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Old 04-28-12, 10:32 AM   #1816
Rongel
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Thanks for the new version TDW!

I've been testing this a bit now. The shooting at periscope works just great! I noticed this before that I rarely get any damage to the periscope even when they are firing all around it. So I made a collision spheres and boxes to the sensors.zon file for the periscopes (they don't have them for some reason).

So now I noticed that they actually shoot my periscope completely off, no more periscope. That was great, but it's a weird thing that the damage report still shows no damage to it, or just a few procent.

The crew can still fix it to 100% but the actual scope just isn't there and can't be used. Sooo, do you know can we actually make this work so that the damage screen would show the actual damage? It would be a great improvement if this would work without bugs.
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Old 04-28-12, 04:22 PM   #1817
Husksubsky
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no hydrophone at surface gone?included?
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Old 04-28-12, 04:31 PM   #1818
volodya61
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Quote:
Originally Posted by Husksubsky View Post
no hydrophone at surface gone?included?
No, it's included in TDW Add-on mods

Here they are - http://www.subsim.com/radioroom/showthread.php?t=183649
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Old 04-28-12, 10:13 PM   #1819
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thx
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Old 04-29-12, 09:13 PM   #1820
Husksubsky
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Hmmm it overwrites a lot, is it safe? I tested it and the merches shoot at me so I guess it s fine
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Old 05-01-12, 05:29 PM   #1821
HUNterkarabiner
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I experienced a phenomenon (v0.0.37). When the convoy discovered, all at once to start the ship's signal rockets (FX 0.0.19). For some reason, it is burdened with the CPU operation. Often caught in seconds the program. IRAI previous versions it was not so affected.
Other meetings such phenomena?

Thank you anyway for IRAI! The SH club everyone uses.
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Old 05-02-12, 05:41 AM   #1822
Meldric
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Hi!

I am very uncertain if this is related to this mod, but I'll try it here (sorry!).

I have been in Skapa and sunk the warship "Nelson". Then I started to escape from skapa and after an hour, I saved and went to bed. When I loaded that saved game up today, the Nelson was back alive again, but my torpedos are gone. I double and triple checked, it is the right saved game...

Is that a known issue?
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Old 05-02-12, 06:32 AM   #1823
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I think this is a common bug, you should never save around other ships. I always make sure that I'm out on the open sea and all alone when I save during my patrols.
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Old 05-02-12, 08:14 AM   #1824
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Quote:
Originally Posted by Meldric View Post
Hi!

I am very uncertain if this is related to this mod, but I'll try it here (sorry!).

I have been in Skapa and sunk the warship "Nelson". Then I started to escape from skapa and after an hour, I saved and went to bed. When I loaded that saved game up today, the Nelson was back alive again, but my torpedos are gone. I double and triple checked, it is the right saved game...

Is that a known issue?
Yes - when you save your game, no information about the damage to your targets are saved - only if it was sunk.
So do not leave your game until the ship is down
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Old 05-03-12, 12:38 AM   #1825
THE_MASK
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Just an idea . Anyway to link the thermal layer signal attenuation in sim cfg to the journal viewer . Everytime the game loads the sim cfg it could load the thermal layer signal attenuation based on the position of the last navigation fix . I guess water disturbances would do the same thing , could it be linked to something to give difrent disturbances for cold/warm water .

Last edited by THE_MASK; 05-03-12 at 05:26 AM.
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Old 05-03-12, 09:16 AM   #1826
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Just an idea . Anyway to link the thermal layer signal attenuation in sim cfg to the journal viewer . Everytime the game loads the sim cfg it could load the thermal layer signal attenuation based on the position of the last navigation fix . I guess water disturbances would do the same thing , could it be linked to something to give difrent disturbances for cold/warm water .
Anything related to sensors I have not found/looked into in the .exe or .act files yet. When I do I'll keep this in mind
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Old 05-08-12, 02:51 PM   #1827
Rongel
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Quote:
Originally Posted by HUNterkarabiner View Post
I experienced a phenomenon (v0.0.37). When the convoy discovered, all at once to start the ship's signal rockets (FX 0.0.19). For some reason, it is burdened with the CPU operation. Often caught in seconds the program. IRAI previous versions it was not so affected.
Other meetings such phenomena?
I have found too the new starshells to be very heavy on the computer. When a convoy spots my torpedo, computer locks down for a few seconds. Today I had also a crash when this happened. I wouldn't want to disable the starshells, is there any other way? Otherwise this IRAI version is just super!
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Old 05-08-12, 03:13 PM   #1828
Sartoris
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I agree, the starshells do need some tweaking.
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Old 05-08-12, 05:55 PM   #1829
TheDarkWraith
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Quote:
Originally Posted by Rongel View Post
I have found too the new starshells to be very heavy on the computer. When a convoy spots my torpedo, computer locks down for a few seconds. Today I had also a crash when this happened. I wouldn't want to disable the starshells, is there any other way? Otherwise this IRAI version is just super!
you can disable the starshells very easily. Open up the \data\Scripts\AI\ship-weapons.aix file with Notepad. Make the very top of the file look EXACTLY like the below:

strategy ShipFire(Ship)
{
precond
{
Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0)
}
strategies
{
DC,
Cannons,
CannonsAtSubmerged
#CheckStarshellEnable,
#ShipFireStarShells,
#ShipFireStarShellsDistance
}
}

So all in all you are adding two #s and removing one , (used to be after CannonsAtSubmerged)

With those changes no starshells will ever be fired
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Old 05-08-12, 06:40 PM   #1830
THE_MASK
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The only weird thing i have observed with the latest irai is larger planes in kiel fly normally for a while and then after a while they look tail heavy and cannot gain altitude and eventually crash . The game is much harder now (realistic) .
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