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Old 09-29-14, 10:31 PM   #16
TorpX
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I'm guessing they just didn't see you because you were at radar depth and it was dark; and they didn't hear you because you were in the middle of their task force.

I have not really had that kind of situation, so it's hard for me to say.
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Old 09-30-14, 10:13 AM   #17
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I managed to bag three of the 6 carriers in the TF and 1 Heavy Cruiser.

2 Carriers and a Crusier on the first round. Exited TF surfaced in the dark made an end around and sat up for another attack. Was just getting light now ... 1 more carrier down but this time 4 DD came after me ... heavy flooding in the Conn, Control Room and Engine Room but managed to stabilize at 458 feet ... repaired damage, escaped further depth charging with the depth and limped back to Pearl after pumping out the water over the next 36 hours.

Warning if your stationed at Majuro Island ... Do not hit the subnet.

Men saved ... they swam ashore being it was only 200 yards away ... boat lost due to striking an unseen subnet at home port.

I wish we had a mod that showed friendly mine fields and friendly subnet locations on the map.
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Old 09-30-14, 07:22 PM   #18
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Torp I have noticed merchants are now very hard to sink.

I just put 8 fish in a medium old split freighter plus 50 rounds from the deck gun before she sank. This was over at least a 48 hour period, while she sat dead in the water.

5 fish in a medium tanker plus 50 rounds from the deck gun ... she never sank.

6 in a medium composite freighter ... she never sank.

These last two were over a three day period less than a mile from each other. During the day I was harassed by aircraft and did not wish to remain on the surface. I would put 3 fish in and see if they went down and then waited but nothing. I finally was out of fish due to the earlier engagement.

The deck gun simply seems ineffective anymore.
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Old 09-30-14, 08:50 PM   #19
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Quote:
Originally Posted by merc4ulfate View Post
Torp I have noticed merchants are now very hard to sink.
I'll look into it. I don't know why there would be much of a difference, though. None of the damage points, torp, gun, shell numbers have been changed. They only thing about this that I changed was the CrashSpeed. This was done to reduce sinkings in heavy seas.

I think merchants have always been very sturdy in RFB, probably too much so, but I didn't want to get into this area - likely to be long slog.

You only mention merchants. Are the warships any different?

If you want to get the ships back to RFB behavior (in terms of sinking), you can disable the mod, go into the sea folder, and then delete each ship's *.zon file. The CrashSpeed is in that file.


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Old 09-30-14, 09:52 PM   #20
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I took out a Heavy Cruiser with two fish.
Carriers 3 to 4 fish.

I have sighted no other capital ships other than those since running the mod.

There were DD and a Fuso BB in that Task Force but my concentration was on Carriers and the Cruiser since the Fuso was farther in range then these mentioned.

I have a save point before the attack. I might rerun it to check on the Fuso.
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Old 10-01-14, 09:16 PM   #21
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I've done a few tests. The results were somewhat ambiguous. These mostly involved warships, and most sank fairly quick, but there was one DD that would not go down. It was shelled into a burning hulk and didn't want to sink.

The only merchant I tested was the Hog Island, and it seemed more or less normal.
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Old 10-01-14, 09:41 PM   #22
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I just finished a test. I went to a specific spot on a specific day and waited for traffic. I found a hog island and a medium composite freighter.

I put three in the hog island and drum roll please .... 11 in the medium composite. Both came a zero knots and sat there burning. They both stopped after the second hit all other hits were at zero knots and less than 2000 yards away. Neither went down.

I waited four days and they did not go down so I shelled it and nothing. I then rammed it and I sank.

I removed ISP2 and reinstall ISP1.

I went back to the same location at the same time and waited for the traffic.

Hog island took one fish.
Medium composite took two fish.

Both sank in less than an hour.
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Old 10-02-14, 10:56 PM   #23
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Eleven torps absorbed by a merchant is unacceptable, of course.

I'll start work on ISP 2.1.

It seems very odd that the CrashSpeed should make such a big difference.

I'll make further posts on this matter in the Mod Workshop Section.


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Old 10-26-14, 06:50 PM   #24
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I just uploaded v 2.1 to the downloads section, HERE.

I fixed the sinking issue, and made some other improvements as well.

I will have more information is the Mod Workshop Section thread.

- TorpX
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Old 10-27-14, 06:12 AM   #25
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can i use it in stock 1.5 version?
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Old 10-27-14, 01:34 PM   #26
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I won't work with stock. There are touchy aspects with crew rosters and special abilities that would create problems. The same goes for TMO. There may be other things as well. I used RFB files as a base for my modifications.

Is there some particular reason you don't want to use RFB?



*****
I was running the Ship Sprint Test mission and noticed that the Kuma CL was slow. Checking, I found I made a mistake. In the Sea folder:
The NCL_Kuma.sim file has a max_force of 0.00316.
.
It should be 0.0316.
.
I will upload a corrected version in a week or so. With so many ships and parameters, it is possible that there are other mistakes, and I want to wait and see if any other problems are spotted before making a new version. In the meantime, users may want to fix this themselves with S3D.
.
Also, people may notice that in the mission, the enemy ships won't attack you. This is because the mission is in 1940. It was not intended to be a tactical mission; just to show how the ships accelerate. If you want the ships to fight back, you can change the date to 1942, in the mission editor.
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Old 10-28-14, 06:26 PM   #27
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I really enjoy the way this is working.

=================

Generic Mod Enabler - v2.6.0.157

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM
Classe_Balao_CamoTri
Improved Ship Physics_2.1
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Old 10-28-14, 07:37 PM   #28
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I didn't see written anywhere... This can be installed mid-patrol?

How does it affect game replays? Do the replays just record the action or do they re-simulate the movements? I think it is the latter.
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Old 10-28-14, 08:15 PM   #29
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Quote:
Originally Posted by jcope View Post
I didn't see written anywhere... This can be installed mid-patrol?

How does it affect game replays? Do the replays just record the action or do they re-simulate the movements? I think it is the latter.

If you are using ISP v1.1 or v 2.0, you should be able to swap it out for v 2.1 without problems. Just make sure you disable the mods one at a time in reverse order, then re-enable them with ISP 2.1 in the order they were in before. ISP v 2.1 has the same special abilities/ crew roster features of the earlier versions, so it is ok.

If you are not using ISP, I would wait until you are in port to try it.

I've never used the "replay" feature, so I can't say anything about that.

Quote:
Originally Posted by merc4ulfate View Post
I really enjoy the way this is working.
Glad to hear it.




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Old 11-04-14, 03:16 PM   #30
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You did a good job torpx. I am very glad to be using this mod.

Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM
Classe_Balao_CamoTri
Improved Ship Physics_2.1
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