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Old 11-26-21, 11:06 AM   #1171
KaleunMarco
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Quote:
Originally Posted by dex View Post
Hello sailors ...After a year I m planing to start again with Dw excellent mod,new career..
We talk about turm upgrade issues a lot
IF YOU HAVE THE TURM UPGRADE ISSUE (from SKIDMAN):

« Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career. This is not acceptable.

How can you continue? Well, there is a workaround: You have to create a dummy file.

I try this ofcourse, but this applies only when we recieve turm upgrade in base,bunker...My question : when we change other equipment(deck gun,flack gun,sensors...) no need for creating dummy file
dex,

what is your question?
did you mean to ask: do i have to perform the turm upgrade issue if i upgrade specific equipment while in port?

if it is, then the answer is: no, it is not required.

the Turm-upgrade thing has to be performed when you get a new Turm. this happens after a mission and you receive a screen that announces the upgrade. when it happens, you will know that it happened, and you will have to react to it.

Good Luck, Herr Kaleun!

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Old 11-26-21, 12:00 PM   #1172
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Originally Posted by KaleunMarco View Post
dex,

what is your question?
did you mean to ask: do i have to perform the turm upgrade issue if i upgrade specific equipment while in port?

if it is, then the answer is: no, it is not required.

the Turm-upgrade thing has to be performed when you get a new Turm. this happens after a mission and you receive a screen that announces the upgrade. when it happens, you will know that it happened, and you will have to react to it.

Good Luck, Herr Kaleun!

Hi...Yes you are in right...I mean on that
So conlusion is: 3 turms upgrade= 3 dummy save created files each time

For example IXB have 3 turm upgrades,VIIC sub have 4 turm upgrades I think...
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Old 11-26-21, 02:07 PM   #1173
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Originally Posted by dex View Post
Hi...Yes you are in right...I mean on that
So conlusion is: 3 turms upgrade= 3 dummy save created files each time
no, you only have to create a dummy once for each upgrade.
and if there are three upgrades, then you would have to perform the process three separate times IF you are given the upgrade.
i believe that your performance has to be good enough to be given the upgrade, so you may not qualify for one or more upgrades based on your performance.


Quote:
For example IXB have 3 turm upgrades,VIIC sub have 4 turm upgrades I think...
if that is the correct count of turms then, yes, you have the possibility of performing the fix-process that many times.
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Old 11-26-21, 05:37 PM   #1174
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Default Radar constantly turning on

here is another oddity to chew on as this is the first time i have noticed it.
because the Allies in the Atlantic have radar detection equipment, it is disadvantageous to leave one's radar on after initial detection.
however, even after turning the set off, it powers itself back on.
i have looked for a setting of some type that causes this behaviour but have not found it.

playing DW V6 and not using any mods that alter radar performance.

any suggestions?
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Old 11-26-21, 07:02 PM   #1175
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Are you referring to the radar coming back on after a wave goes over you, or if you are submerged and then come back up? Or does it just not stay off when on the surface no matter the sea state? How heavy are the seas at the time you are referring to? Which of the radars is it?
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Old 11-26-21, 10:04 PM   #1176
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Are you referring to the radar coming back on after a wave goes over you, or if you are submerged and then come back up? Or does it just not stay off when on the surface no matter the sea state? How heavy are the seas at the time you are referring to? Which of the radars is it?
so many questions, so little space.
driving a Type XXI which has only one radar and one radar detector.
i believe the unit is a type 65 and it is the radar unit because we cannot really operate the HF-DF, only see the results.
the behaviour occurred while we were surfaced and the waves were raucous, 14 or 15 kt.
now that you mention it, i do not remember that behaviour when the seas were quieter.
so, you think this is related to the sea state? i know i am going to hate myself in the morning for asking, but, why do you think that?
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Old 11-26-21, 11:10 PM   #1177
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Well, that is the "normal" behavior of the SH4 radar. It gets "wet", it assumes it's going under the surface, so it shuts-off. Wave finishes going over you, it gets "dry", time to turn back on. Now, if you're like me, you want a radar off, or you want a radar on. Turn it on, let it sweep a few rotations, find something, turn it off. No need to have a beacon saying "here I are!!!" But the game does not do that. Oh sure, you can turn the radar off (FotRSU <Ctrl><T>), but first wave over the conn, and presto-change-oh, and it turns back on, because it got "wet", then got "dry", and "time to turn on again". Short of a hammer, I don't know how to keep it turned off after it gets "wet", nor do I know of a way to keep it on for those short spurts of "wet"... someone else might.
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Old 11-26-21, 11:20 PM   #1178
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Originally Posted by propbeanie View Post
Well, that is the "normal" behavior of the SH4 radar. It gets "wet", it assumes it's going under the surface, so it shuts-off. Wave finishes going over you, it gets "dry", time to turn back on. Now, if you're like me, you want a radar off, or you want a radar on. Turn it on, let it sweep a few rotations, find something, turn it off. No need to have a beacon saying "here I are!!!" But the game does not do that. Oh sure, you can turn the radar off (FotRSU <Ctrl><T>), but first wave over the conn, and presto-change-oh, and it turns back on, because it got "wet", then got "dry", and "time to turn on again". Short of a hammer, I don't know how to keep it turned off after it gets "wet", nor do I know of a way to keep it on for those short spurts of "wet"... someone else might.
ok, ok, i get it.
the violent sea state causes the unit to think that it was submerged and so when the wave passes, it thinks it has surfaced.
terrible design and programming. just terrible.
thanks for making me aware of the obvious
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Old 11-27-21, 03:17 AM   #1179
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Thanks for reply KaleunMarco
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Old 12-01-21, 05:36 PM   #1180
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Hi. Where I can find this mod for DL?
900 DarkWaters V6_Errors-fix
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Old 12-01-21, 09:58 PM   #1181
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Hi. Where I can find this mod for DL?
900 DarkWaters V6_Errors-fix
that is a group of fixes specific to DW that i created to correct dozens of config, equipment, and date errors.
it is not part of the release.
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Old 12-14-21, 03:21 PM   #1182
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Greetings! I downloaded your Dark Waters v6 mod from the link on the first page, there are all the submods specified in the description except for OM_DarkWaters_V6 itself. Where can I get it?
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Old 12-14-21, 06:18 PM   #1183
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radar

Quote:
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Greetings! I downloaded your Dark Waters v6 mod from the link on the first page, there are all the submods specified in the description except for OM_DarkWaters_V6 itself. Where can I get it?
Ahoy, Well Hammer...

The Op. Monsun: Dark Waters v6 part, if memory serves Me correctly.... auto installs... blend/merging with your Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5 files & folders.

Is no separate folder... to activate of OM: DW v6...

The installer, sets up jsgme & the subsequent "optional" mods in the main SH4 folder, as well... I believe, as well...

Then, is just a matter of deciding what optional's to add into the mix, leave out... making sure to get them in a proper activated order.

That, again... if I'm recalling that info correctly. It has been some time since I had to run the install of the mod set. I shall, admit.

Hope(fully) this info (is correct 100%) & helps...



M. M.
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Old 12-14-21, 07:29 PM   #1184
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Greetings! I downloaded your Dark Waters v6 mod from the link on the first page, there are all the submods specified in the description except for OM_DarkWaters_V6 itself. Where can I get it?
MM is correct.
the D/L file OM_DarkWaters_V6 contains the \Data, main folder of the mod, as well as a \Mods folder for use with JSGME. The Mods folder contains approx a dozen or so special options' mods that a kaleun may apply to DW Ver 6 at their discretion.

one more item, when you run DW V6 you will see the beautiful splash screen which will have Dark Waters Version 5. the main guy for this mega-mod forgot to update the splash screen. Rest assured you are playing Version 6.

Good Luck, Herr Kaleun.

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Old 12-14-21, 07:36 PM   #1185
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Quote:
Originally Posted by KaleunMarco View Post
MM is correct.
the D/L file OM_DarkWaters_V6 contains the \Data, main folder of the mod, as well as a \Mods folder for use with JSGME. The Mods folder contains approx a dozen or so special options' mods that a kaleun may apply to DW Ver 6 at their discretion.

one more item, when you run DW V6 you will see the beautiful splash screen which will have Dark Waters Version 5. the main guy for this mega-mod forgot to update the splash screen. Rest assured you are playing Version 6.

Good Luck, Herr Kaleun.



Thanks KaleunMarco...

I totally forgot about the splash screen... there is, however... another subsimmer, that worked a correction splash screen, for Dark Waters...

Know that is, like... a few pages back. Don't rightly recall the exact page it is on... figure 5 pages, to 15-20... maybe... somewhere in that range, if I am not mistaken...



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