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#23 | |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
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![]() ![]() ![]() what i think might be do-able is to alter the repair times for certain compartment rather thn doing the whole sub-- might be -- i don't know-- i did try an experiment on the repair crew "compartment" which i think is compartment 5 (???) NumberOfCrew5=10 Interval1_5=5.1 Interval2_5=6.5 Interval3_5=13.7 i figured that if i reduced the number of crew allowed in that compartment to zero NumberOfCrew5=0 Interval1_5=5.1 Interval2_5=6.5 Interval3_5=13.7 then it would be un-usable because it would allways be full not allowing you to place crew member in it to use the repair facility strangely this didn't work--BUT what i found was that placing one officer (even a low ranking one without the repair qualification) immediatley filled the green "health/efficiency" bar at the top to full annoyingly this didn't work the other way round--- so setting it to NumberOfCrew5=100 Interval1_5=5.1 Interval2_5=6.5 Interval3_5=13.7 gave the same result---one crew member filled the green bar to full BUT it did show some promise for some exploration of the settings at least to try to understand them a little better-- what are the intervals all about --i have NO IDEA--might be something there... what ever is done will probably have a swings and round-a-bout back lash some where else-- unless we can find some thing specific to repair that hasn't allready been discovered-- i suppose one alternative would be to render the crew very sensitive to getting injured (but very resistant to getting killed out right) i'm kinda experimenting with this myself Hp=6 wounded=-0.01 Dead=-1.5 this would immediately take a proportion of the crew temporarily out of action--slowing down repairs enormously- and simulating the need for repairs at the same time--"not enough crew" left to man compartments etc so even if your engines are fine--you still dead in the water untill your medic can put the crew back to gether--i like this allso beacuse it makes the choice of medic qualification a MUCH higher priority than normal--it becomes essentail to have at least three or even four medics available - to get the crew back on their feet -- NOW THEN,,,:rotfl: before you all jump down my neck about the realism of this... whats the main issue--? crew get injured during an attack--and need time to be put back to gether before proper full speed repairs can be attempted-- just treat the injurys idea and medic qualification as part of the repair system--they are not injured they are trying to find that dang specail wrench or spare part--of canabilising parts from one compartment to fix another--takes time--or they are trying to assess the damage --when things get damaged --it often takes longer to figure out what's wrong than it does to actually repair it--you don't immediatley have a full and complete picture of what is damaged and exactly what needs to be done to repair it--so having a dynamic number of the crew registered as injured after a bad attack (it allways co-incides with boat damage- and you never know which crew member and how many are going to be injured in the attack)--does a fairly good job of slowing down the repairs and disabling the boat in other ways--and as long as you set them up so they don't die---this will dramatically lengthen the amount of time it takes to get the boat back into some sort of good shape---as well as adding some interesting elements to crew management- petty officer qualification choices-- repair AND medic will have to looked at with equal importance -- and frantic sorting out of the crew during the attack--get the crew into a rest room with a medic (hope all you medics aren't injured to start of with--hint hint that's a good un right there if you think about it-- ![]() blimey ..loads of fun-- ok you can all throw a fit now-- ![]()
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