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Old 04-13-14, 10:33 AM   #706
Sjizzle
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Originally Posted by vdr1981 View Post
New version updated! More challenging and fully compatible with mentioned mods.
heya m8
wich IRAI_0_0_42 ? cos the latest version is 0_0_41

http://www.subsim.com/radioroom/show...91&postcount=1
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Old 04-13-14, 12:35 PM   #707
vdr1981
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Originally Posted by Sjizzle View Post
heya m8
wich IRAI_0_0_42 ? cos the latest version is 0_0_41

http://www.subsim.com/radioroom/show...91&postcount=1
sryyyy

Edit:
Fixed now...
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Old 04-15-14, 03:36 AM   #708
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so cool u updated the mod!

Last patrol i went home with blown away tower all scopes lost.

It hit me just at the dive sequence (was too nasty try sending a contact report and resurfaced) and for an hour of realtime i did not know if i would make it.

I managed to hold the hidden and heavy flooding sub at 20 meters where my men kept fighting against the flooding,
ahead flank and deploying decoys.
Only the magic skill of Josef using his old sailboat tricks managed us to survive, the flooding was so heavy.

After the flodding stopped i went deep and ordered repairs.
The DD was noob (except for his gunners) and left somehow after some dc drops not of our business.

When i finally went up again it was late in the night i set course home, my sub was mission kill. (We met a single lone merchant later...)

This was with V5.5.
Just saw yesterday after the update there are no emty slots more in the damage screen. looking forward to make the next patrol with 5.6 and spot the little differences. Hope the balance is still right and such events as discribed are still possible.

This is one of my "lonely island" mods!
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Old 04-15-14, 06:29 AM   #709
vdr1981
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Originally Posted by Gammel View Post
so cool u updated the mod!

Last patrol i went home with blown away tower all scopes lost.

It hit me just at the dive sequence (was too nasty try sending a contact report and resurfaced) and for an hour of realtime i did not know if i would make it.

I managed to hold the hidden and heavy flooding sub at 20 meters where my men kept fighting against the flooding,
ahead flank and deploying decoys.
Only the magic skill of Josef using his old sailboat tricks managed us to survive, the flooding was so heavy.

After the flodding stopped i went deep and ordered repairs.
The DD was noob (except for his gunners) and left somehow after some dc drops not of our business.

When i finally went up again it was late in the night i set course home, my sub was mission kill. (We met a single lone merchant later...)

This was with V5.5.
Just saw yesterday after the update there are no emty slots more in the damage screen. looking forward to make the next patrol with 5.6 and spot the little differences. Hope the balance is still right and such events as discribed are still possible.

This is one of my "lonely island" mods!
I'm glad you like it. Basicaly v5.6 is just fine tuned v5.5 +added compatibility with some mods, so no balance is lost.
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Old 04-15-14, 08:34 AM   #710
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Nice work here
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Old 04-15-14, 01:31 PM   #711
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Nice work here
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Old 04-15-14, 04:27 PM   #712
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I enabled the ''Enable game messages to be displayed in game'' with the TDW_GenericPatcher_v_1_0_162_0 . I get this error message on campaign restart but don't know if it is relevant .
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Old 04-15-14, 04:41 PM   #713
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I enabled the ''Enable game messages to be displayed in game'' with the TDW_GenericPatcher_v_1_0_162_0 . I get this error message on campaign restart but don't know if it is relevant .
Yes, there is no technical description in that slot but I've thought that shouldn't pose a problem...Are you able to continue the campaign after you click "OK"?
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Old 04-15-14, 04:43 PM   #714
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Yes, there is no technical description in that slot but I've thought that shouldn't pose a problem...Are you able to continue the campaign after you click "OK"?
Yes
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Old 04-15-14, 04:49 PM   #715
vdr1981
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Hehe, NP Sober.
I'm going to fix that anyway...
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Old 05-07-14, 01:35 PM   #716
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v5.7 Modifications:
- Added damage for bow and stern torpedo tubes and simulated damage for TDC. When TDC is destroyed completely, this will prevent player to use torpedoes until next visit to the home port.
- Revised flotability values for individual compartments. Compartment flotabilty values and flooding times will simulate two pressure tight bulkheads (between radio/command room and between command room/aft.quarters ) and 3 water tight bulkheads (bow torp/radio room, aft.quarters/eng,room and eng.room/elec.eng.room). This means that once engine room water tight bulkheads are destroyed (aka Engine Room Compartment ), two neighboring compartments are also going to be filled with water, gradually.
- Revised HP values for the equipment.
- Modified values for depth charges.
Enable it next time when you starting new carrier.

I've finally figured out how to damage those torpedo tubes and make some use from TDC damage.
Don't forged to enable it next time when you decide to start new campaign...
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Old 05-07-14, 05:31 PM   #717
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I've finally figured out how to damage those torpedo tubes and make some use from TDC damage.
Don't forged to enable it next time when you decide to start new campaign...
Awesome work
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Old 05-08-14, 12:58 AM   #718
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Hiya's,

Just as i leave a trail of destruction behind in danzig bay and head home to kiel to await orders

Along comes an unexpected upgrade, is it a new secret weapon !! maybe a larger deck gun or some new fangled torp !!

Alas it's the mighty vdr, faster than a speeding fly squatter squishing a bug hehe

I will report back to memel (for a change lmao)

Nice work vdr (loving the real u-boat performance too)
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Old 05-08-14, 08:31 AM   #719
vdr1981
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Tnx guys! I really appreciate your support.
I'm sorry because of constant campaign restarts but unfortunately, that's the way it is...
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Old 05-08-14, 01:07 PM   #720
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It don't bother me at all

I was just kidding

I get told i've got the patience of a saint (may have patience but deffo no saint lol)

Nice to see mods actually being updated really
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