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Old 05-03-10, 09:45 AM   #1
doomlordis
Wild Night in Bangkok
 
Join Date: Nov 2002
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Just some feedback, i installed this after using uboat killer 1.02 and i have now uninstalled it and gone back.

The reason is simple, you have dumbed down the detection too much (for my liking), i attacked 6 large convoys with large escort force and i was intercepted only once , granted they did hit me hard but i was running at full speed 20 meters in front of destroyers and they heard nothing several times.
They also seemed to ignore attacks more than before.

Thanks for the effort though.
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Old 05-03-10, 10:14 AM   #2
ddrgn
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Join Date: Apr 2005
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LOL, I don't get the same behaviours... Your playing some sort of dumbed down version yuorself, check your other mods.

If my mod had the problems you mention I would have fixed it.

Play one of my single player maps on 100% realism. I bet you don't get one torpedo hit.

Thanks for the feedback, next time just go back and praise the other modders work without bashing mine.
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Old 05-03-10, 11:12 AM   #3
ddrgn
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FYI - There will always be a critic, but when you decide you want to be one and review or provide feedback about a guys mod, make sure you give some accurate details so we can provide the best work we can.

1) When your testing a mod like these, do not test them in the campaign. I have proven in my past posts that the units in the campaign have been placed as "competent" On a scales 0-4 you have a % of 20. Poor being 0, competent being 20% of its capability. So if your testing my mod with crappy units your feedback is worthless.

2) Some of the variables I use to test mods.

-ELITE UNITS ALWAYS
-DAY AND NIGHT CONFIGURATIONS
-US/UK/CAN DD's and CORVETTES
-SINGLE MISSIONS FOR TESTING IN TC
-SPEEDS CHECKED 0-20 knots
-DEPTH TESTED, +6 to -250m
-CLEAR AND FOGGY CONDITIONS
-SCOPES UP SCOPES DOWN
-SILENT RUNNING ON/OFF
-RANGE FROM TARGETS
-AMOUNT OF SURFACE VESSELS
-BATTLE STATIONS ON/OFF
-LATE/MID/EARLY SENSORS
-SUB CREW ATTRIBUTES
-WEATHER CONDITIONS, SWELLS ETC
-WIND SPEED 0-15 knots


If your variables are not controlled your feedback is worthless. We are not changing dials on a screen nor are we swapping textures which is easily critiqued. These mods get a little deeper into the meat of the game. And it is required when feedback is given you report your variables precisely.

I am quite happy with this mod, in my gaming experience in MP, even the best of us struggle against the improved sensors, damage and crew ratings.
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Old 05-03-10, 11:23 AM   #4
Krauter
Ocean Warrior
 
Join Date: Aug 2007
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Hey ddr

Just a question, I am currently running Feared Hunters 2.0 and U-boat Killer AI. With this the DDs are (In Campaign, this is not really a critique or anything like that) alot better then what they are. I actually have to try to evade now, such as I need to dive after shots and go 1-2knts.

Now my question for you is; will, with Feared Hunters or a combination of Mods, the DDs in SH5 ever bring the pucker factor up to what Ducimus's cans are capable of in his Trigger Maru series of Mods?
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Old 05-03-10, 12:22 PM   #5
ddrgn
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Quote:
Originally Posted by Krauter View Post
Hey ddr

Just a question, I am currently running Feared Hunters 2.0 and U-boat Killer AI. With this the DDs are (In Campaign, this is not really a critique or anything like that) alot better then what they are. I actually have to try to evade now, such as I need to dive after shots and go 1-2knts.

Now my question for you is; will, with Feared Hunters or a combination of Mods, the DDs in SH5 ever bring the pucker factor up to what Ducimus's cans are capable of in his Trigger Maru series of Mods?

Hi Krauter,

What capabilities do you mean exactly?
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Old 05-03-10, 12:41 PM   #6
doomlordis
Wild Night in Bangkok
 
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Hi, sorry didnt mean to come over negative, it was just an observation. Does a patrol have to end before your/a AI mod will become active?
I was swapping them out on the same saved Campaign , approaching a large convoy.
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Old 05-03-10, 12:57 PM   #7
ddrgn
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Quote:
Originally Posted by doomlordis View Post
Hi, sorry didnt mean to come over negative, it was just an observation. Does a patrol have to end before your/a AI mod will become active?
I was swapping them out on the same saved Campaign , approaching a large convoy.
Hi, I don't see why you would need to start a new patrol, it should work without doing that as it affects no files in your MyDocuments/SH5 folder. Although you may want to try docking and installing.

I released a mod called the elite campaign, it works well with either my mod or any AI, Sensor or DC mod. It changes the campaigns units from competent to elite. Try testing the mods with that installed you should see an improvement.

Last edited by ddrgn; 05-03-10 at 01:34 PM.
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