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Old 03-04-12, 10:47 PM   #1
Jmack
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I dont know why i have decoys ... its in the Operation Weserubung , maybe some of the mods i have changed something ...

i had to blow ballast to get as fast as i can to periscope depth so i could launch the torpedos ... i was at 100 meters deep , and before the other escorts pass over me i had to get that carrier ...

paid the price ... now i have to understand what mod allows me to have decoys



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Old 03-04-12, 10:51 PM   #2
Jmack
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this is what i have ...

IRAI_0_0_30_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
Church's Compass Dials Mod v2.1 - Option Two
IRAI_0_0_30_No_hydrophone_on_surface
OPEN HORIZONS II_full v1.6
Accurate German Flags
German U-Boat Crew Language Pack
Enhanced FunelSmoke1.2_by HanSolo78
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

any good mod im missing ?
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Old 03-04-12, 11:35 PM   #3
Hinrich Schwab
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Quote:
Originally Posted by Jmack View Post
I dont know why i have decoys ... its in the Operation Weserubung , maybe some of the mods i have changed something ...

i had to blow ballast to get as fast as i can to periscope depth so i could launch the torpedos ... i was at 100 meters deep , and before the other escorts pass over me i had to get that carrier ...

paid the price ... now i have to understand what mod allows me to have decoys

Operation Weserubung?! No, you shouldn't have decoys at all in 1940. Hitting the decoy launch button should only give you a sound clip about being out of decoys. I do not know of any bugs that cause that. Do you have multiple campaigns running? There is no way without a specific mod or hand editing that you should have decoys.

Looking at your mods, there is nothing that should give you decoys early. You have most of the critical mods.

Blowing ballasts to get to periscope depth is tricky because this burns compressed air and the boat may have too much positive buoyancy to avoid broaching the surface before control is regained. Broaching the surface is bad. Controlled ascents are much better. If the target is in a critical zone and one cannot ascend fast enough, it is better to plot a tack course, in relation to the target, or temporarily break off until they are far enough out to plot a better intercept course. The tack course will help close the distance despite being slower submerged and can offer both a brief advantage (Tacking eventually fails if the target is significantly faster or if your position is too far leeward) that may buy enough time for a controlled ascent.
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Old 03-07-12, 09:17 PM   #4
Jmack
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dont know why i have decoys ... only one campaing running .

anyway ... what is the ships behaviour if they spot a torpedo ?
warships and merchants ... i missed a couple of merchants and they seem to make no evasive manouvers at least that i noticed ...
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