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Old 12-20-05, 05:24 PM   #16
CCIP
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Just wondering, is there any chance that you could do, say, a separate configuration for the SC/OS/ONS and other slow convoys, so that they keep a lower average speed than the others?
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Old 12-20-05, 05:41 PM   #17
Der Teddy Bar
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Quote:
Originally Posted by Redwine
Thanks Teddy, looking at name i souposed i was enforced to use RUB.

I am wrong...or this mod contains more changes, i remember been read some time ago another changes...... in example in ship sinking and flooding ....may be ?

Redwine,
There is 4 mods on the go at the moment. They will be available as parts and as a package.

Tonnage War – As it says, Tonnage is in, renown is out. Upgrades are FREE but take time.
Not Your Grand Mothers Ship Damage – Ladies and Gentlemen, I give you a ship that sinks by flooding!
Not Your Grand Mothers Crew Management – Your successes, failures or bad luck will impact upon your men’s performance.
Not Your Grand Mothers RUB 1.45 Campaign Mod - You can never assume


The Not Your Grand Mothers Ship Damage & Not Your Grand Mothers Crew Management hopefully will be available around February. I had hoped for a pre Christmas release but the lack of Beta testers (note 1.) has meant that it has fallen mainly on Observer and myself.

Note 1. I had not approached those working in the DD Destroyers Discussion (getting rid of pin point drops) as they were too busy and of the others no-one was available either

As you can imagine, the feed back for the Not Your Grand Mothers Ship Damage would need to be quit precise and detailed with the participant having some historical knowledge of facts, so a free for all beta would not have gained anything.


Not Your Grand Mothers Ship Damage Mod Preview #1 - What do you mean thats not sunk?
Not Your Grand Mothers Ship Damage Mod Preview #2 - The sinking of an escort
Not Your Grand Mothers Ship Damage Mod Preview #3 - This is the Read Me file
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Old 12-20-05, 05:57 PM   #18
Der Teddy Bar
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Quote:
Originally Posted by CCIP
Teddy -

There seems to be a debate going on over at WaW in regards to the convoy speeds. It seems there's concern about slow/fast convoys and the possibility that this mod doesn't 'model' them properly.

Any chance you could clear up whether or not these are accounted for in the variations?

Personally, it's a non-issue for me, since we only play the game at a tactical level - but maybe this could be clarified.... :hmm:
The first release of Not Your Grand Mothers RUB 1.45 Campaign Mod has no special consideration for convoys... Note only the first release!

I understand and agree with the WaW members regarding convoy speeds. I do wish to have both speed variations and accuracy regarding a specific convoy's speed i.e. HX etc Perhaps the WaW members would be so kind as to supply the releveant information.

In the next release I hope to be more surgical. This of course is reliant upon Stiebler. Go the Stiebler!

This version was a proof of concept and I thought that there would be no harm done getting it out to the masses to have some fun with at Christmas
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Old 12-20-05, 06:03 PM   #19
Rubini
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Quote:
Excellent point. Oops!

Please let me know what needs to be 'left as default' for the the next version.
I suggest that you left the SCR untouched. Here we have only small numbers of convoys and they are part of the scripted Operations and have a precise ETA. The others, the majority of the groups/units on SCR, are War ships and Task Forces that have a more stable velocity to cruise their route even in real life and they could be part of some scripted Operation too. So my suggestion is to only plays with the RND layer where this idea is perfect for the random merchant convoys. :hmm:

Rubini.
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Old 12-20-05, 06:11 PM   #20
CCIP
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Quote:
Originally Posted by Der Teddy Bar
I understand and agree with the WaW members regarding convoy speeds. I do wish to have both speed variations and accuracy regarding a specific convoy's speed i.e. HX etc Perhaps the WaW members would be so kind as to supply the releveant information.
Actually, here's what's been posted in that regard:


Quote:
Originally Posted by Friedrich Guggenberger
Taken from Lloyd's of London and the Royal Canadian Navy archives:

Average slow Convoy speed;
1940 - 6.67kts.
1941 - 6.49kts.
1942 - 6.84kts.
1943 - 7.32kts.
1944 - 7.44kts.
1945 - 7.64kts.

Average fast Convoy speed;
1940 - 8.08kts.
1941 - 7.56kts.
1942 - 8.95kts.
1943 - 9.15kts.
1944 - 8.81kts.
1945 - 9.24kts.

Ships that could not meet the minimum slated Convoy speeds were released as independents. likewise for ships that could maintain 15kts or better.
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Old 12-20-05, 06:15 PM   #21
CCIP
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Also, a small note...

I just got a radio message (Apr. 6, 1943) that says "A new base available in Toulon on the Gulf of Biscay"

Toulon is not on Biscay! It's on the Med!

(the radio message seems to have come with the mod)
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Old 12-20-05, 06:16 PM   #22
Der Teddy Bar
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Quote:
Originally Posted by Rubini
Quote:
Excellent point. Oops!

Please let me know what needs to be 'left as default' for the the next version.
I suggest that you left the SCR untouched. Here we have only small numbers of convoys and they are part of the scripted Operations and have a precise ETA. The others, the majority of the groups/units on SCR, are War ships and Task Forces that have a more stable velocity to cruise their route even in real life and they could be part of some scripted Operation too. So my suggestion is to only plays with the RND layer where this idea is perfect for the random merchant convoys. :hmm:

Rubini.
I am 100% with you regarding the scripted Operations, such as the Bismark/Hood. However, the SCR includes the patrolling escorts. I feel that it is important to have them as unpredicatable as possible.

For example you see an escort on the horizon, you can normally disregard it as it will not catch up to you as it is always at 11 knots. But what happens if for this leg it has a speed of 15 knots and as you were not paying attention it suddenly it is right upon you!

Or the opposite, as you wait for the escort to pass by so that you may attack as close by ship, you find yourself unable to make the attack as the escort for this leg went at a reduced speed and was not out of the area before the other ship.

I think that these two scenarios should show the importance of having a modified SCR file.

I will if need be do a cut N paste of the special ops units. Let me know what.
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Old 12-20-05, 06:17 PM   #23
Der Teddy Bar
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Quote:
Originally Posted by CCIP
Also, a small note...

I just got a radio message (Apr. 6, 1943) that says "A new base available in Toulon on the Gulf of Biscay"

Toulon is not on Biscay! It's on the Med!

(the radio message seems to have come with the mod)
LOL, that is a RUB issue :rotfl: But I will fix it
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Old 12-20-05, 06:29 PM   #24
Rubini
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Yes, is a good point. As you use RUB SCR I think that you , CCIP and others (Ops team) knows well the groups, Task forces and Operations on it than I. If is ok for you, I will use this new SCR as a base for the next HT mod in a month, ok?

Rubini.
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Old 12-20-05, 06:30 PM   #25
CCIP
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By the way, I've been thinking of re-doing some of the SCR patrols completely. However, I am waiting for the official release of all these new packs of ship models before embarking on that, since some of those would be of benefit.

The default SCR stff really needs a thorough looking-over. :hmm:
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Old 12-20-05, 06:57 PM   #26
Der Teddy Bar
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Quote:
Originally Posted by Rubini
If is ok for you, I will use this new SCR as a base for the next HT mod in a month, ok?

Rubini.
Please feel free to do so.
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