Quote:
Originally Posted by CB..
what did they do with the air-power mod?
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Well, basically their bombs are alot more deadly, and they DIVE BOMB your ass now, not just fly over and drop eggs, they DIVE at you. Go download the 2nd file (modvanilla2, 30MB) in that thread i started "Modding vanilla" in the mod forums. In that file i have two mods that you can enable seperatly but are really combined so they work correctly. GPLAY_ Improved Airpower and GPLAY_Hollywood_damge. Theres entries in the hollywood damage mod that add extra effects when you do shoot down planes, but also makes them twice as tough to shoot down. I consdier improved airpower a must have. To the best of my knowledge the latest version came packged in HT 1.47, and works with unified campaign.. and if i didnt work, i made it work if there was any file conflicts.
EDIT: heres the readme for improved airpower, ill haveto fess up and say on my game i removed the AA gun range reduction.

Even so, with this mod i wont engage aircraft unless im caught on the surface at close range and can't dive in time. Id say all but 1 or 2 of all boats ive lost have been to aircraft
Code:
"Improved Air Power"
Details of modifications:
1. Airstrike.cfg Default probability raised. Base modifiers raised. Radiomessage probability raised.
2. Crew AI engagement radius reduced by 500m.
3. AI AA accuracy reduced (affects raids by German planes on enemy targets). Aircraft will no longer be destroyed immediately.
4. Aircraft ranges increased. Maximum is 1700 km (B-24). Speeds in .cfg and .sim are now the same.
5. Aircraft armour increased X 2, Aircraft hitpoints increased X 3.
6. Aircraft per Sortie decreased. Land folder contains these modifications in order to reduce the large numbers of planes sent
to attack a discovered U-boat. Sea folder contains airgroup changes for carriers.
7. Bomb impulse strength and radius changed in line with bomb type. Maximum strength is still 1000.
8. Bomb.zon modified to make air dropped Depth Charge the equivelent of shipborne counterpart. Bomb damage and effects increased slightly.
9. Shells.sim range of 20mm reduced by 500m. Also starshell range increased to 1500m.
10. New wing markings.
11. Zones.cfg modified to increase hitpoints and armour of critical plane damage compartments. 1.4 Zones.cfg with Plane entries altered only.
12. Change to B-24 AI (removed "toss-bomb" replaced it with "low-level attack").
13. New B-24 Liberator skin to suit its new role. New Catalina skin. New Sunderland skin. Lightning Skin. Wellington skin.
14. Change to Wellington AI (removed "toss-bomb" replaced it with "low-level attack"). Bugged loadout in 1.4 fixed.
15. Avenger and Liberator loadouts now include Depth charge option.
16. I have removed ay old skins from texture folder. Only my edited ones will be added so any others you have will not be overwritten. Skims added are :
Liberator, Sunderland, Catalina, Lightning and Wellington.
17. New flak sound by Roland.
Jace11
Quote:
Originally Posted by JSalinger
Ducimus, you're really making me think here! LOL A VIIB is what I'm running now (January of 1940), and quite frankly, I find myself wanting to sink the C3s, T3s, etc. (ran into a KGV battleship on my second patrol north of England...put four torps into him and he didn't sink  ) but putting 2-3 torps into them just isn't worth it with the VIIB's low torpedo capacity. So if it were me, I'd go for a IXB or IXD2 (granted, it has the longest dive time, but all those torpedos...::drools:: ).
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If that ship is by himself, id put 1 fish into him and then use the deck gun.
If hes escorted id put two in him, magnetic under the keel if possible (and not too early in the war), if that doesnt sink him, it should slow him down. Then when he falls be hind, shell his ass with your deck gun!:P
Only way id use 3 fish is if for one reason or another i couldnt surface, at that point id give him a stern tube shot for the coup de grace since the VII only has rear tube.. thats all that rear tube is good for really unless your shooting at a smaller merchant.
Quote:
Originally Posted by CCIP
I agree with CB there
With Tonnage War and other adjustments, it's gradually becoming more of a reality for me, but I think we still got ways to go.
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Unfortunatly until the AI gets more aggressive and gives me the "pay off" every time i attack,, most realism modifications seem kind of a moot point. The AI has REALLY got me down on this game right now. I should not be able to shoot merchants out from under Elite DE's and walk away without so much as a ping.
Hoookay, now down to the nitty gritty, (and how i REALLY choose a Uboat) If i go with a VII, which has more flair!
U-46, commissioned in 1938:

I like the symbolism, since to me this career signfiies the death of SH3 for me for a little while.
U-69, commissioned in 1940:

I like the symbolsim here too, since im laughing at the game and intend to make a mockery of the AI. (as if making a mockery of it hasnt already been done by many people here already). and who can deny the symolsim of the number 69

ok.. maybe thats a bit much

edit: ohh and further symbolsim, i usually skipper boats that could be considered "cows" by some
Personnaly i like the VIIC conning tower better then the VIIB. It just looks more sturdy for some reason. But the VIIB has the evercool and symbolic, and iconic for Uboat's net cutter
Wow, am i vain or what?