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Old 04-07-2017, 08:46 AM   #391
BigWalleye
Sea Lord
 
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Flakmonkey is still around. PM him. He would probably give you permission to do so.
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Old 09-10-2017, 02:44 PM   #392
Hof1976
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Default Operation Monsun.

Any chance of incorporating these interiors. to SH4 for the OM mod?
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Old 11-21-2017, 01:59 PM   #393
Darkbluesky
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Hi FM, BIG thanks for this. This is the best one I have tested so far. I wanted to say that you have managed to create/keep the ambient perfectly. I LOVE this.

I tried WAC5 with its full interior mod, but -although it uses your interior-, the sailors added there are an ambient breaker, together with other details which break the mood (lights, and their metal protection, etc).

I prefer much more your static crew, although few and static they feel much more 'real', at least much more integrated. They are just fine.

The mood and details you put there are so good that I am trying to use this mod with WAC5 instead of his own full interiors. Even if that means losing the full interiors in type IX and II.

Do you have plans when to add the aft torpedo room? I can't wait!

Last edited by Darkbluesky; 11-21-2017 at 03:45 PM.
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Old 01-02-2018, 03:49 AM   #394
Krieg Francis
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Doesn't work for me.
Anytime I start turning my head, it crashes the game.
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Old 01-02-2018, 04:01 AM   #395
hauangua
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Quote:
Originally Posted by Krieg Francis View Post
Doesn't work for me.
Anytime I start turning my head, it crashes the game.
You need of 4GBpatch
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Old 02-19-2018, 03:07 PM   #396
Gramitzky
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Hi guys

I wanted to ask about this excellent mod: I've got it working fine on a Type VIIC playthrough and it's fanatstic. I've tonight tried it on my Type VIIB playthrough and...all the hatches are shut "downstairs" - no response from the usual SHIFT + H / CONTROL + H to open and close them. Works fine outside on the conning tower and foredeck still, but hatches are refusing to comply inside the sub.

After much fannying about messing with the mod load order (thought it might be a few other mods messing with it) I am still having no joy. Went back and tested it on the Type VIIC playthrough...everything works just fine.

So, I'm coming to the conclusion it's not fully integrated for the type 7B - up top it works but no functionality internally in the sub...

Am I right in thinking this? Or have I made an error / is there a mod clash...?

LIST of Current Mods in order:

GWX - No medals on crew
GWX - Enhanced Damage effects
GWX - Main movie Das Boot
GWX - Lite hHarbour traffic
GWX - Torpedo damage final ver2.0
ALL_Weather_Guns
MEP v5
MEP v5 - Visual sensors for GWX3
FixAllSubGWX
GWX - Integrated Orders
GWX - FM_NewInterior v2.1D

Any help or enlightenment would be much appreciated
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Old 02-20-2018, 02:55 PM   #397
Gramitzky
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Nevermind - got it working in the end

Dont know how - just decided to function after having dived in type 7B
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Old 02-20-2018, 04:01 PM   #398
Rhodes
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The hatch control is linked to the weapons officer, I think. One has to have him in his station, for the hatch to move.
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Old 02-21-2018, 06:17 PM   #399
Gramitzky
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Thats makes perfect sense. I usually leave WO position empty beginning and end of missions. That explains why. Thanks Rhodes.
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Old 04-06-2018, 12:54 AM   #400
Binak
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Hello everyone.

I come here to ask, where is the readme pdf? In the OP post says it is included in the download but I can't find any readme file.

This closes the "open hatch" mod of GWX, right? how can I access the other rooms?

Thanks in advance.
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Old 04-06-2018, 01:31 AM   #401
ivanov.ruslan
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Hi,there is a readme file ftp://Maik:Woelfe@hartmuthaas.no-ip....terior_V1.0.7z
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Old 04-06-2018, 09:54 PM   #402
Binak
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Quote:
Originally Posted by ivanov.ruslan View Post

Thanks! This is exactly what I needed!
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