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Old 04-18-07, 02:22 AM   #91
Beery
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Beery
Quote:
Originally Posted by LukeFF
Presenting your starting crew config for the S-42...
That looks great! What file did you mod to get that? I still haven't had time to look for it properly.
It's /Data/Submarine/NSS_S42/NSS_S42.upc
Great! Messing with that will be job #1 after I get RFB configured for SH4 version 1.2.
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Old 04-18-07, 02:46 AM   #92
WhiteW0lf
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Beery I started with your RUB mod a few years ago, I am happy to see you still doing these things for us, and rite when I should receive the game in the mail, thanks buddy for all that you do.
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Old 04-18-07, 06:52 AM   #93
jimimadrid
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Quote:
Originally Posted by Beery
Data\Menu\Gui folder: ReplayElements.dds changed - probably won't cause crashes but may cause graphical errors.
Hi Beery.

I have compared the old and the new file and could not see either in the graphics nore in the alpha-channel differences. Hmmm. I'm wondering why they have put a new ReplayElements.dds in the 1.2.

greetz
jimimadrid
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Old 04-18-07, 07:52 AM   #94
hmatthias
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WHere can I get that s-42 config file? It looks great, and I am all for realism. Makes my blood boil when I see people fill up every slot (including the DC slots), because that is just silly, and not how the game is intended to be played. I think it will be more fun to see your NCOs get more skills, etc, then have an "uber crew" of all officers, with 80 men on a boat!
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Old 04-18-07, 08:22 AM   #95
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Quote:
Originally Posted by hmatthias
WHere can I get that s-42 config file? It looks great, and I am all for realism. Makes my blood boil when I see people fill up every slot (including the DC slots), because that is just silly, and not how the game is intended to be played. I think it will be more fun to see your NCOs get more skills, etc, then have an "uber crew" of all officers, with 80 men on a boat!
I'm with you there bud!!
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Old 04-18-07, 08:58 AM   #96
Beery
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Quote:
Originally Posted by jimimadrid
Quote:
Originally Posted by Beery
Data\Menu\Gui folder: ReplayElements.dds changed - probably won't cause crashes but may cause graphical errors.
Hi Beery.

I have compared the old and the new file and could not see either in the graphics nore in the alpha-channel differences. Hmmm. I'm wondering why they have put a new ReplayElements.dds in the 1.2.

greetz
jimimadrid
Yeah, I couldn't see anything that different either, although one of the buttons looks a bit lighter. If I was cynical, and I am, I'd say some graphics guy got told to make the button differences more apparent (sort of an official version of your mod) and he didn't understand what to do and just messed with the brightness a bit on a couple of buttons.

I reckon we should be able to use the old greenlight mod.
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Old 04-18-07, 09:02 AM   #97
Beery
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By the way, my apologies to Stew U-582. Reading back through my message I think I came over a little too strong.
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I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
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Old 04-18-07, 09:20 AM   #98
Beery
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by jimimadrid
Quote:
Originally Posted by Beery
Data\Menu\Gui folder: ReplayElements.dds changed - probably won't cause crashes but may cause graphical errors.
Hi Beery.

I have compared the old and the new file and could not see either in the graphics nore in the alpha-channel differences. Hmmm. I'm wondering why they have put a new ReplayElements.dds in the 1.2.

greetz
jimimadrid
Yeah, I couldn't see anything that different either...
Actually I just figured it out. One of the windows is bigger. It's the one at the bottom left. Not sure what it does in the game, but it's definitely changed in height.
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I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

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Old 04-18-07, 10:46 AM   #99
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Quote:
Originally Posted by Beery
I will have a new version of RFB out tomorrow. Please just be patient.
Boy! You're asking an awful lot of this bunch.
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Old 04-18-07, 11:33 AM   #100
jimimadrid
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Quote:
Originally Posted by Beery
Actually I just figured it out. One of the windows is bigger. It's the one at the bottom left. Not sure what it does in the game, but it's definitely changed in height.

OK, i've changed the file. Here is the new green lamp mod. http://www.file-upload.net/download-...nLamp.rar.html
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Old 04-18-07, 11:47 AM   #101
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Quote:
Originally Posted by hmatthias
WHere can I get that s-42 config file? It looks great, and I am all for realism. Makes my blood boil when I see people fill up every slot (including the DC slots), because that is just silly, and not how the game is intended to be played. I think it will be more fun to see your NCOs get more skills, etc, then have an "uber crew" of all officers, with 80 men on a boat!
Yeah, I'd love it too.
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Old 04-18-07, 01:45 PM   #102
Beery
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The new version, configured for version 1.2, is now available. See the first post in this thread for the download link.
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
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Old 04-18-07, 02:06 PM   #103
tedhealy
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Now actual playing of patch 1.2 can begin
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Old 04-18-07, 02:10 PM   #104
tater
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What does the game look at for reloading torpedos other than silent running state, anything? From my reading the pitch of the boat mattered, etc, reloading wasn't as trivial as it is in game. Any way to mod relaoding limited by depth, rate f change of depth, etc.?
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Old 04-18-07, 02:18 PM   #105
CCIP
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Quote:
Originally Posted by tater
What does the game look at for reloading torpedos other than silent running state, anything? From my reading the pitch of the boat mattered, etc, reloading wasn't as trivial as it is in game. Any way to mod relaoding limited by depth, rate f change of depth, etc.?
No, from my experience here it's the same as SHIII. Only crew efficiency and silent running are factors.

That said, now the crew efficiency is more of a factor - you won't get much of a reload time unless you're at battle stations.

Otherwise, the modelling of factors in terms of torpedo reloads has always been notoriously sparse. In SHIII you could load external stores in any weather; you could also reload the aft tube in Type VII's underwater (which would've been impossible because the reserve torpedo was stored in the electric engine room and could not be loaded when the electrics were on).

Anyway, I certainly wish there were more factors.
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