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Old 04-16-22, 02:02 AM   #810
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
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Quote:
Originally Posted by Captain Wreckless View Post
NOOOOO! I use the special abilities if they are available. I currently have "Battery Recharge Fix", "Engine Expert", and "Master Engineer". If I had the "Medic" or "Torpedo Expert" available I would use them.


If you plan on eliminating them, how about a mod to use them if you want.
Battery Recharge Fix will remain of course ..

I'll see about including a mod to keep them if want to use them, kind of depends on how many changes have to make and effects it has on other features. Things are often intertwined, so may not work.

One issue with the "Engine Expert" ability is I've changed the boats some, to have more realistic acceleration/deceleration times, turning radius, (boats are a little too agile) and dive times. A Gato can now dive when hit the D key at flank speed from surface to periscope depth in 35-40 seconds, which is historically accurate, but before was only possible with the special ability. When I had the engine expert on board while testing new changes, boat will dive in 15-20 seconds lol which is uh not possible for a Gato , Balao, etc. Basically, with my changes the need for the engines expert is not there his is how UBI should have done it, but they were uh lazy and just went the route of special abilities.

I am almost finished with this portion of mod, just trying to get few settings correct for fuel usage, hopefully will make it into the release, if not, will have to be patched. Very tedious, time consuming process to get it right.


Torpedo expert will be eliminated. Crew abilities really had no bearing on torpedo performance related to magnetic and duds, they were manufacturing/design issues inherent in torpedo. I've found this ability reduces the malfunction rate for too much, esp after loading a saved game.

Medic- I plan to assign the ability to a enlisted man and rename ability as "Pharmacists Mate" , as it is amore appropriate than "medic" for the Navy and the crew member having ability being a officer. All changes work well, will remain.


Chief Engineer, like I said it depends. If can eliminate ability to fix everything, but retain the pump speed (which believe can be done as I found in the files settings, havent tested yet though) will keep him, if not, he will go. With the revised (and further revised) damage model , the ability is really not needed and seems to interfere with things Some more testing to do before am sure though.


Gunnery Special Ability is definitely going, as well as the "Theoretician" .

Last edited by Bubblehead1980; 04-16-22 at 04:06 AM.
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