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Old 05-03-07, 08:55 PM   #106
FJ88
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Quote:
Originally Posted by Ducimus
What wont work? Can you be more specific?

Sorry
By wont work I mean I do not see any signs that the mod is working. The new career start dates are not present, no new task bar icons, nothing new under help when I press F1
In other words I dont think I am loading the mod correctly.

What I did was create a folder named FTT into my MODS folder creats by GME
Then I dropped the .7z file inside
It then shows up under GME and I activate it but no signs of the mod are showing up
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Old 05-03-07, 09:07 PM   #107
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Ahh,.

the 7z file is a compressed file. Similar to a zip file, only it has a much better compression rate. (that 11mb file, uncompresssed to be about 30 mbs or so). You'll need WinRar to unpack it.
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Old 05-03-07, 09:15 PM   #108
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Quote:
Originally Posted by Ducimus
Ahh,.

the 7z file is a compressed file. Similar to a zip file, only it has a much better compression rate. (that 11mb file, uncompresssed to be about 30 mbs or so). You'll need WinRar to unpack it.

OOps

I am so used to GWX and it being an .exe file
Been a while since I used a 7z file
Where do I 'unzip' it? Into my FTT folder inside my mods folder?

Thanks for the help
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Old 05-03-07, 09:32 PM   #109
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Unzip the files contents straight into the mod directory. It should parse out all other directory pathing by itself.
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Old 05-04-07, 01:15 AM   #110
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Quote:
Originally Posted by Ducimus
Unzip the files contents straight into the mod directory. It should parse out all other directory pathing by itself.

I got it working now thank you very much for the help
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Old 05-04-07, 11:28 AM   #111
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Great Mod!
Thanks for all that you do for us
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Old 05-04-07, 02:00 PM   #112
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Almost there.....

I have one more thing to change. I caught it at the last minute. Some of the 1944 patrol objectives are sending you to areas where there is no traffic at all. In 1944, JP traffic reces to the yellow sea, south china sea, and areas around japan itself. Most of the south pacific is swept clear.

So ill need to change some of the patrol objectives to reflect that. Anyway, heres the updated changelog for version 2.5. Hopefully ill have it up late tonight. Depends on how long the flotilla.upc file changes take me.

Quote:
//added probex's 9KM vis mod (scene.dat, sensors.cfg )

//added quick conversions chart in help menu

// missing "crash dive" vocals by Payoff.

//basic 1024_768.ini mod
-mini chrono by Chomu
-nav tools by zAmboni, and captain cox.

//SENSORS.DAT
Visual->PerciseRange from 8000 to 6500
Visual->surface from 150 to 100


//AI_SENSORS.DAT
AI_Visual->Sensitivity from 0.3 to 0
type93-1a->MaxElevation from 104 to 106
type93-3a->MaxElevation from 108 to 110
type93-5a->MaxElevation from 116 to 118



//sim.cfg ->Visual
wave factor from 0.75 to 1.5
Light factor from 2 to 2.5
detection time from 0.5 to 0.25

//FLOTILLA.UPC
-S class exit date nulled.
- balao / brisbane exit date nulled.


//campaign
- task force spawn probablity from 75% to 35% every two weeks.
- Troop convoy spawn probablity from 75% to 35% every two weeks.
- single merchant spawn probablity from 75 to 40-45% every few days.
- reduced jp BB/CV harbor traffic spawn frequency.
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Old 05-04-07, 09:47 PM   #113
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Nice mod but I have a question. Does the external view work at all with your mod? F1 for help says F12 instead of F11 is external view, when I hit F12 I go to the sonar station????
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Old 05-04-07, 10:43 PM   #114
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It should be working with F12. Did you install the mod properly using the mod enabler? Did you overwrite that file with another mod?
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Old 05-04-07, 11:16 PM   #115
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Quote:
Originally Posted by LZ_Baker
It should be working with F12. Did you install the mod properly using the mod enabler? Did you overwrite that file with another mod?
I loaded the mod using JSGME, the only other mods I use are, Kosh Slide-Out Manual, 360 degree bearing plotter imperial 1.4 and that's it :hmm:

I know it's working because I start out west of Midway when starting a cruise from P.H. and radar now works..........
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Old 05-05-07, 12:07 AM   #116
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I don't use those mods so I don't know off hand, but do they overwritre any files from this mod?

I beleive the file in question is data/cfg/commands. You can open it in note/wordpad
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Old 05-05-07, 04:56 AM   #117
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You really shouldnt use any mod that conflicts with files in FTT.


Ill be posting the next version tommrrow morning.



Oh yea.. i have a surpise. I could tell you, but that would ruin it. Lets just say, a ahh... "celebrity" will be making an appearance in FTT, and no im not documenting it, you'll just have to find out what it is the hard way. :rotfl:


EDIT:

Oh, who the hell am i kidding, after what i just did, if i dont tell you guys up front, IF you do run into this celebrity without a warning, i'll never hear the end of it.

Heres a BIG, BIG HINT:

He is unique, will only spawn in one area, and ummm doesn't miss much.
Unless your crazy good, or just plain crazy, id steer clear of him

Last edited by Ducimus; 05-05-07 at 05:11 AM.
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Old 05-05-07, 07:34 AM   #118
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Default New DDE in FTT

Well, he looks to be a pretty slippery character, but my XO, Mr. Bledsoe and I have been working the crew on a 0 degree AOB, bow shot and I am headed for area 7 and...

Last edited by Florida Sailor; 05-05-07 at 07:48 AM.
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Old 05-05-07, 08:02 AM   #119
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Quote:
Originally Posted by Ducimus
You really shouldnt use any mod that conflicts with files in FTT.


Ill be posting the next version tommrrow morning.



Oh yea.. i have a surpise. I could tell you, but that would ruin it. Lets just say, a ahh... "celebrity" will be making an appearance in FTT, and no im not documenting it, you'll just have to find out what it is the hard way. :rotfl:


EDIT:

Oh, who the hell am i kidding, after what i just did, if i dont tell you guys up front, IF you do run into this celebrity without a warning, i'll never hear the end of it.

Heres a BIG, BIG HINT:

He is unique, will only spawn in one area, and ummm doesn't miss much.
Unless your crazy good, or just plain crazy, id steer clear of him
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Old 05-05-07, 09:01 AM   #120
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Frankly Ducimus, I don't give a damn!
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