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Old 04-03-20, 12:16 PM   #301
divemonkie
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Originally Posted by Eikson View Post
Hey,

I love using your mod and there is nothing nicer than raiding the English coast with a pirate flag.

Unfortunately the mod seems to cause some issues for me:

1) The watch crew on my VIIB is blind. Although they are qualified, they sometimes don't even spot destroyers 2000m from me that shoot at me. When I turn the mod off, this issue is not there.

2) For some reason, when the mod is on weather is either no wind at all or strongest wind and rain. There is no inbetween.

My modlist is

GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
Supplement to V16B1 (JSGME)
GWX - No Medals on Crew
Thomsen'S Sound Pack V3.2cg
LifeBoats&Debris_v4
TKSS18 German U-Boats Compilation
New U-Boat Guns Fixed Reworked
FixAllSubGWX
Pascal_Port_people
OLC'S Modified Searchlight Beams for GWX


I hope you've heard of someone with a similar problem, because I really like the mod and hate to turn it off.
Yep, Same here. I could drop a Tanker in thier lap and they'd never see it.
I saw a post about this some had a fix sinsors .dat I think. but once agian I cant find the post



Dave's GWX 3 Combi 4 Mods V6
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 1
WB's USAM v69.61.1 Part 2
WB's USAM 2 Rubini's GWX 3 rocket fix
WB's USAM 1b GWX Campaign
Flat Sun Fix for GWX3
LifeBoats&Debris_v4
Rbs_SH4_effects_204f1
grey leathercrew skins
TKSS18 German U-Boats Compilation No Eagle
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German U-Boats Compilation FuMO_Fix_SNS
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
WAC MaGui for GWXv3 - 1360x768
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Old 04-03-20, 12:30 PM   #302
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Quote:
Originally Posted by divemonkie View Post
Yep, Same here. I could drop a Tanker in thier lap and they'd never see it.
I saw a post about this some had a fix sinsors .dat I think. but once agian I cant find the post



Dave's GWX 3 Combi 4 Mods V6
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 1
WB's USAM v69.61.1 Part 2
WB's USAM 2 Rubini's GWX 3 rocket fix
WB's USAM 1b GWX Campaign
Flat Sun Fix for GWX3
LifeBoats&Debris_v4
Rbs_SH4_effects_204f1
grey leathercrew skins
TKSS18 German U-Boats Compilation No Eagle
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German U-Boats Compilation FuMO_Fix_SNS
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
WAC MaGui for GWXv3 - 1360x768
Guys, again you have to adjust your last sensor.dat activated (should be the one in German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) to the GWX values! That’s why your crew is blind!

That’s very easy: deactivate all mods, open with S3D the sensor.dat of the mod, find the visual node, open it and put same values as GWX (to find GWX values, open data/library/sensors when all mods are deactivated)
Save and reactivate all mods ——> done
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Old 04-03-20, 01:47 PM   #303
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You can check this thread also :

https://www.subsim.com/radioroom/sho...d.php?t=241082

Good hunting,
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Old 04-03-20, 02:14 PM   #304
divemonkie
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Quote:
Originally Posted by Fifi View Post
Guys, again you have to adjust your last sensor.dat activated (should be the one in German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) to the GWX values! That’s why your crew is blind!

That’s very easy: deactivate all mods, open with S3D the sensor.dat of the mod, find the visual node, open it and put same values as GWX (to find GWX values, open data/library/sensors when all mods are deactivated)
Save and reactivate all mods ——> done
I CAN SEE!
Leaving the lens caps on like that.!


Thanks again...
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Old 04-03-20, 02:49 PM   #305
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Gentlemen, for confirmation it is absolutely important that you listen to what Captain Fifi is saying about the sensors.dat file.
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Old 04-03-20, 02:53 PM   #306
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Also! If you are having to enter GWX values relating to visual sensors, I'm willing to wager a million dollars (figuratively) that other elements such as hydrophone, RWR, and sonar values etc... must also be corrected to GWX values. You'll need to visit those as well and correct them to match, line by line. (This should actually be done for the entire file, comparing EVERY line, using S3D, to make it compatible with GWX.)

Just because something functions, doesn't mean that it is 'compatible.'
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Old 04-03-20, 03:35 PM   #307
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Absolutely, as Kpt Lehmann said, not only visual but radar, hydro, sonar, FUMO etc have to be checked! Some values are same as GWX, but not all of them...just open all nodes and compare sensor values
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Old 04-03-20, 03:59 PM   #308
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The definition of compatibility means how well two things work or go together.

Now if one changes the basics of a given Mod to make a New Mod work?
That is not compatibility!!

It is in fact the creator of the New Mods vision and over rides the true intent of base Mod.
If you re-work all the damage zones for a Mega Mod? You are NOT compatible.
You have just usurped that Mega Mod for your vision.
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Old 04-03-20, 05:36 PM   #309
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Do we happen to know of someone who could possibly write a script to at least scan the two dat files for a comparison that would be better than using 60+ y.o. human eyes?... may-haps?...
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Old 04-03-20, 05:41 PM   #310
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I don't use this mod (did at one time) but why not just put the GWX sensors.dat file into one's install of it if that (GWX values) is what one wants ?


Seems like most of the values would have to manually changed anyway and that = real pain in the arse.
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Old 04-03-20, 05:41 PM   #311
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Quote:
Originally Posted by Fifi View Post
Absolutely, as Kpt Lehmann said, not only visual but radar, hydro, sonar, FUMO etc have to be checked! Some values are same as GWX, but not all of them...just open all nodes and compare sensor values
you couldn't just let me be happy for five min could you

So far..the one short patrol I've run is working. Havent checked all the values yet but I'll sit down tonight and compare em.

These boats are worth it. I know I could run WAC but cant get past the black terrain and rainbow uniforms I get when coming out of TL. The load times are pretty bad for me as well, my time to play is limited.

Thanks again everyone for making all this cool stuff and taking the time to explain it.

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Old 04-03-20, 05:44 PM   #312
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Quote:
Originally Posted by propbeanie View Post
Do we happen to know of someone who could possibly write a script to at least scan the two dat files for a comparison that would be better than using 60+ y.o. human eyes?... may-haps?...
I may know someone.
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Old 04-03-20, 05:45 PM   #313
divemonkie
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Originally Posted by John Pancoast View Post
I don't use this mod (did at one time) but why not just put the GWX sensors.dat file into one's install of it if that (GWX values) is what one wants ?
I'd thought about that but problem is it might beak other parts on the boat itself.

I'm betting theirs some other things in those sensor.dat files exclusive to them
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Old 04-03-20, 05:50 PM   #314
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Quote:
Originally Posted by divemonkie View Post
I'd thought about that but problem is it might beak other parts on the boat itself.

I'm betting theirs some other things in those sensor.dat files exclusive to them



It's got other things yes, but chances are most of the stuff would have to be changed too.


Kpt. listed many of them above.
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Old 04-04-20, 12:36 AM   #315
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Quote:
Originally Posted by John Pancoast View Post
I don't use this mod (did at one time) but why not just put the GWX sensors.dat file into one's install of it if that (GWX values) is what one wants ?


Seems like most of the values would have to manually changed anyway and that = real pain in the arse.
If you want to take GWX sensors.dat for German U-Boat Compilation, you will have to make sure each node have the same ID number… otherwise it will not be recognized and certainly not work.… and make sure of same total nodes numbers and eventually same nodes materials …
No, easiest way is to put back GWX values in German U-Boat Compilation sensor.dat!
Just copy/paste isn’t that hard!
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