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Old 07-10-12, 01:27 AM   #31
THE_MASK
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Fired a torp at a small polish merchant . The torp hit the rear end and the ship was on fire at the rear . The ship didnt slow down at first but after a while slowed down and stopped . I observed with my periscope and after a while the ship went stern down and was sitting half out of the water on a 30degree angle . The ship was bobbing up and down with the heavy swell . After a while i recieved a distress signal and a distress flare was sent off by the ship crew .
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Old 07-10-12, 04:04 AM   #32
kiwi_2005
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Great!
I always thought it was some type of lag when the ship would speed up just before the torpedo hit then having to watch the torpedo miss

Surface!
Surface? Captain there is a task force above us!!!
I don't give a damn! We ain't letting that destroyer get away, prepare to ram!

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Old 07-10-12, 04:10 AM   #33
THE_MASK
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Quote:
Originally Posted by kiwi_2005 View Post
Great!
I always thought it was some type of lag when the ship would speed up just before the torpedo hit then having to watch the torpedo miss

Surface!
Surface? Captain there is a task force above us!!!
I don't give a damn! We ain't letting that destroyer get away, prepare to ram!

What are you talking about ? My aiming was off , thats all . I was saying how realistic the ship inertia is now .
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Old 07-10-12, 05:13 AM   #34
kiwi_2005
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Quote:
Originally Posted by sober View Post
What are you talking about ? My aiming was off , thats all . I was saying how realistic the ship inertia is now .
My post was for DW mod, i wasn't referring to your post.
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Old 07-10-12, 05:24 AM   #35
THE_MASK
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Quote:
Originally Posted by kiwi_2005 View Post
My post was for DW mod, i wasn't referring to your post.
Haha , i thought TDW wrote the post .
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Old 07-10-12, 11:43 AM   #36
LemonA
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Can't install this mod&UI v7 because of hardware issues.
i would like to see a vid how the mod modifies the ship inertia and buoyancy.
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Old 07-12-12, 10:51 AM   #37
Dogfish40
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Quote:
Originally Posted by TheDarkWraith View Post
v1.1.0 released. See post #1

Excellent Mod for eye candy as well. It seems to make a visual diferance overall of the natural look of the ships riding the waves. In Synch with the timing I suppose is the best way I can put it.
Great add-on here,
Thanks Mucho Vizeadmiral TDW
D40
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Old 08-02-12, 09:52 PM   #38
Blinded
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On my system this addon badly affects on hydrophone. I mean that ships sometimes can't be heard with it. Ship's recognition mark appears on hydrophone's board, but it's impossible to hear it. Absolutely no sound of engines and props. In external view everything is ok. Any suggestions?
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Old 08-07-12, 05:09 AM   #39
The General
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Quote:
Originally Posted by Blinded View Post
On my system this addon badly affects on hydrophone. I mean that ships sometimes can't be heard with it. Ship's recognition mark appears on hydrophone's board, but it's impossible to hear it. Absolutely no sound of engines and props. In external view everything is ok. Any suggestions?
It sounds like surface vessels are now pitching and rolling so much on the waves, that the game sometimes thinks the vessel's engines and props are clear of the water. In heavy swells it's possible they are. If your Sub is close to the surface in heavy swells, it's possible to lose contact as the signal would be broken up by the waves. Of course, this is probably not that, and just a fault with the game model.

[Sigh] This game is like that old adage of the boy and dam. Once he plugs one hole, a leak is sprung elsewhere. TDW is that boy
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Last edited by The General; 08-07-12 at 05:29 AM.
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Old 08-07-12, 06:39 AM   #40
Echolot
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Nice mod, looks great. Thank you, TDW.

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Old 10-30-12, 12:04 PM   #41
Warfox
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CTD at loading screen ONLY when Inertia's Mod is enabled.

Any ideas?

Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
sobers best ever fog V20 SH5
sobers better terrain v3 SH5
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Sub_Exhaust_1_0_5_byTheDarkWraith
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_New_radio_messages_German
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_No_Contact_Colors_1_1_0
TDW_Waypoint_Contacts_No_Color_1_1_0
TDW_Ship_Inertia_1_1_0
Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
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sobers rusty deck pack SH5
MightyFine Less Annoying Footsteps 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
U-boat Historical Specifications 1.7 for TDW Mods
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
Critical hits 1.1 Torpedos
Critical hits v 1.2
Expanded Navies by Cybermat47 v.0.0.07
Old Style Explosions V1.1
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map for TDWs Ui
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
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sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Stormys DBSM SH5 v1.3 optional louder engine sounds
sobers hud sounds V1 SH5
sobers DOF V3 SH5
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
AOB slide ruller for TDW UIs and MO by stoianm (german)
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V1 SH5
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Old 10-30-12, 12:53 PM   #42
volodya61
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ideas?
Just don't use it.. it's not so "must have" mod..
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Old 11-01-12, 10:28 AM   #43
Dogfish40
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[QUOTE=Warfox;1954607]CTD at loading screen ONLY when Inertia's Mod is enabled.

Ahoy Warfox,
When you activate the mod in JSGME, what does it conflict with? Anything?
Reactivate the mod and snap a JPG of the list of conflicts. It may be that switching these around might do the trick. As volodya61 said, it's not a "must have" mod, but it is noticeable and helps keep those pesky ships from putting on the brakes when you're going for that bow shot.
D40
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Old 11-01-12, 11:43 AM   #44
Targor Avelany
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[QUOTE=Dogfish40;1955488]
Quote:
Originally Posted by Warfox View Post
CTD at loading screen ONLY when Inertia's Mod is enabled.

Ahoy Warfox,
When you activate the mod in JSGME, what does it conflict with? Anything?
Reactivate the mod and snap a JPG of the list of conflicts. It may be that switching these around might do the trick. As volodya61 said, it's not a "must have" mod, but it is noticeable and helps keep those pesky ships from putting on the brakes when you're going for that bow shot.
D40
It only changes some of the ship's .sim files. So, it only will conflict with ship mods... And even that not always - only if it changes stuff for existing ships (if you look into the folder, there aren't that many in the Sea folder, lol)
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Old 11-01-12, 12:29 PM   #45
gap
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Not a "must have" mod indeed, but still an important one if you care about realistic ship's behaviour.

As noted by Targor, this mod deals with stock ships sim files. Not many mods (if any) do alter the same files, so it is hard to believe that the reason for the CTDs reported by several users is to be blamed to mod conflicts.

I wish TDW could resume his work on the mod, and see what is wrong with it
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