View Full Version : IX D2 Range and Torpedo Fix v4 *UPDATED*
VonHelsching
02-13-06, 01:13 AM
IX-D2 Torpedo and Range Fix v4 by VonHelsching
*UPDATED* v4. Corrected underwater range. RL range references now in nautical miles
This fix addresses six problems:
1. The usability of IX-D2 deck gun and flaks in winds up to 9 m/s and medium rain. Clearly, by denying the use of the surface weapons of the 1800_tonnes_mother_of_all_german_submarines with a breeze of 7 m/s was not realistic. Now you should be able to finish off that half-sunk small merchant after you fired your last torpedo. ;-) The only downside is that your crew will wear their rain-gear only after 9 m/s winds and medium rain, since this attribute is linked to what SH3 thiks is "storm conditions" (does not change global sortm conditions - just for this sub)
2. The tormenting and never_ending_reloading_of_the_two_external_torpedo es IX-D2 bug. Now you should be able to use all 26 torpedoes. The two problematic torpedoes were simply moved from the exterior of the sub, inside as "fore extras".
3. The plain vanilla SH3 default snorkeldepth was 10 m. This was clearly the creation of a distorted mind and an enemy of the Kriegsmarine, since this resulted almost 75% of the snorkel and the tip of the conning tower to stick out of the surface, thus making it a perfect target for practice. The default snorkeldepth with this fix is now 15m (just press ";"). Now your snorkel should be less visible by planes. It is recommended only in relatively calm waters though. If the sea is rough, the snorkel periodically will be covered with water and your crew will be switching between diesel and electics all the time; In rough waters with periscope depth you should be almost OK.
4. Now you can reach the southern tip of Aftica (and return) without having to crawl with ahead slow and die out of boredom. This fix corrects SH3's IX-D2 excuse of a range to the realistic 23.700 miles at 12kn.
5.Fixes the silliy bug wich resulted in your sub locked inside a concrete pier in Bordeaux when starning a new mission. This fix is not compatible with HT 1.47, since they use the same campaign_LND.mis file. (And also HT fixes this bug) ---> Concept by urseus <---
6. *UPDATE * Real Battery Life / Advanced NASA Battery Fix*: After the fix, your IXD/2 will have from now on around 50% less of the unhonourable underwater range you falsely had from the stock SH3. Now, you can boast that you are the true heir of Schepcke and Luth, since your u-boat batteries will scream "Empty" when you pass the true range limit of 57 nautical miles @ 4 knots starting speed
This fix is JSGME compatible. To install:
a/ Rollback SH3 Commander (if you have it installed). This seems to be important for the torpedo fix. Also, don't upgrade in the middle of the sea. Only in the office!
b/ Just unzip in your MODS folder and enable with JSGME.
c/ This fix messes with the basic.cfg, so be careful. Read the thread for manual editing if you are not sure.
If you do not have JSGME just copy and replace the files included here in the relevant Sh3 directories (follow the directory path of the modded files). Back up your original files first, just in case!
Important Notes:
The .zip file contains two (2) versions of the Fix:
a)One is for the plain SH3 (with no major mods -eye candy mods are ok-).
b)One is HT 1.47 friendly (using HTs basic,cfg), and does not include the Bordeaux wall fix, since this is already fixed in HT.
If you do not have JSGME just copy and replace the files included here in the relevant Sh3 directories (follow the directory path of the modded files). Back up your original files first, just in case!
Rapidshare Link:
http://rapidshare.de/files/15327883/IX_D2_Range_and_Torpedo_Fix_v4.zip.html
or
http://users.forthnet.gr/ath/helsing/sh3mods/IX_D2_Range_and_Torpedo_Fix_v4.zip
Any feedback is welcome!
Thanks urseus :rock:
Have Fun!
VonHelsching
P.S
For the XXI bugs, check the Fix at:
http://www.subsim.com/phpBB/viewtopic.php?t=47637
excellent :D
a question to my mind thought.
If the IX2D is able to use the deck guns in light rain and 9knts winds, isn't that unfair for the other u-Boat types? ;)
SkinnerSAE
02-13-06, 02:15 AM
Hi. Another question about the IX D2...when and where is this sub available during campaigns? thanks.
Tonnage_Ace
02-13-06, 03:37 AM
Thanks a bunch VonHelsching, I'm on my second career and I used a XXI to the end of the war last career and I wanted to give the IXD/2 a spin. I tried it a bit on my first career but reverted back to my saved game of VIIC/42 after I found the IX's range was grossly short. I read 23,700KM @ 12kts in the manual and it didn't make sense. What was it at 12kts instead in the un-modded game though, exactly?
Also using your XXI battery fix, indespensible as well.
Redwine
02-13-06, 07:59 AM
So good ! Many thanks for job VonHelsching ! :up:
I enjoy the XXI fix relesed some days ago.....
Sure you will hate me, but......
Many of the mods released, overwrite files modified by previous mods.
It is a nightmare, for modders and users.... i know.
A manual editing guide is needed in each mod.
Luckyly with the XXI Fix, it do not touched any modified file in my instalation, so i wasnt needing a manual editing guide.
But this las Type IX D2 fix touch many of them.
I was able to found some of your changes and manual editing them, in example into the Files
NSS_Uboat9d2.cfg
Basic.cfg
In that last, Basic.cfg...... i copy and paste all your new section for IX D2 under the lines :
;[SUBMARINE_AMMO10];IXD2
[SUBMARINE_AMMO9]
But i cant found your changes into the folowing files :
Campaign_LND.mis
It was modified by Not Your Grand Mother Ship Damage Mod and many , many other mods.
It is important because i think so this file fix the Type IX sticky on dock bug ....correct ?
and
NSS_Uboat9d2.sim
It was modified by some Mod, because i have it back-uped, wich changes did you done there ?
I soupse youtoched here the surface and submerged ranges and speeds....it is correct ?
I can do it with MiniTeaker over my installed file.
Can you help with a manual editing guide, so all we can enjoy your mod ?
If you can do a manual editing guide for all files into this mod, and plus into the XXI Fix, will be wonderful, because if any other important mod is released modifying the XXI files, we will be able to mis it with yours.....
:up: Sorry if it is a distub for you...... and a new time, many thanks for your effort, great job !
:up:
VonHelsching
02-13-06, 08:46 AM
I'm at work right now. Will try to answer all questions, later today or tommorow morning.
Have fun with the mother of all german subs! (IX D2)
Redwine
02-13-06, 08:56 AM
I'm at work right now. Will try to answer all questions, later today or tommorow morning.
Have fun with the mother of all german subs! (IX D2)
Thanks :up:
basilio
02-13-06, 10:27 AM
But i cant found your changes into the folowing files :
Campaign_LND.mis
It was modified by Not Your Grand Mother Ship Damage Mod and many , many other mods.
It is important because i think so this file fix the Type IX sticky on dock bug ....correct ?
:up:
As for the Bordeaux problem, an "interim" solution could be to follow the instructions in this tread
http://www.subsim.com/phpBB/viewtopic.php?t=45643&highlight=
hope this helps
VonHelsching
02-13-06, 02:57 PM
excellent :D
a question to my mind thought.
If the IX2D is able to use the deck guns in light rain and 9knts winds, isn't that unfair for the other u-Boat types? ;)
Probably not, since IX D2 is almost as big as a coastal merchant, and therefore should be less vounerable in storm conditions...I think.
Right? :roll:
If one sub (apart from the XXI with the closed flak turrets) deserved a weather "bonus", this is definitly the IX D2. But this is a very small window for the "bonus" (7 to 9 m/s). Consider it as a righteous treat (apart from the shower for the crew) for the great handicaps of this boat (ASDIC profile, slow dive time, slow underwater speed, sluggy to steer etc.)
Sadly, I could not feel the joy of this in my fix, since the one I got for testing purposes in 1945 (Flensburg) didn't have a deck gun! :o I am using HT 1.47 (BTW, nice harbour raid in March 1945, Rubini - HT rues :rock: )
Is this normal not to have a deck gun???
Also, I can provide a version without the 9 m/s, if someone asks for it.
VonHelsching
02-14-06, 12:21 AM
If you can do a manual editing guide for all files into this mod, and plus into the XXI Fix, will be wonderful, because if any other important mod is released modifying the XXI files, we will be able to mis it with yours.....
:up:
:sunny:
Manual Editing Guide for IX D2 Range and Torpedo Fix v1
In the order of the original post:
1&3. Weather conditions in NSS_uboat9d2.cfg
a. Changed snorlekdepth from 10 to 15 :o
b. Changed stormconditions [wind, rain] from [7,0.1] to [9,0.6]
2. Torpedo fix in basic.cfg
a. Search for ;[SUBMARINE_AMMO10];IXD2
b. Change to:
;[SUBMARINE_AMMO10];IXD2
[SUBMARINE_AMMO9]
Type=2
Version=3
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=6
ForeResExtra=4
AftResIntern=2
AftResExtern=4
ShellSlots=16
NbYears=4
Renown=10
SNK_MASK=NSS_Uboattype9d2_SNK_mask
Year0=1942
ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=0
ForeResIntern01=0
ForeResIntern02=2
ForeResIntern03=2
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=2
ForeResExtern05=2
ForeResExtra00=2
ForeResExtra01=2
ForeResExtra02=2
ForeResExtra03=2
AftTubes00=2
AftTubes01=2
AftResIntern00=0
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0
AftResExtern02=0
AftResExtern03=0
Z01_00=10 ; IX/3
M01_00=0
A01_00=6
A02_00=6
SuperCharger_00=-1
Snorkel_00=-1
Batteries_00=1268
AftBatteries_00=1268
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=12000
Year1=1943
ForeTube10=3 ;T1
ForeTube11=3
ForeTube12=3
ForeTube13=3
ForeResIntern10=0
ForeResIntern11=0
ForeResIntern12=3
ForeResIntern13=3
ForeResExtern10=0
ForeResExtern11=0
ForeResExtern12=0
ForeResExtern13=0
ForeResExtern14=3
ForeResExtern15=3
ForeResExtra10=3
ForeResExtra11=3
ForeResExtra12=3
ForeResExtra13=3
AftTubes10=3
AftTubes11=3
AftResIntern10=0
AftResIntern11=3
AftResExtern10=0
AftResExtern11=3
AftResExtern12=3
AftResExtern13=3
Z01_10=11 ; IX/3
M01_10=0
A01_10=10
A02_10=10
S01_10=5
SuperCharger_10=-1
Snorkel_10=-1
Batteries_10=1268
AftBatteries_10=1268
Hydrophone_10=1270
Sonar_10=-1
Radar_10=1275
RadarWarningReceiver_10=1280
Decoy_Launcher_10=1284
SonarCoatings_10=-1
RadarCoatings_10=-1
Renown1=9000
Year2=1944
ForeTube20=3 ;T1
ForeTube21=3
ForeTube22=1
ForeTube23=1
ForeResIntern20=3
ForeResIntern21=3
ForeResIntern22=1
ForeResIntern23=1
ForeResExtern20=0
ForeResExtern21=0
ForeResExtern22=3
ForeResExtern23=3
ForeResExtern24=3
ForeResExtern25=3
ForeResExtra20=3
ForeResExtra21=3
ForeResExtra22=3
ForeResExtra23=3
AftTubes20=5
AftTubes21=3
AftResIntern20=3
AftResIntern21=3
AftResExtern20=3
AftResExtern21=3
AftResExtern22=3
AftResExtern23=3
Z01_20=11; IX/3
M01_20=0
A01_20=10
A02_20=10
S01_20=5
SuperCharger_20=-1
Snorkel_20=1262
Batteries_20=1268
AftBatteries_20=1268
Hydrophone_20=1270
Sonar_20=-1
Radar_20=1275
RadarWarningReceiver_20=1280
Decoy_Launcher_20=1284
SonarCoatings_20=-1
RadarCoatings_20=-1
Renown2=6000
Year3=1945
ForeTube30=3 ;T1
ForeTube31=3
ForeTube32=4
ForeTube33=4
ForeResIntern30=3
ForeResIntern31=3
ForeResIntern32=4
ForeResIntern33=4
ForeResExtern30=0
ForeResExtern31=0
ForeResExtern32=3
ForeResExtern33=3
ForeResExtern34=3
ForeResExtern35=3
ForeResExtra30=3
ForeResExtra31=3
ForeResExtra32=3
ForeResExtra33=3
AftTubes30=6
AftTubes31=3
AftResIntern30=3
AftResIntern31=3
AftResExtern30=3
AftResExtern31=3
AftResExtern32=3
AftResExtern33=3
Z01_30=11 ; IX/3
M01_30=-1
A01_30=10
A02_30=10
S01_30=5
SuperCharger_30=-1
Snorkel_30=1262
Batteries_30=1268
AftBatteries_30=1268
Hydrophone_30=1270
Sonar_30=-1
Radar_30=1275
RadarWarningReceiver_30=1282
Decoy_Launcher_30=1284
SonarCoatings_30=-1
RadarCoatings_30=-1
Renown1=5000
4. Use SH3 Mini Tweaker ---> backup Nss_uboat9d2.sim --->Load Tweak File ---> Nss_uboat9d2.sim ---> Go to category diesel propulsion ---> change miles surfaced to 23700 (as per uboat.net) --->save new value
5. Go to file \data\Campaigns\Campaign\Campaign_LND.mis and find:
[Unit 36]
Name=Bordeaux
Class=NavalBase
Type=407
Change the values Long and Lattitude as per:
Long=-103695.000000
Lat=5447206.000000
Heading=0.000000
Hope they help. Will do also for the XXI in the relevant thread. :up:
Thanks for your answer.
Another question is, does the basic.cfg changes cover only the torpedos issue?
I ask because the mod affect all the files of my IuB installation. I resolved the equation by copying all the files except the basic.cfg ;)
thanks
EDIT: holy crap you posted just when I was posting my next question :rock:
Thanks it answered it in the same process!! :D
VonHelsching
02-14-06, 01:02 AM
Hi. Another question about the IX D2...when and where is this sub available during campaigns? thanks.
This is a good question :oops:
You see, I made the fix BEFORE using IX D2, just because everyone was complaining about it, but ther wasnt any "global" fix, but just bits and pieces.
When I finally got one to test the fix I ordered snorkeldepth and the conning tower stuck out in the surface :o :o :o
No wonder why no-one's using it
--- Just got a crazy idea about converting the IX D2 to a U-cruiser :hmm: -----
Anyway, let's make a search in the forum :ping:
.
.
.
.
.
.
.
It seems that the IX-series (type-9) subs are available at the following flotillas:
2nd Flotilla (probably from June 1943 in Lorient)
10th Flotilla
12th Flotilla
I didn't find any conclusive answer :o
Can someone verify this?
Thanks :rock:
VonHelsching
02-14-06, 01:10 AM
Thanks for your answer.
Another question is, does the basic.cfg changes cover only the torpedos issue?
I ask because the mod affect all the files of my IuB installation. I resolved the equation by copying all the files except the basic.cfg ;)
thanks
EDIT: holy crap you posted just when I was posting my next question :rock:
Thanks it answered it in the same process!! :D
This damn basic.cfg causes a lot of problems! :damn:
Can you send me your IuB's basic .cfg, so that I can provide a JSGME "IuB" friendly version ? (send at helsing AT ath dot forthnet dot gr). Believe me, it sounds weird, but there are a lot of people who don't know / bother to do what you did, ie to replace a file. It is very easy for me, so why not help them? OK?
P.S
Can also someone send me RuB's basic.cfg? Thanks!
Thanks for your answer.
Another question is, does the basic.cfg changes cover only the torpedos issue?
I ask because the mod affect all the files of my IuB installation. I resolved the equation by copying all the files except the basic.cfg ;)
thanks
EDIT: holy crap you posted just when I was posting my next question :rock:
Thanks it answered it in the same process!! :D
This damn basic.cfg causes a lot of problems! :damn:
Can you send me your IuB's basic .cfg, so that I can provide a JSGME "IuB" friendly version ? (send at helsing AT dot ath dot forthnet dot gr). Believe me, it sounds weird, but there are a lot of people who don't know / bother to do what you did, ie to replace a file. It is very easy for me, so why not help them? OK?
P.S
Can also someone send me RuB's basic.cfg? Thanks!
I packed the whole IXD2 and XXI in the same zip format :D
I copied your source code of the torpedo issue directly into the IuB basic.cfg. The other files are a simple write over. I did not include the Campaign file because IuB already use HT :D
so hmm, how I send it to you?
VonHelsching
02-14-06, 02:23 AM
Jonz,
Send it at helsing AT ath dot forthnet dot gr (no spaces, replace "AT" with @ and "dot" with . ). This is a way of giving your address away without auto-bots picking it up and start spamming. :know:
Just the IuB basic.cfg.
Thanks!
Jonz,
Send it at helsing AT dot ath dot forthnet dot gr (no spaces, replace "AT" with @ and "dot" with . ). This is a way of giving your address away without auto-bots picking it up and start spamming. :know:
Just the IuB basic.cfg.
Thanks!
Doesn't make sense to me :/
after AT it give me something like this @.ath.fornet.gr and Outlook don't like it too :huh:
lol PM me so we sort this out :arrgh!:
VonHelsching
02-14-06, 11:42 AM
I corrected my e-mail address in the first post.
VonHelsching
Redwine
02-14-06, 11:57 AM
Thanks for manual editing guide VonHelsching..... :up:
VonHelsching
02-15-06, 01:14 AM
Has anyone checked the Monsun Boats Mod?
http://www.subsim.com/phpBB/viewtopic.php?t=46183
I think it would be fun with the (now) usable IX/D2. - Just use the HT 1.47 version of the fix and overwrite the basic.cfg if JSGME complains.
I have downloaded it, but waiting to finish my career before installing. :arrgh!:
Something I noticed on the IXD2 is there is a bug when starting a mission (AGAIN! ) :damn: .
Forgot to mention it sooner, but my sonnar keep destroying when starting a patrol mission. But no compartiment is red, and sonnar seems to be working fine... just the officers shouting that the sonnar is destroyed and the Sonnar is marked red and Destroyed in the crew management screen.
This boat was waaaaay overlooked when on QA in Ubi's studios!
:damn: :damn: :damn: :damn: :damn: :damn: :damn:
VonHelsching
02-16-06, 01:26 AM
Forgot to mention it sooner, but my sonnar keep destroying when starting a patrol mission. But no compartiment is red, and sonnar seems to be working fine... just the officers shouting that the sonnar is destroyed and the Sonnar is marked red and Destroyed in the crew management screen.
This topic has been discussed to death. :-? And no solution was found. But I wasn't sure if it is just a message and the sonar worked fine. I did a search on old posts and information seems to be diverse...
Some reported that you get the "sonar destroyed" message and the sonar does not work. I might be confusing it with the VIIC Niebelung issue. :88)
Which sonar type do you use? Can you make active pings?
Anyone else on this?
Forgot to mention it sooner, but my sonnar keep destroying when starting a patrol mission. But no compartiment is red, and sonnar seems to be working fine... just the officers shouting that the sonnar is destroyed and the Sonnar is marked red and Destroyed in the crew management screen.
This topic has been discussed to death. :-? And no solution was found. But I wasn't sure if it is just a message and the sonar worked fine. I did a search on old posts and information seems to be diverse...
Some reported that you get the "sonar destroyed" message and the sonar does not work. I might be confusing it with the VIIC Niebelung issue. :88)
Which sonar type do you use? Can you make active pings?
Anyone else on this?
The sonar seemed to work fine for the model I used (the only and first model available). I could push the ping button and get a distance of a ship. Just wasn't sure if anything was broken.
Thanks for your answer :)
VonHelsching
02-17-06, 12:38 AM
Which sonar do you use? The S-Gerat?
I think there is a problem with the Niebelung, but I'm not sure. It might also not fit with IX/D2.
If you stick with the IX/D2 it would be nice to inform us e.g. if one of the sonar types does not work (regardless of message or not).
All these problems with the IX/D2 and the XXI are due to the fact that these subs were the least tested; thus buggy...
basilio
02-17-06, 06:04 AM
It is a long time since I used the IXD2, but if I remember correctly if you start the campaign with the IXD2 (upgrading from the type VII or IX B-C), the FIRST time you'll leave for the mission you WILL NOT get the "sonar destroyed" message.
But if, during that first patrol with the IXD2, you'll get some damage (from dc charges or aircraft), at the beginning of the NEXT patrol you'll get, while still in port, the "sonar destroyed" message.
Ok...I've downloaded the SHIII mini-tweaker program. I only wanted to change the Type IXD2 to it's correct surface range. I went into the IXD2 .sim (in the tweaker folder) and changed it to 23,700. Stupid question here...is that it? I followed the instructions given above and in the readme of the SHIII mini-tweaker program. Do I have to move any files over to SHIII folder? I just went with one change because I didn't want to mess up anything. :88)
Mast
VonHelsching
02-28-06, 01:02 PM
Yes, it's simple as that. Don't forget to save / update the new value before exit.
All other fixes can be done manually too (see the "manual editing guide" post.
I consider the change in the stock snorkeldepth essential, since @ 10 meters the tip of the conning tower sticks out of the water! This is quite crucial for survival at 1944, where your snorkel profile should be less than 1 meter above the surface, in order not to be detected.
BTW, does anyone know if anyone made a "fix" for the non_existant snorkel wake? Thanks.
Fitz62STG
02-28-06, 05:34 PM
Where do I find this SHIII mini-tweaker? I'm not getting a drugged up midget am I?
Church SUBSIM
02-28-06, 06:27 PM
http://www.delraydepot.com/tt/sh3.htm
BTW, does anyone know if anyone made a "fix" for the non_existant snorkel wake? Thanks.
http://www.subsim.com/phpBB/viewtopic.php?t=43690&start=0
That also fixes missing wakes.
VonHelsching
03-05-06, 08:52 AM
-BUMP-
*UPDATE*
See first post.
I did everything that you posted to manually update my files..however I ran into this one discrepency.You say to do this...
5. Go to file \data\Campaigns\Campaign\Campaign_LND.mis and find:
[Unit 36]
Name=Bordeaux
Class=NavalBase
Type=407
Change the values Long and Lattitude as per:
Long=-103695.000000
Lat=5447206.000000
Heading=0.000000
When I did a search for [Unit 36] in the file this is what mine has for that number..
[Unit 36]
Name=Bombay Ab GB
Class=NormalAirBaseGB
Type=406
I also tried searching for Bordeaux but did not have it in my file...I am guessing that line does not partain to me then?
I am using RUB with the NYGM Campaign mod on top of it.
VonHelsching
03-05-06, 11:31 AM
Probably you are getting this due to NYGM Campaign. But, anyway I have the impression that the Bordeaux problem was fixed with RuB. I don't use RuB, so I don't know...
Can someone verify that using the latest RuB there is no IXD/2_stuck in_the_Bordeaux_pen_problem?
The Avon Lady
03-05-06, 11:40 AM
Probably you are getting this due to NYGM Campaign. But, anyway I have the impression that the Bordeaux problem was fixed with RuB. I don't use RuB, so I don't know...
Can someone verify that using the latest RuB there is no IXD/2_stuck in_the_Bordeaux_pen_problem?
I'm using RUb 1.45 and HT 1.47 and my IXD2 was not stuck in the pen walls. :nope:
VonHelsching
03-05-06, 12:10 PM
No, I meant *just* RuB. HT 1.47 eliminates this silly bug. Thanks anyway.
VonHelsching
03-09-06, 01:40 AM
-BUMP-
*UPDATE*
See first post.
Redwine
03-09-06, 05:27 AM
Many thnaks for update ! :up:
bsalyers
03-09-06, 04:17 PM
To install:
a/ Rollback SH3 Commander (if you have it installed)
Does this mean the mod is entirely incompatible with SH3 Commander? Or can you resume using it once you have rolled back and installed the mod?
Thanks!
VonHelsching
03-09-06, 04:45 PM
To install:
a/ Rollback SH3 Commander (if you have it installed)
Does this mean the mod is entirely incompatible with SH3 Commander? Or can you resume using it once you have rolled back and installed the mod?
Thanks!
It is compatible with SH3 commander. You just have to roll back, since depending on your SH3 Cdr configuration, you might change the basic.cfg two times; the result being (just) the torpedo fix not working.
Another word of caution: If JSGME pops up a message about the basic.cfg being already altered by another mod, I would suggest that:
- Before JSGME-ing delete basic.cfg from the mod
- JSGME-it
- Proceed with the manual editing guide, which is provided in this thread (I think is is on the first page)
Hope it helped.
VonHelsching
andy_311
03-09-06, 07:16 PM
I thought the Bordeaux fix was for HT 1.46?
VonHelsching
03-10-06, 12:04 AM
I thought the Bordeaux fix was for HT 1.46?
The Bordeaux problem was fixed by HT 1.47. So if you want to use the IX D2 Torpedo and Range fix pick the HT 1.47 friendly version inside (without the Bordeaux fix and using HT's basic.cfg for the torpedo fix).
VonHelsching
03-12-06, 11:30 AM
-BUMP-
*FINAL UPDATE*
See first post.
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