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Old 12-25-12, 04:12 AM   #1
THE_MASK
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Quote:
Originally Posted by Fifi View Post
It seems i found my bug.
Each time i enable TDW ship inertia, my hydrophone isn't working unless i have to lock the target.
Very weird, but glad i found the responsible!
I will check that out , thankyou .
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Old 12-25-12, 05:35 AM   #2
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Quote:
Originally Posted by Fifi View Post
It seems i found my bug.
Each time i enable TDW ship inertia, my hydrophone isn't working unless i have to lock the target.
Very weird, but glad i found the responsible!
Good find
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Old 12-26-12, 08:22 PM   #3
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Little more info about ship inertia trouble here:

When ship inertia mod is activated, boats sounds in hydrophone are barely audible at around 12 Km. That's why i thought at first they were not existant.
It seems the mod decrease boat sounds very much...but when target is locked, they are back!

Hope that helps.
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Old 12-26-12, 09:16 PM   #4
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Water disturbances is not compatible with the latest IRAI mod .
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Old 12-26-12, 10:13 PM   #5
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Quote:
Originally Posted by sober View Post
Water disturbances is not compatible with the latest IRAI mod .
Really?
Because i'm currently running it with IRAI 0037...
Do you know what kind of trouble i may encounter, please?
(It's not mentionned in TDW release)
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Old 12-26-12, 10:42 PM   #6
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http://www.subsim.com/radioroom/show...postcount=1713
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Old 12-26-12, 10:56 PM   #7
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Ok, thanks a lot Sir!
So i'm going to desable it. I was afraid of some kind of crash with it.
Good to know
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Old 12-27-12, 06:17 AM   #8
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Quote:
Originally Posted by sober View Post
Water disturbances is not compatible with the latest IRAI mod .
But how is this possible? TheDarkWraith_DC_Water_Disturbances_v2_0_Sh5 consists of a single file - \ data \ Library \ TDW_DC_Water_Disturbances_v1_0_SH5! This file is not included in any other mods. Is it some effect on IRAI? Or have I missed something?

Chances are probably things like this:
Quote:
Originally Posted by Trevally. View Post
Its not that its not compatible - its just may be not needed as the AI was changed in that version.
The water disturbance mod may still do a job for new skippers, just not Sobers list
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Old 12-27-12, 02:25 PM   #9
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Yes, once activated last, it doesn't overwrite anything, even IRAI...
It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?) so you have a little window to escape a little further...

Maybe only TDW could really answer the question if it's not needed anymore with latest IRAI?...but is he still here around?
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Old 12-27-12, 02:43 PM   #10
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TDW has already answered this question and Sober has already given a link to one of his replies..
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Old 12-27-12, 02:46 PM   #11
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Quote:
Originally Posted by Fifi View Post
Yes, once activated last, it doesn't overwrite anything, even IRAI...
It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?) so you have a little window to escape a little further...

Maybe only TDW could really answer the question if it's not needed anymore with latest IRAI?...but is he still here around?
As said before by Trevally, the two mods are actually 100% compatible, but using DC Water Disturbances on top of the latest version of IRAI is sort of overdoing in reducing enemy sensors' effectiveness.

If you want to use this otherwise very relistic mod, you should reduce a bit its effect (easily doable in s3d editor)
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Old 12-27-12, 04:57 PM   #12
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Quote:
Originally Posted by Fifi View Post
It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?)
Quite right. Historical accounts are hard to come by, but I have managed to find a number that suggest contact was lost from anywhere between 45 seconds to 5 minutes.
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