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Old 02-12-13, 05:20 AM   #121
Fifi
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Really??
I think i've sinked a couple of boats since then, and everything ran and worked nice...
What should have happened?
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Old 02-12-13, 06:51 AM   #122
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Quote:
Originally Posted by volodya61 View Post
AI crew damage control patch and Zones.cfg from Alternate Sinking Mechanism are not compatible...
Quote:
Originally Posted by Fifi View Post
Really??
I think i've sinked a couple of boats since then, and everything ran and worked nice...
What should have happened?
I think it is just a matter of copying a few rows from AI crew damage control's zones.cfg file, and pasting them in the Alternate Sinking Mechanism one
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Old 02-12-13, 08:32 AM   #123
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Quote:
Originally Posted by gap View Post
I think it is just a matter of copying a few rows from AI crew damage control's zones.cfg file, and pasting them in the Alternate Sinking Mechanism one
Yep.. I've merged these two files a long ago but since the AI crew damage control patch is broken and I don't use this edited one so far..
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Old 02-12-13, 09:09 AM   #124
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Quote:
Originally Posted by volodya61 View Post
Yep.. I've merged these two files a long ago but since the AI crew damage control patch is broken and I don't use this edited one so far..
I see
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Old 02-12-13, 03:29 PM   #125
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Then if it is broken, i'm going to change it again

Only little thing i could complain with AST_SH5_v2, is boats are decelerating very quickly after a hit, passing from 13 knots to 0 in few seconds...All the inverse of without it, where boats never stop! lol
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Old 02-12-13, 06:37 PM   #126
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New test with my mod list

- I have deactivated AST_SH5_v2, deactivated AI crew damage control in TDW patcher.
- I have activated IRAI inertia damage test + ship inertia 1.1 at the end of my list (without CTDs BTW)

Results VS a Rongel medium boat with only one torp:

- First test, torp depth bottom hull and boat hitted at the far stern (where are supposed to be propellers) ----> boat didn't sink after 2 hours, still running 9 knots around me! Had to finish it with deck gun (around me because was surfaced and i think he tried to collide me).



- Second test, torp depth set medium depth and boat hitted right in the middle ----> boat sunk in 5/8 mn !!



So now, i don't know what to think...and what to choose!
What i don't like with only AST_SH5_v2 is boats always stops very fast.
What i don't like with my above settings is when boat is hitted in the propellers he still runs fast...for long.
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Old 02-12-13, 06:48 PM   #127
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A lot of things dont work in campaign unless you start a new career
Did you try the mods in the Patcher folder.
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file
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Old 02-12-13, 06:54 PM   #128
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Quote:
Originally Posted by sober View Post
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file
Sober it's not a mod.. it's only for tests..
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Old 02-12-13, 06:57 PM   #129
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Quote:
Originally Posted by volodya61 View Post
Sober it's not a mod.. it's only for tests..
I know volodya61 , but he is testing diffrent things out to see what works best .
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Old 02-12-13, 08:41 PM   #130
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Quote:
Originally Posted by sober View Post
A lot of things dont work in campaign unless you start a new career
Did you try the mods in the Patcher folder.
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file

To answer you, no, i don't start over career each time. But i start always in bunker after a change in my mods list.
Nevertheless, for real big changes with bunch of new mods order, i start a new career.
For adding inertia damage + ship inertia i didn't start over...

Where do you find those AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith and AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file ??

It"s enough hard to test all things with so many mods and order, if we have to test config files adjustments in addition ...i'm kind of desesperate...but also kind of satisfied with last test
I think i'll leave it the way it is.

EDIT: just sinked a 8800 tons passenger ship and needed 2 torpedos. But i think one would have been enough, if i had time to wait...
I liked the way he progressively slow down from 13 knots to 3 knots with first hit, slowly getting deeper water, and i achieved him while he was still slowing down <3 knots.
From first hit to completely sinked, took around 25/30 minutes.
Again, torpedo hit was right in the hull's middle and set middle depth...i guess it's the best place to give them max damage!

Last edited by Fifi; 02-12-13 at 10:59 PM.
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Old 02-14-13, 01:12 PM   #131
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Nice mod list
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Old 02-15-13, 02:51 AM   #132
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Thanks Trevally

I've updated first post with same list, but for real navigation.
I'm running 2 SH5 on my PC now, one career traditional way (first list), and one career in real navigation! (second list)

One word: AWESOME!

(BTW, your automation mod is really great and useful!)
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Old 02-18-13, 06:48 PM   #133
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So today i'm running my first list, and i just added No_contact_shapes_or_colors_dashed_contact_line_1_ 1_0 wich is very fine for me at the moment.

Though... using rotative hydrophone, why i can't ask my hydro guy a rough distance or precise distance to contact when i'm looking at it with periscope?
When periscope is fully lowered this feature is avalaible, but as soon as i follow the target with periscope (and she is enough close to lock it BTW) the distance to contact is greyed...

Any idea?
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Old 02-18-13, 07:29 PM   #134
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Hi Fifi
I just looked through your list and noticed one thing..
Do you know that these two mods (Reboot's Hot Soup, Reboot's Water Drips) are breaking the SteelViking's Interior Mod?
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Old 02-18-13, 08:02 PM   #135
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Quote:
Originally Posted by Fifi View Post
So today i'm running my first list, and i just added No_contact_shapes_or_colors_dashed_contact_line_1_ 1_0 wich is very fine for me at the moment.

Though... using rotative hydrophone, why i can't ask my hydro guy a rough distance or precise distance to contact when i'm looking at it with periscope?
When periscope is fully lowered this feature is avalaible, but as soon as i follow the target with periscope (and she is enough close to lock it BTW) the distance to contact is greyed...

Any idea?
Interesting question. Probably because I didn't code it in I don't know if it's possible to do but I'm definitely interested in the idea
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