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Old 11-01-12, 07:29 AM   #166
fitzcarraldo
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Dear Aces: many thanks for the Type IX update.

Request: Damo´s interior lights in Type IX SuperTurms. The default interior
in Type IX is very bright.

Many thanks for all the great work!

Fitzcarraldo
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Old 11-01-12, 07:35 AM   #167
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Request acknowledged and noted my friend, maybe in Super Turms v7. what I want to do first is fix any problems such as the type9b torpedo/anchor problem, then release any mods to extend things like the new crew on deck type7 c41 and fix for type 2d crew on deck then work on new stuff for v7 which will of course include these "fixes and additions" so v7 will have the type9 door/anchor fix, the type 2d crew on deck fix and the type 7c41 additions in it as a matter of course plus any new stuff such as you mention.

Edit:, okay I've fixed the crew on deck problem with the type 2d, it was the same issue with the type 2b but not the type 2a, one value set slight wrong in the dat file, it should have been negative value and not positive. Will test tonight and include both in crew on deck v2.

Edit: I forgot to comment on the include everything in one mod question. Well that isn't strictly possible although the "base" mod super Turms 6 does include a great many things, firtly because some of the optionss are exactly that "alternative options" eg. the type 9 turms with different emblem systems/grills/mg-34s and one mod wouldn't offer that. Secondly, a different type of option eg. Damo's lighting isn't to everyones taste although I wouldn't go to sea without it, so it is best dealt with as an option. I know that there isn't a one-size-fits all solution but, done this way you can obtain different combinations to suit your taste and my readme outlines what options should be installed in what order. Having saifd that there might be some scope for some "re-organisation" in Super Turms v7. Altough crew on deck is included in super Turms 6 I also released it as a stand-alone mod for those that want to use it that way.


Best regards

Aces

Last edited by Aces; 11-01-12 at 08:50 AM.
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Old 11-02-12, 06:04 AM   #168
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Hi,Aces!And us about to make crew on the deck for Super Turms v7 IIA Tuneup http://subsim.com/radioroom/showpost...41&postcount=1 , IXC/40 Kurfürst http://www.subsim.com/radioroom/show...53&postcount=1 , Type XXI Evan82 http://www.subsim.com/radioroom/show...63&postcount=1 and Tomi099 VIIC?
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Old 11-02-12, 07:07 AM   #169
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Hi mate,

The link to Flakmonkey's Type 2 mod is dead. I already have the IXC/40 Kurfürstmod mod okay and I already did a mod for waterstreams for the Type 21 IIRC, I've got Tomi's type 7c41

Okay, to confirm that what I'm doing first is all "Crew on Deck" related, after that I'll see about other "desirables".

Regards

Aces

Last edited by Aces; 11-02-12 at 07:18 AM.
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Old 11-02-12, 07:15 AM   #170
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Can you post a poll in SUBSIM?

The problem with Tomi is that fixed late war stuff. If you can activate-deactivate the stuff with keys or via Commander (timeline), you can use the VIIC/41 for a long time. Cobalt´s is more generic. Tomi´s hasn´t the forward 88 (Historically correct for the late war model).

Regards.

Fitzcarraldo


Quote:
Hi fitz,

Okay, I don't particularly want to do both boats, they are both excellent but I'll do the most popular of the two, it looks like Tomi's boat but I'll see what folks prefer.

Cheers

Aces
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Old 11-02-12, 07:17 AM   #171
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Hmmmm, more complicated than I thought then!. Mayb e I'll leave this till last and get one with other stuff first.

Activating with keys, problematical as there aren't enough suitable commands in the commands.ini file to use. SH3 commander I haven't used in a very long time so quite un-familiar with it.

Regards

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Last edited by Aces; 11-02-12 at 07:28 AM.
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Old 11-02-12, 07:57 AM   #172
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Aces, Mate, regarding Tomi's Boot. Way back when I tested it, it had some bounding-box problems.

Meaning the AI would still see you even if you were submerged at periscoope level and a bit beyond. Some invisible parts of the Turm on Toni's Boot are outside the model.

I don't know if he ever addressed this...before he started to work on the epic Machine Room.
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Old 11-02-12, 07:59 AM   #173
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Thansk for the heads up mate, much appreciated. I posted a poll and I'll have a look at Tomi's boat and try and see what's what.

Cheers

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Old 11-02-12, 10:11 AM   #174
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Aces! Look in the section of downloads IIa Tuneup http://www.subsim.com/radioroom/down...o=file&id=3531
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Old 11-02-12, 12:36 PM   #175
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Got it thanks mate
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Old 11-07-12, 04:40 AM   #176
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Hello Aces. In the next Ace´s SUper Turms version v7 you will work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 or v7? I use your mod soup and you use version 5, not the enhanced v7.
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Old 11-07-12, 04:49 AM   #177
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Hi,

I am going to install v7 of this mod ASAP but, from what I've heard v7 worksl just fine with the current St. Nazaire Super Pens version (v5.1) and thus no alteration to that mod is required but I need to test it first.

Kind regards

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Old 11-07-12, 05:12 AM   #178
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Thanks Aces!
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Old 11-07-12, 05:54 AM   #179
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Quote:
Originally Posted by Aces View Post
Hi,

I am going to install v7 of this mod ASAP but, from what I've heard v7 worksl just fine with the current St. Nazaire Super Pens version (v5.1) and thus no alteration to that mod is required but I need to test it first.

Kind regards

Aces
In my installaton, v7 works fine with SuperPens 5.1.

Regards.

Fitzcarraldo
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Old 11-07-12, 06:38 AM   #180
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Thanks for confirming Fitz, that's nice tom know

Cheers

Aces
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