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Old 08-03-07, 02:24 PM   #301
adseal
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Hello!

Again thank you Ducimus for this great mod.

I found that on the map there is one thing, that shows with what kind of enemy we are deal when we find him on radar (instead that all contacts are only dots - it is really great idea for such presentation of contacts ). In close up there are of course remarks that every single ships of convoy or task force are UNKNOWN. But when we have on the map only one icon showing a convoy or task force (we decrase scale of mp), there is exactly explained what it is: WARSHIP group or MERCHANT group. Is there any technical possibility to change this remark in second case also to UNKONWN?

best regards
Ad
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Old 08-03-07, 02:31 PM   #302
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Not, sure, ill have to look into it further.




In other news, im probably overhyping this, as its only a series of 3 scripted multi objective missions but, it was acutally alot of work.





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Old 08-03-07, 02:51 PM   #303
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Default Nice!!

Very COOL!!!!! That is absolutely fantastic!!

Chuck
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Old 08-03-07, 03:52 PM   #304
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After the sea trials are done, you transfer to pearl harbor for combat duty. Unfortunatly i couldnt make the transfer automatic despite my best efforts, so you have to use the telephone in the office once sea trials are complete.
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Old 08-03-07, 03:56 PM   #305
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Very, very cool stuff.

Glad I made duc figure out how to script all this stuff so I can learn easier

tater
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Old 08-03-07, 04:29 PM   #306
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When scripting, everything, requires a trigger. No pun intended.
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Old 08-03-07, 05:36 PM   #307
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Why is the periscope mod required for this? If a mod is required why not put it in the mod?
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Old 08-03-07, 06:20 PM   #308
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Anvart's readme states that i may not use it without expressed permission. Im a busy person, and to me, thats about the same thing as leaving a message on an answering machine. I don't. I just call back later or not at all. Call it a personal quirk. Nothing against anvart, i just have this aversion to something akin to an answering machine.
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Old 08-03-07, 06:42 PM   #309
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Does the latest TM1.4 download contain Taters cammpaign layers 0.74
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Old 08-03-07, 07:07 PM   #310
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Unfortuantly no. 1.4 has been out a couple weeks now. taters latest and greatest is well.. a recent development.

TM 1.5 will be updated with the latest and greatest of tater goodness.
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Old 08-03-07, 07:22 PM   #311
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ok but is it realy required?
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Old 08-03-07, 07:59 PM   #312
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Quote:
Originally Posted by WilhelmSchulz.
ok but is it realy required?
I feel it is. The reason is because i put the go back to previous view onto the periscope. Which means, when looking into the eyepiece if you press INS on the keypad, you'll go to the view where the periscope is in front of you, and you can look around the forward portion of the conning tower.

Without the periscope animations, your view is that of inside the well, and not of the tower. If you want the animations fixed, you need anvarts mod. Even if i didnt put that in, you'd his mod anyway.
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Old 08-03-07, 11:18 PM   #313
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There are 2 files in the Zip package. Do I install both?
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Old 08-04-07, 12:36 AM   #314
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Quote:
Originally Posted by WilhelmSchulz.
There are 2 files in the Zip package. Do I install both?

Yes. One file is primarly graphics and sounds that woudlnt be changing very often.

The other is primarly hard data files, and some graphics. The graphics in this package are the ones that would cause the mod to CTD if they werent present or were otherwise part of a core modification.

Both combined form the acutal mod, i seperated the two to make future updates easier. (IE, easier to D/L a 14 MB file then a 70 MB file). Also apparently has the added side bennfit of making it easier to customize your graphics and sounds. Ive thoguht about pulling the mod back into one total package, but i think im going to keep it in two parts, as people seem to like it better that way, and again, makes updating easier as well.
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Old 08-04-07, 03:17 AM   #315
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Just FYI, theres the updated, tenative changelog on 1.5


Quote:
// added map labels mod by jace11

// added smaller rocks and plant mods by captain cox.

// removed 0KM movie files. Added support for movie removal w/ latest JSGME

// changes on max elevation on AI active sonar as follows

- Type93_1A -> Max elevation from 108 to 106
- Type93_3A -> Max Elevation from 112 to 112
- Type93_5A -> Max Elevation from 120 to 118

// readjusted no sonar contacts on surface fix.

// increased hps on Fubuki destroyer from 200 to 400.

// increased hps on Shiratsuyu destroyer from 120 to 400
(all jap tin cans now have 400 hps)

//returned early war gato back to its standard black configuration

//increased hps on the following subs from 320 to 420
(porpoise, salmon, sargo, tambor)

// slighly increased crush depth of porpoise, s18, salmon, and sargo.

// increased rudder hitpoints on player sub from 150 to 200

// Tambor, and gar now come with forward mounted deck gun by default.

// changed what deckgun subs come equiped with to be placed in same location for all years.

// removed 50 cal machine gun. Novelty item, no real use, was causing confusion to some.

// reduced sink mission tonnage requiremnts from 10,000 to 2,000

//enabled dutch harbor flotilla and created two patrol missions (attu and Kiska)

//created new construction flotillas (gato/balao), scripted three, multi objective "sea trials".

Theres still more stuff to do, so 1.5 will be a bit longer in the works. Intergrating the latest of taters campaign scripting, the Real sinking mechanics mod, and a couple other items.
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