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Old 01-13-08, 02:45 AM   #1
Deathfrombelow23
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Default Random new crewman added

I was on my 5th patrol in U-6. I'm playing GWX 2.0. I intercepted a convoy in AN18, off the northeast coast of England. Upon moving to intercept, I fired all 3 of my bow fish. I assigned my 3 PO's with the "torpedoman" qualification to the forward room to reload, along with some other crew. I switched to the nav map for a second and then back to the crew management/damage screen and noticed that all of a sudden a new crewman had joined my boat!! His name is Leopold something and he has "torpedoman" qualification. This was a welcome addition at that time since I wanted to reload my last 2 eels as fast as I could and let them loose at a large freighter near by, but it seemed VERY strange. Anyone else ever have this happen?? I wonder if I had wanted to upgrade to a new IID if the game would've let me... since you are only aloud 9 PO's in a type II and Leopold was my 10th. Any help/advice appreciated!
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Old 01-13-08, 03:09 AM   #2
GoldenRivet
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very strange... stowaway?

i dont know what to say about that one!
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Old 01-13-08, 03:24 AM   #3
Deathfrombelow23
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It gets even more STRANGE. Get this. I recently upgraded to a VIIB but I decided that I'd rather stick with the II's, so I just went back to the end of my last patrol (5 minutes ago), before I upgraded to the VIIB and instead I tried to upgrade to a IID. It said "too many crewmen" or something like that, so I went to the crew management screen in base and DELETED Leopold Forster from my crew and then upgraded to a IID. As soon as I returned to the crew screen in base he was BACK IN MY BOAT! Yes, I'll say that again, Leopold Forster had rejoined my crew and transfered from U-6 to U-139 after I DELETED him from my crew. This is very strange. So now i have 10/9 PO's. :rotfl: I'm not going to turn down the extra help if he's that determined to serve on MY boat. An extra torpedoman is always good to have around. This must be some sort of a bug. Any idea, modders? Or ANYONE else, for that matter?
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Old 01-13-08, 03:50 AM   #4
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Well, as it turns out, you can't start a new patrol if you have too many crewmen. I had to go back and "remove" old Leopold from my crew. I pulling out of Kiel for my 6th patrol in my new IID and so far he hasn't tried to rejoin us.
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Old 01-13-08, 03:58 AM   #5
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The Ghost of Leopold.

It was a dark night just like tonight... on the lonliest part of the Western approaches. It was the worst submarine sinking I ever saw.

it sounded like a dump truck dropped from the top of the empire state building...

... and when they finally pulled the twisted, mangled body of petty officer Leopold from the burning, sinking wreck

it looked...

...LIKE THIS!

http://i26.photobucket.com/albums/c1...d/Photo528.jpg

hahahahahahahahahahahahahahahahahaha

TELL EM LEOPOLD SENT YA!!!!

AAHHHHHHH HAHAHAHAHAHAHAHA
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Old 01-13-08, 04:15 AM   #6
Deathfrombelow23
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Very nice, Rivet! hahaha! Well scratch that whole thing... I'm going back AGAIN and re-upgrading to a new VIIB. You wouldn't happen to know where I could find the neutral bouyancy mod, would you? Does it work with GWX 2.0? I don't like the whole negative bouyancy thing... very irritating. I've got enough to worry about in GWX 2.0 playing at 100% realism DiD. Thanks and good hunting comeradden!!
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Old 01-13-08, 04:21 AM   #7
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well... i thought one was included in the mod with JSGME... but i looked and dont see it.

ill look around!
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Old 01-13-08, 05:19 AM   #8
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Seems Bernard let his brother Hans out of the Cube.
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Old 01-13-08, 05:53 AM   #9
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Nah, he's probably a saboteur infiltrating your boat when you aren't looking.

Perhaps he came with the sabotage & malfunctions settings in SH3 Commander, LOL
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Old 01-13-08, 09:21 AM   #10
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One thing's for sure, that guy is a hell of a swimmer!
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Old 01-13-08, 06:22 PM   #11
Deathfrombelow23
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Is it possible to alter the number of crewmen a boat can have? The reason I ask is because my Type II is only allowed a maximum of 9 Petty Officers and 14 sailors, however there is easily room for 11 more men based on the amount of space that's still available in my bow and stern quarters. Is there any way to adjust this slightly without affecting GWX 2.0 playability or the characteristics/playability of the Type II at sea? (I'm assuming you'd have to go into some file and open it up with the "note pad" and edit something... does anyone know what and where, though?) Say maybe add 3 PO's and 2 or 3 sailors? Any help is much appreciated!! FYI I would like to do this for BOTH the Type IIA and IID. Thanks.

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Old 01-13-08, 06:37 PM   #12
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Quote:
Originally Posted by Einzelganger
Nah, he's probably a saboteur infiltrating your boat when you aren't looking.

Perhaps he came with the sabotage & malfunctions settings in SH3 Commander, LOL
I think it's just a "no ticket" guy hoping for a free trip to US (probably "no visa" and "no money" too). You can launch him for fun.
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Old 01-13-08, 07:16 PM   #13
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Quote:
Originally Posted by Deathfrombelow23
I'm going back AGAIN and re-upgrading to a new VIIB. You wouldn't happen to know where I could find the neutral bouyancy mod, would you? Does it work with GWX 2.0? I don't like the whole negative bouyancy thing... very irritating.
You should find the Type VII more to your liking since it's quite stable. I've just gone from a Type II to a Type VII, and I had noticed the same bouyancy problem with the Type II as you have stated. Kpt. Lehmann said he was going to look into it but suggested it was probably due to smaller size and weight of the Type II. Most of us use the Type VII and IXs anyway.
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Old 01-14-08, 06:39 AM   #14
Deathfrombelow23
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I decided that I am not going to go back to the type VII. I love my type II! Call me crazy but it's very cozy and the commradery between my smaller crew can't be beat! Now if only I could figure out how to edit the files for the Type II's so they could carry a few more PO's and sailors...
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Old 01-14-08, 05:14 PM   #15
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You should have kicked a non quailfied PO off instead of Leopold. At least he wasn't Bernard!
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