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Old 10-15-13, 03:37 PM   #526
plj
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Do we have any example of your idea in stock files?
heh ... nice one gap ... Just curious, are you a trainer of some sort ?

No we dont .. but if damage boxes can handle simple math, it could be possible I guess ? Again, I have no clue on how the stuff works as I am not hindered by any factual knowledge on what is in these files (I'm just shooting random garbage at this topic in hopes of derailing it )


Edit: I'm lying .. they look like databases to me .. anyone tried to handle them as such yet ?
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Old 10-15-13, 05:47 PM   #527
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heh ... nice one gap ... Just curious, are you a trainer of some sort ?


No polemic intent meant on that question plj... I was just asking
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Old 10-16-13, 03:56 AM   #528
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Yoda in disguise then ? Using the Force to sence what information I need to answer my own questions


I would love to see it possible to preset damage to a sub before mission start .. would that be doable ? It would enable a lot more authentic replays.
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Old 10-16-13, 07:40 AM   #529
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I'm done with type VIIA...Now, strating type VIIC which have more equipment to display, things are going to be a bit squeegee...

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Old 10-16-13, 07:51 AM   #530
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Nice
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Old 10-16-13, 07:59 AM   #531
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I'm done with type VIIA...Now, strating type VIIC which have more equipment to display, things are going to be a bit squeegee...
Excellent

Probably the best place for UZO and conning tower hull integrity should have been the 'external equipment' tab, but I suppose you wanted to keep some free space for the multiple flaks of later U-boats, don't you?

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Yoda in disguise then ? Using the Force to sence what information I need to answer my own questions


Quote:
Originally Posted by plj View Post
I would love to see it possible to preset damage to a sub before mission start .. would that be doable ? It would enable a lot more authentic replays.
I don't get you here...
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Old 10-16-13, 08:08 AM   #532
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Quote:
Originally Posted by gap View Post
Excellent

Probably the best place for UZO and conning tower hull integrity should have been the 'external equipment' tab, but I suppose you wanted to keep some free space for the multiple flaks of later U-boats, don't you?
Yes...I have similar thoughts but than, we have periscopes, TDC, conning tower, and UZO all in one place so all "attacking " equipment is somewhat grouped...External equipment tap will be reserved for heavy "iron" stuff... Don't forget type VIIC/41- 2 light flaks, 1 heavy, deck gun +5slots for rudders/props/planes...

unnecessary EDIT:
Don't get picky to much or I will place diesel engine right next to the Captains bunk, let's see then how will you take a nap...

Last edited by vdr1981; 10-16-13 at 08:24 AM.
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Old 10-16-13, 08:20 AM   #533
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I don't get you here...
If we could start a mission with a damaged sub, that would create a whole new challenge. Given the amount of detailed damage a sub can now endure, this is now doable.
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Old 10-16-13, 08:26 AM   #534
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If we could start a mission with a damaged sub, that would create a whole new challenge. Given the amount of detailed damage a sub can now endure, this is now doable.
Idea is excellent and it isn't new...But ,I'm afraid that this is TDW's sector...

I also have some cool requests...like inability to refit at every single base, time delays while refitting, inability to use periscopes with flanks speed and so on...Those "little " changes would mean a LOT...
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Old 10-16-13, 08:39 AM   #535
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Hey can a fire break out with your mod i didnt testet it yet. If no i think it can be a nice feature
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Old 10-16-13, 08:43 AM   #536
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Hey can a fire break out with your mod i didnt testet it yet. If no i think it can be a nice feature
Hmm, no...But, you can suffer damage to the fuel tanks and lost fuel, but it wont ignite, unfortunately...
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Old 10-16-13, 08:52 AM   #537
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Okay
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Old 10-16-13, 09:00 AM   #538
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Originally Posted by vdr1981 View Post
Idea is excellent and it isn't new...But ,I'm afraid that this is TDW's sector...

I also have some cool requests...like inability to refit at every single base, time delays while refitting, inability to use periscopes with flanks speed and so on...Those "little " changes would mean a LOT...
It would make planning a necessity instead of an afterthought. Can we destruct parts using commands from within the game, so we could do it with a script ?
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Old 10-16-13, 09:04 AM   #539
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Can we destruct parts using commands from within the game, so we could do it with a script ?
I think we can't....
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Old 10-16-13, 09:09 AM   #540
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Quote:
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If we could start a mission with a damaged sub, that would create a whole new challenge. Given the amount of detailed damage a sub can now endure, this is now doable.
A-hah you are looking for a Bernard scenario!

Most damages are stored in savegames. One could create a single mission and combine it with a savegame edited with the desired damage levels. There is shortcoming to this method though: end users should play the mission using the same mod loadout as the savegame creator.

Another possible way to implement your idea could be via script, but I am just speculating here...
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