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Old 08-24-2015, 06:32 AM   #16
torpille
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j'adore !
i love it !
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Old 08-24-2015, 06:57 AM   #17
BL!TZKR!EG
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Quote:
Originally Posted by Sepp von Ch. View Post
Hello Hansolo, wow, your continuation of your perfect mod wit famous campaign is a great news for me!

I would like these updates in your mod:

Tomi_099’s VIIC/41 Model


Jimbunas XXIII model
Thomsen's Sound Pack V3.2cg
Open Hatch Mod
Interior mods with food and crew
LifeBoats&Debris_v4
Waterstream+Exhaust Combi V2.3
DFa-Flag&Pens_2010
FM30_UpDown_final
Urfischs_ModStrike_Beta1
Depthcharge Shake v2.01
Real Depth Charge
Torpedo damage Final ver2.0
New Uboat Guns 1.2
SH4StyleFlag_fullModel
All Historically Accurate U-boat Emblems (conus mod)
Pascal_Port_People
Rapt0r's Das Boot Interior
Merchant_Fleet_Mod_3.2 compatibilty, incl MFM3.2 displacement correction mod
Wooden_Lifeboats_Mod_1.1
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Ice Age
Scire-Tikigod- repeated order
WB's USAM mod -ships to the campaign
OLC's Modified Searchlight Beams
Aces' Super Turms
FM_NewInterior (for VII)
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Aces' Modified Headphones
Elite U-boat Binoculars
Veers_KaimauerAlgen_Mod
Rubini´s Chief Helsman stress behaviour fix
MaGui final version, incl German Images for MaGui Final
Aces' Super Turms with Bearded Crew On Deck Add On
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b
CodeUltra-Realistic BdU Contact Reports
Rubini´s Underwater dust&plancton v1
M.E.P compatibility
Sobers 3D waves
Foam
Light compatible with Stiebler4B Addon and Supplement V16B harcore fix.
Gosh. What a long list

While it would be easy to have Tomi's VIIC41 (I got data from him) the rest takes quite some time...

Discussion?
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Old 08-24-2015, 07:04 AM   #18
BL!TZKR!EG
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Quote:
Originally Posted by fitzcarraldo View Post
I like to see in WAC 5 an special version of the new (WIP) MaGUI U BOOT HAHD. Please contact Makman for that
Yes, that's already on the list - and in fact I have already done that - and I already have Manos' confirmation, so: Yes, MAGUi will be included.
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Old 08-24-2015, 07:13 AM   #19
BL!TZKR!EG
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Quote:
Originally Posted by areo16 View Post
Is Tomi_99 still working on the Type II engine room?
If I kick his butt often and friendly enough: yes - J/K
Seriously: I guess I will call him this week and will find out.

Quote:
Quote:
Originally Posted by Myxale View Post
Could you include the Seabed Repair mod http://www.subsim.com/radioroom/downloads.php?do=file&id=957.

It adds the Keel-Zone to the Zonefile. And it worked really well with GWX.
Quote:
Originally Posted by HanSolo78 View Post
I have to look but should be no problem, I think.
Shall I put it onto the list?
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Old 08-24-2015, 08:30 AM   #20
HanSolo78
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I think the type II engine room was already completed for GWX4 intentionally and was then abondoned when Gwx4 was canceled. The work Tomi_99 gave me was all for SH4.

Btw. great thread Blitz!
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Old 08-24-2015, 09:08 AM   #21
Magic1111
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Quote:
Originally Posted by HanSolo78 View Post
Btw. great thread Blitz!
Yes, 2nd this!
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Old 08-24-2015, 12:12 PM   #22
Fubar2Niner
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Most excellent news and great thread ! Well done Han and Blitz
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Old 08-24-2015, 12:14 PM   #23
urfisch
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hey han.

das sind fantastische neuigkeiten!!! wie geil. very nice! wac always was my favorite megamod.



my personal top 3 wishlist:

1. new crewmodels!!! instead of these zombies (racerboy started to examine the mechanics behind, but never heard about it any more)
2. real wolfpack patrols
3. more realistic looking harbours with more details, like bushes, additional buildings, etc.

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Old 08-24-2015, 12:16 PM   #24
urfisch
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han solo, han solo, han solo!


great!
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Old 08-24-2015, 12:20 PM   #25
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Quote:
Originally Posted by urfisch View Post
han solo, han solo, han solo!


great!

@urfisch

Your modstrike mod was a great asset to SH3 also, I am sure Han would applaude your work also.
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Old 08-24-2015, 12:40 PM   #26
HanSolo78
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Quote:
Originally Posted by Fubar2Niner View Post
@urfisch

Your modstrike mod was a great asset to SH3 also, I am sure Han would applaude your work also.
Sure!
But at the moment I am a bit fed up with interior rooms as I worked for about 5 weeks on them.
I did already include urfisch mod strike but had to restart my work.
But fire and waterstreams in the new compartements should add imersion some time!
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Old 08-24-2015, 12:44 PM   #27
Fubar2Niner
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Quote:
Originally Posted by HanSolo78 View Post
Sure!
But at the moment I am a bit fed up with interior rooms as I worked for about 5 weeks on them.
I did already include urfisch mod strike but had to restart my work.
But fire and waterstreams in the new compartements should add imersion some time!

Message recieved and understood Han, just pointing out to urfisch he was an admired modder too.

Looking forward immensely to WAC 5.0

Best regards.

Fubar2Niner
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Old 08-24-2015, 03:54 PM   #28
HanSolo78
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@Sepp von Ch.
Most of these mods will be included!

@Urfish
1. is a big thing and is definitaly a hard task; more good guys like TDW, DD or Anvart should compete such a task

2. hard to realize... you mean... meet a wolfpack at a certain PQ and engage a convoy? I think the h.sie patch introduces first wolfpack attacks in campaign... I have to test this!

3. also my wish... better and more different buildings. I would need good 3D models with uv-map would be the best.
otherwise we could convert Sh5 buildings.


@Furbar2Niner
Have to agree!! Because of that I use mods of his ceation like the main menu screen
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Old 08-25-2015, 05:55 AM   #29
BL!TZKR!EG
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Quote:
Originally Posted by Stahlsarg-Tobi View Post
Hi Han!

Geile Idee!
Das freut mich!
-Perhaps a small update for the Commander?
-H.sie's Implentments for WAC?(i'm a bit to "Faul"!)for manually changing...Stiebler Implentments,too?
-Ziczacing Layers For Vessels and Convois? (they are all to easy to find!)
-Raising or lowering speed of ships when sighting Uboats or Torpedos?(Besserer Ausweichkurs),
-More (or better the most) Marchants armed with guns also at the beginning and the earlier wartime?(Churchill gave a order to arm all the marchants to avoid surface attaks of U-Boats!just after war starts!) Or did they hit themselves,especially in Convois?
-More allied Planes with the correct range?(Better modelling of the gap in the Atlantic in way the war goes because i do'nt remember being attacted
by planes out of the coastel waters,but this is perhaps my Problem,never played a campaign after 1943.
-The Convois are'nt big enough because I read in books that Convois containing more than40 or 60 marchants;in SH3 I never see a convoi with more than 20-24 ships!

Is someting of this possible because of limitations of hardcoded or the system requierements?

Thank You for the big work at this game to all modders!!!

Geetings!
Quote:
Originally Posted by HanSolo78 View Post
Only an idea. Could be used for special operations, was my thought.
'destroy ... research Station..etc.'
But will surely not be in this update.

@fitzcarraldo

Maybe Ma GUI. Did not compare the WS Mods until now. Only worked on the new interiors.
What so you mean with these scripted ships?
New Lorient I have to see... Cause WAC4.1 was already released with many new realistic ports.
New 3d models from wise.. I also have to see. What are the improvements to wac4.1 models?

@stahlsarg-tobi
Zickzacking convoys with changing speed are already included in wac.
Better escape AI is maybe hardcoded.. Maybe stiebler or h.sie can solve this
Atlantic gap is a good idea.
Bigger convoys is possible. But will definately ne cpu intensive.
Have to look what convoy sizes are in WAC now.
WAC 4.1 already has the largest and best CAMPAIGN.SCR I have ever seen and there is not much that needs to be done, or is there anything you know from other mods that you miss in WAC concerning its campaign?
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Old 08-25-2015, 07:05 AM   #30
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Quote:
Originally Posted by BL!TZKR!EG View Post
WAC 4.1 already has the largest and best CAMPAIGN.SCR I have ever seen and there is not much that needs to be done, or is there anything you know from other mods that you miss in WAC concerning its campaign?
SSS
USAM v69.61.1

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