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Old 01-27-13, 09:46 AM   #46
V13dweller
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Ill make a Media Fire account and re upload soon.
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Old 01-27-13, 09:48 AM   #47
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What do I do to fix this? I don't upload often.

Would giving you the link again work?
https://rapidshare.com/files/2113064...e%20Test.misge
Not sure - it could be set as for your use only and not to share

I use 4sync
It is easy (drop into folder and the right click and "get link") to use.
Your files are safe from delete for 6months after each log in
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Trevally Mods for SH5
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Old 01-27-13, 10:04 AM   #48
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Also, it seems once the Soldati destroyer fires it's starshells, it's guns no longer track the enemy, and then it just gets sunk by other warships. For example, the Admiral Hipper cruiser fires its guns to launch starshells, then guns stay in the upward position and not track enemies.
I also noticed this on all the other ships that fire star shells.
Interesting finding. I will investigate further on it. A quick fix would be removing starshells from those guns, but I want to see what is going on with them.

By the way: are you using Fx update?

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And do AI subs have Fuel/Battery limits?
They should. There are settings for these limitations though I have never tested if thy are applied in game

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I just made another test, but it was German Submarines versing the Ark Royal Fleet carrier at it's maximum speed, just to see what happened, and the German Submarines, like the British ones, the submarines fired all their torpedoes at once, then just fled from the scene.
I am not sure why they do this, they fire all their torpedoes without reloading, they just come out in a continuous stream.
AI subs have torpedo tube reload times set in their sim files. I should look into them, and see what is going on

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I just ran another test, the date was 1943, 1st of September so the Italian destroyers had their best Sonar, and yet again, there was little no no action, it was just a cat and mouse chase that would not end.
I had the destroyers set to Veteran, and the Submarines set to Veteran.
But their was little action.
Maybe their sensors are still too poor. Italian destroyers are set to use different SONAR and RADAR devices than the ones fitted during the same datesabord similar German units.
Moreover, despite the long range and the high power of its guns, Reggia Marina never distinguished herself for her effectiveness during the conflict. Paradoxically the only remarkable successes scored by it, were achieved by smaller units, as human torpedoes and S-boats
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Old 01-27-13, 10:28 AM   #49
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Ok, here is the Mediafire Link. http://www.mediafire.com/?ccibm5gklnhk5ri
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Old 01-27-13, 10:30 AM   #50
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Ok, here is the Mediafire Link. http://www.mediafire.com/?ccibm5gklnhk5ri
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Old 01-27-13, 10:40 AM   #51
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You will also see the Submarines on the surface for a very short amount of time, enough to show that the Soldati destroyer once firing the starshells, will no longer track the enemy.
Also, you will see the Type 1934 destroyers attack them and not fire starshells.
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Old 01-27-13, 11:01 AM   #52
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You will also see the Submarines on the surface for a very short amount of time, enough to show that the Soldati destroyer once firing the starshells, will no longer track the enemy.
Also, you will see the Type 1934 destroyers attack them and not fire starshells.
Okay V13dweller, thank you for your report.

I will take a note of it, and see what is wrong with starshells and AI torpedo tubes reloading times.

Today I want to see if I can bring the M42 Zwilling back in game
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Old 01-28-13, 11:41 AM   #53
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I ran another test today regarding the Starshells.
I was in the Campaign mode, just doing the story, and I encountered an A class destroyer, I knew from my editor missions, once they fire their starshells, their main guns lock up and stop working, So i decided to surface near in, it started circling me, but it's main guns did not track me, they just stayed at their max elevation.
I tried to attack it with the deck gun, but I spent all my ammo on them ship, it seemed the destroyer did not get damaged by my attack.
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Old 01-28-13, 02:49 PM   #54
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I ran another test today regarding the Starshells.
I was in the Campaign mode, just doing the story, and I encountered an A class destroyer, I knew from my editor missions, once they fire their starshells, their main guns lock up and stop working, So i decided to surface near in, it started circling me, but it's main guns did not track me, they just stayed at their max elevation.
I tried to attack it with the deck gun, but I spent all my ammo on them ship, it seemed the destroyer did not get damaged by my attack.
Today I have been pondering your report about Starshells. Are you using Fx Update? If no, can you please enable it and see what happens? If yes, can you run a test with no Fx Updates nor IRAI enabled?

I want to see if they make any difference
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Old 01-28-13, 06:30 PM   #55
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I disabled IRAI and the ships guns tracked the Submarines instead of pointing up and firing the starshells, however, they did not change course to follow the Submarines, once the submarine submerged, they just kept on going acting if the submarines did not exist, when they were really just lurking below.
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Old 01-28-13, 08:34 PM   #56
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I disabled IRAI and the ships guns tracked the Submarines instead of pointing up and firing the starshells, however, they did not change course to follow the Submarines, once the submarine submerged, they just kept on going acting if the submarines did not exist, when they were really just lurking below.
Okay, thanks, now can you please run the same test with both IRAI and Fx Update enabled?
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Old 01-28-13, 08:59 PM   #57
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Even with the FX update, the ships still fire their starshells once then stop firing.
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Old 01-31-13, 07:16 AM   #58
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It would be nice if this could be fixed, because the Admiral Hipper is basically useless because it's main guns fire starshells and stop firing.
also, the Bismarck and Scharnhorst ships are not able to use their 15cm guns.
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