View Full Version : MMM - MyMegaMod
pedrobas
03-09-12, 06:02 PM
One thing I noticed though was on selecting "show charts" from the right hand side the flags and speed charts are there but no recognition manual. Did you take this out of v0.4?
Thank you Pedrobas the tool offset thing has disapeared on its own I will remember your advice if it should re appear.I have removed the pt6.2 as you advise. I didn't know it was already included. If I wanted the viic41 for later in the campaigns would I install the mmm pt 7??
Something I forgot to ask I have no SOAN is this perhaps a corrupt file?
Peebee
Iīve forgoten to mention, i deactivated SOAN in TDW UI options (for testing porpoise because loading times reduce a lot if soan is off), just enable it again via tdw options , in SOAN tab.
Your soup is OK.
If you wanted the viic41 for later in the campaigns, yes install the mmm pt 7 last, but i think, not sure now, that you have to start a new campaign.
Ahh I will re enable. I must add except for the little things that you have helped me correct upto now I have played for 8hrs over 2 sessions today and not had a ctd
Peebee
pedrobas
03-09-12, 06:22 PM
Ahh I will re enable. I must add except for the little things that you have helped me correct upto now I have played for 8hrs over 2 sessions today and not had a ctd
Peebee
:yeah:
guims79
03-09-12, 06:57 PM
Hi guys hi pedro
Well so fine news to see what your work becomes.
V0.4 succesfully installed and enjoyed :yeah:
...Hope to see part 6 grow up in 6.3 high version with mnts...
what a great work.thx
I have CTD after starting new campaign (I can see a port for like 1 second, and then ctd).
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
MMM p1 - Base Mod v0.4
sobers see thru wake fix
MMM p2 - Base Mod v0.4
MMM p3 - Base Mod v0.4
MMM p4 - Base Mod v0.4
MMM p5 - Base Mod v0.4
MMM p6.2 - Base Mod v0.4
Date & Renown Cost
No magic skills v1.5 MMM v0.4 compatible
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
Later I will try to isolate a problem. MMM 0.2 worked perfect.
Added: After uninstalling last two - the game loads. I bet it's because of No magic skills - that mod just doesn't like me :stare: .
pedrobas
03-09-12, 08:05 PM
I have CTD after starting new campaign (I can see a port for like 1 second, and then ctd).
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
MMM p1 - Base Mod v0.4
sobers see thru wake fix
MMM p2 - Base Mod v0.4
MMM p3 - Base Mod v0.4
MMM p4 - Base Mod v0.4
MMM p5 - Base Mod v0.4
MMM p6.2 - Base Mod v0.4
Date & Renown Cost
No magic skills v1.5 MMM v0.4 compatible
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
Later I will try to isolate a problem. MMM 0.2 worked perfect.
Added: After uninstalling last two - the game loads. I bet it's because of No magic skills - that mod just doesn't like me :stare: .
TDW_No_Hydrophone_On_Surface is part of part 5, if you enable it at last, are breaking other things in REM so donīt use it.
TDW_No_Hydrophone_On_Surface is part of part 5, if you enable it at last, are breaking other things in REM so donīt use it.
Yep, it was it, but first time I tried it after part 5 and still had CTD :/ . And other strange thing - ship and crew in dock have increased brightness in comparison to docks interior. I had that before, but funny thing is that I didn't have it in MMM 0.2. So maybe someone will discover what makes it.
pedrobas
03-09-12, 08:38 PM
And other strange thing - ship and crew in dock have increased brightness in comparison to docks interior. I had that before, but funny thing is that I didn't have it in MMM 0.2. So maybe someone will discover what makes it.yesterday i was tracking that issue, itīs dynamic environment colors, so for the moment we will have to live with this. Anyway after leaving dock all goes normal.
Hello pedrobas!
At first - thank you for your work, You surely spend a lot of time on this mod - but I think it's worth the effort! And of course big thanks to authors of every little piece of MMM :salute:
I'd like to post some issues I've encountered with the latest release, part 5 actually.
First thing is that emblems from AFOE do not work. I'm no modder but I think the problem lies in the data\UPCDataGE\UPCUnitsData\equipment.upc file -> it's missing the part with new emblems. I've added them (from AFOE equipment.upc file) and corrected numbers, so most of them is now working properly (still, 4 are missing and not accessible in-game, I don't know why; maybe my small "fix" is just not enough :O: - but that's all I managed to do with my limited knowledge about SH file structure. Made it look like this:
edit:
found them, now only Jost Metzler's U-69 emblem is missing
; Equipment Functional Types:
;
; FunctionalType= EqFTypeRadarAntennaSDEarly
; FunctionalType= EqFTypeRadarAntennaSDLate
; FunctionalType= EqFTypeRadarAntennaSJEarly
; FunctionalType= EqFTypeRadarAntennaSJLate
; FunctionalType= EqFTypeRadarAntennaSV
; FunctionalType= EqFTypeRadarDisplay
; FunctionalType= EqFTypeRadioAntenna
; FunctionalType= EqFTypeRadioApparatus
; FunctionalType= EqFTypeTBT
; FunctionalType= EqFTypePeriscopeHead
; FunctionalType= EqFTypePeriscopeBody
; FunctionalType= EqFTypeTDC
; FunctionalType= EqFTypeSonarStation
; FunctionalType= EqFTypeSonarSensor
; FunctionalType= EqFTypeSonarSensorHoist
; FunctionalType= EqFTypeHydrophoneSensor
; FunctionalType= EqFTypeHydrophoneStation
; FunctionalType= EqFTypeBathytermograph
; FunctionalType= EqFTypeFMSonarConsole
; FunctionalType= EqFTypeEngineElectric
; FunctionalType= EqFTypeEngineDiesel
; FunctionalType= EqFTypeCompressor
; FunctionalType= EqFTypeBatteries
; FunctionalType= EqFTypePump
; FunctionalType= EqFTypePropellor
; FunctionalType= EqFTypePropellorShaft
; FunctionalType= EqFTypeTransmission
; FunctionalType= EqFTypePlane
; FunctionalType= EqFTypeRudder
; FunctionalType= EqFTypeBulkhead
; FunctionalType= EqFTypeIceCreamMachine
; FunctionalType= EqFTypeCoating
[Equipment 1]
ID=EqpDivePlanesTransmission
NameDisplayable= Dive Planes Transmission
FunctionalType= EqFTypeTransmission
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 15
[Equipment 2]
ID=EqpRudderTransmission
NameDisplayable= Rudder Transmission
FunctionalType= EqFTypeTransmission
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 15
[Equipment 3]
ID=EqpPropellerShaft
NameDisplayable= Propeller Shaft
FunctionalType= EqFTypePropellorShaft
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 15
[Equipment 4]
ID=EqpVIICElectricEngine
NameDisplayable= Electric Engine
FunctionalType= EqFTypeEngineElectric
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 5]
ID=EqpVIICDieselEngine
NameDisplayable= Diesel Engine
FunctionalType= EqFTypeEngineDiesel
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 6]
ID=EqpVIICCompressor
NameDisplayable= Compressor
FunctionalType= EqFTypeCompressor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 7]
ID=EqpVIICSternBattery
NameDisplayable= Batteries (Stern)
FunctionalType= EqFTypeBatteries
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 8]
ID=EqpVIICBowBattery
NameDisplayable= Batteries (Bow)
FunctionalType= EqFTypeBatteries
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 9]
ID=EqpMainPump
NameDisplayable= Main Pump
FunctionalType= EqFTypePump
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 10]
ID=EqpHydraulicPumpBasic
NameDisplayable= Hydraulic Pump
FunctionalType= EqFTypePump
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 11]
ID=EqpBulkhead
NameDisplayable= Bulkhead
FunctionalType= EqFTypeBulkhead
EquipmentInterval= NULL, NULL
EquipmentSlotType=Wall
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1
[Equipment 12]
ID=EqpHatch
NameDisplayable= Conning Tower Hatch
FunctionalType= EqFTypeBulkhead
EquipmentInterval= NULL, NULL
EquipmentSlotType=Wall
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1
[Equipment 13]
ID=EqpTorpedoLoadGate
NameDisplayable= Torpedo Loading Hatch
FunctionalType= EqFTypeBulkhead
EquipmentInterval= NULL, NULL
EquipmentSlotType=Wall
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1
[Equipment 14]
ID=EqpBasicRadio
NameDisplayable= Radio Receiver
FunctionalType= EqFTypeRadioApparatus
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 50
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 15]
ID=EqpRadioAntenna
NameDisplayable= Radio Antenna
FunctionalType= EqFTypeRadioAntenna
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Dummy_Rod_Antena,data\Objects\Sensors\UBoot_Sensor s
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;###Begin Antenna Edit by TheBeast
[Equipment 16]
ID=EqpRadioDFAntenna
NameDisplayable= Radio Direction Finder Antenna
FunctionalType= EqFTypeRadioAntenna
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Dummy_Round_Antena,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 17]
ID=EqpRadioDFAntennaTyp2
NameDisplayable= Radio Direction Finder Antenna Typ-2
FunctionalType= EqFTypeRadioAntenna
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Dummy_Round_Antena_Type2,data\Objects\Sensors\UBoo t_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;###End Antenna Edit by TheBeast
[Equipment 18]
ID=EqpVorhaltrechnerS3
NameDisplayable= Torpedo Data Computer
FunctionalType= EqFTypeTDC
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 19]
ID=EqpUZO
NameDisplayable= Deck Attack Station
FunctionalType= EqFTypeTBT
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= UZO_Type1_Soclu,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;Periscopes
;================================================= ================================================== =========
[Equipment 20]
ID=EqpAttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 21]
ID=EqpObsPeriscope
NameDisplayable= Observation Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 22]
ID=EqpAttackPeriscopeHead
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 23]
ID=EqpObsPeriscopeHead
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 24]
ID=EqpAttackPeriscopeHeadStealth
NameDisplayable= Attack Periscope Head Wire
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sen sors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 25]
ID=EqpObsPeriscopeHeadStealth
NameDisplayable= Observation Periscope Head Wire
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop_wire,data\Objects\Sensors\UBoot_Senso rs
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 26]
ID=EqpAttackPeriscopeHeadStealth2
NameDisplayable= Type-II Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop_type2_wire,data\Objects\Sensors\UBo ot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 27]
ID=EqpObsPeriscopeHeadStealth2
NameDisplayable= Type-II Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop_type2_wire,data\Objects\Sensors\UBoot _Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;Hydrophones
;================================================= ================================================== =========
[Equipment 28]
ID=EqpGhGStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 29]
ID=EqpGHG
NameDisplayable= GHG
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= GHG9,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 30]
ID=EqpKdbStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 31]
ID=EqpKDB
NameDisplayable= KDB
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= KDB_type9,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 32]
ID=EqpBalkonGeratStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 33]
ID=EqpBalkonGerat
NameDisplayable= Balkon Gerat
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= BalkonGerat,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
;Radars
;================================================= ================================================== =========
[Equipment 34]
ID=EqpNoFuMO
NameDisplayable= Real men need no Radar
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 35]
ID=EqpFumo29RadarApp
NameDisplayable= A-scope display
FunctionalType= EqFTypeRadarDisplay
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Radar_PPI,data\Objects\Radars\US_Radar_PPI
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 36]
ID=EqpFumo30RadarApp
NameDisplayable= PPI display
FunctionalType= EqFTypeRadarDisplay
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 37]
ID=EqpFuMO29
NameDisplayable= FuMO-29 "GEMA"
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMO29GEMA_type7,data\Objects\Sensors\UBoot_Sensor s
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 38]
ID=EqpFuMOEagle29
NameDisplayable= Typ-VIIC Eagle FuMO-29 "GEMA"
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Turmeagle_dummy,data\Objects\Sensors\Uboot_Sensor_ parts
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 39]
ID=EqpFuMO30
NameDisplayable= FuMO-30
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_30_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 40]
ID=EqpFuMO61
NameDisplayable= FuMO-61 ***8216;Hohentwiel-U***8217;
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_61_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 41]
ID=EqpFuMO65
NameDisplayable= FuMO-65 ***8216;Hohentwiel-U1***8217;
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_65_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;Radar Warning Receiver
;================================================= ================================================== =========
[Equipment 42]
ID=EqpFuMB1
NameDisplayable= FuMB-1 ***8216;Metox***8217;
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB1Metox,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 43]
ID=EqpFuG350
NameDisplayable= FuG 350 Naxos I
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB7Naxos,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 44]
ID=EqpSCHNORCHELRWR
NameDisplayable= Snorkel FuMB 37 'Leros' + FuMB Antenne 3 - Bali 'Hächhen'
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= SCHNORCHEL_RWR,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 45]
ID=EqpFuMB10
NameDisplayable= FuMB-10 'Borkum'
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB10Borkum,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 46]
ID=EqpFuMB26
NameDisplayable= FuMB-26 ***8216;Tunis***8217;
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB26Tunis,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;###End RWR Edit by TheBeast
;Coatings
;================================================= ================================================== =========
[Equipment 47]
ID=EqpCoatTraining
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= coating_01,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 48]
ID=EqpCoatDefault
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= coating_02,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 49]
ID=EqpCoatCamoA
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_01,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 50]
ID=EqpCoatCamoB
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_02,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 51]
ID=EqpCoatCamoC
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_03,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 52]
ID=EqpCoatCamoD
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_04,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 53]
ID=EqpCoatCamoE
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_05,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 54]
ID=EqpCoatCamoF
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_06,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 55]
ID=EqpCoatCamoG
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_07,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 56]
ID=EqpCoatCamoH
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_08,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 57]
ID=EqpCoatCamoI
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_09,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 58]
ID=EqpAlberich
NameDisplayable= Anechoic Coating
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Alberich,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 59]
ID=EqpAlberichImp
NameDisplayable= Improved Anechoic Coating
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Alberich_Improved,data\Objects\Sensors\UBoot_Senso rs
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 60]
ID=EqpTarnmatte
NameDisplayable= Tarnmatte Coating
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Tarnmatte,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 115
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 61]
ID=EqpTarnmatteImp
NameDisplayable= Improved Tarnmatte Coating
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Tarnmatte_Improved,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 120
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 62]
ID=EqpCoatCamoU404
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_16,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 63]
ID=EqpCoatU552
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_17,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;Emblems
;================================================= ================================================== =========
[Equipment 64]
ID=EqpEmblem1
NameDisplayable= Real men need no emblem
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 65]
ID=EqpEmblem2
NameDisplayable= U-1164
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1164.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 66]
ID=EqpEmblem3
NameDisplayable= U-1131
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1131.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 67]
ID=EqpEmblem4
NameDisplayable= U-96
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-96.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 68]
ID=EqpEmblem5
NameDisplayable= U-82
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-82.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 69]
ID=EqpEmblemContest1
NameDisplayable= Acey Deucey
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Acey_ Deucey_Con_Twr_Emb.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 70]
ID=EqpEmblemContest2
NameDisplayable= AusschussKind
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Aussc hussKind.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 71]
ID=EqpEmblemContest3
NameDisplayable= Big U
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\bigU. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 72]
ID=EqpEmblemContest4
NameDisplayable= England Sword
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\broke n_england_sword.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 73]
ID=EqpEmblemContest5
NameDisplayable= England Torpedo
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\broke n_england_torpedo.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 74]
ID=EqpEmblemContest6
NameDisplayable= Fitzgibd sword hand
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\fitzg ibd_sword_hand.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 75]
ID=EqpEmblemContest7
NameDisplayable= Germany
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\GERMA NY.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 76]
ID=EqpEmblemContest8
NameDisplayable= The Mermaid
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Merma idConningTowerEmblem.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 77]
ID=EqpEmblemContest9
NameDisplayable= Anger
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= data\Textures\TNormal\tex\SH5emblem.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 78]
ID=EqpEmblemContest10
NameDisplayable= U901 Viking Boat
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= data\Textures\TNormal\tex\U901_Viking_Boat.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 79]
ID=EqpEmblemContest11
NameDisplayable= Die Krake
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= data\Textures\TNormal\tex\die_krake.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 80]
ID=EqpEmblemContest12
NameDisplayable= Wolf
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= data\Textures\TNormal\tex\Wolf.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
;################################################# ##################
;#########BEGIN ADDITIONS BY FISTFUL OF EMBLEMS MOD#################
;################################################# ##################
[Equipment 81]
ID=EqpEmblem6
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-30.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 82]
ID=EqpEmblem7
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-47.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 83]
ID=EqpEmblem8
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-48.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 84]
ID=EqpEmblem9
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-53.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 85]
ID=EqpEmblem10
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-69.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 86]
ID=EqpEmblem11
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-73.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 87]
ID=EqpEmblem12
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-76.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 88]
ID=EqpEmblem13
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-83.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 89]
ID=EqpEmblem14
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-87.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 90]
ID=EqpEmblem15
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-99.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 91]
ID=EqpEmblem16
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-101.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 92]
ID=EqpEmblem17
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-96-Green.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 93]
ID=EqpEmblem18
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-96-Red.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 94]
ID=EqpEmblem19
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-201.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 95]
ID=EqpEmblem20
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-207.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 96]
ID=EqpEmblem21
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-208.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 97]
ID=EqpEmblem22
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-209.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 98]
ID=EqpEmblem23
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-225.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 99]
ID=EqpEmblem24
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-231.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 100]
ID=EqpEmblem25
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-236.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 101]
ID=EqpEmblem26
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-255.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 102]
ID=EqpEmblem27
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-256.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 103]
ID=EqpEmblem28
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-265.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 104]
ID=EqpEmblem29
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-271.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 105]
ID=EqpEmblem30
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-276.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 106]
ID=EqpEmblem31
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-281.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 107]
ID=EqpEmblem32
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-287.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 108]
ID=EqpEmblem33
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-309.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 109]
ID=EqpEmblem34
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-313.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 110]
ID=EqpEmblem35
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-333.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 111]
ID=EqpEmblem36
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-335.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 112]
ID=EqpEmblem37
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-350.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 113]
ID=EqpEmblem38
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-403.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 114]
ID=EqpEmblem39
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-406.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 115]
ID=EqpEmblem40
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-451.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 116]
ID=EqpEmblem41
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-455.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 117]
ID=EqpEmblem42
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-481.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 118]
ID=EqpEmblem43
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-482.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 119]
ID=EqpEmblem44
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-484.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 120]
ID=EqpEmblem45
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-552.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 121]
ID=EqpEmblem46
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-554.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 122]
ID=EqpEmblem47
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-575.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 123]
ID=EqpEmblem48
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-577.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 124]
ID=EqpEmblem49
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-579.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 125]
ID=EqpEmblem50
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-586.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 126]
ID=EqpEmblem51
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-598.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 127]
ID=EqpEmblem52
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-601.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 128]
ID=EqpEmblem53
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-605.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 129]
ID=EqpEmblem54
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-634.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 130]
ID=EqpEmblem55
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-664.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 131]
ID=EqpEmblem56
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-666.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 132]
ID=EqpEmblem57
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-672.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 133]
ID=EqpEmblem58
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-763.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 134]
ID=EqpEmblem59
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-975.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 135]
ID=EqpEmblem60
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-978.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 136]
ID=EqpEmblem61
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1051.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 137]
ID=EqpEmblem62
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1206.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 138]
ID=EqpEmblem63
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-299.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 139]
ID=EqpEmblem64
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-320.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 140]
ID=EqpEmblem65
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-995.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 141]
ID=EqpEmblem66
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1004.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 142]
ID=EqpEmblem67
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1007.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 143]
ID=EqpEmblem68
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1064.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 144]
ID=EqpEmblem69
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1302.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 145]
ID=EqpEmblem70
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1304.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 146]
ID=EqpEmblem71
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\1st-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 147]
ID=EqpEmblem72
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\2nd-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 148]
ID=EqpEmblem73
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\3rd-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 149]
ID=EqpEmblem74
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\5th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 150]
ID=EqpEmblem75
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\6th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 151]
ID=EqpEmblem76
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\8th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 152]
ID=EqpEmblem77
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\10th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 153]
ID=EqpEmblem78
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\11th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 154]
ID=EqpEmblem79
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\12th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 155]
ID=EqpEmblem80
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\13th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 156]
ID=EqpEmblem81
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\14th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 157]
ID=EqpEmblem82
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\19th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 158]
ID=EqpEmblem83
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\21st-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 159]
ID=EqpEmblem84
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\23rd-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 160]
ID=EqpEmblem85
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\24th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 161]
ID=EqpEmblem86
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\24th-FlotillaB.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 162]
ID=EqpEmblem87
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\25th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 163]
ID=EqpEmblem88
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\26th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 164]
ID=EqpEmblem89
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\29th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 165]
ID=EqpEmblem90
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-28.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 166]
ID=EqpEmblem91
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-36.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 167]
ID=EqpEmblem92
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-37a.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 168]
ID=EqpEmblem93
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-37b.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 169]
ID=EqpEmblem94
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-37b2.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 170]
ID=EqpEmblem95
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-39x.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 171]
ID=EqpEmblem96
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-39xii.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 172]
ID=EqpEmblem97
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-41.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 173]
ID=EqpEmblem98
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-42.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 174]
ID=EqpEmblem99
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf1.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 175]
ID=EqpEmblem100
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf2.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 176]
ID=EqpEmblem101
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf3.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 177]
ID=EqpEmblem102
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf4.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 178]
ID=EqpEmblem103
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf5.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 179]
ID=EqpEmblem104
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf6.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 180]
ID=EqpEmblem105
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf7.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 181]
ID=EqpEmblem106
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf8.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 182]
ID=EqpEmblem107
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf9.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 183]
ID=EqpEmblem108
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf10. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 184]
ID=EqpEmblem109
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf11. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 185]
ID=EqpEmblem110
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf12. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 186]
ID=EqpEmblem111
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf13. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 187]
ID=EqpEmblem112
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf14. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 188]
ID=EqpEmblem113
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf15. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 189]
ID=EqpEmblem114
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf16. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 190]
ID=EqpEmblem115
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf17. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 191]
ID=EqpEmblem116
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf18. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 192]
ID=EqpEmblem117
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf19. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 193]
ID=EqpEmblem118
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf20. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 194]
ID=EqpEmblem119
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf21. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 195]
ID=EqpEmblem120
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\custo m.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 196]
ID=EqpEmblemx1
NameDisplayable= Merchant Raiders
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\Merchant_Raiders.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 197]
ID=EqpEmblemx2
NameDisplayable= Feral Wolf
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\Feral_Wolf.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 198]
ID=EqpEmblemx3
NameDisplayable= Haben eine schönen Tag (Have a nice day)
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\smiley.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 199]
ID=EqpEmblemx4
NameDisplayable= Skull-N-Bones
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\Skull_N_Bones.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
; 199 Items and counting - change this line if adding more items
;************ The End ************Secondly - some pieces of equipment (38 AA cannon, various coating types and all kinds of torpedos) show up too early (happy days). Is that so because I'm using p7 and start with VIIC/41 ?
Also, Nozaurio's skin in MMM doesn't seem to be working. I'm not using any new mods, only the ones I had always installed on top of it. Even installing it separately as last ingredient of the soup didn't help. What can be the reason?
edit: apparently it doesn't work with p7 (modded VIIC/41?)
And last thing - after installation (7 independent parts) Enhanced RecManual as I know it from TDW's UI (work of Reaper and Zedi) disappeared and was replaced by stock dialog box in the bottom right of scope/uzo -> had to install Reaper's ERM manually to bring it back. Readme says MMM has ERM inside, so I thought it would be better to let You know ;)
As mentioned above, I'm not using any big mods on top of MMM, just some eye-candy, grid map, that kind of stuff.
Thank you again, pease forgive me if answers to my questions are obvious. Like I said, I'm no modder :)
Good hunting!
edit:
Can anyone explain how to get rid of U-boot flags manually? I remember doing it on MagnumOpus, but simply.. forgot where to start :hmmm:
pedrobas
03-10-12, 04:21 AM
First thing is that emblems from AFOE do not work My fault. I copied the wrong file into MMM p5 Base Mod. Anyway in EXTRAS you can choose your type of ugrade and those files are ok.
Secondly - some pieces of equipment (38 AA cannon, various coating types and all kinds of torpedos) show up too early (happy days). Is that so because I'm using p7 and start with VIIC/41 ? Is not because p7, Equipment Ugrade fix by the beast is like that but....
In the "EXTRAS" folder youīll find:
including UPGRADES
You have possibility to choose what kind of Equipment Upgrade do you want:
1- With Date & Renown Cost
2- With Date & No Renown Cost
3- No Date & Renown Cost
4- No Date & No Renown Cost
Also, Nozaurio's skin in MMM doesn't seem to be working. I'm not using any new mods, only the ones I had always installed on top of it. Even installing it separately as last ingredient of the soup didn't help. What can be the reason?
edit: apparently it doesn't work with p7 (modded VIIC/41?)Itīs only for type VIIC
And last thing - after installation (7 independent parts) Enhanced RecManual as I know it from TDW's UI (work of Reaper and Zedi) disappeared and was replaced by stock dialog box in the bottom right of scope/uzo -> had to install Reaper's ERM manually to bring it back. Readme says MMM has ERM inside, so I thought it would be better to let You know ;)
In this same page, 8 posts above this, i wrote
Iīve forgoten to mention, i deactivated SOAN in TDW UI options (for testing porpoise because loading times reduce a lot if soan is off), just enable it again via tdw options , in SOAN tab.
edit:
Can anyone explain how to get rid of U-boot flags manually? I remember doing it on MagnumOpus, but simply.. forgot where to start :hmmm: It comes in "22 - SubFlags_0_0_9_by TheDarkWraith.txt" in documentation folder in MMM p2
:DI think it would better for you to read a little more and to write a little less.
:haha:
I can't get v0:4 to work stable.
It CTD when exiting Kiel, then sometimes during loading. I've tried installing it as parts and the one large install with same results. This morning I did a fresh install of sh5, updated to 1.2, did the sh5.exe tweaks and the small mod to enable skip of tutorial. Then put mods in via jagsme. No change.
I've now gone back to v0:3 and it's stable again!! I'm having to use v0:4 part 1 though as I must have deleted v0:3 part one by accident :damn: and I can't now find this to download...but I've noticed the clouds are different and I'm getting sky banding which wasn't there before....strange.
I'm going to have another go with v0:4 in parts.
Just a quick question pedro.....in relation to enabling SOANS how do you do that? and is it done after you enable the mods or before?
You sir deserve a beer:sunny:
I got a ctd when running the MMM p6.2 - Base Mod v0.4 but the extra "bling" I can live without:up:
Alas there is one thing which bothers me:
In v0.3 there was no way to click on the text options in the XO window which popped up when locked onto a target and set numbers for speed aob etc,
instead I was forced to use the dials which was very challening and fun!
in v0.4 I can use em and id like it as it was before
Sugestions?
Some added difficulty is good
Soup running stable throu baltic operations:
Generic Mod Enabler - v2.6.0.157
[E:\games\sh5\MODS]
MMM p1 - Base Mod v0.4
MMM p2 - Base Mod v0.4
MMM p3 - Base Mod v0.4
MMM p4 - Base Mod v0.4
MMM p5 - Base Mod v0.4
MMM p6.1 - Base Mod v0.4
Manos Scopes-patch for 16x9
No magic skills v1.5 MMM v0.4 compatible
Date & Renown Cost
EQuaTool 01.01 by AvM - Medium Clean Style
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Also I run Sobers recommended time compression (http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3)
Pedrobas, thanks for reply!
:DI think it would better for you to read a little more and to write a little less.Believe me, I did! ;)
I know about things You pointed out, only except fo the fact that I thought Nozaurio's is available for VIIC/41 too.. ;P
My fault. I copied the wrong file into MMM p5 Base Mod. Anyway in EXTRAS you can choose your type of ugrade and those files are ok.
Unfortunately, they are not, because they only affect UpgradePacks.upc and that's not enough. You still need emblems to be listed in Equipment.upc, at least from what I experience. Maybe a file is missing in the uploaded archive (UpgradePacks is the only one in there) ?
In the "EXTRAS" folder youīll find:
including UPGRADES
You have possibility to choose what kind of Equipment Upgrade do you wantI'm using Date & No Renown from the very first installation of 0.4. Still, for example, bold and coatings are available in June '40 and according to the table - they should not be. I'll try with a fresh install and let U know.
Iīve forgoten to mention, i deactivated SOAN in TDW UI options (for testing porpoise because loading times reduce a lot if soan is off), just enable it again via tdw options , in SOAN tab.That makes no difference, because from the very beginning I'm using my own options file with SOAN enabled ;) It still didn't work, and I've been suprised to see that manually installing Reaper's mod helped.
Please note, I'm not intending to argue or act smart, I just want to do something positive for the community :salute:
TheDarkWraith
03-10-12, 10:40 AM
That makes no difference, because from the very beginning I'm using my own options file with SOAN enabled ;) It still didn't work, and I've been suprised to see that manually installing Reaper's mod helped.
Delete all the Pagex_Draggables.TDW files from your \Silent Hunter 5 folder to reset draggable positions
Delete all the Pagex_Draggables.TDW files from your \Silent Hunter 5 folder to reset draggable positions
What program can we use to open this file?
I've managed to get MMM 0.4 working now but using 6.1 rather than 6.2
I would like to change the sea colour though, a bit too caribbean for me!! and get the SOAN back.....
I have CTD after starting new campaign (I can see a port for like 1 second, and then ctd).
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
MMM p1 - Base Mod v0.4
sobers see thru wake fix
MMM p2 - Base Mod v0.4
MMM p3 - Base Mod v0.4
MMM p4 - Base Mod v0.4
MMM p5 - Base Mod v0.4
MMM p6.2 - Base Mod v0.4
Date & Renown Cost
No magic skills v1.5 MMM v0.4 compatible
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
Later I will try to isolate a problem. MMM 0.2 worked perfect.
Added: After uninstalling last two - the game loads. I bet it's because of No magic skills - that mod just doesn't like me :stare: .
I had this....try using p6.1 instead of p6.2
get the SOAN back.....
TDW's UI options file ;)
data/scripts/menu/TheDarkWraithUserOptions.py
open with notepad, u can also use TDW's editor
SOANEnabled = False
change false to true
One more thing, after uninstalling p7 (in other words - starting with boat other than C/41) I get the same issue and CTD as Bart and Luken wrote above. Using p6.2, with p7 there's no problem.
eviljezza
03-10-12, 11:31 AM
Anyone got any problems setting waypoints, using the Ruler, protractor? Or is it just me?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MMM v0.4 Base Mod
sobers see thru wake fix
DBSM_Music_1_0_4
And back to CTD issue Bart and Luken reported, I made some tests and it seems that problem occurs only when these are true:
using p6.2
not using p7
launching a campaign that starts with type VIIC U-boot (according to your modified files pedrobas)
...at least on my machine.
eviljezza
03-10-12, 01:38 PM
Just done a fresh install as stated in the instructions so will see if it works normally now.
And back to CTD issue Bart and Luken reported, I made some tests and it seems that problem occurs only when these are true:
using p6.2
not using p7
launching a campaign that starts with type VIIC U-boot (according to your modified files pedrobas)
...at least on my machine.
Well spotted......
I'll try loading up 6.2 plus p7 and see what happens....
eviljezza
03-10-12, 02:27 PM
Just done a fresh install as stated in the instructions so will see if it works normally now.
Still no luck.
This is my current mod list:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter 5 - Battle of the Atlantic\MODS]
MMM v0.4 Base Mod
DBSM_Music_1_0_4
nonpollolike
03-10-12, 02:49 PM
Still no luck.
This is my current mod list:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter 5 - Battle of the Atlantic\MODS]
MMM v0.4 Base Mod
DBSM_Music_1_0_4
Check this maybe it helps. http://www.subsim.com/radioroom/showpost.php?p=1852237&postcount=17
eviljezza
03-10-12, 03:05 PM
Check this maybe it helps. http://www.subsim.com/radioroom/showpost.php?p=1852237&postcount=17
I will give it a try.
Also is there a mod in MMM that removes the TAI or is a bug?
TAI might just be disabled by TDW's UI, check options file.
eviljezza
03-10-12, 03:36 PM
Check this maybe it helps. http://www.subsim.com/radioroom/showpost.php?p=1852237&postcount=17
Yes that worked, thank you!
TAI might just be disabled by TDW's UI, check options file.
Good call, it was on false, it's on true now ^^
Hopefully the game is stable but will save regularly though to be on the safe side.
pedrobas
03-10-12, 04:05 PM
Please note, I'm not intending to argue or act smart, I just want to do something positive for the community :salute:
I was just kidding, i really appreciate all the comments :up:
eviljezza
03-11-12, 12:40 AM
After sinking 4 ships in the Baltic last night I set my return course to Kiel in TC1 and I went to bed and see if the game was still running in the morning, and it was!
Good job Pedro
eviljezza
03-11-12, 01:06 AM
BTW (Sorry for double post) after finishing the Baltic mission, I didn't get a radio message for my next mission is that normal?
pedrobas
03-11-12, 01:10 AM
BTW (Sorry for double post) after finishing the Baltic mission, I didn't get a radio message for my next mission is that normal?
Yes, you in the bunker just get next mission.
eviljezza
03-11-12, 01:14 AM
Ok thanks. Loving the mod btw.
pedrobas
03-11-12, 01:25 AM
Ok thanks. Loving the mod btw.
Thanks, enjoy :yeah:
eviljezza
03-11-12, 01:27 AM
Ok new problem :D It's happened two times in a row now, as I approach Kiel from returning from Baltic Operations I keep getting a crash.
nonpollolike
03-11-12, 01:40 AM
Ok new problem :D It's happened two times in a row now, as I approach Kiel from returning from Baltic Operations I keep getting a crash.
From your comment "sinking 4 ships in Baltic" I guess you are starting new campaign and doing the tutorial, right?
That is known behaviour. Next time you start a campaign skip tutorial. Check post #2 in this thread, it has useful tips.
pedrobas
03-11-12, 01:42 AM
Ok new problem :D It's happened two times in a row now, as I approach Kiel from returning from Baltic Operations I keep getting a crash.whatīs your mod soup?
eviljezza
03-11-12, 01:42 AM
From your comment "sinking 4 ships in Baltic" I guess you are starting new campaign and doing the tutorial, right?
That is known behaviour. Next time you start a campaign skip tutorial. Check post #2 in this thread, it has useful tips.
I skipped the tutorial when I started a new campaign, I had only one mission to select at the beginning called Baltic Operations and my mission was to sink 4 ships, during that mission the Eastern British mission opened up. Or am I missing something here.
eviljezza
03-11-12, 01:43 AM
whatīs your mod soup?
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter 5 - Battle of the Atlantic\MODS]
MMM v0.4 Base Mod
DBSM_Music_1_0_4
EQuaTool 01.01 by AvM - Large Style
pedrobas
03-11-12, 01:45 AM
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter 5 - Battle of the Atlantic\MODS]
MMM v0.4 Base Mod
DBSM_Music_1_0_4
EQuaTool 01.01 by AvM - Large Stylejust for testing take off the other two mods and leave mmm alone.
You shouldnīt be using EQuaTool 01.01 by AvM - Large Style, it already in MMM, if you take off and protractor goes wrong means that you have a bad mod installation or a corrupted SH5.
eviljezza
03-11-12, 01:47 AM
just for testing take off the other two mods aleave mmm alone.
Ok I'll try that.
eviljezza
03-11-12, 01:55 AM
just for testing take off the other two mods and leave mmm alone.
You shouldnīt be using EQuaTool 01.01 by AvM - Large Style, it already in MMM, if you take off and protractor goes wrong means that you have a bad mod installation or a corrupted SH5.
Ok I have just MMM left and it crashed again when getting close to Kiel.
I was using EQuaTool 01.01 by AvM - Large Style Because I had the ruler/protractor and waypoint problem which that fixed, I even had this problem after a clean install of SH5.
nonpollolike
03-11-12, 02:03 AM
My review after 8 hours gameplay:
Using:
MMM 0.4 AIO
No magic skills 1.5 MMM 0.4
* CTD's are thing of the past. Long sessions with no CTD :up:, now I can enter scapa etc. I can save mission and load witout CTD aswell :up:, no need again the workaround of loading Autosave enter base mission before. :up:
* finally I am enjoying SH5, still some issues with hydrophone but that's nothing to do with the mod :)
* I had to overwrite the tools files, Pedrobas I think you might want to have a look at this, I start always from a frsh install and carefully wiping all leftover files and always have that problem with the offset of the tools. Overwriting your MMM by adding equatoools ontop of it, problem solved.
* as it has been said, to recover the SOAN, I enabled it in options AND, as TDW said, deleted the page* dragabbles from main folder.
Definitely I recommend this pack for people in my situation. I bought SH5 two weeks ago and was about to give up because I had not the time to read all the tweaks you need to put all the mods together. I can guess the number of hours Pedro put into it for us, so my cumpliments. That would have been impossible without the work of the modders, so my cumpliments for them too.
:sunny:
eviljezza
03-11-12, 02:07 AM
Ok I'm going to play vanilla sh5 and do the tutorial properly and not skip it by changing the notepad and see how I do then.
pedrobas
03-11-12, 03:53 AM
* I had to overwrite the tools files, Pedrobas I think you might want to have a look at this, I start always from a frsh install and carefully wiping all leftover files and always have that problem with the offset of the tools. Overwriting your MMM by adding equatoools ontop of it, problem solved.
:sunny:
Found the problem, with this, i messed up something when i removed Equipment upgrades from MMM p3. Fixed for next version.
If you want to fix it yourself so you donīt have to use the "EQuaTool 01.01 by AvM - Large Style" mod is very simple:
1-Unenable the mods.
For MMM p3 Base Mod v0.4 and MMM AIO: go to data\menu\mousecurs and delete these 3 files:
-LineExt.dds
-ProtractorExt.dds
-SquareExt.dds
2-Enable the mods again, but donīt use "EQuaTool 01.01 by AvM - Large Style" this time
Thatīs it.
Sorry for inconvenience.
nonpollolike
03-11-12, 05:46 AM
Found the problem, with this, i messed up something when i removed Equipment upgrades from MMM p3. Fixed for next version.
If you want to fix it yourself so you donīt have to use the "EQuaTool 01.01 by AvM - Large Style" mod is very simple:
1-Unenable the mods.
For MMM p3 Base Mod v0.4 and MMM AIO: go to data\menu\mousecurs and delete these 3 files:
-LineExt.dds
-ProtractorExt.dds
-SquareExt.dds
2-Enable the mods again, but donīt use "EQuaTool 01.01 by AvM - Large Style" this time
Thatīs it.
Sorry for inconvenience.
Thanks for checking and solution. i am enjoying now the sim a lot thanks to you.
pedrobas
03-11-12, 05:56 AM
Thanks for checking and solution. i am enjoying now the sim a lot thanks to you.
Me alegro!!:up:
Herr Trigger
03-11-12, 07:41 AM
Pedrobas, excellent work, I had the majority of the included mods running as seperate entities previously, the big advantage of using your mod is the big decrease in loading time.
One fault I have found though is on getting a celestial or dead reckoning fix from the nav. officer it is marked well of course on the map. Obviously I can take bearings from landmarks and move map position but when well out to sea I'm never confident of the reported position.
Any ideas?
Regards,
H.T.
pedrobas
03-11-12, 07:52 AM
Pedrobas, excellent work, I had the majority of the included mods running as seperate entities previously, the big advantage of using your mod is the big decrease in loading time.
One fault I have found though is on getting a celestial or dead reckoning fix from the nav. officer it is marked well of course on the map. Obviously I can take bearings from landmarks and move map position but when well out to sea I'm never confident of the reported position.
Any ideas?
Regards,
H.T.Sorry i donīt get what you mean. Can you explain better, please?
muhomor1971
03-11-12, 08:01 AM
I'm getting a weird bug when I activate p3 - tdw UI v0.3
Whenever I hit submerge the boat it warps me to the periscope and raises it to full, the same happens when I hit surface the ship. Kinda cool being on the deck at 100m underwater...but not all that effective.
Sepp von Ch.
03-11-12, 08:06 AM
Downloading v0.4. Your megamod si better nd better pedrobas. Thank you! Looking forward to part 6 full version of MTNS and ohII and then I will start my campaign.
Herr Trigger
03-11-12, 08:14 AM
Certainly, when in navmap, I request celestial or dead reckoning position fix from the Nav Officer (using Real Navigation). The calculated result is placed on the Navmap but is in the wrong position. I know this because when leaving port i.e. Wilhelmshaven i get a fix and position shows outside of the harbour about 135 deg. starboard when I am in fact adjacent to the lighthouse. If you get my drift !
b.t.w. It's not a problem or complaint, I can live with it, just wondered if anyone else has similar issue.
Regards,
H.T.
pedrobas
03-11-12, 08:20 AM
Certainly, when in navmap, I request celestial or dead reckoning position fix from the Nav Officer (using Real Navigation). The calculated result is placed on the Navmap but is in the wrong position. I know this because when leaving port i.e. Wilhelmshaven i get a fix and position shows outside of the harbour about 135 deg. starboard when I am in fact adjacent to the lighthouse. If you get my drift !
b.t.w. It's not a problem or complaint, I can live with it, just wondered if anyone else has similar issue.
Regards,
H.T.
Iīll check it, but i didnīt change anything in there.:hmmm:
Trevally.
03-11-12, 08:27 AM
There are default error setting built into the nav fixes within TDWs UI settings.
You can change these with the options editor.
They are in two parts - the first is Celest error - this is distance.
The second in DeadRec and is a % error from the last celest fix.
pedrobas
03-11-12, 08:27 AM
I'm getting a weird bug when I activate p3 - tdw UI v0.3
Whenever I hit submerge the boat it warps me to the periscope and raises it to full, the same happens when I hit surface the ship. Kinda cool being on the deck at 100m underwater...but not all that effective.You can configure that via the TDW options.
Ok I have just MMM left and it crashed again when getting close to Kiel.
I get CTD when leaving Kiel, or on load up a second after the bunker screen appears. I get this if I use MMM 0.4 AIO or MMM in parts but only if I install 6.2.....if I use 6.1 all is well and very stable. I've even tried 6.2 and part 7 as was mentioned earlier in the thread, but the problem persists. This was also done on a fresh install of sh5, so.....I dunno!!
It's not a memory problem as I have 4gb video and 16gb ram.
pedrobas
03-11-12, 08:43 AM
I get CTD when leaving Kiel, or on load up a second after the bunker screen appears. I get this if I use MMM 0.4 AIO or MMM in parts but only if I install 6.2.....if I use 6.1 all is well and very stable. I've even tried 6.2 and part 7 as was mentioned earlier in the thread, but the problem persists. This was also done on a fresh install of sh5, so.....I dunno!!
It's not a memory problem as I have 4gb video and 16gb ram.In MMM AIO i included p6.2 and even some more ships. In next release iīll do different, since AIO will be only till p6.1, p6.2 and p6.3 will be just smaller addons, not complete parts like now.
In MMM AIO i included p6.2 and even some more ships. In next release iīll do different, since AIO will be only till p6.1, p6.2 and p6.3 will be just smaller addons, not complete parts like now.
Ok thanks for the info pedro. :up:
Hi Pedrobas and guys,
After removing MMM pt6.2 which wasn't required see below:-
[C:\Ubisoft\Silent Hunter 5\MODS]
Antilag
GramophoneShuffler
Grossdeutscher Rundfunk
Radio Deutschland
Radio USA
MMM v0.4 Base Mod
MMM p6.2 - Base Mod v0.4 not required is in MMM v4 AIO Base Mod
Manos Scopes-patch for 8x5
sobers see thru wake fix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
smaller flags for Warships 1_0b
No magic skills v1.5 MMM v0.4 compatible
Date & No Renown Cost
I went to this soup
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Antilag
GramophoneShuffler
Grossdeutscher Rundfunk
Radio Deutschland
Radio USA
MMM v0.4 Base Mod
Manos Scopes-patch for 8x5
sobers see thru wake fix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
smaller flags for Warships 1_0b
No magic skills v1.5 MMM v0.4 compatible
Date & No Renown Cost
I immediatly had problems with CTD in bunker so I did a clean install to clear any left over Pt 6.2 files and reapplied my mods as above without Pt6.2 and all wass well.
I then wanted to apply dark interior v1 because I was not keen on the interior appearance. All seemed well until I tried to teleport from the bridge to the hydo station (or any other station inside the boat) what happens then is my view goes to external camera which then moves backwards to a point behind and above the boat. I have had this problem before in earlier mod soups I have tried before Pedrobas MMM. I find if I walk down and descend the ladder to the attack scope I can then teleport to other stations. But if I again try to teleport from the bridge the same fly away external camera view. I removed the mod from my soup restarted and all is well. This is the location in my soup I had the dark interior:-
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Antilag
GramophoneShuffler
Grossdeutscher Rundfunk
Radio Deutschland
Radio USA
MMM v0.4 Base Mod
Manos Scopes-patch for 8x5
Dark_Interior_V1
sobers see thru wake fix
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
smaller flags for Warships 1_0b
No magic skills v1.5 MMM v0.4 compatible
Date & No Renown Cost
========================================
Can anyone advise on this as I like the darker interior.
Just to be a bit picky I also prefered the grey/green colour of the sea in MMM V3 to the blue colour of the sea in MMM V4, also in V4 when on the bridge in daytime the colours look washed out as if the gamma has been turned up, is this the effect of a different shader mod ???
Much respect Peebee
Navuhodonosor
03-11-12, 10:05 AM
========================================
Can anyone advise on this as I like the darker interior.
Just to be a bit picky I also prefered the grey/green colour of the sea in MMM V3 to the blue colour of the sea in MMM V4, also in V4 when on the bridge in daytime the colours look washed out as if the gamma has been turned up, is this the effect of a different shader mod ???
Much respect Peebee
:hmmm::hmmm:
I had similar thing in previous build,did you tried to load autosave from base when you start game and then after that your campaign save? It helps
:salute:
Hi, Thanks for your reply. Yes I do That also if I try a mod and get CTD I remove all mods then re apply the "good" mods, I also reboot to clear all.
Peebee
eviljezza
03-11-12, 10:49 AM
Hi Pedro, I found out what was causing my crash, and it's the Mission "Baltic Operations"
Even though you change the .cfg file to say that you've completed the training and you skip it, Batlic Operations is still actually the tutorial mission even though you skip it and hence the crash when returning to Kiel.
Maybe add that in the OP?
Sepp von Ch.
03-11-12, 12:29 PM
Hello Pedrobas,
I have 2 problems with MMM:
http://s14.postimage.org/uef46y459/SH5_Img_2012_03_11_18_16_18.jpg (http://postimage.org/image/uef46y459/)
http://s15.postimage.org/8befk40w7/SH5_Img_2012_03_11_18_16_41.jpg (http://postimage.org/image/8befk40w7/)
And is there a way for german text dialogues in MMM? Or should I activate Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs?
Herr Trigger
03-11-12, 12:42 PM
There are default error setting built into the nav fixes within TDWs UI settings.
You can change these with the options editor.
They are in two parts - the first is Celest error - this is distance.
The second in DeadRec and is a % error from the last celest fix.
Thanks Trevally, I know exactly what you mean, will edit.
Regards,
H.T.
nonpollolike
03-11-12, 01:38 PM
I get CTD when leaving Kiel, or on load up a second after the bunker screen appears. I get this if I use MMM 0.4 AIO or MMM in parts but only if I install 6.2.....if I use 6.1 all is well and very stable. I've even tried 6.2 and part 7 as was mentioned earlier in the thread, but the problem persists. This was also done on a fresh install of sh5, so.....I dunno!!
It's not a memory problem as I have 4gb video and 16gb ram.
I can confirm similar issues.
WITH AIO or MMM in parts and 6.2 choosen:
CTD when returning to Kiel, actually in open sea when approaching Kiel.
Sometimes CTD on load up a second after the bunker screen appears
WITH MMM in parts and 6.1: don't have this problems.
I assume that the problem must be in the integration of Harbour Enhancements mod, because if I got it right, the only difference between 6.1 and 6.2 is that 6.2 includes HE and 6.1 not. So with 6.1 I will have all the features of OH. Am I right?
This is with 6gb RAM, 1 gb VRAM, W7 64 bits and exe patched for 4 Gb.
On the bright side, with this MMM I have seen blue skys for first time in modded game. :sunny: another good thing :up:
WITH AIO or MMM in parts and 6.2 choosen:
CTD when returning to Kiel, actually in open sea when approaching Kiel.
Sometimes CTD on load up a second after the bunker screen appears
WITH MMM in parts and 6.1: don't have this problems.
I assume that the problem must be in the integration of Harbour Enhancements mod, because if I got it right, the only difference between 6.1 and 6.2 is that 6.2 includes HE and 6.1 not. So with 6.1 I will have all the features of OH. Am I right?
Hi I have a similar spec rig to your PC although I have had ctd's I have MMM v4 AIO which includes the pt 6.2 if you look back a few posts Pedro answered my question and explained this to me. To remove it I had to remove all my mods do a clean install of SH5 then repatch everything. Then re apply the mods I use the all in one and after I did this and sorted out my mod soup every thing is fine . I start a new campaign save in the bunker reopen the save in bunker you'll see the boat rise out of the water. You can then see the maintenance officer for your upgrades then speak to the ops officer ask for new mission and the mission will load and you are on the bridge start up the harbour pilot script and away you go. When you get the option to skip the tutorial skip it if you have completed it or edited your career .cfg
I have learned all this from Pedrobas and the other modders and contributors from this forum.
Peebee
Silent Steel
03-12-12, 05:50 AM
Thanks Trevally, I know exactly what you mean, will edit.
Regards,
H.T.
Just one little thing-
No nav officer can always be completely accuarate. :cry:
http://s15.postimage.org/8befk40w7/SH5_Img_2012_03_11_18_16_41.jpg (http://postimage.org/image/8befk40w7/)
First thing is that emblems from AFOE do not work. I'm no modder but I think the problem lies in the data\UPCDataGE\UPCUnitsData\equipment.upc file -> it's missing the part with new emblems. I've added them (from AFOE equipment.upc file) and corrected numbers, so most of them is now working properly (still, 4 are missing and not accessible in-game, I don't know why; maybe my small "fix" is just not enough :O: - but that's all I managed to do with my limited knowledge about SH file structure. Made it look like this:
edit:
found them, now only Jost Metzler's U-69 emblem is missing
; Equipment Functional Types:
;
; FunctionalType= EqFTypeRadarAntennaSDEarly
; FunctionalType= EqFTypeRadarAntennaSDLate
; FunctionalType= EqFTypeRadarAntennaSJEarly
; FunctionalType= EqFTypeRadarAntennaSJLate
; FunctionalType= EqFTypeRadarAntennaSV
; FunctionalType= EqFTypeRadarDisplay
; FunctionalType= EqFTypeRadioAntenna
; FunctionalType= EqFTypeRadioApparatus
; FunctionalType= EqFTypeTBT
; FunctionalType= EqFTypePeriscopeHead
; FunctionalType= EqFTypePeriscopeBody
; FunctionalType= EqFTypeTDC
; FunctionalType= EqFTypeSonarStation
; FunctionalType= EqFTypeSonarSensor
; FunctionalType= EqFTypeSonarSensorHoist
; FunctionalType= EqFTypeHydrophoneSensor
; FunctionalType= EqFTypeHydrophoneStation
; FunctionalType= EqFTypeBathytermograph
; FunctionalType= EqFTypeFMSonarConsole
; FunctionalType= EqFTypeEngineElectric
; FunctionalType= EqFTypeEngineDiesel
; FunctionalType= EqFTypeCompressor
; FunctionalType= EqFTypeBatteries
; FunctionalType= EqFTypePump
; FunctionalType= EqFTypePropellor
; FunctionalType= EqFTypePropellorShaft
; FunctionalType= EqFTypeTransmission
; FunctionalType= EqFTypePlane
; FunctionalType= EqFTypeRudder
; FunctionalType= EqFTypeBulkhead
; FunctionalType= EqFTypeIceCreamMachine
; FunctionalType= EqFTypeCoating
[Equipment 1]
ID=EqpDivePlanesTransmission
NameDisplayable= Dive Planes Transmission
FunctionalType= EqFTypeTransmission
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 15
[Equipment 2]
ID=EqpRudderTransmission
NameDisplayable= Rudder Transmission
FunctionalType= EqFTypeTransmission
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 15
[Equipment 3]
ID=EqpPropellerShaft
NameDisplayable= Propeller Shaft
FunctionalType= EqFTypePropellorShaft
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 15
[Equipment 4]
ID=EqpVIICElectricEngine
NameDisplayable= Electric Engine
FunctionalType= EqFTypeEngineElectric
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 5]
ID=EqpVIICDieselEngine
NameDisplayable= Diesel Engine
FunctionalType= EqFTypeEngineDiesel
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 6]
ID=EqpVIICCompressor
NameDisplayable= Compressor
FunctionalType= EqFTypeCompressor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 7]
ID=EqpVIICSternBattery
NameDisplayable= Batteries (Stern)
FunctionalType= EqFTypeBatteries
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 8]
ID=EqpVIICBowBattery
NameDisplayable= Batteries (Bow)
FunctionalType= EqFTypeBatteries
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 9]
ID=EqpMainPump
NameDisplayable= Main Pump
FunctionalType= EqFTypePump
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 10]
ID=EqpHydraulicPumpBasic
NameDisplayable= Hydraulic Pump
FunctionalType= EqFTypePump
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 11]
ID=EqpBulkhead
NameDisplayable= Bulkhead
FunctionalType= EqFTypeBulkhead
EquipmentInterval= NULL, NULL
EquipmentSlotType=Wall
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1
[Equipment 12]
ID=EqpHatch
NameDisplayable= Conning Tower Hatch
FunctionalType= EqFTypeBulkhead
EquipmentInterval= NULL, NULL
EquipmentSlotType=Wall
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1
[Equipment 13]
ID=EqpTorpedoLoadGate
NameDisplayable= Torpedo Loading Hatch
FunctionalType= EqFTypeBulkhead
EquipmentInterval= NULL, NULL
EquipmentSlotType=Wall
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1
[Equipment 14]
ID=EqpBasicRadio
NameDisplayable= Radio Receiver
FunctionalType= EqFTypeRadioApparatus
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 50
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 15]
ID=EqpRadioAntenna
NameDisplayable= Radio Antenna
FunctionalType= EqFTypeRadioAntenna
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Dummy_Rod_Antena,data\Objects\Sensors\UBoot_Sensor s
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;###Begin Antenna Edit by TheBeast
[Equipment 16]
ID=EqpRadioDFAntenna
NameDisplayable= Radio Direction Finder Antenna
FunctionalType= EqFTypeRadioAntenna
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Dummy_Round_Antena,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 17]
ID=EqpRadioDFAntennaTyp2
NameDisplayable= Radio Direction Finder Antenna Typ-2
FunctionalType= EqFTypeRadioAntenna
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Dummy_Round_Antena_Type2,data\Objects\Sensors\UBoo t_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;###End Antenna Edit by TheBeast
[Equipment 18]
ID=EqpVorhaltrechnerS3
NameDisplayable= Torpedo Data Computer
FunctionalType= EqFTypeTDC
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 19]
ID=EqpUZO
NameDisplayable= Deck Attack Station
FunctionalType= EqFTypeTBT
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= UZO_Type1_Soclu,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;Periscopes
;================================================= ================================================== =========
[Equipment 20]
ID=EqpAttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 21]
ID=EqpObsPeriscope
NameDisplayable= Observation Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 22]
ID=EqpAttackPeriscopeHead
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 23]
ID=EqpObsPeriscopeHead
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 24]
ID=EqpAttackPeriscopeHeadStealth
NameDisplayable= Attack Periscope Head Wire
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sen sors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 25]
ID=EqpObsPeriscopeHeadStealth
NameDisplayable= Observation Periscope Head Wire
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop_wire,data\Objects\Sensors\UBoot_Senso rs
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 26]
ID=EqpAttackPeriscopeHeadStealth2
NameDisplayable= Type-II Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop_type2_wire,data\Objects\Sensors\UBo ot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 27]
ID=EqpObsPeriscopeHeadStealth2
NameDisplayable= Type-II Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop_type2_wire,data\Objects\Sensors\UBoot _Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;Hydrophones
;================================================= ================================================== =========
[Equipment 28]
ID=EqpGhGStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 29]
ID=EqpGHG
NameDisplayable= GHG
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= GHG9,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 30]
ID=EqpKdbStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 31]
ID=EqpKDB
NameDisplayable= KDB
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= KDB_type9,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 32]
ID=EqpBalkonGeratStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 33]
ID=EqpBalkonGerat
NameDisplayable= Balkon Gerat
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= BalkonGerat,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
;Radars
;================================================= ================================================== =========
[Equipment 34]
ID=EqpNoFuMO
NameDisplayable= Real men need no Radar
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 35]
ID=EqpFumo29RadarApp
NameDisplayable= A-scope display
FunctionalType= EqFTypeRadarDisplay
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Radar_PPI,data\Objects\Radars\US_Radar_PPI
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 36]
ID=EqpFumo30RadarApp
NameDisplayable= PPI display
FunctionalType= EqFTypeRadarDisplay
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 37]
ID=EqpFuMO29
NameDisplayable= FuMO-29 "GEMA"
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMO29GEMA_type7,data\Objects\Sensors\UBoot_Sensor s
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 38]
ID=EqpFuMOEagle29
NameDisplayable= Typ-VIIC Eagle FuMO-29 "GEMA"
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Turmeagle_dummy,data\Objects\Sensors\Uboot_Sensor_ parts
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 39]
ID=EqpFuMO30
NameDisplayable= FuMO-30
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_30_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 40]
ID=EqpFuMO61
NameDisplayable= FuMO-61 ***8216;Hohentwiel-U***8217;
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_61_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 41]
ID=EqpFuMO65
NameDisplayable= FuMO-65 ***8216;Hohentwiel-U1***8217;
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_65_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;Radar Warning Receiver
;================================================= ================================================== =========
[Equipment 42]
ID=EqpFuMB1
NameDisplayable= FuMB-1 ***8216;Metox***8217;
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB1Metox,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 43]
ID=EqpFuG350
NameDisplayable= FuG 350 Naxos I
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB7Naxos,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 44]
ID=EqpSCHNORCHELRWR
NameDisplayable= Snorkel FuMB 37 'Leros' + FuMB Antenne 3 - Bali 'Hächhen'
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= SCHNORCHEL_RWR,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 45]
ID=EqpFuMB10
NameDisplayable= FuMB-10 'Borkum'
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB10Borkum,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 46]
ID=EqpFuMB26
NameDisplayable= FuMB-26 ***8216;Tunis***8217;
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB26Tunis,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;###End RWR Edit by TheBeast
;Coatings
;================================================= ================================================== =========
[Equipment 47]
ID=EqpCoatTraining
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= coating_01,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 48]
ID=EqpCoatDefault
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= coating_02,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 49]
ID=EqpCoatCamoA
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_01,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 50]
ID=EqpCoatCamoB
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_02,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 51]
ID=EqpCoatCamoC
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_03,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 52]
ID=EqpCoatCamoD
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_04,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 53]
ID=EqpCoatCamoE
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_05,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 54]
ID=EqpCoatCamoF
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_06,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 55]
ID=EqpCoatCamoG
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_07,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 56]
ID=EqpCoatCamoH
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_08,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 57]
ID=EqpCoatCamoI
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_09,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 58]
ID=EqpAlberich
NameDisplayable= Anechoic Coating
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Alberich,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 59]
ID=EqpAlberichImp
NameDisplayable= Improved Anechoic Coating
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Alberich_Improved,data\Objects\Sensors\UBoot_Senso rs
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 60]
ID=EqpTarnmatte
NameDisplayable= Tarnmatte Coating
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Tarnmatte,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 115
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 61]
ID=EqpTarnmatteImp
NameDisplayable= Improved Tarnmatte Coating
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Tarnmatte_Improved,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 120
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 62]
ID=EqpCoatCamoU404
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_16,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 63]
ID=EqpCoatU552
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_17,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
;Emblems
;================================================= ================================================== =========
[Equipment 64]
ID=EqpEmblem1
NameDisplayable= Real men need no emblem
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 65]
ID=EqpEmblem2
NameDisplayable= U-1164
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1164.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 66]
ID=EqpEmblem3
NameDisplayable= U-1131
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1131.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 67]
ID=EqpEmblem4
NameDisplayable= U-96
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-96.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 68]
ID=EqpEmblem5
NameDisplayable= U-82
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-82.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 69]
ID=EqpEmblemContest1
NameDisplayable= Acey Deucey
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Acey_ Deucey_Con_Twr_Emb.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 70]
ID=EqpEmblemContest2
NameDisplayable= AusschussKind
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Aussc hussKind.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 71]
ID=EqpEmblemContest3
NameDisplayable= Big U
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\bigU. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 72]
ID=EqpEmblemContest4
NameDisplayable= England Sword
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\broke n_england_sword.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 73]
ID=EqpEmblemContest5
NameDisplayable= England Torpedo
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\broke n_england_torpedo.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 74]
ID=EqpEmblemContest6
NameDisplayable= Fitzgibd sword hand
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\fitzg ibd_sword_hand.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 75]
ID=EqpEmblemContest7
NameDisplayable= Germany
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\GERMA NY.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 76]
ID=EqpEmblemContest8
NameDisplayable= The Mermaid
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Merma idConningTowerEmblem.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 77]
ID=EqpEmblemContest9
NameDisplayable= Anger
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= data\Textures\TNormal\tex\SH5emblem.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 78]
ID=EqpEmblemContest10
NameDisplayable= U901 Viking Boat
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= data\Textures\TNormal\tex\U901_Viking_Boat.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 79]
ID=EqpEmblemContest11
NameDisplayable= Die Krake
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= data\Textures\TNormal\tex\die_krake.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 80]
ID=EqpEmblemContest12
NameDisplayable= Wolf
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= data\Textures\TNormal\tex\Wolf.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
;################################################# ##################
;#########BEGIN ADDITIONS BY FISTFUL OF EMBLEMS MOD#################
;################################################# ##################
[Equipment 81]
ID=EqpEmblem6
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-30.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 82]
ID=EqpEmblem7
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-47.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 83]
ID=EqpEmblem8
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-48.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 84]
ID=EqpEmblem9
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-53.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 85]
ID=EqpEmblem10
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-69.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 86]
ID=EqpEmblem11
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-73.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 87]
ID=EqpEmblem12
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-76.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 88]
ID=EqpEmblem13
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-83.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 89]
ID=EqpEmblem14
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-87.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 90]
ID=EqpEmblem15
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-99.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 91]
ID=EqpEmblem16
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-101.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 92]
ID=EqpEmblem17
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-96-Green.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 93]
ID=EqpEmblem18
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-96-Red.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 94]
ID=EqpEmblem19
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-201.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 95]
ID=EqpEmblem20
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-207.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 96]
ID=EqpEmblem21
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-208.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 97]
ID=EqpEmblem22
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-209.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 98]
ID=EqpEmblem23
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-225.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 99]
ID=EqpEmblem24
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-231.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 100]
ID=EqpEmblem25
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-236.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 101]
ID=EqpEmblem26
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-255.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 102]
ID=EqpEmblem27
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-256.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 103]
ID=EqpEmblem28
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-265.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 104]
ID=EqpEmblem29
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-271.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 105]
ID=EqpEmblem30
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-276.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 106]
ID=EqpEmblem31
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-281.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 107]
ID=EqpEmblem32
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-287.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 108]
ID=EqpEmblem33
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-309.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 109]
ID=EqpEmblem34
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-313.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 110]
ID=EqpEmblem35
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-333.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 111]
ID=EqpEmblem36
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-335.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 112]
ID=EqpEmblem37
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-350.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 113]
ID=EqpEmblem38
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-403.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 114]
ID=EqpEmblem39
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-406.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 115]
ID=EqpEmblem40
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-451.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 116]
ID=EqpEmblem41
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-455.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 117]
ID=EqpEmblem42
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-481.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 118]
ID=EqpEmblem43
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-482.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 119]
ID=EqpEmblem44
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-484.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 120]
ID=EqpEmblem45
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-552.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 121]
ID=EqpEmblem46
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-554.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 122]
ID=EqpEmblem47
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-575.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 123]
ID=EqpEmblem48
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-577.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 124]
ID=EqpEmblem49
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-579.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 125]
ID=EqpEmblem50
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-586.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 126]
ID=EqpEmblem51
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-598.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 127]
ID=EqpEmblem52
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-601.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 128]
ID=EqpEmblem53
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-605.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 129]
ID=EqpEmblem54
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-634.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 130]
ID=EqpEmblem55
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-664.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 131]
ID=EqpEmblem56
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-666.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 132]
ID=EqpEmblem57
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-672.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 133]
ID=EqpEmblem58
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-763.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 134]
ID=EqpEmblem59
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-975.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 135]
ID=EqpEmblem60
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-978.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 136]
ID=EqpEmblem61
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1051.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 137]
ID=EqpEmblem62
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1206.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 138]
ID=EqpEmblem63
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-299.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 139]
ID=EqpEmblem64
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-320.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 140]
ID=EqpEmblem65
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-995.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 141]
ID=EqpEmblem66
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1004.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 142]
ID=EqpEmblem67
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1007.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 143]
ID=EqpEmblem68
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1064.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 144]
ID=EqpEmblem69
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1302.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 145]
ID=EqpEmblem70
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1304.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 146]
ID=EqpEmblem71
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\1st-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 147]
ID=EqpEmblem72
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\2nd-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 148]
ID=EqpEmblem73
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\3rd-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 149]
ID=EqpEmblem74
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\5th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 150]
ID=EqpEmblem75
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\6th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 151]
ID=EqpEmblem76
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\8th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 152]
ID=EqpEmblem77
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\10th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 153]
ID=EqpEmblem78
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\11th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 154]
ID=EqpEmblem79
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\12th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 155]
ID=EqpEmblem80
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\13th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 156]
ID=EqpEmblem81
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\14th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 157]
ID=EqpEmblem82
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\19th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 158]
ID=EqpEmblem83
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\21st-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 159]
ID=EqpEmblem84
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\23rd-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 160]
ID=EqpEmblem85
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\24th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 161]
ID=EqpEmblem86
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\24th-FlotillaB.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 162]
ID=EqpEmblem87
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\25th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 163]
ID=EqpEmblem88
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\26th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 164]
ID=EqpEmblem89
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\29th-Flotilla.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 165]
ID=EqpEmblem90
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-28.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 166]
ID=EqpEmblem91
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-36.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 167]
ID=EqpEmblem92
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-37a.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 168]
ID=EqpEmblem93
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-37b.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 169]
ID=EqpEmblem94
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-37b2.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 170]
ID=EqpEmblem95
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-39x.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 171]
ID=EqpEmblem96
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-39xii.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 172]
ID=EqpEmblem97
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-41.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 173]
ID=EqpEmblem98
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\Crew-42.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 174]
ID=EqpEmblem99
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf1.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 175]
ID=EqpEmblem100
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf2.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 176]
ID=EqpEmblem101
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf3.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 177]
ID=EqpEmblem102
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf4.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 178]
ID=EqpEmblem103
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf5.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 179]
ID=EqpEmblem104
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf6.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 180]
ID=EqpEmblem105
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf7.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 181]
ID=EqpEmblem106
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf8.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 182]
ID=EqpEmblem107
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf9.d ds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 183]
ID=EqpEmblem108
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf10. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 184]
ID=EqpEmblem109
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf11. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 185]
ID=EqpEmblem110
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf12. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 186]
ID=EqpEmblem111
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf13. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 187]
ID=EqpEmblem112
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf14. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 188]
ID=EqpEmblem113
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf15. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 189]
ID=EqpEmblem114
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf16. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 190]
ID=EqpEmblem115
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf17. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 191]
ID=EqpEmblem116
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf18. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 192]
ID=EqpEmblem117
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf19. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 193]
ID=EqpEmblem118
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf20. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 194]
ID=EqpEmblem119
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\gf21. dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 195]
ID=EqpEmblem120
NameDisplayable=
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\custo m.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 196]
ID=EqpEmblemx1
NameDisplayable= Merchant Raiders
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\Merchant_Raiders.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 197]
ID=EqpEmblemx2
NameDisplayable= Feral Wolf
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\Feral_Wolf.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 198]
ID=EqpEmblemx3
NameDisplayable= Haben eine schönen Tag (Have a nice day)
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\smiley.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
[Equipment 199]
ID=EqpEmblemx4
NameDisplayable= Skull-N-Bones
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\Skull_N_Bones.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
; 199 Items and counting - change this line if adding more items
;************ The End ************
Here you go :salute:
Hi I have a similar spec rig to your PC although I have had ctd's I have MMM v4 AIO which includes the pt 6.2 if you look back a few posts Pedro answered my question and explained this to me. To remove it I had to remove all my mods do a clean install of SH5 then repatch everything. Then re apply the mods I use the all in one and after I did this and sorted out my mod soup every thing is fine . I start a new campaign save in the bunker reopen the save in bunker you'll see the boat rise out of the water. You can then see the maintenance officer for your upgrades then speak to the ops officer ask for new mission and the mission will load and you are on the bridge start up the harbour pilot script and away you go. When you get the option to skip the tutorial skip it if you have completed it or edited your career .cfg
I have learned all this from Pedrobas and the other modders and contributors from this forum.
Peebee
I tried all that, and had same results....CTD :cry:
All smooth and stable with 6.1 :rock:
This is with 6gb RAM, 1 gb VRAM, W7 64 bits and exe patched for 4 Gb.
This is the spec I was talking about.
Hi Bart, Are you running the MMM in separate parts, to enable Pt6.1.
I was trying to say I had enable MMM v4 AIO but I had also mistakenly ran Pt 6.2 with it. Until Pedrobas checked my mod soup and pointed out to me that Pt 6.2 was inside the MMMv4 AIO and I didn't need it. When I first removed Pt 6.2 I had all sorts of problems until I went through the procedure you have quoted from me it is now stable again but I am using the AIO.
Regards Peebee
Hi Bart, Are you running the MMM in separate parts, to enable Pt6.1.
I was trying to say I had enable MMM v4 AIO but I had also mistakenly ran Pt 6.2 with it. Until Pedrobas checked my mod soup and pointed out to me that Pt 6.2 was inside the MMMv4 AIO and I didn't need it. When I first removed Pt 6.2 I had all sorts of problems until I went through the procedure you have quoted from me it is now stable again but I am using the AIO.
Regards Peebee
Hi Peebee
I've tried the single AIO without any other mods and the MMM in parts up to and inc 6.2 and had CTD.
I'm now running this and it's working so far!!
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
MMM p1 - Base Mod v0.4
MMM p2 - Base Mod v0.4
MMM p3 - Base Mod v0.4
MMM p4 - Base Mod v0.4
MMM p5 - Base Mod v0.4
MMM p6.1 - Base Mod v0.4
Date & No Renown Cost
Manos Scopes-patch for 16x9
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 01.01 by AvM - add-on - Large Style Ruler
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
OH II Minefield map for TDWs Ui
sobers see thru wake fix
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Wordeees' Thunder
I did just try not loading the auto save in base first and just loaded the saved game on the Baltic mission and I had a CTD on entrance to Kiel harbour.....loaded auto save in base first then saved game at sea for the second attempt and all was well. I thought this problem was fixed with v0.4?
Anyways, going to scapa for the next one so will see if I get CTD upon entering there....
:salute:
Hi Peebee
I've tried the single AIO without any other mods and the MMM in parts up to and inc 6.2 and had CTD.
I'm now running this and it's working so far!!
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
MMM p1 - Base Mod v0.4
MMM p2 - Base Mod v0.4
MMM p3 - Base Mod v0.4
MMM p4 - Base Mod v0.4
MMM p5 - Base Mod v0.4
MMM p6.1 - Base Mod v0.4
Date & No Renown Cost
Manos Scopes-patch for 16x9
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 01.01 by AvM - add-on - Large Style Ruler
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
OH II Minefield map for TDWs Ui
sobers see thru wake fix
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Wordeees' Thunder
I did just try not loading the auto save in base first and just loaded the saved game on the Baltic mission and I had a CTD on entrance to Kiel harbour.....loaded auto save in base first then saved game at sea for the second attempt and all was well. I thought this problem was fixed with v0.4?
Anyways, going to scapa for the next one so will see if I get CTD upon entering there....
:salute:
Hi Bart, I'm sure I have read in the forum that it is common to have a CTD when returning from the Baltic (isn't this the tutorial) mission to Keil if you have open horizons installed. I think it is reccomended to skip this when using OH.Pedro's notes at the start of this thread shed some light on this. Let me know how you go on as you have some of the same additional mods as me.
Good hunting at Scapa..... I have just sunk 74000 t in mid North Sea but I had to re supply at Heligoland half way @ 50000t
Regards. Peebee
Bart I have found this it is what I was talking about
IMPORTANT NOTES (from OHII thread)
Starting New Career
Just click "New Campaign" - enter your name and select the first campaign "Coastal Waters". Skip the tutorial.
When starting a new campaign using OHII - DO NOT PLAY THE TUTORIAL - you will get a ctd when returing to Kiel at the end of the tut. Select "Skip Tutorial" when starting.
If you are not getting an option to skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:
HasCompletedTutorial=false
with
HasCompletedTutorial=true
9- Please to check what is explained in number 8 donīt use optional mods, and start new carrier every time.
Bart I have found this it is what I was talking about
IMPORTANT NOTES (from OHII thread)
Starting New Career
Just click "New Campaign" - enter your name and select the first campaign "Coastal Waters". Skip the tutorial.
When starting a new campaign using OHII - DO NOT PLAY THE TUTORIAL - you will get a ctd when returing to Kiel at the end of the tut. Select "Skip Tutorial" when starting.
If you are not getting an option to skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:
HasCompletedTutorial=false
with
HasCompletedTutorial=true
9- Please to check what is explained in number 8 donīt use optional mods, and start new carrier every time.
Hi Peebee,
Yep, I've changed the career history file when I first re-loaded the game... I installed sh5, then patched it to 1.2, then changed the career history file, then modded the sh5.exe file using TDW's editor to fix the hydrophone, then installed generic mod enabler, then AOI....still had problems so I've gone to 6.1 now and so far all is well.
So from your earlier post, in OHII the first mission, sink 4 ships in the Baltic, is an off shoot of the origional tutorial so that's why it CTD when returning to Kiel? and why you have to load save in bunker first? After this all is ok to load the save at sea first? This is how I understand it, but not 100% sure if this is correct...:hmmm:
If I have not had any ctd with my current mods I load the at sea game straight away and it's been ok for 2x 8hr sessions so far I've got my tonnage for the British east coast mission but I still have 5 tinfish left so I'm just looking for targets before returning to Keil for my next mission orders
Peebee
THE_MASK
03-13-12, 05:19 PM
http://i40.tinypic.com/2cwreki.jpg
Capt.Warner
03-13-12, 09:18 PM
Great job with this mod pedrobas, I look forward to playing it as I am just now picking up the game again and taking to the time to find each individual mod I want can be time consuming, and with your AIO it simplifies the problem. :woot:
pedrobas
03-14-12, 03:35 AM
14/03/2012 : v0.5 UPLOADING
http://img259.imageshack.us/img259/1981/mmmv05.jpg
They are 6 parts :
MMM p1 - Dynamic Environment v0.5
MMM p2 - Graphics-FX-IRAI v0.5
MMM p3 - TDW UI v0.5
MMM p4 - Sounds - Tweaked SDBSM v0.5
MMM p5 - Upgrades & Weapons & Skins v0.5
MMM p6 - OHII+Lifeboats (OHII 1.7) v0.5
Other compatible mods
- "No Magic Skills MMM v0.5 compatible"
- "My Sub VIIC41 for OHII v1.7 v0.5
Changes in v0.5:
- in p1:
-nothing changed, only the name to match v0.5
- in p2:
- 05 - Fix clock rear torpedo room VIIA by BIGREG now works.
- Fixed some sigle missions not showing.
- Added some textures that were missing.
- in p3:
- Fixed the problem with "EQuaTool 01.01 by AvM - Large Style"
- Manos scopes patch 8x5 included by default
- Included new "Trevally Harbour & Kiel Canal Pilot v2.9"
- Included new fixed "TheDarkWraithAutomation"
- SOAN enabled by default
- in p4:
- Included new "Stormys_DBSM_additional_creaks_and_noises_1.0"
- Included "Wordeees Thunder"
- in p5:
- Fixed missing "A Fistful of Emblems v1.51"
- in p6:
- Name changed, no more p6.1, just p6. So the previous LITE version is now the BASE version. This one is very stable (all that SH5 can be).
Still working on a redone p6.2 to make it just an small addon for p6
- in p7:
-Iīve removed it as a part since itīs really an optional mod
I want to release what was p6.2 as an addon mod, not like a complete part like it is now. And still working in the "Full" version.
pedrobas
03-14-12, 04:52 AM
I would like you to test it for a couple a days to see if something is wrong or i forgot something (like in v0.4 :oops:) before to upload the AIO version. :yeah:
AM i suppose to be getting Conflicts? When i go to activate Part 2 .. i get a lot of conflicts with Part 1. Nothing but Part one has been activated yet.
Also , while extracting with RAR , there were about 5 or 6 errors in total while downloading the 7 parts.
Is this normal?
-----
I downloaded from Pedrobas link in his signature ( v0.4) --AIO , but the AIO came in 5 -7 packs.
-----
I am enabling everything with JSGME. I am not very savy with SH5 or JSGME. Is this mod not for me , or is it suppose to be like every other mod? Download it , put in MOD folder in SH5 , enable with JSGME and your good to go?
pedrobas
03-14-12, 05:07 AM
AM i suppose to be getting Conflicts? When i go to activate Part 2 .. i get a lot of conflicts with Part 1. Nothing but Part one has been activated yet.
Also , while extracting with RAR , there were about 5 or 6 errors in total while downloading the 7 parts.
Is this normal?
-----
I downloaded from Pedrobas link in his signature ( v0.4) --AIO , but the AIO came in 5 -7 packs. I donīt understand you. Are you installing AIO or by parts?
If it is AIO, put all the parts in one folder and unrar only the first part, it will continue automatically with other parts.
nonpollolike
03-14-12, 06:35 AM
I would like you to test it for a couple a days to see if something is wrong or i forgot something (like in v0.4 :oops:) before to upload the AIO version. :yeah:
Thanks Pedro, I think you made a great decision moving 6.1 into base release. Looking forward 6.2 but with the base I am more than happy.
Will test it but I bet is as stable as"0.4 in parts with 6.1" is now in my system, that is: Super Stable. :up:
Hi Pedrobas, This is more great news I have my tonnage for the coastal waters mission (V4 AIO) although I have 5 fish left I wiil set course for Keil to refit with V5. Do you reccomend a new clean reinstall of SH5? I did so only a few days ago but had a couple of CTD's whiles playing with my additional add on mods.
peebee
pedrobas
03-14-12, 11:14 AM
Hi Pedrobas, This is more great news I have my tonnage for the coastal waters mission (V4 AIO) although I have 5 fish left I wiil set course for Keil to refit with V5. Do you reccomend a new clean reinstall of SH5? I did so only a few days ago but had a couple of CTD's whiles playing with my additional add on mods.
peebeeYou can try to continue campaign with v0.5, it should work, but with sh5 you never know, if you want to be sure the best is a new clean install.
eviljezza
03-14-12, 12:01 PM
I currently have 0.4 AIO installed, what steps to take to install properly?
Capt.Warner
03-14-12, 04:58 PM
Hey, I am a bit confused. With the AIO file, do I only have to install part 1 and that's it for the mod? I noticed they were all 200 mb in size and seemed to have the same content when I browsed through them briefly. So you could please tell me if I need to install all the parts included in the aio file? Thanks, also does this include stormy's dbsm?:salute:
Pedrobas: I'm currently running version 0.3 of your mod pack and everything seems to be fine. Only sometimes flags on some ships are not animated (frozen), but I can close my eyes and live with this minor issue. I believe it's not caused by the mod pack itself anyway. I can't upgrade the mod pack at this point, because I'm on patrol so I will be able to do so when I get back to base. Just a question: When I upgrade from 0.3 to higher version should I start new career or will my savegames run normally with newer versions of MMM? Honestly I don't want to loose my saves right now since I've sunk few ships already. Anyway 0.3 is working fine for me, thank you, very good work on this one and keep going.
If anyone knows how to fix those frozen flags please let me know. Thanks in advance.
Just to confirm , i downloaded the "parts v0.5" file.
I activate the packs P1-5 in order right? 1,2,3,4,5 like that? I am getting conflicts with the each pack on the previous pack before it (overwriting files on the previous pack).
This is normal right?
pedrobas
03-15-12, 12:34 AM
Just to confirm , i downloaded the "parts v0.5" file.
I activate the packs P1-5 in order right? 1,2,3,4,5 like that? I am getting conflicts with the each pack on the previous pack before it (overwriting files on the previous pack).
This is normal right?
Yes, itīs normal, itīs prepared to overwrite the neccessary files.
in JSGME you will have:
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
MMM p6 - Base Mod v0.5
pedrobas
03-15-12, 12:39 AM
Pedrobas: I'm currently running version 0.3 of your mod pack and everything seems to be fine. Only sometimes flags on some ships are not animated (frozen), but I can close my eyes and live with this minor issue. I believe it's not caused by the mod pack itself anyway. I can't upgrade the mod pack at this point, because I'm on patrol so I will be able to do so when I get back to base. Just a question: When I upgrade from 0.3 to higher version should I start new career or will my savegames run normally with newer versions of MMM? Honestly I don't want to loose my saves right now since I've sunk few ships already. Anyway 0.3 is working fine for me, thank you, very good work on this one and keep going.
If anyone knows how to fix those frozen flags please let me know. Thanks in advance.
You can try to continue campaign with v0.5, it should work, but with sh5 you never know.
About the frozen flags, itīs a SH5 bug, it happens sometimes. Normally, saving the game, exit game, restart game, load save game, solves the problem, but not always.
pedrobas
03-15-12, 12:53 AM
Hey, I am a bit confused. With the AIO file, do I only have to install part 1 and that's it for the mod? I noticed they were all 200 mb in size and seemed to have the same content when I browsed through them briefly. So you could please tell me if I need to install all the parts included in the aio file? Thanks, also does this include stormy's dbsm?:salute:
The AIO is in parts only to be able to Upload to mediafire (max file size 200 MB),
so the best to do is this:
1- Download all the 5 parts and put then in the Desktop (or whereever you want, but they have to be toghether).
2- unrar only the first part, it will continue automatically with other parts.
3- When finished you will have a folder called "MMM v0.4 AIO" sized nearly 1,9 GB. Inside this folder you have 3: "Documentation", "EXTRAS", "MMM v0.4 Base Mod"
4- Copy "MMM v0.4 Base Mod" inside your MODS folder.
5- Enable it via JSGME.
Hope this helps
Note: yes it includes stormy's dbsm base plus some optionals. Read the "txt" files included, to see what else.
The General
03-15-12, 05:00 AM
Pedrobas you're amazing:up:
Can I just ask how you see AI subs in the Campaign? I've never seen one. I have discovered Convoys and sent contact reports, is this when they show up? Do I have to follow the convoy for a day or so?
pedrobas
03-15-12, 05:09 AM
Pedrobas you're amazing:up:
Can I just ask how you see AI subs in the Campaign? I've never seen one. I have discovered Convoys and sent contact reports, is this when they show up? Do I have to follow the convoy for a day or so?
Best way to see them is to do Campaign "The black pit", there are a very nice wolpacks there. For more info you can ask to Trevally in OHII thread. Iīm all day long trying new things for MMM, always starting new campaign, so donīt really have time to play.:wah:
The General
03-15-12, 05:34 AM
Best way to see them is to do Campaign "The black pit", there are a very nice wolpacks there. For more info you can ask to Trevally in OHII thread. Iīm all day long trying new things for MMM, always starting new campaign, so donīt really have time to play.:wah:Thanks. Do they appear due to your contact reports or do they spawn just as part of the Campaign? Do contact reports have any bearing on anything?
pedrobas
03-15-12, 06:49 AM
Thanks. Do they appear due to your contact reports or do they spawn just as part of the Campaign? Do contact reports have any bearing on anything?
They are part of the campaign, but it seems that contact reports have an effect also, after several hours another subs arrive.
The General
03-15-12, 07:04 AM
...after several hours, other subs arrive.Fantastic! This is as it shoud be. Can't wait to give v0.5 a go when I get home. I have been house-sitting for my friends for a week, whilst they were in Rome. You have put out two new versions of MMM in that time! You are working too hard Pedrobas, you are a hero! :salute:
eviljezza
03-15-12, 08:12 AM
Agreed. Hes brilliant!
pedrobas
03-15-12, 08:46 AM
Fantastic! This is as it shoud be. Can't wait to give v0.5 a go when I get home. I have been house-sitting for my friends for a week, whilst they were in Rome. You have put out two new versions of MMM in that time! You are working too hard Pedrobas, you are a hero! :salute:
Agreed. Hes brilliant!
Thanks. Please report if everything works ok.:yeah:
eviljezza
03-15-12, 08:58 AM
Just installed the mods and starting the game up right now!
eviljezza
03-15-12, 10:27 AM
I'm getting a crash when starting a new campaign, I have only parts 1-6 enabled in JGSME.
MoldyTyler
03-15-12, 11:55 AM
Generic Mod Enabler - v2.6.0.157
[T:\Ubisoft\Silent Hunter 5\MODS]
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
Date & No Renown Cost
MMM p6 - Base Mod v0.5
OH II Minefield map for TDWs Ui
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
My Sub VIIC41 for OHII v1.7 v0.5
Constant CTD's, any ideas?
I continue to receive various crc errors Im certain the file isn,t really corrupt, what is it can anyone help? For instance CRC Failed in mmmv0.4AIO\mmmv0.4basemod\data\seaNKMV\NKMV.dat File is broken. Is their something particular about the extractor? Im useing 7zip is it measuring the full file against the data portion I extracted?
pedrobas
03-15-12, 12:45 PM
I continue to receive various crc errors Im certain the file isn,t really corrupt, what is it can anyone help? For instance CRC Failed in mmmv0.4AIO\mmmv0.4basemod\data\seaNKMV\NKMV.dat File is broken. Is their something particular about the extractor? Im useing 7zip is it measuring the full file against the data portion I extracted?
Look this page, talks about that problem: http://www.subsim.com/radioroom/showthread.php?t=193225&page=2
The AIO is in parts only to be able to Upload to mediafire (max file size 200 MB),
so the best to do is this:
1- Download all the 5 parts and put then in the Desktop (or whereever you want, but they have to be toghether).
2- unrar only the first part, it will continue automatically with other parts.
3- When finished you will have a folder called "MMM v0.4 AIO" sized nearly 1,9 GB. Inside this folder you have 3: "Documentation", "EXTRAS", "MMM v0.4 Base Mod"
4- Copy "MMM v0.4 Base Mod" inside your MODS folder.
5- Enable it via JSGME.
Hope this helps
Hi Pedrobas!
'Still waiting the full version,
Which brings the game immersion'
Any good news re. 'mtns' merging?
pedrobas
03-15-12, 02:14 PM
Hi Pedrobas!
'Still waiting the full version,
Which brings the game immersion'
Any good news re. 'mtns' merging?
itīs getting quite better, i hope it will be ready soon (hopefully) :up:
pedrobas
03-15-12, 02:18 PM
Any bugs in v0.5, waiting for feedback to release the AIO version ;)
eviljezza
03-15-12, 02:45 PM
I've just done a fresh install and patched to 1.20, did the tutorial without any mods and saved in the base.
I use DW .exe patcher and enable the following in JGSME:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
MMM p6 - Base Mod v0.5
Date & Renown Cost
Manos Scopes-patch for 16x9
My Sub VIIC41 for OHII v1.7 v0.5
NewUIs_TDC_6_9_0_Real_Navigation
No magic skills v1.5 MMM v0.5 compatible
OH II Minefield map for TDWs Ui
Shadow Improvement ModLR
sobers see thru wake fix
TDW_No_Hydrophone_On_Surface_1_1_0
And everytime I try to start a new campaign I get a crash during the loading screen.
pedrobas
03-15-12, 04:15 PM
I've just done a fresh install and patched to 1.20, did the tutorial without any mods and saved in the base.
I use DW .exe patcher and enable the following in JGSME:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
MMM p6 - Base Mod v0.5
Date & Renown Cost
Manos Scopes-patch for 16x9
My Sub VIIC41 for OHII v1.7 v0.5
NewUIs_TDC_6_9_0_Real_Navigation
No magic skills v1.5 MMM v0.5 compatible
OH II Minefield map for TDWs Ui
Shadow Improvement ModLR
sobers see thru wake fix
TDW_No_Hydrophone_On_Surface_1_1_0
And everytime I try to start a new campaign I get a crash during the loading screen.Try without TDW_No_Hydrophone_On_Surface_1_1_0 it overwrites the UBoot_Sensors.sim that comes in p5, that already have the no hydrophone in surface for the KDB hydrophone. And if you want to use the My Sub VIIC41 for OHII v1.7 v0.5 you have to do the tutorial with that enable (I think). For me the best is to enable the mods and start the campaign and skip the tutorial (previously you have changed the CareerHistory.cfg to HasCompletedTutorial=true)
Mailman
03-15-12, 04:18 PM
Sorry to ask the obvious, but what do you do with the two downloaded MMMp4 (SDBSM).rar files (200 and 88MB)? Do you select both? Or do you select the first (and have the second in the same file location) before you run WinRar? :hmmm:
This is my soup
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
MMM p6 - Base Mod v0.5
Date & No Renown Cost
OH II Minefield map for TDWs Ui
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
sobers see thru wake fix
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
sobers best ever fog V9 SH5
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 01.01 by AvM - add-on - Large Style Ruler
Still at sea in the Baltic mission, had 1 CTD so far, I was away from the pc when it happened so not sure what was goin on at the time when it happened. But so far it's a lot more stable on my machine than v0.4 was, I had lots of CTD with that, not sure if a file may have been corrupted in that one!!.
Anyway....so far so good with v0.5....I'll continue testing tomorrow :salute:
pedrobas
03-15-12, 04:25 PM
Sorry to ask the obvious, but what do you do with the two downloaded MMMp4 (SDBSM).rar files (200 and 88MB)? Do you select both? Or do you select the first (and have the second in the same file location) before you run WinRar? :hmmm:
1- Download the 2 parts and put then in the Desktop (or whereever you want, but they have to be toghether).
2- unrar only the first part, it will continue automatically with the second part.
Sorry to ask the obvious, but what do you do with the two downloaded MMMp4 (SDBSM).rar files (200 and 88MB)? Do you select both? Or do you select the first (and have the second in the same file location) before you run WinRar? :hmmm:
I unziped the first one, part 1, and the second unzipped automatically.
MoldyTyler
03-16-12, 12:21 AM
Generic Mod Enabler - v2.6.0.157
[T:\Ubisoft\Silent Hunter 5\MODS]
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
MMM p6 - Base Mod v0.5
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
OH II Minefield map for TDWs Ui
My Sub VIIC41 for OHII v1.7 v0.5
I'm really sorry to post again, but I've been trying with no avail to get this game to work.
I've tried huge amounts of mods, I've reinstalled it multiple times, it's @ patch 1.2, and once I get passed the 20 minute long loading screens, I end up getting an unplayable game with multiple dialogue windows open with some silly lag that barely lets me move my mouse, or I can't talk to the sub upgrade person, restart, then crash, or it lets me go with no lag and all is good then the maps are all screwed up, etc.
I tried both versions .4 and .5 of this mod and something is keeping them from working. I opened the game after mod 1 and then mods 1-2 etc, and it still just crashes as soon as I attempt to move my sub or even move my person. I know it can't be this mod messing up, because everyone else is having a nice time with it.
Any help is hugely apreciated
Mailman
03-16-12, 01:02 AM
1- Download the 2 parts and put then in the Desktop (or whereever you want, but they have to be toghether).
2- unrar only the first part, it will continue automatically with the second part.
Thanks :yeah:
pedrobas
03-16-12, 01:37 AM
Generic Mod Enabler - v2.6.0.157
[T:\Ubisoft\Silent Hunter 5\MODS]
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
MMM p6 - Base Mod v0.5
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
OH II Minefield map for TDWs Ui
My Sub VIIC41 for OHII v1.7 v0.5
I'm really sorry to post again, but I've been trying with no avail to get this game to work.
I've tried huge amounts of mods, I've reinstalled it multiple times, it's @ patch 1.2, and once I get passed the 20 minute long loading screens, I end up getting an unplayable game with multiple dialogue windows open with some silly lag that barely lets me move my mouse, or I can't talk to the sub upgrade person, restart, then crash, or it lets me go with no lag and all is good then the maps are all screwed up, etc.
I tried both versions .4 and .5 of this mod and something is keeping them from working. I opened the game after mod 1 and then mods 1-2 etc, and it still just crashes as soon as I attempt to move my sub or even move my person. I know it can't be this mod messing up, because everyone else is having a nice time with it.
Any help is hugely apreciated
What are your system specs?
Did you edit TDW options file manually?
Loading time with v0.5 is just the same than with OHII, there arenīt any more new ships added than those from OHII.
Silent Steel
03-16-12, 03:31 AM
@ MoldyTyler;
I think you should follow the procedure described in post #602 above.
@ Pedrobas;
Is this correct? Even for MMM in parts?
I haven't tried the v0.5 in parts yet but I think this is correct. Or? :hmmm:
pedrobas
03-16-12, 04:59 AM
@ MoldyTyler;
I think you should follow the procedure described in post #602 above.
@ Pedrobas;
Is this correct? Even for MMM in parts?
I haven't tried the v0.5 in parts yet but I think this is correct. Or? :hmmm:
No, in parts is different, only the p4 is like that. If a folder is bigger than 200 MB i have to split it in parts to upload to mediafire. In MMM in parts, that only happen with the sounds (p4)
Silent Steel
03-16-12, 11:36 AM
No, in parts is different, only the p4 is like that. If a folder is bigger than 200 MB i have to split it in parts to upload to mediafire. In MMM in parts, that only happen with the sounds (p4)
OK, gracias :up:
Pedrobas: I've just installed version 0.4 AIO. Did my second patrol and no problems at all except for one minor thing. Some of the commands are missing when I click on the character. Instead of dialog possibilities there's only 1./2./3. Commands at the bottom of the screen are fine and fully functional. It's only those additional commands when you click on the watch officer or navigator which are missing. Any idea how to fix that please?
Otherwise great work pedrobas. Thank you.
grayson1337
03-16-12, 04:13 PM
Hi,
just checked out your megamod and all seemed working fine. Great work by the way.But the submarine and its crew has some lighting issues when outside. It's really bright and almost no shadows especially when it's in the bunker. any suggestions?
pedrobas
03-17-12, 02:40 AM
Pedrobas: I've just installed version 0.4 AIO. Did my second patrol and no problems at all except for one minor thing. Some of the commands are missing when I click on the character. Instead of dialog possibilities there's only 1./2./3. Commands at the bottom of the screen are fine and fully functional. It's only those additional commands when you click on the watch officer or navigator which are missing. Any idea how to fix that please?
Otherwise great work pedrobas. Thank you.
Whatīs your mod soup?
pedrobas
03-17-12, 02:45 AM
Hi,
just checked out your megamod and all seemed working fine. Great work by the way.But the submarine and its crew has some lighting issues when outside. It's really bright and almost no shadows especially when it's in the bunker. any suggestions?
And other strange thing - ship and crew in dock have increased brightness in comparison to docks interior. I had that before, but funny thing is that I didn't have it in MMM 0.2. So maybe someone will discover what makes it.yesterday i was tracking that issue, itīs dynamic environment colors, so for the moment we will have to live with this. Anyway after leaving dock all goes normal.
pedrobas
03-17-12, 05:52 AM
:sunny: RELEASED MMM in just one big (huge) mod.
"MMM v0.5 AIO" (all in one) :woot:
I hope you enjoy.
:salute:
http://img259.imageshack.us/img259/1981/mmmv05.jpg
http://img851.imageshack.us/img851/2301/allmods.jpg
http://img109.imageshack.us/img109/8929/keyboardbinds.jpg
For install:
1- Download the 4 files:
- MMM v0.5 AIO.part01.exe
- MMM v0.5 AIO.part02.rar
- MMM v0.5 AIO.part03.rar
- MMM v0.5 AIO.part04.rar
2- Put the 4 files together in a folder (or where ever you want, but together)
3- execute the .exe
4- Thatīs all. Now you should have a folder called "MMM v0.5 AIO" with 3 folders inside:
- Documentation
- EXTRAS
- MMM v0.5 Base Mod <== this is the one you have to copy in the MODS folder to enable it via JSGME.
Please report problems, comments, suggestions, etc.. :
:salute:
bigboywooly
03-17-12, 08:09 AM
MMM v0.5 AIO by pedrobas has only part 4 available for DL :hmmm:
Whatīs your mod soup?
It's ok now. I've activated version 0.5 and everything's fine again. Thank you.
Silent Steel
03-17-12, 08:17 AM
Hi again.
One question -
When I click the link for AIO v0.5 I end up with the 'MMM v0.5 AIO part04.rar'
But, you talk about four parts to download for the AIO :hmmm:
Is this because not all parts of the AIO v0.5 aren't uploaded yet, or?
pedrobas
03-17-12, 08:18 AM
MMM v0.5 AIO by pedrobas has only part 4 available for DL :hmmm:
:sunny: UPLOADING
:yeah:
Just downloading part 1 now, already have 2,3 and 4.
Noticed part 1 has an .exe file, does this mean it will auto unzip when double clicked or do we still have to extract using 7zip or similar?
pedrobas
03-17-12, 01:58 PM
Just downloading part 1 now, already have 2,3 and 4.
Noticed part 1 has an .exe file, does this mean it will auto unzip when double clicked or do we still have to extract using 7zip or similar?
For install:
1- Download the 4 files:
- MMM v0.5 AIO.part01.exe
- MMM v0.5 AIO.part02.rar
- MMM v0.5 AIO.part03.rar
- MMM v0.5 AIO.part04.rar
2- Put the 4 files together in a folder (or where ever you want, but together)
3- execute the .exe
4- Thatīs all. Now you should have a folder called "MMM v0.5 AIO" with 3 folders inside:
- Documentation
- EXTRAS
- MMM v0.5 Base Mod <== this is the one you have to copy in the MODS folder to enable it via JSGME.
Please report problems, comments, suggestions, etc.. :
:salute:
:yeah:
Alexwarhammer
03-17-12, 02:34 PM
I just downloaded your 0.5 MMM mod compilation , and when I downloaded it , installed it and started up the game I found that it did not have the NewUI_TDC by darkwraith , and it had the default UI. I thought this might be something with my install as I had previously a partially complete mod soup of the other Mega Mod list , so I uninstalled the mod , reinstalled, it was still there , so I reinstalled the entire game, installed your all in one pack and it still wasn't there. Is this a bug or something I have done wrong?
EDIT: Nevermind , for some reason I had to pause the game , unpause it and click all around the screen for the crew member icons to finally pop up. I still think this may be a problem for some.
One other thing I recommend that I noticed early on in the game is that whenever you plot a course marker , the navigation officer says ' Plotting course'. Is there anyway I can change this?
bigboywooly
03-17-12, 03:02 PM
Have parts 1,3 and 4 ok
Part 2 is snailing down - 3rd time of trying and over an hour still with only 3mb down
Odd as the other 3 flew down :hmmm:
Stormfly
03-17-12, 03:33 PM
Hi Pedrobas,
is there a special reason not including Rubinis "Crash Dive time and set_depth problem with MightyFine Crew Mod solved!" in V5 ??? :hmmm:
pedrobas
03-18-12, 03:09 AM
Hi Pedrobas,
is there a special reason not including Rubinis "Crash Dive time and set_depth problem with MightyFine Crew Mod solved!" in V5 ??? :hmmm:
No, itīs in my to do list, simply i hadnīt enough time to test it.
Just going to start testing with v0.5 AIO....nice touch including the unzip .exe in part 1 :rock:
I usually use 7zip but I'm not sure if this was picking up possible corrupted files as the first time I downloaded v0.5 VIO and tried to unzip using your .exe, it notified me of a couple of corrupted files and stopped the process. After downloading again and unzipping it on the desktop rather that on my external hard drive all was well. I never did get v0.4 working correctly so now wondering if that was a corrupted file causing lots of CTD :cry:
Anyways v0.5 is now installed and going to try and continue the campaign I started with v0.5 in parts....saved in base of course....
BTW from which site is it best to get winrar? I assume thats what you use to pack the mod? I've done a search and several come up but not sure if these are slightly different versions of it!!!
Thanks Pedro :salute:
Stormfly
03-18-12, 06:33 AM
No, itīs in my to do list, simply i hadnīt enough time to test it.
:up:
The General
03-18-12, 07:29 AM
I am testing AIO v0.5
I have a CTD on approach to Kiel harbour after the tutorial. Is it the Monuments causing the problems? I have saved the game just before this happens and it has happened every time so far.
Is there a way to remove the offending section from the AIO files?
von Kinderei
03-18-12, 10:09 AM
What is the differance between v0.5 parts and v0.5 AIO :06:
Herr Trigger
03-18-12, 10:27 AM
Stormfly wrote:
Hi Pedrobas,
is there a special reason not including Rubinis "Crash Dive time and set_depth problem with MightyFine Crew Mod solved!" in V5 ???I have this installed after MMM AIO v0.5, all is ok. The only problem I have encountered so far is a CTD with AI Sub Crew.
My Mod Load:
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
RAF Fighter Command Radio Frequency 66.00 MHz
RAF Bomber Command Radio Frequency 77.00 MHz
Luftwaffe Combat Radio Frequency 88.00 MHz
MMM v0.5 Base Mod
NewUIs_TDC_6_9_0_Real_Navigation
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3b_For_All
Shadow Improvement ModLR
sobers 3D deck spray mod V7
sobers see thru wake fix
smaller flags for Warships 1_0b
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
All works ok.
Regards,
H.T.
The General
03-18-12, 10:29 AM
Maybe I should've done a clean re-install first. I'll do that now and try again...
EDIT (1 hour later):... Nope, still CTD's within 50KM of Port. Dammnit!
I'll now try the (in parts) version...
EDIT (2hours later): CRASH TO DESKTOP, after attempting to end patrol, once in Port.:damn:
Is there a way to have English voices, not German, and no subtitles?
pacoviciana
03-19-12, 07:27 AM
Hi Pedrobas,
Greetings from Catalonia.
First of all, congratulation for your hard work. I'm using and testing around the scandalous and unfinish wonderful world of SH5 in the last two years, and I have hundreds of hours about choice and test a lot of mods, and I celebrate the arriving of MMM like a big party.:yeah:
You know better than I than without the modders, no game SH5 possible. I like a lot the simulators (Rise of Flight the best!!!) and I'm shure than SH5 is a great simulator, but with modders. Incredible and stupid work of Ubisoft:damn:.
I have installed in a clean SH5 on my computer (MacPro with bootcamp-6gb ram-Windows 7 64 bits) your MMM v0.3, v0.4, v0.4AIO, v0.5 and now v0.5AIO, and I want to comment you some thinks about it:
All fine and run ok (a big change between Windows 7 32 bits to 64 bits) but I have CTDs sometimes, normaly with a bout near in explossions (when I send all my torpedoes to the major boat in Scapa Flow new mission in OHII for example) or in a Historical Mission like RAOFB. I think than the problem can be the FX, I'm not shure about it.
And I have problems too when I'm sumerged to navegate the u-boot, because nothing matter when I order head-to-view or I touch que rudder with the mouse, only the sub change at touching Rudder-to-port key. Strange!!!.
I have use in my last intend (afternoon of the last sunday, yesterday) the three first parts of your MMM v0.5: 01-Dynamic environment, 02-Graphics-FX..., 03-TDW and CTDs occur, and when I put only the 01-Dynamic environment and 03_TDW no CTDs, maybe is a problem with the Graphics, but now I have no more time to investigate, but I want to send you the notifications of this problems, maybe help you and to all the community of fans of subsim.
And sorry about my poor english (aunque tu y yo nos entenderíamos mejor en espaņol, verdad???, per por respeto al resto).
Thanks.
misha1967
03-19-12, 07:50 AM
Hi Pedrobas,
Greetings from Catalonia.
First of all, congratulation for your hard work. I'm using and testing around the scandalous and unfinish wonderful world of SH5 in the last two years, and I have hundreds of hours about choice and test a lot of mods, and I celebrate the arriving of MMM like a big party.:yeah:
You know better than I than without the modders, no game SH5 possible. I like a lot the simulators (Rise of Flight the best!!!) and I'm shure than SH5 is a great simulator, but with modders. Incredible and stupid work of Ubisoft:damn:.
I have installed in a clean SH5 on my computer (MacPro with bootcamp-6gb ram-Windows 7 64 bits) your MMM v0.3, v0.4, v0.4AIO, v0.5 and now v0.5AIO, and I want to comment you some thinks about it:
All fine and run ok (a big change between Windows 7 32 bits to 64 bits) but I have CTDs sometimes, normaly with a bout near in explossions (when I send all my torpedoes to the major boat in Scapa Flow new mission in OHII for example) or in a Historical Mission like RAOFB. I think than the problem can be the FX, I'm not shure about it.
And I have problems too when I'm sumerged to navegate the u-boot, because nothing matter when I order head-to-view or I touch que rudder with the mouse, only the sub change at touching Rudder-to-port key. Strange!!!.
I have use in my last intend (afternoon of the last sunday, yesterday) the three first parts of your MMM v0.5: 01-Dynamic environment, 02-Graphics-FX..., 03-TDW and CTDs occur, and when I put only the 01-Dynamic environment and 03_TDW no CTDs, maybe is a problem with the Graphics, but now I have no more time to investigate, but I want to send you the notifications of this problems, maybe help you and to all the community of fans of subsim.
And sorry about my poor english (aunque tu y yo nos entenderíamos mejor en espaņol, verdad???, per por respeto al resto).
Thanks.
I'm sure your English is better than my Spanish :DL
As to your problem with CTDs, I know that this is a known problem at times with "too much happening at once", causing the game to CTD as the computer gets overloaded.
One "fix" I've heard of in those few situations where, like Scapa, a whole LOT of things start happening when things start to blow up, is to switch to the Nav Map right after firing the torpedoes and stay there until the targets have sunk. The Nav Map is a good place to hide as it doesn't use near as many resources while still allowing the computer to keep up with what's going on. I use the Nav Map myself when I want to let my graphics card cool down as it apparently treats it like 2D and therefore doesn't do any rendering on it.
I hope that makes sense.
pedrobas
03-19-12, 07:57 AM
See for example last post in OHII thread:
http://www.subsim.com/radioroom/showpost.php?p=1857327&postcount=837
pedrobas
03-19-12, 08:01 AM
Maybe I should've done a clean re-install first. I'll do that now and try again...
EDIT (1 hour later):... Nope, still CTD's within 50KM of Port. Dammnit!
I'll now try the (in parts) version...
EDIT (2hours later): CRASH TO DESKTOP, after attempting to end patrol, once in Port.:damn:
Sorry but i havenīt added any new objects or ships to v0.5, is purely OHII. I have just reinstall SH5, tried the MMM p1-p6 and everithing is working ok, i can return to kiel with no CTD, reload a save game is ok, etc... So i canīt reproduce the error. Perhaps other people can confirm this.
pacoviciana
03-19-12, 08:20 AM
I'm sure your English is better than my Spanish :DL
As to your problem with CTDs, I know that this is a known problem at times with "too much happening at once", causing the game to CTD as the computer gets overloaded.
One "fix" I've heard of in those few situations where, like Scapa, a whole LOT of things start happening when things start to blow up, is to switch to the Nav Map right after firing the torpedoes and stay there until the targets have sunk. The Nav Map is a good place to hide as it doesn't use near as many resources while still allowing the computer to keep up with what's going on. I use the Nav Map myself when I want to let my graphics card cool down as it apparently treats it like 2D and therefore doesn't do any rendering on it.
I hope that makes sense.
Thank you Misha1967
I try to do it, I can see than this is a problem with more people.
Thanks again.
pacoviciana
03-19-12, 08:21 AM
See for example last post in OHII thread:
http://www.subsim.com/radioroom/showpost.php?p=1857327&postcount=837
Good, I can see how other people solve this CTDs.
Thanks. I try to do in the next installation of MMM.
pedrobas
03-19-12, 10:56 AM
I have this installed after MMM AIO v0.5, all is ok. The only problem I have encountered so far is a CTD with AI Sub Crew.
AI Sub Crew is not compatible with MMM, (for the moment)
The General
03-19-12, 04:26 PM
OK, so I am trying to work out why I'm getting CTD as i come into Port. I have a fairly powerful system. When I install SH5 and it gives a list of criteria you must meet I get this weird thing happens. Why is my memory listed as being only 2048? (See below) The top part of the image is my System stats from my Contol Panel and below that the SH5 installation screen:
http://img805.imageshack.us/img805/4493/memory1j.th.jpg (http://imageshack.us/photo/my-images/805/memory1j.jpg/)
Herr Trigger
03-19-12, 05:30 PM
Pedrobas wrote:
AI Sub Crew is not compatible with MMM, (for the moment)
Hi Pedrobas, Had AI Sub Crew working with v0.4, was a bit puzzled when I couldn't load v0.5. Not a big deal, just grief trying to find offending mod.
Other than that good job so far, how about mtns ? and any chance of including Harbour Enhancements in AIO ? again not a big deal.
Regards,
H.T.
MoldyTyler
03-19-12, 08:30 PM
OK, so I am trying to work out why I'm getting CTD as i come into Port. I have a fairly powerful system. When I install SH5 and it gives a list of criteria you must meet I get this weird thing happens. Why is my memory listed as being only 2048? (See below) The top part of the image is my System stats from my Contol Panel and below that the SH5 installation screen:
http://img805.imageshack.us/img805/4493/memory1j.th.jpg (http://imageshack.us/photo/my-images/805/memory1j.jpg/)
I also crash coming into port for some reason after the first objective (The baltic sea one) I was so impressed with myself sinking a 4-5 ships then ending my patrol for the first time, but to CTD once I get near Kiel
Installing mods and playing tutorial will most likely result in ctd. Install all mods after tutorial or skip the tutorial completly.
See here: http://www.subsim.com/radioroom/showthread.php?t=180044
Installing mods and playing tutorial will most likely result in ctd. Install all mods after tutorial or skip the tutorial completly.
See here: http://www.subsim.com/radioroom/showthread.php?t=180044
I've set up the game to skip the tutorial, I changed the sh5 campaign config to true, which everytime you start a new campaign it asks you if you want to skip the tutorial, but you still have to do the Baltic mission.
Is this Baltic mission an off shoot from the origional tutorial or part of OHII? I'm not sure of this... :hmmm:
Silent Steel
03-20-12, 04:30 AM
I've set up the game to skip the tutorial, I changed the sh5 campaign config to true, which everytime you start a new campaign it asks you if you want to skip the tutorial, but you still have to do the Baltic mission.
Is this Baltic mission an off shoot from the origional tutorial or part of OHII? I'm not sure of this... :hmmm:
Have you tried this?
Go to -
C:\Users\Documents\SH5\data\cfg\CareerHistory.cfg
Open it and change to 'HasCompletedTutorial=true'
The General
03-20-12, 06:30 AM
Installing mods and playing tutorial will most likely result in ctd. Install all mods after tutorial or skip the tutorial completly.
See here: http://www.subsim.com/radioroom/showthread.php?t=180044:o This is the first I've heard of this! Thank you very much Swat, I'll give it a try... I am desperate to play SH5, I have rigged my system up to a big tv and sound sytem and it looks amazing, and it keeps CTD'ing when I get close to Port :wah:. This didn't happen with previous versions of MMM, so I don't understand what's causing it :doh:.
Have you tried this?
Go to -
C:\Users\Documents\SH5\data\cfg\CareerHistory.cfg
Open it and change to 'HasCompletedTutorial=true'
Sorry, that's what I meant in my other post. This is what I did.
I've just finished the east coast mission with a lucky stumble on a convoy which resulted in 70,000 plus tons on the bottom and returned to base without a single CTD. :rock:
:o This is the first I've heard of this! Thank you very much Swat, I'll give it a try... I am desperate to play SH5, I have rigged my system up to a big tv and sound sytem and it looks amazing, and it keeps CTD'ing when I get close to Port :wah:. This didn't happen with previous versions of MMM, so I don't understand what's causing it :doh:.
I had lots of CTD with v0.4 which I couldn't explain, it may have been a corrupted file somewhere during download. I had 8 CTD during the scapa flow mission alone and went back to v0.3 in the end. However v0.5 is working ok so far although when I first downloaded AIO and tried to unzip, the built in tool said I had several corrupted files. I downloaded it again and unzipped on the desktop and all seems ok at the moment.
What I did was I've completed that tutorial (somehow wanted to play from the very begining), but it's far from the tutorial I remember from SH3 which was devided into navigation, flak control, deck gun control and convoy attack if I remember that correctly. Anyway I docked in Kiel, listened to the captain telling me to look after my men etc. And then I saved the game. Even there's an autosave I did my own savegame and I exit. Installed all the mods via JSGME and loaded my savegame. I've adjusted realism settings and then I went to the officer, listend to the briefing and chose Coastal Waters mission. I know I don't have to specify my mission with Open Horizons applied, but I just did choose this mission. Same when I was upgrading to 0.4 AIO version of MMM - again hard save in port, installed mods, loaded savegame. Did the same with MMM 0.5 and everything works fine (touch wood). Attacked Scapa, sank Queen Elizabeth for 31.000 BRT and left for north western approaches and not a single ctd.
Here's my current mod soup and I do thank to all the modders again and again for keeping this game alive. And I thank to pedrobas for his digging and putting everything together in a way so the mods are not conflicting with each other. At least for me v. 0.5 seems to be rock solid.
MMM p0 - Grossdeutscher Rundfunk + added some gramophone tracks
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
MMM p6 - Base Mod v0.5
No magic skills v1.5 MMM v0.5 compatible
Shadow Improvement Mod
sobers rusty deck pack SH5
No Umark
Dark_Interior_V1
sobers multi color mod V2
IO_StrategicMap_4_6_for_TDWv690
Just trying to keep it as simple as possible since all major mods are included in MMM.
Hi, Pedrobas!! I'm spanish too!. Congratulations for your MMM Mod!.
I'm working in my own Mega Soup, is this:
24Unterseeboot Mod V.1.0 (MegaMod of Spain "Flotilla 24")
DBM_Alarm_BackGrnd_Video_Widescreen
DBSM_Music_1_0_4
Shadow Improvement Mod
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
No magic skills v1.5 MCCD compatible
Compatible Conus00's Graphic Mod+SV's work
SteelViking's Interior Mod V1.2 (Nvidia: Delete file data/Textures/TNormal/tex/bec_submarine.dds, for correct the lights)
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelVking's Interior
Fix clock rear torpedo room VIIA
Reboot's Hot Soup 1.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (hurricane version) V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V.2.1
FX_Update_0_019_ByTheDarkWraith
TDW FX Fix for Sobers Chimney smoke
SteelViking's Bunker Fixes V1.0
sobers see thru wake fix
sobers_realistic_underwater_FX2
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
Shoot at Periscope_IRAI
Enhanced FunelSmoke1.2_by HanSolo78
Sub_Exhaust_1_0_5_by TheDarkWraith
EQualTool 01.01 by AvM - Large Style
Manos Scopes-patch for 16x9
gap- HD 1 deg Scope Bearing v.1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Smaller flags for Warships 1_0b
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Church's Compass DialsMod v2.2 - Option Two
TDC Graphics by Nighths v1.0
TDW Round Fire Button v2 by Torpedo
Windows_Lights_Redone_V1
OPEN HORIZONS II_FULL V1.7
OHII v1.7 patch1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Grossdeutscher Rundfunk
Stormys DBSM SH5 v1.3 Basemod
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3b_For_All
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 additional crew sonds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM_additional_creaks_and_noises_1.0
Speech fixes and additions (german version)
Less Annoying Stopwatch Ticking - LAST - v.01.00 by AvM
Wordeees' Thunder
Equipment_Upgrades_Fix_v1_4_byTheBeast
AMMO_v1.0_SH5_by_Raven_2012
sobers reduced deck gun range mod V2 SH5
Date & Renown Cost
Cerberus62 Coreectd Depth Charge Projector 1.0
R.E.M_by_Xrundel_TheBeast_1.2
TheDarkWraith_DC_Water_Distrubances_v2_0_SH5
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_9_0_jimimadrids_map_tools
NewUIs_TDC_6_9_0_New_radio_messages_German
NewUIs_TDC_6_9_0_Real_Navigation
PE_MORE_CREW
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v.2.9
Trevaly Tutorials - All v.0.2 (for OHII)
************************************************
This mod's are not included for incompatibility with PE_MORE_CREW
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
************************************************
This soup works fine!. Except for one graphic bug:
I only can see the torpedo's impact "splash" in third person view or in first person view only if the torpedo explodes in water for system malfuction!!.
This video is an example in time (2:55) http://www.youtube.com/watch?v=PziGrHbzWw0&feature=related
However, in this other video by Swat , time (8:19) http://www.youtube.com/watch?v=DqBqInzBaGc , Torpedo Water Splash works fine!!. He was using the next mod soup:
MMM p0 - Grossdeutscher Rundfunk + added some gramophone tracks
MMM p1 - Base Mod v0.5
MMM p2 - Base Mod v0.5
MMM p3 - Base Mod v0.5
MMM p4 - Base Mod v0.5
MMM p5 - Base Mod v0.5
MMM p6 - Base Mod v0.5
No magic skills v1.5 MMM v0.5 compatible
Shadow Improvement Mod
sobers rusty deck pack SH5
No Umark
Dark_Interior_V1
sobers multi color mod V2
IO_StrategicMap_4_6_for_TDWv690
Therefore, I have a questions for you:
Do you know something about this bug?
Do you correct this bug in your MMM Mod? If the answer is yes:
How do you do for correct this bug?
Thanks in advance!!
Just a quick question any advice would be most welcome. While I have been try Pedrobas masterpiece MMM from vers 2 onwards I have been that distracted by getting the right settings then updating to vers 4 and now vers 5 I have completed my tonnage for eastern coast waters 3 times but since the inclusion of OH II I have now missed my deadline for Scapa Flow by 3 days my base has been moved to Wilhelmsaven but the only mission offered to me is eastern coastal waters again or the Baltic which I thought was the tutorial how can I move on from this mission I have 150000 t+ in 5 patrols in this area any advice please
Peebee
It depends what date it is. I think you'll have next mission available from November 1939 if I'm not mistaken.
pedrobas
03-21-12, 03:24 AM
Just a quick question any advice would be most welcome. While I have been try Pedrobas masterpiece MMM from vers 2 onwards I have been that distracted by getting the right settings then updating to vers 4 and now vers 5 I have completed my tonnage for eastern coast waters 3 times but since the inclusion of OH II I have now missed my deadline for Scapa Flow by 3 days my base has been moved to Wilhelmsaven but the only mission offered to me is eastern coastal waters again or the Baltic which I thought was the tutorial how can I move on from this mission I have 150000 t+ in 5 patrols in this area any advice please
PeebeeFrom OHII thread here you have the dates:
Campaign dates 03/09/39 - 09/05/45
White campaign path lines are always available.
Red campaign path lines will close if you do not achieve total victory in previous campaigns
http://img204.imageshack.us/img204/5835/campaigndates.png
Objective dates dd/mm/yy
Coastal Waters 03/09/39 - 01/06/40
Baltic Operations
03/09/39 - 01/11/39
Eastern British Coastal Waters
04/09/39 - 01/12/39
Breaking The Fortress
10/09/39 - 15/10/39
North Western Approaches
01/11/39 - 01/04/40
Operation Wesserubung
20/03/40 - 11/04/40
South Western Approaches
10/04/40 - 01/06/40
Happy Times 15/06/40 - 01/03/41
Atlantic Air Gap
15/06/40 - 31/01/41
Western Approaches
01/10/40 - 01/02/41
Strategic Supplies
01/02/41 - 01/03/41
Mare Nostrum 15/03/41 - 01/12/41
Breakthrough Gibraltar
01/03/41 - 01/09/41
Deliveries for Malta
01/03/41 - 01/09/41
Siege of Tobruk
01/04/41 - 01/12/41
Middle East Supplies
01/06/41 - 01/12/41
10th Flotilla
01/09/41 - 30/11/41
East Mediterranean Convoys
01/09/41 - 01/12/41
Western Approaches 20/03/41 - 01/12/41
British Supplies
01/03/41 - 01/12/41
Gibraltar Supply Route
01/03/41 - 01/12/41
Winston's Special
01/03/41 - 01/12/41
South Atlantic Supplies
01/04/41 - 31/08/41
South Atlantic Convoys
01/09/41 - 01/12/41
Battle of the Mediterranean 15/12/41 - 01/09/42
Siege of Malta
15/12/41 - 01/08/42
Fortress Gibraltar
15/12/41 - 01/09/42
Rommel's Supplies
15/12/41 - 01/09/42
Raid on Malta
01/01/42 - 01/06/42
Eastern Fleet
01/01/42 - 01/09/42
Operation Pedestal
07/06/42 - 20/08/42
Operation Drumbeat 12/12/41 - 01/09/42
U-Boat Blitz
12/12/41 - 01/02/42
Second Happy Time
01/02/42 - 01/09/42
Tanker Alley
01/08/42 - 01/09/42
Arctic Convoys 19/12/41 - 19/09/42
PQ/QP Convoys
19/12/41 - 16/06/42
Soviet Waters
19/12/41 - 01/07/42
Arctic Blockade
01/01/42 - 19/09/42
Arctic Convoys
01/02/42 - 01/09/42
JW/RA Convoys
17/06/42 - 19/09/42
Distant Waters 15/09/42 - 15/02/43
South America Supplies
15/09/42 - 31/12/42
Caribbean Oil
15/09/42 - 31/12/42
CapeTown Supplies
01/11/42 - 15/02/43
War in Distant Waters
01/12/42 - 15/02/43
The Black Pit 20/09/42 - 15/02/43
The Triumph of the Wolfpack
20/09/42 - 17/12/42
Brittish Supplies
01/12/42 - 15/02/43
The Gap Closers
01/10/42 - 15/02/43
The Torch
20/10/42 - 15/02/43
Turning Point 01/03/43 - 15/06/44
TW Spring 43
01/03/43 - 31/05/43
TW Summer 43
01/06/43 - 31/08/43
TW Autumn 43
01/09/43 - 30/11/43
TW Winter 43
01/12/43 - 39/02/44
TW Spring 44
01/03/44 - 15/06/44
Invasion Iminent
01/05/44 - 07/06/44
The Final Years 01/07/44 - 09/05/45
Tonnage War 44
01/07/44 - 31/12/44
The North Sea
01/09/44 - 09/05/45
Tonnage War 45
01/01/45 - 09/05/45
Urgent Message
05/05/45 - 09/05/45
:salute:
pacoviciana
03-21-12, 03:25 AM
I have install the MMM v0.5 AIO and no more CTDs. I feel than at the end SHV run in good conditions.
Great work Pedrobas!!!
If I have problems I report them in this section, but for the moment, happyness.
pedrobas
03-21-12, 03:28 AM
I have install the MMM v0.5 AIO and no more CTDs. I feel than at the end SHV run in good conditions.
Great work Pedrobas!!!
If I have problems I report them in this section, but for the moment, happyness.
:yeah:
pedrobas
03-21-12, 10:43 AM
OK, so I am trying to work out why I'm getting CTD as i come into Port. I have a fairly powerful system. When I install SH5 and it gives a list of criteria you must meet I get this weird thing happens. Why is my memory listed as being only 2048? (See below) The top part of the image is my System stats from my Contol Panel and below that the SH5 installation screen:
The General, any change in this issue? Did you solve it?
The General
03-21-12, 01:09 PM
I tried the method of saving the game in Port (after the Tutorial), without any Mods installed. I then quit the game, installed MMM and loaded the saved game again. It worked until I got to the last Port on Kiel canal and then CTD. I have given up on SH5 for now. I will return in another 6 months. Good luck and thanks for all your work :salute:
By the way, none of the warships at dock in Kiel (Graf Zeppelin aircraft carrier etc) that were in previous versions off MMM, were present for me in v0.5. Did you remove them, or is something really wrong with my installation?
pedrobas
03-21-12, 01:46 PM
By the way, none of the warships at dock in Kiel (Graf Zeppelin aircraft carrier etc) that were in previous versions off MMM, were present for me in v0.5. Did you remove them, or is something really wrong with my installation?I removed them, but the carrier is still there.
pedrobas
03-22-12, 02:13 AM
In previous post i didnīt explain myself properly.The only ships i removed were those i added from mnts in v0.4.
MMM v0.5 is OHII just exactly as released. No changes at all.
:salute:
Thank You Pedrobas for this fantastic mod compilation and your effort to make it even better. :salute: I have a question for you. Is it possible to change the Alternative adult content to this mod http://www.subsim.com/radioroom/showthread.php?t=192236&page=30, or make the Alternative adult content optional? And also, how do I change the Chart Colour Scheme 3 to a different one?
Thank You in advance!
pedrobas
03-23-12, 05:45 AM
Thank You Pedrobas for this fantastic mod compilation and your effort to make it even better. :salute: I have a question for you. Is it possible to change the Alternative adult content to this mod http://www.subsim.com/radioroom/showthread.php?t=192236&page=30, or make the Alternative adult content optional? And also, how do I change the Chart Colour Scheme 3 to a different one?
Thank You in advance!
Yes you can change Alternative adult content to any of the mods around there.
To change the Chart Colour Scheme 3 to a different one go to EXTRAS and in the folder called Maps youīll find all the available mods, copy the one you want to the mods folder and enable last. (if using MMM in parts EXTRAS is in p2):salute:
Thank you for your replay, I don't know though how to change the adult content with a different mod..:oops:
pedrobas
03-23-12, 07:13 AM
Thank you for your replay, I don't know though how to change the adult content with a different mod..:oops:Tell me what mod do you want to put, and iīll tell you.
Oh, I see now that I managed to write wrong link in my previous post... :yawn:
I thought about this mod => http://www.subsim.com/radioroom/downloads.php?do=file&id=1742 instead of the adult content mod.
Thank you so much for your help Pedrobas.
pedrobas
03-23-12, 10:49 AM
Oh, I see now that I managed to write wrong link in my previous post... :yawn:
I thought about this mod => http://www.subsim.com/radioroom/downloads.php?do=file&id=1742 instead of the adult content mod.
Thank you so much for your help Pedrobas.Yes, no prob. Download it, copy it to your MODS folder and enable last. Or if you prefer just copy and replace the files in MMM, that way you donīt need to use another mod more.
pedrobas
03-23-12, 10:50 AM
Oh, I see now that I managed to write wrong link in my previous post... :yawn:
I thought about this mod => http://www.subsim.com/radioroom/downloads.php?do=file&id=1742 instead of the adult content mod.
Thank you so much for your help Pedrobas.I hope you understand me, if not just tell me.:salute:
By copy, do you mean drag and drop it in the "MMM v0.5 Base Mod" folder and overwrite, before installing MMM through JSGME? Also is this the same way I can enable "Chart Colour Scheme 1" instead of "Chart Colour Scheme 3"?
pedrobas
03-23-12, 02:40 PM
By copy, do you mean drag and drop it in the "MMM v0.5 Base Mod" folder and overwrite, before installing MMM through JSGME? Also is this the same way I can enable "Chart Colour Scheme 1" instead of "Chart Colour Scheme 3"?
yes, but drag and drop the folder "data" in the mod into folder "data" in "MMM v0.5 Base Mod" and overwrite the files.
Superb! Thank You Pedrobas!:salute:
pedrobas
03-24-12, 04:18 AM
Superb! Thank You Pedrobas!:salute:Youīre welcome. :salute:
I have one more question (I think it will be more). :oops: Every time when I order the snorkel/surface/scope depth order I am teleported to the attack scope view and the scope is automatically raising. Is there a way to switch this of?
TheDarkWraith
03-24-12, 03:45 PM
I have one more question (I think it will be more). :oops: Every time when I order the snorkel/surface/scope depth order I am teleported to the attack scope view and the scope is automatically raising. Is there a way to switch this of?
You have to edit the user options file to change that behavior
Thank you for your answer TheDarkWraith. Is there a tutorial on how to do this?
TheDarkWraith
03-24-12, 04:04 PM
Thank you for your answer TheDarkWraith. Is there a tutorial on how to do this?
Use my OptionsEditorViewer app found in \data\Applications. Makes it a snap to edit the options file :up:
Wow, thank You, must just find this setting :)
TheDarkWraith
03-24-12, 04:11 PM
Wow, thank You, must just find this setting :)
under Teleporting tab :up:
Done! :woot: Thank you TDW!:salute:
misha1967
03-24-12, 04:18 PM
...and be sure to edit the options.py file under the game's data folder as opposed to the one in the MODS folder, or you won't see your changes until you re-enable the mod. (I did that once, wondering where all of my "genius" changes had gone until my brain kicked in). Of course, you might want to edit the one in the MODS folder as well just to make sure that your changes won't have to be re-entered after each mod soup "unload-reload." Actually, the safest way would be to wait until you're back in the bunker, then unload all of your mods, edit the .py file, then re-enable your entire soup. That way you won't run any risk corrupting anything and you'll only have to edit once. :DL
I managed to edit it from the correct data folder :) I'm still playing the tutorial scripts to test out all the settings so I'm not directly in a campaign yet. I want first to learn everything and make changes before I will sail out to the unknown :arrgh!:, thank you misha for your help!
misha1967
03-24-12, 04:34 PM
I managed to edit it from the correct data folder :) I'm still playing the tutorial scripts to test out all the settings so I'm not directly in a campaign yet. I wan't first to learn everything and make changes before I will sail out to the unknown :arrgh!:, thank you misha for your help!
You're very welcome :DL
I figured you'd managed, I just didn't want anybody to make the same mistake I made :O:
In your case, then what I'd do (if you haven't already) is, once you have the options set to just exactly how you like 'em, copy the TheDarkWraithUserOptions.py file to the MODS directory version of it under NewUIs_etc., so you won't have to go through the tweaking again if you move mods back and forth.
After all, if you manage to mess it up in the MODS folder, you can always get a fresh copy from your compressed original download file.
It's precisely how I made it. I have a separate folder with my mods and store everything there so if something gets wrong I will still have all the the mods and settings in it. :yeah:
I have (yet) another small problem with the keyboard layout. I use swedish keyboard and the layout is messed up. Is there a easy way to change this without editing all the key mappings so I still would have the same layout as the one in the mod?
Also, I have managed to drag the recognition manual chart outside the screen and I don't know how to reset its default placement...
Hello:
Thank you for taking the time to create those mods so the comunity can enjoy them, how ever i have a question or two, that Im sure your answers will tell me que estoy haciendo mal. ( what I'm doing wrong)
1.When unraring the mods I get a message that asks me if I want to replace certain file already unpacked with the ones I'm unpacking now. ( I think they are the notes)
2. There is an exe' that when I click on it it attemps to install somethong but never finishes claiming somethn is amiis an to rebot my machine and to try again.
and last WHICH ones ( should i do this manually) are the especific files that goes in the mods folder? this have me very confused.
I would apreciate a short tutorial on how to make all this work;
Thanks
Oh is part 5 I' working with. the one that supose to be whole but it consist of 4 parts?
mmm v0.5
Alex
pedrobas
03-25-12, 02:10 PM
Hello:
Thank you for taking the time to create those mods so the comunity can enjoy them, how ever i have a question or two, that Im sure your answers will tell me que estoy haciendo mal. ( what I'm doing wrong)
1.When unraring the mods I get a message that asks me if I want to replace certain file already unpacked with the ones I'm unpacking now. ( I think they are the notes)
2. There is an exe' that when I click on it it attemps to install somethong but never finishes claiming somethn is amiis an to rebot my machine and to try again.
and last WHICH ones ( should i do this manually) are the especific files that goes in the mods folder? this have me very confused.
I would apreciate a short tutorial on how to make all this work;
Thanks
Oh is part 5 I' working with. the one that supose to be whole but it consist of 4 parts?
mmm v0.5
Alex
Are you using MMM in parts or MMM AIO?
arrakis69ct
03-25-12, 06:28 PM
Gracias y saludos desde la 24:yeah:
I'm just wondering if anyone made changes to the key bindings for Mega Mod through MyKey (so they do not conflict) and can/want to share those? :yep:
Also, I've managed to put my recognition manual outside my screen so I can't access it now (I put it aside and then closed it so it is gone). Does anyone know how to reset this charts position. I know I asked it before but I still can't figure it out.:wah:
pedrobas
03-26-12, 06:13 AM
I'm just wondering if anyone made changes to the key bindings for Mega Mod through MyKey (so they do not conflict) and can/want to share those? :yep: I set my keys through it, itīs very simple. Just try it.
Also, I've managed to put my recognition manual outside my screen so I can't access it now (I put it aside and then closed it so it is gone). Does anyone know how to reset this charts position. I know I asked it before but I still can't figure it out.:wah:Unenable all mods, and delete all the TDW Draggables files in the root SH5 folder, enable mods again and start SH5, it rebuild all those files again and RM should be visible again.
Thank You Pedrobas. I've tried MyKey and find it quite complicated. There are so many commands and some of them are from SH3 and some don't work so I just thought that maybe someone already has a nice layout that he/she can share :03:
Thank you so much for your help :salute:
pedrobas
03-26-12, 07:13 AM
Thank You Pedrobas. I've tried MyKey and find it quite complicated. There are so many commands and some of them are from SH3 and some don't work so I just thought that maybe someone already has a nice layout that he/she can share :03:
Thank you so much for your help :salute:
Perhaps Silent Steel can help you heīs Swedish too.
Hello pedrobas, has enabled Shoot at Periscope_IRAI, where megamod check:hmmm:
pedrobas
03-26-12, 09:10 AM
Hello pedrobas, has enabled Shoot at Periscope_IRAI, where megamod check:hmmm:
:oops: I forgot.
Thanks pedrobas, I've sent a PM to Silent Steel :up:
malkuth74
03-27-12, 02:19 AM
Having issues using this it seems I can play for a little bit but then the game just drops to desktop. No warning no nothing. Im using the All In one mod. I installed the 4 Gig Switch.
Can't figure out what it is, since this has so many mods in it I have no idea where to start.
------------------
System Information
------------------
Time of this report: 3/27/2012, 03:17:18
Machine name: DANNY-PC
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.111118-2330)
Language: English (Regional Setting: English)
System Manufacturer: Gigabyte Technology Co., Ltd.
System Model: Z68P-DS3
BIOS: Award Modular BIOS v6.00PG
Processor: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 CPUs), ~3.9GHz
Memory: 8192MB RAM
Available OS Memory: 8110MB RAM
Page File: 2548MB used, 13667MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Sound Tab 3: No problems found.
Sound Tab 4: No problems found.
Sound Tab 5: No problems found.
Input Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: NVIDIA GeForce GTX 560 Ti
Manufacturer: NVIDIA
Chip type: GeForce GTX 560 Ti
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_1200&SUBSYS_15613842&REV_A1
Display Memory: 4065 MB
Dedicated Memory: 993 MB
Shared Memory: 3071 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
Monitor Name: HP w2338h Wide LCD Monitor
Monitor Model: HP w2338h
Monitor Id: HWP281C
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: HDMI
Monitor Name: Generic Non-PnP Monitor
Monitor Model: unknown
Monitor Id:
Native Mode: unknown
Output Type: HD15
Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,n vwgf2um,nvwgf2um
Driver File Version: 8.17.0012.9573 (English)
Driver Version: 8.17.12.9573
DDI Version: 11
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 2/10/2012 00:13:00, 17642816 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B71E3E-5140-11CF-977E-6D351FC2C535}
Vendor ID: 0x10DE
Device ID: 0x1200
SubSys ID: 0x15613842
Revision ID: 0x00A1
Driver Strong Name: oem39.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section0 15:8.17.12.9573:pci\ven_10de&dev_1200
Rank Of Driver: 00E62001
pedrobas
03-27-12, 03:18 AM
Having issues using this it seems I can play for a little bit but then the game just drops to desktop. No warning no nothing. Im using the All In one mod. I installed the 4 Gig Switch.
Can't figure out what it is, since this has so many mods in it I have no idea where to start.
Are you using any more mods apart from MMM v0.5 AIO ?
Is there a way to remove NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod and use the stock one together with NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo?
pedrobas
03-27-12, 07:49 AM
Is there a way to remove NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod and use the stock one together with NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo?
Are you using MMM in parts or MMM AIO?
No, I'm using AIO but I can download it in parts.
pedrobas
03-27-12, 09:34 AM
No, I'm using AIO but I can download it in parts.
Ok, the way is:
1-Unenable ALL mods
2- Look the files that are in "NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator"
3- Copy and replace in MMM AIO those same files from the ones in Stock game
4- Now you can enable MMM and play.
Splendid, thank you. :salute: Just one more question. When I install MMM in parts is it better to install the extra mods (in "EXTRA" folder) after each part or should I install all extra mods after installing all MMM parts.
pedrobas
03-27-12, 10:54 AM
Splendid, thank you. :salute: Just one more question. When I install MMM in parts is it better to install the extra mods (in "EXTRA" folder) after each part or should I install all extra mods after installing all MMM parts.Itīs the same. So, as you like more.
Ok, one more, thank you so much for this mega mod and for the "technical support".:)
pedrobas
03-27-12, 10:56 AM
Ok, one more, thank you so much for this mega mod and for the "technical support".:)Always welcome.
Any plans for adding OHII 1.8?:DL
pedrobas
03-27-12, 11:40 AM
Any plans for adding OHII 1.8?:DLYes, nearly done. Just testing.
Hi Pedro! Any plans to add Harbour+mtns:rotfl2:
And if serious could U please make a release of latest MMMpart without subexaust and woogadi mod to make it easier to use harbour+mtns+OH as separate mods instead part 6?:salute:
malkuth74
03-27-12, 02:20 PM
N other mods installed game fresh patched then I did the 4 gig switch then installed the aio mods.
pedrobas
03-27-12, 02:35 PM
Download: MMM patch for OHII v1.8 by pedrobas (http://www.mediafire.com/?j822ad6ttm9y72w)
Patch for both MMM (in parts and AIO)
1- run the exe file and youīll get a folder called "MMM patch for OHII v1.8"
2- copy the folder into your MODS folder and enable it last with JSGME.
Many thanks to Trevally for doing all the job.:up:
Enjoy
:salute:
Super! Thank you pedrobas!
Are "Torpedo bubbles Removal" (http://www.subsim.com/radioroom/showthread.php?t=165413) and "AI sub crew v1.0.2" (http://www.subsim.com/radioroom/showthread.php?t=193296) included in any of the mods in MMM pack? And if not, is it possible to include those in MMM? Also maybe make the "sobers 3D deck spray mod V7 SH5" (http://www.subsim.com/radioroom/downloads.php?do=file&id=3077) an optional mod (it must be installed AFTER MMM according to sober)?
pedrobas
03-28-12, 04:34 AM
Are "Torpedo bubbles Removal" (http://www.subsim.com/radioroom/showthread.php?t=165413) I think it is included in FX_Update by TDW.
and "AI sub crew v1.0.2" (http://www.subsim.com/radioroom/showthread.php?t=193296) included in any of the mods in MMM pack? And if not, is it possible to include those in MMM? This is not compatible with MMM for the moment. Iīve been testing it for a while and perhaps in the future i can fix it, but now n1 priority is to get mnts and Harbour Enhancements to work with MMM.
Also maybe make the "sobers 3D deck spray mod V7 SH5" (http://www.subsim.com/radioroom/downloads.php?do=file&id=3077) an optional mod (it must be installed AFTER MMM according to sober)?see this post and following ones.
http://www.subsim.com/radioroom/showpost.php?p=1834924&postcount=20
:salute:
Does anyone here have the same issues as described by me in this thread (http://www.subsim.com/radioroom/showthread.php?t=174511&page=58) (from post #865)?
I still can't solve my problem. :wah: Can anyone give me some ideas how to solve it? I realy like MMM and want to keep all those nice mods...
eRe4s3r
03-30-12, 06:01 AM
Mhhh.. i have a similar but not the same issue as malkuth74 (http://www.subsim.com/radioroom/member.php?u=214520) using the All in One mod on a clean SH5 install, with 4gb patch.
So basically, I just started a new campaign right from the start and it asked me whether to skip the introduction. I clicked *yes* and the Introduction mission started anyway. well......
Secondly, after getting back to Kiel everything goes smooth, until I hit END patrol. At which point
1) the save created is corrupted, ctd's when trying to load
2) the game crashes to desktop with a "This application needs to close"
---
The second problem is, when creating an entirely new captain profile it doesn't even ask me to skip that mission anymore. And ctd's right when the first tanker explodes.
So someone down there in the depths CERTAINLY does not want me to play SH5 with this mod.
I am really at a loss here
pedrobas
03-30-12, 07:56 AM
Follow this instructions:
SOME IMPORTANT NOTES for install this: YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!
8- Start a "New Carrier", skip the tutorial. Notice that the first time you load the bunker, no options for equipment are available, you have to save game and load it again to make it work, the sub then appears from underwater and you can proceed. If it works ok exit game, load p1+p2 and do the same. If ok oad p1+p2+p3 and so on. After enable p5 you have to know what is said in the OHII thread: http://www.subsim.com/radioroom/showthread.php?t=189818
IMPORTANT NOTES (from OHII thread)
Starting New Career
Just click "New Campaign" - enter your name and select the first campaign "Baltic Operations". Skip the tutorial.
When starting a new campaign using OHII - DO NOT PLAY THE TUTORIAL - you will get a ctd when returing to Kiel at the end of the tut. Select "Skip Tutorial" when starting.
If you are not getting an option to skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:
HasCompletedTutorial=false
with
HasCompletedTutorial=true
pedrobas
03-30-12, 07:59 AM
http://i40.tinypic.com/2cwreki.jpg
Perhaps this is more clear
I made a debug log (http://www.gamefront.com/files/21484220/PREZEX-PC.LOG) when the game crashes, don't know if it helps...
eRe4s3r
03-30-12, 08:37 AM
:yeah: That did it thank you so much ^^... but so that i don't appear a complete noob, i read that, and clicked skip tutorial and it did not skip the tutorial (which confused me a lot).. but for some reason after I deleted the whole sh5 folder in Documents and created an entirely new profile and editing the line without actually playing the tutorial it works just fine.
So long story short, i probably should have read that whole first post ;P
pedrobas
03-30-12, 08:39 AM
:yeah: That did it thank you so much ^^... but so that i don't appear a complete noob, i read that, and clicked skip tutorial and it did not skip the tutorial (which confused me a lot).. but for some reason after I deleted the whole sh5 folder in Documents and created an entirely new profile and editing the line without actually playing the tutorial it works just fine.
So long story short, i probably should have read that whole first post ;P
No problem, we are here to help. Glad it works.:yeah:
pedrobas
03-30-12, 09:24 AM
I made a debug log (http://www.gamefront.com/files/21484220/PREZEX-PC.LOG) when the game crashes, don't know if it helps...
What video card do you have?
Hi Pedrobas,
My specs are:
Windows Ultimate 7 (x64)
Intel I7 960 @3.71 Ghz
12 GB DDR3 ram
4 OCZ Vertex III SSD disks (2 in raid1 for OS, 1 for games and 1 for pagefile)
HD6990
Asus Xonar DX soundcard
No problems with heat or PSU (1kW)
pedrobas
03-30-12, 09:53 AM
Hi Pedrobas,
My specs are:
Windows Ultimate 7 (x64)
Intel I7 960 @3.71 Ghz
12 GB DDR3 ram
4 OCZ Vertex III SSD disks (2 in raid1 for OS, 1 for games and 1 for pagefile)
HD6990
Asus Xonar DX soundcard
No problems with heat or PSU (1kW)
But i donīt understand well. Do you have lag or pauses or you have CTDs. With explosions or what?
When the ships are destroyed i get pause/lag. Sometimes I get freezing/lag and sometimes the game just crashes (the log is from when the came crashed) and it is always when the ships are destroyed. The most crashed I get so far is in the Lifeboat test mission.
I've also noticed one thing while playing... When i right click the mouse to look around and right click again to go back to my cursor I can't sometimes do this and I must click several times to leave the "view" mode (sometimes left and right clicking helps, sometimes not). Also when I get this lag when the ships explode and I'm using mouse to turn the periscope the mouse view "unclicks" itself and goes back to the cursor mode. :cry:
pedrobas
03-30-12, 10:23 AM
When the ships are destroyed i get pause/lag. Sometimes I get freezing/lag and sometimes the game just crashes (the log is from when the came crashed) and it is always when the ships are destroyed. The most crashed I get so far is in the Lifeboat test mission.
I've also noticed one thing while playing... When i right click the mouse to look around and right click again to go back to my cursor I can't sometimes do this and I must click several times to leave the "view" mode (sometimes left and right clicking helps, sometimes not). Also when I get this lag when the ships explode and I'm using mouse to turn the periscope the mouse view "unclicks" itself and goes back to the cursor mode. :cry:
To check if itīs FX Update causing this you can download MMM in parts and donīt use p2 (is the one with FX).
Thanks Pedrobas, I'm working night shifts now so I'm not at home but I will check it out when I get home tomorrow. I just don't understand how so many people don't have any problems with MMM and it won't work on my rig. I thought that with my specs the game would run fine with MMM.
pedrobas
03-30-12, 12:42 PM
Thanks Pedrobas, I'm working night shifts now so I'm not at home but I will check it out when I get home tomorrow. I just don't understand how so many people don't have any problems with MMM and it won't work on my rig. I thought that with my specs the game would run fine with MMM.
Iīve been thinking and it could be your Video card settings, AA, anisotropic, etc..., are you using catalyst CCC for setup the card?
Yes, and i have all settings on default. I tried also to disable Catalyst AI but it didn't help... :-? Do you also have ATI Pedrobas?
pedrobas
03-30-12, 01:35 PM
Yes, and i have all settings on default. I tried also to disable Catalyst AI but it didn't help... :-? Do you also have ATI Pedrobas?Yes. Iīm going out now but tomorrow iīll post a photo od the settings in CCC, for you to check.
pedrobas:
I started suffering from ctd's too. But to be honest I started my new career, after two patrols without any ctd whatsoever I came back to Kiel and upgraded to MMM v. 0.5 AIO. Started 3rd patrol and everything went fine, but as I was finishing that patrol I had 3 ctd's in the North sea before I got back to port. Now I'm on my 4th patrol, everything went fine untill I found tanker followed by merchant. Was getting ready to attack and just when I opened torpedo tube the game crashed. Do you think all this can be caused by deactivating previous MMM and activating v. 0.5? I can imagine with OH involved and all the information saved in savegame file I could have messed it up by switching between versions like that.
And just one more thing. Can I apply OH 1.8 patch on MMM 0.5 AIO? Is it intended to work like that? I think I'm gonna reinstall the game and start new campaign once again.
Anyway thank you for your hard work, I really like MMM since it has everything what is supposed to be there. I'm convinced there's something wrong on my end, only asking if you'd have an idea what could be the culprit... Keep up the good work pedro!:salute:
Nickwilliams
03-30-12, 04:47 PM
Hi. First of all, thanks for all the hard work with this awesome mod compilation. Because of all the guys who helped make all these mods, I (a SH2, SH3 and SH4 veteran) finally decided to buy this game. And I think it's brilliant. However I do have a couple of noob questions.
1) Is it possible to remove the Das Boot Officers Mod? (prefer to imagine my own officers :))
2) What is SOAN (in the darth wraith options)?
3) What is RAOBF?
4) When I look at my Nav charts or TAI, once I've identified a target ship using the scopes or UZO, why doesn't the ship name/type appear next to ship on the map the way it did with SH3 and SH4? It makes attacking convoys really confusing.
5) When I buy captains insignia and camoflauge for my sub, they don't seem to work (my sub always looks the same).
6) Is there a way of making the new equipment upgrades have a renown cost/date of entry. If so how?
Thanks a lot for any help!
pedrobas
03-30-12, 05:45 PM
pedrobas:
I started suffering from ctd's too. But to be honest I started my new career, after two patrols without any ctd whatsoever I came back to Kiel and upgraded to MMM v. 0.5 AIO. Started 3rd patrol and everything went fine, but as I was finishing that patrol I had 3 ctd's in the North sea before I got back to port. Now I'm on my 4th patrol, everything went fine untill I found tanker followed by merchant. Was getting ready to attack and just when I opened torpedo tube the game crashed. Do you think all this can be caused by deactivating previous MMM and activating v. 0.5? I can imagine with OH involved and all the information saved in savegame file I could have messed it up by switching between versions like that.Itīs very possible because AIO v0.4 had some ships from "mnts" that i removed in v0.5 because many people complained about CTD. So i decided just to leave it plain OHII, nothing else. Anyway i canīt asure it since iīm always starting new campaign and messing around testing things for MMM iīm not able to keep a decent "save game" to test if new versions are compatible with previous ones. Sorrry.
And just one more thing. Can I apply OH 1.8 patch on MMM 0.5 AIO? Is it intended to work like that? I think I'm gonna reinstall the game and start new campaign once again.yes
Download: MMM patch for OHII v1.8 by pedrobas (http://www.mediafire.com/?j822ad6ttm9y72w)
Patch for both MMM (in parts and AIO)
1- run the exe file and youīll get a folder called "MMM patch for OHII v1.8"
2- copy the folder into your MODS folder and enable it last with JSGME.
Many thanks to Trevally for doing all the job.:up:
Enjoy
:salute:
Anyway thank you for your hard work, I really like MMM since it has everything what is supposed to be there. I'm convinced there's something wrong on my end, only asking if you'd have an idea what could be the culprit... Keep up the good work pedro!:salute:You know, SH5 is like that. I have suffered every possible CTD, corrupted "data" folder, corrupted save games, etc...From my experience If you want to follow a campaign, you canīt change anything in your mod soup. The most minimal change results sooner or later in ctd.
Thanks for the reply. Yeah I know SH5 is unpredictable. Anyway I just finished complete reinstall and I'm gonna install 0.5 AIO and start my new and "sharp" campaign hopefully. Thank you.
pedrobas
03-30-12, 06:10 PM
Hi. First of all, thanks for all the hard work with this awesome mod compilation. Because of all the guys who helped make all these mods, I (a SH2, SH3 and SH4 veteran) finally decided to buy this game. And I think it's brilliant. However I do have a couple of noob questions.
1) Is it possible to remove the Das Boot Officers Mod? (prefer to imagine my own officers :))
Ok, the way is:
1-Unenable ALL mods
2- Look the files that are in "NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator"
3- Copy and replace in MMM AIO those same files from the ones in Stock game
4- Now you can enable MMM and play.
2) What is SOAN (in the darth wraith options)?Itīs an "special" Recognition Manual
3) What is RAOBF? Look here: http://www.subsim.com/radioroom/showpost.php?p=1629512&postcount=30
4) When I look at my Nav charts or TAI, once I've identified a target ship using the scopes or UZO, why doesn't the ship name/type appear next to ship on the map the way it did with SH3 and SH4? It makes attacking convoys really confusing.You can configure this and a million of things more in TDW UI options. Use the OptionsEditorViewer app found in \data\Applications. Makes it a snap to edit the options file
5) When I buy captains insignia and camoflauge for my sub, they don't seem to work (my sub always looks the same).Are you in the first mission with type VIIa sub?
6) Is there a way of making the new equipment upgrades have a renown cost/date of entry. If so how?In the "EXTRAS" folder youīll find:
including UPGRADES
You have possibility to choose what kind of Equipment Upgrade do you want:
1- With Date & Renown Cost
2- With Date & No Renown Cost
3- No Date & Renown Cost
4- No Date & No Renown Cost
Nickwilliams
03-31-12, 05:26 AM
Hi Pedrobas, thanks so much for getting back to me.
I am using the first sub - the type VIIa.
I found the OptionsEditorViewer app but when I run it I get a screen with nothing in it and a file option in the top left. How do I use this? I know how to edit the Darth Wraith user options manually using notepad but it's not easy. I'm sure the OptionsEditorViewer app would make things much simpler.
Sorry to keep asking stupid questions.
What are night filters enabled?
What is Automation?
Pedrobas, you are a god amongst men! :DL
Ok, I've now run the game without MMM p2 and tested out the Lifeboat test mission. No lag, no freezing and no crashes at all. The one thing that is still there is the mouseview that changes to the cursor view when the ships explode (still irritating), but no lag at all. It must then been some of the graphical mods that were causing this lag. I will check my Catalyst settings when you post it to see if there is something wrong with them...
pedrobas
03-31-12, 07:56 AM
I am using the first sub - the type VIIa. Yes with VIIa skins are a mess. Also SH5 has abug with this, so if you donīt see the skins, save game . go to main menu and reload the save game, this normally makes the skin to be visible. Sorry is not a MMM problem.
I found the OptionsEditorViewer app but when I run it I get a screen with nothing in it and a file option in the top left. How do I use this? I know how to edit the Darth Wraith user options manually using notepad but it's not easy. I'm sure the OptionsEditorViewer app would make things much simpler.
1- i advise you not to edit option manually.
2- Second unenable MMM mod.
3- See here: http://www.subsim.com/radioroom/showpost.php?p=1841290&postcount=8584
4- Enable mod
Sorry to keep asking stupid questions.
What are night filters enabled?
What is Automation?
filters change the color of the glass when you look through the periscope so itīs easier to see the ships at night.
Automation is a module implemented by TDW in his UI that allows you to run scripts like: "Trevally Harbour & Kiel Canal Pilot v2.9" or "Trevally Automated Scripts v0.6"
See this thread for TDW UI: http://www.subsim.com/radioroom/showthread.php?t=166093
pedrobas
03-31-12, 03:51 PM
Ok, I've now run the game without MMM p2 and tested out the Lifeboat test mission. No lag, no freezing and no crashes at all. The one thing that is still there is the mouseview that changes to the cursor view when the ships explode (still irritating), but no lag at all. It must then been some of the graphical mods that were causing this lag. I will check my Catalyst settings when you post it to see if there is something wrong with them...
Here we go:
http://img35.imageshack.us/img35/2072/snap1mh.th.jpg (http://imageshack.us/photo/my-images/35/snap1mh.jpg/) http://img252.imageshack.us/img252/814/snap2ug.th.jpg (http://imageshack.us/photo/my-images/252/snap2ug.jpg/) http://img543.imageshack.us/img543/9770/snap3kz.th.jpg (http://imageshack.us/photo/my-images/543/snap3kz.jpg/)
Thank you so much pedrobas, I will change my settings and test it out when I get home:yeah:
One question though, which driver version are you using?
volodya61
03-31-12, 04:24 PM
Hi! Pedrobas!
Do you have the settings for the NVIDIA GeForce GT 430, It have a small memory - 1 GB, and RAM memory small too - only 2 GB
Thank you! and sorry by my poor english, sometimes it is necessary to use a dictionary... sorry
pedrobas
03-31-12, 04:47 PM
Thank you so much pedrobas, I will change my settings and test it out when I get home:yeah:
One question though, which driver version are you using?
12.2 I think is the latest.
pedrobas
03-31-12, 04:49 PM
Hi! Pedrobas!
Do you have the settings for the NVIDIA GeForce GT 430, It have a small memory - 1 GB, and RAM memory small too - only 2 GB
Thank you! and sorry by my poor english, sometimes it is necessary to use a dictionary... sorryNo, sorry, i have an ATI. But sure someone around here can help you.
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