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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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How about an inactive crewman in a bunk. It only needs a sleeping head and a blanket.....not much fps deduction in that.
Then fill up the bunks with "sleepers" |
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#2 |
XO
![]() Join Date: Aug 2005
Posts: 418
Downloads: 42
Uploads: 0
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yeh that gowd damn diagram looks so unrealistic
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#3 |
Seaman
![]() Join Date: May 2008
Posts: 35
Downloads: 3
Uploads: 0
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Hi,
the biggest factor for the small crew-size in SH5: The bow-torpedo-room was the living space for many men. It had 12 bunks, which were "folded out" most of the time... (Only folded up when loading torpedoes). It was cramped and full, as described and photographed by LG Buchheim. There were "rotating" watches, so there were always many men in there... In the game, however, the bunks are folded up all the time, and there are only three people in the room. To make it more realistic, the bunks should be folded down most of the time with 10-12 people in the room... Maybe when you rig for "battlestations", it could be like it currently is, with folded-up bunks and people ready to load the torpedoes... Pictures of a scale-model (first I could find online): http://www.u-boot-modell.de/modellba...ter_oben_g.jpg With spare-torpedoes: http://www.u-boot-modell.de/modellba...ter_vorn_g.jpg After spare-torpedoes were used: http://www.u-boot-modell.de/modellba...aet_vorn_g.jpg (Notice how the floor is a lot higher up with spare-torpedoes in place...) All the best to you ![]() |
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#4 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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i just think all the crew will kill FPS.
remember the game already recommends a 512 card...so..they want it to be accessible
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Member of the Subsim Zombie Army |
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#5 |
Navy Seal
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Personally, I don't believe the crew will make much if any real FPS difference for most people. It's good to have a mod option, but I'm willing to wager the impact of this will actually be almost unnoticable for most people with solid video cards.
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#6 |
Navy Seal
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Also, one more thing I'd draw attention to - if you look closely, you will discover that the game in fact renders only the compartment you're in + ones immediately adjacent. It does hide the others quite cleverly to save graphics processing power.
So again, I really don't believe that the extra crew will be a major issue for performance. |
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#7 |
Commodore
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Going forward on my crew mod, I'd like the crew to perform their proper roles during the various states - surfaced and submerged cruising, surfaced and submerged battle stations. I believe 1WO should be on the UZO in surface battle stations and manning the TDC for submerged. The Engine rooms crews should behave differently when surfaced and submerged. At this time, I'm not concerned with watches and how many crew members there are.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#8 | |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
Uploads: 0
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agree , nice to have the option i think, visuals being .... full/ med/ low /off.. crew settings ingame,hope the dev team add somthing like this later on.
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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#9 |
Commodore
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I'm not that interested in adding more crew. I'm more interested in getting the ones already there to behave in a more realistic manner.
__________________
- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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