View Full Version : Wire break Issues Back?
BinMinnie
01-21-21, 08:35 PM
Hey, all
relative newbie here, last night playing, CW modded thru 5.6 - Epic mod ver 2.27 tweaks Ver 7.b, I had un-enabled the Ver 7b after I couldn't navigate quick enough on the world patrol screen to get to my next mission and so in 900ft of water, 5 kts, against 3 escorts & 1 romeo, I had 6 or seven wire breaks in the process of taking them out, using a Seawolf.
I don't think I was doing anything weird, tried to fire when the left side tubes at targets on the left and visa versa on the right. never higher than 5 kts, once I was in a shallow descent.
did i make an error in not un-enabling the latest mods all the way to stock, instead of just the Ver 7b?
and also, with the 7b, the right or left click mouse on the patrol screen didn't allow for enough speed to get to my next mission, the china ships did seem too be also moving slower but I didn't seem to b able to increase my speed with either click
Thanks
Bin.
steel shark
01-22-21, 08:25 AM
when i changed the MapSpeedModifier Settings i was Kinda expecting this might be a issue
i only made 2.27.b because of over 20 requests about speed on entry to combat and distance at start of combat also the rate at which ships moved about the Campaign map
Surface ships do use transiting speed tho against submarines as they have done for along time
how ever the MapSpeedModifier changes gave me Concern at the time because some missions were timed events so in effect 2 to 1 is slower like you said
this is why ive resisted changing stuff in epic mod campaigns right up to Ver 7 Tweaks
but i did promise quite a few people id look in to it
also all bar this change it dose not affect any game flow campaign events
MapTimeCompression=3600 all
so all Campaigns are at same Time Compression
Hear are the Original Value,s for Epic Mod 2.27 Campaign,s MapSpeedModifier,s
campaign001 - NATO (1968) North Atlantic - MapSpeedModifier=2
campaign002 - NATO (1984) North Atlantic - MapSpeedModifier=2
campaign003 - NATO (2002) Global Map-MapSpeedModifier=1
campaign004 - NATO (2002) Global Map Surface Fleet - MapSpeedModifier=1
campaign005 - Soviet Union (1968) North Atlantic - MapSpeedModifier=2
campaign006 - Soviet Union (1968) Global Map - MapSpeedModifier=1
campaign007 - Soviet Union (1984) North Atlantic - MapSpeedModifier=2
campaign008 - Soviet Union (1984) Global Map - Murmansk - MapSpeedModifier=1
campaign009 - Soviet Union (1984) Global Map - Kamchatka - MapSpeedModifier=1
campaign010 - Soviet Union (1984) Surface Fleet - MapSpeedModifier=2
campaign011 - Soviet Union (1984) Global Map Surface Fleet - MapSpeedModifier=1
campaign012 - Russia (2002) Murmansk - MapSpeedModifier=1
campaign013 - Russia (2002) Kamchatka - MapSpeedModifier=1
campaign014 - NATO (2000) South China Sea - MapSpeedModifier=2
so if you want to restore em
Cold Waters\MODS\5.6 - Epic mod ver 2.27 tweaks Ver 7.b VIIB\ColdWaters_Data
\StreamingAssets\override\campaign
then open the campaign you want then edit the file inside to the original values for the MapSpeedModifier
then remove my tweaks mod with mod manager then re enable it
ill also remove the ver 2.27.b and replace it with 2 new versions so
5.6 - Epic mod ver 2.27 tweaks Ver 7.b-r but now with removed MapSpeedModifier settings
and ill make a
5.6 - Epic mod ver 2.27 tweaks Ver 7.b+ (VIIB+)
this one ill make all the missions in the Campaign Four times longer so kinda a mini free roam Campaign Version for epic mod
adding or removing with mod manager is far faster with my mod because its smaller then
epic mod so editing is faster
the x 4 mission increase my cause issues any ways .....
but i did promise people ill do some work and changes on this
so if a mission is 48 hours it would now be 192 hours so 8 days for that mission
given stores & Decoy Expenditure
and maybe damage thats probably extra time enough id say
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Wire Breaks YES ive noticed 3 things on epic mod 2.27
1.) more common like you said
2.) No audio saying wire break some times
3.) you can go way too fast before it should 100% Break the wire
i did a 20+ Knots dive also a hard turn to port & it did not break my wire
?????
ill look into wire guidance my self as it needs improving in EM
wire testing was done on epic mod Main tho my EM tweaks and theirs use exact same coding ofc
the + version ill have to make some other day as im clearing a house out on & off for few days also ive got to go to the vets later today
hope this helps you
Steel Shark
steel shark
01-22-21, 08:52 AM
K new versions up
5.6 - Epic mod ver 2.27 tweaks Ver 7.b-r ( VIIB-R )
the R stands for (Restored)
thank you by the way for using the mod
You Stay safe m8
Steel Shark
steel shark
01-22-21, 10:52 AM
the less wires you use the better this might not be a thing but i rarely get breaks
when using Only 1 or 2 wires ive noted this might just be luck tho
also remember that the longer they running the better the chance of a wire-break is of course on your torpedo's
besides i like to keep fish in the tubes for defense and most NATO subs have 4 tubes only
by defense i mean that i want a fish "Torpedo" that i can send at that enemy vessel that happens to come out of nowhere steaming towards you ect
or that enemy submarine that appears far too close for comfort
Steel Shark
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