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Old 03-13-10, 11:13 AM   #16
piri_reis
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Quote:
Originally Posted by Vikinger View Post
I think its very difficult to add them.
And its beyond my knowleadge.
Actually I got the TypeII into the game already. Of course as an AI unit, the interiors and most likely other parts that are needed for Human control are not in there, yet. The model contained in the game is the Type IID I think, but it's named and filed under the IIA folder.. (It seems to have been planned to be implemented, and didn't make it in time..)



I created a new file data\Roster\German\Submarine\SSTypeIIA.cfg

Code:
[UnitClass]
ClassName=SSTypeIIA
UnitType=200
AppearanceDate=19360725
DisappearanceDate=19410101 ; The time the last alive unit was assigned to training flotillas
DisplayName=GE Type IIA (AI)

[Unit 1]
Name=U-1
DOC=19360725
DOD=19400212

[Unit 2]
Name=U-2
DOC=19360812
DOD=19390920
That allows you to place these units docked in ports and they can sail too. (That needs to be tested if they use the Submarine AI scripts, but I can't see why they wouldn't)

Of course, as you see their periscopes are permanently raised, might be fixed using GE
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB
Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
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Old 03-13-10, 11:30 AM   #17
Vikinger
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Cool. Yeah i noticed also in the cfg file that the boat was taking out of service in same month we start our campaign. Therefor we wud never se them.
But is it enough just to change the date there for they to appear?

I thought you needed to put them on the rooster in the mission layers also and give them waypoints etc if you want them to move.

But i think its still difficult to make them playable for us Many files that need to be done and reworked.
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Old 03-13-10, 11:45 AM   #18
piri_reis
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Quote:
Originally Posted by Vikinger View Post
I thought you needed to put them on the rooster in the mission layers also and give them waypoints etc if you want them to move.

But i think its still difficult to make them playable for us Many files that need to be done and reworked.
Forget making them playable.
But yeah the dates are off, that cfg file was created by me, it doesn't come with the game, just copied pasted stuff from the typeVIIa boat.

For it to appear in game, docked or lending a hand at winning the war, they would have to be scripted/added to the campaign layers. It wouldn't be that hard.. Right now I'm testing their AI capabilities and see if I can get rid of those periscopes..
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB
Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
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Old 03-13-10, 01:46 PM   #19
Vikinger
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About my easter egg. Guess no one have found it yet

Tip. look for a certain name in the mission brefing when you are in port.
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Old 03-13-10, 02:01 PM   #20
Georg_Unterberg
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Thanks, Vikinger, for giving us more *realistic* mission goals!

Found your little easter egg, because I noticed that every briefing is now in english language / subtitles.

mmmm....if I remember the meaning of that name I guess the admiral does not think highly of me.
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Old 03-13-10, 09:26 PM   #21
Vikinger
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Quote:
Originally Posted by Georg_Unterberg View Post
Thanks, Vikinger, for giving us more *realistic* mission goals!

Found your little easter egg, because I noticed that every briefing is now in english language / subtitles.

mmmm....if I remember the meaning of that name I guess the admiral does not think highly of me.
Its not that, Why u get that is becuse iam using the english version of the game.
and that file is provided wht the game iam using.

Look out for Bernard,,,


Entry1=Welcome to the far north, Bernard. Here, have some schnaps.
Entry2=As you probably know, we are here to operate against the Soviet Union.
Entry3=Operation Typhoon –our offensive to capture Moscow– has been stopped short of the target.
Entry4=Winter has proven a more difficult opponent than the Russian army.



Or from another mission breifing

Entry1=Bernard, please step closer. Don´t be shy.
Entry2=Following our very successful Operation Drumbeat,

Bernard is in there, He is really in there,,,
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Old 03-15-10, 12:21 PM   #22
Georg_Unterberg
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>>> mmmm....if I remember the meaning of that name I guess the admiral does not think highly of me. <<<

That's what I meant: The admiral calls me "Bernard".
(I didn't want to spoil the others )

Ok, the admiral was right - on my last mission I was "Bernard" - I tested how deep you can go with a damaged hull.

Not very deep......and keep fingers off time compression!!!
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Old 03-15-10, 01:16 PM   #23
kylania
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Quote:
Originally Posted by Georg_Unterberg View Post
Ok, the admiral was right - on my last mission I was "Bernard" - I tested how deep you can go with a damaged hull.
On my last patrol I had a ship half sunk and on fire. I was totally out of ammo and it wasn't sinking. It burned for three days. Finally I decided to ram it!

I got home with 19% hull remaining. heh The ship never sunk.
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Old 03-18-10, 02:47 AM   #24
nikulin
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Hi!
When I played Total Germany everything was fine, but when I start Happy Times, I see tonnage 200/200/100 instead of 100/100/50. Files in \Campaigns\CampaignProjects\Happy_Times are substituted by mod files, but I see old stock tonnage requested.
What I do wrong?
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Old 03-18-10, 07:49 AM   #25
Vikinger
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Quote:
Originally Posted by nikulin View Post
Hi!
When I played Total Germany everything was fine, but when I start Happy Times, I see tonnage 200/200/100 instead of 100/100/50. Files in \Campaigns\CampaignProjects\Happy_Times are substituted by mod files, but I see old stock tonnage requested.
What I do wrong?
Hi Nikulin.

I checked the files and you are right. There is some odd things in there that i had missed.

The cfg file that handle the missions are correct but in the tsr file that handle the text you se is wrong, Il guess the original file slipped in to that Good finding.

New version that correct this can be found for dl here:
http://www.subsim.com/radioroom/down...o=file&id=1591

If you are in a middle of a campaign , Install this only when you are in subpen before you go on a new patrol for the changes to take effect.
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Last edited by Vikinger; 03-18-10 at 08:12 AM.
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Old 03-18-10, 08:02 AM   #26
sergei
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Thanks Vikinger, if I ever get to start a campaign, rather than just test drive new mods, I'll try it out
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Old 03-24-10, 01:24 PM   #27
Hans Schultz
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thanks for this, I cant wait to try it out!!
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Old 03-25-10, 03:57 PM   #28
GuillermoZS
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Hi! Thanks for the mod

But I have a problem: I´m playing Blockade of Germany (Total Germany). I´ve sunk 2 of the 3 armored merchants you are supposed to sunk but the white bar that reflects the status of the objetve shows around 20% complete only (5 is the original number of ships you have to sink)... so is this only a problem of the bar or is the mod not working for me?

Thanks!
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Old 03-25-10, 04:15 PM   #29
Vikinger
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Hi.

Make sure you have installed the mod correctly.

Sometimes when you extract a folder it will be like this:

Lite campaign LC 1.2/Lite campaing LC1.2/data/campaing/etc

remove one of the folder so the exact string will be.

Litecampaign LC1.2/data/campaign/etc And put that in the MODS folder.

otherwise i don know what could be wrong.

Did you install the mod during a campaing or have you started a new campaign?

it could be so that you need to start a new campaign for it to work properly or at least, start a new patrol. And enable the mod while you are in port.
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Old 03-25-10, 05:46 PM   #30
GuillermoZS
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Quote:
Originally Posted by Vikinger View Post
Hi.

Make sure you have installed the mod correctly.

Sometimes when you extract a folder it will be like this:

Lite campaign LC 1.2/Lite campaing LC1.2/data/campaing/etc

remove one of the folder so the exact string will be.

Litecampaign LC1.2/data/campaign/etc And put that in the MODS folder.

otherwise i don know what could be wrong.

Did you install the mod during a campaing or have you started a new campaign?

it could be so that you need to start a new campaign for it to work properly or at least, start a new patrol. And enable the mod while you are in port.
Hi, The folder structure is right (Litecampaign LC1.2/data/...). I installed the mod during the campaing. At first I activated the mod during a patrol, it didn´t work so I turned it off again, waited to finish the patrol and reactivated it while in port, before choosing a new mission... but it seems not to be working... Mission description is right though.

Any idea? I really would like to use this mod (please, don´t tell me I have to restart the whole campaing...)

Thanks!
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