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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | ||
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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![]() Quote:
Quote:
![]() http://battleblimps.com/k-ships.html keltos |
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#32 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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The japanese also had something like SOSUS, with both MAD, and listening gear.
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#33 |
Silent Hunter
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did the US already have them ?
keltos |
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#34 |
Navy Seal
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Location: New Mexico, USA
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Honestly not sure, we didn't have much trouble sinking IJN subs without MAD, LOL.
The IJN campaign should have objectives that require the boat make a contact report at noon at a specific lat/long, then have a decent % of those meeting have a USN ASW asset (sub, ideally) waiting for them, LOL. |
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#35 |
Silent Hunter
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Location: Milan Italy
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we'll have MAD, homing air torpedoes, and lots of other goodies too !
we have our own Narwhal type too : the J1M ![]() and a double 5.5 inch DG keltos |
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#36 |
Silent Hunter
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What ships did carry MAD gear in WWII ?
keltos |
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#37 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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bump since Ducimus said :
Quote:
http://www.mediafire.com/file/jmxn40n1niu/MAD IJN v1.1.7z keltos |
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#38 |
Rear Admiral
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What are you having problems with? I honestly haven't done anything tricky or fancy to my sensors other then specifying a -2.2 or so minsurface factor.
One part of the puzzles however, is environmental mods. I forget the exact variable, but it deals with the min distance of fog rendering in the 4 states of fog in the scene.dat. Unfortunatly RE and EE tend to use a setting that is a big myopic for AI visuals, Looks great, but it handicaps visual detection. Best to use stock values on this particular variable. MinZfactor or something like that, id have to have the file in front of me to tell you. Feel free to rip the fog values out of TMO 2.0 if you want. Don't forget to adjust the sim.cfg as well. |
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#39 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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What an IJN sub campaign needs are missions that are VERY specific. Go to lat/long and radio base at noon. Then have that mission file generate a US sub or air assets to come and attack that sub.
Failure to follow orders should give the player a huge renown hit to encourage them to meet their ambush in a timely fashion. ![]() |
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#40 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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![]() Quote:
![]() Peabody's covering all that ! keltos |
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#41 |
Silent Hunter
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changed from -2.5 to -2.2
testing... |
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#42 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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![]() ![]() Uploaded with ImageShack.us plane sensor set at -2.2, dove when I spotted the planes with the obs scope, went to 150 feet and didn't get spotted although that PBY came close. |
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#43 |
Rear Admiral
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Did you check your enviormental settings? That will screw it up.
Also, i'm not 100% positive, but i think what dictates if a plane will attack or not, is if it has any bombs attached to it or not. If the game spawns a plane with no bombs, i suspect it will cruise right on by, and not make the slightest inclination it spotted you. Also single missions are poor test beds for planes. For some reason they have never behaved in single missions exactly like they will in the campaign. I could be wrong in that though. |
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#44 |
Navy Seal
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Location: New Mexico, USA
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Yeah, planes must have bombs to attack. You can place dummy bombs, though (invisible, no splash, no damage), then they will hang around.
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#45 |
Admiral
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The bombs will just hang around?
![]() I have found that setting the planes to elite seems to work better too. I don't know if that is just coincidence or not. Peabody
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