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#1 |
Helmsman
![]() Join Date: Apr 2007
Location: The Netherlands
Posts: 106
Downloads: 56
Uploads: 0
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Ok im actually looking for a mod that will make the repair crew be automatic, the thing i dont like is to have to assign repair crew each time and then set them back to their original position after repair is done. So im hoping someone can make a mod that will automaticly pick the right people to do the repair and then put them back to their original post when finished. I hope you all understand what im trying to say lol
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#2 | |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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![]() Quote:
![]() But my suggestion applies on crew with mechanical skills only http://www.subsim.com/radioroom/showthread.php?t=111082 |
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#3 | |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
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Yep. My number 1 on the 'things I wish the devs/modders could alter' list. Click the damage control button. The best/least fatigued mechanically qualified men are plucked from their watch station and put on damage control duty. Stand down General quarters, they return to their duty station.
Oh it would make me such a happy skipper. ![]() Fingers crossed.
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#4 |
Helmsman
![]() Join Date: Apr 2007
Location: The Netherlands
Posts: 106
Downloads: 56
Uploads: 0
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yeah you both say exactly like i wanted it to come out lol
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#5 |
Frogman
![]() Join Date: Mar 2007
Location: six feet under
Posts: 301
Downloads: 21
Uploads: 0
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Guys the best way to do this is to select crew with mechanical skill and assign them to DC slots in port (don't worry they are not always on duty and will sleep)
I usually fill up all the DC slots with men, when at sea after taking damage you just have to activate the DC icon or if you already were at battle stations they will already be on duty, of course when repairs are completed you have to manually de-activate them or they will stay on duty and fatigue. Hope this helps ![]() |
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#6 | |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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#7 |
Helmsman
![]() Join Date: Apr 2007
Location: The Netherlands
Posts: 106
Downloads: 56
Uploads: 0
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indeed so the request still stands for a mod for this.
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#8 |
Helmsman
![]() Join Date: Apr 2007
Location: The Netherlands
Posts: 106
Downloads: 56
Uploads: 0
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still hope someone can take a look at it, would be great to have this mod.
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#9 |
Ensign
![]() Join Date: May 2005
Location: Suomi Finland
Posts: 225
Downloads: 365
Uploads: 6
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Yo y'all. Here's some tips to tweak them guys:
Check the code in \\Silent Hunter 4 Wolves of the Pacific\Data\UPCData\UPCCrewData\CrewMembers.upc Code:
IntelligenceCoef= 0.5 LeadershipCoef= 0.15 MechanicalCoef= 0.3 ElectricsCoef= 0.3 GunsCoef= 0.3 WatchmanCoef= 0.3 Code:
IntelligenceCoef= 1.5 LeadershipCoef= 1.15 MechanicalCoef= 1.3 ElectricsCoef= 1.3 GunsCoef= 1.3 WatchmanCoef= 1.3 Code:
DamageDescription1= NULL, 0, 0.2, 1, Minor Wound, NULL, 0.2, 0.1, 48 DamageDescription2= NULL, 0, 0.2, 1, It's just a scratch, NULL, 0.05, 0.1, 4 DamageDescription3= NULL, 0.2, 0.5, 1, Broken Arm, HumanDamageArmwound, 0.1, 0.5, 96 DamageDescription4= NULL, 0.4, 0.8, 0.1, Liver wound, HumanDamageArmwound, 1, 0.1, 240 DamageDescription5= NULL, 0.6, 1, 1, Sucking chest wound, HumanDamageLegWound, 1, 0.1, 240 Code:
DamageDescription1= NULL, 0, 0.1, 0.1, Minor Wound, NULL, 0.1, 0.1, 1 DamageDescription2= NULL, 0, 0.1, 0.1, It's just a scratch, NULL, 0.05, 0.1, 1 DamageDescription3= NULL, 0.1, 0.1, 0.1, Broken Arm, HumanDamageArmwound, 0.1, 0.1, 1 DamageDescription4= NULL, 0.1, 0.1, 0.1, Liver wound, HumanDamageArmwound, 0.1, 0.1, 1 DamageDescription5= NULL, 00.1, 0.1, 0.1, Sucking chest wound, HumanDamageLegWound, 0.1, 0.1, 1 You dont maybe want to be so extreme with them values, but I just wanted to show where you can boost them sailors. Have not tested this much at all but I suspect it should work allrite. Make backups before tweaking. |
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#10 |
Helmsman
![]() Join Date: Apr 2007
Location: The Netherlands
Posts: 106
Downloads: 56
Uploads: 0
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jimbob just a question but is it then also possible to make it so they will not get hurt at all ?
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#11 | |
Ensign
![]() Join Date: May 2005
Location: Suomi Finland
Posts: 225
Downloads: 365
Uploads: 6
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![]() Quote:
Some stuff is explained on the files allready: Code:
;DamageDescription1=DamageType,MinDamage, MaxDamage, ChanceFactor, Message, DamageDestination, EfficiencyReduction, medic_skill,recovery_time_in_hours DamageDescription1= NULL, 0, 0.2, 1, Minor Wound, NULL, 0.2, 0.3, 48 MinDamage 0Them values NULL or "Minor Wound" dont interest so much thought, all the rest could be dropped way down, or upped so guys cry'n'die from scratch. ![]() . |
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#12 |
Sailor man
![]() Join Date: Feb 2007
Location: Guildford UK
Posts: 45
Downloads: 71
Uploads: 0
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Quickest way of changinging the DamageDescription lines is to just put ";"at the beginning of the line. It stops the line being called and it's easier to undo than editing all the figures. Also don't forget to up their Hitpoints.
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#13 | |
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
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__________________
-AKD |
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#14 | ||
Frogman
![]() Join Date: Mar 2007
Location: six feet under
Posts: 301
Downloads: 21
Uploads: 0
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![]() Quote:
![]() I guess I should say I usually put about 4-5 crew in there with mech skill. recently I've been playing with a crew of 4 Off & 39 crew on an S boat. |
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