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Old 04-17-22, 08:10 PM   #819
Captain Wreckless
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Join Date: Jul 2003
Location: Edmond, Oklahoma
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Quote:
Originally Posted by Bubblehead1980 View Post
Sometimes, even the Master Engineer can not repair things. A lot of it has to do with if the equipment is set as "destructible" in the .zon files. By default a lot of equipment is not actually set to destructible, as in the file under destructible most were set to "No". If 100 percent damaged, they are considered destroyed but actually are just inoperable and only the Master Engineer can fix them. If set to destructible, I've noticed he sometimes can not repair things, it depends. Torpedo tubes are one of mast common issues...if go to external view and notice the outer doors missing and/or (if have external view off) when hit the "Q" button to open/close tubes, do not hear any noise, means tube was destroyed and typically is beyond repair at sea. Then again, i've surfaced and found tube inoperable, door missing, and I put Chief with special ability on the DC party and that tube gets repaired, magically the outer door will reappear lmao. That is why I am considering removing the ability, its a bit gamey, too gamey at times.


Maybe there is a way to code or whatever you do for things like torpedo tubes/doors, etc, that would require a drydock to no be repairable at see by crew and still keep master engineer.


I improved accuracy and max firing range of sub gun crews in the mod, and if "train" them i.e. hold actual gunnery drills say when leaving port en route to midway etc , get the crew experienced, player will notice when come into real action, gunnery is better at first engagement and will improve. Another key is to have one designated gun crew, pull them from other compartments when conduct a gun action, so they are gaining experience anyways vs just sitting idle in the gun slots most of the time. IMO, this is a better way to obtain a accurate gun crew than having one "magic" crew member. Submarines were not great gunnery platforms, so don't want them being too accurate in the sim.



How do you train the deck gun crew when there will be no targets for them to shoot? I look for the crewmen with high gunnery skills and use them for the deck gun/s and AA gun/s.


Theoretician, while helpful, is a bit too gamey as well, in my opinion.
I've still never seen the Theoretician ability in the game.
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United States Navy 1979-1982
"AD2" Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret)
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