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destroyed shafts
Ok im new here but i love sub sims, and this sound like a great place, i have been playing SH for years now since sh1 ... but anyways today was the first day i was upset at the game, i sussefully destroyed a convoy, and guess what, an escort dc me and destroyed my shafts ... after 5 days sitting there they were unable to fix them ... there has to be a better anwer than just quiting and reloading or doing what i did, wait till a concoy comes destroy as many as i could with rear tubes and wait for the escort to blow me apart when i surfaced uggh!
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Welcome Aboard
Shafts destroyed is pretty much dead in the water and end game same thing if your engines or rudder get destroyed. The only fix may be the Engineer who can fix anything even destroyed parts, not 100% sure on this since I have never had that particular crewman. |
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peabody |
so i need to find that ability so i dont sit dead in the water from a stupid dc ... any suggestion on how to find this miracle worker
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I don't think any of the special ability guys can repair a totally broken shaft. Sounds like it's 100% destroyed, which means you get the shaft.:har:
Sucks, but same with rudder, you lose it, you can't turn and you're done in. Are you playing stock? The damage zones in stock are poor and you see more damage like this. Supermods correct it to a degree. I can't recall the last time I lost a shaft or rudder. |
I think you can edit the save files to edit out the damage. There were some instructions posted a while ago, a search may find them.
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[SpecialAbility 1] ID=Ability-Master-Engineer NameDisplayable=Ability-Master-Engineer-Name Description=Ability-Master-Engineer-Description AbilityType= CanRepairDestroyedItems, RepairSpeed, PumpSpeed AbilityValue= 1, 75, 75 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.7 SkillRequiredElectrics= 0.7 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 Ability-Master-Engineer-Description=Required compartment: ENGINES ROOM|The presence of a master engineer will make your submarine a safer place to be. The master engineer will reduce the repair and flooding time slightly. When needed he can repair even the destroyed items. Edit: A clarification on the above. There are some items that are listed in the zones as "Destructable" which I think means they will actually be removed from the sub if they get destroyed and I don't think those items can be repaired, since they don't exist anymore. But the Propeller shaft, at least on the Fleet boats that I looked at, are not listed as destructable. And also to repeat from my other posts, this 'ability' may have been removed from some mods as unrealistic, but it does exist in the game. Peabody |
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TMO doesn't have that guy....Do the SA guys even show up in stock, I don't remember that they did?
Course I don't want Superman on my sub, most those guys get thrown overboard for super skills. |
Edit the sections in the red text from this file, ActiveUserPlayerUnits.upc, in the current Save folder.
[UserPlayerUnit 1.Compartment 1.EquipmentSlot 5.Equipment] ID=StbdPropellerShaft NameDisplayable=Starboard Propeller Shaft EquipmentInterval=1900-01-01, 1999-12-31 EquipmentSlotType=NULL ExternalLinkName3D=NULL FunctionalType=EqFTypePropellorShaft Hitpoints=200.000000 EfficiencyHumanFactor=0.191257 EfficiencyMechanicFactor=1.000000 Efficiency=0.191257 Damage=0.000000 DamageHitpointsConsumed=0.000000 RemainingRepairTime=0000-00-00 00:00:00 DamageDescription1=NULL,0,0.3,0,1,1,small malfunction,0,0,NULL,0.3,0.4,18.5185 DamageDescription2=NULL,0.3,0.7,0,1,1,Misaligned Axis,0,0,NULL,0.5,0.4,14.5287 DamageDescription3=NULL,0.7,1,0,1,1,Broken Axle,0,0,NULL,0.8,0.6,12.3793 [UserPlayerUnit 1.Compartment 1.EquipmentSlot 6.Equipment] ID=PortPropellerShaft NameDisplayable=Port Propeller Shaft EquipmentInterval=1900-01-01, 1999-12-31 EquipmentSlotType=NULL ExternalLinkName3D=NULL FunctionalType=EqFTypePropellorShaft Hitpoints=200.000000 EfficiencyHumanFactor=0.191257 EfficiencyMechanicFactor=1.000000 Efficiency=0.191257 Damage=0.000000 DamageHitpointsConsumed=0.000000 RemainingRepairTime=0000-00-00 00:00:00 DamageDescription1=NULL,0,0.3,0,1,1,small malfunction,0,0,NULL,0.3,0.4,38.6508 DamageDescription2=NULL,0.3,0.7,0,1,1,Misaligned Axis,0,0,NULL,0.5,0.4,259.661 DamageDescription3=NULL,0.7,1,0,1,1,Broken Axle,0,0,NULL,0.8,0.6,153.088 |
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I've never had this problem in TMO 1.9 and I've taken a hell of a lot of damage before! |
I don't understand why you are interested in cheating but destroyed shafts or rudder meant end of journey in real life (I omit possibility of meeting friendly ships which could tow damaged sub to the home port) because crew couldn't repair or "produce" this parts themselves as opposed to in-game warlock-engineer. So you should agree with facts and start new career. You can also install some super-mod which makes taking such critical damage much less likely due to better damage modeling.
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It's not outside the realm of possibility that a friendly sub could rendezvous with your boat and rescue the crew. In cases like that the stricken sub would be scuttled.
Not sure how this could be modded into the game or even if it could. |
IT happened again
great happened again, i love this game but it about to find the delete button ... i have never used mods before but there has to be one that gives me more realistic damage ... how do i do this i have been looking at alot of mods, but dont know how to incorporate them a little knowledge help?
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