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Old 10-11-17, 04:58 PM   #8881
vdr1981
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Originally Posted by excel4004 View Post
I agree!!


Vecko for F.D.U.!!


..ahh its a port only update, so i need 3 more weeks (gametime) for reaching home port again.
BTW, for me it shows march 1940 and i discovered a norway convoy 27 (!) ships in the north sea without any escorts! Never read about such unguarded huge convoys in spring 1940. Did i miss something? Vecko and the others Kaleuns whats your opinion? Specially when i read you updated some new historically shipping lines to the game - very nice!!
HN convoys operated between Norway and GB until April 1940 and especially in last two months, as you can see on this link...http://www.warsailors.com/convoys/hnondates.html

It was just lucky coincidence that this convoy was unescorted, usually they are spawned in game with 1-4 escort ships...

I've just found the link above and I must say that I'm sometimes quite surprised how much SH5 campaign files are actually historically correct...
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Old 10-11-17, 05:06 PM   #8882
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Hello Wolves
I was looking at the individual ships in the museum, and there was a big transport lit litter near Sweden. Is there any chance of adding it as a non-illuminated ally? Also I miss another hospital ship? Will you add offshore warships, even merchant ships?
Some ships can not be imported because of incompatibility with some important Generic Patcher's functions, which can lead to CTD.

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A very nice auxiliary cruiser pinquin was added to the game, and he is also well armed. Unfortunately, we can not say about the remaining two Kriegsmarine auxiliary cruisers. I know there is a mod on this weapon, do you think it would be in the future if it will add this cruiser bike without any problems?
I tried something but It seems that their M nodes (for guns) which are hidden behind hull are not functional...I'll check again though...

EDIT
Correction...Guns can be added but they will be permanently hidden behind the ship's hull...




Last edited by vdr1981; 10-11-17 at 05:50 PM.
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Old 10-11-17, 10:28 PM   #8883
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Hello
So it is a great shame that some ships will not go into the game. I will look forward to the war ships. Will we have to re-launch a new career when updating with warships?
Yes, I meant this mode. He immediately likes it more. Will not these cannons be displayed on merchant ships from Cerbero mode?
Would it be a big problem to change the texture of water geysers after the explosion of the deep charge? These geysers are so unnatural to SH5 graphics.
I apologize for my English and constant questions.
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Old 10-12-17, 07:07 AM   #8884
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Just take a look at this beauty!
It is truly a sin to left her to languish on the bottom of the mods ocean any time longer...Warships are next in the great mtsn salvaging operation...

5° AoB?
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Old 10-12-17, 02:13 PM   #8885
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I know this is not historically correct, but I like to see some Olympic class liner (troop transport) in TWoS. I have the VonDos Titanic in GWX (SH3), scripted and works very fine. Nice to see (for me) the old lady in SH5....(BTW, I have a Lusitania, too).

The french BB is awesome, looking forward to see it in TWoS.

I see ALL the Museum with v2.09a in one session, without CTDs. Only a little more time to charge the submarines, specially germans. But all works fine. I think this is reflected in campaign and the new ships will work nicely in it. Now doing HT and I can´t see the new ships in ports (I´m in the middle of the Atlantic).

Many thanks for the fantastic work and best regards.

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Old 10-12-17, 04:55 PM   #8886
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Sirens are already in Wolves but I can always welcome new and more cool sounds...
Sorry, that is a feature that I had in mind for a long time, maybe I even discussed it with you a few dozens of months ago, but I had missed your implementation of it. I watched your presentation video btw. I probably might suggest some improvements, like sirens customized by nation (the one heard in your video is actually the red warning used by the British), the warning starting a few minutes before the actual raid and lasting a bit longer, etc, but all in all the the effect sound very cool indeed

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.
Well done

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Originally Posted by vdr1981 View Post
Some ships can not be imported because of incompatibility with some important Generic Patcher's functions, which can lead to CTD.
What ships? what features? Can I help with them? Maybe we can remove the conflicting features rather than discarding the units that they are found in...

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Originally Posted by vdr1981 View Post
I tried something but It seems that their M nodes (for guns) which are hidden behind hull are not functional...I'll check again though...

EDIT
Correction...Guns can be added but they will be permanently hidden behind the ship's hull...
Is that one of the stock auxiliary cruisers?
How were those recessed guns supposed to fire (in reality and in game)?
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Old 10-13-17, 02:57 AM   #8887
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Originally Posted by vdr1981 View Post
Did you check install instructions?
Oh dear! *Raises hand sheepishly*

Vecko, I usually follow your install/updates to the letter, however I missed that post of yours and installed the new update from link in your signature.

I didn't see the part about 'Install update in port'.
I installed it during my Atlantic Air Gap patrol....mid Atlantic.

However I didn't have any problems, and I completed the second 48hr patrol zone objective without a hitch.
I didn't see or hear a single ship, but I just put that down to bad luck, and that area being like searching for a needle in a stack of needles.

John.
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Old 10-13-17, 10:53 AM   #8888
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Originally Posted by gap View Post
Is that one of the stock auxiliary cruisers?
How were those recessed guns supposed to fire (in reality and in game)?
Hello
I do not think that these two auxiliary cruisers from the basic game (in Mtns Cormoran, Orion) are modeled according to real backgrounds.
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Old 10-13-17, 11:47 AM   #8889
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Hello
I do not think that these two auxiliary cruisers from the basic game (in Mtns Cormoran, Orion) are modeled according to real backgrounds.
What do you mean? Ubi models might not be especially accurate, but thiose ships having their guns disguised or hidden in special recesses of the decks is a fact
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Old 10-13-17, 01:19 PM   #8890
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Originally Posted by gap View Post
What do you mean? Ubi models might not be especially accurate, but these ships having their guns disguised or hidden in special recesses of the decks is a fact
Absolutely Correct "Q" Ships being the best Example. These Ships existed prior and during the WW2 Atlantic/Med Campaign





British First World War Q-ship HMS Tamarisk
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File Type: jpg 495px-HMS_Tamarisk.jpg (23.9 KB, 10 views)
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Old 10-13-17, 01:51 PM   #8891
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To Gap: I thought you asked what the real auxiliary cruisers looked like.
Otherwise in combat, these cruisers actually functioned as Q-ships. Their weapons were masked and unmasked immediately before their own struggle. So, in the case of the Ubi-auxiliary cruisers, side aprons would open and guns would fire.
If I could get the weapons and shells on the auxiliary cruisers working, I think it would be really a masterpiece.
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Old 10-13-17, 04:37 PM   #8892
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Originally Posted by Muckenberg View Post
If I could get the weapons and shells on the auxiliary cruisers working, I think it would be really a masterpiece.
Hidden guns can work indeed but parts of the hull designed to hide them can not be opened and that is the problem...

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Originally Posted by gap View Post


What ships? what features? Can I help with them? Maybe we can remove the conflicting features rather than discarding the units that they are found in...

Mostly SH3/GWX ships...The game crashes if certain simact patches are enabled (RPM inertia IIRC). I tried everything including creating new controllers from scratch in goblin but nothing...
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Old 10-13-17, 05:25 PM   #8893
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Quote:
Originally Posted by Muckenberg View Post
If I could get the weapons and shells on the auxiliary cruisers working,think it would be really a masterpiece.
Quote:
Originally Posted by vdr1981 View Post
Hidden guns can work indeed but parts of the hull designed to hide them can not be opened and that is the problem...
Unfortunately there are not game controllers which can be used for hiding guns in their "unmanned state" and unhiding them when the ship enters in alert state. I can think of some workaround methods for making containers and crates to open up when an enemy unit is in firing range, thus disclosing the gun hidden in them, but I have no idea how we could make a recessed gun to be rised and lowered according to needs

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Originally Posted by Muckenberg View Post
Mostly SH3/GWX ships...The game crashes if certain simact patches are enabled (RPM inertia IIRC). I tried everything including creating new controllers from scratch in goblin but nothing...
new controllers with the same settings?
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Old 10-13-17, 06:23 PM   #8894
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Make the "side panel" of the ship part of the "turret" for the gun?
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Old 10-13-17, 07:20 PM   #8895
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Make the "side panel" of the ship part of the "turret" for the gun?
Well, if that's the way it worked (my original question was exactly about that), with some adjustements your idea might work: we should separate the gun doors from the ship model, and tricking the game into thinking that they are the muzzle of a gun pointing straight upward in its rest position, and with training arc set to 0. When/if the ship tried to aim its gun toward a possible target, we would possibly see the hinged door opening. This method is a bit tricky, but it could actually work
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