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Old 08-12-07, 12:10 AM   #16
jmjohnson36
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Default AWESOME

Quote:
Originally Posted by tater
http://www.subsim.com/radioroom/showthread.php?t=116283

new campaign.

It's actually what ducimus used for TM1.4 and 1.5, so you are already playing it . Still under construction.

tater
I enjoy that TM 1.5 alot....really cool. Hats off to you!!!
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Old 08-13-07, 06:28 PM   #17
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Default OH

One more thing if anyone is having trouble with this mod please let me (jmjohnson36) know...the rest of the guys are a great help but probally busy as heck.

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Old 08-15-07, 04:37 PM   #18
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Default guess its working

guess its working no mention of errors..cool
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Old 08-16-07, 10:20 AM   #19
tater
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I was testing the lightship for a possible use (NLGH) and after looking at her, I put a fish into her. She instantly burns very well. After 9 more fish, while stopped, and still burning, she wasn't even low in the water. DM must be screwy.

That one small frieghter also used to be nearly (or actually) impossible to sink.

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Old 08-16-07, 05:19 PM   #20
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One glitch that I have is that none of the Dutch ships show up with flags in "Museum"- neither the stock SH4 nor those added with this pack (including my adding the N class destroyers to the Netherlands). Not sure whether this is to do with this pack or whether it is an original SH4 bug though- never checked before. I'm running SH4 with patch 1.3, TM 1.5, and this pack plus HMS Repulse for SH4.
Which leads me to my next question: Do I use the weapons files with the HMS Repulse addon or the files in this mod pack?
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Old 08-17-07, 03:50 PM   #21
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Default Unsinkable Ships

Thanks Tater...about the ship must be the same one I was talking about...I will check into it and see what the issue is.

Also not sure about the Danish flags on the ships not working...Im using the lastest patch and TM1.5 so everything is working on my PC...

Let me anything else/.

Quote:
Originally Posted by tater
I was testing the lightship for a possible use (NLGH) and after looking at her, I put a fish into her. She instantly burns very well. After 9 more fish, while stopped, and still burning, she wasn't even low in the water. DM must be screwy.

That one small frieghter also used to be nearly (or actually) impossible to sink.

tater
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Old 08-17-07, 03:53 PM   #22
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Default Weapons

You can use the SH4 weapons in the game...the game will not show any odd weapons ...

quote=GerritJ9]One glitch that I have is that none of the Dutch ships show up with flags in "Museum"- neither the stock SH4 nor those added with this pack (including my adding the N class destroyers to the Netherlands). Not sure whether this is to do with this pack or whether it is an original SH4 bug though- never checked before. I'm running SH4 with patch 1.3, TM 1.5, and this pack plus HMS Repulse for SH4.
Which leads me to my next question: Do I use the weapons files with the HMS Repulse addon or the files in this mod pack?[/quote]
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Old 08-20-07, 09:42 AM   #23
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There is a bug in the flag file which is included with the pack: Dutch ships don't fly the national flag, whereas they do when the original flag file is used. Seems like the Dutch flag has been left out............ Checked on a clean re-install, checking at every stage: 1.0, OK; 1.3, OK; 1.3 + TM 1.5, OK; 1.3 + TM 1.5 + Super Ship Pack, no flag. Flag returned when original flag file was used.
The N class destroyer can also be used for the Netherlands- two ships were purchased by the Netherlands government while building. Hr.Ms. Van Galen (ex HMS Noble) was commissioned on 11/2/1942; Hr.Ms. Tjerk Hiddes (ex HMS Nonpareil) was commissioned on 6/5/1942.
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Old 08-20-07, 10:06 AM   #24
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Gerrit, I'm really interested in a Dutch Navy campaign mod to add the ships, etc in, are you working on one?

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Old 08-20-07, 10:24 AM   #25
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Tater, right now I'm "working" on the following:
1) converting the Clemson class destroyer into IJN Patrol Boat 102. The easy stuff has been done, next job is the trunked fore funnel and that is going to be a toughie as I'm new at working with 3DS Max/Wings 3D etc- new at modding in fact!
2) converting the C&D class destroyer into the Admiralen class (two groups), same comments apply.
3) looking at the possibility of modifying Hiryu into a more accurate representation of Soryu- Hiryu had her island on the port side, Soryu on the starboard side plus some other differences- in fact, they were really two different classes though often lumped together.
So in short, nothing that is about to be released, though I can send you the PB102 if you are interested in a first peek- just PM me. As far as Dutch campaigns are concerned, that would require a playable Dutch sub first.
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Old 08-20-07, 10:43 AM   #26
tater
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Still, it'd be nice to see them in the Java sea in my pig boat

I actually have a quick and dirty PB102 'Bungo pete clone" mod with the sailors and small guns changed to japanese versions I haven't messed with the 3d stuff though.

Might be able to just move the "cabina" to the other side and forward in S3D on Hiryu.

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Old 09-02-07, 11:26 PM   #27
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I loaded this w/ TM1.6 and I think there are some conflicts. Anyone have any ideas?

Game CTD's.

Thanks
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Old 09-02-07, 11:59 PM   #28
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conflicts with all ships.dds files in Data/Sea files inT_M_1-6 SOL to reverse engineer,so sad
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Old 09-03-07, 12:43 AM   #29
tater
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Doesn't look like it should CTD though. the ship DDS files are just the pencil mark dots in TM, and the little ship shapes in the ship mod. Changing those is a cut and past job (mostly renaming).

That's not a CTD problem though.

They both change the rec manual.

Not sure what's going on, I know I've let the power pack ships run in my camapign without TM to check them out.
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Old 09-03-07, 12:59 AM   #30
tater
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You've pasted the ship names into the Names.cfg like his readme says, right---into the Names.cfg in TM1.6, that is (with TM uninstalled)?

Quote:
Lines to be pasted in your Names.cfg in the data\Sea directory:

RC=Rose Castle Ore Carrier
NTLE=Large Tanker (e)
NTME=Medium Tanker (e)
JunkM=Medium Junk
JunkS=Small Junk
LGH=Lightship
COBathurst=Bathurst class
DDNClass=N class
DS=Large Depot Ship
HSL=Hospital Ship L
LSS=Small Merchant L
LTSF=Small Tanker L
LSQ=Coastal Merchant L
NLOL=Large Old Liner
AMM=Pyro Ammunition Freighter
CHT=Small Troop Transport
NCOT=Coastal Tanker
NCVW=Converted Whale Factory Ship
NECT=Flush-Decked Tanker
FishingBoat1=Coastal Trader
C3Cargo=C3 Cargo
NKSA=Coastal Freighter
NKSB=Small Freighter
NKCA=Small Passenger/Cargo
NKLS=C2 Cargo
OTMST2=T2 Tanker
NOTSF=Patapsco Tanker
NPPL=Large Passenger Liner
CVIllustrious=Illustrious Carrier
DDCClass=C&D Class Destroyer
DDJClass=J&K Class Destroyer
NPTR=Heavy Transport
NKGN=Large Freighter
His readme applies to a STOCK installation.

to add these to TM, you'll need to paste that list above into the [Sea] part of Names.cfg in REL_Trigger_Maru_1-6\Data\Roster\Names.cfg (with TM uninstalled at the time). Then activate TM and try. I'm pretty sure a failure to paste those in right would be a CTD issue.

Donut is right, though, they will have ship icons on the map instead of the TM dots. To get the TM dots, you need to copy any _shp.dds file from TM into each ship's folder in the ship pack, delete the _shp.dds that belongs to that ship, and rename the TM one to the ship name in question. You must do this for each ship.


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