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Old 12-31-10, 04:19 AM   #181
keltos01
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Quote:
Originally Posted by Swabbie View Post
I used the torpedo patch and everything works perfectly again.

Today while playing around with this boat. I somehow managed to slice a DD in two with the periscope.
did your katana/periscope survive the hit ?

glad all is well again, the torp problem might have come from me messing around with the .sim...

I wanted to remove all premature and other torp problems, since the french told me their torps didn't have those problems (though the british did)

keltos
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Old 12-31-10, 05:11 AM   #182
jhapprich
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I wanted to remove all premature and other torp problems, since the french told me their torps didn't have those problems (though the british did)

keltos[/QUOTE]

of course not.did the french EVER shoot a "hot" shot during the war?
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Old 12-31-10, 10:46 AM   #183
keltos01
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Originally Posted by jhapprich View Post
I wanted to remove all premature and other torp problems, since the french told me their torps didn't have those problems (though the british did)

keltos
of course not.did the french EVER shoot a "hot" shot during the war?[/QUOTE]

they did but in the seas around Norway and most of the time around 600 m away from their target...

keltos
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Old 01-03-11, 09:55 AM   #184
keltos01
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[edit] just see how many shells it took just to damage them... waste of ammo really !


max zoom Surcouf Turret

asashio destroyer spotted visually at 14500 meters, engaged at 9500 m

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Last edited by keltos01; 01-05-11 at 03:42 AM.
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Old 01-05-11, 05:52 AM   #185
keltos01
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05 01 2011

armor level turret asashio = 30

made a turret.zon with armor of 30 that encapsules both turret and turret base
left kiosk armor as is (till i get a better answer than "lightly armored" )

added 45 star shells to .sim of turret

moved spheres in tower2 and 1
moved boxes in tower2 and 1

now v 1.7.8

copyright keltos 2010-2011
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Old 01-05-11, 03:47 PM   #186
Arael
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Originally Posted by keltos01 View Post
05 01 2011

armor level turret asashio = 30

made a turret.zon with armor of 30 that encapsules both turret and turret base
left kiosk armor as is (till i get a better answer than "lightly armored" )

added 45 star shells to .sim of turret

moved spheres in tower2 and 1
moved boxes in tower2 and 1

now v 1.7.8

copyright keltos 2010-2011
I'm betting that lightly armored pretty much means sprinter and machinegun proof. Probably up to stopping the machine guns the merchants like to use.
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Old 01-06-11, 02:50 AM   #187
keltos01
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I'm betting that lightly armored pretty much means sprinter and machinegun proof. Probably up to stopping the machine guns the merchants like to use.
so that would be what ? 25 mm (one inch) thick armor ?

I know IJN subs weren't machinegun proof from my readings ! one was nearly sunk by strafing only, but reported holes up to 25 cm across !!!

that wouldn't happen with a .50 machine gun now would it ?

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Old 01-06-11, 02:36 PM   #188
Arael
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Quote:
Originally Posted by keltos01 View Post
so that would be what ? 25 mm (one inch) thick armor ?

I know IJN subs weren't machinegun proof from my readings ! one was nearly sunk by strafing only, but reported holes up to 25 cm across !!!

that wouldn't happen with a .50 machine gun now would it ?

keltos
An inch seems a bit thick, as when I visited U-505 the pressure hull was an inch thick. But then again, all sources I can find on the thickness of sprinter protection does indicate about 20mm of armor for sprinter proofing.
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Old 01-07-11, 04:43 AM   #189
keltos01
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Here's a new periscope view for the Surcouf :

FOV adjusted to 40° at low power (1.1 x)
FOV adjusted to 7.6° (not the rl 6.0°) at high power(6.0 x)

download (jsgme ready):

http://www.mediafire.com/file/zs0lwbfvr883...0FOV%2040%B0.7z

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Old 01-07-11, 06:07 AM   #190
keltos01
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http://www.ina.fr/histoire-et-conflits/aut...-libres.fr.html
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Old 01-07-11, 10:35 AM   #191
keltos01
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new AA gun view, includes the new scope view and set to 40° FOV too :

Surcouf v 1.7.8 :

http://www.mediafire.com/file/r1sa3y...uf%20v1.7.8.7z
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Old 01-22-11, 01:34 PM   #192
Arael
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Is there some reason this wouldn't run with run silent, run deep for 1.5? Every time I fire it up, the Surcouf's textures are all screwy and the conning tower won't show up.
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Old 01-22-11, 02:04 PM   #193
keltos01
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Quote:
Originally Posted by Arael View Post
Is there some reason this wouldn't run with run silent, run deep for 1.5? Every time I fire it up, the Surcouf's textures are all screwy and the conning tower won't show up.
if you enable it last, what files does jsgme say will be changed ?
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Old 01-22-11, 02:14 PM   #194
Arael
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Quote:
Originally Posted by keltos01 View Post
if you enable it last, what files does jsgme say will be changed ?
careerstart.upc
flotillas.upc
upgradepacks.upc
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Old 01-22-11, 04:46 PM   #195
keltos01
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careerstart.upc
flotillas.upc
upgradepacks.upc
these are rsrd 's most important files as they state which sub is used and what the missions are..

but that should not mess up the textures. I dled rsrd and will take a look

regards

keltos

ps do you use any other mod ? like tmo or any other ?
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