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Old 06-08-22, 11:33 AM   #1
Bubblehead1980
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Thus far only disappointing gameplay issue with DW is tankers do not "blow up" as a loaded tanker should do. Have not spotted lifeboats either. Typically one solid torpedo hit was enough to ignite a tanker. They do catch fire burn, and the fire damage mod is apparently merged into DW as fire appears to damage ships over time (love it) but its rather dull when tanker does not blow up as should.


I've played around with zon.cfg file before but not how to get the boom. Just looking for the fix....
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Old 06-09-22, 09:38 AM   #2
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Default No aircraft Sep 1939

Running Dark waters
Map contacts and cam on, manual targeting and all other difficulty enabled.

Started in September 1939.


I have been on patrol for 25 days, sunk two trawlers by gunfire and in a two day convoy battle, sunk a Queen Elizabeth Class Battleship (report will come at conclusion of patrol) in Western approaches, quite close to Britain. I have not had one aircraft encounter, which surprised me. Or do they come in later? Figured I'd see at least one lol.


Also a Battleship escorting a convoy with 3 destroyers? I assume this is historical? I know surface raiders were a concern esp early in war and seems like I remember reading about battleships and cruisers escorting convoys. I encountered them in Grid AM 815 based on contact report.
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Old 06-09-22, 12:22 PM   #3
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Quote:
Originally Posted by Bubblehead1980 View Post
. I have not had one aircraft encounter, which surprised me. Or do they come in later? Figured I'd see at least one lol.
X256 is the best for planes encounters…
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Old 06-09-22, 01:19 PM   #4
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Wrapped up first patrol in Dark Waters. Really was a lot of fun.

Sunk a Queen Elizabeth Class battleship in a long running battle with convoy.
Full report below.

https://www.subsim.com/radioroom/sho...47#post2813147


My only gripe is they spot periscope way too easy even at night. How can we change this? Just want to balance it a bit, esp at night.


Great mod, a lot of fun. Depth charge attacks and enemy AI with the L2 at excellent. Love the DC sounds.
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Old 06-09-22, 01:20 PM   #5
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X256 is the best for planes encounters…

Eh thats slow lol. I limited tc as suggested and no prob I never run above 1026 anyways because miss contacts and messes with weather. Planes do not render if above x256 like in other mods?
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Old 06-09-22, 01:33 PM   #6
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Originally Posted by Bubblehead1980 View Post
Eh thats slow lol. I limited tc as suggested and no prob I never run above 1026 anyways because miss contacts and messes with weather. Planes do not render if above x256 like in other mods?
Yeah... x256 during day time, x512 at night possible, while surfaced... at least during the time when planes were NOT a threat during the night... of course, this all changed when they developed radar for use on planes, as well as leigh lights.

Know that with SH3, it is possible to include planes with them on them... BUT... note that there were only a few planes that were outfitted with the lights.


Not sure if that can be accomplished with 4, or not... but, do think it is feasible to be done.. though...

Biggest obstacle, with this would be the date equipment was released/used... though, as 4... has a really big issue with not following date marker/identifiers...


Otherwise... x256/day, x512/night (until time when the air arm of the allies started really taking a serious toll on Uboats, then... all bets are off on night time surfaced running... & surviving encounters with planes.)







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Old 06-09-22, 01:38 PM   #7
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Default U-48 First Patrol screenshots



























Merchant coming in to ram while I was inside convoy on final torpedo attack.
Range is about 1200 meters(!)






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Old 06-09-22, 01:41 PM   #8
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Originally Posted by Mad Mardigan View Post
Yeah... x256 during day time, x512 at night possible, while surfaced... at least during the time when planes were NOT a threat during the night... of course, this all changed when they developed radar for use on planes, as well as leigh lights.

Know that with SH3, it is possible to include planes with them on them... BUT... note that there were only a few planes that were outfitted with the lights.


Not sure if that can be accomplished with 4, or not... but, do think it is feasible to be done.. though...

Biggest obstacle, with this would be the date equipment was released/used... though, as 4... has a really big issue with not following date marker/identifiers...


Otherwise... x256/day, x512/night (until time when the air arm of the allies started really taking a serious toll on Uboats, then... all bets are off on night time surfaced running... & surviving encounters with planes.)







M. M.


Whoa. Can it be fixed where planes will render at higher TC speeds, like other mods? That is just too damn slow in time to patrol at lol esp with realistic traffic where can go weeks or months without contact lol. 1026 is fine for transit and in area, it goes between that and 512
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Old 06-09-22, 02:33 PM   #9
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Default Blockships

I remember in OM there was blockships at Scapa Flow.

I just ran it in quick mission and no blockships. Are they present in campaign for DW perhaps just not for single mission?

I did not want to chance it in my first campaign lol so did not try it out this time.


Btw, very cool how superstructure gets bullet holes from machine guns. Torpedoed royal oak, none of his big guns hit my boat but a few rounds of from her machine guns hit aft during turn away. No null damage but shows the bullet marks. Nice effect
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Old 06-09-22, 04:49 PM   #10
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Quote:
Originally Posted by Bubblehead1980 View Post
Thus far only disappointing gameplay issue with DW is tankers do not "blow up" as a loaded tanker should do. Have not spotted lifeboats either. Typically one solid torpedo hit was enough to ignite a tanker. They do catch fire burn, and the fire damage mod is apparently merged into DW as fire appears to damage ships over time (love it) but its rather dull when tanker does not blow up as should.


I've played around with zon.cfg file before but not how to get the boom. Just looking for the fix....
lifeboats are an indication of survivors and the survivor factor is determined by ship, using the \Data\Sea\Ship.Cfg file. modify that and you can have as many life boats as you want.
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Old 06-11-22, 11:46 AM   #11
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Originally Posted by KaleunMarco View Post
lifeboats are an indication of survivors and the survivor factor is determined by ship, using the \Data\Sea\Ship.Cfg file. modify that and you can have as many life boats as you want.

I am aware of that, but shocked to find many of the ships do not have entries for survivors. Some ships are obviously imports from SH 3. Wonder if not able to produce lifeboats? Fifi any idea?
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Old 06-12-22, 09:58 AM   #12
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wolf_howl15 Re: Query...

Ok, have a... general query...

have a kaleun in the 7th flot., & another in the 2nd... bith skippering Type VII-B's... &... both, for weird reasoning beyond My kin... have been given the designation of being... U-46...

soooo...


My query is... how do I go about changing up the U-xx designator on the 2nd U-46, to another U-xx designator... other than... U-46.???


What files & sections of those files, will I need to make changes to, in order to do so.

I know they will be in... the game saves folder... just not entirely sure of what all files will need this... editing, to rectify that.

Thanks.








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Old 06-12-22, 12:27 PM   #13
Bubblehead1980
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Originally Posted by Mad Mardigan View Post
Ok, have a... general query...

have a kaleun in the 7th flot., & another in the 2nd... bith skippering Type VII-B's... &... both, for weird reasoning beyond My kin... have been given the designation of being... U-46...

soooo...


My query is... how do I go about changing up the U-xx designator on the 2nd U-46, to another U-xx designator... other than... U-46.???


What files & sections of those files, will I need to make changes to, in order to do so.

I know they will be in... the game saves folder... just not entirely sure of what all files will need this... editing, to rectify that.

Thanks.








M. M.


I'm not in port so can't look but I believe its in the save file...ActivePlayerUserUnit.upc. open text file and search .


May want to check the careertrack.upc file as well.


Of course, always back up the entire folder before any changes.
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Old 06-12-22, 12:39 PM   #14
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Originally Posted by Bubblehead1980 View Post
I'm not in port so can't look but I believe its in the save file...ActivePlayerUserUnit.upc. open text file and search .


May want to check the careertrack.upc file as well.


Of course, always back up the entire folder before any changes.

Quote:
Originally Posted by Bubblehead1980 View Post
Of course, always back up the entire folder before any changes.
But, of course... always do... it is & was... a very painfully hard learned lesson...


Ok, now armed with info... onwards into the breech (or is that breach... ), dear friends...








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Old 06-12-22, 12:54 PM   #15
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Quote:
Originally Posted by Mad Mardigan View Post
But, of course... always do... it is & was... a very painfully hard learned lesson...
Ok, now armed with info... onwards into the breech (or is that breach... ), dear friends...

M. M.
it's not THAT simple.
you must also change a couple of lines in your latest CareerTrack.upc.
firstly, select both files in Windows Explorer. then do a Ctrl+C and a Ctrl+V to make backup copies.

Browse to the bottom of CareerTrack and find either a
CSS_PatrolEnd paragraph
Reason=CSS_PatrolEnd
NameDisplayable=U-59
or a
CSS_NewCommand paragraph
NameDisplayable=U-137
CurrentDate=1940-12-04 18:19:06
UserPlayerInstanceDisplayableName=U-137
UserPlayerUnitIDLink=IID
change the existing Text (in orange here) to whatever you wish to see. Ubi does not check the text for any reason so you are free to insert any text you wish.
+++
at the same time, you must change ActiveUserPlayerUnits.upc. The text is at the beginning of the file.
[UserPlayerUnit 1]
ID=IID
NameDisplayable=Type II D U-boat
UnitName=U-137
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