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Old 09-29-14, 09:49 AM   #1
Dronston
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Edit about text below, I didn't p[lay for a few months and totally forgot the weapons officer has to be on his post for the command to work...doh, all the details...

For some reason I can no longer open the hatch doors with shift+h, anyone know why? It worked before.

In my Commands_en.cfg I have put (after installing Conus' widescreen mod):

[Cmd300]
Name=Weapons_officer
Ctxt=1
Key0=0x48,Cs,"Shift+H"
GoBack=Weapons_officer_view

and my mod list is:

GWX3.0 Additional_Ammo
GWX3.0 All_Weather_Guns
Waterstream+Exhaust Combi V2.3 for GWX3
M.E.P v4.2
Merchant_Fleet_Mod_3.2
Type VII Black-White-Grey MK1
Update M.E.P v4.2 to v4.3
Hafenkontur_ScapaFlow
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Sh3_volumetric_clouds&fog_V2.2
GWX_Combined_Skin_Pack
Optional - FSF for MEP v4.2
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
Undersea_Mod_Reworked
Conus' SH3GWXWS(widescreen) 2.3
GWX Large Compass(for widescreen mod)
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Last edited by Dronston; 09-29-14 at 10:17 AM.
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Old 09-29-14, 10:17 AM   #2
BigWalleye
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Quote:
Originally Posted by Dronston View Post
For some reason I can no longer open the hatch doors with shift+h, anyone know why? It worked before.

In my Commands_en.cfg I have put (after installing Conus' widescreen mod):

[Cmd300]
Name=Weapons_officer
Ctxt=1
Key0=0x48,Cs,"Shift+H"
GoBack=Weapons_officer_view

and my mod list is:

GWX3.0 Additional_Ammo
GWX3.0 All_Weather_Guns
Waterstream+Exhaust Combi V2.3 for GWX3
M.E.P v4.2
Merchant_Fleet_Mod_3.2
Type VII Black-White-Grey MK1
Update M.E.P v4.2 to v4.3
Hafenkontur_ScapaFlow
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Sh3_volumetric_clouds&fog_V2.2
GWX_Combined_Skin_Pack
Optional - FSF for MEP v4.2
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
Undersea_Mod_Reworked
Conus' SH3GWXWS(widescreen) 2.3
GWX Large Compass(for widescreen mod)
It's a four-step process:

1) Move an officer into the Weapons Officer slot on the Crew Status screen.

2) Go back to the Command Room and press SHIFT-; .

3) Watch the hatch open.

4) Be glad there is no one watching as you sit there feeling lame. I always do. Once spent an hour trying to get the #@%*(&$%# thing to work!

It doesn't help that I use the school missions for testing and these always start with the WE position unoccupied.
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Old 09-29-14, 10:19 AM   #3
Dronston
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Lol just as you post this I edited my post above that my weapons officer was not in place, totally forgot about that...it works now.
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Old 11-11-14, 07:57 PM   #4
stevee620
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Hi everyone,
I've just installed FMs new interiors after watching a vid on youtube so i had to have them. I notice on the vid though, that in the diesel engine room, the pistons are moving, mine don't. I'm quite new to this game so i don't really know what i need to get them to move. Any ideas anyone? Also my gramophone no longer plays, is this normal for this mod?
Thanks,
Stephen.

Last edited by stevee620; 11-11-14 at 09:07 PM.
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Old 11-11-14, 09:28 PM   #5
stevee620
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Tried to remove this post, realized that the engines weren't moving because i was submerged and using the batteries lol. And now the gramophone is working too...
What a fantastic mod it is too..... Well done flak monkey!!
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Old 11-12-14, 12:24 AM   #6
jbruns29
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This MOD is beyond impressive! Where did these detailed interiors come from? How was the engine animated?
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Old 11-12-14, 06:21 PM   #7
stevee620
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One thing that i've noticed since adding the mod, my sub , the IIA, where the interior isn't modified, i have a constant ticking noise, even when the chronometer is not running, is this normal?
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Old 11-12-14, 07:25 PM   #8
HW3
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IIRC that is the ticking of the clock.
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Old 11-30-14, 02:36 PM   #9
ReallyDedPoet
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Welcome to SUBSIM :-)
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Old 05-15-15, 11:47 AM   #10
helopilot59
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Icon7 Moving

Is there a way to move through the compartments in this mod? I can open hatches, but can't move through them. Thanks in advance for the help
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Old 05-15-15, 12:03 PM   #11
Sailor Steve
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Shift+F2 should let you walk around the boat. It works for me. Also Shift+E lets you do the same except the boat is moving all around you so simulate the actual movement in heavy seas.

If that's not working for you then something is wrong with the installation.
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Old 05-15-15, 03:57 PM   #12
helopilot59
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Thank you sir, can't wait to try it out.
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Old 06-03-15, 12:41 AM   #13
bstanko6
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I had a question about this mod. Maybe someone can help me. I posted a link from another post I made about FM interirors. Thanks.

http://www.subsim.com/radioroom/showthread.php?t=220437
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Old 06-03-15, 03:11 AM   #14
bstanko6
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Hey Blitzkrieg! I will keep that in mind for the future.

You have a solution to this issue? I know you got a trick up your sleeve somewhere!

Or better yet, how about an image of the torpedo room. I mean just a 2d pic of the room as seen from the radio room. I really do not need to go inside of the room, but it is better than a black opening down the corridor. no interaction, no entering the area, just a pic for background or even simpler, just a door to cover that dark opening? Can somebody make this, or help me make this happen?
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Last edited by bstanko6; 06-03-15 at 06:15 AM.
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Old 10-17-15, 12:52 AM   #15
HanSolo78
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Surely you have a mod conflict with other mods. Ususually FMs interior work in training missions and in career. So you have to figure out which mod is to blame. And actually there is only this interior mod for type VII now available. Seems to be FM is not working on other subs...
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