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Old 01-15-12, 09:20 PM   #76
Darkhunter
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UPDATE: I used Winrar (completely forgot about this lifesaver of a program) and that seemed to correct the problem. I did the same thing as before, and received the same error "'cmputil' is not recognized as an internal or external command, operable program or batch file." But for some reason, right after that error I tried the installstuff.bat again and viola! It worked.

Loving the mod and the new version! AWESOME WORK!!!!! Thank you!
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Old 01-15-12, 11:15 PM   #77
Molon Labe
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That error message indicates that cmputil is not where it is supposed to be.

Look in the zipfile and find cmputil and manually copy it over. The location of the files on your disk should be the same as it is in the zipfile's path.

EDIT: saw the 2nd post. never mind.

thanks!
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Old 01-16-12, 01:17 AM   #78
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Thanks for the quick response, I was going crazy not knowing how to get this sucker installed. Just downloaded your campaign, Molon, I'm stoked
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Old 01-18-12, 02:55 PM   #79
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Quote:
Originally Posted by Molon Labe View Post
The mod removes expendable CMs from ini control, so the only CM affected by the ini are towed decoys.

It's personal preference as to whether you want torpedoes to explode on towed decoys, but I think it makes life easier for the FFG if they do. Considering that towed decoys could have access to the ship's power supply, it is possible that a towed decoy could produce an EM field strong enough to fool a magnetic fuze on a torpedo, so this may be the more realistic option too.
Thank's for the explication ! so I've set value to 100.
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Old 01-29-12, 05:43 AM   #80
Hinrich Schwab
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With the changes to the sound profiles, minesweeping has gone from too easy to almost impossible. With the new sound profile settings, is there any efficient way to detect mines other than getting way too close for the HF to try and detect them?
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Old 01-29-12, 10:59 AM   #81
Molon Labe
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You were using passive sonar before?

I thought either LW or even SCS got rid of that a long time ago.

Anyway, HFS being the only way to reliably detect mines is AS INTENDED. Some mine types being so small that you're lucky to see them in time, again, is as intended. That being said, the stock mines that are the size of patrol boats are still every bit as easy to see as they used to be.

(The FFG and submarines are not minesweepers, they are targets for mines)
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Old 01-29-12, 04:31 PM   #82
Hinrich Schwab
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Quote:
Originally Posted by Molon Labe View Post
You were using passive sonar before?
No, active.

Quote:
I thought either LW or even SCS got rid of that a long time ago.

Anyway, HFS being the only way to reliably detect mines is AS INTENDED. Some mine types being so small that you're lucky to see them in time, again, is as intended. That being said, the stock mines that are the size of patrol boats are still every bit as easy to see as they used to be.

(The FFG and submarines are not minesweepers, they are targets for mines)

It just means I have a major rewrite for one of my missions, then.
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Old 01-29-12, 05:58 PM   #83
Molon Labe
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Were you using stock mines or mines we added?
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Old 01-29-12, 06:14 PM   #84
Hinrich Schwab
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The mission was written in stock and I upgraded later. The minefield is a 5x5 field of (originally stock) 1000lb generic mines.
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Old 01-29-12, 07:02 PM   #85
Molon Labe
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You can definitely spot those at HFS before you're in lethal range. They're small, but their activation radius is tiny.
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Old 01-29-12, 09:11 PM   #86
Hinrich Schwab
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You are right. However, after changing the trigger doctrine to recognize it with HF Active sonar, the triggers will not fire despite clear detection. Is there an error in my setup or is it impossible to write doctrine around HF Active Sonar detection?
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Old 01-30-12, 01:32 AM   #87
Molon Labe
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I couldn't get it to work for me in a test run either. Apparently HF detection doesn't report to whatever handles trigger conditions.
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Old 01-30-12, 02:14 AM   #88
Hinrich Schwab
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Quote:
Originally Posted by Molon Labe View Post
I couldn't get it to work for me in a test run either. Apparently HF detection doesn't report to whatever handles trigger conditions.
Sounds like an old bug in the code that never got caught because of the rarity of relying on HF for anything in DW.
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Old 01-30-12, 08:30 AM   #89
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It might be possible for the RA team to remove, they have already cleaned up quite a lot of the unfinished job of Sonalysts.
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Old 01-30-12, 04:26 PM   #90
Hinrich Schwab
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Quote:
Originally Posted by dd149 View Post
It might be possible for the RA team to remove, they have already cleaned up quite a lot of the unfinished job of Sonalysts.
I would certainly like to see this patched away. Other than simply acting as a sonar-porthole, there isn't much the HF can do and there is no way to script anything for it.
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