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Old 07-26-07, 06:36 AM   #181
Harpi
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Default Burn fuel

Could somebody do to after hit torpedo on ship has burnt oil.So to NAV MAP was submarine always in the middle of map
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Old 07-26-07, 06:54 AM   #182
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Default trigger Maru 1.4

I, at separate times,lifted up both scopes & seen that the eye piece of both scopes are indeed visable from the sonar station. Hopefully that verifys i have Advarts Scope correctly installed ?
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Old 07-26-07, 06:56 AM   #183
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Quote:
Originally Posted by thehiredgun
I, at separate times,lifted up both scopes & seen that the eye piece of both scopes are indeed visable from the sonar station. Hopefully that verifys i have Advarts Scope correctly installed ?
Do you mean that you can physically see them raising, if that is whatis happening, yes it is working for you. I tried this out last night, looked great.


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Old 07-26-07, 06:58 AM   #184
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Default trigger maru 1.4

Thanks to all who helped
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Old 07-26-07, 07:09 AM   #185
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Default trigger maru 1.4

I forgot to mention that i do not have the F1 help screens such as "sub test depths" &
"speed/range charts "as shown in the info for this mod!
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Old 07-26-07, 07:33 AM   #186
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Quote:
Originally Posted by thehiredgun
I forgot to mention that i do not have the F1 help screens such as "sub test depths" &
"speed/range charts "as shown in the info for this mod!
Indeed you have Anvart's mod installed correctly. You may have a problem with the TM 1.4 install: are you sure you installed correctly both TM packs (regular and GFX) via JGSME, do you have the correct folder structure in your MODS folder (Mod_name/Data/...)? If TM is enabled correctly, you should get the information you lack displayed when pressing F1.
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Old 07-26-07, 07:53 AM   #187
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Default Trigger Maru 1.4

Well you have told me what my problem is !I didn't install both parts of this mod & was unaware that you had to install both parts. I had thought that it was a either or proproposition ! Tell me ,what does the other part of this mod offer besides the F1 help menu's ?
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Old 07-26-07, 07:55 AM   #188
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Thanks for all your work on the mods. I really appreciate it. So what follows is just my humble opinion.

I don't like the contact map dots at close range. They're really ugly (IMHO). They're ot round, and have white stuff in them (my son thinks they look like amoebas). Any easy way to get the silhouettes back? I used them to verify my AOB estimate (I know it's cheating, but real submariners aren't limited by screen resolutions ;-)

I went back to 1.3a after playing 1.4 a while.

Again, I don't want to sound ungrateful, but that's my opinion.

Chris P.
Well, yeah, that's just, like, you're opinion, man!
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Old 07-26-07, 07:59 AM   #189
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Quote:
Originally Posted by chrisp
I don't like the contact map dots at close range. They're really ugly (IMHO). They're ot round, and have white stuff in them (my son thinks they look like amoebas). Any easy way to get the silhouettes back?
I am sure Ducimus can offer you something on this, it has to do with the Map Contacts mod I am sure. Should be able to bring back the original fairly easily.


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Old 07-26-07, 08:04 AM   #190
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Quote:
Originally Posted by thehiredgun
Well you have told me what my problem is !I didn't install both parts of this mod & was unaware that you had to install both parts. I had thought that it was a either or proproposition ! Tell me ,what does the other part of this mod offer besides the F1 help menu's ?
Eye and ear candy. Helps a lot with immersion. Install it and I'm pretty sure you won't be sorry.
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Old 07-26-07, 09:05 AM   #191
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Default trigger Maru 1.4

Well i installed both parts this time & immediately looking at the map i could see the differences ! Since you now start off west of Midway, are you still returning to Pearl Harbor ? Never having had the possibility to get a .50 Caliber Machine gun, is it better or worse then the twin .40's ? Appreciate everyones help !
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Old 07-26-07, 09:16 AM   #192
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Take the 20mm's dude, the .50's are just for scaring the seagulls..... :rotfl:
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Old 07-26-07, 10:08 AM   #193
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well I don't understand only one thing: The maximum range at curent speed estimation. When traveling at 2 knots it says ~500KM, but when traveling at 10knots it says ~15000KM. :hmm:
So it's better to travel at flank speed

But heck, i love this mod
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Old 07-26-07, 11:42 AM   #194
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Quote:
Originally Posted by Delusory
well I don't understand only one thing: The maximum range at curent speed estimation. When traveling at 2 knots it says ~500KM, but when traveling at 10knots it says ~15000KM. :hmm:
So it's better to travel at flank speed

But heck, i love this mod
Try starting your car with a full tank. Don't drive it, just let it stand there and let the engine run. After a while you'll find the car is out of gas. You have travelled nowhere.

start again, full tank, drive 10 mph. When the tank is empty you'll have driven an X amount of miles.

Start again, full tank, drive 50 mph. Now when the tank is empty you'll have more miles than in the 10 mph setup.

Start again, full tank, drive 150 mph. With tank empty you'll not have the mileage as when driving 50 mph.

The fleet boats engines were tuned for the best mileage/gallon at 10 knots. So when you go faster, or slower your mileage will decrease.
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Old 07-26-07, 11:43 AM   #195
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Quote:
Originally Posted by chopped50ford
is the 1.4 mod running the same diesel soundpack as 1.3a?
No its not its using a different diesal engine sounds, and from the responses so far, i guess i should have left the old ones in.

If anyone uploads said sounds (i didnt archieve them, so dont have them anymore, ), id be grateful.

Quote:
Originally Posted by thehiredgun
!I didn't install both parts of this mod & was unaware that you had to install both parts. I had thought that it was a either or proproposition ! Tell me ,what does the other part of this mod offer besides the F1 help menu's ?
Tmaru was split into two parts. The first part is the core mod with the data files. The second part is primarly graphics and sounds that are part of the modpack, but seperated to ease future d/l requirements if/when Tmaru is updated again.

In otherwords, i seperated them so later on, all you had to D/L was a 14 MB file instead of a 57 MB file since graphics and sounds don't change very often.


Quote:
Originally Posted by reallydedpoet
Quote:
Originally Posted by chrisp
I don't like the contact map dots at close range. They're really ugly (IMHO). They're ot round, and have white stuff in them (my son thinks they look like amoebas). Any easy way to get the silhouettes back?
I am sure Ducimus can offer you something on this, it has to do with the Map Contacts mod I am sure. Should be able to bring back the original fairly easily.


RDP

delete from the mod after disabeling it

data/menu/gui/contline.dds
data/menu/gui/Dashline.dds

This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to

data/sea/*.*

and delete every *.DDS file located in every one of those subdirectories.


Quote:
Originally Posted by Archie
Take the 20mm's dude, the .50's are just for scaring the seagulls..... :rotfl:

yes, don't take the 50 cal over the 20 mm . The browning .50 cal is a NOVELTY ITEM. Theres a reason why you couldnt orginally access the gun. Its a leftover item that ubi started development on, but never finished. Somebody discovered how to renable it awhile ago, so i left it in as a toy. Ive seriously contemplated removing it to avoid confusion.
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