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Old 12-06-09, 05:19 PM   #1
SeaWolf U-57
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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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Old 12-06-09, 08:01 PM   #2
Reece
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WOW! a big thanks DD for including the fix for NVD's DC Shake!!
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Old 12-07-09, 03:00 AM   #3
Magic1111
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Quote:
Originally Posted by DivingDuck View Post
Moin,






have fun.

Regards,
DD
Moin DD !

Many, many thanks for your work, especially for the wonderful .pdf Manual !

Best regards,
Magic
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Old 12-07-09, 05:58 AM   #4
Kentrat
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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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Old 12-07-09, 06:46 AM   #5
Kentrat
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Playing?

This isn't playing Padvotke, THIS is real life :-D

Regards
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Old 12-07-09, 07:41 AM   #6
Hitman
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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:
Hell of alife when you see your planesmen vanishing and reapearing with every second wave ? No way, I'm waiting for da fix or I'll flush it down the toilet soon
Also happens with the watch crew, they dissapear/reappear when diving/surfacing. I guess DD will refine the process to ensure the planesmen do not pop in and out.
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Old 12-08-09, 03:05 PM   #7
DivingDuck
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Moin,
Quote:
Originally Posted by DivingDuck View Post
DD_OH_V3.09_20091208195903 released
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:
Originally Posted by Anvart
SMS ... SMCtl ... это самый простой и надежный путь (нажал клавишу - отдал команду for disappearance или "уловил" AnyWatch commands... плюс some subs states and so on) ... "Gold reserve" можно экономить и использовать только одну команду для начала и конца акции ... для этого строим специфичную логику в новом SMClass...
I wanted to keep some work for V3.10.
This surely is the better way to make the crew appear/disappear.


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Old 12-08-09, 04:02 PM   #8
LGN1
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Thanks for the new version, DD.
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Old 12-08-09, 04:43 PM   #9
LGN1
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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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Old 12-09-09, 03:36 AM   #10
Magic1111
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Quote:
Originally Posted by LGN1 View Post
Thanks for the new version, DD.
I also say Thank you for the new version, mate !!!

Best regards,
Magic
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Old 02-07-10, 05:19 PM   #11
SodyM
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Default No crew in control room ???

Hi there, i would like to thank you for this SUPER mod. I really love it ! :-)
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Old 03-05-11, 12:49 PM   #12
Alex
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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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Old 08-15-11, 09:55 AM   #13
Sailor Steve
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Quote:
Originally Posted by Alex View Post
Awesome gif! Consider it respectfully stolen, and don't be surprised if I use it from time to time.
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Old 08-15-11, 04:58 PM   #14
Jimbuna
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Quote:
Originally Posted by Sailor Steve View Post
Awesome gif! Consider it respectfully stolen, and don't be surprised if I use it from time to time.
A bit slow aren't we?
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Old 03-10-15, 05:41 PM   #15
nonakosa
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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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