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Old 04-06-09, 02:35 PM   #1081
ivank
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does this version inculde the US Torpedo Overhaul mod?
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U-105 IXB On Patrol 1

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Old 04-06-09, 04:56 PM   #1082
CapnScurvy
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Quote:
Originally Posted by Regio Sommergibile View Post
I think i made a mess trying to mod a little the UNITPARTS file to have the 2° conning tower for "GATO" class about at the second patrol with it. I'm now 30 January of 1943. And i should have still the "Tambor" class model.

This is my code for the first one to be introduced as it is in my TMO DATA folder...
Code:
[UnitPart 2]
ID= GatoConningMedWar
Type= GatoConningTower    ;Can only placed on unit parts slot of this type
NameDisplayable= The aft bridge fairwater and periscope shear plating has been removed to reduce silhouette.
UnitPartInterval=1942-07-01, 1943-01-29
ExternalLinkName3D= data/objects/Conning_Gato_02
HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= Gato_Class_02.tga
I set sail minuets ago, but i had no conning tower at all! I think that maybe some dates are crossed or something else... maybe just i wrote wrong, dunno. Seems strange and illogical though, as i checked the dates i was going back to base and when i received the Gato after the last patrol...
Anybody can help ??
I'm no expert on this file at all but, when I look at what you've posted I'm wondering if the line

UnitPartInterval=1942-07-01, 1943-01-29

doesn't need a space after the "=". Like this:

UnitPartInterval= 1942-07-01, 1943-01-29

I notice several of the other lines don't have a space after the "=" either. I just know from past experience the lack of a space or the addition of one makes a difference in how some written files get read.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"

Last edited by CapnScurvy; 04-06-09 at 05:08 PM.
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Old 04-06-09, 05:04 PM   #1083
Regio Sommergibile
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Never thought about it thanks, i'll try it!
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Old 04-07-09, 11:25 AM   #1084
PL_Andrev
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The problem of player's immortality ship still has not been resolved.

In the multiplayer game where a player is disconnected or killed when his ship was submerged or was on the surface, this sub is not destroyed in the escort's fire.
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Old 04-08-09, 11:24 PM   #1085
jmr
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I don't know if this is intended or not but I am unable to manually adjust mast height in the stadimeter with TMO 1.7 with manual targeting enabled
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Old 04-09-09, 02:47 AM   #1086
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Great work. Missed the heading lines for contacts first, but i totally got into that. much more fun to figure out course by oneself and setting intercept course based on that data. (concerning the map symbols - aircrafts are too small to see on a reasonable scale once sighted. I always lose visual contact when my crew establishes it. lol. Can easily fixed by user himself, so no biggy. should there ever be a new version tho, you might want to overlook it.)

Some troubles with museum plus OM (game crashes when loading is done. something about nodes an'stuff). OM wont be fixed concerning that. but who likes museums anyways when you can encounter all these ships "for real"?

special thanks for the maxoptics. Is there a way to get them to work in RFB?
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Old 04-09-09, 01:17 PM   #1087
CapnScurvy
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Quote:
Originally Posted by Sonicfire1981 View Post

special thanks for the maxoptics. Is there a way to get them to work in RFB?
RFB has a magnified view in some of their stations; attack and observation periscopes, as well as the deck gun. It's not as strong a magnification as MaxOptics for TMO but it does help in stadimeter use when applying the waterline image over the reference point. I'm working on a release of SCAF for RFB and will include a MaxOptics version with it.

I should admit, I'm not entirely satisfied with the MaxOptics for TMO_Binoculars fix. The Bino part is fine, the binoculars have decreased their magnification which allowed for a bit steadier view when the option "No Stabilized View" is enabled. The deck gun however, should have the magnification reduced to allow for a slower movement (left and right) allowing greater control of the movement, yet still provide a magnified zoom view over stock. Unlike the Periscope views, the "Control" key does not slow down the movement left or right. I've looked but I can't figure it out how to make the Ctrl key command work in the deck gun station.

=========

Quote:
Originally Posted by jmr
I don't know if this is intended or not but I am unable to manually adjust mast height in the stadimeter with TMO 1.7 with manual targeting enabled
I know it wasn't done by me.

There is a problem in attempting to move the mast height adjustments manually though. The game developers never intended for this function to occur. If they did, we would have had a specific dial for both Metric and Imperial game play, we don't (OK, one dial does have a text which reads "Range in Feet" but look at the figures, their exactly the same compared to the other. The min reads 15, the max reads 130).

What are you going to do when an Ise BB shows up in front of you and your using the Imperial measurements? The stock game has the mast height at 164 ft. Where's the 164 ft found on the dial that only goes up to 130? Although the outer mast height ring is movable, the Attack Data tool wasn't designed to manually set mast height to send to the TDC. Really it's just for show.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"

Last edited by CapnScurvy; 04-12-09 at 07:42 AM.
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Old 04-09-09, 05:14 PM   #1088
Aniuk
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Default radio not showing

I have a small problem with TMO 1.7. Never had this with any of the previous versions of TMO: The radio is not showing when I click the button in the MISC.

Anyone?

thanks in advance, Aniuk
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Old 04-09-09, 09:55 PM   #1089
jmr
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Thanks for the explanation CapnScurvy.
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Old 04-10-09, 07:30 AM   #1090
Shado
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About the radio,
I believe when I go to the Misc screen and then select the Map (the one that shows the Pacific Area of Operation, that the radio show up in the lower right hand corner. I use TMO 1.7 with patches. I don't know if this helps or not. Hope it does
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Old 04-10-09, 04:21 PM   #1091
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You are right Shado

Only problem i have when it show up is that the texture looks like a part of the recognition manual. But i can se the radio buttons ( barely) and start it.
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Old 04-10-09, 04:36 PM   #1092
Armistead
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Anyone else having problems dialing in the deckgun with maxoptics in 1.7. I had this same problem before when I used it before TMO added it. Just can't tune in degrees. Try to move one degree left or right it sort of takes way off several degrees.
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Old 04-11-09, 09:08 AM   #1093
mike_espo
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Quote:
Originally Posted by Armistead View Post
Anyone else having problems dialing in the deckgun with maxoptics in 1.7. I had this same problem before when I used it before TMO added it. Just can't tune in degrees. Try to move one degree left or right it sort of takes way off several degrees.
Yep. Have the same problem. But I guess it makes it tougher....
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Old 04-11-09, 09:49 AM   #1094
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Quote:
Originally Posted by Aniuk View Post
I have a small problem with TMO 1.7. Never had this with any of the previous versions of TMO: The radio is not showing when I click the button in the MISC.

Anyone?

thanks in advance, Aniuk
It's a pull down with a map attached now. It is located in the upper left corner. Grab it and pull it down and to the right.


Hover your mouse over the dials and you will see this:
Play

Next Station

Previous Station

Stop

Hide

Click on them once you see the tool tip.


Dave
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Old 04-11-09, 11:41 AM   #1095
exponent8246
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Installed TMO 1.7 with RSRDC and Monsun V700 + Patch 3 and other sub skin mods.

When I dive to periscope depth (or any depth), my crew stay on the tower, is there is fix for this???

Unless some of the crew are human/dolphin hybrids with advanced sonar then I would leave them there!!

Any ideas people?
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