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Old 07-23-13, 06:29 AM   #886
volodya61
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Originally Posted by gap View Post
Let's take stock of my many still open projects:
  • I am at a deadlock with B-25's usage of its guns (though I still have some tests in mind to possibly see what's going on with it);
  • I will better wait for Rongel and Trevally before keeping on my work on the new cargo models;
  • I had promised Trevally to import a proper model of the Polish/French Wicher-Bourrasque class destroyer, but I think she can wait;
  • new tree/rock/terrain zones for DynEnv can also wait, as it is not such an essential mod;
  • ditto for my rework of sober's smoke screens mod;
  • still no news by TDW on the radio damage patch.

Did I forget anything?
Okay time to finalize and release our U-boat guns mod at last
If you don't mind I want to join to these projects to the best of my ability.. and we were talking with you long ago about the ships reflection rework, if you remember..

PS: when.. if.. I get new memory sticks I will ready to start.. and of course work on my mod-pack or mod-soup.. or mod-soap
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Old 07-23-13, 06:41 AM   #887
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If you don't mind I want to join to these projects to the best of my ability..
If you can join? Had you just to ask about it? Of course you are very welcome to any of my projects. Better said, I rely on you for all of them

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and we were talking with you long ago about the ships reflection rework, if you remember..
Yes, this is also an important aspect. We will make those reflections lesser intrusive

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PS: when.. if.. I get new memory sticks I will ready to start.. and of course work on my mod-pack or mod-soup.. or mod-soap
On a side note, I have almost finished my work on the art of you mod-champoo. It only needs the final touches
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Old 07-23-13, 11:30 AM   #888
Mikemike47
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Okay, okay, message received
Let's take stock of my many still open projects: 1,2,3,4,5,6.............??
Okay time to finalize and release our U-boat guns mod at last
Go gap, go. We appreciate your hard work and dedication.
Thanks to the both of you, gap and volodya61.
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Old 07-23-13, 11:43 AM   #889
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@ gap and volodya when is ready this mod ?
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Old 07-23-13, 12:13 PM   #890
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@ gap and volodya when is ready this mod ?


If I remember correctly it was almost ready in late February/early March.. it needed a little testing at that time.. but sometimes we are too lazy .. I believe it will be released this Summer.. I'm sure ..

EDIT: but while this mod was lying on the shelf, we have done a lot of work.. I think that "New torpedo explosion" was a big step in understanding how the effects work in this game
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Old 07-23-13, 01:11 PM   #891
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@ gap and volodya when is ready this mod ?
Ready, probably never; released, anytime soon

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EDIT: but while this mod was lying on the shelf, we have done a lot of work.. I think that "New torpedo explosion" was a big step in understanding how the effects work in this game
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Old 07-23-13, 03:03 PM   #892
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Did I forget anything?
Maybe the electric engine new values?
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Old 07-23-13, 03:26 PM   #893
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Maybe the electric engine new values?
I think existing values are enough good for the moment.. searching for new, more accurate values is nit-picking.. in Russian it sounds "fleas catching".. I think this can wait.. there are more interesting and useful projects to work on..
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Old 07-23-13, 03:47 PM   #894
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Ok...no prob...just thought Gap had forget
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Old 07-23-13, 03:56 PM   #895
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Ok...no prob...just thought Gap had forget
I'm not Gap as you can see .. I just said my opinion/point of view on this issue
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Old 07-23-13, 04:38 PM   #896
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Thank you for the reminder Fifi,

unfortunately at the moment we don't know how the game combines ratio, max rpm and max speed settings to generate rpm / speed outputs. The biggest problem is that engine outputs are not linear in game, whereas they were in rality. Only TDW can understand what is going on in game and possibly fix the problem.

Another poblem is that astern bells tend to be consitently faster than espected. Following your suggestion we can investigate wether gun and conning tower's additional drag coefficients have an effect on forward/backward speeds.

At least, by now we know that game takes drag into account, and this is good news.

P.S: today I was affected by a fastidious backache, and I couldn't stay too long in front of my computer (I am getting old ), but I hope to resume working on our guns starting from tomorrow
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Old 07-23-13, 04:57 PM   #897
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P.S: today I was affected by a fastidious backache, and I couldn't stay too long in front of my computer (I am getting old ), but I hope to resume working on our guns starting from tomorrow
None of us are getting younger .. unfortunately..
Take your time mate
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Old 07-23-13, 05:21 PM   #898
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None of us are getting younger .. unfortunately..
Take your time mate
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Old 08-19-13, 11:44 AM   #899
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Default Torpedo re-loading requires surfacing the boat...

Please advise on the following matter. I'm using Sober's mega mod and each time I fire torpedoes I-V, I need to resurface to reload. Even if 'Auto Loading' is selected. How can torpedoes be reloaded without the need of resurfacing. I'm on the 'Turning Point' campaign.... type VIIC-41 I think....

Thanks for your insight!
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Old 08-19-13, 11:59 AM   #900
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Please advise on the following matter. I'm using Sober's mega mod and each time I fire torpedoes I-V, I need to resurface to reload. Even if 'Auto Loading' is selected. How can torpedoes be reloaded without the need of resurfacing. I'm on the 'Turning Point' campaign.... type VIIC-41 I think....

Thanks for your insight!
Torpedo reserves are limited. When internal torpedo reserves are used up, your crew will load torpedoes from external reserves; this means that the U-boat must be surfaced long enough for the unloading procedure to be accomplished, and that during it weather must be good. IIRC, you can disable "realistic torpedo loading" with from main menue's realism settings.
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