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Old 09-12-16, 01:29 PM   #1846
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Quote:
Originally Posted by cdrsubron7 View Post
... Kinda curious why it's never been brought out before from guys like Ducimus and some of the other great modders we've had around here over the years.
Because of using the ME to trouble-shoot, and probably thinking - if they did use a text editor - that the unit definitions below that section you quoted would stop any undesired behavior.

That is an interesting quote in your next post. I'd always suspected that the game did sensors the way it does auto-targeting, and that's by knowing where everything is, and only telling the player at the 'appropriate' time, as defined in the config files.
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Old 09-12-16, 01:32 PM   #1847
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Quote:
I'm suspecting you looked in this particular .mis file due to the date you encountered the huge convoy? I'm curious what was that date?
I don't remember the exact day, maybe around the 10th. It was October, '43.
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Old 09-12-16, 01:37 PM   #1848
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Quote:
That is an interesting quote in your next post. I'd always suspected that the game did sensors the way it does auto-targeting, and that's by knowing where everything is, and only telling the player at the 'appropriate' time, as defined in the config files.
It also has me wondering if that is why the DDs seem to be physic as to where the position of your sub is whether it be 400 ft down or in the middle of a monsoon.
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Old 09-12-16, 01:39 PM   #1849
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CapnScurvy, that '100' is the default value for the ships in any given group, but below that section cdrsubron7 quoted is the 'definition' of the particular groups, of which there are usually only 2 or 3 ever defined. There is also a '10,000' groups that could be spawned, that appears to only be restricted by the date time frame, and the clock ticks between spawns. Any slip-up while text editing, and you could have a runaway situation. I was trying to compare values between the different groups, and haven't found anything. The 'A' & 'B' sets are just used to define the differences in territory gained or lost in that particular year.
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Old 09-12-16, 02:10 PM   #1850
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Not at all. Like to see dedicated people putting their skills into the project. Will wait for however long it takes. Once again, thank you to all who are involved.

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Old 09-12-16, 02:22 PM   #1851
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I've uploaded to the Google site my modifications for the latest FOTRS_v.1Beta. It's called "FOTRS Air_Ship_Sound_2". It can be found in the "FOTRS Core Mod Some Assembly Required" folder.

I've got a small readme within the mod. Basically it combines the "Fotrs Addon Ships" and the "802 Emulate Stock" sound mod together with my additions/corrections for the beta. You should have a working Museum now, with all assets in game.

Besides what I wrote in the Readme, the Hydrophone doesn't have the zoomed view as before with the mouse wheel. I'm also hoping the binoculars will have the compass bearing at the top of the view with all higher resolutions. I made some changes to the Names.cfg file by only changing the term "Big" to "Large" for those so named. Removed the Recognition Manual images of the red markings of OTC's on the "Fotrs Addon Ships" mod. Added the phrase "Rudder Amidships" when striking the appropriate keyboard key (sorry, my voice doesn't quite match, did the best I could). All planes have armament, which is one way for them not to attack when flying overhead. They will now if they haven't already lost their weapons.

I'm not done with the sensors. I'm working on the Sonar/Hydrophone now. There are things that don't make sense, but I'm not surprised either.

My first find is that the Sonar is non existent in-game without the Hydrophone. The Hydrophone does it all. When you have those grey lines drawn on the nav map showing a targets position....its the hydrophone doing the work. Sonar is non existent. Even when the targets are stationary....making no noise at all, the sonar doesn't find them......the Hydrophone does. I have no idea why the game has the sonar as a defined function.....the hydrophone does all the work. Even without the Sonar parameters in the game, the ping can still be made on a target. But without the Hydrophone...you've got nothing.

Hopefully, I'll be done soon.
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Old 09-12-16, 02:36 PM   #1852
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Quote:
Originally Posted by propbeanie
CapnScurvy, that '100' is the default value for the ships in any given group, but below that section cdrsubron7 quoted is the 'definition' of the particular groups, of which there are usually only 2 or 3 ever defined
It's my thought that the Maximum Unit Created=100 is the basic unit (ships) allowable within the specific time frame....1943a.

Since there are over 70 different groups of at least 2 possible units (ships) each in the 43a grouping. AND, if all were spawned at the same time, you'll have 140 units created. That's over the limit of what the game expects. I don't know what anomaly may occur when you exceed the games listed limit (there are other game files that list limits on entries as well)......but, a never ending convoy might be the result.
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Old 09-12-16, 03:22 PM   #1853
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Quote:
Originally Posted by CapnScurvy View Post
It's my thought that the Maximum Unit Created=100 is the basic unit (ships) allowable within the specific time frame....1943a.

Since there are over 70 different groups of at least 2 possible units (ships) each in the 43a grouping. AND, if all were spawned at the same time, you'll have 140 units created. That's over the limit of what the game expects. I don't know what anomaly may occur when you exceed the games listed limit (there are other game files that list limits on entries as well)......but, a never ending convoy might be the result.
Taking the 1943a grouping as an example, each of the 70 "groups" in it can have up to 10,000 groups each, spawned, limited only by the time frame & spawn rate involved in the text file, and each of those groups could potentially have up to 100 units, limited only by the 'definition' of the units listed below the group definition, also in the text file... In stock, some of the groups loop back to waypoint one, and never reach a termination, but most mods that I've looked at (2xTMO & 2xFotRS & GFO samples) have a termination waypoint for the groups, but I don't think anyone's looked at all the groupings yet. I'm also looking to see if something gets left behind from stock when you do a mod, but it looks like the whole campaign folder gets wiped in most so far... and if there's something "off" in the game's spawn engine, we may not find anything "fixable" anyway. But there's cdrsubron7 & me looking. We'll see (I hope his eyes are better than mine).
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Old 09-12-16, 04:30 PM   #1854
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Quote:
I've uploaded to the Google site my modifications for the latest FOTRS_v.1Beta. It's called "FOTRS Air_Ship_Sound_2". It can be found in the "FOTRS Core Mod Some Assembly Required" folder.
Is there a specific order for which it should be installed with the JSGME, Capn?


Quote:
But there's cdrsubron7 & me looking. We'll see (I hope his eyes are better than mine).
If I was sure what I was looking for my eyes might be.
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Old 09-12-16, 04:34 PM   #1855
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Quote:
Originally Posted by cdrsubron7 View Post
Came across this while looking in the RFB folders of the mod. Found it interesting and decided to post it.
I came up since then with a different and IMO great system for realistic visual sensors. It never went past the project stage, though, as I left active modding some time later.

Basically it is a system of sensor bubbles, like onion peels. Each ship has three visual sensors:

A long range one - Spots anything up to 20000 metres, but wont see anything that isn't at least 25 metres high.

A medium range one - Spots anything up to 10000 metres, but wont see anything that isn't at least 15 metres high.

A short range one - Spots anything up to 5000 metres, no matter if only one cm above the surface.

Why 3 sensors, you might ask?

Because that system accounts for earth curvature, and allows you to follow ships unseen from "behind" the horizon, while they will spot anything behind you that is really big (Like a battleship f.e.).
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Old 09-12-16, 04:42 PM   #1856
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Bismark is now converted to Unifiedrender controller and works perfectly.
Dat size:
before conversion 2,488 KB
after conversion 1,675 KB

It does not have any Bump map or AO mapping.
That's a whole nuther can o'worms.

A bump map can be made sort of.
Danlisa did a write up on using Photoshop to create a usable bump map.

AO mapping requires a complete export of the Ship in a way that is not possible at the moment.
(That's why I'm working on a new exporter!)
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Old 09-12-16, 05:09 PM   #1857
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Quote:
Originally Posted by CapnScurvy View Post
I've uploaded to the Google site my modifications for the latest FOTRS_v.1Beta. It's called "FOTRS Air_Ship_Sound_2". It can be found in the "FOTRS Core Mod Some Assembly Required" folder...
Initial look-see does great. The Museum sounds are definitely much more even. I've done a SM, and everything sounds & looks good. I did the SM right out of the Museum. I'll try to do a new campaign right out of the museum when I get back home.


Quote:
Originally Posted by cdrsubron7 View Post
Is there a specific order for which it should be installed with the JSGME, Capn?...
I took some of the mods that I have out, but nothing of them gets over-written, so unless you have something not in SAR, you should be fine


Quote:
Originally Posted by Jeff-Groves View Post
Bismark is now converted to Unifiedrender controller and works perfectly.
Dat size:
before conversion 2,488 KB
after conversion 1,675 KB

It does not have any Bump map or AO mapping.
That's a whole nuther can o'worms.

A bump map can be made sort of.
Danlisa did a write up on using Photoshop to create a usable bump map.

AO mapping requires a complete export of the Ship in a way that is not possible at the moment.
(That's why I'm working on a new exporter!)
That quite a difference in size for one ship. How much would the bump map & AO map add back in? Are they something that someone with little 3d knowledge could do, or do we leave that to a modeling expert? I've read about bump maps and things of that sort, but it kind of reminds me of reading a "How to program in C" book... I'm out like a light inside of 3 minutes...
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Old 09-12-16, 05:17 PM   #1858
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A bump map texture could be slightly smaller then the main texture.

AO mapping is not possible until a new exporter is created.
Well it is possible if you want to export every part, then import them into a 3D program and set them in the proper position.
Then burn the map, export every part and reimport each and every one.
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Old 09-12-16, 06:20 PM   #1859
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This might help track a Unit to the proper Roster folder.

Code:
 
 American\BBIowa.cfg
 American\Air\DB_USDiveBomber.cfg
 American\Air\FBCorsair.cfg
 American\Air\FBP35.cfg
 American\Air\FBP38.cfg
 American\Air\FBP47.cfg
 American\Air\FBP51Mustang.cfg
 American\Air\FBWildcat.cfg
 American\Air\LBB17Fortress.cfg
 American\Air\LBB24Liberator.cfg
 American\Air\LBSPBY5.cfg
 American\Air\LBSPBY5A.cfg
 American\Air\TBAvenger.cfg
 American\Air\TB_USTorpedoBomber.cfg
 American\Sea\APDManley.cfg
 American\Sea\BBAlabama.cfg
 American\Sea\BBColorado.cfg
 American\Sea\BBIowa.cfg
 American\Sea\BBMontana.cfg
 American\Sea\BBNevada.cfg
 American\Sea\BBNewJersey.cfg
 American\Sea\BBPennsylvania.cfg
 American\Sea\BBTennessee.cfg
 American\Sea\BBTennesseeEarly.cfg
 American\Sea\BBWestVirginia.cfg
 American\Sea\CABaltimore.cfg
 American\Sea\CANewOrleans.cfg
 American\Sea\CANorthampton.cfg
 American\Sea\CAPensacola.cfg
 American\Sea\CAPensacola_II.cfg
 American\Sea\CAPortland.cfg
 American\Sea\CAQuincy.cfg
 American\Sea\CLAtlanta.cfg
 American\Sea\CLBrooklyn.cfg
 American\Sea\CLCleveland.cfg
 American\Sea\COFlower.cfg
 American\Sea\CVEnterprise.cfg
 American\Sea\CVSaratoga.cfg
 American\Sea\CVUSEarlyWar.cfg
 American\Sea\CVUSSEssexCV9.cfg
 American\Sea\DDBagley.cfg
 American\Sea\DDBenham.cfg
 American\Sea\DDBenson.cfg
 American\Sea\DDFletcher.cfg
 American\Sea\DDFletcherII.cfg
 American\Sea\DDGearing.cfg
 American\Sea\DDMahan.cfg
 American\Sea\DDPorter.cfg
 American\Sea\DDSims.cfg
 American\Sea\DDSumner.cfg
 American\Sea\FFTacoma.cfg
 American\Sea\FishingBoat2.cfg
 American\Sea\KLCSNagara.cfg
 American\Sea\KLSSHansa.cfg
 American\Sea\KMCSZinbu.cfg
 American\Sea\KMSSHogIsland.cfg
 American\Sea\KMSSWM.cfg
 American\Sea\KSQ.cfg
 American\Sea\KSS.cfg
 American\Sea\LL.cfg
 American\Sea\M35Hansa.cfg
 American\Sea\NCVW.cfg
 American\Sea\NL_B.cfg
 American\Sea\NL_C.cfg
 American\Sea\NL_T01.cfg
 American\Sea\NOTM_T2.cfg
 American\Sea\NPL_Hap.cfg
 American\Sea\OldCorvette.cfg
 American\Sea\OMPaula.cfg
 American\Sea\PLHorai.cfg
 American\Sea\STUG.cfg
 American\Sea\SubTender.cfg
 American\Sea\T07B.cfg
 American\Sea\T07US.cfg
 American\Sea\TUS.cfg
 American\Sea\USTug.cfg
 American\Sea\VV.cfg
 American\Sea\VV2.cfg
 American\Submarine\AIFleetboat.cfg
 American\Submarine\SSBalao.cfg
 American\Submarine\SSGar.cfg
 American\Submarine\SSGato.cfg
 American\Submarine\SSNarwhal.cfg
 American\Submarine\SSPorpoise.cfg
 American\Submarine\SSS18.cfg
 American\Submarine\SSS42.cfg
 American\Submarine\SSSalmon.cfg
 American\Submarine\SSSargo.cfg
 American\Submarine\SSTambor.cfg
 American\Submarine\SSTench.cfg
 Australian\Air\S_Sunderland.cfg
 Australian\Sea\DDCClass.cfg
 Australian\Sea\DDV&W.cfg
 Australian\Sea\DERiver.cfg
 Australian\Sea\FishingBoat2.cfg
 Australian\Sea\KLCSNagara.cfg
 Australian\Sea\KLSSHansa.cfg
 Australian\Sea\KMCSZinbu.cfg
 Australian\Sea\KMSSWM.cfg
 Australian\Sea\KSQ.cfg
 Australian\Sea\KSS.cfg
 Australian\Sea\LL.cfg
 Australian\Sea\M35Hansa.cfg
 Australian\Sea\NCVW.cfg
 Australian\Sea\NL_B.cfg
 Australian\Sea\NL_C.cfg
 Australian\Sea\NL_T01.cfg
 Australian\Sea\NOTM_T2.cfg
 Australian\Sea\NPL_Hap.cfg
 Australian\Sea\OldCorvette.cfg
 Australian\Sea\OMPaula.cfg
 Australian\Sea\PCTrawler.cfg
 Australian\Sea\STUG.cfg
 Australian\Sea\T07B.cfg
 British\Air\FBHurricaneMk1.cfg
 British\Air\FBMosquitoTsetse.cfg
 British\Air\FB_Beaufighter.cfg
 British\Air\S_Sunderland.cfg
 British\Air\TBSSwordfish.cfg
 British\Sea\BBNelson.cfg
 British\Sea\BBQueenElisabeth.cfg
 British\Sea\BBRamillies.cfg
 British\Sea\BBRevenge.cfg
 British\Sea\BCRepulse.cfg
 British\Sea\CLDido.cfg
 British\Sea\CLFiji.cfg
 British\Sea\COFlower.cfg
 British\Sea\CVIllustrious.cfg
 British\Sea\DDA&B.cfg
 British\Sea\DDCClass.cfg
 British\Sea\DDJClass.cfg
 British\Sea\DDV&W.cfg
 British\Sea\DERiver.cfg
 British\Sea\FFBlackSwan.cfg
 British\Sea\FFBlackSwanElite.cfg
 British\Sea\FishingBoat2.cfg
 British\Sea\KLCSNagara.cfg
 British\Sea\KLSSHansa.cfg
 British\Sea\KMCSZinbu.cfg
 British\Sea\KMSSHogIsland.cfg
 British\Sea\KMSSWarMelody.cfg
 British\Sea\KPMCSExpress.cfg
 British\Sea\KSQ.cfg
 British\Sea\KSS.cfg
 British\Sea\LL.cfg
 British\Sea\M35Hansa.cfg
 British\Sea\NCVW.cfg
 British\Sea\NL_B.cfg
 British\Sea\NL_C.cfg
 British\Sea\NL_T01.cfg
 British\Sea\NOTM_T2.cfg
 British\Sea\NPL_Hap.cfg
 British\Sea\OldCorvette.cfg
 British\Sea\OMPaula.cfg
 British\Sea\PCTrawler.cfg
 British\Sea\PLConteVerde.cfg
 British\Sea\PLHorai.cfg
 British\Sea\PPE.cfg
 British\Sea\PPQ.cfg
 British\Sea\STUG.cfg
 British\Sea\T07B.cfg
 British\Sea\TUS.cfg
 Canadian\Air\S_Sunderland.cfg
 Canadian\Sea\CLFiji.cfg
 Canadian\Sea\COFlower.cfg
 Canadian\Sea\DDCClass.cfg
 Canadian\Sea\DDV&W.cfg
 Canadian\Sea\DERiver.cfg
 Canadian\Sea\FishingBoat2.cfg
 Canadian\Sea\KLCSNagara.cfg
 Canadian\Sea\KLSSHansa.cfg
 Canadian\Sea\KMCSZinbu.cfg
 Canadian\Sea\KMSSWM.cfg
 Canadian\Sea\KSQ.cfg
 Canadian\Sea\KSS.cfg
 Canadian\Sea\LL.cfg
 Canadian\Sea\M35Hansa.cfg
 Canadian\Sea\NCVW.cfg
 Canadian\Sea\NOTM_T2.cfg
 Canadian\Sea\OldCorvette.cfg
 Canadian\Sea\OMPaula.cfg
 Canadian\Sea\PCTrawler.cfg
 Canadian\Sea\T07B.cfg
 France\Sea\FishingBoat2.cfg
 France\Sea\KLSSHansa.cfg
 France\Sea\M35Hansa.cfg
 France\Sea\NL_T01.cfg
 France\Sea\PCTrawler.cfg
 German\Air\FBMesserschmittBF109.cfg
 German\Air\FW190a5.cfg
 German\Air\JunkersJu52.cfg
 German\Air\SArado.cfg
 German\Sea\AuxSubchaser.cfg
 German\Sea\BBAH.cfg
 German\Sea\BBBismark.cfg
 German\Sea\BBTirpitz.cfg
 German\Sea\CADeutschland.cfg
 German\Sea\CALutzow.cfg
 German\Sea\DD1936A.cfg
 German\Sea\DD1936B.cfg
 German\Sea\DD1936C.cfg
 German\Sea\DDNarvick.cfg
 German\Sea\DDZClass.cfg
 German\Sea\ECTHansa.cfg
 German\Sea\FishingBoat2.cfg
 German\Sea\GeAuxCruiser.cfg
 German\Sea\KLCSNagara.cfg
 German\Sea\KLSSHansa.cfg
 German\Sea\KMCSHansa.cfg
 German\Sea\LifeboatLarge.cfg
 German\Sea\LifeboatSmall.cfg
 German\Sea\LUSBremen.cfg
 German\Sea\M35Hansa.cfg
 German\Sea\NACA3.cfg
 German\Sea\NCVW.cfg
 German\Sea\NKGHAN.cfg
 German\Sea\NKGHAP.cfg
 German\Sea\NPL_Hap.cfg
 German\Sea\OLSchliemann.cfg
 German\Sea\PCTrawler.cfg
 German\Sea\PLConteVerde.cfg
 German\Sea\PLHorai.cfg
 German\Sea\PTSchnellboat.cfg
 German\Sea\T07B.cfg
 German\Sea\TUS.cfg
 German\Sea\Whalechaser.cfg
 German\Submarine\AITypeIXD2.cfg
 German\Submarine\GermanSub.cfg
 India\Air\FBHurricaneMk1.cfg
 India\Sea\FFBlackSwan.cfg
 India\Sea\FishingBoat2.cfg
 India\Sea\KLSSHansa.cfg
 India\Sea\M35Hansa.cfg
 India\Sea\NCVW.cfg
 India\Sea\NL_T01.cfg
 India\Sea\NOTM_T2.cfg
 India\Sea\OldCorvette.cfg
 India\Sea\OMPaula.cfg
 India\Sea\PCTrawler.cfg
 India\Sea\T07B.cfg
 Japan\Air\ADB_D4Y3.cfg
 Japan\Air\ASW_B6N2.cfg
 Japan\Air\ASW_H6K4.cfg
 Japan\Air\ASW_H8K2.cfg
 Japan\Air\FBKi44.cfg
 Japan\Air\FBKi61.cfg
 Japan\Air\FBKi84.cfg
 Japan\Air\FB_A6M5.cfg
 Japan\Air\FS_F1M_Pete.cfg
 Japan\Air\G4MBettyTorp.cfg
 Japan\Air\LBS_H6K.cfg
 Japan\Air\LBS_H8K.cfg
 Japan\Air\LBS_Q1W1.cfg
 Japan\Sea\AuxSubchaser.cfg
 Japan\Sea\BBNagato.cfg
 Japan\Sea\CAMyoko.cfg
 Japan\Sea\CATone.cfg
 Japan\Sea\CLAgano.cfg
 Japan\Sea\CLYubari.cfg
 Japan\Sea\COKaibokan.cfg
 Japan\Sea\CVAkagi.cfg
 Japan\Sea\CVEKaiyo.cfg
 Japan\Sea\CVEShoho.cfg
 Japan\Sea\CVKaga.cfg
 Japan\Sea\CVShinano.cfg
 Japan\Sea\CVSoryu.cfg
 Japan\Sea\CVTaiho.cfg
 Japan\Sea\DASirtori.cfg
 Japan\Sea\DDAkatsuki.cfg
 Japan\Sea\DDAkizuki.cfg
 Japan\Sea\DDAsashio.cfg
 Japan\Sea\DDFubuki.cfg
 Japan\Sea\DDFubukiII.cfg
 Japan\Sea\DDHatsuharu.cfg
 Japan\Sea\DDKagero.cfg
 Japan\Sea\DDKamikaze.cfg
 Japan\Sea\DDMatsu.cfg
 Japan\Sea\DDMinekaze.cfg
 Japan\Sea\DDMomi.cfg
 Japan\Sea\DDMomiII.cfg
 Japan\Sea\DDShimakaze.cfg
 Japan\Sea\DDShiratsuyu.cfg
 Japan\Sea\DDWakatake.cfg
 Japan\Sea\DDYugumo.cfg
 Japan\Sea\DEAkikaze.cfg
 Japan\Sea\DEBType.cfg
 Japan\Sea\DEChidori.cfg
 Japan\Sea\DEChidoriII.cfg
 Japan\Sea\DECType.cfg
 Japan\Sea\DEDType.cfg
 Japan\Sea\ECTHansa.cfg
 Japan\Sea\JPAuxCruiser.cfg
 Japan\Sea\KLCSNagara.cfg
 Japan\Sea\KLSSHansa.cfg
 Japan\Sea\KMCSHansa.cfg
 Japan\Sea\KMCSHeito.cfg
 Japan\Sea\KMSSBiyo.cfg
 Japan\Sea\KMSSHogIsland.cfg
 Japan\Sea\KMSSJP.cfg
 Japan\Sea\KMSSKinposan.cfg
 Japan\Sea\KMSSWarMelody.cfg
 Japan\Sea\KSSYae.cfg
 Japan\Sea\M35Hansa.cfg
 Japan\Sea\MSNO13.cfg
 Japan\Sea\NACA3.cfg
 Japan\Sea\NCVW.cfg
 Japan\Sea\NKGHAN.cfg
 Japan\Sea\NKGHAP.cfg
 Japan\Sea\NKSS_CAT.cfg
 Japan\Sea\NL_B.cfg
 Japan\Sea\NL_C.cfg
 Japan\Sea\NL_T01.cfg
 Japan\Sea\NPL_Hap.cfg
 Japan\Sea\OLNippon2.cfg
 Japan\Sea\OLSchliemann.cfg
 Japan\Sea\OMBuzyun.cfg
 Japan\Sea\PSTyohei.cfg
 Japan\Sea\SCSubchaser.cfg
 Japan\Sea\STUG.cfg
 Japan\Sea\T07B.cfg
 Japan\Sea\TUS.cfg
 Japan\Sea\Whalechaser.cfg
 Netherlands\Sea\COFlower.cfg
 Netherlands\Sea\DERiver.cfg
 Netherlands\Sea\FishingBoat2.cfg
 Netherlands\Sea\KLSSHansa.cfg
 Netherlands\Sea\M35Hansa.cfg
 Netherlands\Sea\NKGHAP.cfg
 Netherlands\Sea\NL_B.cfg
 Netherlands\Sea\NL_C.cfg
 Netherlands\Sea\NL_T01.cfg
 Netherlands\Sea\OldCorvette.cfg
 Netherlands\Sea\PCTrawler.cfg
 NewZealand\Air\FBHurricaneMk1.cfg
 NewZealand\Air\S_Sunderland.cfg
 NewZealand\Air\TBSSwordfish.cfg
 NewZealand\Sea\CLFiji.cfg
 NewZealand\Sea\COFlower.cfg
 NewZealand\Sea\DDV&W.cfg
 NewZealand\Sea\FishingBoat2.cfg
 NewZealand\Sea\KLSSHansa.cfg
 NewZealand\Sea\LL.cfg
 NewZealand\Sea\M35Hansa.cfg
 NewZealand\Sea\NCVW.cfg
 NewZealand\Sea\NL_B.cfg
 NewZealand\Sea\NL_C.cfg
 NewZealand\Sea\NL_T01.cfg
 NewZealand\Sea\NOTM_T2.cfg
 NewZealand\Sea\OldCorvette.cfg
 NewZealand\Sea\PCTrawler.cfg
 NewZealand\Sea\T07B.cfg
 RedCross\Sea\M35R.cfg
 RedCross\Sea\NPL_RC.cfg
 RedCross\Sea\NSHOS.cfg
 Russia\PCTrawler.cfg
 Russia\Air\DBIL2.cfg
 Russia\Air\FBLa7.cfg
 Russia\Sea\CAPr26bis.cfg
 Russia\Sea\DDType7y.cfg
 Russia\Sea\FishingBoat2.cfg
 Russia\Sea\KLSSHansa.cfg
 Russia\Sea\KMCSAkita.cfg
 Russia\Sea\KSS.cfg
 Russia\Sea\M35Hansa.cfg
 Russia\Sea\NCVW.cfg
 Russia\Sea\NDD_SU1.cfg
 Russia\Sea\NL_T01.cfg
 Russia\Sea\OldCorvette.cfg
 Russia\Sea\T07B.cfg
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Old 09-12-16, 06:30 PM   #1860
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Check the NCA_Deutschland folder.
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