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Old 10-19-05, 03:19 PM   #16
Pkunzipper
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Country relationship and harbour ownership have to be checked, since there are a lot of odd things....

Dutch ship considered as neutral when I sink them in late 1943, Mediterrean ports on 1939 to 1941, etc...
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Old 10-19-05, 04:19 PM   #17
Beery
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Quote:
Originally Posted by Pkunzipper
Country relationship and harbour ownership have to be checked, since there are a lot of odd things....

Dutch ship considered as neutral when I sink them in late 1943, Mediterrean ports on 1939 to 1941, etc...
None of the ports and towns are finished. It was decided to release the Ops mod as it was rather than hold off for another few months until the towns were done. As for Holland, it is unchanged from the standard SH3 listing, so any problem is SH3's. However, Dutch shipping is definitely listed as Allied in the file, so I'm not sure what's going on in your copy of the game as far as that is concerned.
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Old 10-20-05, 02:21 AM   #18
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When I finish the current campaign I'll reinstall SH3 to be sure...

Another thing:
First of all I'm not a sub expert, but I don't find believable the later 37mm AA gun model...

It can fire as fast as a gatling gun, with no reloading time for box change, but its ammo seems to do not much damage as I expected...
Is that weapon so different from 37mm mounted in the last years of war on German aircraft? It had a slower rate of fire, but few shot can bring down even a 4 engined bomber....

In SH3 I fired at a sunderland, hitting it many times (20 or more), but it didn't showed any visible damage (smoke or anything else)... I'm sure to have hit it, since I saw the little yellow puff when my bullets hit him....

IIRC I used AA ammo, what's the difference with AP ammo? I noticed the at long range AA ammo explodes, but I'm not sure they cause damage if they imact against the target.

Any information is welcome!
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Old 10-20-05, 07:25 AM   #19
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All of the guns in the sim are seriously flawed. That's why we've had to take some radical action to deal with some of their problems. In reality U-boats failed almost completely when called upon to fight against aircraft. There are no U-boat anti-aircraft aces and it's hard to find a U-boat that shot down more than one aircraft in its entire career.

In the standard game, on the other hand, it's possible to shoot down 50 or more air craft in a single patrol. RUb simply makes aircraft stronger so that it takes more ammo to shoot them down. It's not a very elegant solution, but it's the only one that has had any success in making U-boats as ineffective against aircraft as they were in reality.
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Old 10-21-05, 06:15 AM   #20
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Quote:
Originally Posted by Beery
Dutch shipping is definitely listed as Allied in the file, so I'm not sure what's going on in your copy of the game as far as that is concerned.
I've checked my "DefSide" file and it seems to be correct...

I'm quite sure that the flag of the ship was RED WHITE BLU (horrizontal stripes)... Can it be an error of the flag mod of RuB (or SH3 Commander)?
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Old 10-21-05, 06:18 AM   #21
Pkunzipper
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Quote:
Originally Posted by Beery
All of the guns in the sim are seriously flawed. That's why we've had to take some radical action to deal with some of their problems. In reality U-boats failed almost completely when called upon to fight against aircraft. There are no U-boat anti-aircraft aces and it's hard to find a U-boat that shot down more than one aircraft in its entire career.

In the standard game, on the other hand, it's possible to shoot down 50 or more air craft in a single patrol. RUb simply makes aircraft stronger so that it takes more ammo to shoot them down. It's not a very elegant solution, but it's the only one that has had any success in making U-boats as ineffective against aircraft as they were in reality.
I understand....

BTW, can I ask you how to make my men fire to enemy aircrafts?
I order fire at will, but other Flak stations doesn't fire...
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Old 10-21-05, 10:25 AM   #22
Beery
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Quote:
Originally Posted by Pkunzipper
Quote:
Originally Posted by Beery
Dutch shipping is definitely listed as Allied in the file, so I'm not sure what's going on in your copy of the game as far as that is concerned.
I've checked my "DefSide" file and it seems to be correct...

I'm quite sure that the flag of the ship was RED WHITE BLU (horrizontal stripes)... Can it be an error of the flag mod of RuB (or SH3 Commander)?
The Dutch ships all fly that flag. There are no files in the wrong place that could give that flag to another nationality. Since that's the case, and if the defside file is right, I don't see how there could be an error. I don't even see any flags that could be mistaken for the Dutch flag, so I'm at a loss.
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Old 10-22-05, 04:20 PM   #23
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Quote:
Originally Posted by Sturm
Could it be possible to remove AP shells from deck guns as they were not used in uboats and add correct amount of HE shells in next RuB/SH3 Commander?

What I've found Type VII had 220 HE rounds (uboat.net claims 250), IXB/C had 110 HE rounds and IXD2 150 HE rounds.

Also by removing AP shells it adds a little bit more realism because first time you use the deck gun it's not loaded. You need to man the gun and change ammunition type to HE to load the gun. So you can't just jump in and start firing especially with longer reload times.
Well, the 10.5 cm gun used by the IX was twice as powerful shell as the 8.8 cm shell to make up for the lesser amount ( 220 to 110). Alot of discussion about that one way back (and Uboat.net gets alot wrong too).

It would not be fair to use a lower amount as was historically without boosting the shells power by almost twice as strong as it was. In result was a quicker sinking, so to speak, due to roughly the same reload time of average 60 seconds. Less exposure on surface.
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Old 10-23-05, 12:02 PM   #24
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Beery, is it possible to include in next version of RUb great tool made by Captain America "NAVIGATION MAP COURSE SOLVER"?
This mod solves problem with figure out the exact course of contacts by adding a detailed compass to the navigation map (sometimes called as "rose of winds").
It looks very good and is very useful.
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Old 10-23-05, 12:17 PM   #25
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Quote:
Originally Posted by jaxa
Beery, is it possible to include in next version of RUb great tool made by Captain America "NAVIGATION MAP COURSE SOLVER"?
This mod solves problem with figure out the exact course of contacts by adding a detailed compass to the navigation map (sometimes called as "rose of winds").
It looks very good and is very useful.
RUb used to have it. If I recall correctly it was removed when the devs included such a tool in the standard nav tools in the last patch.
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Old 10-23-05, 12:57 PM   #26
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Could it be include again, together with actual map tool?
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Old 10-23-05, 01:20 PM   #27
Beery
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The tool is already in there. If I recall correctly, if you hit the '?' button you get a whole lot of extra tools,including a compass rose.
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Old 10-23-05, 04:02 PM   #28
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Beery, there are no tools after hit "?" button on nav map screen :hmm: , including compass rose.
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Old 10-23-05, 04:08 PM   #29
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After you click on "?" then click on the tool you want to use.
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Old 10-24-05, 10:07 AM   #30
jaxa
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I understand idea of changed weather report to WO in RUb 1.44, but I don't like execution - when I click on specific icon in WO's menu, I hear report from NA and my WO don't speak.
Is it possible to change this and do it as, for example, deck gun or flak gun icon? If weather is bad, these icons aren't avalaible and are grey, it will be good do the same with weather report from NA.
If uboot is underwater, this icon (from NA menu) should be grey, avalaible only when surfacing.
What do you think?
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