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Old 09-09-11, 01:00 AM   #16
THE_MASK
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Quote:
Originally Posted by gvogt12000 View Post
Enabled with OHII V1.3. The special abilities are all dark and I can't use them in the starting port. I have plenty of morale since I haven't even left the dock yet.
Have you enabled the special abilities first ?

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Old 09-09-11, 07:54 AM   #17
gvogt12000
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Thanks that was the missing step. Abilities are working. Leaving port.
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Old 12-06-11, 10:34 PM   #18
TheBeast
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I think Rongle is working on Torpedo Malfinctions that is also related to these files.

Do you plan to work with Rongle in adding another level of realism to game?

Regards!
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Old 12-29-11, 03:45 AM   #19
charognard
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Hi, thx for this mod, it s a real alternative to no magic skill mod who still unfinished.

A couple of questions...

Do the torpedo man abilities affect the TDC ?
If i have correctly understand your mod, now, crewmen don t received xp, and there aren t any new skill to learn ??

Thx.
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Old 01-20-12, 01:27 PM   #20
Trevally.
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Ya - it is the passive one that bugs the torp speed.
I can't remember the actual one but it could be range (each torp type has a run time set - extra range was added by making it go faster for that set run time ).

If you have given points to the torp man then yes you do need the fix. The fix is within MO if you use that.
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Old 01-21-12, 06:49 PM   #21
Husksubsky
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Thx Trev. I stopped using Mo. I better look if I can find the fix only.
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Old 01-21-12, 07:05 PM   #22
THE_MASK
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here is what i used for the torpedoman
;TORPEDOMAN - Active abilities
[SpecialAbility 10]
ID=Ability-Active-Preheat-Torpedo
NameDisplayable=Ability-Active-Preheat-Torpedo-Name
Description=Ability-Active-Preheat-Torpedo-Description, Ability-Active-Preheat-Torpedo-Description, Ability-Active-Preheat-Torpedo-Description
Levels= 1
AbilityType=TorpedoDamage ;increases torpedo damage but decreases torpedo speed (in percents) < I should have deleted this part as i didnt use it . Its a leftover.
AbilityValue= 25
PointsRequirement= 0
AbilityRequirements= 0
LevelUpTree= 0
MoraleCost= 1
PointsCost= 0
AbylityActsIn= ALL
Activation=OnDemand
Duration=86400
Cooldown=0
[SpecialAbility 11]
ID=Ability-Active-Overcharge-Torpedo
NameDisplayable=Ability-Active-Overcharge-Torpedo-Name
Description=Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description
Levels= 1
AbilityType=TorpedoRange ;increases torpedo range and increases torpedo dud chance (in percents) increses range only
AbilityValue= 25
PointsRequirement= 0
AbilityRequirements= 0
LevelUpTree= 0
MoraleCost= 1
PointsCost= 0
AbylityActsIn= ALL
Activation=OnDemand
Duration=86400
Cooldown=0

I dont use anything that increses torp speed in my mod .
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Old 01-21-12, 07:08 PM   #23
THE_MASK
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Special abilities list

; TorpedoLoadingTime
; TorpedoMalfunctions
; TorpedoSpeed
; TorpedoDamage
; SurfaceSpeed
; SubmergedSpeed
; RepairSpeed
; PumpSpeed
; HealSpeed
; CanRepairDestroyedItems
; GunsAccuracy
; GunsReloadTime
; GunsDamage
; DiveSpeed
; BatteryConsume
; FuelConsume
; SonarRange
; RadarRange
; DarknessPenalty
; LookoutRange
; EnemyRadioDFAirstrikeChance
; ReceiveContactChance
; ReceiveContactRate
; PlayerRenown
; CrewExperience
; SonarContactsAsVisual
;
; CrewMoraleDegenerationRate
; AffectUpTime
; AffectCooldown
; AffectPassiveBonuses
; TorpedoRange
; MaxDiveDepth
;
; TorpedoLoadingTimeSimple
; BatteryRecharge
; EnginesNoiseSignature
; RudderAngle
; RudderSpeed
;
; GunsRange
; ShellDrag
; ShellSpeed
; CO2LevelIncreaseRate
;
; new ability type - additive ( if more then 1 active - cummulate results ) / on|off
;
; CrewMorale
; CrewMoralePool
; RevealEnemyConvoys
;
; HighlightSonarTargets
; HighlightRadarTargets
; HighlightVisualTargets
; RevealMinefields
; LocateResupplyShip
; RevealShallowWaters
; ManTheDeckGun
; ManTheFlakGun
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Old 01-22-12, 12:43 PM   #24
Stormfly
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Hi Sober,

question regarding "DiveSpeed":

ithink the dive speed or better "crash dive speed" is still untouched by a mod and is unrealistic high (low time), does your mod take care of realsitic untrained and realsitic trained crew diving times ?
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Old 02-07-12, 06:35 PM   #25
THE_MASK
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Does this part work as intended .

[SpecialAbility 1]
ID=Ability-Active-Repair-Destroyed-Items
AbilityType=CanRepairDestroyedItems, SurfaceSpeed
AbilityValue=1, -90
RunOnActivate= IfIsSurfaced

You can repair destroyed items but you must be surfaced and your surface speed is reduced to 10% of your top speed while fixing the items . In other words to fix destroyed items you cannot have enemies around .
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Old 02-08-12, 01:41 AM   #26
mikaelanderlund
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Quote:
Originally Posted by Stormfly View Post
Hi Sober,

question regarding "DiveSpeed":

ithink the dive speed or better "crash dive speed" is still untouched by a mod and is unrealistic high (low time), does your mod take care of realsitic untrained and realsitic trained crew diving times ?
I think "crash dive speed" is broken in the game and can't be used. It will only increase or decrease the surface speed.
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Old 02-10-12, 01:46 AM   #27
Tolkemec
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Hello Sober. Thx for the mod... I have one question though, because I think that I may have made a mistake somewhere.

The first time I applied the sonarguy ability, then asked the guy, I had a CTD (but afterwards, and without making any changes in the modsoup, I never managed to repeat that, so you may disregard it).

The second time, the sonarguy got his +25% but his moral didn't change.

The third time, the sonarguy got ANOTHER +25%, and again no moral loss (so now he's got a 100% efficiency).

The other crew abilities doesn't seem to make a difference.

Don't think your mod was ment to behave like this, so I probably made a mistake somewhere. This is my modsoup and it is stable right now. SAS is not overwritten (still black in JGME).


RemoveLogoIntro
NDB, NDH, OM#1 - No dialog Indicator
A Fistfut of Emblems v.1.51
A Fistfut of Emblems v.1.51 (Weathered)
Accurate German Flags
MightyFine Crew MOd 1.2.1. Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
U-Boat historical Specifications 1.7 for TDW mods
German U Boat Crew Language Pack
Dynamic environment SH5 Realistic version
Dynamic environment SH5 Realistic Colors v.2.1
Dynamic environment SH5 Waves (realistic version) v.2.1
Sobers best ever fog SH5
sobers see thru wake fix
Steelviking's Inetrior Mod v1.2
Steelviking's interior mod v1.2.2 Patch
FX_Update 0 0 19 By TheDarkWraith
IRAI 0 0 30 by TheDarkWraith
TheDarkWraith DC Water Disturbances v 2.0 sh5
NewsUIs_TDC 6 8 0 ByTheDarkWraigh
NewsUIs_TDC 6 8 0 Alt officer wounded by Torpedo
NewsUIs_TDC 6 8 0 New Radio Messages German
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 0101 by AvM add on Couloured Simple Tools
IO StrategicMap 4.5 for TDWv680
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal PIlot v2.8
Manos Scopes patch for 16x9
Critical hits Torpedos
SAS special abilites simplified V1 (MCCDD) SH5
OPEN HORIZONS II full v.16
mtns more traffic nations and ships 1.8c
OHII&Harbouraddition fix 1.6c
OH II Campaign Radio Messages v4
SH5Lifeboats by Rongel TDW stoianm v2.1
Church's Compass dials Mod v2.2 Option Three
U Boat ballast tanks SFX
Less annoying stopwatch ticking LAST v0100 by AvM
Diesel
IRAI 0 0 30 No hidrophone on surface no Aircraft Spotting
SUB hid fix SH5


Thx for your help!
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Old 02-10-12, 02:53 AM   #28
THE_MASK
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Thankyou for the detailed feedback . I will have a look at it . That is how modders fix things by feedback , thankyou . Usually all i get is this mod sux
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Old 02-10-12, 03:52 AM   #29
Tolkemec
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No problem, but I am not much of a beta tester myself. oh, btw, I think I made a mistake with the other guys abilitie. Let me see if I can explain it:
1. Tried talking to the guys and enable their special abilities. In thedialog box the special abilieties were greyed, so I couldn't.
2. Then I went to the crew management screen and enable the abilities there.
3. Then I tried talking to the guys and their special abilities were selecable (I didn't check if it worked, but assumed this was the way it was ment to work)
4. I tried the same thing with the sonar guy (enable the ability from the crew management screen), then went to talk to him, but the options were the usual ones (total reveal, reveal hidden enemies, ertc... CTD)
5. Then I tried again in the management screen and the sonar guy got its +25
6. I tried to talk, same options, no CTD
7. Quit and restart game, management screen, another +25 (total efficiency).

I am at work now, when I get to my pc again this afternoon I will try to check the abilitires from the other guys through the dialog box.
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Old 02-10-12, 05:06 AM   #30
THE_MASK
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Tolkemec , did you start a new career . In port install is no good .
I dont have this behaviour so we must get to the bottom of this
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