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Old 09-19-07, 12:08 PM   #31
Kaleu. Jochen Mohr
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Quote:
Originally Posted by Kptlt. Hellmut Neuerburg
what can you do?
:hmm:
http://www.subsim.com/radioroom/show...&postcount=332
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Old 09-21-07, 03:41 PM   #32
MLF
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RB - These mods are brilliant.

There are just a couple of questions I have. On the 7c why aren't you using the jack staff at the aft end of the conning tower (similar to the link image at the bottom of your postings)? I have never seen flags flying either side of the bandstand in photos. Will you be giving people a choice as you did with the 7b?

Is there a way of slowing down the flapping of the flag?

Is there a way of "drooping" the flag when the sub is stopped - possibly a very challenging request - hence the challenge

Please keep up the good work.

MLF
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Old 09-23-07, 04:39 PM   #33
TheDarkWraith
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Quote:
Originally Posted by MLF
RB - These mods are brilliant.

There are just a couple of questions I have. On the 7c why aren't you using the jack staff at the aft end of the conning tower (similar to the link image at the bottom of your postings)? I have never seen flags flying either side of the bandstand in photos. Will you be giving people a choice as you did with the 7b?

Is there a way of slowing down the flapping of the flag?

Is there a way of "drooping" the flag when the sub is stopped - possibly a very challenging request - hence the challenge

Please keep up the good work.

MLF
The problem arises in later year's Turms on the subs. Do to the flak guns placements they are in the way of the flags and thus have to be moved [flags] to a new location. I thought it would be best to move them to the sides and give them flagpoles. Do you all not agree with this? Give me some ideas on a possible better solution then. Also in later years Turms there are no jackstaff's on the Turms.
There is no way to slow down the flapping of the flag (due to wind or speed). If I slow it down it will stay continuously slow, it's coded in the animation node. Same goes with drooping of the flag. Both could probably be done but the complexity and time and code required to do this isn't worth it.
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Old 09-27-07, 07:23 PM   #34
Borgneface
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Default Fantastic

S! racerboy:
I have installed your mod and I just love it! At first I had some problem because I only had white flags ans pennants showing, then I realised that because my pc is not powerfull enough, I had set the game on Low Res option. So I changed the path to go to "TLowRes" before enabling it with JSGME and it work just great.
One request, if I may; my favorite U-Boat is the VIIC with which I have beeb running a very successfull career from August 40 to now April 41 and I would really love to have your Flags ans Pennants for this type of U-boot.

I know this requires a lot of work!
Again thank you for this Mod

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Old 09-30-07, 07:57 AM   #35
U49
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A big applause


Long time hoped for..


and a big THANK YOU!
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SH3 battle capability upgrades: GWX2.0, JSGME2.0, SH3Commander 2.7, SH3Gen 0.8.2, TorpDamageMod 2.0, OLC GUI 1.1.5
Awaiting combat readiness for GWX2.0: SH4 effetcs for SH3, SH3Weather 1.5
Following development of: www.subwolves.com
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Old 09-30-07, 08:35 AM   #36
Morts
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this might (will) sound very stupid
but how do i install the mod

edit
never mind
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Old 09-30-07, 08:36 AM   #37
TheDarkWraith
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Quote:
Originally Posted by Morts
this might (will) sound very stupid
but how do i install the mod
take the folder beginning with 'Racerboy_' and put it into the mods folder. Enable via JSGME and enjoy!
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Old 09-30-07, 11:44 AM   #38
dmlavan
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Racerboy - is this only out for the VIIB, or is there VIIC in another thread I missed?
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Old 09-30-07, 12:01 PM   #39
TheDarkWraith
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Quote:
Originally Posted by dmlavan
Racerboy - is this only out for the VIIB, or is there VIIC in another thread I missed?
Due to the amount of Turms and the need to add objects to them (flagpoles, etc.) development is slow. Currently this is only for the VIIb. I have the VIIc and IX's under development currently. I could use an assistant if there's anyone that's good with 3D modelling and hex editing...
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Old 09-30-07, 01:57 PM   #40
Kaleu. Jochen Mohr
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by dmlavan
Racerboy - is this only out for the VIIB, or is there VIIC in another thread I missed?
Due to the amount of Turms and the need to add objects to them (flagpoles, etc.) development is slow. Currently this is only for the VIIb. I have the VIIc and IX's under development currently. I could use an assistant if there's anyone that's good with 3D modelling and hex editing...
i would if i knew how. but i have no idea how to do
all i can is runn tests

but thats not realy helping you i think...
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Old 10-02-07, 10:08 AM   #41
oscar19681
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Do you have to be in port for this mod to work? I installed via mod enabler and when i raise the peri no flags when i press x. The first flag mod did work though but now it doesnt.
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Old 10-02-07, 10:10 AM   #42
TheDarkWraith
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Quote:
Originally Posted by oscar19681
Do you have to be in port for this mod to work? I installed via mod enabler and when i raise the peri no flags when i press x. The first flag mod did work though but now it doesnt.
shouldn't matter at all. Ensure that you have the folder beginning with 'Racerboy_' in the mods folder and not the one beginning with 'RB_'. Also ensure it's enabled
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Old 10-02-07, 10:36 AM   #43
oscar19681
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I did and when i put it in the mods folder it says Rb in the beginning. So i clicked on the map and found one starting with racerboy so copy,s and pasted it and enabled it but now i get a ctd when done loading and hopping into the game.
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Old 10-02-07, 10:37 AM   #44
JCWolf
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Sorry RB , are you dev
the VIIC mod on this F&P!?
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Old 10-02-07, 10:40 AM   #45
TheDarkWraith
Black Magic
 
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Quote:
Originally Posted by oscar19681
I did and when i put it in the mods folder it says Rb in the beginning. So i clicked on the map and found one starting with racerboy so copy,s and pasted it and enabled it but now i get a ctd when done loading and hopping into the game.
Very interesting...:hmm: ...first report of this happening. I cannot see why that would happen. For safety please disable the mod and re-enable when in port. I'll do some testing on it tonight to see if I get the same results.
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