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Old 09-02-22, 12:18 PM   #481
Fifi
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Added this beauty from VonDos, and revised the german heavy warships present in Brest harbor with correct dates
(means new career for next update unfortunately)



Now i'm trying to fix minefields (mine can't be seen above water) & revision of all minefields...

EDIT: haha, solved the bug, now we can see mines under and above water! ...depending the height settings of course.



When the minefield revision will be done, beware the mines!!
I think Stiebler set the mines a bit to deep and density a bit to low… I will revise this.
At some places (near harbors) you should even see some of them now…


Last edited by Fifi; 09-02-22 at 12:59 PM.
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Old 09-03-22, 07:02 AM   #482
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Museum loading time - 13 min
Campaign loading time - more than 15 min.

My computer is too old for this...
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Old 09-03-22, 07:41 AM   #483
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Quote:
Originally Posted by Alex.B View Post
Museum loading time - 13 min
Campaign loading time - more than 15 min.

My computer is too old for this...
here loading times less than 5mn for mid war to end (1939~1941 = 3mn40)
What kind of pc do you have?
For others megamods should be even more!!
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Old 09-03-22, 09:45 AM   #484
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Quote:
Originally Posted by Fifi View Post
...What kind of pc do you have?...
older than dinosaurs
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Old 09-03-22, 12:27 PM   #485
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Minefield & antisub net revision is finished…
Have slightly increased density of mines in Atlantic (it was set on 1! now set on 13)
No wonder we almost never encountered one
Now they are visible on surface (when set on surface, mainly close to harbors cause no depth)
In Med & Black Sea, density is same as GWX (50 from memory!)
Some harbors exit/entrance are … well you’ll see! Follow closely the buoys! (Or the escort)

Tested a hit on U Boat… heavy flooding, hull to 27%… so only one chance for us

Subnets are new 3D models, more accurate to me.

Voilà voilà
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Old 09-04-22, 06:37 AM   #486
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Currently adding some life over the Atlantic, along America (north & south)…
Some harbors were missing, and the ones existing had poor protection.
Interesting for the type IX players!

Speaking of type IX, I will probably release also an add-on mod for those playing from Bordeaux to Indian Ocean … but lot of work still

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Old 09-04-22, 07:47 PM   #487
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Fifi, I forgot to ask you this:
Is it possible you post a list of keys combinations for the commands? I mean, for example:
Crew on Deck Up/Down
Radars Up/Down
Flag Up/Down
and so on...


It would be very helpful.
Thanks a lot in advance...
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Old 09-05-22, 12:50 AM   #488
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Quote:
Originally Posted by CapZap1970 View Post
Fifi, I forgot to ask you this:
Is it possible you post a list of keys combinations for the commands? I mean, for example:
Crew on Deck Up/Down
Radars Up/Down
Flag Up/Down
and so on...


It would be very helpful.
Thanks a lot in advance...
Like many others mods:
Shift D = crew on deck (and Ctrl D = inverse)
Shift F = flag up
Shift V = DF antenna up
Shift H = hatch open (when weapon officer in slot)
Shift R = radar up
Shift U = UZO up
X = toggle snorkel up down

From memory it is noticed in the F1 menu…

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Old 09-05-22, 11:08 AM   #489
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Quote:
Originally Posted by Fifi View Post
Like many others mods:
Shift D = crew on deck (and Ctrl D = inverse)
Shift F = flag up
Shift V = DF antenna up
Shift H = hatch open (when weapon officer in slot)
Shift R = radar up
Shift U = UZO up
X = toggle snorkel up down

From memory it is noticed in the F1 menu…

Thanks a lot Fifi!!!
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Old 09-06-22, 09:11 AM   #490
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While at the campaign files, i added the queen Mary from VonDos, and his presence in the seas
(Was not present in NYGM)

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Old 09-06-22, 10:08 AM   #491
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Quote:
Originally Posted by Fifi View Post
While at the campaign files, i added the queen Mary from VonDos, and his presence in the seas
(Was not present in NYGM)


Nice target.
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Old 09-07-22, 05:25 AM   #492
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Added some sub chasers patrols (East Shetland - South Feroes) with this deadly beauty:



Don't mess with them... very good agility and skills!

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Old 09-08-22, 12:35 PM   #493
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Added nice secondary explosions to fire big & small
(And minors adjustments to materials.dat & particules.dat)

Currently trying to fix the instantaneous disappearing fire smoke when ship is sinking … unsuccessfully yet.

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Old 09-09-22, 08:38 AM   #494
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Quote:
Originally Posted by Fifi View Post

Currently trying to fix the instantaneous disappearing fire smoke when ship is sinking … unsuccessfully yet.

Solved!
Was an incompatibility with a TDW mod inside NYGM …

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Old 09-10-22, 05:20 AM   #495
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Update:
I think next update will be released around September 25th…
Have some tests to finish, and lost part of my work… have to re do it… argg
Then some holidays for a week… that’ s why…
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