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Old 02-15-13, 03:42 AM   #61
THE_MASK
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I enabled the faster repair and the icon stayed up the entire patrol even though everything was fixed .
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Old 02-15-13, 03:59 AM   #62
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Not at home computer now, but I'm remembering that "more crew to damage control" ability is a ON/OFF ability, so you need to talk to the chief and order to cancel extra repairs and send crew back to their stations. Be sure to do this, because extra repairs increase crew morale degeneration quite a lot!

It would be nice to automaticly stop extra repairs when the damage is fixed, but I don't know any commands to do that.
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Old 02-15-13, 04:22 AM   #63
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Quote:
Originally Posted by Rongel View Post
That battleship issue is strange, I think somebody else mentioned it too. Weird thing is that I haven't touched that setting at all, it's still like in stock SH 5. I wonder if it works in stock game. Must remember to test this in historic mission...
For info, it was on the way to Atlantic Air Gap, begining of June 40.
Few hundred miles away of this mission blue patrol zone.
So this Nelson battleship didn't counted for the tonnage bar either
Lost 6 torpedos, almost for nothing lol
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Old 02-15-13, 07:04 AM   #64
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Quote:
Originally Posted by Fifi View Post
On long patrols, morale is down to no points...how does it affect the crew?
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Originally Posted by Rongel View Post
When crews morale is zero, it actually doesn't affect their efficiency, SH 5 has no crew fatigue modelled in it. So all the basic stuff work like before, diving, firing etc...
just wanted to note that Sensors.cfg got an 'uses crew efficiency' parameter for each U-boat sensor category. IRAI sets most of them to "false"
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Old 02-15-13, 07:11 AM   #65
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Quote:
Originally Posted by gap View Post
just wanted to note that Sensors.cfg got an 'uses crew efficiency' parameter for each U-boat sensor category. IRAI sets most of them to "false"

Ho-hum!

This sounds exciting, could they work?! This should be tested, so much to do, so little time...
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Old 02-15-13, 07:20 AM   #66
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Quote:
Originally Posted by Fifi View Post
..On long patrols, morale is down to no points..
Why you do not use the Bosun's or Cook's abilities to increase morale?
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Old 02-15-13, 07:32 AM   #67
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Originally Posted by volodya61 View Post
Why you do not use the Bosun's or Cook's abilities to increase morale?
Yeah, but by the time i noticed the morale points were gone, it was too late...even the cook didn't have 1 point for better meal
I tried to talk to all the guys...nothing to increase just a little bit.
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Old 02-15-13, 07:50 AM   #68
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Originally Posted by Fifi View Post
Yeah, but by the time i noticed the morale points were gone, it was too late...even the cook didn't have 1 point for better meal
I tried to talk to all the guys...nothing to increase just a little bit.
IIRC the bosun's ability not requires any morale points..
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Old 02-15-13, 08:15 AM   #69
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Originally Posted by Rongel View Post
Ho-hum!

This sounds exciting, could they work?!
I guess so. TDW wouldn't have edited them, if they were just a SHIV leftover

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This should be tested, so much to do, so little time...
so true!
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Old 02-20-13, 03:30 PM   #70
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Few things about this mod!

First, like few people mentioned, you can't get morale points from sinking escorts or battleships. For some reason if I take out the morale boost from "default ships", it also takes away them from war ships, eventhough there is a separate values for them. But it's not a big thing in my opinion.

Second is that I realised a way how to stop repairs when Silent Running is on! It's a workaround like all my mods . When using XO's special ability silent running, I can put Repairspeed -100% to it. It disables all repairs! In stock, the crew is banging their silenced hammers and repairs continue without any trouble. This is ofcourse a very unrealistic thing.

The problem is (there is always a problem) that the game uses two different silent running modes. Lets see if I can explain this. If you talk to XO, both modes activate. So if you use shortcutkey to silent run, it must be assigned to XO's command (in stock F8). It looks like this in commands.cfg:

[Cmd577]
Name=Ability_4
Contexts=1
Key0=0x77,,"F8"

So now when I click F8, both silentrunning modes are activated and all repairs stop instantly. Much more realistic. So this will be a feature of the next version of the mod.
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Old 02-20-13, 03:51 PM   #71
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Quote:
Originally Posted by Rongel View Post
First, like few people mentioned, you can't get morale points from sinking escorts or battleships. For some reason if I take out the morale boost from "default ships", it also takes away them from war ships, eventhough there is a separate values for them. But it's not a big thing in my opinion.
Well, that's only my opinion, but i think it was nice to get lets say 1 point morale for each boat sinked...either merchant or warship!
I think in RL it was a moral boost for the crew, each time their kaleun made it vs ennemy boat, and a pretty important factor
Could you easily give 1 point morale for each boat?

Other thing you should fix imo, is the icon staying forever on top right...
Don't recall wich one ( i think it's the repair?) and i haven't tested them all.
Others seems working fine (like the apple icon)

I'm a fan of your mod, and it's very much needed ingame cause stock SH5 is really broken in this way
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Old 02-20-13, 04:04 PM   #72
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Quote:
Originally Posted by Fifi View Post
Well, that's only my opinion, but i think it was nice to get lets say 1 point morale for each boat sinked...either merchant or warship!
I think in RL it was a moral boost for the crew, each time their kaleun made it vs ennemy boat, and a pretty important factor
Could you easily give 1 point morale for each boat?

Other thing you should fix imo, is the icon staying forever on top right...
Don't recall wich one ( i think it's the repair?) and i haven't tested them all.
I'm not backing up on the morale boost on sunk ships! In my opinion it makes it too easy to have 100 % morale all the time. But if you want to keep the morale boost with sunked ships, just delete the data/scripts/ai/events folder before activating the mod.

And the repair icon should dissappear when you talk with the chief and cancel the extra repairs.
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Old 02-20-13, 04:11 PM   #73
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Quote:
Originally Posted by Rongel View Post
In my opinion it makes it too easy to have 100 % morale all the time.
Depending your difficulty settings
100% realism and not attaking neutrals and destroyers (as in RL) i'm not sinking boats each 10 mn! lol
Sometime takes long before i spot my prey

Thanks for the adjustment tip
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Old 02-20-13, 04:17 PM   #74
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Quote:
Originally Posted by Rongel View Post
First, like few people mentioned, you can't get morale points from sinking escorts or battleships. For some reason if I take out the morale boost from "default ships", it also takes away them from war ships, eventhough there is a separate values for them. But it's not a big thing in my opinion.
Quote:
Originally Posted by Fifi View Post
Well, that's only my opinion, but i think it was nice to get lets say 1 point morale for each boat sinked...either merchant or warship!
I think in RL it was a moral boost for the crew, each time their kaleun made it vs ennemy boat, and a pretty important factor
Could you easily give 1 point morale for each boat?
Quote:
Originally Posted by Rongel View Post
I'm not backing up on the morale boost on sunk ships! In my opinion it makes it too easy to have 100 % morale all the time. But if you want to keep the morale boost with sunked ships, just delete the data/scripts/ai/events folder before activating the mod.
My suggestion is so obvious that it is probably unfeasible, but what about reducing the morale bonus given by sunk ships, instead of removing it at all? Imo this bonus should provide a little help, but without making possible unrealistically long patrols.

Quote:
Originally Posted by Rongel View Post
Second is that I realised a way how to stop repairs when Silent Running is on!
Quote:
Originally Posted by Rongel View Post
The problem is (there is always a problem) that the game uses two different silent running modes.

...

So now when I click F8, both silentrunning modes are activated and all repairs stop instantly. Much more realistic. So this will be a feature of the next version of the mod.
What's the difference between the two types of silent running, besides the way they are ordered? From your explaination I don't see any "problem" in making the both to be activared with the same key
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Old 02-20-13, 04:35 PM   #75
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Quote:
Originally Posted by gap View Post
My suggestion is so obvious that it is probably unfeasible, but what about reducing the morale bonus given by sunk ships, instead of removing it at all?


What's the difference between the two types of silent running, besides the way they are ordered? From your explaination I don't see any "problem" in making the both to be activared with the same key
Yes, your suggestion is too obvious Gap! This works only with full numbers, so 1 point is about 10 percents of morale. There is no way for example to halve the morale boost, value 0.5 just doesn't work. So it's either 0 or 1...

About the silent running... Yes, there is no problem activating both of the abilities with one key. It happens automaticly when you order silent running from the XO, or if you activate XO's ability with F8. This way all works, and life is good. But for example, I had in my commands.cfg the shortcut key assigned to the other silent running command (gray icon), that doesn't activate XO's ability. So if I would have activated that, there wouldn't have been any effects from this mod, only the hard coded silentstate command. Ugh, difficult to explain...

So the best way to see if this works for you, is to check how many silent running icons appear when you order it. If there is only the gray one, the special ability is not activated. But if you have both, the gray, and the red note icon, all is well! Hope this helps a bit.
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