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Old 04-08-08, 03:23 PM   #61
bratwurstdimsum
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Quote:
Originally Posted by gimpy117
Quote:
Originally Posted by MMarques
US Cruisers didnt usualy sail alone, they usualy had a screen of destroyers or were part of a bigger fleet so there's not realy a point on getting one.
What about getting 1.5, its only 10 bucks
where like at best buy??
Scroll to the top of the page under the "Radio Room" Graphic and you will see the banner ad to purchase. It has the "$9.95 U-BOAT MISSIONS ADD-ON" text underneath it!

Love your work Xantrokoles, I would pay 9.95 just to get your pocket BB add on!
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The convoy lights are dead ahead
The merchantmen lay in their bed
The thump of diesels hammers down
In the oily sea-the killing ground
His knuckles white his eyes alight
He slams the hatch on the deadly night
A cunning fox in the chickens lair
A hound of hell and the devil dont care

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Old 04-08-08, 03:34 PM   #62
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I dreamed to my Graf Spee.
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Old 04-08-08, 04:01 PM   #63
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Thanks - I guess you could mimick the effect by having Task Forces Share the same waypoints as Convoys and intersperse them more frequently - say a Cru Div task force for every 5-10 merchs (random) and a BBdiv for every 10-20 merchies or convoys.
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Old 04-08-08, 04:42 PM   #64
MMarques
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The ship is almost complete, only a few bugs to clear. Anyone got an idea on how to make the guns not being able to turn 360 degrees? Its funny watching those 11" guns going trough the superstructure lol.
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Old 04-08-08, 05:28 PM   #65
MMarques
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Oh crap you're right lol, also is there anything that can be done about the engagement range? The guns aim but dont fire untill we're exactly at 5000 meter from the target.

Thanks for the help mate
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Old 04-08-08, 05:30 PM   #66
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i can't wait for this mod
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Old 04-08-08, 05:56 PM   #67
M. Sarsfield
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Quote:
In the "Fire" part of the controller you can set restricted angle for firing, that means that you can have a gun turning 360° but being unable to fire say between 345 and 015°. Same for the elevation.
For some realism, is it possible to tell the large gun elevations to return to zero in order to load shells before raising and firing, again?
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Old 04-08-08, 06:49 PM   #68
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Quote:
Originally Posted by linerkiller
Quote:
Originally Posted by Raptor1
Or, Better yet, an Allied flag flying over the ship?
Why an Allied flag ? Sometimes these ships used to steam under false flag to approach Allied ships unaware of their nationality and intentions...before raising the KM flag and stop the ship with a shot across its bow ...but I don't think this is moddable in the game ...and then enemy ships will immediately recognise you as enemy .

Usually, pocket battleships used to sail with the central barrel of each heavy turret trained with a 30 degrees elevation, to give the impression of having four turrets, to disguise themselves as a british old battleship.

obviously these tricks worked only with some merchant ship lookouts.
First off, great jon with the mod, Xantrokoles. Maybe as a compromise you could adjust the distance at which enemies notice the vessel? :hmm: Perhaps you could mod the detection/visibility values for submerged submarines, or something. That could represent the enemy being fooled by a false flag at first, and then realizing your ship is an enemy unit as you get closer.
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Old 04-08-08, 08:31 PM   #69
gimpy117
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Quote:
Originally Posted by iambecomelife
Quote:
Originally Posted by linerkiller
Quote:
Originally Posted by Raptor1
Or, Better yet, an Allied flag flying over the ship?
Why an Allied flag ? Sometimes these ships used to steam under false flag to approach Allied ships unaware of their nationality and intentions...before raising the KM flag and stop the ship with a shot across its bow ...but I don't think this is moddable in the game ...and then enemy ships will immediately recognise you as enemy .

Usually, pocket battleships used to sail with the central barrel of each heavy turret trained with a 30 degrees elevation, to give the impression of having four turrets, to disguise themselves as a british old battleship.

obviously these tricks worked only with some merchant ship lookouts.
First off, great jon with the mod, Xantrokoles. Maybe as a compromise you could adjust the distance at which enemies notice the vessel? :hmm: Perhaps you could mod the detection/visibility values for submerged submarines, or something. That could represent the enemy being fooled by a false flag at first, and then realizing your ship is an enemy unit as you get closer.
no, i don't think so, the challenge of the ship is that if you can see the merchant, they shure as hell can see you. but, their guns will do nothing, and you must use speed to overtake.

convoy attack will actually be very hard when you get 3 destoryers on you, but i bet some good shots from your gun will give you a kill, but, you may take damage
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Old 04-08-08, 09:24 PM   #70
lancerr
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Default You have me checking this board every 20 minutes

I'm addicted - I keep logging back to check updates on this amazing mod!

It's going to rock. You are amazing at how quickly you pulled this off. When you have time, I'd love some lessons so i can give back to the community with future mods.
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Old 04-09-08, 02:44 AM   #71
MMarques
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I've been playing with the guns a bit but aparently I get a CTD when I try to run it, have to see what's going on when I get home.
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Old 04-09-08, 08:09 AM   #72
Xantrokoles
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Guys our high res watchcrew is on the right position, and the zon files are working(u can ramm ships now, before u ramm it only with the peak of the ex-sub)
Also our baby is burning!

All people on deck: RIP

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Old 04-09-08, 08:41 AM   #73
MMarques
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Heh that's not a very bad bug, I'm at school atm but when I get home I'l take a look at those guns again.
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Old 04-09-08, 08:48 AM   #74
Will-Rommel
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Looks like the puzzle is being pieced up.

I wonder how it will look with the skin proposed by Miner.
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Old 04-09-08, 09:00 AM   #75
M. Sarsfield
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How did the ship go up in flames? You must have been really slugging it out with a large convoy.

Tactically, if you stay outside of 4000 yards of the convoy, their gunners won't shoot or have a very bad aim at that range. Shore batteries and escorts will be the only aggressors at that point.
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