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Old 01-09-13, 08:17 AM   #11
Rongel
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Join Date: Jan 2009
Location: Finland
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Quote:
Originally Posted by gap View Post
I'm slowly moving my first setps into learning the tricks of TDW's GR2 editor. As far as I know, doing what you are suggesting should be possible.
Applying your idea would require just to edit the Id's of torpedo GR2 files to be cloned. If we manage to do it, what remains to be done is remapping the new Id's in sim/zon files, and updating them with the wanted settings. Boring task yes, but immune from complications
I fiddled with TDW's editor some time ago, so I could try to mess with the torpedoes this weekend. I started to read again the "Wolves Without Teeth: German Torpedo Crisis" thesis which is really interesting to read. And a very good source material! So it might be that I continue doing that instead! Maybe it's better to first get the data right.

Concerning the AI guns and submarine crew: I think also that the AI ships seem to be too good, they shoot airplanes down pretty easily. And I don't know what was the historical percentage that destroyers and battleships hit enemy ships, right now they are also very good at it, almost every shell hits their target. And one last point, remember that the sub crew gains experience, gunner at the start of the game doesn't seem to hit anything, but after few campaigns, there is a significant change in it. There's my thoughts of the day!
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