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Old 03-05-11, 01:21 PM   #1
Volk2
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What's this gui on the screenshots? It looks interesting
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Old 03-24-11, 01:08 PM   #2
Sailor Steve
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Quote:
Originally Posted by волк View Post
What's this gui on the screenshots? It looks interesting
Looks like the 6-Dials Simfeeling mod from FLB_Sale.
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Old 03-24-11, 05:31 PM   #3
LGN1
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Quote:
Originally Posted by волк View Post
What's this gui on the screenshots? It looks interesting
Quote:
Originally Posted by Sailor Steve View Post
Looks like the 6-Dials Simfeeling mod from FLB_Sale.
The GUI is a private combination of several mods among others the 6-Dials Simfeeling mod. The notepad down in the right corner informs you if you have new orders or malfunctions (via SH3 Commander).

Quote:
Originally Posted by Obltn Strand View Post
I never have done so comprehensive mapping of target ships.

As what comes to radio contacts I agree. Much more difficult to intercept. Keeps me quessing and about half of those actually escape.

Single ships usually turn once or twice before I have reached to a good firing range. Perhaps a turn per per hour. Rarely enough to seriously affect to their eventual demise. Lone ship travelling less than say 16kts, if spotted, is sunk anyway. However near patrolled coastlines when they suddenly turn away and MTB or some other patrol craft appears in horizon some ships have managed to escape.

Convoys become more difficult. As they turn towards me escorts do the same. This has more than often ruined a good attack position.

I count this mod among those that I don't sail without. Thanks man.

What happens if I shorten distance between turns?
Thanks for the feedback! I agree that ships without escorts (and speed below your submerged speed) do not gain much by zigzagging.

However, with escorts the situation is considerably more difficult (if you do manual targeting). I had to do the comprehensive mapping when I was hunting 2 or 3 ships escorted by a radar-equipped escort. I submerged several times for an attack, but it was always spoiled. Then I had to wait until the distance was large enough again to surface and over-take them again... all the time the ships came closer and closer to their destination.

Shortening the distance between turns should be possible, but you should be aware of the following:

1. You can quickly overload the campaign layers with too many waypoints.

2. The shorter the legs, the closer the ships remain to their main course. As a consequence, you might get into a good firing position many times with just positioning yourself on the main course line.

3. I don't know how serious it is, but convoys might get too confused by too close waypoints. They need a longer time to get their correct formation after each waypoint.

The main core of units in the campaign layer consists of unescorted ships. If you do not want them to zigzag, you can shorten the distances for the others considerably. For myself I keep some unescorted ships zigzagging because

a) it takes a bit longer to sink them and thus, chances are higher that something goes wrong.

b) catching radio contacts of single ships is more involved. I really like guessing to which harbor a ship might travel.

Cheers, LGN1

PS: I have been working on a version for NYGM. If any NYGM player would like to test it and/or has some special wishes, please let me know.
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Old 03-29-11, 02:17 PM   #4
Obltn Strand
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To LGN1

Does Campaign Layer with Zigzag means ships will zigzag everywhere and every time?

My computer can handle it, so it saves me some trouble of changing mods as time progreses.
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Old 03-30-11, 02:04 PM   #5
LGN1
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Hi Obltn Strand,

if you mean the folder Stock GWX RND Campaign Layer with Zigzag in the mod, you are right. Ships zigzag everywhere (except Black Sea & Indian Ocean). The detailed settings are:

- All escorted, 1-column groups with speed 4-15kn (all the time)
- All convoys with 2-5 columns with speed 4-15kn (all the time)

- Unescorted 1-column groups with speed 6-13kn (fast) have a zigzag probability of 80% in the period 01.1940-10.1944 (probability = 0 else)
- Unescorted 1-column groups with speed 4-5kn (slow) have a zigzag probability of 50% in the period 01.1940-08.1944 (probability = 0 else)

The 'leg distance' also differs for these groups.

If you would like to have other settings, just let me know and I will try to create a campaign layer with these.

Cheers, LGN1
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Old 03-31-11, 03:32 PM   #6
Obltn Strand
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Quote:
Originally Posted by LGN1 View Post

If you would like to have other settings, just let me know and I will try to create a campaign layer with these.

Cheers, LGN1
All fine. Thanks for clarification.
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Old 06-28-11, 03:56 PM   #7
LGN1
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Hi,

has anyone some more feedback about the zigzag patterns? I'm asking because due to a recent request I want to create/finish a version for NYGM (Thanks a lot to Stiebler for granting permission!). Any useful feedback would be nice for incorporating it into the NYGM version. Thanks!

Regards, LGN1
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Old 07-06-11, 02:57 PM   #8
JEuler
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Hi LGN1,

I'm currently on extended shore leave.Earlier I used your zigzag mod with GWX 3,and it worked perfectly,
didn't noticed anything weird,no CTDs,it made the game much more interesting.It is on my must have mod list!
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Old 07-07-11, 01:24 PM   #9
LGN1
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Quote:
Originally Posted by JEuler View Post
Hi LGN1,

I'm currently on extended shore leave.Earlier I used your zigzag mod with GWX 3,and it worked perfectly,
didn't noticed anything weird,no CTDs,it made the game much more interesting.It is on my must have mod list!
Hi JEuler,

thanks for your feedback

I'm glad that you like it and it's on your must-have mod list!

Cheers, LGN1
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