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Old 04-30-24, 10:33 AM   #241
GrenSo
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In the next update, if everything works, I plan to change the towers of type VIIB version 2 and VIIC version 1 and 2 a bit.
I will delete the splash guard from VIIB tower 2 and add the splash guard on VIIC tower 1 and 2.

I know that VIIB had the splash guard like the VIIC too, but not at the beginning of WW2. The splash guard was, if I'm right, an update. Only VIIB tower 3 will have the splash guard but not VIIB tower 1 and tower 2.
For VIIC I have to check if the splash guard collides with the FuMO.

modified VIIB tower 2:


modified VIIC tower 1:


modified VIIC tower 2:
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Old 04-30-24, 05:51 PM   #242
Kal_Maximus_U669
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Hey GrenSo fantastic it’s already really pretty I love the patina effect
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Old 04-30-24, 08:04 PM   #243
michaeljcaboose9
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Quote:
Originally Posted by GrenSo View Post
No, you don't need to do that.
Here is for example my mod list:

Generic Mod Enabler - v2.6.0.157
[E:\Simulation\SilentHunterV\TWoS_Parts]

Radio Channels Final v2.0 by GrenSo
Gramophone Records Final v1.9 by GrenSo
GramophoneShuffler
TWoS Ship Auto Recognition
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Map Plastic Cover
TWoS Officer Icons as Stations
TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones
TWoS Restore Captain's Icon by Torpedo
GSE v2.0.11 by GrenSo
silentmichal's interior mod 2.0.5 by GrenSo
Air Force for TWoS 2.2.24
SEA_LIFE_SH5_ATLANTIC
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_z_last_Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a _for_SDBSM_Stormy_new_sounds_test NewUi`s 7.5.0
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
Alpheratz's Damage Control
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
GrenSo's Gramophone v1.1
GrenSo's Compass v1.7
Radione R3 v1.1 by GrenSo
GrenSo's Stopwatch v1.1 (black face)
GSE - QR1 + QR2 Fix
Little Ships 1.1 for TWoS 2225
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 13. No Underwater FX Patch
Visible Date of Awards for v1.4 for TWoS by GrenSo
TWoS Real Navigation
U-48 Tower Skin v1.0 by GrenSo

Good to know, wanted to make sure before I committed to a patrol and started campaign transfer to drumbeat. I was testing it out and one thing I'm not a fan of is the map and the new map tool textures, I prefer the ones in TWoS. Can I just delete certain files in your mod then load it back up?


Edit: I also want to add that this seems to have fixed texture bugs I was getting outside and inside sub with texture flickering

Last edited by michaeljcaboose9; 04-30-24 at 08:09 PM. Reason: additional info
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Old 05-01-24, 05:16 AM   #244
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Quote:
Originally Posted by michaeljcaboose9 View Post
Good to know, wanted to make sure before I committed to a patrol and started campaign transfer to drumbeat. I was testing it out and one thing I'm not a fan of is the map and the new map tool textures, I prefer the ones in TWoS. Can I just delete certain files in your mod then load it back up?


Edit: I also want to add that this seems to have fixed texture bugs I was getting outside and inside sub with texture flickering

You can just delete the .dds files at "\TWoS_Parts\GSE v2.0.11 by GrenSo\data\Menu\Gui" to have the default map tools from TWoS.

The flickering textures you will also have without GSE. I think, but I'm not sure, the root cause must be in the gr2-files and small overlapping of mashes. But to change or better to correct it, it needs much time and works.

Same issue we had with silentmichal's interior mod where I fixed it for the ladder: https://www.subsim.com/radioroom/sho...&postcount=602
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Old 05-01-24, 05:20 AM   #245
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Quote:
Originally Posted by GrenSo View Post
You can just delete the .dds files at "\TWoS_Parts\GSE v2.0.11 by GrenSo\data\Menu\Gui" to have the default map tools from TWoS.

The flickering textures you will also have without GSE. I think, but I'm not sure, the root cause must be in the gr2-files and small overlapping of mashes. But to change or better to correct it, it needs much time and works.

Same issue we had with silentmichal's interior mod where I fixed it for the ladder: https://www.subsim.com/radioroom/sho...&postcount=602

Thanks, was just changing my mod list around after looking at yours. Nothing else I can delete to get the default map? Also to clarify what I meant was before installing your mod I had texture flickering (seemed to depend on weather?). Now in the limited time playing with your mod it seems to have gone away.

Last edited by michaeljcaboose9; 05-01-24 at 05:32 AM. Reason: edit
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Old 05-01-24, 06:35 AM   #246
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Quote:
Originally Posted by michaeljcaboose9 View Post
Thanks, was just changing my mod list around after looking at yours. Nothing else I can delete to get the default map? Also to clarify what I meant was before installing your mod I had texture flickering (seemed to depend on weather?). Now in the limited time playing with your mod it seems to have gone away.
Do you mean the map tools or the map?

Maybe, the flickering was a result of a mod conflict.
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Old 05-01-24, 07:15 AM   #247
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Quote:
Originally Posted by GrenSo View Post
Do you mean the map tools or the map?

Maybe, the flickering was a result of a mod conflict.

Well both but mainly the map, it just seems a tad bright. Who knows it might grow on me, I do like the improved border representation.



And I have just started seeing the same flickering unfortunately, the example right now is the paper in the enigma machine flickering with shadows popping up on it. This thing happens randomly, though my gut tells me it's weather related or just an engine bug that cant be fixed.


The mod is great tho, thank you for the hard work getting this all together. Im really loving the community here after getting this game and into the mods.

Last edited by michaeljcaboose9; 05-01-24 at 07:17 AM. Reason: thanks
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Old 05-01-24, 07:33 AM   #248
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Quote:
Originally Posted by michaeljcaboose9 View Post
Well both but mainly the map, it just seems a tad bright. Who knows it might grow on me, I do like the improved border representation.



And I have just started seeing the same flickering unfortunately, the example right now is the paper in the enigma machine flickering with shadows popping up on it. This thing happens randomly, though my gut tells me it's weather related or just an engine bug that cant be fixed.


The mod is great tho, thank you for the hard work getting this all together. Im really loving the community here after getting this game and into the mods.
hey michaeljcaboose
Yes there are sporadic bugs... as you describe on the enigma machine the label this can happen..it can happen on the navigator's compass in the command room..sometimes they are no longer there it's that damn engine which is capricious so don't take it into account perhaps there will be a major correction one day...but from now on it will have to be done with it...in sh4 we can also find it and very often on the labels or dials..

Welcome to SUBSIM... as I always say... This forum is the best I could find... SUBSIM is the best on internet
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Old 05-01-24, 10:59 AM   #249
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Tower of VIIB is finished. In next update of GSE will have only tower 2 from VIIB a splash guard. In next step I add the splash guard on both VIIC towers.

Here are the modified tower from VIIB in game:


Here are the overview of all 3 tower version from VIIB:
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Old 05-01-24, 11:03 AM   #250
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Quote:
Originally Posted by michaeljcaboose9 View Post
Well both but mainly the map, it just seems a tad bright. Who knows it might grow on me, I do like the improved border representation.

If you will have the default map from TWoS you must delete in GSE the "Terrain" folder.
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Old 05-01-24, 04:35 PM   #251
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Quote:
Originally Posted by GrenSo View Post
Tower of VIIB is finished. In next update of GSE will have only tower 2 from VIIB a splash guard. In next step I add the splash guard on both VIIC towers.

Here are the modified tower from VIIB in game

Here are the overview of all 3 tower version from VIIB:
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Old 05-02-24, 12:14 PM   #252
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Antenna holder and splash guard for VIIC tower 1 and tower 2 are fully modeled and finished. Next comes the bracket for the splash guard and, if necessary, an adjustment to the antenna position.

VIIC tower 1:


VIIC tower 2:
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Old 05-02-24, 03:01 PM   #253
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Great work GrenSo. Waiting this mod.

Many thanks!

Fitzcarraldo
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Old 05-03-24, 11:18 AM   #254
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Towers looking very good Grenso
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Old 05-04-24, 06:29 AM   #255
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Default Mod Compatibility

Hey GrenSo I tried to pm you but it said I couldn't, I just had a quick question about my mod list using your mod. I added some mods after looking thru your list and noticed you didn't have DynEnv v2.9 Main but other parts of it. Is this preference or is there a conflict, I did not notice anything when i added it. I attached my list if that helps.

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