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Old 12-04-05, 06:47 PM   #46
Duke of Earl
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Quote:
Originally Posted by Axlwolf
I've fixed the tonnage,but still i can't sink it with magnetic.
I've made a mission were the surfaced enemy sub and mine was pointing right at each other at 333 meter of distance so the torpedo must pass the entire lenght of the enemy sub.Launched a salvo of 4 at zero spread with a depth of 7 meter.

All the torpedo passed just below the keel of the enemy sub without exploding.
Try 5 meters magnetic for the surfaced boat... 12 meters magnetic for the submerged boat... works for me every time...

I lock and aim for the gut on the surfaced boat... and I use the TII or the ZK on the submerged boat... just have to aim real good from sonar bearings... aimpoint is below the Conning Tower...

ZK is a bit of a problem.. it wants to hit the rudder too much, which does not even slow down the S-boat...

Never had a bounce-off yet... 1 shot is all it takes... blows up real good (Hollywood style)...

Good mod Serg... very enjoyable and easy to add to the Harbors for more thrills...

I wonder if I can add Hydrophone or Sonar so that the S-Boat will detect an enemy contact?...

Cordialement, Duke of Earl
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Old 12-04-05, 07:14 PM   #47
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Actually, the sub has hydrophone at the H01 node. But maybe in this case it does not work and it is necessary to define a specific type for it to function, as done for DDs. Also, I doubt the sub will change direction for attacking the enemy when the latter detected. It is only DD/DE's AI is capable of doing that. But it is still a good idea to put in other sensors such as sonar and radar.
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Old 12-04-05, 10:28 PM   #48
Duke of Earl
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Quote:
Originally Posted by sergbuto
Actually, the sub has hydrophone at the H01 node. But maybe in this case it does not work and it is necessary to define a specific type for it to function, as done for DDs. Also, I doubt the sub will change direction for attacking the enemy when the latter detected. It is only DD/DE's AI is capable of doing that. But it is still a good idea to put in other sensors such as sonar and radar.
A pinger would be nice too.. I know the the S-Boat will zig-zag (surface and submerged) after an attack happens... it seems to follow the merchant AI pattern.. I was hoping that it would mimic the Elco boats instead...

Cordialement, Duke of Earl
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Old 12-05-05, 04:31 AM   #49
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IO have got a trouble - surfaced submarine (S class) causes СTD, while attampting to see it in the museum
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Old 12-05-05, 07:13 AM   #50
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It seems that others do not have this problem and it works fine for me. Maybe there is a conflict with some of your mods/ships/units. Eventually, numerious 3D-model clonings by various people will lead to such kind of conflicts between units created by different modders.
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Old 12-05-05, 09:24 AM   #51
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Quote:
Originally Posted by Duke of Earl
A pinger would be nice too.. I know the the S-Boat will zig-zag (surface and submerged) after an attack happens... it seems to follow the merchant AI pattern.. I was hoping that it would mimic the Elco boats instead...

Cordialement, Duke of Earl
good point, a merchant pattern wouldn't be "natural" in a S-class, I hope this can be tweaked
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Old 12-05-05, 12:23 PM   #52
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At 5 meter on a surfaced sub i get an impact on the hull(But i found the sweet spot,just under the sail...one fish,one kill)
Deeper (6 or 7)i'm likely to get a bounce.
At 12 meter,same thing,even the kill(Aimed right at the periscope)
Both the target were docked.

The S class has roughly the same draft of a type IX(compared during a pirate-style broadside deck gun fight at a roughly 100 meter distance,many death on my side )

And...about bouncing torpedo:during one of my test,with the enemy Sub surfaced and pointed at the same direction of my boat,one of my Torp,with a MAGNETIC setting,depth 1 meter,passed just on the side of the rudder,bounced OUT of the water,and then again in the water...useless and without propulsion.

It's strange because the AI type VII with virtual torpedoes(It was Sergbuto work??? I don't remember :hmm: )was affected by the magnetic setting,over and under the boat.
During one of my test a magnetic setting ZaunK passed over the engine area and exploded,impact was more likely to bounce on the hull(For the same reason i use to set all my homing torpedo under the keel of the target-ship.So he can do many passes if eventually,for some reason doesn't detonate.I have a really blasted story about this,but this is not the right place to talk about it)

EDIT:strange thing happened...after the killing blow under the sail i get an "Enemy unit destroyed" message but the enemy boat it's still floating,even with a large hole were it should be the command room,at 32x time compression(I want to see the sinking)
Sadly,my "testing" was interrupted by the RAF,but from underwater i can see it's still afloat.Strange :hmm:
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Old 12-05-05, 05:50 PM   #53
Duke of Earl
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Quote:
Originally Posted by Axlwolf
EDIT:strange thing happened...after the killing blow under the sail i get an "Enemy unit destroyed" message but the enemy boat it's still floating,even with a large hole were it should be the command room,at 32x time compression(I want to see the sinking)
Sadly,my "testing" was interrupted by the RAF,but from underwater i can see it's still afloat.Strange :hmm:
Same thing happened to me... surface S-boat... TII mag detonated just aft of the 'sweet spot', but not on the tail... conning tower and deck gun compartments blew up... big hole in the port side... dead in the water... S-boat kept floating... it gradually began sinking and finally went to the bottom about 30 - 40 minutes later...

So, if you slightly miss the 'sweet spot', but the topside compartments blow and all propulsion stops, then it's a sinker for sure and may not worth another eel.... if no escorts around to give chase, it may be worth a few deck gun shells for the coup de grace..

Cordialement, Duke of Earl
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Old 12-06-05, 11:38 AM   #54
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Yes, it may take quite some time for the destroyed sub to sink.
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Old 12-08-05, 03:25 AM   #55
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WeLl, I have cloned both subs and now they work fine. Sergbuto, would you mind if I include cloned subs to next release of my mod?
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Old 12-08-05, 06:13 PM   #56
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Feel free to include them as long as there are appropriate credits.
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Old 12-11-05, 02:02 AM   #57
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That looks awesome! Nice job!
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Old 12-11-05, 05:00 AM   #58
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Hunter,you mean that the Magnetic detonator works now?
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Old 12-19-05, 12:12 PM   #59
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Is there a non-rapishare link to download this boat? I can't find it at u-boat.simulations either...
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Old 12-19-05, 12:19 PM   #60
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It was a limited time offer. Just kidding. I need to eliminate the save/reload bug reported by CCIP before I can put it up for download on my site.
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