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Author Topic: Command and Control Mod v 2.0 (C&C + randomizers)  (Read 31576 times)

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Checkyersix

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #12 on: July 04, 2011, 12:07:08 PM »

Okay, 4.09 patch is up.
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Slikk

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #13 on: July 04, 2011, 12:16:22 PM »

Thanks for the 4.09 patch. Downloading now.  ;D
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gianluca

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #14 on: July 04, 2011, 01:41:23 PM »

thks a lot Check!
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ggrewe

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #15 on: July 04, 2011, 04:16:27 PM »

WOW! Checkyersix this is awesome!   8)
The spawning soldiers are so cool - been waiting for this for a long time - thanks so much  ;)
I get a CTD with the SLD2 for some reason, but SLD work brilliantly - having so much fun with these & all the other goodies.
Really like your kind of retirement  ;)

Edit: Thanks Slipper - added CY6 Motar Mod & SLD2 is now working - cheers  ;D
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slipper

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #16 on: July 04, 2011, 04:37:40 PM »

ggrewe

To use SLD 2 you need the prone infantry included in CY6's Infantry and Mortars Mod, see here

http://www.sas1946.com/main/index.php/topic,9530.0.html

You probably need to add this to your install.

regards

slipper
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Checkyersix

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #17 on: July 04, 2011, 07:47:36 PM »

Woops, correction to the readme. The AimpointRange variable should actually be AimpointError
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Jimdandy

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #18 on: July 04, 2011, 10:13:19 PM »

Outstanding Mod Thank you CY6.
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Pull Out An Eye

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #19 on: July 05, 2011, 02:08:07 AM »

Thank you  :) This mod gives almost every thing that I was dreaming about  :)

One question: my spotter (SPR) is blind, he never reports me about enemy ships, even if distance is less then 300m.

I installed it over the DBW 1.1 with UP3.0RC3. I have deleted old entries in the *.ini file and pasted the new ones.

Is my install sick or I misunderstood the usage of this object?
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Checkyersix

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #20 on: July 05, 2011, 03:05:50 AM »

Hmmm, I didn't change anything in the update. You're using a multi-crew plane right? Or flying with wingmen, during the day?
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Pull Out An Eye

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #21 on: July 05, 2011, 03:23:10 AM »

I have figured out that it reports only once when I fly exactly above the ship.

I am flying Wellington combined with NAV and GNR objects. Any chance to increase the range of detection? or maybe make it report more often?
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Checkyersix

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #22 on: July 05, 2011, 03:48:45 AM »

The range increases with altitude, to a maximum of 6000m @ 3000m. I could make it larger for ships I suppose, I guess you could see them from farther off...
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Pull Out An Eye

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #23 on: July 05, 2011, 05:26:28 AM »

The range increases with altitude, to a maximum of 6000m @ 3000m. I could make it larger for ships I suppose, I guess you could see them from farther off...

It can report me about enemy ship after my attack, when I just flied above the u-boat.  :'( I think it would be better to increase distance  :)
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