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Old 11-11-20, 03:12 AM   #61
itadriver
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Today I will check.
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Old 11-11-20, 12:33 PM   #62
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This is the best I can do.



It's based on "Thomsen's No Instant DeathScreen Mod V1.1".









Last edited by itadriver; 11-12-20 at 07:35 AM.
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Old 11-12-20, 07:35 AM   #63
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This should be what you asked for


http://www.mediafire.com/file/wcj6tg...IXIII.rar/file












If yes, I'll prepare Surface Mod v.2.0.1 with some other news
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Old 11-13-20, 03:22 PM   #64
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Quote:
Originally Posted by itadriver View Post
This should be what you asked for


http://www.mediafire.com/file/wcj6tg...IXIII.rar/file












If yes, I'll prepare Surface Mod v.2.0.1 with some other news
seems be cool! i waiting for the news i just download it now and play it myself
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Old 11-23-20, 11:15 AM   #65
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Quote:
Originally Posted by itadriver View Post
This should be what you asked for


http://www.mediafire.com/file/wcj6tg...IXIII.rar/file












If yes, I'll prepare Surface Mod v.2.0.1 with some other news

Hey hey, how is it going ?
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Old 11-23-20, 11:25 AM   #66
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Is there any possibility to make this work with GWX and/or LSH3?
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Old 11-23-20, 12:57 PM   #67
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They are different mods. I would have to create a completely new mod to make it compatible but right now I don't have the time.
If the new LSH is stable I might someday do it.
Now I'm workin on ver 2.1.
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Old 11-23-20, 01:41 PM   #68
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Understandable, I wrote this before trying out this mod. Just realized its something of a supermod itself Amazing work! Finally I can take the Scharnhorst to sea!
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Old 11-23-20, 02:34 PM   #69
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Thanks 🍻
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Old 11-24-20, 04:28 AM   #70
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Ok, after playing this mod for a couple of hours yesterday, I have questions

1. Is the gun caliber modeled correctly? Because the impacts look a lot like the 8.8cm shells. Or is this just a visual thing?

2. Any chances to improve the speed on the Scharnhorst?(only ship I tested) I have full crew on all compartments. According to data, Scharnhorst should reach ~36 knots on full power. I just reach 25. Could you point me into a direction how to change it myself maybe? (Just for private use)

Also, do you mind if I edit the campaign file a bit (also, just for my private use)? Or may it even be possible to use the campaign files from lsh? I mean just the .rnd, .scr and maybe .lnd files, although the .lnd may not be that important for me. I just want the realistic shipping, or did you actually include the historic correct ships and events? I red above that you didnt include much merchant shipping. Does this includes big convoys?
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Old 11-24-20, 06:57 AM   #71
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Quote:
Originally Posted by itadriver View Post
They are different mods. I would have to create a completely new mod to make it compatible but right now I don't have the time.
If the new LSH is stable I might someday do it.
Now I'm workin on ver 2.1.
Hey, is it possible to get a sneak peak on what are u working in v2.1 ?
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Old 11-24-20, 06:59 AM   #72
MrVlexKati
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Quote:
Originally Posted by Cmdr. Lennox View Post
Ok, after playing this mod for a couple of hours yesterday, I have questions

1. Is the gun caliber modeled correctly? Because the impacts look a lot like the 8.8cm shells. Or is this just a visual thing?

2. Any chances to improve the speed on the Scharnhorst?(only ship I tested) I have full crew on all compartments. According to data, Scharnhorst should reach ~36 knots on full power. I just reach 25. Could you point me into a direction how to change it myself maybe? (Just for private use)

Also, do you mind if I edit the campaign file a bit (also, just for my private use)? Or may it even be possible to use the campaign files from lsh? I mean just the .rnd, .scr and maybe .lnd files, although the .lnd may not be that important for me. I just want the realistic shipping, or did you actually include the historic correct ships and events? I red above that you didnt include much merchant shipping. Does this includes big convoys?
yeah i would also like the campaign that there are large convoys or more merchant ships like in GWX or LSH.
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Old 11-24-20, 08:18 AM   #73
itadriver
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speed (fixed on v.2.1): open NSS_Uboat9c.sim
- unit_submarine
- unit_Ship
-propulsion and change:


max speed 31.65
max force 0
eng_power 163000
eng_rpm 700


Wikipedia. Scharnhorst = 31.65kn

Last edited by itadriver; 11-24-20 at 08:40 AM.
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Old 11-24-20, 08:36 AM   #74
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On v.2.1

- changed ships structures (add Fuel Tank 2)
- sink by flooding (see pics above)
- add "VD_guns.dat" (kriegsmarine)
- add new VonDos models
- fix the maximum speed of playable ships

====



On v 2.0 the campaign files are a mix of all the mega mods. I don't know how much they reflect history.

If someone wants to change them (and share them) using the editor, remember that:
- COFlower = CA Baltimore
- DDHuntI = CA London
- DDHuntII = CA York
- DDJClass = CL Belfast
- DDTribal = BB Anson
- DEBuckley = CL Brooklin
- DEEvarts = BB N.Carolina
- DEJButler = CL Omaha
- DERiver = CA Pensacola
- FFBlackSwan = BB Kongo
- FishingBoat = CL Town Class
- FishingBoat1 = CL Naka
- FishingBoat2 = CA Myoko
- PCTrawler = CL CLeveland
- PTElco = CL Arethusa
- PTSchnellboot = CL Munchen
- TugBoat = BB N.Mexico
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Old 11-24-20, 08:38 AM   #75
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Quote:
Originally Posted by MrVlexKati View Post
yeah i would also like the campaign that there are large convoys or more merchant ships like in GWX or LSH.

there are big convoys especially on late war
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