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Old 11-04-11, 11:04 AM   #16
Sartoris
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TDW, are there some instruction you could give us for staying alive? I intend to leave the difficulty untouched, to get the full experience you intended, so I'd appreciate it if you could share some of your tricks with us.
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Old 11-04-11, 05:01 PM   #17
TheDarkWraith
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Originally Posted by Sartoris View Post
TDW, are there some instruction you could give us for staying alive? I intend to leave the difficulty untouched, to get the full experience you intended, so I'd appreciate it if you could share some of your tricks with us.
Don't be the captain that just has to have this kill no matter what. Plan your attack. If you cannot do the attack without being detected it isn't worth doing. IRAI forces you to plan or you die. Improper attack techniques will result in your death. There is no 'instant gratification' with IRAI - you have to earn it. With IRAI sometimes you will have to let a target go because the risk outweighs the reward. Attacking warships for 'the fun of it' is an excellent way to die with IRAI
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Old 11-04-11, 05:40 PM   #18
Sartoris
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Thank you! It does seem that once you are detected, it's pretty much over, at least in my case. I find it extremely difficult to shake off my pursuers. The last time I played I sunk a warship for 13k tons, but then seven destroyers all converged on me. One of them was almost motionless on the surface, it just sat there pinging me while the others used his signal (I guess) to locate me and depth charge me to pieces. I tried running at 0.5 knots and dropping down to 150 meters, and using decoys, but it didn't do any good unfortunately. Seems that the only defense is not to get detected.

I watched some of stoianm's tutorials, and it definitely seems like a good idea to attack escorted targets from a great distance, and to fire torpedoes with the intention of sinking them while they are at your (for example) 350 bearing, and not your 0 bearing (if you're using the fast 90 technique), because if you fire when the target is on your 0 bearing you don't have enough time to escape while the escorts are rushing to inspect. I hope I understood that correctly.
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Old 11-04-11, 05:48 PM   #19
TheDarkWraith
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Originally Posted by Sartoris View Post
Thank you! It does seem that once you are detected, it's pretty much over, at least in my case. I find it extremely difficult to shake off my pursuers. The last time I played I sunk a warship for 13k tons, but then seven destroyers all converged on me. One of them was almost motionless on the surface, it just sat there pinging me while the others used his signal (I guess) to locate me and depth charge me to pieces. I tried running at 0.5 knots and dropping down to 150 meters, and using decoys, but it didn't do any good unfortunately. Seems that the only defense is not to get detected.
The best offense is the best defense - to not be detected.
The unit sitting there motionless is the Director. His purpose is to just listen and direct the others to you. He is your worst enemy. The director is only present in HK groups of greater than a certain size. Once a director 'latches' onto you it's pretty much over. That was the purpose of HK groups though - hunt and kill uboats.
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Old 11-04-11, 10:13 PM   #20
0rpheus
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Quote:
Originally Posted by TheDarkWraith View Post
The stock settings in IRAI will provide a very challenging experience. You have to be an exceptional captain if you want to live. Most people will want to tone those settings down for warship. Having merchant at stock value is ok though.
After Ducimus' DD's in SH4, this level of threat is the only thing that feels realistic anymore!
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Old 11-04-11, 10:21 PM   #21
kylania
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Which mod adds flares and searchlights?
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Old 11-04-11, 10:31 PM   #22
0rpheus
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Originally Posted by kylania View Post
Which mod adds flares and searchlights?
FX Update adds distress flares, though they make my system hang something rotten. As for searchlights, I've always assumed that most ships have them as stock, but maybe that's FX update as well?
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Old 11-04-11, 10:45 PM   #23
kylania
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That's odd. I have FX mod, but don't get any flares or search lights or sirens.
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Old 11-04-11, 10:53 PM   #24
TheDarkWraith
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Originally Posted by kylania View Post
That's odd. I have FX mod, but don't get any flares or search lights or sirens.
then a mod has overwritten FX_Update's ship eqp files and/or FX_Update's \data\Zones.cfg
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Old 11-04-11, 10:54 PM   #25
0rpheus
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Quote:
Originally Posted by kylania View Post
That's odd. I have FX mod, but don't get any flares or search lights or sirens.
That is odd... this link shows the code to disable flares within FX Update, might be worth a look in the code to see what your settings are... but default is on, I think. Odd indeed!

http://www.subsim.com/radioroom/show...&postcount=275

EDIT: ahh, it's in the ships .eqp file..., not the zones.cfg (everything else is right tho). Must be an old post, still worth looking in the code though, or as TDW says it might be overwritten by something else?
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Old 11-04-11, 11:07 PM   #26
kylania
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Originally Posted by TheDarkWraith View Post
then a mod has overwritten FX_Update's ship eqp files and/or FX_Update's \data\Zones.cfg
OH II 1.4 Full seems to be the culprit than, it overwrote the Zones.cfg and a few eqp files.

That's odd. Just had a tanker shoot up a flare. o.O
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Last edited by kylania; 11-05-11 at 12:17 AM.
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Old 11-05-11, 06:08 AM   #27
Trevally.
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Quote:
Originally Posted by kylania View Post
OH II 1.4 Full seems to be the culprit than, it overwrote the Zones.cfg and a few eqp files.

That's odd. Just had a tanker shoot up a flare. o.O
OHII uses the zone.cfg from TDWs FX0.19

Only the LL and large steamers will fire a white star shell and sound whistles.
This happens when you are spotted by them.

The red flare is fired by most ships when sinking
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Old 11-06-11, 03:07 PM   #28
Huovi
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Hello,

Just got into using the mods. Quite overwhelming.

Regards

Huovi
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