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Old 11-27-09, 05:58 PM   #16
totodog
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I don't think there's anything more wonderful than pulling up to a playing band after a long, hard patrol! Returning to base manually is very rewarding!
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Old 11-27-09, 08:41 PM   #17
JScones
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Which makes me think - I wonder if SH5 will realistically remove the bands from early 1943?
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Old 11-28-09, 12:22 AM   #18
TarJak
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Would be good if it does or at least allows the modders to remove them as an object that can have a date assigned to it.
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Old 11-28-09, 01:39 AM   #19
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Even better.

That would mean that modder-added ports could include, or exclude, them at will.
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Old 11-28-09, 06:12 AM   #20
Reverie
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Quote:
Originally Posted by JScones View Post
Whilst I understand your point, I don't think the player should get "rewarded" for doing their job. If anything, teleport should be a selectable realism option (ie "Allow teleport"), where if selected, the realism percentage is decreased. As the realism percentage is used in the renown calculation, then using teleport will decrease your renown. Much like when unlimited batteries, unlimited fuel etc options are chosen.
Ah, but the key word is "incentive" and not "reward". Whilst the Esc option should remain open, I would wish for HQ recognition for -what...? service above and beyond the call of duty, survivability against impossible odds? Doenitz commended officers initiatives in situations that Operational Doctrines would have classed as "hopeless".

Yes, returning to base is a personal decision in this (SH3) sim, but I am no longer given the incentive.

Love your work, by the way.
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Old 11-28-09, 06:21 AM   #21
Reverie
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Quote:
Originally Posted by Snestorm View Post
On trying to exit SH3, even from a save, I was always given 2 options:
1. Continue patrol.
2. Abandon carreer.

Although I always get close enough to see the pier, if I push my luck and get too close, SH3 crashes. That was a painful lesson to learn.
Could the problem possibly arise from a Mod?

I have downgraded to GWX2.1, as GWX3 will not let me start from port with the Open Hatch and Racerboys Exhaust Mods enabled. The sim would start, place me on board and able to switch screens or simply sit and watch. After ten to fifteen seconds the program would Fatal. Thus it would be a Saved Game later that I would be able to reload the two mods, carrying on normally. Even to the point of returning to port with the offending mods still enabled.

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Old 11-28-09, 06:23 AM   #22
Reverie
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Originally Posted by JScones View Post
Which makes me think - I wonder if SH5 will realistically remove the bands from early 1943?
Bravo

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Old 11-28-09, 06:48 AM   #23
Snestorm
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Quote:
Originally Posted by Reverie View Post
Could the problem possibly arise from a Mod?

I have downgraded to GWX2.1, as GWX3 will not let me start from port with the Open Hatch and Racerboys Exhaust Mods enabled. The sim would start, place me on board and able to switch screens or simply sit and watch. After ten to fifteen seconds the program would Fatal. Thus it would be a Saved Game later that I would be able to reload the two mods, carrying on normally. Even to the point of returning to port with the offending mods still enabled.

Reverie
No. The only mod I run, which was installed after encountering that situation, is WolfiesSubTweek. (It lets me arrange my torpedoes in a workable manner. F.eks.:
1944. Tubes 1 and 4 = T3. Tube 2 = FAT2. Tube 3 = T1. Tube 5 = T4).
As long as one is aware of it, it's not a real problem.
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