SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-21-10, 04:55 AM | #46 | |||
Seaman
Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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I`ll try to do it once more... Quote:
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About morale. Does anyone know, how exactly morale affect crew efficiency and does it at all? Is this bug confirmed and does it work without propaganda skill? |
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03-21-10, 10:36 AM | #47 | |
Engineer
Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
Uploads: 0
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Perhaps there might be a way to assign specific repaired items to abilities with a cause/effect so you can fix an item and it will come back online albeit at less effeciency ... More digging and experiments I suppose. I have that problem and checked a few times when issuing the propaganda skill. Could always reverse the values and see if cool downs get better. |
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03-23-10, 03:22 PM | #48 |
Grey Wolf
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
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My friend asked about the possibility of controlling the "depth rudder" in SH5. According to his opinion, through such control rudders on SH2 could quickly escape the depths before the destroyer.
In my opinion, it is a great idea for special skill for Chief Officer ... what do you know?
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03-24-10, 05:08 AM | #49 |
Grey Wolf
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
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More proposals:
CHIEF ENGINEER >>> Dive expert (passive) Level 1: +2% of submerged speed Level 2: +4% of submerged speed Level 3: +6% of submerged speed Level 4: +8% of submerged speed Level 5: +10% of submerged speed Note: Experienced chief engineers knows how to use depth rudders to more effectively go to depth. >>> Rescue pumping out (active) Level 1: -10% to weight of boat, next 'dive' command possible after 30 sek from surfacing the boat Note: Chief can total pump-out water from ballast tank to try emergency surface the boat. NAVIGATOR >>>Expert navigation (passive) Level 1: -0.5% of fuel consumption Level 2: -1% of fuel consumption Level 3: -1.5% of fuel consumption Note: Navigator can use sea currents to more efficient fuel consumption. >>>Optimal depth (active) Level 1: -2% of noise reduction Level 2: -4% of noise reduction Level 3: -5% of noise reduction Duration: 2 hours Cooldown: 12 hours Note: Navigator can find optimal depth to use sea parameters (density, sea current, salt level) which can be helpful for noise elimination. TORPEDOMAN >>>Faster reloading (active) Level 1: -10% torpedo reloading time, +5% air consumption, +10% morale consumption, +5% noise Level 2: -15% torpedo reloading time, +10% air consumption, +50% morale consumption, +10% noise Level 3: -20% torpedo reloading time, +10% air consumption, +20% morale consumption, +15% noise Level 4: -25% torpedo reloading time, +15% air consumption, +25% morale consumption, +20% noise Level 5: -30% torpedo reloading time, +15% air consumption, +30% morale consumption, +25% noise WATCH OFFICER or XO or NAV >>>Stormy weather (active) Level 1: +1 morale point, if submerged time is minimum 12 h Level 2: +1 morale point, if submerged time is minimum 8 h Level 3: +1 morale point, if submerged time is minimum 6 h Note: During the storm better go down into the deep and wait out bad weather
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Last edited by PL_Andrev; 03-24-10 at 05:25 AM. |
03-24-10, 06:39 AM | #50 |
Navy Dude
Join Date: Feb 2009
Posts: 171
Downloads: 201
Uploads: 0
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i really like this mod and your ideas ! Do you think about creat new and dedicaced skills icons ?
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03-24-10, 01:55 PM | #51 | |||||
Seaman
Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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Version 1.5 is released.
download Changes: - added "Emergency repairs" skill to Chief Engineer. See list of skills below for more information - you can switch on/off "Rest crew" and "Damage control" skills Quote:
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Anyway, nice suggestions, Antar! Yeah, I think about it but still don`t know how to do it... |
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03-27-10, 04:45 AM | #52 |
Seaman
Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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Added MCCD compatible version for those who use Athlonic's MCCD "More Crew Commands by Dialog" mod.
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03-29-10, 09:01 AM | #53 |
Captain
Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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I think we need a version compatible with MCCD 1.0. Jesus, to many mods right now
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03-29-10, 09:29 AM | #54 |
Seaman
Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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04-11-10, 04:51 AM | #55 |
Ensign
Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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Hmm.. I'm not sure about sonar man and his range.
Even in Vanilla max experienced sound guy sometimes don't hear what u can her yourself on hydrophone loud and clear. So your mod could be to restrective to him, or human player have too good range and that is problem to fix. Last edited by t0maz; 04-12-10 at 04:00 PM. |
07-23-10, 11:32 PM | #56 |
Ace of the deep .
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This is a good mod but seems to have been forgotten about .
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08-09-10, 05:42 PM | #57 |
Ace of the deep .
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I notice a few people looking for this thread lately .
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08-10-10, 12:47 AM | #58 |
Admiral
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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I Agree
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What we do in life echoes in Eternity |
08-10-10, 03:22 PM | #59 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
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Thanks for refreshing it, looks good !
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Stormy...... |
08-25-10, 02:10 AM | #60 |
Navy Dude
Join Date: Feb 2009
Posts: 171
Downloads: 201
Uploads: 0
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I m using this mod since release, and i d really like to see any update to polish it...
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