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Old 12-03-07, 09:13 AM   #31
AVGWarhawk
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I did not install it with the RFB 1.4 version as yet. Do you think it will be ok to drop this in after ROW/RFB/RSRD? I would suspect it would just overwright some of the RFB sensor changes. Let me know and I will load it up for a run!
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Old 12-03-07, 10:02 AM   #32
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Originally Posted by AVGWarhawk
I did not install it with the RFB 1.4 version as yet. Do you think it will be ok to drop this in after ROW/RFB/RSRD? I would suspect it would just overwright some of the RFB sensor changes. Let me know and I will load it up for a run!
It should be fine IMO. The only major file that is modified is AI_sensors. I've even run a couple tests where I can use the mod for part of a patrol and then disable it between boots and it seems to work OK. As long as there aren't any ships in the area that are resident in memory anyway. More testing required to be positive though.

If there are changes in RFB that this mod affects, I could easily make a version for that too.
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Old 12-03-07, 11:17 AM   #33
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Currently I have saved a convoy in my sights but being that this is my first patrol and only 600nm for Java, I will restart with this mod added and find the convoy again. This should be interesting as for now I keep outside views on. Before I saved I took a peek and found the convoy had 4-5 DD/subchasers.

In the spirit of adding some pucker factor and having a depth charges rolling down my deck for hours......this just might be the ticket for that!!!! Like I stated before, battery life and CO2 are a none factor when under attack. The DD give up to easily. I for one have no issue slugging it out for an hour or so. Or maybe longer!

I will let you know what happens.
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Old 12-03-07, 11:26 AM   #34
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In the "way back" days, part of the 'thrill' of attacking a convoy in Silent Service was having to actually maneuver in order to avoid DC's. Twisting, turning, short hi speed runs right after the DC's went off were all needed. If you didn't, you were sunk. (Guilty as charged, hadn't played a sub sim since Silent Service 2- not SH2, but SS2)

Although far short of SH4 in a bajillion of ways, the difference in the old SS games and SH4 in this aspect dissapointed me the first time I was attacked in SH4.

Just spiraled down to the layer and putt putted off to new hunting grounds.
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Old 12-03-07, 11:31 AM   #35
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Quote:
Originally Posted by Peto
Quote:
Originally Posted by AVGWarhawk
Peto, before this gets buried. How are you coming along with some other ideas you had for this?
Well--I'm working on some SD Radar stuff which will be a separate thing. The biggest thing that would enhance this package is some depth charge/ escort mods that tater is working on. I think when he's got that, combined with this it could be great for the Historical crowd. I'm also trying it out as a "Mood Mod" something that you can enable/disable during a patrol--so you're not always faced with long pursuits.

Did it make a difference for your evasion experience?
Was too busy patchin RFB to give this a try yet, but fully intend to now that the patch is up.

As for the sensor changes in RFB, LukeFF can give you detailed info on what he's done. One of the things he did was modify all the AI radar settings to give them the max range for detecting a sub.

He also did some changes already with the sub sensors. You might want to PM him and the 2 of you could put your heads together on this.
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Old 12-03-07, 12:12 PM   #36
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Quote:
Originally Posted by swdw
As for the sensor changes in RFB, LukeFF can give you detailed info on what he's done. One of the things he did was modify all the AI radar settings to give them the max range for detecting a sub.

He also did some changes already with the sub sensors. You might want to PM him and the 2 of you could put your heads together on this.
Sounds good. If those are the only changes he's made it'd be a snap modding this in to see how it works. Thanks swdw
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Old 12-03-07, 12:21 PM   #37
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This is very interesting, I can see this melding well with the DC mod, since those DDs and Escorts carry realistic DC loads and cannot just sit there and dump 240+ cans on you.

Indeed, very much interested........yes!

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Old 12-03-07, 12:33 PM   #38
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Gents, I'm dropping in the first attempt of this mod tonight. It will be behind RFB/ROW/RSRD. Should be fine as far as I can tell. Let me see how she goes.
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Old 12-03-07, 12:35 PM   #39
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Between using this and Trigger, there is no hope now


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Old 12-03-07, 12:53 PM   #40
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Originally Posted by reallydedpoet
Between using this and Trigger, there is no hope now


RDP
Actually--I think you'll find this to completely change your evasion experience. All you need is paaaaaaattttienccccccccccceeeee .

EDIT: With a capital P
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Old 12-03-07, 01:01 PM   #41
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Originally Posted by reallydedpoet
Between using this and Trigger, there is no hope now


RDP
This is a little different spin on it. What is being attempted here is to have the DD keep you down longer. In other words, the DD give up after losing you after so many minutes. Hopefully with this the DD will have a longer searching time and a bit better sensors to keep in contact thus creating longer evasion time required. Also, not all escorts are veteran killers. There is some mix and match so every encounter is not long, just a few. This will allow some other factors to enter your mind....battery life and CO2 levels. Right now, these are two non-factors in evading. Usually you are up and out after 15 minutes. That is fine for the casual gamer but the hardcore lunatics like myself would like this element.

Also, add this in with RFB under running torps and duds......can add to some realism....especially if you try a head on with the DD and you have a bad batch of torps. You are going to get it for an hour or so
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Old 12-03-07, 01:07 PM   #42
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Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by reallydedpoet
Between using this and Trigger, there is no hope now


RDP
This is a little different spin on it. What is being attempted here is to have the DD keep you down longer. In other words, the DD give up after losing you after so many minutes. Hopefully with this the DD will have a longer searching time and a bit better sensors to keep in contact thus creating longer evasion time required. Also, not all escorts are veteran killers. There is some mix and match so every encounter is not long, just a few. This will allow some other factors to enter your mind....battery life and CO2 levels. Right now, these are two non-factors in evading. Usually you are up and out after 15 minutes. That is fine for the casual gamer but the hardcore lunatics like myself would like this element.

Also, add this in with RFB under running torps and duds......can add to some realism....especially if you try a head on with the DD and you have a bad batch of torps. You are going to get it for an hour or so
Yeah I like this feature, I meant that as a compliment

In Trigger planes can now see you when you are submerged on a clear day, calm seas. I was doing an insertion mission last night, I got into shallower waters, but the seas were calm, could not escape from the bombings. Next time I will go, it will be at night or in heavier seas.

All of this is really adding to the experience, you really have to think things out.


RDP
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Old 12-03-07, 01:09 PM   #43
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Yes. I've found that I'm a little more thoughtful about which fights I choose to get in now. In clear weather (sonar) conditions, I feel like I'm poking a stick in a hornet's nest when I fire a torpedo. It adds a certain aspect that I was missing before. Caution .
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Old 12-03-07, 01:11 PM   #44
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Quote:
Originally Posted by Peto
Yes. I've found that I'm a little more thoughtful about which fights I choose to get in now. In clear weather (sonar) conditions, I feel like I'm poking a stick in a hornet's nest when I fire a torpedo. It adds a certain aspect that I was missing before. Caution .
Great mod Peto, it really has added to the experience big-time


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Old 12-03-07, 01:52 PM   #45
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The plane sighting you under water aspect is a cool idea and realistic from what I have read. I guess this mod and the aircraft sighting you mod would make you think twice.

The realism is coming along quite nicely! Now, someone is working on the night sensor mod:hmm: I forget who. This needs work for sure. Night time is the right time for surface attacks
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