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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Rongel, a version for stock SH5 would be great.
One question tho. Why wouldn't moral increase if your men are doing what they'e supposed to do..... fight the war? I'd think moral would decrease if they just sat around with nothing to do. Starting a fresh brand new campaign is a PITA. But seeing that it will work advancing to the next campaign section is good. I'll go for that... cause I ain't startin from scratch again for a long long time. ![]() ![]()
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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On the contrary, what happens in SH5 is that virtual captains can keep their boat at sea ad libitum, as long as they have enough fuel and ammo left. In my opinion this is utterly unrealistic, and might contribute by a big extent to the unrelistically high tonnage figures per patrol that people are often complaining for. So, returning to the topic of this thread, I agree that succesful attacks should slightly increase crew morale and, by a bigger measure, morale pool. But in the meanwhile I would expect that during unusually long patrols crew's morale and their overall efficiency would drop so much that tonnage sunk couldn't compensate for it, forcing us to return to base at full speed before the general mutiny. ![]() |
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#3 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Yep, I took out the morale boost if you sink ships. The reason is that in the average patrol you migh sink 7-10 ships or even more. Every sunk ship gave you one point of morale back which is about 1/10. So basically your morale would be at max in almost every patrol. The increase was just too big. And the game doesn't take any difference if you sunk a fishing boat or a huge tanker, morale will increase just the same. I would love to reduce that value instead of taking it out completely, but the game understands only full numbers in these cases! So 0,1,2 etc. One more point is that this mod tries to simulate the crew efficiency loss too and not just morale. So even if you are succesful, there is a limit that the human body can do. But I have thought that when you complete your goal, the morale boost could be increased to 2 instead of one. As far as I know, this mod will function even without the restart of the campaign. At first I thought you needed to restart because the campaign dialogue changes, but it doesn't seem to be so. Only the starting skills are a bit different (you get one point to some of them automaticly). So basically it should work. I would really like to hear what kind of morale values people have had when they return to port (and how long that patrol was). That way the mod could be improved further. |
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#4 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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hi Rongel,
any chance of a german version of it ?
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Stormy...... |
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#5 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Gap and Rongel, Now I understand from you explanations on how moral and fatigue work in SH5.. Just the same tho, you guys are doing a fine job. Keep it up. I'll be installing your mod asap. My thanks to you both.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() but to Rongel's credit I must say that they are a bit too exaggerated for me to accept them... sure enough, besides loving it I haven't anything to do with this mod! ![]() |
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