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Old 02-23-06, 03:02 PM   #31
The Noob
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YYYYYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSS S!!!!!!









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Old 02-23-06, 03:20 PM   #32
Salvadoreno
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Arent these fixed by RuB or HT???
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Old 02-23-06, 03:36 PM   #33
Sturm
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Quote:
Originally Posted by Salvadoreno
Arent these fixed by RuB or HT???
No.
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Old 02-23-06, 03:47 PM   #34
Redwine
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What about Off-set Instruments Fix.... ?
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Old 02-23-06, 04:09 PM   #35
JonZ
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Das CA's Fix
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Old 02-23-06, 05:07 PM   #36
Scire
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OK call it "THE FIX" mod!!

Cause this is "the fix" nothing less!
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"Six Italians, dressed in rather unusual diving suits and equipped with materials of laughably little cost, have swung the military balance of power in the Mediterranean in favour of the Axis".

Sir Winston Churchill, on the sinking of HMS Valiant and HMS Queen Elizabeth by Italian Combat Divers



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Old 02-23-06, 06:16 PM   #37
Captain America
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Fixed some more bugs (updated first post list)...

The type II is definately cursed. It has the most problems out of all the uboats. I think most of the problems are caused because the type II is the only model that has the Radio Room interior combined with the Command Room interior. Several items are either left out or partially there.
For example, the speed telegraph in the sonar room had completely wrong info for its display values and a totally wrong command. I had to clone part of it from another interior and now its works. I can tell the devs were really in rush; there were several typos and incorrect values. We're getting there....

Next to do:
-Finish up with the type II bugs
-Locate where the dive plane gauge data is
-I want to try to fix the "mirrored radar" problem. I have an idea of what could be causing it.

-CA
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Old 02-23-06, 06:39 PM   #38
JonZ
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CA,

Does these fix will be made into the Data folder or it need to be fixed via the dll?
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Old 02-23-06, 07:38 PM   #39
Redwine
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Quote:
Originally Posted by Captain America
Next to do:

-Locate where the dive plane gauge data is
-I want to try to fix the "mirrored radar" problem. I have an idea of what could be causing it.

-CA
Ancient teacher !!!
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Old 02-23-06, 08:43 PM   #40
Uber Gruber
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Okay, confession time...i've never noticed these abnomalies. I just use the instrument panel on the bottom of every screen. Are you guys playing the game in a different manner than me ? Please let me know because i'd hate to think i'm missing out on some immersion.

Thanks....
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Old 02-23-06, 09:34 PM   #41
JonZ
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Quote:
Originally Posted by Uber Gruber
Okay, confession time...i've never noticed these abnomalies. I just use the instrument panel on the bottom of every screen. Are you guys playing the game in a different manner than me ? Please let me know because i'd hate to think i'm missing out on some immersion.

Thanks....
Not what I am aware of. Probably the same persons who cannot read digital watches over needled watches
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Old 02-23-06, 09:43 PM   #42
Captain America
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Quote:
Originally Posted by JonZ
CA,

Does these fix will be made into the Data folder or it need to be fixed via the dll?
Data\Interior\NSS_Uboat folders: .sim files located in each folder.

Quote:
Originally Posted by Uber Gruber
Okay, confession time...i've never noticed these abnomalies. I just use the instrument panel on the bottom of every screen. Are you guys playing the game in a different manner than me ? Please let me know because i'd hate to think i'm missing out on some immersion.

Thanks....
This corrects the various bugs found on the instruments in the uboat 3D interiors, has nothing to do with the gauges located on the 2D screens. Hmmm, this why I liked the original mod name...I might have to change the name again so it sounds more specific. Here we go again... :P First person to pick a proper sounding mod name gets a cookie.

@ Redwine: Good news, I located the dive plane gauge values. I can now edit them via the .sim file so no need for a solution via texture. Even though you explained it to me before on how they should operate I have confused myself. I am going to make a post in a little bit with a pic and some questions so we can clear this up.

-CA
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Old 02-23-06, 10:01 PM   #43
JonZ
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Quote:
Originally Posted by Captain America
Quote:
Originally Posted by JonZ
CA,

Does these fix will be made into the Data folder or it need to be fixed via the dll?
Data\Interior\NSS_Uboat folders: .sim files located in each folder.
Sweet. Will you provide a manual editing Txt file for people who have already moded .sim files?

thx
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Old 02-23-06, 10:20 PM   #44
Captain America
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Quote:
Originally Posted by JonZ
Quote:
Originally Posted by Captain America
Quote:
Originally Posted by JonZ
CA,

Does these fix will be made into the Data folder or it need to be fixed via the dll?
Data\Interior\NSS_Uboat folders: .sim files located in each folder.
Sweet. Will you provide a manual editing Txt file for people who have already moded .sim files?

thx
Actually no, there are far too many changes and its complicated to explain how to change each value. Remember, this is not a text file tweak where you can go in with notepad and just change some wordings. We're talking hex files and I would have to list every offset# in the file and the floating point numbers that were changed. Too much work and I think the average user would not want to mess with it.

It should not be a problem though, because no mod that I know of changes the interior .sim files (except my 400m depth gauge mod). Any future modding to those files can use my version as a starting point since its basically the vanilla v1.4 minus the bugs. Kinda like what sergbuto did with his reflection files.

Lastly, if you really need to know the difference between files I recommend a really good program: Compare It! -but dont use it for editing hex files. I just use it for comparison. It does work great on any text based editing though. For hex editing I recommend WinHex, best payware hex editing program IMO.

-CA
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Old 02-23-06, 10:40 PM   #45
Redwine
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Quote:
Originally Posted by Captain America

@ Redwine: Good news, I located the dive plane gauge values. I can now edit them via the .sim file so no need for a solution via texture. Even though you explained it to me before on how they should operate I have confused myself. I am going to make a post in a little bit with a pic and some questions so we can clear this up.

-CA
Just let them to works as actually in the game.
They only need to have the narror pointers both to the same direction, to bow.

Then we can adjust textures so, the dial scale must be under the narrow portion.

To see how they woks, jus go to internal view, go to free camera, go near the instruments and order crash dive ...... then periscope depth, crash dive.... periscope depth.
You will see their behaviour.


About the .sim file, there was only two mods i can remember had modfied this files, the Type XXI Battery Fix and the Type IXD2 Torpedo Loading Flickering Screen Fix.

So good if you can make the mod over those file...... to avoid a manual editing ......

If i am not wrong Sergbuto Reflections Fix do not touched .sim files, it touches .dat files.

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