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Old 06-12-22, 06:49 PM   #1
KaleunMarco
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Originally Posted by Bubblehead1980 View Post
Which flotilla moves to Lorient once France is occupied? My current Flotilla is 2nd at Wilhelmshaven, its March 1940
That Flot is scheduled to be re-based to Lorient in July 1940...if you survive.
Don't get scared!!



there is a file in the Dark Waters\Support\OM_DarkWaters_AddIns\ folder titled ProposedOpMonsunFlotillas.ods that displays Flot v Base info.
Not sure who built it and i am not sure if it is 100% accurate but it is a starting point.
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Old 06-12-22, 08:50 PM   #2
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Originally Posted by KaleunMarco View Post
That Flot is scheduled to be re-based to Lorient in July 1940...if you survive.
Don't get scared!!



there is a file in the Dark Waters\Support\OM_DarkWaters_AddIns\ folder titled ProposedOpMonsunFlotillas.ods that displays Flot v Base info.
Not sure who built it and i am not sure if it is 100% accurate but it is a starting point.
I must have missed that doc, there is a ton of doc, some not even accurate or relevant, a lot to go through lol. Ill check it out though. Thanks for heads up.


Oh, definitely not scared yet lol. I love the mod but its definitely not that difficult in early stages for as escort AI goes, reminds me of how easy stock was. I even have the L2, most difficult AI enabled. I have encountered aircraft when closer to land as well, that is always a ugh attention getter since no air search radar, all visual.

Getting away from escorts is going below 120 meters and they have a tough time tracking and their depth charges are set shallow. I have not looked at the guts of the mod as trying to avoid that outside of the night surface attack aspect (which I have working pretty well, will be releasing it soon). I've had one semi challenging escort encounter, likely had a higher skill level. However, I have no doubt it will get more difficult.

My major initial difficulties was adjusting to plotting things in metric and the German TDC is different, with its lack of position keeper and thus if you change course etc after entering data requires correction.I figured it out and had a lot of success.


Last patrol sunk 5 ships...three merchants, two tankers. I had a lot of duds on this patrol. I've been reading up on German torpedo crisis "torpeokrise", was never aware the extent of the problem, it was for a time almost as dire as the MK 14 scandal. Did not solve the depth running issue until Feb 1942.



I survived but upon return to port, I was removed from command and said to be hauled off by the Gestapo (Secret Police as it put it). Apparently, I sunk too many neutral ships. I sunk one second patrol and two on last. Bit of a contradiction because I received a message saying basically to conduct unrestricted warfare, they are sailing in convoy with the hostile to Germany it happens.Also, OM it was never a problem, was not aware it was changed. I may have to change that aspect of things. To my knowledge no U Boat commanders were never disciplined for sinking neutrals. One on second patrol was even a accident lol. T1 torpedo I fired missed target, but sailed on two columns over and hit a large neutral merchant. They do not act neutrals either, will turn to ram you lol.
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Old 06-12-22, 09:30 PM   #3
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"5. One of the problems with “stock” SH4 is the way it treats the “detection” of neutral shipping (i.e. it basically ignores them). This behavior became unacceptable from a gameplay point of view during the development of the early war combat operations. Therefore there are “no neutrals” in OM. It will be up to the player to determine if a ship needs to be engaged or not. During the early phases of the war these normally neutral ships will remain unarmed. Also from review of the records, Uboat captains sink supposed “neutrals” during their early combat patrols."


Looks like this did not carry over into Dark Waters from OM, as I was removed from command after sinking two neutrals in a patrol and one on previous. They were sailing in convoy with British ships. Wish I had known, I lost a excellent career due to this. Ugh.
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Old 06-12-22, 10:29 PM   #4
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Originally Posted by Bubblehead1980 View Post
"5. One of the problems with “stock” SH4 is the way it treats the “detection” of neutral shipping (i.e. it basically ignores them). This behavior became unacceptable from a gameplay point of view during the development of the early war combat operations. Therefore there are “no neutrals” in OM. It will be up to the player to determine if a ship needs to be engaged or not. During the early phases of the war these normally neutral ships will remain unarmed. Also from review of the records, Uboat captains sink supposed “neutrals” during their early combat patrols."


Looks like this did not carry over into Dark Waters from OM, as I was removed from command after sinking two neutrals in a patrol and one on previous. They were sailing in convoy with British ships. Wish I had known, I lost a excellent career due to this. Ugh.
there is a parm in one of the cfg files that defines the negative points assigned to sinking a friendly or a neutral. i can't remember the file name.
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Old 06-12-22, 11:20 PM   #5
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there is a parm in one of the cfg files that defines the negative points assigned to sinking a friendly or a neutral. i can't remember the file name.

Hmm. I have been searching but have not found it..
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Old 06-13-22, 11:38 AM   #6
KaleunMarco
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Hmm. I have been searching but have not found it..
i sent a PM to sailor steve. hopefully, he will read it and respond.
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Old 06-13-22, 11:43 AM   #7
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Hmm. I have been searching but have not found it..
if you have the time, try data/cfg/basic.cfg.
it's a legacy file from SH3 so i am not entirely sure that it is even used by SH4.
change one or more of the values to some outrageous number, go sink some ships and see if it has an effect.
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Old 06-13-22, 02:25 PM   #8
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Can someone explain the naming convention for merchants in Dark Waters/OM. Example K-MF-M P etc. Quite annoying, always disliked it in OM, confusing and does not seem realistic (is it?) . I am trying to decide what to rename things. Japanese ships were easy, just looked up Maru names and tonnages. I believe Allied merchant fleet is too varied and large , will end up with same ships in every convoy.
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Old 06-13-22, 02:58 PM   #9
Bubblehead1980
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Quote:
Originally Posted by KaleunMarco View Post
if you have the time, try data/cfg/basic.cfg.
it's a legacy file from SH3 so i am not entirely sure that it is even used by SH4.
change one or more of the values to some outrageous number, go sink some ships and see if it has an effect.


Hmm looking at it now..referring to this section?

How I am reading thos, if sink a neutral ship -1 renown? but then "Wrongship sunk" is -5000 as is end campaign. Now, in two patrols I sunk three neutral ships..two large tankers on last one so high value,. In the the folders, each vessels .cfg their renown value. I wonder if neutral, that becomes negative renown and perhaps enhanced based on figures in this file and once adds up to -5000, ends career.

If you sink a Axis ship, your own side, you get -10 which will end your career, the number as you is (positive) 1 for Allied.



[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000


Hopefully this will work, I don't like having to make there not be neutral ships per history, but given combat conditions in early war, hitting a neutral is inevitable if they are sailing in a convoy.
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