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Old 12-10-10, 06:18 PM   #5326
col_Kurtz
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Quote:
Originally Posted by TheDarkWraith View Post
SOAN is not a recognition manual (for the game) and it does not replace the XO TDC dialog box in game. It is purely a reference manual. It allows you to view/study the ships at any time in the game.
Got it
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Old 12-10-10, 06:22 PM   #5327
Illyustrator
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Quote:
Originally Posted by TheDarkWraith View Post
Excellent work Looks great in game Many thanks
Please! Always glad to help!
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Old 12-10-10, 07:27 PM   #5328
pelucho25
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Default corrupt downloads help me !!

I downloaded the file several times and it fails to unpack. Is not he due?
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Old 12-10-10, 07:38 PM   #5329
THE_MASK
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Quote:
Originally Posted by pelucho25 View Post
I downloaded the file several times and it fails to unpack. Is not he due?
winrar extractor
http://www.rarlab.com/download.htm
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Old 12-10-10, 08:12 PM   #5330
brandtryan
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Default Sextant for iPhone!!

had to to try it:
http://www.appstorehq.com/sextant-iphone-9489/app

Then my wife dutifully reminded me that my location will never change since I'll be on the COUCH, and not REALLY roaming the Atlantic. In fiction writing we call this "killing the suspension of belief"
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Old 12-10-10, 09:13 PM   #5331
pelucho25
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Quote:
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I used winrar and IZArc and file I keep going as dañado.Alguien can upload to megaupload or another download site? Thank you very much.
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Old 12-10-10, 09:49 PM   #5332
TheDarkWraith
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Quote:
Originally Posted by pelucho25 View Post
I used winrar and IZArc and file I keep going as dañado.Alguien can upload to megaupload or another download site? Thank you very much.
It was zipped using ZipGenius (free download - google it)
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Old 12-11-10, 01:56 AM   #5333
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Smoetimes when my ZIP and RAR extractors give error during unpacking I use 7zip and unpacking works fine...
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Old 12-11-10, 03:04 AM   #5334
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
if might be just a graphical (texture) issue What kind of accuracy are you getting? I can't speak intelligently about the Sextant yet as I have much reading to do on it so I can learn about it
There are telescope and the micrometer head:


I think that it can be reslolved with standard binocular zoom + sextant scale.
Then we can read the scale with more presicion (fe. 75.45°).
After that we need new navigator function like "read lattitude by hand" - player inputs this read value (75.45) and navigator change it to degree angle (degrees, minutes, seconds) and put the straight lattitude line by 20 sec on map.
Now the player should stop the ship and wait for sun rise to read longitude.

But I'm afraid that the game time is not GMT time but "standard game time" and we have problem with longitude measurement here...
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Old 12-11-10, 04:48 AM   #5335
Vanilla
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Well, according to my testing the underlying game time IS the GMT time. However there is a different time shown on the clock.
If I get it right I guess it is called 'current time' (see historical mission options kindly modded-in by TDW) and this time is whatever you set it to. So if you set your time to X:XX then it is X:XXGMT and noon will happen at 12:00 of that time if you are on the Grenwitch meredian, but the 'current time', the time shown on the clock, can be completely off, so you can get 0:00 time in the middle of the day. The question is - what is set to when leaving port in campaign and how it changes during your travel? My wild guess is that it is always adjusted to the local time (i.e. noon will be always at 12:00) But I guess you can easly mode-in asking your navigator for GMT or just code into UI a second clock showing GMT.

Regarding modding full sextant in - my oppinion so far it doesn't worth it given the issues with clock time and sun not reflecting current latitude. We should not force TDW to make useless job since for out tests we can use our trusty sex(tant)-band untill we fully understand the game-mechanics regarding the celestial navigation. Only then should we ask for more precise tools.
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Old 12-11-10, 05:24 AM   #5336
rascal101
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Hi to you and to all sub simmers

OK I must admit to be not all that botheredf abot how to use a sextant - however I would like to rase a paralel discussion if I may

I now have the Multiple Ui's working and am very pleased with the result an excellent mod -

My problem is with the effectivness of the surface escort AI - it seems to be tweaked way too high - I am playing in Oct 1939 - I am in fog off NE Coast of Scotland - ran right into a Ging GeorgeV Battle Ship and four or five destroyers - was able to crash dive before they hit me, though only just went right down to 120m silent running - and no matter what I did those guys just dumped right on top of me eache time - no manouvers nothing could shake them and they made short work of me in about five hours

Dont get me wrong I appreciate the challenge but this is the sort of behaviour I'd expect about mid 1943 onwards, not 1 month into the war - Interestingly one of the loading screen quotes says the Allies where surprised to find the Uboast could go to 180m when their depth charges max depth was 90m - so if this discovery took place later in the war - how come these guys were aqble to hit me with pinpoint accuracy at 120m - and were not even talking about more developed ASDIC

Seems this mod is great but AI Escorts behavior is set too high, too soon in the war - any way of grading it so the Allied AI gets a twek every 6 months

Any comments from other modders - here's a list of my activated mods - clashing mods in RED if anyone notices some mods out of order or that should be lost or that duplicate other mods please advise.

Cerberus62 Historical Ship Equipment 1.2
Loading Screens Mod 2.0
sobers talking conning crew mod
SteelViking's Sky Banding Mod
Wordeees' Actual Footage Menu V2
U-Boat Watch Crew Routine SFX
German U-Boat Hydrophone SFX
Grossdeutscher Rundfunk
Unterseeboot SFX
U-Boat Ballast Tanks SFX
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
AirTorpedoes
Environment 4.8 MOD
SteelViking's Interior Mod V1.2
Shadow Improvement Mod
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
sobers base wave mechanics for SH5 V10
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Cerberus62 Additional Merchant Ships 1.1
NewUIs_TDC_5_4_0_ByTheDarkWraith
NewUIs_TDC_5_4_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_4_0_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_5_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
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Old 12-11-10, 05:53 AM   #5337
PL_Andrev
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When I tested the mission options I didn't know why I see the sunny day when I set the midnight time...


So that is the reason of two clock-systems in game...
Great work, Vanilla...


It is strange that we can set different GMT time, different 'current time' and different longitude, so the single missions are not good idea to test the longitude...
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Old 12-11-10, 05:58 AM   #5338
PL_Andrev
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Quote:
Originally Posted by rascal101 View Post
My problem is with the effectivness of the surface escort AI (...) Seems this mod is great but AI Escorts behavior is set too high

IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
This is UI thread, not AI. Read this thread:
http://www.subsim.com/radioroom/showthread.php?t=171973
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Old 12-11-10, 06:12 AM   #5339
Trevally.
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@ Rascal

These are overwriting each other.

NewUIs_TDC_5_4_0_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_5_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting

IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting

From your list, the bottom part should look like this after shadow improv:-

Cerberus62 Additional Merchant Ships 1.1
sobers base wave mechanics for SH5 V10
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
NewUIs_TDC_5_4_0_ByTheDarkWraith
NewUIs_TDC_5_4_0_ERM_Reaper7_NightVision_Black_Ski n
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting

If you keep TDWs mods at the end and in this order - it makes it easier to update when new versions are made
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Old 12-11-10, 08:24 AM   #5340
Jaeger
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for a good use of manual navigation, we need tghe possibility to write down numbers in the map (or time stamps)

could this be done?
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