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Old 03-06-11, 09:08 AM   #466
mobucks
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definately not an airplane here, happened on the last 5 single merchants i sank. I come in fully surfaced close to do work with deck gun (let crew shoot/aim, i just say to fire/hold fire) It is Nov. 41'

No Hull damage all those times though, maybe Magnum was hit by plane.

Im running the latest combo of updated mods over MO.
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Old 03-06-11, 09:12 AM   #467
TheDarkWraith
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Quote:
Originally Posted by mobucks View Post
definately not an airplane here, happened on the last 5 single merchants i sank. I come in close to do work with deck gun (let crew shoot/aim, i just say to fire/hold fire) It is Nov. 41'

No Hull damage all those times though, maybe Magnum was hit by plane.
You're closing in on the merchant and firing your deckgun on it. At what point do you start taking phantom damage? Is there some kind of event that correlates to damage taken by the sub?
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Old 03-06-11, 10:37 AM   #468
Gravina
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Same here 3500 mts from a liberty that was stopped due torp impact also 2 cimarrons those are more far like 3900 or 4000 mts and im geting unknow damage (repeat) unknow damage the ships are having diferent internal explosions (maybe starshells tips or canister) LOL , also im getting damage underwater and surfaced, no air contacts.

Hope to back base one piece.
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Old 03-06-11, 11:13 AM   #469
stoianm
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Quote:
Originally Posted by Gravina View Post
Same here 3500 mts from a liberty that was stopped due torp impact also 2 cimarrons those are more far like 3900 or 4000 mts and im geting unknow damage (repeat) unknow damage the ships are having diferent internal explosions (maybe starshells tips or canister) LOL , also im getting damage underwater and surfaced, no air contacts.

Hope to back base one piece.
I tryied to have this secondary behavior of Fix13 but i was not able to duplicate this ,,problem'' - i tested in dif missions and in a campaign also:

Here i just fired an electric torpedo under a ship an the ship splited in half - i was submerged and at about 350 metters from ship:



And you can easy observe that my uboat had zero damages


I would like to have this behavior but for example if i am about maybe 100-200 meters away from a ship taking damages and my uboat take some damages also but not to manny...i think will be very immersive but i do not know if is posible to do that

cheers
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Old 03-06-11, 11:44 AM   #470
TheDarkWraith
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Quote:
Originally Posted by stoianm View Post
I tryied to have this secondary behavior of Fix13 but i was not able to duplicate this ,,problem'' - i tested in dif missions and in a campaign also:
I can make damage happen to a vessel that's close to another vessel having secondary explosions no problem.

This report of secondary explosions causing damage to player's sub is mind-boggling. I can't reproduce it and you haven't been able to so that makes me feel better. The maximum radius any secondary explosion could cause damage to another vessel is 46m (worst case).
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Old 03-06-11, 11:55 AM   #471
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
I can make damage happen to a vessel that's close to another vessel having secondary explosions no problem.
Very cool...will be nice to have that in sh5... the bright from fire is scratch my eyes - to much brigt
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Old 03-06-11, 01:20 PM   #472
Sepp von Ch.
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One question: your new mod with funnel smoke provides the same as Enhanced FunelSmoke1.2_by HanSolo78 mod?

If not, these mods are compatible?

Thank you for reply.
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Old 03-06-11, 01:22 PM   #473
Church SUBSIM
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Last night I managed to get a mission in off the East Coast of England. 2nd Patrol in Happy Times, so that makes it Mid 40.

I encountered a unescorted convoy of 8 ships (all of which had deck guns).
I managed 3 of 4 hits sinking 2 ships. The first was a Hog on the exterior line, impact made at 800 meters with two torps. Center and rear. No damage taken to the sub.

The second was a war supplies in the second row, 1 hit, center, about 1200 meters. No damage taken to the sub.

Within a few minutes, I was at 17m, 50rpms. I took damage to several systems. I was bombed once by 2 hurri's and was strafed repeatedly until they seemingly ran out of ammo. The only reason I knew for sure was by popping into the external camera. I could hear the engines of the planes and within a minute or two they started straffing runs.

The first ship sunk within 15 minutes, the other within 1hr 10m.

Later in the mission, I encountered 2 convoys intersecting, no escorts.
Again, firing and getting ranges from 400m to 2500m I managed to get 5 of 5 hits, no damage taken.

Then out of know where I lost my diesels along with a host of other systems. Popped into external camera and could hear the sound of the RAF but could not locate them.

I have the core of my mods set up like this ....

Magnum_Opus_v0_0_1
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_13_ByTheDarkWraith
FX_Update_0_0_13_UHS_Fix
FX_Update_0_0_13_BARF_1_3_Full_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
AirTorpedoes

I am assuming that there is no change in the FX update that would effect the no hydro no aircraft spotting but it seems like the are very ... well ... good guessers of late.

Frankly, I love the idea of not having everything so static in game, damage to other ships in close proximity is a very good thing.

Other note re: new stack smoke on the ships. They seem to be a serious FPS generator. I love the effect but the toll is noticeable, esp with large convoys. I was using Han Solo's enhanced funnel smoke mod prior to this revision and while it was a tad smaller in terms of smoke size, it seemed to be a friendlier alternative in regards to FPS. If you are not familiar with the mod, you can dl it here: [REL] Enhanced Funnel Smoke SH5

Might be worth taking a look at it. Also there seems to be a lot of purple around the edges of the smoke (may just be me). It also seems that when I set a ship on fire with an attack, the tremendous amounts of smoke being generated don't increase the hit on the FPS. I assume the smoke from damage is rendered differently than the smoke from propulsion?

Not complaining, just providing feedback on this fantastic mod!
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Old 03-06-11, 01:34 PM   #474
stoianm
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Quote:
Originally Posted by Church SUBSIM View Post
I am assuming that there is no change in the FX update that would effect the no hydro no aircraft spotting but it seems like the are very ... well ... good guessers of late.
Are you thinking that now the airplanes can see you even you are submerged?... i think that Irai no aicraft is only about you not being able to spot airplanes when submerged.
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Old 03-06-11, 01:37 PM   #475
TheDarkWraith
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Quote:
Originally Posted by stoianm View Post
Are you thinking that now the airplanes can see you even you are submerged?... i think that Irai no hydro is only about you not being able to spot airplanes when submerged.
that would be correct. The no aircraft spotting while submerged means your crew is unable to spot aircraft while submerged. Aircraft can still spot you.

From what I've been reading so far it appears that people that are receiving damage from the new version of the mod are actually receiving damage from airplanes attacking them. It makes sense because there's nothing that can cause damage greater than 46m (worst case) from the vessel with fire on it. Furthermore, since the aircraft resume following waypoints after they are out of bombs or torpedoes they would bomb you then quickly head out following waypoints again and it would be very hard to spot them unless you were in external cam.
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Old 03-06-11, 02:09 PM   #476
Church SUBSIM
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Quote:
Originally Posted by TheDarkWraith View Post
that would be correct. The no aircraft spotting while submerged means your crew is unable to spot aircraft while submerged. Aircraft can still spot you.
Well then ... that makes the world a little more clear for me
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Old 03-06-11, 02:27 PM   #477
Zedi
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Is possible that somehow the attacked ships launch planes? Because is hard to believe that in the middle of nowhere and hidden in heavy fog at scope depth planes come out of nowhere and do a hit and run job with deadly precision. Even if they have radars. If this is really what is happening, then this AI is not so artificial anymore, it starts to evolve and be evil

I will start to keep a close eye on this, its getting very interesting :P
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Old 03-06-11, 02:45 PM   #478
7thSeal
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I know that in some cases where I attack a convoy within the range of an airfield alot of times planes will show up and join the hunt for me.
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Old 03-06-11, 03:11 PM   #479
THE_MASK
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I found you need to be at least 30 mts under not to be spotted by planes .
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Old 03-06-11, 03:14 PM   #480
stoianm
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Quote:
Originally Posted by sober View Post
I found you need to be at least 30 mts under not to be spotted by planes .
i was asking myself what was the min depth... good to know...thanks
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