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Old 07-13-05, 06:51 AM   #16
Beery
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Quote:
Originally Posted by Salvadoreno
so can milk the cows work with RUB 1.42.. Im about to install it but it overuns basic.cfg file, and i dont know if this will screw up my game.
Milk Cows? What mod is this?
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Old 07-13-05, 12:14 PM   #17
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the milk cow mod that allows subs to resupply while at sea from a German merchant ship.
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Old 07-13-05, 01:57 PM   #18
Beery
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How does it keep the turnaround time from becoming the standard 28 days?
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Old 07-13-05, 02:08 PM   #19
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Quote:
Originally Posted by Beery
How does it keep the turnaround time from becoming the standard 28 days?
You can't as far as I know. it is the drawack of using the Naval base for resupply.
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Old 07-13-05, 09:35 PM   #20
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That's a pity. I still have doubts about how effective these resupply vessels were. Clearly the milk cow U-boats weren't all that effective, given the fact that the Germans had already gone back to concentrating on mid-Atlantic convoys by the Summer of '42 when they first came into use. German U-boats may still have been going to American shores, but if that's the case their effectiveness there appears to have been negligible.
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Old 07-13-05, 09:48 PM   #21
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You could probably use SH3 commander to turn the patrol turnaround time during these resupply operations.
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Old 07-13-05, 10:00 PM   #22
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Quote:
Originally Posted by irishred
You could probably use SH3 commander to turn the patrol turnaround time during these resupply operations.
Any way it's done it would be really clunky: you'd have to save in mid-patrol before refueling, exit the game, load the special refueling Basic.cfg file, load game again, refuel, save and exit, load the standard Basic.cfg file, load game again, finish patrol. There's just no way to do it smoothly.

I prefer the abstract way of doing it that I suggested earlier, but again I must say I'm still unconvinced that milk cows made that much difference. Sure, they're fun, if they can be done in a smooth way, but are they necessary? My research so far seems to be telling me 'no'.
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Old 07-13-05, 10:07 PM   #23
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Quote:
Originally Posted by Salvadoreno
so can milk the cows work with RUB 1.42.. Im about to install it but it overuns basic.cfg file, and i dont know if this will screw up my game.
It shouldn't screw up the game, but Basic.cfg is a very important part of RUb. If the milk cow mod is not based on an RUb Basic.cfg file you'll be getting a very different game than RUb gives you - different U-boat availability, different component upgrade times, incorrect start dates for the Type XXI, different turnaround times, etc.
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Old 07-13-05, 10:13 PM   #24
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Quote:
Originally Posted by irishred
You could probably use SH3 commander to turn the patrol turnaround time during these resupply operations.
Actually, one way of doing it would be to adjust all turnaround times to 1 day, and then have SH3 Commander automatically add on a certain amount of days for every 'in-port' turnaround. I think this would be possible (and it might even be possible to add in some kind of randomizer), but it would be tricky - you'd have to make sure you loaded via SH3 Commander only once between patrols - and it would virtually force the use of SH3 Commander with RUb, and I'm not sure if every RUb user is an SH3 Commander user.
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Old 07-13-05, 10:42 PM   #25
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by irishred
You could probably use SH3 commander to turn the patrol turnaround time during these resupply operations.
Actually, one way of doing it would be to adjust all turnaround times to 1 day, and then have SH3 Commander automatically add on a certain amount of days for every 'in-port' turnaround. I think this would be possible (and it might even be possible to add in some kind of randomizer), but it would be tricky - you'd have to make sure you loaded via SH3 Commander only once between patrols - and it would virtually force the use of SH3 Commander with RUb, and I'm not sure if every RUb user is an SH3 Commander user.
That was the actual idea I had in mind, editing the time in port to 1 day.
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Old 07-13-05, 11:05 PM   #26
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Quote:
Originally Posted by irishred
That was the actual idea I had in mind, editing the time in port to 1 day.
I'll have a talk with Jaesen about this. There is a need for some kind of randomizer for turnaround anyway (since the regular game forces the player to have the exact same turnaround before each mission). It would be nice if SH3 Commander came with the option for the player to plug in a number of days that would stay in SH3 Commander's memory and have a randomizer to go say up to ten days in either direction from that.
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Old 07-14-05, 02:32 AM   #27
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arg so i guess its not compatible with rub 1.42.?
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Old 07-14-05, 11:27 AM   #28
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Someone here can tell me something: Am I right in thinking that docking at a naval base automatically repairs damage, quite aside from giving you more fuel and torps?
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Old 07-14-05, 11:38 AM   #29
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I don't see how you could make it NOT repair you...
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