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-   -   Crew Quarters Mod for TMO (https://www.subsim.com/radioroom/showthread.php?t=147854)

Captain America 02-05-09 06:26 PM

[REL] Crew Quarters Mod for TMO
 
Crew Quarters Mod for TMO 1.7.0

http://img5.imageshack.us/img5/9181/...tersqc9.th.jpg

All credit should go to Observer as he the original creator of this excellent idea. LukeFF for his crew mod and Kriller for the sexy background texture.

This mod helps to deal with a "bug" found in SH4 where external crew members (guns and deck watch) receive injuries even while they are inactive. The game treats the crew as inactive but the crew is still physically located in their respective spot outside. So, if you are submerged and a depth charge goes off near the conning tower your watch crew will get damaged as if they were still outside. Same case with the deck and AA guns.

Some points about the mod:

- All subs now have an extra compartment named "Crew Quarters".

- The Crew Quarters compartment adds an additional 12 empty slots. Think of it as a combination of the various crew quarters throughout the sub. When preparing for depth charge attack, all 12 of the watch crew can be placed here.

- The new compartment does not receive damage. This is the same case with the version used in RFB. I don't have the time to look into this. One doesn't have to be concerned though if this is a "cheat". I thoroughly tested this...when you are done, you're done. Each time I was critically damaged, twelve men did not prevent the sub from being lost in all my tests. However, as a counter - the damage control team can now receive injuries as would be expected (this was originally off in TMO).

- Since this compartment functions as an off duty section of the boat, it has no skill modifiers.

- Crew quarters also serves as a good spot to place injured crew until they are healed.

- Use your deck and AA gun crewmen to also serve as your damage control team. This way you can place them in the damage control team slots when preparing for depth charge attack.

UPDATED: 4/15/2009 - Mod upgraded to TMO 1.7.0
v1.1a - Corrected problem with missing deckgun slots.

_______________________________________________
Download:

http://www.mediafire.com/download.php?y4fzjmhdnit

Enjoy!

Capt. Shark Bait 02-05-09 07:33 PM

:cool: this'll come in handy

silent killer 02-05-09 08:03 PM

crew quarters mod
 
thanks capt america and those that were involved with this mod

Vandrith 02-05-09 09:23 PM

Looks cool. :salute:

LukeFF 02-05-09 10:51 PM

Quote:

Originally Posted by Captain America
- Crew members have been prevented from gaining experience while in crew quarters.

How did you manage that?

keltos01 02-06-09 03:20 AM

thinking of making one for the Uboot add on ?

great job !:up:

keltos

banjo 02-06-09 11:47 AM

Excellent. Thanks much.

Captain America 02-06-09 07:17 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Captain America
- Crew members have been prevented from gaining experience while in crew quarters.

How did you manage that?

:oops: You got me LukeFF! I need to lay off that pipe. :|\\

I should have stated that the compartment has no skill modifiers. I don't know how I missed that since most of the info was straight from the RFB readme. Will update the post and readme file shortly.

Ivan Putski 02-06-09 10:33 PM

Thanks to all involved. :up:

Capt. Shark Bait 02-08-09 07:52 AM

enabled this thru jsgme but the quarters aren't there. running TMO163 w/hud and SI Hud Kit sub-mod

Krishna 02-08-09 03:44 PM

I had to start a new campaign before the mod worked for me, Capt. have you tried that?

Seapup 02-08-09 06:04 PM

crew quarters in port
 
Quote:

Originally Posted by Krishna
I had to start a new campaign before the mod worked for me, Capt. have you tried that?

That was my experience ... however before returning to port when I went back and looked at the mod in "sub school ... artillery" I verified that it was installed properly. Later when I was in port the crew quarters appeared.

ReallyDedPoet 02-08-09 06:22 PM

Nice work :yep::up:


RDP

thyro 02-08-09 06:57 PM

What would happen if a plane drop a bomb right on the top of the sub?

Do all in those assigned to the quarters die like all that are assign to the gun deck/machine gun but are "inside" the sub?

Thanks

Captain America 02-08-09 08:52 PM

RE: The mod - As with all of these types of changes you have to be in port to enable it. Sorry I didn't mention it. Thought it was already assumed.

Quote:

Originally Posted by thyro
What would happen if a plane drop a bomb right on the top of the sub?

Do all in those assigned to the quarters die like all that are assign to the gun deck/machine gun but are "inside" the sub?

Thanks

No. Thats why its there. :)


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