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Old 08-28-10, 02:23 PM   #61
Abd_von_Mumit
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Downloading to try (in the middle of my campaign, which is probably risky). I like the idea and the name of the mod. Thanks.
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SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 10-06-10, 03:16 AM   #62
pzrshrek
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Default ok didnt know

using 1.2 i didnt know the skills in the game was so uber, yet i feel that a full trained sonar man should have his skill increased by easily 100%, its 10% now, but maybe this is self editable?

Perhaps a casual version of this mod is doable? With skills very good still not superhuman?
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Old 10-06-10, 04:05 AM   #63
Fearless
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Quote:
Originally Posted by avee View Post


Any help and suggestions are welcome!
Just noticed and wondering how you were promoted to Kapitan zur See I'm yet to get promoted after 7 patrols
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Old 01-04-11, 09:58 AM   #64
Matador.es
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Sober pointed me out on this mod. I dont fully understand what it does. So, i would like to ask you.

Is this mod the solution for this problem:




it takes me over one week before i can pre heat my torps again. Same for special meal.

I cant spend any exp points etc.
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Old 01-06-11, 05:14 AM   #65
Matador.es
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When i understand correct, the hole system is changed right? It just works on a differant way, you cant pre heat on command, it will just allways do so according to its levels...?

What is realistic. Since i am Dutch i can read german, and i really love to read the KTB's (Kriegstagebuch; War Diary) in which you see that they dived refularly for torpedo maintanance. Especially in bad weather the need to dive seemed to be big. Allthough, in contrast to what i red below in this thread they did not dive for a storm but rather turned one diesel of and used low rpm on the surface, not to make headway, but just not to loose "ground".

They always logged the distance travalled per day, divided by surface and sub surface runs. Especially in transit, sub runs are about 10 to 30 km a day or less. just 2 or 3 test dives and maintanance for the torps. But not for the weather or morale, at least, i have not red it yet....


Anyway, this mod is not the solution for the problem i have, can pre heat and cook just ones a week or some.

Aye
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Old 03-04-11, 12:32 PM   #66
Sokolov
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How this work with TSAF? Both mods uses same file -SpecialAbilities.upc, so if install TSAF after this mod, are there no conflict?
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Old 03-04-11, 12:34 PM   #67
stoianm
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Quote:
Originally Posted by Sokolov View Post
How this work with TSAF? Both mods uses same file -SpecialAbilities.upc, so if install TSAF after this mod, are there no conflict?
they are not compatible... if you want to use both mods you must to use MO... if not you must to choose one of other
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Old 03-04-11, 12:46 PM   #68
Sokolov
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Really, there have to be a mod, which remove effect of crew on torpedo speed and damage and make other crew abilities realistic.
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Old 12-18-11, 12:51 PM   #69
tscharlii
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I have encountered 2 problems with this mod.

  1. It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines
    Code:
    PointsRequirement= 0
    LevelUpTree= 2, 3, 4
    MoraleCost= 0
    among others in the definition of these two abilities. I think it should read
    Code:
    PointsRequirement= 0, 0, 0
    LevelUpTree= 2, 3, 0
    MoraleCost= 0, 0, 0
    instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
  2. You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
    Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.

Last edited by tscharlii; 12-18-11 at 07:30 PM. Reason: Was a bit sloppy with the necessary changes to be able to learn the third level of those 2 abilities.
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Old 12-20-11, 10:51 AM   #70
Magic1111
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Quote:
Originally Posted by tscharlii View Post
I have encountered 2 problems with this mod.

  1. It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines
    Code:
    PointsRequirement= 0
    LevelUpTree= 2, 3, 4
    MoraleCost= 0
    among others in the definition of these two abilities. I think it should read
    Code:
    PointsRequirement= 0, 0, 0
    LevelUpTree= 2, 3, 0
    MoraleCost= 0, 0, 0
    instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
  2. You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
    Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.
***BUMP*** and...

Welcome aboard/Willkommen hier!!!
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Old 01-31-12, 12:46 PM   #71
pedrobas
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Quote:
Originally Posted by avee View Post
TORPEDOMAN

Preheat Torpedo:
DISABLED
Note: Works or all torp types! currently bugged with manual tdc.

Overcharge Torpedo:
DISABLED

Warhead Specialist
DISABLED

Torpedo Loading Drills
Level 1: -4% Torpedo Reload Time
Level 2: -8% Torpedo Reload Time
Level 3: -12% Torpedo Reload Time
Level 4: -16% Torpedo Reload Time
Level 5: -20% Torpedo Reload Time
Type: Passive

Torpedo Maintenance
DISABLED
That means that we don´t need the : "Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC" ?

Last edited by pedrobas; 01-31-12 at 12:58 PM.
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Old 02-12-12, 10:39 AM   #72
Luken
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I have problem with some incompatibility, don't know what exactly is wrong.

My mod soup is built around Ui-Boat:

RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
sobers best ever waves SH5
sobers best ever fog V4 SH5
Small_trees_SH5_V1
sobers NO water drops V1
North Atlantic Green 1.1
sobers see thru wake fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V2
sobers_realistic_underwater_FX2
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MightyFine Less Annoying Footsteps 1.0
FX_Update_0_0_19_ByTheDarkWraith
sobers chimney smoke V2
TDW FX Fix for Sobers chimney smoke
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
IRAI_0_0_30_No_hydrophone_on_surface
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Enhanced FunelSmoke1.2_by HanSolo78
Cerberus62 Corrected Depth Charge Projector 1.0
smaller flags for Warships 1_0b
Ui-Boat V4.14
IO_StrategicMap_4_3_for_Ui-Boat V4.14
U-boat Historical Specifications 1.7 for Ui-Boat
stoianm realistic color exterior mod (low color)v1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1.41_Compatablity_UI_Boat_ V4.14
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional louder engine sounds
sobers green crew training V3 SH5
Real_Sink_1.0
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
OH II Campaign Radio Messages v4
MineField Map for IO_StrategicMap_for_UIBoat
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
mtns - more traffic, nations and ships 1_8c
mtns - OHII&HarbourAdditon_Fix_1_6c

When I add "No magic skills v1.5 MCCD compatible" I get this:

http://i40.tinypic.com/2hhjhqr.png

Without it, everything seems to be ok:

http://i43.tinypic.com/dra7t.png

Could anyone take a look at this please?
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Old 02-12-12, 10:47 AM   #73
pedrobas
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See this: http://www.subsim.com/radioroom/show...4&postcount=23
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Old 02-12-12, 01:16 PM   #74
Luken
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Quote:
Originally Posted by pedrobas View Post
Ah thanks, I thought that if in its name is "MCCD compatible" - it was made to be applied after MCCD. _^_ These mods doesn't stop confusing me .
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Old 02-13-12, 12:18 AM   #75
misha1967
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Quote:
Originally Posted by tscharlii View Post
I have encountered 2 problems with this mod.

  1. It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines
    Code:
    PointsRequirement= 0
    LevelUpTree= 2, 3, 4
    MoraleCost= 0
    among others in the definition of these two abilities. I think it should read
    Code:
    PointsRequirement= 0, 0, 0
    LevelUpTree= 2, 3, 0
    MoraleCost= 0, 0, 0
    instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
  2. You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
    Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.
re: 2: That might explain why I'm having morale trouble after installing this mod. Previously I could at least reach the English East Coast before having to worry about my crew murdering me in my sleep

Not that it's a huge problem, I just spam them with "special meals" until they're about to choke on them and the advantages of this mod completely outweigh that minor inconvenience, but it would be nice if I could correct it.

To save me some time searching, what's the file that "CrewMoraleDegenerationRate" is hidden in?
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