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Old 03-25-19, 07:50 AM   #391
THEBERBSTER
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A Warm Welcome To The Subsim Community > Manfred von Gosky
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Old 06-11-21, 01:39 AM   #392
Thorstein1
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Default Cant get it to work (probably my own incompetence)

Hi chaps. im havng some issues in enabling the mod, in jsgme it recognizes it and when i do everything correctly (the numbers thing in the mod file for if you want to have certain flags enabled) it still doesn't show the flags.


Any help would be greatly appreciated


Let the hunting commence!

Last edited by Thorstein1; 06-11-21 at 02:19 AM.
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Old 06-11-21, 10:58 AM   #393
Kal_Maximus_U669
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Quote:
Originally Posted by Thorstein1 View Post
Hi chaps. im havng some issues in enabling the mod, in jsgme it recognizes it and when i do everything correctly (the numbers thing in the mod file for if you want to have certain flags enabled) it still doesn't show the flags.


Any help would be greatly appreciated


Let the hunting commence!
I can only recommend you without more precision on your part ... to follow the procedure that Vecko has put in place ...
https://www.subsim.com/radioroom/sho...20&postcount=1
redo a fresh install scrupulously respecting the Pdf Install
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Old 07-23-21, 08:59 PM   #394
Johnno
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Hey people.
I think (?) i have a Problem with this mod...
I'm using TWoS (Real Navigation is a blast), in which this mod is included and i'm driving the VIIB.
Anyway, out of port i wanted to get rid of the flags immersion reasons, no problem so far, disabled them using the .eqp...
Just this one stupid Aft Deck flagpole won't budge. Now he's just sitting there, looking stupid without the flag. Any way to get rid of this thing?
Screenshot for reference:
https://ibb.co/DQ10HdG

Cheers!!

Last edited by Johnno; 07-23-21 at 09:08 PM.
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Old 07-23-21, 11:53 PM   #395
Aktungbby
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Default Welcome aboard!

Johnno!
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Old 07-24-21, 03:17 PM   #396
Kal_Maximus_U669
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Quote:
Originally Posted by Johnno View Post
Hey people.
I think (?) i have a Problem with this mod...
I'm using TWoS (Real Navigation is a blast), in which this mod is included and i'm driving the VIIB.
Anyway, out of port i wanted to get rid of the flags immersion reasons, no problem so far, disabled them using the .eqp...
Just this one stupid Aft Deck flagpole won't budge. Now he's just sitting there, looking stupid without the flag. Any way to get rid of this thing?
Screenshot for reference:
https://ibb.co/DQ10HdG

Cheers!!
you deactivate "TWoS Campaign Start VIIB_UFlaK" is that should be in order it is a problem already described by vecko it seems to me because of the turms :en haut: :Kaleun_Salut ::Kaleun_Salut :
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Old 07-24-21, 08:28 PM   #397
Johnno
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
you deactivate "TWoS Campaign Start VIIB_UFlaK" is that should be in order it is a problem already described by vecko it seems to me because of the turms :en haut: :Kaleun_Salut ::Kaleun_Salut :
I already disabled that mod Part right after starting the campaign with my beloved VIIB, and the flagpole is still there. Am i out of luck?
I'm still using the "slim" type VIIB turm, as i didn't know i could upgrade right away. is that one just bugged? Is there any file i could edit manually to make that flagstaff vanish?
Thanks anyway !!

PS: could you link the post by vecko where he acknowledges the problem?? I was unable to find it, and maybe it could help.

PPS: SOLVED! I started a new campaign with the VIIB to test, upgraded to the "big" turm and, voilá, the aft deck flagstaff is gone. Yay! It appears to just be a bug with the slim, A-style Turm. Now off to the bunker and refit!

Last edited by Johnno; 07-24-21 at 09:07 PM.
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Old 07-25-21, 07:41 AM   #398
Kal_Maximus_U669
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Quote:
Originally Posted by Johnno View Post
I already disabled that mod Part right after starting the campaign with my beloved VIIB, and the flagpole is still there. Am i out of luck?
I'm still using the "slim" type VIIB turm, as i didn't know i could upgrade right away. is that one just bugged? Is there any file i could edit manually to make that flagstaff vanish?
Thanks anyway !!

PS: could you link the post by vecko where he acknowledges the problem?? I was unable to find it, and maybe it could help.

PPS: SOLVED! I started a new campaign with the VIIB to test, upgraded to the "big" turm and, voilá, the aft deck flagstaff is gone. Yay! It appears to just be a bug with the slim, A-style Turm. Now off to the bunker and refit!
The gecko recommendations are as follows..I remind you that they can be found in the doc file inside via "JSGME"

"Start a new career with type VIIB instead of type VIIA U-Boat and/or,
Start "Turning Point" campaign with U-FlaK instead of type VIIC U-Boat."

Enble the mod with your jsgme and start a new career.
Here is now if you encounter another problem I advise you to redo a "fresh installation"and to start a career by following the course of the things which are proposed to you in order to obtain renow to obtain more options for your Uboat ... here is good hunting for you ..
best regards KM_U699

Last edited by Kal_Maximus_U669; 07-25-21 at 07:51 AM.
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