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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11071 | |
Argentinian Skipper
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Fitzcarraldo ![]() |
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#11072 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Like it or not, morale status has an important role, both in real life and for game mechanics. In game, we can mitigate the effect of morale points on crew efficency, change some phrases and avoid as much as possible that one of our orders gets totally disattended, but giving up the morale factor at all, imho would be a bad mistake. |
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#11073 |
Captain
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^ Agree
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#11074 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Add to my previous remarks that SH5 morale points represent not only the morale status of our crew, but also their fatigue, Vecko or some other modder correct me if I am wrong on that.
Fatigue is something that can't be ignored, no matter how diciplinate you are, or if the situation is a matter of life and death, and removing its simulation from game is not a good idea even though, indeed, insubordination and total inactivity are something that I wouldn't expect even from the most worn out cabin boy, let alone an officer lol... there must be a compromise between the two extremes ![]() |
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#11075 |
Captain
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^Agree again
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#11076 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Thank you Sir
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#11077 | |
Navy Seal
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![]() It needs only a fine tune up, quite subtil, so that orders could still be given (and not refused) but maybe they could take longer to execute in regard of fatigue/morale ![]()
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#11078 |
Captain
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I think one issue is that currently there is not much apart from fuel load and number of torpedoes that makes the player go back to port. Crew fatigue is just an additional way to mitigate that.
Imagine if you had to return to port eventually because you are running out of fresh water or food. That would be quite nice. |
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#11079 |
Mate
![]() Join Date: Jan 2006
Location: Derby City in Kentucky
Posts: 53
Downloads: 182
Uploads: 0
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Checked and added.
Options disabled in map options. No click on sub or navigator plot course. It worked in the previous version, just not the new download. Tried again last night with fresh install of both. Set permissions and admin rights again. No luck. Is enabled in the TDW options, but not all are enabled in the game. Hope this explains a bit better. Am puzzled. No other mods JSGME enabled except the TWOS Parts Neutral Illuminated, Food stocks mods. I can multi SH% install though, keep the new version of TWOS for me, and the old one for her so she can play easily, but alot of HDD space ![]() EDIT: Problem solved with a new install of Steam SH5. Comparison of DVD and Steam showed changed files left over from JSGME various backups and xfers over the years. Last edited by Clyde00; 10-23-18 at 10:30 PM. |
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#11080 | |
Navy Seal
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![]() Disable this addon and missing "easy" options will appear... ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#11081 | |
Mate
![]() Join Date: Jan 2006
Location: Derby City in Kentucky
Posts: 53
Downloads: 182
Uploads: 0
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![]() Ordered and D/L Steam SH5 version and all is well ![]() ![]() Thanx ![]() |
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#11082 |
Navy Seal
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Tried to launch my last torpedo on a big merchant...i knew i couldn’t sink it right away with only one, so i decided to ask for a pre-heat one
![]() Vecko, to make sure, do we have to wait for the up right icon to end before launching? Or can we launch torpedo as soon as the icon is on? I waited for the icon to end (seems logical to me) and launched...i hit, but with a dud ![]() It’s noticed that if we pre-heat, the torpedo has greater chance to be dud...is it why i got one?
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#11083 | |
Navy Seal
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![]() Same goes for careful radiomen (or to say better "fast telegraphists" :hmm ![]() ![]() SPOILER: "dud" warning in the description is "fake", but don't tell anyone... ![]() But, I have a big dilemma should I leave pre-heat ability available because I really don't like the fact that even steam torpedo will gain range bonus from it. The percentage values are not so high, but again, it still bothers me... ![]() I have already removed torpedo damage related passive and active abilities even though I used quite minuscule bonuses so far . They were too unrealistic honestly. But, I've added instead new "Speed up those boys Kurt, damn it!" special ability . Depending of his moral/efficiency /restfulness points (call it what ever you like), Kurt will take a whip or silently say "I am doing my best Captain..." without any "No, No" animations... ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#11084 |
Navy Seal
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I will also try to fix those depth keeping problems for you guys. May not be so straight forward because this is old SH5 problem.
![]() I just came from the work so my "moral points" are bit low now, so maybe this evening or tomorrow at most. ![]() ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#11085 | |
Argentinian Skipper
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![]() Many thanks! Fitzcarraldo ![]() |
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