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Old 10-11-13, 10:43 AM   #1
Greendevil303
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Default TDW's sub flag mod?

I can't get this thing to work Is there a certain way to install it/open it with JSGME?
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Old 10-11-13, 11:09 AM   #2
Oleander
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They have to be enabled through the eqp file. Read through Wraith's instructions on how to enable them for each sub.

http://www.subsim.com/radioroom/down...o=file&id=3878
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Old 10-12-13, 01:34 AM   #3
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Ok. So I've modified the .eqp file. I assume you copy and paste the modded data lines from the appropriate u-boat file into the appropriate submarine .eqp file and save it, correct?
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Old 10-12-13, 01:35 AM   #4
V13dweller
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That should be it.
Make sure you enable it while in base.
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Old 10-12-13, 01:55 AM   #5
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Quote:
Originally Posted by V13dweller View Post
That should be it.
Make sure you enable it while in base.
I guess I must have missed that part lol. Back to base I go!
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Old 10-12-13, 09:55 AM   #6
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I can't get this thing to work. I went in game and my control room was pitch black.
Grrrrrr...
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Old 10-12-13, 10:16 AM   #7
gap
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Quote:
Originally Posted by Greendevil303 View Post
I can't get this thing to work. I went in game and my control room was pitch black.
Grrrrrr...
What have you done
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Old 10-12-13, 06:16 PM   #8
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What have you done
I think they may have suffered cut backs on military spending? Is there a candlelight or gas lantern mod?
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Old 10-13-13, 11:58 AM   #9
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Quote:
Originally Posted by Greendevil303 View Post
I think they may have suffered cut backs on military spending? Is there a candlelight or gas lantern mod?
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Old 10-13-13, 03:18 PM   #10
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It's working!!

Thanks, gents!
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Old 10-22-13, 09:00 PM   #11
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I think they may have suffered cut backs on military spending? Is there a candlelight or gas lantern mod?
Well you see there is a military sub group called der milche und wasser party. They want to end the Unterboot program but cutting off funding even though Hitler said go. So now you have to just find the option when you dive for 'feel for periscope depth'.

You see when you choose that option you get the youngest kid on the sub pushed through a hole in the bottom of the boat. They count the knots as he floats to the surface and they get a tug from him when he is there. Eventually, when there are 12 knots consumed they level off the boat and pull the kid back in.
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Old 10-23-13, 07:51 AM   #12
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^^
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Old 10-12-13, 06:48 PM   #13
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Are you sure you edited the right eqp files? Also, don't just copy and paste, not all of the subs have the flags in the same equipment spot. For instance, the VIIc has them listed in the 14,15 and 16 spots.

Find the line in the NSS_UboatXXX that starts "; Edited by TheDarkWraith" those usually say flags in their name. All you have to do is change the start date to 19380101 in order to have them from the beginning.
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Old 10-12-13, 08:35 PM   #14
Greendevil303
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Quote:
Originally Posted by Oleander View Post
Are you sure you edited the right eqp files? Also, don't just copy and paste, not all of the subs have the flags in the same equipment spot. For instance, the VIIc has them listed in the 14,15 and 16 spots.

Find the line in the NSS_UboatXXX that starts "; Edited by TheDarkWraith" those usually say flags in their name. All you have to do is change the start date to 19380101 in order to have them from the beginning.
I put the data lines in the type VIIA .eqp file and put in the right number sequences. Is this mod to be done before you start a campaign?
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Old 10-12-13, 09:06 PM   #15
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Originally Posted by Greendevil303 View Post
I put the data lines in the type VIIA .eqp file and put in the right number sequences. Is this mod to be done before you start a campaign?
I usually restart the game to make sure there aren't any files being cached by the engine. If you put in 19380101 for the flagpole and flag1 as the start date and then save the file, it should work.
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