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View Full Version : Anvart's GWX_DFa-Flag & Pens_2010 mod


John Pancoast
10-25-19, 10:02 PM
With Anvart's GWX_DFa-Flag&Pens_2010 mod, do you have to open the .eqp files to get the pennants to display on the boat in the harbor, or just follow the readme instructions key commands once in the harbor ?

In the readme, it states "Two files (Pennants.jpg, ListOfPens.jpg) with the image of pennants and with the list of pennants, which you can write down in file "..\data\Submarine\NSS_Uboat$$\NSS_Uboat$$.eqp " after each patrol (as sunk tonnage), are presented."

I'm confused by the meaning of this statement; it says *after* the patrol........and if opening the .eqp files are needed, what program does that ?

mikey117us
10-25-19, 11:31 PM
You enable it last through JSGME the mod should
Have a data folder with animations, library, and objects. A commands file .etc Shift F raises the flag
CTRL F lowers it. Pennants raise by CTRL Page Uo
and only display within 500 meters of Port ie begin
A patrol, make it all the way back to dock. Equipment files should all be in the mod no editing
Is required. It only works with the U-Boats in GWX 3.0
RDF antenna is raised by shift v. When a dive command is given the flag automatically lowers, and the antenna as well.

Anvar1061
10-26-19, 03:48 AM
At the end of your campaign, you can independently create a set of pennants that you want to hang on the basis of the previous military campaign. To do this, you must edit your .eqp file according to List of Pennants
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
;Pennant 1
[Equipment **]
NodeName=F03
LinkName=cargo_13850
StartDate=19380101
EndDate=19451231

;Pennant 2
[Equipment **]
NodeName=F04
LinkName=cargo_8000
StartDate=19380101
EndDate=19451231

;Pennant 3
[Equipment **]
NodeName=F05
LinkName=cargo_2920
StartDate=19380101
EndDate=19451231

;Pennant 4
[Equipment **]
NodeName=F06
LinkName=cargo_2150
StartDate=19380101
EndDate=19451231

;Pennant 5
[Equipment **]
NodeName=F07
LinkName=cargo_1100
StartDate=19380101
EndDate=19451231

;Pennant 6
[Equipment **]
NodeName=F08
LinkName=war_Plane
StartDate=19380101
EndDate=19451231

;Pennant 7
[Equipment **]
NodeName=F09
LinkName=cargo_6850
StartDate=19380101
EndDate=19451231

Etc.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif
Number and set of pennants according to your merits. But not more than a doz. (12).
Hardly enough torpedoes for you more.
If you want to.

John Pancoast
10-26-19, 06:10 AM
You enable it last through JSGME the mod should
Have a data folder with animations, library, and objects. A commands file .etc Shift F raises the flag
CTRL F lowers it. Pennants raise by CTRL Page Uo
and only display within 500 meters of Port ie begin
A patrol, make it all the way back to dock. Equipment files should all be in the mod no editing
Is required. It only works with the U-Boats in GWX 3.0
RDF antenna is raised by shift v. When a dive command is given the flag automatically lowers, and the antenna as well.

Thanks, I've done all that and the flag/rdf work good. Just wasn't sure if something else had to be done for the pennants.

When you enable the pennants coming into port, are they generic or does each one have the correct info. on it from what you actually sank ?

John Pancoast
10-26-19, 06:13 AM
At the end of your campaign, you can independently create a set of pennants that you want to hang on the basis of the previous military campaign. To do this, you must edit your .eqp file according to List of Pennants
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
;Pennant 1
[Equipment **]
NodeName=F03
LinkName=cargo_13850
StartDate=19380101
EndDate=19451231

;Pennant 2
[Equipment **]
NodeName=F04
LinkName=cargo_8000
StartDate=19380101
EndDate=19451231

;Pennant 3
[Equipment **]
NodeName=F05
LinkName=cargo_2920
StartDate=19380101
EndDate=19451231

;Pennant 4
[Equipment **]
NodeName=F06
LinkName=cargo_2150
StartDate=19380101
EndDate=19451231

;Pennant 5
[Equipment **]
NodeName=F07
LinkName=cargo_1100
StartDate=19380101
EndDate=19451231

;Pennant 6
[Equipment **]
NodeName=F08
LinkName=war_Plane
StartDate=19380101
EndDate=19451231

;Pennant 7
[Equipment **]
NodeName=F09
LinkName=cargo_6850
StartDate=19380101
EndDate=19451231

Etc.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif
Number and set of pennants according to your merits. But not more than a doz. (12).
Hardly enough torpedoes for you more.
If you want to.

Ok, I see. Since it's campaign end, would these still show up on the sub somehow ? Or is the process;

- save close to port after a patrol.

- edit the .eqp files with what you sunk.

- reload the game, go to port and the flags are displayed with the correct info. on what you sunk.

Is that it ?

And what can be used to open the .eqp files ? S3d doesn't do it for me anyway.

Thanks for the replies guys.

Anvar1061
10-26-19, 06:41 AM
And what can be used to open the .eqp files ? S3d doesn't do it for me anyway.

https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
.cfg .eqp .sns ...
Notepad
https://avatars.mds.yandex.net/get-entity_search/979551/295400467/S122x122FitScale_2x
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
https://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gif

John Pancoast
10-26-19, 08:03 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
.cfg .eqp .sns ...
Notepad
https://avatars.mds.yandex.net/get-entity_search/979551/295400467/S122x122FitScale_2x
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
https://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gif



Strange; notepad isn't doing it either. First thing I tried. I'll keep messing with it.

John Pancoast
10-26-19, 08:37 AM
Got notepad working now, not sure why it didn't before.


Thanks again guys ! Great mod.

Anvar1061
10-26-19, 09:45 AM
Got notepad working now, not sure why it didn't before.

It is necessary to change the gasket on the computer.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gif

John Pancoast
10-26-19, 10:14 AM
It is necessary to change the gasket on the computer.
:k_rofl:




Bigger hammer <g>

John Pancoast
10-27-19, 04:34 PM
Can't get the pennants to show.

- sunk four ships.

- in port, just outside the pens. WO is not searching; binos are down.

- mod is installed via JSGME.

- everything works; flag, DF antenna, attack scope goes up/down, just no pennants showing.

- via google thread, I verified the commands file is ok too (as above anyway, all commands work, just no pennants showing.

- I do have Hsie's supplement folder installed after this mod, but it only has an Type VIIf in it. I assume it's the ai sub for the wolfpack mod ?
I'm in a VIIB.

Any hints ? Sub is sitting outside pen still.

FUBAR295
10-27-19, 05:13 PM
John,

I guess you are doing this on a NYGM install, correct? I had the same problem long ago and spent many hours attempting to get the pennants to work, no joy. It works just fine in GWX and WAC5 installs.

I gave up and just did without. There is just something in NYGM not enabling it to work. It is just eye candy anyway and that is why I spend my time playing NYGM mostly.

If I get a hankering for bright shiny objects with whistles and bells then I play one of the others.

Know it is not much help.

Godd hunting,
FUBAR295

John Pancoast
10-27-19, 05:49 PM
John,

I guess you are doing this on a NYGM install, correct? I had the same problem long ago and spent many hours attempting to get the pennants to work, no joy. It works just fine in GWX and WAC5 installs.

I gave up and just did without. There is just something in NYGM not enabling it to work. It is just eye candy anyway and that is why I spend my time playing NYGM mostly.

If I get a hankering for bright shiny objects with whistles and bells then I play one of the others.

Know it is not much help.

Godd hunting,
FUBAR295




Actually this is on my GWX 3 install. But thanks for the reply anyway !

John Pancoast
10-27-19, 06:48 PM
John,

I guess you are doing this on a NYGM install, correct? I had the same problem long ago and spent many hours attempting to get the pennants to work, no joy. It works just fine in GWX and WAC5 installs.

I gave up and just did without. There is just something in NYGM not enabling it to work. It is just eye candy anyway and that is why I spend my time playing NYGM mostly.

If I get a hankering for bright shiny objects with whistles and bells then I play one of the others.

Know it is not much help.

Godd hunting,
FUBAR295




Btw, to get the pennants, do you just raise the scope within range of the harbor ?


Also, I bet if you import the GWX subs/turms into NYGM the mod would work.

John Pancoast
10-27-19, 07:06 PM
Well, I docked and started the next patrol. Pennants show up now when I'm leaving the pen.


Strange. Guess it'll work now though at the end of the patrol too. All the pennants are showing too; no way to make it so it represents just the ones you sunk ?

Anvar1061
10-27-19, 08:49 PM
here is no way to fix your VIIB eqp file at the end of the patrol. You can only do this in the Harbor and go out on a new patrol with a changed set of pennants. Make sure your SH3 Commander doesn't make changes to the eqp. To do this, after loading the menu, do Alt+Tab and check your modified VIIB eqp file.

John Pancoast
10-27-19, 09:23 PM
here is no way to fix your VIIB eqp file at the end of the patrol. You can only do this in the Harbor and go out on a new patrol with a changed set of pennants. Make sure your SH3 Commander doesn't make changes to the eqp. To do this, after loading the menu, do Alt+Tab and check your modified VIIB eqp file.

Yeah, I've been experimenting with a save from this patrol just outside the harbor.
I tried editing the .eqp file entries to reflect my actual tonnage and then reloading the save with these changes, but I only got a blank pennant line when I did that.
So I eliminated that idea.

I'm still a confused on why one would edit the eqp file *after* a patrol with the changes only taking place on the next patrol.

I.e., if one was editing the file to reflect their tonnage, they'd be going on a new patrol with the pennants reflecting the prior one wouldn't they ?

Or am I missing the entire point of the editing; it's used for something else ?

Also, any idea why the pennants wouldn't show at all at the harbor at the end of the patrol but did at the start of the next ?
Don't need them *leaving* the harbor, i.e. I'm assuming they'll work at the end of this patrol, don't know.

Thanks for your help.

Anvar1061
10-27-19, 09:49 PM
I'll try to explain the situation on my fingers. You survived at sea. The game recorded one set of code. You're trying to make a change. The new code does not match the saved one and this causes CTD. So all the changes you make between hikes.

John Pancoast
10-27-19, 09:56 PM
I'll try to explain the situation on my fingers. You survived at sea. The game recorded one set of code. You're trying to make a change. The new code does not match the saved one and this causes CTD. So all the changes you make between hikes.

Yeah I know how saved files an get corrupted with changes. I was surprised I didn't get a ctd when I tried the experiment I mentioned.
Loaded fine several times.

Anyway, seems to be working now as intended.

Anvar1061
10-27-19, 10:01 PM
Pennants must appear at R500 m from the Base point. When you leave and return, you can post them. Make sure you have edited your eqp file correctly. Follow the order of the numbers in [EQUIPMENT**]

John Pancoast
10-28-19, 08:16 AM
Pennants must appear at R500 m from the Base point. When you leave and return, you can post them. Make sure you have edited your eqp file correctly. Follow the order of the numbers in [EQUIPMENT**]

Yeah I know, thanks for the help.