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Old 05-05-07, 09:16 AM   #121
Sledge_57
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Quote:
Originally Posted by Ducimus
You really shouldnt use any mod that conflicts with files in FTT.


Ill be posting the next version tommrrow morning.
These mods don't conflict with FTT as far as I can tell and they were mods you listed in the first post as "Other mods id recommend to go along with this one:"

I looked and the only command.cfg file changed from original is FTT's, also I was wrong F12 sends me to the periscope station and as a bonus rings up full astern

Here's the code:

[Cmd9]
Name=User_free_camera
Ctxt=1,2,9,11
MnID=0x3F02000B
Key0=0x7B,,"F12"

Weird I know but that's what happens.................



<UPDATE>: DOH............. Tried original cfg and same thing with F12, so..............

I think about the fact the keyboard I'm using (for about 4 years now) is a Gateway programmable keyboard I got used on ebay. Apparently previous user programmed a macro to the F12 key and until now I never noticed it. You can't go to notepad and test Function keys like you can the rest. So I pgm a new macro telling keyboard F12 is F12 and now it works..........
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Last edited by Sledge_57; 05-05-07 at 10:24 AM.
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Old 05-05-07, 10:06 AM   #122
Ducimus
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Quote:
Originally Posted by Sledge_57
Quote:
Originally Posted by Ducimus
You really shouldnt use any mod that conflicts with files in FTT.


Ill be posting the next version tommrrow morning.
These mods don't conflict with FTT as far as I can tell and they were mods you listed in the first post as "Other mods id recommend to go along with this one:"

I looked and the only command.cfg file changed from original is FTT's, also I was wrong F12 sends me to the periscope station and as a bonus rings up full astern

Here's the code:

[Cmd9]
Name=User_free_camera
Ctxt=1,2,9,11
MnID=0x3F02000B
Key0=0x7B,,"F12"

Weird I know but that's what happens.................
Oh.. hehe, it was late. (now its early )

Thats is wierd. Only thing i can think of is to try and disabe all mods, and see if the game returns to stock behavior. Then renable FTT and see if it happends again.
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Old 05-05-07, 10:09 AM   #123
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Anxiously awaiting Bungo Pete!!! Bring him on!!!!!!
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Old 05-05-07, 10:25 AM   #124
Sledge_57
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Quote:
Originally Posted by Ducimus
Thats is wierd. Only thing i can think of is to try and disabe all mods, and see if the game returns to stock behavior. Then renable FTT and see if it happends again.


It's fixed see my previous for my oops.......
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Old 05-05-07, 10:53 AM   #125
Ducimus
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Quote:
Originally Posted by Spadefish
Anxiously awaiting Bungo Pete!!! Bring him on!!!!!!
Going to go test that now . Ive toyed with him in single missions, but just placed him in the campaign game.

Orginaly i wasnt sure i could do this for one simple reasons. All over the campaign files are "generic destroyer" entries. WHich basically says, "spawn any random destroyer to fill this position".

Now the trouble with bungo pete is, .. well, its not bungo pete unless hes DAMN good. And what was the point if he was just any other destroyer? Thankfully, the Japanese roster contains NO destroyer escorts. Which is a different class then a destroyer. There are no "generic Destoryer escort" entries in the campaign files which means that no where in the campaign will he be randomly spawned. Which, considering his sensor setup, is a GOOD thing. also, unlike most destroyers which only have two rear dropping DC racks, ole bungo has a couple K guns as well - even in 1941 or 42

Hes better equiped all around, highly sensitive sensors, and well, he's going to be elite.

Spawns every 4 days in the ... well.. you figure out where, takes about 2 .5 to 3 days to complete his patrol route before he takes a day off. You'll know him when you see him, hes the only Akikaze in the game.
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Old 05-05-07, 01:12 PM   #126
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2.5 is up.

I now, take a long, much needed break.

If a moderator should happen to see this, please updated the post title to 2.5


Oh, and check the first post about bungo pete. Consider yourself warned, in my book if you were to look up the word "uber" it would say, "see bungo pete". Ordinarly i woudlnt make an escort that souped up, but he's special, and one of a kind, and definatly gives you something to worry about. From testing ive done, i place him at a cross between, runing gibralter in SH3, mixed with Johnny walker from the 2nd support group.

Your best bet for making it through the bungo straights is at night on the surface, staying close to land, or otherswise staying out of visual contact. Or during rough weather. If your trying to make it into the bungo suido in calm weather, you may as well bend over and kiss your ass goodbye if you happen to spot ole Bungo pete.
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Old 05-05-07, 04:04 PM   #127
Deep Six
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Ducimus any thoughts on merging the Enhanced Roll pitch mod with yours as it conflicts with the Sim.cfg and the sim files for most of the submarines. As I do not have tweaker (only beyond compare) I'm not really sure on how to go about altering the submarine.sim files to include the new pitch/roll data.



Regards

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Old 05-05-07, 04:17 PM   #128
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Quote:
Originally Posted by Deep Six
Ducimus any thoughts on merging the Enhanced Roll pitch mod with yours as it conflicts with the Sim.cfg and the sim files for most of the submarines. As I do not have tweaker (only beyond compare) I'm not really sure on how to go about altering the submarine.sim files to include the new pitch/roll data.



Regards

Deep six
I honestly havent looked into it yet. I will in few days, im taking a break. Just replaced that old crappy phillps audio soundcard with a OEM SB audigy, and im think i need to go on patrol for a little bit
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Old 05-05-07, 04:44 PM   #129
U56
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Quote:
Originally Posted by Ducimus
2.5 is up.

I now, take a long, much needed break.
Muahahahahhhaaaaaaaaaaaaaa.............I dont think so

Even Modders Anonymous can't save you now



Seriously though!! Great work, enjoy a good patrol

Regards
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Old 05-05-07, 08:39 PM   #130
Spadefish
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by Spadefish
Anxiously awaiting Bungo Pete!!! Bring him on!!!!!!
Going to go test that now . Ive toyed with him in single missions, but just placed him in the campaign game.

Orginaly i wasnt sure i could do this for one simple reasons. All over the campaign files are "generic destroyer" entries. WHich basically says, "spawn any random destroyer to fill this position".

Now the trouble with bungo pete is, .. well, its not bungo pete unless hes DAMN good. And what was the point if he was just any other destroyer? Thankfully, the Japanese roster contains NO destroyer escorts. Which is a different class then a destroyer. There are no "generic Destoryer escort" entries in the campaign files which means that no where in the campaign will he be randomly spawned. Which, considering his sensor setup, is a GOOD thing. also, unlike most destroyers which only have two rear dropping DC racks, ole bungo has a couple K guns as well - even in 1941 or 42

Hes better equiped all around, highly sensitive sensors, and well, he's going to be elite.

Spawns every 4 days in the ... well.. you figure out where, takes about 2 .5 to 3 days to complete his patrol route before he takes a day off. You'll know him when you see him, hes the only Akikaze in the game.
Ducimus - You are the MAN!!!! Have downloaded and am inroute Bungo Straits as of now. 1943 is gonna be a hell of a year for the USS Grenadier.
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Old 05-06-07, 11:48 AM   #131
Sceptre666
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Great mod, love the additions, save for one thing.

When I'm inside by sub, there seems to be a hissing sound. It doesn't really add anything to the game, and tends to get on my nerves when I'm travelling long distances. Is there anyway to remove it?
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Old 05-06-07, 12:10 PM   #132
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Quote:
Originally Posted by Sceptre666
Great mod, love the additions, save for one thing.

When I'm inside by sub, there seems to be a hissing sound. It doesn't really add anything to the game, and tends to get on my nerves when I'm travelling long distances. Is there anyway to remove it?
Except for some of the sirens/klaxons, ive been contemplating removing all sounds from this mod for this very reason. People sound cards vary, and what may sound cool on one soundcard, may not be played properly and be annoying on another. That and there ARE sound mods out there, anyone of which can easily be ran with FTT without problems.

So all that said, Try deleting some of the sounds from this mod and see if the problem goes away.
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Old 05-06-07, 12:43 PM   #133
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My sounds work great. (EXcept for the flak guns). I love the voices when you dive, surface or go to battle stations, slamming hatches, etc. Awesome.
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Old 05-06-07, 03:49 PM   #134
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I seem to have a problem..I love this mod, but when I enable it, sometimes the commad P (periscope depth) does not work. Oter times, I no longer seem to be able to launch torpedoes....and so on. Strange things are happening....I feel like in Below
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Old 05-06-07, 04:10 PM   #135
U-Bones
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Quote:
Originally Posted by AirborneTD
My sounds work great. (EXcept for the flak guns). I love the voices when you dive, surface or go to battle stations, slamming hatches, etc. Awesome.
I get none of that, from day one. (regardless of mod/stock)
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