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-   -   [REL] Realistic Crew Configs (For All Boats) (https://www.subsim.com/radioroom/showthread.php?t=113220)

LukeFF 04-28-07 02:07 AM

Quote:

Originally Posted by Beery
Great stuff! If it's okay with you I'll get this plugged into RFB ASAP.

You've got the green light. :yep:

LukeFF 04-28-07 02:09 AM

A thought I've come across:

In reality all crewmembers from all compartments of the boat would man battlestations when the time called for it. With that thought in mind, what do people think about adding 3-4 men to the damage control team, simulating those non-combatant positions on board that would naturally help out in the case of an emergency? I could do this fairly quickly and easily, plugging in guys with low skill levels across the board, but something like this would have to wait until I come back from my National Guard drill in 3 weeks.

castorp345 04-28-07 04:47 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by castorp345
a question though: if i understand my source readings correctly, shouldn't the diveplanes be manned by members of the deck watch?

I've not read anything like that,

Capt'n Beach makes reference to this aspect of doctrine/procedure several times in Run Silent, Run Deep and Dust on the Sea ('will provide direct citations if there's interest)... also, if memory serves, this was the practice on >die deutsche u-boote<...

in any event, thanks for the info re: a solution and, of course again, your fantastic mod!

cheers
hc

perisher 04-28-07 05:25 AM

According to James Calvert, in Silent Running, the duty lookouts, when ordered below, took over the planes.

As for a damage control party I use one engine room watch (the other two watch sections are more than enough to run the engines) and some of the lookouts.

Mav87th 04-28-07 06:54 AM

Has anyone applied this mod to a running campaign in sea with success??

My first attempt resulted in (perhaps not) the campaign save i loaded got corrupted. Either that or it just were corupt from the start. SO did anyone experience similair problems?

U-Bones 04-28-07 08:52 AM

Quote:

Originally Posted by Mav87th
Has anyone applied this mod to a running campaign in sea with success??

My first attempt resulted in (perhaps not) the campaign save i loaded got corrupted. Either that or it just were corupt from the start. SO did anyone experience similair problems?

I would certainly not attempt to implement this mod while at sea. Pretty sure the saved state of your boat will clash rudely with what this mod does.

It is a good general rule to not mod while at sea unless you know every changed file is totally dynamic and runtime in nature.

Beery 04-28-07 09:18 AM

Yeah, loading this mod while at sea will definitely cause problems, because in effect what you're doing is removing a lot of space on the boat that was being used before by the crew. Suddenly the crew can't find anywhere to sit and the ones that lose the game of musical chairs rebel and crash your game for you.

Basically the rule of thumb is: whenever installing a mod or an official patch, finish all patrols first. The only way to be really safe is to end all ongoing careers before installing new mods/patches.

The good news is that if you use JSGME you'll be able to uninstall the mod, finish your patrol then re-install the mod again.

Brigs 04-29-07 06:57 AM

Thanks for this mod.....nice add to the 'immersion factor' when getting my crew ready to go on a patrol.


Question: When installing with JSGME, I get this message.....

"UnitParts1Gato.upc" has already been altered by the "Invuln Con" mod.
"UnitParts2Porpoise.upc" has already been altered by the "Invuln Con" mod.
"UnitParts3Balao.upc" has already been altered by the "Invuln Con" mod.
"UnitParts4SClass.upc" has already been altered by the "Invuln Con" mod.
"UnitParts5Salmon.upc" has already been altered by the "Invuln Con" mod.
"UnitParts6Sargo.upc" has already been altered by the "Invuln Con" mod.
"UnitParts7Tambor.upc" has already been altered by the "Invuln Con" mod.

Is it ok to install over top of the 'Invuln Con' mod, or will it mess something up ?

Thanks

U-Bones 04-29-07 12:11 PM

Quote:

Originally Posted by Brigs
Thanks for this mod.....nice add to the 'immersion factor' when getting my crew ready to go on a patrol.


Question: When installing with JSGME, I get this message.....

"UnitParts1Gato.upc" has already been altered by the "Invuln Con" mod.
"UnitParts2Porpoise.upc" has already been altered by the "Invuln Con" mod.
"UnitParts3Balao.upc" has already been altered by the "Invuln Con" mod.
"UnitParts4SClass.upc" has already been altered by the "Invuln Con" mod.
"UnitParts5Salmon.upc" has already been altered by the "Invuln Con" mod.
"UnitParts6Sargo.upc" has already been altered by the "Invuln Con" mod.
"UnitParts7Tambor.upc" has already been altered by the "Invuln Con" mod.

Is it ok to install over top of the 'Invuln Con' mod, or will it mess something up ?

Thanks

Major conflict. These mods need to be manually merged.

Invun Con will be completely overwritten by the new crews, those listed filed are the mod in its entirety. No harm done, but Invun Con is lost.

If you change load order, you will lose any changes to the crew in the watch or guns. Probability of messing somethng else up is much higher.

Brigs 04-29-07 02:41 PM

Got ya Bones.....and thanks yet again for the assist.

Brigs 05-03-07 11:09 PM

Mission accomplished.

Got the files merged, and all appears to be well. So I now have a realistic looking crew on my boat, and all 12 watchmen don't get wounded at the same time when a depth charge goes off nearby. Good stuff.

Now, if my crew could ever bring themselves to actually hitting something with a torpedo.....well, that would be cause for a real party.....but that's a different story. :doh:

LukeFF 05-24-07 05:49 PM

Link to the updated version of this mod has been posted in my original post. Research has revealed that sailors selected for radar training were immediately promoted to Seaman First Class, and upon completion of their schooling they were promoted to the rank of Radio Technician Second Class and transfered to active duty.

LukeFF 05-24-07 06:49 PM

Upon looking at this matter further, I think I need to make further tweaks to this mod. More research has shown the following:

-USS Cod, a Gato class boat, had a total of 11 junior enlisted sailors at the time of its commissioning in 1943. All but one were Seamen 2nd Class (the other was a S1c). Total number of enlisted personnel was 69.

-USS S-44 had a total of 8 junior enlisted sailors on board at the time it was sunk in 1943. Five were Seamen 1st Class, three were Seamen 2nd Class. Total number of enlisted personnel was 53.

Both of these are good resources to use, since they both come from the middle of the war and thus avoid any extremes that can come with using data from either very early or very late in the conflict.

With that said, the upcoming mod (which will hopefully be the last one needed) will have the following adjustments:

-Petty Officer and Sailor numbers re-adjusted.
-"Non-combatants" added in. These sailors will take up slots in the Damage Control team, to represent their place on the boat and usefulness when performing damage control. After all, all men selected for submarine service underwent thorough training in damage control before being sent out to sea.

Hopefully this all won't take too long and will have this knocked out before the end of the day today. I really want to get this done tonight, since I'm back to working my 24-shift job tomorrow.

Watch this space for more updates. ;)

Beery 05-24-07 07:21 PM

Sounds great! Looking forward to even more realism here. :up:

LukeFF 05-24-07 09:34 PM

Quote:

Originally Posted by Beery
Sounds great! Looking forward to even more realism here. :up:

Yep, this is going to look drastically different from my first attempt. By and large, the dev team did get the starting crew configs right. I didn't think there was such a huge amount of petty officers on board U.S. submarines, but apparently I was wrong.

CaptainCox 05-25-07 12:20 AM

Great stuff. Anything that makes this game more historically correct is a win!

LukeFF 05-25-07 02:12 AM

Just a little update: I won't be able to finish all my changes tonight, but I should have it all wrapped up by the end of this weekend. I never thought that U.S. submarines carried so many POs as part of their crew, but the historical evidence was there for the seeing. The final result of this mod will be not so drastic as the first release but will be very close to historical reality.

Beery 05-25-07 06:25 AM

Quote:

Originally Posted by LukeFF
Just a little update: I won't be able to finish all my changes tonight, but I should have it all wrapped up by the end of this weekend. I never thought that U.S. submarines carried so many POs as part of their crew, but the historical evidence was there for the seeing. The final result of this mod will be not so drastic as the first release but will be very close to historical reality.

Great! Looking forward to getting this. With this and my new names mod in place the crew is going to look perfect.

Julius Caesar 05-25-07 11:22 AM

Great stuff!!! :up:

Do you think it would be possible to disable option to add, for example, officer to flak gun?

MudMarine 05-26-07 12:01 PM

This Mod compatable with RFB Mod
 
LukkFF,
Your mod compatable with Berry's RFB mod?


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