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-   -   [REL] No magic skills (https://www.subsim.com/radioroom/showthread.php?t=164996)

avee 03-21-10 04:55 AM

Quote:

Originally Posted by gouldjg (Post 1326124)
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?

Yes, I know about this feature, but there is one problem. To make OnDemand->OnOff conversion you need to rewrite dialog scripts. I tryed to do it once but failed - something was wrong and game crashed on loading. :(
I`ll try to do it once more...

Quote:

Originally Posted by gouldjg (Post 1326124)
My question for you is are you able to edit and add extra passive abilities in addition to the ones already listed?

That`s the problem. Not yet. :(

Quote:

Originally Posted by Mraah (Post 1326271)
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.

Sounds nice, but... If you use this ability to repair destroyed periscope, why will it affect engines? Unfortunately, possible skills effects are not very flexible...

About morale. Does anyone know, how exactly morale affect crew efficiency and does it at all?

Quote:

Originally Posted by Mraah (Post 1326271)
2. Anti-Propaganda .... To counter act the Bosun's bug that permantly add's delay time to the abilities.

Is this bug confirmed and does it work without propaganda skill?

Mraah 03-21-10 10:36 AM

Quote:

Originally Posted by avee (Post 1326338)
Sounds nice, but... If you use this ability to repair destroyed periscope, why will it affect engines? Unfortunately, possible skills effects are not very flexible...

I know is sounds absurd, but I'm thinking of shock damage to the entire boat. More than likely if something was destroyed on the boat then other items were damaged (not destroyed) and although repaired, they just don't function at 100%.

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:

Originally Posted by avee (Post 1326338)
Is this bug confirmed and does it work without propaganda skill?

I have that problem and checked a few times when issuing the propaganda skill. Could always reverse the values and see if cool downs get better.

PL_Andrev 03-23-10 03:22 PM

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?

PL_Andrev 03-24-10 05:08 AM

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

charognard 03-24-10 06:39 AM

i really like this mod and your ideas ! Do you think about creat new and dedicaced skills icons ?

avee 03-24-10 01:55 PM

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:

Originally Posted by Antar (Post 1331257)
>>> 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.

Unfortunately, game doesn`t allow so complicated comands... Or I just don`t know how to implement them...

Quote:

Originally Posted by Antar (Post 1331257)
>>>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.

Sounds good! :up:

Quote:

Originally Posted by Antar (Post 1331257)
>>>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.

Hey! We can see current depth and it`s not affected by crew skills. :) I think, it`s too gamey...


Quote:

Originally Posted by Antar (Post 1331257)
>>>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

I can barely imagine how more crew can make torpedo reloading faster. I think, there is some optimal number of crew in torpedo compartent and more people can make reload only slower...


Quote:

Originally Posted by Antar (Post 1331257)
>>>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

Again, I`m not sure it can be implemented.... :(

Anyway, nice suggestions, Antar! :yeah:

Quote:

Originally Posted by charognard (Post 1331330)
i really like this mod and your ideas ! Do you think about creat new and dedicaced skills icons ?

Yeah, I think about it but still don`t know how to do it...

avee 03-27-10 04:45 AM

Added MCCD compatible version for those who use Athlonic's MCCD "More Crew Commands by Dialog" mod.

mikaelanderlund 03-29-10 09:01 AM

I think we need a version compatible with MCCD 1.0. Jesus, to many mods right now:88)

avee 03-29-10 09:29 AM

Quote:

Originally Posted by mikaelanderlund (Post 1339092)
I think we need a version compatible with MCCD 1.0. Jesus, to many mods right now:88)

1.5 version is still compatible with MCCD 1.0. :salute:

t0maz 04-11-10 04:51 AM

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:

THE_MASK 07-23-10 11:32 PM

This is a good mod but seems to have been forgotten about .

THE_MASK 08-09-10 05:42 PM

I notice a few people looking for this thread lately .

tonschk 08-10-10 12:47 AM

Quote:

Originally Posted by sober (Post 1451986)
This is a good mod but seems to have been forgotten about .

:up: I Agree :DL

Stormfly 08-10-10 03:22 PM

Thanks for refreshing it, looks good !

charognard 08-25-10 02:10 AM

I m using this mod since release, and i d really like to see any update to polish it...


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