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Old 05-07-08, 02:26 PM   #256
Hitman
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Great job indeed guys

Now I would beg to give this all the finishing touch many people will expect: NYGM has already bases and patrol grids prepared for the Type XXIII, but GWX or WAC don't. Please contact with the proper guys to ensure this enters the pack, otherwise it will be difficult to reach the patrol areas and have a good gaming experience.

Looking forward to the release
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Old 05-07-08, 04:17 PM   #257
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@Tomi, Dietrich, Mikhayl:

Sorry guys, but celebration has proved to be a little premature.

I've noticed very belatedly that my earlier removal of the observation periscope from the model has for some reason also removed the rear part of the conning tower from the XXIII sub. That is the extension at the rear of the conning tower, which actually was used to store rubber dinghies and similar equipment.

In further testing, using Tomi's original NSS_Uboat21.sim/dat/zon files, I found something very strange. If the observation periscope is disabled (commented out with ';') only in basic.cfg, the raise and lower mechanism still works, but it raises and lowers the conning tower rear extension! It looks like there might be a similarity or overlap of nodes here.

That was a pretty careless oversight, so apologies to all. Without the rear tower extension, the Type XXIII looks just like a normal U-boat for its tower. That's how I missed it.

There's another issue too. The movement of the watch crew into the 'good weather' positions exclusively has somehow created a tiny artefact floating to the left-hand side of the tower. This remains in place even when individual watch crew members are removed, so I can't guess the cause. I did all the testing in bad weather. As soon as I took the XXIII out on a sunny, windless, day, the sun glinted on the artefact. That's when I saw it.

Back to the drawing-board.
I have grave doubts now whether the observation periscope can be disabled without affecting the conning tower rear extension in some way.

Stiebler.
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Old 05-07-08, 06:05 PM   #258
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Default New Skin !! Combath Scin !!
















































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Old 05-07-08, 06:18 PM   #259
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Old 05-08-08, 02:22 AM   #260
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O.K Jungs
Um das Problem aus der Welt zu schaffen brauchen wir nur ein Verzeichnis in die Dat einzubauen wo ich da. Den Buckel importieren kann.
Ich habe es gestern versucht und ich bin Gescheitert.

Bitte um eure Unterstützung!!

Also ein Beispiel

Buckel Folter > ID 12345678
PERENT ID > 44444444

NSS_UboatVIIc > ID 44444444
PERENT ID > 00000000

NSS_Uboat_Propeller_L > ID 23456789
PERENT ID 44444444
NSS_Uboat_Propeller _R > ID 34567890
PERENT ID 44444444
And so on …..

Was ist Falsch oder muss ich die VAL + SIM + ….
Einbinden damit das funktioniert.
………………………………………………………………..


O.K boys Around the problem from the world to create we need to build only one listing into the Dat where I there.
The embossment to import knows.
I tried it and failed yesterday I.

Ask for your support!!

Thus an example

Buckel Folter > ID 12345678
PERENT ID > 44444444

NSS_UboatVIIc > ID 44444444
PERENT ID > 00000000

NSS_Uboat_Propeller_L > ID 23456789
PERENT ID 44444444
NSS_Uboat_Propeller _R > ID 34567890
PERENT ID 44444444
And so on …..


Which wrong is or must I the VAL + SIM +…. Merge thereby functioned.
Ask for your support!!
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Old 05-08-08, 05:13 AM   #261
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Default Problems resolved - I think...

@Tomi:
Leider kann ich Ihnen nicht helfen.
Aber ich glaube, dass ich die Probleme jetzt mit dem Turm und dem Beobachtung-Periskop repariert.

@Mikhayl:
[A joke picture. The observation periscope raises the rear conning tower.]



@General:

1. The artefact that I reported in my last post is directly caused by the problem with the observation periscope. It is NOT due to the crew placement.
Therefore I have created a new NSSUboat21.dat file for the crew placement only.
I have tested it with fair weather and with crew in oilskins. All OK at 15 m/s.

2. I have found a way to end *most* of the problems with the observation periscope. It is necessary to combine the new .dat file (still contains the observation periscope) with the NSS_Uboat.sim and NSS_Uboat.zon files from which I had removed the observation periscope.
This combination (with a corrected file basic.cfg to remove the observation periscope) has this effect:
a) You can still *select* the observation periscope by typing 'O' in the screen menu (F3).
b) No key combination raises the observation periscope.
c) You can raise the periscope lever in the F3 screen, but nothing happens. No sound of rising periscope, no external view of observation periscope, no view through observation periscope.
d) The attack periscope is unaffected.

This seems to me to be a satisfactory compromise. The only way to remove the key/lever commands for the observation periscope would be through the menu commands, and this would affect all U-boats, so is not satisfactory.

I've carried out two full patrols with this new combination, all OK. I wish I could get heavy rain to test the crew positions though!

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Old 05-08-08, 11:03 AM   #262
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Default NYGM version of Type XXIII uploaded to FileFront.

@Dietrich:
Thanks for the Mission Editor suggestion. I carried tests out with heavy rain, strong winds. All is OK now with the crew placements. No artefacts, and no missing rear conning tower.

NYGM UPLOAD:
I have up-loaded a complete mod FuMBXXIIINYGM.7z at Filefront (click on my signature below). It works ONLY with the NYGM super-mod.

This is a BETA-TEST version, because I cannot spend any more time on this for a week or so (real life needs). I have tested all issues outstanding, and it runs well for me.
Be sure to read the documentation (PDF) attached!

Start a new career in 1945 with the 13th Flotilla at Stavanger.

**You MUST first load NYGM 2.5 Full Version, and the patch NYGM 2.6B, also available at the same link.**

I'm sure Tomi, Mikhayl, Dietrich (as well as me) will be pleased to hear any feedback.

@Tomi, Dietrich, Mikhayl:
You can extract my latest files NSS_Uboat21.sim/dat/zon from the package.

@Tomi:
Neue Dateien mit meiner Unterschrift, unter.

@Privateer:
Thanks for your help (via Mikhayl) with the crew placements in rainy weather.

@Hunter:
Belatedly, thanks for the information about the (faulty) mirror reflection of the Empire Freighter. One of Iambecomelife's ships, I hope he reads this.

Stiebler.
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Old 05-08-08, 11:54 AM   #263
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Great work here!
I take a look to FuMBXXIIINYGM's Basic.cfg and I found this in [SUBMARINE_AMMO11];XXI

Year1=1944
;;ForeTube12=1 ;; 2008
;;ForeTube13=1
;;ForeTube14=4
;;ForeTube15=4


Would it be?


Year1=1944
ForeTube10=3 ;T1
ForeTube11=3
;;ForeTube12=1 ;; 2008
;;ForeTube13=1
;;ForeTube14=4
;;ForeTube15=4


Thanks in advance!
I'll try it in the afternoon and send some feedback!
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Old 05-09-08, 03:56 AM   #264
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@Mikhayl:
You have PM.

@Coronas:
Your changes are correct - well noticed! However, you should not play the Type XXIII in 1944, only in 1945 (start a new career at Stavanger).

In addition, the NSS_Uboat21.sns file in the FuMB37XXIIINYGM mod should have 'Sensor 3' (the observation periscope) with LinkName=NULL. It has LinkName=Periscope.
This change makes no difference whatsoever to game play, so if you feel lazy, don't bother to make the change.

Stiebler.
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Old 05-09-08, 05:12 AM   #265
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Default Where might I find the required supermod,

Is it this one??

NYGM2_6B.7z


thnaks again
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Old 05-09-08, 12:07 PM   #266
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Quote:
Originally Posted by Stiebler
@Coronas:
Your changes are correct - well noticed! However, you should not play the Type XXIII in 1944, only in 1945 (start a new career at Stavanger).

In addition, the NSS_Uboat21.sns file in the FuMB37XXIIINYGM mod should have 'Sensor 3' (the observation periscope) with LinkName=NULL. It has LinkName=Periscope.
This change makes no difference whatsoever to game play, so if you feel lazy, don't bother to make the change.

Stiebler.
Thanks for answer. By the moment I tried a little mission in December/1944 instead of a career. Type XXIII is a charm: Silent, speedy, stealht an letal.
Thanks to everybody in XXIII's team. Great work, mates! and regards to Flakmonkey: your mod was the begining.
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Old 05-09-08, 02:28 PM   #267
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Everyone (Dietrich, Mikhayl, Coronas) is telling me that Tomi's boat was built from Flakmonkey's AI-only Type XXIII.

Tomi has confirmed this by PM. Up until then, I believed, wrongly, that Tomi had started anew with a Type XXI.

Therefore this playable XXIII owes also a large debt to Flakmonkey. Apologies to Flakmonkey for my oversight, seen also in the documentation for the FuMB37XXIIINYGM mod release. I'll correct the omission for the final release.

@Dietrich:
Max-depth for torpedo launch only 16m?
I don't know if this is right. But the Type XXIII commanders were told to attack targets at very close range, so that they could not miss. There would be no reason to fire their only two torpedoes from any depth below periscope depth.

@Coronas:
Glad you enjoy the mod!

Stiebler.
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Old 05-15-08, 07:25 AM   #268
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[quote=Dietrich]Here's the second of Aberle's reports:

[quote]
Typ-XXIII Combat Trials
Report # 10





2.- The compass on the bridge seems to be operating backwards. Here is a picture:



I have already seen this more paled, however, I could not localise him.
I do not point whether it is necessary.

The problem with the periscope is I believe from Dietrich/ Stiebler relaxedly.
If you want I could insert a new Folder and huckel Instead of in the view periscope in the folder anew integrate ,and view periscope problem is reliesed (lasts from the Weld).

Too stupidly I have not equalised this. I do not show what I wrong does, but under GWX2.1 I have the problem I one in Single Mission...
Announcement agrees: go too only to the Kaserne.
Do I be able to under GWX only with the V17 to plays?? :hmm:
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Last edited by Tomi_099; 05-15-08 at 08:14 AM.
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Old 05-27-08, 03:20 AM   #269
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any news from TYPE XXIII

Dear TOMY

I guess you are working on this project to release it as soon it will be ready

Could you please just explain us when do you think every corrections will be completed?

I know it is a hard work, and be sure of all my respect for your good job

I'm just a KALEU waiting for his new best toy...

Best regards
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Old 05-27-08, 04:46 PM   #270
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Default Solution to the radar-warning-receiver

Hello subsim comunity. This is my firts post here.
I found a solution to the radar-warning-receiver problem, using S3D.

This is for Tomi_099, Flakmonkey, Stiebler, Dietrich, Mikhayl and all the poeple who developed this sub.

First you should make a backup of the file NSS_Uboat21.DAT. (Just in case)

Open the file NSS_Uboat21.DAT using S3D. (Flakmonkey and tomi's type XXXII)

Open the following "folders" in the left side
21:Node- NSS_Uboat21
I
I__ 30:Node- NSS_Uboat21_EXT.TURM
I
I__72:Node-NSS_Uboat21_INT.TURM
I
I__216:Node-NSS_Uboat21_SCHNORCHEL
I
I__222:Node- CFG#R02_NSS_Uboat21_SCHNORCHEL for this node in the right side of the screen you should change the following values:

Offset X: -0,01 Y: -0,00953913853 Z: -0,14

Save changes before closing S3D.

Now if you have the RWR activated you will see it at the top of the schnorchel.
I hope this can help you.
Regards.


P.S. Sorry for my English.
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