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Old 12-06-09, 08:01 PM   #1291
Reece
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WOW! a big thanks DD for including the fix for NVD's DC Shake!!
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Old 12-06-09, 08:05 PM   #1292
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There are some valid download link ??
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Old 12-06-09, 08:47 PM   #1293
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Quote:
Originally Posted by Hartmann View Post
There are some valid download link ??
Well, yeah, in the first post of this thread. Or for a faster download link:
http://www.silenthuntermods.com/foru...hp?topic=274.0
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Old 12-07-09, 03:00 AM   #1294
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Quote:
Originally Posted by DivingDuck View Post
Moin,






have fun.

Regards,
DD
Moin DD !

Many, many thanks for your work, especially for the wonderful .pdf Manual !

Best regards,
Magic
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Old 12-07-09, 05:58 AM   #1295
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@ padvotke:

it's part of the mod, think it was Hitmans idea, no planesmen in surface operation ;-)

I am currently in the North Atlantic in heavy seas and the b*ggas vanish and reappear at the magic depth of 6.5m, very unsettling.....

nice idea though!

regards
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Old 12-07-09, 06:19 AM   #1296
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I was waiting for this before going to my next patrol. Thanks!
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Old 12-07-09, 06:46 AM   #1297
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Playing?

This isn't playing Padvotke, THIS is real life :-D

Regards
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Old 12-07-09, 07:41 AM   #1298
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Planesmen were not at the diving planes when surfaced, because in that condition planes do not need to be manned at all. They are useless

The watch crew was in charge of manning the diving planes when the boat had to go down. The petty officer started charging ballast when the order of diving was given, and the watch crew hurried from the top to pick the dive planes.

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Hell of alife when you see your planesmen vanishing and reapearing with every second wave ? No way, I'm waiting for da fix or I'll flush it down the toilet soon
Also happens with the watch crew, they dissapear/reappear when diving/surfacing. I guess DD will refine the process to ensure the planesmen do not pop in and out.
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Old 12-07-09, 07:49 AM   #1299
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Quote:
Hitman said:
Also happens with the watch crew, they dissapear/reappear when diving/surfacing. I guess DD will refine the process to ensure the planesmen do not pop in and out.
Yes at the moment it is a little annoying, would rather have this "feature" disabled and back to stock.
PS. This is not a complaint DD!
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Old 12-07-09, 09:57 AM   #1300
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The dive plans just help the U-boat dive or surface and also maintain depth the rudder control turns the U-boat.
And yes it is not ever manned Although is SH5 its looks like there is an officer manning the rudder control.
If you are wondering where it is. it is situated behind the officer next to the Dive Planes.
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Old 12-07-09, 10:26 AM   #1301
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Quote:
I see.. I always thought that these wheels are functional for maneuvrability.
The big handwheels are in fact just the emergency way of moving the planes, using exclusively man power (Which requieres a huge amount of strength, and the crew gets tired quickly). The controls where operated with push buttons pressed with the palm of the hands, which were assisted by an electrohydraulic motor. More or less, like an average assisted steering in a car. The two pushknobs for each diving plane can be seen perfectly in SH3 at the top of the cage labelled "BBC" on each diving plane station, but sadly the crew have their hands at the wheels and not on them.

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So if on surface a u-boat had to turn, what steering wheel crew had to use ?
The rudder control is behind the chief engineer, below the engine telegraphs and the big compass. It also has a cage labelled "BBC" on it, though the push knobs and the seat are missing. The station is sadly unmanned in SH3/4 The fleet boats in SH4 have a crewman (helmsman) in the american submarines, but in the Uboats it is empty.

In emergency cases, the manual rudder was in the aft torpedo compartment, unlike the emergency diving planes controls, which are the big wheels in the control room.
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Old 12-07-09, 01:07 PM   #1302
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Moin,


Quote:
Originally Posted by DivingDuck View Post

DD_OH_V3.09_20091204224112 released


quite interesting read, Hitman.

The helmsmen are actually bound to a certain depth. This depth triggers them to appear/disappear. The chosen value is some kind of a tradeoff. You certainly wouldn´t like the stations to be empty when diving. Therefore I had to find a value close to the surface. As I haven´t had the time to test it in all weather conditions this value obviously doesn´t match all needs. Sorry for the inconvenience, lads. I´m actually trying to find another way to make them take/leave their seats.


@Padvotke:
Regarding Anvart's 'DFa_UpDnRot_Flags_final' and OLC´s GOLD MkII GUI, just enable the fix for OLC´s GUI on top of OH and they will work together in unison.
  1. DFa_UpDnRot_Flags_final
  2. OLC´s GOLD MkII GUI
  3. OH_V3.09
  4. Fix_for_OLC_MkII_GOLD


It´s all in the MANUAL.


Regards,
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Old 12-07-09, 02:05 PM   #1303
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Since in theory the planesmen would be part of the watch crew that has just vacated the bridge could not their appearance in the control room positions be linked to the watch crew disappearing or even to the player giving a command to dive??
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Old 12-07-09, 02:49 PM   #1304
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Quote:
I´m actually trying to find another way to make them take/leave their seats.
Quote:
Since in theory the planesmen would be part of the watch crew that has just vacated the bridge could not their appearance in the control room positions be linked to the watch crew disappearing or even to the player giving a command to dive??
Ha ha flakmonkey beat me to saying it ...
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Old 12-07-09, 03:15 PM   #1305
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Hi DD,

first of all, thanks for all your great work! Unfortunately, I also have the same problem as Padvotke, i.e., the Funkantenne is destroyed at the beginning of a mission (I tested the navigation training in the academy), the hatch is closed and cannot be opened (although the handle moves), and the observation scope is not animated (although shift+o and strg+o works fine)

Best, LGN1

PS: I use the DFa_UpDnRot_Flags_final mod.
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