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-   -   Question...mechanical malfuntions? (https://www.subsim.com/radioroom/showthread.php?t=126760)

AVGWarhawk 12-11-07 08:21 PM

Question...mechanical malfuntions?
 
SD/SJ malfunctioned quite a bit. In all reality, just a splash through the conning tower hatch and zap....tubes and wiring fried. Is there a way to mod this in the game? Reason I ask, the game does not allow you to use the radar in some subs because it was not available. Possibly find the trigger for that and have it set on a day off, perhaps a few hours, maybe the whole patrol? Perhaps have the game generate a failure via the damage control screen? Not sure. Can a mod be created that would generate a failure of a system? I suspect that is all that would be need because the game engine begins repairs when parts are damaged.

epower 12-13-07 01:02 AM

Add Flank spped to that list
 
Nice idea. One of the better features of SH2 was the damage one often incurred to the engines when running at flank speek for extended periods. Right now I can red-line those babies with complete impunity, even if the machinist mates and the chief give me those wounded looks.

Any idea on where those files might be located which govern this behavior?

Thanks,

epower

Peto 12-13-07 10:39 AM

Well--I certainly won't declare myself the authority on this type of modding--but I think all that type of randomization has to be wired into the hardcode. Myself (being old and stubborn and a child of Avalon Hill board games) demand some kind of sub-system "reality". I use dice. Every day I roll 1. If it's a 1 or 2 I shut my radar off. Not exactly my prefered method but it does work. I also rotate 8-12 rated crewman off the boat after a patrol. All those 1st Class PO's get on my nerves :nope:. That's a mod I'd like to see (Realistic Crew Transfers). It wasn't out of the question for a crew to lose 1/3 of their crew between patrols... And it gives me something to spend my renoun points on.

Archie 12-13-07 06:19 PM

Quote:

Originally Posted by Peto
Well--I certainly won't declare myself the authority on this type of modding--but I think all that type of randomization has to be wired into the hardcode. Myself (being old and stubborn and a child of Avalon Hill board games) demand some kind of sub-system "reality". I use dice. Every day I roll 1. If it's a 1 or 2 I shut my radar off. Not exactly my prefered method but it does work. I also rotate 8-12 rated crewman off the boat after a patrol. All those 1st Class PO's get on my nerves :nope:. That's a mod I'd like to see (Realistic Crew Transfers). It wasn't out of the question for a crew to lose 1/3 of their crew between patrols... And it gives me something to spend my renoun points on.

I'm exactly the same Peto, but rather than a dice, I rely on the randomness of my brain, eg. after a dive the damn radar is off and 9 times out of 10 I forget to turn it back on and wonder why the next time I see a ship the dang thing is right on top of me! :arrgh!:


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