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Don't have time to review this right now, but I forgot to mention that this MUST be done while in port. Could that be the problem?
JD EDIT: Looks OK to me. Again, make sure you're in port (ie, the game loads directly to the office) when you apply this change. One other thing I forgot to mention... not terribly critical, but helps to clean up any rough edges. The 3 navigators I added are just place holders. Functional, but I don't think you want them to be regular crew. Their names, for instance, are Nav One, Nav Two and Nav Three. So as soon as you get into the office, click the crew picture on the desk to verify that the new positions and crewmen are present, then immediately retire those three place holder navigators and back fill with junior officers. JD |
Oh, and if anyone else is successful with this, please let me know so I can post it properly with a TEC prefix.
Thanks. JD |
This is nice. I'd like to see more people crammed into the conning tower at battle stations. How difficult would it be to do that?
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Oh. I thought they were talking about adding extra nodes.
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When I do return to port is best to edit the Data\Submarine\NSS_Gato\*.upc file? . |
I think if you're mid career, you have to edit the ActiveUserPlayerUnits.upc save game file. At least I know that works. I think the NSS_Gato.upc will only have an effect if you mod it then start a new career. I think. I'm not really too clear on exactly how and when these templates are being used.
JD |
I know how this can be done, but you pretty much have to sacrifice one of the other slots in the control room for this to work. My first thought was to axe the dive planesman and move his slot to the navigator's table, but then there would be no one at the dive planes when the boat submerges. :shifty: This is what we have to work with:
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Try it. My example is for the Gato, although it may work with no, or perhaps just minor editing for the Balao and maybe some of the other fleet boats. But in any case you can see what I did and apply the same technique to any of the boats. JD |
Moin!
I don't tried this, but I reworked serveral .upc-files for the Typ 7c (crewmemberslots, weapons, sensors etc). I got everything working, but the german 3d-crew. For now, I sail with US-crew (without textures?!?). Beware of typos! "A" isn't "a"! This was my problem when I added the 88mm gun to the weapons.upc. With the .upc-files, you can do nearly everything. Add/edit weapons, connings, crew, sensors, upgrades, behavior of battlestations... Maybe, I get 1.4 installed till weekend, so I can edit the files, so that you have an alltime manned navigator-seat for all subs. I would add a crewmember-slot for all watches, but without a crewmember. So you can ask one of the torpedo-crew, if he wants to play navigator... Like this: [UserPlayerUnit 1.Compartment 3.CrewMemberSlot 13] ID=CrewMemberSlot_CommandW1C4 NameDisplayable=Command Room Crew Type=Crewman IDLinkCrewMemberLoaded=NULL WatchCrewMemberSlot3D=NA_dummy BattleStationsCrewMemberSlot3D=NULL WatchAccessoriesForAdding3DObjects=NULL WatchAccessoriesForSubtracting3DObjects=NULL BattleAccessoriesForAdding3DObjects=NULL BattleAccessoriesForSubtracting3DObjects=NULL I will try It at the weekend. If it works, I'll create a package, posted here. But only, if I have time for 1.4... |
Ummm... but that's exactly what I did. With this mod I posted, you will have a full time navigator standing at his station for each of the 3 watches and another one for battlestations... all without taking a man from some other station (such as a planesman).
I really don't understand where the confusion is coming from. It sounds like we're asking the same question... and I believe I'm answering it... over and over again. Seriously... what am I missing here? JD |
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Got it! :yep:
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Looks great! :up:
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would someone be so kind and upload the modified file. i cant get this to work. that would be great. thanks.
factor. |
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