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Old 01-30-06, 04:02 AM   #16
Der Teddy Bar
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Quote:
Originally Posted by bill clarke
What's next ? maybe improved fire ?
Others are doing that, and by the looks of it a dam good job as well. Something that will really compliment the NYGM SD Mod.

I will have to take a short break, but I am hoping to get a Draft variation mod done as per the preview I did a short while back.
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Old 01-30-06, 10:22 PM   #17
K_Sea6
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Very nice me likes

Speaking of up and coming mods what ever happend to the tonnage war mod, I have been excitidly anticipating its arrival.

Thanks for all your hard work.
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Old 01-30-06, 10:53 PM   #18
Observer
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It's on the way. It still needs a few more tweaks, but it's basically very, very simple. I've had to remove some of the elements for the Crew Management Mod, so once the CMM is fully vetted, I think the tonnage war mod can be released next.
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Old 01-31-06, 08:43 AM   #19
irish1958
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Default Crew

I was in the Second Flotilla. I chose an IXB boat via SH CMDR, but I found I was only able to have a crew for a type IIA. All my "extra men" were in pink and had a crossed out circle over them. I was only able to have four officers. When I tried to load the game, I had to dilsmiss several petty officers. I still had the configuration of a type IXB boat, however.
My frame rate also dropped. The time was Dec. 1940.
irish1958
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Old 01-31-06, 09:13 PM   #20
hunter301
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HHMMM!!!!
Managing your crew while on those long dull patrols.
Beats sitting on your rack picking your nose.
(If you did not get that you are not a die hard subhead. You also need to watch "Das Boot for a proper education.)
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Old 02-01-06, 01:20 AM   #21
LukeFF
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Quote:
Originally Posted by Observer
Quote:
Originally Posted by lurker_hlb3
You state in the readme that you did not do the TYPE XXI , why ???
Right now it's a design decision. I decided to spend time working on uboats that saw combat and would be used by the majority of the players rather than focus on a few specific "what if" scenarios. It doesn't mean you can't use this mod with the XXI, rather the compartment results have not had specific testing so the results will be unpredictable. The XXI may be visited in the future once the Type II, VII and IX had had all of the quirks worked out. Given what we have to work with in SH3 it's many...believe me.
On this note, I really like how you've done the crew composition on the IIs, VIIs, and IXs. When you get around to the XXI, the crew composition should look like this:

-5 Officers
-6 Chief Petty Officers (Stabsoberbootsmen)
-14 Petty Officers (Stabsbootsmen & Bootsmen)
-33 Non-rated personnel (the gefreiter ranks)

I found out that information while visiting U-2540 earlier this year. Keep up the good work!
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Old 02-01-06, 08:45 PM   #22
Observer
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Default Re: Crew

Quote:
Originally Posted by irish1958
I was in the Second Flotilla. I chose an IXB boat via SH CMDR, but I found I was only able to have a crew for a type IIA. All my "extra men" were in pink and had a crossed out circle over them. I was only able to have four officers. When I tried to load the game, I had to dilsmiss several petty officers. I still had the configuration of a type IXB boat, however.
My frame rate also dropped. The time was Dec. 1940.
irish1958
I'm assuming you started a new campaign. Just to check, are you sure you were given the Type IX in the campaign?

If that's not the problem, then I honestly, I have no idea.

I'd try a few single missions with the Type II and IX and check the results.
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Old 02-01-06, 08:45 PM   #23
Observer
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Observer
Quote:
Originally Posted by lurker_hlb3
You state in the readme that you did not do the TYPE XXI , why ???
Right now it's a design decision. I decided to spend time working on uboats that saw combat and would be used by the majority of the players rather than focus on a few specific "what if" scenarios. It doesn't mean you can't use this mod with the XXI, rather the compartment results have not had specific testing so the results will be unpredictable. The XXI may be visited in the future once the Type II, VII and IX had had all of the quirks worked out. Given what we have to work with in SH3 it's many...believe me.
On this note, I really like how you've done the crew composition on the IIs, VIIs, and IXs. When you get around to the XXI, the crew composition should look like this:

-5 Officers
-6 Chief Petty Officers (Stabsoberbootsmen)
-14 Petty Officers (Stabsbootsmen & Bootsmen)
-33 Non-rated personnel (the gefreiter ranks)

I found out that information while visiting U-2540 earlier this year. Keep up the good work!
Thanks for the info!
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Old 02-03-06, 08:06 PM   #24
Church SUBSIM
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I have been using this mod in conjunction with NYGM Ship Sinking Mod and I must say .... Excellent Work!

I really have been enjoying SHIII again! Thanks for your efforts.

Church
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Old 02-03-06, 10:01 PM   #25
LukeFF
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Teddy, if you would, please consider making the players starting rank Oberleutnant zur See. Yes, technically there were commanders who started out as a Leutnant, but, good grief, there were only 6 of them! 625 of the 1410 U-boat commanders were Oberleutnants, making it the most common rank of the war.

http://www.uboat.net/men/crew/commander.htm
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Old 02-06-06, 02:42 AM   #26
Tikigod
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Anyone know if CO2 levels can effect the Resilience or the Endurance of crew? would be nice to model as the CO2 level reaches the red area of gauges to have crew get tired faster or can't recooperate as quickly.....giving you the ability to surface more often to freshen the air to help waken a tired pr exhausted crew. There should be some sort of model of clumsyness as oxygen levels deplete...like those aviation experiemnts you always see where pilots are given simple task as they remove oxygen to see if they can perform their duties in cabins that lose pressure at high altitudes. I know when they reach maximum levels they can't even write or spell their names....they completely lose focus
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Old 02-06-06, 03:01 AM   #27
Der Teddy Bar
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Quote:
Originally Posted by LukeFF
Teddy, if you would, please consider making the players starting rank Oberleutnant zur See. Yes, technically there were commanders who started out as a Leutnant, but, good grief, there were only 6 of them! 625 of the 1410 U-boat commanders were Oberleutnants, making it the most common rank of the war.

http://www.uboat.net/men/crew/commander.htm
I think that what Observer and I had decided was that youe would get promoted after your first patrol. This of course required you to sink something... but...

The idea was that the first patrol you were a Captain in waiting, cannot find the German 'name' for it at this moment.

Does this work as a good idea?
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Old 02-06-06, 01:46 PM   #28
LukeFF
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Quote:
Originally Posted by Der Teddy Bar
The idea was that the first patrol you were a Captain in waiting, cannot find the German 'name' for it at this moment.

Does this work as a good idea?
I suppose, but the way I look at it, is that one has completed their training via the Academy missions and is heading out to sea for the first time with the boat and crew under his complete command.

If you decide to not change it, what settings would I need to change in the basic.cfg to start out as an Oberleutnant?
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Old 02-06-06, 05:41 PM   #29
Der Teddy Bar
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Quote:
Originally Posted by LukeFF
If you decide to not change it, what settings would I need to change in the basic.cfg to start out as an Oberleutnant?
Without looking yet, if I remember correctly you just change the rank in the en_menu.txt
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Old 02-07-06, 05:18 PM   #30
Tikigod
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Teddy do CO2 levels effect crew efficiency in your mod? is there a way to add it if it doesn't? I'd like to see the crew get more exhausted as the levels get high into the danger levels....as I asked above.....haven't got any response to post yet...thanks.
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