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-   -   Questions RE: Torpedo speed (https://www.subsim.com/radioroom/showthread.php?t=169450)

gouldjg 05-13-10 08:53 AM

Questions RE: Torpedo speed
 
Is there still a bug where the increased torpedo speeds via abilities are not calculated in the TDC or something similar?

I recall someone stating a while back that there was always going to be a problem due totopredo speeds but I have forgot the original problem and whether or not it was fixed via devs or modders?

gouldjg 05-13-10 09:09 AM

Ah got it in the search. It was the passive skills I presume.

Anyway, I take it this still needs to be removed from the passive abilitity upgrading or otherwise people have to self calculate as they did before?

reaper7 05-13-10 09:31 AM

Yup still not fixed, messes up Manual Targeting if used. :nope:

Athlonic 05-13-10 03:39 PM

Got it fixed here : http://www.subsim.com/radioroom/show...92#post1391492

:03:

gouldjg 05-13-10 04:59 PM

Quote:

Originally Posted by Athlonic (Post 1391494)

Thanks,

As soon as I knew it was not fixed I have done the same as you in my own little mod.

You also need to look at the promotions / medals if I am not mistaken because one of them puts a increase on torpedo speed also. Not got to the file yet but I recall seeing it last time I played around in the files.

I am just working on a complete new crew ability system to get rid of all the WOW style stuff in there.

There are a number of potential things I am playing with but it will take some time to sort out.

Athlonic 05-13-10 05:18 PM

Yes Gouldjg,

I remember your previous abilitie mod.
Personnaly I am happy with the stock system, but the thing that disappoint me is that even after the 1.2 patch we are still stuck at level 1 for all the CR officers.

For example :
You can see in the file things like this "reduces flooding time 20%, 40%, 60%" which means the Chief should have 3 levels to reduce flooding.
But we still can't upgrade him further than level 1 in game.
I've tried to add them but it resulted in a CTD.

Damn, 60% of flooding time reduction would have helped. :cry:

PS: While I think about it ... I think I will increase his ability value from 10 to 60 later so he will be at level 3 anyway ^^

gouldjg 05-13-10 05:53 PM

Well to be honest, the only way to go is really get it all to max anyway and come up with a better system that can be played from the start.

I am not looking into doing upgrades throughout the game as I think this sucks and is too difficult to calculate the cumalative effects.

Just having all the abilities tweaked from max setting seems to be the best way to :-

1. Not end up with a uber sub going at 25knots

2. Have a more lively and dynamic game as you play each mision

3. Make it at least feel like there is a element of crew managemnt in the game

Not only this but there may be ways to increase the repair rates and flooding times etc. Remember in SH3 when we all got sick of the quick repairs and floods. This may change very soon and we could be back with the 3 hour plus repairs.


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