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Old 04-22-08, 03:57 PM   #91
miner1436
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Im not really sure on how to import whole nodes, only parts of them.
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Old 04-23-08, 03:56 AM   #92
W4lt3r
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Gah, just tried TMO with this mod, and it crashed when got to the mission objective zone, and seemingly it also has disabled me from using the 5" dual deck guns.. Only conflict detected with this mod and the TMO is that both change something in the Sensors.cfg folder.

Anyone got the thing to work with TMO, that you could really engage something with those deck guns?
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Old 04-23-08, 07:54 AM   #93
Axlwolf
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@ W4lt3r,i play with Trigger Maru Overhaul for 1.5,my only problem was the icons on the lower left part of the screen.

@ miner1436,i love the bridge screenshot,i hope something similar could be implemented in the Fubuki.Good work.

@ Xantrokoles,sometime i get a CTD in a custom mission i've created,.
In this mission the Fubuki was part of a japanese task force against an american TF,with some added dive bomber.Apart from the plane attacking only my ship (it's fun to dodge bomb,sometime they get REALLY close) i get a CTD when i get pounded really bad by a Pennsylvania BB.
The CTD doesn't happen everytime,sometime i sink normally.I think is related to too much damage in too little time or something similar.
Good work!
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Old 04-23-08, 08:05 AM   #94
W4lt3r
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I think i just thought out why the hell that ship turns purple... Is the damage model adjusted correctly? because visible damage can be seen on the 1.1 version, but 1.0 was fine, although did that thing even have damage model. Dont know but, guess checking out the damage model's settings and checking is the error there.

Donno, just my idea.
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Old 04-23-08, 08:44 AM   #95
Axlwolf
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Maybe its a texture problem?it happen only when the hull get punctured.Some sort of conflict?
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Old 04-23-08, 09:03 AM   #96
Xantrokoles
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@ Axwolf

I don't think this mod is the reason for this CTDs

The bridge on the Fubuki is not this way, it doesn't work.
When I did some tests with the Fletcher, this worked very well
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Old 04-23-08, 08:37 PM   #97
Zaro
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Excellent stuff. Let's hope by some miracle that if SH5 - if it is made - allows control of surface craft.
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Old 04-23-08, 08:57 PM   #98
peabody
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Quote:
Originally Posted by Axlwolf
Apart from the plane attacking only my ship (it's fun to dodge bomb,sometime they get REALLY close)
I wonder if the reason they attack you is because actually you are a sub? I wrote a convoy mission and the planes only attacked the merchants not the escorts. Maybe they have an order? Sub first, if no sub then merchant and last warships? Not trying to hijack the thread, just a thought.

I just put a couple of Fubuki missions up in Sh4 mission designers forum, if anyone is interested. I wrote them without the upgrade to the Fubuki, I hope they still work.

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Old 04-23-08, 11:02 PM   #99
peabody
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Default Purple and UZO

I just installed the new version of Playable dd and when I took a hit, mine also turned purple and after the mission I got a CTD. Never happened in version 1.
I got the UZO figured out, my fault. I thought the UZO was the TBT.

And I also noticed that when I click on the TBT on the dash it doesn't work, I have to use the button on the console, which is ok, it just worked in version 1.

But the horn starts up without me even putting the men at battle stations and it won't shut off. I haven't tested it yet but is it possible if you encounter the enemy and it gets turned on automatically and that is why we can't shut it off?

So far a lot of fun, just a few bugs.

I got sunk once and the message is:

6:09 Current depth 1460 ft.
6:09 Antenna's fixed sir.

Good - Glad to hear it.:rotfl:You don't think it might have been a better idea to fix the leak? I actually hit bottom, I could hear the noise, sounded just like when you take a sub in shallow water and hit bottom. So it has a pretty good crush depth. And the funny thing, it didn't end the game like it would have with a sub. I thought it would since this is built on a sub.

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Old 04-24-08, 03:18 AM   #100
W4lt3r
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Brilliant, I cant play this mod at all with TMO 1.5, always when i get a visual contact, i get CTD.. No matter is my DD mod 1.0 or 1.1, crashes anyway..
And i dont have any other mods activated then TMO (started this first) then started DD mod. *Sigh*
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Old 04-24-08, 04:49 AM   #101
The_Pharoah
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yep I've been getting CTDs quite a lot - could be because of TM. when I installed DD ver 1.1, it actually overwrote some of the TM files.

I'd rather lose the TM than DD
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Old 04-24-08, 07:19 AM   #102
Xantrokoles
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Sry guys, I haven't recognized ay of these bugs

Although this is good for me, I can't help you...

The mod does not work with TM.

@ peabody
Thanks for the Missions

Quote:
Originally Posted by Peabody
Fubuki DD Missions
Here are two new missions for the "Playable Fubuki Destroyer" Actual the missions are similar, with only one major difference.
You are near a harbor so the refit is available if needed. It was a quick throw together until I get more info on what people want. Let me know what you think. Feedback is important. If no one is interested then there won't be any sense in me making any more.

Fubuki Carrier Attack

You Must Be Kidding

Also this Fubuki mission was posted in another forum and it should go here.

SMG01 Convoy Guardian

Try them out and let me know what you think.

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Old 04-24-08, 10:44 AM   #103
peabody
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Quote:
Originally Posted by Xantrokoles
Sry guys, I haven't recognized ay of these bugs

Although this is good for me, I can't help you...

The mod does not work with TM.

@ peabody
Thanks for the Missions

I enjoy doing missions, sometimes it can be a pain, I have already noticed a couple of mistakes in the ones I made. But I just did something that happens quick so people will give the MOD a try and not have to spend hours trying it out.

As for the turning purple and the horn that won't shut off: Just for information, I have added 1.5 and I have no other mods installed. I disabled the two mods I had before installing 1.5.
And I used the new version and ran the .exe but it didn't install to the MODS folder. It created a second Silent Hunter folder with a MOD folder inside that, I had to move it to the MODS folder. I don't know if that information is any help as to what is wrong but I wanted you to have as much information as possible. I don't know anything about modding so maybe I did something different that caused the problem.

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Old 04-24-08, 11:12 AM   #104
miner1436
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I will build the Asahio class after the next release.

Last edited by miner1436; 04-24-08 at 12:53 PM.
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Old 04-24-08, 11:53 AM   #105
peabody
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Default More info

I just ran your Indic 1943 mission twice and these are the results maybe they will help figure out the problem, the merchants are set to poor so I had a hard time getting one to hit me:

1. Got hit, it made the ship shake. I checked "hull damage" it was 7. Did not turn purple. I got hit again, "hull damage 20" , it turned purple. So it seems to make a difference how much hull damage you have. You said you don't have the bug but maybe you are not getting enough damage for it to show. The merchant were so poor at shooting I had to drive right up beside one before it would hit me, maybe that is why you don't have the problem, the merchants don't hit you enough to make the ship turn purple. Try setting the merchants to "Novice" or "Competent" and see if you get enough damage to turn purple.

2. About the horn:
On my first try, the horn did not sound at all. I even activated "Battle stations: no horn. I completed the mission by sinking the required tonnage, mission ended but I selected "Return to game" the horn started immediately. And I could not stop it.

On the second play: I sank the escorts and headed for the Merchants. They started with small arms fire and I got "We are under attack, sir" and the horn started sounding by itself (I did not click Battle stations) and it would not stop even after all the ships were sunk.

On the first play I went and clicked the "Man the Deck guns" and "Fire at will" and after they were depressed the game selected them by itself and since it was a second click it caused them to "cease fire" even though they were not selected when I clicked on them.
In the second play of the mission I did not click them and they just kept flashing and would not go to depressed, so the guns wouldn't fire for at least 2 minutes until the buttons were depressed. (I didn't time it exactly but it was a while that they just flashed and did not depress)

I'm not complaining just trying to help you figure this out.

Peabody
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