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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.77%
Version 2 79 10.52%
Version 3 29 3.86%
Version 4 77 10.25%
All of them 488 64.98%
Multiple Choice Poll. Voters: 751. You may not vote on this poll

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Old 02-08-09, 05:20 PM   #256
ivank
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loving the DC's
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Old 02-08-09, 05:32 PM   #257
tater
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Remove the magnetic radius, or make it vanishingly small.

Where did you put the DC controller.

I'm interested in this, since the IJN didn't aim DCs at particular depths, but set the depths at 30, 60, 90m, etc, then threw patterns. SH4 has AI override the detonation depth.
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Old 02-11-09, 03:40 PM   #258
antarcite
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Default need help

somebody can help to install this mod?

where I obtain the necessary files and where I place them in the SH4
It is simple?


Thanks for your help
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Old 02-11-09, 04:38 PM   #259
cgjimeneza
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Default its being developed

Quote:
Originally Posted by antarcite
somebody can help to install this mod?

where I obtain the necessary files and where I place them in the SH4
It is simple?


Thanks for your help
You have to wait a few months more

this is a work in progress (hence the WIP) prior to the name of the thread

patience lad.
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Old 02-11-09, 04:59 PM   #260
DarkFish
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Quote:
Originally Posted by tater
Remove the magnetic radius, or make it vanishingly small.
I think the enemy would then be very hard if not impossible to hit. In real life DCs usually didn't get that close to the enemy's sub either. 5m off is IMO a very good archievement for an escort commander.
Also, there's a limit to the magnetic detonition radius. If I make it too small the DC controller will make it explode before the torpedo controller will. And in that case you won't get any renown.
Quote:
Originally Posted by tater
Where did you put the DC controller.
In the sim file. The DC controller only controls the sinking speed and the explosion in the event the enemy sub is missed (when it reaches a set depth below the submarine, for now 60m, sub depth = 50m).
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Old 02-11-09, 05:34 PM   #261
tater
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I don't care in the least about renown, I'm more interested in them working properly. Any chance of seeing just the DC part as an alpha, I'm curious about it.
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Old 02-11-09, 08:07 PM   #262
ivank
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Quote:
Originally Posted by tater
I don't care in the least about renown, I'm more interested in them working properly. Any chance of seeing just the DC part as an alpha, I'm curious about it.
I dont see why the DCs wont be released with the Beta test
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Old 02-14-09, 09:34 PM   #263
iambecomelife
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Brilliant work with the depth charges - I'm gonna be the next Johnnie Walker when this mod comes out!
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Old 02-15-09, 03:15 AM   #264
keltos01
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First mines then depths charges, brilliant work Darkfish !!

keltos
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Old 02-15-09, 08:52 AM   #265
iambecomelife
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Just because I really love to aggravate you, how about some more weapons like Hedgehogs, Squid, and bazooka rockets? Light escorts and merchant ships from the United States & the UK frequently carried rockets for anti-aircraft, anti-barge, and bombardment operations.
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Old 02-15-09, 10:03 AM   #266
cgjimeneza
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Default I want a DD

with racks of DC`s.... K-guns... the works!!!

excellent and impresive work
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Old 02-16-09, 04:35 AM   #267
keltos01
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Quote:
Originally Posted by DarkFish
Quote:
Originally Posted by tater
Is the fixed depth set by the end of run?
well no, in fact it is a torpedo with a magnetic detonator detonating when it comes anywhere within 5m of the sub. If it doesn't hit a sub it'll reach 60m where the DC controller comes in again and makes it explode anyway (without doing much damage though). So having a number of torpedoes for different depths wouldn't work, as they only damage the sub on impact anyway. The depthcharge controller only controls the effect for the case there is no collision.
then it behaves more like a hedgehog than a dc : direct hit instead of shock wave.

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Old 02-16-09, 03:12 PM   #268
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Yeah, contact or proximity DCs are far more effective than "normal" DCs going off at set depth.

In testing DC mods, I have watched... way way too many DC attacks.

In many cases, I was looking for what would happen with a near contact hit, and they'd sink right past and blow well beneath the boat. Basically, with the way the AI treats depth error on DCs, ~1/3 blow above you, about 1/3 below, and the remaining 1/3 at around your depth. A 5m proximity DC would result in 3 times as many hits, since ALL of the above thirds would actually have hit your sub.
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Old 02-16-09, 03:17 PM   #269
tater
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Other idea for ya for the DCs.

You are using torpedoes. So presumably they are auto-loaded, OR the player can drag them to each "tube."

Assuming you cannot make "set depth" work, make several DC types. They all look identical, and make the names that show up to the player identical.

Each has a different proximity setting. 1 type is set to 1-2 m, another the 5m you have now, another to 10m, and perhaps one to 20-40m.

Now, you dump DCs, and some go off without the possibility of damage, some will shake the sub, others might blow right next to the target. Ideally they'd be loaded sort of randomly on the racks.
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Old 02-17-09, 09:32 AM   #270
DarkFish
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Quote:
Originally Posted by keltos01
then it behaves more like a hedgehog than a dc : direct hit instead of shock wave.
Yes it does. But the stock DDs behave exactly the same (in fact the hedgehogs use the same controller as the DDs) so there won't be a big difference.
Quote:
Originally Posted by tater
A 5m proximity DC would result in 3 times as many hits, since ALL of the above thirds would actually have hit your sub.
Setting the detonation radius smaller would make it virtually impossible to hit the enemy. Even with 5m it's very hard.
And not many DCs historically detonated within 5m of the sub.
Quote:
Originally Posted by tater
Each has a different proximity setting. 1 type is set to 1-2 m, another the 5m you have now, another to 10m, and perhaps one to 20-40m.

Now, you dump DCs, and some go off without the possibility of damage, some will shake the sub, others might blow right next to the target. Ideally they'd be loaded sort of randomly on the racks.
Great idea which would solve the issues with the 5m radius. But the problem is that every different type of DC more means a torpedo type less, as I've not been able to successfully clone torpedoes. If someone knows how to add additional torpedo types i'd be very happy to create such a feature.
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