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Old 02-26-09, 07:05 AM   #16
andycaccia
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Very nice! I was getting tired of that awful looking vanilla torpedoes..
Thanks!
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Old 03-01-09, 09:01 AM   #17
Freakwave
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They look beautiful
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Old 03-05-09, 02:23 PM   #18
Kaleun
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Hi,

** Still awaiting my account activation over @ submarineSimcentral so can't speak to Ducimus directly concerning this **

I think i've found a small "bugette" - i'm calling it that as it's not a show-stopper!

He has included your excellent (not used lightly, i may add!!) work in the BETA 170 update for TMO and therefore for the next full release. I have found that when running this with RSRDC that allows a start date of the 1st october 1942, any submarine that has mark 23 torpedoes (not S-class) the tubes don't show up in loadout screen in port and when playing the game at sea the mark 23's are replaced by German torpedoes - also the foward internal reloads are missing. i'm guessing this is to do with the torpedoes availibilty and the game not being able to skin mark 23's in Oct 42 as after this date everything is fine.

i'm not sure if it's your mod or TMO as the mod was only just incorporated in TMO 170 and not previous releases

Kaleun
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Old 03-05-09, 02:28 PM   #19
AVGWarhawk
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Quote:
Originally Posted by Kaleun
Hi,

** Still awaiting my account activation over @ submarineSimcentral so can't speak to Ducimus directly concerning this **

I think i've found a small "bugette" - i'm calling it that as it's not a show-stopper!

He has included your excellent (not used lightly, i may add!!) work in the BETA 170 update for TMO and therefore for the next full release. I have found that when running this with RSRDC that allows a start date of the 1st october 1942, any submarine that has mark 23 torpedoes (not S-class) the tubes don't show up in loadout screen in port and when playing the game at sea the mark 23's are replaced by German torpedoes - also the foward internal reloads are missing. i'm guessing this is to do with the torpedoes availibilty and the game not being able to skin mark 23's in Oct 42 as after this date everything is fine.

i'm not sure if it's your mod or TMO as the mod was only just incorporated in TMO 170 and not previous releases

Kaleun
PM LukeFF here at SS for your activation at forums if you do not get a response in a day or so.
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Old 03-05-09, 05:25 PM   #20
cgjimeneza
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Default Tmo+rsrd ???'

hope you release this soon to coincide with TM170
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Old 03-06-09, 10:58 AM   #21
Kaleun
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@AVGWARHAWK - my account has been activated so this info has been posted over @submarinesimcentral where both Capt America and Ducimus may also see this, but thanks for the heads up re LukeFF

Kaleun
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Old 03-06-09, 11:00 AM   #22
AVGWarhawk
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Yuppers. Help yourself to any discussion or idea you wish to share.
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Old 03-07-09, 05:28 AM   #23
Kaleun
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hi,

It transpires that this phenomen was caused by RSRDC, lurker_hlb posted a fix over at Submarinesimcentral.

Copy of Lurker's thread

"RSRDC makes no changes to any of the files in Data\UPCData except for the following:

CareerStart.upc
Flotillas.upc
PatrolObjectives.cfg

The weapons dates are setup in the Ammunition.upc file in Data\UPCData\UPCUnitsData


Now to "fix" your problem do the following

De-install RSRDC
Go to MODS\RSRDC_TMOv163_V410\Data\UPCData\UPCCampaignDa ta\
open CareerStart.upc with wordpad
go to line 291

change

[CareerStart 10]
ID= EarlyWar
NameDisplayable= October 1st 1942
StartTimeInterval=1942-10-01, 1942-11-30

to

[CareerStart 10]
ID= EarlyWar
NameDisplayable= October 15th 1942
StartTimeInterval=1942-10-15, 1942-11-30

Save file
Reinstall RSRDC


The main reason for the problem is the "start" date in all the subs .upc files they all have the MK23 coming online on "1942-10-02", when the you start a career the system has problems with the date being to close together"

Apologises to capt. America

Kaleun
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Old 10-01-09, 03:03 PM   #24
Webster
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i noticed this mod has a us torpedo.sim file that changes the torpedo dud rates but you never mentioned that anywhere.

what else does this mod change besides what you have already mentioned above and the unmentioned changes to torpedo dud rates i just found out about?

i like the mod but i want to know about everything it changes

what do the torpedo sim, zon, dat, and dsd files actually do or change in this mod?

Last edited by Webster; 10-01-09 at 04:15 PM.
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Old 10-01-09, 05:04 PM   #25
keltos01
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wow !

Can you make the MK 24 Fido mine ? (air dropped accoustic torpedo )

used to sink I-52 in the Atlantic Ocean...

The Mark 24 Mine (also known as FIDO or Fido) was a US air-dropped passive acoustic homing anti-submarine torpedo used during the Second World War against German and Japanese submarines. It entered service in March 1943 and continued in service with the US Navy until 1948. Approximately 4,000 torpedoes were produced, sinking 37 and damaging a further 18 submarines out of a total of 204 fired. The torpedo was also supplied to the British and Canadian forces.

http://en.wikipedia.org/wiki/Mark_24_Mine

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Old 10-03-09, 02:57 AM   #26
Captain America
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Quote:
Originally Posted by WEBSTER View Post
i noticed this mod has a us torpedo.sim file that changes the torpedo dud rates but you never mentioned that anywhere.

what else does this mod change besides what you have already mentioned above and the unmentioned changes to torpedo dud rates i just found out about?

i like the mod but i want to know about everything it changes

what do the torpedo sim, zon, dat, and dsd files actually do or change in this mod?
I'll use this reply to respond to both your post and pm to save time.

-This mod contains a new .dat file. The .dat file contains new geometry as well as heavily modified versions of the vanilla models with new uv maps. Because of this, you can not just use the textures without the .dat file and vice versa.

-The reason for the other files (.zon, .dsd, .sim) being included is because there were issues when creating the new .dat file so each torp could have its own unique texture. To make a long story short, to solve it I changed the mark 10's ID to a new number. Naturally the files I just mentioned had to be updated with the new ID of the mk10 or there would be problems.

This mod was converted from TMO to vanilla. During the process I accidentally packed the TMO version of the .sim file which reflected TMO's torp. data such as dud rates. Thanks to you and fred8615 for noticing this.

I've already repacked the file with the proper vanilla version. I just checked all of the other files to make sure and they are fine. I'll update the download shortly.
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Old 10-03-09, 10:48 AM   #27
Captain America
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@ Keltos:

Sounds cool but how would it affect the player since its an allied weapon?


p.s. I updated the first post with the patched version of the mod.
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Old 10-03-09, 12:36 PM   #28
Webster
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Quote:
Originally Posted by Captain America View Post
I'll use this reply to respond to both your post and pm to save time.

I've already repacked the file with the proper vanilla version. I just checked all of the other files to make sure and they are fine. I'll update the download shortly.
thanks for the quick reply

i kinda figured it was a file mixup thing but i wasnt totally sure because you might have been doing something with the settings for realism.
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