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Old 01-13-21, 05:06 PM   #16
Fifi
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Thanks guys for your appreciation

Last edited by Fifi; 01-15-21 at 08:51 AM.
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Old 01-13-21, 05:20 PM   #17
ericlea
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
Merci Fifi pour ton travaille ici cela fait plaisir de voir le mod de ROWI58 comme cela....a l epoque qu il est sortie n a pas été trop discuter...pourtant vraiment il fait partie des incontournables

Thank you Fifi for your work here it's nice to see the ROWI58 mod like this .... at the time it was released was not too much discussion ... yet really it is one of the essentials
I am delighted a-kermit for the update....





C'est un bel hommage que tu fais à Rowi là Fifi !


Bravo pour ce cadeau que tu nous fais !


Merci !


Vive CCOM12 !



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Old 01-13-21, 06:09 PM   #18
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Old 01-14-21, 02:50 AM   #19
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Very glad you all enjoy my work dedicated to Rowi’s memory and his Ccom12

New enhancements makes us completely forgot the GUC U-Boat looking (quite perf demanding)
Furthermore, i can say Ccom12 is the most detailed mod available here.
Rowi dedicated love for SH3 gave us a stable platform with so many details such as:
- torpedos present in torpedo tubes!
- all latest harbors at the right places including gates and ships environment
- full interiors detailed
- animated observation periscope raising/retracting
- accurate planes dive gauges
- diving Xmas tree with accurate lights
- pennants
- the most numerous ships ever
- life everywhere, even on many ships!
- fantastic planes threat
- accurate and most commissioned VIIB
- playable VIIC/41 & 42!
- full detailed nav map with accurate names everywhere
- etc etc

Now we have new sailing experience and more details

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Old 01-14-21, 03:38 AM   #20
Belmondo
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Quote:
Originally Posted by Fifi View Post
Very glad you all enjoy my work dedicated to Rowi’s memory and his Ccom12

New enhancements makes us completely forgot the GUC U-Boat looking (quite perf demanding)
Furthermore, i can say Ccom12 is the most detailed mod available here.
Rowi dedicated love for SH3 gave us a stable platform with so many details such as:
- torpedos present in torpedo tubes!
- all latest harbors at the right places including gates and ships environment
- full interiors detailed
- animated observation periscope raising/retracting
- accurate planes dive gauges
- diving Xmas tree with accurate lights
- pennants
- the most numerous ships ever
- life everywhere, even on many ships!
- fantastic planes threat
- accurate and most commissioned VIIB
- playable VIIC/41 & 42!
- full detailed nav map with accurate names everywhere
- etc etc

Now we have new sailing experience and more details


Great, I added it to sh3 gwx and it worked with a small exception: day was at night and night by day and maybe it's because I use TKSS 18, the u-boat looks a bit different but on board sailors great thing
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Old 01-14-21, 04:32 AM   #21
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Originally Posted by Belmondo View Post
Great, I added it to sh3 gwx and it worked with a small exception: day was at night and night by day and maybe it's because I use TKSS 18, the u-boat looks a bit different but on board sailors great thing

I think many more issues will raise up...as GWX doesn’t have same environment Km radius, but most of all different U-Boats nodes ID and particules.dat/materials.dat!!!
Should better work with LSH3 than GWX...as LSH3 was the base of Ccom12 (nevertheless not tested - it may have some incompatibility)

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Old 01-14-21, 06:59 AM   #22
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Hello Fifi and Kermit, thank you very much for your great work. If the two mods work together it will be awesome.
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Old 01-14-21, 10:19 AM   #23
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Originally Posted by 880-5 View Post
Hello Fifi and Kermit, thank you very much for your great work. If the two mods work together it will be awesome.
Only Kermit can make it compatible with my mod, as i don’t know this mod (and don’t have it).
What is it changing EXACTLY?
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Old 01-14-21, 12:31 PM   #24
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... I have to put the "trigger nodes" back into the relevant Ubootxx.dat's, once for the TAM and then for the UCS, then check the Turm7c_3_hd.DAT, and put my entries there again if needed. Then they would be "Adjusted" for now, but there are still new things to be added.
they must be installed uach still, which should represent however no large problem.
Greeting Kermit
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Old 01-14-21, 01:19 PM   #25
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Last edited by Fifi; 01-15-21 at 04:56 AM.
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Old 01-14-21, 03:00 PM   #26
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Thanks Fifi !
But it is better i think if you make that for us and publish a little update to your enhencements fifi mod
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Old 01-14-21, 03:05 PM   #27
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Originally Posted by ericlea View Post
Thanks Fifi !
But it is better i think if you make that for us and publish a little update to your enhencements fifi mod
Ok, tomorrow then...
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Old 01-14-21, 03:10 PM   #28
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Quote:
Originally Posted by Fifi View Post
In order to raise the pennants when back home (very close to deck), you should add this line in my Data/Cfg/Commands_En
So when hitting "shift+K" the pennants will appear.
But first, you have to hit "Ctrl+Page up" to fully raise attack periscope!

Do the pennants still show a bunch of them regardless of ships sunk ?
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Old 01-14-21, 03:59 PM   #29
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Do the pennants still show a bunch of them regardless of ships sunk ?
Yes, as always all of them.
Do you know how to link them to kills?
I don’t
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Old 01-14-21, 04:03 PM   #30
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Quote:
Originally Posted by Fifi View Post
Yes, as always all of them.
Do you know how to link them to kills?
I don’t
No, I asked the same question awhile back and iirc the reply was something like save/exit the game when near port, edit the necessary files, reload the save.
But I could never get it working and/or I didn't understand the reply so I haven't bothered with using them since.
I like how the pennants show the correct info. in AOD.

But I bet it would be easy for you/your skills to figure out ! <hint, hint>
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