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04-24-11, 02:08 PM | #46 |
Chief
Join Date: Jul 2003
Posts: 329
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hi,
Works fine with the WDAD and patch 1 for me - if this helps. |
04-24-11, 02:52 PM | #47 |
Planesman
Join Date: Feb 2006
Posts: 181
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sorry all i must have done somthing wrong
the first time i tried the patch again and it works ok |
04-26-11, 04:29 AM | #48 |
Stowaway
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EDITED.
Solved with version 2.00. Last edited by JapLance; 06-02-11 at 02:53 PM. |
04-26-11, 11:41 AM | #49 |
Chief
Join Date: Jul 2003
Posts: 329
Downloads: 266
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Hi,
The Dynamic mission update is unavailable in the link given; have you deleted it already?? Kaleun |
04-26-11, 11:48 AM | #50 |
Chief
Join Date: Jul 2003
Posts: 329
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Ignore my last post - the file is available now
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04-28-11, 02:46 PM | #51 |
Sonar Guy
Join Date: May 2005
Location: Squaresville, daddy-O.
Posts: 394
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To quote one of my least favorite people of any age - Lawrence Welk:
"Wunnerful, wunnerful".... Thanks for all the hard work!
__________________
"Turning enemy ships into marine habitat since 1986!" Mods Loaded:TMO 2.2, RSRDC, MaxOptics, Strategic Map Symbols, Stop The Shouting OR: RFB, RSRDC, Maxoptics, SCAF, Strategic Map Symbols and the sanity-saving "stop the shouting". |
04-28-11, 06:25 PM | #52 |
Ocean Warrior
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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basic questions
I am coming into this late in the game, so to speak. What is WDAD? Is this mod ready or just being tested? What are required downloads? I have mult-sh4. Should I set up a new game for this mod?
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04-28-11, 07:41 PM | #53 |
A-ganger
Join Date: Dec 2010
Posts: 79
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05-01-11, 06:43 PM | #54 |
Sailor man
Join Date: Apr 2005
Posts: 44
Downloads: 327
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Installed ok & stable so far. Nice to have an RN Med career.
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05-04-11, 03:01 PM | #55 |
Stowaway
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I met an enemy sub for the first time. It is the Italian Adua by Keltos01, and she looked like this:
That gun looks a bit off . Can this be easily fixed? I looked at the equipment file and there is a 105mm gun linked to node M02, but there is no M02 node I could find in the .dat file , so I'm lost. |
05-05-11, 07:22 AM | #56 |
Stowaway
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Another question, this time about the campaign set-up.
In mid-42 the 1st Flotilla moved from Alexandria to Beirut due to Rommel forces advancing to El Alamein. Also in late 42 the subs based in Gibraltar moved to Algiers, saving a good number of miles in and out of base. Which is the best way to do that? For instance, the move to Algiers. At first I created a new flotilla with a single base, but then realised that adding a second base to the already existent flotilla seemed to work the same. The stock game uses the second method (when Asiatic Fleet moves from Manila to Surabaja first and then Fremantle), but I'd like to hear opinions about possible problems using either one or the other. |
05-05-11, 11:25 AM | #57 |
Stowaway
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I just realised that I hadn't credited keltos01 in the readme for his Italian submarine.
Sorry mate . It's been corrected. |
05-05-11, 01:03 PM | #58 | |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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Quote:
AI Adua Type 600 italian submarine 3d model isn't mine though : JU_88's Tipo 600 submarine http://www.subsim.com/radioroom/show...marine&page=18 post 268 keltos |
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05-05-11, 02:42 PM | #59 | |
Admiral
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
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Quote:
Peabody
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05-06-11, 02:27 AM | #60 | ||
Stowaway
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Quote:
Quote:
Apart from the .eqp file, is there any other way to put a gun on a submarine? EDIT:Found the culprit: it is a 37mm gun, and the node was in the conning tower dat, not in the submarine. NULLified it in the .eqp file and ready to go . Last edited by JapLance; 05-06-11 at 03:22 AM. |
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Tags |
british, campaign, italian, malta, mediterranean |
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