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Old 04-27-08, 11:32 AM   #331
onelifecrisis
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by treblesum81
Not sure if this has been covered or if I just missed the posts, but I've had a little trouble with and update from 1.3 to 1.6. I know that one of the alterations between the two was that enemy night blindness was removed (it was nice to play with it for a couple of patrols though ) and that the fix wouldn't have any effect on daytime visual detection. But since the update, daytime detection has become almost instantaneous... if the vis is moderate as soon as I'm past 9km to the target, my detection meter goes red and they immediately start evasive maneuvers. This has happened so far in all weather conditions and no matter how low in the water I run the boat (without actually submerging that is)... as soon as the target or enemy "could" see me, they automatically do and react.

As it is right now, I can't attack anyone during daylight as I can't catch single merchants submerged (unless I plot way ahead of them, which can be difficult as I can't get within visual range to get a good position fix) and I can't even get close enough to a convoy to figure out what I'm up against without 2-3 of the escorts hauling off in my direction.

I remember that you said that the fix would not affect daytime detection ability, so I'm wondering if I'm an isolated case in this or if it is something you've identified and are planning to fix.

Thanks,
Greg
Greg, thanks for the feedback. This certainly concerns me, so I'll do some more testing when I get back home.
Is anyone else experiencing this problem?
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Old 04-27-08, 11:35 AM   #332
onelifecrisis
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Originally Posted by treblesum81
One thing I noticed just now because I've been playing around with the more advanced sub missions is that the GUI doesn't have any support, at least as far as I can tell, for advanced, programmable torpedos. This may have been covered before, and that may be by intention or I may just not know how to get to it, but I just thought I'd bring it to attention.
They should work exactly the same as they did before i.e. you need to go to the attack map to "program" them.
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Old 04-27-08, 11:58 AM   #333
treblesum81
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Ok, I found it now, thanks and sorry that I missed that.

Greg
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Old 04-27-08, 01:38 PM   #334
lutzow
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OLC - you are a wizard

Is it still the same game ? Silent Hunter III ?

Great work, Man.

P.S. Please upload your ubermod into Beyond The Shadows immediately - i have again troubles with Filefront.
Thank you
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Old 04-27-08, 03:58 PM   #335
onelifecrisis
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by treblesum81
Not sure if this has been covered or if I just missed the posts, but I've had a little trouble with and update from 1.3 to 1.6. I know that one of the alterations between the two was that enemy night blindness was removed (it was nice to play with it for a couple of patrols though ) and that the fix wouldn't have any effect on daytime visual detection. But since the update, daytime detection has become almost instantaneous... if the vis is moderate as soon as I'm past 9km to the target, my detection meter goes red and they immediately start evasive maneuvers. This has happened so far in all weather conditions and no matter how low in the water I run the boat (without actually submerging that is)... as soon as the target or enemy "could" see me, they automatically do and react.

As it is right now, I can't attack anyone during daylight as I can't catch single merchants submerged (unless I plot way ahead of them, which can be difficult as I can't get within visual range to get a good position fix) and I can't even get close enough to a convoy to figure out what I'm up against without 2-3 of the escorts hauling off in my direction.

I remember that you said that the fix would not affect daytime detection ability, so I'm wondering if I'm an isolated case in this or if it is something you've identified and are planning to fix.

Thanks,
Greg
Greg, thanks for the feedback. This certainly concerns me, so I'll do some more testing when I get back home.
Is anyone else experiencing this problem?
Greg,
I finally got home and I tested this, and I can't find any problems at all with the enemy ship sensors. I'm now out on patrol (one of the best ways to test is to just play ) and everything seems fine to me. So I have to ask, what other mods are you using?
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Old 04-27-08, 04:42 PM   #336
treblesum81
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Ok, here is what I'm running currently.

GWX - English Nav Map and Grid Refs
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Captain America's Officer Icons
GWX - Late War Sensors Snorkel Antennas
GWX - Lite Harbor Traffic
GWX - Main movie - 'Das Boot'
GWX - Merged Campaign
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
GWX 2.1 Minor fix's 26th April
GWX_2.1_Location for Holtenau and Brunsbuettal locks
WB's GWX messages
Torpedo damage Final ver2.0
Authentic_Off_Faces #2
OLC GUI Special (OLC Ubermod 1.6 Part 2 of 2)
OLCE2 (OLC Ubermod 1.6 Part 1 of 2)


In addition, I've been trying to get the XXI in 1939 thing to work, mostly for fun while I'm trying to get the rest of this worked out, but that endeavor has only started after my post about being easily detected and I've kept strict backups to revert back to the point where I made the statement.

Not sure if any of those other mods might be causing the trouble, though I'm 100% open to the possibility, as right now I can't really play due to the fact that as soon as I get into range, I'm under attack.

Please let me know your thoughts,
Greg
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Old 04-27-08, 04:54 PM   #337
onelifecrisis
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Quote:
Originally Posted by treblesum81
Ok, here is what I'm running currently.

GWX - English Nav Map and Grid Refs
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Captain America's Officer Icons
GWX - Late War Sensors Snorkel Antennas
GWX - Lite Harbor Traffic
GWX - Main movie - 'Das Boot'
GWX - Merged Campaign
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
GWX 2.1 Minor fix's 26th April
GWX_2.1_Location for Holtenau and Brunsbuettal locks
WB's GWX messages
Torpedo damage Final ver2.0
Authentic_Off_Faces #2
OLC GUI Special (OLC Ubermod 1.6 Part 2 of 2)
OLCE2 (OLC Ubermod 1.6 Part 1 of 2)


In addition, I've been trying to get the XXI in 1939 thing to work, mostly for fun while I'm trying to get the rest of this worked out, but that endeavor has only started after my post about being easily detected and I've kept strict backups to revert back to the point where I made the statement.

Not sure if any of those other mods might be causing the trouble, though I'm 100% open to the possibility, as right now I can't really play due to the fact that as soon as I get into range, I'm under attack.

Please let me know your thoughts,
Greg
None of the mods you listed there could be causing it - except mine, of course, but I'm on patrol right now and visual sensors are working sweet. Are you playing a career (if so, what year?) or single missions?
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Old 04-27-08, 05:16 PM   #338
Lil' Subsim
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is the mod maker going to make one for sh4 too? i want this mod right now *water coming out of me mouth*.
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Old 04-27-08, 05:22 PM   #339
onelifecrisis
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Originally Posted by Lil' Subsim
is the mod maker going to make one for sh4 too? i want this mod right now *water coming out of me mouth*.
From what I hear, he prefers SH3. I could be wrong, though. You should check with him to make sure.
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Old 04-27-08, 05:33 PM   #340
treblesum81
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Quote:
None of the mods you listed there could be causing it - except mine, of course, but I'm on patrol right now and visual sensors are working sweet. Are you playing a career (if so, what year?) or single missions? 04-27-2008 03:42 PM
Well, I am playing a career which is currently in Jan 1940. Is it possible that this could be an effect of trying to carry the career through without starting a new one with the updated Ubermod?

Greg
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Old 04-27-08, 05:43 PM   #341
onelifecrisis
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Quote:
Originally Posted by treblesum81
Quote:
None of the mods you listed there could be causing it - except mine, of course, but I'm on patrol right now and visual sensors are working sweet. Are you playing a career (if so, what year?) or single missions? 04-27-2008 03:42 PM
Well, I am playing a career which is currently in Jan 1940. Is it possible that this could be an effect of trying to carry the career through without starting a new one with the updated Ubermod?

Greg
Jan 1940, that's the exact date I'm patrolling on right now. :hmm:
No, I don't think starting the career without the Ubermod will make any difference to anything.
I'll keep testing and see if I can replicate your problems.
BTW, why do you have the "Late War Sensors" mod enabled in 1940? You should read the GWX Manual on that mod and how it should be used...
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Old 04-27-08, 06:05 PM   #342
Uber Gruber
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@OLC

Mate, been taking 1.6 for a spin. Had a surface battle with two small merchants, it was great to see them dip in the troughs of the waves at a distance. You've excelled yourself on this one, top notch stuff....thanks
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Old 04-27-08, 06:10 PM   #343
treblesum81
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Well, from the looks of it, that mod shouldn't have any effect on this situation as it is only a recieve item... but I'll go ahead and unload it and see if that might make a difference.

Greg
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Old 04-27-08, 06:14 PM   #344
onelifecrisis
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Quote:
Originally Posted by treblesum81
Well, from the looks of it, that mod shouldn't have any effect on this situation as it is only a recieve item... but I'll go ahead and unload it and see if that might make a difference.

Greg
Sorry, I didn't mean to imply that removing the late war sensors would fix the problem (though I suppose you never know :hmm I was just mentioning it, cos AFAIK it's not supposed to be enabled until after you've purchased a specific upgrade late in the war. It was a "by the way" comment.

@Uber, thanks. BTW, have you noticed any problems like those mentioned by Greg?
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Old 04-27-08, 06:40 PM   #345
treblesum81
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Well, after a quick test, removing that mod seems to have fixed the problem, though I don't really know why... Then again, as I've learned from trying to implement that XXI, these files all seem to act together in weird ways, and SH3 has a habit of rewriting them for no aparent reason.

I'll let you know if the problem comes back, but for now, I think I'm good.

Thanks again,
Greg
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