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Old 06-09-16, 04:41 AM   #16
ETR3(SS)
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I would suggest making it a gun (the radar) in the dat file, that is assigning it a MXX number as I talk about in the guide. But leave the rest of the files alone.
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Old 06-09-16, 04:51 AM   #17
ETR3(SS)
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A little more detail about that as I look at the stock version. Open NDD_Fletcher.dat, .sns, and .eqp. Rename R01_NDD_Fletcher in the dat file to M06. Take the entry that is in the .sns file for the Mk 37 and cut and paste it into the .eqp file. Rename the R01 there to M06.
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Old 06-11-16, 03:47 PM   #18
Senf-Man82
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There is no R01 in the .eqp file...

I think I now what you mean, but in doing so, I would remove the real radar

I've tried many ways to simulate a somehow real behaving MK37, but for now I better focus on implementing it as an equipable radar with it's own properties not to display sub equipment.

So I could use input on how to do that.

Last edited by Senf-Man82; 06-12-16 at 03:54 AM.
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Old 06-12-16, 03:59 AM   #19
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Default Update

Here is latest result of overhauling the bridge equipment...

Added more details and a more authentic base for the gyro:



Added "bearing diopters" to the bridge wings:


slowy it's getting there...
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Old 06-18-16, 03:42 PM   #20
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BTW,

I could really need some support in order to make this mods TMO compatible. So would I have to do?? I mean, I am sure it'll be in everyones intrest...
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Old 07-02-16, 11:57 PM   #21
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This looks great.. Where can it be downloaded? Also is there a way the color of the ship can be made darker? It seems very bright.
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Old 07-08-16, 03:01 PM   #22
Senf-Man82
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Well the brigthness come from the crappy pics (cellphone shots), still having the issue of being unable to make screen shots ingame. It also looks much darker in FotRS.

The mod is still not ready yet, I am having some other issues to find a solution for such as:

  • Implementing her radars (e.g. MK 37) as real items to be able to equip in menu (on base) with their own realistic physics,
  • Add additional crewmen slots to the gun compartment (all definitions in .upc file have been, but no still only 2 slots are shown ingame),
  • Finding a model for a roof to cover the open bridge (e.g. Gearing-class → cannot seperate it from gearing.dat),
  • And with filefront being shot down, nothing left for upload without registrating somewhere new and having to accept crappy terms of agreement...
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Old 11-14-16, 04:23 PM   #23
Senf-Man82
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Default A little progress

Ahoy mates,

here are some more and partielly new impressions from my Fletcher-Mod in progress. It's slowly getting there





Reworked the equipment:


reworked the manning compartments:


all serves to gain a more realistic impression of actually commanding a somewhat "real" Fleet Destroyer and not so much a converted sub...

some more nice views:








Sorry for the bad quality. I am still not able to make proper screenshots from my game

More new features:

Installed working radars, sonar and hydrophone
Installed additional equipment (Boilers, powering system, LORAN etc.)
correct screw rpm

Does anyone have an idea how to enable shooting depth charges or K-Guns by chance (lets say instead of decoys)?

Last edited by Senf-Man82; 11-14-16 at 04:37 PM.
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Old 11-15-16, 01:24 PM   #24
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Implemented a us version of K-Guns with correct manning simular to her DC-Racks:

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Old 11-17-16, 12:08 PM   #25
Senf-Man82
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Default Pretty, prettier, art^^

Hey folks,

got fed up with an open bridge (not that I fear the open elements), but I want to get closer to my preference. So I used this:


+ some autodidactic WINGS3D illness made this:







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Old 11-26-16, 01:21 PM   #26
CapnHeck
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Default Holy jeez

This is really amazing work. I've been watching this as you've slowly brought it more and more to life, making more improvements.

You're really creating something great!!!!
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