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Old 11-01-08, 12:05 PM   #16
evan82
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Quote:
Originally Posted by Wreford-Brown
@evan82 - thank you. I missed that one and that's the way it should be configured (comparing it to the Type II).
It's points like this that can make a huge difference.

I've adjusted the mod (it's now BETA v1.1) and uploaded to FF.

That's what I love about subsim - the way we can pool our knowledge.
Thank you. It's nice to me. I think the patrol grid problem is resolved now.:hmm:
Sometime a small missing in cfg, or others files leading to some troubles.
And I thank You for your work, and for me, for the all patrol grid scheme for XXI. Inever made this before. You do it in This Mod!.For me this is important. Thank You !
Mod is wonderfull for the XXI maniacs!
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Last edited by evan82; 11-01-08 at 12:33 PM.
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Old 11-01-08, 12:11 PM   #17
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Is this for SH4 or 3?:hmm:
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Old 11-01-08, 12:15 PM   #18
evan82
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Welcome on Forum! I play only SH3. But maybe this is scrennshot from SH3 after some small photoshop changes or new 3D GATO model fit into type IX DAT file for example :rotfl::rotfl::rotfl:
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Last edited by evan82; 11-01-08 at 12:37 PM.
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Old 11-01-08, 02:47 PM   #19
Sledgehammer427
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that is SH4,albeit nothing like the actual release of the game, which is completely unlike that screenie.
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Old 11-01-08, 03:25 PM   #20
evan82
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So still the patrol grids for XXI won't work?:hmm:
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Old 11-02-08, 04:24 AM   #21
JScones
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Quote:
Originally Posted by Wreford-Brown
...and JScones has kindly offered his help.
Ooo, that's right. Clear forgot.

Pls send me a email if you can - that'll remind me and then I'll explain how to get the grids. It's easy, just a bit fiddly and prone to errors if care is not taken.
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Old 11-02-08, 04:29 AM   #22
Wreford-Brown
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I've tried PM but it keeps bouncing back.
If I send one to JoneSoft for your attention will it bounce up to you?
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Old 11-02-08, 05:51 PM   #23
JScones
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Quote:
Originally Posted by Wreford-Brown
I've tried PM but it keeps bouncing back.
If I send one to JoneSoft for your attention will it bounce up to you?
Email is fine.
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Old 11-05-08, 03:36 PM   #24
Wreford-Brown
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JScones has cracked it!

He has deciphered the grid code in flotilla.cfg which has allowed patrol grids to be allocated to the XXI.

This uncovers new ground for SH3, ground that goes way beyond just the scope of this mod. This means that modders will finally be able to provide grids relevant to, and based on, sub type as well as the previously known variables.

I spent two months banging my head against a brick wall trying (and failing) to allocate patrol grids. JScones has finally allowed this mod to be complete.

JScones and evan82 both helped in making this mod happen. This mod belongs to them as much as to me - thank you guys.

I'm leaving it as a BETA for the time being as it still needs further testing. My next development will be changing the grids so they are relevant to a Type XXI - they are currently the same as those given to a Type IX.
BETA v1.2 is at:
http://hosted.filefront.com/WrefordBrown
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Last edited by Wreford-Brown; 11-06-08 at 05:48 AM.
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Old 11-06-08, 02:17 AM   #25
JScones
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Yes, to echo WB's words, SH3 does consider sub type when allocating grids - always has. If you understand its logic, then you can set unique grids for each sub type in each flotilla, meaning (for example) that your VIIC Kaleun can be sent to totally different parts of the world than your XXI Kaleun, despite them being in the same flotilla at the same time. This is the piece of the puzzle that is always missing from the "XXI in 1939" solutions found in this forum, hence the usual "NULL" grid allocations.

TBH I totally forgot about this finding - I worked it out over 18 months ago (it's quite straight forward) and had even started building a new Flotilla.cfg file for GWX2.0. But when I left the GWX team I simply shelved all my unfinished work (although it was no secret to the team), including this and the nearly completed "Fantasy Flotilla" mod that gave players an option of either having all boats and equipment at war's start, or boats and equipment roughly 1 or so years earlier than historically available, all under the "story" of the player being attached to a "secret testing flotilla" based in Hamburg.

Anyway, glad to see you got it working with your mod.

@WB: I had a quick look at your files; you need to set valid grids for Jan0130 through July0134 and Jan0130 through July0134.
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Old 11-06-08, 02:20 AM   #26
Wreford-Brown
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Missed that one.

v1.3 en route!
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Old 11-06-08, 05:07 AM   #27
Graf Paper
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WHOOO-HOOOO! Way to go, Jaesen!!

Thank you so much for this mod, WB! Historical accuracy is good but sometimes you just want to let your hair down and have some frivolous fun.


Quote:
From:Asto/BdU Fregkpt. Kessler
To: ObF Johann Werbung - 5th Flottille
30 Sep 1939

This document has been categorized GeKDos, for your eyes only.

Your transfer to 16th Flottille has been approved. You are ordered to immediately stand down from duties with 5th Flottille and report to the transfer point at the Kiel railway station by 0630 hrs. Upon arrival in Hamburg, you will report to Kommandant UAK section of 31st Flottille. UNDER NO CIRCUMSTANCES are you to mention Project Schatten Jäger to anyone outside 15th Flottille, even a superior officer. Once you have received your berthing in 31st Flotille, your real training will begin. May the efforts of yourself and the other brave volunteers of 15th Flotille bring us victory.

- Fregkpt. Wilhelm Kessler,
Admiralstabsoffizier
Befehlshaber der Unterseeboote

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Old 11-06-08, 12:13 PM   #28
evan82
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Thank You Wreford-Brown, Thank You JScones. This is great news.
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Last edited by evan82; 11-06-08 at 12:14 PM.
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Old 11-07-08, 05:53 PM   #29
Wreford-Brown
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Just a reminder - this is still a Beta so it hasn't been fully tested. All testing was done with GWX 2.1, bbw's fix and only the GWX mods installed. No testing has been completed with any other mods.
If you have any problems or comments, please post on this thread with the usual information:
Date and time in game
Location
What you were doing at the time
Whether there were any other ships nearby
What other mods you have installed
etc.

The scope of this mod is the full campaign, so I'm relying on feedback from you.

Thanks,

WB
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Last edited by Wreford-Brown; 11-07-08 at 05:56 PM.
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Old 11-08-08, 08:06 PM   #30
Onkel Neal
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Title updated.
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