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Old 04-25-07, 06:42 PM   #1
LukeFF
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[REL] Realistic Crew Configs (For All Boats) (Final)

Realistic Crew Configs 1.2
===================


-DESCRIPTION:

This mod reconfigures the starting crew for all playable submarines in SH4. The stock crew configs are pretty close to reality, but there were a few errors, such as officers standing watch in locations where they shouldn't be. The crew configurations are based on real-world crew lists and other research conducted into looking at the duties of crewmen on board the submarines. The main changes are:

-Removal of officers from the engine rooms and the sensors station.
-Addition of one torpedo officer to the larger fleet boats.
-Removal of all crew from the deck gun and flak guns.
-Addition of Chief Petty Officers to the command room and the bow torpedo room.
-Reconfiguration of the watch crew and sensors stations.
-Addition of crew to the Damage Control Team. This represents the cooks and medical personnel on board the boat who would naturally assist in damage repair, should the need arise. Or, if you prefer, you can pull a Doris Miller and use guys from here for the deck and flak guns.


-ISSUES:

-None noted at this time.

-INSTALLATION:

JSGME Ready. For manual installation, extract the NSS_***.upc files to /Data/Submarine/NSS***, Crewmembers.upc to /Data/UPCData/UPCCrewData, and UnitParts****.upc to /Data/Submarine/UPCData/UPCUnitsData

-COMPATABILITY:

Tested only on 1.2, but there shouldn't be any issues using this with earlier versions of the game.

-CHANGE LOG:

1.1: changed radar operator position back to a Petty Officer position. Further research has revealed that sailors selected for radar training were immediately promoted to Seaman First Class, and upon completion of their schooling they were promoted to the rank of Radio Technician Second Class and transfered to active duty.

1.2 further adjustments based on extensive research into real-world crew lists and the duties of the crew.

NEW VERSION COMING WITH THE NEXT RELEASE OF RFB

Last edited by LukeFF; 02-04-08 at 09:33 PM. Reason: New Version of Mod
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Old 04-25-07, 06:53 PM   #2
tedhealy
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Excellent

Now we just need a way to automatically cut 1/3 of the crew after a patrol to sim transfers
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Old 04-25-07, 07:37 PM   #3
ReallyDedPoet
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Nice work

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Old 04-25-07, 09:58 PM   #4
U-Bones
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Nice work, I have been waitin on this one.

FYI, the ZIP file has a very confusing directory structure and some extra stuff. Probably worth a repost to avoid issues.
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Old 04-25-07, 10:48 PM   #5
LukeFF
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Quote:
Originally Posted by U-Bones
FYI, the ZIP file has a very confusing directory structure and some extra stuff. Probably worth a repost to avoid issues.
???

What extra stuff and confusing directory structure are you talking about? I just re-checked the file, and it looks fine to me.
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Old 04-25-07, 11:15 PM   #6
Iceberg
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by U-Bones
FYI, the ZIP file has a very confusing directory structure and some extra stuff. Probably worth a repost to avoid issues.
???

What extra stuff and confusing directory structure are you talking about? I just re-checked the file, and it looks fine to me.
I think he means the empty directories in your archive.

You have 2 empty folders (a "Data" and a "Submarine" folder) at the same level as your "Realistic Crew Configs" in the zip file.

Oh and one note. Maybe you should say it is compatible with 1.2 and older instead of later (older would be 1.1 and later would be 1.3)
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Old 04-26-07, 12:17 AM   #7
perisher
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Quote:
Originally Posted by tedhealy
Excellent

Now we just need a way to automatically cut 1/3 of the crew after a patrol to sim transfers
Agreed excellent Mod.

As for crew rotation, I have them cut cards after each patrol. After I award medals but before I make promotions. Not a mod but a solution never the less.
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Old 04-26-07, 02:35 AM   #8
LukeFF
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Quote:
Originally Posted by Iceberg
I think he means the empty directories in your archive.

You have 2 empty folders (a "Data" and a "Submarine" folder) at the same level as your "Realistic Crew Configs" in the zip file.
That's strange. Maybe it has something to do with the ZIP utility one uses, because I sure don't get that on my end here. (I use PowerArchiver).
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Old 04-26-07, 02:39 AM   #9
CaptainCox
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Iceberg
I think he means the empty directories in your archive.

You have 2 empty folders (a "Data" and a "Submarine" folder) at the same level as your "Realistic Crew Configs" in the zip file.
That's strange. Maybe it has something to do with the ZIP utility one uses, because I sure don't get that on my end here. (I use PowerArchiver).
Yea noticed that to, wont effect the mod but.
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Old 04-26-07, 04:13 AM   #10
Alex
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Great mod... Just use Winrar or 7-zip.
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Old 04-26-07, 08:13 AM   #11
hmatthias
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Thanks for posting this! I am going to start a new career with this mod this weekend. I loved the S-Class one you did, and it really got me into the whole "realism factor" that this game has, but is hidden with bad default crew assignments.
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Old 04-26-07, 08:39 AM   #12
tater
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Yeah, this is awesome. We need to get some plain text guidelines for how many guys to transfer, etc.
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Old 04-26-07, 09:16 AM   #13
ZaPPPa
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Quote:
Originally Posted by perisher
As for crew rotation, I have them cut cards after each patrol. After I award medals but before I make promotions. Not a mod but a solution never the less.
Good idea. I'll roll some dice or use a random number generator next time I start a career and then dismiss the member who's number comes up.
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Old 04-26-07, 09:35 AM   #14
tater
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Hey, is there any control of the replacement crew screen? I'm thinking in terms of how many men are offered and what specialties. We can't force 1/3 the crew off the boat in favor of new crew, but perhaps the array of possible replacement crew could be dropped to exactly the number/type required if the right % was transferred off the boat.

Ie: you get to port, and go to the transfer crew screen. The choices on the left would be 2 officers, 1 CPO, 1 Petty Officer, 18 men (or whatever). That'd be a nice reminder of exactly how many people and what kinds I should give the boot each patrol.
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Old 04-26-07, 02:58 PM   #15
LukeFF
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Quote:
Originally Posted by tater
Yeah, this is awesome. We need to get some plain text guidelines for how many guys to transfer, etc.
The mandatory replacement of 1/3 of the crew after each patrol wasn't always followed, at least up to mid-1942. Samuel Eliot Morison writes in Volume 4 of his History of United States Naval Operations in World War II:

Quote:
Comsubpac planned to relieve one third of each crew after each patrol, but many skippers and thier men were reluctanct to comply. The men would volunteer to stay in a boat they knew, and one which would eventually get a Stateside overhaul; the skippers natually liked to keep trained sailors.
So, at least early on, I would say something less than 1/3, say, somewhere around 1/10 might be more realistic.
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