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Old 09-27-12, 10:04 PM   #16
Anvar1061
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SSS
At this forum a strong team!I it will bi sure it it is finished.
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Old 09-28-12, 04:25 AM   #17
flakmonkey
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Impressive stuff, nice to see the boat complete, no more closed doors! Would love to have got my own torpedo rooms up and running with sh3, may get back to it one day
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Old 09-28-12, 06:41 AM   #18
Anvar1061
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Quote:
Originally Posted by flakmonkey View Post
Impressive stuff, nice to see the boat complete, no more closed doors! Would love to have got my own torpedo rooms up and running with sh3, may get back to it one day
SSS
Y-e-es!!!
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Old 09-29-12, 01:39 AM   #19
Rickster1
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This is a great mod all we need now is more crew for it. Many Thanks.
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Old 09-29-12, 06:35 AM   #20
cherbert
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Surely someone can help me with my problem? How are you all moving about in your boat? Or are you not using Open Hatch?
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Old 09-29-12, 10:27 AM   #21
yubba
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press shift f2 I took fm interior out, slow machine, just walk through walls I also set graghics on low texture and you can't really tell the difference in quaility,, frame rate is 30 and change in new compartments but drops off in the control room, I found that if you pan back out of the new compartments it is not as choppy as if you turned around and went back.
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Old 09-29-12, 12:52 PM   #22
brett25
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have an officer in the WO station and pres shift H and hatches will open, SHift H again and they close

FM, none would be possible without your work!
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Old 09-30-12, 01:56 PM   #23
brett25
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UPDATE:

So if you just use the RR.dat file (this contains the foward torpedoroom and aft torpedo rooms) and do not use the CR.dat, but use FM original file you will have both working together. Installing this way, I now have the open coning tower (provided you are using the modified FM file) and also some other nice things that come with Aces mods (urfishes fire effects, FM light maps, etc)

also crew manning the bow planes will leave their station when on surface as should be

but heres the issue-while you can see the new compartments, you cannot walk into them with out getting a "camera out of sectors" error.

So perhaps someone can modify the camera to go into these new areas?

Last edited by brett25; 09-30-12 at 02:44 PM.
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Old 10-02-12, 11:51 AM   #24
Anvar1061
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SSS
Friends,who can do door in torpedo rooms rolling?&Conning Tower open Hatch?
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Old 10-30-12, 06:40 AM   #25
fitzcarraldo
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Quote:
Originally Posted by Anvar1061 View Post
SSS


Where this take?
Where is the download link for this mod!!!!!

EDIT: In Marinesim....

Best regards.

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Old 11-02-12, 12:58 PM   #26
Aces
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Does anyon e know the differences between the Control room dat file included in this mod and the stock one?. I konow what's been added in the RR.dat but not the CR.dat.

Edit: also if some kind soul could take pity on a sad old git and give me a few pointers about the RR.cam file then I'd be much obliged I tried looking at the one in FM interiors in S3ditor but it wouldn't open , maybe it has been hex edited?.

Last edited by Aces; 11-02-12 at 01:27 PM.
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Old 11-03-12, 02:39 AM   #27
Rickster1
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What would be great is if someone could add flm,s extra crew to this mod, then we have a superior game to sh5
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Old 11-03-12, 10:07 AM   #28
Aces
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Hi folks try this,

Install AFTER both FM Interior 1 and CCom Torpedo Room mods in that order:

Mediafire download Link:

http://www.mediafire.com/download.php?ux8mg5lhms265th

Gamefront download link:

http://www.gamefront.com/files/22589...r+CCom+Mod.rar


Regards

Aces

My current mods install order:

Generic Mod Enabler - v2.6.0.157
[C:\SilentHunterIII\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Foam
WAC4.1 SubPen_animated_18.02.2010
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Kaleun's Cap
Materials file for Aces' multi-mod v1.3
Torpedo_HAHD_1024_GWX
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Aces' Radio Room Postcards v2
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
konrad krumms type 7c
b25_ConningTower_Mid
Aces' Supplement to V16B1 MaGUI v3.4 Compat add-on
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) 3x MG-34 version for GWX
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Aces' St Naz testing files
Aces' St.Nazaire Super Pens v5.1 GWX Version
Mutant 20km Env Mod For GWX3
Helle_Torpedos
Aces' Super Turms 6 - GWX Type 9b Tube Doors and Anchor Fix
CobaltsVIIC41
Aces' Crew On Deck - Stand alone mod v2 GWX Version including Cobalt Type 7c41 additions
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Aces' Torpedo Rooms Camera Fix for CCom Mod
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Old 11-03-12, 12:24 PM   #29
llamaman
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Hi Aces
Im afraid this fix is not working for me.. I've noticed from your modes list you have the new torp rooms loaded after conning tower open hatch test fm food. when I have it in this order I cant go into the conning tower hatch closed and camera out of sector warning. do you have this?
thanks for trying to fix this, the boat will be perfect after this problem is solved.
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Old 11-03-12, 12:45 PM   #30
Aces
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Hi mate, I'm not using the CR.dat file in the CCom mod only the RR.DAT and also try a type 7c boat as that's what I'm using and have tested.

I'm using the CR.DAT as loaded by my Super Turms 6 mod.

So you could try renaming ther CR.DAT in CCom mod to .bak or something assuming that you are using the CR.DAT as installed by Superr Turms

Regards

Aces
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