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I use SH3 Commander. Somebody tell me about the GW fatigue MODs. What is the default? How do we set this up with SH3 Commander? Is the Alternate 24 hour Fatigue MOD included with GW, the "optional" Fatigue MOD?
Thanks, Montbrun |
Been playing since morning, and almost cryed when i had to exit the game to come here and ask something !!!! :rock: :rock:
Beautifull, and run like a surffbord on the waves!!! No bugs no crashes to desktop, no screen frizing, nothing, there is no errors to report...This is the result of the brilliante work you've done and most of all a seriouse aproch on the game Motor itsellf... Question: Even with the fatigue model, I just don't understand this saylors that i've got on mi sub...They get tierd even when they sleep!!! :rotfl: :rotfl: :rotfl: Whell what are the goods and the against, if i use SH3 commander, i can't leave without it, Does it changes any importante partes in game data files, or what??? :-? Thanks a lot one more time for your hard and brilliat master pice guys!!! K.Lehman hope you're not sleeping all the time now!!! :arrgh!: Another detaille, just give mi congrats. to the guy that decided to had the outstanding main sond track...Love it...!!! :rock: :up: |
Regarding the optional crew models,
I do not know if they had been tweaked further but here is a simple run down of what the original concept was. Whilst crew are in normal working stations i.e. engine that is running, command room, it will take approx 24 hours and they will then show signs of tiredness and need to be replaced. Believe it or not, you can still travel some distance with one shift working depending on speeds, weather etc etc. Now if your crew go to battle stations, the mod was originally set up so that the crew would tire slightly quicker than normal stations but not every 10 min of play like the stock game more like 2 hours of loading torps etc. You will find that the best way to approach the crew is the following or similar depending on your preference of play. 1. In port arrange your crew so that anyone whom is not needed is resting whilst your in friendly territory. 2. Use the plotting tools and Nav officer to draw a course checking how far you will be in 24 hrs time. Just simply mark the area with a circle so you know that you should change crew when you arrive near this point. 3. Arrive at point, drop out of time compression and then adjust crew so fresh faces are available. It is two seconds of micro management but gives you and extra immersion imho. 4. Repeat two You will usually get quite far in a shift and after a while it becomes a lot more immersion WHY? At any time, you could get a contact and then the fun begins. I wanted this to randomize my crews abilities when I got a contact i.e. they were at the end of their shift, poor weather etc. Having perfect crews all of the time speeds up the repairs and that’s why people never really get that (I’m in deep s*** feeling). With this model, you could have had a really fun time with your convoy attack only to be attacked near the end. Your men will all vary in tiredness and this will affect repairs causing you to think about damage control rather than just hitting crew repair for instantaneous recovery. Now when you promote certain crew members, you have slight advantages with crew management as well as other skills, making promotion seem worth while. I will get my super hero guy now and again who can just save me in those critical moments. Like all crew models, for some it may require getting used too but after the initial adjustment is done, I think many players will enjoy it. The KPT will be able to answer the SH3 commander questions as I think Jscones and him had this discussion. I am still a couple of weeks away from getting the game again so can not clarrify anything 100% Hope this helps someone whom is thinking of using 24hr crew. |
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The 24 lets you set your own little timetables should you wish. I like your little system Montbrun, especially in heavy enemy waters. :up: I Originally sworn never to use one of these models and ended up making this specifically for one person. After I made it, I tried it a couple of times and got hooked. It just adds that bit extra. |
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FYI - I have been seeding the torrent for awhile now. Recently I bumped the upload speed to over 200KB/s to try to get it to folks faster. Grab the torrent and let her rip gents!!
GW is a great mod - after playing it for 10 hours or so, I only have one criticism. Everytime a torpedo hits a ship, the guy who yells 'yeah' sounds like a fat kid who just won the 100M dash in the special olympics :smug: . |
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Imabiggles,
I specially like a lot that new crew cheers. It's sounds like a living crew...but obviously each one here have their personal preferences. So, just go ahead and makes a few adjust for you taste. I already do this in my GW installation. Even been a GW team member I have my own preferences too... :up: Rubini. |
HELP!!!
Just needed to scream! :D :D I have something that i like to clarify, just to no if it's mi mistake or just something missing on mi game... :up: Nothing bad realy but truthly anoying, since i left kiel naval base, that all the ships i saw come with no names, insted they apear as Contacts, and i thought it was for the begining of the hostilities, and so when ahead with the mission ...But as the days when on, during mi course, to mi patrol grid, i came across 2 or 3 ships of lite tonnage, like fishing boats, and in fact a large C3 merchant, but as before when recognised or when detected bi mi subs, conning observation crew, the name didn't change, still caled Contacts.... :doh: ....so i saved the mission and whent to the maine menu to enter the Museum, and for mi surprise not one ship in any contry as a name, and all where caled contacts... :doh: Question: 1- Did i missed anything when enabled the Mod and the optional mods? 2- Or did you guys forgot to had the names on the En_Names text file? Just this , thanks in advance guys!!! |
I finish the download and I will keep sharing ! :up:
now at work and I can´t try it yet but later.... :rock: :arrgh!: Thanks guys for this BIG work !! gracias amigos! :arrgh!: |
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Forget it .... :D
Mi ignorance! :oops: It was the Generic contact mod!!! :-? hehehe! ;) :-j Thanks...problem solved! :up: |
Fantastic work guys! :yep: :yep:
I played for a few patrols yesterday and absolutely loved it! just one quick question: Has anyone else noticed that the torpedoe launch sound is incredibly loud???? :88) |
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