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This "may" work in case of some low skilled escorts assigned on a convoy protection duty but apply that tactics with dedicated hunter killer group and you'll be dead pretty soon. Your speed has nothing to do with their active sonar sensors. Quote:
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CIT. "The Royal Navy Type D depth charge was designated the "Mark VII" in 1939.[9] Initial sinking speed was 7 ft/s (2.1 m/s) with a terminal velocity of 9.9 ft/s (3.0 m/s) at a depth of 250 ft (76 m) if rolled off the stern, or upon water contact from a depth charge thrower.[9] Cast iron weights of 150 lb (68 kg) were attached to the Mark VII at the end of 1940 to increase sinking velocity to 16.8 ft/s (5.1 m/s).[9] New hydrostatic pistols increased the maximum detonation depth to 900 ft (270 m).[9]" |
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Yes, IRAI will subdivide the difficulty of assets in more groups, and assign random difficulty, to make it unpredictable. That's what I understand from the init.aix file. I have made an 'EASY' and 'MEDIUM' difficulty setting for my modlist to make it easier than TWoS, the generic 0.85-1.0 range is way too severe, it makes the escorts having 'magic eyes' which I don't like. Alas, with too low settings the escorts will just ignore me, even on surface...The balancing is difficult, but TDW has pointed us the right way to do it. Quote:
Yes, but what I mean is: some of these 'immersive' radio messages are made so that they guide you where the action is. So like the missions, they are worth to follow, by following the messages you may get 'increased' encounters :03: |
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Anyway, dumbing down AI performances in order to allow quick, reckless gameplay and easy tonnage is really not my style. |
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Sorry Veko, but give yourself some time and do the Historical Mission Plane AI Testing. If you succeed without diving immediately and without taking critical damage, then tell me about :) To increase your chances, maybe use the Trevally Attack Script. Note: In shallow waters, diving immediately will not save you and you are more vulnerable than on surface actually. Planes can see you if you are less than 80 feet depending on weather. And in your current TWoS, 1 plane overfly is almost fatal, unaware of the plane type. (TWoS without any external mods, I will try a fresh re-install to see if it changes, but I doubt). :Kaleun_Wink:I wish you good luck and fun (?) with the mission! XS |
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Hum...NO. You should get that pop-up all the time. Are you sure you are not confusing the *full* package with the only update package? |
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Changing this setting in the "Tactical map" in OFEV has no effect, and Generic Patcher settings give not a single clue... At least no such string as "torpedo solution line" nor "solution line markers" nor "markers" in general... Strange thing is, that there ARE numeric markers in TARGET route line, if you lock the target. But none in the TORPEDO route line. Someone have any idea where this setting is buried? |
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"Note for users of antivirus software: Since TWoS is actually an unofficial installation program (SFX WinRar Self Extracting archive), the possibility exists that some antivirus programs mistakenly recognize its parts as a threat, compromising the installation in the process. Of course, the warnings are false positives, which means that you need to disable protection during mod installation or even send files for further analysis and wait for results if you prefer." Alternatively it creates an exception on your antivirus for TWoS files, I don't know which Antivirus you are using, With "Karspersky" But even with "windows defender" never had problems with TWoS installer. |
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Of course that be the first thing I tried. I'm sorry, sir. |
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https://i.postimg.cc/0jjwMwB5/SH5-Im...9-11-51-23.jpg |
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"round numbers in the torpedo solution line" in the menu popping up. Thank you sir, it appears to be somewhat deeper. Or so it seems. I.m really sorry for inconvenience, but the mystery persists. |
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A screenshot, just in case... https://pp.userapi.com/c846124/v8461...3pnFdHR_nk.jpg |
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OP Weserübung will start in a few days, and this is also when the objective will become available. See here: http://www.subsim.com/radioroom/show...97&postcount=2 |
Is it true that the AI of the destroyers if very dificult and that it is not possible to escape?
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The convoy I´m currently hunting is well defended and I got hunted by a few lend lease destroyers and a few Black Swan sloops. My first encounter with these ships, and the new Depth Charge projectors they have installed. First they didn´t know where I was, since I fired electrical torpedoes, but it didn´t take them long to find me. I didn´t dive immediately after shooting, so that was my fault. And well, if you can only move at a speed of 1kn if you want to be as silent as possible, their area that they have to search is not terribly large. I got subjected to a brutal depth charge attack from five destroyers and sloops total, that lasted for a few hours. I managed to evade by sprinting every time they seem to drop DCs directly on me. My sub got pretty damaged, and at one point I had flooding in the torpedo room and my sub was dropping down to 200m Managed to keep going at flank speed and with occasional emergency blows for long enough to fix the holes and to pump the water out. After a few hours, and countless DCs dropped everywhere around me I somehow managed to get away by going very silent and very deep. My boat will need repairs, but we are still alive. :up: So yeah, it is possible to escape, but I might not have gotten myself into this situation in the first place if I went deep immediately after shooting my torpedoes. |
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