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Old 07-15-07, 02:00 PM   #76
Dimitrius07
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ok! I` am returned to La Spezia, Its Rubini mod time!
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Old 07-15-07, 05:03 PM   #77
Kpt. Lehmann
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Bear in mind that it will be an adaptaptation and will not be exactly as the original.
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Old 07-15-07, 05:04 PM   #78
Alex
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Hmm... Ok.


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Old 07-15-07, 10:20 PM   #79
Rubini
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Quote:
Originally Posted by Zero Niner
How do I put in Jungman's AI_Sensors.dat, where does it go?
The sensors.dat file under library is 1,109 kb whilst the first file is only 17 kb.
And what do I rename it to?
Hi Zero Niner,

It´s already a long time since this mod was made, but the AI_Sensors.dat will replace the original GWX 1.03 one in the Library folder. So, you need to rename correctly the AI_Sensors_Jung16km.dat to AI_Sensors.dat on "Optional" folder of the mod and put it in the Library folder of the mod and then activate the mod using JSGME. No need to mess with the Sensors.dat file (Sensors.dat stay as it is on the mod).

Hopes that help you!

Edited: Also make sure that you are using the last version (V1.2); link on page 3, post 52.
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Last edited by Rubini; 07-15-07 at 11:02 PM.
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Old 07-15-07, 10:58 PM   #80
Zero Niner
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Zero Niner
How do I put in Jungman's AI_Sensors.dat, where does it go?
The sensors.dat file under library is 1,109 kb whilst the first file is only 17 kb.
And what do I rename it to?
Hi Zero Niner,

It´s already a long time since this mod was made, but the AI_Sensors.dat will replace the original GWX 1.03 one in the Library folder. So, you need to rename correctly the AI_Sensors_Jung16km.dat to AI_Sensors.dat on "Optional" folder of the mod and put it in the Library folder of the mod and then activate the mod using JSGME. No need to mess with the Sensors.dat file (Sensors.dat stay as it is on the mod).

Hopes that help you!

Edited: Also make sure that youn are using the last version (V1.2); link on page 3, post 52.
Thanks!
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Old 08-10-07, 06:45 AM   #81
onelifecrisis
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Rubini, you're awesome!

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Old 08-12-07, 08:33 PM   #82
Rubini
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.
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Old 10-10-07, 07:03 AM   #83
KrvKpt. Falke
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Thinking of trying this mod but have one question: what is "...uses crew efficiency=true/false" in sensors cfg file? I mean: how my game will behave with crew efficiency set to true and how with set to false?
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Old 10-10-07, 05:40 PM   #84
Rubini
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Quote:
Originally Posted by KrvKpt. Falke
Thinking of trying this mod but have one question: what is "...uses crew efficiency=true/false" in sensors cfg file? I mean: how my game will behave with crew efficiency set to true and how with set to false?
True= will use your crew health and skill status to detect things more early or late.
False= will work always, just put crew on that station.

The mod will work with both options. I prefer with false because when set to true the whole thing will act as very dumb crew sometimes. It's in the end a taste matter.
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Last edited by Rubini; 10-11-07 at 09:55 AM.
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Old 10-11-07, 05:31 AM   #85
KrvKpt. Falke
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OK, will try the "false" one, and see how it feels.
Thanks
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