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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ships Secretary
Join Date: Apr 2009
Location: MilesCity Montana
Posts: 583
Downloads: 614
Uploads: 0
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If there were the " Luger Option " half those son's a b....'s would have been shot a LONG time ago. Or atleast name them all Bernard, so we know what to expect them to do.
I guess my main gripe is that I care even less about my crew now than I did before. Eventhough the chit-chat with officers is supposed to make you have an interest in them, I could care less to findout whow the kids are when we are being depthcharged and I'm trying to get you to stop the leaking, only to have them tell me NO. ![]() ![]()
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#2 |
Seaman
![]() Join Date: Apr 2010
Location: an island in the Pacific
Posts: 42
Downloads: 23
Uploads: 0
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I'm in favor the Luger option for Ubisoft's team, and Knights Cross with Oak Leaves, Swords and Diamonds for the SH modding community. But really I must stay on topic. The crew management thing would really improve this game on a fundamental level. The nuts and bolts AI, GUI,and mathematical/ technical issues are already well on their way to being worked out, along with several excellent graphics improvements. The real glaring issues in this game, however (crew management, ridiculous campaign style, unbelievably bug ridden damage model) are still untrodden ground, both in forum threads and actual mod fixes.
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#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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i would like to see this beeing modded! also started a thread about this topic...
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#4 |
Lieutenant
![]() Join Date: Apr 2009
Location: LA
Posts: 256
Downloads: 121
Uploads: 0
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Yeah, I know it's a small thing, and mostly exists in my imagination, but I always looked forward to returning to port and handing out medals
![]() in sh5, I'm always sort of bored when I get back, especially after a great patrol. It's like, "wait, why am I sinking these ships? It doesn't matter and no one even seems to care!" medals back. The crew deserves them. |
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#5 |
Seaman
![]() Join Date: Apr 2010
Location: an island in the Pacific
Posts: 42
Downloads: 23
Uploads: 0
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I hope with the release of the second patch we begin to see the start of the inevitable megamods that are coming.
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God damn them all. I was told, we'd cruise the seas for American gold. We'd fire no guns, shed no tears. Now I'm a broken man on a Halifax pier. The last of Barrett's privateers. |
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#6 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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to be quite honoust , i really dont believe the game engine will support a crew management as with sh-3/4 . But it would be great if it would.
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#7 |
Stowaway
Posts: n/a
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And on top of that, would it be possible to mod in the missing crew members. I thought historically (and I think it says somewhere in the game) that the submarine had a crew of 51 men typically. However, I've looked through the sub and can only count twenty something men (I think it was either 21 or 23 men in total). Is it possible to add in the missing crew? (and make them manageable).
The other thing that I've noticed is that the hydroplane operators seem to leave their station and join the deck watch. I may be wrong, but I thought it was standard practice at the time to have the planes constantly manned in case of an emergency dive? |
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#8 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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#9 | |
Commodore
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I've done a bit of research on crew stations and having the hydroplane operators be the bridge crew when on the surface is correct. In case of a crash dive, the ballast operator would step over and hit full down on the planes.
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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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Tags |
crew management, experience, medals, mods, sh5 |
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