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Old 06-09-14, 06:22 AM   #2251
Defiance
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Heya Peter,

Disclaimer :::::::: Defiance, i repeat Defiance, is in no way responsible for any modding addictions ............................


That's what happens when you start messing with mods hehe

A vast majority of mods can be enabled anytime (not on the fly though, hmm not tried)

Less need to be on bunker saves

Even less luckily need a career start, menu edits as far as i know are almost a certainty for new career start

Obvious tip while modding on the fly during a career, forget real nav, you'd soon lose the will to play i think, well i would

I've got patience for most things, like most there are times i can't see the woods for the trees

Slapped some new mods in, gonna see if any keepers

I can see a chink of light at the end of the tunnel err wait up, that's a new graphics mod aint it, sure looks like a chink, nope it's a nice fx mod, nope it's light, noooooooooooooope, it's a a a ohh well mod soup incoming ingredients
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Old 06-10-14, 09:38 AM   #2252
7Infanterie19
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Originally Posted by Defiance View Post
I have nightmares of baltic missions, like groundhog day for me hehe
lol .. but you love it. I'm going to ask Trevally to make an OHII version that only plays out solely in that area just for you.

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Ohh one thing that creases me up, when i'm in the interior of sub, kaiser gets so protective he likes to bark deeply at the officers lmao

If only i had a vidcorder
Maybe he was a uboot kaleun reincarnated.

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Heya Peter,

Disclaimer :::::::: Defiance, i repeat Defiance, is in no way responsible for any modding addictions ............................
Too late now .. hehehe

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Originally Posted by Defiance View Post
Even less luckily need a career start, menu edits as far as i know are almost a certainty for new career start
If you add or remove something, definitely. For text changes, I think it's ok.

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Originally Posted by Defiance View Post
... forget real nav, you'd soon lose the will to play i think, well i would

I've got patience for most things, like most there are times i can't see the woods for the trees
I do want to try real nav one day, but for that reason you pointed out, I have balked.


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... have had to do the Kiel Canal Outbound again (yawn).

Peter
I hear ya! But it has to be done .. if only there was a teleport to the Nord Meer!
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Old 06-10-14, 10:03 AM   #2253
7Infanterie19
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Default Follow up to post 2232 - Adjusted init.aix

As a follow up to my post http://www.subsim.com/radioroom/show...postcount=2232, I adjusted my init.aix settings to match sober's as per his thread http://www.subsim.com/radioroom/show...postcount=3603. I did it because I had the thought in mind about attacking convoys on the surface as per what I read in Iron Coffins and wanted to try that out when the time came, and I also figured maybe it would reduce the airplane madness.

I did the Scapa Flow mission and found that nobody moved after my torpedos hit. Not a one. With two flaming capital ships, every escort just sat there. No search lights. No engine start ups. Nothing. Not even a "hey, did you hear something?" i was so excited about finally getting to do this mission, but it turned out to be anti-climatic. I don't know if it was because I used the reduced settings or that's just the way it was that day that I went in. In all fairness, I should go back to the original init.aix settings and try it again, although I don't think I will.

On the bright side, airplanes didn't immediately hone in on me later on in the ECW area. They would eventually catch sight of me, then fly in or circle, but I had a bit of time to dive at least. No bombs were dropped in any of those encounters that I know of. They were definitely more active than I can remember in previous versions, and this is good, but I did feel that I had more time to make decisions, dive and evade. Frankly, I can't understand why these adjusted init settings affected airplanes, because those two sections are related to merchants and non-merchants. Perhaps planes fall into the category of non-merchants, I don't know . Either way, I prefer it like this.

So for now, I'm thinking maybe of keeping these settings, then in 1941 or 1942, switch back to the higher settings to simulate the stepped up Allied defences for that time period, so that Happy Times can be Happy Times like it was in previous mod versions. I made an "init.aix adjustment mod", so it will be easy to revert to the old settings by disabling that later.

If anyone has any thoughts on all this, please feel free to pipe in.

Cheers!
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Old 06-10-14, 11:06 AM   #2254
Defiance
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Hiya,

Hehe

I'll have a squint through those settings and maybe get to try them out

TTFN
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Old 06-10-14, 01:25 PM   #2255
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Hi 7Infanterie19

Check and make sure that you have the 2 patches enabled in the GFP.

'Units have to use radio to contact other units in regards to contacts.'

Peter
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Old 06-11-14, 05:02 PM   #2256
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Hi Peter,

I actually don't have those patches enabled. The reason being that I wasn't sure what TDW meant in his "Units_must_use_radio" readme when he says:

"In order for this patch to work correctly you will need gap's Ship radio damage files (modified .zon files for the units that adds the radio room and antenna zones). A version of them has been included in each single mission mod specified below.
There are 2 single mission mods included:
- SM_Wounded_Unit_Radioing
- SM_Wounded_Unit_Radioing_Increased_Radio_Room_Size"

Does he mean we need to add the "Sea" folders from them to the game via JSGME, and if so, from which of the two, or add both with one overriding the other? IMHO, his statement is just too ambiguous for me and should be a bit clearer in direction.

How has this patch benefited you in game? Does it affect planes as well or just ships?

What was it that I wrote earlier that prompted your suggestion for me to enable these patches, just so I know?

Cheers ..
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Old 06-11-14, 05:59 PM   #2257
Defiance
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Go into generic patcher

Can't rem offhand, but enable everywhere it says about the radio units blah blah blah

Those are the patches peter means

The other patches were for testing in SM (single missions) to check em

Irai comes to life more with those

Well should do, sometimes ships come in from all bearings lol

hope that helps
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Old 06-11-14, 06:21 PM   #2258
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So we don't have to add those zon files like TDW mentioned?
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Old 06-11-14, 06:22 PM   #2259
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Hi 7infanterie19

Those 2 patches tell other ships in the vicinity that there is an attack taking place and they will respond.

Without the patches they will not take any action against you.

Hence the ship under attack radios for help and sends for the cavalry.

Peter
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Old 06-11-14, 06:48 PM   #2260
Defiance
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I have zon/s enabled in patcher

Running fx update so can have them enabled in patcher

But so far no need for ship zon files patch (mod in case you ctd when attacking ai ships or near them or somert)

Again, hope that helps
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Old 06-11-14, 09:24 PM   #2261
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Quote:
Originally Posted by 7Infanterie19 View Post
So we don't have to add those zon files like TDW mentioned?
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files are included.
http://www.subsim.com/radioroom/showthread.php?t=174511

Patch note:
v0.0.22.....
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
....
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Old 06-12-14, 01:22 AM   #2262
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Quote:
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The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files.
That's correct
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Old 06-12-14, 09:57 AM   #2263
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Intelligent Random AI (IRAI) is amazing! I was hunting down a minelayer and a destroyer near Danzing as part of the Open Horizons II first campaign. I was able to catch the destroyer by surprise and sunk it. The minelayer took evasive action and maneuvered for a bit. I was surprised when the minelayer came to a full stop.

I wait a few minutes, but the minelayer just stays still. I found it weird that it would just sit there...
Not weird at all: the minelayer was obviously rescueing the survivors from the sunk destroyer while keeping an eye on you
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Old 06-13-14, 06:43 PM   #2264
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Hi 7infanterie19

Those 2 patches tell other ships in the vicinity that there is an attack taking place and they will respond.

Without the patches they will not take any action against you.

Hence the ship under attack radios for help and sends for the cavalry.

Peter
Wait a minute ... so we WANT them to call in the cavalry? That means these patches help them, not us.


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Originally Posted by Defiance View Post
Irai comes to life more with those

Well should do, sometimes ships come in from all bearings lol

hope that helps
So it comes to life for the AI and possible death for me.

Man, you guys are killin' me here! .. lol .. have I not paid my dues troubleshooting all those CTDs that I deserve to at least sail around and shoot some ducks in a barrel once in a while?


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Originally Posted by Defiance View Post
I have zon/s enabled in patcher

Running fx update so can have them enabled in patcher

But so far no need for ship zon files patch (mod in case you ctd when attacking ai ships or near them or somert)

Again, hope that helps

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Originally Posted by Katze View Post
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files are included.
http://www.subsim.com/radioroom/showthread.php?t=174511

Patch note:
v0.0.22.....
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
....

(sigh) That info should also be in the "Units_must_use_radio" readme.


For now, I'm not sure if I'm going to apply this patch if it helps AI rather than me, but thanks to all of you for clarifying everything and for letting me know. Much appreciated as always!
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Old 06-13-14, 06:50 PM   #2265
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Quote:
Originally Posted by 7Infanterie19 View Post
{snip}
For now, I'm not sure if I'm going to apply this patch if it helps AI rather than me, but thanks to all of you for clarifying everything and for letting me know. Much appreciated as always!
I think you're confused. The patches give us the ability to destroy (and thus silence) the AI radio so it can not be used to call for help.


In order for a unit to call for help it must have a working radio.
In order for a unit to receive a distress call it must have a working radio.
Normally the AI can always call for help.
The patches give us the ability to destroy the radio room and/or masts to prevent radio transmission and receipt.

I hope that clears things up!
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