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Old 08-30-05, 08:07 AM   #31
Shadow9216
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@ Iambecomelife- I sent you a PM on this subject.
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Old 08-30-05, 02:44 PM   #32
iambecomelife
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Quote:
Originally Posted by Shadow9216
@ Iambecomelife- I sent you a PM on this subject.
Shadow, check your pm please
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Old 09-16-05, 03:07 PM   #33
sergbuto
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The mod includes Schnellboot and Elco armed with "virtual" torpedoes. The "virtual" torpedoes are invisible 14Inch guns. Unfortunately, I could not get rid of the flash/smoke/traces when guns are firing but it is not really noticable or understandable what is going on.Since it was not pissible to limit the ammo amount, the gun rotation/elevation is greatly limited and the boat can fire only ahead with some 10 dgr spread angle. Furthermore, with time PT boats get heavier AA guns, such as 37-mm and bofors. Elcos will get hedgehogs but I have not seen them using hedgehogs yet. Maybe they can not do it at all and this is to be fixed in next version.



I have also enclosed a mission featuring Schnellbott attack on a convoy. The mission is rather for observation than for playing.

Download is available on my site.
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Old 09-16-05, 03:36 PM   #34
sergbuto
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Forgot to add that Elco also has a pilot now.
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Old 09-16-05, 03:58 PM   #35
Commander1980
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And again great work with both mods!!!
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Old 10-11-05, 09:25 AM   #36
sergbuto
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Somehow the driver on Elco has been mis-placed and at the wrong position in the download files. This is corrected now.
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Old 10-11-05, 12:33 PM   #37
Charlie901
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Quote:
Originally Posted by sergbuto
Somehow the driver on Elco has been mis-placed and at the wrong position in the download files. This is corrected now.


Great!

Is it possible to get the Elco with the driver only and not with the "Virtual Torpedos" to add to my RUB version?

Which file do I have to DL/Install? :hmm:

Thanks.
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Old 10-11-05, 04:04 PM   #38
sergbuto
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If you do not want "virtual torpedoes" on Elco, replace the following lines in the NPT_Br.eqp file

NodeName=A04
LinkName=PTVirtualTorpedo

with

NodeName=A04
LinkName=NULL
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Old 10-11-05, 06:37 PM   #39
Marhkimov
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To sergbuto or to anyone else out there who might want to look into this...

I think the next step in modding has to be the A.I.

Since destroyers are already capable of depthcharging/hedgehogging, can PT boats also be made to do so?

The PT boat won't use those hedgehogs because it was never programmed to do so. From my personal experience with Elcos, the only thing that the "Paatrol Craft" A.I. is programmed to do is to locate the enemy, approach the enemy, and circle the enemy.

"Destroyer" and "Escort Destroyer" A.I. are different. They locate the enemy, circle the (surfaced) enemy, and go on attack runs (on the submerged enemy, i.e. *the player*).

Alterring the A.I., which I reason is fully capable in the hands of our talented modders, will make our PT boats more formiddable.



And BTW, has anyone ever tried to make the PT boat a "Destroyer" or an "Escort Destroyer" instead of a "Patrol Craft"? Those who know what I'm talking about probably already know this... I pulled this from the Data\Roster\English file:

;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser

A PT boat using destroyer A.I. would act exactly as a destroyer would. Of course, the side effect would be that it would also spawn in a convoy... Solution? Make a new or alterred patrol craft A.I.

And perhaps ubi even left the other unused A.I. routines laying around somewhere... Somehow, that wouldn't surprise me... :hmm:
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Old 10-12-05, 03:59 AM   #40
sergbuto
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Before making PT boat a DD or an escort, try to give it sonar first. I suspect that ability to use hedgehogs and DC racks may be connected with sonar because they need to know the submerged sub position, even approximately. I have not done any testing in this respect though.
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