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Old 11-19-09, 07:43 PM   #1
Webster
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also something peabody said caught my attention, was the planes already in range?

sometimes the game has to auto detect it entering range or its blind to it

you know, the "ship spotted" or "plane spotted sir" warning so are you getting that?
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Old 11-19-09, 09:41 PM   #2
clayp
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Originally Posted by WEBSTER View Post
also something peabody said caught my attention, was the planes already in range?

sometimes the game has to auto detect it entering range or its blind to it

you know, the "ship spotted" or "plane spotted sir" warning so are you getting that?
Yes Sir I get that......Akula,none of my installed mods show any conflicts thru jsmge....
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Old 11-19-09, 11:15 PM   #3
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Did you put a high skilled gunner on the gun? Lower skill gunners just seem to sit there?

Did they have the right angle to shoot?

That's the only time I've ever had a problem. Not sure what mods's, but like giving the command with the binocs to shoot at a ship, some mods you can do the same with planes.

OTT, as stated, if you have a man posted and battlestations on and nothing else applies something ain't right with the game. Has it happened more than once.
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Old 11-19-09, 11:16 PM   #4
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Yes Sir I get that......Akula,none of my installed mods show any conflicts thru jsmge....
Clay ole bud. JSGME does not necessarily show "conflicts". What JSGME is telling you is one MOD altered a file that was already altered by a previous MOD. But you can have a conflict without overwriting the same file.

You could use JSGME and put a hand grenade in your left hand and the pin for the hand grenade in your right hand and JSGME will not give a warning since both items did not go into the same hand, BUT YOU ARE DEFINATELY GOING TO HAVE A PROBLEM.

So you could be modding the gun with one MOD and the sub with a different MOD, show no conflict with JSGME, but the two may not work together. I think that is the kind of 'conflict' Akula is refering to.

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Old 11-19-09, 11:46 PM   #5
clayp
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Clay ole bud. JSGME does not necessarily show "conflicts". What JSGME is telling you is one MOD altered a file that was already altered by a previous MOD. But you can have a conflict without overwriting the same file.

You could use JSGME and put a hand grenade in your left hand and the pin for the hand grenade in your right hand and JSGME will not give a warning since both items did not go into the same hand, BUT YOU ARE DEFINATELY GOING TO HAVE A PROBLEM.

So you could be modding the gun with one MOD and the sub with a different MOD, show no conflict with JSGME, but the two may not work together. I think that is the kind of 'conflict' Akula is refering to.

Peabody
.......You know what I need is the mini-tweaker and mod files,lost it in my last system crash and I'm not really sure what I'm doing with SDeditor. I have searched all over here and cant find it..How "smart" can you make the crew guys?..Armisted I have smart guys on the guns,happens all of the time...Pea how the heck do you tell if there are conflict's?
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Old 11-20-09, 11:57 AM   #6
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Quote:
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.......You know what I need is the mini-tweaker and mod files,lost it in my last system crash and I'm not really sure what I'm doing with SDeditor. I have searched all over here and cant find it..How "smart" can you make the crew guys?..Armisted I have smart guys on the guns,happens all of the time...Pea how the heck do you tell if there are conflict's?
I can't help with mini-tweaker, I never used it. I have heard people talk about it but that was before I starting any modding. I have always used S3D.

As for the conflicts, usually you know when something was working fine until you added another mod and suddenly things don't work right anymore. You could have conflict in there all the time but never know it until you use the item that has the conflict. So there is not real answer to that question. When something doesn't work it could be a conflict with something else or it could just be a mistake in the files.

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Old 11-20-09, 12:29 PM   #7
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Maybe the plane was too high?
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Old 11-20-09, 04:55 PM   #8
VonHesse
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Clayp, I'm probably in over my head with all the 1,000+ posters that are already helping you, but common sense never stopped me before.

Personally, I,ve always thought that the AA gunners were a little wonky in SH4.(too much torpedo juice if you ask me) I've run into exactly the same problem myself. Planes spotted, guns manned, supposed to fire at will, right? Yet when you TC a little to get them in range and then go to the bridge to watch the fireworks, nothing happens. You can hear the engines far off, but assume their out of range. Louder and louder they get, and just when you figure out something's not right, "splash, splash, BOOM!", 20% damage or more. WTH? It worked just fine before...

Well, I haven't the foggiest why this happens sometimes, but I found a way to avoid it - for me. I assumed that because when you click on the task bar buttons, conveniently, they change from yellow to an ever-so-slightly lighter shade of yellow and that in the heat of the moment, perhaps I only thought I had ordered them to fire at will.

So now, the first thing I do when leaving port or picking up a saved game is pay close attention and make sure that all my gunners have orders to fire at will before moving out. That way, for the rest of the time I'm playing, all I have to do is man the guns and then they'll blast away every time. And yes, saving a game does reset the gunner's orders, and they won't fire at will straight out of a save game.

Anyways, just a shot in the dark. Haven't had it happen since. Cheers
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