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Old 01-06-10, 07:20 PM   #16
lurker_hlb3
Admiral
 
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Quote:
Originally Posted by Akula4745 View Post
I am sure it breaks some of Lurker's fine work... but it gives you killer AA cover:

OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMEGU_v210
OMEGU_v210_Hotfix3
AS_for_OMv100
AS_for_OMv100 Hotfix1
Playable Pocket Battleship Beta 1.1by Xantro
Playable Pocket Battleship-Kriller's Graf Spee Skin
Mudpigs Pocket BB Flak
AdmScheerOpsMonsun
German Map Labels v1.0
Office Mod
CeilingFanRemover
Csengoi's EnemiesOfGermany
Carotio_IntercontinentalRadioPack


Ivank - please let me know how it works for you!

You don't need this"mod soup" load any more
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Old 01-07-10, 09:00 AM   #17
tomhugill
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@ lurker :How did you fix the aa gun and radar problems, think its probably the same issues ive been having and would help me immensly!

Last edited by tomhugill; 01-07-10 at 09:31 AM.
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Old 01-07-10, 05:58 PM   #18
lurker_hlb3
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Originally Posted by tomhugill View Post
@ lurker :How did you fix the aa gun and radar problems, think its probably the same issues ive been having and would help me immensly!

Review the changes I made to the Equipment.upc, UnitParts17KMS_AdmiralScheer.upc and UpgradePacks.upc
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Old 01-08-10, 12:55 AM   #19
Akula4745
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Originally Posted by lurker_hlb3 View Post
You don't need this"mod soup" load any more
Yep, it was a mess... many thanks Lurker!

Quote:
Originally Posted by lurker_hlb3 View Post
AS v105 is up
Fixed AA weapons and Surface Radar problems
See first post for download link
EDIT: Lurker - all I can find is AS_for_OMv102 - where can I find AS_for_OMv105?
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Last edited by Akula4745; 01-08-10 at 01:18 AM.
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Old 01-08-10, 01:11 AM   #20
tomhugill
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Originally Posted by lurker_hlb3 View Post
Review the changes I made to the Equipment.upc, UnitParts17KMS_AdmiralScheer.upc and UpgradePacks.upc
Thank you sir!
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Old 01-08-10, 07:43 AM   #21
lurker_hlb3
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Quote:
Originally Posted by Akula4745 View Post
Yep, it was a mess... many thanks Lurker!



EDIT: Lurker - all I can find is AS_for_OMv102 - where can I find AS_for_OMv105?

It was a typo, the version is 102
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Old 01-08-10, 11:07 PM   #22
Akula4745
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Originally Posted by lurker_hlb3 View Post
It was a typo, the version is 102
Ok sir... off to enjoy the new goodies! Thanks again!!
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Old 01-09-10, 01:20 PM   #23
de vliegende hollander
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This mod covers the period from Sept 1940 to Dec 1943 and has the Admiral Scheer assigned to two distinct areas to mimic historical operations, “Group West” (Sept 40 to Feb 42) conducting operations in the North / South Atlantic and “Group Nord” ( Feb 42 to Dec 43). The dates used for these operations are “semi-historical” and are a bit longer that real life for gameplay purpose. Home base for “Group West” is Gotenhafen in Poland with a start date of September 1st 1940 and Narvik for “Group Nord” with a start date of March 1st 1942. If you start a career with “Group West” you will receive a “automatic” transfer to “Group Nord” in Feb 42 ( there will be a message that informs you of the transfer )


how can you change scheer to a other flotila ?
i try it it ti change but it's difcult with al those flotila's and bases
hope that you can help me
grt henk

Quess that nobody can or wil help THANKS

Last edited by de vliegende hollander; 01-10-10 at 11:11 AM.
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Old 02-10-10, 08:12 AM   #24
DirtyACE
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I just started playing with this mod. So far it's pretty incredible. Never thought I'd be able to command a surface vessel in SH.

Anyway, I was going to my assigned patrol area when suddenly my radar picked up a task force to the west of Scotland (south of my own position). I decided to investigate. It was kind of risky since Admiral Scheer is a pocket battleship, not quite the same as the real thing, like Bismark or Turpitz. So we are steaming ahead, almost directly at the task force. Then I discover that it has 3 Tribal DDs, 2 Kent Class HA, and 1 Repulse Class BB.

We decided to be bold and audacious. We first blasted two DDs out of the water, then started to hammer the BB. She was hit hard and quick with our main guns scoring several direct hits. I think we hit the engine room because there was a huge explosion and the ship slowed and stopped. We continued to pummel her until she finally started slowly going down. This was all done from 6km.

After that we started receiving some damage as the third DD managed to close in while we fought it out with their BB. He was peppering us with machine gun fire. As he was circling around the back of us, we brought about the main forward battery and blasted the bastard to stone age. Then we began working the two HAs. Funny enough it seemed like they were actually trying to escape from the area. Looking through the UZO, I saw them forming a single file line while trying to steam away from us. This gave us much confidence as we smelled blood! We sailed straight after them while pounding with everything we had. We sunk them both like dogs.

After the battle we did have a bit of damage to repair to our range finder, or whatever the thing that looks like binoculars. However, our hull was undamaged.

Now I have a couple questions:

1. I have some kind of alarm going off in the ship. I imagine it went off when I selected to put the crew on battlestations. Anyway, it is still going off after the battle for some reason. I have no idea how to turn it off. I checked various stations and made sure that the crew is no longer on battlestations, but the alarm just keeps on ringing. We have also repaired all the damage and there's no flooding.

2. I noticed some of my crews' icons are now orange. What does this mean? I checked them and they're not dead or injured, so what does this orange color mean?
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Old 02-10-10, 09:33 AM   #25
609_Avatar
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Wow! Like some others here, I had no clue that this was possible or even done. I'll definitely be downloading this puppy to try out. Just a quick question in terms of compatibility. I use RFB mod along with OM, can I also add this one into the mix or do I need to deactivate RFB mod first and then install? Thanks!
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Old 02-10-10, 05:58 PM   #26
lurker_hlb3
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Quote:
Originally Posted by DirtyACE View Post
Now I have a couple questions:

1. I have some kind of alarm going off in the ship. I imagine it went off when I selected to put the crew on battlestations. Anyway, it is still going off after the battle for some reason. I have no idea how to turn it off. I checked various stations and made sure that the crew is no longer on battlestations, but the alarm just keeps on ringing. We have also repaired all the damage and there's no flooding.
Download this and install with JSGME

http://www.filefront.com/15552473/AS...102_Patch1.rar


Quote:
2. I noticed some of my crews' icons are now orange. What does this mean? I checked them and they're not dead or injured, so what does this orange color mean?

Their wounded
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Old 02-10-10, 05:59 PM   #27
lurker_hlb3
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Quote:
Originally Posted by 609_Avatar View Post
Wow! Like some others here, I had no clue that this was possible or even done. I'll definitely be downloading this puppy to try out. Just a quick question in terms of compatibility. I use RFB mod along with OM, can I also add this one into the mix or do I need to deactivate RFB mod first and then install? Thanks!

Not compatible with RFB
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Old 02-10-10, 06:31 PM   #28
DirtyACE
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Quote:
Originally Posted by lurker_hlb3 View Post
Download this and install with JSGME

http://www.filefront.com/15552473/AS...102_Patch1.rar





Their wounded
Thanks lurker. I was starting to think that I may have installed the mods in an incorrect order and there was some conflict. Glad I was wrong

I should implement this patch once I'm finished with the patrol and back in port, right?

By the way, here's a screenie of how I implemented your mods. Can you tell if they are indeed in the right order?



In case you ask what the OM_SH3_Command_Keys_patch is. It's from the OMEGUv300patch4. It's the update to the command keys. I renamed it slightly because I couldn't put it into the MODS folder without it overwriting the original OM_SH3_Command_Keys mod that came with OMEGUv300. Did I do this right or should I have let it overwrite it?

Overall though I'm really enjoying this. I've never played with a surface vessel before in any of the SH games. Thank you for making it compatible with your wonderful OM mod

PS - you are right, I checked the orange crew and they do have slightly less health, but I seem to have nothing or no one on board to heal them. Do I need to simply recruit another crew member with a special ability in medicine?
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Old 02-10-10, 06:53 PM   #29
lurker_hlb3
Admiral
 
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Quote:
Originally Posted by DirtyACE View Post
Thanks lurker. I was starting to think that I may have installed the mods in an incorrect order and there was some conflict. Glad I was wrong

I should implement this patch once I'm finished with the patrol and back in port, right?

By the way, here's a screenie of how I implemented your mods. Can you tell if they are indeed in the right order?



In case you ask what the OM_SH3_Command_Keys_patch is. It's from the OMEGUv300patch4. It's the update to the command keys. I renamed it slightly because I couldn't put it into the MODS folder without it overwriting the original OM_SH3_Command_Keys mod that came with OMEGUv300. Did I do this right or should I have let it overwrite it?

Overall though I'm really enjoying this. I've never played with a surface vessel before in any of the SH games. Thank you for making it compatible with your wonderful OM mod

PS - you are right, I checked the orange crew and they do have slightly less health, but I seem to have nothing or no one on board to heal them. Do I need to simply recruit another crew member with a special ability in medicine?

The "OM_SH3_Command_Keys" from OMEGU v300 patch4 pkg is designed to "replace" the original, so just "overwrite" it

Quote:
Do I need to simply recruit another crew member with a special ability in medicine?
Yes

Quote:
I should implement this patch once I'm finished with the patrol and back in port, right?
You can install it without having to return to port
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Old 02-10-10, 07:00 PM   #30
DirtyACE
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Quote:
Originally Posted by lurker_hlb3 View Post
The "OM_SH3_Command_Keys" from OMEGU v300 patch4 pkg is designed to "replace" the original, so just "overwrite" it

Yes



You can install it without having to return to port
Thanks again lurker

Have a couple more questions if you don't mind:

1. I noticed there are torpedoes on board. Can they actually be fired? I know the real Admiral Scheer did have these as well.

2. Is there any way to make the main 11 inch guns fire at a different target than what the rest of the guns are engaging? Or any way to make them not engage certain targets? I ask because I don't really want to waste the main ammunition on smaller ships like DDs and instead save it for fighting against other cruisers, BBs, or big merchants.
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