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Old 04-05-11, 08:59 AM   #1
TheBeast
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Quote:
Originally Posted by Jaguar View Post
Looking forward to it!

@TheBeast: is the snorkel now functional?
The Snorkel is not functional yet. It is missing a objSnorkel control. This control enables Raise/Lower of snorkel.
As is right now. I know I am not able to get the Snorkel functioning.

I tried the Telescoping Snorkel and it did Raise/Lower but the engine would not run while at Snorkel Depth. So with that said, even if we get the missing controller added, I do not think it will work.
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Old 04-05-11, 09:03 AM   #2
stoianm
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@TheBeast

You will make a version of your mod compatible with ,,a fistfull of emblems mod''?.... a lot of guys around here use that mod

tnx
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Old 04-05-11, 09:10 AM   #3
TheBeast
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Quote:
Originally Posted by stoianm View Post
@TheBeast

You will make a version of your mod compatible with ,,a fistfull of emblems mod''?.... a lot of guys around here use that mod

tnx
Very easy change.

Edit Fist full of emblems Equipment.upc and copy all the new emblem equipments from there and paste them at end of my Equipment.upc file.
Then Re-number all the new entries in sequence and save.

Edit Fist full of emblems UpgradePacks.upc and copy all the new emblem Upacks from there and paste them at end of my UpgradePacks.upc file.
Then Re-number all the new entries in sequence and save.
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Old 04-05-11, 09:13 AM   #4
stoianm
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Quote:
Originally Posted by TheBeast View Post
Very easy change.

Edit Fist full of emblems Equipment.upc and copy all the new emblem equipments from there and paste them at end of my Equipment.upc file.
Then Re-number all the new entries in sequence and save.

Edit Fist full of emblems UpgradePacks.upc and copy all the new emblem Upacks from there and paste them at end of my UpgradePacks.upc file.
Then Re-number all the new entries in sequence and save.
yes i know... but i supoused that if is your mod you will not like if i will make him comp with ''a fistfull of emblems''... i think is better that you upload a version of your mod comp with a fistfull of emblems in your mod pakage... if i will make this and i will upload in my mod package the people will be confused
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Old 12-30-11, 09:38 AM   #5
Lunatea
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oh nice thanks for this mod :O
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Old 08-31-12, 01:59 AM   #6
Cybermat47
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How do you raise/lower the schnorchel?
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Old 08-31-12, 07:54 AM   #7
Ehren
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Thanks for the wonderful mod
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Old 08-31-12, 11:39 AM   #8
TheBeast
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Quote:
Originally Posted by Cybermat47 View Post
How do you raise/lower the schnorchel?
Check what your key mapping is in your data\cfg\commands.cfg file.
I use the Semi-Colon ";" as shown below.
Code:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,";"
Also, if using TDW NewUIs_TDC MOD you can click "Cheif Engineer" -> "Propulsion" -> "Raise snorkel" / "Lower snorkel"

Regards!
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Last edited by TheBeast; 09-02-12 at 09:14 AM.
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Old 08-31-12, 07:10 PM   #9
Cybermat47
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Quote:
Originally Posted by TheBeast View Post
Check what your key mapping is in your data\cfg\commands.cfg file.
I use the Semi-Colon ";" as shown below.
Code:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,";"
Regards!
TheBeast


Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"

I tried it with ;, but no change.Any ideas?
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Last edited by Cybermat47; 09-01-12 at 04:03 AM.
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Old 09-02-12, 07:24 AM   #10
Choum
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Does this mod work on an current campaign ?

I install it (after a patrol) and I have access to all BOLD (2 to 5) and all torpedoes type ( 6 january 1940 ).

Is it normal ?

The mod was install last.
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Old 09-02-12, 06:30 PM   #11
Cybermat47
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Quote:
Originally Posted by Cybermat47 View Post
Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"

I tried it with ;, but no change.Any ideas?
Please?
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Old 09-02-12, 06:43 PM   #12
TheBeast
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Quote:
Originally Posted by Cybermat47 View Post
Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"

I tried it with ;, but no change.Any ideas?
Have you tried "CTRL+I" like you specified above but "0xBA" = ";" key

First thing to ask - Is Snorkel Equiped?
Second thing - to use "I" for key binding
Just "I" key
Code:
Key0=0x49,,"I"
Control + "I" key
Code:
Key0=0x49,C,"I"
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Old 10-22-12, 03:07 PM   #13
LoTeK_
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I have few questions about this mod. I'll be short...

I'm using sober's mm more or less and have this mod enabled (core+patch1+hotfix) but without sober's patch to make equip available by realistic date. Don't care about that I want all here and now (renown points permitting).

Question is, it looks like I have available in '39 equipment that is listed as available at later times (which is fine as intended) but also vice versa (more important). The c30 flak for example in the 'storyline' picture is listed in 39 but I don't have it, they're still offering me the twin version in '40. I'm still on the VIIB at the moment tho, they still didn't offered me VIIC/41C new command, don't know if it's sub's dependent.
Can't seem to hit a thing anyway if it's flying, ai crew neither so I was looking for a more useful version against unarmed surface targets paired with the deck gun or when the deck gun is out of ammo. From planes I just hide, worked good so far.

In '39 I have all torpedoes, but only the first alberich camo, only the metox, no fumo, and some countermeasures mounts, but not all.
I'm quite confused in how this mod should work on this front, without sober's patch should be all or nothing at all while instead I get some cool things yes and some cool things no.

The snorkel I can't understand why it has to be bought, I have it functional since start without spending points or occuping equip slots.
But perhaps TDW's generic patcher or his ui mod+optioneditor affect this, is the one sold more or less functional than the 'stock' one? And more importantly, will I start an armageddon if I try to mount it while I already have it since start?

I can't seem to get radar or sonar working either, related crew commands are always greyed out no matter how good I dance while yelling them to use it. Radar antenna it's not even there anymore on the VIIB, searched everywhere with ext camera. Was there on VIIA. How should this cool sweep-sweep/ping-ping stuff work?

All the rest seem to work fine, it's super, just these few things I didn't get, perhaps my fault, very likely.

Last edited by LoTeK_; 10-22-12 at 03:22 PM. Reason: Added some flax, five tons...
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Old 11-13-12, 11:41 AM   #14
TheBeast
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Quote:
Originally Posted by LoTeK_ View Post
I'm using sober's mm more or less and have this mod enabled (core+patch1+hotfix) but without sober's patch to make equip available by realistic date. Don't care about that I want all here and now (renown points permitting).

Question is, it looks like I have available in '39 equipment that is listed as available at later times (which is fine as intended) but also vice versa (more important). The c30 flak for example in the 'storyline' picture is listed in 39 but I don't have it, they're still offering me the twin version in '40. I'm still on the VIIB at the moment tho, they still didn't offered me VIIC/41C new command, don't know if it's sub's dependent.
Can't seem to hit a thing anyway if it's flying, ai crew neither so I was looking for a more useful version against unarmed surface targets paired with the deck gun or when the deck gun is out of ammo. From planes I just hide, worked good so far.

In '39 I have all torpedoes, but only the first alberich camo, only the metox, no fumo, and some countermeasures mounts, but not all.
I'm quite confused in how this mod should work on this front, without sober's patch should be all or nothing at all while instead I get some cool things yes and some cool things no.
Not sure how complete Sober's Date Mod is because I haven't had time to try it out yet.
The reason I originally enabled all equipment in 1939 was for testing.
I am still getting some bug issue's reported.
So, until all issue's have been resolved, I will not be enforcing availabilty dates.
The Hinged Schnorchel for the Type VII class submarine really is not needed until 1943 but is nice to have available for Spy insertion missions.
Some Equipment is limited by Submarine revision or installed Tower.
Quote:

The snorkel I can't understand why it has to be bought, I have it functional since start without spending points or occuping equip slots.
But perhaps TDW's generic patcher or his ui mod+optioneditor affect this, is the one sold more or less functional than the 'stock' one? And more importantly, will I start an armageddon if I try to mount it while I already have it since start?
By default, the Deck Gun is installed and the Snorkel replaces the Deck Gun. This is why you must use Renown to purchase it.
We could make it so there is NO Deck Gun or Snorkel installed by default. This would force you to earn Renown before you even have a Deck Gun.
Quote:

I can't seem to get radar or sonar working either, related crew commands are always greyed out no matter how good I dance while yelling them to use it. Radar antenna it's not even there anymore on the VIIB, searched everywhere with ext camera. Was there on VIIA. How should this cool sweep-sweep/ping-ping stuff work?
SONAR: Sonar commands may be realted to UI Mod you are using.
In SHV, there is no Sonar available for use. Only Hydrophone is available.
Even Depth Under Keel should not work. I considered making a Sonar but I am certain many would have tounge lashed me if I did.
SONAR was not available until late 1943 and was installed on only a few Type VII Uboats. Maybe even just one (1) Type VII.
RADAR: The VIIA/B does not have mount location for Radar.
Many historical records dealing with this information were never recovered.
As of late, Deep Sea Salvage/Exploration has discovered that many Sunk Uboat had Snorkel's installed but there are no records of a Snorkel ever being installed on these sunk boats they have found.
Very scketchy info in this area.
Quote:

All the rest seem to work fine, it's super, just these few things I didn't get, perhaps my fault, very likely.
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Old 12-28-12, 11:18 PM   #15
Sandman_28054
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Quote:
WARNING:
Install this MOD Last.
Only Exceptions are
- Custom skins that contains new Mechanic Upgrades Menu List Textures.
- Optional Support MOD for "A Fist Full of Emblems" included in with this MOD.
If you have a MOD(s) installed that already effect the files listed below, please check with the MOD author to determine campatibility.


NOTE:
Enable this MOD while in Port

Manual Edit of data\Menu\Menu.txt required for new 10.5 cm Deck Gun mouse over Tool Tip.

Code:
6936=10.5 cm Deck Gun6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>
Ok, I did all this, but I can't have the 10.5 cm Deck Gun. February 1941 is the date.

Is this date dependant?

Did I edit the file incorrectly?

And/or if I did, would somebody be so kind as to copy/paste the correct lines 6929-6950 here for me to copy?
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