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Old 08-19-10, 01:33 PM   #1
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.19
- gave convoys with merchants the ability to slow down and change direction when they have a contact sighted
Hmmm...
Why the merchants have ability to slow down only? Many ships can use higher speed than convoy speed and this is natural - if you bike and see a bad dog are you slow down or accurate?
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Old 08-19-10, 03:14 PM   #2
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
Hmmm...
Why the merchants have ability to slow down only? Many ships can use higher speed than convoy speed and this is natural - if you bike and see a bad dog are you slow down or accurate?
They have the ability to change speed from some min % to some max % of their max speed * throttle ratio so they can either slow down or speed up
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Old 08-19-10, 04:21 PM   #3
TheDarkWraith
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Antar brought up a good point via PM that the merchant convoy sometimes turns into where the contact is. This is correct becuase it's a random value that gets added to it's current heading. I've changed this behavior now in v0.0.20. The convoy leader looks to see where the contact is located in reference to his current heading and turns away from the contact via some random value (which makes the whole convoy turn away from the contact).
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Old 08-19-10, 04:38 PM   #4
reaper7
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Just keeps getting better.
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Old 08-19-10, 04:51 PM   #5
Capt Jack Harkness
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Quote:
Originally Posted by Antar View Post
Hmmm...
Why the merchants have ability to slow down only? Many ships can use higher speed than convoy speed and this is natural - if you bike and see a bad dog are you slow down or accurate?
Well in the case of a submarine attack any change in speed will mess up the sub's firing solution, the bigger the change the better, so if you're already near top speed it may just be more effective to slow down.
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Old 08-19-10, 04:55 PM   #6
TheDarkWraith
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Quote:
Originally Posted by Capt Jack Harkness View Post
Well in the case of a submarine attack any change in speed will mess up the sub's firing solution, the bigger the change the better, so if you're already near top speed it may just be more effective to slow down.
which was exactly my thinking also. The convoy commander currently has the ability to change speed from 35-75% of his max speed * throttle ratio. If he changes speed then the whole convoy changes speed.

Just wrote tactics for the 'carpet DCing' by HK escorts aligned side by side. Now to see if it works......

Last edited by TheDarkWraith; 08-19-10 at 05:22 PM.
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Old 08-19-10, 06:58 PM   #7
longam
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Just an FYI.

GME is reporting conflict installing IRAI 0.0.19 with TDC 4.0.3 installed.

conflict file - uboat_sensors.sim
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Old 08-19-10, 07:04 PM   #8
TheDarkWraith
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Quote:
Originally Posted by longam View Post
Just an FYI.

GME is reporting conflict installing IRAI 0.0.19 with TDC 4.0.3 installed.

conflict file - uboat_sensors.sim
yes, it's ok. IRAI has to be installed after the UIs mod
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Old 09-12-10, 07:04 AM   #9
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
- HK Director distance from contact adjusted to 750m
What it is the HK?
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Old 10-28-10, 03:40 AM   #10
Sepp von Ch.
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Incredible! Great! Thank you very much TDW!!! Even the new merchant ships in SH5, mines, nets, better traffic in ports and it is a new game!
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Old 11-14-10, 06:04 AM   #11
Rickster1
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Default Warship Behaviour

DW, many thanks for you great Mods, just a question about escort behaviour (v29) in campaign when attacking a convoy if I am detected all the escorts will then come and attack me and stay doing so for hours, having read so many books on the Atlantic war and they did not seem to do this ie. some of the escorts would stay with the convoy?
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Old 11-14-10, 08:00 AM   #12
TheDarkWraith
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Quote:
Originally Posted by Rickster1 View Post
DW, many thanks for you great Mods, just a question about escort behaviour (v29) in campaign when attacking a convoy if I am detected all the escorts will then come and attack me and stay doing so for hours, having read so many books on the Atlantic war and they did not seem to do this ie. some of the escorts would stay with the convoy?
some escorts will stay with the convoy
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Old 11-14-10, 08:11 AM   #13
divittor
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Default no hyrdophone on surface/no plane spotting u/w

I've been using this add on that comes with your mod TDW and have been getting no sound contacts at periscope depth (say 10/15m).I had to go down below 20m for the hydrophone guy to start reporting contacts.
I switched to your UI version included with your UI mod package and reports come in as soon as I'm at periscope depth. Thought I'd report it to you.

The in game action with IRAI is great. Whilst starting out on patrol from France I encountered a German freighter and sailed along side for a while.
Three Beaufort torpedo planes were spotted and came in to attack the freighter. A very intense battle ensued with my boat shooting down 2 of the planes and the freighter getting the 3rd. My boat sustained slight damage and unfortunately the freighter took a torpedo.This type of game play is exactly what I've been looking for in SH5
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Old 11-14-10, 08:15 AM   #14
Rickster1
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my last meeting with a convoy protected by 5 escorts all 5 came after me for about 10 game hours
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Old 11-14-10, 08:42 AM   #15
TheDarkWraith
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Quote:
Originally Posted by Rickster1 View Post
my last meeting with a convoy protected by 5 escorts all 5 came after me for about 10 game hours
that tells me that an HK group was with the convoy then. The convoy itself had no escorts. There's an easy way to tell if a convoy has escorts escorting it or not. If there isn't an escort 'leading' the convoy then it's an HK group with the convoy.

Last edited by TheDarkWraith; 11-14-10 at 09:03 AM.
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