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#1 |
Eternal Patrol
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Yes, "Doc" would be better. In the navy he's called a corpsman, but nobody ever actually says that.
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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There was that bug with the deck crew dying, was the fix to make them hard to kill?
tater |
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#3 |
Rear Admiral
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The easy answer might be to simply increase the shell damage, assuming its independant of the players.
Or maybe, lower the armor rating on the player sub, but that might backfire where DC's are concerned. |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Yeah, I thought of upping 20/25mm damage. Even if whacked by DD main guns I only rarely suffer deck casualties, I think somethign else is going on.
Fixing this would go a long way to ending "gunboat" submarines. Would make some of the lessr armed craft more interesting if you run into them, right nw you can literally ignore 20mm, and 20mm is nasty. tater |
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#5 |
Rear Admiral
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Ahh, i just rememberd, in TMaru i upped the crews hitpoints. Default i think is 5, they have 10 or something like that. (i scaled that to SH3, where crew had 12 or 15, go figure).
It's an old fix for the dead watch crew shennanigans. Maybe its high time i remove that file from the mod. |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
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Even in stock my crew almost never get wounded on deck...
there is a reason I want this ![]() tater |
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#7 |
Rear Admiral
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Well i can't find in my old readme where i adjust crew HP,s but i KNOW i did. Probably back when Tmaru was FTT and i was focused more on workarounds and bugfixes. As soon as i find the file, im removing those changes. After that, its back to upping shell damage maybe?
edit: Oh ya ive often thought of upping machine gun range and accuracy. (insert evil laugh here). |
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