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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
Posts: 394
Downloads: 186
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#17 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#18 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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However, there is a bug in the game that sometimes stops compartments from working even with the proper number of men in it. All you need to do to fix it is juggle crewmen about a bit and it will soon 'click'.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#19 | |
Swabbie
![]() Join Date: Jul 2005
Posts: 14
Downloads: 0
Uploads: 0
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In the end, I agreed that the only thing that we (non-developers) could do would be to tweak some of the numbers of the mod, but that's just an issue of 'exactly' what numbers are best. And I think your numbers are good. I don't think any noticeable changes should be effected. I've finished my first two patrols and the crew is much better now. Even the first patrol with my highly fatigued sonarmen went well. Only problem was that I threw away two fish on a fishing boat (and missing both times!) only to shortly later run into a C3 in perfect firing position -- 400 m at 90 degrees port-- with only one fish left... ![]() |
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