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Old 03-28-20, 02:40 PM   #1
succerpunch
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Another thing I have found is that the G7e T2 torpedo is way way way more reliable then real life, never had depth problems with it or magnetic failures, only twice has it done a full circle and hit my own sub which I have never heard of happening in real life. (only the Mk14 did it in america iirc) and the times it has bounced off it my fault. bad angle, wrong depth etc.. but if my shot is perfect it will always work. though I have had premature explosions but that is just stock game RNG.
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Old 03-28-20, 02:47 PM   #2
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No mod is perfect
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Old 03-28-20, 03:04 PM   #3
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Quote:
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No mod is perfect

Don't get me wrong, this mod is amazing, I see so much more where is can improve. Constructive Criticism in away.
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Old 03-28-20, 04:19 PM   #4
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Mr. Fifi,

I've been gone a long time, so I know that I am very late to say so, but congratulations on the release of your Dark Waters Mod. I know how hard it is to overcome big obstacles to make big things happen. For what little it may be worth coming from an old modder.... WELL DONE, SIR! You have much reason to be proud.

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Old 03-28-20, 04:43 PM   #5
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Quote:
Originally Posted by succerpunch View Post
Don't get me wrong, this mod is amazing, I see so much more where is can improve. Constructive Criticism in away.
No problem mate i know there is still to do...

Quote:
Originally Posted by Kpt. Lehmann View Post
Mr. Fifi,

I've been gone a long time, so I know that I am very late to say so, but congratulations on the release of your Dark Waters Mod. I know how hard it is to overcome big obstacles to make big things happen. For what little it may be worth coming from an old modder.... WELL DONE, SIR! You have much reason to be proud.

Thank you sir for your kind words!
Even though i spent so many month to achieve this (with Propbeanie S7rikeback and KaleunMarco help), biggest work still remain Lurker one for his OM mod
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Old 03-28-20, 04:49 PM   #6
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You forgot me! Will my help was just a little bit.

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Old 03-28-20, 08:25 PM   #7
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I have a question or rather something that seems fishy...

Sometimes it happens that I need like 30-40+ rounds of HE or AP from the deck gun to sink a single previously torpedoed merchant, which in the case of AP should result in a Swiss cheese-like merchant. Now today I met a rather resilient merchant who refused to sink no matter what.

The question now is am I ****ing up? Or is this a bug of some kind?
I'm almost always trying to aim for the waterline with AP and then HE to get the BBQ going. Ship in Question was... ehh nah IT IS a KS-M-KS-M-F-M-KS-M Merchant.

The Merchant took a single G7a (G39a) almost perfect to the midship, followed by ~ 60 HE and ~ 30 AP rounds, still afloat...
Those guys must have the best damage control on the Planet, I mean the guys on the USS Franklin (CV-13) were good, but they ain't got **** on this ship's crew.

(I'll try ramming maybe a Type VIIB to the broadside make a big enough hole to sink it )
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Old 03-28-20, 09:01 PM   #8
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Negatory skipper - the submarine should only be used as a battering ram in the strictest of emergencies, as a last-course of action - only to be used just prior to your passing...

But seriously, you are dealing with the OM with OMEGU versions of most of those vessels, just converted over by Fifi for Dark Waters, and as such, they can be difficult to sink. It takes some of them longer to sink than if they had one of the ship sinking models applied to them at double-strength... Once most of the gunwales go beneath the waves, you should "see" the ship-sunk icon on your NavMap. You do have to stay in the area to receive credit for the sinking though. I'll just about guarantee you though, that if you put another torp into her, it'll be 10x what you need...
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Old 03-29-20, 01:24 AM   #9
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Quote:
Originally Posted by Jeff-Groves View Post
You forgot me! Will my help was just a little bit.

Pardon me my friend of course yes, you very kindly helped too!

Quote:
Originally Posted by Strothy View Post
I have a question or rather something that seems fishy...

Sometimes it happens that I need like 30-40+ rounds of HE or AP from the deck gun to sink a single previously torpedoed merchant, which in the case of AP should result in a Swiss cheese-like merchant. Now today I met a rather resilient merchant who refused to sink no matter what.

The question now is am I ****ing up? Or is this a bug of some kind?
I'm almost always trying to aim for the waterline with AP and then HE to get the BBQ going. Ship in Question was... ehh nah IT IS a KS-M-KS-M-F-M-KS-M Merchant.

The Merchant took a single G7a (G39a) almost perfect to the midship, followed by ~ 60 HE and ~ 30 AP rounds, still afloat...
Those guys must have the best damage control on the Planet, I mean the guys on the USS Franklin (CV-13) were good, but they ain't got **** on this ship's crew.

(I'll try ramming maybe a Type VIIB to the broadside make a big enough hole to sink it )
Ah...you probably found the last remaining Uber ship with crazy hit points...from memory some OM ships had more than 4000 hit points!...while average ships hit points should be around 600. Had to lower all those ships hit points, but obviously i missed one...

Easy fix would be to find this ship in sea folder, open his .zon file and lower the 4000 hit points to a reasonable value as 600
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Old 03-29-20, 09:52 AM   #10
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I think I found another bug, it is September 1941 and I have not been given any turm upgrades or sub upgrades since the start of the war. Still stuck in a VIIB?
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Old 03-29-20, 12:52 PM   #11
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Quote:
Originally Posted by Fifi View Post
Pardon me my friend of course yes, you very kindly helped too!



Ah...you probably found the last remaining Uber ship with crazy hit points...from memory some OM ships had more than 4000 hit points!...while average ships hit points should be around 600. Had to lower all those ships hit points, but obviously i missed one...

Easy fix would be to find this ship in sea folder, open his .zon file and lower the 4000 hit points to a reasonable value as 600
Well that does not seem to be one of the harder fixes, gonna do that thanks for the input!
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