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Old 01-25-13, 07:36 AM   #2521
Tonci87
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Originally Posted by gap View Post




I see what you mean

In reality they were three destroyers, sailing in close formation. Can't you set intermediate waypoints for the Polish taskforce? Or maybe make it to put in Kristiansand before heading for Scapa? Would this be enough for forcing them to follow the northern route?

According to wikipedia, they left Danzig on 29 Aug 1939 at 14:15 hours, entering the Øresund after midnight (i.e. ca. 270 nm in about 10 hours = 27 kn ).



If we met the three destroyers before the beginning of the war we couldn't sink them anyway. This is another point in favour of the reckoning/reporting tasks, versus engagement orders. Indeed, players who wanted to shadow the Polish warships for sinking them as soon as war is declared, would be free to do so. But they should be given a strict timeframe, as reporting back to kiel within 1-2 sept should be one of the objective's requirements
If possible, I would also randomize a bit the departure of the Polish destroyers, or set 2-3 taskforces to leave Danzig at short intervals.



The tutorial is set out in the immediate aftermaths of the war declaration, and has among its requirements the sinking of some Polish merchants (which, historically, is totally meaningless), whereas the plot I am proposing would take place a few days before the conflict started, and it is more about intelligence.

After a second thought, I would therefore get rid of the tutorial, anticipate the first campaign to 28-29 Aug, and set Memel as starting player's base. What do you think

As a side note, I suggest you have a look at this Wikipedia article, on the vessels composing the Polish Navy in exile (including the aforementioned destroyers, and several British lend leased warships) and the many operations that they were involved in

I think it´s a great idea and it would give the game a new fresh start
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Old 01-25-13, 07:39 AM   #2522
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Originally Posted by Cthulhu View Post
Hi all, i have a problem with the mission in Scapa, when I'm approaching and dive to periscope depth game exit CTD, that may be the problem?

Thx.
What version of IRAI are you using
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Old 01-25-13, 09:09 AM   #2523
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What version of IRAI are you using
I use IRAI_0_0_39
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Old 01-25-13, 11:22 AM   #2524
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What TC do you used before crash?
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Old 01-25-13, 11:30 AM   #2525
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Originally Posted by Trevally. View Post
Ah yes I need to fit a square peg in a round hole

All information given in the brief will need to be grid ref and map markers square. To set a kill zone in me2 it must be round. So I will have to overlap the zone. Could be I can use many small round zones to fit a square.
Thank you. Now I understand how it works.
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Old 01-26-13, 04:29 AM   #2526
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What TC do you used before crash?
TC ???
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Old 01-26-13, 04:41 AM   #2527
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TC ???
time compression..
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Old 01-26-13, 05:49 PM   #2528
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Default Damaged boats and areas

Hi guys,
An other noob question that is bothering me from long time:

- Do i have to stay in the area for the boats to sink to be credited, or can i leave even far away?
Will a boat hitted and damaged be able to sink few days later if i leave the area?
Will it be credited? (unless i exit game of course)
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Old 01-26-13, 06:08 PM   #2529
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If you go further than 30km from the sinking ship - it will not sink. It will convert back into just a convoy number in the camapign code and continue its merry way.
You could even catch up with it again and force it back into the 3d world (get back within 30km) and it will be reloaded damage free.

This is the same with weather - ship damage and weather is not saved anywhere so cant be reloaded in removed.

You have to hang around until the ship does down


EDIT: you boats damage is saved of course.
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Old 01-26-13, 06:26 PM   #2530
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Wow, that's very good to know

No more than 30 km...

Thanks!
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Old 01-26-13, 07:43 PM   #2531
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EDIT: you boats damage is saved of course.
good reminder
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Old 01-27-13, 10:59 AM   #2532
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Hi, one question!

Are the fires working with the imported units? It might be that I have messed up my files, because I'm not seeing any fires or explosions from the imported units. And I know that they worked allright before. So two possibilities, some new mod causes them to dissappear, or I have broken the game...

Any answer might save me a lot of time figuring this out.

Using modified Sober's mod list.
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Old 01-27-13, 12:16 PM   #2533
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...Using modified Sober's mod list.
Hi,
You say 'modified' Sober's mod list...
Please tell us about your mod list
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Old 01-27-13, 05:43 PM   #2534
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It's pretty much same list, using NewUIs_7_1_0 and IRAI 0_0_37. Can't remember when the FX stopped working... Sure don't want to install everything again
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Old 01-27-13, 05:51 PM   #2535
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Quote:
Originally Posted by Rongel View Post
It's pretty much same list, using NewUIs_7_1_0 and IRAI 0_0_37. Can't remember when the FX stopped working... Sure don't want to install everything again
Have you seen if the same happens with only OH enabled? If you want I can carry on a test myself
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