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Old 01-15-11, 02:52 PM   #16
Madox58
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Unless Mikhayl's Mod was installed?
There are no Luftwaffe recue buoys in GWX any version.
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Old 01-15-11, 04:32 PM   #17
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Unless Mikhayl's Mod was installed?
There are no Luftwaffe recue buoys in GWX any version.
Oh I know mate.....simply speculating...they are in at least one of WB mods though.
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Old 01-15-11, 05:01 PM   #18
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Oh I know mate.....simply speculating...they are in at least one of WB mods though.


They're for sure in his Extras_for_the_Wilhelmshaven_campaign_v2.4c.
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Old 01-16-11, 02:05 PM   #19
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Darksun, in a post on 07-16-2006, has an excellent guide for setting up intercepts. Generally, intercepts of something over 100 km away have a fairly low success rate, unless they are heading pretty much for you (and then, perhaps not, as they change course).


Desirableroasted poseted this, can I get a link to this thread or post its in so I can see it?? ive been havin trouble with interception lately. lol its been a while since ive played this game.
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Old 01-17-11, 02:57 PM   #20
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Altho I did think about modding in 1 round of AP ammo, just to see if having it there would let the crew start loading the gun without my help - one round of AP to start the process, and then they'd move right on to the HE as intended. I think the general consensus was that it wouldn't work (maybe there's actually a stock bug that borks up the whole thing no matter what ammo you've got). Can't remember that I ever actually tried it, though, just to see for myself.
Oh hey, you know I just tried this and it worked.

Changed the basic.cfg so the standard loadout gives us 1 rd AP in the standard loadout, and deducted 1 rd from the HE. I ordered the gun manned and told them to fire at will and I swear they started shooting without me having to go down there and tell them which ammo to use.

Altho that was only in the Academy artillery test so I have yet to see if it will work the same on patrol.
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Old 01-17-11, 03:27 PM   #21
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Originally Posted by USNSRCaseySmith View Post
Darksun, in a post on 07-16-2006, has an excellent guide for setting up intercepts. Generally, intercepts of something over 100 km away have a fairly low success rate, unless they are heading pretty much for you (and then, perhaps not, as they change course).

Desirableroasted poseted this, can I get a link to this thread or post
http://www.subsim.com/radioroom/show...2&postcount=41

High school trig, but it works.
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Old 01-17-11, 04:12 PM   #22
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Originally Posted by frau kaleun View Post
Oh hey, you know I just tried this and it worked.

Changed the basic.cfg so the standard loadout gives us 1 rd AP in the standard loadout, and deducted 1 rd from the HE. I ordered the gun manned and told them to fire at will and I swear they started shooting without me having to go down there and tell them which ammo to use.

Altho that was only in the Academy artillery test so I have yet to see if it will work the same on patrol.
It should do....no diffirentation between the two.
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Old 01-17-11, 04:34 PM   #23
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It should do....no diffirentation between the two.
Fantastic.

I'd actually forgotten I'd made the edit until they started firing.

*sniff*

My little crew is all grown up and loading shells all by themselves!
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Old 01-17-11, 05:55 PM   #24
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Hooray, the crew members are now more competent!
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