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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Grey Wolf
![]() Join Date: Feb 2003
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i havent tried your mod yet but have to say ive invested many hours in SH3 and SH4 messing with sound files so i could get the das boot effect of the destroyers props rushing as it got closer to no avail. the best i can seem to get is when the dd moves within 100 metres and even then its still not loud.
may i ask what tools or methods you used to enhance the sound? |
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#17 | |
Ace of the Deep
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As far as CTD issues with HK_Peto1: I just fired it up and Wasted 6 Torpedos only to prove that it's hard to hit a DD that knows I'm there (well--I'm a lousy shot). So, tax payers, please blame AVGWarhawk for that frivolous expenditure ![]() Question: What mods are you using (if any). Maybe there is a problem there...? Keep the info coming!
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#18 |
Lucky Jack
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The second mission worked just fine although I had blown the bugger out of the water.
![]() ![]() The only other mod that might affect the first mission is RSRD. My others are just textures.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#19 |
Weps
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im running RSRD also, and foofighters textures.
as long as it dont happen in career, its all good. |
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#20 | |
Ace of the Deep
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![]() Quote:
![]() And yes--give the poor little guy a chance AVG LOL!!!
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#21 | |
Lucky Jack
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![]() Besides, the foundations of large mod packages is starting to grow in TM and RFB. ROW and RSRD are now being melded together with these two mods. NSM has found its way into them. I forsee this little gem doing the same. Lets test away! Besides, I'm see Peto working on this and that, helping the other modders. Who am I to stiffle his creativity?
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#22 |
Ace of the Deep
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I'll make a RSRD version just in case. Will post here when I upload it.
Thanks AVGWarhawk!!!
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#23 | |
Lucky Jack
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![]() Quote:
See....happening already ![]() ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#24 |
Ace of the Deep
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OK. It's posted (link on 1st post of this thread). The only thing I could think off the top was a difference in ship files between TM and RSRD. So I remade HK_Peto1 (renamed HK_Peto) using an install of RSRD . Let's see if that works.
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. Last edited by Peto; 12-01-07 at 10:27 PM. |
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#25 |
Blade Master
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In SH3 & SH4 how long the escorts stayed around was determined by the Lost contact time=. This one value was for all escorts regardless if they were convoy escorts, port escorts and hunter killer groups.
With SH4 1.3 onwards there has been major improvement to the previous one size fits all of the Lost contact time= The time that non convoy escort stays hunting the submarine is now calculated as 2 * (skill * 4 + 2) * lost_contact_time -/+30%. Skill being 0 - 1 where 1 is elite. So for a non convoy elite escort that might be …. 2 * (1 *4 +2) = 12 12 * 15 = 180 180 -/+ 30%=54 180 – or + 54 = 126 to 234 minutes So for a non convoy escort that might be …. 2 * (0.6 *4 +2) = 8.8 8.8 * 15 = 132 132 -/+ 30%= 39.6 132 – or + 36.9 = 92 to 172 minutes NOTE: The time is now calculated from the time that the escort arrives on location. For this example I will use the random Lost contact time of 172 minutes. Assuming that the escort is within 20k, the maximum distance to which an escort will respond, and the escort will take 60 minutes to arrive at you last known location, then the random Lost contact time once the escort arrives on location will be 172 minutes and not 112 minutes i.e. 172-60. For convoy escort the Lost contact time= stays the same with the only change being that the time is now calculated from the time that the escort arrives on location. |
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#26 | |
Ace of the Deep
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![]() Quote:
I may be able to use that knowledge for a couple ideas I have brewing. ![]()
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#27 |
Grey Wolf
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does the dd skill level affect how well they track u in this mod? and can it be installed at port mid campaign?
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#28 | |
Ace of the Deep
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![]() Quote:
Short Answer--Yes--the AI skill level does affect tracking skill. Installing this while in port should be fine.
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#29 |
Lucky Jack
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Peto, before this gets buried. How are you coming along with some other ideas you had for this?
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#30 | |
Ace of the Deep
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![]() Quote:
And I was hoping for more info on how this works by those who try it. I'm not upset at all ![]() Did it make a difference for your evasion experience?
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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