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Old 10-09-13, 11:34 PM   #31
V13dweller
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Quote:
Originally Posted by sparrs View Post
A few words: You are screwed. Reload or restart. Deck gun no no against ANY warship; if its modded then say hello to the deep blue. This including Armed Merchants.
The Rawalpindi Armed Merchant Cruiser is vulnerable to deckgun attacks, I attack them all the time, but conditions need to be optimal to not get wrecked by the returning fire.
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Old 10-10-13, 12:19 AM   #32
AvikemArruters
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Thnx V13dweller, Now the British tabloids and the London Times are back in business with plenty to write about the war...

British Task Force Sunk in the Strait of Dover by U-30
Large Convoy Annihilated in the Atlantic by U-30
British Port Ravaged at Portsmouth, 12 ships lost

All thanks to you. Thank you V13dweller for everything you've done.
I you.
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Old 10-10-13, 01:32 AM   #33
V13dweller
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I am happy to help, I have nothing really to do in my few spare hours each day.

Just remember, this is not realistic at all, and only made for you to use.

Most people don't use deck guns for attacking warships in real life, nor did it happen.
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Old 10-11-13, 01:08 AM   #34
AvikemArruters
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V13, do you know how to edit Hydrophones, Radars and Radar Warning Systems to improve their range and effectiveness? I need help finding ships to complete British Coastal Waters...
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Old 10-11-13, 01:21 AM   #35
V13dweller
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It is not that hard to find ships in the coastal waters.

But I have never edited the hydrophones on the U-boat before, only on ships, so I cannot be sure on how well it will work.

I made an attempt many months ago, it gives the hydrophone 100 km of listen distance (Only for the AI operator) so you should get the lines pointing to them at 100 km.

As I said before, I cannot guarantee the effectiveness.

http://www.mediafire.com/download/va...ot_Sensors.sim

This link should contain the download.
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Old 10-11-13, 01:50 AM   #36
gap
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Quote:
Originally Posted by V13dweller View Post

I made an attempt many months ago, it gives the hydrophone 100 km of listen distance (Only for the AI operator) so you should get the lines pointing to them at 100 km.
To the best of my knowledge, setting sensor ranges so high won't help in any way.

IIRC, SH5 rendered world ends in a radius of about 40 km from player's unit. Outside this radius, the game will still keep track of other units, but it will treat them as dimensionless points with a nationlity, a class, a veterancy level, a speed, a route to follow or a destination to reach, and probably no much more than this. I am not sure if anything can disturb them while they are in this status, but it is probable that the outcome of any possible event (as the clash with enemy units) is decided by rolling dices. Also note that any information on previously suffered damage, or used ordnance, will be lost. Moreover, not being "physical" objects, units beyond the rendered world can't be detected, neither by the player, nor by the u-boat crew.
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Old 10-11-13, 02:44 AM   #37
AvikemArruters
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Great...
Gap, U've left a great GAP in my heart...
Anyone know of a mod that adds a new submarine?
I'm sick and tired of the VIIA

V13, U know how to edit the Radar? If Gap says that there's no Hydrophone, I'll be happy for a Radar
V13, I'm sorry but I won't download ur file. Its not that I don't appreciate the effort but what Gap's said will make it obsolete. Anyway, thnx for the effort.
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Old 10-11-13, 02:58 AM   #38
V13dweller
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Quote:
Originally Posted by AvikemArruters View Post
Great...
Gap, U've left a great GAP in my heart...
Anyone know of a mod that adds a new submarine?
I'm sick and tired of the VIIA

V13, U know how to edit the Radar? If Gap says that there's no Hydrophone, I'll be happy for a Radar
V13, I'm sorry but I won't download ur file. Its not that I don't appreciate the effort but what Gap's said will make it obsolete. Anyway, thnx for the effort.

Sorry to say, but you will be in a VII forever, you can only move through different versions of the VII, like the VIIB, VIIC and the final VIIC/41.

The Radar has less range than the Visual line of sight, and is really just a supplement when in fog, other than that, Visual sight is more effective.

And there are already mods on the workshop that allow the most advanced sub at the beginning and have access to everything like radars when the war begins, but again, this is highly unrealistic and takes the challenge away.

You also get the VIIB halfway (?) through the Coastal waters (OHII) campaign.

I cannot remember because I have not played since a silly low-res shadows are always present, regardless of my settings.
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Old 10-11-13, 04:33 PM   #39
aschar
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Umm... are you trying to command a U-boat, or a battleship? A U-boat's deckgun is not only useless against warships, but realistically impractical, to the point where doing so is akin to ordering the same gun crew to jump overboard in high seas. For one, it'll do very little structural damage if any to a destroyer, all the while the same warship is armed to the teeth and will sink you before you sink it. And most importantly, deckgun crews are wide open without cover and completely vulnerable to even small arms fire, something that a warship will be more than happy to dish out. Torpedoes are the only way to go with these guys.

I'll only ever attack destroyers if conditions are ideal: if I'm submerged and/or can't easily be seen, if the destroyer is stationary or moving at an angle where a torpedo doesn't have to be led so much, if it's at close range, if it's not moving too fast, if I can predict its movements, if I have ample torpedoes, if I'm only engaging "a few" escorts rather than many, and/or if I can dive below 90 meters where enemy sonar starts to become ineffective. It's a lot of "if's", that's why U-boat commanders seldom attacked escorts openly. Even "Silent Otto" Kretschmer found himself on the receiving end of destroyers; he was lucky, only getting captured while other uboat aces like Prien and Schepke went down with their boats.

Last edited by aschar; 10-11-13 at 09:05 PM.
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Old 10-11-13, 10:48 PM   #40
AvikemArruters
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Damn. I recently installed The below: #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
Equipment_Upgrades_Fix_v1_4_Patch_1

And I discovered the hundreds (I'm Exaggerating) of textures from these mods which are not appearing... Does anyone else have this problem.
I'm using SH5 V1.2. I'm posting it here cuz I think the thread for this is DEAD and might be buried...

FILES THAT DO NOT APPEAR (BELOW):

TYPE VIIA Hinged Snorkel

EMBLEMS WHICH DO NOT WORK
Merchant Raider
Feral Wolf
Haben eine shonen Tag
Skull-N-Bones
U-69 Laughing Cow
U-47
U-48
U-53
U-69
U-76
U-101
U-96 (Green)
U-96 (Red)
U-201
U-207
U-208
U-209
U-225
U-231
U-236
U-255
U-256
U-265
U-271
U-276
U-287
U-309
U-313
U-333
U-335
U-350
U-403
U-406
U-451
U-455
U-481
U-482
U-484
U-554
U-575
U-577
U-579
U-586
U-598
U-605
U-634
U-664
U-666
U-672
U-763
U-987
U-1051
U-1206
U-299
U-320
U-995
U-1004
U-1007
U-1064
U-1302
U-1304
1st Flotilla
2nd Flotilla
3rd Flotilla
5th Flotilla
6th Flotilla
8th Flotilla
10th Flotilla
12th Flotilla
13th Flotilla
14th Flotilla
19th Flotilla
21st Flotilla
23rd Flotilla
24th Flotilla
24th Flotilla (Alt)
25th Flotilla
26th Flotilla
29th Flotilla
Crew of 28
Crew of 36
Crew of 37a
Crew of 37b
Crew of 37b (Alt)
Crew of X/39
Crew of XII/39
Crew of V/41
Crew of VII/42
ALL GUNFIGHTER EMBLEMS
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