|
Post by peter1234567 on Feb 1, 2019 18:50:50 GMT 1
Hi Everyone Have recently downloaded GZM9 and found that in the Norway chapter the engineer truck performs every task but will not repair a tank or tracked vehicle with a broken track that is to say one with the red flag showing it has broken down. The engineers get out of the truck carry out a few actions (fiddle about) then get back in the truck. Normally if they have nothing to do they just stand by the engineer truck. I have been playing Blitzkrieg since it came out and have never before seen the like. All the other Blitz games work fine on my setup, and so does GZM9 if I am running it on Windows 7 or XP but when I run it on my computer it will not repair tracks. Operating System Linux Mint 19.1 with Crossover 17 as interface (Wine) have played CFCS all campaigns, Hungarian HRA campaigns, France 40, and the Original campaigns. I use Blitzkrieg original discs patched to 1.2 and not "Steam" Is there a setting I can change in the Mod or is it part of the game setup that in Norway these repair facilities were not there in real life. I have been watching and using all the mods and addons for a long time and really like the way you all have improved the Game and made it fun to play......thank you all very much.
|
|
atlas555
General
I know not what course others may take. As for me, give me liberty or give me death.
Posts: 1,069
|
Post by atlas555 on Feb 1, 2019 19:00:27 GMT 1
I have not played as far as you, still in Spain.
Did the engineers repair tracks in Poland?
|
|
|
Post by peter1234567 on Feb 1, 2019 19:04:16 GMT 1
Sorry I should have said I am playing the allied (British) campaign
|
|
|
Post by peter1234567 on Feb 1, 2019 22:22:48 GMT 1
That's interesting is this a value that is set in const.xml or maybe config.cfg both of which I have altered in the past.
|
|
|
Post by peter1234567 on Feb 2, 2019 18:45:10 GMT 1
Thanks for the info SJ you set me thinking,You mentioned that you had the problem and that it may be a load capacity or capability problem. I have a few mods that I have downloaded over the years and one is called "Disable tank tracks1.1" and I delved into this, I found a lot of .xml files each named for the artillery piece it modified. In the same pack file I also found a consts.xml In this I found an entry called "ResupplyBalanceCoeff="0.0000001" and the following explanation
<!--ResupplyBalanceCoeff - The concernment of unit in formula: WorkToDo * Coeff + 1 / Distance, used for Resupply & Reload. Work - Cost of repair/resupply in RU.-->. The key word being REPAIR.
By comparing that file with with the one used by GZM9 I noted under the Engineers section an entry "RepairCostAdjust="350" in the Disable MOD consts file compared to "RepairCostAdjust="175" in the GZM9 consts file. as under Disable MOD consts file <Engineers MineVisRadius="320" MineClearRadius="320" EngineerRepearPerQuant="213" EngineerFenceLenghtPerQuant="10" EngineerEntrenchLenghtPerQuant="5" EngineerResupplyPerQuant="320" EngineerMineCheckPeriod="1000" EngineerLoadRuPerQuant="320" TimeQuant="160" EngineerAntitankHealthPerQuant="1.1" MineAPersRuPrice="1000" MineATankRuPrice="2000" AntitankRuPrice="2000" EngineerRuCarryWeight="5000" RepairCostAdjust="350"> <!--RepairCostAdjust - The multiplier of 1 HP cost for repair needs ( for all HPObjects ).--> <!--MineAPersRuPrice/MineATankRuPrice.AntitankRuPrice - The cost of mine in RU--> <!--EngineerRuCarryWeight - One engineer moves that amount of RU per trip to a storage (and back to truck)--> <!--EngineerLoadRuPerQuant - Engineer load that amount of RU into truck per quant --> <!--MineVisRadius: Radius, in which engineer sees mines ( ai points )--> <!--MineClearRadius: Radius, in which engineer clears mines ( ai points )--> <!--TimeQuant - Quant of engineer work --> <!--EngineerRepearPerQuant - This amount of RU can be spent by one engineer in TimeQuant--> <!--EngineerFenceLenghtPerQuant - The length of fence in segments per TimeQuant per engineer--> <!--EngineerEntrenchLenghtPerQuant - The length of trench in segments per TimeQuant per engineer--> <!--EngineerResupplyPerQuant - This amount of RU can be spend by one engineer in TimeQuant on resupplying--> <!--EngineerMineCheckPeriod - Engineers look for mines once per this time (ms)--> </Engineers> GZM9 consts file <Engineers MineVisRadius="96" MineClearRadius="224" EngineerRepearPerQuant="213" EngineerFenceLenghtPerQuant="15" EngineerEntrenchLenghtPerQuant="15" EngineerResupplyPerQuant="320" EngineerMineCheckPeriod="1000" EngineerLoadRuPerQuant="320" TimeQuant="160" EngineerAntitankHealthPerQuant="1.1" MineAPersRuPrice="1000" MineATankRuPrice="2000" AntitankRuPrice="2000" EngineerRuCarryWeight="5000" RepairCostAdjust="75"> Working on the theory that the lower the figure the easier it is to repair tracks I took another 100 off the RepairCostAdjust value and so far it seems to work I have not tested it on repairing buildings or bridges yet. I will keep you posted.
|
|
|
Post by peter1234567 on Feb 4, 2019 20:57:16 GMT 1
OK so I have completed Norway and moved to the first scenario in France I now have a Char tank and following SJ's advice I assume that is more difficult to repair than a bren carrier so I removed another 25 points from RepairCostAdjust reducing it to 50 and the engineers went back to work, my new worry is that I may be changing other effects or routines but for the moment all is good.
|
|