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Old 03-04-08, 06:47 PM   #121
Ducimus
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>>Does that help?

Maybe. That was acutally the first place i looked. I queried the gato's upc file for "officer" and got no return. I wonder if this is new functionalty/code change in 1.5 that was accounted for in the uboat.upc file, but missed in the fleetboat.upc files?

Looks like i got another file comparsion to do tonight.
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Old 03-04-08, 06:51 PM   #122
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Although I did not do an actual count of officers, I attempted to add one and was advised to many officers. So, being that I did not count. How many officers are there to start? 5? Perhaps promotions after a patrol of 1 or 2 officers thus bringing your boat up to speed as it were.
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Old 03-04-08, 07:04 PM   #123
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SH4 is much smoother in 1.5 for me.
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Old 03-04-08, 08:48 PM   #124
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Quote:
Originally Posted by stabiz
SH4 is much smoother in 1.5 for me.
Yea, I figured that was pretty much the consensus.
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Old 03-04-08, 09:08 PM   #125
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Quote:
Originally Posted by stabiz
SH4 is much smoother in 1.5 for me.
Yea thats what ive notice.

I think in Uboats campaign ive come across that bug where unable to complete objectives. It states patrol for 48 hrs ive patroled for something like 100hrs and still no objective complete - ive sent messages, just get replies telling me to keep to the objectives. But ive only sunk two merchants while patroling this area maybe i need to sink more tonnage then she'll trigger:hmm: If not im heading back to base to start a new mission.
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Old 03-04-08, 09:20 PM   #126
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Old 03-04-08, 09:45 PM   #127
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I noticed the limit starting a game on a sugar boat in dutch harbour, august 42. (SS 18)

Initial loadout was 6 Lieutenants and 4 petty officers.

My first impression was positive. It always seemed odd that I could fill a fleetboat with untold officers. Learning how flexible these limits are would be a great help.

I was unable to add more officers. Note the six officers and boat type directly correlates with....

MaxOfficers=6 ; max number of crewmembers over rank 7

\Data\Submarine\NSS_Uboat18
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Old 03-04-08, 10:34 PM   #128
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Lines are in the uboats but not the fleet boats (any class)

I used winmerge to find the entry locations in the balao and uboat upc files. Copied the uboat lines over to the Balao upc under the same location. Set the numbers to a ridiculous number as I didn't know how many officers there should be.

Can now recruit officers.

These lines are missing from all Fleet Boats. Checked the 1.4 versions and the lines are not in there, so it's a new parameter for 1.5

Too bad LukeFF seems to be off line now- he has a lot of info on the correct numbers for each boat type.

Maybe Donner can help with the info.
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Old 03-04-08, 10:56 PM   #129
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Awesome, thats what, i was suspecting, thanks for the confrimation swdw!

How now i can tear into this fix and get on patrol quicker when i get home.
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Old 03-04-08, 11:29 PM   #130
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Quote:
Originally Posted by kiwi_2005

I think in Uboats campaign ive come across that bug where unable to complete objectives. It states patrol for 48 hrs ive patroled for something like 100hrs and still no objective complete - ive sent messages, just get replies telling me to keep to the objectives. But ive only sunk two merchants while patroling this area maybe i need to sink more tonnage then she'll trigger:hmm: If not im heading back to base to start a new mission.
Well, all U-boat patrol missions now are two-step - it's reach area, then sink 5000 or 7000t. Perhaps that's how all stock patrol missions work now, too?

you should still get points for reaching area though.
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Old 03-04-08, 11:50 PM   #131
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Quote:
Originally Posted by kiwi_2005
Quote:
Originally Posted by stabiz
SH4 is much smoother in 1.5 for me.
Yea thats what ive notice.

I think in Uboats campaign ive come across that bug where unable to complete objectives. It states patrol for 48 hrs ive patroled for something like 100hrs and still no objective complete - ive sent messages, just get replies telling me to keep to the objectives. But ive only sunk two merchants while patroling this area maybe i need to sink more tonnage then she'll trigger:hmm: If not im heading back to base to start a new mission.
It's best to not patrol around the star but patrol around the assigned grid like LF49.
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Old 03-05-08, 03:59 AM   #132
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I think something is wrong with the medal reward screen, because I won a MOH and it says I won a MOH but the medal it displays is a purple heart. The only thing I've modded was the medal graphics and I'm using the graphics captaincox released in his All Medals mod to make the medals look like they do in real life.
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Old 03-05-08, 07:15 AM   #133
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Quote:
Originally Posted by CCIP


Okay, something's definitely fishy with the deck watch.

Before they wouldn't go in, now they won't come out! I'm surfaced (and resurfaced a few times, even) and they're all inside and won't budge.
And this is where the CO2 non-recharge also hit me.

I think there is some sort of confusion in the sub's surfaced/submerged state change that gets stuck.
I am getting around this by not saving.:rotfl:
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Old 03-05-08, 08:09 AM   #134
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Man, reading all this I'm thinking of waiting until they fix this add-on. From what I'm reading it's another rushed out project. I may get fragged for saying this but the devs should have tested this add-on properly.
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Old 03-05-08, 08:50 AM   #135
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Quote:
Originally Posted by rebel5555
I think something is wrong with the medal reward screen, because I won a MOH and it says I won a MOH but the medal it displays is a purple heart. The only thing I've modded was the medal graphics and I'm using the graphics captaincox released in his All Medals mod to make the medals look like they do in real life.
IF CC's mod uses the menu_1024x768.ini file, things are gonna get mixed up.
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