SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REQ] Crew mods, details inside. (https://www.subsim.com/radioroom/showthread.php?t=119265)

Xypher 07-26-07 11:57 AM

[REQ] Crew mods, details inside.
 
allright there are a few issues i have with the venilla crew of Silent Hunter 4.

the first is the Exp tables, it seems purely time baised and no matter how well you preform one patrol to another your crew always gains the same base line of exp relitive to time.

i would like to see some kind of exp bump for sinking any assortment of vessels and shot down air planes if thats even possable.

My second request has to do with the starting crew builds, they just seem so... thrown togeather. i dont know how my highest ranking officer's specialization can be watch when he has the first command position. that just dosent seem logical at all.

what i was thinking for this was a change in the state the crew starts. a good example (exactly what i am looking for) is a total green crew, they all have the right specializations in the right sections of the sub but they are all the lowest rank.

realisim wise its a little bit of a streatch, but i like the idea of slowly building up my crew from scratch.

im sure some people out there have to be feeling the same way about this. anyone is welcome to add thier own two cents to this idea. maybe something could be hammered out eventaully.

Peto 07-26-07 12:46 PM

I like the new "stock" crew provided in the tiger maru 1.4 mod. If you REALLY want realism--transfer up to a 3rd of your crew off the boat after every patrol and bring in new guys to replace them (I don't do this right now). Historically, US subs were always transferring guys off in order to provide about a third of a new construction boat with an experienced crew. Spreading the experience around meant that US subs were never manned by completely new crews.

As for realism--if you haven't checked out Tiger Maru 1.4 I recommend you give it a shot. Better crew composition and MANY other improvements to the game.

Cheers!

Peto

LukeFF 07-26-07 03:26 PM

What you WRT to starting crew rosters is my Realistic Crew Configs mod. It's the result of a lot of research into historical crew configurations for a wide variety of boats, all the way from the early S Class boats to late-war Balaos and Gatos in 1944.

Xypher 07-26-07 05:54 PM

shoot i searched for something like that and i didnt see your mod pop up! so it removes the flak, deck gun slots? if so i actually like that idea mostly because of a particularly nasty glitch if you swap your deck gun from bow to stern.

im not too big on the crew swap out idea. though its very accurate i love watching them little green bars fill up a little more after every patrol. it makes me all giddy when i get to hand out a bunch of new promotions to my from start to finish crews. ill give tiger maru a peek, but theres always something about the big mods that always turn me off of them.

(Edit) allright loaded it up and it seems there is a lot more room for growth with this team. but i have one massive question, why do most commanders specialize in Watch? how dose that help the ship as whole? why not electornics or mechanical?

LukeFF 07-26-07 08:41 PM

Quote:

Originally Posted by Xypher
shoot i searched for something like that and i didnt see your mod pop up! so it removes the flak, deck gun slots? if so i actually like that idea mostly because of a particularly nasty glitch if you swap your deck gun from bow to stern.

Glad you like it. Yes, I did remove the crewmen from the deck and flak gun slots, since those positions would have been filled from other positions within the boat. Most fleet boats carried at most two Gunners Mate-rated sailors, and these guys would stand watch, likely on the bridge, like anyone else.

Quote:

(Edit) allright loaded it up and it seems there is a lot more room for growth with this team. but i have one massive question, why do most commanders specialize in Watch? how dose that help the ship as whole? why not electornics or mechanical?
If you're talking about the bridge crew, that's intentional. The newest, lowest-ranking officers were typically trained first to be watchmen, and as such this was usually their first assignment on board a submarine. Also, if you notice, their skill (not specialy) is not always Watch. It can be pretty much anything the game wishes to assign to the crew member.

Xypher 07-27-07 12:47 PM

ahh so your saying thier specialty is random, well that kind of sucks.

LukeFF 07-27-07 05:11 PM

Quote:

Originally Posted by Xypher
ahh so your saying thier specialty is random, well that kind of sucks.

No, the specialities are not random. Their skills are.

Speciality - the job they have been specifically trained to do, akin to a Rating.

Skill - a natural ability in which the crewman excels - such as mechanics, electricity, leadership, etc.

The crewman's skill is listed first, then his speciality.

Xypher 07-27-07 05:47 PM

oops! i had it backwards! ya thats the one i was curious about.


All times are GMT -5. The time now is 02:47 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.