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Old 02-14-13, 07:15 PM   #2011
redline202
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Quote:
Originally Posted by Sartoris View Post
I agree with this, the destroyers get hurt by DCs very often, and it completely ruins the challenge. Whenever I look above the water, I see destroyers burning as they hunt for me. It's ridiculous.
Try to set DC_barrels.ZON MinRadius = 5 and MaxRadius = 10.
Destroyers should never get damaged by their own DC now.
But they will need to trow a DC right on top of you to do some minimal damage,
not to mention you can totally relax under 165 meters below.
No real challenge there, at least not for me

I would very much like to hear TDWs opinion about this problem.
Thanks!

Last edited by redline202; 02-14-13 at 07:28 PM.
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Old 02-19-13, 07:41 AM   #2012
jensen.dkk
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Default plz help

if i enable irai 0039, my game closes everytime a plane strafes me. is this a known thing ? and how do i fix it ?
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Old 02-20-13, 01:20 PM   #2013
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This might be discussed earlier, but here goes anyway...

When I attack a convoy and they spot me or are alerted by a torpedo explosion, all the ships start to make evasive manuevers and slow down to 5 knots. But by slowing down, they are much more easier targets, and if there is no escorts, I can spend the day by picking them up with like flowers in a meadow (). Common sense says that the ships would hit full speed and get away from the danger. What was the historical method in these situations?

So is it possible to get the ships increase speed rather than slow down? Is there a technical restriction with this, some hard coded weird algorithm, or is this behaviour historically accurate?
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Old 02-20-13, 02:12 PM   #2014
gap
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Originally Posted by Rongel View Post
So is it possible to get the ships increase speed rather than slow down? Is there a technical restriction with this, some hard coded weird algorithm, or is this behaviour historically accurate?
Nice point

Personally I would expect a merchant ship to suddenly decrease her speed only after spotting a torpedo which presumably will hit her near the bow. In any other case max speed and frequent course changes seem to me a better startegy.
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Old 02-20-13, 02:48 PM   #2015
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The task was also to keep on the convoy order, and thus the speed of individual ship was limited by order speed. The ship lines of the order were making antisub maneuvering, but the general bearing (course) of the order was keeping the same. Thats all of tactics of merchants - all as one, all 'sheeps' together, those who get back and lost - often became the victims of 'wolves' and 'condors'.
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Old 02-22-13, 10:47 AM   #2016
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Hi TheDarkWraith!

I see you're 'almost' online and I decide to remind you about couple of issues..

With the new version (0.39) planes became absolutely safe.. they don't drop bombs.. they almost no shoot.. and I never seen this
Quote:
Airplanes will also call off the fight if they incur too much damage. If damage is too great to an airplane they will kamikaze.
as you mentioned in the first post..

also please take a look at the redline202's posts and Rongel's post above..

Thank you
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Old 02-22-13, 12:48 PM   #2017
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Quote:
Originally Posted by volodya61 View Post
With the new version (0.39) planes became absolutely safe.. they don't drop bombs.. they almost no shoot.. and I never seen this
as you mentioned in the first post..
yes please!

Quote:
Originally Posted by volodya61 View Post
also please take a look at the redline202's posts and Rongel's post above..
as for redline202's post, though not strictly related with guns, I think this is something we could deal with in our Histrorical Guns Specs mod
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Old 02-22-13, 03:37 PM   #2018
THE_MASK
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The couple of planes i have encountered in the campaign so far with the latest IRAI have done a couple of recon flights over my sub . Then come in on a gun run using there cannons .
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Old 02-22-13, 04:18 PM   #2019
redline202
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Quote:
Originally Posted by gap View Post
yes please!



as for redline202's post, though not strictly related with guns, I think this is something we could deal with in our Histrorical Guns Specs mod
Hi gap, im not sure what do you mean by saying "I think this is something we could deal with in our Histrorical Guns Specs mod"?
I have that great mod but it doesn't help regarding problem with escorts taking damage by DCs.
Thanks for looking into this matter.

Anyway i have solved that problem.
But i think it's not much realistic...regarding escorts armor and i had to change torpedo and deck gun damage too..but all in all it's working.
Maybe sometimes game play needs to be little bit above realism especially in SH5

Last edited by redline202; 02-22-13 at 04:37 PM.
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Old 02-22-13, 07:04 PM   #2020
gap
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Quote:
Originally Posted by redline202 View Post
Hi gap, im not sure what do you mean by saying "I think this is something we could deal with in our Histrorical Guns Specs mod"?
I have that great mod but it doesn't help regarding problem with escorts taking damage by DCs.
Thanks for looking into this matter.

Anyway i have solved that problem.
But i think it's not much realistic...regarding escorts armor and i had to change torpedo and deck gun damage too..but all in all it's working.
Maybe sometimes game play needs to be little bit above realism especially in SH5
Hi redline

I was thinking of playing with detroyer's armor, just as you did.

But I had in mind also DC_Barrels.zon settings and detonate_depth, explosion_range and explosion_impulse settings in DC_barrels.sim file.

It is a matter of finding a good balance among them. Nothing to do with IRAI
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Old 02-22-13, 07:08 PM   #2021
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IRAI changed all those. The stock DCs were pathetic.

Playing with armor will screw with torpedo impacts and magnetic detonations and the damage from them.
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Old 02-22-13, 07:23 PM   #2022
gap
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Quote:
Originally Posted by TheDarkWraith View Post
IRAI changed all those. The stock DCs were pathetic.
I ignored it. In this case you might want to look in the problem reported redline...

Quote:
Originally Posted by TheDarkWraith View Post
Playing with armor will screw with torpedo impacts and magnetic detonations and the damage from them.
Indeed, ship armors and damages done by torpedoes/depth charges/bombs/shells should be addressed organically, and preferably with the same mod.
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Old 02-22-13, 10:01 PM   #2023
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Quote:
Originally Posted by gap View Post
Personally I would expect a merchant ship to suddenly decrease her speed only after spotting a torpedo which presumably will hit her near the bow. In any other case max speed and frequent course changes seem to me a better startegy.
The escorts will reduce their speed if they detect a torpedo coming at them. So don't mess with that in any changes you make, if it's possible.

For the merchants, max speed and frequent course changes would be a better startegy. But only if you can keep them from running into one another. That used to happened in SH3 a lot.
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Old 02-22-13, 10:18 PM   #2024
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Quote:
Originally Posted by GT182 View Post
The escorts will reduce their speed if they detect a torpedo coming at them. So don't mess with that in any changes you make, if it's possible.

For the merchants, max speed and frequent course changes would be a better startegy. But only if you can keep them from running into one another. That used to happened in SH3 a lot.
We have no control over how the AI uses evasive maneuvers when a torpedo is spotted. There is one function that takes care of it and I have no control over it Same thing with the AI collision detection. No control.
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Old 02-23-13, 10:24 PM   #2025
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The main file seems to be no longer downloadable.
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