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Old 05-02-07, 03:35 PM   #91
jam
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,How do you install this modification. REL_Flavored_to_taste_2_4.7z ?

Thanks
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Old 05-02-07, 04:45 PM   #92
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Quote:
Originally Posted by jam
,How do you install this modification. REL_Flavored_to_taste_2_4.7z ?

Thanks
http://www.subsim.com/radioroom/show...5&postcount=48
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Old 05-02-07, 05:18 PM   #93
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Before i do anything drastic in the next version, i'd really like to hear some feedback on how the AI is, with its ability to visually detect you.

They still dumb as rocks or A bit too good? lemme hear it.
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Old 05-02-07, 05:32 PM   #94
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Quote:
Originally Posted by Ducimus
Before i do anything drastic in the next version, i'd really like to hear some feedback on how the AI is, with its ability to visually detect you.

They still dumb as rocks or A bit too good? lemme hear it.
I'm guessing in between. When I attacked a taskforce I had DDs on top of me pretty quick but weren't as acccurate with the DCs. I suppose early in the war (Jan '42) and the crew may well have been wet behind the ears. The response seems quite good. As for single merchants or convoys, they tend to zig zag once an attack has been made on them. Well that happens in my game anyway.
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Old 05-02-07, 06:25 PM   #95
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If I have my scope up and do 2/3 or greater thy notice but at 1/3 I can leterally be right next to them and they see nothing.

If they see the scope they dc me but if I stay undetected until stuff blows up, they seem to just stay on station. They might come in to take a quick look but they never search hard enough to find me. I am usually in the middle of the convoy diving to 250+ ft on 1/3, so I am hard to detect.

When they do dc me, the charges go off at all kinds of depths, usually medium to far distance. Haven't gotten damaged by a dc yet.

I've had the most trouble from those gunboats. They seem to go right to my posistion and stay on me.
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Old 05-02-07, 07:48 PM   #96
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@LZ_Baker

1/3rd was tuned to act run at about 100 or so RPM's while submerged (although the interior RPM gauges dont reflect this). It is infact, silent speed. 2/3rds while submerged is more of a cruisinig speed. Thats why you get detected at 2/3rds and not 1/3rd.

As for the escorts not finding you while submerged, alot here depends on weather, and year of war. If the weather is rough and the year of war relativly early (say early to mid 42) they won't find much.

What im looking for is surface detection. Like if you were doing a night surface attack.
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Old 05-02-07, 08:23 PM   #97
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I know 1/3 is silent. I mentioned it because you mentioned something about the scope detection problem before hand. As for surface attacks, I've only done it against merchants. It seems if you come from them from the side/front they notice you but they don't from the rear. I chased one down from behind last night and they didn't notice I was there until I opened fire. Then they turned and went into creep mode (3 knots)

As for the escort detection, its late 43, early 44. I'm in the Balao.
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Old 05-02-07, 08:49 PM   #98
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:hmm:

I got a couple ideas, thanks
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Old 05-02-07, 09:15 PM   #99
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Thanks Ducimus for the information, I will download it and give it a try.
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Old 05-03-07, 02:25 PM   #100
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Coming soon to a theater near you (maybe):


No crew on deck, but yes those guns DO work if your detected. That sub will throw everything it has at you. (quad 2 cm heavy flak gun, two twin 2cm AA mounts, and the 105 deck gun) Still needs some work though, the gun elevations are all screwed up, and ill need to fix that.



Who could resist?



It only takes one torpedo to sink a sub. Blast blew him into the water, where he bobbed back up the the surface for a bit before sinking.






I imagine somewhere in there, is somebody staring at their depth guage, wondering what happened.



Known issues:
- Damage decals are not applied properly. (Sh3 to sh4 covnersion issue beyond my ablity to fix)

- Surface Wake not rendered correctly. (Sh3 to sh4 covnersion issue beyond my ablity to fix)


- Gun elevations not set properly. Im pretty sure i can fix this. If this turns into a larger problem then i'll probably scrap this mod.


I know.. somebodys going to say, this isnt historically correct, German uboats were in the atlantic! Not true.

http://www.uboat.net/ops/monsun.htm

At least a couple were sunk in the Java sea,
http://www.uboat.net/maps/indian_ocean.htm

and one did penetrate the pacific around australia.
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Old 05-03-07, 02:27 PM   #101
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Holy %$#$

Nice

RDP
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Old 05-03-07, 02:35 PM   #102
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Very impressive Ducimus!
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Old 05-03-07, 02:36 PM   #103
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Ill be releasing the uboat seperate from FTT.

THe beautiful thing is becuase due to the way the campagin scripting works, i can make this a standalone mod. So long as nobody has a conflicitng "Germanraiders.mis" file (by default its empty and is included in stock), then you can plug this into FTT, RFB, stock, or what have you and it will work fine.


Speaking of FTT. new version isnt as robust of a change as id like but, heres the unoffical changlog ive been keeping on my desktop:

Quote:
* added probex's 9KM vis mod (scene.dat, sensors.cfg )

*SENSORS.DAT
Visual->PerciseRange from 8000 to 6500
Visual->surface from 150 to 100


*AI_SENSORS.DAT
AI_Visual->Sensitivity from 0.3 to 0
type93-1a->MaxElevation from 104 to 106
type93-3a->MaxElevation from 108 to 110
type93-5a->MaxElevation from 116 to 118



*sim.cfg ->Visual
wave factor from 0.75 to 1.5
Light factor from 2 to 2.5
detection time from 0.5 to 0.25

*FLOTILLA.UPC
-S class exit date nulled.


//campaign
task force spawn probablity from 75% to 35% every two weeks.
Troop convoy spawn probablity from 75% to 35% every two weeks.
single merchant spawn probablity from 75 to 35 every few days.
reduced jp BB/CV harbor traffic spawn frequency.
Ill probably post that friday night, then go back and work on the uboat mod.
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Old 05-03-07, 08:40 PM   #104
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I cannot get this mod to work
I am using JSGME and the mod shows up in that program but will not work in game
Do you have to have a carrer started in order for it to work?
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Old 05-03-07, 08:42 PM   #105
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What wont work? Can you be more specific?
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