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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. |
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in any event, thanks for the info re: a solution and, of course again, your fantastic mod! cheers hc |
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. |
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? |
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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. |
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. |
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 |
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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. |
Got ya Bones.....and thanks yet again for the assist.
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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: |
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.
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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. ;) |
Sounds great! Looking forward to even more realism here. :up:
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Great stuff. Anything that makes this game more historically correct is a win!
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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.
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Great stuff!!! :up:
Do you think it would be possible to disable option to add, for example, officer to flak gun? |
This Mod compatable with RFB Mod
LukkFF,
Your mod compatable with Berry's RFB mod? |
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