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Old 12-06-20, 08:15 PM   #766
Mad Mardigan
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Originally Posted by bluenarwhal View Post
Does anyone know if there is a way to change the map zoom levels at which the bearing overlay around the sub is visible (see attached image)? It's a very useful tool and I'd like to have it shown pretty much at every zoom level.
Ahoy, bluenarwhal

Give a look then scroll down & find the native rez you have, then go for either imperial or metric as needed... link as follows:

https://www.subsim.com/radioroom/sho...35&postcount=1

Hope this helps...

M. M.

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Old 12-07-20, 06:04 PM   #767
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Finally going to get around to trying this out. Did a search that turned up nothing but are there wolf packs in the mod ?
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Old 12-07-20, 06:20 PM   #768
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Originally Posted by John Pancoast View Post
Finally going to get around to trying this out. Did a search that turned up nothing but are there wolf packs in the mod ?
unfortunately, Ubi did not program that into the game.
HOWEVER, there are milch cows.
so, you have that going for you....which is nice.
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Old 12-07-20, 06:23 PM   #769
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Originally Posted by KaleunMarco View Post
unfortunately, Ubi did not program that into the game.
HOWEVER, there are milch cows.
so, you have that going for you....which is nice.
Thanks !
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Old 12-07-20, 10:11 PM   #770
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I think lurker was getting around to doing them, but never actually finished the mod. You can't get them like with Stiebler's or h.sie's, but you can put a submerged AI sub and maybe a surfaced AI sub into convoys, just like in SH3, but you will not get the response that you do with SH3. I think I may have come up with an idea to use in the DynamicMiss file, which SH3 does not have, but I am not certain it will work just yet... Stay tuned FotRSU fans!... lol
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Old 12-07-20, 10:27 PM   #771
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Originally Posted by propbeanie View Post
I think lurker was getting around to doing them, but never actually finished the mod. You can't get them like with Stiebler's or h.sie's, but you can put a submerged AI sub and maybe a surfaced AI sub into convoys, just like in SH3, but you will not get the response that you do with SH3. I think I may have come up with an idea to use in the DynamicMiss file, which SH3 does not have, but I am not certain it will work just yet... Stay tuned FotRSU fans!... lol
Thanks Rick. So putting an AI sub in a convoy won't generate it to attack once the player sub gets in the 3d bubble range ?
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Old 12-08-20, 09:49 AM   #772
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In OM & DW, the submerged sub does not have the capability to shoot torps, and of course is not fast enough generally to keep up with a convoy, once the player gets within spawn range, but the surfaced ones might have an active deck gun, I just haven't looked at them. However, they are both Type=200 vessels, and as such are not particularly aggressive. It would be easy enough to copy what CapnScurvy and s7rikeback did with the FotRSU torp guns and deck guns from FotRSU and apply that to DW, then you would have a pack of convoy-attacking doberman pinschers whenever the player gets within range...
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Old 12-08-20, 11:11 AM   #773
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Originally Posted by propbeanie View Post
In OM & DW, the submerged sub does not have the capability to shoot torps, and of course is not fast enough generally to keep up with a convoy, once the player gets within spawn range, but the surfaced ones might have an active deck gun, I just haven't looked at them. However, they are both Type=200 vessels, and as such are not particularly aggressive. It would be easy enough to copy what CapnScurvy and s7rikeback did with the FotRSU torp guns and deck guns from FotRSU and apply that to DW, then you would have a pack of convoy-attacking doberman pinschers whenever the player gets within range...
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Old 12-13-20, 09:44 AM   #774
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Really impressive work Fifi !
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Old 12-13-20, 01:05 PM   #775
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Originally Posted by John Pancoast View Post
Really impressive work Fifi !
Thanks John
It’s still far from perfect, but I’m too lousy to dig it again...and have dived again in SH3 as you know.
But maybe one day I’ll be back to create all my new ideas. Just need some courage. All those files are soooo time eater!

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Old 12-13-20, 01:30 PM   #776
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Originally Posted by Fifi View Post
Thanks John
It’s still far from perfect, but I’m too lousy to dig it again...and have dived again in SH3 as you know.
But maybe one day I’ll be back to create all my new ideas. Just need some courage. All those files are soooo time eater!

Yes, very easy to fall into "Just one more thing to try and then I'll quit for now....." trap !
But really really impressive work !
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Old 12-19-20, 09:27 AM   #777
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Default Strange missions

Hi Fifi!


Can you repair missions your next update?My base is Heligoland and mission is photographing at Perth!(Australian Coast).Ending patrol is not possible after 96hrs recon period.Alias campaign cannot continue!


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Old 12-19-20, 09:35 AM   #778
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Default Empty seas

HI!
Baltic Sea Operation is strange because there are not any ships,except German battle cruiser at Danzig bay.Whole Baltic Sea is totally empty at September 1939.Around Britain Isle there are many ships.They are just fine.


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Old 12-19-20, 09:39 AM   #779
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Default Type II

I decreased crew to 25 men for Type II.It is realistic and i have not problems
with that.


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Old 12-19-20, 10:42 AM   #780
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Quote:
Originally Posted by Paroni View Post
Hi Fifi!


Can you repair missions your next update?My base is Heligoland and mission is photographing at Perth!(Australian Coast).Ending patrol is not possible after 96hrs recon period.Alias campaign cannot continue!


Regards Paroni
ahoy paroni!

yes, this is an unintended feature of SH4 that arises from time to time. we have attempted to fix it but the fix causes other problems.
i'll take another look at it.

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