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06-24-17, 02:06 PM | #1 |
Swabbie
Join Date: Jun 2017
Posts: 10
Downloads: 3
Uploads: 0
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For the love of all that is holy, can we get time to stop in port?
I've never served in the Navy or on submarines. But I'm pretty sure that by the time the sub docks, the sub commander should be aware enough to order needed repairs and rearming without many hours passing.
Today I was in port with damaged propulsion (16 hour repair, I believe), and I wanted to unload 2 Harpoons (1 hour), and load 8 TASMs (8 hours), 3 MOSS (0.75hr), and 10 Mk 48 (2.5hr). That should have taken 28.25 hours. It took me over 100 hours due to the delay of moving the mouse cursor and clicking the right things. It simply doesn't make sense to have time pass in port other than what is ordered. And I'd be fine if port ran in real time. If it takes me 10 minutes to decide what my loadout should be, then I lose 10 minutes. Instead, I spend seconds and lose many hours. If there was some benefit to crew performance for resting extra time, that would at least justify the increased time, but as it stands, I see literally no reason for passing idle time in port. |
06-24-17, 03:20 PM | #2 |
Bosun
Join Date: Jun 2017
Location: Germany
Posts: 61
Downloads: 65
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You can simply edit the config file and set the times you want.
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06-24-17, 03:22 PM | #3 |
Navy Dude
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Or they can simply stop the clock and then you can queue up all the work you want done and then when you click apply, it advance the clock. Should be really simple.
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06-24-17, 04:11 PM | #4 |
Torpedoman
Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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Amen to that.
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Shadow's Cold Waters mods (JSGME-friendly) = Longer Campaigns: Marathon Edition = 500-yard MAD range |
06-24-17, 04:55 PM | #5 | |
Swabbie
Join Date: Jun 2017
Posts: 10
Downloads: 3
Uploads: 0
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Quote:
Edit: To add to this, when first sitting in port after starting the campaign, no time passes. Why does time pass when returning to port later? Edit2: I just noticed, unloading Harpoons causes 1 hour to pass, when the display shows 30 mins, and loading TASMs causes 2 hours when the display shows 1. |
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06-24-17, 05:52 PM | #6 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 690
Downloads: 189
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Seems to be some bug with the times there.
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06-24-17, 06:03 PM | #7 |
Swabbie
Join Date: Jun 2017
Posts: 10
Downloads: 3
Uploads: 0
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That's helpful. But is it a bug that time passes as soon as one enters port? For example, I got the SEAL team mission. Headed back to Holy Loch, and between the time I entered port, and the time I (as quickly as I'm capable of) clicked on the repair and rearm, 30 hours have passed. After emptying my magazine to fit the SEALs, 55 hours have passed. I'm totally fine with taking 25 hours to unload my existing gear and loading the SEAL team, but my concern is that even when I know exactly what I want to do, a lot of time passes before I can even make the commands.
Edit: Heck, I'd be happy if there was a "crew fatigue" effect, where spending an extra 16 hours in port or something would improve TMA and detection, and that would degrade the longer one spent away from port. That's probably a lot of extra programming, though. |
06-24-17, 06:14 PM | #8 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 690
Downloads: 189
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There seems to be a problem where even unloading the torpedoes takes 1h each instead of 15 minutes. Loading SEALS seems to take 4h instead of 120 minutes, and so on. So something is not working correctly.
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