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Old 04-02-07, 09:05 PM   #181
bert8for3
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Quote:
Originally Posted by Rubini
You don´t are messing with the campaign files but SH3 ready them and all the hundreds of units inside each time that you fire a simple single mission...then the load time is very long...

Here. Install using JSGME at anytime that you need to make tests!
http://rapidshare.com/files/24059901...mpaign.7z.html
Ah, understood, it was indeed taking a very long time to load. Tks.
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Old 04-02-07, 09:35 PM   #182
Rubini
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Quote:
Originally Posted by bert8for3
Quote:
Originally Posted by Rubini
You don´t are messing with the campaign files but SH3 ready them and all the hundreds of units inside each time that you fire a simple single mission...then the load time is very long...

Here. Install using JSGME at anytime that you need to make tests!
http://rapidshare.com/files/24059901...mpaign.7z.html
Ah, understood, it was indeed taking a very long time to load. Tks.
I forgot to say that I always use 128TC to test (a middle ground to an average player in game situation). And I also set my game to pause when find a contact what always will give me the right distance, which i can measure with the rule or just unpause and ask to my WO!
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Old 04-03-07, 01:21 PM   #183
Capt.Crackerjack
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Thanks, Rubini and please check your PM!
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Old 04-03-07, 09:19 PM   #184
Rubini
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Ok!
Check your email!
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Old 04-04-07, 11:13 AM   #185
mikaelanderlund
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Samwolf
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Originally Posted by Rubini
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Originally Posted by Henri II
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Originally Posted by Rubini
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Originally Posted by Kar
Can you make only hidrophone mod for 16km gwx ?
The hydrophone and airplane section of the mod will be the same that are in the 8km version (99% sure).

In 16 km mod sometimes your game only stop from a TC with airplanes over you?:hmm:
Is that an actual question? I usually don't go above 128x in AC patroled areas, and so far I never had an AC attack where I could not crash dive away safely. Sometimes I even take the time to decide if I should dive or fight it out.
Hummm...but you have RWR enable, no? I'm refering to crew visual detection only..this normally on stock and big mods in general only occurs over you head even in low TC...:hmm:

With RWR enable even without the Stay Alert crew this isn´t a problem. This mod only refers to visual and hydrophone.
I play early war with no RWR and use 64 TC in aircraft patroled areas. I almost always have time to crash dive. I'm using the 16km mod .
Yes, the aircraft fix will be not necessary for 16km. The Hydrophone is already done. We just need more reports about the visual section and the mod could then finally arrive.
Hi Rubini,

do you have any news of "Stay Alert - crew fix 16km version" ? I think your 8km mod works great but I would like to have a 16km version if possible. Are you still planing a 16 km version?

Mikael
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Old 04-04-07, 03:31 PM   #186
Rubini
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Thanks for the interest mate!

Like I said the Hydrophone section is almost done and the visual (and even the airplanes section) needs a lot of tests. I'm really short in free time until next wednesday...meanwhile 2 others Kaleuns are making the tests...so I can't promisse..but I guess that in the other weekend we will have good news.
Stay tuned!
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Old 04-05-07, 06:48 AM   #187
Jimbuna
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Music to my ears kaleun (still playing your 8km version)
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Old 04-05-07, 08:06 AM   #188
Woof1701
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Great Rubini!! Thanks a lot for the effort. Are you already working on including Ducimus' mod as well, or is that reserved for the next step?

Have a nice Easter Holiday everyone.
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Old 04-05-07, 09:17 AM   #189
Hitman
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Rubini, would you mind when you finish your tweaks adding a list of the exact changes done with the Minitweaker in the AI_Sensors.dat file? I'm interested in trying to ocuple your mod together with CB's Des mod, and I think both can be made very compatible, so that at the same time AI sensors and behaviour is improved. I'm doing it for a small "super-mod" I'm working on, which would make only gameplay tweaks, no eye-candy, with the purpose of being good for people who either have low-end computers or want to add eye-candy one by one to their liking or hardware possibilities.

Thanks
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Old 04-05-07, 10:54 AM   #190
Rubini
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Quote:
Originally Posted by Woof1701
Great Rubini!! Thanks a lot for the effort. Are you already working on including Ducimus' mod as well, or is that reserved for the next step?

Have a nice Easter Holiday everyone.
If the 16km version arrive I will make also a compatible version with Ducimus' AI_sensors!
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Old 04-05-07, 11:00 AM   #191
Rubini
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Quote:
Originally Posted by Hitman
Rubini, would you mind when you finish your tweaks adding a list of the exact changes done with the Minitweaker in the AI_Sensors.dat file? I'm interested in trying to ocuple your mod together with CB's Des mod, and I think both can be made very compatible, so that at the same time AI sensors and behaviour is improved. I'm doing it for a small "super-mod" I'm working on, which would make only gameplay tweaks, no eye-candy, with the purpose of being good for people who either have low-end computers or want to add eye-candy one by one to their liking or hardware possibilities.

Thanks
Hi Hitman,

I already made a "big" readme with all the values that I changed well explained. Do you read it? It´s on the mod package...

About adjusts and compatibility with others sensors package...well, what I did needed alot of tests and fine tuning. But i guess that with patience and alot of detailed observation is possible to adjust my mod for any package. Just don´t forget that you need to mess with the four files: Sim.cfg, Sensors.cfg, Ai_sensors.dat and Sensors.dat to have coherent results in the end.
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Old 04-05-07, 11:34 AM   #192
mikaelanderlund
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Woof1701
Great Rubini!! Thanks a lot for the effort. Are you already working on including Ducimus' mod as well, or is that reserved for the next step?

Have a nice Easter Holiday everyone.
If the 16km version arrive I will make also a compatible version with Ducimus' AI_sensors!
That would be great

Mikael
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Old 04-05-07, 05:33 PM   #193
Hitman
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Quote:
Hi Hitman,

I already made a "big" readme with all the values that I changed well explained. Do you read it? It´s on the mod package...
Arghhh...me idiot had somehow skipped that part Just found it, thanks

Quote:
About adjusts and compatibility with others sensors package...well, what I did needed alot of tests and fine tuning. But i guess that with patience and alot of detailed observation is possible to adjust my mod for any package. Just don´t forget that you need to mess with the four files: Sim.cfg, Sensors.cfg, Ai_sensors.dat and Sensors.dat to have coherent results in the end.
The great thing about CB's pack is that it does not touch the sensors almost at all, but instead more the enemy AI behaviour, so I think both mods can be well complementary.
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Old 04-06-07, 04:37 AM   #194
Woof1701
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Woof1701
Great Rubini!! Thanks a lot for the effort. Are you already working on including Ducimus' mod as well, or is that reserved for the next step?

Have a nice Easter Holiday everyone.
If the 16km version arrive I will make also a compatible version with Ducimus' AI_sensors!
Great. Thanks Rubini. Can't wait
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Old 04-06-07, 09:50 AM   #195
Wilcke
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Hi Rubini,

Still out on Patrol with your mod and its working very well. Nothing going wrong as far as I can see....I will stick to this mod and 8k. If you release a 16k...GREAT...let me know if you need a Beta tester.

Thanks and well done!

Wilcke
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