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Old 09-13-2019, 03:28 PM   #1
derstosstrupp
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Default Wolfpack BdU Variant Mod

BIG NEWS! Perhaps you’ve seen the “sneak peek” thread introducing our campaign. Well, our esteemed member Elphaba (Zoe) has been able to mod the game for purposes of our campaign! I was merely technical advisor.

Send me a PM if interested in joining. We are yet to go live on Subsim but are active on Discord.

Here are the features:

Wolfpack BdU Variant Mod 1.0 by Captain Zoe E
Summers and Stosstrup (M. Hamacher)

1. Reload times are now between 20 - 30min PER TUBE, sequentially.

2. Salvo shot launch times are now set to the
historical figure of 2.3 secs between each
shot.

3. Torpedoes can now be Duds, with historical
figures for the correct month / year.

4. Torpedoes can now prematurely detonate, and it will be detectable by the AI for the
correct month / year.

5. Torpedoes have a historically accurate
chance of losing guidance after arming.

6. The TDC will not allow a torpedo to be
fired if any of the main ballast vents are
open.

7. Upon firing a torpedo, a positive buoyancy
will be effected.

8. Torpedo Ranges are now historically
accurate and will change for the correct month
/ year.

9. TDC correctly recognises Torpedo max range
based on date.

10. Climb down from bridge onto player
controlled ladder animation is significantly
faster; this not only prevents people blocking
the ladder but is further useful for getting
down your test dive times.

11. The UZO now has a compass rose for
relative bearings (at the top) and the guide
wires illuminate with the night switch (Note:
do not rely on the gradicles for
measurements).

12. Holding Q shows the mod details and
version number.

13. Attack periscope no longer has stabilisation.

14. Observation periscope no longer has stabilisation.

With this mods enabled, it is **strongly**
recommended no boat shall sail with less than
3 crew. However, 4 (or more) crew are
**strongly** advised.

This is the first version of the Wolfpack BdU
Campaign variant of Wolfpack.

Further mods, tweaks and even bug fixes are
being developed in parallel to the campaign
and a new mod will be pushed to all boats as
it becomes available.
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Old 09-16-2019, 01:08 PM   #2
Pisces
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The 'crew minimum of 3', is that a technical limitation/requirement for the game-mod to work (well)? (as in crash) Or an 'experience advisory'? Like you won't get as much out of it.
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Old 09-16-2019, 01:40 PM   #3
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Quote:
Originally Posted by Pisces View Post
The 'crew minimum of 3', is that a technical limitation/requirement for the game-mod to work (well)? (as in crash) Or an 'experience advisory'? Like you won't get as much out of it.
More the latter - specifically to be able to arrest the climb due to positive buoyancy when firing - it’s a challenge we are finding!
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Old 09-16-2019, 02:13 PM   #4
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"Torpedo loosing guidance": As in circle runners? Or just bad aims. Oh wait, don't tell or it will ruin the surprise.
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Old 09-16-2019, 02:21 PM   #5
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Quote:
Originally Posted by Pisces View Post
The 'crew minimum of 3', is that a technical limitation/requirement for the game-mod to work (well)? (as in crash) Or an 'experience advisory'? Like you won't get as much out of it.
Quote:
Originally Posted by Pisces View Post
"Torpedo loosing guidance": As in circle runners? Or just bad aims. Oh wait, don't tell or it will ruin the surprise.
I might have to stay silent on that.....
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Old 09-16-2019, 02:26 PM   #6
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Anyway, nice work. Cudoes to you and Zoe for making the code tweaks.
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Old 09-16-2019, 02:36 PM   #7
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Thanks Pisces! It’s truly Zoe’s masterpiece - I just provided input and values! Hope you run with us to try it soon!
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