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Old 05-06-10, 11:07 AM   #1
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   #2
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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   #3
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   #4
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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 05-07-10, 10:47 AM   #5
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I'm also interested in an answer how to make searchlights of convoys/merchants/tankers more realistic. Perhaps I'll look which ships in NYGM are equipped and which are not.

Sailor Steve ...........what do you think???

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Old 05-09-10, 07:25 AM   #6
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In NYGM there are a few unarmed ships (hospital ships, cargo, tanker) which do have searchlights: not for searching enemies, but to enlighten their flags to show their neutrality. does GWX also have such ships? if so, I think it would be a good idea not to delete their lights.

In the next days I'll start to make a "delete searchlights" mod for my personal use, but if there is interest, I'll share it with the community.

Unfortunately I need some help from people with historical knowledge, in order to decide which lights to delete and which not.
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Old 05-09-10, 08:33 AM   #7
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Yeah GWX has them also
NLLS,NLSs.NLSQ,NLPL,NPTL,NLTF,NLTMs,NLTSf,NHSL from memory
and a couple of fishing boats too
But IIRC the searchlights are just that on those vessels
Searchlights
The lights showing the flags arent on the EQP AFAIK
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Old 05-10-10, 01:53 PM   #8
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There are my lit ships (made at the desire of users and BBW too...).
And projectors, shining flags, have no function (controller) "Searchlight" !!!
It's simple imitation and practically does not reduce FPS...
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Last edited by Anvart; 05-11-10 at 12:08 AM.
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Old 05-10-10, 01:13 PM   #9
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Quote:
Originally Posted by bigboywooly View Post
Wheres Sailor Steve when you need him
Right up his alley this subject
Hiding of course!

Quote:
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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