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Old 08-14-15, 11:57 AM   #2451
goodpoints
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Join Date: Aug 2015
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Quote:
Originally Posted by THEBERBSTER View Post
In TDW’s Options File Editor Viewer (OFEV) there are numerous Hot Keys that can be used.
One I particularly like to use is to change the Real Navigation map fixes delete Hot Key X to Shift Key + X.
This releases the X key so I can use it for the Crash Dive Hot Key.
The position of the X key in its self is well positioned for a hovering finger.

Other Hot Keys I use are:
Deck Gun > Shift + D
Attack Scope > Shift + A
Hydrophone > Shift + H
UZO > Shift + U
Observation Scope > Shift + O

As far as the Deck Gun is concerned I would recommend the use of Vecko’s mod “DeckGun Friendly Waves_Test” this works well with TWOS.
This mod seems to have reduced the number of times I was experiencing with the Deck Gun Crew running off to change their socks.

With the Deck Gun performance reduced by 50% I have used the 88mm on both the VIIA and B, although the option is there to upgrade to the 105mm.
The mod “Critical Hits” is highly recommended.
80 shells to sink 2,000 tonnes to me is not acceptable and does not add anything to the game play.
“Critical Hits” In my view and experience of using it to date I think has been harshly criticized as arcade playing which I personally have not found it to be that way at all.
Maybe these critics were using a 105mm.
If the default 88mm was available I would gladly remove the "Critical Hits" mod.

Peter
Wow...I just figured out how to edit hot keys in OFEV. You see, unlike the other options where you double click on the value to edit, you just double click HotKey after expanding "HotKey for..." should've just clicked more stuff. Also...I just figured out that shift + mouse wheel adjusts heading by 1deg as a default stock command

I've been somewhat skeptical of deck gun performance being underestimated for the sake of difficulty as well, especially since (as far as I understand) none of the SH games or mods really model ballistic and impact dynamics. And from glancing at data/zones.cfg that seems to be the case, see below example (which may also provide an explanation for why that ship you blew the stern off of seemed to have a lingering rudder floating in space):

Quote:
[Rudders]
Category=Propulsion
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=60
CargoType=None

If the game engine isn't capable of modeling anything more accurate, patrol reports that make mention of shells expended on targets should be compiled and the average number of shells expended per GRT sunk solely by deck gun (if enough examples can be found) should be taken as the basis of the damage factor of in-game rounds. The first such example I've come across from U-37's third patrol in 1939 is the sinking of a ~3500 ton Steamer, SS Ledbury, with 34 rounds on target. (source, pg. 16-17, 24.10.39, 0800 & 0918 entries) I'll take a look and see if I can find enough other examples to start compiling some data.

I do think though, that the primary limitation on using the deck gun should be the vulnerability of surface attack and the player's willingness to constrain the taking of implausible risks by limiting saving/loading out of port.

Quote:
Originally Posted by THEBERBSTER View Post
Decks Awash seems to be a contentious issue on a number of fronts.
Apart from not being able to use the binoculars the Watch Officer cannot give a range to any targets as well as issues with the Navigator not being able to carry out certain tasks.
These are all game issues rather than realistic ones.
The increased fuel use and few less knots at Decks Awash seems to be realistic.
The other problem you have with Decks Awash is that you cannot charge the batteries.
This can also cause another problem in rough seas where the propulsions keep changing over backwards and forwards between the diesels and electrics.
There is a setting in the OFEV where the changeover times can be adjusted.
I am currently using Decks Awash at 6.
As far as the decks awash issues, I hope someone else might have some insight on this because it seems that adjusting the surface depth in the data/Submarine cfg files does not satisfy the precondition for using Nearest Visual Contact, etc.

Does anyone know where such preconditions for such commands are located in the file structure? (no hint from commands.txt or commands.cfg) Hopefully it's not buried in the .exe hex code.

Last edited by goodpoints; 08-14-15 at 05:16 PM.
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