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Old 07-13-06, 05:22 AM   #16
andy_311
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I never sucessfully gone through the canal half way through it I get a message sunk by collision.
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Old 07-13-06, 06:35 AM   #17
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On the Elbe (west) side of the canal there are docks and a town on the north shore. If you do the entire canal on the F5 screen, odds are the way I suspect most people would plot a course, you will crash into the docks and sink.

Transit the whole canal, but as you are nearing the western end, stay topside and keep an eye out. You'll see the docks and know where not to plot a course.
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Old 07-13-06, 06:40 AM   #18
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Quote:
Originally Posted by Fab
On the Elbe (west) side of the canal there are docks and a town on the north shore. If you do the entire canal on the F5 screen, odds are the way I suspect most people would plot a course, you will crash into the docks and sink.

Transit the whole canal, but as you are nearing the western end, stay topside and keep an eye out. You'll see the docks and know where not to plot a course.
My docks show up on the F5 screen so I plot a course thru it anyway - all 3 of them in fact

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Old 07-13-06, 07:13 AM   #19
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I've seen nothing here to change my earlier opinion that the mod is more trouble than it is worth.

Those who talk about saving fuel can always dock at Wilhelmshafen to refuel after going round Denmark. Then use SH3Commander or SH3Patrol to allow only one day's docking (or modify the basic.cfg file manually for time spent in base). This will actually be quicker in real time, unless you like crashing into a shoreline at tc=128 (or more). It is true that Observer's NYGM Kiel Canal mod solves the additional time-consuming problem of marking waypoints all over the place.

It is clear that some people really do like the Kiel Canal mod (but I'll bet they don't use a dial-up modem!). Fair enough, but all that this proves is that it should be available as an optional extra for those who want it, not as part of the standard main mod package. Then overlay it onto your major mod with JSGME. The Kiel Canal is a solution in search of a problem.

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Old 07-13-06, 07:26 AM   #20
ref
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[QUOTE=Henry Wood]
Quote:
Originally Posted by irish1958
(The book states '99-kilometre canal' but the one I pass through is nearer 150km, speaking from memory?):hmm:
That was also the number I got when I make the canal, but the terrain in SH3 is 'a bit' distorted..., also it's about three times wider than in real life, also due to SH3 terrain limitations.

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Old 07-13-06, 07:30 AM   #21
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Quote:
Originally Posted by Stiebler
I've seen nothing here to change my earlier opinion that the mod is more trouble than it is worth.

Those who talk about saving fuel can always dock at Wilhelmshafen to refuel after going round Denmark. Then use SH3Commander or SH3Patrol to allow only one day's docking (or modify the basic.cfg file manually for time spent in base). This will actually be quicker in real time, unless you like crashing into a shoreline at tc=128 (or more). It is true that Observer's NYGM Kiel Canal mod solves the additional time-consuming problem of marking waypoints all over the place.

It is clear that some people really do like the Kiel Canal mod (but I'll bet they don't use a dial-up modem!). Fair enough, but all that this proves is that it should be available as an optional extra for those who want it, not as part of the standard main mod package. Then overlay it onto your major mod with JSGME. The Kiel Canal is a solution in search of a problem.

Stiebler.
You'll also loose the Scapa Flow corrections.

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Old 07-13-06, 07:41 AM   #22
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The Kiel Kanal is a superb addition for those willing to learn to use it properly.
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Old 07-13-06, 07:51 AM   #23
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Quote:
Originally Posted by irish1958
The NYGM Tonnage War 2.0 mod has a feature to set the patrol course through the Keil Canal. If one uses this and sets the time compression via SH3CMDR to a reasonable level, the canal is a godsend as it adds a week to your patrol in a type II.
I would hope the GW team comes up with some sort of auto-plot for the canal.
When did the canal become unsafe for travel during WW2? And is there any records available that show it was used by U-Boats? After the French bases became available why would it be used?
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I am still trying to understand why another week is needed to expend the measley loadout of a II. Perhaps we should check our sailors for suntans, yes ?
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Old 07-13-06, 08:15 AM   #24
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There is a seperate mod which adds the Kiel canal
Was available on uboat.realsimulation.com
Forget the name now
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Old 07-13-06, 10:47 AM   #25
ref
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Quote:
Originally Posted by bigboywooly
There is a seperate mod which adds the Kiel canal
Was available on uboat.realsimulation.com
Forget the name now
http://files.filefront.com/Kiel_Scap.../fileinfo.html

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Old 07-13-06, 10:50 AM   #26
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Ah thanx ref
Not that I need it as I have in GW - just saying for those that dont
Does that one include the 3 ports along the canal as well ?
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Old 07-13-06, 03:30 PM   #27
ref
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Quote:
Originally Posted by bigboywooly
Ah thanx ref
Not that I need it as I have in GW - just saying for those that dont
Does that one include the 3 ports along the canal as well ?
No, they're just the terrain mod, I'll have to look for CCIP's mod, when I find it I'll post the link.

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Old 07-13-06, 10:31 PM   #28
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[quote=ref]
Quote:
Originally Posted by Henry Wood
Quote:
Originally Posted by irish1958
(The book states '99-kilometre canal' but the one I pass through is nearer 150km, speaking from memory?):hmm:
That was also the number I got when I make the canal, but the terrain in SH3 is 'a bit' distorted..., also it's about three times wider than in real life, also due to SH3 terrain limitations.

Ref
I'm glad to meet the canal creator and thank you very much for your work. It is a great boon to us Type IIA sailors. The reason I mentioned the different lengths is I was wondering if some big changes had been made to the canal post WWII? I must go searching online.
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Old 07-14-06, 08:17 PM   #29
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All things considered, I find the Kiel Kanal to be too much of a pain to use. Is there a way to delete this mod once installed with the GW super-mod?
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Old 07-15-06, 08:38 AM   #30
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Quote:
Originally Posted by ref

You'll also loose the Scapa Flow corrections.

Ref
I was quite gutted when I tried to escape via Kirk Sound and found that someone had built the Churchill Barriers about a year too early... then I downloaded Grey Wolves, solely for the eastern approaches to Scapa.
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