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-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

Cyborg322 11-06-17 03:27 PM

Quote:

Originally Posted by Heinrich (Post 2523862)

These guns.

Machine Guns on the Conning tower ( Not Turret ) he is Referring to Vecko

Heinrich

As I said Upgrade in Bunker and they are gone

vdr1981 11-06-17 03:59 PM

Quote:

Originally Posted by Cyborg322 (Post 2523863)
Machine Guns on the Conning tower ( Not Turret ) he is Referring to Vecko

Heinrich

As I said Upgrade in Bunker and they are gone

Not really...A eqp file has to be edited, I'l explain how tomorrow or day after tomorrow...:yep:

Cyborg322 11-06-17 04:06 PM

I mean conning tower upgrade with functional AA

but hey no worries mine are gone and it not my post anyhoo :03:

d@rk51d3 11-06-17 04:19 PM

I'm really loving this mod.
It goes from strength to strength. I can't wait to see what's next.

t3redundee 11-06-17 08:18 PM

I agree with that d@rk51d3 this game gives me hours of immersion and I'd like to pass on a wealth of thanks to all those involved in this Mod.
Thanks to you all.

Werner von Schmidt 11-07-17 02:49 AM

Quote:

Originally Posted by vdr1981 (Post 2523869)
Not really...A eqp file has to be edited, I'l explain how tomorrow or day after tomorrow...:yep:

http://www.fakingnews.firstpost.com/...1448018399.jpg

Cyborg322 11-07-17 04:02 AM

really

booby 11-07-17 02:20 PM

Hey nice work about ver2.09e
by the way i was following convoy and update to 2.09e from 2.09d,
then suddenly convoy are invisible by WO!
also cant target from UZO
wtf going on?

pan31geo 11-07-17 02:42 PM

Campaign Progress
 
Ok I haver a question about this problem. When I start the first mission in the bunker there is no problem at all. The campaign progress checks and everything is fine. During the mission and before I complete it I saved the game. Next day when I loaded the mission (I am in the middle of the sea) I do get the error. I try again and again and the error keeps coming up. Do I proceed or do I need to start a new campaign once again? Is there any workaround this problem which starts to become completely annoying.

vdr1981 11-07-17 03:17 PM

Quote:

Originally Posted by pan31geo (Post 2524041)
Ok I haver a question about this problem. When I start the first mission in the bunker there is no problem at all. The campaign progress checks and everything is fine. During the mission and before I complete it I saved the game. Next day when I loaded the mission (I am in the middle of the sea) I do get the error. I try again and again and the error keeps coming up. Do I proceed or do I need to start a new campaign once again? Is there any workaround this problem which starts to become completely annoying.

I don't think that campaign progress add on works always as it should...There is a chance that the problem is fixed but you still get fail message... OldCoder can tell more.

Anyway, you can disable the add on or ignore the fail messages after 1-2 tries and continue campaign. In game campaign\flotilla transfer radio orders will tell you what to do when you are close to campaign chapter ending...

vdr1981 11-07-17 03:33 PM

Quote:

Originally Posted by Heinrich (Post 2523752)
vdr1981,
it's me again. Since a long time I reinstalled TWoS and saw there're two anti-aircraft cannons on the turret. Is there a chance to remove them?

Thanks in advance und keep up the excellent work!

Heinrich.

I'm sorry Heinrich , I'm posting from my phone so I can't be much concrete in my response.

Can you open VIIB's eqp (data/submarine/*****7b) file with notepad and copy\paste content of the file here?

HW3 11-07-17 04:04 PM

booby, you did update from 2.0.9d to 2.0.9e in port like the instructions said to, right?

pan31geo 11-07-17 04:30 PM

Quote:

Originally Posted by vdr1981 (Post 2524050)
I don't think that campaign progress add on works always as it should...There is a chance that the problem is fixed but you still get fail message... OldCoder can tell more.

Anyway, you can disable the add on or ignore the fail messages after 1-2 tries and continue campaign. In game campaign\flotilla transfer radio orders will tell you what to do when you are close to campaign chapter ending...

I also have a feeling there must be something wrong with the add-on. Anyways, I will ignore it and post an update. I guess I am not the only one with the same issue. Cheers mate.

Werner von Schmidt 11-07-17 10:30 PM

Quote:

Originally Posted by vdr1981 (Post 2524053)
I'm sorry Heinrich , I'm posting from my phone so I can't be much concrete in my response.

Can you open VIIB's eqp (data/submarine/*****7b) file with notepad and copy\paste content of the file here?

I already disabled the guns by changing

Code:

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231

to

Code:

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19451230
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19451230
EndDate=19451231

in the .eqp-file. Thanks.

Heinrich

vdr1981 11-08-17 03:05 AM

Quote:

Originally Posted by Heinrich (Post 2524117)
I already disabled the guns by changing

Code:

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231

to

Code:

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19451230
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19451230
EndDate=19451231

in the .eqp-file. Thanks.

Heinrich

Very good.
Note that machine guns will appear again if you decide to enable "no sub flags" add on because they are still enabled in containing eqp files


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