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Old 11-29-07, 07:23 PM   #25
nvdrifter
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Quote:
Originally Posted by Trefoil
Quote:
Originally Posted by The Bad Wolf

Have noticed I could run the engine rooms with 3 crew (didn't try less), even when they are totally knackered. I think this is to do with LRT changes to the Basic.cfg. That's why I was asking about it. This is what I will investigate when I'm up and running.
Hi, nvdrifter - I have a similar question, concerning the crew. I believe, in earlier versions of your mod, you made changes to the Sensors.cfg & other files which resulted in maximum crew efficiency in the compartments, at all times, no matter what the level of fatigue was. Is this still the case?:hmm:

For example - I use Rubini's 'Stay Alert - crew fix' Mod. In daylight, with no fog, the watchcrew would be able to see a ship at 7400m-8100m. This would only be the case, if they were fully rested. How would LRT affect their ability, as they get more fatigued?

Apologies, if this question has been asked & answered before. I know your Mod has evolved over time. One of the reasons I ask is that I am considering using your 'Repair Team Fatigue Only' mod. I am also enjoying your Depth Charge Shake mod. It greatly adds to the atmosphere when beng attacked.
No problem asking any questions, of course. The earliest versions of LRT did change the Sensors.cfg. But later versions, including LRT v1.34 made no changes to Sensors.cfg or other files affecting crew effciencies with sensors or whatever. But of course compartment efficiencies has always been changed in every version to get the longer repair times. But this change does not affect crew sensor abilities. The 'Repair Team Fatigue Only' mod changes fatigue settings for each compartment located in the basic.cfg file, but nothing else.
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