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Old 03-22-20, 12:27 PM   #106
Fifi
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No, LSH3 doesn’t have the necessary files for pennants.

But it seems it doesn’t always work in Ccom12...i did as always and nothing on my periscope this time at last come back
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Old 03-22-20, 01:39 PM   #107
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Originally Posted by Fifi View Post
No, LSH3 doesn’t have the necessary files for pennants.

But it seems it doesn’t always work in Ccom12...i did as always and nothing on my periscope this time at last come back

I just did a test and I was able to get it to work in GWX anyway. First tried it with all the pennents showing, then put a ";" in front of all but the first three pennents listed.
Only those three showed then. BUT, this was not from a patrol saved file.


I started a career, got just outside the bunker, raised scope/saw pennents, then exited and docked, etc.


Then to test the only three pennents showing vs. all of them, I choose the "In port before next mission" and did the same above.


In other words to save time I never left the harbor. I wonder if the saved file coming back from a patrol might make a difference because I was never able to make it work then.
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Old 03-22-20, 01:47 PM   #108
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Other nice feature i just realized in Ccom12, is all the food (bread, bananas, ham, saucisse etc) hanging around and everywhere is vanishing in the time going on!
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Old 03-22-20, 03:12 PM   #109
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Originally Posted by Fifi View Post
Other nice feature i just realized in Ccom12, is all the food (bread, bananas, ham, saucisse etc) hanging around and everywhere is vanishing in the time going on!



Yes, Diving Duck first came up with this awhile back. Probably part of CCoM.
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Old 03-24-20, 04:29 AM   #110
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Originally Posted by John Pancoast View Post
Just use the "find" function in notepad to find the one you want. Type in a word for the search. I.e. If shift n controls the uzo, you could type "shift n", "shift+n", or "uzo" into the "find" function to find it.
There is also a program to change the keystrokes to whatever you want. Can't remember the name of it, maybe do a search in the downloads section.
The commands.cfg file is a very simple format, easy to make changes.
Ok, thanks, I will look for that ...

Besides changing command key strokes, is it possible to add any?

For example, since the command entry "shift+n" is used for the UZO, merely add a new command entry, e.g. "shift+d" for the "crew on deck" ...
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Old 03-24-20, 05:07 AM   #111
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Originally Posted by Kapitän View Post
Ok, thanks, I will look for that ...

Besides changing command key strokes, is it possible to add any?

For example, since the command entry "shift+n" is used for the UZO, merely add a new command entry, e.g. "shift+d" for the "crew on deck" ...
I don't know the answer to that. It's been awhile since I looked at Ace's crew mod but I think he even says to do that in his read me ?
Or is it to just change some other command ?

I do remember shift/ctrl + d controlled the mod's actions.
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Old 03-24-20, 11:28 AM   #112
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Aces' Crew On Deck - Stand alone mod v1 GWX Version ReadMe

If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:

Change this entry to the one below:

[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view

and add this entry:

[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"
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Old 03-24-20, 11:36 AM   #113
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Originally Posted by Anvar1061 View Post
Aces' Crew On Deck - Stand alone mod v1 GWX Version ReadMe

If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:

Change this entry to the one below:

[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view

and add this entry:

[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"



Anvar1061 to the rescue as usual, thanks !
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Old 04-02-20, 09:09 AM   #114
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Anybody knows how to get back full torpedoes load automatically when in bunker? (Give your sub a default set of torp)
Because you always have to manually load them in Ccom, and when starting any academy mission (or even single missions i think) you end with no torpedo aboard!

I don’t know why Rowi made this this way, but it’s more annoying than anything
I’m sure it’s a file to adjust somewhere, but where?
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Old 04-02-20, 09:12 AM   #115
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Originally Posted by Fifi View Post
Anybody knows how to get back full torpedoes load automatically when in bunker? (Give your sub a default set of torp)
Because you always have to manually load them in Ccom, and when starting any academy mission (or even single missions i think) you end with no torpedo aboard!

I don’t know why Rowi made this this way, but it’s more annoying than anything
I’m sure it’s a file to adjust somewhere, but where?
It´s in the Basic.cfg, but I need to look where it is specifically.

Or you switch to the much better WAC which didn´t have this Problem!
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Old 04-02-20, 10:32 AM   #116
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Originally Posted by padi View Post
It´s in the Basic.cfg, but I need to look where it is specifically.

Or you switch to the much better WAC which didn´t have this Problem!
Hi Padi, i would be grateful if you could tell me precisely

Yes, i know all others mega mods don’t have this problem, only Ccom have it. I’m sure it was made intentionally by Rowi, but still don’t see why (maybe related to limited torpedoes number along the war in his mod...)
About WAC5.2, I’m sure it’s great mod but have too many issues running it.
Had to give up, many CTDs with saves and in game too, awful loading times, home base ships mess everywhere when back home, and last I’m not fan of WAC environment nor MEP V6 waves as substitution...
Only WAC beautiful U-Boat rendering are missing in Ccom12, but can live with it until a great modder could import them!
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Old 04-02-20, 05:33 PM   #117
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Originally Posted by Fifi View Post
[8<...]
I’m sure it was made intentionally by Rowi, but still don’t see why (maybe related to limited torpedoes number along the war in his mod...)

Already found in this thread. Question in #37, Answer in #39.

Page #3 can be found very fast on Google with these kaywords:
ccom rowi58 torpedo single mission site:subsim.com


Greetings.
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Old 04-02-20, 05:52 PM   #118
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Originally Posted by Fifi View Post
Hi Padi, i would be grateful if you could tell me precisely



Yes, i know all others mega mods don’t have this problem, only Ccom have it. I’m sure it was made intentionally by Rowi, but still don’t see why (maybe related to limited torpedoes number along the war in his mod...)

About WAC5.2, I’m sure it’s great mod but have too many issues running it.

Had to give up, many CTDs with saves and in game too, awful loading times, home base ships mess everywhere when back home, and last I’m not fan of WAC environment nor MEP V6 waves as substitution...

Only WAC beautiful U-Boat rendering are missing in Ccom12, but can live with it until a great modder could import them!


In the Basic.cfg search for [SUBMARINE_AMMO0].
From there the configuration starts for the different boats for each year.
The torpedo types are numbered.
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Old 04-03-20, 12:37 AM   #119
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Quote:
Originally Posted by Hebe Vollmaus View Post
Already found in this thread. Question in #37, Answer in #39.

Page #3 can be found very fast on Google with these kaywords:
ccom rowi58 torpedo single mission site:subsim.com

Greetings.
Good eyes!

Quote:
Originally Posted by padi View Post
In the Basic.cfg search for [SUBMARINE_AMMO0].
From there the configuration starts for the different boats for each year.
The torpedo types are numbered.
Thanks perfect!
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Old 04-03-20, 03:38 AM   #120
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Originally Posted by padi View Post
In the Basic.cfg search for [SUBMARINE_AMMO0].
From there the configuration starts for the different boats for each year.
The torpedo types are numbered.
I’m a bit lost in all those lines about submarine ammo...and have to say i don’t understand the logic in there
Do you know what lines i should focuse on?
Comparing them to the LSH3 ones (who have full load each time in bunker) doesn’t help me either.
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