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Old 08-12-2017, 06:08 PM   #241
EnjoyableSTIG
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1. Did you correctly copy the override folder from the mod zipfile to the StreamingAssets?

2. When you installed the mod, did you have any other mods installed beforehand? In other words, did you already have a folder called "override" inside the StreamingAssets folder?

If you have another mod it may be conflicting. I have had a similar issue as you when trying to combine the Russian Subs mod with the 2004 campaign mod.

Make sure you extract the zip file and copy the override folder from "RussianSubs" into the StreamingAssets folder. There should then be two folders inside "SreamingAssets": "default" and "override".
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Old 08-13-2017, 07:38 AM   #242
Falkirion
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Have a quick one. Downloaded the mod, placed in the correct spot but I can't see the AU Collins or Swedish subs. All the other playable subs seem to be appearing bar those 2 subs.

Can anyone offer me any help?

Cap this is a fantastic mod, hope you do add more content but please take a well deserved break mate.
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Old 08-13-2017, 09:17 AM   #243
SubLab67
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Quote:
Originally Posted by Falkirion View Post
Have a quick one. Downloaded the mod, placed in the correct spot but I can't see the AU Collins or Swedish subs. All the other playable subs seem to be appearing bar those 2 subs.

Can anyone offer me any help?

Cap this is a fantastic mod, hope you do add more content but please take a well deserved break mate.
Hello,

I had no problems with this mod update or previous ones, but following is that i usually do: 1st i backup the existing Override folder and then delete it under StreamingAssets so there is only default folder, then i copy the new Override folder. So there is everytime a "fresh" Override folder, and i have also available backup of the Override folder, in which i know that everything works as supposed to be.

I also have a copy of the Override folder called MyMODs Override folder, which i use when making and testing my own mods. When needed i just rename this and copy under StreamingAssets.

Regards,
SubLab67
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Old 08-14-2017, 04:44 AM   #244
Falkirion
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No joy. Tried re-downloading and deleting the override folder multiple times and using a fresh copy. Still jump straight from the Frenchies into the Dutch boats.

Don't mind as I'm sure I can have fun with the Virginia and 688i flight 3 variants first. Just want to try out the Collins for funsies and y'know its the national sub over here in Aus till the new sub class is built.

Considering doing a fresh install to try and clear the issue.

Thanks for the suggestion Sublab67
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Old 08-14-2017, 12:44 PM   #245
goldfish716
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Quote:
Originally Posted by Falkirion View Post
No joy. Tried re-downloading and deleting the override folder multiple times and using a fresh copy. Still jump straight from the Frenchies into the Dutch boats.

Don't mind as I'm sure I can have fun with the Virginia and 688i flight 3 variants first. Just want to try out the Collins for funsies and y'know its the national sub over here in Aus till the new sub class is built.

Considering doing a fresh install to try and clear the issue.

Thanks for the suggestion Sublab67
1. See if the boats are in the unit reference (in-game)
2. See if they are in the vessels list. (in override)
3. See if you have the vessel files for those boats. (in override)
4. See if the vessels are named in the relevant mission/campaign file as a player ship. (in override)

With that info, we should be able to figure out your problem.
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Old 08-14-2017, 10:51 PM   #246
CaptainX3
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Mod updated!
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Old 08-14-2017, 11:19 PM   #247
CaptainX3
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For those who wish to contribute to the mod:

I have set up a public GitHub for the mod. I'm still testing it and fully learning how to use it, but it seems to be working so far.

Those who would like to join as contributors, send me your name on GitHub and I'll add you and create a development branch for you. PLEASE DO NOT CREATE YOUR OWN BRANCH! Let me take care of that until I get used to the system.

https://github.com/CaptainX3/CW-Playable-Subs
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Old 08-15-2017, 03:41 AM   #248
EnjoyableSTIG
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Two Questions:
1. Is the self noise rating the quietest that your own sub will get at 5 knots and ultraquiet mode?

and

2. Why does the Trafalgar have VLS tubes on the bottom of the sub that shoot torpedos only?

Also, superb job once again.

Last edited by EnjoyableSTIG; 08-15-2017 at 04:27 AM.
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Old 08-15-2017, 04:50 AM   #249
The Bandit
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Quote:
Originally Posted by EnjoyableSTIG View Post
2. Why does the Trafalgar have VLS tubes on the bottom of the sub that shoot torpedos only?

Also, superb job once again.
This represents the 5th torpedo tube.
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Old 08-15-2017, 07:43 AM   #250
wastel
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Nice work, thank you.

Question:
Are you able to give the 212a its X shape rudders or is this not possible?
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Old 08-15-2017, 08:46 AM   #251
CaptainX3
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Quote:
Originally Posted by EnjoyableSTIG View Post
Two Questions:
1. Is the self noise rating the quietest that your own sub will get at 5 knots and ultraquiet mode?

and

2. Why does the Trafalgar have VLS tubes on the bottom of the sub that shoot torpedos only?

Also, superb job once again.

1. The self noise rating listed in the description is the sub's BASE rating as entered in the vessel file. This is before any modifiers. Ultra Quiet will reduce that number, while increasing speed will increase that number by 1db per knot.

2. I think Ramius did that because the game goes wonky when you try to give a sub an odd number of regular torpedo tubes.
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Old 08-15-2017, 10:55 AM   #252
Izrid
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This is getting a bit much. Would really like to see better models/values, rather than using wrong models, painting them black and saying, "that'll do".

Getting close to removing this mod entirely and sticking with the stock game =/
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Old 08-15-2017, 01:41 PM   #253
CaptainX3
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Quote:
Originally Posted by Izrid View Post
This is getting a bit much. Would really like to see better models/values, rather than using wrong models, painting them black and saying, "that'll do".

Getting close to removing this mod entirely and sticking with the stock game =/
Please do. No one is forcing you to use the mod. Bull**** like this is why modders quit and walk away.

Oh, and FYI, new models cannot be added to the game at this time, they're locked out. So are sub/ship textures. But hey, you apparently know everything, so by all means go make a mod with new models and textures.
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Old 08-15-2017, 01:57 PM   #254
phelan1777
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Quote:
Originally Posted by Izrid View Post
This is getting a bit much. Would really like to see better models/values, rather than using wrong models, painting them black and saying, "that'll do".

Getting close to removing this mod entirely and sticking with the stock game =/


Then mod the game and bring in all the textures and viewable aspects that will make the game better for you. Or you can appreciate the VOLUNTARY work that the members here have provided. Just a thought in consideration.
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Old 08-15-2017, 02:01 PM   #255
goldfish716
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Quote:
Originally Posted by wastel View Post
Nice work, thank you.

Question:
Are you able to give the 212a its X shape rudders or is this not possible?
It can be done. Although you would still see the non-moving parts of the conventional fins. Only the moving parts can be removed.

Also the x-fins won't move when steering, but they will look nice.
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