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Old 12-27-08, 04:52 PM   #946
cgjimeneza
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Default an answer

Hi.
Lurker now usees the damage model for ships from Real Fleet Boat and the new crew berth distribution.

when you are undergoing a depth charge attack, leaving the TOPSIDE crew "outside" will result in their being killed.

you must move the crew to the empty slots in the sub, DONT recruit people for the deck gun and AA guns, they are considered TOPSIDE slots.

so you move them to the slots in the conning tower and the crew berthing.

this is fairly new.

If you want cargo missions or the like, you will have to use a US sub, Uboat missions are to patrol specific grids and engage any shipping encountered.

wait till you try to leave the french channel ports and the RAF coastal command comes after you (yes, I still have nightmares on that), they do seem lo like my Uboat for target practice, and forget about AA guns... the surest way to loose crew.

any questions feel free to ask, its the best mod for the atlantic and getting better with each release


Quote:
Originally Posted by Nets15
yep i did sorry for not being spesific
just when it turns grey i send my status they order me to go some other place and stay there (wery few ships pass my patroling area) and that repeats till i get back to base and then it continues
so i was just asking is there some different missions like transport some stuff or destroy a convoy?
and for what is the conning tower for nad the crew brethring?
One porblem more when i dive to periscope depht the periscome is sooo on ethe same level as the sea ant this happens when there arent big waves, i cant see nothing with my periscope!
Thanks!
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Old 12-27-08, 05:05 PM   #947
cgjimeneza
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Default low height scope

and the low height scope is known... buy YOU dont WANT to expose more than its necesary.

Its part of the realism settings of Op Monsun, you will have to accept it or manually rise your boat from set periscope depth with the risk of being more visible
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Old 12-28-08, 05:49 AM   #948
Nets15
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Default

thanks a mil.
and about that periscope....thanks for explaining....well sailing in the atlantic isnt like in the bathtub now is it heheehe
but that crew stuff i havent been puting them into the conning tower and crew berthing....but they havent died either!
and umm that "secret objective" what about that? do i have to sink between 1000-10000 tonnage anywhere i want?
Thanks again!

Last edited by Nets15; 12-28-08 at 05:58 AM.
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Old 12-28-08, 07:36 AM   #949
cgjimeneza
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Default objectives

Well mi amigo, I know that Lurker is more on the "time on station" thing, but if you find a convoy and engage sinking something (and not getting sunk) its a plus, I have tried most of the places:

east coast of england
western approaches
mid atlantic
east coast of the US
caribbean - the venezuelan coast
the med (very shallow if you ask me)
the russian convoys (cold), but I entered the approaches to murmansk and got three merchs and an escort ship

so go figure, its a very big area were we can go and patrol, and finding convoys is not so easy

have you installed the DIFFERENT SMOKE TMO mod? go search it you will love the different smoke emited by merchs (heavier than warships) but maybe Im a bit off topic. PM me if interested in joining the pacific war (check www.subsowespac.org)

enjoy op monsun


Quote:
Originally Posted by Nets15
thanks a mil.
and about that periscope....thanks for explaining....well sailing in the atlantic isnt like in the bathtub now is it heheehe
but that crew stuff i havent been puting them into the conning tower and crew berthing....but they havent died either!
and umm that "secret objective" what about that? do i have to sink between 1000-10000 tonnage anywhere i want?
Thanks again!
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Old 12-28-08, 08:29 AM   #950
Nets15
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Default

Thanks!
and if i atack merchants i send usually 2 torps(better safe that sorry ) but they only sink they dont explode anymore like they used to
and im downloading and installing those ROW mods
ill check that link out tough!
PS:what ya think about Kriegsmarine Mod ? Does it run with OM?
And cgjimeneza i found one page where u said some good mods but lost it and cant find it anymore....so could u recomend some mods please?

Last edited by Nets15; 12-28-08 at 12:48 PM.
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Old 12-28-08, 10:32 AM   #951
cgjimeneza
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Default the kriegsmarine

If you are refering to the kriegsmarine surface warfare, its a work in progress by Ivank and his group, its not yet released and so no, its not compatible

the ships since V500 sink by slowly flooding, there is a patch being done by the RFB to address this (they sink like they want them to, but maybe they will make the ships have less compartments and maybe flood a bit faster and augment the chance of a catastrophic hit (hint hint), dont know if they take into account the cargo the ship is carrying..... when this patch is released it will probably be implemented by Lurker in Op Monsun, but keep in mind that this takes time, however its great fun.

Quote:
Originally Posted by Nets15
Thanks!
and if i atack merchants i send usually 2 torps(better safe that sorry ) but they only sink they dont explode anymore like they used to
and im downloading and installing those ROW mods
ill check that link out tough!
PS:what ya think about Kriegsmarine Mod ? Does it run with OM?
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Old 12-28-08, 12:46 PM   #952
Nets15
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Default

no no i dont mine the flooding just in the no mod game the merchants exploded after some time after getting a hit by a torpedo......or could it be that the explosion is only for war ships?
Thanks!
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Old 12-28-08, 02:55 PM   #953
Indy676
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Default watchcrewposition

Was just looking into some files, to find, where to change the pos of the watchcrew.:hmm: Has anyone played with this jet? I think the positiones with two people in the front part on each side and the other two people on the AA-gun-garden the so caled "Wintergarten" but both on the port side is not as correkt as could be.
The two after sector watchman should stay in the aft part of the bridge and watch to both sides and not on the "Wintergarten"
Can anyone tell me where to look to this problem?
Thanks in advance
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Old 12-28-08, 04:22 PM   #954
DarkFish
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Default

Quote:
Originally Posted by Indy676
Was just looking into some files, to find, where to change the pos of the watchcrew.
Look in the .dat file of the conning tower you want to edit. This file should be in the Data\Objects folder. Now look for the watchman nodes (they're called something like WCS_01_dummy) and change their positions.
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Old 12-29-08, 05:37 AM   #955
Nets15
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Default

i got an prob.
evry time i go to the sonar(i think ) the screen is just grey. i can see all the command menu but the scren where the 360 circle suposed to be is just grey.

Last edited by Nets15; 12-29-08 at 06:42 AM.
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Old 12-29-08, 07:43 AM   #956
REIS
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Default

Good day to you!

I am playing your mod and its very nice, thank you a lot! It brings the new life to the game!

And now a couple of questions.

1q) im using
OpsMonsun_V600
OMV600_Patch1A
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
and then im trying to install
different smoke http://www.subsim.com/radioroom/showthread.php?t=140535
it shows a conflict of files:
http://www.shareapic.com/public/view/full/30863
what should i do to fix it? because if im using this mods at one time some ships starts to have wrong dimension and even not moving at all
2q) i found a little bug when rotating the camera can you fix this plz
http://www.shareapic.com/public/view/full/30864
http://www.shareapic.com/public/view/full/30865
looks like the stairs just cutting when the camera rotates
3q) what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX http://www.subsim.com/radioroom/showthread.php?t=132134

Sorry for my bad english, im from Ukraine and its not my native

Happy new year!

Last edited by REIS; 12-29-08 at 08:02 AM.
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Old 12-29-08, 08:35 AM   #957
cgjimeneza
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Default different smoke

there is no problem on different smoke, you can enable it without screwing anything
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Old 12-29-08, 08:53 AM   #958
Nets15
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Default prob

im using Spaxs SH4 Uboat Speech Fix V8
OMv600
OM600 patch1A
1RUIM
3Ruim
2Ruim
ROW main load screen
Row Camera vs 1a
ROW Object reflections and search Lights
Row New seafoam
Row textures with sun
Row special effects with stoc zones
Row Sky and ocean controlls
Addon for reflections of the water
UBM mission pack
Kriegsmarine chart colour
I dont get why the sonar is all gray, i cant see it but when i click some where it works.
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Old 12-29-08, 10:24 AM   #959
pythos
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Default Type II interior

Is there a way to change the default eye point for the player in the control room of this boat?

The default position is toward the back of the room, next to the bed and kitchen, and not by the navigator's table, facing the gauges. It would seem someone thought that the chute by the captain's bed is the main hatch, which it is not. The one between the dive plane position and navigation table instead is.
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Old 12-29-08, 12:33 PM   #960
lurker_hlb3
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Default

Quote:
Originally Posted by REIS
Good day to you!

I am playing your mod and its very nice, thank you a lot! It brings the new life to the game!

And now a couple of questions.

1q) im using
OpsMonsun_V600
OMV600_Patch1A
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
and then im trying to install
different smoke http://www.subsim.com/radioroom/showthread.php?t=140535
it shows a conflict of files:
http://www.shareapic.com/public/view/full/30863
what should i do to fix it? because if im using this mods at one time some ships starts to have wrong dimension and even not moving at all
2q) i found a little bug when rotating the camera can you fix this plz
http://www.shareapic.com/public/view/full/30864
http://www.shareapic.com/public/view/full/30865
looks like the stairs just cutting when the camera rotates
3q) what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX http://www.subsim.com/radioroom/showthread.php?t=132134

Sorry for my bad english, im from Ukraine and its not my native

Happy new year!
In reference to your comments, OM was not test with any of the following mods.

RUIM v1.0 for SH4v1.5 (Hi-res)
RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)

And I have no idea how they effect the performance of OM

====================

In reference to “different smoke merchants&warships” mod which has file dates of Aug 2008, they do “conflict” with the current .sim files in OM600. If you use it and OM stops functioning, you need to remove that mod.

=======================

In reference to “i found a little bug when rotating the camera can you fix this plz”, OM makes no changes to the camera.dat file, and if I did it would conflict with other mods like RFB & TMO.

=================

In reference to “what other fixes can you add to your addon? is this already added? Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX”, this mod is already part of OM.

My recommended “add-on” mods is at the bottom of the first post of this thread.

===================

Last to everyone. I do not look at “very possible” mod that is out there. If you load it up, after OM and JSGME generates a “conflict” warning and you go ahead an loaded it anyway and OM no longer works correctly, “It is NOT my problem”, so don’t ask me to fix it, because I won’t
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