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Old 10-29-06, 04:39 AM   #61
Tikigod
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wow, this mod is definately better....and I agree not having the green bars isn't a big deal...is actually more realistic...because now you have to focus on the exhaustion levels of each crew members....instead of the efficiency of the compartment as a whole.....

the one thing I'm not sure I like yet...is the sensativity of the patrols....I snuck up to a harbor at night....with silent running, submerged, and at minimum speed and a patrol boat as well as the ships in the harbor all detected me as if I was steaming through.....they even fired flares.....and I am not even close to the harbor yet....

what files do I need to edit to dumb down the sensors? is it only the sensors.cfg file? I mean i like that they can find me with sonar and all but, I should have had the element of surprise given the year and my postion....I'm still not sure how they were alerted...but, whatever it was it shouldnt have happened.

hollywood advanced sensors will a little bit more dumbed down...but, I think maybe they were to dumbed down. I'd like something inbetween....or does sh3 commander randomize the sensor levels?
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Old 10-30-06, 01:05 AM   #62
WhiteW0lf
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I agree the senesitivity settings of enemy boats is rediculouse I also would like them dumbed down. I had the same thing creeping into a harbor at 1 knot and through my scope I see all destroyers that were stationary start moving then hear them pinging and I am maybe 3000 meters away.

Getting depth charged is a biatch now and I like that but the sensitivity in sonar of enemy boats need to be brought down, I fired a torpedo at a C Class destroy from 4000 meters and at the last minute it turned away and came rite to me crapping depth charges all over me, I am in early 1940 so this definitely should not happen.
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Old 10-30-06, 02:11 PM   #63
Tikigod
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I'm going to do something like this: http://www.subsim.com/radioroom/showthread.php?t=92491

I think totally unpredicted randomization is the best solution. That way it will change even when I quit and play the saved game later. I don't mind if they pickup on me every once in awhile...I just don't want it to be the norm everytime I raid a harbor.

Quote:
Originally Posted by WhiteW0lf
I agree the senesitivity settings of enemy boats is rediculouse I also would like them dumbed down. I had the same thing creeping into a harbor at 1 knot and through my scope I see all destroyers that were stationary start moving then hear them pinging and I am maybe 3000 meters away.

Getting depth charged is a biatch now and I like that but the sensitivity in sonar of enemy boats need to be brought down, I fired a torpedo at a C Class destroy from 4000 meters and at the last minute it turned away and came rite to me crapping depth charges all over me, I am in early 1940 so this definitely should not happen.
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Old 10-31-06, 12:18 AM   #64
nvdrifter
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Quote:
Originally Posted by WhiteW0lf
I agree the senesitivity settings of enemy boats is rediculouse I also would like them dumbed down. I had the same thing creeping into a harbor at 1 knot and through my scope I see all destroyers that were stationary start moving then hear them pinging and I am maybe 3000 meters away.

Getting depth charged is a biatch now and I like that but the sensitivity in sonar of enemy boats need to be brought down, I fired a torpedo at a C Class destroy from 4000 meters and at the last minute it turned away and came rite to me crapping depth charges all over me, I am in early 1940 so this definitely should not happen.
Thanks everone for the comments. I plan on releasing a new version of DRM if and when I get certain problems worked out. I am seriously considering dumbing down the escort AI hydrophone listening sensitivity just a little bit in the next version. Stay tuned.
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Old 10-31-06, 02:54 AM   #65
WhiteW0lf
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[quote=nvdrifter]
Quote:
Originally Posted by NVDrifter
quote]

Thanks everone for the comments. I plan on releasing a new version of DRM if and when I get certain problems worked out. I am seriously considering dumbing down the escort AI hydrophone listening sensitivity just a little bit in the next version. Stay tuned.
Thanks drifter that sensitivity is way too high I have had to limp back to base twice in early 1940 now.
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Old 10-31-06, 05:31 AM   #66
shegeek72
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Quote:
Originally Posted by WhiteW0lf
Liquid Cooled P4 3.6
2 GB Dual Speed Ram
GeForce 7800GT 256mb Card
120GB HDD
19in LCD Monitor
What kind of liquid cooling system are you running? What temps are you getting (idle v. full load)? If you previously had fan cooling on the system, what kind of performance increase have you gotten?

As soon as I can afford it, I'm planning to go liquid-cooled.
--
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Old 10-31-06, 06:02 AM   #67
nvdrifter
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[quote=WhiteW0lf]
Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by NVDrifter
quote]

Thanks everone for the comments. I plan on releasing a new version of DRM if and when I get certain problems worked out. I am seriously considering dumbing down the escort AI hydrophone listening sensitivity just a little bit in the next version. Stay tuned.
Thanks drifter that sensitivity is way too high I have had to limp back to base twice in early 1940 now.
If you feel the enemy ai escort sensors are too sensitive in DRM, you might want to reinstall the old sim.cfg file until the next release of DRM. NYGM's sim.cfg file is really close to DRM's (DRM sensors were based on NYGM's sim.cfg file).
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Old 11-01-06, 01:26 AM   #68
WhiteW0lf
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Quote:
Originally Posted by shegeek72
Quote:
Originally Posted by WhiteW0lf
Liquid Cooled P4 3.6
2 GB Dual Speed Ram
GeForce 7800GT 256mb Card
120GB HDD
19in LCD Monitor
What kind of liquid cooling system are you running? What temps are you getting (idle v. full load)? If you previously had fan cooling on the system, what kind of performance increase have you gotten?

As soon as I can afford it, I'm planning to go liquid-cooled.
My system is a Koolance system you can buy the case with everything already in it just hook to your processor and fill it up with cooling fluid, I live on the island of cyprus and its hot as hell in the summer and it runs at no more then 36C or around 98 degrees F if it goes over that a second fan in the cooler kicks on and brings it down 2 degrees Celcius in about 7 seconds. I have never had any heat problems since I went liquid cooled and all of this is with my processor overclocked.
[/quote]
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Old 11-01-06, 06:32 AM   #69
Tikigod
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You could go with cooking oil....



http://www.tomshardware.com/2006/01/..._out_the_fans/

Last edited by Tikigod; 11-01-06 at 06:35 AM.
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Old 11-16-06, 04:31 PM   #70
Tikigod
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yeah, I used the latest NYGM sensors file and it seems to work well so far. I was able to sneak alot closer into the harbor now without being detected right away. They still detect you if you aren't careful...(bump the bottom, pass them closely with engines still running) I can manuever in the harbor at 1/3 silent running and run engines on and off to drift in and it seems to work. If you run 1/3 with engines always on they might turn on lights to check around and call in a patrol if you don't cut engines and wait. I like this much better.

here is the temp fix drifter recommends above (JGSME ready) if you need it:
http://files.filefront.com/Drifters_.../fileinfo.html


Quote:
Originally Posted by nvdrifter
If you feel the enemy ai escort sensors are too sensitive in DRM, you might want to reinstall the old sim.cfg file until the next release of DRM. NYGM's sim.cfg file is really close to DRM's (DRM sensors were based on NYGM's sim.cfg file).
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Old 11-17-06, 04:36 PM   #71
3Jane
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I installed Mod v1.02. Everything else seems to work fine. My only problem is that the fatigue setting doesn't seem to work anymore, I now have a a crew of Duracell bunnies. I installed the mod manualy, as far as I can see into the correct files, all pretty straight foreward after all. I checked the SH Commander III and the fatigue setting is still at GW 24 Hr. Is there anything else I should have done when I installed the mod or have I just missed something. I installed the mod over a GW modded SHIII with no previouse version of this mod. I also get the war news from August 1943 on the load screen. I really think I must have done it wrong ¬_¬
Great mod by the way, it makes more sense of things generaly.:p
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So this very moment, without tarrying, pluck the quivering strings. Because fate punishes the one who plays, all lament with me.

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Last edited by 3Jane; 11-17-06 at 08:26 PM.
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Old 11-17-06, 06:08 PM   #72
P_Funk
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So what is the future of this mod given the impending release of GWX?
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Old 11-17-06, 06:30 PM   #73
Samwolf
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Quote:
Originally Posted by 3Jane
I also get the war news from August 1943 on the load screen. I really think I must have done it wrong ¬_¬
Great mod by the way, it makes more sense of things generaly.:p
Don't know about the fatigue model but the en_menu.txt file has the war news from 1943 "hard-coded" .Probably left over from testing.

46=Submarine Type: %s|Departure Point : %s, heading %.0f°|Grid (Patrol Area) %s|Starting Base: %s|Return To Base: %s||--- News for August 1943 --- 5th: Russians capture Orel --- 15th: US and Canadian troops retake the Aleutian Islands --- 17th: The Allies take Messina, all of Sicily is now in Allied hands --- 23rd: Russians take Kharkov --- 29th: After acts of sabotage take place, German authorities in Denmark declare martial law ---||--- Monthly losses: 25 U-boats for 92,443 tons of Allied shipping ---

Delete the High-lighted text from entry 46.

Also delete the highlighted from the following lines or it will show up when you start a career.

201=Starting Year (1943)
202=Flotilla (7th)
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Old 11-17-06, 06:49 PM   #74
3Jane
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Quote:
Originally Posted by Samwolf
Quote:
Originally Posted by 3Jane
I also get the war news from August 1943 on the load screen. I really think I must have done it wrong ¬_¬
Great mod by the way, it makes more sense of things generaly.:p
Don't know about the fatigue model but the en_menu.txt file has the war news from 1943 "hard-coded" .Probably left over from testing.

46=Submarine Type: %s|Departure Point : %s, heading %.0f°|Grid (Patrol Area) %s|Starting Base: %s|Return To Base: %s||--- News for August 1943 --- 5th: Russians capture Orel --- 15th: US and Canadian troops retake the Aleutian Islands --- 17th: The Allies take Messina, all of Sicily is now in Allied hands --- 23rd: Russians take Kharkov --- 29th: After acts of sabotage take place, German authorities in Denmark declare martial law ---||--- Monthly losses: 25 U-boats for 92,443 tons of Allied shipping ---

Delete the High-lighted text from entry 46.

Also delete the highlighted from the following lines or it will show up when you start a career.

201=Starting Year (1943)
202=Flotilla (7th)

Excellent, thank you very much. I backed up my Data file, so I will reinstall the mod onto that, maybe just a glitch with my machine with the fatigue mod.
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Fate opposes me in vitality and morality, forced ever onward, burdened, always in shackles.
So this very moment, without tarrying, pluck the quivering strings. Because fate punishes the one who plays, all lament with me.

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Old 11-17-06, 09:39 PM   #75
cobalt
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is there a working dl link for this?
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