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Old 05-05-23, 07:36 PM   #1711
propbeanie
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1. Have you tried a double-click on the emblem? I cannot recall for certain which of the mods does it like that also.

2. Not in the Roster. I could be done, but quite a bit of work.

3. Are you deleting the Save folder from Windows File Explorer, or from within the game? If from in the game, that does not clear the data fully.
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Old 05-06-23, 05:06 AM   #1712
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Thanks for the responses,


1. The emblem appears to load and is mentioned in the "in Base" box of the equipment page before going on patrol, where you can modify/add flak ect.

It does not show up on the boat tough.
(Same thing with KSD btw)

mod folder attached, the music mods only add to gramaphone.


2. I meant the hull, not turm. I guess like propbeanie said it not easy to do.
Not even cut and paste from KSD I suppose.
(I found KSD only gives ma the turm I on the boats, selecting a turm IV results in no turm at all. This turm issue made me move to DW for now)

3. I tried nailing via the career menu and started a campaign, only to die of CO2 because I could not get the boat out of submerged mode, even doing 18kts on the surface, or diving and surfacing again. Maybe it was just a glitch with CO2. So its open, but can live with it doing it manually

Cheers!


Edit:pic below post
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Old 05-06-23, 05:13 AM   #1713
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Darn, forgot the pic:
Attached Images
File Type: jpg jsgme dw.jpg (14.2 KB, 8 views)
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Old 05-06-23, 11:08 AM   #1714
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Quote:
Originally Posted by trebby View Post
Darn, forgot the pic:
thanks.
next time:
launch JSGME, Tasks-Export to clipboard, paste into your post here (ctrl+v).
much more easier.
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Old 05-06-23, 11:15 AM   #1715
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Quote:
Originally Posted by trebby View Post
Thanks for the responses,


1. The emblem appears to load and is mentioned in the "in Base" box of the equipment page before going on patrol, where you can modify/add flak ect.

It does not show up on the boat tough.
(Same thing with KSD btw)

mod folder attached, the music mods only add to gramaphone.


2. I meant the hull, not turm. I guess like propbeanie said it not easy to do.
Not even cut and paste from KSD I suppose.
(I found KSD only gives ma the turm I on the boats, selecting a turm IV results in no turm at all. This turm issue made me move to DW for now)

3. I tried nailing via the career menu and started a campaign, only to die of CO2 because I could not get the boat out of submerged mode, even doing 18kts on the surface, or diving and surfacing again. Maybe it was just a glitch with CO2. So its open, but can live with it doing it manually

Cheers!


Edit:pic below post
ok, more follow-up....

1. what is your boat number?
2. fa-get-about-it.
3. the CO2 problem is usually due to a player alt-tabbing out to Windows and returning to play. shouldn't do that with SH4 because it causes all kinds of problems, including the CO2 problem. the fix is to save your game (while your crew is still alive), exit SH4, relaunch SH4, reload your saved game. and don't shell out to Windows any more.

the next time you are in-port between missions, make the measurements change, save the game, and go on and play.
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Old 05-06-23, 04:28 PM   #1716
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Today, Type IID U-145 and later U-143. No Emblems.

Same today with KSDII.

Typ VII and Typ IX same last days.

Dunno, other upgrades function...
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Old 05-06-23, 07:57 PM   #1717
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Quote:
Originally Posted by trebby View Post
Today, Type IID U-145 and later U-143. No Emblems.

Same today with KSDII.

Typ VII and Typ IX same last days.

Dunno, other upgrades function...
those icons are in the proper place.
U143 is a castle
U145 is a horse shoe

not sure why you do not see them.



Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Dark Waters\MODS]

100 OM_DarkWaters_V6
110 OM_Harder_Escort_L2
120 OM_Strategic_Map_Symbols
130 OM_UMark
140 OM_Warm_Clothes
150 OM_U-Jagd
160 OM_Med_Env
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Old 05-06-23, 08:50 PM   #1718
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Ah...nice. Not here, but will leave it at that, thanks 4 looking into it.


I also seem to have issues with the Turms of KSDII. I only get Turm I normal, selecting turm IV results in no turm at all. Turm II in the harbour/upgrade screen gives a turm I in game, is this my setup or a known bug?

Cheers...



Edit: Is this mod released for DW or KSDII? Night surface attack vis correction:

https://www.subsim.com/radioroom/sho...d.php?t=250874
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Old 05-06-23, 09:25 PM   #1719
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Quote:
Originally Posted by trebby View Post
Ah...nice. Not here, but will leave it at that, thanks 4 looking into it.


I also seem to have issues with the Turms of KSDII. I only get Turm I normal, selecting turm IV results in no turm at all. Turm II in the harbour/upgrade screen gives a turm I in game, is this my setup or a known bug?

Cheers...



Edit: Is this mod released for DW or KSDII? Night surface attack vis correction:

https://www.subsim.com/radioroom/sho...d.php?t=250874
good question.
IMHO, no. it was written for TMO_BH.
Best to send a PM to Bubblehead1980 and ask him if he tested with DW?
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Old 05-07-23, 10:46 AM   #1720
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He did do a "beta" release of sorts for DW

BH Mod for Dark Waters Test

It has more than just Darker Nights in it though. Bubbles apparently is busy with real life tasks lately, but I'm sure he would appreciate comments on the mod.
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Old 05-11-23, 01:37 PM   #1721
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Would it be possible to use the vanilla u-boat missions IXD2 skin in this mod? I really like the wood deck,but it isn't available in this mod.
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Old 05-12-23, 01:02 PM   #1722
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You could try it, by editing the Roster \German \Submarine \SubName.cfg file, in addition to the Submarine \SubName.upc file, and adding the proper files from the Stock game. It would be best to build yourself a mini-mod to make the changes with, so that you can more easily withdraw any failed attempts...
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Old 06-14-23, 11:02 PM   #1723
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Default errors in the recgnition book

I've noticed in recgnition book some ship mix beam height with mask height, e.g. tribe destroy has mask height about 11m, it is clearly wrong. So do some japanese destroyers. Which would lead to mis fire in manual mode.

And some ships don't have their pic so we don't kown their length and shape.

these bugs are quite important to realism players.
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Old 06-15-23, 10:11 AM   #1724
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Quote:
Originally Posted by Bartholomew Roberts View Post
I've noticed in recgnition book some ship mix beam height with mask height, e.g. tribe destroy has mask height about 11m, it is clearly wrong. So do some japanese destroyers. Which would lead to mis fire in manual mode.

And some ships don't have their pic so we don't kown their length and shape.

these bugs are quite important to realism players.
i believe that you can fix that through the Shipname.cfg file.

my suggestion would be to create a new folder for this under MODS.
mimic the folder structure under the new folder: \data\Sea\Shipname
copy the .CFG file for the ship with the incorrect mast or beam measurement into the Mods\Data\Sea\Shipname folder.
then edit the copied file using a straight text editor such as Notepad.
then apply the new mod using JSGME.

good luck.
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Old 06-15-23, 10:41 AM   #1725
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Quote:
Originally Posted by KaleunMarco View Post
i believe that you can fix that through the Shipname.cfg file.

my suggestion would be to create a new folder for this under MODS.
mimic the folder structure under the new folder: \data\Sea\Shipname
copy the .CFG file for the ship with the incorrect mast or beam measurement into the Mods\Data\Sea\Shipname folder.
then edit the copied file using a straight text editor such as Notepad.
then apply the new mod using JSGME.

good luck.
Probably I could give a try,which is a huge work. Mainly because OneAlex SHIII loading time is like hell

Last edited by Bartholomew Roberts; 06-16-23 at 05:28 AM.
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