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Old 08-28-07, 09:06 AM   #541
switch.dota
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Never checked - I will when I get home. By the way:
Quote:
- reduced range of long range patrol planes to 1000 km
That's from TM 1.6's changelog. I'm pretty sure Wake wasn't within 1000km of my position.
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Old 08-28-07, 09:12 AM   #542
tater
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I see nothing at all there. There is a 1% chance that a Wake resupply group might have a seaplane tender, lol. That's the only jap shipping there aside from midway. Forgot to check PH though (which is stock).

The only possibility is that the battle of midway stuff is loading early like it did in stock...

If it happens every time I can make 100% contact reports for the midway stuff and we can see if we can ID the group...

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Old 08-28-07, 03:36 PM   #543
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Let's see what I can whip up...



Sorry for the low quality but it was fastest to use paint. That's the place of the FIRST contact. The SE on the plane's heading is about 120~140 true. This is only a small example.

Looking for a mod that either buffs AA Guns or makes airplanes useless so I can track them on the surface.
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Old 08-28-07, 06:26 PM   #544
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I don't think plane headings mean anything, I think it's random. That's certainly within flying boat range of wake.

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Old 08-28-07, 06:30 PM   #545
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Regarding mixed BB groups. They happened. I'm working on a TROM based series of sorties for Yamato. In 1943 she sailed in a TF with Fuso and Nagato (among other smaller ships). So 1 BB div with 3 different BB classes. I'm sure there are more examples (so few BB sorties any one matters)

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Old 08-29-07, 02:08 AM   #546
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Quote:
Originally Posted by tater
I don't think plane headings mean anything, I think it's random. That's certainly within flying boat range of wake.

tater
Not when the max range is 1000km. That's about 1300km from Wake.

The plane's heading indicates where it's going. Long range patrols follow a triangle path with one tip on the airbase. About 300km closer to Japan from where that screenshot was taken, aircraft heading was 200~220 true. Tell me how that airplane originated from Wake. I made a small clip of the issue - I'll upload it to youtube when I get home.
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Old 08-31-07, 04:41 PM   #547
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It's a stock SH4 problem. I can mod it out a couple ways, but it pretty much means nerfing the CV airgroups---which is realistic anyway.
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Old 09-01-07, 10:58 PM   #548
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Love your mod tater, it's among only a handful of mods I use....

Last night I destroyed couple smaller merchants (1500 GRT variety) using my newly installed 40mm gun. Now is the 40mm gun damage bugged (too destructive) or was I just lucky to run into merchies laden with explosive cargo or something?

I know that in stock SH explosive cargo was extremely rare or non existent. I also know that I never even tried older 20mm AA gun on anything bigger than sampan - perhaps the result (spectacular explosion) would be the same if I used 20mm instead of 40mm?

So what in your opinion caused explosions and fast sinkings?

Of other mods, I use Real Fleet Boat 1.31. Other mods I use are sound and JPEG stuff that does not change core game files.

BTW any plans for 1.0 release?
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Old 09-01-07, 11:14 PM   #549
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0.77 this weekend with fun stuff. Would've been today, but we got a horrible rain storm, and my downspout got clogged and... well, it backed up and made my %#$@%$#@^$%#^&%$#%^$@%#@%$!#$@ flat roof leak in my son's room. So I spent the afternoon taking the damn thing apart and cleaning it out while hoping it wouldn't rain agin.

1.0 is reserved for the first version I REALLY like

I do add the odd AMMO for cargo. Probably only 10% of the total ships have ammo on the deck, or internally.

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Old 09-02-07, 10:05 AM   #550
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0.78 up on 1st post.

Check readme 1st post. The IJN radar fix and airbase mods are reccomended. The radar was supposed to be in there, but I forgot. Next version it'll be in.

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Old 09-02-07, 10:08 AM   #551
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Thanks man, will try it out at next port. oooh Kaibokan, brings back memories of NES silent hunter(Correction: I guess that was Silent Service) goodness

Last edited by Seadogs; 09-02-07 at 10:21 AM.
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Old 09-02-07, 10:17 AM   #552
tater
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The kaibokan is a "bungo pete-cloned" evarts with all the stuff changed to japanese versions. Speed is right, size is a hair big, but it works. Someday we'll have a real one, lol.

BTW, with the CV airgrups gutted (0.76+) and the airbase mod in (CV plane ranges dropped), the middle of the ocean weirdness with scripted groups that contain CVs should be nonexistant, or nearly so.

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Old 09-02-07, 11:43 AM   #553
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BTW, 0.78 will be out sooner rather than later.

I was testing 43 a little, and I realized I need to gut the US traffic for 43 as well.

The devs have US merchant traffic at WAKE in 1943. It drives through the Marshals to get their. It's absurd. Must remove it.

Ditto with US TFs.

I just fixed it, might update here in a few.
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Old 09-02-07, 11:53 AM   #554
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Honestly I don't like the latest changes. Plus they're badly documented - I cannot understand half of notes for the last version (you mention some other mods I have no idea what they do or whether I want them). Instead of doing *another* supermod I think you'd do better to just stick with improving the campaign layers and nothing else.

Oh well, just my personal opinion, of course. I think I'll stay with 0.76.....
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Old 09-02-07, 12:09 PM   #555
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They have all been talked about in this thread. The dynamic mission stuff is LukeFFs fix to reduce the tonnages required (plus type fixes) on the missions you get after a "deploy" objective. He talked about rewriting the patrol objective texts as well, if he does that I'll include that as well.

The new Yugumo DD is a radar capable Asashio (no other changes) to go with the IJN radar fix (which I made to remove the broken type13 AIR radar that detects submarines) since a few IJN DDs had surface search sets earlier in the war.

The bulk of the corrected ship eqp stuff was already in 0.76, I just didn't have a stand-alone mod, so I never named it before

Airbase replacement is really a campaign thing, I might just lump it in next time, I like Leo's mod, but It's hard for me to alter, and the bases are in the wrong places at the wrong times.

The kaibokan... fills a desperately needed role that in RL was filled by the kaibokans and Matsu DEs.

The reality is that I really have no changes that don't directly interact with the campaign. AI levels in the campaign reflect the capabilities of the ships. If the ships have magic radar early war, that really alters how I need to think about how many escorts, and what skill levels. Any new stuff gets added to names.cfg, so i either add it or I have to make multiple mod versions.

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