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Old 01-06-08, 12:59 AM   #76
KLCARROLL
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Sh3rules is right!

You can do “stealthy” things in a TypeIID that would be very difficult in a larger boat.

Several times, I have avoided detection in as little as 30 meters of water by “bottoming the boat" right next to a recent wreck: …..A thing that would be tough to do in a TypeIX!

The TypeII boats also require different tactics than those normally used with the larger boats.

In a TypeIID, you don’t cruise around looking for targets: …You locate a “chokepoint” and quietly lurk there, ….waiting for the prey to come to you! (Very similar to the way modern Diesel Boats are typically deployed.)

Yes, …five torpedoes is a limitation: …Which is why even a modest deck gun would be welcome. It would give you the option of not wasting one of your precious torpedoes on “small fry”.


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Old 01-06-08, 09:39 AM   #77
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Quote:
Originally Posted by KLCARROLL
Sh3rules is right!

You can do “stealthy” things in a TypeIID that would be very difficult in a larger boat.

Several times, I have avoided detection in as little as 30 meters of water by “bottoming the boat" right next to a recent wreck: …..A thing that would be tough to do in a TypeIX!
Be very careful Kaleun.....this is not 'normally' possible in-game. The escorts will still detect you....similarly so when your submerged directly beneath a merchant you have disabled/brought to a stop.
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Old 01-06-08, 11:11 AM   #78
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Quote:
Originally Posted by jimbuna
Quote:
Originally Posted by KLCARROLL
Sh3rules is right!

You can do “stealthy” things in a TypeIID that would be very difficult in a larger boat.

Several times, I have avoided detection in as little as 30 meters of water by “bottoming the boat" right next to a recent wreck: …..A thing that would be tough to do in a TypeIX!
Be very careful Kaleun.....this is not 'normally' possible in-game. The escorts will still detect you....similarly so when your submerged directly beneath a merchant you have disabled/brought to a stop.
actually, i sat under a disabled merchat for hours waiting out an attack, they counlt hit me so they gave up.
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Old 01-06-08, 11:26 AM   #79
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Lucky you
I sat under a crippled tanker once
The escorts ended up DCing the tanker into oblivion then had a go at me
I got away but they got the tanker renown
:rotfl:
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Old 01-06-08, 12:20 PM   #80
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Quote:
Originally Posted by bigboywooly
Lucky you
I sat under a crippled tanker once
The escorts ended up DCing the tanker into oblivion then had a go at me
I got away but they got the tanker renown
:rotfl:
Preciely
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Old 01-06-08, 04:18 PM   #81
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maybe my destroyers didn't wanna blow up their countrymen...
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Old 01-06-08, 04:20 PM   #82
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On the other hand, how easy would it be to 'park' right next to a wreck or stay directly under a merchant without the external view?
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Old 01-06-08, 04:30 PM   #83
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Quote:
Originally Posted by Sailor Steve
On the other hand, how easy would it be to 'park' right next to a wreck or stay directly under a merchant without the external view?
That is so true....the games AI doesn't make any allowances for terrain in any event. Try passing one side of a small island and you'll still pick up any escorts on the other side with your sensors (if they're there of course)
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Old 01-08-08, 02:15 AM   #84
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I'm always amused by the destroyers. When there's an island in their way, instead of pulling back they just stay there, deciding what to do... before attempting to go *through* the island
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Old 01-08-08, 07:27 AM   #85
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Tis the same with harbours also.....you can sometimes see them rendering half way through a jetty or pier wall.
All about losing their waypoints.
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Old 01-19-08, 07:22 AM   #86
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Is it possible to either: 1) add the 37mm to the IID or 2) to increase the power of the 20mm's rounds for use against surface ships. Has anyone figured out how to do or make either one work? It seems difficult, but not impossible to mod the files so the IID can accept a heavy flak mount. I can do it, but I would need someone to explain to me where to go and what to change in that file. Thanks!
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Old 01-20-08, 02:56 PM   #87
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Changing the 20mm values in the SHELLS.ZON file is easily done with the SH3 MINI TWEAKER. You can make a 20mm hit like an "88" if you want! (Assuming Historical Accuracy is not high on your list of priorities.:rotfl: :rotfl: :rotfl: )

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Old 01-20-08, 09:02 PM   #88
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[QUOTEChanging the 20mm values in the SHELLS.ZON file is easily done with the SH3 MINI TWEAKER. You can make a 20mm hit like an "88" if you want! (Assuming Historical Accuracy is not high on your list of priorities][/QUOTE]
Yes but that works for both sides doesn't it...you cant just mod one side...now your enemy has the firepower as well
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Old 01-20-08, 10:21 PM   #89
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Quote:
Yes but that works for both sides doesn't it...you cant just mod one side...now your enemy has the firepower as well
Very true! ......And this aspect has been discussed previously in this thread.

The "symmetry" of the change is probably the one factor that makes most people avoid "excessive" tweaks to shell values.

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Old 01-22-08, 01:59 PM   #90
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@privateer;

I have been giving some thought to the "37mm Swap" project, ....and a question has come to mind:

Would it be easier to redefine the model for a single 37mm as an "A0 gun" as opposed to it's original "S0" designation??

The only drawback I can think of is that the game would only assign one crewman to the gun: ......but for many people, that might not be a big deal. (Myself included, because at least 50% of the reason I want the mod is for screenshots.)

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