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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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OMG... There is no room for magic in submarine simulation!
Can someone release a mod that eliminates all magic skills? Just set impact of passive skills to 0 and "cost" of active skills to, say, 10000 promotion points. ![]() |
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#17 |
Watch
![]() Join Date: Mar 2010
Location: Germany
Posts: 23
Downloads: 20
Uploads: 2
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i just noticed there are many questions about these ability things, about preheat, bugs etc. and wanted to help ending this discussions.
besides, if unrealitic or not, these abilities belong to the game and the devs did a poor job explaining them. so it would be nice to lift the secrets. i did not meant to sticky this thread on its own. "about game" would be a nice idea. |
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#18 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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Thanks for digging up that info (and for telling me which file in the other thread).
It allowed me to fix my overspeeding torpedos. |
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#19 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
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Boy howdy the more I look and learn about this aspect of SH5 the less I care for it at all.
I can only think that UBI is trying to attract the RPG'ers, and gamers into this cause this is the sort of thing they are used to. And it's so arcade'ish. I'd like to see this aspect done away with altogether, it's worse than SH3's crew mgmt system of having to constantly tell them to go to bed and rest. Or better yet if they truly are bound to try and pull in the arcade'ers, and RPG fans, then make there be two modes of playing SH5, arcade, or sim. And then both simmers and the RPG'ers can be happy. I've seen other games that went this way, and they could draw both audiences which does what the seller wants and doubles the sales potential and yet keeps both types happy. Geez, uber torpedos and engines, Uboats out running a DD, or a PT boat........what madness.
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"Chance favors the prepared mind" |
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#20 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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@sabrehawk
if you hate it so much, then dont spend the points. In my first playthrough, im spending them just because... but next time around i won't. |
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#22 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
Uploads: 0
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thanks for the work, it will make it easier to mod/rip out the wrong ones. In real life, the pre-heated T2 electric would run at max 5,000 meters/30 knots and the non pre-heated at max 3,000 meters/28 knots: http://www.uboat.net/technical/torpedoes.htm
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#23 |
Watch
![]() Join Date: Mar 2010
Location: Germany
Posts: 23
Downloads: 20
Uploads: 2
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i feel the same way. at first i was like: yeah upgrades. i try them out.
after fully upgrading i had no trouble against 5 dds at the same time ![]() it is just boring and ridiculous. i am in rpgs as well as i like sim games and realism. i love the idea that your crew gets promoted and became veterans, but the devs get totally out of line with this. sh5 is arcade, casual gaming and rpg-style. we can only wait for a realism mod. what is most annoying about this morale system, is the fact that it is bugged as hell and you never knew what the abilities does to your ship and your crew... |
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#24 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
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Well my first experience with this morale thing was last night on our first hunt I asked the sound man to use this ability I'd gave him, and his response was "sorry Captain but I just cant do that right now".
I though about the scene in Das Boot were that fella was busy praying, and another crew member socked him in the mouth, saying HEY! We got work to do!!!. And not to mention that Johan nearly got himself shot for disobeying the captain's order to get back to his post. And another film U-571 where the capatin gave an order and the other guy was saying to fire, the capatin kept saying no dont you fire that weapon sailor! Then after all that he socks the other one and says, "What do you think yer doin? This aint a democacy!!" And also later on when he needed scooter to go in the bilge and close that valve. "Your gonna go down in there, and DO YOUR JOB SAILOR! So I was pretty put off by this, it aint no democracy, the ship and the lives of the crew are at stake and you had better do what you are told sailor, or find yourself in the brig.
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"Chance favors the prepared mind" Last edited by SabreHawk; 03-15-10 at 02:29 PM. |
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#25 |
Medic
![]() Join Date: Mar 2005
Location: .be
Posts: 168
Downloads: 47
Uploads: 0
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Well, this might be related to the morale mod, but the passive abilities do not seem to kick in for me, for example I maxed out the passive abilities for speed, dive speed & battery reload speed and I don't think I have seen that much of an enhancement, still going 17kts surfaced at 'extreme speed'. Active abilities are enabled.
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Saw blub blubb... |
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#26 |
A-ganger
![]() Join Date: Apr 2005
Location: No(r)way
Posts: 74
Downloads: 30
Uploads: 0
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Diesel:
I guess that max speed is what the engine can do for a longer period of time without taking any damage. Maybe a 10% increase in speed and 50 % chance for an engine failure. And the % for failure should increase over time should be more realistic.
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Don't let them see you come |
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#27 |
Watch
![]() Join Date: Mar 2010
Location: Germany
Posts: 23
Downloads: 20
Uploads: 2
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nope, there is no such thing as damage over time due to overcharging.
as i said several times before: the passive abilites are working. just try it out with a savegame of yours lvl1->lvl5. with the upgrades "engine tuning" "overcharge diesel" "battlestations" you can reach 26knots surface speed or 11knots submerged speed. however, speed seems to be hardcaped after that... |
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