![]() |
[TEC] Crew Management
With Captain America's Officer Quarters in mind, I decided to play with the Crew Management a bit.
I removed Hogan's Alley and created two(2) new compartments for safe storage of Gun Crews when you are Submerged. Compartment 1 (Stern Torpedo) Compartment 2 (Engines) Compartment 3 (AFT Quarters, 6 Crew Slots) Compartment 4 (Command Room) Compartment 5 (Conning Tower) Compartment 6 (FWD Quaters, 6 Crew Slots) Compartment 7 (Fore Torpedo) PURPOSE: In order to Populate the new Officer Quarters when CA is done. The crew must stand active Watch. Hogan's Alley is not active. As you can see from the picture below. I also added some equipment to these new compartments but I encountered a possible issue by adding said equipment. In order for engines to respond, each new compartment must be manned by active watch or 1 crew each at Battle Stations. http://www.subsim.com/radioroom/pict...pictureid=3642 Suggestions Welcome:timeout: |
I like it but is Captain America still working on those interiors? Havent seen any updates in awhile.
|
I think captain america,s mod had gone dead for months now.
|
Quote:
Quote:
Quote:
Quote:
While talking with him in PM's awhile back, it was clear to me he was taking on too much. He rehashed the control room again, before he even got to the new areas. And he only got the gato fixed up before he restarted the new areas. He was fighting burnout in the worst way possible. Considering theres at least TWO MORE interiors to do (3 if you count the S boat.), He probably threw in the towel after awhile. |
Good to see you are still around Ducimus!:salute:
Quote:
I was also planning to fudge the Coef for compartments that I removed Crew Slots from a bit to make up for the crew loss as the New Crew Slots could still assist in those area's while standing watch. Quote:
You can not even populate interior/exterior dummy positions because the crew in Hogan's Alley never stand watch. Quote:
I think I can leave the Battery's in the Crew Compartments even though they are linked to Electric Engines. Submerged Propulsion was still working with no crew in compartment.:timeout: CFO Tanks need to be moved because they do require crew in the compartment for Deisel Engines to run. I've lost my Gun Crew's so many times in TMO it is second nature to shuffle them to safe location every time I Submerge now, no matter what is going on. To bad UbiSoft didn't think that logic all the way through when they created the Gun Crews and Deck Watch compartments. If these stations are not active, the compartment crew exposure should be reduced as if they were located in normal interior compartment. Quote:
|
Quote:
Quote:
Quote:
|
Quote:
To be honest, I use your work as a template for most of what I do. I was looking at OM but there is just so much that IMO, is just totally wrong in that MOD. Like IXD2 dive time of almost 5 minutes not to mention crush depths. The deepest recorded successful dive during WWII was a Balao class that lost dive control and slipped down to like 1200 feet before regaining dive controls and climbing back to the surface. Yet in game, Balao Crush Depth is like 700 feet. To many boats are using Test Depths as if it was Crush Depth. Also Radar Tech. Germany was WAY ahead of everyone in this area but the radar that you do get on U-Boats is very poor. You can almost see the target before Radar picks it up and you definately should be able to hear Aircraft before the in game radar detects the Aircraft. Not like there are many obsticles to block the sound at sea. |
Moving the Fuel Tanks into Compartment 2 as recommended by Ducimus the 2 new Crew Compartments do not need to be manned for engines to respond now.
http://www.subsim.com/radioroom/pict...pictureid=3653 While looking at equipment comartment assignment I realised that Torpedo Tubes are not numbered. This normally is not an issue but I have encountered damaged Tubes and the Torpedo Tubes do not always list in correct order. (Sucks when trying to fire a Torpedo and all you get is "Torpedo Tube is damaged sir!". What tubes are damage?) Maybe numbering "21" Torpedo Tube #1", "21" Torpedo Tube #2", etc. would help the captain decide what tube to load/unload. |
All times are GMT -5. The time now is 11:00 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.