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Old 10-01-08, 11:13 PM   #646
dcb
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Quote:
Originally Posted by joegrundman
I'm enjoying it very much, although I find PE4 (beautiful as it is) doesn't very realistically recreate the waters around the north of Scotland
Try to install (JSGME) just the env files from Ducimus' Trigger Maru. IMO he got just the right water color - dark grey and a bit murky - for Northern Atlantic.
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Old 10-02-08, 02:21 AM   #647
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i'll give that a try, thank you
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Old 10-02-08, 09:24 AM   #648
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Quote:
Originally Posted by dcb
Quote:
Originally Posted by joegrundman
I'm enjoying it very much, although I find PE4 (beautiful as it is) doesn't very realistically recreate the waters around the north of Scotland
Try to install (JSGME) just the env files from Ducimus' Trigger Maru. IMO he got just the right water color - dark grey and a bit murky - for Northern Atlantic.
Great idea! Gonna definitely try that.

Thank you!
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Old 10-02-08, 03:03 PM   #649
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No warship location recommendations eh?
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Old 10-02-08, 08:24 PM   #650
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First off I am an avid fan of RSRD, I have played multiple campaigns in the Pacific Theatre. Having gotten slightly burned out on the Pac, I decided to give the German side a try. Lurker OM is brilliant, I have never played SH3 Or GWX but this is a well thought out and executed mod. Currently playin Jan.'40 in a type VIIB. Love it no radar slightly ****ty hydrophones, and Lancasters everywhere.


On a side note I tried what others suggested and used Ducis old TMO enviroment files last is JSGME. The enviroment looks much more accurate now.

Thank you for all of the hard work lurker, and please dont give up or get burned out. This mod reawakend me to SH4.
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Old 10-02-08, 09:58 PM   #651
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DO NOT attempt to add the TMO enviroment folder to yuor mod set up after PE4. Own Player AI visibiltiy gets booted down to like 2000 yds. my crew picked up a pretty big convoy of french merchants about the the same time the computer AI spotted me.

I reverted backto PE4 only and drilled my deck watch for a week straight.
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Old 10-04-08, 07:36 PM   #652
Tomek
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Thank You very much Lurker for Your latest patch, but unfortunately I've found new(?) bug. Maybe it isn't something important, but British planes (new models) have no sounds(the same situation: Lorient, 1943).
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Old 10-05-08, 08:13 AM   #653
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Quote:
Originally Posted by Tomek
Thank You very much Lurker for Your latest patch, but unfortunately I've found new(?) bug. Maybe it isn't something important, but British planes (new models) have no sounds(the same situation: Lorient, 1943).
From the readme in the first post of this thread under Know problems & issues:

Quote:
7.The sound for the F4F is not present. Reason: compatibility problem with other mods that use the Sh.sdl file
This will also apply to the Martlet, Beaufighter & Mosquito
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Old 10-05-08, 10:52 AM   #654
Tomek
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I didn't read this, sorry, my mistake. Thanks for the answer.
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Old 10-06-08, 08:46 PM   #655
sh3rules
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Quote:
Originally Posted by cunnutazzo
2- GII torpedo description is wrong (range 3000m, not 5000m) [...]
Is there a way to manually change the description? I used to do that in SH3. IIRC it was either a .txt or .ini file.
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Old 10-06-08, 09:31 PM   #656
lurker_hlb3
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Quote:
Originally Posted by sh3rules
Quote:
Originally Posted by cunnutazzo
2- GII torpedo description is wrong (range 3000m, not 5000m) [...]
Is there a way to manually change the description? I used to do that in SH3. IIRC it was either a .txt or .ini file.
I will not be making any changes as the person who called this being a problem is wrong. Note this from Uboat.net

http://www.uboat.net/technical/torpedoes.htm


Also on page 76 of "Wolfpack, the story of the Uboat in World War II", it states the same thing.

Last edited by lurker_hlb3; 10-07-08 at 06:43 AM.
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Old 10-07-08, 02:41 PM   #657
cunnutazzo
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Quote:
Originally Posted by lurker_hlb3
Quote:
Originally Posted by sh3rules
Quote:
Originally Posted by cunnutazzo
2- GII torpedo description is wrong (range 3000m, not 5000m) [...]
Is there a way to manually change the description? I used to do that in SH3. IIRC it was either a .txt or .ini file.
I will not be making any changes as the person who called this being a problem is wrong. Note this from Uboat.net

http://www.uboat.net/technical/torpedoes.htm


Also on page 76 of "Wolfpack, the story of the Uboat in World War II", it states the same thing.
Sorry, I mean that the range of that torpedo should be 5000m (the description is right), but in the game it seems just more 3000m.
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Old 10-07-08, 03:21 PM   #658
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Quote:
Originally Posted by cunnutazzo
Quote:
Originally Posted by lurker_hlb3
Quote:
Originally Posted by sh3rules
Quote:
Originally Posted by cunnutazzo
2- GII torpedo description is wrong (range 3000m, not 5000m) [...]
Is there a way to manually change the description? I used to do that in SH3. IIRC it was either a .txt or .ini file.
I will not be making any changes as the person who called this being a problem is wrong. Note this from Uboat.net

http://www.uboat.net/technical/torpedoes.htm


Also on page 76 of "Wolfpack, the story of the Uboat in World War II", it states the same thing.
Sorry, I mean that the range of that torpedo should be 5000m (the description is right), but in the game it seems just more 3000m.
So the GII is only able to travel 3000m before running out of juice? Will have to send one out on a long run tonight just for kicks.
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Check out: A Brief Introduction to the Pacific Submarine War by Ducimus
http://www.subsim.com/radioroom/showthread.php?t=128185
Operation Monsun plus OMEGU, the #1 ATO Solution for SH4!

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Old 10-07-08, 03:48 PM   #659
cunnutazzo
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Quote:
Originally Posted by Wilcke
So the GII is only able to travel 3000m before running out of juice? Will have to send one out on a long run tonight just for kicks.
Maybe I was wrong, but after several shots at long distance (from 4000 to 4800m) the torpedos stopped before to reach the ships. Within the range of 3000 all is OK.
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Old 10-07-08, 06:02 PM   #660
lurker_hlb3
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Quote:
Originally Posted by cunnutazzo
Quote:
Originally Posted by Wilcke
So the GII is only able to travel 3000m before running out of juice? Will have to send one out on a long run tonight just for kicks.
Maybe I was wrong, but after several shots at long distance (from 4000 to 4800m) the torpedos stopped before to reach the ships. Within the range of 3000 all is OK.
The G7e (T2) range is not correct along the magnetic fuse. This will be corrected in the next patch / full release, which ever comes first.

Last edited by lurker_hlb3; 10-07-08 at 08:23 PM.
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