Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: advanced repair/dirt system
Re: New feature: advanced repair/dirt system[message #317440] Mon, 15 April 2013 01:40 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
Flugente, I have this setting:

; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can
MERCS_CAN_DO_ADVANCED_REPAIRS = TRUE

Just checking... My experience with this is that my guns and armor are getting repaired to +85, is it the intention that not everything is fixed to 100%? What exactly is happening? Because I think some weapons & armor are repaired to 100% and some don't. Is it some percentage that gets added?
Re: New feature: advanced repair/dirt system[message #317442] Mon, 15 April 2013 01:47 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
With this they should be able to repair up to 100%, regardless of threshold... dumb question: do your mercs have the 'technician' trait as required?


Re: New feature: advanced repair/dirt system[message #317443] Mon, 15 April 2013 03:00 Go to previous messageGo to next message
pheloncab

 
Messages:273
Registered:August 2004
Location: So. Cal. or texas
anecdotal observation:
I was playing a game under 5562 and it seemed like if I had multiple mercs repairing (w/o all having tech trait) they all stopped at the same time with some things still perm. under 100%. I could then put them back on teams and set my couple of tech mercs to working the rest the way up.

I've since upgraded and am playing uc so I am not sure if this still holds true.


BTW: Thanks for all the awesome new features.
Re: New feature: advanced repair/dirt system[message #317450] Mon, 15 April 2013 11:13 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
Yes, I'm talking about one with the Engineer trait, Steroid. Although it says so in the personnel file, the description itself is of hand-to-hand. (So there seems to be a bug there, as it is with other skills as well...).

(Using SVN r1646, Ja2_5994.exe. Adjusted the above in the data 1.13 folder, which I am playing. Even started a new game after I had changed this option in the Ja2_options.ini.).

[Updated on: Mon, 15 April 2013 19:46] by Moderator

Re: New feature: advanced repair/dirt system[message #317453] Mon, 15 April 2013 20:19 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
Ja2_options (data-1.13)

; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
ADVANCED_REPAIR = TRUE

; the only items we can repair are guns and armour
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE

; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can
MERCS_CAN_DO_ADVANCED_REPAIRS = TRUE

; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
DIRT_SYSTEM = TRUE

; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
FULL_REPAIR_CLEANS_GUN = FALSE

; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
SECTOR_DIRT_DIVIDER = 700

; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
DIRT_GLOBAL_MODIFIER = 1.25

A raging bull with [25%(75%)] becomes [84%(84%)] one time, [77% (77%)] another time (reloading and putting it in his own inventory).

[Updated on: Mon, 15 April 2013 20:45] by Moderator

Re: New feature: advanced repair/dirt system[message #317456] Mon, 15 April 2013 20:46 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
Aha, thats useable information. The thing is that only those mercs with the trait can raise the threshold (if MERCS_CAN_DO_ADVANCED_REPAIRS == TRUE). So only they will raise raise status, if its their repair 'turn'. But if they spend all their points repairing sub-threshold items, no threshold will be raised...


Re: New feature: advanced repair/dirt system[message #317458] Mon, 15 April 2013 20:54 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
I tried it with both Steroid and Barry... they repaired alone, one toolkit only... What do you mean with "their points"? And how can I repair a weapon or piece of armor decently?

[Updated on: Mon, 15 April 2013 20:58] by Moderator

Re: New feature: advanced repair/dirt system[message #317459] Mon, 15 April 2013 20:58 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
When repairing both with mercs who have and who haven't got the trait, the ordering can have an influence.


Re: New feature: advanced repair/dirt system[message #317460] Mon, 15 April 2013 21:00 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
I understand, but I repaired with one person only with the trait and one toolkit only... I didn't post that anecdote.... I'll start another game and try again... Maybe my savegame is bugged or something

Edit: have a later version installed now and it seems to work great. Thanks and sorry for your time Wink

[Updated on: Tue, 16 April 2013 01:49] by Moderator

Re: New feature: advanced repair/dirt system[message #317502] Wed, 17 April 2013 13:11 Go to previous messageGo to next message
krux

 
Messages:62
Registered:June 2011
Hmm, I appreciate the added option of letting trained mercs do advanced repairs but it seems like it cancels out the intention with the original feature somewhat. I rarely assign a merc with no tech/engineer trait to repair items anyway.

My suggestion would be that you need both the trait and a certain facility to do advanced repairs.
Re: New feature: advanced repair/dirt system[message #317504] Wed, 17 April 2013 13:52 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
^^seems like a good suggestion.
Re: New feature: advanced repair/dirt system[message #317519] Wed, 17 April 2013 19:25 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
Yes, there's the weaponfactories... and maybe the mining stations as well?
I don't know if in the first case it is complicated as the location of the weaponfactories differ...

(in "Vanilla")

[Updated on: Wed, 17 April 2013 19:38] by Moderator

Re: New feature: advanced repair/dirt system[message #321009] Mon, 27 May 2013 21:08 Go to previous messageGo to next message
Emufarmers

 
Messages:7
Registered:May 2013
Hi! The dirt system is cool, but it's a bit of a nuisance to have to detach a cleaning kit from a weapon before you can use it. It would be nice if, at least in real-time mode, kits attached to weapons could still be used.
Re: New feature: advanced repair/dirt system[message #321018] Mon, 27 May 2013 22:01 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
Cleaning kits aren't supposed to be attached to anything in the first place. If you define them to be attachments, ok, but then you'll have to detach them.


Re: New feature: advanced repair/dirt system[message #321022] Mon, 27 May 2013 22:15 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Tell that to wil.


Re: New feature: advanced repair/dirt system[message #321047] Tue, 28 May 2013 04:09 Go to previous messageGo to next message
pheloncab

 
Messages:273
Registered:August 2004
Location: So. Cal. or texas
I figured attaching the cleaning kit to the weapon was, like a lot of weapons, where the buttstock has a compartment that allows for storage of it. its a convenience thing to keep it off the LBE.

I'm not sure how common that is on current weapons in service, though it seems to me that its not a bad idea, at least that way if your weapon jams in the middle of a firefight, you can take cover and have something to try to clear it rather than figuring out your tools are left behind in a pack you dropped.

Re: New feature: advanced repair/dirt system[message #321049] Tue, 28 May 2013 04:50 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
Holy dirt Flugente, another great feature which i suggested for years!

How do you even keep up with implementing so many great new features constantly? Do you have no life? ;P
Anyways, keep up the great work, 1.13 will still be the benchmark for features for any similar game to come, thanks to dedicated people like you.
But say, how many features are there even left to implement by now?

☆★GL★☆
Re: New feature: advanced repair/dirt system[message #321056] Tue, 28 May 2013 07:29 Go to previous messageGo to next message
Emufarmers

 
Messages:7
Registered:May 2013
DepressivesBrot
Tell that to wil.

In relation to which project? I've only got AR and Strohmann's Stock Data Overhaul.
Re: New feature: advanced repair/dirt system[message #324268] Fri, 23 August 2013 17:03 Go to previous messageGo to next message
acqsen

 
Messages:17
Registered:December 2011
To clean gun with "Cleaing kit"
-must have cleaning kit
-the cleaning kit must be either in inventory, or in hand, must not be merged with weapon (if it is merged move somwhere to inventory)
-press "CTRL . " choose correct menu option
-if you choose "clean guns (team)" only merc who carry cleaning kit will clean their own guns. Every Merc can only clean his own guns.

To clean gun with repairing-it-to-full proper option must be selected in JA2_Options.ini. If you play UC1.13 its not selected by default, it has to be changed manually. The line that deals with it is: FULL_REPAIR_CLEANS_GUN = TRUE
Also important, the .ini that is selected when launching UC1.13 is located in: ...\JA2gold\Data-UC113 (in my case it is D:\Games\JA2gold\Data-UC113) not the one that the ini editor shows when launching game with it.
Re: New feature: advanced repair/dirt system[message #324269] Fri, 23 August 2013 18:06 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Emufarmers
DepressivesBrot
Tell that to wil.

In relation to which project? I've only got AR and Strohmann's Stock Data Overhaul.

It's a joke.
But here you go.

Re: New feature: advanced repair/dirt system[message #324277] Fri, 23 August 2013 22:40 Go to previous messageGo to next message
iklop

 
Messages:85
Registered:July 2013
Location: Germany
Surprised Flugente... you mad Smile
:cheerleader: thank you very much for this and the many other enhancements :cheerleader:
Re: New feature: advanced repair/dirt system[message #326253] Sat, 05 October 2013 11:07 Go to previous messageGo to next message
Faalagorn

 
Messages:157
Registered:February 2012
Location: Poland
A small request - could it be possible to always show the threshold value if the system is enabled, even if it's 100%? I know that with the recent addition from silversurfer it's easier to judge whether the item uses the new repair system, but with this little addition you can easily see which item is using this system without opening the UDB by just hovering the mouse over it.

Also, are there any plans on expanding the current (advanced) repair system? Correct me if I'm wrong, but currently the condition only affects weapons, armors and I think explosives directly, and the condition of other items just affects on how quick they are break when exposed to deep water, explosives or unsuccesful merges and their worth in vendors. Would be nice to having more items with advanced repairs and misbehaving, like melee and throwing weapons do weaker damage, LBEs offering less slots, tools to take more AP/BP to do action or offer a chance to failure, or attachments and face gear offering less to no bonuses when damaged.

EDIT: Also, I'm not sure if it's the right place, but since the vanilla these weird "bug" allowing lockpick kits to be repaired, why they obviously shouldn't (you can merge them)

[Updated on: Sat, 05 October 2013 11:08] by Moderator

Re: New feature: advanced repair/dirt system[message #329084] Thu, 19 December 2013 13:53 Go to previous messageGo to next message
sylar951

 
Messages:53
Registered:December 2013
I don't know if anyone already suggested this but could you make different images for different gun conditions... you know, for example, when your weapon dirt level is above 25% the image of the gun looks a little bit dirty, or when your gun condition is below 75% the image of the gun looks a bit broken...
Re: New feature: advanced repair/dirt system[message #329085] Thu, 19 December 2013 14:09 Go to previous messageGo to next message
Shanga

 
Messages:3559
Registered:January 2000
Location: Danubia
sylar951
I don't know if anyone already suggested this but could you make different images for different gun conditions... you know, for example, when your weapon dirt level is above 25% the image of the gun looks a little bit dirty, or when your gun condition is below 75% the image of the gun looks a bit broken...


Hmm the idea isn't bad in theory, but think of this: if all of a sudden all guns would require 3 big pictures instead of 1, who would sit down and redo all images? This is why status icons are being used - they apply backwards to all items, without requiring a massive overhaul of the items. A lot of work for a purely cosmetic change, no?


Re: New feature: advanced repair/dirt system[message #329087] Thu, 19 December 2013 17:19 Go to previous messageGo to next message
sylar951

 
Messages:53
Registered:December 2013
Shanga
Hmm the idea isn't bad in theory, but think of this: if all of a sudden all guns would require 3 big pictures instead of 1, who would sit down and redo all images? This is why status icons are being used - they apply backwards to all items, without requiring a massive overhaul of the items. A lot of work for a purely cosmetic change, no?

yeah... it would be a lot of work... maybe he could make 3 default templements for dirt (25%50%75%) and 3 default templements for condition (75%50%25%) and just copy/paste via photoshop on all weapon images (he doesn't have to photoshop every picture in detail)... but the real work would be making every weapon to change it's image once the required percentage has been reached...
Re: New feature: advanced repair/dirt system[message #329098] Fri, 20 December 2013 01:00 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
What Shanga said. The code part wouldn't be that much, but who would do 3 * 2 * number of guns pictures (2 because you'd need big and medium pictures)? The gain doesn't justify the effort. It's not like there are people around who do hundreds of sti-pics just for the sake of it...


Re: New feature: advanced repair/dirt system[message #329101] Fri, 20 December 2013 02:33 Go to previous messageGo to next message
Zombiehunter

 
Messages:160
Registered:March 2011
Location: Franconia, Germany
That is a very neat feature.

But have you thought about adding some new items, to slow down the Just-staying-in-a-dirty-sector-makes-your-gun-dirty process? I mean don't get me wrong, I totally agree, just walking around with your rifle all day in some not so clean environment, does indeed make your rifle dirty, but there are ways to take precautions like these:


http://1.bp.blogspot.com/_Md1e3UvUM9Q/TBD57g9II1I/AAAAAAAAAxU/KopaSkO6KMg/s1600/754px-Omaha_Beach_Landing_Craft_Approaches.jpg
(Makeshift) Plasticbags to just enclose your whole rifle. Of course there have to be negative aspects to that aswell, for example:
-The Plasticbag is of course ruined, the hole from the bullet is self-explainatory and the brass is hot enough to burn more holes through the bag.
-It takes more AP to fire that rifle and of course, your aim is also not the best if your sights are enclosed in the bag aswell.
-Removing the bag before shooting, costs AP of course


http://willowhavenoutdoor.com/wp-content/uploads/2012/11/muzzle-shot.jpg
(Makeshift) Condoms over your Muzzle to prevent dirt from getting into the barrel. IIRC this was very common among US Soldiers during the Vietnam War.
The upside to this is, you don't enclose your sights, so no aiming penalties.


http://www.cjweapons.com/aspcart45/images/shootoff_ar2.jpg
(Commercial) Muzzle Covers, at least in the unit I served in those were actually standard issue, though you usually took them off as soon as you received your rifle. The most common dirt in your rifle (unless you've fired it of course) gets in via the muzzle and into the barrel, so if you close the muzzle up there is no way much common dirt can get in. Pros/Cons same as the Condom, much more sophisticated though Wink

Anyways, this isn't an item request per se, just putting these ideas out there Wink

-Zombie
Re: New feature: advanced repair/dirt system[message #329102] Fri, 20 December 2013 02:40 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
That has been possible since this was implemented. An attachment with a negative will decrease the amount of dirt a gun generates (but I do not allow negative values on the entire gun - no selfcleaning guns here).

So simply add an item 'Condom', add -10.0 on it, define it to be an attachment for a gun, and it will do what you propose. If you define it to be a muzzle flash hider that can be damaged and give it reliability of -5, even better.


Re: New feature: advanced repair/dirt system[message #329104] Fri, 20 December 2013 02:48 Go to previous messageGo to next message
Zombiehunter

 
Messages:160
Registered:March 2011
Location: Franconia, Germany
Ah okay, that is nice to know Smile
No self-cleaning rifles? Hehe, the US Army told their soldiers in the 60's the M16 is a self-cleaning rifle, the result has been catastrophic Wink
Re: New feature: advanced repair/dirt system[message #329105] Fri, 20 December 2013 02:55 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
Some criticism here Smile
As this feature seems to add some realism to game, probably it's not well game balanced.
What i mean - it does not give any bonuses or benefits to player - you just need to clean your gun after every battle, and it's easier to just turn it off with the same result Smile
Maybe it's good idea to give cleaning kits some positive bonuses? For example, they could remove small limited amounts of damage (5%) from gun.
This way, you have choice:
-With this feature off, you have to repair your gun after several fights.
-With this feature on, you can use cleaning kits ( carry, use, and supply them ), but you will have to repair your gun only if it receives some real damage due to bad maintenance or extreme overheating, explosions or such.


Re: New feature: advanced repair/dirt system[message #329106] Fri, 20 December 2013 02:59 Go to previous messageGo to next message
Zombiehunter

 
Messages:160
Registered:March 2011
Location: Franconia, Germany
A good soldier cleans his rifle everytime after he has fired it or he can do so. Because a dirty rifle is a sad rifle and a sad rifle might get pissed at you for making it sad and stop firing, which might turn you into dead a soldier Wink
Re: New feature: advanced repair/dirt system[message #329107] Fri, 20 December 2013 03:06 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
Zombiehunter, i agree that it adds realism.
Problem is - most of players (probably those without actual army experience) just prefer to turn it off as some annoying thing that gives only penalties, and it's not very good, thinking of game design principles Smile
And with this feature on, we can think of 5% of gun damage as damage from dirt - and cleaning kit effectively removes the dirt (and damage).
Though it's just a raw idea.


Re: New feature: advanced repair/dirt system[message #329110] Fri, 20 December 2013 03:17 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
It isn't intended to make the game easier. I don't see how it would (that repair idea would need some odd tweaks to keep it from being an exploit). It's there to increase realism/immersion.

Part of that is the reason mercs don't automatically clean their guns after every battle or every time they get dirty, and the same reason mercs don't automatically buy food and water from sectors... that part of automation would work so efficient that there's no point in having the entire thing in the first place.


Re: New feature: advanced repair/dirt system[message #330444] Sun, 09 February 2014 02:25 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
I love realistic stuff like this. Wonder why I'm not seeing it in the version I'm playing. Is it not in the last stable build?

I'm not sure which build I have, and not seeing anything obvious in the launch window, readme, etc.

What is the easiest way to tell?
Re: New feature: advanced repair/dirt system[message #330445] Sun, 09 February 2014 04:01 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
@Anthropoid
you can press 'v' in tactical to see game version.
Most likely you are playing 4870.


Re: New feature: advanced repair/dirt system[message #330449] Sun, 09 February 2014 05:20 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
Yep! Thanks Seven. 4870 Smile

Guess maybe I'll make another copy of the install so I can do the beta . . . or, since I cannot imagine ever playing this game vanilla ever again, just install over my "original" folder . . . Not much of a big deal if I ever need to clear the deck and reinstall from GOG once again.
Re: New feature: advanced repair/dirt system[message #330454] Sun, 09 February 2014 05:57 Go to previous messageGo to next message
fallschirmjager

 
Messages:42
Registered:June 2005
Location: Darwin, Australia

Hah, cleaning gats.

The only time I relish in being rear ech...

I remember during basic all the problems recruits had with their F88s.

The funny thing was, the F88S2 I was issued was in a pretty bad way. It had been dropped, dragged, scratched and probably abused its entire life at a training institution. There was more bare metal than protective coating!

That said, a lot of people got really new looking S2s and I felt a bit jealous at first. Mine felt loose and unreliable compared to the new stiff and firm counterparts in my section.

But I never had a single stoppage during training with that weapon which wasn't just an empty magazine. And I fire a shit ton of rounds during field and I treated my rifle like a temple.Everything was clean and lubricated just right to keep working.

I remember crawling through mud and dirt with my gat being pretty filthy afterwards. Then we still had to fire and move through the bush and do a section attack.

I went through three or four magazines with no incident.

I loved that gat. Still remember the serial number! ;D

Whereas I recall seeing my section mates having numerous stoppages. Double feeds, stove pipes and even a few failure to fires.

Gotta love those loose tolerances!
Re: New feature: advanced repair/dirt system[message #330456] Sun, 09 February 2014 06:06 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
grylsyjaeger
Hah, cleaning gats.

The only time I relish in being rear ech...

I remember during basic all the problems recruits had with their F88s.

The funny thing was, the F88S2 I was issued was in a pretty bad way. It had been dropped, dragged, scratched and probably abused its entire life at a training institution. There was more bare metal than protective coating!

That said, a lot of people got really new looking S2s and I felt a bit jealous at first. Mine felt loose and unreliable compared to the new stiff and firm counterparts in my section.

But I never had a single stoppage during training with that weapon which wasn't just an empty magazine. And I fire a shit ton of rounds during field and I treated my rifle like a temple.Everything was clean and lubricated just right to keep working.

I remember crawling through mud and dirt with my gat being pretty filthy afterwards. Then we still had to fire and move through the bush and do a section attack.

I went through three or four magazines with no incident.

I loved that gat. Still remember the serial number! ;D

Whereas I recall seeing my section mates having numerous stoppages. Double feeds, stove pipes and even a few failure to fires.

Gotta love lloose tolerances!


I envy you.

ADDIT: actually since you are Awestralian here is a question I've been muddling over . . . That "AICW" weapon in the game. Holy fuck that thing is awesome.

Is that thing real? Like, does it actually exist in real life and does it actually perform like its in-game stats say it does?

[Updated on: Sun, 09 February 2014 06:08] by Moderator

Re: New feature: advanced repair/dirt system[message #330462] Sun, 09 February 2014 11:04 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
It's real, you can look it up. But I doubt you'll find many people outside select testing groups who handled it.


Re: New feature: advanced repair/dirt system[message #330473] Sun, 09 February 2014 18:04 Go to previous messageGo to previous message
Anthropoid

 
Messages:144
Registered:February 2014
Strange that it was successfully tested at least as early as 2005, yet it still is not being slotted for adoption by any national militaries?

I wonder what plan the designers of that weapon system have in mind as far as squad doctrine and target audience as far as commercialization? Special forces obviously might love that thing, but I have a hard time imagining it being integrated into regular U.S. military. I suppose it might be an easy sell to nations which currently use the Steyr AR.

Anyway, I'm dragging this Off Topic, sorry.

[Updated on: Sun, 09 February 2014 18:05] by Moderator

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