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Old 05-15-11, 02:31 PM   #16
TheDarkWraith
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Quote:
Originally Posted by Zedi View Post
Dont take it that seriously But what is doable is to put crew on deck with idle animations waiting for the captain to get oboard, then they climb the con tower and get into the sub. You will need help from TDW on this, but I think is pretty doable.
It's doable
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Old 05-15-11, 02:35 PM   #17
Trevally.
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When you are moving about the bunker - the crew could be on the pier or hanging about the boat deck.

When you hop on board (game loads) crew could be set back to their normal stations.
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Old 05-15-11, 02:39 PM   #18
Zedi
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True, but having the crew on deck when leaving the bunker is much more realistic. Then they slowly climb the tower and get inside one by one... would be such an awesome sight :P
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Old 05-15-11, 02:51 PM   #19
TheDarkWraith
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Quote:
Originally Posted by Zedi View Post
True, but having the crew on deck when leaving the bunker is much more realistic. Then they slowly climb the tower and get inside one by one... would be such an awesome sight :P
Don't think that one will be possible. There's very limited commands available. Actually take that back: there's a way it could be done.
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Old 05-15-11, 03:22 PM   #20
Stormfly
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question could also be what "bunker state" means exactly...

1. - active if the sub is in the bunker ?
2. - active if the player is in the bunker (not on the sub) ?
3. - active if the player is on the sub and sub is near the bunker ?

if "bunker state" its active by option 1 or 3 (3 if the trigger range could be reduced to some meters), then it could maybe managed to move the crew from stading on the deck going/teleporting to its normal positions while leaving the bunker, gaining speed, passing the bunker entry.
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Last edited by Stormfly; 05-20-11 at 06:47 AM.
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Old 05-20-11, 04:03 AM   #21
stoianm
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I had a chance to test your mod today... it is very nice... you will continue to work on it?
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Old 05-20-11, 02:58 PM   #22
SteelViking
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Quote:
Originally Posted by stoianm View Post
I had a chance to test your mod today... it is very nice... you will continue to work on it?
Yes and no. If anyone brings something to my attention in the bunker that should be different, I would gladly take a shot at fixing it. However, I am hesitant to do much with the dockside people/sub crew, because I know TDW has some far reaching plans with his new WIP for realistic sub crew.

If something doesn't look right with the bunker itself though, let me know folks......you know how good I am with interiors .
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Old 05-20-11, 04:47 PM   #23
nozaurio
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Interesting work good friend.

I have a suggestion, there is no way to change the time of refueling and torpedoes in the port when in a campaign?.

Recharge time of the game, apart from unreal, impossible.

I know it has changed the loading time outside of the submarine's torpedoes, but I have not seen any mod on what I am exposing.

Thanks ...
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Old 05-20-11, 04:54 PM   #24
FIREWALL
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SV
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I Play GWX. Silent Hunter Who ???
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Old 05-20-11, 06:00 PM   #25
SteelViking
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Quote:
Originally Posted by nozaurio View Post
Interesting work good friend.

I have a suggestion, there is no way to change the time of refueling and torpedoes in the port when in a campaign?.

Recharge time of the game, apart from unreal, impossible.

I know it has changed the loading time outside of the submarine's torpedoes, but I have not seen any mod on what I am exposing.

Thanks ...
I am absolutely sure there is a way to change this nozaurio, but I would guess it will take a lot of digging to find it. Will take a look tomorrow.
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Old 05-20-11, 06:02 PM   #26
nozaurio
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Old 05-21-11, 05:56 AM   #27
Trevally.
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Could this be the file for time in port refueling etc.

Quote:
[MissionManager]
RenownValuesUS=-400,-100,100,800,1600,2500
RenownValuesGE=-400,-100,100,1000,2000,3500
MinimumDaysInBaseUS=14
MinimumDaysInBaseGE=14
AcceptableDamageUS=40
AcceptableDamageGE=40
RankDaysUS=150,180
RankPatrolsUS=4,5
RankPatrolsRatingsUS=0,1
RankCampaignRatingsUS=0,1
RankDaysGE=28,56,56,84
RankPatrolsGE=3,5,7,5
RankPatrolsRatingsGE=1,1,2,3
RankCampaignRatingsGE=0,1,1,1
C:\Ubisoft\Silent Hunter 5\data\Cfg\UPC.cfg
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Old 03-10-12, 08:27 PM   #28
Raven_2012
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Love the fix, I always wondered what the guy on the stairs was doing. Excellent job!!!

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Old 10-05-14, 04:51 AM   #29
Choum
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Note for user :

This mod crash the tutorial mission when you came back to kiel for user who want to play the "stock campaign"
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Old 04-24-22, 08:05 AM   #30
U-190
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This modification causes the game to crash after the end of the training mission. I don't recommend it for those who want to play the tutorial. Waypoints from SteelViking have a conflict with the characters of the Captain of the Boat and the Commander of the Base in Kiel.
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Last edited by U-190; 04-24-22 at 08:39 AM.
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