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Old 05-04-20, 09:12 AM   #211
padi
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Hi,

we're happy about the massive interest regarding our mod and decided to grant the interested community access to our Discord, so you could get in touch with us easier and be informed sooner about new releases and upcoming features.
Also if you want to help us with remarks, suggestions, beta-testing, or in any other way that's also the prefered way to go since it is easier to get the information spread to all developers.

This is the link to the Discord, we hope to come in contact with you soon: https://discord.gg/8XAMaSs
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Old 05-05-20, 08:15 PM   #212
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a version for nygm could be great, im making a hybridation from nygm and russian gwx that is really interesting and adding this to the frankenstein would be interesting.
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Old 05-06-20, 08:58 AM   #213
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a version for nygm could be great, im making a hybridation from nygm and russian gwx that is really interesting and adding this to the frankenstein would be interesting.
I agree with you.

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Old 05-09-20, 09:52 AM   #214
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Hi Community,

here are some sneak peaks from the smoke floats in bad weather conditions.

Stay tuned for more news.







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Old 05-09-20, 10:28 AM   #215
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Wow ! Blocking vision too ?
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Old 05-09-20, 10:37 AM   #216
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Wow ! Blocking vision too ?
Yes, it does for the player and it will really complicate U-boat attacks.

Unfortunately we couldn't make smoke screens to affect AI visual sensors as well as player's vision though.

The smoke floats will be ignited directly on the decks of the ship classes which historically carried them or, as you can see from Padi's screenshots, they will be dropped as actual floating smoke-generating devices. As the real HC floats they will emit smoke for ca 20 minutes and they will sink after ca. 40 minutes from when they were dumped. Not all the ships of a given class will carry them, but only a few selected vessels based on ship loadout.
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Old 05-09-20, 10:47 AM   #217
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Yes, it does for the player and it will really complicate U-boat attacks.

Unfortunately we couldn't make smoke screens to affect AI visual sensors as well as player's vision though.

The smoke floats will be ignited directly on the decks of the ship classes which historically carried them or, as you can see from Padi's screenshots, they will be dropped as actual floating smoke-generating devices. As the real HC floats they will emit smoke for ca 20 minutes and they will sink after ca. 40 minutes from when they were dumped. Not all the ships of a given class will carry them, but only a few selected vessels based on ship loadout.

Outstanding ! Unfortunate about the AI sensors, but blocking player's is more the point I would think.
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Old 05-09-20, 11:07 AM   #218
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Outstanding ! Unfortunate about the AI sensors, but blocking player's is more the point I would think.
Yes, indeed!

Another little shortcoming is that we couldn't find a way for triggering the smoke effect as soon as a submerged submarine is detected. For now, the destroyers equipped with smoke canisters will only use them against ships, surfaced submarines and raised periscopes at a maximum range equal to the range of their visual sensor. We could also make them to start laying smoke during depth-charge runs, when they are about on top of the estimated U-boat position, but I am not sure that such a tactic would make any sense.
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Old 05-09-20, 12:05 PM   #219
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Yes, indeed!

Another little shortcoming is that we couldn't find a way for triggering the smoke effect as soon as a submerged submarine is detected. For now, the destroyers equipped with smoke canisters will only use them against ships, surfaced submarines and raised periscopes at a maximum range equal to the range of their visual sensor. We could also make them to start laying smoke during depth-charge runs, when they are about on top of the estimated U-boat position, but I am not sure that such a tactic would make any sense.

Even having them is great, anything else is a plus. I wouldn't consider no screen for a submerged sub a problem.
I know smoke was a common surface battle tactic. Any idea how often it was even used against subs ?
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Old 05-09-20, 12:31 PM   #220
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Even having them is great, anything else is a plus. I wouldn't consider no screen for a submerged sub a problem.
I know smoke was a common surface battle tactic. Any idea how often it was even used against subs ?
I have not any document close by hand - Padi probably can be more detailed on this respect - but yes, there are a few accounts of smoke screens being used for convoy protection against submarines, though their main employment was indeed in surface engagements and during amphibious operations. Their usage was quite common during both World Wars, but it gradually rarefied with the progress of radar technology in mid-to-late WWII.
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Old 05-09-20, 12:35 PM   #221
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I have not any document close by hand - Padi probably can be more detailed on this respect - but yes, there are a few accounts of smoke screens being used for convoy protection against submarines, though their main employment was indeed in surface engagements and during amphibious operations. Their usage was quite common during both World Wars, but it gradually rarefied with the progress of radar technology in mid-to-late WWII.
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Old 05-09-20, 01:17 PM   #222
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BTW, I think CCoM simulates smoke screens as well, though I don't know how accurately. From my side, I assure you that I, Padi and Kendras have watched tens of pictures and videos and read many documents describing naval smokes and their usage, and we have made any effort to reproduce them as realistically as possible within the game limits.
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Old 05-17-20, 07:51 PM   #223
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How to know if a model used in a megamod as nygm or gwx, is viable to use the equipment file in this mod?
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Old 05-24-20, 03:12 PM   #224
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How to know if a model used in a megamod as nygm or gwx, is viable to use the equipment file in this mod?
What do you mean?
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Old 05-24-20, 11:01 PM   #225
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What do you mean?
It's only need to check is the number of nodes in equipment is the same that in your files or what other thing should be checked?
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