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Submarine Mod - 1/13/2010 9:03:29 PM   
JWE

 

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Mod is now available for all scenarios s01, s02, s06, s07, s08, s09 if you follow the step-by-step instructions contained in the zip file.

As always, those of you who need more, send me a pm.

Attachment (1)
Post #: 1
RE: Submarine Mod - 1/13/2010 9:09:48 PM   
freeboy

 

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From: Colorado
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and the mod does what ?

(in reply to JWE)
Post #: 2
RE: Submarine Mod - 1/13/2010 9:30:52 PM   
JWE

 

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quote:

ORIGINAL: freeboy
and the mod does what ?

It conquers fear;
And it conquers hate;
It turns your night into day;
When you play this blazing sub-mod;
You shine a light to show the way.

Try reading the other sub-mod threads.

(in reply to freeboy)
Post #: 3
RE: Submarine Mod - 1/13/2010 9:44:05 PM   
SpeakerToSeafood

 

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quote:

ORIGINAL: JWE
quote:

ORIGINAL: freeboy
and the mod does what ?

It conquers fear;
And it conquers hate;
It turns your night into day;
When you play this blazing sub-mod;
You shine a light to show the way.

Try reading the other sub-mod threads.

wow. Mel Brooks. Form the other thread I think I know what is hapening. I downloaded the zip and will try it. Is it ok I pm you if I have problems?

(in reply to JWE)
Post #: 4
RE: Submarine Mod - 1/13/2010 11:25:06 PM   
Rob Brennan UK


Posts: 3685
Joined: 8/24/2002
From: London UK
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UM .. i d/l it .. what does it do ? no read me in there. If it means i get a CV back from a jap sub attack i'll install it immediately

looks like the answer may lie here http://www.matrixgames.com/forums/tm.asp?m=2331619


< Message edited by Rob Brennan UK -- 1/13/2010 11:28:02 PM >


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sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)

(in reply to SpeakerToSeafood)
Post #: 5
RE: Submarine Mod - 1/13/2010 11:29:39 PM   
Admiral Scott


Posts: 625
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From: Syracuse, NY USA
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Will this work for an ongoing game or just a new game?

(in reply to Rob Brennan UK)
Post #: 6
RE: Submarine Mod - 1/14/2010 7:19:35 AM   
LoBaron


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quote:

ORIGINAL: Rob Brennan UK

UM .. i d/l it .. what does it do ? no read me in there. If it means i get a CV back from a jap sub attack i'll install it immediately

looks like the answer may lie here http://www.matrixgames.com/forums/tm.asp?m=2331619



I think you are talking about the New Guinea Vodoo priest mod...

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RE: Submarine Mod - 1/14/2010 10:44:47 AM   
whippleofd

 

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JWE:

I tried it and I like it. Thank you for taking the time to make those changes.

While I'm a surface guy, I've talked to enough tubers to see the realism this mod adds to the sub game. Thank you again.

Whipple

_____________________________

MMCS(SW/AW) 1981-2001
1981 RTC, SD
81-82 NPS, Orlando
82-85 NPTU, Idaho Falls
85-90 USS Truxtun (CGN-35)
90-93 USS George Washington (CVN-73)
93-96 NFAS Orlando
96-01 Navsea-08/Naval Reactors

(in reply to JWE)
Post #: 8
RE: Submarine Mod - 1/14/2010 11:05:49 AM   
LoBaron


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From: Vienna, Austria
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What exactly does that mod do Whipple?

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Post #: 9
RE: Submarine Mod - 1/14/2010 11:13:48 AM   
Sardaukar


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From: Finland/Israel
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Was it to change torpedo tubes to 2 slots so subs conserve torps better and do not shoot 6 torps against every target? 3-3 instead of 6?

< Message edited by Sardaukar -- 1/14/2010 11:16:39 AM >


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(in reply to LoBaron)
Post #: 10
RE: Submarine Mod - 1/14/2010 2:29:31 PM   
oldman45


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From: Jacksonville Fl
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Yes, it modifies how the subs fire their torps. Works well!

Have not had much luck turning night into day though.

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Post #: 11
RE: Submarine Mod - 1/14/2010 2:33:08 PM   
Admiral Scott


Posts: 625
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From: Syracuse, NY USA
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Does this mod work with an ongoing game or just a new game?

(in reply to oldman45)
Post #: 12
RE: Submarine Mod - 1/14/2010 2:36:16 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
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quote:

ORIGINAL: Admiral Scott
Does this mod work with an ongoing game or just a new game?

Unfortunately, just a new game. Requires a restart.

(in reply to Admiral Scott)
Post #: 13
RE: Submarine Mod - 1/14/2010 2:38:12 PM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
If this is in patch 3 in the near future, will patch 3 require a restart also?

(in reply to JWE)
Post #: 14
RE: Submarine Mod - 1/14/2010 2:38:29 PM   
Mike Solli


Posts: 15792
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From: the flight deck of the Zuikaku
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That's too bad John.  Ah well, I'll use it in my next game in a few years.

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Created by the amazing Dixie

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Post #: 15
RE: Submarine Mod - 1/14/2010 2:59:07 PM   
JWE

 

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Joined: 7/19/2005
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quote:

ORIGINAL: Admiral Scott
If this is in patch 3 in the near future, will patch 3 require a restart also?

Honestly don't know if it will be in Patch-3 or not. Probably not - probably remain as a mod option.

(in reply to Admiral Scott)
Post #: 16
RE: Submarine Mod - 1/14/2010 10:25:27 PM   
whippleofd

 

Posts: 617
Joined: 12/23/2005
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quote:

ORIGINAL: LoBaron

What exactly does that mod do Whipple?


http://www.matrixgames.com/forums/tm.asp?m=2331619

Read from the beginning and you will not only get the answer you seek but understand the process by which it occurred.

Whipple

_____________________________

MMCS(SW/AW) 1981-2001
1981 RTC, SD
81-82 NPS, Orlando
82-85 NPTU, Idaho Falls
85-90 USS Truxtun (CGN-35)
90-93 USS George Washington (CVN-73)
93-96 NFAS Orlando
96-01 Navsea-08/Naval Reactors

(in reply to LoBaron)
Post #: 17
RE: Submarine Mod - 1/15/2010 2:35:27 PM   
JWE

 

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Joined: 7/19/2005
Status: offline
Bucky the Beach found an error on Porpoise - Class 577. Wpn-1 has Turrets = 4. It should be Turrets = 2.

Ya'll might want to fix that before you fire it up.

Thanks Buck.

(in reply to whippleofd)
Post #: 18
RE: Submarine Mod - 1/15/2010 4:49:26 PM   
Buck Beach

 

Posts: 1973
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From: Upland,CA,USA
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quote:

ORIGINAL: JWE

Bucky the Beach found an error on Porpoise - Class 577. Wpn-1 has Turrets = 4. It should be Turrets = 2.

Ya'll might want to fix that before you fire it up.

Thanks Buck.


It wasn't on "porpoise"! I found the error purely by accident (yuk, yuk, yuk).

< Message edited by Buck Beach -- 1/15/2010 4:50:12 PM >

(in reply to JWE)
Post #: 19
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