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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Apr 2008
Location: Deutschland
Posts: 43
Downloads: 40
Uploads: 0
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http://files.filefront.com/Yamato+Spielbarrar/;101
or http://rapidshare.com/files/113412510/Yamato_Spielbar.rar.html here the link a great thanks to xantro who made the yamato possible^^ a new thread for the ones who think the yamato is not out^^ |
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#2 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
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Max Range fix for this mod. Compabilitible with other surface ship mods.
http://www.megaupload.com/fi/?d=528ZM8RD Affects AI AA gunners, Standard gunners, Your gunmen and AA gunners. + improved sight range. |
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#3 |
Soundman
![]() Join Date: Apr 2005
Posts: 142
Downloads: 51
Uploads: 0
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you guys rock. :P
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#4 |
Navy Dude
![]() Join Date: Mar 2008
Posts: 177
Downloads: 20
Uploads: 0
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I love it
![]() Edit: Uhm I miss some AA guns. I would like to make a screenshot to show which one I miss but with my driver it is not possible atm. I will look for a picture later and mark the ones missing. Last edited by Ishigami; 05-09-08 at 04:43 PM. |
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#5 |
Sparky
![]() Join Date: Sep 2007
Posts: 153
Downloads: 143
Uploads: 4
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nothing like the thunder of 18 inch guns as part of a 15 gun broadside!!! great job
![]() Same feed back though for Xan as yourself, we need to get the damage control working to make it even better ![]()
__________________
![]() The convoy lights are dead ahead The merchantmen lay in their bed The thump of diesels hammers down In the oily sea-the killing ground His knuckles white his eyes alight He slams the hatch on the deadly night A cunning fox in the chickens lair A hound of hell and the devil dont care -Iron Maiden |
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#6 |
Navy Dude
![]() Join Date: Mar 2008
Posts: 177
Downloads: 20
Uploads: 0
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Ok forget about that AA issue I noticed that the stock Yamato is missing them as well.
You maybe want to consider the AA gun fix for the Yamato for an update: [REL] AA fix for Yamato The Kure Modell is showing her with more AA guns as well: Kure Yamato Museum 1/10 Yamato Modell Pictures I now have only one real problem. If I activate your Yamato the game will CDT when I enter the Museum and choose Japanese. I guess the game will CDT when meeting the AI Yamato or Musashi in the game too. That might be an issue you really want to look into. Everything else is working fine ![]() |
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#7 |
Navy Dude
![]() Join Date: Aug 2005
Posts: 177
Downloads: 23
Uploads: 0
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I have a small conflict with the Pocket BB,the bow turret disappeared.
I disabled the Yamato,the turret returned. I even tryed to change the load order(i load with JSGME the Yamato BEFORE the PBB) i have the same problem only on the Yamato,first bow turret disappeared.I hope there is a way to resolve this problem. Good mod anyway ![]() |
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#8 |
Ensign
![]() Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
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Axl, the two are not compabilitble with each other since both alter the campaing and units UPC Files, making it impossible to have both activated.
Sorry but it is the truth. |
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#9 |
Navy Dude
![]() Join Date: Aug 2005
Posts: 177
Downloads: 23
Uploads: 0
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No problem then,i would swap the ship around with JSGME,if i want to use one or the other.
Thanks anyway. |
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#10 | |
Pacific Aces Dev Team
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"You need to put your behind in the past". Kumba |
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#12 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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You could convert it for 1.4 but it is made for v1.5
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#13 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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Superb work... very fine ship. Cheers
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#14 |
Pacific Aces Dev Team
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Anybody working on any Yamato missions.??
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__________________
"You need to put your behind in the past". Kumba |
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#15 |
Watch
![]() Join Date: Apr 2007
Posts: 29
Downloads: 1
Uploads: 0
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there needs to be a thread stickied for all the playable ship creations.
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