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Old 10-01-20, 02:25 PM   #1936
torpedobait
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Default Crew ranks question

I tried to add a Petty Officer to my Gato damage control team while in Brisbane in early March 1943. The add was refused because I had too many Petty Officers. At the time I had 49 POs in my crew. I checked the .upc file in the 1.24 Mod, which said I could have 70 POs. Is there something else you know of that governs above the .UPC definitions?
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Old 10-01-20, 04:32 PM   #1937
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^ I've never had a problem Promoting the lower ranks up to a Petty Officer but I've never had 49 of them though, I don't bother with them as it doesn't make a blind bit of difference to the efficiency of your sub compartment any way.

Attacked the first TF of my new career March 17 1942 today and I'm using the new 1.26p version, documents folder deleted and the SH4 base folder checked as well. Any way I was expecting some rampaging escorts throwing depth charges all around the sub but that didn't happen, infact one of them passed within 3 hundred yds of the boat and didn't even give me a toot never mind a ping, maybe later in the war Eh.

A Takao Heavy Cruiser and a Shokaku Fleet Carrier for 9 torpedoes, I'll have some more of that Mr beanie.
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Old 10-01-20, 05:34 PM   #1938
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Quote:
Originally Posted by torpedobait View Post
I tried to add a Petty Officer to my Gato damage control team while in Brisbane in early March 1943. The add was refused because I had too many Petty Officers. At the time I had 49 POs in my crew. I checked the .upc file in the 1.24 Mod, which said I could have 70 POs. Is there something else you know of that governs above the .UPC definitions?
actually, the number represents PO, CPO, and Officers.
basically, SH4-Levels 4 through 12.
how many crew do you have total?
and then...
how many Officers (10-11-12)?
how many Chiefs (7-8-9)?
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Old 10-01-20, 05:39 PM   #1939
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Quote:
Originally Posted by Moonlight View Post
Any way I was expecting some rampaging escorts throwing depth charges all around the sub but that didn't happen, infact one of them passed within 3 hundred yds of the boat and didn't even give me a toot never mind a ping, maybe later in the war Eh.
if the DD/DE was making high speed when she passed, she wouldn't have heard you, even at periscope depth.

i have gambled on this from time to time. if i think a DD/DE is making more than say 15 kts, i'll stay shallow and try to get in a couple more shots before it is time to go deep and quiet.

it's a crap shoot.

what i experience more often is more than one DD/DE where some are racing around at high speed but some are listening at slow speed. they get on the Motorola and exchange info and guess what? everybody starts heading for me and my gallant crew.


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Last edited by KaleunMarco; 10-03-20 at 08:50 AM.
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Old 10-01-20, 08:43 PM   #1940
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Quote:
Originally Posted by torpedobait View Post
I tried to add a Petty Officer to my Gato damage control team while in Brisbane in early March 1943. The add was refused because I had too many Petty Officers. At the time I had 49 POs in my crew. I checked the .upc file in the 1.24 Mod, which said I could have 70 POs. Is there something else you know of that governs above the .UPC definitions?
Are you using vickers03's interiors? I do not recall if we changed those lines in the patch for it... we made the guns match... but I am not near the computer and cannot verify myself at this time... however, as KaleunMarco points out, it does involve more than just that line...

Quote:
Originally Posted by Moonlight View Post
^ I've never had a problem Promoting the lower ranks up to a Petty Officer but I've never had 49 of them though, I don't bother with them as it doesn't make a blind bit of difference to the efficiency of your sub compartment any way.

Attacked the first TF of my new career March 17 1942 today and I'm using the new 1.26p version, documents folder deleted and the SH4 base folder checked as well. Any way I was expecting some rampaging escorts throwing depth charges all around the sub but that didn't happen, infact one of them passed within 3 hundred yds of the boat and didn't even give me a toot never mind a ping, maybe later in the war Eh.

A Takao Heavy Cruiser and a Shokaku Fleet Carrier for 9 torpedoes, I'll have some more of that Mr beanie.
The AI response is the same-old same-old if you don't use the add-in mods, and the two that we have, each work in different ways... I have not had enough time lately to sneeze, much less test like I want to for that, or a few other things we're working on...
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Old 10-02-20, 06:08 AM   #1941
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Quote:
Originally Posted by KaleunMarco View Post
actually, the number represents PO, CPO, and Officers.
basically, SH4-Levels 4 through 12.
how many crew do you have total?
and then...
how many Officers (10-11-12)?
how many Chiefs (7-8-9)?
Total crew = 86
Officers = 7
Chiefs = 9
POs = 50
Sailors = 20

It may not be practical in the RW, but as MY war progresses and I do not regularly transfer crew out as they gain experience, why shouldn't I be able to have a crew with 70 Petty Officers? NSS_Gato.upc in the mod appears to allow 70, but I was stopped at 50:

MaxPettyOfficers=70 ; max number of crewmembers over rank 4
MaxOfficers=24 ; max number of crewmembers over rank 7
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Old 10-02-20, 07:59 AM   #1942
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I am still looking at this, but again, I am away from my computer for a while longer yet. The old figure was 50, which begins counting internally at "zero" (0), and stops at 49. Are you still using vickers03's Interiors mod and patch?
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Old 10-02-20, 10:07 AM   #1943
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Quote:
Originally Posted by torpedobait View Post
I tried to add a Petty Officer to my Gato damage control team while in Brisbane in early March 1943. The add was refused because I had too many Petty Officers. At the time I had 49 POs in my crew. I checked the .upc file in the 1.24 Mod, which said I could have 70 POs. Is there something else you know of that governs above the .UPC definitions?
Quote:
Originally Posted by torpedobait View Post
Total crew = 86
Officers = 7
Chiefs = 9
POs = 50
Sailors = 20

It may not be practical in the RW, but as MY war progresses and I do not regularly transfer crew out as they gain experience, why shouldn't I be able to have a crew with 70 Petty Officers? NSS_Gato.upc in the mod appears to allow 70, but I was stopped at 50:

MaxPettyOfficers=70 ; max number of crewmembers over rank 4
MaxOfficers=24 ; max number of crewmembers over rank 7
ok, thanks for that.
you have 66 crew who are level 4 or greater and your MaxPettyOfficers=70 you should have been able to add a level 4-6 without difficulty.
by comparison, my current crew limits are 70 and 12, respectively.

as a test, to help you, i began adding crew.
my current crew has 11 Officers and Chiefs. i added one and when i attempted to add the second (to get to 13), i was blocked. so MaxOfficers is defined as levels 7-12.

next, current crew has 61 petty officers and zero unrated.
i began adding rates until i reached 70 and when i attempted to add #71, i was blocked.
so MaxPettyOfficers=70 is defined as crew between levels 4 and 6.

the Max-limits are SH4 hard-coded and not redefinable by mods. by that i mean that we can vary the value(s) but not the definition(s).

so, you should be able to add a rated crew member(PO).

no disrespect here, can you re-count your "sailors" (level 1-3) vs the rates (4-6)?
also, can you confirm that the MaxPettyOfficers is not preceded with a semi-colon in your ActiveUsers file?
lastly, have you tried to release a "sailor" before you attempt to add a PO?
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Old 10-03-20, 08:13 AM   #1944
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Originally Posted by propbeanie View Post
I am still looking at this, but again, I am away from my computer for a while longer yet. The old figure was 50, which begins counting internally at "zero" (0), and stops at 49. Are you still using vickers03's Interiors mod and patch?
Yes I am. But in truth, after the first few looks around I don't go beyond the Control Room.
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Old 10-03-20, 09:48 AM   #1945
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Originally Posted by torpedobait View Post
Yes I am. But in truth, after the first few looks around I don't go beyond the Control Room.
So you can tour Officer's Country initially, but then after a few times, you can't get past the doorway, or is the hatch closed all of the time? What is your mod list now?
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Old 10-03-20, 01:25 PM   #1946
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Curious how the kamikazes work in FOTRS ? I have yet to encounter them but see a aircraft designated as a kamikaze. They will actually dive into allied ships I assume?
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Old 10-03-20, 03:02 PM   #1947
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We had a video of a Kamikaze attack off Leyte Gulf in a Single Mission file intended to be part of FotRSU, back in the v0.5x days, but I can't find the vid anymore, and the mission file was never released, and removed back when we did a lot of ship changes, and there was just too much to change in the mis file to make it worth the while. Same with the Guadalcanal landings... maybe we'll revisit that... But you can indeed be attacked by them, where ever there is a GENERIC dive bomber call near any of the airbases, though the Kamikaze doesn't "go online active" until after 25th October, 1944 (at least, they used to...). All I can find now is CapnScurvy's picture-ama of it, and there are PhotoBucket watermarks on the pix...

Day of Infamy

... which is now part of FotRSU, thanks to CapnScurvy. Open the Bombs.dat file.
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Old 10-03-20, 03:38 PM   #1948
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Quote:
Originally Posted by propbeanie View Post
We had a video of a Kamikaze attack off Leyte Gulf in a Single Mission file intended to be part of FotRSU, back in the v0.5x days, but I can't find the vid anymore, and the mission file was never released, and removed back when we did a lot of ship changes, and there was just too much to change in the mis file to make it worth the while. Same with the Guadalcanal landings... maybe we'll revisit that... But you can indeed be attacked by them, where ever there is a GENERIC dive bomber call near any of the airbases, though the Kamikaze doesn't "go online active" until after 25th October, 1944 (at least, they used to...). All I can find now is CapnScurvy's picture-ama of it, and there are PhotoBucket watermarks on the pix...

Day of Infamy

... which is now part of FotRSU, thanks to CapnScurvy. Open the Bombs.dat file.

Wow. That is pretty cool. Damage points might be a bit high lol but pretty cool.


Quick question. How to reduce the crazy amount of planes a carrier will spawn? June 1944 trying to shadow Ozawas force and the amount of planes that tf is spawning is ridiculous. lol Reminds me of stock. Running TMO, but in general? I know in CFG file could remove the squadrons but dont want to do that, just their spawn rate is wild. Unlimited lol
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Old 10-03-20, 08:41 PM   #1949
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Quote:
Originally Posted by Bubblehead1980 View Post
Wow. That is pretty cool. Damage points might be a bit high lol but pretty cool.


Quick question. How to reduce the crazy amount of planes a carrier will spawn? June 1944 trying to shadow Ozawas force and the amount of planes that tf is spawning is ridiculous. lol Reminds me of stock. Running TMO, but in general? I know in CFG file could remove the squadrons but dont want to do that, just their spawn rate is wild. Unlimited lol
dumb ass question here: don't the squadrons have a limited quotient of aircraft?
this is the air complement for the Shokaku:

AirGroup 1]
StartDate=19380101
EndDate=19400601
Squadron2Class=A6M2Zero
Squadron2No=8
Squadron1Class=B5N2Kate
Squadron1No=8

[AirGroup 2]
StartDate=19400602
EndDate=19440101
Squadron1Class=B5N2Kate
Squadron1No=8
Squadron2Class=A6M2Zero
Squadron2No=4

[AirGroup 3]
StartDate=19440102
EndDate=19451231
Squadron1Class=B5N2Kate
Squadron1No=4
Squadron2Class=A6M2Zero
Squadron2No=2

it would seem as if they have 36 aircraft available.
now...having said that, there may be a hidden multiplier in use by Ubi.
in the past, i was a fan of a WWII Air Combat simulator named Aces of the Pacific. In the config files, the IJN/IJAF planes had a defined number of rounds per gun just like US planes. However, through experience, we learned that Dynamix had a hidden multiplier in use for "enemy" aircraft. so if you played the US side, your weapons had a published limit but your enemy had like 10 times what was defined. if you played the IJN/IJAF side, the Americans got the multiplier.

have you been able to get some kind of count while playing?
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Last edited by KaleunMarco; 10-03-20 at 08:54 PM.
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Old 10-03-20, 08:54 PM   #1950
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Quote:
Originally Posted by Bubblehead1980 View Post
Wow. That is pretty cool. Damage points might be a bit high lol but pretty cool.


Quick question. How to reduce the crazy amount of planes a carrier will spawn? June 1944 trying to shadow Ozawas force and the amount of planes that tf is spawning is ridiculous. lol Reminds me of stock. Running TMO, but in general? I know in CFG file could remove the squadrons but dont want to do that, just their spawn rate is wild. Unlimited lol
Quote:
Originally Posted by KaleunMarco View Post
dumb ass question here: don't the squadrons have a limited quotient of aircraft?
Yes. Like in an AirBase, it all has to do with the AirGroup squadrons:
[AirGroup 1]
StartDate=19380101
EndDate=19421231
Squadron1Class=USTorpedoBomber
Squadron1No=5
Squadron2Class=USFighter
Squadron2No=5
Squadron3Class=USDiveBomber
Squadron3No=5
AirGroups go by date, so there are 5 TB, 5 Buffaloes, & 5 Dauntless on a US Early War CV... in FotRSU, anyway... Doesn't sound like much, but really, they all can respond. A submarine sighting is grounds for a minimum of 7 planes to respond... a DD will generate 2 or 3, CL gets 3 or 4, etc., and the game kind of picks and chooses what it wants to send, and when, based to an extent on the AirStrike.cfg - but no matter what, it's like the planes are constantly in the air responding...
Here is the "Normal" US AirBase:
[AirGroup 1]
StartDate=19380101
EndDate=19420601
Squadron1Class=LBSUSSearchPlane
Squadron1No=6
Squadron2Class=LBSPBY5
Squadron2No=6
Squadron3Class=USFighter
Squadron3No=4
Squadron4Class=FBP47
Squadron4No=4
Squadron5Class=FBP35
Squadron5No=4
Squadron6Class=FBP40Warhawk
Squadron6No=4
Squadron7Class=LBPV2
Squadron7No=6
Same basic principal. btw, the Catalina are "killer"... fearless even... lol - What we were thinking of doing in FotRSU, was to have further "specialty" bases, ala lurker_hlb3, but with "Navy" air stations that fly Navy planes, and Army Air Force bases with just Army planes. Sort of like we did with the "Cactus" air base, to reduce the air response from Guadalcanal, and only having 2 or 3 planes at a time at various times. We had done similarly in an earlier version for AirBases on Japan, with only a couple planes of 2 models for small bases, closer to where a player sub would be "seen". Much better air response... So take those 5 counts down to like 2 each, and it should be much better.
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