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Old 05-18-16, 05:01 AM   #31
vdr1981
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Quote:
Originally Posted by Coldcall View Post
So I am enjoying TWOS very much. And I have been sinking many merchants. However it seems every time I attack a British warship, even at close range, at 90 degree angle, it appears to see my torpedo moments before impact and almost seems to miraculously jump or increase its speed by what seems an unreasonable velocity, thereby dodging my torpedoes.

I have tried to kill a warship at least 10 times now and every time this happens.

I am evading their asdic when they spot me and come after me so haven't been caught by them yet but I am wondering if this ability of their warships to spot torpedoes every time is realistic?

is this normal in TWOS mod? It´s making me prone to leave warships alone and just stick to merchants.
I think that you are still "fresh" in TWoS and yes, warships can be killed and they wont spot your torpedoes every time. This depends of many factors, like time of the day, crew skill, sea state ect...
Also ships acceleration whit TWoS shouldn't be so obvious IF you have properly enabled the mod and TDW generic patcher (RPM inertia patches).

That been said, just like in real life, torpedo attack on destroyers will most of the time end without success due to your target speed, shallow draft, trained military watchmen ect...

Primary U-Boat targets were merchants and with a good reasons. You have discovered some of them...
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Old 05-18-16, 05:37 AM   #32
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Originally Posted by THEBERBSTER View Post
Hi Coldcall
Put your TWOS problems on the TWOS thread rather than here.
Just go to the last page.
http://www.subsim.com/radioroom/showthread.php?t=210703
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (Do not post your problems here if you have added additional mods to TWOS make a new thread)
Peter
Okay dokey, i will in future keep these questions to the dedicated TWOS thread. Thanks.
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Old 05-18-16, 05:40 AM   #33
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Originally Posted by vdr1981 View Post
I think that you are still "fresh" in TWoS and yes, warships can be killed and they wont spot your torpedoes every time. This depends of many factors, like time of the day, crew skill, sea state ect...
Also ships acceleration whit TWoS shouldn't be so obvious IF you have properly enabled the mod and TDW generic patcher (RPM inertia patches).

That been said, just like in real life, torpedo attack on destroyers will most of the time end without success due to your target speed, shallow draft, trained military watchmen ect...

Primary U-Boat targets were merchants and with a good reasons. You have discovered some of them...
Okay at least i know why destroyers seem so hard to hit. Yes i think each time its been a daylight attack. As far as I am aware I have installed everything correctly as per the instructions on the TWOS installation guidelines, inc the generic patcher and the 43 clicks :-)

Okay will keep my questions to the TWOS thread form now on. Thanks.
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Old 05-18-16, 11:11 AM   #34
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Hi guys, I am afraid my views on the campaign are at least partly in contrast with Vecko's ones. In my opinion:
  • Tonnage bar should be hidden (as in TWoS).

  • There should be no reference in campaign/objective briefings to minimum tonnage required for "passing" them (as in OHII and TWoS).

  • As in TWoS, there should be no harsh campaign-end reprimands for players achieving low or very low tonnage scores; a more or less lukewarm encouragement would be more appropriate instead... and, as we are at it, can someone change once and for all the "be more aggressive" BdU message with something lesser ridiculous?

    [end of the similarities]

  • Tonnage requirements for both campaigns and tonnage-based objectives, should be set reasonably high. Reasonably, means not as high to encourage "careless gameplay and low realism arcade settings", but just a a bit over the average tonnage sunk by real U-boat captains in the same areas of operations and during the same period that each campaign/objective spans. Day-by-day U-boat captain's statistics are available on uboat.net. If need be, we can further reduce those requirements keeping into account the still fearsome tonnage bar bug and other random factors. As long as that bugs adds randomness to our careers as U-boat captains without blocking them, I am okay with it and I willconsider it a feature.

  • Objectives timespans should be much more overlapped within each campaign, so to encourage a non-linear gameplay and so to avoid players getting lost when they finish an objective and the next one is not yet available by date.

  • Each campaign should consist of one or more requirement-free objectives spanning for the whole duration of the campaign, overlapped with "elite" objectives which should be unlocked by passing previous free or elite objectives. While still offering a rewarding and various gaming experience, free objectives should represent the routinary work, and should ensure that the player is always busy with "something to do", whereas elite objectives should give access to some special operations (as, for instance, Breaking the Fortress, Operation Weserubung, etc.) that only the best U-boat commanders would have been recruited for.

  • Blanking out some operation areas unless performance is "high" sounds good to me. As a rule of thumb, accessing a campaign from another one should be free as long as the two campaigns share the same flotilla and/or operation area. The player should be given the option of being reassigned to another flotilla/area by choosing a different campaign, in the campaign slection time line, but at the condition that he scored a "reasonably high" tonnage in the previous campaign.
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Old 05-18-16, 11:29 AM   #35
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Your views are most welcome and very valuable Gap.
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Old 05-18-16, 11:32 AM   #36
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Just played through the Danzig objectives - no air support
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Old 05-18-16, 01:25 PM   #37
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Your views are most welcome and very valuable Gap.
Thank you Trevally, I really appreciate that!

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Originally Posted by Trevally. View Post
Just played through the Danzig objectives - no air support
Why?
Wasnt Luftwaffe support scripted in the ORP Gryf sinking objective?
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Old 05-18-16, 02:26 PM   #38
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Quote:
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Why?
Wasnt Luftwaffe support scripted in the ORP Gryf sinking objective?
Yes - there are triggered when you get within range of Gryf.

To be fair: I was not the best uboat Capt in my approach and I think Gryf closed the distance to me very fast, firing many shell into my side before I dived.
As my crew started to disappear in the smoke from the many electrical fires in the command room - my only hope was that the luft would save me.
They did not and my glorious return career ended
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Old 05-18-16, 02:27 PM   #39
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Once again Gap, your ideas and reasoning is quite OK in my opinion.
What I really can't understand is the wish to base SH5 campaign on a broken feature which doesn't work or at least work only for some, at best...Please, don't mention "Mama's fix" because it doesn't work for all.

Anyway, I'm getting really tired of repeating my arguments against tonnage dependable objectives, campaigns, prizes (or whatever) over and over again so this will probably be my last post on this subject...
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Old 05-18-16, 05:18 PM   #40
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Hi gap
This used to drive me up the wall
Quote:
"be more aggressive"
I changed it to "Continue with your orders"

As a newcomer to playing at 100% my kill rating has plummeted as I cannot see any map contacts.
Trying to find targets all has to be done with the hydrophone.
I try to play realistically and do not go after lost causes chasing across the map which you can do with map contacts.
Many u-boat captains did not sink huge amounts of tonnage in their careers.
If the purpose of this game is to make it as realistic as possible should this fact not be taken into consideration.
Peter

Last edited by THEBERBSTER; 05-18-16 at 05:32 PM.
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