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Old 01-07-10, 05:43 PM   #1
-BISMARCK-
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sorry but there is nothing in it to put Agency_12.dds and FPCond18.dds
and looked all documents and none had that name and also avierto the txt of the route and provided me as what I have read enterito but none encuantra

the google translator does his job and is vien as an enigma is there any other solution please? some already uploaded this file without this error? annoys me not being able to play this great mod in campaign

thanks for your help
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Old 01-07-10, 06:47 PM   #2
DarkFish
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Quote:
Originally Posted by -BISMARCK- View Post
sorry but there is nothing in it to put Agency_12.dds and FPCond18.dds
and looked all documents and none had that name and also avierto the txt of the route and provided me as what I have read enterito but none encuantra

the google translator does his job and is vien as an enigma is there any other solution please? some already uploaded this file without this error? annoys me not being able to play this great mod in campaign

thanks for your help
open data\campaigns\CampaignRU\GW_LOC.mis and replace all "Agency_12.dds" with "FPCond18.dds". You'll find these INSIDE the GW_LOC.mis file.
Quote:
Originally Posted by Poul View Post
Russian fonts for SH:
thanks! just what I needed
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Old 01-08-10, 11:09 AM   #3
Kvazzz
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Has anyone managed to hit anything? I was shooting a ship on anchor in Kotka from 700 meters and missed twice. I mean, I might not be a , but TWICE, come on!

Do I need to know anything different about torpedoes here?
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Old 01-08-10, 11:45 AM   #4
sergei
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They do not turn after leaving the tubes. They just go straight ahead.
I know that the Russian subs of the period had only a rudimentary fire control system. It is probably to simulate that. They cannot transmit gyro angles to the torpedoes.
You have to aim by turning the boat, like a WW1 sub.
Easiest way to do this is use the TDC to set up a zero gyro angle shot.
Or use a lead angle calculator like this http://www.couscouscrabcakes.com/okane.html
I know the Russian 53-58 torpedo goes either 30.5 or 44.5 knots.
Or just estimate it and fire a spread along his track.
Sure makes things challenging!
And I was pulling my hair out until I figured the torps do not turn!
Good luck

EDIT:L There is also an electric torpedo, the ET-80 available after 1943. This goes at 29 knots. I do not know if this one is capable of turning after leaving the tubes.
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Old 01-08-10, 04:04 PM   #5
AOTD_MadMax
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Nice work !

It seems that the planes are Models from IL2.

My question is how do you worked out these planes.
I need better Models for Nakajima Ki 43, Ki 44, Ki84 and Kawasaki Ki 61 for FOTRS !

Is it possible to help me ?

Greets

Maddy
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Old 01-08-10, 07:03 PM   #6
DarkFish
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great mod - while nearing my patrol area I was surprised to find myself ambushed by 2 torpedo boats steaming towards me at full speed. Before I knew it half the Finnish fleet steamed towards my position, and with my "always attack"-philosophy it's needless to say I didn't last long

I was also pleasantly surprised to find my AI torpedo launchers on them - but used in a slightly incorrect manner as they are visible and too close to the ship.
To make the launchers invisible again, open Data\Library\ShipParts\torpspawngun.dat and uncheck the 'Visible'-box on each node.
Also, I advise you to move the launchers a little further off the ship, or the torpedoes will not launch correctly (if at all).
Poul, maybe you could fix this in a follow up version?
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Old 01-08-10, 07:44 PM   #7
sergei
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Quote:
Originally Posted by DarkFish View Post
great mod - while nearing my patrol area I was surprised to find myself ambushed by 2 torpedo boats steaming towards me at full speed.
Yeah I just got jumped by two of those suckers, barely 25km from leaving port. Seems by the time your watch crew spot the they are really close. And they're fast eh?
I'm not complaining - keeps me on my toes!
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