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Old 01-21-14, 02:51 PM   #1
DjDrJ
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Join Date: Sep 2011
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Default question about Destroyer Command

Hi all,
Just started revisiting this old game. was wondering what these 2 things do in game.
1. the general quarters
2. rig/secure from red

i know that general quarters is same as battle stations but what does it give you in game? does your crew perform better or anything like that?
as for the rig for red, besides dimming your view red does this help in any way? does it make your boat harder to see since lights arent on? or is this similar to general quarters?
the manual doesnt say anything about these.

I was just thinking this would be a much better game if you could lay silent hunter games in it. so you can control destroyers that are hunting ppls subs. apparently i ust seen a post stating that sh2 works like this, is there any good posts somewhere on this topic? like how to get setup, ect? Any help would be appreciated. Thanks for your time,
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Old 01-22-14, 08:33 PM   #2
Hinrich Schwab
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Quote:
Originally Posted by DjDrJ View Post
Hi all,
Just started revisiting this old game. was wondering what these 2 things do in game.
1. the general quarters
2. rig/secure from red

i know that general quarters is same as battle stations but what does it give you in game? does your crew perform better or anything like that?
as for the rig for red, besides dimming your view red does this help in any way? does it make your boat harder to see since lights arent on? or is this similar to general quarters?
the manual doesnt say anything about these.

I was just thinking this would be a much better game if you could lay silent hunter games in it. so you can control destroyers that are hunting ppls subs. apparently i ust seen a post stating that sh2 works like this, is there any good posts somewhere on this topic? like how to get setup, ect? Any help would be appreciated. Thanks for your time,
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There is some obscure spot in the DC manual that states that General Quarters will have AA guns automatically fire when acquiring aerial targets, regardless of orders. That is the only real benefit. Rig for Red is more cosmetic, as its purpose was to allow night vision to adjust, which takes 20-30 minutes. The game does not emulate the brief period of vulnerability during the transition period where visibility would be reduced. Likewise, it does not emulate a loss as a result of firing starburst shells.
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Old 01-22-14, 09:48 PM   #3
Sailor Steve
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Quote:
Originally Posted by DjDrJ View Post
HiI was just thinking this would be a much better game if you could lay silent hunter games in it. so you can control destroyers that are hunting ppls subs. apparently i ust seen a post stating that sh2 works like this, is there any good posts somewhere on this topic? like how to get setup, ect? Any help would be appreciated. Thanks for your time,
Porter
Silent Hunter II and Destroyer Command were designed to work together. You could have up to four players on each side, and we used to have a lot of fun with multiplayer battles. We also had a special forum called Sub Club, and an IRC chat room where we would meet to organize games.

That was a long time ago, though.
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Old 01-24-14, 10:19 PM   #4
tmccarthy
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Hi DjDrJ,

I just got into this great sim about a year ago. I've made some new mods I intend to eventually post.

New flak bursts, New 40/20mm tracer, New stack smoke/haze and some new .wav sounds and 10 sub hunting training missions.

Let me know if you are interested in checking/testing them out?

Can be viewed here.



-Tim
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Old 04-17-14, 02:40 AM   #5
CaptainCruise
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Quote:
Originally Posted by Sailor Steve View Post
Silent Hunter II and Destroyer Command were designed to work together. You could have up to four players on each side, and we used to have a lot of fun with multiplayer battles. We also had a special forum called Sub Club, and an IRC chat room where we would meet to organize games.

That was a long time ago, though.

Much too long....those were GOOD days. We had us some awesome butt-kickin broohah's back in the day.

Good to see ya Steve-O!!
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Old 02-02-14, 03:55 AM   #6
cbrown1790
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That looks great!

I recently re-installed DC, too. I am still looking for all the mods that I've downloaded in the past...

But, Yes. I would be very interested in your work!

Thank you.
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Old 02-02-14, 09:52 AM   #7
Sailor Steve
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We certainly don't have all of them, but this might help some.
http://www.subsim.com/radioroom/down...p?do=cat&id=46
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Old 02-02-14, 08:01 PM   #8
tmccarthy
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Quote:
Originally Posted by cbrown1790 View Post
That looks great!

I recently re-installed DC, too. I am still looking for all the mods that I've downloaded in the past...

But, Yes. I would be very interested in your work!

Thank you.
Cool, thank you!

I will make a list of the mods I will be posting and send you a PM.
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Old 02-03-14, 06:35 AM   #9
cbrown1790
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Thanks!
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Old 02-06-14, 12:33 AM   #10
tmccarthy
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[answers from PM]

SH2 mods: Yes, using SH2 mods in DC is a nice find! I haven't had any problems using the SH2 environment mods and ship models in DC.
I especially like using a "dark" water mod when I'm in the Atlantic and the tropical mod when in the south Pacific.

Fletcherdcmod: I've always used and recommend. It improves AI and realism.

I believe a good setup is:

-DC 1.1 patch
-Projekt Messerwetzer patch 1.03
-Fletchermod
-Vickers Oil Slicks
-Vickers Fireball Add-on
-A hand full of new .wav sounds(I can forward to you)
-A small Gun accuracy tweak(can forward also)

With this you should be in good shape. Plus the environment mods that you like.

Kriegstanz: Is a random scenario generator for SH2 and DC. I checked it out briefly about a year ago. It looked promising and I plan to get back to it. If I recall correctly it seemed to be focused more toward the Atlantic and English Channel and convoy escort type missions.

JSGME: I don't use this for my mods. Three of my mods are relatively simple graphics changes where you just copy in the new .tga. The other two only require changing two values in the pyro.psf file. Since the pyro.psf file is altered by other bigger mods it seems best to me to make my changes manually.

Paint.net is great for viewing and making changes to .tga's

SH2 Sky mod v12 norain: I haven't tried this mod. It's one of the few mods that uses an application/ .exe to install. It might be a good idea to try this one on a copy of DC since it may be hard to reverse?

Also even though it says no rain as far as I know rain can always be activated by going in dc\sim\scenarios\weather and in the bottom section removing the semicolon from in front of anywhere it says Precipitation.

CBweather mod: I don't recall anything about.

Sub Hunting Training Missions: I have the Mission text/ Mission format that I'm using and will forward to you and would like to get your input.

Bridge knot meter: My knot meter, the big one on the lower left in the helm view, has always read 2-6 knots fast at speeds Standard, Full or Flank. Is this true with you?
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Old 02-13-14, 09:20 AM   #11
dean_acheson
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I'd love to dig this up. Man, I loved this game. It really did all the big things right.
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