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Old 06-20-20, 04:48 PM   #556
Mad Mardigan
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SHO Re: TC going through the Kiel Kanal..

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Originally Posted by Fifi View Post
In your Document/SH4/Cfg/main set Near Land = 128
Only issue is with that, if you set the trip through there by hand (can't recall if there is a preset option to set course through it or not.. know there was some version of SH that had this ability to do so.. just not recalling which it was.. ) & are off by even a minute fraction, you using that speed could very well end up with grounding your boat and.. well.. let's just say that Unkle Donitz.. isn't going to be happy with you & you may find yourself shipped out to the Eastern Front... if ol' Adolf doesn't have you shot 1st then shipped off East...

On that note, even though I can't recall which version it was that had the ability to set up a jog through the Kanal, I do however, recall it took some time to.. I used speed up to think it was x16, an resumed after each ship sighting until I was home free from it.. after that, I swore to NEVER again, go through the Kanal & took the long way around.
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Old 06-20-20, 04:58 PM   #557
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BTW, in my main.cfg file it's actually called "LandProximity," so I set it like this:


LandProximity=128


it's under the [TIME COMPRESSION] heading.
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Old 06-21-20, 12:01 PM   #558
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Hey, would love to play the mod, however a question remains, you said you build it on OM/OMEGU, does it include the Type II, Type XXIII and Type XXI uboats?
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Old 06-21-20, 12:25 PM   #559
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Quote:
Originally Posted by Hjalfnar View Post
Hey, would love to play the mod, however a question remains, you said you build it on OM/OMEGU, does it include the Type II, Type XXIII and Type XXI uboats?



They're all in the mod


Quick question on my part: Are Flower class corvettes incredibly adept at finding u-boats or am I going crazy? It's only early 1940, yet the Flower escort of the convoy I'm trying to attack keeps detecting me when I'm running silent at a dead stop or less than one knot and several kilometers out. I can sit there at extreme depth and it'll leave me alone, but as soon as I start to approach periscope depth, even in the middle of the convoy, it knows I'm there once I pass ~30m depth. Then it calls in the three other destroyers and they all depth-charge me (which I am pretty good at evading if I know they're coming, but it also means that it is impossible to attack that convoy for me since I can't even get a minute or so in peace to identify if I'm shooting at neutrals and get a solution before I have to bugger out).


Edit: Seas are calm and it's a clear night, which I know makes it easier for the escorts to detect me, but goddamn they're good. I didn't think they'd detect me so easily. It's odd, when I snuck into Scapa Flow my boat moved slightly faster, seas were calm and I was also merely at periscope depth yet they didn't detect me even when passing right overhead, while now they detect me at like 5km out. Is this one of those elite escorts?

Last edited by HK_01; 06-21-20 at 12:35 PM.
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Old 06-21-20, 02:44 PM   #560
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Quote:
Originally Posted by Mad Mardigan View Post
Only issue is with that, if you set the trip through there by hand (can't recall if there is a preset option to set course through it or not.. know there was some version of SH that had this ability to do so.. just not recalling which it was.. ) & are off by even a minute fraction, you using that speed could very well end up with grounding your boat and.. well.. let's just say that Unkle Donitz.. isn't going to be happy with you & you may find yourself shipped out to the Eastern Front... if ol' Adolf doesn't have you shot 1st then shipped off East...

On that note, even though I can't recall which version it was that had the ability to set up a jog through the Kanal, I do however, recall it took some time to.. I used speed up to think it was x16, an resumed after each ship sighting until I was home free from it.. after that, I swore to NEVER again, go through the Kanal & took the long way around.
The pre-set routing through the Kiel Canal is a feature of one the mods available to SH3-GWX.
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Old 06-21-20, 02:58 PM   #561
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Quote:
Originally Posted by HK_01 View Post
They're all in the mod


Quick question on my part: Are Flower class corvettes incredibly adept at finding u-boats or am I going crazy? It's only early 1940, yet the Flower escort of the convoy I'm trying to attack keeps detecting me when I'm running silent at a dead stop or less than one knot and several kilometers out. I can sit there at extreme depth and it'll leave me alone, but as soon as I start to approach periscope depth, even in the middle of the convoy, it knows I'm there once I pass ~30m depth. Then it calls in the three other destroyers and they all depth-charge me (which I am pretty good at evading if I know they're coming, but it also means that it is impossible to attack that convoy for me since I can't even get a minute or so in peace to identify if I'm shooting at neutrals and get a solution before I have to bugger out).


Edit: Seas are calm and it's a clear night, which I know makes it easier for the escorts to detect me, but goddamn they're good. I didn't think they'd detect me so easily. It's odd, when I snuck into Scapa Flow my boat moved slightly faster, seas were calm and I was also merely at periscope depth yet they didn't detect me even when passing right overhead, while now they detect me at like 5km out. Is this one of those elite escorts?
Probably an elite escort...bad luck for you
Hopefully there are not that much at start of war...but later...
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Old 06-21-20, 07:54 PM   #562
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SHO

Quote:
Originally Posted by Hjalfnar View Post
Hey, would love to play the mod, however a question remains, you said you build it on OM/OMEGU, does it include the Type II, Type XXIII and Type XXI uboats?
As was mentioned by HK_01, yes.. they are indeed in the game, selectable accordingly to the flotilla you decide to go with...

But..

Be warned, there is NO functionality to being able to transfer from the boat you start off with, to another different boat mid-career...

Following from the original Op. Monsun to the ever present Dark Waters, there is NO modeling in game, for that function... due to issues caused with having that full functionality from the base SH4.. that is open to U.S. subs.

A work around to that, would be to go to a set point in your career, should you survive to that date point, then go back to main career, start off into a boat & then see of some means to set up the tonnage count & Renown you garnered in the previous career to the new career start off, making sure that you use the same name as before for continuities sake... that may be doable.. another could cross verify this idea, would be greatly appreciated... maybe, just maybe some one could create a mod to simplify that process, if it is indeed, doable.. I would, but would NOT have any idea where to even begin.. and am working on a mod idea of My own but with radio for another mega.. that is in sore need of promoters for it & that project of Mine, is kinda got Me short of pulling what little hair I got left out by the roots...
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Old 06-24-20, 06:42 AM   #563
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SHO Re: Need info...

OK, have 2 things I'd like to find out of how to add or edit in game...

First off, is dealing with sub emblems... noticed with 1 sub I got assigned to, that there was NO sub emblem for it, yet on another sub, (same type, by the way.. Type IX... note, this is just 1 example...) that sub did indeed HAVE a sub emblem to select to add to it before heading out to do a patrol.

So, with adding in emblems for subs.. where do I put them.. I looked through SH3, SH4 & SH5, for some clue to this & the only sign of doing so, was with SH3 of it having a folder tagged 'Emblems' in the \data folder. 4 & 5, had nary such a critter... so what solution is there..???

The 2nd thing.. is a bit more involved... as it pertains to more than 1 item in the question & will try & keep it short, as well...

After finding contacts, as memory serves Me correctly, on the Nav & Attack map, instead of them bleeding, bloody irritating dots.. there was actually a outline of a ship that showed up when you zoomed in on them... applicable for aircraft, merchants & warships. How do you get them instead of those annoying bloody dots..????

Thanks...
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Old 06-24-20, 07:35 AM   #564
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For #1, the emblems are already in the game. They are accessed from the Captain's Office between patrols, on the hardware page, and applied similarly. Be sure and scroll the whole list, but be aware that some boats did not have an individual emblem. In that case, use one for the Flotilla you are in. The game will place them appropriately (usually). Also, you do not have to have the "proper" emblem. If you like one, it is your submarine to command, so put it on! You might also notice that some subs have the same emblems as others. That was probably due to the CO at the time...

#2, lurker_hlb3, the original author of OM and OMEGU, removed those ship emblems and lines when making the original mod. I do not know of a mod that puts them back in.

Fifi might have more information on that, and he and a couple of other fellows could explain how to make your own "emblem" file, and which folder to put it in...
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Old 06-24-20, 08:27 AM   #565
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Emblems are stored in Data/Textures/TNormal/tex —-> U number/type.tga
They are called in Data/UPCDataGE/UPCUnitsData/Equipment.upc...and also in UpgradePacks.upc!

The black dots are drawn/Shawn via Data/sea/XX _shp.tga
Replacing each _.shp.tga by normal tga with boat shape will restaure gods eye view...

Good luck with that
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Old 06-24-20, 08:39 AM   #566
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Quote:
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Good luck with that
EXACTLY!
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Old 06-25-20, 01:39 AM   #567
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SHO Re: Emblem & .tga editing... update...

Quote:
Originally Posted by Fifi View Post
Emblems are stored in Data/Textures/TNormal/tex —-> U number/type.tga
They are called in Data/UPCDataGE/UPCUnitsData/Equipment.upc...and also in UpgradePacks.upc!

The black dots are drawn/Shawn via Data/sea/XX _shp.tga
Replacing each _.shp.tga by normal tga with boat shape will restaure gods eye view...

Good luck with that
On the emblems, got that taken care of & working fine...

On the .tgs front, am about 1/2 way through that & do have to say.. that thus far, have found about 13 that I have no replacement for... Will have to see of finding other sources for seeing of changing them out.. if at all possible. (Side note.. may be possible of finding another ship, close in appearance & see of using the .tga for it, as a.. stop gap fill in... )

Worse case scenario, may NOT find any to replace them & if so.. at least will have a JSGME ready mod that will at least give DW's more of a SH3 feel with better appearance, graphics wise.

Ever onward...
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Old 06-27-20, 09:27 AM   #568
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Default Conning tower?

Does the Conning Tower station in Type IX (or any other type) actually *do* anything?


I noticed I start without crew there.


I tend to use it to "store" deck gun crew between engagements, since the Type IX's gun requires 6 men.
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Old 06-27-20, 11:31 AM   #569
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Quote:
Originally Posted by WH4K View Post
Does the Conning Tower station in Type IX (or any other type) actually *do* anything?


I noticed I start without crew there.


I tend to use it to "store" deck gun crew between engagements, since the Type IX's gun requires 6 men.
i am not 100% certain but i will share what i have discovered.
the Conning Tower/Turm/Attack Center is not solely used for electronics. it seems as if there must be four crew assigned to that Compartment in order for the positions to appear properly manned. now, having said that, the sonar man and radar man (they do not become technicians until the 1960's) must be stationed in the conning tower for their skills to be used. the other two positions are Helmsman and a guy to look busy. The fourth man seems to be the helmsman.

i just fired up DW and started a career with a IXC and noticed that there is a Radio Room and a Conning Tower with two positions each. try placing crew there and then see if a helmsman is at his station.
let me know what you find.
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Old 06-28-20, 11:22 AM   #570
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I experimented. The Conning Tower interior remains empty, regardless of how I position crew in the manning diagram. Doing so (or not doing so) seems to have no effect on boat operations. Curious.
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