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-   -   Modding Officers (https://www.subsim.com/radioroom/showthread.php?t=242828)

skirich 10-17-19 10:09 PM

Modding Officers
 
I have noticed that crewmembers get specialties (gunner, sensors etc) given to them when two things happen.

1. They get experience.
2. They get promoted.

Trouble is, both need to happen.
My boat has the max amount of officers allowed.
OK fine, but when the officer in say command gets a radioman ability, I have to move him to a sensor in order to gain that benefit.

So now my command is down one officer and I cant buy an officer or promote another person to an officer to to maximum officers in the boat.

Where or which file governs the maximum officers per boat allowed?
I cant seem to find a correlation and a few mods I downloaded that claim elite crews are also not evident where the changes are.

Does anyone know?:Kaleun_Cheers:

Mios 4Me 10-17-19 10:32 PM

It's in ActivePlayerUnits.UPC

Careful choosing the right number of officers and petty officers. Max them out and soon everyone will have special abilities and managing them will be messy.

skirich 10-17-19 10:55 PM

Yep found it.
That file above if you started the game already, or

NSS_subtype.upc if a new career or boat.

MaxPettyOfficers=32 is default

Pyryck 10-18-19 05:16 AM

Devs made the crew settings without any real thinking done.

I've gone thru all of my NSS_subtype.upc files and just about doubled the amount of officers and petty-officers for each sub type to take into account the game counting CPOs (E-7), SCPOs (E-8) and MCPOs (E-9) as officers. This also has the effect of lowering the number of non-rated (untrained) seaman/firemen among my crews.

Total crew complements were carry-overs from SH3 I'll wager as they don't reflect the larger crew complements found on US fleet boats. Average crew complement in game is 50-60 where as in reality the crews totaled 70-85 depending on sub class.

The devs did fairly well with coding the subs, ships and armaments but "missed the boat" when coding the crews. :(

fred8615 10-18-19 02:55 PM

You can also try the Crew Rank Fix mod in my sig below.

FuzzyDriver 12-08-19 08:27 PM

Quote:

Originally Posted by Mios 4Me (Post 2632872)
It's in ActivePlayerUnits.UPC

Careful choosing the right number of officers and petty officers. Max them out and soon everyone will have special abilities and managing them will be messy.

I can't find "ActivePlayerUnits.UPC". Did you mean "ActiverUserPlayerUnits.UPC"?

Aktungbby 12-08-19 10:33 PM

Welcome aboard!
 
FuzzyDriver!:Kaleun_Salute:

THEBERBSTER 12-09-19 07:08 AM

A Warm Welcome To The Subsim Community > FuzzyDriver
Subsim <> Make A Donation <> See The Benefits <> Support The Community
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Mios 4Me 12-10-19 05:22 PM

Quote:

Originally Posted by FuzzyDriver (Post 2639623)
I can't find "ActivePlayerUnits.UPC". Did you mean "ActiverUserPlayerUnits.UPC"?

Documents>SH4>data>cfg>SaveGames and select ActiveUserPlayerUnits.UPC, then the most recent file (done while in port).


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