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Old 06-15-20, 12:30 PM   #1
3catcircus
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Originally Posted by propbeanie View Post
We did not have enough time to do extensive testing, and have not heard from Kaleuns who have experienced their boats being retired, as to whether they always go with their boat, or whether they might experience an "upgrade" at that time. May-haps some could share their experience in that regard?
Hmm. If I knew how to put in "good" renown and advance the calendar a few months at a time, I'd be happy to test this out using a dummy career.

I assume that the ODS files identify dates of availability of u boats, flotilla change of home ports, and of equipment?
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Old 06-15-20, 05:33 PM   #2
KaleunMarco
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Originally Posted by 3catcircus View Post
Hmm. If I knew how to put in "good" renown and advance the calendar a few months at a time, I'd be happy to test this out using a dummy career.

I assume that the ODS files identify dates of availability of u boats, flotilla change of home ports, and of equipment?
i have to echo what PB and Fifi have already posted.
Dark Water has very few, if any, boat upgrades. Mostly because the base Mod is OpMonsun and OpMonsun did not have any.
as the other two have suggested, play for a sim-year or two with one boat and then start a new career with a different boat in a different theatre. that is one thing that has been worked on quite extensively. you can have a career in the Atlantic, the North Sea, The Baltic, The Med, The Black Sea, even up north picking at the Russian traffic.
with Dark Water, one has to put aside the US-Pacific mentality of upgrading boats and finishing the war and take up the mentality that very few German skippers lasted the war and even fewer lived long enough to drive newer boats.
good luck in whatever you decide to do.
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Old 06-18-20, 12:23 PM   #3
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in the sensors.sim file you have min detection time, sensivity and max range, thre are written that sensivity is a treshold where detection time i s doubled, so after that treshold detection time will increase depends from range or stay? I ask for that reason, that set up right detection time.

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- AI visuals have been increased but not in range distance. Your veteran crew will spot a ship at around 12000M while the cargo veteran crew will spot you surfaced around 6500M by clear weather. Night surface attacks still possible up to around 1000M by clear weather.
- Periscopes are now detectable. The more you raise it the faster you can be detected! Cargo with veteran crew can detect a fully raised periscope at around around 2000M with 2m/s waves, 1500M with 8m/s waves (the higher the waves, the closer you can go)
It's from v4 description. I have 2 questions: how you set up the night visibility (through light factor???) And how you make periscopes visible? There are just 1 surface factor, so for u-boat and periscope it should be 2???

Last edited by Sokolov; 06-18-20 at 12:38 PM.
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Old 06-18-20, 02:40 PM   #4
Fritz Klum
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The way I deal with boat Upgrades in this mod is I pick the best boat available at the current start date of my career. Since I prefer to start in 1939 when the war begins (usually,) I want a boat that is capable from 1939 to the end of the war. This means that I either go with the type VIIB in the 7th flotilla, or the type IXB in the Kiel Training flotilla (usually the latter for me, since I'm more of a type IX guy .)


On a different note, I released an update to my localization fixes sub-mod that fixes a few more issues. You can simply re-download the file, and it should be the newer version now. I mostly just changed some radio message texts, and changed mentions in the interface from ''submarine'' to "U-boat" or "boat." I also changed references from feet to meters, so when you hover over the crash dive button for example, it now says "Takes your U-boat to 75 meters of depth" instead of "takes your submarine to 160 feet of depth."
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Old 06-18-20, 06:52 PM   #5
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Originally Posted by Fritz Klum View Post
The way I deal with boat Upgrades in this mod is I pick the best boat available at the current start date of my career. Since I prefer to start in 1939 when the war begins (usually,) I want a boat that is capable from 1939 to the end of the war. This means that I either go with the type VIIB in the 7th flotilla, or the type IXB in the Kiel Training flotilla (usually the latter for me, since I'm more of a type IX guy .)


On a different note, I released an update to my localization fixes sub-mod that fixes a few more issues. You can simply re-download the file, and it should be the newer version now. I mostly just changed some radio message texts, and changed mentions in the interface from ''submarine'' to "U-boat" or "boat." I also changed references from feet to meters, so when you hover over the crash dive button for example, it now says "Takes your U-boat to 75 meters of depth" instead of "takes your submarine to 160 feet of depth."
Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...
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Old 06-18-20, 08:52 PM   #6
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Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...

True, the Kiel Canal is a pain. I usually just ignore it and sail around denmark instead.
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Old 06-19-20, 12:14 AM   #7
Fifi
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Originally Posted by 3catcircus View Post
Only issue I have with kiel is that transiting the canal takes forever due to dropping down to 4x TC... Not a big deal starting outside the harbor, but still...
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True, the Kiel Canal is a pain. I usually just ignore it and sail around denmark instead.
In your Document/SH4/Cfg/main set Near Land = 128
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Old 06-20-20, 04:48 PM   #8
Mad Mardigan
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SHO Re: TC going through the Kiel Kanal..

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In your Document/SH4/Cfg/main set Near Land = 128
Only issue is with that, if you set the trip through there by hand (can't recall if there is a preset option to set course through it or not.. know there was some version of SH that had this ability to do so.. just not recalling which it was.. ) & are off by even a minute fraction, you using that speed could very well end up with grounding your boat and.. well.. let's just say that Unkle Donitz.. isn't going to be happy with you & you may find yourself shipped out to the Eastern Front... if ol' Adolf doesn't have you shot 1st then shipped off East...

On that note, even though I can't recall which version it was that had the ability to set up a jog through the Kanal, I do however, recall it took some time to.. I used speed up to think it was x16, an resumed after each ship sighting until I was home free from it.. after that, I swore to NEVER again, go through the Kanal & took the long way around.
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Old 06-21-20, 02:44 PM   #9
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Originally Posted by Mad Mardigan View Post
Only issue is with that, if you set the trip through there by hand (can't recall if there is a preset option to set course through it or not.. know there was some version of SH that had this ability to do so.. just not recalling which it was.. ) & are off by even a minute fraction, you using that speed could very well end up with grounding your boat and.. well.. let's just say that Unkle Donitz.. isn't going to be happy with you & you may find yourself shipped out to the Eastern Front... if ol' Adolf doesn't have you shot 1st then shipped off East...

On that note, even though I can't recall which version it was that had the ability to set up a jog through the Kanal, I do however, recall it took some time to.. I used speed up to think it was x16, an resumed after each ship sighting until I was home free from it.. after that, I swore to NEVER again, go through the Kanal & took the long way around.
The pre-set routing through the Kiel Canal is a feature of one the mods available to SH3-GWX.
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Old 06-20-20, 04:58 PM   #10
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BTW, in my main.cfg file it's actually called "LandProximity," so I set it like this:


LandProximity=128


it's under the [TIME COMPRESSION] heading.
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