View Full Version : Few lifeboats
fitzcarraldo
03-27-16, 01:15 PM
Hi mates: I would to know how to increase the number of lifeboats when a ship sunk. In RFB I observe many boats, but TMo or GFO have few boats (in relation to the size of the ships).
What is the file-variable controlling the quantuty of lifeboats launched when a ship is sunk?
Many thanks in advance and Happy Easter!
Fitzcarraldo :salute:
CapnScurvy
03-28-16, 09:55 PM
Hi Fitz,
I'm going to take a shot in the dark on this and say it's the Crewmembers= figure found within the Data\Sea\Nxx_Shipname\Nxx_Shipname.cfg file. As memory serves me, RFB has this quantity much higher for most ships than the stock game.
I've never considered why this Crewmembers figure did anything to/for the game.......could be the stated quantity makes up a percentage of life rafts if the ship is sunk?
fitzcarraldo
03-29-16, 07:09 PM
Hi Fitz,
I'm going to take a shot in the dark on this and say it's the Crewmembers= figure found within the Data\Sea\Nxx_Shipname\Nxx_Shipname.cfg file. As memory serves me, RFB has this quantity much higher for most ships than the stock game.
I've never considered why this Crewmembers figure did anything to/for the game.......could be the stated quantity makes up a percentage of life rafts if the ship is sunk?
Thanks! :up: I will try with this variable. The problem are the great merchants in TMO and GFO, launching few lifeboats. I understand there were few survivors in warships (they dead for the Emperor), but a tanker sinking with a wooden lifeboat and two rafts is not realistic for me. RFB launchs a more accurate number of lifeboats. I use Longer Sinking Time for TMO, so the ships last some hours to sink, and so few lifeboats is an immersion killer.
Best regards!!
Fitzcarraldo :salute:
CapnScurvy
03-30-16, 07:35 AM
To be clear, the .cfg parameter is the "Crewcomplement=", not "Crewmembers=".
Again, I've never understood what this parameter does......could be the trigger for life boats?
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