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Old 06-13-22, 01:23 PM   #196
Bubblehead1980
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Originally Posted by Niume View Post
Historically u-boats in WW2 didn't had stadimeters. Use RAOBF
What is RAOBF? Forgive me, new to U Boats.
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Old 06-13-22, 02:31 PM   #197
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Originally Posted by Bubblehead1980 View Post
What is RAOBF? Forgive me, new to U Boats.
Range Angle On Bow Fahrtrichtung
F1 and go to RAOBF section there is a guide in it.

it is the angle of attack of your target I am surprised that you ask this question...
as for the ship Uboat this one has an inertia it is the mod
KSDII_New_TT_Submarine_KELLERMANN_1.3
I don't play the NIUME mod because it has nothing to do with the original
but I am not criticizing his orientation this work simply does not correspond to me ... moreover this title Ace it was I who suggested it to luckner ... I offered you help for your documentation but it seems that you just don't need me..
it's been 4 years that I know this work at the time all was in Russian ....
this is why it has not been discussed too much here
Vickers made the translation possible as well as NIUME thank you had two..
colossal work.. with Dark Water by Fifi it's the best Uboat mod that you can find on SH4... Niume has eliminated a lot of things
Of course, that's all up to him...
this KSD 2 mod needed repairs at the level of the detection sensors for the destroyers is another tinkering but not to remove all that is best that's why I don't play it anymore..
greetings my dear bh
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Old 06-14-22, 05:25 AM   #198
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@Mad Mardigan and @Niume:Thanks to you both!

Okay, I summarize:

Points 3. and 8. Use the pull-out gauges for Fuel, Battery and CO2 levels. Just wondering about the fuel consumption being relativly low ... Also, does this mod simulate the diesels taking damage when operated at A.K. for too long?

Point 4: Thanks for checking on that ...

Point 7: Okay, so it's because of the buoyancy and diving behaviour of the big IXD2 boat. Thanks!

Also, "NEVER, EVER, overwrite any saves ... always do fresh ones!" Got it!
Hi Niume,

About point 4, periscope detection by ASW vessels:

Just happened again in the dark of night, clear sky with half moon, mind you.

My.persicope was detected from several 100 yards out and taken under fire.

Makes me wonder, if the periscope is actually not sighted but detected by the ASWs radar. That however, would seem a bit early in the war for that to be possible (10.42).

Any comments appreciated ....
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Old 06-14-22, 05:56 AM   #199
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Keeping in mind the stadimeter and RAOBF were integrated with one another in real life, and were only present on very early attack periscopes, and were left over on type VIIA, IXA, early IIs etc. The C/2 Standsehrohr (big thick attack periscope with seat and pedals) did not have stadimeter or RAOBF, and that type of scope was found on VIIB, VIIC, IXB, IXC etc. etc. in other words the absolute majority of frontgoing U-boats.
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Old 06-14-22, 08:25 AM   #200
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Originally Posted by Kal_Maximus_U669 View Post
Range Angle On Bow Fahrtrichtung
F1 and go to RAOBF section there is a guide in it.

it is the angle of attack of your target I am surprised that you ask this question...
as for the ship Uboat this one has an inertia it is the mod
KSDII_New_TT_Submarine_KELLERMANN_1.3
I don't play the NIUME mod because it has nothing to do with the original
but I am not criticizing his orientation this work simply does not correspond to me ... moreover this title Ace it was I who suggested it to luckner ... I offered you help for your documentation but it seems that you just don't need me..
it's been 4 years that I know this work at the time all was in Russian ....
this is why it has not been discussed too much here
Vickers made the translation possible as well as NIUME thank you had two..
colossal work.. with Dark Water by Fifi it's the best Uboat mod that you can find on SH4... Niume has eliminated a lot of things
Of course, that's all up to him...
this KSD 2 mod needed repairs at the level of the detection sensors for the destroyers is another tinkering but not to remove all that is best that's why I don't play it anymore..
greetings my dear bh
Hi, What do you believe the main problems are for this modpack? I am open for critique. About the title (Ace) I thought of the name by itself, maybe it's just a coincidence. What do you mean about documentation? Can you please be more specific? . Yes I am aware that destroyer SONAR and hydrophone settings need to be tweaked.
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Old 06-14-22, 01:10 PM   #201
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Good evening Niume


Quote:
Originally Posted by Niume View Post
Hi, What do you believe the main problems are for this modpack? I am open for critique.

... / ...

OK, since you are open for critique, why don't you reply to these topics :

Clic : :https://www.subsim.com/radioroom/showpost.php?p=2813271&postcount=182

Clic : https://www-subsim-com.translate.goo...r&_x_tr_pto=sc

Clic : https://www.subsim.com/radioroom/sho...&postcount=195


it's not a negative review
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Old 06-14-22, 04:05 PM   #202
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Originally Posted by Niume View Post
Hi, What do you believe the main problems are for this modpack? I am open for critique. About the title (Ace) I thought of the name by itself, maybe it's just a coincidence. What do you mean about documentation? Can you please be more specific? . Yes I am aware that destroyer SONAR and hydrophone settings need to be tweaked.
Hello NIUME
"for those looking for the stadimeter there is none "here we must proceed like a real commander" the creators wanted that... no Lock Target...
it's up to us now...let's agree...I told you: I'm not criticizing your work...quite the contrary if we can make things happen here...it's very good...
at first:
_ I asked you why did you modify the navigation.... Foam train behavior of the ship..etc... distance seen underwater...
_the sound of the time is no longer the same ... lots of things we change ...
_the problems that some here have with detection... I had... it's not going well at this level... but these are already known problems so it does not involve your work.. but it seems that it does not doesn't work well with yours too.
_there are texture issues...something like ships...smoke on buildings...
_there is also the fact that there is no wolfpack 3.2 that I haven't played much but it seems that Luckner had worked a lot on it... with some subtlety in the patrols... now I haven't played much this mod because it was not translated at the time I had to translate for each mission in order to know what to do so it was quite annoying...
currently I have not mounted it... neither yours... nor the original..!!
it must be 4 or 5 months...I review so many things that I don't know anymore...
I wanted to add: already carry out attacks in a convoy at night..
of course it depends on the weather conditions while BH is reassured..!!! he who likes these attacks... but it seems that the destroyers did not always behave correctly...
now these attacks were not practiced at the beginning of the conflict...(mi 1940..41.etc..) from what I now understand I am not a historian... but what I could understand...
derstosstrupp is a Uboat specialist go see his work which can bring you a lot his channel as well as these topics on the forum
he goes to the essentials, no "blabla..." a meticulous sailor...
My dear NIUME it seems you are going to push me to put all these mods back together...but it happens to be summer and I don't have too much time for that at the moment...
I wish you a good evening my best regards Kal_Maximus_U669

Last edited by Kal_Maximus_U669; 06-14-22 at 04:22 PM.
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Old 06-17-22, 11:37 AM   #203
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Originally Posted by AMZ View Post
Good evening Niume





OK, since you are open for critique, why don't you reply to these topics :

Clic : :https://www.subsim.com/radioroom/showpost.php?p=2813271&postcount=182

Clic : https://www-subsim-com.translate.goo...r&_x_tr_pto=sc

Clic : https://www.subsim.com/radioroom/sho...&postcount=195


it's not a negative review
Thanks for your insights!

I don't recall removing the uk harbour files. To be honest with you I hadn't played single missions or single patrols. Currently I focus on the campaign. I am planning to recreate single missions from ground up.


7. The inertia feature is highly disputed by the community. I know. This feature was not originally made by me. In the future if I will have more time, will add an optional mod.
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Old 06-17-22, 11:48 AM   #204
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
Hello NIUME
"for those looking for the stadimeter there is none "here we must proceed like a real commander" the creators wanted that... no Lock Target...
it's up to us now...let's agree...I told you: I'm not criticizing your work...quite the contrary if we can make things happen here...it's very good...
at first:
_ I asked you why did you modify the navigation.... Foam train behavior of the ship..etc... distance seen underwater...
_the sound of the time is no longer the same ... lots of things we change ...
_the problems that some here have with detection... I had... it's not going well at this level... but these are already known problems so it does not involve your work.. but it seems that it does not doesn't work well with yours too.
_there are texture issues...something like ships...smoke on buildings...
_there is also the fact that there is no wolfpack 3.2 that I haven't played much but it seems that Luckner had worked a lot on it... with some subtlety in the patrols... now I haven't played much this mod because it was not translated at the time I had to translate for each mission in order to know what to do so it was quite annoying...
currently I have not mounted it... neither yours... nor the original..!!
it must be 4 or 5 months...I review so many things that I don't know anymore...
I wanted to add: already carry out attacks in a convoy at night..
of course it depends on the weather conditions while BH is reassured..!!! he who likes these attacks... but it seems that the destroyers did not always behave correctly...
now these attacks were not practiced at the beginning of the conflict...(mi 1940..41.etc..) from what I now understand I am not a historian... but what I could understand...
derstosstrupp is a Uboat specialist go see his work which can bring you a lot his channel as well as these topics on the forum
he goes to the essentials, no "blabla..." a meticulous sailor...
My dear NIUME it seems you are going to push me to put all these mods back together...but it happens to be summer and I don't have too much time for that at the moment...
I wish you a good evening my best regards Kal_Maximus_U669

What is wrong with wake foam? And which one? The one which is behind the u-boat or the one which is behind the merchants? Some screenshots would be nine

I changed the underwater visibility settings because I believe they were not realistic. In real life u-boat captain couldn't see the front (bow) of his boat underwater through the periscope. I expected that some people would want higher visibility underwater so I have added optional mod in the jgsme folder.


Yes some sounds were changed but most people say it's good. I understand that everyone is different, and they like different things. What sounds should be changed in your opinion?
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Old 06-17-22, 07:05 PM   #205
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Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps
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Old 06-17-22, 08:05 PM   #206
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Quote:
Originally Posted by zeus View Post
Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps


There is one in TMO Dark Waters FOTRS, the individual mod is in the downloads somewhere. I would try asking in main forum and search does not turn up.


I find it more realistic than captain skipping through manual as we have it in SH 4. On US side, the tracking party had men who identified ships based on captains descriptions and their own observations, Im sure Germans had some similar system. Captain was doing more critical tasks than flipping through a manual.
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Old 06-18-22, 08:15 AM   #207
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Quote:
Originally Posted by zeus View Post
Help
Is there a mod for automatic ship recognition?
it's not realistic but it helps
There is no need for a mod. it is included. First lock the target. Then press shift+I and then press on the tab bellow the recognition manual button

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Old 06-20-22, 05:27 AM   #208
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Originally Posted by Niume View Post
There is no need for a mod. it is included. First lock the target. Then press shift+I and then press on the tab bellow the recognition manual button


Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?
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Old 06-20-22, 07:38 AM   #209
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Do I understand this pic correctly, that this is possible while being submerged and the persicope being beneath the water line?

Yes this one and a mod that allows that...

KSDII_New_interface 1.4.1 Viscontact under the periscope
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Old 06-20-22, 10:04 AM   #210
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Yes this one and a mod that allows that...

KSDII_New_interface 1.4.1 Viscontact under the periscope

Ahh, good to know ... that would solve my "periscope getting shot at"-problem ...

Just to be sure: Acc. to Niume, my current game version does not need the additional mod for this to work, correct?
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