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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Swabbie
![]() Join Date: Sep 2008
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Short of the outbreak of World War Three, the ship sinking... being attacked by a giant octopus, I'd like to be undisturbed for the next thirty minutes |
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#17 |
Pacific Thunder
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I finally experienced what was mentioned above. My "Active" crew special abilities have scrolled beyond the fuel gauge.
Looking at Ordersbar.cfg - has anyone tried changing the button order to put the Active's before the Passive Abilities? The upc file lists them in the same order as Ordersbar.cfg does however and probably for a reason - so that may conflict. Arrgh! .... lol Maybe I'll just have to prioritize and let some crew go so the Active ability shows up. It may sound silly but who can't resist a crewman with a 'little' extra torpedo knowledge ;-) Art Editing Ordersbar.cfg does not work. I just tried at sea and in port with no effect. Last edited by aanker; 10-04-08 at 12:29 PM. |
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#18 |
Nub
![]() Join Date: Sep 2008
Posts: 4
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Ok, call me newbie all that good stuff, I see where you are talking about "abilities", but I have absolutely no idea where you are talking about seeing them lined up, being able to click on them etc.... I searched around.... care to share a little more maybe? Would be greatly appreciated! Thanks
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#19 | |
Stowaway
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#20 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Just for you Seaman Bergen
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click on that. Hope this cares to share a little more maybe? Is this of which you speak ?"talking about seeing them lined up." |
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#21 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
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When you are in the game, at the bottom of the screen is a row of special abilities (when you get them). From left to right they are first green (I think--haven't been in the game for a while) then yellow. The green ones (or whatever color they are) are passive and always in effect. The yellow ones you click on. These abilities have a time limit. An icon appears in the upper right of your screen showing a count down clock which gives you a visual of how much time is left for that ability. Once you try it your will understand--fairly simple.
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#22 |
Nub
![]() Join Date: Sep 2008
Posts: 4
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Oh I believe you that once I try it I will understand, but I swear, it isn't there. If I go into crew management and list the abilities, they are there, I have several crew that have them, but I see nothing of the green, yellow, red colored icons, and nothing in the interface accesses it. Is this part of a mod? I wouldn't think so if it is listed stock but at the same time, I am curious how in the world I am completely missing this. I completely believe it is in front of my face.
Not to sound like a 2 year old, anyone got a screen shot maybe? I hate the be the "show me show me" annoying person, sorry bout that. Thank you, though, for all your help ![]() |
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#23 |
Planesman
![]() Join Date: Sep 2008
Posts: 195
Downloads: 19
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Wow, I haven't bought 1.5 yet, but I hope there's a way to disable this particular "feature". That would really be an immersion killer, firing mk14 exocets at 2 torps a minute.
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#24 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
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If you wish you can ignore them altogether and never even notice. ![]() The icon of the guy with a hat, just to the right of the 'camera' button. This button takes you to the abilities screen, which I dont have a screenie of. If you dont have this button you dont have Ver. 1.5 |
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#25 |
Nub
![]() Join Date: Sep 2008
Posts: 4
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I knew the answer was in front of my face, I don't have 1.5 yet. Guess I missed that being needed.... ok, no worries
![]() ![]() Side note: your interface looks awesome! Does that come with 1.5 or is that a mod? |
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#26 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
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#27 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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![]() Last edited by donut; 10-09-08 at 02:32 PM. |
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#28 | ||
Pacific Thunder
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I don't mind getting them - especially those like the Expert Radarman, Sonarman, and Watchman (with the well trained eye for Deck Watch) abilities. They're not that bad and I think they help. Also, every boat needs a "highly educated" - Theoretician don't you think? ...... lol Happy Hunting! Art |
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#29 |
Navy Dude
![]() Join Date: Sep 2008
Location: REDACTED
Posts: 172
Downloads: 100
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If you have to many skills then to have to many officers. Your naturally limited to a set number of officers so the skills tab is tied to it. Using a boat full of officers is not what your supposed to do.
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#30 |
Officer
![]() Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
Uploads: 1
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It is getting better all the time as more information is found and implemented by modders. LukeFF's work for RFB has improved it greatly. We are now getting a better picture of exactly how a boat was manned and how the crew changed for every patrol.
Right now I am building a profile for Gato/Balao boats. Early results indicate 7 officers, 7 chiefs, 14 first class PO, 19 second class PO, 18 third class PO, 14 Seamen/Fireman firsts, and 2 Seaman/Fireman second. Only one boat had a Seaman on its first voyage third giving a 0.05 average for Seaman third. If you are looking for realism this crew make up will get you close. Unfortunately the game is not setup to allow you to do this correctly but some enterprising folks are working on some promising solutions. "Patience young Sewer Pipe Captains!" Admiral Yoda CINCPAC far, far, away |
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