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Old 02-12-2010, 01:56 AM   #151
Plissken_04
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Quote:
Originally Posted by lucagaeta View Post
hi,
Maik

thanks for the FTP service is much appreciated

and thanks to all for your interest in my little mod.

regards,
Luca

Hi Luca,

thanks for your words
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ftp://hartmuthaas.no-ip.org/public/S...W-PROJEKTE-SH4
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Old 02-15-2010, 02:58 PM   #152
lucagaeta
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LAST VERSION 0.9FM date 02-15-2010
open the Conning Tower Hatch type VII

Conning Tower open Hatch 0.9FM.zip without food
File http://www.filefront.com/15594517/Co...20Hatch09FM.7z

Thanks to the grant of 'the legendary author Flakmonkey this version includes 3 new premises
dormitory, kitchen, engine room, recreated in a wonderful way, for more information
http://www.subsim.com/radioroom/showthread.php?t=160385

Remember, this version requires high performance computer (intel cpu powerful council i5 or i7 overclocked to 4GHz)
tested with Intel E5300 @ 4GHz (corresponds i5 2.6 GHz or less) does not fall below the 36 FPSma in 'normal use is seldom fall below 60 FPS.


Thanks for everything,
Luca

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Old 02-16-2010, 01:55 AM   #153
Rolf Eschke
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This is a wonderful Mod,so let me say Thank You !
Regards
Rolf
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Old 02-16-2010, 05:03 AM   #154
Stormfly
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Quote:
Originally Posted by Rolf Eschke View Post
This is a wonderful Mod,so let me say Thank You !
Regards
Rolf
Outstanding, i like it !

at current, there are 2 problems on my site:

By operating the observation periscope, it disapears and get connected to the floor (by pressing SHIFT or CTRL "O").

The special wheel for blowing ballast is missing.

Tested also with blanc 1.4 vanilla installation.

Best regards,
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Old 02-16-2010, 05:19 AM   #155
Turtle01
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Quote:
Originally Posted by Stormfly View Post
Outstanding, i like it !

at current, there are 2 problems on my site:

By operating the observation periscope, it disapears and get connected to the floor (by pressing SHIFT or CTRL "O").

The special wheel for blowing ballast is missing.

Tested also with blanc 1.4 vanilla installation.

Best regards,
Ahoi i got the same Problem and there is a conflict with the open hatch
to the radio room, the hatch seems to be open but when I stand in the Captian´s
corner and look to the control room, the hatch is closed.

Regards
Turtle
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Old 02-16-2010, 08:29 AM   #156
JCWolf
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I have posted this and other Bugs on this last version of this Mod here:

http://www.subsim.com/radioroom/show...&postcount=399


There are some things that mess up the Control room.


Hope you can fix it!
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Old 02-16-2010, 10:21 AM   #157
lucagaeta
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Sorry for the problems but I had not tested well the mod

Following are the solution, install my mod last

good fun, always indicated any problems with


Conning Tower open Hatch 0.91FM.zip
without food
fixes bugs
File http://www.filefront.com/15601211/Co...0Hatch091FM.7z

regards,
Luca
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Old 02-16-2010, 10:24 AM   #158
JCWolf
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Quote:
Originally Posted by lucagaeta View Post
Sorry for the problems but I had not tested well the mod

Following are the solution, install my mod last

good fun, always indicated any problems with


Conning Tower open Hatch 0.91FM.zip without food fixes bugs
File http://www.filefront.com/15601211/Co...0Hatch091FM.7z

regards,
Luca

I did installed your mod at last mate. And those were the results...
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Old 02-16-2010, 10:38 AM   #159
piri_reis
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Quote:
Originally Posted by lucagaeta;1269534[B

Conning Tower open Hatch 0.91FM.zip
without food[/B] fixes bugs
File http://www.filefront.com/15601211/Co...0Hatch091FM.7z

regards,
Luca
Ok, Just tested the 0.91FM, everything seems to be back to normal
Except the food of course. (I really like the food)

The moving dive planes and the rotating Obs/Attack scopes are top notch mods I think.

thanks for all the nice work Luca
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Last edited by piri_reis; 02-16-2010 at 11:25 AM.
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Old 02-16-2010, 03:59 PM   #160
[SJ]nailz
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using GWX3 Gold, OLC and a couple of other mods, I get an instant CTD on loading completion. without OLC it is superb! excellent work, but I would miss GWX & OLC too much...
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Old 02-16-2010, 04:26 PM   #161
piri_reis
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Quote:
Originally Posted by [SJ]nailz View Post
using GWX3 Gold, OLC and a couple of other mods, I get an instant CTD on loading completion. without OLC it is superb! excellent work, but I would miss GWX & OLC too much...
Did you try the OLC fix at the first page? It's for an earlier release but it might work, I think after the animated Interior mod is released Luca will be overhauling this mod too
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Oct.22.1939, 1st Patrol Eastern English Waters
Back to running SH3/GWX3
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Old 02-16-2010, 05:01 PM   #162
JCWolf
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Ok , this last version presents no conflits at all with the Latest FM interior Mod !

Question can I remove the cam file, cause it is to slow , the FM cam it's more of my taste?


Again no food , can a version with at least the stock food or some of the DD.OH food be done !?


The rest of the Mod works fine and as usual looks great to see the conning tower hatch open, much more realistic!

A thing I have seen, The commends to up and down the flag are replied by the watch officer on the conning tower , does this means that if we had the Flag tga files back , the flag actually works ?
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Old 02-16-2010, 05:23 PM   #163
Uber Gruber
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Could we just have one interior supermod ?

With the extra rooms, open hatches, raptors dials and light changes, shadowmaps etc etc etc.....would be so much easier from an "integrate with other mods" point of view.

Cheers, UG
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Old 02-16-2010, 07:46 PM   #164
[SJ]nailz
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Quote:
Originally Posted by piri_reis View Post
Did you try the OLC fix at the first page? It's for an earlier release but it might work, I think after the animated Interior mod is released Luca will be overhauling this mod too

Cheers I missed that, will get back to it!!

Oh by the way I thought I'd post my system stats for comparison as this runs smooth with perfectly playable FPS;

Win7 32 bit (running on 64bit machine, don't ask. I also have 64bit Vista on DualBoot)
Intel Quad Core Q6700 (stock, no O/C)
3GB ram (actually 4GB but limited by 32bit OS)
nVidia 9400 (slight O/C)
1280x1020 4/3 res on 23" 1920x1080 16/9 panel.
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Old 02-16-2010, 11:07 PM   #165
Archive1
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Uberg...:
I agree. All of these multiple mods that manipulate the sub interior should be integrated somehow. But I don't know how you get several creative 'cats' to move in the same direction together.
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