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Old 04-04-10, 09:00 AM   #16
Able72
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Sweet, now I get my Jolly Roger B)
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Old 04-04-10, 09:00 AM   #17
TheDarkWraith
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Quote:
Originally Posted by SeaWolf U-57 View Post
TheDarkWraith please remember perfection is good Were possible.
but as a perfectionist myself it bugs me when something isn't perfect. I do not like to do things half @ssed. If I'm going to do something I do it right the first time. This currently is an exception because at the moment I don't know how to overcome the obstacles that I face with it. I can only hope that in time I or someone else will figure it out so this can be perfect.
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Old 04-04-10, 12:39 PM   #18
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Does anyone know how to enable the snorkel in SH5? If I can get the snorkel to enable then I might be able to use it to control the raising/lowering of the flags. Currently when I try to issue the command Rise_snorkel or Toggle_snorkel it keeps telling me that the snorkel is not available. I can't figure out how to make it available

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Old 04-04-10, 01:36 PM   #19
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Looks great

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Old 04-04-10, 01:50 PM   #20
gutted
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Tried it out and it looks cool.

But...


They flap too big and too quick for my tastes.

Maybe slow it down a tad and make it so it doesn't have as big of a horizontal flap to it.
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Old 04-04-10, 03:35 PM   #21
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Thnaks for the hard work, one thing when I hit "p" for periscope depth sh5 closes and I'm back on my desktop weird never did this until I loaded this mod, I did see flag but as I said crash after hitting "p" key, just a thought also flag looks a bit cartoonish prob we could up with something better, darker and maybe dirtier, just a thought, thank you.

Rich
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Old 04-04-10, 04:01 PM   #22
java`s revenge
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When the game is made till 1943 i don`t think the "snorkel" has been made.
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Old 04-04-10, 04:24 PM   #23
gutted
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Any way to have it move like the other ships flags?

I was watching a merchant's flag while leaving port.. and this flag doesn't flap the same at all. The merchan'ts one looked alot more natural... while mine looked like it was in a hurricane and smoking crack LOL.
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Last edited by gutted; 04-04-10 at 05:08 PM.
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Old 04-04-10, 05:06 PM   #24
Anvart
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Quote:
Originally Posted by TheDarkWraith View Post
nothing wrong with that now is there
Without doubts.
But you can simplify flag model, as in SH3 it consists of two meshes
... possible to think about animation too...
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Old 04-04-10, 05:17 PM   #25
UberMatz
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Awesome job as always! Thanx!!

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Old 04-04-10, 07:45 PM   #26
rsvette12
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My apologies, the cause of the crashes is from the new crew mod, thank you.

Regards, Rich
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Old 04-04-10, 08:02 PM   #27
tonschk
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thank you Darkwraith
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Old 04-05-10, 02:47 AM   #28
PL_Andrev
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How these flags work at other wind direction?
How these flags work when no wind / no uboat speed?
How these flags work when uboat is under surface?
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Old 04-05-10, 06:35 AM   #29
LeBabouin
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Cool ! Thanks a lot !

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Old 04-05-10, 03:59 PM   #30
reaper7
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Got my new Grim Reaper Flag at half Mast.






EDIT: Anyone know if these can be made to support the Alpha channel. Remade some textures with torn edges, bullet holes and Rope eyes.
But the Alpha channel does not show transparent?



The Alpaha Channel (Dark Green on Flag Layer) does not work in-game. I get the dark green clour around the Flag (No Transparency).
Any workaround to this ??

Last edited by reaper7; 04-05-10 at 05:19 PM.
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