View Full Version : More people in the command room
I remember looking at a thread recently that explained how you can add more people to the inside of the sub problem is I can't find it anymore as I forgot the name. So, even though they will look the same how can I add more people in the sub?
slow_n_ez
11-19-07, 08:28 PM
Never heard of such a mod but why would you want to add more people in the command room ? All stations are manned ... Unless it would be the cook standing in the background near the hanging meat and banana's taking inventory or some such ......
The ship feels empty and lacks the claustrifobic feeling of a Uboat.
gimpy117
11-19-07, 10:17 PM
hey, i dunno, it would be realistic, im sure it would be easy, besides, more in the command room would look cool and allow you to move crew around in case of flooding.
*dreams of a fully modeled 3D interior from bow to stern with a full crew compliment*
gimpy117
11-19-07, 10:32 PM
yes... that would be loveley...
sombody was working on that...
i wonder how far they were.
I remember looking at a thread recently that explained how you can add more people to the inside of the sub problem is I can't find it anymore as I forgot the name. So, even though they will look the same how can I add more people in the sub?
First: It is very much greater and a tough job (full functional member of crew);
Second (and main): It is useless expenditure of time because it is a hardcode.
Woof1701
11-20-07, 09:39 AM
Sorry posted in wrong forum ...
The Milkman
11-20-07, 11:33 AM
The ship feels empty and lacks the claustrifobic feeling of a Uboat.
:rock:
Horsemann
11-20-07, 12:23 PM
Who tried to increase quantity of faces for officers? There is only 3 faces for 5 officers... :lol: Twins...
The Milkman
11-20-07, 07:19 PM
I think that the interior of the VII specifically would feel more cramped if that attack periscope housing model was finished.
:roll:
Good to see were all in agreement (more or less). I just remember reading somewhere it was a simple matter of changing something in a .cfg file but I must have been high on cocaine.
Badger Finn
11-20-07, 11:19 PM
The biggest error ubi made in the control room is no helmsman steering the boat and it lacks in the officer layout which if done slightly different would have given that area of the sim that claustrifobic cramped effect perhaps. To bad all thats hard coded...
Sailor Steve
11-21-07, 07:37 PM
The biggest error ubi made in the control room is no helmsman steering the boat and it lacks in the officer layout which if done slightly different would have given that area of the sim that claustrifobic cramped effect perhaps. To bad all thats hard coded...
That plus the observation scope in the wrong place and no attack periscope housing blocking up the place.
Those two have been / are being worked on. The more animated crew, the more power needed. But I agree: it would be nice.
gimpy117
11-21-07, 10:33 PM
hard coded as in the model?? or the engine??
Badger Finn
11-22-07, 03:14 AM
The biggest error ubi made in the control room is no helmsman steering the boat and it lacks in the officer layout which if done slightly different would have given that area of the sim that claustrifobic cramped effect perhaps. To bad all thats hard coded...
That plus the observation scope in the wrong place and no attack periscope housing blocking up the place.
Those two have been / are being worked on. The more animated crew, the more power needed. But I agree: it would be nice.
Yep it was a thread from ages ago where u pointed out the lack of a proper helmsman its bugged me ever since...its not so much the animated crew or wandering through compartments for me its the missing first and second offices and that whole crew management area with a bit more thought would have made having a "helmsman" and "navigator" type quals more relevent...ah well this sim is much better now with all the other excellent mods floating around...its like Ubi started it right but then lost the plot...
:yep:
Koondawg
11-22-07, 03:24 AM
This is what your looking for.....:up:
http://www.subsim.com/radioroom/showthread.php?t=124804
XanderF
11-22-07, 02:33 PM
This is what your looking for.....:up:
http://www.subsim.com/radioroom/showthread.php?t=124804
I think they were referring to more crew in the 3d views.
As noted, we are missing a couple (actually just two, IIRC - helmsmen and one more officer).
Of course, one of the big factors in the Type VII 'not feeling crowded' was already noted - the incorrectly placed attack scope and missing housing for the obs scope.
That IS being worked on (http://www.subsim.com/radioroom/showthread.php?t=116934), and I think you'll agree that it "crowds up the room" nicely!
Moin,
far from perfect, but...
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TMAP_Well_D001.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TMAP_Well_D002.jpg
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TMAP_Well_N001.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TMAP_Well_N002.jpg
... itīs getting better.
Regards,
DD
After all, in 'stock', that is all basically open space back there!
Really stumps me why Ubi dropped the ball on that, but...there ya go, it's fixable!
(And I do have hopes that using similar techniques, we can get that helmsman in. Even if he is a permanent fixture, and cannot be moved/removed/interacted with, I'd still like someone sitting there!)
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