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Old 03-04-11, 12:35 AM   #406
TheDarkWraith
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Quote:
Originally Posted by Overboard View Post
Ok..so i don't need to reverse 4 and 5 then.
Depth keeping fix needs to be last since it modifies the .sim files

The correct order would be:

1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. depth keeping fix
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Old 03-04-11, 12:51 AM   #407
Overboard
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Thank you TDW.
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Old 03-04-11, 01:36 AM   #408
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about the fires, something to consider is that since vanilla, they start way too easily, at least from the deck gun. A standard merchant taking a shell to the bridge can light up like it took a direct hit to a warship's ammo magazine.

I read in the other thread, about SOAN including ship info, as well as weak spots to aim for critical hits. Is this somehow able to be implemented into SH5? Rewarding marksmanship would go a long way to improving the gameplay as well as immersion.
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Old 03-04-11, 04:49 AM   #409
Magic1111
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Quote:
Originally Posted by TheDarkWraith View Post
Depth keeping fix needs to be last since it modifies the .sim files

The correct order would be:

1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. depth keeping fix
Okay, the above order I understand, no problem!

But two questions please:

1.) What is the correct order with "Intelligent Random AI (IRAI) version 0.0.30" ? At which position must be this MOD ?

2.) I have in my install all MODs from postion 1 - 5 in this order and IRAI 0.0.30 (see question 1).

Do I need the two additional MODs that comes with FX update (UHS-Fix and BARF) and what is then the complete correct order with these two Add-Ons ?

Maybe is this then the complete right MOD-Order for me:

1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. UHS-Fix (Add-On from FX Update v13)
6. BARF (Add-On from FX Update v13)
7. depth keeping fix
8. IRAI 0.0.30
9. Air Torpedo MOD (because # 8 overrides # 1)

Can anybody please this order verify or change to correct ?!

Many thanks and best regards,
Magic
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Old 03-04-11, 05:00 AM   #410
charognard
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I think it must be :

1. MO
2. MO patch 2
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
6. UI 6_4_0 test version 8
7. IRAI 0.0.30
8. depth keeping fix

But TDW would confirm it...
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Old 03-04-11, 08:13 AM   #411
TheDarkWraith
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Quote:
Originally Posted by charognard View Post
I think it must be :

1. MO
2. MO patch 2
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
6. UI 6_4_0 test version 8
7. IRAI 0.0.30
8. depth keeping fix

But TDW would confirm it...
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
7. IRAI 0.0.30
8. depth keeping fix
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Old 03-04-11, 08:15 AM   #412
TheDarkWraith
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Quote:
Originally Posted by Stormfly View Post
i wonder if it would be possible to have fires inside the sub, or maybe tower or the deck gun coud catch, but after diving this should stop then
Hmmm...that's something I'll have to test....the sub being able to catch fire (and the conning tower also)
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Old 03-04-11, 08:19 AM   #413
TheDarkWraith
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Quote:
Originally Posted by mobucks View Post
about the fires, something to consider is that since vanilla, they start way too easily, at least from the deck gun. A standard merchant taking a shell to the bridge can light up like it took a direct hit to a warship's ammo magazine.
this can easily be tweaked by editing the \data\Zones.cfg file for the fires.
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Old 03-04-11, 08:20 AM   #414
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Quote:
Originally Posted by TheDarkWraith View Post
Hmmm...that's something I'll have to test....the sub being able to catch fire (and the conning tower also)
Would be a great addition if it can happen
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Old 03-04-11, 08:59 AM   #415
Gravina
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Hi TDW i have some dubts related to the mod.

1) I read the documentation and there are 2 txt documents related with starshells and sounds on the ship, are these options activated by default?

2) What means exactly BARF? and what this mod do exactly?, same with UHS.


Since im not english is dificult to figure it out.
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Old 03-04-11, 09:27 AM   #416
TheDarkWraith
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Quote:
Originally Posted by Gravina View Post
Hi TDW i have some dubts related to the mod.

1) I read the documentation and there are 2 txt documents related with starshells and sounds on the ship, are these options activated by default?

2) What means exactly BARF? and what this mod do exactly?, same with UHS.


Since im not english is dificult to figure it out.
1) only one ship has them enabled so far - the NLL ship. I have to add the ability to other ships yet

2) BARF is a mod made by Arclight that changes the damage model of the ships to sink by flooding over time

3) UHS is a mod by ddrgn that changes the dynamics of the subs with waves and also sets some historically accurate ammo loadouts and such
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Old 03-04-11, 09:53 AM   #417
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Quote:
Originally Posted by TheDarkWraith View Post
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
7. IRAI 0.0.30
8. depth keeping fix
If I am not running MO I take it I install UHS, BARF, then UI, FX Update, then 4 & 5 on the above list. Also does it matter which version of BARF I use?
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Old 03-04-11, 09:59 AM   #418
TheDarkWraith
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Quote:
Originally Posted by reallydedpoet View Post
If I am not running MO I take it I install UHS, BARF, then UI, FX Update, then 4 & 5 on the above list. Also does it matter which version of BARF I use?
Doesn't matter which version of BARF you use
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Old 03-04-11, 10:01 AM   #419
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Originally Posted by TheDarkWraith View Post
Doesn't matter which version of BARF you use
So the order I mentioned is fine.
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Old 03-04-11, 10:07 AM   #420
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Quote:
Originally Posted by reallydedpoet View Post
So the order I mentioned is fine.
yep
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