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Old 02-07-13, 07:55 PM   #1
Fifi
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Default What setting file?

Hi,

Could someone tell me in wich file and mod (IRAI?) i can set back my torpedos damage accuracy please?

Hitted a medium heavy boat with 2 torpedos, and after a slow down and few flames he kept on going like if nothing happened! while an other (liberty ship) hitted in same convoy by only one torpedo just stopped and sank...
In RL, noway a boat even a big one could keep on going with 2 torpedos holes!
I agree time for sinking can vary by far, but no merchant can escape with 2 torpedos hit.

Furthermore, i never saw a boat hitted sinking right after hit. Though it happened in RL, and it wasn't very rare!

IRAI is nice, but need some adjustment IMO

EDIT:
one more thing: merchants can hit your sub from 6Km?? What kind of armament they have?
They are deadly accurate like destroyers!!
One hit from 6Km and sub hull integrity decreased to 51%?? Isn't it a bit too much?
I suspect TDW working for Tommies! haha

Last edited by Fifi; 02-07-13 at 09:37 PM.
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Old 02-08-13, 03:39 AM   #2
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Quote:
Originally Posted by Fifi View Post
Could someone tell me in wich file and mod (IRAI?) i can set back my torpedos damage accuracy please?
IRAI doesn't affect torpedo damage. You are probably looking for one of the following mods:

one ship one torp by fromhell
Critical hits for torpedos by Darkreaver1980 (working dowload link toward the end of the thread)

Quote:
Originally Posted by Fifi View Post
one more thing: merchants can hit your sub from 6Km?? What kind of armament they have?
They are deadly accurate like destroyers!!
One hit from 6Km and sub hull integrity decreased to 51%?? Isn't it a bit too much?
Gun's accuracy and shell damage will be dealed with by Historical Guns Specs

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I suspect TDW working for Tommies! haha
That's sure: his english doesn't seem to have any kraut accent
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Old 02-08-13, 06:03 AM   #3
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Originally Posted by gap View Post
IRAI doesn't affect torpedo damage. You are probably looking for one of the following mods:

one ship one torp by fromhell
Critical hits for torpedos by Darkreaver1980 (working dowload link toward the end of the thread)
First, i'm sorry for the tone of my request, but that drove me mad this afternoon
Hours and hours for nothing (or so little) and cherry on the cake, my sub took very bad damage from merchant guns 6Km away!

I'm also using Reworked Morale and Abilities, and even asking torpedo man for heating torpedo doesn't made any change...2 torpedos, and boat gone

I'm not sure i am looking for 'One Ship One torpedo' mod either
Don't want to cheat, and i'm aware some boats need more than one torpedo to definitely sink, if we are in a hurry...but with 2 torp hits, no merchant could run away!

Maybe i should consider the 'Critical Hits for Torpedos' mod as it seems interesting, and not cheating.
But is it really compatible with latest IRAI, FX Update, and RM&A?
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Old 02-08-13, 06:30 AM   #4
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Quote:
Originally Posted by Fifi View Post
..my sub took very bad damage from merchant guns 6Km away!
Sounds like a glitch.. maybe it was mine? did you looked at the minefield map?

Quote:
Originally Posted by Fifi View Post
..i am looking for 'One Ship One torpedo'.... 'Critical Hits for Torpedos' mod as it seems interesting, and not cheating...
These mods are cheats
Try to enable Collateral Damage and Zone AP damage when Zone damaged in the patcher..
Also find the mod - Alternate Sinking Mechanism.. I use it and I had to reduce the damage of stock torpedoes..
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Old 02-08-13, 06:45 AM   #5
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Originally Posted by Fifi View Post
First, i'm sorry for the tone of my request, but that drove me mad this afternoon
Your tone was as polite as usual

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Originally Posted by Fifi View Post
I'm also using Reworked Morale and Abilities, and even asking torpedo man for heating torpedo doesn't made any change...2 torpedos, and boat gone
I don't know what torpedo heating actually does in RM&A. You should ask Rongel on it. For sure, I know that he removed the torpedo speed ability, for the reason that you surely know.

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Originally Posted by Fifi View Post
I'm not sure i am looking for 'One Ship One torpedo' mod either

Don't want to cheat, and i'm aware some boats need more than one torpedo to definitely sink, if we are in a hurry...

Maybe i should consider the 'Critical Hits for Torpedos' mod as it seems interesting, and not cheating.
But is it really compatible with latest IRAI, FX Update, and RM&A?
I know what you mean. Try 'Critical Hits for Torpedos'. Personally I haven't ever tested it, but from its readme it doesn't seem a "cheat mod".

It should only affect min and max torpedo effects, in their respective zon files, and it should be compatible with any version of the mods you have mentioned.

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but with 2 torp hits, no merchant could run away!
You should consider ship's momentum. Even if her engines were suddenly blown, a medium ship sailing at normal speed would drift for several km before coming to a full stop
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Old 02-08-13, 07:14 AM   #6
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Quote:
Originally Posted by gap View Post

I don't know what torpedo heating actually does in RM&A. You should ask Rongel on it. For sure, I know that he removed the torpedo speed ability, for the reason that you surely know.
It boosts the damage, first level +10%, second +20% and third +30%. So it's quite subtle change at first levels.
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Old 02-08-13, 04:36 PM   #7
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Originally Posted by Rongel View Post
It boosts the damage, first level +10%, second +20% and third +30%. So it's quite subtle change at first levels.
Ah ok Rongel...that's why. I had only first level activated

Quote:
I know what you mean. Try 'Critical Hits for Torpedos'. Personally I haven't ever tested it, but from its readme it doesn't seem a "cheat mod".

It should only affect min and max torpedo effects, in their respective zon files, and it should be compatible with any version of the mods you have mentioned.
Thanks for that Gap, i'll give it a try soon

Quote:
You should consider ship's momentum. Even if her engines were suddenly blown, a medium ship sailing at normal speed would drift for several km before coming to a full stop
Yes, of course i believe it...but don't you think a medium boat with 2 torp holes (not same place) should keep its inertia (as you said) but also in the meantime SINK quite fast?
On other hand, the Liberty ship i also hitted with only one torp, stopped and sank pretty fast...so i don't understand what happened

Quote:
Sounds like a glitch.. maybe it was mine? did you looked at the minefield map?
Yeah, a glitch But no mines far off the coast (at least 300Km)

Quote:
Try to enable Collateral Damage and Zone AP damage when Zone damaged in the patcher..
Also find the mod - Alternate Sinking Mechanism.. I use it and I had to reduce the damage of stock torpedoes..
I'll have a look
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Old 02-08-13, 07:57 PM   #8
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I have activated Critical Hits by Torpedos V1.1, but still useless

Made a test in my career, hitting a small merchant with one torp, and 6 hours later he was still navigating 5 knots and all in flames!

Definitely a problem here.
I'm considering changing IRAI version (have the latest) or even running without...
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Old 02-09-13, 12:40 AM   #9
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Quote:
Originally Posted by Fifi View Post
I have activated Critical Hits by Torpedos V1.1, but still useless

Made a test in my career, hitting a small merchant with one torp, and 6 hours later he was still navigating 5 knots and all in flames!

Definitely a problem here.
I'm considering changing IRAI version (have the latest) or even running without...
Try to deactivate "AI Crew Damage Control" patch in TDW's Generic Patcher. That should help

You can also try BRF (Better and realistic floatation) mod

Last edited by vlad29; 02-09-13 at 12:59 AM.
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Old 02-09-13, 12:49 AM   #10
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Quote:
Originally Posted by Fifi View Post

Yeah, a glitch But no mines far off the coast (at least 300Km)
That's 100% a glitch I had the same one - sudden severe damages of the boat near the british merchants that were not even armed
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Old 02-09-13, 01:11 AM   #11
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Quote:
Originally Posted by gap View Post
- I know what you mean. Try 'Critical Hits for Torpedos'. Personally I haven't ever tested it, but from its readme it doesn't seem a "cheat mod".
It should only affect min and max torpedo effects, in their respective zon files, and it should be compatible with any version of the mods you have mentioned.

- You should consider ship's momentum. Even if her engines were suddenly blown, a medium ship sailing at normal speed would drift for several km before coming to a full stop

:
- I'm agree its not a cheat, but realistic one Using it with pleasure
- Depending upon damages, Gap. If, f.e. the hull is gone to 2 pieces after explosion, she is not going to pass too far:haha
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Old 02-10-13, 01:57 AM   #12
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Quote:
Originally Posted by vlad29 View Post
Try to deactivate "AI Crew Damage Control" patch in TDW's Generic Patcher. That should help
Thanks for the tip Vlad, i'll try
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Old 02-10-13, 03:25 AM   #13
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Quote:
Originally Posted by Fifi View Post
I'm considering changing IRAI version (have the latest) or even running without...
Disabe IRAI at your own risk: by doing it you would give up a lot of important features and you woudn't solve your issue anyway...

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Originally Posted by vlad29 View Post
Try to deactivate "AI Crew Damage Control" patch in TDW's Generic Patcher. That should help
YESS, Vlad is right!
I should have noticed that you were using the Damage Control patch. This mod is sort of experimental and has been reported that when using it ships refuse to sink even if heavily damaged.

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Originally Posted by vlad29 View Post
You can also try BRF (Better and realistic floatation) mod
I see from your mod list that you are currently using Fx Update. I cannot remember whether BARF is compatible with the latter. Probably not. Inform yourself before enabling it
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Old 02-10-13, 04:03 AM   #14
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Yeah, thanks again Gap

I don't want to deactivate my IRAI. Was upset when was saying that!

I've deactivated "AI Crew Damage Control" patch in TDW's Generic Patcher, and it seems better!

Quote:
I see from your mod list that you are currently using Fx Update. I cannot remember whether BARF is compatible with the latter. Probably not. Inform yourself before enabling it
Yeah, BARF isn't compatible with FX, of what Volod said in this thread...
A shame because BARF looks nice
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Old 02-10-13, 04:41 AM   #15
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Yeah, thanks again Gap

I don't want to deactivate my IRAI. Was upset when was saying that!
Yes, I just wanted to make sure that you didn't address all of your rage against an inculpable mod

Quote:
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I've deactivated "AI Crew Damage Control" patch in TDW's Generic Patcher, and it seems better!
Good

Vlad deserved a medal!

Quote:
Originally Posted by Fifi View Post
Yeah, BARF isn't compatible with FX, of what Volod said in this thread...
A shame because BARF looks nice
I can be wrong, but I seem to remember that several months ago a version of BARF compatible with Fx Update had been released
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