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Old 11-15-18, 05:59 AM   #3661
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Ahoy @lurker_hlb3!
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Old 11-15-18, 11:08 AM   #3662
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No thanks, I've retired from modding, just happen to be passing by
Pass on by more often then, please! It's always good to hear from you.
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Old 01-16-19, 12:55 AM   #3663
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Default Controllable scout planes?

First time I am playing this mod and doing a campaign, I get to June 16ish, 1940 and now these two airplane icons pop up in France and apparently I can control where the planes from these airfields scout? scout? Never saw any other posts about this......
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Old 01-16-19, 08:36 AM   #3664
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That's controlled with that "fancy" black pencil. You use the Red pencil to mark an "X" on the map, and you use the black pencil to "Select" the asset to be used (the airfield in your case). "Drag" the mouse in the direction you want the search and click again, and you should see a circle draw, signifying the search area. The airfield will then "launch" a search plane to look for enemy planes and / or ships in the general direction you indicated. You don't have to click on the pencil first, but can just click on the airfield with your mouse, and that will also pick-up the pencil for you.
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Old 01-17-19, 10:35 AM   #3665
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That's controlled with that "fancy" black pencil. You use the Red pencil to mark an "X" on the map, and you use the black pencil to "Select" the asset to be used (the airfield in your case). "Drag" the mouse in the direction you want the search and click again, and you should see a circle draw, signifying the search area. The airfield will then "launch" a search plane to look for enemy planes and / or ships in the general direction you indicated. You don't have to click on the pencil first, but can just click on the airfield with your mouse, and that will also pick-up the pencil for you.
I notice that the planes tend to get “lost” a lot. I guess this is because they were shot down? Any way to minimize this other than the obvious measure of not sending them over Britain?
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Old 01-20-19, 09:55 PM   #3666
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Default Blue Small Convoy dot

I’m patrolling in the western approaches northwest of Ireland In September ‘40 and I’m getting these blue dots which when you mouse-over them it indicates “small convoy”. The dot looks just like your own-sub indicator on the map except it’s blue. I went to the location and am pretty sure I intercepted it but can’t see anything. I dive and have 3 warship sound contacts around me at short range and can’t see anything on the periscope at the indicated bearings. Is this a submerged German Wolfpack that I encountered? I can hear them on the hydrophones as well and it sounds like they are very very close to me. I don’t have the free camera enabled so I can’t look.
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Old 01-21-19, 07:52 AM   #3667
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I have never looked to see how lurker configured some of the AI subs, but he does have groups of them running about both the Axis_NavalBases and the MilkCows files, west of Ireland.
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Old 01-22-19, 04:48 PM   #3668
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I have never looked to see how lurker configured some of the AI subs, but he does have groups of them running about both the Axis_NavalBases and the MilkCows files, west of Ireland.
Do they do anything? Such as, can you coordinate with or join them in a Wolfpack attack?

There was a mod for SH3 which allowed you to do this, I pulled it off one time and we destroyed 95% of the convoy. I don’t think a convoy ever suffered a loss ratio like that in WW2 irl but it was intriguing to do it in game. Plus it got the escorts off my butt.
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Old 01-22-19, 09:45 PM   #3669
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I'm not certain if they'll join you or not. I have not looked to see if he even has any 'ContactReport" stuff for them in the DynamicMiss file. It does look like he has some "messages" that you'd receive, such as "Join in with the Wolf Pack and attack!", or similar, so maybe he does. The AI subs are Type=200 submarines, so they won't have the "killer" instinct of a Type=17 like we have the AI subs set to in FotRSU. I have done testing on both types in FotRSU, and a Type=200 sub can travel underwater, while the Type=17 cannot. The Type 17 does not seem to be able to dive, but it may just be I'm missing a line in the sim file or something, because the Ko does seem to dive when an enemy is detected. There is video evidence to that effect on vimeo somewhere. The Type=17 subs in FotRSU do chase you, and rather persistently, but only on the surface, since the Type=17 was originally for an "Elite Destroyer Escort" in the Stock game. I'll have to do me some new video of these for FotRSU, and I may as well set-up OM for similar, though this will take a while to get around to. In the meantime, you can look at the files in the ME of OM and look at the RGG routings, just do NOT click on any "OK" or "Accept" buttons. Always use the "Cancel" button, unless you know how to repair a lurker file with a text editor after doing that. You don't even have to hit the "Save" button in the game, just an "Accept", and it writes the changes it (the Mission Editor) wants to make to your files whether you like it or not... It might only take five minutes to edit something in the Mission Editor, but then you spend the next 15 minutes running scripts in your text editor to clean up the mess...
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Old 01-27-19, 03:44 PM   #3670
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Is the KiUB supposed to only be on the attack scope? It only seems to be on there. Is it supposed to be on the Obs scope and TBT as well?
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Old 01-28-19, 01:12 PM   #3671
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In real life both periscopes are the same except for the prism and head size. The observation periscope lets in more light but is more easily spotted. The attack periscope is harder to see through but also harder to spot. Other than that they are identical.

The UZO is nothing more than a pair of binoculars fitted to a stand. The only aid it gives is to have a much better field of vision than either periscope, and a circular "compass" ring marked in degrees.
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Old 01-28-19, 02:35 PM   #3672
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In real life both periscopes are the same except for the prism and head size. The observation periscope lets in more light but is more easily spotted. The attack periscope is harder to see through but also harder to spot. Other than that they are identical.

The UZO is nothing more than a pair of binoculars fitted to a stand. The only aid it gives is to have a much better field of vision than either periscope, and a circular "compass" ring marked in degrees.
So is the KiUB circular scope tool (used to find range and speed) supposed to be on the Obs scope and UZO as well in this mod? For me, I can only pull it up on the attack scope which is annoying when doing night surface attacks. Just wondering in case I missed something in my mod setup.
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Old 01-28-19, 08:21 PM   #3673
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In the OM mod somewhere (in with OMEGU??) is the KiUB manual. If I'm remembering things correctly (we have a 50-50 chance here, maybe less ) it is only available on the Attack scope, and not on the Observation scope (historical?? screen real estate issue??). Perhaps KaleunMarco or someone else more familiar will happen along though...
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Old 01-28-19, 10:57 PM   #3674
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So is the KiUB circular scope tool (used to find range and speed) supposed to be on the Obs scope and UZO as well in this mod?
I'm not sure which "circular scope tool" you mean.

The only tool the UZO had was the ring around the base, giving relative direction.
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Old 02-13-19, 07:22 PM   #3675
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Default Manual targeting on surface

So if the UZO/TBT doesn’t have the KiUB on it, then how do I manually find the range and speed if attacking on the surface? Use the 3:15 rule? If so then that wouldn’t help with the range. I don’t see a stadimeter button.....and it would be even more problematic say if I played without map contact updates.
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