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Old 06-30-08, 03:45 PM   #196
peabody
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Quote:
Originally Posted by cgjimeneza
ok.
A-no conning tower structure, the gun was suspended in mid air
b-no function on the following stations:
periscopes (attack and observation)
bridge
bridge (binocs)
TBT/UZO
radar (scope)


so I couldnt "lock" anything, I measured the distance to my target via the ruler in the nav map...

I didnt found out they were missing as I sailed and kept the map view until contact was made.
I don't know the mods you are using, I have stock but I will bet they add ships to the game and as Keltos pointed out it is the Numbering of the UnitParts#Subname. If they have the same number it conflicts and the tower (which is what the UnitParts contains) disappears. It's an issue he is aware of.

Maybe help Keltos out and let him know the last number in the folder. If you have RSRD and TMO maybe he could try to number his higher then what is added since a lot of people play those mods. Of course it will have to be tested to see if it works with numbers missing for the ones without the mod.

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Old 06-30-08, 03:51 PM   #197
keltos01
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did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)
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Old 06-30-08, 04:07 PM   #198
cgjimeneza
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Quote:
Originally Posted by keltos01
did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)
Negative Keltos, the only playable sub installed is yours

it is the last mod on JGSME
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Old 06-30-08, 04:21 PM   #199
peabody
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Quote:
Originally Posted by cgjimeneza
Quote:
Originally Posted by keltos01
did u read my last post ? it seems if you have other subs installed you need to change the unitspart8triton number (Peabody found this)
Negative Keltos, the only playable sub installed is yours

it is the last mod on JGSME
It doesn't have to be a playable sub. If a mod added another ship or sub and needed to use the "UnitParts" then there will be a #8 in there already. Not saying there is but that has been the problem with everyone else that has this same issue.

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Old 06-30-08, 09:11 PM   #200
cgjimeneza
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Quote:
Originally Posted by Hitman
Fantastic progress

Now I must add something about british torpedoes here: British WW2 submarines did their firing solutions in the old WW1 style because the inter-war state money cuts depraved them of resources to develop a really good TDC. Thus, their computer -called "The fruit machine"- was only a tool for predicting target position -much like the position keeper in the US subs, and check that way if estimated target data were correct or not, but it didn't give as output anything else than the lead angle (Periscope bearing to the target at which you must shoot your torpedoes with 0º Gyro Angle to hit the enemy) and it didn't by any means update the torpedos GA, which was fixed at zero except when doing spreads -in which case the commander told the torpedo room to enter the gyro manually on some tubes.

To sum this all up: If you want hardcore realism, you must do a set of torpedoes -even if they are optional for the player- which do NOT turn, i.e. they will always go straigth from the bow or stern, so you need to swing the full boat to a perpendicular course to the enemy target and fire at the proper periscope bearing of the enemy. According to some experiments done by Sergbuto, you can achieve that by editing the torpedo properties

I would encourage to add a printable lead angle tables for the different torpedo and target speeds -a single Din A4 sheet will suffice-.

The firing method would such be as follows:

1.- On sighting the target, determine speed and AOB

2.- Turn your submarine to a perpendicular course to the target and start the fruit machine (The position keeper will do teh same job)

3.- Make several estimates of speed and distance until the Fruit machine shows teh same bearing you get with your scope. Pray that the bastard won't zig

4.- Look up in the table what deflection angle you must use. Turn your scope to that bearing and wait until the enemy goes into your crosshair centre to fire your torpedoes.

See "Submarine Commander" by Ben Bryant, RAdm RN, who was skipper of HMS-Safari and HMS Sealion (british), the brit torps were straight runners.

and didnt HMS Conqueror use 3 mk-8`s to sink the argentines Belgrano in the Falkland`s war???
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Old 06-30-08, 09:16 PM   #201
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Quote:
Originally Posted by peabody
[COLOR=yellow
Just a followup, the tower is ok.[/COLOR] Found the problem, at least what I think was the problem. Your boat UnitParts is #8 so is my Sen Toku and my Sen Toku is in there all the time since it's stand alone, I don't have it added as a MOD. So I just changed yours to #9 and the tower appeared!!!!
Peabody
why not change it to unit no.10 or 11...and where is that unitparts located!!! I want a conning tower with all the instruments!!!
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Old 06-30-08, 09:16 PM   #202
cgjimeneza
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Quote:
Originally Posted by cgjimeneza
Quote:
Originally Posted by peabody
[COLOR=yellow
Just a followup, the tower is ok.[/color] Found the problem, at least what I think was the problem. Your boat UnitParts is #8 so is my Sen Toku and my Sen Toku is in there all the time since it's stand alone, I don't have it added as a MOD. So I just changed yours to #9 and the tower appeared!!!!
Peabody
why not change it to unit no.10 or 11...and where is that unitparts located!!! I want a conning tower with all the instruments!!!
hey.... Im a loader... pass me a crate of something
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Old 07-01-08, 03:27 AM   #203
keltos01
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Default change the unitspart8 to unitspartxxxTriton

here it is :



the path you see here to your left is the same in the silent hunter 4 directory, so go look there if there are other Unitspart in that directory, if you're not sure, post a screenshot like I jsut did.
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Old 07-01-08, 05:15 AM   #204
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Default bridge view

found it in my typa AM sub it is :
DMY_TurmJP_1_3_Watch_High

was set to y=0.44 which would be near bridge level changed to 0.7



the binocular view links to the same node...
the coningdeck as well...

The TBT view to node 72 : Dummy_TBT_NSS_Balao_Tower01
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Old 07-08-08, 03:57 AM   #205
GerritJ9
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Time to start work on a list of Dutch surnames and first names, perhaps..........
As for a Dutch speechpack, I'm using the Spax German speechpack for now- "Torpedotreffer" is exactly the same word in German and Dutch though the rest is way off......... but so is English.
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Old 07-08-08, 06:32 AM   #206
keltos01
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what bout uniforms ??? (out of my league)
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Old 07-08-08, 08:34 AM   #207
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What submarine did the British submarine take place of? or duplicated from?
Would it not be possible for this to be done with the German u-boats to make the playable in the multiplayer and LAN?
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Old 07-08-08, 08:44 AM   #208
keltos01
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Default clone ?

it uses the Balao interior and deck crew but is stand-alone, meaning it is one more sub that's added to the allied inventory, not one replacing a sub (thanks to Mikhayl's cloning tutorial).

I don't understand your second phrase ?
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Old 07-08-08, 08:52 AM   #209
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Oryt! cool! in the same way the Brit sub was made but a new German u-boat being made ontop of the an american if its possible, so in the end wthere is a playable u-boat in the multiplayer.

I have been told that it wont be possible for the German u-boats to be played in the multiplayer so im just looking for way around it.

Cheers
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Old 07-08-08, 03:46 PM   #210
Mickle
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I seem to get a CTD after install with JSGME?
Conflict with TM maybe?
It's only when I try to start the mission with the sub, I presume the subs name is 'T'?
Thanks
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