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Old 11-14-11, 11:30 AM   #1
postalbyke
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Default Why must I always play VII?

I did a few searches, but haven't found it...

Is there a way I can play a type II for the Naval Academy? I tried opening the mission file for it and replacing the type VII with a II, but when I loaded it, I was in a VII...

Any good ideas?
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Old 11-16-11, 08:21 AM   #2
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1. You simply must play VII.

2. You don't have another option
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Old 11-16-11, 08:38 AM   #3
urfisch
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no, you just can start your career in a type II, if you begin in 1939.
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Old 11-16-11, 09:21 AM   #4
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Quote:
Originally Posted by urfisch View Post
no, you just can start your career in a type II, if you begin in 1939.
He had in mind type II in Naval Academy
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Old 11-16-11, 11:26 AM   #5
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As far as I'm aware you don't have any alternative in the training academy.
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Old 11-18-11, 09:20 AM   #6
postalbyke
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dangit.

Thanks, guys!
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Old 11-18-11, 10:10 PM   #7
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Quote:
Originally Posted by jimbuna View Post
As far as I'm aware you don't have any alternative in the training academy.
It puts the Type VII on!!!
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Old 11-19-11, 08:42 AM   #8
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Seems to be harcoded, even deleting the uboat from the mission and adding a new TypeIIA has no effect. Player still ends up with a VII. Any AI TypeII's added to the mission do end up in the mission ok - so its just the players sub thats hardcoded to always be a TypeVII .
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Old 11-19-11, 09:24 AM   #9
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on the other hand, what is the point of complain ?
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Old 11-20-11, 12:32 AM   #10
postalbyke
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lol No point to complaining, but I was hoping to get a quick-loading mission for testing changes to my type II CT... the closest I have is a dive test mission for WAW, but that takes roughly twice the time to load as the torpedo tutorial mission...

thanks, everyone!
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Old 11-20-11, 12:39 AM   #11
frau kaleun
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Have you tried using blank campaign files? With no random or scripted traffic, everything loads much faster. That's what I've been using to test skins, and I just start a test career in my boat of choice. I can load a patrol, take a good look at the boat, and be out again in what seems like no time at all. And that's with a couple dozen other mods loaded.

http://www.subsim.com/radioroom/down...o=file&id=1082
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Old 11-28-11, 12:32 AM   #12
postalbyke
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Blank as in, create empty campaign random and scripted files and load them up using jsgme? I'll try that now

Edit: yeayuh! I just went from a six-minute loading time to a two-minute loadup!!
Great call, Frau!

Edit edit: I just now followed the link *embarassed* oh, well, learned something new!
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Last edited by postalbyke; 11-28-11 at 01:12 AM.
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Old 11-28-11, 01:27 PM   #13
reaper7
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Quote:
Originally Posted by frau kaleun View Post
Have you tried using blank campaign files? With no random or scripted traffic, everything loads much faster. That's what I've been using to test skins, and I just start a test career in my boat of choice. I can load a patrol, take a good look at the boat, and be out again in what seems like no time at all. And that's with a couple dozen other mods loaded.

http://www.subsim.com/radioroom/down...o=file&id=1082
Thanks for the link frau kaleun, that will most definitely come in handy.
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Old 11-28-11, 01:32 PM   #14
frau kaleun
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You're welcome, guys.

For some reason I balked at using it for the longest time, I guess I felt like it was one more mod that I'd have to keep enabling and disabling during testing. But boy... what a difference it makes. Especially if you just need to make a small change to something that will only take a couple seconds to check out once the game is loaded before you exit again to keep tinkering. Worth its weight in gold IMO.
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