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Old 08-18-10, 01:18 AM   #511
The General
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Originally Posted by TheDarkWraith View Post
I figured out why this is happening. I set the minimum percentage speed that they can set to 25%. I've upped that to 60% now. This means they can change speed anywhere from 60%-100% of their max speed * throttle ratio (throttle ratio is different than throttle). I've also changed the base time that they can change speed from 2.0 minutes to 1.5 minutes.
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Old 08-18-10, 02:04 AM   #512
PL_Andrev
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Originally Posted by CaptainMattJ. View Post
the ONLY problem with these mods is it adds on the the rediculous campaign. not only are the spawns total BS, but with this mod it makes it so that in the rare event such a convoy or even worse TASK FORCe comes along, youll either get less, get nothing but DC, or just die.
Did you read the documentation or changes report for mod?
At last version TDW put the "difficulty level" or IRAI mod, so if campaign is too hard for you, you can decrease the level of AI.
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Old 08-18-10, 02:26 AM   #513
PL_Andrev
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Originally Posted by TheDarkWraith View Post
figured out why this is happening. I set the minimum percentage speed that they can set to 25%. I've upped that to 60% now. This means they can change speed anywhere from 60%-100% of their max speed * throttle ratio (throttle ratio is different than throttle). I've also changed the base time that they can change speed from 2.0 minutes to 1.5 minutes
Perfect solution!
The question is: what the max speed is?
Max speed of single ship, max speed is current speed or max speed of convoy speed?
Maybe somebody will create a mission with small convoy of Victory ships and slowest LargeStreamer with 6 kt (max is 17), after attack all victory ships should have more than 10kt.
Please be sure TDW, that other ships in the convoy are alarmed too.
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Old 08-18-10, 05:49 AM   #514
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Originally Posted by Antar
If the Campaign is too hard for you, you can decrease the level of AI.
One of the reasons the Campaign is harder than need be, is that the Aircfraft shells make mincemeat of your pressure hull. That is not very realsitic.
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Old 08-18-10, 07:07 AM   #515
elanaiba
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Originally Posted by TheDarkWraith View Post
ah so the game reads these mis files during the game and not just at game start?
Yes, said the programmer. Maybe he's wrong But let's say the game automatically loads the new campaign layer as soon as the achievement happens.

Sorry for the delay - I promised an aswer on Monday but I had some family emergency over the weekend.

Now I need to think on how this could practically work ....
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Old 08-18-10, 07:07 AM   #516
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TDW, i know your'e busy but is there a chance that you could implement a fix for the "maintain depth below 75m" bug into this mod or your UI mod?`

There is a fix out but it is unfortunatly incompatible with your mods.

Thanks
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Old 08-18-10, 07:21 AM   #517
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Originally Posted by elanaiba View Post
Yes, said the programmer. Maybe he's wrong But let's say the game automatically loads the new campaign layer as soon as the achievement happens.

Now I need to think on how this could practically work ....
Hmmh, sounds like this would be a complicated workaround, but at least a way. Maybe that way you could also program an external tool to control a "strategic AI" to define convoy routes, plane basement and Warship Task Forces depending on player actions (a crucial point for a warship mod like the one for SHIII).

But I wonder whether one couldn't develop a more direct way in the SHV engine that a contact report etc spawns a script trigger that could then contain some sort of script that generates pathways for nearby units etc.?
Maybe -- if there ever will be another -- this could be done in patch?
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Old 08-18-10, 08:46 AM   #518
Topo65
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TDW, first, thanks for your work.

Then, when I install this mod, the sonar in my sub turn the hydrophone very fast. I can move it left o right, but is very difficulty ear a specific bearing. Is this normal or I are doing something wrong?

Sorry my english. Thanks!
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Old 08-18-10, 05:06 PM   #519
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Originally Posted by Topo65 View Post
TDW, first, thanks for your work.

Then, when I install this mod, the sonar in my sub turn the hydrophone very fast. I can move it left o right, but is very difficulty ear a specific bearing. Is this normal or I are doing something wrong?

Sorry my english. Thanks!
I also have this problem, the smallest amount i can make the needle move is 4 degrees using the Mouse wheel. But thought it was always like this.

Yes very difficult to get a precise bearing if the needle will only go 041 degrees or 045 degrees and the noise is at say 043 degrees. And my sound guys says "No sound contact"
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Old 08-18-10, 06:23 PM   #520
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Originally Posted by jwilliams View Post
I also have this problem, the smallest amount i can make the needle move is 4 degrees using the Mouse wheel. But thought it was always like this.

Yes very difficult to get a precise bearing if the needle will only go 041 degrees or 045 degrees and the noise is at say 043 degrees. And my sound guys says "No sound contact"
I think I might know why.

v0.0.19 is going to blow your mind The stuff I got convoys to do and the escorts attached to those convoys is beyond awesome. I'd say that the ship code was about a 60% rewrite and I added more tactics to it and finished up the subs

EDIT:

yep, the hydrophone problem was what I thought it was. Fixed.
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Old 08-18-10, 06:47 PM   #521
tonschk
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Originally Posted by TheDarkWraith View Post


v0.0.19 is going to blow your mind
TheDarkWraith you are my HERO
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Old 08-18-10, 07:12 PM   #522
Topo65
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Thanks TDW!!!
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Old 08-18-10, 07:27 PM   #523
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Quote:
Originally Posted by TheDarkWraith View Post
I think I might know why.

v0.0.19 is going to blow your mind


Quote:
Originally Posted by TheDarkWraith View Post
The stuff I got convoys to do and the escorts attached to those convoys is beyond awesome.
Cant wait to try this.

Quote:
Originally Posted by TheDarkWraith View Post
yep, the hydrophone problem was what I thought it was. Fixed.
Well done, good work. Thanks
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Old 08-18-10, 08:07 PM   #524
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Originally Posted by TheDarkWraith View Post

v0.0.19 is going to blow your mind .
Looking forward to trying it out...
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Old 08-18-10, 09:32 PM   #525
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Yeah me too ! This mod evolve faster than i patrol !
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