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Old 08-25-10, 12:17 PM   #661
BowfinSS287
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QUOTE : "That's something we'll need dev input on."

i wouldn't want to hold my breath on that

i would be glad to help you test different values of damage
if you could point out the file and value that needs changing
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Old 08-25-10, 12:24 PM   #662
reaper7
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Can the commanders order be changed or assigned a new order while dead in the water, so that the siblings follow the new orders assigned to the commander
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Old 08-25-10, 12:36 PM   #663
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Originally Posted by reaper7 View Post
Can the commanders order be changed or assigned a new order while dead in the water, so that the siblings follow the new orders assigned to the commander
Hmm....well I can check to see if it's speed is 0 (or some other speed) and if so I can set a new tactic. But there's the dilemma....what tactic? Or to be more specific some tactic that doesn't tell them to follow waypoints. And then what to do with merchants? There really are no tactics for them except follow waypoints and evade (but with the evade tactic once they are outside the 'safe zone' they go back to following waypoints)
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Old 08-25-10, 12:41 PM   #664
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Originally Posted by TheDarkWraith View Post
Hmm....well I can check to see if it's speed is 0 (or some other speed) and if so I can set a new tactic. But there's the dilemma....what tactic? Or to be more specific some tactic that doesn't tell them to follow waypoints. And then what to do with merchants? There really are no tactics for them except follow waypoints and evade (but with the evade tactic once they are outside the 'safe zone' they go back to following waypoints)
Okay, for understanding: the problem is that when the commander is being shot (so he has to stop), his wingmen do the same and therefore are sitting ducks in the water (unwanted).

So is there no option to set the waypoint to an estimated players position and start hunting for some hours, then return to waypoints?

And for the merchants maybe just set a waypoint about 20NM away and then resume course?

Or am i missing something here?
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Old 08-25-10, 12:54 PM   #665
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Originally Posted by KarlKoch View Post
Okay, for understanding: the problem is that when the commander is being shot (so he has to stop), his wingmen do the same and therefore are sitting ducks in the water (unwanted).

So is there no option to set the waypoint to an estimated players position and start hunting for some hours, then return to waypoints?

And for the merchants maybe just set a waypoint about 20NM away and then resume course?

Or am i missing something here?
great suggestion and was what I was looking into it. I can make them do anything I want - but am looking for the right way to do it.
It appears that I need to make a new tactic for this scenario. But we need to define when this new tactic kicks in:
- speed of the commander
- commander's damage level (possibly)
- ??
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Old 08-25-10, 12:58 PM   #666
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great suggestion and was what I was looking into it. I can make them do anything I want - but am looking for the right way to do it.
It appears that I need to make a new tactic for this scenario. But we need to define when this new tactic kicks in:
- speed of the commander
- commander's damage level (possibly)
- ??
- new commander set

i assume, the commander is usually one of the more "valuable" ships. i.e. huge merchants or bigger warships. That way, when attacking the commander, the escorts will become a bit angry and try to hunt you down a little harder then usual, because of revenge for the military equipment lost. One single small freighter was not as important as a bigger warship, for example and hunting the responsible sub was not a priority, it was enough to keep it underwater long enough to not close back in again.

e: nevermind, it is actually all about when a new commander has to be picked. :/
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Old 08-25-10, 04:44 PM   #667
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Quote:
Originally Posted by KarlKoch View Post
- new commander set

i assume, the commander is usually one of the more "valuable" ships. i.e. huge merchants or bigger warships. That way, when attacking the commander, the escorts will become a bit angry and try to hunt you down a little harder then usual, because of revenge for the military equipment lost. One single small freighter was not as important as a bigger warship, for example and hunting the responsible sub was not a priority, it was enough to keep it underwater long enough to not close back in again.

e: nevermind, it is actually all about when a new commander has to be picked. :/
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Old 08-25-10, 04:59 PM   #668
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Since i have no time to look for it myself actually:

Does the problem arise when the convoy commodore is killed or the convoy commander?
I assume the convoy commander. Then it would be logical to send destroyers from lower left (close range) and upper left corner (the one far out) to investigate, while all others should continue their duty. Maybe let all destroyers sweep for the sub in early years and later on only the 2 mentioned above. But i have no idea if this can be set via date.
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Old 08-29-10, 10:06 PM   #669
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Addendum #1 for v0.0.22. Unzip straight to MODS folder: http://www.filefront.com/17247130/IR...Addendum-1.7z/

This addendum removes your crew's ability to spot aircraft at depth:
- the aircraft symbol will not appear on the TAI map anymore when at depth even if you, the captain, have it spotted and in your crosshairs (this is very realistic!). If you are surfaced, or you surface from being submerged, then once your crew spots the aircraft the aircraft symbol will appear on the TAI map. If you re-submerge then it will fade away to nothing again.
- crew will not detect aircraft once you submerge (good thing!)
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Old 08-30-10, 02:35 AM   #670
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Thank you TheDarkWraith
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Old 08-30-10, 04:45 AM   #671
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Quote:
Originally Posted by TheDarkWraith View Post
Addendum #1 for v0.0.22. Unzip straight to MODS folder: http://www.filefront.com/17247130/IR...Addendum-1.7z/

This addendum removes your crew's ability to spot aircraft at depth:
- the aircraft symbol will not appear on the TAI map anymore when at depth even if you, the captain, have it spotted and in your crosshairs (this is very realistic!). If you are surfaced, or you surface from being submerged, then once your crew spots the aircraft the aircraft symbol will appear on the TAI map. If you re-submerge then it will fade away to nothing again.
- crew will not detect aircraft once you submerge (good thing!)
Hi TDW,

say would it be possible to remove that for all vessels while on pd?
I mean its very anoying, if iam on pd, rise my scope but not looking through it, and the WO is reporting visuals by standing next to the hydrophone guy.

Maybe also a new key command to gag him also if he is on the bridge, only being able to report planes, ...useable while leaveing or entering friendly habors.
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Old 08-30-10, 06:35 AM   #672
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Quote:
Originally Posted by Stormfly View Post
Hi TDW,

say would it be possible to remove that for all vessels while on pd?
I mean its very anoying, if iam on pd, rise my scope but not looking through it, and the WO is reporting visuals by standing next to the hydrophone guy.

Maybe also a new key command to gag him also if he is on the bridge, only being able to report planes, ...useable while leaveing or entering friendly habors.
That only happens when you use the "total reveal" ability i believe.
It's the reason why i don't use that ability.
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Old 08-30-10, 06:39 AM   #673
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Quote:
Originally Posted by Ragtag View Post
That only happens when you use the "total reveal" ability i believe.
It's the reason why i don't use that ability.
ohh, i never used that ability, also its already gone using a crew ability mod, those anoying reports are still active for me.
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Old 08-30-10, 08:09 AM   #674
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Quote:
Originally Posted by Stormfly View Post
say would it be possible to remove that for all vessels while on pd? I mean its very anoying, if iam on pd, rise my scope but not looking through it, and the WO is reporting visuals by standing next to the hydrophone guy.

Maybe also a new key command to gag him also if he is on the bridge, only being able to report planes, ...useable while leaveing or entering friendly habors.
Yes I can make that happen for all units while @ depth Actually that's a very good idea as it is very unrealistic for the WA to be calling out visuals when he can't see diddly squat.

I can't tie any of this to a key command because I'm modifying a sensor to make it work. I can though make it so that your crew only reports aircraft they spot and nothing else while surfaced. Is that what you're looking for? If I make it so that they only report aircraft contacts then no visual symbols will appear on the maps except for aircraft.

I'll make another addendum with the removal of the WA to report surface visual contacts at depth. Give me a little bit here to make and test.

EDIT:

One problem with removing the WA ability to spot surface contacts while at depth: you can't lock onto ships or identify them or use follow target. Looking to see if there's a way to make it work

EDIT 2:

no workaround. Also noticed that the scopes don't rotate with the camera. This is a problem because if they don't rotate the sensor attached to them also doesn't rotate. I can't assign the sensor a very narrow beam because the scopes don't rotate. If I assign it a very narrow beam then it relies on the sub's heading for determing if a contact is detected or not.

Last edited by TheDarkWraith; 08-30-10 at 10:22 AM.
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Old 08-30-10, 05:08 PM   #675
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sometimes i gag him with a dirty trick...
(part of Stormys DBSM SH5)

there are two silent running commands atm...

1. The official SH5 silent running command using the Executive Officer command.

2. The old SH3/SH4 silent running command useable if you bind a key for it in commands.cfg

ive gaged all his stupid reports while he looks through his magic crystal ball, or throws old bones... by editing some of his report voices for silent running.

Thank good that the old inofficial silent running mode by key press (Nr.2) still allow use of higher speeds or engine telegraph settings after commanding it. Its a pity that this isnt working on surface

...i hoped you found a better, more relaistic way to gag him
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