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Old 11-07-23, 06:18 PM   #1846
Dieselglock
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I am still running V4.4. I just arrived in the Mediterranean and on leaving La Spezia January 17 1942 (Type 7C) the escort sails straight into the the bank opposite the uboat dock. I would check V5 and see if it is the same. If v5 is good then I wouldn't bother to fix it. I started the career in the 29th as soon as Breast became available.
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Old 11-08-23, 02:02 AM   #1847
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Originally Posted by Doolar View Post
I've noticed a bug with the Kiel canal autopilot. I NEVER used the Kiel canal autopilot. The other morning when I was doing a "TEST RUN" on v5, I tried it just for the heck of it. The waypoints lined up fine but my boat didn't follow them. I was thinking it was my fault because I activated it a second after I started moving and not before hand as your suppose to. No big deal, I plot my own coarse anyway.
Yes, you have to plot waypoints first, then order move, last click on follow course… otherwise your sub will not follow waypoints!

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Originally Posted by Dieselglock View Post
I am still running V4.4. I just arrived in the Mediterranean and on leaving La Spezia January 17 1942 (Type 7C) the escort sails straight into the the bank opposite the uboat dock. I would check V5 and see if it is the same. If v5 is good then I wouldn't bother to fix it. I started the career in the 29th as soon as Breast became available.
Will check this, but don’t bother with escorts… quite hard to set AI waypoints course, close to shoreline with SH3 engine. From memory manual says to keep minimum distance from shores about 500m…otherwise AI may not follow waypoints. Plenty places are tiny than that…
There is also a minimum distance to respect between ships for the spawning … it was almost never respected in populated harbors (hence the spawning issue sometime) in each megamod.
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Old 11-08-23, 04:54 AM   #1848
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Those MFM ships never have been so nice with new textures and textures coordinate adjustments and all corrections



Very long work, but again worth it to my opinion

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Old 11-09-23, 12:05 PM   #1849
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A masterful update, surely!

Still missing the historical ports, though. Wilhelmshaven without gates is just jarring.
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Old 11-10-23, 09:41 AM   #1850
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New L01B reworked.
New textures, all textures corrected & adjusted as it should be, new decks elements etc... brand new ship!



Next one...
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Old 11-10-23, 01:46 PM   #1851
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Icon14 New MFM ships...

Hey Masters Mes meilleurs Salutations...
Vraiment ça claque ...C est magnifique... encore fois vous etonnez toujours...
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Old 11-10-23, 03:31 PM   #1852
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Very nice targets!
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Old 11-11-23, 10:53 AM   #1853
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I confess I have not read through all 124 or so pages of this thread before asking this; but I just have to know. Pardon me if it has already been discussed.


Is there any compatibility for this beautiful mod with "Turm 7C_1 Your Way" and TYW 7B emblems without having to hack into the Object folder's Turmxx_1_hd.dat file? I figure the answer is no since I see no screenies with evidence of it's use. But I've been wrong before, couple times anyway.


Someone please surprise me. If not, then is there any hope for adding it in the future?

Last edited by bweiss; 11-11-23 at 12:46 PM.
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Old 11-12-23, 02:06 AM   #1854
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Quote:
Originally Posted by bweiss View Post
I confess I have not read through all 124 or so pages of this thread before asking this; but I just have to know. Pardon me if it has already been discussed.


Is there any compatibility for this beautiful mod with "Turm 7C_1 Your Way" and TYW 7B emblems without having to hack into the Object folder's Turmxx_1_hd.dat file? I figure the answer is no since I see no screenies with evidence of it's use. But I've been wrong before, couple times anyway.


Someone please surprise me. If not, then is there any hope for adding it in the future?
I’m afraid I will not surprise you
Not compatible & probably not in the future

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Old 11-12-23, 09:11 AM   #1855
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Thanks Fifi, I didn't want to try and tinker with this and mess it up so appreciate the info. No tinkering...


So I'm trying to leave the port of Brest, Oct-Dec 1941, and experiencing RAF air attacks at midnight, during rain storms, overcast, overcast weather conditions or sea mist doesn't seem to matter, the tommies show up like modern day drones. I can't make it to sea. They hit me before I can get to deep enough water to dive while I'm near the Escort location marker on the map. It's only 20 meters or so deep there. And the RAF seems pretty accurate at that depth.


I looked in the AirStrike.cfg file but didn't see anything that appeared to relate to this. And I don't want to be a tinker...



In one instance they attacked while I was along side my escort, and an interesting battle took place. Was fun watching the escort archie hitting them, but the strafing damages my hull integrity, even though not a soul was hit on deck. In another instance, they bombed a schnellboot on patrol and it blew up in a ball of fire. Wow. I'm figuring some of this is the 20 year old code in the base game, and again a question arises that has probably already been answered but; is there any way to tell the Brits that their cheating by flying in the pouring down rain at midnight? It's not Cricket, what!
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Old 11-13-23, 11:57 AM   #1856
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Quote:
Originally Posted by bweiss View Post
So I'm trying to leave the port of Brest, Oct-Dec 1941, and experiencing RAF air attacks at midnight, during rain storms, overcast, overcast weather conditions or sea mist doesn't seem to matter, the tommies show up like modern day drones.



is there any way to tell the Brits that their cheating by flying in the pouring down rain at midnight? It's not Cricket, what!

So, the Brits are cheating.... Well, let's cheat yourself then... After all, this is war, and no holds barred.
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Old 11-13-23, 12:46 PM   #1857
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Haha they are not cheating … it’s just Not for Your Grand Mother

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Old 11-14-23, 12:10 PM   #1858
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Ha ha ha, very true.
With the ole NYGM 3.6f, et., al., I could cruise in and out of Brest all day long and never was molested by the tommies. So I guess no more lounging in my bunk listening to the radio... This, is War!

This mod continues to amaze me. But the biggest surprise is the fps I'm getting. With the old NYGM, and Harbor_Traffic_Add_In mod, I would get maybe 22 fps when the mission loaded and I was sitting in a sub pen, once out into the harbor, maybe I'd get 25-30 fps, and on the open ocean I felt good about hitting 60-80 fps.

This mod floors me. Sitting in a sub pen I open the game at 44 fps (in the sub pen!), out in the harbor it's like 60 something bounces a bit depending on the harbor traffic (nice seeing a beautiful Sharnhorst and Gneisenau as I'm leaving Brest).

Out at sea, even in heavy seas, mist, and rain, I'm getting an unbelievable 160 - 170 fps. When the weather is clear, it's a good 180 fps when no one is around. I know I read where Fifi had revamped a bunch of internal scripts/files, etc. It appears to me that it resulted in a huge difference in the graphical processing speed and load on my Nvidia chip.

I've even bumped up my Nvidia settings using a Global DSR Factor of 4.00x, DSR Smoothness of 33%, Aniso 8x, and Antialias 4x, with MFAA on, and High Quality. With the old NYGM I had to reduce those to no Antialias, and just Quality for the texture filtering and no global DSR.

Outstanding, just outstanding.

And all that is before one even gets to all the eye candy, and the "Not Your Grandma's War" improvements. So now I got poor old Genglebach's boat, U-574, I've done my test run, making sure everything works to satisfaction, and so I'm agonna head South and see's what happening off Casablanca. I heard there might be gambling going on at Rick's club.
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Old 11-14-23, 12:22 PM   #1859
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Escort AI seems to be better in version 5, although they are not trying so hard as in version 3.

However, 80 % of my torpedo hits result in instant red flare and Enemy ship sunk regardless of tonnage. All this playing on 100 % difficulty. In version 4 it took on average 1 torpedo per 3000 tons to sunk a ship. (e.g. 1 torpedo for Small merchant and 2 for Liberty Cargo). No flooding over time sinking for several hours or dead afloat as in previous version ? Ships in convoys either instantly explode or continue their route. Sunk 12 ships so far and never saw a damaged dropout from convoy.

Would it be possible to create a zone with reduced enemy aircraft attacks of 10- 20 miles from port exit ? I know that Luftwaffe is doing its job poorly but I got constantly bombed literally at green Escort point right outside harbour.

Regardless of my complaints, many thanks for your hard work !!
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Old 11-14-23, 02:26 PM   #1860
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Quote:
Originally Posted by bweiss View Post
Ha ha ha, very true.
With the ole NYGM 3.6f, et., al., I could cruise in and out of Brest all day long and never was molested by the tommies. So I guess no more lounging in my bunk listening to the radio... This, is War!

This mod continues to amaze me. But the biggest surprise is the fps I'm getting. With the old NYGM, and Harbor_Traffic_Add_In mod, I would get maybe 22 fps when the mission loaded and I was sitting in a sub pen, once out into the harbor, maybe I'd get 25-30 fps, and on the open ocean I felt good about hitting 60-80 fps.

This mod floors me. Sitting in a sub pen I open the game at 44 fps (in the sub pen!), out in the harbor it's like 60 something bounces a bit depending on the harbor traffic (nice seeing a beautiful Sharnhorst and Gneisenau as I'm leaving Brest).

Out at sea, even in heavy seas, mist, and rain, I'm getting an unbelievable 160 - 170 fps. When the weather is clear, it's a good 180 fps when no one is around. I know I read where Fifi had revamped a bunch of internal scripts/files, etc. It appears to me that it resulted in a huge difference in the graphical processing speed and load on my Nvidia chip.

I've even bumped up my Nvidia settings using a Global DSR Factor of 4.00x, DSR Smoothness of 33%, Aniso 8x, and Antialias 4x, with MFAA on, and High Quality. With the old NYGM I had to reduce those to no Antialias, and just Quality for the texture filtering and no global DSR.

Outstanding, just outstanding.

And all that is before one even gets to all the eye candy, and the "Not Your Grandma's War" improvements. So now I got poor old Genglebach's boat, U-574, I've done my test run, making sure everything works to satisfaction, and so I'm agonna head South and see's what happening off Casablanca. I heard there might be gambling going on at Rick's club.
Yes many things has been optimized … and still doing so when possible

Quote:
Originally Posted by clowncarsplatoon View Post
Escort AI seems to be better in version 5, although they are not trying so hard as in version 3.

However, 80 % of my torpedo hits result in instant red flare and Enemy ship sunk regardless of tonnage. All this playing on 100 % difficulty. In version 4 it took on average 1 torpedo per 3000 tons to sunk a ship. (e.g. 1 torpedo for Small merchant and 2 for Liberty Cargo). No flooding over time sinking for several hours or dead afloat as in previous version ? Ships in convoys either instantly explode or continue their route. Sunk 12 ships so far and never saw a damaged dropout from convoy.

Would it be possible to create a zone with reduced enemy aircraft attacks of 10- 20 miles from port exit ? I know that Luftwaffe is doing its job poorly but I got constantly bombed literally at green Escort point right outside harbour.

Regardless of my complaints, many thanks for your hard work !!
Again, I didn’t touch any escort behavior … so don’t know how they could be better in V5… or worst than V3!

As in real, ennemy aircraft were waiting U-Boats outside the harbors before they reached high seas They sunk a lot this way.
You’ll have to wait for night, or exit submerged as they did… read Werner testimony (iron coffin) and you’ll see it’s quite close to what it was
Was hard enough to get them this way, I will not step backwards I’m sorry

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