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-   -   [REQ] Manual Engine Toggles (https://www.subsim.com/radioroom/showthread.php?t=192766)

Hinrich Schwab 02-22-12 06:54 PM

[REQ] Manual Engine Toggles
 
After playing SHII for a bit, one of the things that struck me as odd was the ability to toggle between diesels and electrics manually never made it into III, 4 and 5. Realistically, this would have been used to get the fuel economy that so many of the broken "skills" in SH5 just hand out to the player. I would really like to see this manual toggle come back into the game and scrap the ridiculous "gas mileage" skill.

ADMIRALTIA 02-25-12 09:48 PM

Quote:

Originally Posted by Schwartzritter (Post 1843706)
After playing SHII for a bit, one of the things that struck me as odd was the ability to toggle between diesels and electrics manually never made it into III, 4 and 5. Realistically, this would have been used to get the fuel economy that so many of the broken "skills" in SH5 just hand out to the player. I would really like to see this manual toggle come back into the game and scrap the ridiculous "gas mileage" skill.

I agree with you there because of one reason you cant move on the surface
if you lose your diesels I've had the idea but havent done it cause I'm terrible in modding. LOL:haha:

arnahud2 02-26-12 03:44 AM

Good Idea, mate :yeah:

I would like to have the ability to swith on both diesels and electrics engines, as Gunther Prien, with U-47, had to do when he escaped from Scapa Flow in hurry, because the tide was so strengh against his uboat, that diesels engines (at full speed) only was not sufficient enough to get 1 knot only...:gulp:

ADMIRALTIA 02-26-12 04:51 AM

Yeah aside from that If you lose your Diesels you wont be able to move on the surface. so you'll have to dive in order to move. Plus it adds realism

Hinrich Schwab 02-27-12 01:15 PM

Here is another realism boon for the manual toggles; 3x Ausserste Fahrt. This involved red-lining the diesels and running the electrics to squeeze out an extra two or three knots. The manual toggles let us remove two more unrealistic skills from the Obermachinist. These can be replaced with passive skills that reduce the chance of diesel, E-machine and battery damage from the tactic.


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