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Old 11-16-10, 07:36 PM   #1
Bubblehead1980
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Originally Posted by Ducimus View Post
I eagerly await the moment you figure out how the game handles duds depending on which pistol your using. It'll confuse you for a little at first when you go to test against static targets. Once you figure it out, you'll probably think its retarded. I know i did.



Yeah, i know exactly why. D/L Winmerge and compare the crew3d.upc file from the beta patch to the the one in TMO 2.0. I forget the exact filename and path, but its something like
/data/UPCData/CrewData/Crew3d.upc

or something like that.Examine the files, Run the file comparison and examine the graphic files being referenced. Why, will become clear as day.

IMO, it would be best to remove all rank insignia from uniforms.



Yup. The more the "magic" leaves the game too. By the time you finally get the game dialed into just how you want it, you probably won't want to play it anymore. At least i don't.

Adjusting torpedos is not as easy as it appears? Looks pretty simple in S3D.All I am really changing is the dates, want duds to last until September 29, 1943 and prematures to end with deactivation of mag exploder on July 24 1943.I may make it wrhere mag is still around until 20 January 44 in case playing out of Fremantle.

Prob the pain for me so far is SH 4 uses metric system.I barely remember the metric system so its been a crash course lol.
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Old 11-16-10, 08:52 PM   #2
Ducimus
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Adjusting torpedos is not as easy as it appears?
Yes and no.

It all depends on what pistol your using. As an experiment, set the dud rating on the magnetic pistol for the Mark fourteen to 100, and see how many dud's you actually get.
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