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Old 07-21-19, 09:08 AM   #1
Noobicum4Ever
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Quote:
Originally Posted by padi View Post
What is your modlist?
The mod is untested with the steam version...
Only one mod: Merchant Fleet Mod
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Old 07-21-19, 10:14 AM   #2
padi
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Quote:
Originally Posted by Noobicum4Ever View Post
Only one mod: Merchant Fleet Mod


Then the problem is clear.
For my old mod you need the Ccom-Mod as base, for my new mod the requirement would be WAC...
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Old 07-21-19, 10:31 AM   #3
Noobicum4Ever
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WAC = War Ace Campaign?

Wich one is the old mod and wich one is the new mod?

Last edited by Noobicum4Ever; 07-22-19 at 09:37 AM.
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Old 07-23-19, 11:57 PM   #4
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OK, another question:
Real ASW Mod v.3 Beta 4 works only with WAC?

I am new, for me ASW, WAC, CCoM, old mod, new mod are terms that I gradually become familiar with.

Do not think that I am a stupid guy, I am learning!
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Old 07-24-19, 06:49 AM   #5
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Originally Posted by Noobicum4Ever View Post
WAC = War Ace Campaign?

Wich one is the old mod and wich one is the new mod?


Yes, WAC is War Ace Campaign.

The old version for Ccom is linked in the first post, the new version for WAC is still in development...
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Old 04-18-20, 02:27 PM   #6
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Exclamation Update

Hello Subsim community,

first of all I would like to inform you that the Real ASW Mod is still under development. Unfortunately, this has only been slow lately, because due to health problems and a job retraining that started, I am only at home at the weekend and can further develop the mod.
However, there are also good news that should shorten the waiting time for the new update. I teamed up with Gap, who is known for his excellent 3D models, which were already to be admired here in the thread. In the next version you will be able to admire accurate 3D models of the ASW weapons that are alone worth the wait! From the division of tasks, Gap will create the models and integrate them into the files, while I continue my previous tasks, work with the files and adapt them to the different ship classes and nations. We are also working on some new features that, if they work and are supported by the engine, will be implemented.
At this point we have finished the implementation of the british Mark VII Depth Charge, but the others are already completely modeled and when the first one works like clockwork the others go fast.

Sadly for now the DC man isn´t animated because we have problems integrating that into the game. He was ready and animated, looks good in S3D, but his faces didn´t show up in game. If someone knows a solution to the problem, we would be pleased with any advice.

Here are some pictures that show the great looking model and our new DC man. Just look at the difference between the Rack (Mod) and the K-Guns (Vanilla)...







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Old 04-18-20, 02:50 PM   #7
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Hopefully this will work with NYGM?

KUrtz
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Old 04-18-20, 02:52 PM   #8
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Hopefully this will work with NYGM?

KUrtz
It is designed for WAC, for everything else seperate files would be necessary.
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Last edited by padi; 04-18-20 at 03:21 PM.
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Old 04-18-20, 03:20 PM   #9
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Quote:
Originally Posted by U301 View Post
Hopefully this will work with NYGM?

KUrtz
Creating a series of patches for making the ASW vessels of each supermod to use the new weapons shouldn't be too difficult once the core files are ready. What might be trickier, is the fine-tuning of dc damage values based on u-boat damage settings which might vary from one super-mod to the other
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Old 04-18-20, 05:23 PM   #10
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Quote:
Originally Posted by U301 View Post
Hopefully this will work with NYGM?

KUrtz

Kurtz, NYGM already has different depth charges with different characteristics, etc. It's not as detailed as padi's work I don't believe, but if you don't feel up to editing anything.
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Old 04-19-20, 07:39 AM   #11
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Quote:
Originally Posted by padi View Post
Sadly for now the DC man isn´t animated because we have problems integrating that into the game. He was ready and animated, looks good in S3D, but his faces didn´t show up in game. If someone knows a solution to the problem, we would be pleased with any advice.
@ padi

When you get time, could you please post here some close-up screenshots showing better the problem?

@ all

If I have understood correctly (padi is the one who carried the tests, so I have only an indirect experience of the problem), during the animation several faces of the mesh-animated DC-man are not visible. As noted by padi, this glitch is only noticeable in game: in S3d everything looks normal.
Interestingly, the same problem can be replicated in stock files regardless of MeshAnimationData settings, by exporting DCman's meshes and re-importing them right away
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Old 04-19-20, 08:23 AM   #12
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Some new WIP pictures with added smoke floats on top of the DC rack.



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Old 04-19-20, 08:25 AM   #13
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@ padi

When you get time, could you please post here some close-up screenshots showing better the problem?
Here they are.


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