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Old 01-22-06, 10:59 AM   #1
VonHelsching
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Default XXI Flak and Battery Fix v2 [ MOD RELEASE ]

XXI Flak and Battery Fix v3 by VonHelsching (concept for battery fix by Ducimus)

*UPDATE* Underwater range corrected. All RL references now in nautical miles.

This fix addresses four problems:

1. The usability of XXI flaks in winds up to 10 m/s and heavy rain. Clearly, by denying the use of the XXI closed flak turrets 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 11 m/s winds and really heavy rain, since this attribute is linked to what SH3 thiks is "storm conditions".

2. The never-ending XXI battery_re-loading_to_99,9%_SH3_bug. Now your battery should re-load up to 10 hours (if it was depleted 100%). Since I'm a big fan of XXI, this was a MAJOR flaw in the game for me. This is not the same fix with one that appeared a while ago and actually gave endless energy to the batteries. -----> Original idea / concept by Ducimus <-------

3. The default snorkeldepth is now 16m (just press ";"). Now your snorkel should be less visible by planes. It is recommended only in relatively calm waters though. Is 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.*UPDATE* from Real Battery Life / Advanced NASA Battery Fix* After the fix, your XXI will have from now around 40% 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 Topp, since your u-boat batteries will scream "Empty" when you pass the true range limit of 285 miles @ 6 knots starting speed

5. Fixes the famous "Radar Destroyed" for the snorkel radar. No no, I'm just joking! This is my next project.


This fix is JSGME compatible. Just unzip in your MODS folder and enable with JSGME. If you do not have JSGME just copy and replace the two small files included here in sh3/data/Submarine/NSS_Uboat21. Back up your original files first, just in case!


Download rapidshare link:



http://rapidshare.de/files/15327735/...ix_v3.zip.html

or
http://users.forthnet.gr/ath/helsing/sh3mods/XXI Flak and Battery Fix v3.zip

Have Fun! And tell me if you need any modifications.

Many thanks Ducimus!!!!

VonHelsching

P.S for Moderators

How does it get to the master mod / fix list in SH3 Mods workshop?

Last edited by VonHelsching; 11-11-06 at 11:44 AM.
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Old 01-22-06, 11:01 AM   #2
Gizzmoe
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Default Re: XXI Flak and Battery Fix

Mirror

http://home.arcor.de/gizzmoe/files/X...ery_Fix_v2.zip

Quote:
Originally Posted by VonHelsching
How does it get to the master mod / fix list in SH3 Mods workshop?
Send a PM to martes86.
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Old 01-22-06, 11:17 AM   #3
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thanks greatly appreciated.

added to my site under Gameplay / Functionality.
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Old 01-23-06, 12:17 AM   #4
VonHelsching
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Thanks Gizzmoe & phatmatt!
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Old 01-23-06, 01:00 AM   #5
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Thanks for tossing my name out

I dunno if proper credit is due to me or not honestly. I find it hard to beleive nobody has tweaked the XXI the way i described to in another post, its a real easy fix, although the recharge times are a bit long, it does work.
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Old 01-23-06, 02:14 AM   #6
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Hmm, sounds neat.

I'm just test-crusing with the XXI, after being blown to pieces Sept/1944 (it was really bad! )

Does the XXI battery fix 'auto-switch' back into diesel mode once the batteries are fully charged, or must diesel engines still be engaged manually?
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Old 01-23-06, 04:34 AM   #7
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Quote:
Originally Posted by Ducimus
I find it hard to beleive nobody has tweaked the XXI the way i described to in another post...
Already done buddy...
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Old 01-23-06, 04:37 AM   #8
VonHelsching
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Quote:
Originally Posted by Average Joe
Hmm, sounds neat.

Does the XXI battery fix 'auto-switch' back into diesel mode once the batteries are fully charged, or must diesel engines still be engaged manually?
It does auto-switch once the battery is 100%.
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Old 01-23-06, 04:43 AM   #9
VonHelsching
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Quote:
Originally Posted by Ducimus
Thanks for tossing my name out

I dunno if proper credit is due to me or not honestly. I find it hard to beleive nobody has tweaked the XXI the way i described to in another post, its a real easy fix, although the recharge times are a bit long, it does work.
Actually, I tossed your name IN

It is hard to believe that nobody did it up until today, but it was your post that made me think and started tweaking diesel and electrics attribudes

Now we just have to work out the "Radar Destroyed" bug. :hmm:

I think this is a problem with the specific radar, not the XXI, right?

Any ideas?
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Old 01-23-06, 05:03 AM   #10
Marhkimov
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Ducimus fixed that too. The settings can be altered in Basic.cfg. Check my TypeXXI settings.



Year0=1943
ForeTube00=3 ;T1
ForeTube01=3
ForeTube02=3
ForeTube03=3
ForeTube04=1
ForeTube05=1
ForeResIntern00=0
ForeResIntern01=0
ForeResIntern02=0
ForeResIntern03=0
ForeResIntern04=3
ForeResIntern05=3
ForeResIntern06=3
ForeResIntern07=3
ForeResIntern08=3
ForeResIntern09=3
ForeResIntern010=3
ForeResIntern011=5
ForeResIntern012=5
ForeResIntern013=1
ForeResIntern014=1
ForeResIntern015=1
ForeResIntern016=1
Z01_00=12 ; IX/3
A01_00=9
A02_00=9
SuperCharger_00=1260
Snorkel_00=1262
Batteries_00=1269
AftBatteries_00=1269
Hydrophone_00=1272
Sonar_00=1274
Radar_00=1278
RadarWarningReceiver_00=1283
Decoy_Launcher_00=1288
SonarCoatings_00=1304
RadarCoatings_00=1305
Renown0=30000


Year1=1944
ForeTube10=3 ;T1
ForeTube11=3
ForeTube12=1
ForeTube13=1
ForeTube14=4
ForeTube15=4
ForeResIntern10=3
ForeResIntern11=3
ForeResIntern12=3
ForeResIntern13=3
ForeResIntern14=3
ForeResIntern15=3
ForeResIntern16=3
ForeResIntern17=6
ForeResIntern18=6
ForeResIntern19=1
ForeResIntern110=1
ForeResIntern111=1
ForeResIntern112=1
ForeResIntern113=4
ForeResIntern114=4
ForeResIntern115=4
ForeResIntern116=4
Z01_10=12 ; IX/3
A01_10=9
A02_10=9
SuperCharger_10=1260
Snorkel_10=1262
Batteries_10=1269
AftBatteries_10=1269
Hydrophone_10=1272
Sonar_10=1274
Radar_10=1278
RadarWarningReceiver_10=1283
Decoy_Launcher_10=1288
SonarCoatings_10=1304
RadarCoatings_10=1305
Renown1=30000


Year2=1945
ForeTube20=3 ;T1
ForeTube21=3
ForeTube22=6
ForeTube23=6
ForeTube24=4
ForeTube25=4
ForeResIntern20=3
ForeResIntern21=3
ForeResIntern22=3
ForeResIntern23=3
ForeResIntern24=3
ForeResIntern25=6
ForeResIntern26=6
ForeResIntern27=6
ForeResIntern28=6
ForeResIntern29=1
ForeResIntern210=1
ForeResIntern211=1
ForeResIntern212=1
ForeResIntern213=4
ForeResIntern214=4
ForeResIntern215=4
ForeResIntern216=4
Z01_20=12 ; IX/3
A01_20=9
A02_20=9
SuperCharger_20=1260
Snorkel_20=1262
Batteries_20=1269
AftBatteries_20=1269
Hydrophone_20=1272
Sonar_20=1274
Radar_20=1278
RadarWarningReceiver_20=1283
Decoy_Launcher_20=1288
SonarCoatings_20=1304
RadarCoatings_20=1305
Renown2=30000
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Old 01-23-06, 09:25 AM   #11
VonHelsching
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Marhkimov, Ducumus

How is this resolved with your basic.cfg? - I'm at work and cannot test it. By removing the radar altogether?

I thought this bug had something to do with the specific radar type and it's actual positioning on top of the snorkel. I read (that was 6 months ago...) that also other sub types suffered from the "Radar Destroyed" message. Also I remember one very old post with someone trying to replace the problematic radar with a radar detector, with no success...

Thanks for the input
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Old 01-23-06, 09:34 AM   #12
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I guess you can call it less of a fix and more of a workaround.

Me and Ducimus got rid of the radar syatem that was "broken" in the TypeXXI. Whether it can be fixed or not still stands to be seen...
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Old 01-23-06, 12:11 PM   #13
VonHelsching
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OK, I get it now. So, it is not yet solved. It's worth a try then!

In my first career I spent ~45 missions before I got my XXI...and the
bugs were a big dissapointment.

Thanks.
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Old 01-23-06, 05:01 PM   #14
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I didnt have anything to do with the XXI's radar!

I think Cmdr Gibbs was advocating that "fix" orginaly. Switching the radar type isnt a fix persay, but it is getting rid of the problem. Another one of his ideas was to increase the batt recharge bonus to like, 1000 instead of 1.25. (in action it makes the XXI a nuclear submarine).

THe problem specifically is the FUMO-391,s location of its radar mast. I dont remeber where i heard this but someone looked into it. The address for the snorkel radar is so far afield as to not even be located on the uboat - hence radar destroyed when the game tries to intialize it. This is a 3d modeler's issue i beleive.

ON a side note i beleive this is related to the "mattress" style radar aerial being located on the front of the conning tower in the same location as teh FumO 29. If i were to make a wild shot in the dark guess, id say theres only one Node available to attach radar masts too (hence why their always in the same location). So to get the arieals where they should be another node would have to be added. To fix the Fumo 391 it needs an active node to attach to. The easiest fix would probably to edit it to use the existing one on the base of the conning tower, which defeats its purpose.
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Old 01-23-06, 08:37 PM   #15
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Didn't even know there was a problem with the flak. I made a comment in another post about the problems with the XXI. I'm starting to believe that they never completed the beta of XXI and just added it into the game. I do hope somebody can fix all of the type XXI problems.

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