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Old 09-22-09, 03:22 PM   #1651
Wilcke
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If I made noise they came after me and they were pretty good at it for 1940. I was testing so I had the unit cam on to see their behaviour. I also saved numerous setpoints saves during this battle with the DD's, I did not see any strange AI behaviour while I was submerged. I did this over a period of a few evenings. After the 4 DDs headed back to the TF a lone DD did stay stationary and listened for me with his light flashing. After about 20 minutes he started to make speed ran a circle pattern a couple of times stopped for another listen 15-20 minutes and then finally move off at 8 knots or so to rejoin the TF. If I came up and took a peak with the scope he would spot me and start shooting and come at me hard.

I would not have been able to do an end run on the TF submerged as they were steaming at 15 knots.

Which single mission are you running? Will run it tonight.
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Old 09-22-09, 03:38 PM   #1652
kstanb
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Quote:
Originally Posted by Wilcke View Post
If I made noise they came after me and they were pretty good at it for 1940. I was testing so I had the unit cam on to see their behaviour. I also saved numerous setpoints saves during this battle with the DD's, I did not see any strange AI behaviour while I was submerged. I did this over a period of a few evenings. After the 4 DDs headed back to the TF a lone DD did stay stationary and listened for me with his light flashing. After about 20 minutes he started to make speed ran a circle pattern a couple of times stopped for another listen 15-20 minutes and then finally move off at 8 knots or so to rejoin the TF. If I came up and took a peak with the scope he would spot me and start shooting and come at me hard.

I would not have been able to do an end run on the TF submerged as they were steaming at 15 knots.

Which single mission are you running? Will run it tonight.
I picked one at random, it was a night attack using a VIIB, so it might be early war. I will try again and report it more detailed in a couple hours,
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Old 09-22-09, 05:03 PM   #1653
kstanb
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Default full detailed report -- issues with escorts while submerged

Mods:
Ops Monsun_V705
OMv705-715A
OMEGU_210
OMEGU_210 hotfix

100% reality except for map updates (which makes easier to get range)

single mission: RUM 410316 U99 March 1941
time 21:45

approach
Got into course 330, ahead standard
soon after: ship spoted bearing 11, long range.
radioed convoy report: estimated speed 11knots, course 90
ordered flank speed, course 335

first detection
happened at 22.27, escort was at 1,250mts aprox bearing 100
he start shooting at me
I fired one torpedo (not aimed, just to recharge it and make more noise while submerged).
then I ordered crash dive to 120mts, I kept flank speed
I heard merchant propellers from bearing 295 to 330, change course to intercept
tube 1 was ready at 22.40
nothing else happened, I didn't hear DC

1st attack
ordered PD at 23.00
reached PD at 23.05
22.06, raised attack periscope, I am surrounded by merchants, I can see more than 30. at least 3 are closer than 1000mts, I didn't see any escort close
22.08 surface the boat and all stop
22.09 why waste torpedoes if I have a deck gun? ordered deck gun manned and start shooting
23.18 still shooting, 1 merchant already destroyed
23.19 escorts arrived, and again, shoot non aimed torpedoes (this time 5 tubes) to make more noise
23.20 crash dive, change course to follow convoy, depth 100mts
23.22 can hear pings
23.29 reached 98 meters, kept flank speed

2nd attack
00.09 finished recharging 5 tubes, ordered PD
00.13 reached PD, change course to intercept convoy again
00.14 surface the boat
00.28 in position to launch more torpedoes

I aborted the mission after that, it was kind of too easy to keep doing it until running out of ammo, escorts were definitively not an issue, other than during the few seconds between getting detected and submerging

I hope someone could try to test it
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Old 09-22-09, 05:44 PM   #1654
lurker_hlb3
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Quote:
Originally Posted by kstanb View Post
Mods:
Ops Monsun_V705
OMv705-715A
OMEGU_210
OMEGU_210 hotfix

100% reality except for map updates (which makes easier to get range)

single mission: RUM 410316 U99 March 1941
time 21:45

approach
Got into course 330, ahead standard
soon after: ship spoted bearing 11, long range.
radioed convoy report: estimated speed 11knots, course 90
ordered flank speed, course 335

first detection
happened at 22.27, escort was at 1,250mts aprox bearing 100
he start shooting at me
I fired one torpedo (not aimed, just to recharge it and make more noise while submerged).
then I ordered crash dive to 120mts, I kept flank speed
I heard merchant propellers from bearing 295 to 330, change course to intercept
tube 1 was ready at 22.40
nothing else happened, I didn't hear DC

1st attack
ordered PD at 23.00
reached PD at 23.05
22.06, raised attack periscope, I am surrounded by merchants, I can see more than 30. at least 3 are closer than 1000mts, I didn't see any escort close
22.08 surface the boat and all stop
22.09 why waste torpedoes if I have a deck gun? ordered deck gun manned and start shooting
23.18 still shooting, 1 merchant already destroyed
23.19 escorts arrived, and again, shoot non aimed torpedoes (this time 5 tubes) to make more noise
23.20 crash dive, change course to follow convoy, depth 100mts
23.22 can hear pings
23.29 reached 98 meters, kept flank speed

2nd attack
00.09 finished recharging 5 tubes, ordered PD
00.13 reached PD, change course to intercept convoy again
00.14 surface the boat
00.28 in position to launch more torpedoes

I aborted the mission after that, it was kind of too easy to keep doing it until running out of ammo, escorts were definitively not an issue, other than during the few seconds between getting detected and submerging

I hope someone could try to test it

First. The mission is re-acting just the way I "designed" it to act. The escort crew proficient is set to "competent", which means these guys are not that well trained. Also the Hydrophone / Sonars for the escorts assigned to those units weren't that hot either. If you read the write up at the begin of the missions, Otto Kretschmer sunk "SIX" ships within a few hours and was able to evade the escorts easily.
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Old 09-22-09, 05:58 PM   #1655
kstanb
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[quote=lurker_hlb3;1177026]First. The mission is re-acting just the way I "designed" it to act. [quote]

Although I I doubt Otto Kretschmer would have used an approach as deliberately dumb as mine (going flank, shallow depth, deck gun usage close to escorts, complete disregard of escort pings, etc) to sunk 6 ships;
that is a fair statement

edit: I just tried TMO+OM and got sunk two times trying to repeat it, so that could be a solution for those that want to play that great mod but think that escorts are not that challenging even if realistic by early war standards

happy hunting and thanks

Last edited by kstanb; 09-22-09 at 10:20 PM.
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Old 09-23-09, 03:19 AM   #1656
sqdw77483
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Can't my saves be written into, why?

TMO1.7
TMO hotfix
MaxOptics SCAF fix TMO1.7
RSRDC TMOv1.7 v411
RSRDC v411 Patch2
OM705
OM705 to v715A
Uboat Full Screen Scoper for TMO and FOTRS
Enemies of Germany
sh3 to sh4 .v3 TMO RSRDC OM

realism 90 . mast height of added some units into OM715 is wrong.

Last edited by sqdw77483; 09-23-09 at 05:08 AM.
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Old 09-23-09, 10:12 AM   #1657
Wilcke
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Quote:
Originally Posted by sqdw77483 View Post
Can't my saves be written into, why?

TMO1.7
TMO hotfix
MaxOptics SCAF fix TMO1.7
RSRDC TMOv1.7 v411
RSRDC v411 Patch2
OM705
OM705 to v715A
Uboat Full Screen Scoper for TMO and FOTRS
Enemies of Germany
sh3 to sh4 .v3 TMO RSRDC OM

realism 90 . mast height of added some units into OM715 is wrong.
I cannot be sure but I believe that the last three mods after OM705 to v715A are hosing the OM install in some manner. When playing or testing the OM/OMEGU combination this is my active mod list. My save games is working just fine.

Mods enabled:
OpsMonsun_v705
OMv705_to_V715A
OMEGU_v210
OMEGU_v210_Hotfix1

I really recommend running OM in an independant install of SH4. Its easier to troubleshoot and prevents mod soup.

Happy Hunting!
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Old 09-23-09, 11:53 AM   #1658
renthewog
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Hey still enjoying this mod heaps. but picked up on 2 things i want to ask about..

1. The music. For some reason in career mode i am not getting any music playing in background (no i dont mean the gramophone or radio) checked the usual things like in Sound options, music is enabled and cranked up full.

2. The Submerged Creaking noise. What happened to the sound fo the creaking of the water pressure on the submarine when you dive, and when you dive deeper it gets louder, this was in the stock SH4 game, and its not in the OM/OMEGU mod or is it?

Mods Installed:

OpsMonsun_v705
OMv705_to_V712
OM_v712_Hotfix1
OMEGU_v200
OMEGU_v200_Patch1

Any help??? Cheers, Ren
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Old 09-23-09, 02:34 PM   #1659
Kromus
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For those who find 1939 or 41 years "too easy" change "sim.cfg" (Thermal Layer Signal Attenuation at "Hydrophone" and "Sonar" to 1) so you can get harder escorts.
Maybe you should understand that this is ww2 where you don`t get any "underwater laser designated homing depth charges with propellers installed" which blow you out of water every time they drop them...
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Old 09-24-09, 02:39 PM   #1660
Sonicfire1981
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Hi Lurker,

I have a CTD in the campaign exactly @ October 30 1940, 12:00.

Campaign started Sept. 1 1939, 7th Flottillia in Type VIIB, Position is BF2x (tried several different positions).

Using RFB 1.52 with RSRDC 421 for RFB and OM 705 (+705 to 715A).

Deinstalled RSRD, messed up all completed missions in the patrol, of course, but CTD still occured at 12:00 sharp. What could cause this?
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Old 09-24-09, 04:58 PM   #1661
lurker_hlb3
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Quote:
Originally Posted by Sonicfire1981 View Post
Hi Lurker,

I have a CTD in the campaign exactly @ October 30 1940, 12:00.

Campaign started Sept. 1 1939, 7th Flottillia in Type VIIB, Position is BF2x (tried several different positions).

Using RFB 1.52 with RSRDC 421 for RFB and OM 705 (+705 to 715A).

Deinstalled RSRD, messed up all completed missions in the patrol, of course, but CTD still occured at 12:00 sharp. What could cause this?

I would like to see a "complete" mod install list and in what order

Last edited by lurker_hlb3; 09-27-09 at 06:05 PM.
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Old 09-24-09, 06:02 PM   #1662
abclkhan
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Ok here is my contribution

I am playing RFB + OM
OMEGU is pretty good. BUT
I would like to choose not to change my scope´s screen with the TBT dials... Becausei it doesnt work with OPTICS2. Please Lurker add Optics2 or the SCAF thing for scopes to your mod

Also, playing OMEGU with a XXI I get ethernaly shadowed by airplane. Whats´s that? Sonobuoys? Can they spot me at the depth of 100m?

Also, its needed a working active sonar.
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Old 09-24-09, 08:15 PM   #1663
renthewog
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Quote:
Originally Posted by Sonicfire1981 View Post
Hi Lurker,

I have a CTD in the campaign exactly @ October 30 1940, 12:00.

Campaign started Sept. 1 1939, 7th Flottillia in Type VIIB, Position is BF2x (tried several different positions).

Using RFB 1.52 with RSRDC 421 for RFB and OM 705 (+705 to 715A).

Deinstalled RSRD, messed up all completed missions in the patrol, of course, but CTD still occured at 12:00 sharp. What could cause this?
Hmm, i hope that doestn happen to me then..im yet to find out, I too am currently playing the same career and start date, flotilla and same U-boat. Im up to February 1940 at the moment. I'll look out for what happens on October 30th.
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Old 09-24-09, 09:40 PM   #1664
othr
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I'm somewhere in 1942, never had your problem. One problem, I am having is that all my crew are now officers... well most of them anyway, is this normal? I've been promoting them but now that they're way up there in rank it does look kind of odd
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Old 09-25-09, 09:56 PM   #1665
lurker_hlb3
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Default OM v715 Patch 1

OM V715 Patch 1 Readme

OM v705 Patch 1


1. Adjustments to various campaign files to support upcoming SUBRON 50 add on mod
2. Added “Submerged Creaking noise” to U-boat interiors
3. Added new ship models for Vorpostenboot Mk1/2 (models based on the original work of Iambecomelife)
4. Added “Displacement Variation” values to all MFM based ships.
5. Added new AI German deck guns to support Kriegsmarine surface units.
6. Corrected some “eye candy” issues
7. Corrected the damage models for the “AI” U-boats.
8. Adjustments to the MFM merchant damage models ( this should be considered a WIP, as there will be future adjustments )


Download link in first post
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