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Old 10-26-11, 04:21 PM   #16
frau kaleun
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Found the one on the deck, it's actually a coiled rope. Not sure about painting rope.

OTOH maybe my kaleun is a bit on the obsessive-compulsive side.
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Old 10-26-11, 07:04 PM   #17
Fish In The Water
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Well it would make for a lovely accessory if the colors match , but it's generally acceptable (in RL at least), for the rope to make a statement all on its own.
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Old 10-26-11, 07:31 PM   #18
frau kaleun
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Quote:
Originally Posted by Fish In The Water View Post
Well it would make for a lovely accessory if the colors match , but it's generally acceptable (in RL at least), for the rope to make a statement all on its own.
I wouldn't really be painting it a different color, just making the entire texture darker - so it would still be in the same color family, just a darker shade so it's not standing out so much.
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Old 10-26-11, 07:45 PM   #19
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Seems to me it would wash off the deck...


That must be some 'stiff rope'.
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Old 10-26-11, 08:12 PM   #20
frau kaleun
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Well, it does disappear when the boat submerges... probably we just have an infinite supply of rope on board and somebody puts a new coil out on deck every time we surface.
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Old 10-26-11, 08:22 PM   #21
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Hitler.........
NO!! NO MORE TORPEDOS!!
They must carry the ROPE!!

Donitz.......
But Torpedos sink the ships! What good is Rope???

Hitler.............
It Just looks so nice on deck when you surface Donitz!
Surely you noticed the way the sun glints off the wet coils and offers a professional image of the Hunters from below?

Donitz..............
I do think the Coffee Shops in Denmark is a place you should avoid visiting
Mein Fuhrer.

Hitler.........
Coff... COFFF!!
THAT WILL BE ALL!!!
And call my pilot please.
I must inspect Denmark for these...these...?
Coffe Shops as you call them?
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Old 10-27-11, 12:39 AM   #22
Fish In The Water
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Originally Posted by frau kaleun View Post
Well, it does disappear when the boat submerges... probably we just have an infinite supply of rope on board and somebody puts a new coil out on deck every time we surface.
I wonder if they have a guy on board whose only job is rope wrangling? If so, it would certainly make for an easy job evaluation. Just so long as the rope shows up each time we surface then we know Helmut is on the ball.
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Old 10-30-11, 01:00 AM   #23
frau kaleun
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Okay, original problem I posted about has been solved to my satisfaction.

So now I'm up to testing the looks of the VIIC/41 with all my mods installed. Got a question about the deck gun on this baby - when I load a new career where I'm starting out in this type boat, the boat doesn't come already equipped with a deck gun. But without a deck gun, the deck just forward of the tower still has the "hole" for it, like so:



I can add a deck gun if I want to, but I'm not sure I want or need one given that this boat isn't available to me until so late in the war that having one seems pointless (late 1943 seems about the earliest Commander will let me me start in the VIIC/41). Although it's not like I would *mind* having one if there's a way to make the game just give it to me automatically at the start of a career, like it does with the VIIB/VIIC.

I've done some tinkering but I still can't get rid of the deck gun "hole," not sure if it's something that needs to be changed in a .dat file or if reworking a skin would take care of it. And I can't get the deck gun to come standard with the boat either. I don't know which would be easier (or even possible) to accomplish, but I'm not getting anywhere so far so HALP!
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Old 10-30-11, 01:27 AM   #24
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Quote:
Originally Posted by frau kaleun View Post
And I can't get the deck gun to come standard with the boat either. I don't know which would be easier (or even possible) to accomplish, but I'm not getting anywhere so far so HALP!
The reason it doesn't come with a deck gun is because the basic.cfg file has it disabled. If you scroll down to this section you'll see the setting (in red) below:

[SUBMARINE_AMMO4];VIIC/41
Type=1
Version=2
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2
AftResIntern=1
AftResExtern=1
ShellSlots=10
NbYears=4
Renown=5
SNK_MASK=NSS_Uboattype7_SNK_mask

Year0=1942
ForeTube00=3 ;T1
ForeTube01=3
ForeTube02=1
ForeTube03=3
ForeResIntern00=2
ForeResIntern01=1
ForeResIntern02=2
ForeResIntern03=0
ForeResExtern00=0
ForeResExtra00=0
ForeResExtra01=0
AftTubes00=2
AftResIntern00=2
AftResExtern00=0
Z01_00=6 ; VIIC/2
M01_00=-1
A01_00=6
A02_00=6
SuperCharger_00=1260; GWX V2.1: was -1, so this boat now has GW turbos by default
Snorkel_00=-1
Batteries_00=1265
AftBatteries_00=1265
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=3000

To activate a deck gun, simply scroll further down in basic.cfg and find the M01 section.

[M01]
DaysSpent=2
NbGuns=2
Idx0=0
Dummy0=105mm_UDeck_Gun_High
Idx1=1
Dummy1=88mm_UDeck_Gun_High

Once there choose which gun you prefer and then change the value in the line highlighted in red above from -1 to either 0 or 1. That should do the trick, have fun and happy shooting!
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Old 10-30-11, 10:38 AM   #25
frau kaleun
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Fish, that was the first thing I tried - I modded in a basic.cfg file with all the M01_xx values changed from -1 to 0 in the [SUBMARINE_AMMO4];VIIC/41 chunk. I started a new career with that boat and got no deck gun unless I went into the upgrade screen in base and added it manually.

Altho now that I think about it, I changed it to 0 because I didn't really care which gun, I just wanted to see if it gave me one automatically. But 0 seems to be for the 105mm, which IIRC isn't available in the upgrades screen for the VIIC/41 so maybe it's not available for that boat either way and that's why it didn't work?

I'll try again with 1 instead of 0 and see what happens.


I also started a career in a VIIC41 in an unmodded GWX installation. Starts without the deck gun but the "hole" in the deck isn't there so it's definitely something in my skins or one of the modded files that causes it. I just don't know what.

Edit: Now this is weird, I just went back and looked at the careers I started initially in a 7C/41 and it looks like I somehow ended up in a 7C instead. I may be back to square one.

Edit2: It's definitely something in SuperTurms v6 that's doing it. Without the mod, the deck is fine without the deck gun. With the mod, the hole where the deck gun should be fitted is still there even though the game doesn't automatically give you one for the 7C41. Well, it's easy enough to see which files SuperTurms changes, but anybody got a clue as to where I should start?

Last edited by frau kaleun; 10-30-11 at 11:21 AM.
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Old 10-30-11, 12:14 PM   #26
frau kaleun
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Ooookay...

looking at the NSS_Uboat7c.dat and NSS_Uboat7c41.dat files in SuperTurms v6 - the 7c looks like this:




and the 7c41 looks like this:




but when I'm in what Commander and the game show as a 7C41 with STv6 enabled (and no other mods), the deck looks like what you see in the 7c .dat file, not the 7c41 .dat file. Meaning it still looks like a deck that is supposed to have a deck gun fitted by default.

I'm thinking this has something to do with the Turm7c_x_deck.tga files that are embedded in the mod's .dat files for the different turms.
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Old 10-30-11, 03:27 PM   #27
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Surely the basic file controls the deck gun placement
no matter what skin or turm you use

Did you remember to remove the minus sign as well as changing
the number
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Old 10-30-11, 03:42 PM   #28
frau kaleun
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I'm more concerned with the anomaly in the 7c .dat file, which definitely has something to do with Ambient Occlusion because when you look at the Model Preview everything is fine until you enable Ambient Occlusion map and then you see the black "holes" where the turm and deck gun would sit on the deck.

This is not the case in the original GWX3 7c .dat file. I don't know if it's intentional for some reason in Aces' mod, but it does seem to be the source of the issue I'm having. It didn't show up on the earlier type 7 boats because they're automatically fitted with a deck gun on the start dates I was using. The /41 isn't, and you end up seeing no decking where there should be decking.

This is now looking similar to the issue with the maps/charts on the chart table in the Type 2 interior, which can be solved by adding the same Ambient Occlusion texture map to the second Materials entries for the two tga files involved.

There are also two entries each for the 7c hull and deck .tga files, the first two have a child chunk for the AO texture map but the second two don't. Still tinkering but haven't figured anything out yet.
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Old 10-30-11, 03:52 PM   #29
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So what is it you want to do add the deck gun or change the skin file ??????
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Old 10-30-11, 04:34 PM   #30
frau kaleun
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Quote:
Originally Posted by SeaWolf U-57 View Post
So what is it you want to do add the deck gun or change the skin file ??????
As I initially stated:

Quote:
I've done some tinkering but I still can't get rid of the deck gun "hole," not sure if it's something that needs to be changed in a .dat file or if reworking a skin would take care of it.
As noted above I already know the "culprit" is something in SuperTurms v6, which means it's not a third party skin issue.

Adding a deck gun only covers up the fact that part of the decking on (at least some of) the type 7 boats doesn't display properly, which appears to be the real issue here.
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