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Old 06-05-22, 04:15 PM   #1291
Jeff-Groves
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Lots of problems with this mod.
No AO mapping assigned even though the models can use them and such.

Notice what is missing from this Roster file?


[UnitClass]
ClassName=SSTypeVIID
UnitType=200
AppearanceDate=19410830
DisappearanceDate=19450503
DisplayName=Type VIID

[Unit 1]
Name=U-213
DOC=19410830
DOD=19420731

[Unit 2]
Name=U-214
DOC=19411101
DOD=19440726

[Unit 3]
Name=U-215
DOC=19411122
DOD=19420703

[Unit 4]
Name=U-216
DOC=19411215
DOD=19421022

[Unit 5]
Name=U-217
DOC=19420131
DOD=19430605

[Unit 6]
Name=U-218
DOC=19411205
DOD=19450506
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Old 06-05-22, 04:20 PM   #1292
Jeff-Groves
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Here's a clue

[Texture 1]
TextureName=data/Submarine/NSS_Uboat18/NSS_Uboat18_T01.tga
LightmapTextureName=data/Submarine/NSS_Uboat18/NSS_Uboat18_O01.tga
StartDate=19300315
EndDate=19451231
Frequency=1
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Old 06-06-22, 10:22 AM   #1293
Bubblehead1980
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Quote:
Originally Posted by Jeff-Groves View Post
Lots of problems with this mod.
No AO mapping assigned even though the models can use them and such.

Notice what is missing from this Roster file?


[UnitClass]
ClassName=SSTypeVIID
UnitType=200
AppearanceDate=19410830
DisappearanceDate=19450503
DisplayName=Type VIID

[Unit 1]
Name=U-213
DOC=19410830
DOD=19420731

[Unit 2]
Name=U-214
DOC=19411101
DOD=19440726

[Unit 3]
Name=U-215
DOC=19411122
DOD=19420703

[Unit 4]
Name=U-216
DOC=19411215
DOD=19421022

[Unit 5]
Name=U-217
DOC=19420131
DOD=19430605

[Unit 6]
Name=U-218
DOC=19411205
DOD=19450506
Well, care to correct these issues?


All mods have issues etc but thus far loving this mod.

My only one I've thus far is the damned chronometer does not show up, even with the mod, trying to required resolution, etc. Just not present, quite aggravating having to use auto target.


I am working now to make it so night surface attacks, including from inside convoy are possible as I did in TMO.
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Old 06-06-22, 10:24 AM   #1294
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Stuck on a issue...the chronometer does not show up. I have the mod enabled per instructions. I've looked all over. Tried the required resolution and others, the damn thing just does not appear. Such a simple thing never had issues with before in SH 4 lol. Does not appear where normally would when hit the hot key or click on the UI. Want to get this solved so can use manual targeting.
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Old 06-06-22, 07:54 PM   #1295
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Default Night Surface Testing

September 1940

Test 1

Attacked a large North Atlantic convoy on surface at night, winds were 6 meters per second, so a mild chop. All were default DW settings except had the darker nights mod enabled and gunfire error angles increased (to prevent sniper like fire ) . On a full moon night with non fog, I was able to avoid the escort screen and get inside convoy to the center columns

I approached from front of convoy, turned into the convoy, and go "down the middle" , then turn at angle when located desired targets, a favorite tactic in the pacific with US fleetboats.


I was flooded down to 7 meters and made it past first two ships undetected. I began my turn to target tankers to my port with bow tubes and was spotted, as ships ship and made slight evasive movements. I fired two torpedoes at a 6800 ton tanker, two hits!.


Some gunfire came my way but most merchants were unarmed. I fired two more at another tanker and scored two hits (auto target for testing, cant do manual until solve the missing chronometer issue).

While lining up for attack with stern tube, noticed a DD come in a very high speed, firing his guns and shining his spotlight. Ordered a crash dive and their hunting was ineffective. Likely because even with the L2 harder escorts mods, too many escorts set to competent, which means they are incompetent lol. May have to adjust this.



Test 1a

Same circumstances except not flooded down, fully surfaced.

Snuck in gain, but spotted earlier by lead merchants, still able to attack successfully. DD closed in fast as did some corvettes. Dive



Test 2

Same circumstances, except approached convoy from the rear,

made it inside flooded down about the same as Test 1, and when not flooded, about same as test 1a. Sunk three ships, only hit was from some machine gun fire, no damage.


Test 3

Attacked from outside convoy, was able to sneak passed flank escorts and attack from outside, I was about 2000 yards, 1828 meters from outside columns at time of firing and was undetected but flooded down and not flooded.



Based on these tests thinking the light factor handicap has to be increased just slightly, and the speed factor. Set to 0 in this mod, never encountered that before. This factor is one of the criteria sub has to be at x speed to be detected visually, below that speed, speed is not a factor in detection. Most mods have it around 9-11 kts. May have to adjust this.


Now to test other years.
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Old 06-06-22, 11:40 PM   #1296
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Do planes get the leigh light at some point? I noticed SH 3 planes have it in videos and screenshots...
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Old 06-06-22, 11:57 PM   #1297
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Quote:
Originally Posted by Bubblehead1980 View Post
Do planes get the leigh light at some point? I noticed SH 3 planes have it in videos and screenshots...
Know that with SH3, there is a mod, that is utilized in SH3Commander, to equip those planes that were hard core known to have it as standard when the time or in this cae month & year, that it became available.


Now, as for OM: Dark or even KSD II or KSD II: Ace, SH4 side of the Uboat sims... that's a good question, if they are included in the equip files for those same aircraft that have been ID'ed for it, in SH3.



Inquiring minds, wanna know...








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Old 06-07-22, 11:58 AM   #1298
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Quote:
Originally Posted by Bubblehead1980 View Post
Do planes get the leigh light at some point? I noticed SH 3 planes have it in videos and screenshots...
i believe that leigh lights were not available as equipment so Fifi added more powerful/more capable radar as a compensating feature.

i believe that is what he did.

regarding the chronometer, i do not know why the chronometer is beating you up. Send a PM to Fifi and present your status and evidence and see what he says.
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Old 06-07-22, 12:34 PM   #1299
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Quote:
Originally Posted by KaleunMarco View Post
i believe that leigh lights were not available as equipment so Fifi added more powerful/more capable radar as a compensating feature.

i believe that is what he did.

regarding the chronometer, i do not know why the chronometer is beating you up. Send a PM to Fifi and present your status and evidence and see what he says.

I messaged Fifi, he said he was not sure of the issue, but sounded like a resolution problem. I have the resolution set specified in the README. I've experimented with other resolutions, uninstalled, reinstalled, followed all instructions to the letter.


I was sent screen shots by another user showing for some reason the chronometers default position is low on the screen instead of high and right centered like stock and other mods. Wondering if chronometer is hiding beyond the oversized 2d gauges on the UI. Of course they are large and if click it where the bar drops away some, cant see, also when make bar disappear, the chrono disappears also. I have no idea how to resolve this, quite aggravating as it holding up getting a actual career started.
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Old 06-07-22, 03:03 PM   #1300
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Just tested with U Jag mod activated.
Chrono will drag out if you put your mouse pointer near the ring as shown below.



With out U Jag it's not drag enabled. Menu ini issue.
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Last edited by Jeff-Groves; 06-07-22 at 03:16 PM.
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Old 06-07-22, 03:23 PM   #1301
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Start position.
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Old 06-07-22, 07:53 PM   #1302
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Quote:
Originally Posted by Jeff-Groves View Post
Start position.
i never thought of screen resolution and chrono position within the nav map.
the chrono always appears in the upper right quadrant of the nav map at 16x9.
it never dawned on me that it might NOT appear at all on a system using lower resolution....or it might be hidden behind the HUD.
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Old 06-07-22, 08:43 PM   #1303
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Quote:
Originally Posted by KaleunMarco View Post
i never thought of screen resolution and chrono position within the nav map.
the chrono always appears in the upper right quadrant of the nav map at 16x9.
it never dawned on me that it might NOT appear at all on a system using lower resolution....or it might be hidden behind the HUD.
Craziness of this is, KM My friend.. I do use a monitor that has as its 'native' resolution, 16x9... & as it is, My Dark v6 set up... does not have that OM ujagd mod activated... even the chronometer, is dropped down low near the commands bar HUD.


The user that Bubblehead spoke of, that showed screenies, of it when I went & pulled up the chrono, was Me.


I did a 2nd set up, with just the Dark v6 mod itself... checked the chrono location when it was selected to be used... & it was the same as with My main set up...

Ran test 2, with just the Dark v6 mod + the OM ujagd mod, ONLY activated...

& just as with the chrono, that ujagd chrono.. was just as shown in 'Jeff-Groves' screen shot:

Quote:
Originally Posted by Jeff-Groves View Post
Start position.
Now, when I unlocked the commands bar HUD, & it dropped down, the ujagd chrono, was a bit more visible & then, will drag out if you put your mouse pointer near the ring (or just on it in the 9-12 o'clock position of the ring).


Hope this info helps... as always...








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Old 06-07-22, 09:53 PM   #1304
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https://www.subsim.com/radioroom/sho...&postcount=705
This version works at all resolutions, but you will have to correct the size of 2D sensors in the ini file yourself. There is no U-Jag here - it is not compatible.

If you are not satisfied, then the clock is located in [G29 I2], change the coordinates there.
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Old 06-07-22, 10:17 PM   #1305
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Quote:
Originally Posted by mazzi View Post
https://www.subsim.com/radioroom/sho...&postcount=705
This version works at all resolutions, but you will have to correct the size of 2D sensors in the ini file yourself. There is no U-Jag here - it is not compatible.

If you are not satisfied, then the clock is located in [G29 I2], change the coordinates there.

That is great, but I'll need a little more detail than that....not something I am used to working with.
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