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Old 04-05-21, 03:21 PM   #421
CapZap1970
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Quote:
Originally Posted by FUBAR295 View Post
Try here:

https://www.mediafire.com/file/brlth...terior.7z/file

Remember it was made for WAC and is very memory heavy, and may slow or crash your game on some PC's.

Good hunting,
FUBAR2958
Thank you FUBAR295!
I am aware that it is heavy and made for WAC5.0. will do some extensive tests to see if the mod hinders the normal flow of the game first.





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Old 04-05-21, 03:22 PM   #422
John Pancoast
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This is a very good one too. Not full interior but it automatically moves the helmsmen to their watch stations when surfaced and reverse when submerged as was done irl.
It does not have the quarters, engine room, etc. walk through if that matters.
Of course that also means it is less resource demanding.
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Old 04-05-21, 03:53 PM   #423
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I love the linking water here and there. Very nice touch.
Would be cool if we had the shower at the scale to conning tower when we surface
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Old 04-05-21, 05:27 PM   #424
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JP: That's the one I have currently installed and it works perfectly!

Fifi: Do you think it's doable? Too much work involved, I presume...
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Old 04-06-21, 01:20 AM   #425
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Originally Posted by CapZap1970 View Post
JP: That's the one I have currently installed and it works perfectly!

Fifi: Do you think it's doable? Too much work involved, I presume...
Have no idea if it’s doable, but it’s working for some drops why not for many more?
Thinking about it, we have this kind of shower already present ingame, when we get damaged...remember the broken pipe inside!...
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Old 04-06-21, 01:39 AM   #426
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That's correct!!!
Few days ago had to take a very long shower in the CR due to heavy damages and long repair times...
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Old 04-11-21, 08:57 AM   #427
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Noticed strange thing with this wonderful mod.
I'm using it with my NYGM install and GWX install...and with my GWX, have no crew at the dive planes when surfaced (accurate) but as soon as dive ordered, crew is back on seats!
Never noticed that before, and i love it!
But the strange is in my NYGM install, have always the crew!...
Must be special to GWX?

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Old 04-11-21, 10:28 AM   #428
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Been playing NYGM since it was RUB and you have to keep in mind that it is really very basic except for the game play, not a lot of frills or extra's, it was devoid of any real eye candy. If you wanted those you played GW.

There are some things that have been added over the years to address the looks and such, but it still does not look like GW. The crew at their dive plane stations while surfaced was something to be lived with, since you are not spending a lot of time in zentral anyway but up on the bridge or other stations critical to finding, attacking and evading. So I give it a pass on such nuances that was in real life.

Now a days I have been playing more GWX, CCoM and Onealex as I have the time to play more, but NYGM is my go to.

Good hunting,
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Old 04-11-21, 10:32 AM   #429
John Pancoast
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Quote:
Originally Posted by Fifi View Post
Noticed strange thing with this wonderful mod.
I'm using it with my NYGM install and GWX install...and with my GWX, have no crew at the dive planes when surfaced (accurate) but as soon as dive ordered, crew is back on seats!
Never noticed that before, and i love it!
But the strange is in my NYGM install, have always the crew!...
Must be special to GWX?
The crew changing positions works in NYGM too. Something must be amiss.
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Old 04-11-21, 11:31 AM   #430
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Quote:
Originally Posted by John Pancoast View Post
The crew changing positions works in NYGM too. Something must be amiss.
Do you know what exactly makes this crew change?
Maybe in animations?
Have to check what could interfere...
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Old 04-11-21, 11:47 AM   #431
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Quote:
Originally Posted by Fifi View Post
Do you know what exactly makes this crew change?
Maybe in animations?
Have to check what could interfere...
I don't have access to the game files right now, but the function is in the *_CR.dat files. Look for a "Dummy_helm_vanish" node, something similar.
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Old 04-11-21, 12:05 PM   #432
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Quote:
Originally Posted by John Pancoast View Post
I don't have access to the game files right now, but the function is in the *_CR.dat files. Look for a "Dummy_helm_vanish" node, something similar.
If it’s in the CR dat file, it has not been overwritten...
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Old 04-12-21, 02:27 AM   #433
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I have checked, and everything should be correct with the Helm Vanish stuff
It’s present in my Interior CR dat, present in my Library DD Interior dat, and present in my Animations DD Interior ... those 3 files absolutely necessary to get the effect.

Now, I’ve noticed even in my GWX install, it’s not working each time...sometimes it’s perfect, sometimes they don’t vanish (or way after and/or after changing views)
Maybe it’s a memory problem (to many actions/animations etc to handle for my PC) or maybe there is a special condition to meet that is missing...

But anyway it’s here

EDIT: it’s not a memory issue, because i figured out each time i ask my watch officer something (nearest contact) the 2 guys disappear if they are still there inside!
So the watch officer action is linked to those guys...

Last edited by Fifi; 04-12-21 at 03:31 AM.
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Old 04-12-21, 09:04 AM   #434
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Quote:
Originally Posted by Fifi View Post
I have checked, and everything should be correct with the Helm Vanish stuff
It’s present in my Interior CR dat, present in my Library DD Interior dat, and present in my Animations DD Interior ... those 3 files absolutely necessary to get the effect.

Now, I’ve noticed even in my GWX install, it’s not working each time...sometimes it’s perfect, sometimes they don’t vanish (or way after and/or after changing views)
Maybe it’s a memory problem (to many actions/animations etc to handle for my PC) or maybe there is a special condition to meet that is missing...

But anyway it’s here

EDIT: it’s not a memory issue, because i figured out each time i ask my watch officer something (nearest contact) the 2 guys disappear if they are still there inside!
So the watch officer action is linked to those guys...
Strange stuff Fifi. Sorry I can't be of much help; never seen this before.
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Old 04-12-21, 09:45 AM   #435
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Seems i need my watch officer to make them disappear when on surface !
No big deal anyway...they are under his orders
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