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Old 08-22-10, 02:43 PM   #601
Schultzy
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Thanks and good work on the continued bug-squashing, looking forward to v0.21.

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Still have to make tactics for escortless convoys.
Right then, I'd better load up my latest save and finish off that convoy near the Norfolk coast before you give them a brain and I see my tonnage disappear.
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Old 08-22-10, 02:54 PM   #602
Krauter
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I gotta say, this Mod increased the pucker factor of my patrols by at least 7

Currently entering the Celtic Sea from the direction of Brest. Had a few Sunderlands fly overhead doing reconnaissance (they didnt attack) and now, two hours after they've passed overhead I have a HK group of on Destroyer (Iroquois?) and three Frigates/Corvettes trailing along. They've just passed 90 degrees to starboard and are awfully close.

Goddam if Bernard decides to cut one of his smelly loud ones loose.. they're so close now it seems like they know exactly where I am..

Phew, just passed to my stern, gonna wait here at 100 Meters and wait another hour to see if they come back this way..

Congratulations TDW! You've given me my first heard pounding due to escorts appearing

Cheers,

Krauter
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Old 08-22-10, 02:59 PM   #603
Brumete
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activate mods in Silent hunter 5

The activated mod cause serious error in the game, ejm: compression of time if you activate the game is broken and returns to windows. It has been proven by my using the game with mods enabled and without mods.
It has nothing to do with this mod TDW, but somehow activating a mod in the game causing this critical error when activating compression of time. Thanks to all
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Old 08-22-10, 03:00 PM   #604
Petr
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If I may ask you TheDarkWraith, it would be nice, if you manage to solve the hydrophone on surface problem, because my sonarman still reports contacts on surface and I have to use another mod, which rewrites your file.
And the other one: Still discussed maintaining depth. I would like to have boat behaving more similar to SH3/4, if it is possible. But maybe this is not a problem of this mod.
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Old 08-22-10, 03:14 PM   #605
TheDarkWraith
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Originally Posted by Petr View Post
If I may ask you TheDarkWraith, it would be nice, if you manage to solve the hydrophone on surface problem, because my sonarman still reports contacts on surface and I have to use another mod, which rewrites your file.
And the other one: Still discussed maintaining depth. I would like to have boat behaving more similar to SH3/4, if it is possible. But maybe this is not a problem of this mod.
thanks for reminding me about the no hydrophone on surface version for IRAI...I almost forgot
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Old 08-22-10, 03:41 PM   #606
The General
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Quote:
Originally Posted by Brumete View Post
The activated mod cause serious error in the game, ejm: compression of time if you activate the game is broken and returns to windows. It has been proven by my using the game with mods enabled and without mods.
It has nothing to do with this mod TDW, but somehow activating a mod in the game causing this critical error when activating compression of time. Thanks to all
Huh?
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Old 08-22-10, 03:47 PM   #607
Krauter
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Just means his game is either unstable or a crack
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Old 08-22-10, 03:48 PM   #608
TheDarkWraith
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Originally Posted by Schultzy View Post
Right then, I'd better load up my latest save and finish off that convoy near the Norfolk coast before you give them a brain and I see my tonnage disappear.
too late....they now have a brain and use it. Any contact the merchant convoy leader notices (air, surface, sub) it starts changing speed and depending how close the contact is changing course also. It keeps repeating this over and over at different random periods of time. The rest of the convoy follows the leader.
If the merchant convoy has escorts (but the group is being led by a merchant) then that merchant leader will assign the escorts duties to go hunt the contact. Any battleships or carriers with the merchant group are told to stay with the group.
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Old 08-22-10, 04:02 PM   #609
KarlKoch
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Quote:
Originally Posted by TheDarkWraith View Post
Any contact the merchant convoy leader notices (air, surface, sub)
Does that imply that the convoy also begins evasive maneuvers if an escort ship will notice a contact? How about some random (non-leader) ship noticing en enemy?

And one thing that might be interesting: how about letting the convoy scatter when one of the following is true:
- no more escorts around and an enemy is in range or was in range in the last 20 minutes
- escorts around but at least three torpedos struck at least 2 convoy members
- multiple enemy contacts are (known to be) in the vicinity

I have no idea if anything of the above is doable, but it might be interesting (at least at a later stage of the mod).
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Old 08-22-10, 04:10 PM   #610
Brumete
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Quote:
Originally Posted by Krauter View Post
Just means his game is either unstable or a crack
The perfect game without mods ok with mods enabled and compression of time turning the game is unstable.
My system is Windows 7 all updated drivers.
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Old 08-22-10, 04:10 PM   #611
TheDarkWraith
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Originally Posted by KarlKoch View Post
Does that imply that the convoy also begins evasive maneuvers if an escort ship will notice a contact? How about some random (non-leader) ship noticing en enemy?
it should. If one of the convoy's escorts or merchant spots a contact and the leader hasn't then because of the way the game does things any units within so much time of the ship that spotted the contact will be alerted of it.
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Old 08-22-10, 04:22 PM   #612
The General
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Quote:
Originally Posted by TheDarkWraith View Post
too late....they now have a brain and use it. Any contact the merchant convoy leader notices (air, surface, sub) it starts changing speed and depending how close the contact is changing course also. It keeps repeating this over and over at different random periods of time. The rest of the convoy follows the leader.
If the merchant convoy has escorts (but the group is being led by a merchant) then that merchant leader will assign the escorts duties to go hunt the contact. Any battleships or carriers with the merchant group are told to stay with the group.
Sounds beautiul!
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Old 08-22-10, 07:20 PM   #613
TheDarkWraith
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Wrote tactics for the AI ships against airplanes. Here is a shot from the Pedestal single mission. The taskforce is just unloading on the aircraft :
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Old 08-22-10, 07:31 PM   #614
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That pilot better hit his target the first time... I doubt he'll be coming back around for another pass.

Can't wait for the release.
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Old 08-22-10, 09:28 PM   #615
Capt Jack Harkness
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Quote:
Originally Posted by TheDarkWraith View Post
Wrote tactics for the AI ships against airplanes. Here is a shot from the Pedestal single mission. The taskforce is just unloading on the aircraft
Does this affect your own flak gunner's ability to shoot down planes?
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