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Old 02-21-14, 07:58 PM   #331
cherbert
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Ignore me
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Old 02-22-14, 07:42 AM   #332
von faust
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Quote:
Originally Posted by diablo82 View Post
The size RAOBF can help you. Using "Pain.NET" edit files:
-RAOBFInner.dds
-RAOBFOuter.dds
data / Menu / Gui / Layout
In "Pain.NET" when you open the file, click on the Layers / Rotate Zoom (Ctrl + Shift + Z) and set the Zoom. x0.94 helped me. Save the files.



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Now it work fine. Thank You !!!
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Old 02-22-14, 09:23 AM   #333
602Sqn_Puff
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Vdr..I have managed now to get the speed to work, it required a fresh career start { even though I had already done this }

I have another small issue that is driving me mad lol...do you or anyone else have the issue of the heading/course altering by a few degrees on its own accord? It moves and when I'm using time compression I notice drifting from the plotted course, check the heading and find its had moved by one or two degs from the initial course I had set.

I may have to bench the real nav for now, its very difficult to play when your boats rudder moves on its own, one deg isn't much but over distance its a very large discrepency and without the alt controls/mouse wheel scrolling working for the heading, its a pain to try and correct with using the large compass/heading dial

Kev

EDIT: Found the culprit to the alt control/scroll wheel not working in the game, its due to the The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2 patch, I disabled this to fix the above issue and the scroll wheel now works on the heading bar to change course.

Last edited by 602Sqn_Puff; 02-22-14 at 11:13 AM.
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Old 02-22-14, 11:14 AM   #334
vdr1981
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Originally Posted by diablo82 View Post
That's what I'm doing but I have a little problem with the upload.

http://www.mediafire.com/download/8k...ograph_Fix.rar

Additionally, it is reduced nomograph.

How I helped beat bravo



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This works very well, tnx for the fix. I'll probably include it in the next update of TWoS megamod...

Quote:
Originally Posted by 602Sqn_Puff View Post
Vdr..I have managed now to get the speed to work, it required a fresh career start { even though I had already done this }
Just like that?

Quote:
Originally Posted by 602Sqn_Puff View Post
I have another small issue that is driving me mad lol...do you or anyone else have the issue of the heading/course altering by a few degrees on its own accord? It moves and when I'm using time compression I notice drifting from the plotted course, check the heading and find its had moved by one or two degs from the initial course I had set.

I may have to bench the mod for now, its very difficult to play when your boats rudder moves on its own, one deg isn't much but over distance its a very large discrepency and without the alt controls/mouse wheel scrolling working for the heading, its a pain to try and correct with using the large compass/heading dial

Kev
Yes, I noticed that too and this could be due to slightly reduced submarine's left-rigt drag coefficients , especially in roughs seas. This is very realistic feature IMO and I was very happy to see that rough seas could actually move submarine a bit from desired course.

Last edited by vdr1981; 02-22-14 at 12:59 PM.
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Old 02-22-14, 12:48 PM   #335
GT182
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Vdr, one question. If we don't want to use *The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2, can it be left out of the installation?
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Old 02-22-14, 12:58 PM   #336
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Quote:
Originally Posted by GT182 View Post
Vdr, one question. If we don't want to use *The Wolves of Steel 1.01 - TDW Real Navigation_7_4_2, can it be left out of the installation?
Sure...
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Old 02-22-14, 01:52 PM   #337
GT182
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Great!

Now to get the WoS mega mod installed.
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Old 02-23-14, 11:57 AM   #338
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Hey there first thanks for the great mod but i have a little problmen
the sonar guy ist spamming with new contact but its allways the same ship/ships can i turn him down somehow? That guy just wont shut up!
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Old 02-23-14, 01:36 PM   #339
vdr1981
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Hey there first thanks for the great mod but i have a little problmen
the sonar guy ist spamming with new contact but its allways the same ship/ships can i turn him down somehow? That guy just wont shut up!
It's because of the Realistic_Hydrophone_1_1 mod which is nowhere near its completion.That's sonarman can be so annoying...

Just remove The Wolves of Steel 1.01 - Tscharlii's Realistic_Hydrophone_1_1 _7_4_2 if you can't stand it...

Last edited by vdr1981; 02-25-14 at 12:21 PM.
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Old 02-23-14, 02:38 PM   #340
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Quote:
Originally Posted by vdr1981 View Post
It's because of the Realistic_Hydrophone_1_1 mod which is nowhere near its completion.That's sonarman can be so annoying...

Just remove The Wolves of Steel 1.01 - Tscharlii's Realistic_Hydrophone_1_1 _7_4_2 if you can stand it...
Hi vdr1981. First,thanks for your work to give us this working Mega-mod.
This sonarmen annoying me to, so I removed Tscharlii's Realistic Hydrophone.
But now,this happens: Bridgecrew reports Smoke on Horizon. Ok, I'm going down
to verify is it a Frighter or a warship, at Periscopedeep nothing to hear with
Kdb-Hydrophone, going down to 50 meters, stop the Engine - nothing to hear.
Go back to Perideep, check the target: its a passenger steamer, not a sailboat.
This case happen's only sometimes , in the most case's, hydrophone works fine.
Question: Are there any Ship's modelled , wich are not connect with the Sh5-
soundfile or the sdl?
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Old 02-23-14, 06:00 PM   #341
Tindahbawx
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Awesome modpack, loving it!

Just one question... is it ok to load Manos Scope Mod of top of this or will that mess something up, given that there already is a scope mod in the pack?

Edit: Having a repeatable CTD with it now though, started a new campaign. If I choose to approach the destroyers from the first mission "Investigate / Report on Task Force" once they get within 10km or so the game will crash every time, without fail.

Last edited by Tindahbawx; 02-23-14 at 07:28 PM.
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Old 02-24-14, 05:46 PM   #342
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nice !
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Old 02-24-14, 06:18 PM   #343
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How much of the mod is it feasible for a user to edit? There are a few dynamic environment mods I would like to add.
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Old 02-24-14, 06:19 PM   #344
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Originally Posted by RushTheBus View Post
How much of the mod is it feasible for a user to edit? There are a few dynamic environment mods I would like to add.
Which one?
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Old 02-24-14, 06:37 PM   #345
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Which one?
Sorry about that my original post..I was confused for a second about your question (in class).

I use the dynamic Env. main mod w/ high resolution sea bottom, Atlantic kelp, realistic colors, sleet for winter campaigns. I also use TDW's exhaust smoke, the better sea foam mod that is compatible w/ dynamic env., and the more realistic shadow's fix/mod. I also use SteelVinking's interior 1.2 mod coupled with another mod (forgot the name of it and I cant seem to find it in a quick forum search) which adds details like hanging meat and boxes of produce about the sub's interior. I also like Stormmy's sound packs.

I don't mind doing the work myself, maybe if you could guide me a bit?

Last edited by RushTheBus; 02-24-14 at 07:12 PM.
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