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Old 02-14-08, 03:35 AM   #406
Aces
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Hi chaps,

Just popped in to say a BIG thank you to Mikhayl and all involved for this fantastic mod. I had some great fun last night and got some really good footage for the film. Superb work all round.

Many thanks and very best regards.

Leigh (Aces)

Edit: PS. What is the best mod to improve in-game camera angles please, I'm running GWX2.

Last edited by Aces; 02-14-08 at 04:27 AM.
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Old 02-14-08, 04:59 AM   #407
Aces
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Hi mate,

Thanks for the info on the camera mod and GWX2.1.

Camera angles are "manner from heaven" for me .

I got some absolutely stunning footage last night of S-Boats apart from having a "whale" of a time, great fun. I've wanted to include an s-boat segment in the film for some time and was waiting and waiting for PTB Knights of the Sea but I doubt my rig will play it well enough if it ever gets released so your mod is perfect for my needs as well as being great fun if I eventually ever get the chance to "play" any of these games when the movie's finished.

Again, thanks to all involved.

Cheers

Leigh (Aces)
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Old 02-14-08, 06:21 AM   #408
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The mod for S-boot is compatible with GWX2?

Ops
Sorry
The answer is in the readme
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Old 02-14-08, 10:32 AM   #409
Hakahura
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Quote:
Originally Posted by privateer
You can change the type setting in the Guns_sub.sim file.
type 0 is Deck guns
type 1 is AA

Change the 20's and 37's to type 0
and see what happens.
I think I must have done something wrong.
I tried this and my guns were destoyed upon launching the game.
Pity.
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Old 02-14-08, 10:59 AM   #410
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All this talk of different targetting options makes me want to say it again: I don't think they had an UZO, and I'm pretty sure they didn't have a TDC. They pointed the boat at the target and let fly.
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Old 02-14-08, 11:04 AM   #411
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Quote:
Originally Posted by Sailor Steve
All this talk of different targetting options makes me want to say it again: I don't think they had an UZO, and I'm pretty sure they didn't have a TDC. They pointed the boat at the target and let fly.
I was wondering if they had an UZO or TDC. If they didn't have that stuff, I think we should get rid of it in the mod. Maybe alter the torpedo default depth to something other than 4m (3m or 2m?).
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Old 02-14-08, 11:50 AM   #412
Gewehr98
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There was a UZO on the bridge...there is also mention made of a "targeting computer," so it might have been all up on the armored bridge.

Pic:

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Old 02-14-08, 11:54 AM   #413
STEED
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@Mikhayl

Will the final version campaign be like the Black Sea and Indian Ocean in the terms you got to use the JSGME to play it on GWX?

More to do with the loading time.
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Old 02-14-08, 12:07 PM   #414
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Quote:
Originally Posted by onelifecrisis

:up: I could try to explain but its simpler if you just see it. You'll go, "Ah-[I
ha[/I]"


Ah - haaaa !!!

You opened my eyes mate .... THX .... this was the solution, very effectiv!

I won´t use 0x3F000000 for the SBoot-GUI, but I will follow this trace, the first try was very encouraging ......
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Old 02-14-08, 12:14 PM   #415
STEED
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Quote:
Originally Posted by Mikhayl
Quote:
Originally Posted by STEED
@Mikhayl

Will the final version campaign be like the Black Sea and Indian Ocean in the terms you got to use the JSGME to play it on GWX?

More to do with the loading time.
I'm not sure what it'll be like yet, have to wait for GWX 2.1 to come out first :hmm:
Anyway whatever the campaign layer we'll use, I guess a huge part of the trafic can be deleted (basically everything out of range) to get "Black Sea-like" loading times
Cheers.

Take your time don't rush it as your on to a winner with this one.
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Old 02-14-08, 12:14 PM   #416
latemail
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Quote:
Originally Posted by Mikhayl
They actually had an UZO, for the TDC functions I'm not sure but I'd bet they could at least set speed and depth of the torps as well as impact or magnetic pistols. Which is what we want to be available on the panel Latemail is working out.


I´am on the way, looks good so far, OLC pointed me the right way .....


(I´am off today, sorry, maybe at the weekend I can present you a screen of the working SBoot-GUI)

CU and have fun ...............
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Old 02-14-08, 12:25 PM   #417
johnm
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Great Mod Mikhayl.

I'm running a career from 1939. Just finished second patrol. Started from Kiel but finished first patrol at Heliogoland (very pretty but no band or nurses).

Couple of points:

1. Like the idea of the 'dashboard' type gui, but hsaven't been able to try it yet.

2. Ran the boat at 14 knots in 10 knot conditions, Bernard couldn't steer the boat. Ran up to 90 degrees off course! yes - 80 degrees. Found it'd steer ok if I plotted a course up very difficult to steer using the compass.

3. On the first patrol came across a 1800 ton boat, tried to sink it by gun fire. Like taking on an elephant with a peashooter! Later ran into an ASW trawler, had to run away. the 37 had no effect - oh for a 10.5!

Probably not authentic but how about the 37 in the bow position (for attack) or a 40mm multiple cannon with 37's else where. i.e no 20mm?

4. as pointed out by several people, torpedo attacks are a whole new skill! In patrol 2, I hit a medium merchant with a salvo, only one hit, having missed with the first two. Refused to sink and couldn't get a kill finishing with guns!

I'm not much good yet but I'm enjoying trying! Thanks again and keep up the good work.

p.s. I assume when it's more stable, all the various sub-mods from the others will be combined together with the original as one full mod? THe extras could be included as optional.
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Old 02-14-08, 03:30 PM   #418
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Sorry guys and as if I needed too after all the interest and posts to keep this thread near the top. Sticky time.
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Old 02-14-08, 07:48 PM   #419
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Quote:
Originally Posted by Mikhayl
Thanks Warhawk

I fixed a (very) small bug that I actually added myself at the beginning and that I didn't notice before : when the midship/rear flakguns take damage and are manned, the men slowly repair the guns as usual, but there's a glitch that makes the CE pop a blank message every 5 seconds or so, most annoying especially with the longer repair times. If you remove the men from the flakguns the blank message stops but you'll still get "we're taking damage" message every few minutes until the guns are fully repaired.

If you want to fix it yourself :

-first disable the mod, and go to sh3/mods/S01 beta 0.2/data/cfg
-open basic.cfg and look for the line "[submarine 0]" (use ctrl+F)
-then scroll down a bit until this block :

Comp8=10; FlakGun
Nb8=3
Subs80=FlakGun1
TimeRecovery80=2
FlakGun1=26; E_FlakGun1
Subs81=FlakGun2
FlakGun2=27; E_FlakGun2
TimeRecovery81=2
Subs82=FlakGun3
FlakGun3=28; E_FlakGun3
TimeRecovery82=2


Right under this, you have two columns of numbers, all you need to do is change this part :
Code:
64=26
66=27
65=28
for this one :
Code:
64=26
65=27
66=28
-save & close, and you're done, just re-enable the mod and that's it

If any of you guys is not at ease with files I can upload a JSGME-ready fix (tomorrow )
Probably the best solution....then everybody can be sorted
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Old 02-14-08, 09:04 PM   #420
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Default SHIII stock, and S-boat mod

Hello again

here is a working report on her in SL III Stock

Cannot play single missions, Receiving error message of "go back to barracks, to many petty officers" the boat has 18 and is only allowed 16, and no way in single mission to rectify this. In carrier play, not an issue, she will sail with the extra hands.

damage control, flooding is not showing.

crew stations (f-7) the damage bar is blocked by the new helm command bars,

Crew stations (f-7) the crew skill level (green bar to show effectivness) does not show. Crew hader to tell apart (black on dark background,, very little detals difference)


flag is now showing,, the model looks great!

the new display, not sure on it, Yes, I am used to the old and found it quick and reliable. Guess just some getting used to it.

Thats all for now,, Still loving it!!!!
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