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Old 11-05-13, 09:12 AM   #1141
Brycey634
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Originally Posted by gap View Post
You should be more specific. What txt file are you talking about?
In the FX update .22's documentation, there's a text file called "I want sound on a ship!" If you open it up, it tells you how to enable sirens, announcements, or both (if needed i can give you a screenshot)
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Old 11-05-13, 09:47 AM   #1142
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Originally Posted by Brycey634 View Post
In the FX update .22's documentation, there's a text file called "I want sound on a ship!" If you open it up, it tells you how to enable sirens, announcements, or both (if needed i can give you a screenshot)
Ah, okay I see now. Those instructions are useful in case you want to customize the sounds of an already featured ship, or if you want to add sounds to a new unit. Most stock ships have already a standard set of sounds assigned by FXUupdate, and you should already be able to hear them provided that the ship has spotted you and you are close enough to her
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Old 11-05-13, 01:08 PM   #1143
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Today I will look into the Taihosan, and check if by any chance I used the setting wrongly. If no errors are found, we should conclude that the feature is only compatible with dat units
Update: I have compared the Taihosan with the Liberty Ship which I had applied the "object liked" setting to and, as far as the said property is concerned, I couldn't spot any significant difference among them. The plan is therefore unchanged: removing all the cable object linkings I had introduced.
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Old 11-05-13, 05:23 PM   #1144
Brycey634
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Originally Posted by gap View Post
Ah, okay I see now. Those instructions are useful in case you want to customize the sounds of an already featured ship, or if you want to add sounds to a new unit. Most stock ships have already a standard set of sounds assigned by FXUupdate, and you should already be able to hear them provided that the ship has spotted you and you are close enough to her
perhaps it didn't fire a flare because it was an oh ii ship? (i believe) (also, do they have to spot you to fire a flare and play sounds) Thank you, I'll go try to figure out how to enable flares

EDIT: Still can't figure it out.. it looks like IRAI patch 1 has the star gun enabled... do i just have to do what i did with the sounds? Google search shall tell :P

Last edited by Brycey634; 11-05-13 at 08:25 PM.
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Old 11-06-13, 04:09 PM   #1145
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Here are .zon files for all ships with removed "object linked to" options... This could be used as a temporally solution until Gap is finished with his update...

http://www.mediafire.com/download/ts...+zon+files.rar

Last edited by vdr1981; 11-06-13 at 04:26 PM.
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Old 11-06-13, 05:03 PM   #1146
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Here are .zon files for all ships with removed "object linked to" options... This could be used as a temporally solution until Gap is finished with his update...

http://www.mediafire.com/download/ts...+zon+files.rar
Thank you Vecko

I have catched a cold that in the last few days has dealed the last blow to my yet inadequate efficiency...

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Old 11-07-13, 05:53 PM   #1147
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Thank you Vecko

I have catched a cold that in the last few days has dealed the last blow to my yet inadequate efficiency...

I hope you'll get better soon Gap... You can edit and re-upload files if you like, there are few unnecessary folders there, fishing boats, maybe even some iceberg...I was very tired and I didn't remove them.
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Old 12-22-13, 02:19 PM   #1148
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please can someone explain the difference between the 4 different topedoes files included in the FX? Thanks!

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Old 12-22-13, 05:22 PM   #1149
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please can someone explain the difference between the 4 different topedoes files included in the FX? Thanks!

I've edited these files for the torpedoes patches.. so, if you have torpedoes patches enabled in the Generic Patcher you have to use one of the modified files.. I guess TDW added two stock ones by mistake.. and there are two FXU files with different activation range of magnetic detonators.. 2m - as was in stock game by default and 3m.. you can use one of them..
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Old 12-23-13, 02:41 AM   #1150
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Originally Posted by volodya61 View Post
I've edited these files for the torpedoes patches.. so, if you have torpedoes patches enabled in the Generic Patcher you have to use one of the modified files.. I guess TDW added two stock ones by mistake.. and there are two FXU files with different activation range of magnetic detonators.. 2m - as was in stock game by default and 3m.. you can use one of them..
Thanks mate!
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Old 12-26-13, 02:49 PM   #1151
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Can anyone provide a download link for FX_Update_0_0_21?

http://www.yog-box.com/download-1203...arkwraith.html is suspicious to me. Only a 206 KB file where fx update is 26 MN app. The 206 KB file could redirect me to proper file link through internet or could lead me to a virus situation. Not taking a chance.

Last edited by Mikemike47; 12-26-13 at 03:09 PM.
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Old 12-26-13, 02:59 PM   #1152
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Can anyone provide a download link for FX_Update_0_0_21?
Problems?

I could upload it for you , if you like?
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Old 12-26-13, 03:03 PM   #1153
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Problems?

I could upload it for you , if you like?
Yes please do. Hopefully a link where I do not have to create an account would be nice.
Trevally is suggesting to use this version with his Black pit test on OH II v2.3. Having CTDs with mod soup starting with silentotto again even when completely starting over.
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Old 12-26-13, 03:07 PM   #1154
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Yes please do.
Trevally is suggesting to use this version with his Black pit test on OH II v2.3. Having CTDs with mod soup starting with silentotto again even when completely starting over.
Me too...
Until then could you please delete files Shells_Rck.dat, Shells_Rck.dsd, Shells_Rck.sim and Shells_Rck.zon files from Library folder and tell me what you get with silentotto then...
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Old 12-26-13, 03:10 PM   #1155
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FXU 0.0.21 http://www.mediafire.com/download/c3...eDarkWraith.7z
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