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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: May 2008
Posts: 1,231
Downloads: 92
Uploads: 0
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New version Download is also Available in DD's thread on SHMF
![]() Last edited by SeaWolf U-57; 12-06-09 at 05:37 PM. |
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#2 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,706
Downloads: 171
Uploads: 0
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WOW! a big thanks DD for including the fix for NVD's DC Shake!!
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Sub captains go down with their ship! |
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#3 |
Silent Hunter
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Moin DD !
Many, many thanks for your work, especially for the wonderful .pdf Manual ! ![]() Best regards, Magic |
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#4 |
Torpedoman
![]() Join Date: Feb 2003
Location: Sitting on the Becks crate scraping the mould off the bread...
Posts: 112
Downloads: 116
Uploads: 0
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@ padvotke:
it's part of the mod, think it was Hitmans idea, no planesmen in surface operation ;-) I am currently in the North Atlantic in heavy seas and the b*ggas vanish and reappear at the magic depth of 6.5m, very unsettling..... nice idea though! regards
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Kentrat Kapitänleutnant, U-136, (typ. VIIb 16v GTi) If God didn't want us to eat animals, He would not have made them out of meat.... |
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#5 |
Torpedoman
![]() Join Date: Feb 2003
Location: Sitting on the Becks crate scraping the mould off the bread...
Posts: 112
Downloads: 116
Uploads: 0
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Playing?
This isn't playing Padvotke, THIS is real life :-D Regards
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Kentrat Kapitänleutnant, U-136, (typ. VIIb 16v GTi) If God didn't want us to eat animals, He would not have made them out of meat.... |
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#6 | |
Pacific Aces Dev Team
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Planesmen were not at the diving planes when surfaced, because in that condition planes do not need to be manned at all. They are useless
![]() The watch crew was in charge of manning the diving planes when the boat had to go down. The petty officer started charging ballast when the order of diving was given, and the watch crew hurried from the top to pick the dive planes. Quote:
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One day I will return to sea ... |
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#7 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
updated version ready for download. The new version is only needed for users of Anvart´s 'DFa_UpDnRot_Flags_final' mod. Download links: DD_OH_V3.09_20091208195903 (full version) (ca 65.32MB) DD_OH_V3.09_20091204224112_HotFix_001 (hotfix only, enable on top of OH_V3.09) (ca 45.25MB) Sorry for the inconvenience. @Anvart: Quote:
![]() This surely is the better way to make the crew appear/disappear. Regards, DD
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#8 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Thanks for the new version, DD.
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#9 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi DD,
I am sorry, but the hotfix causes a problem for me. I cannot click on the observation scope anymore. I guess, one has to update/change the parent ID in the NSS_Uboat7_CR.cam file ![]() Cheers, LGN1 |
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#10 |
Silent Hunter
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I also say Thank you for the new version, mate
![]() Best regards, Magic |
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#11 |
Watch
![]() Join Date: Jan 2002
Posts: 17
Downloads: 3
Uploads: 0
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Hi there, i would like to thank you for this SUPER mod. I really love it ! :-)
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#12 |
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
Downloads: 30
Uploads: 0
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I don't keep up with the news, new mods and models released as much as before, so I can't say how to improve the OH mod, really.
But still, here's a ![]()
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#13 |
Eternal Patrol
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Awesome gif! Consider it respectfully stolen, and don't be surprised if I use it from time to time.
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“Never do anything you can't take back.” —Rocky Russo |
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#14 | |
Chief of the Boat
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#15 |
Watch
![]() Join Date: Mar 2015
Posts: 15
Downloads: 196
Uploads: 0
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Hello, I apologize if my questions have already been answered, I am slowly making my way through this thread and if so I have not come across them yet. I am curious about how to remove some of the hanging food in the control room. Based on what I have read, it sounds like it should be a relatively easy task to accomplish, but I have also read some things that would indicate that errors could occur. I am looking for a "tutorial" or at least one or two detailed examples to work with.
Second, I am curious if anyone has tried combining this mod with FM_NewInterior v2.1D? I like the NewInterior mod, but I miss the open hatch whenever I am not using type VII. Would loading NewInterior over the top of this mod give me the best of both worlds? Thanks in advance for all your help. |
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