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Old 01-22-21, 10:23 AM   #106
Belmondo
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Quote:
Originally Posted by Fifi View Post


Hi all,

First i want to dedicate this mod to ROWI58 memory, very talented modder who passed away some time ago.
He created Ccom from LSH3, beeing part of the LSH3 dev team in the first times (of what i understood), but making it reflecting his own naval warfare vision...

To me it’s the only super mod that reflect the planes threat nightmare for U-Boats.
Escorts were still a little too easy (harder than LSH3 though) and i tried to make them more deadly (but still playable).

I’ve enhanced plenty things, but always trying to not break Rowi’s work.
So here it is, any comments are welcome!

LIST OF CHANGES:

- Key 'T' for activate/deactivate TDC (instead of 'Ctrl+T')
- NumPad '*' to jump directly max TC
- better DF antenna
- better periscopes
- Rubini volumetric clouds
- new environment with darker nights and sea colors adjusted
- water streams & splashes added to all U-Boats
- better foam, sea foam, and sub siaj
- few new emblems
- few new sounds
- camera.dat adjusted and UZO view now unstable when selected
- compass rose added to sub on nav map
- commands Cfg file adapted for Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel (should work with ARB gui - not tested)
- type II interior adjusted
- sub sensors adjusted (hydrophone wheel rotation speed increased)
- Hsie.ini adjusted
- crew on deck feature added, with 'shift+D' and 'Ctrl+D'
- camera.dat adjusted
- default radio room sonar view (type VII & IX) now heading right direction
- fixed type II watch officer on deck not rotating for visual search
- smaller moon
- better ruler compass
- torpedo tubes can now be all opened without closing each other
- full radio messages in English for Ccom12
- AI sensors increased so U-Boat can now be detected periscope depth with ASDIC
- Escort detection increased (more obvious late war)
- type VIIB has grey skin as VIIC (must be dropped in COMMANDER MOD folder & activated in COMMANDER Jsgme!)
- smoke from different fires has been enhanced
- negative buoyancy added so sub is slowly sinking when all stopped (like NYGM) ----> IMPORTANT: REMOVE THE DATA/ZONES.CFG OF MY MOD FOR PLAYING type XXI (to avoid the main pump destroyed at start with this type, because of negative buoyancy included)

FOR USE WITH: Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel (and optional Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE). Might work with ARB gui also (not tested)

----> In folder "TO BE PUT INTO CCOM12 COMMANDER MODS", you will find inside 2 folders named 19431201_IXC and SkinVIIB_Grey. Those 2 folders have to be put into your Ccom12 Commander MODS folder, and to be activated via Commander JSGME!

MY MOD HAS TO BE ACTIVATED LAST IN THE CCOM12 JSGME!




DOWNLOAD NEW VERSION FINAL:
https://www.mediafire.com/file/c8y1q..._Final.7z/file

For this version of Ccom12, in Hsie options, it is recommanded to NOT activate Night Vision Fix & Crash Dive Blues Bugfix!

Enjoy!


Is GWX patch1.4 enough to install this mod?
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Old 01-22-21, 11:31 AM   #107
Fifi
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Quote:
Originally Posted by Belmondo View Post
Is GWX patch1.4 enough to install this mod?
Don’t understand your question...GWX patch 1.4?
Ccom12 must be installed over a fresh SH3 installation patched 1.4 yes.
Then, once all Ccom12 mods required activated, you can activate my mod on top of all.

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Old 01-22-21, 04:12 PM   #108
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Quote:
Originally Posted by Fifi View Post
Don’t understand your question...GWX patch 1.4?
Ccom12 must be installed over a fresh SH3 installation patched 1.4 yes.
Then, once all Ccom12 mods required activated, you can activate my mod on top of all.


Pure GWX, with patch 1.4 and Ccom 12
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Last edited by Belmondo; 01-23-21 at 01:31 AM.
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Old 01-22-21, 06:02 PM   #109
CapZap1970
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Fifi, one more question... Is there a way to bring back the u-boat marker? In CCom12 it's visible, but after enabling your mod it disappears... Is it possible?


Thanks a lot for your help and sorry for the trouble...


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Old 01-23-21, 01:26 AM   #110
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Quote:
Originally Posted by CapZap1970 View Post
Fifi, one more question... Is there a way to bring back the u-boat marker? In CCom12 it's visible, but after enabling your mod it disappears... Is it possible?


Thanks a lot for your help and sorry for the trouble...


CapZap
You said the U mark is not visible anymore?
Dive a little more
(It’s stock Ccom feature)

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Old 01-23-21, 02:37 PM   #111
CapZap1970
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Quote:
Originally Posted by Fifi View Post
You said the U mark is not visible anymore?
Dive a little more
(It’s stock Ccom feature)


You were right... it's there, I don't know why it didn't show up in the academy, but it's there!


Fifi, what a fantastic job you did! it's simply amazing!
Thanks a lot and congrats!!!











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Old 01-24-21, 01:38 AM   #112
Belmondo
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Quote:
Originally Posted by CapZap1970 View Post
You were right... it's there, I don't know why it didn't show up in the academy, but it's there!


Fifi, what a fantastic job you did! it's simply amazing!
Thanks a lot and congrats!!!












You can tell which files are responsible for this view and also the smoke file from the engines
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Old 01-24-21, 01:30 PM   #113
CapZap1970
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Quote:
Originally Posted by Belmondo View Post
You can tell which files are responsible for this view and also the smoke file from the engines

If you hit the F12 key you will have the free cam view and hit the CTRL+F11 keys to take screenshots...As for the smoke file, I couldn't say... but probably someone else will answer that with certainty...





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Old 01-24-21, 01:36 PM   #114
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Quote:
Originally Posted by CapZap1970 View Post
If you hit the F12 key you will have the free cam view and hit the CTRL+F11 keys to take screenshots...As for the smoke file, I couldn't say... but probably someone else will answer that with certainty...





CapZap

The smoke textures are usually in data\textures\tnormal\tex and also on various nodes in the sub .val file.
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Old 01-25-21, 04:40 AM   #115
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The smoke textures are usually in data\textures\tnormal\tex and also on various nodes in the sub .val file.
Thanks, I just want to dim the smoke more
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Old 01-25-21, 04:58 AM   #116
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Quote:
Originally Posted by Belmondo View Post
Thanks, I just want to dim the smoke more
A .tga editor such as GIMP would do the trick.
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Old 01-27-21, 05:04 PM   #117
Mad Mardigan
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SHO Re: Any word on an update for: TAM 2.01 + UCS 3.01 Kombi ( CCoM 12.0 mit WS-GUI )...

Know that with that mod, was useable with CCoM v12, before the very good add in that Fifi come up with for it...

Just wondering if there is any word on the status of it being updated to work with the improvements made with Fifi's enhancements they did for CCoM...? liked hearing the command voices that started when calling for the Uzo among others that were in that mod.

M. M.

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Old 01-27-21, 05:53 PM   #118
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Sure that enhencements from fifi +
the mod tam + ucs from Kermitt, it would be fantastic.


Kermitt can do ucs+tam for ccom12 but we must be patient.


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Old 01-28-21, 02:37 AM   #119
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Moin, moin .....
Is in progress, tests start this weekend.
.... Kermit
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Old 01-28-21, 04:32 AM   #120
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