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Old 04-22-10, 02:46 PM   #2446
Deutschland
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and again..
Thanks "lurker hlb3" and all who help with this..
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Old 04-23-10, 08:45 AM   #2447
Phantom II
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So I just read the part regarding the No Neutrals. Do you get penalized for sinking neutrals?
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Last edited by Phantom II; 04-23-10 at 09:33 AM.
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Old 04-23-10, 03:21 PM   #2448
McHibbins
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Quote:
Originally Posted by Phantom II View Post
So I just read the part regarding the No Neutrals. Do you get penalized for sinking neutrals?
No, since the SH4 engine doesn´t know/handle neutrals like SH3/GWX.
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Old 04-23-10, 06:43 PM   #2449
lurker_hlb3
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Default OM v720 Patch 4

"ALL" Patches are rollups


Install in port





OM v720 Patch 4

Integrated “WAC4.1 SubPen_animated_18.02.2010” into OM.

Change inport start positions to SubPens for units departing Bergen, Bordeaux, Brest, Lorient, and StNazaire

Added “New_Trawlers_1.1” to provide Uboats with some fishing boat gunnery practices in the “Western Approaches”

Added “ScompassMod” which corrects the bridge gyrocompasses and telegraph dials for Uboats Type IIC,VIIA,VIIB,VIIC, and VIID

Added K Class Blimps along with all the historical bases and operating areas. Also modeled the deployment and operations of ZP14 to Port Lyautey, French Morocco in June 1944.

Added Type VIIC “Flak Boats” and the supporting combat patrols from May to Oct 1943.

Special Notes about the Type VIIC “Flak Boats”

- Because of the “short” operational deployment of these boats, users will “not” find them available in “campaign” mode.
- I have modeled the four main operational missions that these boats conducted. They can be found under the “War Patrol” option of the main menu of SH4.
- User can not man the forward “2 cm FK C/38 Flakvierling” because of SH4 game engine issues
- The Uflak Turmumbau does “not” have the ZeeWolf “fix”

Credit

Privateer & JU_88 - K Class Blimp model
HanSolo78 - WAC4.1 SubPen_animated_18.02.2010
Iambecomelife - New_Trawlers_1.1
Sammi79 - ScompassMod


References

http://www.nastillamook.org/sisters/index.htm
http://en.wikipedia.org/wiki/Airship
http://www.warwingsart.com/LTA/zp-14.html
http://en.wikipedia.org/wiki/K_class_blimp
http://www.history.navy.mil/download/lta-06.pdf
http://www.history.navy.mil/download/lta-07.pdf
http://www.history.navy.mil/download/lta-08.pdf
http://www.history.navy.mil/download/lta-09.pdf
http://uboat.net/types/u-flak.htm



Download link in first post

Last edited by lurker_hlb3; 04-24-10 at 08:32 AM.
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Old 04-23-10, 07:42 PM   #2450
SkyBaron
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Thanks lurker_hlb3(and all the contributors) for all your work on this mod!




EDIT: never mind I found the answer to my question.

Last edited by SkyBaron; 04-24-10 at 11:14 AM.
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Old 04-23-10, 08:05 PM   #2451
sckallst
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Blimps?! This just keeps getting better.
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Old 04-23-10, 09:50 PM   #2452
cgjimeneza
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Default blimps....

are they dangerous... other than having a radio.... will have to find time to patrol in the atlantic...

and Lurker... I have not forgotten the spanish project.... its in the back burner but there...
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Old 04-23-10, 11:16 PM   #2453
Salvadoreno
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where can i dl patch 4?
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Old 04-23-10, 11:46 PM   #2454
subaxe
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Download is on the first page.

Just upgraded to OM720p4+OMEGU300p6 thank you for the great mod.

I did notice there is no Minutes Needle on the Clock in the Sonar Room for all type VII.

please fix , if possible.
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Old 04-24-10, 05:41 AM   #2455
Sammi79
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Default Is possible I'm on it.

Quote:
Originally Posted by subaxe View Post
I did notice there is no Minutes Needle on the Clock in the Sonar Room for all type VII.

please fix , if possible.
Hi subaxe it is possible as I've just been looking at the .Dat file the minute hand is there but the model is facing into instead of out of the clock face and its 1 sided so you don't see it. It should be a case of exporting the 3D model, flipping it 180' then reimporting similar to the fix for the bridge dials, I'll give it a try. If I have a good result I will post here.

P.S. If anyone notices any more dials/instruments/needles etc... that appear to be either not functioning, non-existant or otherwise faulty, message me if I can help I will.
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Last edited by Sammi79; 04-24-10 at 05:51 AM.
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Old 04-24-10, 08:38 AM   #2456
subaxe
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hi Sammi79, well that explains why i could not see the needle
hope your able to fix it.

I also noticed the new VII flak subs have messed up dials at the top deck.
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Old 04-24-10, 09:39 AM   #2457
Sammi79
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Quote:
Originally Posted by subaxe View Post
I also noticed the new VII flak subs have messed up dials at the top deck.
Hi again subaxe I am just at this moment enabling the updates OMpatch4+OMEGUpatch6, when this is done I'll take a thorough look through all the models and fix anything I can find - the funny things Is as you're fixing things you notice more things that need fixing!
I have successfully fixed the minute hands on the type 7s and type 9s needed it aswell, but before I finalize it I must check through ALL of the files to try and avoid having to do further updates (apart from when people model new subs or variants - therefore new models that may/may not need attention.) so as soon as I am content that I have fixed every possible dial I will [edit] pass the files to Lurker_hlb3 if he wants to include them in his mods.
Thanks for the note about the VII flak subs dials I shall attend to that directly. Anybody notice anymore? please let me know so I can take a look, THX!
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Last edited by Sammi79; 04-24-10 at 12:04 PM.
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Old 04-24-10, 11:12 AM   #2458
subaxe
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Hi again

Great news for the type VII sonar Clock =)

I dint try the type 9 yet. glad to hear you are repairing it as well.

I'll be keeping an eye out for your mod to test it out.

thanks for fixing all these dial issues, they where killing my immersion.
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Old 04-24-10, 11:13 AM   #2459
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Hi Sammi79, I've noticed a few things(maybe they are more like requests ):


1. I think the camera axis on the Type VIIC U-flak radar view(F9) is messed up. You can't turn the view right or left, it only rotates as if you were tilting your head. With my limited "modder" experience I was able to change the axis by trial and error with S3D(by editing cameras.dat) but it's far from perfect. Maybe you could take a look at that too?


2. Is there a way to make the Hydrophone view(F8) turn slower? Maybe this is related to the above issue.


3. On the TMO/RFB mods the control room and conning tower follow the sub's angle up and down. I tried to mod that for the U-boats following vickers03 posts here http://forum.kickinbak.com/viewtopic.php?f=70&t=1715 but it seems that the U-boats are programmed different from the fleet boats. I didn't have any success here. Any ideas on this issue?

Thanks!
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Old 04-24-10, 11:32 AM   #2460
Sammi79
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Quote:
Originally Posted by subaxe View Post
I'll be keeping an eye out for your mod to test it out.

thanks for fixing all these dial issues, they where killing my immersion.
Ok, just to clarify, to avoid getting into trouble with the people whose files I am editing, I will not be releasing a mod in any form. I will however be passing the edits on to the authors so they can decide wether or not to include them in their next update. Sorry for the implication otherwise but I am new here and I don't want to tread on anybodies toes.

subaxe you are welcome, you will have to wait for the fixes to come in the next OM/OMEGU/OMplot update from Lurker_hlb3 as long as he decides they are OK.

NewCaptain - I will take a look at these issues, If I find anything I will message you.
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