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Old 11-10-10, 02:11 PM   #871
peabody
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Originally Posted by Sledgehammer427 View Post
well, after an initial test I got the crew members back, but now we have no AA platforms and the boat is using a single 4-inch DG.
This is mostly untested water for me, I started out with things like this to make the nuke boats playable in campaign, but I'm not well-versed on making weapons and stuff all work together. I'll do some more looking to see if I can't find the problem(s) but at least I got the crew back.

it's a start
Sledge,

To get the Narwhal gun you will need:

1. Data/Library/USSubparts Copy the Deck_Gun_Narwhal .dat, .sim, .cam. There is a .zon but it is the only gun that has one. ??

2, Data/UPCData/UPCUnitsData/UpgradePacks.upc.
Copy the last section
;************************************************* *************************
;deckgun addition Narwhal
;************************************************* *************************

[UpgradePack 32] ;<------ Renumber as needed
ID= UpackNarwhalDGDouble
NameDisplayable= 6" 53 cal Mark 15 Deck Guns (Bow and Stern)
FunctionalType= UpFTypeWeaponCannon
UpgradePackSlotType= USDeckGunAdv
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1= 1945-01-01, NULL, 2000
IDLinkUpgradePackElements= 6inNarwhal, 6inNarwhal

Paste that into the UpgradePacks.upc of the RFB or RSRD MOD whichever one has it or if they both have UpgradePacks.upc either copy to both or the one installed last.

3. Same folder path, but open Weapons.upc and copy the last entry for the Narwhal gun and paste into the Weapons.upc of the MOD you are 'fixing' same as above. Renumber to match file it is pasted into.

That should do it. (edit: provided you did not make changes to the deckgun in the subs.upc file.)

Peabody
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Old 11-10-10, 06:52 PM   #872
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Thanks Peabody!
what I'm doing is creating a separate mod for it, that will be enabled on top of the Narwhal mod. I'm still having some troubles though. I did exactly what you said to do, added in the proper everything but I'm still coming up with missing stuff. Last I saw I had the surface search radar and the fore AA gun. no DG or anything.
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Old 11-10-10, 10:04 PM   #873
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Quote:
Originally Posted by Sledgehammer427 View Post
Thanks Peabody!
what I'm doing is creating a separate mod for it, that will be enabled on top of the Narwhal mod. I'm still having some troubles though. I did exactly what you said to do, added in the proper everything but I'm still coming up with missing stuff. Last I saw I had the surface search radar and the fore AA gun. no DG or anything.
Ok, I see what you are doing.


Copy the Upgradepacks.upc and Weapons.upc from RFB to YourMOD. Add the entries above and you should have the deckguns. The Upgradepacks and Weapons.upc in the Narwhal are stock and are overwriting the RFB ones.
The Narwhal should have worked without any changes , but the other boats won't.

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Old 11-10-10, 11:19 PM   #874
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Quote:
The Narwhal should have worked without any changes , but the other boats won't.
exactly, because I wanted to integrate it with the boats in my install so I could jump from campaign to campaign without having to duck out and change things. I'll keep working at it.
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Old 12-07-10, 04:24 PM   #875
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Downloaded Narwhal and been have a whale of a time with her. Pardon the pun.
The big 6/53 Mk17s are great! They can take down any merchantman in short order. But the rate of fire is a little too high. So I'll need to change that. All in all I can tell I'm going to be spending a lot of fun hours taking Narwhal in to harms way.

This is an outstanding mod. Thanks for making it.

Last edited by Swabbie; 12-09-10 at 01:38 PM.
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Old 12-21-10, 02:15 AM   #876
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Does anyone have a TMO update i can have? i transfered the Narwhal over to the game and it took the place of the Narwhal in TMO but i need the "do not lose this man" crew man and i don't know how to add him. I probably sound like an idiot and its probably true. Can someone tell me how to add that man to my crew?
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Old 12-21-10, 03:57 AM   #877
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Quote:
Originally Posted by Swabbie View Post
Downloaded Narwhal and been have a whale of a time with her. Pardon the pun.
The big 6/53 Mk17s are great! They can take down any merchantman in short order. But the rate of fire is a little too high. So I'll need to change that. All in all I can tell I'm going to be spending a lot of fun hours taking Narwhal in to harms way.

This is an outstanding mod. Thanks for making it.
thank you !

this is a very welcome feedback indeed

Merry Xmas !

keltos
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Old 01-19-11, 10:04 PM   #878
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Has there been any progress on making this thing TMO-compatible?
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Old 01-20-11, 04:43 AM   #879
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Has there been any progress on making this thing TMO-compatible?
better ask Ducimus

regards

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Old 02-17-11, 07:25 PM   #880
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To the powers that be, or whoever is the point of contact for this mod:

Is it ok if i borrow the 50 cal and deck gun from this mod? I gots me an idea for another mod. (god help me ) and those two items would be perfect fits.
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Old 02-18-11, 04:36 AM   #881
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To the powers that be, or whoever is the point of contact for this mod:

Is it ok if i borrow the 50 cal and deck gun from this mod? I gots me an idea for another mod. (god help me ) and those two items would be perfect fits.

Yes if you make a TMO compatibility patch for the Donation Narwhal.


I think it's a good deal since those guns were modelled specifically for the Donation Narwhal.

regards

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Old 02-18-11, 05:16 AM   #882
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Yeah i suppose thats long over due. BTW, clear you inbox. I tried to PM you earlier about that other boat you wanted me to work on. I got an idea on how to do so, though it's a little different then what youd expect.
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Old 02-18-11, 05:24 AM   #883
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cleared
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Old 02-22-11, 10:42 PM   #884
Sledgehammer427
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hello everyone!
jumping back into the modding fray and I wanted to finish my little mod.

Heres what I got so far.

I have SOME (but not all) crew. There are 2 out of 5 men in the control room, and the deck watch is missing. that being said, if you start a cmapaign you can fill those slots b efore you leave for patrol.

still missing the aft AA gun but we do have the .50 up front.
There is a open slot for the aft AA gun, so I will try putting one in there thru the UPC.

the deck guns are working, both are on as well

I'll keep working at it. see what happens

NOTE
This is for RFB, not TMO
Ducimus is handling that
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Old 02-22-11, 11:17 PM   #885
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Quote:
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This is for RFB, not TMO
Ducimus is handling that
? Hmmm?
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