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Old 08-06-22, 02:19 PM   #1
JapLance
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Originally Posted by KaleunMarco View Post
yes, that's a nice haul.

on a side note on the not-getting-credit-for-sinkings, i am playing the Real Fleet Boat (RFB) megamod, which has the longest sinking times of any of the major mods, such that you may not get credit for sinkings because you are detecting the sinking when it happens. really frustrating.
I guess you mean that "because you are NOT detecting the sinking when it happens." But that's a different story, probably intentional by the developers. If you can't confirm the sinking either visually or by hydrophones, it makes sense that you don't get the kill.

What I experienced that last patrol is just another bug. I knew something was wrong as the game loaded the file and the sound of a launching torpedo was played and the XO called four or five times "torpedo in the water"
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Old 08-06-22, 02:24 PM   #2
KaleunMarco
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Originally Posted by JapLance View Post
I guess you mean that "because you are NOT detecting the sinking when it happens." But that's a different story, probably intentional by the developers. If you can't confirm the sinking either visually or by hydrophones, it makes sense that you don't get the kill.
yeah, but, we are maybe 3000 yds distant from the sinking ship. the combination of the lack of noise detection by the sonar suite must be coupled with the fact that the Ubi programmers neglected to program sinking and breaking up noises such that the sonar suite hears nothing. really bad programming.

Quote:
Originally Posted by JapLance View Post
What I experienced that last patrol is just another bug. I knew something was wrong as the game loaded the file and the sound of a launching torpedo was played and the XO called four or five times "torpedo in the water"
you will get that effect from time to time when you reload a save file. i still cannot recreate the effect at will.
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