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Old 10-14-05, 03:36 PM   #1
gouldjg
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Default Jungmanns Die Hard Project ALPHA (CHECK 1st post)

This is the message as recieved by Jungmann

He is testing on a clean vanilla



gouldjg (or others who wish to try) here is an alpha version to use with the type VIIC only.

http://rapidshare.de/files/6812504/D...ha_7c.rar.html

I reduced the petty and officer's qualification effect by 25% plus the change to the Damage Control room interval 10/30.

Additionly changes to the sub compartments similiar to any Zones.cfg to its end.

The extra Health Points for the 7c was doubled, the armor level lowered from 25 to 10 to balance it out. No going 'mano y mano' with a DD on the surface. The HP allow for a longer hull while sinking and DC barage, instead you have more system damage and failures.

I did not change floatation in Zones.cfg, I want the sub to start sinking if flooding becomes heavy, the other changes to this critical floatation ( by other mods) makes the sub unrealistically resistant to sinking from flooding.

Having a qualifed and rank crew is very important in order to get decent repairs. So spend renown on a ranked crew. Try it at different years on the U-505 mission.

Repairs and station effeciency go hand in hand. This means low ranked and unqualified crew will need some more to work a room. Engine room example takes 6 seaman, whereas a cheif Sr. Petty officer with machinist qualification can do the work of three seaman. A middle ground cheif petty can do the work of two seaman.

This helps to stretch out the repairs. The only place I can see with intervals giving a decent bonus, is the torp room. Minimum amount to load, then time is cut down by half about 66% then at 100% it is shorten some more.

The radio room I need to adjust some to get 100% with fully ranked and qualifed crew.

Only the Damage Control Team can repair the rest quarters. their is no self repair from crew there.

I am not mesing with crew fatigue for this (which obviously can make it even harder to repair via causing bow torp/engine room and such to have a higher fatigue rate and step ala gouldjg work).

Stock game. I made NO changes to fatigue.

I only lowered the qualification number for the Petty Officers, and main Officers by 25%. that is it. No fatigue change from stock. I want people to do their own chages if they want to.

As for Zones.cfg. You can try whatever you want. I just put a basic miminal changes in there to work.

Damage to hull, you can go even further up on Health Points and lower the armor even more; but be careful, it could cause your Uboat to be a tank.

Have you tried to play the alpha at different years using the U505 mission in a VIIC?

So far for an alpha, people seem to like it. It makes death a long drawn out scary feeling without turning your Uboat into a tank.

It is set up so peeps can use their own version of Zones.cfg and Fatigue if they wish. I only made a small change to qualifications effect and the small change to the Damage Control. Biggest change is to the sub.zon file.

Did you know the checking off the realistic repairs option at the start of a game may not even be working it seems? It is always stuck at fast repair option. In the stock game it may be a bug.
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Old 10-14-05, 03:48 PM   #2
Marhkimov
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The highly anticipated beta is here!!! Will try it.

I am a beta tester... Hear me roar!



EDIT: Be forewarned though... All of the files in your beta package are sacred SH3 material. MEaning that many people may have already modded those files, and there will be many install conflicts... I hope you can find a way around this.
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Old 10-14-05, 03:51 PM   #3
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Cool stuff! DL'd it.

I hope I get to sail some soon. lol all I do is mod mod mod.

Cheers gouldjg... have been following this closely.
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Old 10-14-05, 04:22 PM   #4
Marhkimov
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Minor hitch, but it is spelled 'organization,' not organisation.

and why is it inconvenient to leave it as 'fatigue?'

...anyhow, it doesn't matter what we call it as long as it does exactly what we want it to...
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Old 10-14-05, 05:44 PM   #5
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Yes, I will correct the spelling error. Thanks I am terrible at spelling and always rush type.

I call it organization because it makes it easier for my imagination to handle and accounts for so many unknown circumstances that may affect men onboad a submarine.

The game Hearts of Iron game me the idea and the more I think about organization loss rather than fatigue, the more personal gameplay I get. I want the skills reward to have an effect on performance not fatigue.

I have already noticed a small error but it will be a simple fix.

I forgot to add a small penalty to the engine rooms when crew first enter.

So as it stand at the moment I could just send a man to the R&R at the front of the ship for a cup of coffee and then pop him back in to the engine rooms.

I did not realise that I could do this ten times and end up with a fully organized man would take a while but to me it is unacceptable.

I was supposed to set a small penalty for station hoping that negates the abuse of the minor boost to energy when sent to the front R&R (rest and recoup).

It is simple to do yourself if you know these areas in the basic.cfg.

I will test this a post new setting tommorow morning as its late now.

I have just played another mission and thought it was very close to what I want.

I have tunnel vision at the moment so every bit of feedback I get is a good thing.

You see I have my way of dodging attacks so damage is so varied I cannot test all scenarios and tactics. I will try and get a balance when different players experience different damage situations.
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Old 10-14-05, 07:27 PM   #6
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Seems to be a nice mod ... impressive.

downloading now...

I see that a compartement is called captains motivation...

no could be better call this compartment as a Officers quarters ??

is only a idea ... and i don´t know if the german subs have a separate quarters for the officers.

thanks for your hard work.
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Old 10-14-05, 08:36 PM   #7
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Tested one career mission... and lets just say that you can't go point blank range with an armed Liberty Ship. If that was not a no-no before, it should be now...

some more testing to be done...

EDIT: Just a suggestion, but what do you think about calling it 'stamina' instead of 'organization?' :hmm:

EDIT2: I have to go and do some things, but I'll have some more feedback in a few hours. Some good pics of the action too!
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Old 10-14-05, 10:07 PM   #8
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... or if you wanted "willpower" "fortitude" "constitution" or "motivation" if you were stuck for terms.
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Old 10-14-05, 10:42 PM   #9
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Hello,

This mod sounds excellent. I was thinking of installing this beta version. But I am wondering if you could tell me just what it is in your supplied 'main.cfg' file that is required? Is the mod currently only working for one type of sub or something so far?(SubmarineType=2, SubmarineVersion=2, SubmarineName=U-110, ConingTower=11). Or is it the 'Time Compression' settings that are important here? 3DRender=1024... OMG!!! I wonder if my system could handle the 3DRendering at a TC of 1024! I also noticed that my player name would now be 'Jason Gould'.

I also like marhkimov's suggestion of a different name. Perhaps just call it the 'Battle Stations Stamina' mod. Sounds like a perfect name to me. What do you think?

Cheers,

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Old 10-14-05, 11:58 PM   #10
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Ohhh good idea OneTinSoldier... or "The Battlestations Willpower Mod"

lol... I gues we should let good old Mr Gould choose the name though.

I love the direction he has chosen.
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Old 10-15-05, 02:25 AM   #11
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I Test your mod but i don't understand. The guys on the deck, radio and diesel engine are tried in 6 hours. Is it right ?

(I've tested it in single mission and in x512)
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Old 10-15-05, 02:26 AM   #12
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As far as new names are concerned, I really like the officers quarter instead of captains motivation.

I was going to call the room Battle Drill but hey!

I say call a vot on what to call fatigue,

But I am trying to avoid it relating to tiredness,

Cohesion (that may be better)

Discipline

Blah Blah

The majority will decide.


As well as sailing feedback in campaign mode I could also do with some feedback on damage concequences of the system.

Have you had the 16 min repairs etc.

I know we still get some showing as 1 2 3 4 but for some reason it takes longer to fix these now.
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Old 10-15-05, 02:31 AM   #13
gouldjg
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Quote:
Originally Posted by lumat83
I Test your mod but i don't understand. The guys on the deck, radio and diesel engine are tried in 6 hours. Is it right ?

(I've tested it in single mission and in x512)
Was you in bad weather, near the enemy, running at high engine speeds.

How tired was they?

This is the the kind of stuff I need to know before investigating?

When testing on calm seas and at standard engine also with no enemy contacts, I could run the boat for 24 hr max before major problems set in.

So we may have a difference in sailing i.e. weather etc.
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Old 10-15-05, 03:30 AM   #14
Marhkimov
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This is a test using the single mission, Courageous, with a 1942 TypeVIIC. I altered the mission so that the wind speed is 2.0, and the weather is partially cloudy but still sunny.

I am on the surface cruising flank speed right into a task force composed of 4 DD's and 1 CVE. Of course, I crash dive as soon as I get their attention, and a lone DD decides to hunt me down.


This is what I look like after he makes one pass. I lose one crewman and another is injured. The stern torpedo tube also develops a minor leak:


I fill up the stern compartment with men, and the water should be pumped out within 8 seconds. From that, I take it that the damage is very very minor, although I have already lost one man:


Here, the DD is coming by for his second pass. At this point, the u-boat is still in relatively good condition.


Things are getting hairy now.
As a result of the 2nd pass,
3 rearward compartments are flooding,
4 addtional crewmen are dead,
making it 5 total casualties so far,
and a partridge in a pear tree... YES! The Kaleun is going ka-RAZY!!!


All of the flooded compartments are filled and I test out one man in the crisis team. Note the repair and destruction times. The flood to the Captain's Motivation room looks to be the only serious flood. The other two compartments should be dry in less than a minute.


Here is the direct result of water flooding right into the ASS of my boat... NOTE: we are at 52m.


Mere seconds later... Oh boy... Here he comes again... NOTE: we are at 59m.


And I quote directly from the mouth of my hydrophone operator, "Oh SH*T!!!" NOTE: we are at 67m.


I am saved Because of my sinking boat; the depth charges go off too shallow.
This isn't shown in the screenshot, but we drift all the way down to 80m before I choose to hit flank speed instead of being crushed by the pressure. With our nose still pointing upwards, surprisingly it works and we slowly start to rise. We now seem to have control over the flood.


NOTE: my mouse pointer is aimed at 'Off Duty Quarters,' but in the text box, it still reads Bow Quarters.


NOTE: my mouse pointer is aimed at Captains Motivation,' but in the text box, it still reads Stern Quarters.


I have now levelled the u-boat off at 45m.
From the outside, things are beginning to look better...


But on the inside, my crew seems to have taken a "minor" hit... Yes, MINOR
And that DD is still coming back for more. I am still being pinged.




The first screenshot is taken at 16:12
The last screenshot is taken at 17:02

At that point, I had to conclude the testing session... Life beckoned

For my testing purposes, I made the mistake of not "turning on" the hull integrity meter. Oh well...

And given that 50 minutes passed during this attack, the DD did in fact go on more than 2 attack runs. It just so happens that I only documented the most devestating of his attacks.

Overall, it looks as though the combat state is up to par. My only complaint is that one of my crewmen died early on when I was barely even damaged. I mean, this is not impossible, but I hope that it doesn't happen too often. I guess a bolt flew off the wall and hit him in the head or something...
I have to say that this is the most fun I've ever had while getting the SH*T knocked out of me.

And a note to anyone who thinks that this mod is too harsh, you have to realize that I basically had to coax that DD to depth charge me. The mission took place in Sept 1939, and from what I gather, the captain of that DD was a real dummy. I could have ran from him if I had even bothered to try... He's just lucky that I was beta testing...

Next, I think I'll have to test it in a later year (maybe 44' or 45') against more competent DD's.

And some more meticulous testing is to be done for normal sea-faring travel.
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Old 10-15-05, 05:23 AM   #15
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Thanks for the super damage report.

I have changed a few things based on this report and also tried a new approach to this dying crew thing though it may not work.

What I would like to know is as follows.

1. Did you feel as though your mens state was more important to you i.e. you felt a little more concerned where you put them and that you had to watch their org to ensure better crew management.

2. Did you also feel that after the battle you needed to rearange your men to get them in order incase you were attacked again. i.e. put the boat back to normal conditions takes a bit a crew management.

3. Can you imagine this after sailing for say 8hrs in campaighn mode and then encountering a battle scenario as in campaign. i.e. Your mens org will never really be in super condition as org loss is also calculated on high time compression instead of just being frozen.




Obviously more tweaks will need to be done and I am going to try and make a beta 2 avail later today.

In the mean time thanks for taking the time to gather all that info and posting the pictures.

This helps me understand what people are refering to when giving feedback.

I need someone to test a deck gun effect in bad weather, i.e. times till crew get disorganized on the deck gun or AA.

I would also like it if we can see exactly what effects the weather have on sailing. I set the men to last between 12 - 24 hrs but this will be different on some compartments depending on weather and/or if underwater.

Thanks for comments
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