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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Jason, Heres a quick question for you.
mid 1944, Type VIIC I stumbled into a Bogue class carrier and destroyer escorts. I managed to put three fish into the carrier then hit CD. I was getting clobbered by a trio of destroyers. My boat had sustained substantial damage. I was working the repair crew back and forth to try and keep up with the flooding. Sitting on the bottom at about 100m. Forward battery destroyed, Aft battery damaged. Everytime I get some flooding under control the dd's make another pass and I start all over again. Obviously the end is near. The radio room had been damaged with heavy flooding(compartment shows yellow). Along with the two crewmembers I stuck the repair crew on it. The flood & pump icons showed up as expected. Finally after awhile the two icons disappeared and the compartment showed normal/no damage to repair yet blue water continued to rise in the compartment. Numerous attempts to stem the rising water level all showed compartment normal/no damage to repair. After about 2 hours of this a depth charge landed right on the deck and thats all she wrote. Why did the water level continue to rise in that room yet all systems were normal/functional? If the compartment were unrepairable wouldn't it have gone red showing destroyed or unrepairable. With the exception of this mystery flooding everything with the mod is working out great. ![]()
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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I have never had that.
If room is fixed flodding should stop. Pumps work while not in silent running (I am sure you know this already so do not take offence) I am wondering if any pumps were destroyed during attack??? Maybe men had holes in their buckets :rotfl: :rotfl: :rotfl: :rotfl: Sorry could not resist. To be honest, as long as you are aware of the interval bug which affects other subs rooms i.e. the 10 crew slot rooms, I have not experienced anything muh out of hand in my testing. I have sinced tweaked a little with hex editor and set armour to 5 so have to test this tommorow and will report back should I find it better. I have also started a blasted campaign which makes things a little tighter. I got to say this, its more fun playing than modding now :rotfl: :rotfl: except for those blasted Duds ![]() ![]() ![]() ![]() ![]() ![]() I know the compartment destroyed bug is also in the vannilla game as confirmed on SH3 site in one of the threads. Can I reccomend XVI32 hex tool free of net. It is cool for just doing those little tweaks. If I see this issue I will investigate but up to now, not seen it. Have Fun p.s. Sounds like you had a bit of a pannic under those DD's :rotfl: :rotfl:
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#3 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Actually the whole scenario was very tense couple hours. I have the outside camera view enabled so i could see what was coming and where. Still the overall mod seems to work really well. A few things pop up from time to time but its very cool. Now if only I can wean myself off the F12 view.
I'm going to try one of the included fatigue mods - whats the diff between the ones with the "Holl" at the end and the regular models? I generally run a higher tc to and from the area 512 or better. Any suggestions or do you have a more in depth readme coming out? Thanks again.
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#4 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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The Ones with Holl at the end have lowered qualification effects. It has been stated that the game might not recognise the changes that include partial qualification i.e 1.5. It seems that they respond better to full qualification numbers.
I have not yet noticed anything ou of he ordinary except longer repairs so have not chaged to whole numbers as the original game use a partial number. I am just making you aware so if anything does not seem right to you, you can trouble shoot that area though I have not been affected. Personally I use the 8hr and set sh2 commander time seting as follows. Maximum = 2048 when in 3d view = 1024 this allow me to skip the fatigue should I wish to make a long trip. I just set time to 2048 which freezes fatigue. Feel free to set and change as you wish.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#5 | |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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I guess that means the XXI or IX rooms with 10 men? I been playing "Civilization 4". It seems to be a pretty good game. I had to take a break from SH3. I think I played around with the game more than ever playing through a real campaign! :rotfl: I am glad you were atleast got something out. ![]() I never had seen that flooding behaviour before either. That is wierd. |
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#6 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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It seems that interval tweaks are very risky and complicated unless evrything is considered so I am encouraging people to change back to original interval settings.
I will think of something else though soon as the flooding test I got indicated a good experience. One one such test, I had tried everything to survive but it was failing till I hit full revers to slow my bow end decent to the depths. Just in the nick of time, I recovered after about 10 full minutes of slow decent. Thats what I want. Maybe the tonnage mod will have something interesting as far as damage is concerned.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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