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Old 02-27-25, 02:13 AM   #1816
Fifi
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Originally Posted by KaleunMarco View Post
i PM'd Neal just now.
let's hope he is feeling well enough to be reading PMs.
Well, i finally don't have to delete it!
I have enough free space in my account for my latest NYGM greatly optimized...

Cheers

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Old 02-27-25, 10:27 AM   #1817
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Originally Posted by Fifi View Post
Well, i finally don't have to delete it!
I have enough free space in my account for my latest NYGM greatly optimized...

Cheers

that's good news because Neal has not responded yet.
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Old 02-28-25, 10:58 AM   #1818
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Default Welcome aboard!

Townshend!
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Old 03-08-25, 11:59 PM   #1819
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Exclamation Type 7C ActiveUserPlayerUnit says we have Surf Radar but we dont

i could not find the answer in a forum or a google search so my apologies if this has been answered previously.

steaming in a Type7C, mid-1942. the equipment list says we have a Seetakt29 (surface) radar but the icon in the HUD is ghosted and i cannot go to the radar screen.

i have browsed all sorts of related files but the answer is not an obvious one, hence this post.
ActiveUserPlayerUnit has an entry for surface radar:
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 1.EquipmentSlot 2]
ID=RadarAntennaFront
NameDisplayable=Radar Antenna
Type=NULL
AcceptedTypes=NULL
UserCustomizable=Yes
ExternalNodeName3D=R02
ExternalDamageZoneTypeID3D=3
IDLinkEquipmentLoaded=FuMO29

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 1.EquipmentSlot 2.Equipment]
ID=FuMO29
NameDisplayable=FuMO 29 'Seetakt' Radar Antenna
EquipmentInterval=1900-01-01, 1999-12-31
EquipmentSlotType=NULL
ExternalLinkName3D=FuMO29GEMA_type9
FunctionalType=EqFTypeRadarAntennaSJEarly
Hitpoints=200.000000
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=1.000000
but the Uboat7C.SNS file does not have an entry:
;Radar
[Sensor 7]
NodeName=R01
LinkName=NULL
StartDate=19380101
EndDate=19451231

;RadioDF
[Sensor 8]
NodeName=D01
LinkName=NSS_Uboat9D2_Round_Antena
StartDate=19380101
EndDate=19451231

;Radar Warning
[Sensor 9]
NodeName=C01
LinkName=NULL
StartDate=19380101
EndDate=19441001

[Sensor 10]
NodeName=R02
LinkName=NULL
StartDate=19380101
EndDate=19451231;Radar

i've also browsed the Type7C.dat file....nothing.
and i've browsed the Senzori file in the Library...nada.

so, what am i missing in order to make this thing work?
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Last edited by KaleunMarco; 03-09-25 at 04:23 PM.
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Old 03-12-25, 03:01 PM   #1820
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Default Question for FiFi

I’ve been trying to get your NYGM mod working on my steam deck but have given up sadly. It just won’t do the widescreen.

SH4 on the other hand, works great on the Steam Deck. And I just discovered Dark Waters. Makes me all excited to play in a Uboat again. How would you say it compares to NYGM? I was able to play the base NYGM mod for a while, just not widescreen. Got away from it as it was just too hard to do stuff on the small screen.

Thanks!
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Old 03-16-25, 02:34 PM   #1821
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Default to where does one get transferred?

playing DW (obviously) and looking ahead to the time that my base (Toulon) shuts down.

Toulon is the final base of the squadron/flotilla.
the VIIC that i am driving has a IDFlotillaLinkTransferTo= NULL.

so....how does SH4 compute my next port-of-call when my base reaches its expiration date?

can my valiant crew and i just fade into the south France countryside and pretend to be pensioned French poilu and await the end of the war?

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there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


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Old 03-16-25, 09:20 PM   #1822
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Wondering how many of you used my night surface attack mod when allowed historical attacks in DW, including from inside convoys.

Looking for feedback to compare with my experiences.
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Old 03-17-25, 08:16 PM   #1823
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Originally Posted by Bubblehead1980 View Post
Wondering how many of you used my night surface attack mod when allowed historical attacks in DW, including from inside convoys.

Looking for feedback to compare with my experiences.
i almost did one, quite by accident.

we were making our approach and fired at four targets. i thought i had given the order to dive the boat, however, as the four torpedoes hit, we began to to take topside damage from gunfire.

opp forces are very accurate however my valiant crew was able to dive the boat without serious damage or injury.

i think we were within 3000m when we launched, moving at 1-2 kts. so, we were close.

IMHO, i doubt that we could have penetrated the formation, attacked, and escaped all on the surface.
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there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
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LAA enabled
Dell XPS with 32 GB Ram running Win10
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Old 03-18-25, 07:02 PM   #1824
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Quote:
Originally Posted by KaleunMarco View Post
i almost did one, quite by accident.

we were making our approach and fired at four targets. i thought i had given the order to dive the boat, however, as the four torpedoes hit, we began to to take topside damage from gunfire.

opp forces are very accurate however my valiant crew was able to dive the boat without serious damage or injury.

i think we were within 3000m when we launched, moving at 1-2 kts. so, we were close.

IMHO, i doubt that we could have penetrated the formation, attacked, and escaped all on the surface.

When finished with TMO update V2.1 I will address this. I had made it where could get inside convoy on surface, attack, and escape per history in the first part of the war, I was able to. Really does depend on the conditions, time of night. Spacing of formation has to be adjusted. Balancing it to maintain difficulty, danger, but ability to pull off the historic attacks is always a challenge.

ATO is different than PTO I'll work on it so can do so in Dark Waters as I did in PTO in TMO mod.
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Old 03-19-25, 01:05 AM   #1825
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Quote:
Originally Posted by Bubblehead1980 View Post
Wondering how many of you used my night surface attack mod when allowed historical attacks in DW, including from inside convoys.

Looking for feedback to compare with my experiences.
I have, it's better than stock, but needs to be even better to imitate closer attacks like in real life IMO. BTW Sir, can I use it in other mods, or is it DW only? I just checked, I have it second on the list in JSGME
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Old 03-19-25, 02:01 AM   #1826
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Originally Posted by 1Patriotofmany View Post
I have, it's better than stock, but needs to be even better to imitate closer attacks like in real life IMO. BTW Sir, can I use it in other mods, or is it DW only? I just checked, I have it second on the list in JSGME

Nice. I will work on this in DW more after TMO update.

No, it's specifically made for DW. Aside from darker nights each mod requires balancing of visual sensors, etc. What works in one will likely not work in other.

Now, I do have it fine tuned in TMO for US fleetboats, which is where I first made this possible as in TMO Update, player can pull off historically accurate night surface attacks, including from inside larger convoys under right conditions in 1944/45. Really adds a whole new level level to the sim.

Goal is to get there in DW for uboats in 1939-early-mid 1943 when it was a common method of attack

Last edited by Bubblehead1980; 03-22-25 at 05:33 PM.
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Old 03-20-25, 05:57 PM   #1827
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Quote:
Originally Posted by Bubblehead1980 View Post
Nice. I will work on this in DW more after TMO update.

No, it's specifically made for DW. Aside from darker nights each mod requires balancing of visual sensors, etc. What works in one will likely not work in other.

Now, I do have it fine tuned in TMO for US fleetboats, which is where I first made this possible as in TMO Update, player can pull off historically accurate night surface attacks, including from inside larger convoys under right conditions in 1944/45. Really adds a whole new level level to the sim.

Goal is to get there in DW for uboats in 1939-early-mid 1943 when it was tactic used.
Good to see you back posting and that would be greatly appreciated Bubblehead1980, I'll be at the front of the pack to download it.
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