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Old 01-31-13, 10:27 PM   #106
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Added depth charges water disturbances to my list, but it seems it's not working
As soon as i take depth charges, i run full speed other direction for 30 seconds, then switch for silent running very slow... but DD always know precisely where i am, even silent running very slow
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Old 01-31-13, 10:50 PM   #107
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Quote:
Originally Posted by Fifi View Post
Added depth charges water disturbances to my list, but it seems it's not working
As soon as i take depth charges, i run full speed other direction for 30 seconds, then switch for silent running very slow... but DD always know precisely where i am, even silent running very slow
As I recall, when using IRAI 0.0.39, depth charges water disturbantses not needed.
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Old 01-31-13, 11:20 PM   #108
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Well, with ot without same result anyway
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Old 01-31-13, 11:31 PM   #109
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Quote:
Originally Posted by Fifi View Post
Added depth charges water disturbances to my list, but it seems it's not working
As soon as i take depth charges, i run full speed other direction for 30 seconds, then switch for silent running very slow... but DD always know precisely where i am, even silent running very slow
Go to nearly crush depth or how far you are game . While DDs are depth charging check the hydrophone and try to find a path thru the DDs running at flank for as long as it takes . Sometimes i have run at flank in all difrent directions for hours trying to get away from DDs then wait at all stop and silent running for hours only to be picked up on there asdic . Start all over again . I am really scarred of DDs (ships , not the other ones).
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Old 02-01-13, 04:14 AM   #110
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Try a run at less than full speed
Here you can see that the effect should last 45 seconds

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Old 02-01-13, 09:28 PM   #111
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Quote:
Originally Posted by Trevally. View Post
Try a run at less than full speed
Here you can see that the effect should last 45 seconds

Thanks Trevally, will try
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Old 02-02-13, 05:09 PM   #112
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Made few changes in first post list:
TDW generic patcher activated last
Added gap - Sonar Sound Collection v 1.0 for SH5 (das boot)
Deleted Sober best ever fog (awesome mod, but way too hard to identify flags even in medium fog)
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Old 02-02-13, 06:09 PM   #113
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"Only thing i could say, is quite often i receive radio messages (flashing box) but nothing in it."

NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Cfg\Contacts
; Edited by TheDarkWraith for NewUIs_TDC_7_1_0
; Edited on 7/8/2012 @ 0030

Change to these settings .
[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
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Old 02-02-13, 06:49 PM   #114
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Quote:
Originally Posted by sober View Post
"Only thing i could say, is quite often i receive radio messages (flashing box) but nothing in it."

NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Cfg\Contacts
; Edited by TheDarkWraith for NewUIs_TDC_7_1_0
; Edited on 7/8/2012 @ 0030

Change to these settings .
[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=250 ;[>0] kilometers
Display Range To Important Radio Contacts=500 ;[>0] kilometers
Ah, sorry, i already found out why i had this stupid issue.
My New UIs message box doesn't follow the time line days...so i have to manually clic next day in message box, when days are changing.
Weird, but it has always been there from day one of my New UIs utilisation! (even when i had 7.1.0 version)

Have to delete this mention in first post
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Old 02-05-13, 01:10 AM   #115
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I have reduced IRAI 039 difficulty settings quite a lot:

################## Difficulty parameters ###########
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.25;
HYDROPHONE_DIFFICULTY_MAX = 0.55;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.25;
SONAR_DIFFICULTY_MAX = 0.55;

Destroyers are still dangerous, but it's playable again when attacking a task force. Without this change, noway to survive 6/10 destroyers on stock IRAI in my opinion!
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Old 02-05-13, 01:20 AM   #116
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Quote:
Originally Posted by Fifi View Post
I have reduced IRAI 039 difficulty settings quite a lot:

################## Difficulty parameters ###########
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.85;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.25;
HYDROPHONE_DIFFICULTY_MAX = 0.55;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.25;
SONAR_DIFFICULTY_MAX = 0.55;

Destroyers are still dangerous, but it's playable again when attacking a task force. Without this change, noway to survive 6/10 destroyers on stock IRAI in my opinion!
It is great that the difficulty settings are there .
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Old 02-05-13, 01:30 AM   #117
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Quote:
Originally Posted by sober View Post
It is great that the difficulty settings are there .
Right!
Even with those settings, in FX Update test mission (vs 2 destroyers), i ended like this:



...but survived at least!! lol
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Old 02-05-13, 07:55 AM   #118
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Remember and take your wellie boots with you
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Old 02-12-13, 03:12 AM   #119
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So after many tests in my current career, i have added few mods and adjusted some (like IRAI difficulty HYDROPHONE_DIFFICULTY_MIN = 0.40; HYDROPHONE_DIFFICULTY_MAX = 0.60; SONAR_DIFFICULTY_MIN = 0.40; SONAR_DIFFICULTY_MAX = 0.60; )

Added a nice mod (thanks Volodya!) ---> AST_SH5_v2 by Bilge Rat.
At least now, small cargos are sinking, and not sitting there (or keeping speed) burning for hours! They can sink from 5 mn to >30 mn depending hitting place.
Bigger boats still need more torpedos, but medium can be sinked with one if we can wait.

I have also reactivated "AI crew damage control" in TDW patcher, to give merchants more chance to repair/stop the sinking.

Very pleased the way my mod list is running
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Old 02-12-13, 03:59 AM   #120
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AI crew damage control patch and Zones.cfg from Alternate Sinking Mechanism are not compatible...
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