![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
Loader
![]() Join Date: Mar 2005
Location: United States
Posts: 82
Downloads: 0
Uploads: 0
|
![]()
Another quick question. I see you decided to keep permanent crew in the gunnery positions. Was this a historical decision? Not sure if submarines had permanent gun crews or not, and can't find any reference to prove or disprove this.
Also (from other forum), where is the dedicated DC party? ![]() |
![]() |
![]() |
![]() |
#17 |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
|
![]()
this is outstanding, Luke... many thanks for this great mod!
a question though: if i understand my source readings correctly, shouldn't the diveplanes be manned by members of the deck watch? and if that is in fact the case, might it then be possible to simply remove the two seamen in each watch from the diveplane stations in the control room and have the user manually transfer the seamen on deck watch to the diveplane stations (sort of an issuing of the order "lookouts below!")? cheers hc
__________________
my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
![]() |
![]() |
![]() |
#18 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
The DC party is on shore leave back in Hawaii. ![]() |
|
![]() |
![]() |
![]() |
#19 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
-Open NSS_Gato.upc -Do a search for "Command Room Crew" -Look for the lines that say: "IDLinkCrewMember= NR4" and "IDLinkCrewMember= NR12" (take note of the space between the equals sign and the ID type) -Replace the "NR4" and "NR12" text with "NULL" -Save and Exit -Done! |
|
![]() |
![]() |
![]() |
#20 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]()
Great stuff! If it's okay with you I'll get this plugged into RFB ASAP.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
![]() |
![]() |
![]() |
#21 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#22 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
A thought I've come across:
In reality all crewmembers from all compartments of the boat would man battlestations when the time called for it. With that thought in mind, what do people think about adding 3-4 men to the damage control team, simulating those non-combatant positions on board that would naturally help out in the case of an emergency? I could do this fairly quickly and easily, plugging in guys with low skill levels across the board, but something like this would have to wait until I come back from my National Guard drill in 3 weeks. |
![]() |
![]() |
![]() |
#23 | ||
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
|
![]() Quote:
in any event, thanks for the info re: a solution and, of course again, your fantastic mod! cheers hc
__________________
my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
||
![]() |
![]() |
![]() |
#24 |
Frogman
![]() Join Date: Apr 2006
Location: England
Posts: 300
Downloads: 15
Uploads: 0
|
![]()
According to James Calvert, in Silent Running, the duty lookouts, when ordered below, took over the planes.
As for a damage control party I use one engine room watch (the other two watch sections are more than enough to run the engines) and some of the lookouts.
__________________
"Pitt was the greatest fool who ever lived to encourage a mode of war which they who commanded the seas did not want, and which, if successful, would deprive them of it." Earl St.Vincent (allegedly) |
![]() |
![]() |
![]() |
#25 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Has anyone applied this mod to a running campaign in sea with success??
My first attempt resulted in (perhaps not) the campaign save i loaded got corrupted. Either that or it just were corupt from the start. SO did anyone experience similair problems? |
![]() |
![]() |
#26 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
|
![]() Quote:
It is a good general rule to not mod while at sea unless you know every changed file is totally dynamic and runtime in nature. |
|
![]() |
![]() |
![]() |
#27 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]()
Yeah, loading this mod while at sea will definitely cause problems, because in effect what you're doing is removing a lot of space on the boat that was being used before by the crew. Suddenly the crew can't find anywhere to sit and the ones that lose the game of musical chairs rebel and crash your game for you.
Basically the rule of thumb is: whenever installing a mod or an official patch, finish all patrols first. The only way to be really safe is to end all ongoing careers before installing new mods/patches. The good news is that if you use JSGME you'll be able to uninstall the mod, finish your patrol then re-install the mod again.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 04-28-07 at 09:37 AM. |
![]() |
![]() |
![]() |
#28 |
Watch
![]() Join Date: Sep 2003
Posts: 30
Downloads: 0
Uploads: 0
|
![]()
Thanks for this mod.....nice add to the 'immersion factor' when getting my crew ready to go on a patrol.
Question: When installing with JSGME, I get this message..... "UnitParts1Gato.upc" has already been altered by the "Invuln Con" mod. "UnitParts2Porpoise.upc" has already been altered by the "Invuln Con" mod. "UnitParts3Balao.upc" has already been altered by the "Invuln Con" mod. "UnitParts4SClass.upc" has already been altered by the "Invuln Con" mod. "UnitParts5Salmon.upc" has already been altered by the "Invuln Con" mod. "UnitParts6Sargo.upc" has already been altered by the "Invuln Con" mod. "UnitParts7Tambor.upc" has already been altered by the "Invuln Con" mod. Is it ok to install over top of the 'Invuln Con' mod, or will it mess something up ? Thanks |
![]() |
![]() |
![]() |
#29 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
|
![]() Quote:
Invun Con will be completely overwritten by the new crews, those listed filed are the mod in its entirety. No harm done, but Invun Con is lost. If you change load order, you will lose any changes to the crew in the watch or guns. Probability of messing somethng else up is much higher. |
|
![]() |
![]() |
![]() |
#30 |
Watch
![]() Join Date: Sep 2003
Posts: 30
Downloads: 0
Uploads: 0
|
![]()
Got ya Bones.....and thanks yet again for the assist.
|
![]() |
![]() |
![]() |
|
|