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Old 08-14-08, 05:02 PM   #31
yamato1
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Quote:
Originally Posted by j_o_nn_y
Hi Yamato1. Is it possible to make the HMS Rodney from SH3 playable?. Now that would be cool!. My favourite battleship.
Me too!

It is possible! But I need one ship from US side with working "UPCcampaigndata" files!
Or i can built to the Germany side.But it is unreal!
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Old 08-14-08, 11:05 PM   #32
sabretwo
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Any idea on the compatibility of the Bismark (or Yamamoto's other excellent playable ships) with the new Atlantic Theater Mods?

Captaining the Bismark would be a lot of fun, but only if it were somewhat historical. (Running around the Indian Ocean in the Bismark just doesn't feel right )

I don't know much about modding SH4, but I wonder what would be required to get Yamamoto's great mods compatible with the new Atlantic Theater mods?
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Old 08-14-08, 11:08 PM   #33
sabretwo
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BTW...Yamamoto, I'm still hoping you get a chance to upload your SH3 VIIC war damaged skin to Filefront. Its a great looking skin!

I don't know why, but every mod I try to download from your site comes down corrupted.

I've tried on two different computers now. Uggh
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Old 08-16-08, 09:56 PM   #34
ivank
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Quote:
Originally Posted by sabretwo
Any idea on the compatibility of the Bismark (or Yamamoto's other excellent playable ships) with the new Atlantic Theater Mods?

Captaining the Bismark would be a lot of fun, but only if it were somewhat historical. (Running around the Indian Ocean in the Bismark just doesn't feel right )

I don't know much about modding SH4, but I wonder what would be required to get Yamamoto's great mods compatible with the new Atlantic Theater mods?
i dont if they are but i know it does feel weird attacking shipping in the Indian. i would love if someone could make it compatible
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Old 08-17-08, 04:50 PM   #35
ECAaxel
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one question that has been bothering me what happens if you order it to dive?
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Old 08-17-08, 04:53 PM   #36
Herr_Pete
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i have thought about that. heres my advice. Just dont lol
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Old 08-18-08, 10:13 AM   #37
W4lt3r
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If the diveplanes are set to 0 or so, even ordering a dive/crash dive shouldnt have any effect. Along with the effect of the ballast tanks set to 0, they shouldnt fill at all when ordered to dive.

Some other ship mods have had this problem that you can dive with it and become a underwater submarine battleship or so. But im not sure with this mod, might aswell give it a try..Though after that try i doubt im coming back up :rotfl:
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Old 08-21-08, 07:13 PM   #38
pozine
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hey, nice work


but when i make a single mission, i cant see the ship when i go to single missions, i only see Ship name : unknown
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Old 08-22-08, 09:44 AM   #39
ivank
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i use the XIII uboot in the Mission Editor, then select the Bismarck in the select mission screen
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Old 08-22-08, 06:37 PM   #40
pozine
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there is only a XVIII walther uboat

and a IX

Last edited by pozine; 08-22-08 at 07:58 PM.
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Old 08-22-08, 07:36 PM   #41
d5j55
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he's a site for sore eyes sir...
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blah blah this blah blah that.. all I want to know is what we are going to do next!
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Old 08-22-08, 08:14 PM   #42
ivank
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Quote:
Originally Posted by pozine
there is only a XVIII walther uboat

and a IX
i meant the walther
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Old 08-23-08, 03:03 PM   #43
pozine
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kk but it dont work when i chose it


it only works when i change the data/submarine/kms admiral sheer/admiral sheer.upc file with another of your ship like the scharhorst


i want to know if the upc file of bismark and scharnhorst is the same, i dont mean the names but the other files like


; Compartments Functional Types
;
; FunctionalType= BowTorpedoRoom
; FunctionalType= SternTorpedoRoom
; FunctionalType= PropulsionRoom
; FunctionalType= SensorsRoom
; FunctionalType= CommandRoom
; FunctionalType= DamageControlRoom
; FunctionalType= ObservationRoom - Do we need this separate from SensorsRoom?
; FunctionalType= ArtilleryRoom
; FunctionalType= FlakRoom

[UserPlayerUnit 1.Compartment 1]
CompartmentType= 1
StatusActive= Yes
ID= KMS_AdmiralScheerSternTorpedo
NameDisplayable= Rear Torpedo Launchers
Type=NULL
FunctionalType= SternTorpedoRoom
MechanicalCoef= 0.5 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.5
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.02
MaintenanceCoef= 0.019
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 12
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 205
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1

its only an example


etc etc..
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Old 11-17-08, 12:23 PM   #44
Rene
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great mod!thanks!
but how can i add the bismarck to the opsmonsun mod?
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Old 11-17-08, 06:27 PM   #45
lurker_hlb3
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Quote:
Originally Posted by Rene
great mod!thanks!
but how can i add the bismarck to the opsmonsun mod?

I am sorry to say the answer is no, this mod is not compatible with OM
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