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Old 11-18-08, 08:48 AM   #151
Uber Gruber
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Why would this ships be incompatible to NYGM? :hmm:
I've absolutely no idea, perhapps I should give it a go and see what happens but thought i'd just ask first.

I'll let you know the result.
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Old 11-18-08, 10:20 AM   #152
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Quote:
Originally Posted by Uber Gruber
Quote:
Why would this ships be incompatible to NYGM? :hmm:
I've absolutely no idea, perhapps I should give it a go and see what happens but thought i'd just ask first.

I'll let you know the result.
It's just ships!

The worst thing that can happen is if NYGM has a different ship, one ship that I didn't change, and that will result in that particular ship not having the stability and maneuverability my ships have.

Not a biggie.
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Old 11-18-08, 11:29 AM   #153
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Hi PT, yesterday I was cruising in the Messina Strait and I saw two Soldati class DD run aground. There was a small convoy too, but cruised fine.
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Old 11-18-08, 11:31 AM   #154
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The teacher moder

(sorry for low English)

Hello Sir Thomsen

From 15/11/2008 (US: 11/15/2008) you belongs to a very special and little family of moders: the family of "look how to do, look how I did, and why".

Between the members of this family: JScones, skwasjer, Timetraveler they gives us very useful tools for moding, Racerboy, Diving Duck they publish special files for SH3MiniTweaker for everybody who would like modify the work they did. Some others start tutorials for moding.

Like we say worldwide: Better learn somebody fishing than give him a fish.


Besides, with others, like Asanovits7, Wolf359, Mikhayl, Privateer, you keep this game alive.

Thanks for the ships, thanks for the water 3.3.

I start thinking that the "Boys from Brazil" are the best here. . .

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Old 11-18-08, 12:17 PM   #155
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Quote:
Originally Posted by Sag75
Hi PT, yesterday I was cruising in the Messina Strait and I saw two Soldati class DD run aground. There was a small convoy too, but cruised fine.
Destroyers run aground since stock!

The AI is just too stupid...
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Old 11-18-08, 12:18 PM   #156
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Quote:
Originally Posted by NGT
(sorry for low English)

Hello Sir Thomsen

From 15/11/2008 (US: 11/15/2008) you belongs to a very special and little family of moders: the family of "look how to do, look how I did, and why".

Between the members of this family: JScones, skwasjer, Timetraveler they gives us very useful tools for moding, Racerboy, Diving Duck they publish special files for SH3MiniTweaker for everybody who would like modify the work they did. Some others start tutorials for moding.

Like we say worldwide: Better learn somebody fishing than give him a fish.


Besides, with others, like Asanovits7, Wolf359, Mikhayl, Privateer, you keep this game alive.

Thanks for the ships, thanks for the water 3.3.

I start thinking that the "Boys from Brazil" are the best here. . .



Thank you very much! Very kind words, sir! It's very nice to hear something like this once in a while.

And you english is not as bad as you think!
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Old 11-18-08, 05:54 PM   #157
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New version is out.

Check first post for details.
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Old 11-18-08, 06:06 PM   #158
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From the first post:

New version is out!

Changelog:

1. Changed all the ships to lose 25% less speed while turning.
2. Changed all escorts to have twice turning ability. In RL, escorts had amazing turning radius.
3. Deleted the submarine folder. No longer changing the uboats simulation, it was causing too much complaints and bugs.


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Old 11-18-08, 06:42 PM   #159
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PT: Havin just launched a new carreer and now this! So, is it save to enable your chips in midpatrol?

And do I have to install the community-ship too?

Thank you for this mod.

cheers
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Old 11-18-08, 07:29 PM   #160
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Quote:
Originally Posted by itman
PT: Havin just launched a new carreer and now this! So, is it save to enable your chips in midpatrol?

And do I have to install the community-ship too?

Thank you for this mod.

cheers
You can try to enable in mid patrol, but it might crash. If it happens, disable, go to port and re-enable it.

You should install the community ships too. If you don't want to, just see what ships you have (in sea folder) and delete all those ones you don't have in my mod's folder. If you enable any ship you don't have, the game might crash.

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Old 11-18-08, 07:40 PM   #161
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ok.

Oh, well Kapitän z. See Manfred Schubitz just has to return to his base...

I'll install the community-chips too.

cheers
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Old 11-19-08, 03:49 AM   #162
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Quote:
So, is it save to enable your chips in midpatrol?
FYI, I installed and upgraded this mod during an active patrol and suffered no ill effects whatsoever. YMMV though, but just so you know
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Old 11-19-08, 05:02 AM   #163
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My philosophy is that you'll never know until you try.

Plus I've always been much more curious than cautious.
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Old 11-19-08, 02:32 PM   #164
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I'm on my way home, once there (appr. 5 days) I'll give this baby a try!

Cheers!
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Old 11-19-08, 02:39 PM   #165
mengle
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Mister Thomsen you should work with GWX team to ad this in GWX 3.0
and than i have a challenge for you , longer wake files for ships
I think you the only one left who is so devoted with mods for SHIII
thank you for this

Last edited by mengle; 11-19-08 at 04:21 PM.
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