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Old 02-04-20, 07:55 AM   #196
fitzcarraldo
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Quote:
Originally Posted by Fifi View Post
DARK WATERS V5 IS OUT!
See end of post #1

- Patches have been included in V5. No need anymore.
- Numerous adjustments have been made (too many to write here)
- Planes renown has been raised a bit
- Ships renown has been corrected
- Ships .Zon has been adjusted
- etc...

NEW CAREER IS MANDATORY!
Many thanks! Downloading now....

Best regards.

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Old 02-04-20, 10:14 AM   #197
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here you can see the issue.....



and here the fix.....

Torpedo HAHD doesnt work BC some rogue.dat file overwrites part of the Torpedo.dat file so changing torpedo.dat wont do good
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Old 02-04-20, 10:40 AM   #198
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Hi Viktoria, good find
Seems you are good at mapping
Could you send me your fix when ready, via mediafire link please?

On side note, there are tons of mapping to do with the sea folder...many ships don’t have any ambiant occlusion at all
If you like this work
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Old 02-04-20, 10:56 AM   #199
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Quote:
Originally Posted by Fifi View Post
Hi Viktoria, good find
Seems you are good at mapping
Could you send me your fix when ready, via mediafire link please?

On side note, there are tons of mapping to do with the sea folder...many ships don’t have any ambiant occlusion at all
If you like this work
i didnt really remap the thing i just borrowed a map from where i knew it would work so its more of a work aournd than a fix, but i mean it works.
Fifi tbh i thought about maybe contributing a bit to the mod since modding is kind of a hobby of mine, although i wouldnt do it full time i'd rather just assist with a few things here and there for example right now im tring to update the torpedo textures..... <3
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Old 02-04-20, 11:35 AM   #200
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Quote:
Originally Posted by Viktoria View Post
i didnt really remap the thing i just borrowed a map from where i knew it would work so its more of a work aournd than a fix, but i mean it works.
Fifi tbh i thought about maybe contributing a bit to the mod since modding is kind of a hobby of mine, although i wouldnt do it full time i'd rather just assist with a few things here and there for example right now im tring to update the torpedo textures..... <3
Ok, keep up the good work! Go ahead, i can’t do all myself...
Just don’t forget to send your files, so i can include them!
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Old 02-05-20, 07:11 AM   #201
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UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). <3


http://www.mediafire.com/file/hyaszs...es_DW.zip/file
heres the link to my fixes

Install:
-you can just replace the Type 2 files without issues.

-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)

NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).

Last edited by Viktoria; 02-05-20 at 10:30 AM.
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Old 02-05-20, 12:35 PM   #202
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Just had a go with V5.

I see you moved some of the mission waypoint.

Gibraltar has been good to me.

Stopped right in the path of a convoy. Unloaded all front and rear tubes. On 10 torpedoes (loosely calculated) I had 4 hits. Sank 2 merchant ships. Another one hit crippling the ship wich was left behind. Surfaced to finish it off with the deck gun once the escorts got bored with me. Found another tank I sank with the deck gun... ignited its cargo wich cut it in half with a very satisfying explosion. Last but not least, a 300 tons steam traveler with the deck gun.

Considering my level of experience with this game ill call this a win.
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Old 02-05-20, 12:39 PM   #203
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Quote:
Originally Posted by Viktoria View Post
UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). <3


http://www.mediafire.com/file/hyaszs...es_DW.zip/file
heres the link to my fixes

Install:
-you can just replace the Type 2 files without issues.

-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)

NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).
What does this mod do?
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Old 02-05-20, 12:40 PM   #204
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Quote:
Originally Posted by dashyr View Post
What does this mod do?
its mainly aimed at fifi,

it adds high definition torpedo models and textures and fixes some ambient occlusin map isues on the later type 2 submarines ( you can see the issue in the screenshots above)

(also compatible with sh3s NYGM)

Last edited by Viktoria; 02-05-20 at 01:17 PM.
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Old 02-05-20, 01:48 PM   #205
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Quote:
Originally Posted by dashyr View Post
Just had a go with V5.

I see you moved some of the mission waypoint.
.
Nope
Didn’t touched any campaign file!
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Old 02-05-20, 05:26 PM   #206
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Quote:
Originally Posted by Fifi View Post
Nope
Didn’t touched any campaign file!
Really? Oh well then. I got very lucky.
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Old 02-05-20, 05:58 PM   #207
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Could we maybe get the alternative Typ7b Turn aswell as the alternate IX/40 hull?

If it's planned I might start work on that also.....
I can't wait to see this mod come truly alive with all the special stuff from a heavily modded sh3, just without the issues and limitations of the sh3 engine.
If we get dark waters up and running perfectly silent Hunter 5 will basically be obsolete
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Old 02-06-20, 04:30 AM   #208
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Quote:
Originally Posted by Viktoria View Post
Could we maybe get the alternative Typ7b Turn aswell as the alternate IX/40 hull?

If it's planned I might start work on that also.....
I can't wait to see this mod come truly alive with all the special stuff from a heavily modded sh3, just without the issues and limitations of the sh3 engine.
If we get dark waters up and running perfectly silent Hunter 5 will basically be obsolete
Not in the plans. Furthermore in this case, couldn’t it be the IXC40 turning too fast?
If you have original real datas, we could fine tune the boats turning radius...well, try to, anyway.
But without real datas, Lurker made them not that bad IMHO.

Currently trying to make U-Boats automatic upgrades (new command offered) but ... very difficult to make it work so far.
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Old 02-06-20, 05:17 AM   #209
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Quote:
Originally Posted by Viktoria View Post
UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). <3


http://www.mediafire.com/file/hyaszs...es_DW.zip/file
heres the link to my fixes

Install:
-you can just replace the Type 2 files without issues.

-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)

NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).
I noticed few things in your mod:

- In your Torpedo.dat, the SMA mines are missing...you should bring it back for those playing with VIID type. Quite important.

- Torpedoes we see in game are not the ones we see in the .dat
In .dat the G7a TI has the head with the little blades



In game what we see firing a TI:



What happened to the TI torpedo head? Obviously it's not a TI, even though i fired a TI!

- Last, when you said you MUST delete the old Torpedo.dat, it’s not mandatory at all...the fact is when you activate via Jsgme an other Torpedo.dat, the new one overwrite all the old Torpedo.dat with all the datas inside. Even if there is a « ghost » data included...

But your new type IIC propellers are nice
Will include it in next update if you are OK.

Last edited by Fifi; 02-06-20 at 05:29 AM.
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Old 02-06-20, 06:41 AM   #210
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Ok, i have re-done the whole Torpedo.dat with new textures according to the one we have in the torpedo page management
New trail for the G7aTI also.
I’ve added URC to all torpedoes, and deleted old caustics. They look perfect now.

And added new SMA mines for VIID with new animation when launched

Will be available for next update
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