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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,485
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This is done via a file .eqp U-boat, where you specify NULL in NodeName=M01 since the second half of 1943
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#2 |
GLOBAL MODDING TERRORIST
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Yep!
[Equipment 5] NodeName=M01 LinkName=NULL StartDate=19430101 EndDate=19451231 |
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#3 | |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,485
Downloads: 878
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#4 |
Ocean Warrior
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Thanks, even better !
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#5 |
Grey Wolf
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#6 |
Sea Lord
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SH 3 Commander has this feature implemented.
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#7 |
Ocean Warrior
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![]() ![]() Where is it at ?
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#8 |
Sea Lord
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#9 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,485
Downloads: 878
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#10 |
Ocean Warrior
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![]() Nothing like that in my 3.2 version. ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#11 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
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You may not be finding it because the SH3 Commander solution doesn't actually solve the same issue. This is why I didn't post it here in particular.
The issue with using Commander is, when you go with stock settings, you will always have to conduct your first mission with a deck gun. The deck gun removal option is not actually available until after your first mission is complete. So if you start a new career after 1942, you will have to run a mission. Only after you return to base can you remove the deck gun. So using SH3 Commander is not an equivalent solution to any of the others posted in this thread. |
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#12 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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