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Old 04-10-07, 12:10 PM   #106
WilhelmSchulz.
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I noticed it also changed my torpedo texture. :hmm:
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Old 04-10-07, 01:47 PM   #107
gabeeg
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Hmmm. that is strange. Not sure why it would stop the torpedo damage textures from working correctly...Have you tried swapping the order in which they are loaded?"
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Old 04-11-07, 06:42 AM   #108
3Jane
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I applied the wakes mod whils at sea, the damage mod was already activated. I will wait until I get back to Lorient and re-apply all the mods before I set out again. Decided I will take a short cut to testing and instead of waiting for a convoy, I will use some of the friendly ships in port as a test to see the damage results. Damn, if I hadn't just been transfered from Willhelmshaven I would have been able to practice on the Tirpiz. Also think I will have to do this test at periscope depth incase they fire back. :P
I'm sure it will all work eventualy, if it works with other people's installations.
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Last edited by 3Jane; 04-11-07 at 06:57 AM.
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Old 04-12-07, 01:58 PM   #109
Redfox11
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Thank you for your work nvdrifter! Your MOD works like a charm!

It simply adds more realism to SH3!
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Old 04-16-07, 01:22 PM   #110
nikbear
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NVDRIFTER I appear to be having a problem with the extended wakes mod,applied it to a GWX game in port which is also running skrillers smaller sun mod,sobers 3d wave mod and torp damage final mod,the problem is the wakes are intermitent.If I go to the map room and plot a course when I go back to the conn the wakes back to standard,but if I use the free view camera to look at the sub the wake starts again,and then after a while it stops.this happens in calm and rough weather and it happens to the ships as well,any ideas anyone?cause it looks brilliant when its working so would really like to get this fixed
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Old 09-10-07, 10:10 AM   #111
onelifecrisis
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Aha! I've been looking for this mod for a while

However... it says it's compatible with GWX but I notice it was released a couple of months before the GWX 1.03 update. Can anyone tell me whether it's compatible with version 1.03?

Thanks
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Old 09-10-07, 10:15 AM   #112
TheDarkWraith
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Quote:
Originally Posted by onelifecrisis
Aha! I've been looking for this mod for a while

However... it says it's compatible with GWX but I notice it was released a couple of months before the GWX 1.03 update. Can anyone tell me whether it's compatible with version 1.03?

Thanks
OLC
Do yourself a favor and do it yourself. It's a simple hex edit of the .val file for the ship in question. You edit two values and you can set the wake to whatever you want. I can make a tweak file for you if you'd prefer to do it that way.
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Old 09-10-07, 10:19 AM   #113
onelifecrisis
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by onelifecrisis
Aha! I've been looking for this mod for a while

However... it says it's compatible with GWX but I notice it was released a couple of months before the GWX 1.03 update. Can anyone tell me whether it's compatible with version 1.03?

Thanks
OLC
Do yourself a favor and do it yourself. It's a simple hex edit of the .val file for the ship in question. You edit two values and you can set the wake to whatever you want. I can make a tweak file for you if you'd prefer to do it that way.
I confess I'm still having a lot of trouble working out how the hell this free hex editor works... so a tweak file would be great, if it's not too much trouble!
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Old 09-10-07, 10:25 AM   #114
TheDarkWraith
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by onelifecrisis
Aha! I've been looking for this mod for a while

However... it says it's compatible with GWX but I notice it was released a couple of months before the GWX 1.03 update. Can anyone tell me whether it's compatible with version 1.03?

Thanks
OLC
Do yourself a favor and do it yourself. It's a simple hex edit of the .val file for the ship in question. You edit two values and you can set the wake to whatever you want. I can make a tweak file for you if you'd prefer to do it that way.
I confess I'm still having a lot of trouble working out how the hell this free hex editor works... so a tweak file would be great, if it's not too much trouble!
I'll PM you with it before the end of the day (US central time).
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Old 09-10-07, 10:29 AM   #115
3Jane
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I use the longer wakes v1.0 with GWX 1.03. It works fine.
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Fate opposes me in vitality and morality, forced ever onward, burdened, always in shackles.
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Old 09-10-07, 02:27 PM   #116
onelifecrisis
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Thanks for the info!
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Old 09-13-07, 02:30 PM   #117
Mueller72
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JSGME tells me the NSS_*.val files collide with all the Racerboys Exhaust Mods. So i guess longer wakes cannot be used together with them? :hmm:
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Old 09-13-07, 02:36 PM   #118
TheDarkWraith
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Quote:
Originally Posted by Mueller72
JSGME tells me the NSS_*.val files collide with all the Racerboys Exhaust Mods. So i guess longer wakes cannot be used together with them? :hmm:
I used my own version of it in my exhaust mod. Read the tweak file included to suit to your taste.
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Old 09-13-07, 02:38 PM   #119
Mueller72
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Thanx for the hint. Will do that
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Old 10-06-07, 12:27 PM   #120
Borgneface
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Mueller72
JSGME tells me the NSS_*.val files collide with all the Racerboys Exhaust Mods. So i guess longer wakes cannot be used together with them? :hmm:
I used my own version of it in my exhaust mod. Read the tweak file included to suit to your taste.
Salut Racerboy,

I have the same problem than Mueller72... Being completely ignorant of how to....I already poste the same sort of request about what the tweak file for the your lovely Flag& pennants mod.
I would really love to use your "RB_VIIc_SDDE_ADM_1_02_GWX" and all the other together with "Longer Wakes"...
Could you possibly tell me what I have to modify in your Tweak files and what I do with the modified files ...

Merci
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