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Old 08-12-05, 04:34 PM   #61
Beery
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Quote:
Originally Posted by Bowman
Enjoying RuB 1.43, really makes the game better.

I've got one small issue and I had it with RuB 1.42, I'm sailing from St Nazire and when I load a Save I get the 'Base Changed to: Kiel' check box and have to click on it multiple times to get the save to load. I've tried the fix of changing the Flotilla 2 setting in the Flotilla config file but it still does it.

How do I stop this happening?

Thanks
I'm assuming this is a career you started with the standard game and continued using RUb. I'm afraid there's not much that can be done about it. You have the choice of either ending your career or going back to the point where you switched to RUb and start again from that point using the standard game. The problem is that a standard SH3 2nd Flotilla career is not compatible with RUb. The reason being that the standard game's starting base for 2nd Flotilla is wrong, and it has been corrected in RUb. This means that if you start a career in 2nd Flotilla using the regular game, and then switch to RUb after doing any number of patrols with the standard game, you will get that number of notifications about a base change as you start every patrol. This can't be avoided, as it's not a bug in RUb that can be fixed - it's a problem of inflexibility with the game's data files. It can probably be adjusted in the career files after the fact, but this adjustment is so complex that (as far as I know) it's never been attempted. In short, it's easiest if players simply end 2nd Flotilla careers before switching from the standard game to RUb.

I thought I'd made a note of this in the readme file a while ago, but it seems I hadn't. That has been corrected as of now.
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Old 08-13-05, 02:18 AM   #62
Bowman
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Thanks
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Old 08-13-05, 12:34 PM   #63
mystery meat
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Here is my testimonial about how RUB rules: Prior to this mod I could not have a campaign out of St. Nazairre because it is damndably hard to navigate out of and the time compression always drops. It took me 45 minutes of real time just to leave port! However the genius designers of RUB decided to edit St. Nazairre such that it is now possible to sail out of. I thank you.
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Old 08-13-05, 12:43 PM   #64
_Skii_
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Very much enjoying this mod , but there is an awful sound glitch when I dive - the noise (which I assume is the sound of the ballast tanks venting) makes the air-rushing sound for a few seconds - as normal, then suddenly turns into a piercing computerised staccato noise

Anyone else get this ?
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Old 08-13-05, 02:05 PM   #65
panthercules
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Quote:
Originally Posted by mystery meat
Here is my testimonial about how RUB rules: Prior to this mod I could not have a campaign out of St. Nazairre because it is damndably hard to navigate out of and the time compression always drops. It took me 45 minutes of real time just to leave port! However the genius designers of RUB decided to edit St. Nazairre such that it is now possible to sail out of. I thank you.
Are you sure you mean St. Nazaire? I never had any problem getting in/out of there with my old Type VIIB - it's a pretty straight shot. I know Lorient has a bad rep for the difficulty of getting in and out because of the need to get through a fairly narrow channel and TC dropping for land proximity, but there's been a minor fix/tweak to a .cfg file to increase the TC level near land that made Lorient easier for a while now. My first patrol with RUB 1.43 was also my first after transferring from St. Nazaire to Lorient for my new Type IXC, so I don't know first hand what it was like before, but since I was following my escort out anyway I kinda had to go slow this time around.
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Old 08-13-05, 04:12 PM   #66
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It was one of those two. I could never get that tweak for the time compression to work and had to abandon all hope of using that port - Until now.
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Old 08-13-05, 06:53 PM   #67
The_Pharoah
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Quote:
Originally Posted by mystery meat
It was one of those two. I could never get that tweak for the time compression to work and had to abandon all hope of using that port - Until now.
Mate you prolly mean Lorient. I only sail out of St Nazaire because its just straight out!
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Old 08-13-05, 07:07 PM   #68
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Quote:
Originally Posted by _Skii_
Very much enjoying this mod , but there is an awful sound glitch when I dive - the noise (which I assume is the sound of the ballast tanks venting) makes the air-rushing sound for a few seconds - as normal, then suddenly turns into a piercing computerised staccato noise

Anyone else get this ?
Get it all the time. Have not been able to find a cause.
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Old 08-14-05, 05:53 AM   #69
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bump.
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Old 08-14-05, 08:35 AM   #70
kiwi_2005
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when i use the default water mod so i can see my sub when submerged, it does not work now with the 1.43. it worked with 1.42. im using the generic mod-enabler and i have also manually installed default water into the rub1.43 data folder -env as a last resort. Yet it still wont work wen at sea? I only get the look that came with rub1.43.... Have i spent to many days at sea?
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Old 08-14-05, 08:38 AM   #71
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Kudos to all involved in the making of this mod!!!
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Old 08-14-05, 08:58 AM   #72
Beery
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Quote:
Originally Posted by kiwi_2005
when i use the default water mod so i can see my sub when submerged, it does not work now with the 1.43. it worked with 1.42. im using the generic mod-enabler and i have also manually installed default water into the rub1.43 data folder -env as a last resort. Yet it still wont work wen at sea? I only get the look that came with rub1.43.... Have i spent to many days at sea?
RUb 1.43 also reduces the visibility directly (i.e. not using the water colour files). In order to get back to the standard underwater visibility you'll also need to replace the data\scene.dat file with the standard version of that file.
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Old 08-14-05, 02:02 PM   #73
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bump

re: Sound issue.


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Old 08-14-05, 02:42 PM   #74
kiwi_2005
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Thanks Beery! And boy did i have to work hard for the IXB, 10 patrols in a IIA first.
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Old 08-14-05, 04:27 PM   #75
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Wow. Wow. Great job.

One slight problem, about the deck gun...

Joking :rotfl:

Seriously a problem with single missions, maybe something to do with the Ops mod? I get two messages saying to go to Alexanadria and one to prepare for the Norway invasion??
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