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Old 06-22-11, 08:35 AM   #541
Obelix
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Quote:
Originally Posted by Zedi View Post
Also notice the smoke levitating in the air...
In this case, would be relevant hint of TheDarkWraith. In this model, used file NSS_Uboat7a_FX.fx of mod Sub_Exhaust_1_0_5_byTheDarkWraith. These files are all created by him, such a file in the game was not.
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Old 06-22-11, 09:30 AM   #542
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I know where the problem is on that type II. data/Objects/sensors/UBoot_Sensors.sim there are obj_Exstensible controllers tha control how high periscopes, radio loops and the like can go. They are obviously set too high for the type II.

Now you can't just go changing those values without messing up the other subs. But, in the Uboot_Sensors.GR2 there is a set of smaller periscopes and radio loop. Perhaps the .eqp file of the type II should be pointed to those and their values adjusted.

Would take a good amount of testing to make sure everything was okay.

Hope this helps folks. Sorry if I am not pointing out anything you didn't already know.
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Old 06-22-11, 09:43 AM   #543
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@SteelViking
Yes, Now I found that the periscope type_2 given too much height - 5 m (7c - 4m in stock uboot_sensor). With redirection in eqp I'll try, but I suspect problems with the coordinates of periscopes in space. They are not necessarily the mines periscopes.
Nevertheless, I'll have all the available methods.
And now the time has come to me in bed, while we already have the late
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Old 06-22-11, 10:44 AM   #544
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Obelix, drop the smoke.. its not something important for a AI sub. Is more important to have fixed the scope and the rest of the levitating stuff.
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Old 06-22-11, 02:31 PM   #545
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Quote:
Originally Posted by Zedi View Post
Obelix, drop the smoke.. its not something important for a AI sub. Is more important to have fixed the scope and the rest of the levitating stuff.
The smoke will be very easy to get rid of. Just delete the .fx file for the type II. The .fx file for that sub ONLY adds that smoke and nothing else.
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Old 06-23-11, 07:02 AM   #546
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does this include the main menu vid with the 2 subs in the pen?
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Old 06-23-11, 07:35 AM   #547
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No, the subs are for real. Some of the bases have 2 subs in a pen.
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Old 06-27-11, 12:01 PM   #548
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Quote:
Originally Posted by Obelix View Post
How did you install it, if he is still in development? Maybe you're talking about an open horizon? OH does not contain the BRF. Or in the run-in test version and I still missed?
Yes sorry Obelix, I think I must have been talking about Open horizons, but I downloaded some file for Das Campaign from somewhere...maybe it was a test version? Thanks for the reply anyway.
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Old 06-27-11, 12:56 PM   #549
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Thats funny, only few of us are testing the campaign and it should be no other test version available on the market.


Anyway, I was very busy lately but now I try to warm up the engines again. So far the testings had good result, no major bugs or problems. Except the compatibility issues. And there will be big problems with the mods made by TDW. And the conflicting files are critical for the campaign.

TDW, I sent you a test version for you to see what files are in conflicts, maybe your PM is not working because there is already more than a week since I wait for an answer regarding this issue. Also, if you finished those floating guns can you sedn it over pls, so I can start placing them into the campaign?

Rongel, SteelViking, Gap, Obelix.. if you guys have any update for me, please send it. The release date is closing and I wanna gather the latest updates from anybody who contributed to this project.

Sober.. you promised some work on the terrain, but I got no word from you for a very long time now. Are you still planning to do something about the shallow waters, block ships &stuff in Scapa or this is a lost cause? No way that I start learning the terrain editor too...
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Old 06-27-11, 02:17 PM   #550
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I am very sorry gentlemen, but I still have a problem with the CTD after activating this mod... Probably weak graphics card (GE Force 9800 GTX)
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Old 06-27-11, 02:28 PM   #551
Trevally.
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Quote:
Originally Posted by Josef von Posorschitz View Post
I am very sorry gentlemen, but I still have a problem with the CTD after activating this mod... Probably weak graphics card (GE Force 9800 GTX)
Can you post your mod list please Josef
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Old 06-27-11, 02:44 PM   #552
Zedi
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When you have ctd.. right after loading, attacking naval units or just random crash? Did you loaded this mod last on your mod list? I try to understand where is your hardware gets the most stress...
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Old 06-27-11, 03:00 PM   #553
Sepp von Ch.
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Quote:
Originally Posted by Zedi View Post
When you have ctd.. right after loading, attacking naval units or just random crash? Did you loaded this mod last on your mod list? I try to understand where is your hardware gets the most stress...
Hello Zedi,

yes, I have loaded this mod after these my mods:





I have CTD, when attacking the ships and aircrafts.



I also found out that I was always CTD´s after 5 minutes of play in the campaign Open Horizon - D-Day mission (June 6, 1944). My graphics card is probably too stressed.
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Old 06-27-11, 03:26 PM   #554
Trevally.
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There are many mod on that list where they will conflict with the new campaign. With time these may be made compatible.
Did you get the email with the mod lists on it?

Also I could not see the sub_hydro_fix mod
There have been a lot of subs and u-boats added to the campaign and your chance of meeting one and getting a ctd is high.
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Old 06-27-11, 03:36 PM   #555
Sepp von Ch.
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Quote:
Originally Posted by Trevally. View Post
Did you get the email with the mod lists on it?

Also I could not see the sub_hydro_fix mod
There have been a lot of subs and u-boats added to the campaign and your chance of meeting one and getting a ctd is high.
Yes, I received your email. thanks Trevally.

Sub_hydro_fix mod? I know only Depth_Dependent_Hydrophone_1.0.0 - included in Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 .
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