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Old 11-22-11, 12:36 PM   #181
TheBeast
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Quote:
Originally Posted by Zs4zet View Post
Hi TheBeast!

I don't knew this... Thanks the info.
I have two another question too.
1. The FuMB-1 Metox, wood cross radar warning, I how to use? This is automatic? or need, that I turn on? I equipped it, but the I not able turn on the radar station, and I not see a radar sensor at the Sub Sytem panel. (I'm in february of 1940).
2. What is the difference the sonar decoys (they names: Bold2 and Bold3) ? (The Bold4 decoys is ok, they has different parameters.)

Big thanks!
Best Regards!
The Radar Warning Receivers run automatically. There is no UI for these devices.
If you read the description for each Sonar Decoy you will find that the difference is the time each decoy lasts before expiring.

Quote:
Originally Posted by col_Kurtz View Post
Hi TheBeast

Could you tell me, to besure... I found this menu.txt but I can`t find out value 6936 & 6937
Just tried to find out this values in menu.txt by: Find (paste 6936 - no results) Now I know why: No results Sorry
6936=10.5 cm Deck Gun
6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>

But I found this value and commands line:
6935=<b>Hatch door (Diesel Engines Room ***8211; Torpedo Room AFT)</b>|Grants access to the Electric engines and the AFT Torpedo Room.|<green>Left click to open/close this hatch door</green>
Is it means... I should just add yours commands below this line?
And this should looks like this now:

6935=<b>Hatch door (Diesel Engines Room ***8211; Torpedo Room AFT)</b>|Grants access to the Electric engines and the AFT Torpedo Room.|<green>Left click to open/close this hatch door</green>
6936=10.5 cm Deck Gun
6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>

And type this before activation or after? Before, am I right? Sorry for these noobish question but you know - I hope

Best regards,
Kurtz
Yes, Correct!
Add the change before game activision.
This is the Mouse Over Tool Tip displayed for when you mouse over the 10.5 cm Deck Gun.
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Last edited by TheBeast; 11-22-11 at 02:11 PM.
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Old 11-22-11, 01:40 PM   #182
col_Kurtz
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Thank you Matey
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Old 11-22-11, 01:47 PM   #183
Zs4zet
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Many thanks!
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Old 11-22-11, 09:31 PM   #184
Khelven
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Hey Beast, how do I get (or is it possible) the correct equipment dates so that its not all released as soon as i start a campaign?

my apologies if i missed the answer to this somewhere. I'm still looking =)
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Old 11-22-11, 10:52 PM   #185
TheBeast
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Quote:
Originally Posted by Khelven View Post
Hey Beast, how do I get (or is it possible) the correct equipment dates so that its not all released as soon as i start a campaign?

my apologies if i missed the answer to this somewhere. I'm still looking =)
Look in the "Equipment_Upgrades_Fix_v1_4_byTheBeast\Data\UPCDat aGE\UPCUnitsData\UpgradePacks.upc" file.

Example Code:
Code:
UnitUpgradePackIntervalOptions1=<Start_Date>, <End_Date>, <Renown_Cost_for_Interval>
If Start Date = NULL then item is available any time prior to End Date.
If End Date = NULL then item is always available after the Start Date.
If both Star Date and End Date = NULL then the item is always available.
Otherwise the Start and End Dates Start/Stop on Specified Dates.
Date Format = YYYY-MM-DD

The reason for multiple UnitUpgradePackIntervalOptionsx is because, as game timeline progresses, item Renown Cost should decrease or in some cases increase.
Some equipment may have time period where it is not available at all such as specific torpedo's.

The NSS_Uboat7x.eqp file also have availablilty dates for Attach Points.
The NSS_Uboat7x.sns file also have availablilty dates for Attach Points.

If you are interested in Historical Accuracy and willing to research these equipment items availablity dates?
I am will to listen.

Regards!
TheBeast
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Old 12-07-11, 03:13 AM   #186
mobucks
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I havent really played much of SH3, but maybe that game has a historical progression of upgrades that can be used for the info you seek?
Anyway just wanted to give a huge thanks for your continued work in this area, especially the fleshing out of the snorchel. I can only imagine the work involved!
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Old 12-07-11, 04:26 AM   #187
TheBeast
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Quote:
Originally Posted by mobucks View Post
I havent really played much of SH3, but maybe that game has a historical progression of upgrades that can be used for the info you seek?
Anyway just wanted to give a huge thanks for your continued work in this area, especially the fleshing out of the snorchel. I can only imagine the work involved!
I was thinking the same thing about the availablity dates.

Thank you for your appreciation.
------------------------------------------------------------

Nozaurio sent me all of his latest works.
These Paint Scheme's are really good, so good, I am going to add them as upgrade options.
Nozaurio's Paint Scheme's 1
Nozaurio's Paint Scheme's 2
Nozaurio's Paint Scheme's 3
These Skin Paint Scheme's will have to be sepporate download though.

Regards!
TheBeast
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Old 12-07-11, 06:48 AM   #188
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Quote:
Originally Posted by TheBeast View Post

Nozaurio sent me all of his latest works.
These Paint Scheme's are really good, so good, I am going to add them as upgrade options.
Nozaurio's Paint Scheme's 1
Nozaurio's Paint Scheme's 2
Nozaurio's Paint Scheme's 3
These Skin Paint Scheme's will have to be sepporate download though.

Regards!
TheBeast
Well, what a great Christmas gift.

Thanks in advance TheBeast and many thanks to you Nozaurio for your amazing work.
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Old 12-08-11, 03:18 AM   #189
Magic1111
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Quote:
Originally Posted by TheBeast View Post
Nozaurio sent me all of his latest works.
These Paint Scheme's are really good, so good, I am going to add them as upgrade options.
Nozaurio's Paint Scheme's 1
Nozaurio's Paint Scheme's 2
Nozaurio's Paint Scheme's 3
These Skin Paint Scheme's will have to be sepporate download though.
Hi!

Does it means, youŽll release a new Version of your MOD?

Best regards,
Magic
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Old 12-08-11, 04:51 AM   #190
TheBeast
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Quote:
Originally Posted by 7thSeal View Post
Well, what a great Christmas gift.

Thanks in advance TheBeast and many thanks to you Nozaurio for your amazing work.
Ho Ho Ho

I even have long white beard for real.
I grow a beard starting every fall and cut it off every spring.
Right now it is about 3-4 inches in length.
Quote:
Originally Posted by Magic1111 View Post
Hi!

Does it means, youŽll release a new Version of your MOD?

Best regards,
Magic
I will be releasing a Patch to complete or attempt to complete that Shabby incomplete Snorkle I previously released and add a few other goodies.

Also, I've been trying to add new Sensors -> Sensors Visual upgrade tab for Periscopes/UZO and maybe Binocular upgrades. (Normal or Twisty Periscopes/UZO/Commanders Binocular)

I am seriously hoping TDW will be able to Link Snorkle to Co2 ventilation in SH5.exe file soon. This would really help with game emmersion.
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Old 12-08-11, 07:26 AM   #191
Magic1111
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Quote:
Originally Posted by TheBeast View Post
I will be releasing a Patch to complete or attempt to complete that Shabby incomplete Snorkle I previously released and add a few other goodies.
Okay, thx for reply! Looking forward to the Patch...!

Best regards,
Magic
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Old 12-15-11, 08:45 PM   #192
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Bumping
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Old 12-18-11, 05:55 AM   #193
stoianm
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do u think u or TDW will be able to solve this problem with CO2 when u are travell at snorkel depth?... this will really increase the realism... if not snorkel will be just for eye candy
Quote:
Originally Posted by TheBeast View Post
Yes, it worked with the exception of getting fresh air to remove Co2.
To Purge Co2 will require HEX Edit of SH5.exe file.

I do have serveral Snorkle updates to post soon.
- Fixed Snorkle Wake.
- Fixed Snorkle Splash.
- Fixed Snorkle Exhaust Smoke (Snorkle smoke starts only when Snorkle is fully raised and Decks Awash or deeper down to 15m.)
- Added Snorkle Plumbing that runs along Conning Tower from Snorkle to Aft Conning Tower.
- Added Snorkle Brace above Snorkle Plumbing.

Still need to do some location adjustments of the Snorkle Model.


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Old 12-18-11, 06:42 AM   #194
TheBeast
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Quote:
Originally Posted by stoianm View Post
do u think u or TDW will be able to solve this problem with CO2 when u are travell at snorkel depth?... this will really increase the realism... if not snorkel will be just for eye candy
I talked with a few people about the Co2 ventilation but I was not able to to find anything to resolve that issue.

Hopefully, TDW wiil get some time to dig into this.
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Old 12-18-11, 11:01 AM   #195
mobucks
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I cant for the life of me find the thread/page but, I think Sober suggested doing CO2 ventilation through a crew member special ability.
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