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-5 Officers -6 Chief Petty Officers (Stabsoberbootsmen) -14 Petty Officers (Stabsbootsmen & Bootsmen) -33 Non-rated personnel (the gefreiter ranks) I found out that information while visiting U-2540 earlier this year. Keep up the good work! |
Re: Crew
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If that's not the problem, then I honestly, I have no idea. I'd try a few single missions with the Type II and IX and check the results. |
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I have been using this mod in conjunction with NYGM Ship Sinking Mod and I must say .... Excellent Work!
I really have been enjoying SHIII again! Thanks for your efforts. Church |
Teddy, if you would, please consider making the players starting rank Oberleutnant zur See. Yes, technically there were commanders who started out as a Leutnant, but, good grief, there were only 6 of them! 625 of the 1410 U-boat commanders were Oberleutnants, making it the most common rank of the war.
http://www.uboat.net/men/crew/commander.htm |
Anyone know if CO2 levels can effect the Resilience or the Endurance of crew? would be nice to model as the CO2 level reaches the red area of gauges to have crew get tired faster or can't recooperate as quickly.....giving you the ability to surface more often to freshen the air to help waken a tired pr exhausted crew. There should be some sort of model of clumsyness as oxygen levels deplete...like those aviation experiemnts you always see where pilots are given simple task as they remove oxygen to see if they can perform their duties in cabins that lose pressure at high altitudes. I know when they reach maximum levels they can't even write or spell their names....they completely lose focus
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The idea was that the first patrol you were a Captain in waiting, cannot find the German 'name' for it at this moment. Does this work as a good idea? |
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If you decide to not change it, what settings would I need to change in the basic.cfg to start out as an Oberleutnant? |
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Teddy do CO2 levels effect crew efficiency in your mod? is there a way to add it if it doesn't? I'd like to see the crew get more exhausted as the levels get high into the danger levels....as I asked above.....haven't got any response to post yet...thanks.
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What kills the crew then? just if CO2 reaches end, crew = dead? I thought after so many minutes in the extreme right of gauge some of them start to die off and then it trickles down until they all die. or does it all happen at once? if it trickles there has to be values associated with each of the units and if that is the case it might have a value for how efficienct they are. |
Can this mod go over RUB 1.45 and Harbor Traffic? or will it break them? I get this with jsgme
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Do I NEED to install all the above or can I just run only the cfg in Commander? I'm still testing each of them out to see what I like. I'm just curious to what all the above does.....
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Just finished a patrol and getting ready to load the NYGCMM. i was looking over the values of Fatigue Coef and noticed that the values for the crew quarters/recovery compartments are positive, rather than a negative number allowing for "rest". Is this addressed in other values that allow for recovery?
I have never thought that the handling of the torpedo rooms as stations that inflict a much higher "fatigue" on a player to be accurate. All fatigue model state to keep crew out of these rooms whenever possible due to the hits they will take.Perhaps becuase of game limitations or to make it more challenging they have been modelled this way. it is true that these rooms involved more physical labor, especially in times of engagement.Daily torpedo maintanence was a factor as well. However, the torp room crews(lords/mixers"???) would have been accustomed to the work. The heavy work of reloading tubes would become routine. For example, a long distance runner could do a lap around the track and not be very tired and recover quickly. An untrained person would be quite tired and not recover quickly after that same lap. It makes more sense to me to have the torp stations incur a slightly higher hit than the helm station for instance but not make it a penalty to be in the room for an extended period of time. In times of engagement, the stress level would be high among all stations, not necessarily higher in the torp room.This would also aid a bit in overall crew management in that crew members could be moved to the torp rooms in times of non-combat,simulating routine maintanence allowing for other crew members to be moved into recovery quarters. Remebering the lengthy discussion from SH2 on torpedo reload times :damn: ....I would like mine to fall into a range of 7-15 minutes.If I find that I am not satisfied with the NYGCMM values, which files need to be adjusted? Is it the torpedo file within each "subtype".sim, any other values that would need to be altered? Thakns for all the works on this mod. I have been following it from the first announcement. looking forward to the final Tonnage Mod :up: |
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To summarize, yes, you need all of the files. This mod is a vast departure from the few random tweaks made to the basic.cfg in the past, and all of the files work together to give the appropriate effects. |
sweet! thanks alot observer....I really can see the difference now! :up:
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