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Old 04-30-24, 10:33 AM   #241
GrenSo
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Join Date: Apr 2019
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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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Best regards,
GrenSo


“Mankind must put an end to war, or war will put an end to mankind.” - J.F.K.
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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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