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Old 04-22-20, 10:29 AM   #1
gap
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Quote:
Originally Posted by John Pancoast View Post
Agreed.

I also believe the same "problem" can occur in the game with modded ordinance or equipment specs; sometimes, they're based on paper/testing specs vs. actual in use/field specs and the two rarely are the same.
Sure, gun ranges, train/elevation rates and rates of fire are often set up according to trial stats rather than on performances attained in field conditions. Even worse are ammo loadouts. Take aircraft bullets or naval depth charges as an example. In-game figures are totally fictional, and in most cases they are ludicrously exaggerated. I realise that they might offer better in-game challenge, but that's not always the case...
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Old 04-22-20, 10:42 AM   #2
John Pancoast
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Quote:
Originally Posted by gap View Post
Sure, gun ranges, train/elevation rates and rates of fire are often set up according to trial stats rather than on performances attained in field conditions. Even worse are ammo loadouts. Take aircraft bullets or naval depth charges as an example. In-game figures are totally fictional, and in most cases they are ludicrously exaggerated. I realise that they might offer better in-game challenge, but that's not always the case...
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Old 04-22-20, 12:46 PM   #3
nik112
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Hi guys
what about the appearing of capital ships in ccom 12? In wac there are few
of them


cheers
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Old 04-22-20, 01:42 PM   #4
Fifi
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Already crossed the path of a carrier...illustrious or so...
Crossed German heavy cruisers too.
They are there, but you have to be at the right place at the right moment!
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Old 04-22-20, 01:51 PM   #5
Aquelarrefox
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i saw a carrier in norway campaing in wac, so exaited i get very noise and even i set torpedoes i fail (a horrible storm), then destroyer serch me and was not a good end.
ccom have hd capital ships?

Hey installed ccom12 and i see why the ship roster is interesting, but I have a crash in first patrol serving in a convoy zone.... Also anenerve gui version seem have some issues but I don't believe they should make a crash
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Last edited by Aquelarrefox; 04-22-20 at 04:06 PM.
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Old 04-23-20, 10:16 AM   #6
Aquelarrefox
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i look in campaing file and i found something even more interesting nygm have all ships generics while ccom have all defined.
i like much generic but its strange becouse at least gulf convoys should have 1/2 tankers forced, also this means you could not have benefits from mfm in ccom even a partial extension.
script files from nygm are so empty compared to any other mod.
CCom hae much content and wac scrpt is a explotion!
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Old 04-23-20, 10:42 AM   #7
John Pancoast
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Quote:
Originally Posted by Aquelarrefox View Post
i look in campaing file and i found something even more interesting nygm have all ships generics while ccom have all defined.
i like much generic but its strange becouse at least gulf convoys should have 1/2 tankers forced, also this means you could not have benefits from mfm in ccom even a partial extension.
script files from nygm are so empty compared to any other mod.
CCom hae much content and wac scrpt is a explotion!



Look in NYGM's .rnd file. It is not generic. That's the one that generates vast majority of convoys, if not all. Also, you can have the MFM used with any non-generic file, you just have to make the file generic (easiest) or edit the non-generic file groups with the MFM ships desired (much more work).
To make a non-generic file generic, this is done by getting rid of the "Class" section of group in the file.
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