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Old 02-13-10, 04:33 PM   #16
nodlew
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Thanks Aanker for the info--I thought I already had those interiors and that the compass was still wrong...and for once, I was right.

Thanks Vickers, I'll edit the file and fix it and remove a minor realism spoiler from the game.

Etheberg--I'll have to reinstall those mods and check, but I'm sure you're right if you say so. I'm presently playing Fall of the Rising Sun and having checked it, it does not appear to have this functionality. I'm cautious about saying so after my Red Button gaffe. But I just checked and there is no "ship" just "Heavy Cruiser Mogami" which does nothing when you click it, or clicking anywhere all around it. Could have sworn that TMO and OM were exactly the same way. Are you sure you are not talking about the U-Boat missions? I know it works with the German side.
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Old 02-13-10, 04:35 PM   #17
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Quote:
Originally Posted by vickers03 View Post
i know i fixed it in the salmon, if you want to fix the
gato just edit the needle RealVal to min:-180 and
max:180 that's all.
I do. Thank you Sir!

Believe it or not I like tedious stuff like figuring out and calibrating gauges.

If you are interested, to get the Compressed Air gauges in the CR to accurately move I changed the Gato interior CR sim (for example) to:
RealVal Min 0.0 Max 200.0

With RealVal 200.0 all of them will accurately display the real amount (if the DispVal calibration for the gauge is correct of course). That's my little contribution to the gauges... lol

Happy Hunting!

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Old 02-13-10, 04:50 PM   #18
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Default Which dat?

I'm pretty new to modding. Which dat file do I find the Needle values under? And under exactly what subheading?
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Old 02-13-10, 04:52 PM   #19
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You may want to load the easy aob mod, both parts. Both wheels work correctly and you can use the full range and function of the stad. One is
TGT AOB TO PK FIX, the other TGT DIALS TO PK FIX. I use other shooting techniques so I seldom use the stad anyway, but I'm sure it's been mentioned you can still send a bearing with the scope anywhere you want by clicking the stad....just as simple as entering it in in SH3.

But load the Easy AOB mod for whatever supermod you use...Once you get a heading, you can leave the PK off and just adjust to the heading. Great for hard AOB shots. And it's not that it's an easy cheat, just makes both wheels turn and work as they should. Should be in the mods section, if you need a link, let me know. It may be included in some mods, not sure if Duc added it to 1.9 or not.
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Old 02-13-10, 05:06 PM   #20
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Armistead--thanks for reminding me about the Easy AOB mod. I used to have it. Will have to experiment with it more. Edit--I'm already using the TGT Dials to PK fix which allows for manual input of Mast Height\Range and also to manually input the target's Course\AOB. Is this what you are talking about TGT AOB TO PK FIX or is that something else?

As for the Gyro Compass in the Command Room, I just looked (I think) completely through the Calibrated Gauges Gato Class interiors and all the compass values appear to already be set to min-180 max 180. Is the glitch in the games stock Gato dat files?

Last edited by nodlew; 02-13-10 at 05:18 PM.
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Old 02-13-10, 05:17 PM   #21
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i checked again, as for the gato it's the dial with
the id 0x0940f1ff2ddc75bc and it should be:
dispVal min-180 max180
realVal min180 max-180
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Old 02-13-10, 05:34 PM   #22
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Aha! The "old min max reversal so as to confuse and confound" trick.
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Old 02-13-10, 06:24 PM   #23
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Gee whiz, Bishop. I love the megamods. I can't play multiplayer anyway since I have a satellite internet connection. Without the megamods I would tire of the game and have to play something else. As for registry entries, I use a free program called CCleaner which keeps my registry squeaky clean. If I have to uninstall something, I use Revo Uninstaller (free) which hunts down and eliminates every trace of said program. If I ever have a problem uninstalling a mod--which used to happen before I started running JSGME and SH4 as an administrator--I have my entire Data file backed up and can be back in business in a few minutes.
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Old 02-13-10, 07:12 PM   #24
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Quote:
Originally Posted by vickers03 View Post
i checked again, as for the gato it's the dial with
the id 0x0940f1ff2ddc75bc and it should be:
dispVal min-180 max180
realVal min180 max-180
Done! - thanks again Vickers

Quote:
Originally Posted by nodlew View Post
.... Without the megamods I would tire of the game and have to play something else ..... I have my entire Data file backed up and can be back in business in a few minutes.
Ditto - I keep a backup Data folder too and have no interest in multiplayer unless/until I get to sink U-boats ..... LMAO

Happy Hunting! - and thanks for starting this topic nodlew.

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Old 02-13-10, 09:15 PM   #25
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Well, you can look at the ship ID manual in two ways. The first way was done by flipping through the pages in hopes of getting something remotely close to what you see in your scope. Second is clicking SHIP and the page automatically opens to the ship. Is the second a time saver? Sure. Does it add a bit of reality and perhaps some uncertainty of what the target is? No. I would prefer to flip the page and hope I select the correct vessel.
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Old 02-13-10, 09:41 PM   #26
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In reality they seldom figured out the ship until after they sunk it, unless it was just obvious.
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Old 02-14-10, 12:23 AM   #27
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Quote:
Originally Posted by nodlew View Post

Etheberg--I'll have to reinstall those mods and check, but I'm sure you're right if you say so. I'm presently playing Fall of the Rising Sun and having checked it, it does not appear to have this functionality. I'm cautious about saying so after my Red Button gaffe. But I just checked and there is no "ship" just "Heavy Cruiser Mogami" which does nothing when you click it, or clicking anywhere all around it. Could have sworn that TMO and OM were exactly the same way. Are you sure you are not talking about the U-Boat missions? I know it works with the German side.
Ooops, you're right nodlew, that was only for OM. I posted from memory and I could have sworn TMO worked the same way as OM but I doesn't. I just loaded it up to check. My bad.

Now I'm pretty bummed out, I had gotten used to it in OM and I just switched back to US campaign yesterday. Oh well.
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Old 02-14-10, 12:50 AM   #28
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Clicking through 700 merchant ships is a pain in the ass. That's my story, and I am sticking with it.
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Old 02-14-10, 02:23 AM   #29
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Quote:
Originally Posted by nodlew View Post
Clicking through 700 merchant ships is a pain in the ass. That's my story, and I am sticking with it.
700? Just a bit of an exaggeration.
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Old 02-14-10, 02:29 AM   #30
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Quote:
Originally Posted by aanker View Post
That aft gyro-repeater compass box looked to me like it was designed to be an engine telegraph box (because it matches the other box to the left with the same knob) plus there is 1 other gyro-repeater compass by the helmsman CR station - plus the gyroscope in the CR so I just got rid of it on my install and with much help moved it to the right, changed it to a telegraph and put a knot-meter in the middle instead, but that idea went over like a lead balloon. I'd like to see somebody gut that whole station someday. At least Vickers made things look and work better however it is still devoid of reality.. lol.
I've modified it in RFB to mimic the helmsman's CR station, though I wholeheartedly agree it shouldn't be there at all. One of these days it'll get fixed.
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