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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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Crew Quarters Mod for TMO 1.7.0
![]() All credit should go to Observer as he the original creator of this excellent idea. LukeFF for his crew mod and Kriller for the sexy background texture. This mod helps to deal with a "bug" found in SH4 where external crew members (guns and deck watch) receive injuries even while they are inactive. The game treats the crew as inactive but the crew is still physically located in their respective spot outside. So, if you are submerged and a depth charge goes off near the conning tower your watch crew will get damaged as if they were still outside. Same case with the deck and AA guns. Some points about the mod: - All subs now have an extra compartment named "Crew Quarters". - The Crew Quarters compartment adds an additional 12 empty slots. Think of it as a combination of the various crew quarters throughout the sub. When preparing for depth charge attack, all 12 of the watch crew can be placed here. - The new compartment does not receive damage. This is the same case with the version used in RFB. I don't have the time to look into this. One doesn't have to be concerned though if this is a "cheat". I thoroughly tested this...when you are done, you're done. Each time I was critically damaged, twelve men did not prevent the sub from being lost in all my tests. However, as a counter - the damage control team can now receive injuries as would be expected (this was originally off in TMO). - Since this compartment functions as an off duty section of the boat, it has no skill modifiers. - Crew quarters also serves as a good spot to place injured crew until they are healed. - Use your deck and AA gun crewmen to also serve as your damage control team. This way you can place them in the damage control team slots when preparing for depth charge attack. UPDATED: 4/15/2009 - Mod upgraded to TMO 1.7.0 v1.1a - Corrected problem with missing deckgun slots. _______________________________________________ Download: http://www.mediafire.com/download.php?y4fzjmhdnit Enjoy! Last edited by Captain America; 04-15-09 at 07:48 PM. Reason: Updated to TMO 170 |
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#2 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
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#3 |
Soundman
![]() Join Date: Aug 2007
Location: Kingston Ontario
Posts: 141
Downloads: 49
Uploads: 0
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thanks capt america and those that were involved with this mod
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#4 |
A-ganger
![]() Join Date: Jan 2009
Location: Apple Valley, MN
Posts: 80
Downloads: 19
Uploads: 0
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Looks cool.
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Ultima Ratio Regum (The Final Argument of the Kings) ![]() ![]() Sig by Gunfighter |
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#5 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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![]() ROW Sound Effects Contributor RFB Team Leader |
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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thinking of making one for the Uboot add on ?
great job ! ![]() keltos |
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#7 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
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Excellent. Thanks much.
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#8 | ||
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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![]() Quote:
![]() ![]() I should have stated that the compartment has no skill modifiers. I don't know how I missed that since most of the info was straight from the RFB readme. Will update the post and readme file shortly. |
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#9 |
Captain
![]() Join Date: May 2005
Location: Memphis, Tn. U.S.A.
Posts: 548
Downloads: 21
Uploads: 0
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Thanks to all involved.
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" Is He?..........Yeah..........Nothing Moving, But His Watch." |
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#10 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
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enabled this thru jsgme but the quarters aren't there. running TMO163 w/hud and SI Hud Kit sub-mod
__________________
Leiser und tödlicher edler Ritter der Tiefe ![]() ![]() Corsair Vengeance M70; ASUS Crosshair V Formula-Z; FX 8350; Asus 7870; Samsung SyncMaster 2243SWX; coolmax CUG950B 950w psu; 8GB Kingston HyperX DDR3; Corsair M4 SSD 128GB, WD 1TB; x18 DVR212D; 7SP1 |
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#11 |
Watch
![]() Join Date: Jan 2009
Posts: 21
Downloads: 5
Uploads: 1
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I had to start a new campaign before the mod worked for me, Capt. have you tried that?
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#12 | |
Watch
![]() Join Date: Mar 2005
Posts: 25
Downloads: 71
Uploads: 0
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#13 |
Canadian Wolf
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Nice work
![]() ![]() RDP |
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#14 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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What would happen if a plane drop a bomb right on the top of the sub?
Do all in those assigned to the quarters die like all that are assign to the gun deck/machine gun but are "inside" the sub? Thanks |
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#15 | |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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RE: The mod - As with all of these types of changes you have to be in port to enable it. Sorry I didn't mention it. Thought it was already assumed.
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