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Old 10-04-13, 01:40 PM   #1
Trevally.
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Just watched part 4 - very good

For your patrol - I would head to Scapa and attempt that mission. Time is short for that one and you have lots of time for the coastal water mission. You do not need to select it to complete it.

If you do go - my vote would be to enter from the east as U-47 did (plus you get to see the nice block ships)

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Old 10-04-13, 04:20 PM   #2
sparrs
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Just watched part 4 - very good

For your patrol - I would head to Scapa and attempt that mission. Time is short for that one and you have lots of time for the coastal water mission. You do not need to select it to complete it.

If you do go - my vote would be to enter from the east as U-47 did (plus you get to see the nice block ships)

Hey Trevally,
I just started this up again after a good time away (taken me so far about a week to sort out mods and get it working up to scratch), and am just onto coastal waters, must be late Sept at the moment just off Edinburgh. Whats the time scale for Scapa?
Thanks.
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Old 10-04-13, 04:22 PM   #3
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Yes the scapa flow attack would be great. I think the best entrance is on the east site too.
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Old 10-04-13, 04:40 PM   #4
Trevally.
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Originally Posted by sparrs View Post
Hey Trevally,
I just started this up again after a good time away (taken me so far about a week to sort out mods and get it working up to scratch), and am just onto coastal waters, must be late Sept at the moment just off Edinburgh. Whats the time scale for Scapa?
Thanks.
see here for dates
http://www.subsim.com/radioroom/show...97&postcount=2
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Old 10-04-13, 04:57 PM   #5
sparrs
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Does the Scapa fleet stay up till 1st Dec? IIRC, in SH3 it moved around a bit. Long time since I played that though. And...is it as tough avoiding the DDs at the entrance as SH3?

Thank you.
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Old 10-05-13, 07:56 AM   #6
gap
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I have watched the fourth video as well and, as usual, I have got a few comments:

- warship contacts: if you have a destroyer within your visual range (as in the final minutes of your third episode) she for sure got you in the range of her hydrophone or, later during the war, of her sonar. This doesn't necessarily means that she has already detected you: don't panic, but be on the alert! There is nonetheless something that you should be aware of: sometimes a warship or an auxiliary ship, enemy or friendly, can become "sticky". She starts following you without taking any other initiative. Sometimes she will keep a constant distance from you, other times she will try ramming you if you let her closing. In no case she will use her armaments on you. This is a known game bug. Usually saving and reloading solves the problem. A few save/reload cycles in the worst cases.

- contacts on map: those are not cheats but contact reports by B.d.U, and they are very useful when you have not a strict area assigned for patrol.
If you look at the Captain's log, you will find there the B.d.U. messages associated with each contact marked on map. IIRC, there should be a way to pass them on to the regular radio message engine, for us not to miss them. You can get information on speed and heading of the contacts from their log entry, or directly on map, moving the mouse cursor over them. There is a New UI's option (accesible through TDW's option viewer/editor) for having speeds reported as slow, medium, and fast, and headings as N, SE, WNW, etc. instead of precise speeds and headings; this is making the feature much more realistic. There is also a second option which lets you set the maximum range from your position that contacts must have for being reported by BdU. You can use that option for filtering contact reports, or you can set it to 0, if you don't want to see them anymore.

- hydrophone sweeping: I think you have missed a faint sound contact at a bearing of about 30 deg on your starboard side. You can hear it shortly at ca. 24:04, and again at 24:49 of your 4th episode. When manning the hydrophone manually, you should sweep it more slowly. Also, it usually takes a few sweeps to the AI hydrophone operator (depending on his skill level), for him to pick any contact. Don't rush on your hydrophone, it is your main attack/defence weapon
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Old 10-05-13, 08:28 AM   #7
Shaefer
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Quote:
Originally Posted by gap View Post
I have watched the fourth video as well and, as usual, I have got a few comments:
Thank you Gap. Lots of good suggestions, as usual. I appreciate it. As I said earlier I am no pro at this game at all, and that is starting to show . Keep`em coming

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There is a New UI's option (accesible through TDW's option viewer/editor) for having speeds reported as slow, medium, and fast, and headings as N, SE, WNW, etc. instead of precise speeds and headings; this is making the feature much more realistic. There is also a second option which lets you set the maximum range from your position that contacts must have for being reported by BdU. You can use that option for filtering contact reports, or you can set it to 0, if you don't want to see them anymore.
To fix this I guess I have to disable the mod in JSGME, and disable every mod I have installed after New UI, before enable it again in the right order? I am hesitant to do this since the game runs so well now.


Quote:
Originally Posted by gap View Post
- hydrophone sweeping: I think you have missed a faint sound contact at a bearing of about 30 deg on your starboard side. You can hear it shortly at ca. 24:04, and again at 24:49 of your 4th episode.
Good catch. You are absolutely right. Cant belive I missed that, saw it when rewatching ...
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