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Old 12-27-17, 08:21 AM   #9496
Cyborg322
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Quote:
Originally Posted by vdr1981 View Post
Recently I saw few captains on some popular Youtube channels how they exploit relatively easy harbor raids and pumping their tonnage despite the fact that they can not hit a thing at open sea, even with low difficulty settings.
I didn't like that so I have decided to "spice things up" a bit...
Its the same mentality that occurs with things like Godmode in other games, Expoits Cheats, Hacks, Script Injectors, Trainers whatever its all the same thing.

What they cannot comprehend is they are actually spoiling the game for themselves often getting bored quickly reducing the lifespan of the game

So who's the loser ?
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Old 12-27-17, 09:01 AM   #9497
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Quote:
Originally Posted by Cyborg322 View Post
Its the same mentality that occurs with things like Godmode in other games, Expoilts Cheats, Hacks, Script Injectors, Trainers whatever its all the same thing.

What they cannot comprehend is they are actually spoiling the game for themselves often getting bored quickly reducing the lifespan of the game

So who's the loser ?
I couldn't agree more Cyborg...
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Old 12-27-17, 01:09 PM   #9498
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People are cheating everywhere, thats my main point why i dont play MP at the first place. My first exception was Escape From Tarkov which doesn't allow to exploit it simply because in Tarkov you are about to fight for your Life - Anything there except cheats is allowed, everybody is camping and im ok with that - Its huge fun with that included..

If anybody want to exploit single player simulation, i dont get why they even spend their time with that, but its their time. I play TWOS even without teleport function, i just walk around sub, dont use map anywhere else but map table etc... Thats how i like to play TWOS - immersive
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Old 12-28-17, 07:16 AM   #9499
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Quote:
v2.1.1
- Added water reflections for coastal artillery installations.
- Repositioned/adjusted coastal artillery 3D model bones.
- V-shaped coastal artillery platform replaced with smaller rounded one which should prevent occasional inoperative coastal guns and also fit better into the SH environment.
- Revised and re-positioned coastal artillery installations in order to cover exposed approaches of allied and axis harbors.
- Added destroyable radio room damage zones to coastal artillery installations.
- Revised/repositioned minefield locations. Added new dense minefields to the most likely attack directions near enemy harbors.
- Reduced spacing between individual mines in minefields from 300m to 120-130m which will significantly increase possibility of mine struck when operating in shallow waters near enemy harbors.
- Revised anti submarine nets locations. Still looking for solution for "nets sticking out of the water" issue.
- Improved units dusk/night time visual sensors (re-enable the snapshot via Generic Patcher to activate the change).
- Various "under the hull" campaign layers and other file fixes and improvements.
- Updated TWoS credits page. Special thanks to the latest TWoS supporters/donors: Peter "TheBerbster" Scott, Volker "Lasstmichdurch" Dannenberg, Vasiliy Horbachenko, Thomas "excel4004" Pentenrieder and Brian Imwold - Thank You very much Captains!
I'm afraid that would be it for this year Captains! Happy hunting and Happy New Year!




Download The Wolves of Steel v2.1.1_SH5 Expansion Pack_Full

Download The Wolves of Steel v2.0.0 to v2.1.1 Update
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Old 12-28-17, 10:33 AM   #9500
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Thanks Vecko

And a Happy New Year to you all

Michael
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Old 12-28-17, 11:14 AM   #9501
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only user teleport when ''i'' clip through something and the unstick key dose not work. +1 to anti-fish barrel patch.



EDIT: did I miss something seeing this on the patch site ( but nothing mentioned in above patch notes for 2.1.1 )

v2.1.1
- Disabled "Units_visual_sensor_available_light" patch.
*Disable all patches and restore snapshot again to activate changes (Generic Patcher).
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Last edited by fire-fox; 12-28-17 at 11:24 AM.
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Old 12-28-17, 11:53 AM   #9502
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Quote:
Originally Posted by fire-fox View Post

EDIT: did I miss something seeing this on the patch site ( but nothing mentioned in above patch notes for 2.1.1 )
It is mentioned...
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Old 12-28-17, 12:15 PM   #9503
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Improved units dusk/night time visual sensors (re-enable the snapshot via Generic Patcher to activate the change). line 9
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Old 12-28-17, 12:15 PM   #9504
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so it is, my bad did realise was for ''- Improved units dusk/night time visual sensors (re-enable the snapshot via Generic Patcher to activate the change)''
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Old 12-28-17, 01:32 PM   #9505
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Hello
thank you for the new update, even if I do not attack enemy ports. I'm afraid: D Are you planning to add more escort warships or have you finished with new ships? So if it goes without the collapse of the game, I think other escorted warships would revive the game. I am sorry for my English
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Old 12-28-17, 04:02 PM   #9506
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Hi. I am playing 2.1.0 mods, its september 1943, and somewhere in the middle atlantic attacking convoy. Evervthing its ok, except escorts skill when chasing me... I have prepare attack well...dived, runing silent mode, rarely rise periscope...Than launched 4 torps, when escorts started moving faster, i have dived to 200 m, run silent(with one propeller) or stop engines, did everything to minimize noise...but every time escorts hit me with dept charges(sooner or later)...it does not make sence...i mean they didnt see me, and perhaps didnt hear me... how they always find me? Is this normal for 1943 that escorts have that INSANE skill of killing subs? Its annoying because i cant survive succesfuly attacked merchants for expl... Any tutorial for this, if i making mistakes when run my sub? Tnx
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Old 12-28-17, 04:39 PM   #9507
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Quote:
Originally Posted by Muckenberg View Post
Hello
thank you for the new update, even if I do not attack enemy ports. I'm afraid: D Are you planning to add more escort warships or have you finished with new ships? So if it goes without the collapse of the game, I think other escorted warships would revive the game. I am sorry for my English
I may add few more escort types in following updates but don't ask me when exactly. Still having a headache from the last set of imported units...

Quote:
Originally Posted by Bojanpopovic View Post
Hi. I am playing 2.1.0 mods, its september 1943, and somewhere in the middle atlantic attacking convoy. Evervthing its ok, except escorts skill when chasing me... I have prepare attack well...dived, runing silent mode, rarely rise periscope...Than launched 4 torps, when escorts started moving faster, i have dived to 200 m, run silent(with one propeller) or stop engines, did everything to minimize noise...but every time escorts hit me with dept charges(sooner or later)...it does not make sence...i mean they didnt see me, and perhaps didnt hear me... how they always find me? Is this normal for 1943 that escorts have that INSANE skill of killing subs? Its annoying because i cant survive succesfuly attacked merchants for expl... Any tutorial for this, if i making mistakes when run my sub? Tnx
Did you try to launch salvos into the convoy from 3-4 km away?
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Old 12-28-17, 04:56 PM   #9508
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I did, if is that realistic, than im happy enough...Is there any dept which is most safe for NOT be heard?
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Old 12-28-17, 05:04 PM   #9509
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Quote:
Originally Posted by Bojanpopovic View Post
I did, if is that realistic, than im happy enough...Is there any dept which is most safe for NOT be heard?
In 1943? Hardly...
Anyway, even if you are not heard, escorts active sonar will probably track you down if close enough.
Yes, things were very "grim" for German submariners after mid 1943...

Last edited by vdr1981; 12-28-17 at 05:13 PM.
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Old 12-28-17, 05:15 PM   #9510
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Ok, thanks vdr!
I love the game when is realistic. Let it be as it was
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