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Old 04-24-11, 02:08 PM   #46
Kaleun
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hi,

Works fine with the WDAD and patch 1 for me - if this helps.
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Old 04-24-11, 02:52 PM   #47
KING111
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sorry all i must have done somthing wrong
the first time i tried the patch again and it works ok
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Old 04-26-11, 04:29 AM   #48
JapLance
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EDITED.

Solved with version 2.00.

Last edited by JapLance; 06-02-11 at 02:53 PM.
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Old 04-26-11, 11:41 AM   #49
Kaleun
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Hi,


The Dynamic mission update is unavailable in the link given; have you deleted it already??

Kaleun
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Old 04-26-11, 11:48 AM   #50
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Ignore my last post - the file is available now
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Old 04-28-11, 02:46 PM   #51
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To quote one of my least favorite people of any age - Lawrence Welk:

"Wunnerful, wunnerful"....

Thanks for all the hard work!
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Old 04-28-11, 06:25 PM   #52
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Default basic questions

I am coming into this late in the game, so to speak. What is WDAD? Is this mod ready or just being tested? What are required downloads? I have mult-sh4. Should I set up a new game for this mod?
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Old 04-28-11, 07:41 PM   #53
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WDAD= We Dive At Dawn
more detail here:
http://www.subsim.com/radioroom/showthread.php?t=170639
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Old 05-01-11, 06:43 PM   #54
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Installed ok & stable so far. Nice to have an RN Med career.
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Old 05-04-11, 03:01 PM   #55
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I met an enemy sub for the first time. It is the Italian Adua by Keltos01, and she looked like this:



That gun looks a bit off .

Can this be easily fixed? I looked at the equipment file and there is a 105mm gun linked to node M02, but there is no M02 node I could find in the .dat file , so I'm lost.
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Old 05-05-11, 07:22 AM   #56
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Another question, this time about the campaign set-up.

In mid-42 the 1st Flotilla moved from Alexandria to Beirut due to Rommel forces advancing to El Alamein. Also in late 42 the subs based in Gibraltar moved to Algiers, saving a good number of miles in and out of base.

Which is the best way to do that?

For instance, the move to Algiers. At first I created a new flotilla with a single base, but then realised that adding a second base to the already existent flotilla seemed to work the same.

The stock game uses the second method (when Asiatic Fleet moves from Manila to Surabaja first and then Fremantle), but I'd like to hear opinions about possible problems using either one or the other.
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Old 05-05-11, 11:25 AM   #57
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I just realised that I hadn't credited keltos01 in the readme for his Italian submarine.

Sorry mate . It's been corrected.
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Old 05-05-11, 01:03 PM   #58
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Quote:
Originally Posted by JapLance View Post
I just realised that I hadn't credited keltos01 in the readme for his Italian submarine.

Sorry mate . It's been corrected.


AI Adua Type 600 italian submarine

3d model isn't mine though :

JU_88's Tipo 600 submarine

http://www.subsim.com/radioroom/show...marine&page=18 post 268

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Old 05-05-11, 02:42 PM   #59
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Quote:
Originally Posted by JapLance View Post
I met an enemy sub for the first time. It is the Italian Adua by Keltos01, and she looked like this:



That gun looks a bit off .

Can this be easily fixed? I looked at the equipment file and there is a 105mm gun linked to node M02, but there is no M02 node I could find in the .dat file , so I'm lost.
Yes, easily fixed, Just add an M02 nodes just like the M01 node, then position it.

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Old 05-06-11, 02:27 AM   #60
JapLance
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Quote:
Originally Posted by keltos01 View Post


AI Adua Type 600 italian submarine

3d model isn't mine though :

JU_88's Tipo 600 submarine

http://www.subsim.com/radioroom/show...marine&page=18 post 268

keltos


Quote:
Originally Posted by peabody View Post
Yes, easily fixed, Just add an M02 nodes just like the M01 node, then position it.

Peabody
Thanks, Peabody, but it didn't work. Now I have two guns, the M02 105mm one correctly positioned, and the previous one (a 3in perhaps?) that is still in the same odd place.



Apart from the .eqp file, is there any other way to put a gun on a submarine?



EDIT:Found the culprit: it is a 37mm gun, and the node was in the conning tower dat, not in the submarine. NULLified it in the .eqp file and ready to go .

Last edited by JapLance; 05-06-11 at 03:22 AM.
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