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This stood out in the log file:
System.NullReferenceException: Object reference not set to an instance of an object
at UBOATSOP_TurnOnRedLight.DoUpdate () [0x00000] in <1800482102d64258851ca5c9e1e74079>:0
You could swap the equipment selection on lines 81 and 84 in the code to change it around. The mods are stored in %USERPROFILE%\AppData\LocalLow\Deep Water Studio\UBOAT\Mods and the code for each of my mods is under Source/Main.cs
Have you considered the same thing but for the Pumps?
"@aaaselle I admit I haven't tested it with a new game and a IIA, have you tried it? The code includes using the electric compressor if the diesel one is absent or damaged"
No, I haven´t testing it, but I can do this in the next days and give a report
Would it be possible to make an SOP mod that automatically assigns crew members to officers working a post? Two for engineers, two for leadership, one for radiomen?
The game has the awful habit of bumping assigned crew off of an officer on shift changes if you set the officers to have a schedule, then you've got to manually reassign sailors when the officers get back to their posts.
It'd be awesome if you could make a mod that deals with that little annoyance.
So yeah, I see the necessity here! Thank you for making this.
@aaaselle I admit I haven't tested it with a new game and a IIA, have you tried it? The code includes using the electric compressor if the diesel one is absent or damaged
IMHO gyro and bilge pump should be turned on when the sub emerges to the surface AND there are no alarm AND no silent navigation, because both gyro and pump are noisy.
Eridano2013 in belong of gyroscope and bilge pump.
Wolf
I would also ask to add the bilge pump and the gyroscope to be turned on when just surfaced. Thanks for all your useful QoL mods