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Old 10-28-11, 12:37 AM   #136
0rpheus
Grey Wolf
 
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Just wondering, after your work in OHII whether you're 'back' now TheBeast, or still taking some time out? I'm still getting some odd stuff with this mod: radar antennas not lowering (at all) and no one has been able to figure out why the upgrades don't work if you progress to a new campaign from an existing one - if you start a fresh campaign (say Happy Times) they work fine, but if you come to Happy Times from Coastal Waters they don't appear.

I'd love to see this mod fix these issues so I can progress through all the campaigns with one captain and crew (and try to survive ) and have all your awesome upgrades
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Old 10-28-11, 01:06 AM   #137
TheBeast
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Quote:
Originally Posted by 0rpheus View Post
Just wondering, after your work in OHII whether you're 'back' now TheBeast, or still taking some time out? I'm still getting some odd stuff with this mod: radar antennas not lowering (at all) and no one has been able to figure out why the upgrades don't work if you progress to a new campaign from an existing one - if you start a fresh campaign (say Happy Times) they work fine, but if you come to Happy Times from Coastal Waters they don't appear.

I'd love to see this mod fix these issues so I can progress through all the campaigns with one captain and crew (and try to survive ) and have all your awesome upgrades
I am currently working on the Equipment Upgrades MOD.
Adding additional missing equipments such as Flak Guns,
Also converting many items for language localization.

As for equipment upgrades not working as you progress to new campaign in OH II. I am fairly certain that is a OH II bug as the upgrades worked fine when not using the OH II MOD but I will investigate this issue if I encounter it.
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Last edited by TheBeast; 10-28-11 at 02:43 AM.
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Old 10-28-11, 11:48 AM   #138
0rpheus
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Quote:
Originally Posted by TheBeast View Post
I am currently working on the Equipment Upgrades MOD.
Adding additional missing equipments such as Flak Guns,
Also converting many items for language localization.

As for equipment upgrades not working as you progress to new campaign in OH II. I am fairly certain that is a OH II bug as the upgrades worked fine when not using the OH II MOD but I will investigate this issue if I encounter it.
Great news! OHII was my first thought as well but Trevally and a few others brainstormed it in the OHII thread (I think, was a week or two back) and couldn't figure out what would be causing it.

Great to have you back
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Old 10-28-11, 02:01 PM   #139
TheBeast
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Quote:
Originally Posted by 0rpheus View Post
Great news! OHII was my first thought as well but Trevally and a few others brainstormed it in the OHII thread (I think, was a week or two back) and couldn't figure out what would be causing it.

Great to have you back
I was just trying to add a 10.5cm Deck Gun as upgrade option and realized something.

You do know that the last update I released was enforcing date requirements on equipment upgrades?

So many upgrades are not available until later dates.

There is a image in the documentation folder of the MOD that has rough outline of availabilty dates.

Regards!
TheBeast
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Old 10-30-11, 03:10 PM   #140
TheBeast
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Updated Post #1 with Info on upcoming release.

Regards!
TheBeast
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Old 10-30-11, 03:40 PM   #141
Trevally.
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Quote:
Originally Posted by TheBeast View Post
Updated Post #1 with Info on upcoming release.

Regards!
TheBeast
I am looking forward to your next version
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Old 10-30-11, 04:05 PM   #142
Magic1111
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Quote:
Originally Posted by Trevally. View Post
I am looking forward to your next version
Me too....!
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Old 10-30-11, 04:52 PM   #143
0rpheus
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Quote:
Originally Posted by TheBeast View Post
I was just trying to add a 10.5cm Deck Gun as upgrade option and realized something.

You do know that the last update I released was enforcing date requirements on equipment upgrades?

So many upgrades are not available until later dates.

There is a image in the documentation folder of the MOD that has rough outline of availabilty dates.

Regards!
TheBeast
Hey TB, yeah I know - I spent several hours testing with various dates etc, and many more waiting for the right dates to come around over the course of four or five consecutive campaigns (Coastal Waters right through to Op Drumbeat) with the same captain.

I found if I started a new campaign, the upgrades for that campaign would appear on the appropriate dates. If I moved to another campaign after completing that one, all upgrade dates fail from the point you begin the next campaign. I got to Op Drumbeat and still didn't have access to the BOLD1 - starting a fresh Op Drumbeat made it show up (and all other appropriate upgrades) as it should have done. The only thing I saw working throughout the campaigns were the torpedo upgrades, as they seemed to progress normally throughout the consecutive campaigns.

There was some speculation that OHII's altered campaign dates were causing it, but nothing was ever confirmed.
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Old 10-31-11, 05:55 AM   #144
KampfWaffel
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Very useful mod, thank You!
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Old 11-01-11, 04:23 AM   #145
TheBeast
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Progress Update.

I have the 10.5cm Deck Gun upgrade working fine now.
It only supports 105mm HE and 105mm AP rounds.
I can not enable any special effects in Shells.sim for the ammo because it results in CTD but everything looks fine with out the special effects enabled in the SIM file.
I'd like to get 105mm AA and 105mm SS working at some point.

All of the Light and Heavy Flak guns are working now.
Heavy Flak Guns are only available on Type-VIIC and Type-VIIC/41 Wintergarden. Heavy Flak Guns require a Heavy Flak Mount (S01 or S02) and the Type-VIIA and Type-VIIB do not have these mounts.

Added Alberich Coating for Type-VIIB just in case someone keeps this boat for a while.

I've been trying to add the Periscopes as Upgrade options but I suspect that this may require editing of Menu to add another Sensor Tab.

I want to add the Schorchel as upgrade option. When time permits for both of us, I need to get together with TheDarkWraith to work on this.
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Old 11-03-11, 09:35 PM   #146
TheBeast
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Here is pic of new Tower Eagle.
This Tower Eagle is a optiional FuMO-29 Radar Antenna Replacement.

Purpose:
When using Nozaurio's U-552 Skin the FuMO-29 Radar Antenna covers tower emblems.
Using this Tower Eagle you get the Radar and Tower Emblems are not covered.
Bunker Upgrade Option

Bunker Upgrade Option:


Still doing minor tweaks to Texture and Positioning.
After many trial and error scenario to get the Eagle Texture correct I think I figured out why imported ships and weapons are having rendering issues.



New Bunker Upgrade Option for 105 mm Deck Gun
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Last edited by TheBeast; 11-09-11 at 11:02 AM.
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Old 11-09-11, 09:18 AM   #147
TheBeast
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Just finished optional MOD to support A Fist Full of Emblems.
Added updated textures for Nozaurio's U-552 Skin

Now, just need a couple people to test it.



If you download and try this MOD, please provide some feedback.

Regards!
TheBeast
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Last edited by TheBeast; 11-13-11 at 07:33 PM. Reason: Temp Download Link removed
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Old 11-12-11, 05:53 AM   #148
Rumel
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I have problems whit torpedo TIII lut II, i can set but when star the patrol are not there, and the same with schnorchel mounted FuMB 26,
i hope this help to you.
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Old 11-12-11, 04:23 PM   #149
TheBeast
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Quote:
Originally Posted by Rumel View Post
I have problems whit torpedo TIII lut II, i can set but when star the patrol are not there, and the same with schnorchel mounted FuMB 26,
i hope this help to you.
Hi Mate.

Thank you for the feedback information!

Torpedo:
I will investigate the TIII Lut II Torpedo not being loaded when leaving bunker.
What Torpedo was loaded in place of the TIII Lut II if any?
-=[UPDATE EDIT]=-
- data\Library\Torpedoes_G7A-E.GR2 <-- Does not contain TIII Lut II Torpedo
Removing the TIII Lut II from Ammunitions Inventory

Schnorchel Mount FuMB-26 Tunis:
Are your using the Snorkel MOD by TDW?
- If so, TDW renamed the RWR mount location #cfg_R02 to something else to make exhaust work, so this is known issue but not with this mod.
- I have already discussed this issue with TDW and offered possible resolution.

Regards!
TheBeast
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Last edited by TheBeast; 11-12-11 at 05:03 PM. Reason: Update info for TIII Lut II Torpedo
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Old 11-12-11, 07:53 PM   #150
Rumel
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the slot in i put the TIII luT II is empty

my mod list

Equipment_Upgrades_Fix_v1_4_byTheBeast
Critical hits 1.1 Torpedos
Adjusted Running - Walking Speeds v1.0
Imported Ship Pack V1.1
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
MightyFine Crew Mod 1.2.1 Stock faces
OPEN HORIZONS II_full v1.4
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Torpedo Splash

the other upgrades work fine to the moment,
i report back for any problem, to finish your fine work.
the best test is the test of the time.

great job the beast
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