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Old 09-14-09, 05:27 AM   #1606
markdenny
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Default u-480 stealth boat

Ive just finished watching a program about u-480 the stealth boat operating in the english channel in aug 44 this would make an excellent RUM operating against the supply convoys off the coast of normandy,can this be done ? and who can we get one of those rubber coated u-boats in the game is this poss?
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Old 09-15-09, 07:11 AM   #1607
renthewog
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Hi, quick question..whats up with the damage model in this mod? i was doing the training flotilla in the career mode, in 1940 in a VIIB u-boat. and when you have to sink the drone ship (which is a small merchant) i fired ALL my torpedoes at this little thing had holes in it like a swiss cheese and didnt sink! didnt even explode or blow up..is there a bug here, cos this wouldnt be very realistically acurate. I know you're not supposed to install Natural_Sinking_Mechanics mod on top of OP Monsoon, but i thought just to try and see if it makes a difference, and it does, the ships actually sink now. But i dont want to use the NSM mod, i want to use the damage model intended in OP Monsoon..is there a fix for this or something? Any help would be great, i can explain details better for you if you need me too. thanks
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Old 09-15-09, 08:45 AM   #1608
Kromus
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One torpedo is enough for small and medium ships set to impact detonation (2 for large ships). Mechanics of sinking is slower like in TMO 1.7 for example, so you should wait about half an hour (in most cases) until it sinks .
But I`m also using deck gun 5-15 shells (5 for small 15 for large ships) just to be sure.
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Old 09-15-09, 12:18 PM   #1609
renthewog
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Lol..yeah i had my deck gun crew, and myself fire about 50 shells at the merchant, plus all the torpedoes hitting in different spots, at different depths and with different detonators...didnt sink...i even advanced time compression for 24 hours and still nothing. Ive encountered the same problem in career mode, when found a convoy on a patrol, and torpedoed a ship like 10 times, never sank..
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Old 09-15-09, 12:45 PM   #1610
renthewog
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Default MOD order of installation

Okay just to get things set straight here,

Can someone please tell me if i have this order installed correctly on JSGME..

*Stock SH4 v1.5 + U-Boat Missions addon
*OpsMonsun_V705
*OMv705_to_v712
*OM_v712_Hotfix1
*OMEGU_v200
*OMEGU_v200_Patch1

Is that correct? I also have Carotio_IntercontinentalRadioPack and RUIM_v1.0_for_SH4v1.5 HI-RES...(i don't think these mods will affect it)

Any help? sorry for all the questions, just want to get this awesome mod to work properly. Thanks guys,
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Old 09-15-09, 01:51 PM   #1611
Kromus
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Quote:
Originally Posted by renthewog View Post
Okay just to get things set straight here,

*Stock SH4 v1.5 + U-Boat Missions addon
*OpsMonsun_V705
*OMv705_to_v712
*OM_v712_Hotfix1
*OMEGU_v200
*OMEGU_v200_Patch1
You`ve activated mods in correct order, I`ve got them myself too (w/o V200 patch) plus before OpsMonsun_V705 I`ve got installed TMO 1.7 and RSRDC_V411 + patch.

I`ve got no idea why your merchants don`t sink because even w/o TMO and RSRDC mods sinking time is same. Sinking time mainly depends on zones.cfg which gets overwritten (stock version or TMO version after I`ve activated Monsun mod) when you activate V705 (if you use different zones.cfg from different mod, your radio room or bulkhead gets destroyed as soon as you try to submerge or in rough water at 6m).

Maybe there is something you are not telling us, because ships are sinking w/o any problems (just a bit longer)...

Anyway, I would suggest a clean install (also delete everything in you main game folder) once more using only mods you described in your post. If it won`t work, then you are doomed forever (just j/k :P )

Edit: Just noticed, you `ve been speaking about "Natural_Sinking_Mechanics mod", didn`t it destroy part of your sub when you dive? Because I`ve downloaded it (4.0 ver), tried it, and it did destroy as I supposed, because it`s using different zones.cfg. So if it didn`t destroy anything in your sub, there`s something strange going on...
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Old 09-15-09, 05:04 PM   #1612
lurker_hlb3
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Quote:
Originally Posted by Kromus View Post

Maybe there is something you are not telling us, because ships are sinking w/o any problems (just a bit longer)...

Yes, there something that he not telling us about his setup. Also, if you want to use the deckgun, let the the gun crew do it and have them aim for the "waterline".
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Old 09-15-09, 07:16 PM   #1613
renthewog
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Quote:
Originally Posted by Kromus View Post
Just noticed, you `ve been speaking about "Natural_Sinking_Mechanics mod", didn`t it destroy part of your sub when you dive? Because I`ve downloaded it (4.0 ver), tried it, and it did destroy as I supposed, because it`s using different zones.cfg. So if it didn`t destroy anything in your sub, there`s something strange going on...
Come to think of it that explains why my bulkhead in my sub destroyed straight away..okay i am going to do a uninstall, and fresh install with that order of mods as quoted. *NOTE* one thing that i didnt have installed was the OM_v712_Hotfix1...I just realised i never actually had that in there, wonder if thats what might of been making a difference
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Old 09-15-09, 09:41 PM   #1614
lurker_hlb3
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Quote:
Originally Posted by renthewog View Post
i want to use the damage model intended in OP Monsoon..is there a fix for this or something? Any help would be great, i can explain details better for you if you need me too. thanks
The ship damage model is working as designed. If there was something 'seriously" wrong, I would have heard something from some of the over 4000 people that have downloaded OM since v400 when this damage model was introduced
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Old 09-16-09, 03:22 AM   #1615
renthewog
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Okay just to update,

I uninstalled everything SH4 related this morning, and did a fresh install, with no other mods than OM and this time i put the Hotfix on it, and tested sinking a few ships etc. and all works fine now. fired 1 torpedo at a small merchant and it sank after about 15minutes, so they take a while to sink (which in my opinion is alot more realistic) but at least they finally sink now thanks for your help guys,

Cheers.
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Old 09-16-09, 11:11 PM   #1616
lurker_hlb3
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Default OM v705 to V715

A new version of OM v705 to OM v715 is up. Download links in the first post.

Please read the README carefully for changes.
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Old 09-17-09, 03:26 PM   #1617
etheberge
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Lurker,

The Subsim link is broken, getting a 404 error.

The link is missing the "7" from the file extension ".7z".

Guys, you can still download from Subsim by adding the "7" yourself or use this link until Lurker fixes it.

http://www.subsim.com/mods1/lurker/OMv705_to_V715A.7z
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Old 09-17-09, 04:50 PM   #1618
lurker_hlb3
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Quote:
Originally Posted by etheberge View Post
Lurker,

The Subsim link is broken, getting a 404 error.

The link is missing the "7" from the file extension ".7z".

Guys, you can still download from Subsim by adding the "7" yourself or use this link until Lurker fixes it.

http://www.subsim.com/mods1/lurker/OMv705_to_V715A.7z
Link at SS fixed.
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Old 09-18-09, 02:39 PM   #1619
dcb
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With version 715, I lost all signs of a hit on new ships' models - both 3D damage (the hole and interior machinery) and the 2D damage (darkened textures) are lost. I guess IABL's ships don't have inside 3D models.
Maybe there's a fix at least to apply the darkened 2D texture, for the sake of immersion...
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Old 09-18-09, 03:22 PM   #1620
lurker_hlb3
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Quote:
Originally Posted by dcb View Post
With version 715, I lost all signs of a hit on new ships' models - both 3D damage (the hole and interior machinery) and the 2D damage (darkened textures) are lost. I guess IABL's ships don't have inside 3D models.
Maybe there's a fix at least to apply the darkened 2D texture, for the sake of immersion...
You need to address your comments to iambecomelife
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