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Old 03-01-10, 08:29 AM   #646
Reece
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That is because some posts were deleted due to a spammer.
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Old 03-01-10, 01:02 PM   #647
Desga
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Ok Reece thank
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Old 03-01-10, 04:39 PM   #648
Jimbuna
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Quote:
Originally Posted by Reece View Post
That is because some posts were deleted due to a spammer.
Saved me asking the same question
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Old 03-01-10, 04:51 PM   #649
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Thanks FM- this is truly a wonderful creation!
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Old 03-01-10, 05:56 PM   #650
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can't wait
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Old 03-01-10, 06:07 PM   #651
robbythesub
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Strange thing is, I cant get this mod to work with anvart's fm30 up down mod and fix installed, (with GWX & OLC Gold), but it works great without the up down mod.
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Old 03-01-10, 07:54 PM   #652
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can't wait
Was out yesterday 1st of march!!
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Old 03-10-10, 03:23 PM   #653
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It may have been asked throughout 44 pages, but

Is this mod GWX compatible?
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Old 03-11-10, 06:00 PM   #654
nycoroner05
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Was out yesterday 1st of march!!
Thank you
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Old 03-12-10, 10:04 AM   #655
DivingDuck
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Moin,
Quote:
Originally Posted by TitaniumRR View Post
It may have been asked throughout 44 pages, but

Is this mod GWX compatible?
it´s been built upon GWX in the first place. Check this thread: http://www.subsim.com/radioroom/showthread.php?t=162631

Regards,
DD
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Old 03-14-10, 06:16 AM   #656
Nuss
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Default Testing several mods to detect problems

Dear all,

I made some tests with a couple of mods to see if there are problems:

Situation: Wilhelmhaven-campaign with 2 finished patrols, before 3rd patrol:

Modlist:

GWX3 Gold as basemod always activated. Therafter:

1 - GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
2 - U-Boat Bases Map with New St Nazaire
3 - OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
4 - OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
5 - DD_OH_V3.09_20091209162038
6 - DD_OH_V3.09_Fix_for_OLC_GUI_001
7 - Rapt0r's Uniforms V2.0 [Black]
8 - Rapt0r's Uniforms V2.0 [Black - All Leather] Patch

1st test: activating mod 1 to mod 4: no problem

2nd test: activating mod 1 to mod 8: no problem

3rd test: exchanging mod 5 and 6
5- FM_NewInterior_V1.0
6- FM_NI_Fix_for_OLC_GUI_001

Result:
- Among others conflict with sh3.sdl of BBW-New Wilhelmshaven....
- repeatible CTD before text "not so long ago".

I know, that Anvart made a combined sh3.sdl for three other mods. Perhaps there is a sh3.sdl-problem with abobe mods too.

Regards
Nuss
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Old 04-05-10, 06:07 AM   #657
ALOTEF
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Hey guys, I'd like a little help please.
Thanks a lot FlakMonkey for the great mod!
I have 1 or 2 bugs though.
1. Whenever I approach a hatch, I press ****+H to open it, and then go to walk through. However, as my view approaches the hatch it suddenly goes backwards and the thing is looped. I have to hold down Forward Arrow and Shift until eventually it lets me through. Why does this happen, and how could I fix it?

2. In my career, I sail a Type VIII b U-Boat. I press Shift+F2 and am put in the control room, and can move around in free-view aft, but cannot move forward past the conning tower, meaning I cannot check anything out past the radio rooms.

Please, any help would be wonderful.
Regards,
Mike.
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Old 04-28-10, 10:14 PM   #658
Capt Jack Harkness
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Not sure if any of this has been mentioned/requested before, but I think two things would be great to add...

First off, proper valve timing. In stock it looks like all cylinders are synchronized, whereas in reality each cylinder needs to have the valve timing shifted 120* from the one before it. Basically, if cylinder No. 1 is at Top Dead Center then No. 2 should be a third of a revolution before TDC, and No. 3 should be at two thirds before TDC, and Nos. 4-6 are a mirror-image of of 1-3.



The second idea is to seperate the animations for the left and right engines so that when one is charging the batteries it can be animated at full speed, while the engine driving the ship is still animated at telegraph speed (preferably with independent sountracks for each engine, too, but that might be harder to implement).

A smaller problem is that in stock the port-side shaft is stalled when charging batteries, but the starboard engine indicates full speed in the engine room, control room and conning tower. Either the shaft or the gauges need to be swapped...
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Old 04-28-10, 10:26 PM   #659
schlechter pfennig
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Here's an interesting tidbit about diesel/electric propulsion:

"At greater depths, the U-boat is driven by electric motors using electricity drawn from giant internal batteries. When these are depleted, they must be recharged. This is done by traveling on the surface, or while snorkeling at periscope depth. The diesel engines are used to turn the electric motors so that they act as dynamos (generators) to recharge the depleted batteries. For rapid recharge, both diesel engines would be clutched onto the electric motors. For maximum range, one diesel engine would be clutched to an electric motor – which in turn acted as a generator to drive the other electric motor. Both propellers were turning in this way with only one diesel running."

http://www.uboataces.com/uboat-type-work.shtml
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Old 04-28-10, 10:34 PM   #660
Capt Jack Harkness
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The one diesel driving both props fact is actually in the SH5 loading screens, and it would be pretty cool to see in game, perhaps as an engineer special ability?

And on the generator note, it's not that an engine was clutched to a motor, but rather the motor was de-clutched from the prop and switched as a generator. There's only one shaft per side, with a clutch between engine and motor and another between motor and prop. Either way, though, it would be cool to have different options for charging the batteries and cruising and all... One engine driving both props, one engine driving a motor to charge batteries, both engines charging batteries...
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