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Old 06-04-18, 09:03 PM   #46
LTJGBeam
Electrician's Mate
 
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Mod Update # 8: Date:06/04/2018
Resync'd for Update 1.15.
Replaced the SEAWOLF and VIRGINIA Models with the official SEAWOLF model released by Killerfish Games in 1.12.
Replaced the LOS ANGELES Flt II and LOS ANGELES Flt III models with he official models released by Killerfish Games in 1.12.
Reworked ULA and HAUK Models.
Added SEVERODVINSK (YASEN) Class to both NATO and RUSSIAN 2004 North Atlantic Campaigns).
Cleanup of general campaign files, and general 1.15 sync.

As always, let me know of any problems encountered.
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Old 06-06-18, 12:53 AM   #47
LTJGBeam
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Mod Update # 8a: Date: 06/05/2018

Corrected issue causing YASEN CLASS props to not rotate.

More work on the ULA model based on information from someone who served aboard the class.

Thanks for the bug reports!
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Old 06-22-18, 08:10 PM   #48
LTJGBeam
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Looks like the 2004 Campaign is going into drydock again. The latest new update 1.15c will require me to resync the files again. KILLERFISH made some exciting changes...
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Old 06-24-18, 01:32 PM   #49
LTJGBeam
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Resync'd the 2004 Campaign for Update 1.15d.

All files resync'd.
Updated Ula Class with Harpoon, TASM, and TLAM capability based on input from an Ula Submariner. It also makes Ula able to complete the TLAM Mission in the Campaign, so BONUS!
Added North Atlantic 2004 NATO vs Russia
North Atlantic 2004 Russia vs NATO
to the Quick Mission Selections. All 2004 Campaign NATO and Russian Units now usable in the Quick Mission Editor.

As always, please report any issues encountered.
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Old 06-26-18, 06:24 AM   #50
CDR DPH
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A quick note to say thanks. A great campaign and I anxiously await your 2018 campaign when it's done.

[Close the screen door and make depth one five zero feet]
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Old 06-29-18, 08:08 PM   #51
LTJGBeam
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Mod Update # 9a: Date:06/29/2018

Updated Ula Class to remove active sonar based on input from an Ula Submariner. Thanks LCDR for your continued help on the Ula. Note: The game didn't like just setting ActiveSonarModel=FALSE to accomplish this (probably because the HUD has a hardcoded button for active mode) so I had to get a little creative. It appears to be working. Let me know if any issues occur.

Fixed a couple of ship name typos in 2004 Russian campaign. This may have been the cause of the blank mission screens in the campaign.

Akula II and Sierra II submarines should propelry display now in the signatures panel in the campaign as well.

Added the OHIO SSGN back into the 2004 Campaign as a playable sub.

Added UK and Norwegian Subs to playable subs in Quick Missions 2004 option.

As always, let me know of any issues encountered.
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Old 06-30-18, 07:48 AM   #52
XenonSurf
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I appreciate your high activity in updating this mod, LTJGBeam
I hope you have succeeded in wiping out this 'blank mission screen' .


Cheers!
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Old 06-30-18, 11:42 AM   #53
LTJGBeam
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Quote:
Originally Posted by XenonSurf View Post
I appreciate your high activity in updating this mod, LTJGBeam
I hope you have succeeded in wiping out this 'blank mission screen' .


Cheers!
Thanks. Glad you're enjoying it.

I hope the blank screens are wiped out as well. I really miss the CampaignDebugOnLoad=TRUE setting in the Config file. It made development/updates a lot easier. Hopefully KILLERFISH will fix the issues the South China Sea code changes introduced to the debugger.
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Old 07-02-18, 09:21 AM   #54
CDR DPH
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I saw a couple of blank screens while playing NA2004 yesterday. If I remember correctly, they occurred after I failed to reach my target objective in time to perform the assigned mission. (See http://www.subsim.com/radioroom/show...&postcount=114 for why I was late to the party)

Once I received orders to return to Holy Loch to repair/rearm when I had no damage and a full weapons load out.
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Old 07-02-18, 04:02 PM   #55
LTJGBeam
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Quote:
Originally Posted by CDR DPH View Post
I saw a couple of blank screens while playing NA2004 yesterday. If I remember correctly, they occurred after I failed to reach my target objective in time to perform the assigned mission. (See http://www.subsim.com/radioroom/show...&postcount=114 for why I was late to the party)

Once I received orders to return to Holy Loch to repair/rearm when I had no damage and a full weapons load out.
I assume you are playing the NATO 2004 North Atlantic campaign since you mention Holy Loch.

I will check on the settings for the various mission failures, and see if I can find anything that might be causing the blank screens.

The speed on the Campaign map is based on the speed of the first vessel in the Campaign's summary.txt file if I remember correctly. Both the Virginia and Yasen for the 2004 NA Russian campaign are 35 knot boats, but I will see if I can duplicate the slowness issue you report. You could bump the SubmergedSpeed=35 of the boats to SubmergedSpeed=40 in their vessel files. If you do this, also increase the last entry in the TelegraphSpeeds= to 40 as well. That should give you a bit more speed on the Strategic Map at the cost of some realism.

If you are not pausing in your sprints you may be hitting undetected surface and submerged ASW groups in your transits. I typically switch between LMB and RMB to slow down occasionally when transiting. This seems to help with locating enemy groups. Stopping completely occasionally also helps. I have not really changed anything in the non-player missions sections for the campaign, so I am not sure what is causing the large number of intercepts you reported. I will see if I can duplicate those as well.

Thanks for the reports, and I'll see if I can find these.
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Old 07-02-18, 10:49 PM   #56
CDR DPH
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Thx for your efforts. I really enjoy playing your campaigns.
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Old 07-04-18, 03:24 PM   #57
LTJGBeam
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Mod Update # 9b: Date:07/04/2018
Resync of files for 1.15e.

This update resync's the files to ver. 1.15e. Let me know of any issues encountered.

Also, any additional details on missions preceding a blank mission scenario would be appreciated. I am not 100% sure this issue is resolved, but I haven't had luck duplicating it.

Thanks!
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Old 07-11-18, 02:46 AM   #58
Action Stations!
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Hi LTJGbeam, great mod, love playing the Russians. Damn those ADCAPS, but even more, those British torps are mad.

One thing I have noticed with the massively variable loadout available to the Yasen class, is that there is nowhere on the loadout screeen to load / unload VLS.

Have I missed something?

Also is it possible to mod the Shkval torpedo?

Thanks for a great mod, makes a world of difference.
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Old 12-09-18, 02:30 AM   #59
BlackHat
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Default Mods effects in NA2004 only? or whole game?

Was going to install the mod and realized there were a lot of files in the override folder. (Naturally) But I had been expecting them to be in the Campaign004 or 005 folder.

But there are not.

Do the overrides effect the other starting year campaigns? or JUST to the 2004 campaign?

Thanks,
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Old 12-23-18, 06:18 PM   #60
kylefarrell
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Default First Post - Could Not Find error

Hi All,

First post to SubSim. Starting with a fresh install of this terrific game, upon loading the 2004 Campaign, I'm prompted with the below linked error (screenshot in link) . Any advice?

https://ibb.co/fQjpbyc

Thanks all!
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