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Old 11-08-18, 11:03 AM   #11176
Pranne
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Default Crashing

Hm...installed the mod but after choosing something (Career, Mission..) ist starts to load and then back to Desktop.

Ideas?

Funny Thing, this UBI-Launcher tells me that i have the Gold Edition, but it isnt..?
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Old 11-08-18, 11:38 AM   #11177
vdr1981
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Quote:
Originally Posted by Pranne View Post
Hm...installed the mod but after choosing something (Career, Mission..) ist starts to load and then back to Desktop.

Ideas?

Funny Thing, this UBI-Launcher tells me that i have the Gold Edition, but it isnt..?
http://www.subsim.com/radioroom/show...34#post2564834
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Old 11-08-18, 05:32 PM   #11178
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v2.2.9_Beta 8...It's almost done.
http://www.mediafire.com/file/r1xout...2.9_Beta+8.rar
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Old 11-08-18, 09:09 PM   #11179
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Should this beta be save-game compatible with the final release?
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620
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Old 11-09-18, 09:04 AM   #11180
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Quote:
Originally Posted by Cybermat47 View Post
Should this beta be save-game compatible with the final release?
Should be, yes...
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Old 11-09-18, 03:51 PM   #11181
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Default U-77 Wiki

My beloved U -77 History

https://en.wikipedia.org/wiki/German...ine_U-77_(1940)
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Old 11-10-18, 04:40 AM   #11182
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Writing down all the changes is a job in itself...

Quote:
v2.2.9
- Western Approaches campaign chapter, flotilla renamed to more historically accurate 7th flotilla.
- OFEV stock settings: Range filter for useful contact reports from Captains Log increased to 800km (previously 400km), Hydro follow contact update time, 3 minutes + few more minor tweaks. (run batch file from TWoS Documentation folder to activate the changes)
- Edited tool-tip description of "Range filter for useful contact report" function which will hopefully make it more understandable for less insightive players.
- Slightly increased probability of enemy airstrike when you're detected and/or when sending radio messages.
- Historically accurate South African naval/merchant ensigns , flags chart updated as well.
- Removed "unknown contact" label if a sound contact is located outside of hydrophone detection parameters and can not be detected by your AI sonarman. The contact can still be heard by player though, due to engine limitation, but you won't be able to track it with the apropriate hydro GUI commands.
- Fixed bug which was causing certain (undamaged) warships and destroyers to appear at "deck awash" depth in the campaign.
- Fixed bug which was causing hospital ships in French ports to spontaneously catch fire and sink.
- Fixed typo in M4 Enigma in-game instructions.
- Edited U-boat flags appearance so that German flag is always on top.
- Fixed and completely redesigned crew efficiency bars visible in the crew efficiency page. The bars will now move in right directions depending on current crew/efficiency state(s). The percentage values of bars movement are not completely accurate and should not be taken for granted but they'll be accurate enough to give you a clue about what is going on in your sub and how certain crew special abilities can effect systems/crew efficiency.
- Added pumps and watch crew efficiency bars.
- Updated F1 key commands help chart: F11 key-Submerged torpedo loading, F12 key-External torpedo reserves transfer.
- Tuned and re-enabled "units visual sensor affected by available light" patch in TWoS Generic Patcher Snapshot (restore snapshot to activate changes).
- Added missing escorts to SL convoys (Sierra Leone-Liverpool ).
- Edited description and picture of GHG+KDB hydrophone upgrade pack from which is now clearly visible that your U-bot will be equipped with two hydrophone sensors after the upgrade (GHG which is stock + added KDB).
- German warships and destroyers are now completely removed from Mediterranean campaigns. Only auxiliaries and submarines will be present.
- Added two new dialog commands to radioman and WO dialog menus: Send weather report and Report the nearest stationary radio source/beacon.
- Added moderate crew morale bonus for merchants and significant morale boost for capital ships sinking.
- Removed all crew abilities which could effect torpedo damage.
- Added new active crew abilities which will allow the player to disengage sound and visual contact reports. "Watch crew off" ability is limited to 20 min while the "Hydrophone off" has a on/off function. Use these abilities carefully from obvious reasons.
- Redesign and improved crew morale/motivation mechanics. "Life saving" and normal operations abilities won't require any special crew motivation, while some individual skills will still require good morale in order to be activated.
- Crew won't directly reject your orders anymore if low on morale/motivation. Instead , you'll receive more appropriate answer like "I'll try Sir" or "I am doing my best Sir" without any "head shaking" animation ect.
- Added passive abilities to senior staff as well: Chief engineer (Pressure Hull-Critical Spots), WO (Watch Crew) and XO (Crew Check-enabled by default). Check ingame description for details.
- Added several more realistic crew abilities:
Torpedoman:
* External torpedo reserves transfer - to the best of my knowledge, this is the most realistic implementation of this dangerous and demanding activity so far which will make your sub very vulnerable until the transfer is complete.
* Submerged torpedo loading - Torpedoman's ability to "motivate" his men which will improve with every new level upgrade.
* Regular torpedo maintenance - Passive ability which will ensure nominal torpedo performance and range.
Chief Engineer:
* Air purification measures - Taken directly from type Type VIIC manual. Reduces CO2 accumulation for certain period of time and. It can be used only once per patrol.
Bosun:
* Last Resort - A new and interesting ability which will allow the player to send the crew to bunks in order to save the oxygen in especially desperate situations, inspired by well known "Das Boot" ending.
Navigator:
* Celestial Navigation: Should have effect only with Real Navigation Add-on.
- Various smaller tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporters/donors: Andrew Kassian, Marcelo "lvl4F" Flores, Jeff Klatt and especially to Maurizio "Torpedo" Cattaneo for his enormous 100e donation! Thank you very much Captains! Heil und Sieg und fette Beute!
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Old 11-10-18, 05:04 AM   #11183
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Quote:
Originally Posted by vdr1981 View Post
Writing down all the changes is a job in itself...
DUDE...that is a lot
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Old 11-10-18, 05:22 AM   #11184
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Quote:
Originally Posted by Tonci87 View Post
DUDE...that is a lot
Tell me about it... Because I'm too "lazy", last "Various smaller tweaks and fixes" line will cover all the tweaks for the torpedo range, Menu.txt, morale/motivation degradation, ability costs, in game tool-tips , various campaign fixes ect ect...
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Old 11-10-18, 06:12 AM   #11185
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This will be the final test version before release. Check it out until tomorrow.
Keep in mind that v2.2.9 is not be gamesave compatible with previous versions. This test patch is for v2.2.8 only...

http://www.mediafire.com/file/2nubcc...2.9_Beta+9.rar
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Old 11-10-18, 06:31 AM   #11186
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Default Tomorrow...

Hi Vecko!
I'm really looking forward to starting again from Memel!!!
Torpedo

P.S. Do I have to activate version 2.2.9 Beta 9 above version 2.2.8?

Last edited by Torpedo; 11-10-18 at 07:05 AM.
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Old 11-10-18, 06:31 AM   #11187
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What an impressive work!!!

Plenty interesting features.

Good thing to get some little morale bonus for sinking merchants. Just because it was the main objective for Doenitz. Merchants first to bring England war economy to the kneels, and of course if possible war ships. But the main goal wasn’t capital war ships!
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Old 11-10-18, 07:10 AM   #11188
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Quote:
Originally Posted by Torpedo View Post
Hi Vecko!
I'm really looking forward to starting again from Memel!!!
Torpedo

P.S. Do I have to activate version 2.2.9 Beta 9 above version 2.2.8?
Hey Torp!

Just activate the patch with your JSGME first in the list and then other optional addons...
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Old 11-10-18, 09:10 AM   #11189
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Quote:
Originally Posted by vdr1981 View Post
Writing down all the changes is a job in itself...
Outstanding job Vecko
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Old 11-10-18, 09:52 AM   #11190
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Quote:
Originally Posted by vdr1981 View Post
This will be the final test version before release. Check it out until tomorrow.
Keep in mind that v2.2.9 is not be gamesave compatible with previous versions. This test patch is for v2.2.8 only...

http://www.mediafire.com/file/2nubcc...2.9_Beta+9.rar
Superbe and crazy work...Congratulations, Vecko!

About savegames in 2.2.9: Now I´m playing HT. I understand with 2.2.9 the update is not effective working in current campaign (or in the actual patrol of the current campaign?)....But...will the update work completely when I return to base and continue campaign from the bunker, starting a new patrol for the same campaign chapter (HT, my actual campaign)? (load, save, reload, etc). Will the savegames with 2.2.9 in the sea cause CTDs or can I continue with my current patrol until I arrive to base and, then, in bunker, save, load, save, reload, etc, and 2.2.9 starts to work?

Many thanks!

Fitzcarraldo
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