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Old 05-17-08, 09:23 AM   #46
sabretwo
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I tested it out last night, loading the depth charge noise mod at the end in JSMGE after LRT and the LRT OLCE patches. Although I was depth charged a few times and escaped each time, its hard to tell yet if the "bold" effect aided in that. I can tell you that LRT sems to be just fine and all the LRT features seem to be working, including the depth charge shake.

It was stable...no strange behaviors or ctds.

I'll post additional comments after more testing.
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Old 05-17-08, 02:17 PM   #47
msalama
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Quote:
I'll post additional comments after more testing.
Thanks! Please do, because this combo is definitely interesting if it works without hiccups...

S!
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Old 05-19-08, 01:50 PM   #48
sabretwo
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After another night of testing, the combo still seems to be working fine. I watched the behavior of the DDs this time, and they seem to be distracted by the 'bold' effect just like the mod is intended. As for LRT, the depth charge shake is working, so are the effects of longer repair time and damage vulnerability. The only thing that I am not sure of yet are the variable sounds for depth charge attacks.

Surprisingly, it looks like these two mods are compatible!

PS: I am having some savegame crash issues, but I have been having those intermittently since I started playing the game last year. I doubt they have anything to do with incompatibility of these two mods.
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Old 05-19-08, 11:49 PM   #49
msalama
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Thanks mate, your reports are certainly appreciated! Now that the two seem compatible I'll also go and enable LRT before my next patrol. I'll report back, too, if I notice anything strange...

Quote:
I doubt they have anything to do with incompatibility of these two mods.
Most likely not. Those things mostly seem to happen with savegames having some AI units in your boat's vicinity, and AFAIK it's a stock game bug.

S! again m8 and thanks for the reports.
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Old 05-20-08, 01:20 AM   #50
Archive1
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Default Password?

Just tried to open this using the given password of "Bold" and it would not open. Has it been changed or...what?
And does anyone know where in development this stands...still at the alpha stage?
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Old 05-20-08, 06:13 AM   #51
sabretwo
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Quote:
Originally Posted by msalama

S! again m8 and thanks for the reports.
Afwan.
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Old 05-20-08, 06:18 AM   #52
sabretwo
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Quote:
Originally Posted by Archive1
Just tried to open this using the given password of "Bold" and it would not open. Has it been changed or...what?
And does anyone know where in development this stands...still at the alpha stage?
I think further development is currently on hold until AVH has his computer back up and running. The mod is doing what it was intended to do, simulate the temporary disruption of passive and active sonar after a depth charge attack, but it does this through the creation of a bold effect. AVH wanted to refine this further by eliminating the visual efects of the bold and restore the proper appearance of explosions under water. Personally, this doesn't matter to me as I virtually never see the explosions any way (No event camera).
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Old 05-20-08, 10:34 PM   #53
Archive1
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sabretwo:
Whoa, guess I did not know that the Event Camera needed to be on...well, of course it would need to be wouldn't it...and I also do not use it, but the effect of the DC "explosion sound" temporarily "deafening" the DD sonar (as replicated by the Bold decoy) would add an enhancement of reality not currently present. As I think of it, one could still get the explosive visuals by pressing the "." (period) key, no?
I still do not know why I could not open the file using the "Bold" password as VH stated one could.
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Old 08-12-08, 06:06 PM   #54
Laffertytig
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any news on this? would be certainly be a great addition.
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Old 06-18-09, 07:13 AM   #55
Aleksandar the Great
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Wheres the new version?
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