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Old 06-28-07, 03:34 AM   #46
vindex
Planesman
 
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Wow, a lot of serious effort going into something that is going to change completely anyway when we get 1.3 in "weeks not months".

I'm not playing these days, I'm waiting for the patch. I notice there isn't a whole lot of new modding going on either, probably for the same reason.
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Old 06-28-07, 06:40 AM   #47
GOZO
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Nomad Delta;

What status did you have on the SHIV installation? I mean patch 1.2 or just "vanilla"?

I am experimenting with SHIV, 1.2 + "Real fleetboat 1.28"-mod

Cheers

/Per
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SHIV:TMo 2.5, RSRD, SCAF OLC, Ralle's modpack
SHIV: WDAD, Med Campaign
SHIII: GWX3 GOLD, OLCII Gold, ACM-reloaded interface mod, SHIIIcmndr 3.2, Full Realism/DiD
SHIII: LSH3 2015
Cold Waters with all bells and whistles
Finally SHV but still unmodded and still a noob....
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Old 06-28-07, 11:02 AM   #48
gg5056
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I cannot find sim.data in cfg. or in-game recog.manual.

would you please help me fine it.
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Old 06-28-07, 11:02 AM   #49
gg5056
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I cannot find sim.data in cfg. or in-game recog.manual.

would you please help me fine it.
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Old 06-28-07, 12:11 PM   #50
nomad_delta
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@vindex: yeah, that's why I'm holding off on any further effort towards this for now. I'm kinda hoping that it will all become irrelevant once 1.3 is released and they'll fix all the problems, but I'm not holding my breath.

@GOZO: All tests were performed with patch 1.2 applied and nothing else. I had been playing with Trigger Maru 1.2 at the time but I did a clean install prior to running the tests just to make sure nothing was modifying my results. I also tried some of the tests again after re-installing all of my mods (TM 1.2 plus a bunch of other stuff) and got the same results. These days I'm playing with RFB 1.28.

@gg5056: I'm sorry, I'm not sure I quite understand what you're asking... can you rephrase your question maybe?

Cheers,

nomad_delta
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Old 06-28-07, 01:25 PM   #51
tycho102
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Quote:
Originally Posted by nomad_delta

1. Does changing the exploder setting to Contact or Contact/Influence do anything at all?
a. If it does make a difference, does it work correctly?
b. If the Contact/Influence setting does anything at all, does it ever work properly in game, and is it ever beneficial to actually use it?

3. Is a ship's "draft" the distance that it extends below the waterline, and is that (in theory) what I should be using to determine my torpedo's depth settings?

a. Is there a consistent part of all ships draft that is best to hit?, such as: "as low as possible without going under" or "dead center of the ship's draft" or does it vary with each ship? If it varies, where can I find this information for each ship type?
Download my torpedo cheats, and load up the 200m magnetic detonator cheat. You'll see the torpedo detonate 200 meters away from the boat. Couple that with a 1km blast radius and you just fire a torpedo into the middle of a convoy to take half the thing out.

The mag-dets work. They are labeled correctly in version 1.2. They default with a 2m influence radius. You've got to get within 2m of the boat for it to go, and the normal explosion radius is variable -- from 3 meters to 7 meters. It sucks when you get a 3m detonation, 2 meters away from the ship's hull.

3. Draft is from the waterline to the keel. If a boat is fully laden, it might be 10 meters. If it's nearly empty, it might only be 6 meters.

3a. Hit tankers at the waterline, right in their fuel tank. All other boats, you want to put a torp under their keel under some kind of "critical" compartment. Fuel tanks, ammo storage, engine room.
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