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Old 12-21-20, 11:06 AM   #1
John Pancoast
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Originally Posted by Fifi View Post
Not sure about that. More test have to be done.
Ok thanks !
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Old 12-21-20, 11:49 AM   #2
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Forgot to say, if you delete my scene.dat, you will still have Rubini volumetric clouds as they are in scene.sim
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Old 12-21-20, 04:33 PM   #3
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SHO Re: Questions...

Ahoy...

Ok,

Having gotten some rest, I did say I had some questions...

To begin with, pertaining to the map add on, noted it includes Tychopatch. Reading further in it, it lists it is to be ran last, in patching... meaning after h.sie & if chosen to use, after stiebler's patch for h.sie, so... if I am understanding that correctly, 1 would need to run 1st h.sie pach, then (& this is where I need to know definitively, which patch specifically...) stiebler's patch addition to h.sie's patch,& then finally Tycho's patch.

Do I have that in the correct order.?

If so, then My follow up question to that, would then be.. which of stiebler's patches would be an appropriate 1 to use, as from what I can see of there are several that were done by stiebler.

Then there is ship mods to consider (& this includes aircraft, as well, as 1 of the ship mods I've seen, includes revision or rework, if you will, in regards to aircraft for SH3.) IABL's MFM (last version I know of, from them is MFM v3.3?, I believe) & WB's USAM... not sure of any other ones, outside of those 2...

Then, what of mods for giving it a whole... Das Boot feel.?

What mods would be considered as being known to be workable with CCoM v 12.?

I haven't added in anything else, at this point, outside of the other add on's you did Fifi, with the antenna & guns rework, as well as the enemy AI rework... oh, & the torp load out mod & sailor steve's SH3Cmdr ship naming 1... can't recall right off what the full name is on that 1. That's it...

I may have further questions, but will hold off, for now.. & of course, those might well pertain to being follow up ones to these that I have already asked, for further clarification...

M. M.

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Old 12-21-20, 04:51 PM   #4
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Quote:
Originally Posted by Mad Mardigan View Post
Ahoy...

Ok,

Having gotten some rest, I did say I had some questions...

To begin with, pertaining to the map add on, noted it includes Tychopatch. Reading further in it, it lists it is to be ran last, in patching... meaning after h.sie & if chosen to use, after stiebler's patch for h.sie, so... if I am understanding that correctly, 1 would need to run 1st h.sie pach, then (& this is where I need to know definitively, which patch specifically...) stiebler's patch addition to h.sie's patch,& then finally Tycho's patch.

Do I have that in the correct order.?

If so, then My follow up question to that, would then be.. which of stiebler's patches would be an appropriate 1 to use, as from what I can see of there are several that were done by stiebler.

Then there is ship mods to consider (& this includes aircraft, as well, as 1 of the ship mods I've seen, includes revision or rework, if you will, in regards to aircraft for SH3.) IABL's MFM (last version I know of, from them is MFM v3.3?, I believe) & WB's USAM... not sure of any other ones, outside of those 2...

Then, what of mods for giving it a whole... Das Boot feel.?

What mods would be considered as being known to be workable with CCoM v 12.?

I haven't added in anything else, at this point, outside of the other add on's you did Fifi, with the antenna & guns rework, as well as the enemy AI rework... oh, & the torp load out mod & sailor steve's SH3Cmdr ship naming 1... can't recall right off what the full name is on that 1. That's it...

I may have further questions, but will hold off, for now.. & of course, those might well pertain to being follow up ones to these that I have already asked, for further clarification...

M. M.

Here is if it can help you my list I just started it works for the moment
My list

[MODS]
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC=1
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120=2
Ccom_New_Environment=3
Carotio_SH3_Seafloormod - 256mb=4
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel=5
Supplement to V16B1=6
O2-Gauges v2=7
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE=8
Sound for CCoM 1.03 from Poul=9
TAM 2.01 + UCS 3.01 Kombi (CCoM 12.0 mit WS-GUI )=10

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Old 12-21-20, 07:03 PM   #5
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SHO Re: your (Kal Maximus) jsgme mod list...

Quote:
Originally Posted by Kal_Maximus_U669 View Post
Here is if it can help you my list I just started it works for the moment
My list

[MODS]
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC=1
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120=2
Ccom_New_Environment=3
Carotio_SH3_Seafloormod - 256mb=4
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel=5
Supplement to V16B1=6
O2-Gauges v2=7
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE=8
Sound for CCoM 1.03 from Poul=9
TAM 2.01 + UCS 3.01 Kombi (CCoM 12.0 mit WS-GUI )=10

Ahoy, Kal_Maximus_U669...

With your mod list, am going to highlight in green the ones I have, in red the ones I don't have & in orange, the ones I have but have to edit (accordingly to directions for them. Any highlighted in yellow, am not sure if I have or not but... I will have questions on & shall ask... a question, or questions as the case may be...

So, let's begin, shall we...

CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC=1
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120=2
Ccom_New_Environment=3
Carotio_SH3_Seafloormod - 256mb=4
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel=5
Supplement to V16B1=6
O2-Gauges v2=7
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE=8
Sound for CCoM 1.03 from Poul=9
TAM 2.01 + UCS 3.01 Kombi (CCoM 12.0 mit WS-GUI )=10

With # 6, in your 'hit' list, if you will , that would be... the 'Stiebler4C_V16B1 hard-code fix released', I take it. ?

With this, if so... did you set it up completely as per the directions, or did you... how to put this... cherry pick just certain aspect from the whole of the supplement.?

If it is NOT that 1, can you provide a hot link to the correct version of the supplement, in your follow up reply back... thanks.

As for the others, in red, I will see of running those mods down & include them, in My SH3 mods folder (kept on a different drive than My C:/Games folder, for safety...) to unzip & check the read me's, for inclusion into the CCoM line up... After I have docked, from the current mission I am finishing up now. That, would be of course, the shake down cruise in AO 83, & am headed back to port now (saved, after getting message to RTB & affect transfer to Wilhelmshaven, iirc...).

M. M.

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Old 12-21-20, 05:23 PM   #6
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Quote:
Originally Posted by Mad Mardigan View Post
Ahoy...
Then there is ship mods to consider (& this includes aircraft, as well, as 1 of the ship mods I've seen, includes revision or rework, if you will, in regards to aircraft for SH3.) IABL's MFM (last version I know of, from them is MFM v3.3?, I believe) & WB's USAM... not sure of any other ones, outside of those 2...


M. M.

No ship mod to add to Ccom12!
Have a look inside the sea folder, it is the biggest of all around...
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Old 12-21-20, 08:05 PM   #7
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Quote:
Originally Posted by Mad Mardigan View Post
Ahoy...

Then, what of mods for giving it a whole... Das Boot feel.?

What mods would be considered (*edited for clarity on this part...* for giving it a whole... Das Boot feel) as being known to be workable with CCoM v 12.?

M. M.

What of this aspect... thanks.

M. M.

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Old 12-21-20, 09:02 PM   #8
John Pancoast
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Originally Posted by Mad Mardigan View Post
What of this aspect... thanks.

M. M.

https://www.subsim.com/radioroom/sho...d.php?t=159780

https://www.subsim.com/radioroom/sho...d.php?t=133004
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Old 12-21-20, 10:27 PM   #9
Mad Mardigan
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SHO Re: Das Boot feel... part deux...

Ahoy, John...

Ok,
that covers the voices what with Sailor Steve's DBSM... as for the (in game/sub crew?) menu or officers icons in the orders HUD... CCoM, already has that & looks & works good...

Now... for clothes or uniforms, any suggestions there..?



M. M.

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Old 12-21-20, 10:39 PM   #10
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Quote:
Originally Posted by Mad Mardigan View Post
Ahoy, John...

Ok,
that covers the voices what with Sailor Steve's DBSM... as for the (in game/sub crew?) menu or officers icons in the orders HUD... CCoM, already has that & looks & works good...

Now... for clothes or uniforms, any suggestions there..?



M. M.

Caritio's clothes, etc. aren't bad. Don't have a link for them, try a google. If that doesn't work I can upload them.
Regarding Das Boot faces I have a mod (not mine) that also puts them in the crew screen spaces, if CCOM doesn't already have that.
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