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Old 11-23-13, 03:12 PM   #661
bandit484
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Vdr1981 I noticed the torpedo bug is back with csp maguire mod
I know that I'm running it on csp independently. Just thought I would give a heads up on what I have seen . I don't look for you to work on it my friend.
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Old 11-23-13, 03:31 PM   #662
vdr1981
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Vdr1981 I noticed the torpedo bug is back with csp maguire mod
I know that I'm running it on csp independently. Just thought I would give a heads up on what I have seen . I don't look for you to work on it my friend.
Which torpedo bug? You mean torpedo's orientation in weapons/Guns page?

Last edited by vdr1981; 11-23-13 at 04:15 PM.
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Old 11-23-13, 05:43 PM   #663
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v5.5 Modifications:
- Added damage slots for Variable Ballast Tanks, bow and stern Buoyancy Tanks and the Main Ballast Tank 3 located bellow command room floor. Once destroyed (Variable Ballast Tanks), function of Variable Ballast Tanks Pump will also be collapsed thus making maintaining desired depth more difficult. Surfacing the boat and maintaining depth with destroyed Pump will only be possible with usage of compressed air and underwater propulsion. Destroyed Buoyancy Tanks will slightly effect sub's up/down pitching ability while submerged...
- Reworked repair times logic for Electric engines with short time periods of reduced output strength(simulating broken fuses).
- Flotability values for submarine compartments are now based on real Type VIIC compartments volume data and flooding speeds are directly related to compartment size...
- Adjusted damage values and blast range for DC.
- Destroyers wont lose their DC racks anymore, when taking damage...
- Optional patch - Correct German names for the equipment (Credits to ShipersHunter!)
- KDB receivers will suffer critical damage if submerged deeper than 110-120 meters...
[Under construction]
New campaign is needed.
v5.5 is up and ready to go...Check first post of the thread.

Also, in case that some of the Moderators is reading this, please change thread tags to [REL]...Tnx
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Old 11-24-13, 02:44 AM   #664
bandit484
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Which torpedo bug? You mean torpedo's orientation in weapons/Guns page?
When your in the bunker and change out the t-1 for a t-3 it stays as a t-1 when you leave on your patrol in torpedo tube #5. If you use your torpedoes up then do refit then you get what you originally requested.
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Old 11-24-13, 07:33 AM   #665
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v5.5 is up and ready to go...Check first post of the thread.


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Ahooooy Gap!

Any progress with dual hydrophones sensors? I'm still getting the same results...
Well, it is a bit weird: I have added the GHG sensor to the KDB upgrade, and I have set them as default equipments, so to provide an easy way to test them in single mission. Results: on a VIIa boat I can hear with both sensors (gave them different ranges and deaf arcs); my sonarman has no problem reporting a warship within GHG's coverage (range 30km, bearing 90 deg), but he keeps ignoring a Liberty ship which should be well within KDB's range (range 15km, bearing: dead ahead). Both vessels are cruising toward me at full speed. I have not tested other u-boats, or damaged equipment though.

Another weird finding is that Benno's needle sweeping seems not to follow SensorData's 'Bearing' and 'SkipSweep' settings: initially he sweeps a full 360deg arc, but once I click on the hydrophone station and then leave it, he starts skipping ahead and astern arcs. I thought he used GHG SensorData settings at first, but no: no matter what GHG's 'Bearing' and 'SkipSweep' are set to, he keeps skipping the same arcs. This is happening both in stock game (+ my testing mod) and with New UI's

If you want, I can post a link to my testing patch, including the mission I am using
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Old 11-24-13, 08:32 AM   #666
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Ehey Gap, you're back!

Very strange ended... SH5 wont gave up easily on this one i think...

Sure , upload the patch so I could see what's going on...

EDIT:
Should I test with or without "Realistic Hydrophones" ?
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Old 11-25-13, 11:45 AM   #667
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*R.S.D. v5.5 - German Patch
- For better immersion, this patch will add correct German designations for the U-Boat equipment. Technical and General description areas are still written in English...
Enable it after R.S.D. - main mod. Start new campaign.
Credits:
SnipersHunter
Skidman
and me...

Last edited by vdr1981; 11-25-13 at 04:12 PM.
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Old 11-26-13, 10:54 AM   #668
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One awesome link... http://www.scribd.com/doc/23575323/A...ype-Vii-U-Boat
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Old 11-26-13, 11:43 AM   #669
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Ehey Gap, you're back!

Very strange ended... SH5 wont gave up easily on this one i think...

Sure , upload the patch so I could see what's going on...

EDIT:
Should I test with or without "Realistic Hydrophones" ?
Hi Vecko, sorry for the late reply.
Lately I have been busy with RL and during the free time I have been absorbed by other projects (see OH thread). I promise I will post the said patch as soon as I finish the last touched on the barrage balloon model

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Another interesting document available fro free download from scribd:

http://www.scribd.com/doc/111380242/...ictorial-No-27
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Old 11-28-13, 03:48 AM   #670
THE_MASK
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Page 96 Loss of Perch .
http://books.google.com.au/books?id=...marine&f=false
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Old 11-30-13, 08:08 PM   #671
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Awesome!
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Old 12-09-13, 06:47 PM   #672
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Hydrophone item notes

Last edited by THE_MASK; 12-11-13 at 06:05 PM.
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Old 12-10-13, 07:06 AM   #673
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@ sober

there are very good chances to do what you are asking for: item notes are stored in menu.txt
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Old 12-11-13, 09:49 PM   #674
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Yes , there is a point because R.S.D. use it's own uboat sensor2 file with it's own sensors data controllers in order to make GHG destroyable... For REM hydrophone settings , you should use one of the given patches...
thx
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Old 12-12-13, 06:56 AM   #675
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Thank you very much

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v5.5 is up and ready to go...Check first post of the thread.
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