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Old 02-24-13, 06:19 PM   #2026
THE_MASK
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Link on first page no longer available . Unable to download this mod .
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Old 02-24-13, 06:44 PM   #2027
volodya61
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Originally Posted by sober View Post
Link on first page no longer available . Unable to download this mod .
http://www.subsim.com/radioroom/show...postcount=9774
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Old 02-25-13, 03:15 AM   #2028
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Old 03-04-13, 08:59 PM   #2029
Gungho
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I'm not sure if it was this mod, or a combo of it and OHII lite, but I watched a destroyer v destroyer encounter off Brest last night. 5 UK vs 2 German. Lots of dodging and weaving, and combined with Sobers smokescreen mod on the wrecks, very pretty.

Also enjoyed some 'entertaining' attacks from both aircraft and escorts...they be a bit more cunning and nasty in my game now.

Thanks muchly...
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Old 03-05-13, 08:51 AM   #2030
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Thanks TDW for another super mod, I recon we owe you a night out well done.
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Old 03-06-13, 06:08 PM   #2031
keysersoze
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TDW,

I have been collecting technical information for gap's historical gun specs. mod and have stumbled across some good diagrams and descriptions of destroyer depth charge practices. In particular, I have information about the procedure/timing involved in dropping five, ten, and fourteen depth charge patterns with stern rails and K-guns.

Would it be possible to mod destroyers to drop depth charges in a pre-set pattern? Secondly, would it be possible to drop different types of depth charges (with different properties like sink rate, lethality radius, etc) from the same destroyer? This last part would be necessary for the larger patterns, since they used a combination of Mk. VIIs (3 m/sec sink rate) and Mk. VII Heavies (5.1 m/sec sink rate) to create a three dimensional, diamond-shaped kill zone.

To give you an idea what I mean, here is a standard timing sequence for a ten depth charge pattern from one source:

1 x Mk. VII Heavy from stern rails
- 3 second pause -
2 x Mk. VII Heavy from forward throwers, 1 x Mk. VII from stern rails
- 8 second pause -
2 x Mk. VII from aft throwers, 1 x Mk. VII Heavy from stern rails
- pause [still trying to work out exactly how long for this last pause] -
1 x Mk. VII Heavy and 2 x Mk. VII from stern rails

Do you think this sort of thing would be possible and worth looking into?

Thanks for any help you can provide.
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Old 03-06-13, 06:54 PM   #2032
TheDarkWraith
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Quote:
Originally Posted by keysersoze View Post
TDW,

I have been collecting technical information for gap's historical gun specs. mod and have stumbled across some good diagrams and descriptions of destroyer depth charge practices. In particular, I have information about the procedure/timing involved in dropping five, ten, and fourteen depth charge patterns with stern rails and K-guns.

Would it be possible to mod destroyers to drop depth charges in a pre-set pattern? Secondly, would it be possible to drop different types of depth charges (with different properties like sink rate, lethality radius, etc) from the same destroyer? This last part would be necessary for the larger patterns, since they used a combination of Mk. VIIs (3 m/sec sink rate) and Mk. VII Heavies (5.1 m/sec sink rate) to create a three dimensional, diamond-shaped kill zone.

To give you an idea what I mean, here is a standard timing sequence for a ten depth charge pattern from one source:

1 x Mk. VII Heavy from stern rails
- 3 second pause -
2 x Mk. VII Heavy from forward throwers, 1 x Mk. VII from stern rails
- 8 second pause -
2 x Mk. VII from aft throwers, 1 x Mk. VII Heavy from stern rails
- pause [still trying to work out exactly how long for this last pause] -
1 x Mk. VII Heavy and 2 x Mk. VII from stern rails

Do you think this sort of thing would be possible and worth looking into?

Thanks for any help you can provide.
The only thing we can do when it comes to firing DCs it to tell the game start firing DC throwers and/or start dropping DCs. That's it. Well we can also tell them to stop firing them also. I can control what distance from the target they start and stop firing them (can be different for each - DC thrower and DC).

As far as adding new DCs that would be very easy to do. Just simply make new ones in the associated files. In order to throw a mix you would need to add new DC nodes to the ship so that it has different kinds of DCs.
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Old 03-06-13, 07:10 PM   #2033
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Quote:
Originally Posted by TheDarkWraith View Post
As far as adding new DCs that would be very easy to do. Just simply make new ones in the associated files.
Not that simple, because (unlike shells) dc barrels are GR2 objects. Until when your editor will be able to add new objects into GR2 files, I think we are left with the two options of duplicating the existing DC_barrels.GR2, or using dat format DC barrels from SHIII. I hope that at least one of these methods can work.

Quote:
Originally Posted by TheDarkWraith View Post
In order to throw a mix you would need to add new DC nodes to the ship so that it has different kinds of DCs.
This is not the original idea by keysersoze, if I got it correctly. I think what he was looking to achieve is the same DC throwers/rack to use intelligently different DC models.
As far I can see from their controller, assigning each thrower more than one type of ammo is feasible. Too bad, based on your answers, the AI wouldn't manage them as desired
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Old 03-06-13, 08:21 PM   #2034
keysersoze
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Quote:
Originally Posted by TheDarkWraith View Post
The only thing we can do when it comes to firing DCs it to tell the game start firing DC throwers and/or start dropping DCs. That's it. Well we can also tell them to stop firing them also. I can control what distance from the target they start and stop firing them (can be different for each - DC thrower and DC).
Thanks for the response. Would it be possible to use a series of alternating start/stop commands to simulate a pattern? For example, having the destroyer start dropping from stern racks, then stop, then start shooting DCs from throwers, then stop, then back to stern racks, etc.

I'm sure this is much more complicated than it sounds, if not impossible, but I figured I may as well ask.
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Old 03-06-13, 08:22 PM   #2035
keysersoze
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Quote:
Originally Posted by gap View Post
This is not the original idea by keysersoze, if I got it correctly. I think what he was looking to achieve is the same DC throwers/rack to use intelligently different DC models.
As far I can see from their controller, assigning each thrower more than one type of ammo is feasible. Too bad, based on your answers, the AI wouldn't manage them as desired
Yep, this is what I meant. Sorry if I was unclear in my original post.
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Old 03-06-13, 08:35 PM   #2036
gap
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Quote:
Originally Posted by keysersoze View Post
Yep, this is what I meant. Sorry if I was unclear in my original post.
You weren't: I was just summing up, and I started my sentence with a "if I got it correctly" just in case I had missed anything (which often happens)
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Old 03-07-13, 11:30 AM   #2037
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I have a question about this:

"NOTE: because of the new features of fatigue and crew watch rotations for the ship AI it is recommended to leave all the difficulty levels at 1.0
"

does this mean the campaign difficulty? should it be set to low? this setting unfortunately means all contacts appear on the nav map

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Old 03-07-13, 11:53 AM   #2038
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Originally Posted by Troutish View Post
does this mean the campaign difficulty? should it be set to low? this setting unfortunately means all contacts appear on the nav map
No, this is relative to IRAI own settings. Open data\Scripts\AI\init.aix in notepad if, despite TDW's advise, you want to edit them.
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Old 03-07-13, 02:50 PM   #2039
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Quote:
Originally Posted by Troutish View Post
this setting unfortunately means all contacts appear on the nav map
Hi Troutish,
No nothing to do with contacts displayed on map.
Difficulty settings you're talking about are AI reaction related only.
To get rid of map contacts, or you check this option in game option tab, or you desable visual/hydro/radar contacts in TAI/nav map options, or you use TDW add-on mods to tweek them as you desire...

Difficulty settings you're refering can be lowered a bit. Because ennemy AI destroyers are way too accurate imo, and by this way unbeatable and unescapable (don't even know if those are english words )
I found my below settings more playable (furthermore at war begining):

################## Difficulty parameters ###########
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.85;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.85;
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Old 03-08-13, 08:47 AM   #2040
Troutish
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so i can just edit these in the cfg file, right?


Quote:
Originally Posted by Fifi View Post
Hi Troutish,
No nothing to do with contacts displayed on map.
Difficulty settings you're talking about are AI reaction related only.
To get rid of map contacts, or you check this option in game option tab, or you desable visual/hydro/radar contacts in TAI/nav map options, or you use TDW add-on mods to tweek them as you desire...

Difficulty settings you're refering can be lowered a bit. Because ennemy AI destroyers are way too accurate imo, and by this way unbeatable and unescapable (don't even know if those are english words )
I found my below settings more playable (furthermore at war begining):

################## Difficulty parameters ###########
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.60;
HYDROPHONE_DIFFICULTY_MAX = 0.85;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.60;
SONAR_DIFFICULTY_MAX = 0.85;
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