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Old 03-04-11, 10:14 AM   #421
ReallyDedPoet
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Quote:
Originally Posted by TheDarkWraith View Post
yep
Great, thanks DW
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Old 03-04-11, 10:23 AM   #422
Gravina
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Thanks for the answer, because i was using the BRF mod too.

Now i have other dubt, is this mod compatible with sober base wave mechanics? i mean should i enable it after sobers base wave mechanics?

Btw nice work, this community is making a new whole game .
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Old 03-04-11, 11:21 AM   #423
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Old 03-04-11, 11:26 AM   #424
marleymen
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Quote:
Originally Posted by TheDarkWraith

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

In wich order should be adding to those Stormy´s DBSM Sound Mod??

Thanks in advance TDW.
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Old 03-04-11, 12:37 PM   #425
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Originally Posted by TheDarkWraith View Post
this can easily be tweaked by editing the \data\Zones.cfg file for the fires.
This i suppose?

[NavDeck]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_Explozie_mica, 100
Effect2=BAZA_FX_Splinter_fire, 100
Effect3=BAZA_FX_scantei_explozie,100
Armor Level=2
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


What to do with yellow txt? comment it out? delete it?

Quote:
Originally Posted by marleymen View Post
Quote:

In wich order should be adding to those Stormy´s DBSM Sound Mod??

Thanks in advance TDW.
I just put stormys DBSM after everything, along with his (updated to newest UI 6_4_0 test version 8) useroptions.py, last, in it's own modfolder.

Last edited by mobucks; 03-04-11 at 01:16 PM.
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Old 03-04-11, 01:20 PM   #426
marleymen
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Quote:
I just put stormys DBSM after everything, along with his (updated to newest UI 6_4_0 test version 8) useroptions.py, last, in it's own modfolder.
umm.. I don´t understand that.
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Old 03-04-11, 01:21 PM   #427
TheDarkWraith
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Quote:
Originally Posted by mobucks View Post
This i suppose?

[NavDeck]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_Explozie_mica, 100
Effect2=BAZA_FX_Splinter_fire, 100
Effect3=BAZA_FX_scantei_explozie,100
Armor Level=2
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


What to do with yellow txt? comment it out? delete it?
you can comment it out ( to remove it. If you decide to only remove one or two ensure you keep the Effectx numbering correct
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Old 03-04-11, 01:31 PM   #428
mobucks
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which line is used for the awesome debris you include in this mod? keeping this!

edit:

also, can I change the numbers 100 to smaller for a smaller 3d effect or is it just damage>?
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Old 03-04-11, 01:44 PM   #429
TheDarkWraith
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Quote:
Originally Posted by mobucks View Post
which line is used for the awesome debris you include in this mod? keeping this!

edit:

also, can I change the numbers 100 to smaller for a smaller 3d effect or is it just damage>?
The debris is hooked to events (effects) so you can't disable them (well you could but it would take some digging). The 100 number is the % damage needed in that zone to play that effect. So in this example at 100% damage play all those effects. You can change that number to anything you want (0-100).
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Old 03-04-11, 02:47 PM   #430
Gravina
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Ok was reading the documentation again and seems easy to add starshells and sounds to the ships, but have some doubts.

Do i have to add the SH5 FX Update' entries to the eqp files? if yes,
when i want to add all i mean whistle, horns and starshells i have to use diferent SH5 FX Update' entries from 90 to 92 (let me know if im wrong).

Other thing i can´t find the eqp file in all the ships folders in the mod folder,(sounds a bit redundant).
can i modify then the originally eqp files in the sea folder of the game? (previous back up).

.
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Old 03-04-11, 02:59 PM   #431
TheDarkWraith
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Quote:
Originally Posted by Gravina View Post
Ok was reading the documentation again and seems easy to add starshells and sounds to the ships, but have some doubts.

Do i have to add the SH5 FX Update' entries to the eqp files? if yes,
when i want to add all i mean whistle, horns and starshells i have to use diferent SH5 FX Update' entries from 90 to 92 (let me know if im wrong).

Other thing i can´t find the eqp file in all the ships folders in the mod folder,(sounds a bit redundant).
can i modify then the originally eqp files in the sea folder of the game? (previous back up).

.
Currently only one ship (NLL I believe) is setup to allow starshells and ships horns/whistles. I'm working on completing the rest.

Once all the ship's are complete you won't need to add .eqp file entries. They will already be there. You'll just need to edit them to add the starshell or whistles/horns.

Yes you can modify the original eqp files
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Old 03-04-11, 03:20 PM   #432
Gravina
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Well i have a unescorted convoy of 12 ships 90kms NNW of Freetown there are a few diferent ships in it, i will modify cimarron, ranger and hogisland to see how the thing works in the middle of the night .

Thanks for your answer comrade.
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Old 03-04-11, 03:43 PM   #433
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.13 - adjusted funnel smoke
Years ago, AOTD_MadMAx put to his mod missing funnel smoke controllers and missing sound. This last update put the missing items?

Link to original AOTD_MadMax'es mod:

http://www.subsim.com/radioroom/showthread.php?t=164210
or direct download from location
http://www.aotd-flottille.de/Maddy/R...anes_Sound.rar
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Old 03-04-11, 03:52 PM   #434
Magic1111
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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
Thanks for clearify this !
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Old 03-05-11, 03:41 AM   #435
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I put 3 torps into a large tanker at night and it started 7 fires . I followed it and i observed some small explosions about 15 minutes apart . After about 90 minutes from the initial torp impacts i observed a catastrophic explosion and the tanker sunk . I did not engage the tanker after the initial torp impacts .
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