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Old 05-18-07, 10:11 AM   #61
Wilcke
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Rubini,

Thanks, and have great a weekend!!!

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Old 05-18-07, 04:10 PM   #62
bert8for3
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@Rubini. Tks from here too. You've put a lot of work into this.
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Old 05-18-07, 05:23 PM   #63
Kpt. Lehmann
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Kpt. Lehmann
Many thanks Kaptain!
Any time sir. Great work on the player crew refinements.
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Old 05-20-07, 12:03 AM   #64
Redfox11
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Thank you for your efforts, Rubini!
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Old 05-20-07, 11:09 AM   #65
Paajtor
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Great news, Sir...thank you very much indeed!
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Old 05-21-07, 12:29 PM   #66
Woof1701
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Great. Thanks!
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Old 07-11-07, 04:37 AM   #67
Kaleun Cook
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Ah, I was still running the beta, just downloaded the final version.

After all the thanks to the great Rubini I have one "but": the game seems very easy now in clear weather (well at least in the beginning of the war when the vessels really have to see the boat to detect it). Even in the brightest daylight with a totally calm sea destroyers don't see the boat over far distances. Just reading Buchheim again and in his story the men fear the enemy's sharp lookouts in the masts - no need to do so in the game.

Therefore, I have a question: do the enemy sailors stay alert on 16 kilometers or further as well and just don't see the boat because of the circumstances or is their visual range in general limited and smaller than that of the boat?
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Old 07-11-07, 09:06 AM   #68
Dimitrius07
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Thanks for your work Rubini

Now the question - will thise improve version going to be includet with the GWX patch?
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Old 07-12-07, 08:56 AM   #69
Rubini
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Hi mates,

Sorry the delay to reply, I only visit subsim 2 or 3 times per week now...

Quote:
Kaleum Cook wrote:
Ah, I was still running the beta, just downloaded the final version.

After all the thanks to the great Rubini I have one "but": the game seems very easy now in clear weather (well at least in the beginning of the war when the vessels really have to see the boat to detect it). Even in the brightest daylight with a totally calm sea destroyers don't see the boat over far distances. Just reading Buchheim again and in his story the men fear the enemy's sharp lookouts in the masts - no need to do so in the game.

Therefore, I have a question: do the enemy sailors stay alert on 16 kilometers or further as well and just don't see the boat because of the circumstances or is their visual range in general limited and smaller than that of the boat?
In the "Stay Alert 16km" version I don't changed anything on the GWX AI. So, the enemy behaviour should be the same, including visual detection. in the opposite side, in the "Stay Alert 8km" i reduced a bit the enemy max range to visual detection purposes because the player (and the player crew) only can detect at 9km max. I guess that this is the best balance for both atmosphere mods (16km and 8km).
Try to save a position (or make a single test mission - calm and clear day) and run it with and without the Stay Alert 16km mod and see how and when the enemy will detect you. I expect the same behaviour here. Obviously do this in early war to avoid instrumental detection. The unique diference that you could see with the mod is that your crew probably will detect the enemy first now (the smoke on the horizon!).

Dimitrius07,
I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.
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Old 07-14-07, 04:14 AM   #70
Alex
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Quote:
Originally Posted by Rubini
I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.
Can any GWX team member can confirm it ?
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Old 07-14-07, 06:27 AM   #71
Jimbuna
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Quote:
Sorry the delay to reply, I only visit subsim 2 or 3 times per week now...
Sorry to hear that Rubini....hope your visits become more frequent before too long
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Old 07-15-07, 01:06 AM   #72
Zero Niner
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How do I put in Jungman's AI_Sensors.dat, where does it go?
The sensors.dat file under library is 1,109 kb whilst the first file is only 17 kb.
And what do I rename it to?
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Old 07-15-07, 09:41 AM   #73
Kpt. Lehmann
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Quote:
Originally Posted by Alex
Quote:
Originally Posted by Rubini
I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.
Can any GWX team member can confirm it ?
An adaptation of Rubini's stay alert visual and hydrophone mods will very likely be included.
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Old 07-15-07, 10:44 AM   #74
Dimitrius07
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ok Rubini thanks for our reply

Quote:
An adaptation of Rubini's stay alert visual and hydrophone mods will very likely be included.
Thats good news, i`am not yet played with the mod - because i` am in the middle of patrol (havy enemy air craft trafic) but as soon as i return to la Spezia i will
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Old 07-15-07, 11:10 AM   #75
Alex
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by Alex
Quote:
Originally Posted by Rubini
I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.
Can any GWX team member can confirm it ?
An adaptation of Rubini's stay alert visual and hydrophone mods will very likely be included.
Very nice, Kpt. !
I love this mod by Rubini

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