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Thanks that was the missing step. Abilities are working. Leaving port.
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I think Rongle is working on Torpedo Malfinctions that is also related to these files.
Do you plan to work with Rongle in adding another level of realism to game? Regards! TheBeast |
Hi, thx for this mod, it s a real alternative to no magic skill mod who still unfinished.
A couple of questions... Do the torpedo man abilities affect the TDC ? If i have correctly understand your mod, now, crewmen don t received xp, and there aren t any new skill to learn ?? Thx. |
Ya - it is the passive one that bugs the torp speed.
I can't remember the actual one but it could be range (each torp type has a run time set - extra range was added by making it go faster for that set run time :nope:). If you have given points to the torp man then yes you do need the fix. The fix is within MO if you use that.:up: |
Thx Trev. I stopped using Mo. I better look if I can find the fix only.
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here is what i used for the torpedoman
;TORPEDOMAN - Active abilities [SpecialAbility 10] ID=Ability-Active-Preheat-Torpedo NameDisplayable=Ability-Active-Preheat-Torpedo-Name Description=Ability-Active-Preheat-Torpedo-Description, Ability-Active-Preheat-Torpedo-Description, Ability-Active-Preheat-Torpedo-Description Levels= 1 AbilityType=TorpedoDamage ;increases torpedo damage but decreases torpedo speed (in percents) < I should have deleted this part as i didnt use it . Its a leftover. AbilityValue= 25 PointsRequirement= 0 AbilityRequirements= 0 LevelUpTree= 0 MoraleCost= 1 PointsCost= 0 AbylityActsIn= ALL Activation=OnDemand Duration=86400 Cooldown=0 [SpecialAbility 11] ID=Ability-Active-Overcharge-Torpedo NameDisplayable=Ability-Active-Overcharge-Torpedo-Name Description=Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description Levels= 1 AbilityType=TorpedoRange ;increases torpedo range and increases torpedo dud chance (in percents) increses range only AbilityValue= 25 PointsRequirement= 0 AbilityRequirements= 0 LevelUpTree= 0 MoraleCost= 1 PointsCost= 0 AbylityActsIn= ALL Activation=OnDemand Duration=86400 Cooldown=0 I dont use anything that increses torp speed in my mod . |
Special abilities list
; TorpedoLoadingTime ; TorpedoMalfunctions ; TorpedoSpeed ; TorpedoDamage ; SurfaceSpeed ; SubmergedSpeed ; RepairSpeed ; PumpSpeed ; HealSpeed ; CanRepairDestroyedItems ; GunsAccuracy ; GunsReloadTime ; GunsDamage ; DiveSpeed ; BatteryConsume ; FuelConsume ; SonarRange ; RadarRange ; DarknessPenalty ; LookoutRange ; EnemyRadioDFAirstrikeChance ; ReceiveContactChance ; ReceiveContactRate ; PlayerRenown ; CrewExperience ; SonarContactsAsVisual ; ; CrewMoraleDegenerationRate ; AffectUpTime ; AffectCooldown ; AffectPassiveBonuses ; TorpedoRange ; MaxDiveDepth ; ; TorpedoLoadingTimeSimple ; BatteryRecharge ; EnginesNoiseSignature ; RudderAngle ; RudderSpeed ; ; GunsRange ; ShellDrag ; ShellSpeed ; CO2LevelIncreaseRate ; ; new ability type - additive ( if more then 1 active - cummulate results ) / on|off ; ; CrewMorale ; CrewMoralePool ; RevealEnemyConvoys ; ; HighlightSonarTargets ; HighlightRadarTargets ; HighlightVisualTargets ; RevealMinefields ; LocateResupplyShip ; RevealShallowWaters ; ManTheDeckGun ; ManTheFlakGun |
Hi Sober,
question regarding "DiveSpeed": ithink the dive speed or better "crash dive speed" is still untouched by a mod and is unrealistic high (low time), does your mod take care of realsitic untrained and realsitic trained crew diving times ? |
Does this part work as intended .
[SpecialAbility 1] ID=Ability-Active-Repair-Destroyed-Items AbilityType=CanRepairDestroyedItems, SurfaceSpeed AbilityValue=1, -90 RunOnActivate= IfIsSurfaced You can repair destroyed items but you must be surfaced and your surface speed is reduced to 10% of your top speed while fixing the items . In other words to fix destroyed items you cannot have enemies around . |
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Hello Sober. Thx for the mod... I have one question though, because I think that I may have made a mistake somewhere.
The first time I applied the sonarguy ability, then asked the guy, I had a CTD (but afterwards, and without making any changes in the modsoup, I never managed to repeat that, so you may disregard it). The second time, the sonarguy got his +25% but his moral didn't change. The third time, the sonarguy got ANOTHER +25%, and again no moral loss (so now he's got a 100% efficiency). The other crew abilities doesn't seem to make a difference. Don't think your mod was ment to behave like this, so I probably made a mistake somewhere. This is my modsoup and it is stable right now. SAS is not overwritten (still black in JGME). RemoveLogoIntro NDB, NDH, OM#1 - No dialog Indicator A Fistfut of Emblems v.1.51 A Fistfut of Emblems v.1.51 (Weathered) Accurate German Flags MightyFine Crew MOd 1.2.1. Alt w beards MCCD_1.04_MFCM_1.2.1_compatible U-Boat historical Specifications 1.7 for TDW mods German U Boat Crew Language Pack Dynamic environment SH5 Realistic version Dynamic environment SH5 Realistic Colors v.2.1 Dynamic environment SH5 Waves (realistic version) v.2.1 Sobers best ever fog SH5 sobers see thru wake fix Steelviking's Inetrior Mod v1.2 Steelviking's interior mod v1.2.2 Patch FX_Update 0 0 19 By TheDarkWraith IRAI 0 0 30 by TheDarkWraith TheDarkWraith DC Water Disturbances v 2.0 sh5 NewsUIs_TDC 6 8 0 ByTheDarkWraigh NewsUIs_TDC 6 8 0 Alt officer wounded by Torpedo NewsUIs_TDC 6 8 0 New Radio Messages German EQuaTool 01.01 by AvM - Kriegsmarine Regular Style EQuaTool 0101 by AvM add on Couloured Simple Tools IO StrategicMap 4.5 for TDWv680 Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal PIlot v2.8 Manos Scopes patch for 16x9 Critical hits Torpedos SAS special abilites simplified V1 (MCCDD) SH5 OPEN HORIZONS II full v.16 mtns more traffic nations and ships 1.8c OHII&Harbouraddition fix 1.6c OH II Campaign Radio Messages v4 SH5Lifeboats by Rongel TDW stoianm v2.1 Church's Compass dials Mod v2.2 Option Three U Boat ballast tanks SFX Less annoying stopwatch ticking LAST v0100 by AvM Diesel IRAI 0 0 30 No hidrophone on surface no Aircraft Spotting SUB hid fix SH5 Thx for your help! |
Thankyou for the detailed feedback . I will have a look at it . That is how modders fix things by feedback , thankyou . Usually all i get is this mod sux :O:
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No problem, but I am not much of a beta tester myself. oh, btw, I think I made a mistake with the other guys abilitie. Let me see if I can explain it:
1. Tried talking to the guys and enable their special abilities. In thedialog box the special abilieties were greyed, so I couldn't. 2. Then I went to the crew management screen and enable the abilities there. 3. Then I tried talking to the guys and their special abilities were selecable (I didn't check if it worked, but assumed this was the way it was ment to work) 4. I tried the same thing with the sonar guy (enable the ability from the crew management screen), then went to talk to him, but the options were the usual ones (total reveal, reveal hidden enemies, ertc... CTD) 5. Then I tried again in the management screen and the sonar guy got its +25 6. I tried to talk, same options, no CTD 7. Quit and restart game, management screen, another +25 (total efficiency). I am at work now, when I get to my pc again this afternoon I will try to check the abilitires from the other guys through the dialog box. |
Tolkemec , did you start a new career . In port install is no good .
I dont have this behaviour so we must get to the bottom of this :hmmm: |
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