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Old 07-21-09, 10:29 PM   #1411
lurker_hlb3
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Quote:
Originally Posted by rsvette12 View Post
Hi Guys quick question can I load this along side Atlantic Pacific created by w_clear, oh also running 1.5 would that be ok (uboat missions) thank you.

Regards, Rich
OM is not compatible with "Atlantic Pacific mod"
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Old 07-21-09, 11:00 PM   #1412
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Thank you any mega mods that are ? appreciate it.

Rich
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Old 07-21-09, 11:03 PM   #1413
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Quote:
Originally Posted by rsvette12 View Post
Thank you any mega mods that are ? appreciate it.

Rich
No -
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Old 07-21-09, 11:06 PM   #1414
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you are quick thank you, in your opinion which is the best mega mod.

Regards, Rich
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Old 07-23-09, 09:04 PM   #1415
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Do I install this over OMv705_to_V710 or do I need to rollback to OMv705 first?
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Old 07-24-09, 11:35 AM   #1416
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Quote:
Originally Posted by Kodiak View Post
Do I install this over OMv705_to_V710 or do I need to rollback to OMv705 first?
OMv705 first, other are "add-ons"
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Old 07-24-09, 11:41 AM   #1417
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Well I already have OM705, but it's patched to OM710.

I guess my question was whether I install the 711 patch over the 710 patch, or if I need to uninstall the 710 patch first.

Do I want my installation to look like:
OM705
OM705-710
OM705-711

or:
OM705
OM705-711
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Old 07-24-09, 11:53 AM   #1418
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Hi Kodiak,

I installed OM 711 over OM 705, and everything works fine.

Gute Jagd, Kurfürst
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Old 07-24-09, 01:40 PM   #1419
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From the first post:

Quote:
Originally Posted by lurker_hlb3
Install with JSGME in the following order for Stock:

OM V705
OMv705_to_V711


The naming is the key:
OMv705_to_v711

that says is goes from 705 to 711 in one step, if you needed 710 the latest patch would be named OMv710_to_v711. Lurker made it pretty self explanitory in that way.
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Old 07-24-09, 10:38 PM   #1420
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Default FYI

SPECIAL NOTE:


Quote:
During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows:

- The values used in the “Visual” section of Sensors.cfg
- The true position of the ship from the Sub
- The date of the mission
- The latitude and longitude of the player’s submarine

What does this mean to the user?

If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter (November, December January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC lock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all.

If you are on the equator you will see all contacts no matter what the date is.

If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above-mentioned period of approximately 20 seconds. Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all.

With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this issue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the location and/or number of the ships instead of having all ships instantly and magically appear in real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked its 1000% accuracy.
FYI: The above problem has been corrected in OMEGU. You will still get the benefits of detecting contacts visual at long range ( smoke on the horizon )
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Old 07-25-09, 02:10 AM   #1421
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Hi lurker,

I discovered an issue with OM711. Aug. 16, 1942 is when the the 11th Flotilla (Forward) switches the base of operations from Kirkenes to Hammerfest. The problem I noticed is that while the Kirkenes base disappears (no more anchor) Hammerfest doesn't appear for months and you can't dock anywhere.


Please let me know if you need more information.
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Old 07-25-09, 02:15 PM   #1422
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OM711, hotfix and OMEGU now also available in
OM part of SHMF
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taler dansk, speak English, spreche Deutsch, parle fraais, forstår svenska/norsk, comprendo castellano
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Old 07-26-09, 09:38 AM   #1423
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Default OM v705 to V712 Readme

There appears to be a CTD issue with OMv711

http://www.subsim.com/radioroom/show...8&postcount=17

Therefore I wasn't planning to release a new version of OM this early, but I take CTD's "very seriously". Also in this version is the OM v711 hotfix along with the "Visual Dead Zone fix". Here is the "short readme"

====================

OM v712 short readme



Detail Changes (OM V712 only)


Campaign

Revised Messages on homeport changes for 11th Flotilla (Forward) (OMv712)

Cfg

Added Changes to Sensors.cfg to remove the “Visual Detection Dead Zones” (OM v712)

Sea

Removes .dsd files that were added with “Ship’s Acceleration Physics” as they were causing SH4 to CTD (OMv712)


Single Missions

Corrections for RUM 430440 U515 and RUM 450504 U2511 (OMv712)

UPCDataGE

Changes to correct homeport assignments for 11th Flotilla (Forward) (OMv712)



Download link in the first post

Last edited by lurker_hlb3; 07-26-09 at 02:47 PM.
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Old 07-26-09, 04:31 PM   #1424
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Hi this is an awesome piece of work one question, can I use the Real Environment mod with this package or do you believe your graphic enhancment is not much different or better, thanks for the hard work Sir.

Last edited by rsvette12; 07-26-09 at 04:46 PM.
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Old 07-26-09, 04:48 PM   #1425
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Quote:
Originally Posted by rsvette12 View Post
Hi this is an awesome piece of work one question, can I use the Real Environment mod with this package or do you believe your graphic enhancment is not much different or better, thanks for the hard work Sir.

Use this, it has Real Environment already built into it.

http://www.subsim.com/radioroom/showthread.php?t=154136
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