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Old 04-15-22, 11:25 PM   #807
Captain Wreckless
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Join Date: Jul 2003
Location: Edmond, Oklahoma
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Quote:
Originally Posted by Bubblehead1980 View Post
Yea, the fuel usage was a pain and top top it off they did not include the navigator feature, so had not range estimates, luckily the community changed that oversight.

Eh special abilities drive me nuts lol. I have nearly eliminated them from TMO in next update. Two exceptions being the Dive assist, because well drilled crew could dive in 40 seconds or less , some cases 35 seconds. Other is the ahead emergency, because in a emergency could bypass procedures , overload engines and sub could make 22-23 knots on surface (BARB for instance Jan 1945) The TMO "Battery" fix, do not consider it a special ability, its to fix the ridiculously long battery recharge bug.

I am debating on removing the engineer ability. Bit gamey he can repair anything, but his ability to make pumps operate in a more realistic manner is nice, testing something soon to see if can have one without the other, hopefully will work.

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.
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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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