SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-04-08, 01:36 PM   #16
CapnBlood
Swabbie
 
Join Date: Sep 2008
Posts: 12
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by SteamWake
Well trying to cram in a role playing aspect into a simulation at the last minute and this is what you get.

In some ways its 'better than nothing' in other ways nothing might be better.

I have mixed emotions about the whole crew thing. But having the 'active' ability crews scrolled off the board is a real SNAFU.
Actives b4 passives would of made more sense
__________________
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
CapnBlood is offline   Reply With Quote
Old 10-04-08, 11:41 AM   #17
aanker
Pacific Thunder
 
aanker's Avatar
 
Join Date: Apr 2004
Location: Yellow Sea
Posts: 1,896
Downloads: 236
Uploads: 14


Default

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.
aanker is offline   Reply With Quote
Old 10-08-08, 08:51 PM   #18
Capt_Bergen
Nub
 
Join Date: Sep 2008
Posts: 4
Downloads: 0
Uploads: 0
Default

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
Capt_Bergen is offline   Reply With Quote
Old 10-08-08, 11:43 PM   #19
Rilder
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Capt_Bergen
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
In u-boat missions they added RPG style abilites, some are passive some are active, for example you can get an engineer with an ability to overtune your engines so instead of having a 20 Knot max speed you go like 24.
  Reply With Quote
Old 10-09-08, 12:42 AM   #20
donut
The Old Man
 
Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
Just for you Seaman Bergen

Quote:
Originally Posted by Capt_Bergen
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
On the interface right next to the camera,there is a flat-hat. Just like your avatar:hmm:
click on that. Hope this cares to share a little more maybe? Is this of which you speak ?"talking about seeing them lined up."
donut is offline   Reply With Quote
Old 10-09-08, 10:13 AM   #21
banjo
Grey Wolf
 
Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
Default

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.
banjo is offline   Reply With Quote
Old 10-09-08, 12:21 PM   #22
Capt_Bergen
Nub
 
Join Date: Sep 2008
Posts: 4
Downloads: 0
Uploads: 0
Default

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
Capt_Bergen is offline   Reply With Quote
Old 10-09-08, 12:36 PM   #23
doulos05
Planesman
 
Join Date: Sep 2008
Posts: 195
Downloads: 19
Uploads: 0
Default

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.
__________________
*While troubleshooting a printer at work
Me: "Do you want me to run the copies through again?"
Boss: "Hold on, let me go get the alcohol first.
Me:
doulos05 is offline   Reply With Quote
Old 10-09-08, 01:54 PM   #24
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by doulos05
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.
LOL they dont make that big of a difference.

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
SteamWake is offline   Reply With Quote
Old 10-09-08, 01:57 PM   #25
Capt_Bergen
Nub
 
Join Date: Sep 2008
Posts: 4
Downloads: 0
Uploads: 0
Default

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 Thank you for humoring me though
Side note: your interface looks awesome! Does that come with 1.5 or is that a mod?
Capt_Bergen is offline   Reply With Quote
Old 10-09-08, 02:00 PM   #26
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by Capt_Bergen
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 Thank you for humoring me though
Side note: your interface looks awesome! Does that come with 1.5 or is that a mod?
1.5 + RFB + RSRD (although RSRD does not alter the GUI)
SteamWake is offline   Reply With Quote
Old 10-09-08, 02:22 PM   #27
donut
The Old Man
 
Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
Default Bergen,SH4 1.5 stock


Capt.Steamy,shares.

Last edited by donut; 10-09-08 at 02:32 PM.
donut is offline   Reply With Quote
Old 10-09-08, 03:41 PM   #28
aanker
Pacific Thunder
 
aanker's Avatar
 
Join Date: Apr 2004
Location: Yellow Sea
Posts: 1,896
Downloads: 236
Uploads: 14


Default

Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by doulos05
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.
LOL they dont make that big of a difference.

If you wish you can ignore them altogether and never even notice.
......
They are easily disabled if you don't like them "doulos05". Just remove them from your boat the next time you're in port and exchange for new crewmen.

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
aanker is offline   Reply With Quote
Old 10-09-08, 03:43 PM   #29
Lexandro
Navy Dude
 
Join Date: Sep 2008
Location: REDACTED
Posts: 172
Downloads: 100
Uploads: 0
Default

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.
Lexandro is offline   Reply With Quote
Old 10-10-08, 11:54 AM   #30
ancient46
Officer
 
Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
Uploads: 1
Default Crew Management

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
ancient46 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:49 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.