SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 ATO Mods (https://www.subsim.com/radioroom/forumdisplay.php?f=234)
-   -   [REL] Dark Waters (https://www.subsim.com/radioroom/showthread.php?t=243322)

Kongo Otto 06-12-20 01:28 PM

Quote:

Originally Posted by Levyathan89 (Post 2677262)
I agree. Every ship in a convoy should be fair game. Except Americans (pre December 1941), because those were off limits, since Hitler wanted to prevent the US from joining the war after Germany had invaded the Soviet Union. The problem is that the game cannot distinguish between different sorts of Neutrals. I reality, some neutrals could be sunk without ramifications. But commanders that accidentaly attacked Spanish ships,for example, had to expect to be court-martialed.


In SH III play as follows:
No Flag or signs of neutrality and/or Darkened or in a enemy Convoy
equals legal target. If one of these things is present I don't attack.
The neutral convoys I never attack because they are using lights and flags.


Quote:

Originally Posted by 3catcircus (Post 2677329)
I assume there is an editable value in a config file to give you zero loss of points for attacking neutrals?

I came across a convoy, shooting at a Fiji cruiser and a British merchant. A Norwegian flagged merchant got in the way of the British merchant and took the hit. I still ended up with an Iron Cross after that patrol. I'm assuming because the cruiser was worth twice as many points?


Depends on the the date of the convoy attack. After Operation Weserübung started in April 9th, 1940, Norvegian ships aren't neutral when travelling in a convoy.

Fritz Klum 06-12-20 04:22 PM

Request permission to upload fix
 
Hey all,


I created a small fix pack for this wonderful mod that fixes some localization errors. Namely, it fixes:


The Messages from BDU being in French: Set them back to English.


The Recognition Manual Covers (I redid them all, credits to HK_101 for the correct names for the Covers.) Also, I redid them in a new font, but you'll just have to wait and see the surprise on that one. :D


You now get renown for sinking neutral vessels, but you get twice as much renown for sinking allied vessels (exact levels are now 1 for neutral, 2 for allied.)


When you get a radio message, it will no longer say that its from 'COMSUBPAC' on the document - now it properly says it's from BDU.


However, as the original mod is Fifi's intellectual property, I'm not sure if I can release the fix without his permission.



Therefore, I am humbly asking Fifi for his permission to upload my fixes to his mod.

Fifi 06-12-20 04:29 PM

Quote:

Originally Posted by Fritz Klum (Post 2677372)
Hey all,


I created a small fix pack for this wonderful mod that fixes some localization errors. Namely, it fixes:


The Messages from BDU being in French: Set them back to English.


The Recognition Manual Covers (I redid them all, credits to HK_101 for the correct names for the Covers.) Also, I redid them in a new font, but you'll just have to wait and see the surprise on that one. :D


You now get renown for sinking neutral vessels, but you get twice as much renown for sinking allied vessels (exact levels are now 1 for neutral, 2 for allied.)


When you get a radio message, it will no longer say that its from 'COMSUBPAC' on the document - now it properly says it's from BDU.


However, as the original mod is Fifi's intellectual property, I'm not sure if I can release the fix without his permission.



Therefore, I am humbly asking Fifi for his permission to upload my fixes to his mod.

Don’t forget the base is Lurker’s work my friend! But of course you can upload your mod fix here :yeah:
Good news people are still trying to enhance our job :Kaleun_Applaud:
It will be to activate on top of all without any problems i hope....and probably a new career start mandatory.

Fritz Klum 06-12-20 04:57 PM

OK, thanks!


Here is a link to the localization fixes file (uploaded here at subsim.)


Hopefully everything works as advertised.

3catcircus 06-14-20 11:02 AM

Couple of more questions.


1. When/how do the flotillas offer upgrades and/or new boats? I started off in 3rd Flotilla, Type IIB and transferred to 1st Flotilla Type IIC and it is now May 1940. Should a Type IID have been offered?


2. What is the criteria for being offered a new boat or upgrades? Stock SH4 requires "good" performance as a minimum, but I'm not sure what tonnage or renown that equals in Dark Waters.


Thanks!

propbeanie 06-15-20 09:44 AM

Look in the Support / OM_DarkWaters_AddIns folder, and you will find several files (ods) of spreadsheets that have all sorts of mod info. The IIB and IIC overlapped, and the IIC and IID overlapped, as well as being available at different locations. This was due, of course, to the changing conditions during the war.

You will NOT get boat upgrades in Dark Waters, because they were not in OM. The game is very strange with the "upgrades", so lurker disabled them. When Fifi tried to implement them, they were odd, hence leaving them disabled. :salute:

Fifi 06-15-20 11:58 AM

Quote:

Originally Posted by propbeanie (Post 2677893)
You will NOT get boat upgrades in Dark Waters, because they were not in OM. The game is very strange with the "upgrades", so lurker disabled them. When Fifi tried to implement them, they were odd, hence leaving them disabled. :salute:

Yes, Propbeanie is right.
That’s a shame, but it is unfortunately like that.
So no U-Boat upgrade to an other type...when starting with a type II you will fight all war with the type II...but to counterpart this, you always can start few careers with different U-Boats types, to kill the boringness, if any :yep:

On side note, numerous Kaleuns in real fought all war time line on same type!

propbeanie 06-15-20 12:01 PM

We did not have enough time to do extensive testing, and have not heard from Kaleuns who have experienced their boats being retired, as to whether they always go with their boat, or whether they might experience an "upgrade" at that time. May-haps some could share their experience in that regard?

3catcircus 06-15-20 12:30 PM

Quote:

Originally Posted by propbeanie (Post 2677935)
We did not have enough time to do extensive testing, and have not heard from Kaleuns who have experienced their boats being retired, as to whether they always go with their boat, or whether they might experience an "upgrade" at that time. May-haps some could share their experience in that regard?

Hmm. If I knew how to put in "good" renown and advance the calendar a few months at a time, I'd be happy to test this out using a dummy career.

I assume that the ODS files identify dates of availability of u boats, flotilla change of home ports, and of equipment?

KaleunMarco 06-15-20 05:33 PM

Quote:

Originally Posted by 3catcircus (Post 2677940)
Hmm. If I knew how to put in "good" renown and advance the calendar a few months at a time, I'd be happy to test this out using a dummy career.

I assume that the ODS files identify dates of availability of u boats, flotilla change of home ports, and of equipment?

i have to echo what PB and Fifi have already posted.
Dark Water has very few, if any, boat upgrades. Mostly because the base Mod is OpMonsun and OpMonsun did not have any.
as the other two have suggested, play for a sim-year or two with one boat and then start a new career with a different boat in a different theatre. that is one thing that has been worked on quite extensively. you can have a career in the Atlantic, the North Sea, The Baltic, The Med, The Black Sea, even up north picking at the Russian traffic.
with Dark Water, one has to put aside the US-Pacific mentality of upgrading boats and finishing the war and take up the mentality that very few German skippers lasted the war and even fewer lived long enough to drive newer boats.
good luck in whatever you decide to do.
:Kaleun_Salute:

Sokolov 06-18-20 12:23 PM

in the sensors.sim file you have min detection time, sensivity and max range, thre are written that sensivity is a treshold where detection time i s doubled, so after that treshold detection time will increase depends from range or stay? I ask for that reason, that set up right detection time.

Quote:

- AI visuals have been increased but not in range distance. Your veteran crew will spot a ship at around 12000M while the cargo veteran crew will spot you surfaced around 6500M by clear weather. Night surface attacks still possible up to around 1000M by clear weather.
- Periscopes are now detectable. The more you raise it the faster you can be detected! Cargo with veteran crew can detect a fully raised periscope at around around 2000M with 2m/s waves, 1500M with 8m/s waves (the higher the waves, the closer you can go)
It's from v4 description. I have 2 questions: how you set up the night visibility (through light factor???) And how you make periscopes visible? There are just 1 surface factor, so for u-boat and periscope it should be 2???

Fritz Klum 06-18-20 02:40 PM

The way I deal with boat Upgrades in this mod is I pick the best boat available at the current start date of my career. Since I prefer to start in 1939 when the war begins (usually,) I want a boat that is capable from 1939 to the end of the war. This means that I either go with the type VIIB in the 7th flotilla, or the type IXB in the Kiel Training flotilla (usually the latter for me, since I'm more of a type IX guy :D.)


On a different note, I released an update to my localization fixes sub-mod that fixes a few more issues. You can simply re-download the file, and it should be the newer version now. I mostly just changed some radio message texts, and changed mentions in the interface from ''submarine'' to "U-boat" or "boat." I also changed references from feet to meters, so when you hover over the crash dive button for example, it now says "Takes your U-boat to 75 meters of depth" instead of "takes your submarine to 160 feet of depth."

3catcircus 06-18-20 06:52 PM

Quote:

Originally Posted by Fritz Klum (Post 2678568)
The way I deal with boat Upgrades in this mod is I pick the best boat available at the current start date of my career. Since I prefer to start in 1939 when the war begins (usually,) I want a boat that is capable from 1939 to the end of the war. This means that I either go with the type VIIB in the 7th flotilla, or the type IXB in the Kiel Training flotilla (usually the latter for me, since I'm more of a type IX guy :D.)


On a different note, I released an update to my localization fixes sub-mod that fixes a few more issues. You can simply re-download the file, and it should be the newer version now. I mostly just changed some radio message texts, and changed mentions in the interface from ''submarine'' to "U-boat" or "boat." I also changed references from feet to meters, so when you hover over the crash dive button for example, it now says "Takes your U-boat to 75 meters of depth" instead of "takes your submarine to 160 feet of depth."

Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...

Fritz Klum 06-18-20 08:52 PM

Quote:

Originally Posted by 3catcircus (Post 2678607)
Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...


True, the Kiel Canal is a pain. I usually just ignore it and sail around denmark instead.

Fifi 06-19-20 12:14 AM

Quote:

Originally Posted by 3catcircus (Post 2678607)
Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...

Quote:

Originally Posted by Fritz Klum (Post 2678634)
True, the Kiel Canal is a pain. I usually just ignore it and sail around denmark instead.

In your Document/SH4/Cfg/main set Near Land = 128 :yep:

Mad Mardigan 06-20-20 04:48 PM

Re: TC going through the Kiel Kanal..
 
Quote:

Originally Posted by Fifi (Post 2678642)
In your Document/SH4/Cfg/main set Near Land = 128 :yep:

Only issue is with that, if you set the trip through there by hand (can't recall if there is a preset option to set course through it or not.. know there was some version of SH that had this ability to do so.. just not recalling which it was.. :hmmm: ) & are off by even a minute fraction, you using that speed could very well end up with grounding your boat and.. well.. let's just say that Unkle Donitz.. isn't going to be happy with you & you may find yourself shipped out to the Eastern Front... if ol' Adolf doesn't have you shot 1st then shipped off East... :har:

On that note, even though I can't recall which version it was that had the ability to set up a jog through the Kanal, I do however, recall it took some time to.. I used speed up to think it was x16, an resumed after each ship sighting until I was home free from it.. after that, I swore to NEVER again, go through the Kanal & took the long way around.

WH4K 06-20-20 04:58 PM

BTW, in my main.cfg file it's actually called "LandProximity," so I set it like this:


LandProximity=128


it's under the [TIME COMPRESSION] heading.

Hjalfnar 06-21-20 12:01 PM

Hey, would love to play the mod, however a question remains, you said you build it on OM/OMEGU, does it include the Type II, Type XXIII and Type XXI uboats?

HK_01 06-21-20 12:25 PM

Quote:

Originally Posted by Hjalfnar (Post 2679110)
Hey, would love to play the mod, however a question remains, you said you build it on OM/OMEGU, does it include the Type II, Type XXIII and Type XXI uboats?




They're all in the mod :)


Quick question on my part: Are Flower class corvettes incredibly adept at finding u-boats or am I going crazy? It's only early 1940, yet the Flower escort of the convoy I'm trying to attack keeps detecting me when I'm running silent at a dead stop or less than one knot and several kilometers out. I can sit there at extreme depth and it'll leave me alone, but as soon as I start to approach periscope depth, even in the middle of the convoy, it knows I'm there once I pass ~30m depth. Then it calls in the three other destroyers and they all depth-charge me (which I am pretty good at evading if I know they're coming, but it also means that it is impossible to attack that convoy for me since I can't even get a minute or so in peace to identify if I'm shooting at neutrals and get a solution before I have to bugger out).


Edit: Seas are calm and it's a clear night, which I know makes it easier for the escorts to detect me, but goddamn they're good. I didn't think they'd detect me so easily. It's odd, when I snuck into Scapa Flow my boat moved slightly faster, seas were calm and I was also merely at periscope depth yet they didn't detect me even when passing right overhead, while now they detect me at like 5km out. Is this one of those elite escorts?

torpedobait 06-21-20 02:44 PM

Quote:

Originally Posted by Mad Mardigan (Post 2679000)
Only issue is with that, if you set the trip through there by hand (can't recall if there is a preset option to set course through it or not.. know there was some version of SH that had this ability to do so.. just not recalling which it was.. :hmmm: ) & are off by even a minute fraction, you using that speed could very well end up with grounding your boat and.. well.. let's just say that Unkle Donitz.. isn't going to be happy with you & you may find yourself shipped out to the Eastern Front... if ol' Adolf doesn't have you shot 1st then shipped off East... :har:

On that note, even though I can't recall which version it was that had the ability to set up a jog through the Kanal, I do however, recall it took some time to.. I used speed up to think it was x16, an resumed after each ship sighting until I was home free from it.. after that, I swore to NEVER again, go through the Kanal & took the long way around.

The pre-set routing through the Kiel Canal is a feature of one the mods available to SH3-GWX.


All times are GMT -5. The time now is 09:17 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.