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Old 05-05-10, 06:55 AM   #1
bigboywooly
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Heres a couple of previous threads with same thing

This one tells you how to remove some of the lights or all if you want

http://www.subsim.com/radioroom/show...ht=searchlight

And this one is a searchlight mod from OLC

http://www.subsim.com/radioroom/show...=Search+lights

So you can combo both if you want
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Old 05-05-10, 10:18 PM   #2
schlechter pfennig
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Originally Posted by bigboywooly View Post
Heres a couple of previous threads with same thing

This one tells you how to remove some of the lights or all if you want

http://www.subsim.com/radioroom/show...ht=searchlight

And this one is a searchlight mod from OLC

http://www.subsim.com/radioroom/show...=Search+lights

So you can combo both if you want
Danke!

After having reviewed both, I think I'll go with the removal one. I don't mind the length and brightness, it's just the amount of 'em that seems to bugger up my frame rate.

I just wish to confirm something: did or did not the majority of merchants carry and use searchlights?
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Old 05-06-10, 01:20 AM   #3
bigboywooly
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Toughie that
Guess not all carried them so its realistic to remove most
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Old 05-06-10, 11:07 AM   #4
schlechter pfennig
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Originally Posted by bigboywooly View Post
Toughie that
Guess not all carried them so its realistic to remove most
OK, inane question #2: if I remove most, but not all . . . which classes are the most realistic/historical to leave the searchlights?
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Old 05-06-10, 12:10 PM   #5
bigboywooly
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Not an inane question but not sure I know the answer
lol
Possibly just the larger units

Wheres Sailor Steve when you need him
Right up his alley this subject
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Old 05-06-10, 05:00 PM   #6
schlechter pfennig
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Originally Posted by bigboywooly View Post
Not an inane question but not sure I know the answer
lol
Possibly just the larger units

Wheres Sailor Steve when you need him
Right up his alley this subject
I think I'm likely to just remove the searchlights from all the merchants, except maybe tugboats, trawlers, fishing boats, etc.

Quick question though: If I go to Go to data\Sea, open the individual merchant's Sea folder, then open the Eqp file in Notepad and replace the entries REF_small01\ REF_small or REF_big with NULL, will then activating mods like GWX 3 Wilhemshafen, St Naz,Schluese and xtra ships V5, or LifeBoats&Debris_v4, or Merchant Fleet Mod then overwrite/replace those values?
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Old 05-07-10, 12:26 AM   #7
bigboywooly
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Quote:
Originally Posted by schlechter pfennig View Post
I think I'm likely to just remove the searchlights from all the merchants, except maybe tugboats, trawlers, fishing boats, etc.

Quick question though: If I go to Go to data\Sea, open the individual merchant's Sea folder, then open the Eqp file in Notepad and replace the entries REF_small01\ REF_small or REF_big with NULL, will then activating mods like GWX 3 Wilhemshafen, St Naz,Schluese and xtra ships V5, or LifeBoats&Debris_v4, or Merchant Fleet Mod then overwrite/replace those values?
No it wont overwrite those changes but any new units in those DLs will need going thru as well
Best to do before enabling with JSGME so always done in your files
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Old 05-10-10, 01:13 PM   #8
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Originally Posted by bigboywooly View Post
Wheres Sailor Steve when you need him
Right up his alley this subject
Hiding of course!

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Originally Posted by h.sie
Sailor Steve ...........what do you think???
I think people are picking on me! Leave me alone!


Seriously, though...

I took a look through a whole bunch of pictures, but searchlights are hard to spot, so all I can do is give an opinion based on what I've read of procedures.

Warships carried large amounts of searchlights, but they were used to illuminate enemy warships in night battles. The problem there of course is that the ship using the lights is illuminated itself, so the tactic was questionable in the first place.

But it's irrelevant. No big warship or merchant is going to make itself visible to an enemy it can't attack. There is too big a chance that the sub will dive before it can be shot at, and now your own ship is lit up like a christmas tree and is a perfect target for him to shoot at.

Merchants should fire distress rockets, but only if they're hit, and the only warships using searchlights should be the escorts who can actually do something about a submarine.
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