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Old 03-10-06, 02:10 PM   #256
JCWolf
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Quote:
Originally Posted by Stiebler
JCWolf said:
Quote:
Sorry yet have another question, this battery fix mod, done it and just draged out the OLDsubs files from Submarine folder ,no shall i remove the battery programe that is in that folder and used to mod the subs files?

Or shall i live it there?
Whichever you please, it makes no difference.

Stiebler (programmer of SH3Battery.exe).

Cool bro, thanks for the fast reply...
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Old 03-10-06, 04:42 PM   #257
JCWolf
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So it's me again


And it looks like i'm talking to myself here!.... I mean there are post from me allover the place.... ...what a damn bug i am! :rotfl: :rotfl: :rotfl:


Whorst than flys!!! :rotfl:


Ok just to info on Der Teddy Bar and crew from NYGM, that i've installed normally the extra graphics and improvements on the game and works fine...Just had to give much more atention since the Menu ini file was a lot diferent from the old SHIII one, so G3f's and G31's are in a diferent number sequence ...but using the notepad search funcion we just search for the name and the rest it's preaty easy...

Going to start a carreer son after a cople more tweeck on some graphics and maps...

but allready tested with a singel player mission hehehe...cool



Just some question , there is no stealth metter?
Can i add it back in the game?

Cause i'm using Hemisent thermal layers and it's very usefull insted of runing to the Hidrophone all the time...

Thanks guys, and sorry about me beeing a P...in the A..
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Old 03-10-06, 05:34 PM   #258
Der Teddy Bar
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Quote:
Originally Posted by Pkunzipper
Here's 2 questions/suggestion:
1- Is it possible to add new torpedoes types? (please, answer this question, later I'll tell why I asked)
No... As far as non magnetic detonators go, I have discussed this with Dan and this is hard coded and not part of the torpedo files.

Quote:
Originally Posted by Pkunzipper
2- Is it possible to make submarines equipment (like engines, batteries, pumps, torpedoes tubes, etc...) more fragile? Currently even after 4/5 hit (direct and near misses) by a merchant deck gun all the equipment could be fully repaired (except recovering floatation that, realistically, took more time) in about 15 minutes... I'd like to see some equipment fully destroyed!
I also have 'issues' with the current instant repairs. We are trying our best to enable the in-game repair system... but... A merchant gun should make the hull un submergable.

The Tiger Tank DM of the u-boat does take away from tactics and the imersion does go down at times like this.
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Old 03-10-06, 05:36 PM   #259
Der Teddy Bar
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Quote:
Originally Posted by jcwolf
FIrst the good stuff!


VICTORY!
:/\rlz:
Another 'one' for the Good Guys :rotfl:
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Old 03-10-06, 05:49 PM   #260
K_Sea6
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jcwolf
Just some question , there is no stealth metter?
Can i add it back in the game?

Cause i'm using Hemisent thermal layers and it's very usefull insted of runing to the Hidrophone all the time...

To answer your question for Teddy. You can add the stealth meter back in the game I have the same thermal layer mod just go to realism in the game and uncheck it

Now I have a question Teddy/Observer
I would like to know which files the Tonnage part of the mod are alone , just the Tonnage instead of renown files.
I've got everything else NYGM I would like to just add the Tonnage as I have other mods I want to keep that the TWM is over writting and I cant figure out how to keep them, I would just add them to
TW but can't and JGSM is not working either

Thanks, Kerry
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Old 03-10-06, 05:56 PM   #261
Der Teddy Bar
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Quote:
Originally Posted by jcwolf
So it's me again


And it looks like i'm talking to myself here!
What, NOOooooo I fell asleep, must... must stay awake :rotfl:

Quote:
Originally Posted by jcwolf
Just some question , there is no stealth metter?
Can i add it back in the game?
In the realism options untick the 'No Noise Meter'
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Old 03-10-06, 06:17 PM   #262
Tikigod
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Quote:
Originally Posted by Der Teddy Bar
Observer added the Hollywood Mod, is the 'Advanced' version different?
Advanced is different than regular Hollywood Mod in that it has longer repair times. Repairs take hours and days instead of minutes to fix things in compartments.
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Old 03-10-06, 06:17 PM   #263
Axlwolf
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Some small QuestioN and(Maybe)interesting fact for the dear Der Teddy Bear:

The escort(DD) skill has been modified respect to the vanilla version of the game?
I ask because i was nailed pretty badly at first pass in a test campaign by a single DD in bad weather in '44.

The battery on the XXI are not fixed in your mod?After the battery indicator reach the FULL the diesel engine doesn't auto-engage even after long time...they just keep recharging.I could use a SH3MiniTweaker fix but it mess with the max surfaced speed of the XXI.(it become too high)
About the XXI career,starting 1 january 1945,i select my new boat(Type XXI)and i get the message "The war is ended"
I see that the boat commissioning need it's 150 days,but if i exit the boat selection screen it's still the 1 january and i can continue without problem.It's a small bug,maybe you're interested,but it's not a critical bug.

About the new torpedo asked before:There is one unused torpedo in-game.The Steinbarsch-Walter(I'm unsure of the spelling)It has a bit of overkill performance,if i don't remember bad it can go for 7,5 Km at 45 knots.
The warhead was the same of the standard torpedo.I've managed to use it before in-game.
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Old 03-10-06, 06:23 PM   #264
Observer
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Quote:
Originally Posted by K_Sea6
jNow I have a question Teddy/Observer
I would like to know which files the Tonnage part of the mod are alone , just the Tonnage instead of renown files.
I've got everything else NYGM I would like to just add the Tonnage as I have other mods I want to keep that the TWM is over writting and I cant figure out how to keep them, I would just add them to
TW but can't and JGSM is not working either

Thanks, Kerry
This is not an easy question to answer.

There is no "one file" to upgrade in order to get tonnage. It really is an integrated part of the entire mod. Just to give you a feel, edits were required to the en_menu.txt, basic.cfg, and every ship *.cfg file (not to mention others as well). It might be easier to use NYGM TW as a base and integrate your mods into it.
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Old 03-10-06, 07:44 PM   #265
Der Teddy Bar
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Quote:
Originally Posted by Axlwolf
Some small QuestioN and(Maybe)interesting fact for the dear Der Teddy Bear:

The escort(DD) skill has been modified respect to the vanilla version of the game?
I ask because i was nailed pretty badly at first pass in a test campaign by a single DD in bad weather in '44.
Only for the lowest 2 setting of Poor & Novice. We adjusted the adjusted the Novice to Competent and then the Poor to a Novice. That is it.

Quote:
Originally Posted by Axlwolf
The battery on the XXI are not fixed in your mod?After the battery indicator reach the FULL the diesel engine doesn't auto-engage even after long time...they just keep recharging.I could use a SH3MiniTweaker fix but it mess with the max surfaced speed of the XXI.(it become too high)
About the XXI career,starting 1 january 1945,i select my new boat(Type XXI)and i get the message "The war is ended"
I see that the boat commissioning need it's 150 days,but if i exit the boat selection screen it's still the 1 january and i can continue without problem.It's a small bug,maybe you're interested,but it's not a critical bug.
NYGM have done nothing regarding the XXI except days to upgrade. This includes the NYGM Crew Management etc. The reason is it is not worth the time & effort. For example, each u-boat does not have a seperate compartment value for the fatigue and compartment effeciency. One compartment value can be used for the damage control on one vessell and the engine room on another vessel. This was a major hurdle to get a working NYGM Crew Management Mod working.
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Old 03-10-06, 07:59 PM   #266
Der Teddy Bar
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Quote:
Originally Posted by Tikigod
Quote:
Originally Posted by Der Teddy Bar
Observer added the Hollywood Mod, is the 'Advanced' version different?
Advanced is different than regular Hollywood Mod in that it has longer repair times. Repairs take hours and days instead of minutes to fix things in compartments.
The GW guys have apparently taken the advanced hollywood version and greatly improved upon it. Excelent news if they have, and top marks for addressing this much neglected part of the game
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Old 03-10-06, 08:09 PM   #267
Axlwolf
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Mmmmm,so i find the dreaded DDD (Demon Destroyer)
A feared beast in Vanilla SH3 ready to jump on me in heavy storm without the small alarm from the radar detector...

Anyway,another small problem:The C3 (now Large cargo) is listed in the recognition manual at a draft of 12,but the ingame draft is 9.
Its not the first time i've found this small problem,so this time i've made a small search on the net.At this site:
http://www.skyrocket.de/usnavy/index..._30__hamul.htm
I've searched for some pic of real C3 to see if the ingame draft it's real.From what i see 9 metre seems right.Tryng to change the ingame draft it's interesting but the ship should be reskinned for resemble the new waterline.I prefer the 9 metre draft
Slightly Off Topic:at that site i learned that the bogue class is a derivation of a C3 class ship I didn't know that.
It's a relevant information for someone who doesnt want to waste magnetic-set torpedo
Sorry to be such a pest
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Old 03-10-06, 08:27 PM   #268
panthercules
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well, I went back and studied the menu_1024_768.ini and dials.cfg files some more, and I've almost got all my tweaks re-tweaked to try to restore the rudder dial and add the draggable stopwatch.

However, I noted in studying the navimap mod that it appears to have the same map file in its part 2 as NYGM-TW does (4320_2160.raw), which probably explains why I had trouble adding the navimap mod over top of TW. Can anyone give me any insight as to what this particular file does (in either TW or navimap) and whether maybe I could get the draggable flag, speed chart and mine/net map capabilities of the navimap mod without needing to use/over-write this particular map file?

I'm off to test my other tweaks - hope it works this time

[edit] crap - that didn't work either - failed to load up, with a bunch of error messages - I think I've seen some posts about those error messages, so I guess I'll have to re-read these 11 pages of posts again yep - sounds like my tweaked menu_1024_768.ini file is still screwed up back to the drawing board again :hmm:
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Old 03-10-06, 09:52 PM   #269
Der Teddy Bar
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We now have the Original Rudder Gauge & the Single Merchant Contacts options available.

File Front DOWNLOAD LINK - ALL Versions & Terrain Add-In. As well as updates
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Old 03-10-06, 10:02 PM   #270
Salvadoreno
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hey teddy i know u reworked the Med. But all i ever see is action near sicily. I never see any ships/aircraft near tobruk or alexandria... Whats up wit dat!
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