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Old 04-27-07, 06:43 AM   #16
hmatthias
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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?
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Old 04-27-07, 07:14 AM   #17
castorp345
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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
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Old 04-28-07, 12:55 AM   #18
LukeFF
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Quote:
Originally Posted by hmatthias
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?
Likewise, I've not found any evidence one way or the other that suggests whether there were dedicated gunnery crews on board the boats, so I've left it as-is.

The DC party is on shore leave back in Hawaii.
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Old 04-28-07, 01:00 AM   #19
LukeFF
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Quote:
Originally Posted by castorp345
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!")?
I've not read anything like that, but it is an interesting idea. If you want to mod this yourself, do the following (using the Gato as an example):

-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!
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Old 04-28-07, 01:19 AM   #20
Beery
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Great stuff! If it's okay with you I'll get this plugged into RFB ASAP.
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Old 04-28-07, 02:07 AM   #21
LukeFF
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Quote:
Originally Posted by Beery
Great stuff! If it's okay with you I'll get this plugged into RFB ASAP.
You've got the green light.
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Old 04-28-07, 02:09 AM   #22
LukeFF
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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.
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Old 04-28-07, 04:47 AM   #23
castorp345
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by castorp345
a question though: if i understand my source readings correctly, shouldn't the diveplanes be manned by members of the deck watch?
I've not read anything like that,
Capt'n Beach makes reference to this aspect of doctrine/procedure several times in Run Silent, Run Deep and Dust on the Sea ('will provide direct citations if there's interest)... also, if memory serves, this was the practice on >die deutsche u-boote<...

in any event, thanks for the info re: a solution and, of course again, your fantastic mod!

cheers
hc
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Old 04-28-07, 05:25 AM   #24
perisher
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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.
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Old 04-28-07, 06:54 AM   #25
Mav87th
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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?
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Old 04-28-07, 08:52 AM   #26
U-Bones
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Quote:
Originally Posted by Mav87th
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?
I would certainly not attempt to implement this mod while at sea. Pretty sure the saved state of your boat will clash rudely with what this mod does.

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.
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Old 04-28-07, 09:18 AM   #27
Beery
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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.
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"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
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"Anyrooad up, ah'll si thi"
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Last edited by Beery; 04-28-07 at 09:37 AM.
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Old 04-29-07, 06:57 AM   #28
Brigs
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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
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Old 04-29-07, 12:11 PM   #29
U-Bones
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Quote:
Originally Posted by Brigs
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
Major conflict. These mods need to be manually merged.

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.
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Old 04-29-07, 02:41 PM   #30
Brigs
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Got ya Bones.....and thanks yet again for the assist.
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