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Old 02-28-10, 05:56 PM   #46
asanovic7
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CHEERS, FLAK!

P.S. CANADA!!!
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Old 02-28-10, 05:57 PM   #47
grimes
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Any problem with using OH v.2, overwriting files with OH v.3, and then overwriting files for FM interior v.1
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Old 02-28-10, 06:05 PM   #48
flakmonkey
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Quote:
Originally Posted by grimes View Post
Any problem with using OH v.2, overwriting files with OH v.3, and then overwriting files for FM interior v.1
I would recommend disabling all previous versions of OH before enabling the interiors, you won`t loose any features since the entire OHv3.10 mod is included.
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Old 02-28-10, 06:15 PM   #49
grimes
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well i wanted to keep OH v.2 because it opens the hatches on all the other boats.
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Old 02-28-10, 06:22 PM   #50
ViperU48
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Wonderful mod FM/DD!!! This is a whole new simulator!


So far no issues and I'm getting 80+ fps at all times.



Out of curiosity, do you have a tweakfile that works with timetraveller's mini tweaker? I was hoping to change the colour values of the light bulbs and ambient night lighting a bit to recreate my own personal blue glow with the mod (as I've done with open hatch 3.09). How would one alter these values? (with your permission of course)

Again, amazing job FM/DD! Unbelievable!



(Yay Canada! )
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Last edited by ViperU48; 02-28-10 at 09:01 PM.
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Old 02-28-10, 06:39 PM   #51
DivingDuck
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Moin,
Quote:
Originally Posted by cherbert View Post
Where is OH included? I don't see this functionality when loading stock FM_NewInterior_V1.0 with GWX.

I cannot move and I cannot open hatches.

I'm getting all a bit confused here. What exactly do I need to add in JSGME and in what order so that I can use this mod and walk and open hatches?
Check the manual! It´s located in FM_NewInterior_V1.0/documentation. It´s all in there.



Quote:
Originally Posted by grimes View Post
I'm getting an error every time, tried 3 times.

It was working fine with the beta before the final.
I'm using gwx 3 gold and OH 3.09 also

Problem signature:
Problem Event Name: APPCRASH
Application Name: sh3.exe
Application Version: 1.4.0.1
Application Timestamp: 32ce8647
Fault Module Name: KERNEL.DLL
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 420b9c98
Exception Code: c0000005
Exception Offset: 0001a323
OS Version: 6.0.6002.2.2.0.768.3
Locale ID: 1033
Additional Information 1: 71b2
Additional Information 2: d67447db3d751ecbf60cd906060deaa4
Additional Information 3: 7a25
Additional Information 4: 48652f378e7f3e13e5f640531da3151d
does it work again when FM_NI is disabled?



Quote:
Originally Posted by cherbert View Post
Sound seems really messed up for me. The further I walk away from the engine room the faster the engine gets. Its like someone is increasing the speed of the engine as I walk away.


On another note! From the manual...



The sound was a "little" problematic indeed. Adding soundsources to the engine room just makes the sound appear at the same level all over the boat. Therefore I had to add the doppler effect settings. At forward speed the engine should become louder when approaching via the galley. The noise should reach it´s peak behind the engine, at the far end of the compartment. It´s the other way round when moving backwards. I´m trying to find a better solution. But I´m not certain there is one. Anyone with an idea ... step forward!
Check the manual for a detailed technical explanation!



Quote:
Originally Posted by [SJ]nailz View Post
Crashed to desktop for my 3 tries, 3 CTD.

All mods used are in my signature, mius the CT_OpenHatch 0.91FM of course.
sorry to tell, but please try disable all additional mods and re-enable one by one to identify the one that causes conflict.



Quote:
Originally Posted by Panser View Post
...
- I realise the issues you're having with engine sounds right now, but they're considerably louder in the control room and galley than the engine room itself. If you can find a better solution to the volume vs. engine speed issue, that would be fantastic.

- The vibrations of the diesels are rather uniform at present as the entire engine blocks bounce up and down at the same frequency. I'd also recommend a slightly smaller but faster oscillation than you currently have.

- As nice as the bunks are, they're a bit empty. Would it be possible to include sleeping crew occupying some of the bunks? Given that they're in the bunks they wouldn't need to be animated, either.


Regardless, great work and I look forward to watching the development of this mod

yep, the sound is buggy. But atm the best I can provide.
recommendation is copied, ToDo list updated.
Empty bunks ... FM will tell.




Quote:
Originally Posted by silversurfer View Post
This is a great mod but I'm having trouble installing it. Sorry to be a pain in the ass guys but can someone talk me thru it, I always seem to have trouble with winzip and zip files. I'm great with Winrar.
try www.7zip.org.



Quote:
Originally Posted by grimes View Post
Any problem with using OH v.2, overwriting files with OH v.3, and then overwriting files for FM interior v.1
there should be no problem at all. Just give it a try.

Regards,
DD
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Old 02-28-10, 06:50 PM   #52
Das Gespenst
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Just played it some more, it still amazes me the amount of progress the modders have done with this 5 year old beast.

Just a quick question though, is there a way I can delete some of the extra food? I don't think my computer (older than SH3) has a taste for sausage.
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Old 02-28-10, 06:56 PM   #53
DivingDuck
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Moin,

eat faster! LOL.

Open CR7.dat with S3D and search for 'DMY_Salami'. You can delete the complete node including all sub nodes or browse the tree and delete them one by one. Corresponding entries in CR7.sim do not have to be deleted.

@ALL:
PLEASE REPORT YOUR FPS IN ENGINE ROOM (SHIFT+E, facing CR) WHENEVER YOU POST IN THIS THREAD, PLEEEEEEEASE!


Regards,
DD
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Old 02-28-10, 07:16 PM   #54
Das Gespenst
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Quote:
Originally Posted by DivingDuck View Post
Moin,

eat faster! LOL.

Open CR7.dat with S3D and search for 'DMY_Salami'. You can delete the complete node including all sub nodes or browse the tree and delete them one by one. Corresponding entries in CR7.sim do not have to be deleted.
Will do!
Quote:
@ALL:
PLEASE REPORT YOUR FPS IN ENGINE ROOM (SHIFT+E, facing CR) WHENEVER YOU POST IN THIS THREAD, PLEEEEEEEASE!


Regards,
DD
Will also do, before and after I delete the food, just to give you guys some more information.

Edit: strange, I can't seem to find a "CR7.dat" file.

Last edited by Das Gespenst; 02-28-10 at 07:44 PM.
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Old 02-28-10, 07:20 PM   #55
jlederer
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Default Just wanted to say THANK YOU

Download just finished, off to install, but I'm sure it's gonna be great, based on what I saw of this work in the Open Conning Tower Mod. Thank you for your work, it's much appreciated.
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Old 02-28-10, 07:26 PM   #56
Reece
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Downloading now, many thanks for all your work and dedication to this awesome mod FM & DD!
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Old 02-28-10, 07:41 PM   #57
grimes
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Got it all working now with DD OH v.2 and v.3 along with FM interior. Its awesome to be able to walk so much around the boat. and on the top of all the boats as well. Now I have open radioroom hatches on all the boats, along with awesome interiors for the type IX and the type VII. I love it. Great job everybody who made this possible.

just one thing is the vibration at flank speed is a little much and of course the engine room sound as previously stated. Great mod.


Computer performance is great, a few times where it lags but its not bad at all.
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Old 02-28-10, 07:56 PM   #58
JCWolf
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FM&DD am downloading your amazing stuff now,

I was hoping for this day, and really all I want to say
even before trying it out for real, is ...

Thanks a lot from all my hart and soul cause this is a free Mod that
I guess everyone wanted for a long time, No matter what people say it is
the excitement that talks now, you have given us our long time wishes and that my Friends haves No Price or money that can pay this
amazing effort and final work of Art...


You guys are 2 in a life time....

I hope we can count on you here for much more time...
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Old 02-28-10, 07:58 PM   #59
Flopper
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Getting 30 fps looking at engine room from shift + e, which is fine with me (she's about 3 years old).

I completed my first patrol in 39 without doing much, and transferred to the 2nd. Now I went ahead and re-installed without the "sound" folder, as the engines were way too loud to me in comparison to the other sounds. So it doesn't get louder when I get near the diesels, but I can still hear them (I must have been a pioneer in wearing hearing protection, that's it...) This doesn't bother me. I did switch the mod order up slightly this time. So far, so good with:

GWX 3.0 Gold
DFant_subFlag_2010
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
TMT v2
LifeBoats&Debris_v4
WBNN Mission Orders Lite
Bright MaGui 2
FM_NewInterior_V1.0
FM_NI_Fix_for_OLC_GUI_001
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Old 02-28-10, 08:01 PM   #60
ReallyDedPoet
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Thanks, just trying this out now
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