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Old 01-10-07, 08:27 AM   #121
panthercules
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Quote:
Originally Posted by nvdrifter
I wasn't trying to criticize your gameplay style. And I surely don't care if players only use certain parts of LRT, and not others. No problem at all. And as far as not wanting the no-teleport feature in LRT v1.32, all you will have to do is delete the GameplaySettings.cfg file before installing.
Aha - so that's where the no-teleport thing is hiding? good to know - thanks.

Quote:
Originally Posted by nvdrifter
And another cool feature I finally got working properly (after a LOT of playtesting and tweaking) is a shaking screen inside the boot when being depth charged. Works really well and adds a lot of immersion. I will also include that into LRT v1.32.
Now this is really cool - can't wait to see this in action - is this triggered only by DC explosions at a certain proximity to the boat, or only by ones that do damage? Does it vary by the proximity/damage level or is it just either present or absent? This just keeps getting better and better
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Old 01-10-07, 11:00 AM   #122
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Nvdrifter - I was always playing SH3/GW/GWX with your mod and I like it very much (and not only me), but it's something wrong with pumps and flooding in LRT v1.31. I've used earlier versions with no problems and never noticed flooding problems. This problem observe other players too. Did you change something there? Do you check it and fix in v1.32?
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Old 01-10-07, 11:02 AM   #123
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One question - will you include "depthcharge shake effect" in LRT v1.32 LITE/FULL?
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Old 01-10-07, 11:08 AM   #124
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Quote:
Originally Posted by jaxa
One question - will you include "depthcharge shake effect" in LRT v1.32 LITE/FULL?
Check here:

http://www.subsim.com/radioroom/showthread.php?t=103479
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Old 01-10-07, 11:10 AM   #125
nvdrifter
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Quote:
Originally Posted by jaxa
Nvdrifter - I was always playing SH3/GW/GWX with your mod and I like it very much (and not only me), but it's something wrong with pumps and flooding in LRT v1.31. I've used earlier versions with no problems and never noticed flooding problems. This problem observe other players too. Did you change something there? Do you check it and fix in v1.32?
Jaxa,

Yeah, I did notice that. I am still trying to figure out what is causing it. There will be a slight delay due to this and a few other issues.
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Old 01-10-07, 11:39 AM   #126
jaxa
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by jaxa
Nvdrifter - I was always playing SH3/GW/GWX with your mod and I like it very much (and not only me), but it's something wrong with pumps and flooding in LRT v1.31. I've used earlier versions with no problems and never noticed flooding problems. This problem observe other players too. Did you change something there? Do you check it and fix in v1.32?
Jaxa,

Yeah, I did notice that. I am still trying to figure out what is causing it. There will be a slight delay due to this and a few other issues.
Keep your good work
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Old 01-10-07, 12:05 PM   #127
Georg_Unterberg
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Quote:
Originally Posted by nvdrifter
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Originally Posted by Georg_Unterberg
nvdrifter,

I want to try your famous 1.31 Lite for GWX. Now I saw that you use a modified Basic.cfg.

GWX comes with two versions of Basic.cfg (one is for late war sensors only, which installs the FUMB-29 schnorchel mounted antenna).
I guess your version of LRT Basic.cfg is for normal use without that special sensor. Will you do a second LRT Basic.cfg for 1.31 (or maybe 1.32) which is GWX late war compatible?

thanks!
Georg_Unterberg,

Sorry about that... it somehow slipped past me. Now avalable- GWX Late War sensor mod file for use with the LRT v1.31. Download it here:

http://files.filefront.com//;6503664;;/
thanks nvdrifter! really appreciate that!
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Old 01-10-07, 05:14 PM   #128
gouldjg
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Ndrifter

Does your mod require a stringent set of numbers to work i.e. has to be a specific decimal or is there possibility to sway the numbers slightly i.e. use SH3 commander randomiser so I get a mixture of short and long repairs?
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Old 01-14-07, 04:58 AM   #129
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Nvdrifter, what about v1.32? Any troubles?
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Old 01-14-07, 05:43 AM   #130
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Quote:
Originally Posted by gouldjg
Ndrifter

Does your mod require a stringent set of numbers to work i.e. has to be a specific decimal or is there possibility to sway the numbers slightly i.e. use SH3 commander randomiser so I get a mixture of short and long repairs?
Gouldjg,

No specific decimals are necessary. A randomizer would probably work. Great idea.

Last edited by nvdrifter; 01-14-07 at 05:59 AM.
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Old 01-14-07, 05:53 AM   #131
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Quote:
Originally Posted by jaxa
Nvdrifter, what about v1.32? Any troubles?

Jaxa, the fix for the collision damage with the sea floor partially works, except for the loss of hull integrity. The modder who is working on this fix used some great ideas, but it looks like it might not be ready for a while. This was the main reason for the delay of LRT v1.32. Unfortunately, it looks like this fix won't make it into v1.32. I am also trying to figure out the flooding compartment problem that appeared in v1.31. I have been distracted recently trying to fix my Depth Charge Shake mod, but now that it's finished (for a while at least), I can focus on finishing LRT v1.32. Now my main concern is trying to find the flooding problem. If I can figure out that problem, it should be released quite soon.
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Old 01-14-07, 06:18 AM   #132
jaxa
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by jaxa
Nvdrifter, what about v1.32? Any troubles?

Jaxa, the fix for the collision damage with the sea floor partially works, except for the loss of hull integrity. The modder who is working on this fix used some great ideas, but it looks like it might not be ready for a while. This was the main reason for the delay of LRT v1.32. Unfortunately, it looks like this fix won't make it into v1.32. I am also trying to figure out the flooding compartment problem that appeared in v1.31. I have been distracted recently trying to fix my Depth Charge Shake mod, but now that it's finished (for a while at least), I can focus on finishing LRT v1.32. Now my main concern is trying to find the flooding problem. If I can figure out that problem, it should be released quite soon.
OK. Flooding problem must be fixed - good luck nvdrifter.
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Old 01-14-07, 04:01 PM   #133
HEMISENT
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Quote:
Originally Posted by gouldjg
Ndrifter

Does your mod require a stringent set of numbers to work i.e. has to be a specific decimal or is there possibility to sway the numbers slightly i.e. use SH3 commander randomiser so I get a mixture of short and long repairs?
Jason, could you expand on this for me please. I had a similiar idea but have been busy with other stuff, I also wanted to wait till the final version.
This LRT mod rocks and randomizing it would just throw so much more into the equation.
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Old 01-14-07, 04:48 PM   #134
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Having a flooding problem with LRT; managed to get to the surface after sustaining heavy damage, had the repair crew working at it but the compartment recovery times [slowly] started to reduce whilst the flooding time kept increasing til the black screen of death [not nice]. Wouldn't stopping the flooding have taken priority over everything else ?!
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Old 01-14-07, 05:05 PM   #135
gouldjg
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Quote:
Originally Posted by HEMISENT
Quote:
Originally Posted by gouldjg
Ndrifter

Does your mod require a stringent set of numbers to work i.e. has to be a specific decimal or is there possibility to sway the numbers slightly i.e. use SH3 commander randomiser so I get a mixture of short and long repairs?
Jason, could you expand on this for me please. I had a similiar idea but have been busy with other stuff, I also wanted to wait till the final version.
This LRT mod rocks and randomizing it would just throw so much more into the equation.
Well I love the idea of LRT though I would love it even better if it was a mixture of short and long repairs.

I think I need to wait till I get some spare time and then set it up in SH3 randomiser unless of course Ndrifter wants to do this being the most experienced with what does what due to him probably already having tested the damage and flooding a 1000 times.

I think there is a heap of stuff that could be slightly randomised to make the game extremely dynamic (i.e. you just dont know how the day pans out style)

As for crew upgrades etc, hmmm, not sure I am that bothered about them if it is preventing me from experiencing a more thrilling attack by DD.

Basically, over the next few weeks, I am going through NYGM and GWX to see if I can build a mod with the best of each except it will be randomised so that I get a lucky break now and again or vice versa.

Speak more when I have downloaded LRT and had a play.

Hemisent, your ok with sh3 commander new random structure I presume cos I may need a recap.

If you remember the chaos thread, I was big on this until I heard about GWX so was not going to spend too much time on it till release of GWX. Now that it is released, I may just want to kick this up to its absolute full potential.

I will obviously need to get info from yourself and Ndrifter
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