Quote:
Originally Posted by jimbuna
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No problem, really. I did manage to find it a while later after that post. The same link that you just left, in fact. I had edited the post several times; you probably just missed it.
It's about 5 double skip line, paragraphs in...
http://www.subsim.com/radioroom/show...postcount=3998
Quote:
Originally Posted by Threesixtyci
Figured it would just be easier just downloading the torrent, The 2.0 one seems to work, but after looking around some of those mass download sites that are listed on the webpage, or should I say, redirected to.... I found this: http://files.filefront.com/GWX21+tor.../fileinfo.html
As you may have guessed.... when I started this post, I was still finding stuff.... and editing before hitting submit....
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I got it all working, now.
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As for the merchant ship duplicates and their mismatched stats;
These are the difference that are on my install; after the 2.1 mod patch.
(from what I noticed of my one trial run with the 2.0 version, it had less mismatched data; think I only saw Draft variences in 2.0. The Mast height difference of 2.1, are what are worring me a bit.)
Large Tanker:
1st: Mast= 26.8, Draft=11.9
2nd: Mast=28.0, Draft=11.7
Small Tanker
1st: Mast=26.5, Draft=5.1
2nd: Mast=27.4, Draft=4.8
Medium Cargo
1st: Mast=25.6
2nd: Mast=24.5
Small Merchant
1st: Mast=22.4
2nd Mast=22.6
Tramp Steamer
1st: Mast=23.2, Draft=6.8
2nd: Mast=24.1, Draft=6.6
Motor Vessel
1st: Beam=5.2, Mast=11.0, Draft=2.5
2nd: Beam 5.0, Mast=11.3, Draft=2.1
Tugboat
1st: Mast=21.4, Draft=4.6
2nd: Mast=21.5, Draft=4.5
The differences may not really matter much... but then again... they are there.
I've also noticed that on a few of them, the main picture's line scales can vary greatly from what is listed as Mast height in text form. I forgot to write down which one it was on my notes, but the picture I'm thinking of showed something like 20 for the mast, and the text was closer to 30. Which kinda makes it hard to figure out what to aim for when sighting in the range of that one ship; at least, for me.
As for seeing what gets checked off by the AI, right now the watch officer checks off the second ship... but my campaign is still before the war. Heh. Took me a while to figure out why, too. A good 3 hours....

Didn't know that this mod change the start date... I thought my game was broken there for a while, until I finally noticed the date was August, instead of September.
I'm guessing that the watch officer will start checking off the first entries once the war starts. Eh...I don't plan on disabling him anyway. So, I guess I'll just let the AI identify the targets. (even though a .5-2m difference probably won't effect hit/miss calculations by much.... it still a bit worrism to me, when a known unknown factor is in play like this.)