Originally Posted by TravellerMods Go to original post
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.
I assume date is part of the equation too. At least that has been my experience, similar to the historic early-war problems.Originally Posted by MWolfe1963 Go to original post
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.
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.Originally Posted by TravellerMods Go to original post![]()
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.
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Originally Posted by TravellerMods Go to original post
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?
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.
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
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.