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Old 09-20-09, 03:26 PM   #1636
lurker_hlb3
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Quote:
Originally Posted by ivank View Post
MFM ships are great, hell we at TSWSM are going to use some, but its damage model is way off, I have sent 4 torpedos in to one and it stoped but did not sink.
There are "57" new MFM ships. Which one are you having a problem with. Also why don't you read my responds to Sonicfire1981 ( see above )
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Old 09-20-09, 03:26 PM   #1637
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Originally Posted by abclkhan View Post
lurker,

playing with type XXI saw it is much more resistant to injury than the othr uboats.Did you notice this problem exsts? how can I turn this model more realistically sensitive to enemy fire? What configurations should be changed?
Type XXI damage model is working as designed
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Old 09-20-09, 03:27 PM   #1638
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Originally Posted by DarkFish View Post
I think he means the lack of AO maps.
In fact I've rendered those myself for the VIIB, if I have some spare time I could make them for the other types too and mail them to you
Yes go ahead
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Old 09-20-09, 06:00 PM   #1639
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After my next patrol I will post the ones with problems.
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Old 09-20-09, 08:45 PM   #1640
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Luker the issue with kdb antena.
January 1st 1943 29th Flotila, Type VIIC



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Old 09-20-09, 10:02 PM   #1641
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Originally Posted by Deep Source View Post
Luker the issue with kdb antena


There was an addition 3d model of the the kdb antenna in another file in the Library directory. I will correct this in a future patch
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Old 09-21-09, 10:59 AM   #1642
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I was careful that the XXIII and the XXI they have very erroneous
range Submerged......
the XXIII have the precisely 96 miles with 4 knots other in real life
had 190 roughly.....
the same problem has also the XXI
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Old 09-21-09, 03:28 PM   #1643
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XXI 285miles/6k
XXIII 175miles/4k
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Old 09-21-09, 05:15 PM   #1644
lurker_hlb3
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Quote:
Originally Posted by xristoskaiti View Post
I was careful that the XXIII and the XXI they have very erroneous
range Submerged......
the XXIII have the precisely 96 miles with 4 knots other in real life
had 190 roughly.....
the same problem has also the XXI
Quote:
Originally Posted by e7pus View Post
XXI 285miles/6k
XXIII 175miles/4k

This is a know issue. The problem is within the SH4 game engine itself and is "un-fixable".
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Old 09-22-09, 12:15 AM   #1645
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How do i carry on my career, it ended after the 7th patrol there was an option do i want to quit career yes/no (not exact words), i chose no and it ended If i had chosen yes wouldn't it had ended as well or does it mean i will get a new boat - I had the II B for 7 patrols. I done quite well too as the message was about i would go on to one day helping Ubisoft make SH III lol, 2nd patrol i sneaked into scarpa flow and sank a BS and destroyer. All i have to moan about was I so wanted to upgrade to a VIIb or C. 7th patrols in a II B!

Anways Ive started a new career in IXC just how do i avoid it ending after so many patrols.
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Old 09-22-09, 12:30 AM   #1646
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Default escort issues OM+OMEGU

I just tried OM+Omegu, the mod really looks great,

a (possible) issue I found was that escorts are really having a hard time once I submerge, I found the same behaviour before with RFB

A simple test I did was to play a single mission, a night convoy hunt, 100% accuracy, SH4 1.5 + OM705_715 + OMEGU v210+ hotfix; nothing else added
After sighting the convoy, I closed at flank speed, until I was relatively close (less than 5km) and just shot a couple of rounds at the closest escort. Obviously, he soon start shooting back, and I ordered crash dive.

So, here comes the problem, I just kept flank speed in the direction to the merchants, no silent running and not particularly deep (150mts maybe). I don't know if they launched depth charges, if so, they were definitively not close enough to do any damage. After a while, I went back to PD, still at flank speed, and saw the escorts behind me. far enough to try a quick attack against the merchants.

In reality, I should be in lot of trouble; I mean, by shooting at the escort, I gave them bearing and relatively accurate range to start ASDIC search. Moreover, with flank speed/ no silent running, ASDIC should be capable of detecting me.
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Old 09-22-09, 02:27 AM   #1647
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I noticed similar behaviour. Escorts are really of no consequence it seems. There is another issue I discovered which is probably related to the 'slow sinking' thing. Some escorts will just sit forever at 0 knots in one spot, usually where a struck ship had sunk. That and those escorts will just circle one spot and completely abandon the convoy so you can just speed ahead and sink the remaining ships, if the convoy is far away the escorts won't make it on time to even see any oil slicks.

It would be great if OM was split into a few parts (not sure if this is possible), one being the campaing changes, one 'realism' stuff etc, so you can select wether you want these sensor changes or not. I, personally, am not a fan of messing with how ships sink and how sensors work, it seems to have an adverse effect on escort AI, their behaviour is hardcoded and those changes really make them behave oddly.
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Old 09-22-09, 12:30 PM   #1648
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Quote:
Originally Posted by othr View Post
I noticed similar behaviour. Escorts are really of no consequence it seems. There is another issue I discovered which is probably related to the 'slow sinking' thing. Some escorts will just sit forever at 0 knots in one spot, usually where a struck ship had sunk. That and those escorts will just circle one spot and completely abandon the convoy so you can just speed ahead and sink the remaining ships, if the convoy is far away the escorts won't make it on time to even see any oil slicks.

It would be great if OM was split into a few parts (not sure if this is possible), one being the campaing changes, one 'realism' stuff etc, so you can select wether you want these sensor changes or not. I, personally, am not a fan of messing with how ships sink and how sensors work, it seems to have an adverse effect on escort AI, their behaviour is hardcoded and those changes really make them behave oddly.
In career mode. Jan 1940 Type VII, I was recrossing the Channel heading toward Kiel. I took a risk and shot 4 torpedos at a Capitol Ship in a TF heading West to Scapa Flow. I was spotted by a DD at 1000 yards as it was noon, I was submerged at periscope depth.

I went down to 90 meters and silent and headed east, I then had to entertain 5 dds for about 3 hours, eventually 4 left to rejoin the TF and one stayed an additional hour and then left. As I was testing OM and OMEGU I established multiple save points. I noted the following behaviour.

1. at periscope depth if I did not move or dive the DD did ram me.

2. They consistently shot at my periscope when I popped up to take a peek. This was mid day and the weather was wind 4m/s or so.

3. They actively pinged, they did pretty good DC runs and did give me some damage to fix. For early 1940, they were pretty good.

They were not difficult to elude with some patience and they did have to rejoin the TF which is an added advantage.

Lets see what Lurker has to add.

Happy Hunting!
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Old 09-22-09, 12:32 PM   #1649
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Quote:
Originally Posted by kstanb View Post
I just tried OM+Omegu, the mod really looks great,


A simple test I did was to play a single mission, a night convoy hunt, 100% accuracy, SH4 1.5 + OM705_715 + OMEGU v210+ hotfix; nothing else added
I hope you have OM V705 installed in front of OM705_715.

Mods enabled:
OpsMonsun_v705
OMv705_to_V715A
OMEGU_v210
OMEGU_v210_Hotfix1
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Old 09-22-09, 12:55 PM   #1650
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Quote:
Originally Posted by Wilcke View Post
I hope you have OM V705 installed in front of OM705_715.

Mods enabled:
OpsMonsun_v705
OMv705_to_V715A
OMEGU_v210
OMEGU_v210_Hotfix1
yes, those are the exact mods I have installed, in that order


edit1: I also have seen the lone escort at 0knots more than a couple of times (with RFB+OM), I usually get into position for a stern tube shot, and most of the times I just get duds (altough, at least once I killed it).
edit3: I suspect the lone escort issue is due to saving/ re-loading while submerged...

edit2: did you try going flank speed submerged? staying at PD for sure will be suicide, but going deep at flank (no silent running) is kind of an easy way to evade, at least in my experience
Also, in the single mission game I tested, as soon as I went back to PD (after some time, maybe half an hour game time?). I saw 3 escorts circling at slow speed, 180 bearing, with range aprox 2,000 to 2,000 meters (most probably where I used to be when shooting at them)

Last edited by kstanb; 09-22-09 at 01:41 PM.
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