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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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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#2 |
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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#3 |
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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#4 |
Navy Seal
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I thought the scripts already made allowance for crew positions in different states, at least for surfaced/submerged/battle stations? Have you found this in the scripts?
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#5 |
Commodore
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The abiltiy is there, but it's not currently being used. They just stay in the same places doing the same things regardless. I'd like to change that but I need information on where each crewman should be and what they should be doing in each state.
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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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#6 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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I dug around some files and from what I've seen, I believe that for each new crewman a waypoint has to be placed in the corresponding *.gr2 file.
I don't know if this can be accomplished with the goblin editor, or if you need 3DSMax. On the other hand, I may be completely wrong ![]() |
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#7 | |
Commodore
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Initial tests are not promising. Wp:IsCrewState(B_STATIONS) isn't triggering anything. I wonder if that flag is not currently functional. ![]()
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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 |
The Old Man
![]() Join Date: Oct 2005
Location: 51.557, -0.102
Posts: 1,311
Downloads: 177
Uploads: 0
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What would be great would be to have many of them in their racks under normal conditions, and some actual activity when you go to action stations.
If you click on your own sub in game it says you have 52 men aboard.. that is alot to squeeze into that little tube. |
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