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Squirelly operations with 1.5 'abilities'
One of the things introduced with 1.5 and the add on were these special abilitys.
I have a crew member with the 'engine' special ability... you know you can click a button and get a few more knots out of the engines in a pinch. Well I'm cool with that but under 'normal' operatoins some wierd things are happening. I typically 'cruise' at around 9 knots for fuel economy. The thing is now when I order 9 knots the boat does 10 its like this at all speed settings, a little higher than ordered. Problem is its using fuel at a rate faster than what Im accustomed to. So now I order 8 knots to get 9 :doh: Another little problem is when Im running submerged typically at around 2 knots and then order a 'surface' when the boat breaches the surface it takes off to flank :damn: I did not order any speed change and when I do it may or may not change speeds to what I ordered. Typically by the time I notice a bunch of fuel has been 'wasted'. Long story short.. performance is erratic. Am I the only one that noticed this? |
Boy, that's a new one to me, and I thought I'd seen them all. :o However, if you are using TMO or RFB I don't think you have to mess around with the speeds. I believe those two mods have designed Standard to be the best speed/fuel combo. The extra knot you are getting from your guy is probably gravy.
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There are both active and passive abilities. I once had a guy with a passive ability that increased surface speed; in TMO I was getting about 11.5 knots at Ahead Standard but still seemed to have full fuel economy. What I found squirrely was there were a couple of crew members whose special abilities mutated. It was always crew who developed special abilities rather than ones bought with renown, but I had 2 or 3 guys whose abilities would change at random.
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The 'motor man' has the passive ability.
Ever since he got that 'ability' speed calls have been erratic. |
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