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Old 08-19-10, 08:02 PM   #1
THE_MASK
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With 19 i notice i have hydrophone on the surface . I dont want it . I am not willing to overwrite with the no hydrophone on surface mod because i dont know if it will overwrite other things .
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Old 08-20-10, 12:10 AM   #2
Capt Jack Harkness
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Originally Posted by sober View Post
With 19 i notice i have hydrophone on the surface . I dont want it . I am not willing to overwrite with the no hydrophone on surface mod because i dont know if it will overwrite other things .
Actually, on that note, is it possible to make the player sub's hydrophone range speed dependent? The GHG and Balkon Gerät should be functional on the surface but the flow noise at surface cruising speeds (not to mention racket from the diesels) would severely limit range.
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Old 08-20-10, 02:28 AM   #3
Zedi
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TDW, I hope that maybe someday you will find time to look a bit closer into the capital ships behavior. Last night after more than a hour of searching in happy times campaign, found in the middle of Atlantic a massive task force that included 1 BB, 1 carrrier and 1 Dido.. whatever is that, ofc with a massive escort group. Night, heavy storm with low visibility, perfect conditions for an attack. So I sneaked inside the escort circle and had time to shot 3 torpedos. The 1 for the carrier was a miss, the BB sunk. So the show begins.

At 180m deep I heard some very strange noises, very different than a DC, more like a collision. So I used the external camera and right above me I saw the horror. The Dido collided with an escort and was in flames, the DD sunk. A bit later on, 2 other escorts sunk trying to get out from the circling carrier path. To keep things short, the result was 5 escorts and finally the Dido lost by their own damage.

Now, I think this part should be somehow rewritten because is totally wrong that a capital ship start hunt a sub. I saw even the mighty carrier passing many times above me and speeding up like he was about to drop some DC's. In this particular case, the capital ships should not slow down, stop or more than anything.. hunt the sub. They should speed up to max and just go, so there is no way that another torpedo will chase them. Then few escort can stay behind and play with the sub, but the capital ships should run away at max speed from the ambush scene, they are not meant to fight subs, they are to valuable ships to waste time in hunting invisible enemies.

The carrier was acting right by sending out planes, but those planes were not watching the crime scene, but fly away in long patrols and returning later when low on fuel. Dunno if you can fix this, it might be scripted in the campaign files..

Last edited by Zedi; 08-20-10 at 02:40 AM.
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Old 08-20-10, 03:51 AM   #4
Ragtag
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Originally Posted by Magnum View Post
TDW, I hope that maybe someday you will find time to look a bit closer into the capital ships behavior. Last night after more than a hour of searching in happy times campaign, found in the middle of Atlantic a massive task force that included 1 BB, 1 carrrier and 1 Dido.. whatever is that, ofc with a massive escort group. Night, heavy storm with low visibility, perfect conditions for an attack. So I sneaked inside the escort circle and had time to shot 3 torpedos. The 1 for the carrier was a miss, the BB sunk. So the show begins.

At 180m deep I heard some very strange noises, very different than a DC, more like a collision. So I used the external camera and right above me I saw the horror. The Dido collided with an escort and was in flames, the DD sunk. A bit later on, 2 other escorts sunk trying to get out from the circling carrier path. To keep things short, the result was 5 escorts and finally the Dido lost by their own damage.

Now, I think this part should be somehow rewritten because is totally wrong that a capital ship start hunt a sub. I saw even the mighty carrier passing many times above me and speeding up like he was about to drop some DC's. In this particular case, the capital ships should not slow down, stop or more than anything.. hunt the sub. They should speed up to max and just go, so there is no way that another torpedo will chase them. Then few escort can stay behind and play with the sub, but the capital ships should run away at max speed from the ambush scene, they are not meant to fight subs, they are to valuable ships to waste time in hunting invisible enemies.

The carrier was acting right by sending out planes, but those planes were not watching the crime scene, but fly away in long patrols and returning later when low on fuel. Dunno if you can fix this, it might be scripted in the campaign files..
I had the exact situation just now in the same campaign (happy days). I had good weather and sank the carrier and the Royal sov. Left for the show was 9 destroyers and a large cruiser that started circling but during the show the large ship crashed and sank 3 destroyers. Looks like the large ship doesn't stop for anything. Also...even when running silent at 1 knot at 160+ meters they never lost contact. This show lasted for hours. But as soon as i turn the engines off they lost contact. There should be a slight chance for me to get away at such depths running silent at 1 knot.
But i gotta hand it to you. It was damn close that the curtains went down for me several times. I took damage several times and the AI is a damn nice improvement except for the movement of the capital ships. Looks like they circle forever in the same spot never changing route.
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Old 08-20-10, 03:55 AM   #5
TheDarkWraith
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I just found out also that carriers don't stop for anything and will collide with anything in their path - including their own ships It's not scripted to do this - it's just the way the game treats carriers. I'll have to script the carriers and battleships to do something to take them away from the hunt in HK groups.
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