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Old 05-21-08, 03:09 AM   #1
Schwuppes
中国水兵
 
Join Date: Dec 2007
Location: Perth, Western Australia
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by tomfon
Now you say that the Uboat can (literally!!!) run circles around and between the enemy merchant ships in early war. I am sorry but i have my doubts on this one. I have to experience it first. Have you actually done something similar?
Yes I have. I do not exaggerate, I assure you. Ahead flank, fully surfaced, I've (more than once) run circles around escorts in 1939 on clear-night tests. Each time I would pass right in front of the destroyer at a few hundred metres, once or twice nearly colliding with it! In a couple of these tests it didn't see me at all, and in a couple of tests it caught sight of me the second or third time I passed in front of it's bow.

In one test I also weaved between merchants in a 1939 convoy, again fully surfaced at ahead flank. I was not detected, in spite of the presence of a BB in the middle of that convoy, which I circled a couple of times.

By late 1940 you can't do that anymore, except on lone merchants.

I don't know how GWX handles veterancy but I assume that combat-experienced crews do exist even in 1939, just to spice things up a bit, but I didn't meet any in my tests.

So far so good on the feedback. Please it coming! Tell me about those OLCU (2.1 or higher) surface attacks please folks!
This is awesome news!
Finally a mod that enables realistic surface attacks like they were in the beginning of the war!

Oh and when I want update to OLC Ubermod 2.3... do i have to disable any other mods before I update (apart from the previous OLC Uber version of course)?
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Old 05-21-08, 04:18 AM   #2
onelifecrisis
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Join Date: Aug 2007
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Quote:
Originally Posted by Schwuppes
Oh and when I want update to OLC Ubermod 2.3... do i have to disable any other mods before I update (apart from the previous OLC Uber version of course)?
It's all in the new readme.


@ JScones
BTW, any chance of a reply on that idea I PM'd you? :hmm:
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Old 05-21-08, 04:44 AM   #3
JScones
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Quote:
Originally Posted by onelifecrisis
@ JScones
BTW, any chance of a reply on that idea I PM'd you? :hmm:
Yep, you'll get one. Prolly not tonight (my time) though because State Of Origin Rugby League starts in about 10 minutes, LOL.
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Old 05-21-08, 04:48 AM   #4
Kaleun Cook
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Hehe, just updated to 2.2. and there's already the next one up.

I just have one problem with this - my low end comp. I guess it is reason why it is pretty hard to define the top of the mast for measuring the distance and the beginning and the end of a ship for measuring its speed - the view is just too fuzzy to be sure. I'm playing with low textures and 25 % particles - maybe that's the reason?
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Old 05-21-08, 04:55 AM   #5
onelifecrisis
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Quote:
Originally Posted by Kaleun Cook
I just have one problem with this - my low end comp. I guess it is reason why it is pretty hard to define the top of the mast for measuring the distance and the beginning and the end of a ship for measuring its speed - the view is just too fuzzy to be sure. I'm playing with low textures and 25 % particles - maybe that's the reason?
AA really helps a lot when it comes to making out ships/masts in the distance. Obviously it'll lower your framerate... so I guess you have to choose between high fps and high-accuracy torpedoes?

I find I can make out distant ships easily enough at 1024x768 with 4xAA (6x even better).
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