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Old 05-15-23, 08:04 AM   #5476
Front Runner
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Default That works!

Quote:
Originally Posted by propbeanie View Post
OK fellers, try this little "test" mod:

TestCommands.7z

It changes the <Ctrl><N> for "Follow Nearest Warship" to a <Ctrl><H> combo, which was the easiest way to go. That leaves the <Ctrl><N> as "Re-set Weather" only... and it is a rather stark "re-set" indeed... wowsers.
Thanks for your very quick fix!

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Old 05-15-23, 08:53 AM   #5477
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Quote:
Originally Posted by flaminus View Post
Thanks and the meaning of "For the next release, we might have relief for that aspect of it" is to remove APR-1 from the game? or it would become a optional addin mod?
It will automatically be on the boat at relatively appropriate times for each of the boats, but it will be controllable. The APR-1 suite was part of the SD Radar suite of equipment, so you can turn it on and off with the SD, and avoid issues with both.


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Thanks for your very quick fix!
If I didn't include the images for the Front/Back sheets, those will be in the next release. Thanks to you for helping find another "issue" with this strange game that we all love, and love to hate...
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Old 05-15-23, 09:29 AM   #5478
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Originally Posted by propbeanie View Post
The player sub detecting the already running torpedo does make sense, especially with this game... Each plane though - in theory - can only 'drop' one. I have not looked into the animation involved, but it might be that the torpedo isn't actually dropped from the plane itself.
You misunderstood me. I saw the Jill drop a torpedo, and then it flew past me. So on my sonar, there were two contacts. One with the dropped torpedo in the water right in front of me and the other with the plane, which just flew past me. That's what I meant. If a Jill can only carry one torpedo then the problem becomes torpedo bomber can be detected on sonar regardless if they are carrying a torpedo or not. But I cannot confirm this at this moment. I have to test it. But a running torpedo, whether in air or in water, can be detected for sure.
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Old 05-15-23, 10:30 AM   #5479
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[QUOTE=propbeanie;2867783]The player sub detecting the already running torpedo does make sense, especially with this game... Each plane though - in theory - can only 'drop' one. I have not looked into the animation involved, but it might be that the torpedo isn't actually dropped from the plane itself./QUOTE]

I can't say that I've ever checked if the torpedo appears to be attached to the plane, but I can say that I have observed the splash it makes when it hits the water. And using an underwater view, I have seen the torpedo as it bores in on my boat.
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Old 05-15-23, 01:53 PM   #5480
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One thing to remember about most games, is that it is all illusion... lol - so you "see" a torpedo, but it is just artwork. The "drop" of the torpedo is just an animation sequence, and a torpedo is "spawned" with the contact with the "water", but the plane still carries its original torpedo, though the plane is now restricted (hopefully) from dropping another by the configuration of the plane. That is why you hear the one in the water, but also (apparently) the one still in the plane...

I once again present:
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Old 05-15-23, 02:01 PM   #5481
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Quote:
Originally Posted by propbeanie View Post
One thing to remember about most games, is that it is all illusion... lol - so you "see" a torpedo, but it is just artwork. The "drop" of the torpedo is just an animation sequence, and a torpedo is "spawned" with the contact with the "water", but the plane still carries its original torpedo, though the plane is now restricted (hopefully) from dropping another by the configuration of the plane. That is why you hear the one in the water, but also (apparently) the one still in the plane...

I once again present:
So…the torpedo is a “sticky”?
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Old 05-15-23, 02:42 PM   #5482
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... with the tassels, yes...
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Old 05-15-23, 04:37 PM   #5483
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Quote:
Originally Posted by propbeanie View Post
... with the tassels, yes...
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Old 05-18-23, 12:02 PM   #5484
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Support "Wtf" problem wake torpilles

Beanie...Kaleun Marco..s7rikeback...help
I shoot at 3m.. here is what it gives with the wake.. the wake even appears at the back in an infinite length..
...screen

I shoot at 5m no wake.. I've never had that... what a "MdR"...
Help Guys...
I already consult "Wake_Torp.tga".. can you tell me more
In mod KsDII
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Old 05-18-23, 01:03 PM   #5485
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Uhhh... no - Looks like an S-Boat though. What is the mod load-out, date and location of what happened please? Did the torpedo end up being a circle-runner? Was it a Mark 10 that you shot, or maybe did it look more like one of the German torpedoes, with a red nose? I do a test run right now


Edit 1325: This is what I see, and this is the same for all of the boats, and is an SH4 thing:



When you initially launch, it shows behind the player boat, but soon is just by the torpedo, as can be seen between the 1st torpedo and the 2nd. I had the same with the S-Boat when doing this. My wake is not displaced to the side, and does not leave a bubble-trail like that, so I am guessing you have a mod added, and it is probably still following the Stock game's example of wake placement. The S-Boat is smaller though, so the difference between it and a Gato is quite significant in both width and length... ??
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Last edited by propbeanie; 05-18-23 at 01:30 PM.
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Old 05-18-23, 03:09 PM   #5486
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Quote:
Originally Posted by propbeanie View Post
Uhhh... no - Looks like an S-Boat though. What is the mod load-out, date and location of what happened please? Did the torpedo end up being a circle-runner? Was it a Mark 10 that you shot, or maybe did it look more like one of the German torpedoes, with a red nose? I do a test run right now


Edit 1325: This is what I see, and this is the same for all of the boats, and is an SH4 thing:



When you initially launch, it shows behind the player boat, but soon is just by the torpedo, as can be seen between the 1st torpedo and the 2nd. I had the same with the S-Boat when doing this. My wake is not displaced to the side, and does not leave a bubble-trail like that, so I am guessing you have a mod added, and it is probably still following the Stock game's example of wake placement. The S-Boat is smaller though, so the difference between it and a Gato is quite significant in both width and length... ??
Thank you Beanie for the up...and my best regards to the whole team that animates here I invite you to change lanes because it's about the
SH4 Knights of the Sea Depths II mods as well as KSDII ace of the deep... Your FoTrS mods are impeccable... BH's ok...
I posted here in order to bring together the best experts as quickly as possible... I wouldn't want to pollute your file...
https://www.subsim.com/radioroom/sho...85&postcount=1

Last edited by Kal_Maximus_U669; 05-18-23 at 06:02 PM.
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Old 05-19-23, 11:54 AM   #5487
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Default Starting a new career. MOD LIST

Starting a new career. Here is my current MOD list. How does it look?

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Old 05-19-23, 01:01 PM   #5488
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That should be a good list Front Runner, but you could drop the 802_TMO_torp_tex_FotRSU, unless you just like the colors. The jimimadrid torp textures are in the v1.8 version, and are very nice. But no harm in using that one for the TMO colors.
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Old 05-19-23, 02:35 PM   #5489
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Quote:
Originally Posted by propbeanie View Post
That should be a good list Front Runner, but you could drop the 802_TMO_torp_tex_FotRSU, unless you just like the colors. The jimimadrid torp textures are in the v1.8 version, and are very nice. But no harm in using that one for the TMO colors.
i was going to ask frontrunner about that mod but i thought i would wait for you to weigh in on it. i assume that you created it specifically for FOTRSU prior to jimi's torpedo mod?
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Old 05-19-23, 07:24 PM   #5490
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Default Dropped

Quote:
Originally Posted by propbeanie View Post
That should be a good list Front Runner, but you could drop the 802_TMO_torp_tex_FotRSU, unless you just like the colors. The jimimadrid torp textures are in the v1.8 version, and are very nice. But no harm in using that one for the TMO colors.
I like jimimadrid torp textures!

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