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Old 06-05-10, 11:05 PM   #181
Stormfly
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Quote:
Originally Posted by ddrgn View Post
Personal preference.

IN stock ordering peri depth is 11/12 meters, personally I don't like the scope sticking out to high when I go peri depth, I lowered it so I can manually adjust my depth. In different sea conditions in stock as well, 11/12 meters will have your boats bow and stern popping out in swells, which is quite lame.

In real life periscope depth wasn't a set control, it was a command, a captain could alter to whatever he felt should be periscope depth, and I am quite certain he would adjust his depth to get the best view w/o his scope poking out 3 meters in the air.

This setting gives you more control especially under TC, you order peri depth and your scope will breach slightly and if you want up more, manually adjust it. In different sea conditions its position varies, and from boat to boat of course.

Also most sites/reports/logs report periscope depth to "around" 15 meters ;]

Another thing would be I like my boat lower in the water. During convoy attacks its easy to forget about the DD's buzzing around when focusing on target freighters. The deeper your boat is the less chance of being split in two after being rammed.
yes, but the OBS periscope wont go as high as the attack scope, i personaly also like a bit deeper sub dept regarding default pd, but i dont like that the fully extended OBS scope is below surface then...
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Old 06-05-10, 11:09 PM   #182
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Is your compressed air supposed to be completely used up in the VIIB with a single crash dive? Coz... mine just was! Eep!
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Old 06-06-10, 01:25 AM   #183
Capt Jack Harkness
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Crash dives shouldn't be using any compressed air...
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Old 06-06-10, 01:53 AM   #184
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Originally Posted by Capt Jack Harkness View Post
Crash dives shouldn't be using any compressed air...
Didn't think so, but it went from 100 to 7 after the crash dive. I went from 150m (crash dive depth in this mod) up to 88m and it went down to 2 Compressed Air. I was able to raise to periscope depth, then back down to 100m, but by then it was empty. No adverse affects though?
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Old 06-06-10, 03:55 AM   #185
Capt Jack Harkness
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Well theoretically surfacing and launching torpedoes would be impossible without it, but I dunno if the game actually does that or not.
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Old 06-06-10, 08:14 AM   #186
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Quote:
Originally Posted by Stormfly View Post
yes, but the OBS periscope wont go as high as the attack scope, i personaly also like a bit deeper sub dept regarding default pd, but i dont like that the fully extended OBS scope is below surface then...
On which boat in which conditions?
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Old 06-06-10, 09:04 AM   #187
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Quote:
Originally Posted by ddrgn View Post
On which boat in which conditions?
7C calm...

...cant go without your mod, the boat... it lays so nice in the water now
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Old 06-06-10, 09:45 AM   #188
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Quote:
Originally Posted by Stormfly View Post
7C calm...

...cant go without your mod, the boat... it lays so nice in the water now
Hmm will take a look at that, I never intended the scopes to be below the water in peri depth, just not as high as stock.

And what would I do without your sound mod, its the first mod on my install list!
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Old 06-06-10, 11:26 AM   #189
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Thank you ddrgn , already installed and enabled and it looks OK






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Last edited by tonschk; 06-07-10 at 09:00 AM.
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Old 06-06-10, 02:54 PM   #190
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I really like what you are doing here.
I am using a couple of your MOD's. I did encounter a issue withe Type-7C/41. Here is a screeny. (May be from loading this mod mid campaing at sea)

It appears I am running Decks Awash evne though I am surfaced. While good for shadowing a convoy or starting a attack run. This will greatly reduce my overall maximum travel range as it scrubs 2-3 knots speed when at Ahead Standard with a fully trained Motor Officed.


Here is a list of my installed MOD's in order installed:
  1. RemoveLogoIntroTheDarkWraith
  2. BRF 1.3 full
  3. Sky_Texture_byReaper7
  4. Old Style Explosions V1.1
  5. Gramophone MODS
  6. Radio MODS
  7. Detailed Caustics 1.0
  8. Damage assessment
  9. Long_Range_Radars_and_Sonars
  10. No 1-2-3 Torpedo Alignment
  11. AilBubbles 1.0 Micro
  12. AilSmoke 1.7
  13. SD_NewMapColors
  14. Lightning Mod
  15. Nauticalwolf's Interior Mod V1.0
  16. Floor Blue
  17. Torpedo Splash
  18. AilGlassDropsRemoval 1.0
  19. Conus' Graphic Mod 1.1
  20. Nauticalwolf's Torpedo Textures V1.0
  21. MightyFine Crew Mod 1.2.1 Stock faces
  22. MCCD_1.03RadiomanDialog_BlackMay_BugFix2
  23. Topedo_Equipment_Upgrades
  24. Reboot's Hot Soup 1.1
  25. sobers multi color mod
  26. BRF 1.1 HP balance
  27. sobers hatch mod
  28. MCCD_1.04_MFCM_1.2.1_compatible
  29. BLUE+WHITE CHECK PANTS AND HAT
  30. AilImpurity 1.2 none
  31. Loading Screens Mod
  32. Pascal-sh5-uniforms-Version-2
  33. Menu - Das Boot Departure Theme
  34. Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
  35. Sub_Exhaust_1_0_2_byTheDarkWraith
  36. Funelsmoke_Planes_Sounds_by_AOTDMadMax
  37. TheBeasts_Sound_Mod_1.0
  38. SD_MapCourseLine_no_arrows
  39. 1000_Meter_Bearing_Plotter_byTheBeasts1.0
  40. TheBeasts_SH5_Command_Keys
  41. Environment_MOD_2.2_by_W_clear
  42. AilClouds 3.0
  43. AilRain 1.0
  44. The Elite Campaign 1.1
  45. Critical hits 1.1 Torpedos
  46. Free Cam Tweak with Zoom
  47. Slower waves MOD 0.5 by Germanator
  48. SD_MapLocationNameFix_v1_2
  49. SKIN Danevangs PS 1.0 VIIC-upg Alberich + Shadows
  50. AilDeckwave 1.0
  51. AilClimateZones 1.0
  52. Feared Hunters 2.1
  53. U-boat Historical Specifications 1.4
  54. NewUIs_TDC_3_0_0_ByTheDarkWraith
  55. MiniChrono
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Old 06-06-10, 02:57 PM   #191
kylania
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Quote:
Originally Posted by TheBeast View Post
(May be from loading this mod mid campaing at sea)
The exact same thing happened to me when I loaded this mod midpatrol. You need to load it while in the pen.
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Old 06-06-10, 03:05 PM   #192
TheBeast
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Quote:
Originally Posted by kylania View Post
The exact same thing happened to me when I loaded this mod midpatrol. You need to load it while in the pen.
Thanks! Returning to Base to re-enable this fine MOD!
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Old 06-06-10, 11:38 PM   #193
TheBeast
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I re-enabled this MOD after returning to port and have been using it for a couple hours now. One of the features I keyed on that prompted me to use this mod was the pitch (teeter-tooter) changes mentioned and bringing the bow up so it doesnt appear so heavy but I am not really seeing a notible difference. Has something changed in the latest versions of this MOD?
IMO the boat pitch pivot point appears to be halfway between the Control Tower and the Stern. Shouldn't that pivot point be located directly under the OBS Scope?
When sitting All Stop Zero knots the boat should sit fairly level but as speed is increases the bow should rise and the stern should sink. Am I off base with these thoughts ddrgn or it is possible?
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Old 06-07-10, 02:12 AM   #194
tonschk
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Quote:
Originally Posted by TheBeast View Post

When sitting All Stop Zero knots the boat should sit fairly level but as speed is increases the bow should rise and the stern should sink. ?
Look the screen at my previous post , the sub have its bow a bit lifted

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Old 06-07-10, 05:31 PM   #195
ddrgn
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Any thoughts on these changes before release?

Version 1.5

Changed:

-Changed the the highlighted torpedo information text to reflect changes in range.

-Added changes to torpedo specifications:

-T1 Changed low,med,high speed to give 14000,8000,6000m range
-T1 Lowered the impulse ratio from 2000 to 1500
-T1 Decreased depth keeping problems from 70% to 25%
-T1 Increased MinEF and MaxEF of torpedo damage 25%
-T1 Increased Max Damage Radius from 7 to 10m
-T1 Decreased Min Damage from 3 to 1m
-T1 changes include Fat and LuT versions to the same settings
-T1 Increased magnetic detonation range from 2 to 2.5m

-T2 Lowered the impulse ratio from 2000 to 1500
-T2 Decreased depth keeping problems from 70% to 25%
-T2 Increased MinEF and MaxEF of torpedo damage 25%
-T2 Increased Max Damage Radius from 7 to 10m
-T2 Decreased Min Damage Radius from 3 to 1m
-T2 Increased magnetic detonation range from 2 to 2.5m

-T3 Lowered the impulse ratio from 2000 to 1500
-T3 Decreased depth keeping problems from 70% to 25%
-T3 Increased MinEF and MaxEF of torpedo damage 35%
-T3 Increased Max Damage Radius from 7 to 10m
-T3 Decreased Min Damage Radius from 3 to 1m
-T3 Increased magnetic detonation range from 2 to 2.5m
-T3 Decreased the FaT2 version of T3 range from 7315 to 5000m
-T3 changes include Fat version to the same settings

-T4 Lowered the impulse ratio from 2000 to 1500
-T4 Decreased depth keeping problems from 70% to 25%
-T4 Increased MinEF and MaxEF of torpedo damage 35%
-T4 Increased Max Damage Radius from 7 to 10m
-T4 Decreased Min Damage Radius from 3 to 1m
-T4 Increased magnetic detonation range from 2 to 2.5m

-T5 Lowered the impulse ratio from 2000 to 1500
-T5 Increased MinEF and MaxEF of torpedo damage 35%
-T5 Increased Max Damage Radius from 7 to 10m
-T5 Decreased Min Damage Radius from 3 to 1m
-T5 Increased magnetic detonation range from 2 to 2.5m
-T5 Decreased max speed from 24.5 to 24 knots

-T7 Lowered the impulse ratio from 2000 to 1500
-T7 Increased MinEF and MaxEF of torpedo damage 25%
-T7 Increased Max Damage Radius from 7 to 10m
-T7 Decreased Min Damage Radius from 3 to 1m
-T7 Increased magnetic detonation range from 2 to 2.5m

-T11 Lowered the impulse ratio from 2000 to 1500
-T11 Increased MinEF and MaxEF of torpedo damage 35%
-T11 Increased Max Damage Radius from 7 to 10m
-T11 Decreased Min Damage Radius from 3 to 1m
-T11 Decreased max speed from 24.5 to 24 knots
-T11 Increased magnetic detonation range from 2 to 2.5m
-T11 Straight run changed from 150 to 400m

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