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09-18-11, 05:00 AM | #1 |
Nub
Join Date: Jun 2010
Posts: 3
Downloads: 13
Uploads: 0
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crew efficiency dropped to zero
After installing this mod the crew efficiency indicator dropped to zero. (or all red) The real crew efficiency seems not to be affected, because I measured the torpedo loading times before and after installing this mod and they are exactly the same. Also, in the menu where crew efficiency is shown I can't see the drop down lists with the details of every crewman. Has anybody else experienced this problem? I have the newest updates for SH5 and other mods: NewUIs with TDC for SH5 by TheDarkWraith, BRF 1.3 Full, one ship, one torpedo v1.00 and the equipment upgrades fix v1.2 (installed last, as instructed).
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10-15-11, 04:59 PM | #2 | |
The Old Man
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Quote:
There is a Game Bug that happens when enabling/disabling MODs while at sea that may cause this to happen. |
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10-28-11, 12:37 AM | #3 |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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Just wondering, after your work in OHII whether you're 'back' now TheBeast, or still taking some time out? I'm still getting some odd stuff with this mod: radar antennas not lowering (at all) and no one has been able to figure out why the upgrades don't work if you progress to a new campaign from an existing one - if you start a fresh campaign (say Happy Times) they work fine, but if you come to Happy Times from Coastal Waters they don't appear.
I'd love to see this mod fix these issues so I can progress through all the campaigns with one captain and crew (and try to survive ) and have all your awesome upgrades |
10-28-11, 01:06 AM | #4 | |
The Old Man
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Quote:
Adding additional missing equipments such as Flak Guns, Also converting many items for language localization. As for equipment upgrades not working as you progress to new campaign in OH II. I am fairly certain that is a OH II bug as the upgrades worked fine when not using the OH II MOD but I will investigate this issue if I encounter it. Last edited by TheBeast; 10-28-11 at 02:43 AM. |
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10-28-11, 11:48 AM | #5 | |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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Quote:
Great to have you back |
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10-28-11, 02:01 PM | #6 | |
The Old Man
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You do know that the last update I released was enforcing date requirements on equipment upgrades? So many upgrades are not available until later dates. There is a image in the documentation folder of the MOD that has rough outline of availabilty dates. Regards! TheBeast |
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10-30-11, 03:10 PM | #7 |
The Old Man
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10-30-11, 04:52 PM | #8 | |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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Quote:
I found if I started a new campaign, the upgrades for that campaign would appear on the appropriate dates. If I moved to another campaign after completing that one, all upgrade dates fail from the point you begin the next campaign. I got to Op Drumbeat and still didn't have access to the BOLD1 - starting a fresh Op Drumbeat made it show up (and all other appropriate upgrades) as it should have done. The only thing I saw working throughout the campaigns were the torpedo upgrades, as they seemed to progress normally throughout the consecutive campaigns. There was some speculation that OHII's altered campaign dates were causing it, but nothing was ever confirmed. |
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05-21-12, 05:09 PM | #9 | |
Watch
Join Date: May 2012
Location: Hanover, Germany
Posts: 15
Downloads: 27
Uploads: 0
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Crew Efficiency Issue
Quote:
Crew efficiency is zero, moral is usually high. Only exception is the navigator, who still got full eff. I never installed MODs on patrol, not even the ones that were supposedly fine with that. And it is definetly related to the Equipment Upgrades Fix, removing it fixes the bug. I can imagine it has something to do with the new tropedos (for the torp guy) new radar (Sound guy) and so on. Anway, since it doesn't seem to affect the REAL efficiency (torps are still being loaded quite fast and speed is still increased due to upgrading the mechanic) my issues are still of aesthetical nature Would just like to see "everything is green and under control" rather than the red bars when clicking on the crew interface. If anybody knows a way around that problem, I'm listening. Besides that: Great MOD (like most of them around here)! Just blasted my first plane out of the sky with my new Flak Thank you very much! |
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05-21-12, 05:25 PM | #10 |
Ocean Warrior
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Maybe you should try to start a new campaign?
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
05-21-12, 05:31 PM | #11 |
Watch
Join Date: May 2012
Location: Hanover, Germany
Posts: 15
Downloads: 27
Uploads: 0
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good idea, i applied the MOD at the beginning of the Mare Nostrum anyway, so that is possible.
Or do you mean (holy cow) to start all over again from the beginning? |
05-21-12, 05:37 PM | #12 |
Ocean Warrior
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I think, it's not necessarily.. just a new campaign.. maybe this will be enough.
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
05-21-12, 05:58 PM | #13 |
Watch
Join Date: May 2012
Location: Hanover, Germany
Posts: 15
Downloads: 27
Uploads: 0
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It worked!
Thanks mate!!!
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" It's coming right for us!!!" Uncle Jimbo |
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