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Old 03-05-13, 02:52 PM   #1
Rhurac
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eels that are too accurate?

hey again guys!
i was wondering if there was a mod/program that i could use the adjust the accuracy of acoustic eels. They seem to be way too accurate for my taste. Any help would be greatly appreciated.

p.s. I tried finding minitweaks but all links i found were dead





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Old 03-05-13, 03:50 PM   #2
Madox58
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Those are controlled by hard code.
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Old 03-06-13, 08:44 AM   #3
Jimbuna
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In the realism options selec the dud torpedoes option....this won't alter the accuracy but it will reduce the number that cause damage.
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Old 03-06-13, 10:24 AM   #4
Rhurac
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I have Duds turned on but i must be extremely lucky out my entire loadout in my type 9 d sub i might have 1 or 2 duds, just was looking for another way to make it more challenging. Guess i'll just have to live with it
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Old 03-06-13, 10:28 AM   #5
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Use S3D and reduce the turn radius.
It will stop the Eel from makeing as tight a turn.
Any one know if this is a Commander malfunction?
Would be a good one if not!
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Old 03-06-13, 11:30 PM   #6
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Quote:
Originally Posted by privateer View Post
Use S3D and reduce the turn radius.
It will stop the Eel from makeing as tight a turn.
Reducing the radius would make a tighter turn, increasing the radius would make turning slower (looser?).
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Old 03-07-13, 01:55 AM   #7
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That and the fact that you generally get less renown then the cost of the acoustic XD
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Old 03-07-13, 01:55 PM   #8
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Acoustic eels were effective when first employed against convoys ONS 18 and ON 22 where 9 ships were sunk using them, and they worked well on the escorts. There were a total of 640 fired in combat sinking 45 ships, how many of that number were fired after the introduction of Foxer, I do not know. That is the reason the Allies quickly came up with counter measures like Foxer to defeat them. Foxer had its limitations though as towing speed was limited to 14 knots, and the towing ships SONAR was useless due to the noise. Unfortunately the sim does not model Foxer, or anything like it to defeat the acoustics. The best answer I can give is limit yourself to 1 or 2 of them. Noise makers like Foxer were in production by July 1943.

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Old 03-07-13, 01:55 PM   #9
Rhurac
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Just wanted to say thank you everyone for your input!


while i am thinking about it, is there a good mod that adds TDC to periscope other than hitman optics? my game and hitman don;t really like each other..lol
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Old 03-07-13, 02:07 PM   #10
Rhurac
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while i am thinking about it, is there a good mod that adds TDC to periscope other than hitman optics? my game and hitman don;t really like each other..lol

nevermind i found one i like and will work with me!
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Old 03-08-13, 09:09 AM   #11
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If you select duds, play at 100% realism, and are using one of the major mega mods, you are a better man than I if you think the hit rate is too high.
That said does anyone know what the typical load out was past mid 1943?
Were the subs carrying all acustics?
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Old 03-08-13, 01:56 PM   #12
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I am currently reading Clay Blair's "Hitler's U-boat War" and am constantly amazed by how often the German Electric and Air torpedos failed. Often U-Boats set up shots to have 4 of 4 torpedos go too deep, fizzle in the tube, mis-direct or just flat out miss. BDU put numerous commissions onto trying to resove these problems and were never completely successful.

In game terms if torpedos worked the way they did in real life many players would just quit playing out of frustration. Certainly there were morale problems with the real U-Boat crews.

By the way I highly recommend reading both volumes of Blair's awesome work.

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Old 03-11-13, 02:59 PM   #13
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Don't have the link, but do an on-line search for "Wolves Without Teeth."

It is a dissertation about the German torpedo crisis which has a lot of interesting info.

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Old 03-11-13, 03:45 PM   #14
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Quote:
Originally Posted by Andrewsdad View Post
Don't have the link, but do an on-line search for "Wolves Without Teeth."

It is a dissertation about the German torpedo crisis which has a lot of interesting info.

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http://eaglescholar.georgiasouthern...._201005_MA.pdf
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Old 03-11-13, 04:02 PM   #15
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Quote:
Originally Posted by TorpX View Post
Reducing the radius would make a tighter turn, increasing the radius would make turning slower (looser?).
Correct, kinda! Increase the turn radius for less maneuverability. The turn would be done at the same speed but I think you were reffering to shape.
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