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Old 07-14-09, 06:24 PM   #1396
lurker_hlb3
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Quote:
Originally Posted by Antar View Post
* American ships in this convoy... ok
but Free France???
In many sources, Free French describes any French individual or unit that fought against Axis forces after the June 1940 armistice...
Unable to recreate your problem.

Code review of all campaign files for the latest version of OM ( V705/710) and do not show any "Free French " merchant units being used in convoys in 1939.

Require the following info to proceed with trouble shooting your problem:

Current version of OM
Location of Convoy
Other mod that may be installed and in what order.

Last edited by lurker_hlb3; 07-15-09 at 06:38 AM.
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Old 07-15-09, 12:03 AM   #1397
PL_Andrev
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Quote:
Originally Posted by lurker_hlb3 View Post
Require the following info to proceed with trouble shooting your problem:

Current version of OM
Location of Convoy
Other mod that may be installed and in what order.
OM ver.: 705/710
Location: AM4631 (NW from Ireland)
Other mod: TMO 162/163 (Free French units are not available in these versions of TMO)
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Old 07-15-09, 06:51 AM   #1398
lurker_hlb3
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Quote:
Originally Posted by Antar View Post
OM ver.: 705/710
Location: AM4631 (NW from Ireland)
Other mod: TMO 162/163 (Free French units are not available in these versions of TMO)
Thank you for your report, bug detected, and will be corrected in the next release of OM
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Old 07-15-09, 08:08 PM   #1399
lurker_hlb3
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Default OM V705 to V711 Upgrade Readme

Operation Monsun V711 short readme

Credit:



rowi58

-Mine Sweeping Gear


Campaign

Changes to the Lant_Convoy41 file to fix incorrect shipping assigned to convoys during 1939/1940/1941 (OM V711)

Cfg

Addition Changes to Sim.cfg to provide more “historical correct” detection capability (OM V711)


Sea

Added Bangor class minesweeper (OM v711)
Changes to the “Ship’s Acceleration Physics” for Escorts / Merchants only (OM v711)


Single Missions

Added “RUM 441224 U806” (OM V711)
Added “RUM 450114 U1232” (OM V711)

The two missions add in OM V711 represent for lack of a better term “The Battle for the Halifax Approaches”. During late Dec 1944 / Jan 1945 two Type IX/C40 uboats conducted a “Inshore U-boat Campaign” against convoys off of the Halifax Approaches. Go to the OM_Readme file directory and read bx141.pdf / HMCS_Clayoquot.pdf for detailed accounts of these operations


Submarines

Changes the default weapons loadout of the Type IX/C40 (OM v711)


go to first post for download link

Last edited by lurker_hlb3; 07-17-09 at 01:11 AM.
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Old 07-16-09, 04:44 PM   #1400
lurker_hlb3
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Default Hot Fix

For people who have downloaded OM_v705_to_v711, please download again. A hot fix has been added that corrects a problem with "radar" detections by RN escorts.

Last edited by lurker_hlb3; 07-17-09 at 01:07 AM.
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Old 07-18-09, 03:28 PM   #1401
PL_Andrev
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Hi, that my already sorry...

Look, I'm playing second (third?) patrol at 1940, and I have torpedoes icons on periscope view... It is very strange because (for me) it looks as mark for missed/dud torpedoes. But where is a problem:
At this patrol, I shot (and hit) only 3 torpedoes (on the screenshot is "torpedo impact" for 3rd torp. at currecnt patrol). Why these icons of missed/dud torpedoes from last patrols are shown on the periscope view?
That is correct?
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Use MODs: TMO163 + OM711 + SPAX Sound fix

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Old 07-18-09, 04:56 PM   #1402
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Quote:
Originally Posted by Antar View Post
Why these icons of missed/dud torpedoes from last patrols are shown on the periscope view?

OM does not make any changes that is causing this issue
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Old 07-20-09, 08:30 AM   #1403
kurfürst
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Default OM V711



Hi Lurker,

U-1232 and the crew of Kapitän zur See Dobratz would like to thank you for your latest version of OP Monsun and the RUM of U-1232 and 806.

Excellent work!

Kurfürst
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Old 07-20-09, 08:31 AM   #1404
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Using:

TMO 170
German voices mod
OM V705
OM_v705_to_v711
Real clothes mod

Everything working perfectly!
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Old 07-20-09, 11:21 AM   #1405
Sailor Steve
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WOOHOO! Loaded 711, had a crash. Unloaded everything. Reloaded 705, then 711, then reinstalled all the little mods I had afterward. Works like a charm! And, best of all, my officers are no longer Kaleuns, but LzS.

Thanks Lurker!
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Old 07-20-09, 01:16 PM   #1406
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Quote:
Originally Posted by TDK1044 View Post
Using:

TMO 170
German voices mod
OM V705
OM_v705_to_v711
Real clothes mod

Everything working perfectly!
Use your setup in mine, with a little difference
have you added the different smoke mod for TMO 1.70... TRY IT!!!
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Old 07-21-09, 02:12 AM   #1407
othr
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Great work, thanks for this wonderful mod.

I'm having issues with target not being visible when they're in clear view, few meters away in fact. There also seems to be an issue with locking your periscope onto a target. That pretty much makes the game unplayable.

Do you perhaps have a few hints on how to back out the NYGM sensor changes? Or have a version of your mod without the NYGM mod? I really would like to play the game with your mod but the sensor stuff just pretty much breaks it for me.

Is there a version of this NYGM sensor mod that does not break the game? If so where could I download a version of it?

Thanks in advance.


EDIT:

I'm using OM705, OM705_to_711
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Old 07-21-09, 06:51 AM   #1408
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Quote:
Originally Posted by othr View Post
That pretty much makes the game unplayable.
If I though that the current settings for visual detection by the Uboat made the system unplayable, I would have changed it a long time ago.

When ever possible attempt to engage the target from the North side.

Last edited by lurker_hlb3; 07-21-09 at 06:01 PM.
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Old 07-21-09, 08:32 AM   #1409
othr
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I said it's unplayable for me, it very well may be playable for many others.

Yes, I can engage the target from the north side. But that is not the only issue I'm having, disappearing lock because a wave washes over the periscope (every 2-3s), ships clearly visible and yet unable to lock onto them, destroyers engaging me when they are visible to me but the crew fails to report a visual contact. I can make the issue where I'm forced to attack from the north side go away by tweaking some of the files, I just don't know if I'm not breaking something else in the process. I'd like to enjoy your mod but still have the option of applying stuff like AI/submarine sensor mod when/if, well, they work properly. I'm not an expert modder but I can do some of the work if I can get you to give me some direction on what needs to be modified etc.

There is another issue I wanted to bring to your attention, IIB missions to patrol the Thames Estuary. The maximum depth in the area varies between 20-30m, aircraft is very common in the area and will bomb you when your keel pretty much touches the bottom, roughly every 10-15 minutes. Very, very dangerous patrols there.

Thanks in advance
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Old 07-21-09, 08:51 PM   #1410
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Hi Guys quick question can I load this along side Atlantic Pacific created by w_clear, oh also running 1.5 would that be ok (uboat missions) thank you.

Regards, Rich
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