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Old 03-08-10, 04:58 AM   #2281
looney
Commodore
 
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LOL I now know a type 9 is a sure deathtrap mid 43 I wish I could transfer to a type 7.

only it never gives me the option... dunno why not.
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Old 03-08-10, 11:52 AM   #2282
9th_cow
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Can anyone point me in the right direction to find out what upgrades become available for the type 7 by any chance?

It says a lot that I never found out if SHIV has hedgehogs, or those 4 barrelled flak gun fittings
Till I got OM I always thought SHIV was very much second place to SHIII, so not put much time in to it till recently.

and this old rig wont run 5 unfortunatly.
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Old 03-08-10, 02:03 PM   #2283
looney
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I got the stuff below from: http://subsim.com/radioroom/showpost...13&postcount=1


9.Conning Towers / Turms

Unlike SH3, Turmumbau (Conning Towers) cannot be upgraded manually, but are coded to upgrade on certain dates within the *.upcge files. The only U-boats that are programmed for this upgrade are the Type VIIC, Type IXB and Type IXC. This is the schedule for the different subs

Type VIIC

Turmumbau I - 1940-07-30 to 1942-06-15
Turmumbau II - 1942-06-16 to 1943-12-10
Turmumbau III- 1943-12-11 to 1945-05-15

Type IXB

Turmumbau I - 1939-07-30 to 1942-08-18
Turmumbau II - 1942-08-19 to 1945-05-15

Type IXC

Turmumbau I - 1941-01-02 to 1943-02-15
Turmumbau III - 1943-02-16 to 1945-05-15

However you will have to “earn” this upgrade, there is a condition where you have to have had at least one patrol that was considered a good patrol. IE, earn more renown then the minimum on the first patrol rating. Just so ever one understands, besides completing the primary objective of patrolling a defined area for the proscribed time, there is a “hidden” objective that requires you to sink any where from 1000 to 10000 tons pre patrol. So remember this, ever time you report in and get a new assignment you get another “hidden” objective in it.

10.KM Grids: As the locations of the objectives in the OM campaign aren't 100% accurate either, in about 1/3 of the missions the objective location isn't in the right grid (although they are never far apart).

The grid is only really inaccurate in weirdly shaped grids, which are AM, AN and AO, and small sections of AD, AJ, AK, BF and CH. All other grids are pretty much on the correct location.


11.Equipment Upgrade Schedule

Radars

FUMO30 - 1943-02-01
FUMO61 - 1943-09-01
FUMO64 - 1944-06-01

Radar Warning Receiver

FuMB1 - 1942-08-01
FuMB10 - 1943-11-15
FuMB7 - 1943-12-01
FuMB26 - 1944-05-01

Weapons

2 cm FK C/38 - 1942-10-01
2 cm FK C/38 Flakzwiling (twin-barrel) - 1943-04-01
2 cm FK C/38 Flakvierling (quad-barrel) - 1943-04-01
3.7 cm FK M42 - 1943-04-01
3.7 cm FK M42 Flakzwiling - 1943-10-01

Decoy Launchers

Bold1 - 1943-07-01
Bold2 - 1943-09-01
Bold3 - 1943-12-01
Bold4 - 1944-12-01
Bold5 - 1945-01-01

Torpedoes


T1 (SW39a) Torpedo - 1941-01-01
T2 (SW39a) Torpedo - 1941-01-01
T III (G7e) Torpedo - 1942-06-01
T I FaT I (G7a) Torpedo - 1942-11-15
T III FaT II (G7e) Torpedo - 1943-03-15
T V (G7es) 'Zaunkönig 1' Torpedo - 1943-09-01
T I LuT I (G7a) Torpedo - 1944-02-15
T III LuT II (G7e) Torpedo - 1944-10-15

Snorkels

Type VIIC – 1944-03-01
Type IXC – 1944-07-01
Type IXC/40 – 1944-02-01

Hydrophones

KDB - 1942-01-01 ( Type VIIC, VIIC41, IXC, IXC40, IXD2 )
Barlkon Gerat - 1944-11-16 ( Type VIIC41)

12.SMA Mine deployment. Since it is not possible for me to recreate the launching of the SMA Mines from the mine tubes in the center of the Type VIID, you will be launching them trough the “aft torpedo tubes”. The .sim file for the Type VIID as been modified to support 15 SMA mines and to launch and reload them ever 15 seconds. You will find that you have one already loaded in the aft tube plus 10 in ready reserve, with the remaining 4 in the external storage. To launch do the following:

A.– set ships speed to 4 knots
B.– go to Attack Map
C.– select tube 5
D.– select manual TDC input
E.–set bearing to 180
F.– set desired mine depth
G.– launch mine with fire button
H.– next mine will be ready to launch in about 15 seconds

There is a more detailed set of instructions in the X:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Support\OM_Readme_files, look for “SMA Mine Deployment.doc”

WARNING

Do not load SMA mines in Uboats other than Type VIID
Do not load SMA mines in the forward tubes of “any” Uboat
Do not load torpedoes in the aft tubes of a Type VIID

13. Crew Management

You will note the crew berthing and slots in the conning tower. These slots have been introduced as part of the new submarine damage model system introduced in OM and as a workaround to the way SH4 models crew damage. In essence, when a bridge watch crewman is off-duty, he does not “leave” the bridge; rather, the game just treats him as an inactive crewman still physically located on the bridge. This applies to both surfaced and submerged travel. Thus, to avoid exposing the bridge watch to injuries caused by depth charge explosions, you need to move your enlisted bridge crewmen to crew berthing and the officers to the conning tower.

14. Do not attempt to enter the museum. Due to the large number ships added by OM, SH4 with CTD
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Old 03-08-10, 04:06 PM   #2284
col_Kurtz
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Quote:
Originally Posted by 609_Avatar View Post
I hear you! This game with this mod is fantastic! I don't feel bad at all not buying SHV and my anti-OSP stance as this is giving me everything I want. Duds can really be a major PITA, I once had 80% of my torps be duds... I might as well have been throwing rocks at them!

Hat's off to Lurker and all the other modders out there that helped make this happen for us! You guys rock!
I found solution... One thick less: Dude torpedos... After three shots... Silent. Perfectly silent Hit 4th, SILENT... So... Go to the menu and turn off this one thick

For my health I did
Mod is amazing... I saw VIIC/41 with snorkel... Stop breathing... So I raised the snorkel
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DRM it`s a horror, horror... col. Kurtz Apocalypse Now
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Old 03-08-10, 04:47 PM   #2285
col_Kurtz
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Quote:
Originally Posted by guczy View Post
Is there maybe a video tutorial for the KIUB? Im also having a hard time with it + my native language isnt english but really want to learn how to use it, and a vid would help immensly.


Maybe this... is what you need...

Guczy... Poland?
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DRM it`s a horror, horror... col. Kurtz Apocalypse Now
WinXP Pro SP3 2x1GB Geil 800Mhz DDR2, ATI 4850 Asus Top, E2160 1.80 Ghz overlocked to 2.79Ghz MoBo Asus P5b
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Old 03-09-10, 03:34 AM   #2286
ichso
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Quote:
Originally Posted by Hitman View Post
Lurker, any chance of implementing this: http://www.subsim.com/radioroom/show...162631&page=19

into OM?

Any idea if the SH4 engine, as more optimized, would handle it better?
That would be the best (aka *bumping this one*) !
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Old 03-10-10, 06:56 AM   #2287
Paul Roberts
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I have a very basic question:

When taking range with the stadimeter, do I place the ship's waterline on the tallest mast or the tallest funnel? And is it the same for merchants and warships?

(This is for stock OM without OM Plot or OMEGU. Those mods are excellent, but adding them just destroys the framerate and produces mouse lag on my laptop.)
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Old 03-10-10, 07:36 AM   #2288
looney
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top of the mast... AFAIk
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Old 03-10-10, 07:39 AM   #2289
lurker_hlb3
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Quote:
Originally Posted by Paul Roberts View Post
I have a very basic question:

When taking range with the stadimeter, do I place the ship's waterline on the tallest mast or the tallest funnel? And is it the same for merchants and warships?

(This is for stock OM without OM Plot or OMEGU. Those mods are excellent, but adding them just destroys the framerate and produces mouse lag on my laptop.)

tallest mast
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Old 03-10-10, 05:27 PM   #2290
Juliano
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Hi lurker
I have to say that I love your mod

I have a question
I want to learn about modding and want to start with simple things, like adding harbor traffic to OM and/or adding some lines to the radio messages file. Is it ok with you?

I´m only an amateur, so, I don´t expect huge things right now

I´d also want to know from the dv team of GWX if I can use some of theyr work to implement in OM (like sounds, radio msgs, etc)

And I´d like to know if its ok to share any good results with the subsim comunity (of course, with the proper persmission from you guys )
I´m hopping to enhance the game+mod to be more immersive than it already is

Sorry about my english, it´s still very rusty

Best regards

EDIT: Sorry, got lost back there. What I meant to ask was if it is ok to use your mod to learn how to do this things in the first place, and if I can share with the subsim comunity if manage to do something great or at least "ok".

Last edited by Juliano; 03-10-10 at 05:39 PM.
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Old 03-11-10, 06:47 AM   #2291
Leg
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Hello I've been playing this great mod for a while and I've a couple of questions.

Are there any requirements to fulfill to have the possibility to transfer to another flotilla?

How do I get a new uboat? Let's say that I want to transfer from a type VII flotilla to an IX one? Is it possible? Will I get a IX uboat?


Thanks in advance
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Old 03-15-10, 10:44 AM   #2292
alexradu89
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Hey I wanted to ask if this is the correct order of the mods I'm using
PS: if anyone can explain to me if RSRDC actually does anything to the game when using OM (since I kinda don't see any difference without it...)
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Old 03-15-10, 11:42 AM   #2293
[Diego]
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Default Translating some things to Spanish ...

Hi all, guys ...

I have Spanish version of Silent Hunter IV and i've installed last version of Operation Monsun mod. And, really, i like it a lot. But have some options, text and game phrases in English. Another options still in Spanish after applying the mod (main menu options, crew habilities descriptions, some of
the submarine rooms in damage control section, etc). I'd like to translate all of them. How can i do it? Which files do i have to edit/change?

Thanks you all for help.

Diego
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Old 03-15-10, 04:28 PM   #2294
lurker_hlb3
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Quote:
Originally Posted by alexradu89 View Post
Hey I wanted to ask if this is the correct order of the mods I'm using

1. RSRDC_SH15_V550
2. RSRDC_V5xx_Patch1
3. OpsMonsun_V705
4. OMv705_to_V720
5. OMv720_Patch2
6. OMEGU_v300
7. OMEGU_v300_Patch5A
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Old 03-18-10, 07:10 PM   #2295
A. Smith
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Hey guys,

is there a bug with the Turmumbau III for the VIIC? I just "upgraded" to it in a campaign, and I don't have a radar anymore, there is no crew berthing slot to preent crew death, and I have a feeling I'm getting shafted overall.

Am I just missing something here?
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