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Old 11-16-11, 12:17 PM   #2731
SquareSteelBar
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Originally Posted by dariocapcro View Post
Hello everyone, I do not know whether there is a mod handmade navigation, total realism in mapping the course, in bad times of the German submariners did not know where they are, and made me who can explain how can I make changes to the game, it's about 3 sh
Try vanjast's RealNavMod:

http://www.subsim.com/radioroom/show...eal+navigation

DL:

http://www.subsim.com/radioroom/show...&postcount=128
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Old 11-16-11, 01:27 PM   #2732
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I think V16A3 can be considered as stable.

Added reaper7 to the credits list of the Torpedo Failures Fix - for his code finding that allows me to differ between magnetic and impact pistol.

Also added FaderBerg to the credits list of the Wolfpack Mod - for his information that allowed me to store the current state of the convoy hunt into a savegame.
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Old 11-16-11, 02:32 PM   #2733
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Thanks, reaper. Good to know it works. Do you have 64 or 32 Bit Windows?

Hi Mate did the test on 32bit Windows 7. Have 64bit Windows 7 on my laptop if you need testing on that platform.

Had an idea today regarding a way to get torpedoes to detonate before hitting a target to simulate Contact Failure duds in bad weather etc.
Using the same ideas you used in the wolfpack Mod it should be possible to create a non destructible Transparent object (Like a wall ) that can be spawned into the torpedo path at the distance away from the sub that you wish to simulate the failure.
The Torp would impact on the object and explode, alerting enemy units and giving the visual explosion and waterstream on-screen.
Then transport the object back to original co-ordinates. Is this possible or even worth doing ???

Ps. Thank you for the Credit - Glad I could help.
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Old 11-16-11, 03:16 PM   #2734
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@reaper: too much effort for me. sorry.

no need for a test on 64 bit, since I already did it.
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Old 11-16-11, 04:42 PM   #2735
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Patapondonchaka100 edit:Please can u tell me how to find mods it says 0 mods found!
Welcome aboard mate!

If you're talking about the Media Fire page, they've been having issues the past few days. Hopefully will be sorted soon.
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Old 11-16-11, 05:06 PM   #2736
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[QUOTE]
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Torpedo Failures Fix V1.0 Beta available
Ah Cool! Thanks H.Sie and LGN for this!

Will download and check it out over the weekend when I get a chance to blink again.

Kindest

DC
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Old 11-16-11, 08:31 PM   #2737
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SquareSteelBar thanks, I'll try
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Old 11-17-11, 02:46 AM   #2738
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Wth this is all about: "If the wolfpack reaches the operation area, BDU will wait for good attack conditions (dark and no fog) and then order to attack. "

How will BDU exactly know the weather in my area ? (if BDU had to decide this what for were captains then ?)

Does this mean that if the wolfpack reaches the convoy in bright daylight then the order to attack woun't come or what ?

And what will happen if weather suddenly goes bad just before the wolfpack attack ?
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Old 11-17-11, 02:51 AM   #2739
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@PapaKilo: It is assumed that the status report also contains weather information for the BDU.

Right, wolfpack attacks mainly occur during the night.

And what will happen if weather suddenly goes bad just before the wolfpack attack ?

I programmed a lot of uncertainness to have more variety in gameplay, thus, a general answer is not possible - the behaviour is not completely predictably. Just try it out.

Why do you ask? I thought you don't like the hourly contact reports intervals and thus wouldn't use the wolfpack mod at all???
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Old 11-17-11, 02:54 AM   #2740
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Right, wolfpack attacks mainly occur during the night.
So, what actions wolfpack will take if they face the convoy in bright daylight ?
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Old 11-17-11, 02:58 AM   #2741
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...they will very likely (but not always) wait until it's getting dark.
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Old 11-17-11, 03:03 AM   #2742
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...they will very likely (but not always) wait until it's getting dark.
How exactly will they do that ? Is the AI so smart enough to begin group shadowing of the convoy untill the right moment ?

I assume the scenario will be very simple: As soon as the first AI u-boat gets in deck gun firering range they will start a stupid deckgun dogfights with closest ships - Escorts that is.
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Old 11-17-11, 03:24 AM   #2743
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I programmed them to be blind if I don't want them to attack.
Thus, they don't attack if I don't want it.
If they are ordered to attack, I give them back their visual sensors and they attack.

Seems to me that you have fun searching for weak points of my work?

What are your intentions behind that?

In the future I will restrict on responding to constructive comments.
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Last edited by h.sie; 11-17-11 at 03:37 AM.
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Old 11-17-11, 04:01 AM   #2744
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Right you are, H.Sie.

But please consider taking a short look into the act files for the foam definitions and if the change of them would be a lot of work, or a quick fix.

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Old 11-17-11, 04:15 AM   #2745
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@urfisch: graphics stuff is very hard for me to understand and re-engineer. but if I find something helpful, I'll try to fix it.

You wrote that you already found the definitions in EnvSim.act. Could you please try again to find them and tell me?
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