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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Jan 2002
Posts: 38
Downloads: 22
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what is hogans ally, what is it for?
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#2 |
Lucky Jack
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It was found that leaving your crew like the watch in their present stations during DC attack can get the men injured. The only way to prevent them from getting injured is move them to Hogans alley when under DC attack. After all, they are not on the bridge at 300 feet correct? Same goes for your men who man the cannon. Cannon gets whacked by a DC your men in the cannon slots get injured or dead. So you manually move them to Hogans alley. It is a bit of a pain but effective in keeping your men alive under DC attack. Remember to move them back to their proper position when you surface!
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#3 |
Swabbie
![]() Join Date: Feb 2010
Posts: 12
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Does it affect the watch? I don't think I've experienced that.
What I've observed is that basically if you have all battle stations manned (deck gun and AA) and dive even though the graphics do not show the crew there the computer still thinks they are and those guys are the first to die in a depth charge attack. Hogan's ally makes it so you can put those guys somewhere safe. Now you can click the "man your battle stations button" and even though your underwater the computer won't think the guns are manned. The alternative is to not man battle stations underwater and thus the deck guns won't be manned. However, that means the crew won't be as efficient at all their other tasks. I'm not presenting myself as the definitive source on this. Just stating what I've observed. |
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#4 |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
Downloads: 3
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It's explained in the manual.
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Thanks for everyone's encouragement and support. The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too. http://forum.kickinbak.com/index.php...647a9120c08614 |
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#5 |
Rear Admiral
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Just FYI, TMO's use of Hogan's alley differs from RFB's implentation of it. In TMO it's more of a place to stash personnel you don't need all the time so they don't get killed, like gun crews, or the damage control team if you don't like looking at them everytime you call GQ. Also the alley in TMO has no bearing or relevance to the watch crew. Which is a point of confusion if im not mistaken.
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#6 |
Swabbie
![]() Join Date: Dec 2009
Posts: 12
Downloads: 12
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But where is it? Is it an additional compartment on the crew management page?
I'm running SHIV 1.5 with TMO1.7wTw |
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#7 |
Ensign
![]() Join Date: Mar 2009
Posts: 234
Downloads: 17
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Ducimus. Is it common that the dud rate of torpedoes is that high in TMO 1.8? What i experienced the last days, 6 out of 6 torpedos where a dud. Playing SH4 1.5 with TMO1.8 - 1942 - Mark14. Tried both magnetic and impact detonator ...
Last edited by Morpheus; 03-04-10 at 03:40 PM. |
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#8 |
Rear Admiral
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Yeah pretty much. I think you got a bad run though. Sometimes the game randomly decides to work overtime at duds. Other times, not so much. In TMO, weather is a HUGE decided on what pistol to use. If weather is calm, use magnetic. If weather is rough, use impact. Your odds of landing a hit that will explode in rough weather however, is not very good, but at least it wont premature before it gets there.
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