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Old 07-22-05, 02:37 PM   #61
NZ_Wanderer
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oppps sorry guys, I thought you were referring to that new big mod you all been working on for ages..

** Scurries back into own sub hatch and shuts mouth **
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Old 09-25-05, 02:51 PM   #62
Icewarp
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Is it dead?
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Old 09-25-05, 03:03 PM   #63
CCIP
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How can it be dead if its first version is in RUb already? :hmm:

No, and neither is the progress on it. Things have slowed down a bit, but it's still going. The plans for the next stage are up already, especially in terms of touching up and improving the operations off the American coast.
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Old 09-25-05, 03:30 PM   #64
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Please look at the Arctic convoys I am going nuts sure I am doing something wrong.
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Old 09-25-05, 03:48 PM   #65
CCIP
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They're out there. In fact judging by my recent readings on those things, they're out there more often than they were historically, sometimes :hmm:

The real problem is the lack of grids north of Iceland, where the real Arctic operations focused.
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Old 09-26-05, 03:26 PM   #66
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Why are the grids missing for the far north? The did exist historically, right?
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Old 09-26-05, 03:56 PM   #67
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Quote:
Originally Posted by Heffalump
Why are the grids missing for the far north? The did exist historically, right?
Yes they did!
You can DL a map from Terrapin's site http://u-boot.realsimulation.com/ called "KM MAPS No 3465 North Polar sea" if you like to see.
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Old 09-26-05, 03:58 PM   #68
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Sorry for double posts by mistake
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Old 09-26-05, 04:44 PM   #69
CCIP
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I do seriously wonder if it could be modded...

That said, the coordinates for convoy contacts and your own position ARE reported above the grids - but they're reported in Long/Lat rather than grid, and since the map isn't marked for those... bummer.

One way to work around that would be to at least paint a Long/Lat grid where the KM sectors on the map end :hmm:
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Old 09-27-05, 04:04 PM   #70
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the other issues w/ being up north is the Mercator type projection the game uses -- although distances are "stretched" on the map, your own range/speed don't change proportionally (if you get what i mean) so you spend at long time transiting.
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Old 09-28-05, 04:10 PM   #71
Sailor Steve
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I'm sure Rubini will do his own add-on as soon as it's finished. I like the massive harbor traffic myself. I've been in major harbors, and they're usually pretty busy, even in wartime (or should I say especially in wartime?).
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Old 09-30-05, 02:01 AM   #72
Charlie901
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Quote:
Originally Posted by Sailor Steve
I'm sure Rubini will do his own add-on as soon as it's finished. I like the massive harbor traffic myself. I've been in major harbors, and they're usually pretty busy, even in wartime (or should I say especially in wartime?).


Will the Ops Mod over write the H.T. Mod by Rubini?

I'd hate to lose his bustling ports and excellent, scripted, historical events.
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Old 09-30-05, 02:54 AM   #73
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The HT for RuB mod includes the latest version of the Ops mod if I'm not mistaken!
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Old 09-30-05, 08:06 AM   #74
Rubini
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Yes, oRGy is right. The HT for RUb includes a update version of Ops (thanks CCIP) which isn't yet in RuB yourself.

Rubini.
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