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Old 11-06-17, 03:27 PM   #9136
Cyborg322
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Quote:
Originally Posted by Heinrich View Post

These guns.
Machine Guns on the Conning tower ( Not Turret ) he is Referring to Vecko

Heinrich

As I said Upgrade in Bunker and they are gone

Last edited by Cyborg322; 11-06-17 at 03:43 PM.
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Old 11-06-17, 03:59 PM   #9137
vdr1981
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Quote:
Originally Posted by Cyborg322 View Post
Machine Guns on the Conning tower ( Not Turret ) he is Referring to Vecko

Heinrich

As I said Upgrade in Bunker and they are gone
Not really...A eqp file has to be edited, I'l explain how tomorrow or day after tomorrow...
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Old 11-06-17, 04:06 PM   #9138
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I mean conning tower upgrade with functional AA

but hey no worries mine are gone and it not my post anyhoo

Last edited by Cyborg322; 11-06-17 at 05:18 PM.
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Old 11-06-17, 04:19 PM   #9139
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I'm really loving this mod.
It goes from strength to strength. I can't wait to see what's next.
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Old 11-06-17, 08:18 PM   #9140
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I agree with that d@rk51d3 this game gives me hours of immersion and I'd like to pass on a wealth of thanks to all those involved in this Mod.
Thanks to you all.
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Old 11-07-17, 02:49 AM   #9141
Werner von Schmidt
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Originally Posted by vdr1981 View Post
Not really...A eqp file has to be edited, I'l explain how tomorrow or day after tomorrow...
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Old 11-07-17, 04:02 AM   #9142
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really
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Old 11-07-17, 02:20 PM   #9143
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Hey nice work about ver2.09e
by the way i was following convoy and update to 2.09e from 2.09d,
then suddenly convoy are invisible by WO!
also cant target from UZO
wtf going on?
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Old 11-07-17, 02:42 PM   #9144
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Default Campaign Progress

Ok I haver a question about this problem. When I start the first mission in the bunker there is no problem at all. The campaign progress checks and everything is fine. During the mission and before I complete it I saved the game. Next day when I loaded the mission (I am in the middle of the sea) I do get the error. I try again and again and the error keeps coming up. Do I proceed or do I need to start a new campaign once again? Is there any workaround this problem which starts to become completely annoying.
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Old 11-07-17, 03:17 PM   #9145
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Quote:
Originally Posted by pan31geo View Post
Ok I haver a question about this problem. When I start the first mission in the bunker there is no problem at all. The campaign progress checks and everything is fine. During the mission and before I complete it I saved the game. Next day when I loaded the mission (I am in the middle of the sea) I do get the error. I try again and again and the error keeps coming up. Do I proceed or do I need to start a new campaign once again? Is there any workaround this problem which starts to become completely annoying.
I don't think that campaign progress add on works always as it should...There is a chance that the problem is fixed but you still get fail message... OldCoder can tell more.

Anyway, you can disable the add on or ignore the fail messages after 1-2 tries and continue campaign. In game campaign\flotilla transfer radio orders will tell you what to do when you are close to campaign chapter ending...
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Old 11-07-17, 03:33 PM   #9146
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Quote:
Originally Posted by Heinrich View Post
vdr1981,
it's me again. Since a long time I reinstalled TWoS and saw there're two anti-aircraft cannons on the turret. Is there a chance to remove them?

Thanks in advance und keep up the excellent work!

Heinrich.
I'm sorry Heinrich , I'm posting from my phone so I can't be much concrete in my response.

Can you open VIIB's eqp (data/submarine/*****7b) file with notepad and copy\paste content of the file here?
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Old 11-07-17, 04:04 PM   #9147
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booby, you did update from 2.0.9d to 2.0.9e in port like the instructions said to, right?
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Old 11-07-17, 04:30 PM   #9148
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Quote:
Originally Posted by vdr1981 View Post
I don't think that campaign progress add on works always as it should...There is a chance that the problem is fixed but you still get fail message... OldCoder can tell more.

Anyway, you can disable the add on or ignore the fail messages after 1-2 tries and continue campaign. In game campaign\flotilla transfer radio orders will tell you what to do when you are close to campaign chapter ending...
I also have a feeling there must be something wrong with the add-on. Anyways, I will ignore it and post an update. I guess I am not the only one with the same issue. Cheers mate.
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Old 11-07-17, 10:30 PM   #9149
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Quote:
Originally Posted by vdr1981 View Post
I'm sorry Heinrich , I'm posting from my phone so I can't be much concrete in my response.

Can you open VIIB's eqp (data/submarine/*****7b) file with notepad and copy\paste content of the file here?
I already disabled the guns by changing

Code:
[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231
to

Code:
[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19451230
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19451230
EndDate=19451231
in the .eqp-file. Thanks.

Heinrich
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Old 11-08-17, 03:05 AM   #9150
vdr1981
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Quote:
Originally Posted by Heinrich View Post
I already disabled the guns by changing

Code:
[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231
to

Code:
[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19451230
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19451230
EndDate=19451231
in the .eqp-file. Thanks.

Heinrich
Very good.
Note that machine guns will appear again if you decide to enable "no sub flags" add on because they are still enabled in containing eqp files
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