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Thread: Just wanted to say hello, and announce my mods | Forums

  1. #31
    Member donna577's Avatar
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    Quote Originally Posted by TravellerMods View Post
    Actually, the game does model torpedo failure rates based on angle of hit.

    I did not know that, I thought I read from modders that when they leave the tubes it's already decided whether they will be duds or not.
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  2. #32
    There are several factors that determine if the torp will dud, it's based more on percentages of these factors combined, I can't recall them all, but angle, weather, speed, etc...to name a few.
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  3. #33
    Quote Originally Posted by MWolfe1963 View Post
    There are several factors that determine if the torp will dud, it's based more on percentages of these factors combined, I can't recall them all, but angle, weather, speed, etc...to name a few.
    I assume date is part of the equation too. At least that has been my experience, similar to the historic early-war problems.

    Unfortunately I had a lot less time to play this mod over the weekend than I had hoped for. Only sank a couple lone merchants and had no aircraft encounters. I may shoot for just restarting with the most recent update.
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  4. #34
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    Quote Originally Posted by TravellerMods View Post
    Yes, many factors. Torpedo model, exploder type, date, angle, speed, wave height, etc all play a role in torpedo failures (prematures, depth-keeping, duds, off-course). Early war magnetic exploders really don't like high speed, shallow shots in rough seas.
    I have to disagree with you. I think they liked them very well. So well in fact, that they worked extra good and detonated before even getting to the target.
    The're in their bars, drinking, celebrating our sinking! Not yet my friends, not yet!
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  5. #35
    Member donna577's Avatar
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    Well this Mod is not for me.....

    Took a shell from an escort, I knew there would be problems. The escort left as i was holding depth by depleting my batteries. Surfaced and found I couldn't move, even though I had a one perfectly good engine, a rested crew, fuel, and a free cam check showed I had propellers. Waited and made repairs overnight knowing that when the sun came up I would have to dive from aircraft and use my 23% of battery juice to keep me level. The sun popped up, a plane came along, I dived and even without flooding I went down like a rock until the hull caved in. I basically spent time waiting to die.

    I can see others liking this Mod, but it's not for me.

    As you can see, engine telegraph set to full, speed 0, I even turned off the battery charge.

    Last edited by donna577; 06-14-2012 at 06:33 AM.
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  6. #36
    Member donna577's Avatar
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    Quote Originally Posted by TravellerMods View Post
    Something doesn't sound right, as I've never experienced what you describe when playing with my mod.

    First of all... most other mods are not compatible with Traveller mod. From your screenshot, I noticed you have installed at least one other mod over Traveller mod, which at the least overwrites the menu files and is not compatible with Traveller mod. Other mods may be causing some of your problems. Also, trying to load old saved games that were saved before installing my mod could cause all kinds of weird problems... such as sinking to the bottom with no flooding. And maybe your engines wouldn't work due to your engine room crew being incapacitated from their injuries, with an efficiency of zero? Crew recovery from injuries can take days or weeks. Please be sure to read all of the included text file thoroughly.

    Anyway, I'm sorry to hear you don't like my mod. I know it's not for everyone.

    Yes I swapped around crew to make everyone in the engine room healthy and still had two engine 'chiefs' in there. I had forward torpedo room flooding yet under water the bow was angled upwards. I do have many mods and the first one to overwrite your Mod was the 3,000 bearing tool. I had PM'd MWolfe and showed him a screenie of my mod set-up and asked where he would think I should place your mod a couple days ago, but never got a reply. I added the Easier AI mod because I knew taking damage would be worse than normal with your mod.

    I like my mod set-up, works great for me. I have multish and tried grounding my boat with TMO, I get a voice saying taking damage but items turn red for an instant then go out and I don't get any hull % damage. Grounding the boat for repairs was my main interest in your mod to begin with, and since grounding my boat has never been a problem or given me damage, I think I am all set with my previous set-up.

    As you can see by how I have the mods numbered, I had moved your mod up two spaces.


    Maybe if I install the mod between #9 and #10?
    Last edited by donna577; 06-14-2012 at 03:51 PM.
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  7. #37
    Member donna577's Avatar
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    I think this one may work, I have to have the MaxOptics after your mod or I lose it, and the Easier AI should only overwrite your harder AI.


    I took an S-Boat out and purposely got sunk by an aircraft, so it didn't learn anything from it....funny I have no AA guns on the S-Boat, but the plane crashed.


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  8. #38
    I've been out of the loop, but have played several patrols and havent had the issues you have, I do run maxoptics before trav, but have seen no issues.
    I have taken severe engine damage causing me to limp home at 6kts. Have beeen flooded several times, down angle always correct. I would run his mod last
    and see the effect....so far has worked great for me. I still see a few planes crash, but had that before with TMORSRD...I use a tweaked harder AI, works well and about 20 other mods, a few tweaked.
    I'll play with it when I get home
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  9. #39
    OK, I just did the beginning of a patrol that quickly became a testing session since I got impatient. I tangled with a merchant after a surface attack failed to sink it. I took some damage and decided to pull the plug and sort things out.

    The hull integrity say .26. I assume that means I took 26% damage (flooding was in only two compartments; engines and forward torpedo).

    I fixed the bulkheads pretty quickly. The rest of the gear is taking a lot longer though. I assume this is the mod at work(?) It's taken about 6 hours to repair a very small amount of damage to the JP gear. I then have to deal with .36 damage on 2 of my electrics. Again, that is agonizing slow in repair speed.

    Quite a few crew were injured, all still above 90% though. But in all this time of repair, only one has "recovered"

    I have kept the two specialists in their DC team spots the whole time, although I went off battle stations for quite a while. Does being at battle stations speed the fixes up?

    I kind of like this. It's not like when you would get some minor hull damage and everything else got swept up in a matter of hours.
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