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Give the Chief engineer the passive ability to get a little bit more out of the engines with experience. Say a knot or two more speed (at flank speed) and 5% greater fuel efficiency, including the Electrical engines.
A good Engineer will be able to tune the engines and keep them in peak working condition allowing for such things to happen. Anyone who has tuned a car by hand should know that this sort of thing would be possible. Also the passive ability to keep the engines just that little bit more quiet at silent running say 2-3%. A good engineer would know exactly where the engine needs to be oiled, rags to be tied to stop two parts knocking into each other and how to keep his own noises to a minimum as he moves around the engine room making tweaks here and there. |
More power and more efficiency? Not sure that's even possible, the 2 seem mutually exclusive. :hmmm:
Great mod, was getting sick of those torpedo-speed-buffs screwing the trigonometry. :salute: |
Avee, I am working on a crew mod also but wanted to share some findings with you due to long load times e.g. 2 minds better than one etc.
Did you know you can use the onoff command on your active abilities e.g. you can potentially set the engines on overcharge but rather than wait for it to time out, you can now just switch it off again if you edit the command as shown below. [SpecialAbility 9] ID=Ability-Active-Overcharge-Diesel NameDisplayable=Ability-Active-Overcharge-Diesel-Name Description=Ability-Active-Overcharge-Diesel-Description, Ability-Active-Overcharge-Diesel-Description, Ability-Active-Overcharge-Diesel-Description Levels= 3 AbilityType=SurfaceSpeed, FuelConsume ;increases engine speed (in percents) but gives a higher fuel consumption (in percents) AbilityValue= 2, 10, 3, 12, 4, 14 AbilityInternalValue= 37, 20, 74, 30, 111, 50 ; factor1: 3.7, factor2: 1.0 RunOnActivate= IfIsSurfaced, SpeedAheadFlank PointsRequirement= 0, 0, 0 AbilityRequirements= 0, 1, Ability-Active-Overcharge-Diesel, 1, 1, Ability-Active-Overcharge-Diesel, 2 LevelUpTree= 2, 3, 0 MoraleCost= 1, 1, 1, PointsCost= 0, 1, 2 AbylityActsIn= ALL Activation=OnOff Duration=600, 900, 1440 Cooldown=4320, 2880, 1440 Now that I just sussed that out I am thinking of what it can come in useful for e.g. manually controlling things rather than timers? My question for you is are you able to edit and add extra passive abilities in addition to the ones already listed? I ideally want some long term manipulated passive abilities clicking away in the background that can contain a few lets say malfunction / rapair problems. Just not completly sussed it out yet. There is of course coming a time where the text will need editing and the ui interface and icons but I am sure once the basics are formed and a good mod is created, someone with those skills can be called upon to assist. |
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All of these can mean that the engine is running cleaner and more smoothly, improving fuel efficiency at cruising speeds and allowing for better Revs and subsequently speed when the engine is pushed to her limits. I'm not saying you should get both at the same time but with proper maintenance you could certainly get a knot or two extra out of the engines at Maximum Revs and slightly better fuel efficiency at cruising speeds. Since this would require constant high quality maintenance I would definitely include it as a passive ability of the Chief Mechanic. You could also have this ability decrease the chance of the U-Boat being spotted at long range since the visibility of the exhaust gasses would greatly depend on the richness of the fuel/air mixture that the Chief Engineer tunes the engine for and how well maintained the Diesel Engine is. Anyone noticed the black crud most diesel trucks throw out? This is because the engines are in poor tune and failing to burn all the fuel in the cylinders, throwing out carbon particulates (soot) as exhaust instead, imagine if a U-boats engine was as badly tuned as that:dead:! |
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Some suggestions/ideas .... Repair Items - Not totally unrealistic, however, returning the item to full operation capability would be. Perhaps you can compromise on this. If a player's boat has an item that's totally destroyed then it's safe to assume his boat took a pretty good whack. You could take all the effects of the boat and apply a negative modifier to it with a 2 week cooldown. In other words, if the port diesel is broke you can fix it but the caveat is that everything else in the boat will have diminished effects including 1/2 surface speed, and weaker batteries, sound gear, torpedo accuracy, etc. Basically the whole boat is in shambles and needs to be nursed home. Reduced Flooding Times - Sure, why not ... Yeah, the pump can only pump so fast but there's a difference when you leave the pump unmonitored by itself and when you leave someone there to ensure it's doing the job properly. Heck, someones dicarded cigartette butt's or small metal shaving's may reduce pump flow. If someone attends to the pumping it can do it's job. Perhaps you could lower the pump's base rate and when you use the "Reduce Flooding Time" ability it actually pumps at the manufactured rating values? Morale Ideas .... 1. Each officer can boost morale by 1-point ... Call it "Reassurance". Nothing like the skipper walking around to personaly reassure the other officers that life is good and we'll be home soon. 2. Anti-Propaganda .... To counter act the Bosun's bug that permantly add's delay time to the abilities. For the most part, the term "morale" in this game is wrong ... It should be called "fatigue". It's probably going to take some time to balance everything out .... Appreciate your work Avee!! :up: Rob |
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I`ll try to do it once more... Quote:
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About morale. Does anyone know, how exactly morale affect crew efficiency and does it at all? Quote:
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Perhaps there might be a way to assign specific repaired items to abilities with a cause/effect so you can fix an item and it will come back online albeit at less effeciency ... More digging and experiments I suppose. Quote:
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My friend asked about the possibility of controlling the "depth rudder" in SH5. According to his opinion, through such control rudders on SH2 could quickly escape the depths before the destroyer.
In my opinion, it is a great idea for special skill for Chief Officer ... what do you know? |
More proposals:
CHIEF ENGINEER >>> Dive expert (passive) Level 1: +2% of submerged speed Level 2: +4% of submerged speed Level 3: +6% of submerged speed Level 4: +8% of submerged speed Level 5: +10% of submerged speed Note: Experienced chief engineers knows how to use depth rudders to more effectively go to depth. >>> Rescue pumping out (active) Level 1: -10% to weight of boat, next 'dive' command possible after 30 sek from surfacing the boat Note: Chief can total pump-out water from ballast tank to try emergency surface the boat. NAVIGATOR >>>Expert navigation (passive) Level 1: -0.5% of fuel consumption Level 2: -1% of fuel consumption Level 3: -1.5% of fuel consumption Note: Navigator can use sea currents to more efficient fuel consumption. >>>Optimal depth (active) Level 1: -2% of noise reduction Level 2: -4% of noise reduction Level 3: -5% of noise reduction Duration: 2 hours Cooldown: 12 hours Note: Navigator can find optimal depth to use sea parameters (density, sea current, salt level) which can be helpful for noise elimination. TORPEDOMAN >>>Faster reloading (active) Level 1: -10% torpedo reloading time, +5% air consumption, +10% morale consumption, +5% noise Level 2: -15% torpedo reloading time, +10% air consumption, +50% morale consumption, +10% noise Level 3: -20% torpedo reloading time, +10% air consumption, +20% morale consumption, +15% noise Level 4: -25% torpedo reloading time, +15% air consumption, +25% morale consumption, +20% noise Level 5: -30% torpedo reloading time, +15% air consumption, +30% morale consumption, +25% noise WATCH OFFICER or XO or NAV >>>Stormy weather (active) Level 1: +1 morale point, if submerged time is minimum 12 h Level 2: +1 morale point, if submerged time is minimum 8 h Level 3: +1 morale point, if submerged time is minimum 6 h Note: During the storm better go down into the deep and wait out bad weather |
i really like this mod and your ideas ! Do you think about creat new and dedicaced skills icons ?
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Version 1.5 is released.
download Changes: - added "Emergency repairs" skill to Chief Engineer. See list of skills below for more information - you can switch on/off "Rest crew" and "Damage control" skills Quote:
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Anyway, nice suggestions, Antar! :yeah: Quote:
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Added MCCD compatible version for those who use Athlonic's MCCD "More Crew Commands by Dialog" mod.
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I think we need a version compatible with MCCD 1.0. Jesus, to many mods right now:88)
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Hmm.. I'm not sure about sonar man and his range.
Even in Vanilla max experienced sound guy sometimes don't hear what u can her yourself on hydrophone loud and clear. :down: So your mod could be to restrective to him, or human player have too good range and that is problem to fix. :hmmm: |
This is a good mod but seems to have been forgotten about .
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I notice a few people looking for this thread lately .
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Thanks for refreshing it, looks good !
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I m using this mod since release, and i d really like to see any update to polish it...
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