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Old 06-30-10, 10:53 AM   #31
Sailor Steve
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IMHO "nine" is fine - that's how it's spelt, even if it is pronounced "niner".
Of course it is. I wasn't complaining, or even really suggesting. Just letting random thoughts run out on the keyboard. Had a heck of a time cleaning it up.

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@D: Looking interesting . With SH5 a proverbial lead balloon, stuff like this may just sway me to the "dark side", otherwise known as SH4.
Please don't say things like that. I had to clean it up again to get the drool off.

Then I had to lie down until my heart stopped pounding.
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Old 06-30-10, 11:50 AM   #32
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It's going to be stand alone . New title tenatively just "Nine Delta Two".
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Old 06-30-10, 01:49 PM   #33
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Those pith helmets were the closer for me Duce. Saw the pic on another thread and then saw your thread here.

Looking forward. I always enjoy your work and appreciate it.
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Old 06-30-10, 02:55 PM   #34
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Well, this is going to take a little while, but im working as fast as i can. The more i dig into it, the more im finding to fix.

As so far i've been focused entirely on the Uboat, the interior, the crew, and minor weapon tweaks.

I did get the snorkel in. Along with emblems, but like TMO, they'll remain an exterior option. Meaning, choose your emblem and load them up in JSGME. I'll try and get 9D2 emblems made up long with flotilla emblems.



I've spent a few hours now trying to get the bow splash in heavy seas working, but with no success. Which irritates me since i fixed it fairly easily for fleetboats. Reverse engineering my own work in TMO, and i still can't get it to work. *sigh*


Next im gonna work on crew graph files. These are the files that add speech to crew members. The watch officer was completely lacking one. Using the one for fleetboats as a placeholder, but i want to make a new clean file.

Fun stuff. I hate working on graph files.. blech. But, once done, the extra speech can be freaking cool. In TMO i got the planesmen, and helmsman to properly repeat given orders. Turned out pretty cool.
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Old 06-30-10, 03:12 PM   #35
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Snorkel is very good idea but CO2 issue ruins it somehow...
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Old 06-30-10, 04:28 PM   #36
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Originally Posted by Gorshkov View Post
Snorkel is very good idea but CO2 issue ruins it somehow...
Nah, knowing Ducis planes, none of us are going to use it anyway... unless he makes it like 300 meters long


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...The more i dig into it, the more im finding to fix.
Really? In a UbiSoft product?!?


Looking forward to this!
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Old 06-30-10, 04:48 PM   #37
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Originally Posted by Jan Kyster View Post
Nah, knowing Ducis planes, none of us are going to use it anyway... unless he makes it like 300 meters long
:
I suspect some folks who eventually try this mod, have no idea about those planes. I shall have colorful vindictive heaped upon my name as the shock factor will be too much to bear for some.

To be fair, ill probably tone down the depth at which air drop depth charges detonate to offset the lack of extendable air search radar, and i'll probably limit underwater detection to multi engine planes and not any single seaters.

(I used historical depth numbers on air dropped DC's in TMO from jap interregation reports BTW)
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Old 06-30-10, 05:24 PM   #38
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ASW plane has to detect submerged snorkeling U-boat. This is not as easy as detecting U-boat sailing surfaced because:

- aerial radar detection range is much shorter against snorkel

- visual detection range is also shorter

Thus snorkeling should improve U-boat stealthiness against Allied ASW aircrafts.


PS. It is always possible another modder downgrade Duci's uber-planes to the stock ones.

Last edited by Gorshkov; 06-30-10 at 06:15 PM.
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Old 06-30-10, 07:43 PM   #39
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PS. It is always possible another modder downgrade Duci's uber-planes to the stock ones.
Or Ducimus might have a few options to select from!
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Old 06-30-10, 08:45 PM   #40
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I learned awhile ago that it doesn't matter how i design a mod, i will never please everyone. That and no matter what i do, or what i include, or how much i include, people will overlay umpteen mods over the top of it anyway.

So the only thing i can do, is design the mod to what i think is best by my own judgment. Nobody may believe it, but i do actually think ahead, and think things out, considering all elements at play, before i make a design decision.
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Old 06-30-10, 10:12 PM   #41
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Quote:
Originally Posted by Ducimus View Post
I learned awhile ago that it doesn't matter how i design a mod, i will never please everyone. That and no matter what i do, or what i include, or how much i include, people will overlay umpteen mods over the top of it anyway.

So the only thing i can do, is design the mod to what i think is best by my own judgment. Nobody may believe it, but i do actually think ahead, and think things out, considering all elements at play, before i make a design decision.
I know it will be very good, you put your heart into what you do, but everyone's taste is different, therefore you can't please them all!
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Old 07-01-10, 07:07 AM   #42
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Could you share with me stock SH4 English version files found in Data/UPCData and Data/UPCDataGE folders because my SH4 localization is somehow corrupted and I do not have descriptions of weapons and upgrades at all.
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Old 07-01-10, 08:12 AM   #43
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Here you go: Link now deleted!
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Last edited by Reece; 07-01-10 at 09:55 AM.
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Old 07-01-10, 08:44 AM   #44
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Many thanks! I can reinstall SH4/UBM now.

Besides I collected data about all Type IXD2 U-boats which actually operated from Penang as a part of "Monsun Gruppe". I counted only U-boats that successfully reached Japanese bases and were not sunk en-route. Here you are: U-178, U-181, U-196, U-859 (had snorkel since February 1944), U-861, U-862 (had snorkel since at least August 1944).

So there were only six such boats with two of them equipped with snorkel. I think this data may be useful for all "Monsun Campaign" creators.
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Old 07-01-10, 10:58 AM   #45
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Does in the stock SH5 v. 1.5 lack possibility of upgrading sonars (WCA, JP, JT) on US subs? I can do that only on U-boats.
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