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Old 04-13-07, 04:47 PM   #1
jhelix70
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Quote:
Changed German National Anthem to Stars and Stripes Forever (plays in Surabaya harbour). Mod by Beery.
This made me laugh. I suppose they have German nurses waving too

Looking forward to trying this mod, thanks!!
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Old 04-13-07, 04:57 PM   #2
Camaero
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Thanks Beery! I was hoping we would have an update without waiting for the new patch.
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Old 04-13-07, 05:30 PM   #3
Beery
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Quote:
Originally Posted by jhelix70
Quote:
Changed German National Anthem to Stars and Stripes Forever (plays in Surabaya harbour). Mod by Beery.
This made me laugh. I suppose they have German nurses waving too
No they don't, more's the pity. I loved those German nurses.
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Old 04-13-07, 05:56 PM   #4
CaptainKobuk
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Great work.

I've morphed your latest fixes into the hybrid supermod i've put together using your previous 1.12 version and parts of Flavored to Taste's latest version.

The only crashes i've been getting are directly related to the intensity of the graphics during some of the most intense fireball explosions. Unrelated to any MOD. I could fiddle with video settings i guess. The main temporary cure is found by not zooming in for a closer view of the best explosions.

Otherwise this game is a very fine piece of programming. Smoother frame rates than SH3 and better quality detail too. The best explosions when set on the highest quality in the options menu are eye candy for the latest graphics cards that's all.

I'd like to see a few of you guys get together and create a supermod. Though with a SH4 1.2 patch being a high probability that can wait i guess. In the meantime we can work on understanding the game's programming and where everything is located.

I mainly just play the game and only build quick and easy mods that fill in the gaps other's miss.

Well time to play the game. I think there's a good mix of MODS now on our Forum to put together a great campaign.

thanks everyone.
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Old 04-13-07, 06:21 PM   #5
DiveMonkey
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Thanks

I have a strange request or question.

We have missions to drop off spies, cargo, and insert troops.
would it be possible to add another objective to the mission?
Pick up cargo and transport to X
Pickup troops at X and transport to X

I know the animation for it probably wouldn't look right but I think it would add something to these types of missions
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Old 05-11-07, 07:23 AM   #6
Egan
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Quote:
Originally Posted by DiveMonkey
Thanks

I have a strange request or question.

We have missions to drop off spies, cargo, and insert troops.
would it be possible to add another objective to the mission?
Pick up cargo and transport to X
Pickup troops at X and transport to X

I know the animation for it probably wouldn't look right but I think it would add something to these types of missions
I'm working on some objectives like this just now but there are a few problems getting it to work right. I'm getting there slowly, though.
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Old 05-11-07, 10:27 AM   #7
Galanti
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Beery, have you looked into the effectiveness of the 40mm against syrface targets? There have been reports from the other players that they act like 5" chain guns against larger vessels.
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Old 05-11-07, 11:46 AM   #8
Beery
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Quote:
Originally Posted by Galanti
Beery, have you looked into the effectiveness of the 40mm against syrface targets? There have been reports from the other players that they act like 5" chain guns against larger vessels.
This is my biggest concern right now, but I haven't been able to test it yet and even if I do test it I have yet to see a way to modify the AA machinegun effectiveness. :hmm:

I think I'll do some tests with all types of machineguns against destroyers.
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I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
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Old 05-11-07, 10:38 AM   #9
Egan
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Quote:
Originally Posted by DiveMonkey
Thanks Egan

I think that would improve these types of missions 100%.
give em a feel of authenticity instead of always starting from base with cargo, spy or commandos on board.

Sometimes you'd have to go fetch em

Quick question, I've been trying to reduce the drop zone in mission editor, but am unable to get the mission to save.
Right now all you have to do is get within 3nm. I want to reduce that to about 1nm.
Insertion Commando Attu 01.mis

[MapZone 1]
Name=Insertion Commando Attu 01_Zone1
Radius=3.000000<---------------------------Do I have it correct? edit this to 1.000000 should be 1nm
MaxHeight=1000.000000
MinHeight=-1000.000000
Long=20769624.000000
Lat=6336823.000000
Height=0.000000

thanks
It looks okay to me. Did you try the Validate Mission feature? Usually if a mission won't save it is either because you forgot to tell it to ignore the Player sub or there are date entry problems. Validate mission will tell you whats wrong.

You should be able to set it to 1.00 without any problems.
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Old 05-11-07, 11:07 AM   #10
DiveMonkey
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Thanks again

I tried the validate mission feature, but since there's no player sub in the layer, it wouldn't save.

No problem, I can edit in note pad those radius's I want to change, mite mix em up a bit depending on depth versus risk to boat...sometimes 3nm is as close as you can get.
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Old 04-13-07, 06:21 PM   #11
Church SUBSIM
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berry mod releases ... means things are going in the right direction
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Old 04-13-07, 06:23 PM   #12
Schultzy
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Thanks Beery. Love the new, slower Deckgun. Much better.
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