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Old 04-09-23, 05:09 AM   #1396
GrenSo
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Quote:
Originally Posted by Fifi View Post

My bad...i forget to make change in stock DGUI ...
------> easy fix: take the data/library/camera.dat of my ARB mod, and replace it in Stand Alone mod! (copy/paste)

It will be in next update


It's okay, I'm just wondering. That's all.
I will do the workaround and everything is fine.


-> Edit: The workaround doesn't work for me. But it's not so important and I can wait for your update.
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Last edited by GrenSo; 04-09-23 at 05:26 AM.
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Old 04-09-23, 06:54 AM   #1397
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Originally Posted by Wolfstriked View Post
Everything is fine in all other subs....or at least those I tested.But typeII still shows UDF 7x50 graphic.I just removed all my mods and one of them changed something but I never messed with camera.dat.Now I have new scopes,rotation but the graphic still says 7x50.Again its fine in all other subs.


Edit;the typeII magnification is also correct in UZO again its just the graphic.




EDIT 2; I spoke too soon.Ok stock NYGME aka no mods installed and in typeII.When in command room and I use the observation scope and set to say 180deg the 3D model in command room does not change position.When I go into conning tower the attack scope did not change either.But when standing on the conning deck all 3 scope heads are pointed backwards correctly.So the periscope viewing controls are not changing position and the UZO still reads UDF 7x50.
Oh, ok… type II is missing the 8x60 marking on UZO … but it has the x8 in ARB;
All will be fixed next week

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Old 04-09-23, 07:40 AM   #1398
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Old 04-09-23, 09:42 AM   #1399
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Default STEEL COFFIN EDITION VERSION 3.6 IS OUT!

Hey Master..
merci pour votre travail cela vraiment plaisir en ces fetes de paques...
HAPPY BIRTHDAY ! Fifi ...
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Old 04-09-23, 12:25 PM   #1400
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Quote:
Originally Posted by Fifi View Post
...
Russian Scuka

M. B. Russian "Pike"?
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Last edited by Anvart; 04-09-23 at 01:44 PM.
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Old 04-09-23, 12:45 PM   #1401
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M. B. Russian "Pike"?
https://en.wikipedia.org/wiki/Shchuka-class_submarine
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Old 04-09-23, 01:27 PM   #1402
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Yes, 'Shchuka' (Щука) is a class of Russian submarine... "Щука" is a fish living in the lakes and rivers of Russia... 'Pike' is a similar english-language name for this fish... the primitive english analogue of the sound does not correspond to the original sound of the word Щука!
... so stick your link into... to somewhere.
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Old 04-10-23, 04:14 AM   #1403
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Originally Posted by Anvart View Post
... so stick your link into... to somewhere.


For first time had a CTD at a torpedo impact with the new fire column sided to water column.
I know it’s coming from this new fire column effect
(And possibly the explosion sound file sided to torpedo impact sound file)
As I hate CTDs, I will re-work this effect if possible, if not possible I will simply delete it.
But have some ideas to replace it. Just need some little time …

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Old 04-10-23, 04:32 AM   #1404
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The name "Shuka" would be better. Funny fact, "choucas" are birds in French...
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Old 04-10-23, 07:41 AM   #1405
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Is a new carrier necessary if I will use "ARB WideGui" or can I activate in in port/bunker?

Quote:
Originally Posted by Fifi View Post


For first time had a CTD at a torpedo impact with the new fire column sided to water column.
I know it’s coming from this new fire column effect
Hm... I have this issue too. And this is the reason I ask for the right time to activate "ARB WideGui".
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Old 04-10-23, 09:28 AM   #1406
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Quote:
Originally Posted by GrenSo View Post
Is a new carrier necessary if I will use "ARB WideGui" or can I activate in in port/bunker?



Hm... I have this issue too. And this is the reason I ask for the right time to activate "ARB WideGui".
Yes you can activate ARB anytime in bunker.
The CTD when torpedo impact has nothing to do with ARB, I’m working on solving this

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Old 04-10-23, 09:37 AM   #1407
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Quote:
Originally Posted by Fifi View Post
The CTD when torpedo impact has nothing to do with ARB, I’m working on solving this

Please also check gun shooting on targets. Because I had the same problem when I shot the ship with the gun/flak gun, just before it starts to sink with my last shoots.
Maybe it's use the same sound file or effect like torpedo impact...?
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Old 04-10-23, 09:54 AM   #1408
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After depth charge attack, both Attack and Observation periscopes are reported to be destroyed at crew & submarine page (F7), however I am able to normally operate, rise/lower them.
Is this some kind of bug ? I am playing the latest v3.6 version.
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Old 04-10-23, 10:20 AM   #1409
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Quote:
Originally Posted by GrenSo View Post
Please also check gun shooting on targets. Because I had the same problem when I shot the ship with the gun/flak gun, just before it starts to sink with my last shoots.
Maybe it's use the same sound file or effect like torpedo impact...?
I didn’t change anything to gun or flak effects.
Did you fired during the last explosion of sinking ship?
Anyway I will check

Quote:
Originally Posted by clowncarsplatoon View Post
After depth charge attack, both Attack and Observation periscopes are reported to be destroyed at crew & submarine page (F7), however I am able to normally operate, rise/lower them.
Is this some kind of bug ? I am playing the latest v3.6 version.
Got both periscope destroyed once too, and wasn’t able to rise them…
Same for hydrophone, couldn’t hear nothing when destroyed …
Maybe you had a small bug

I have solved the torp impact CTD with new fire column effect much lighter without sound & debris … I even prefer it!

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Old 04-10-23, 11:27 AM   #1410
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Quote:
Originally Posted by clowncarsplatoon View Post
After depth charge attack, both Attack and Observation periscopes are reported to be destroyed at crew & submarine page (F7), however I am able to normally operate, rise/lower them.
I've had this "bug" one day too, but I don't remember what mods I was using. Perhaps, it's a known "bug" of SH3...


Quote:
Originally Posted by Fifi View Post
I have solved the torp impact CTD with new fire column effect much lighter without sound & debris … I even prefer it!

Yes, if a particular effect takes too much memory, the game will crash.
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