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Old 02-17-19, 10:13 AM   #181
propbeanie
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Quote:
Originally Posted by Fifi View Post
I don’t understand what you mean...
If your Attack scope is looking at the Observation scope, and vice versa, then you would be looking at the other scope's tube. However, when fully lowered, they should be fully retracted, and have nothing but "dark" visible. What is your mod list for THEBERBSTER's mix?
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Old 02-17-19, 11:35 AM   #182
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Ah, ok!

I have this weird view in both periscope fully lowered.
Looking at zero bearing each. But in fact at any bearing. They aren’t looking at each other.

The list is the one provided in the right numbers order...

But Peter said he had the same issue (wich is an issue, because fully lowered you don’t have to get this strange view)
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Old 02-17-19, 01:04 PM   #183
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I just ran my THEBERBSTER's mix of GFO, and it does do the same. I used an S-Boat, and with the scope all the way down, it looks just like your picture, no matter where I look. As I raise it, the scope comes out of its well, and you have a full view:



I had to get above the cross beam there to have an unobstructed view.

I do know that CapnScurvy fixed that view on FotRSU, which is why it is not like that there, unless you do happen to look at zero and one-eiqhty...
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Old 02-18-19, 04:09 AM   #184
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Quote:
Originally Posted by Fifi View Post
Hi Peter,

Do you know why i'm getting this bad view in both periscopes?
Periscope fully lowered (when raised it's ok)


Found out the culprit

Without the magnified dials N°15 activated, the periscope views are normal when fully lowered!
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Old 02-20-19, 09:37 AM   #185
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Thanks for putting this list together! If I want to run this list together with the Run Silent Run Deep campaign, where should that be in the load order?
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Old 02-20-19, 12:31 PM   #186
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A Warm Welcome To The Subsim Community > hundtand
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The RSRDC mod would need to be tried in position 3.
You would also need the RSRDC patch for GFO which would go in position 4.
http://www.subsim.com/radioroom/down...o=file&id=1159
This is assuming that you are still going to use the MAX OPTICS IV mod.


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Old 02-20-19, 01:13 PM   #187
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Default welcome aboard!

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Old 02-21-19, 11:09 AM   #188
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Is this compatible with Optical Targetting Correction? Also is there a mod where I can have map tools like in TMO?

Last edited by Pruciak; 02-21-19 at 04:16 PM.
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Old 02-22-19, 08:08 AM   #189
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Hi Pruciak

Quote:
Optical Targetting Correction
Will most likely not be compatible with Max Optics IV as this mod already makes changes to the periscope and adds an additional magnification size.


Quote:
can have map tools like in TMO
Sorry cannot answer this as I do not have TMO installed. You would need a dedicated map tool mod to be enabled to be added to the SH4 mega mod.

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Old 02-23-19, 02:07 AM   #190
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Thank you for a quick answer. I'm enjoying your mod, especially the deck gun upgrade managed to sink a destroyer in heavy fog with deck gun thanks to the upgrade (I know it's not even close to realistic but was great fun).
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Old 02-23-19, 04:50 AM   #191
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Hi P
Glad to hear you are enjoying my mega mod.
Fun is the word, that is what it is all about.
There is no point in playing a game at any level if it is not fun.
Peter
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Old 03-01-19, 08:13 PM   #192
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hi guys

just reinstalling SHIV after many many years (been reading lots of sub books) - just confirming with this mod- does it also improve the campaign? ie. enemy units, actual career progression, busy ports, more enemy shipping, etc?
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Old 03-02-19, 05:33 AM   #193
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Hi TP
GFO which is the main mod removes many of the stock games bugs.
Additional naval bases are added.
Peter
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Old 03-12-19, 02:43 PM   #194
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Quote:
Originally Posted by The_Pharoah View Post
hi guys

just reinstalling SHIV after many many years (been reading lots of sub books) - just confirming with this mod- does it also improve the campaign? ie. enemy units, actual career progression, busy ports, more enemy shipping, etc?
Same here. Joined Subsim community back in the subcommand and SH3 days.
Had SH2 and Destroyer Command loaded as well. Sadly can't find DC anymore.
Just recently pulled all the old games and desktops out of mothballs as I'm renovating my "Man Cave" as my wife would call it and turning into my sons room for when he comes home from college this summer. Have used any the systems or games in a long time. Now I don't know why I ever stopped. Set them up in the dining room a couple of months ago to try out. Been there ever since. Although the desktops don't work anymore my newer laptops have this game now screaming. With 8 gigs of ram all graphics are gorgeous with no lagging what-so-ever.
I was happy to see your latest update was as recent as 2018. Hopefully that means no CTDs or bugs if I load the supertanker mod up.

Having said that I am mostly concerned about using MODS that get the game closure to realism. Before I go on thought I REFUSE to use the realistic dud function on the game. At least not yet. Sorry I'm just not good enough to chance losing a kill on a bad fish.
One of my pet peeves is how fast the destroyers are always on top of you and how they turn so much quicker than you. Although I have not played the games in quite some time I have still been doing my ever constant reading. Everything I have always read about this Era says that the subs can turn tighter than the destroyers. Sometimes that's all that got them out of the way of a serious pounding.
I saw in the forums that somebody had done a mod that actually tuned down the destroyers so they couldn't "Pop the Clutch and do 0-37 in a 1/4 second" as the post put it. In the Mega Mod are the destroyers modded more accurately?
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Old 04-04-19, 07:59 PM   #195
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Default Uhm...?

https://imgur.com/a/hcmmPo8
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