View Full Version : New 1.02 patch & previous mods?
von Zelda
02-20-07, 12:44 PM
Just installed the new 1.02 patch to GWX. It looks and feels great. Began 7th patrol from Williamshaven, is it me or does the game seem to play a lot smoother in the harbor?
My question: is Aragorn's following mods compatible with the new 1.02 patch? Or, are some of these included in the new patch?
Depth Charge Shake
Longer Ship Wakes
Longer Torpedo Wakes
Longer Repair Times Lite for GWX
One othe rmod by someone else that I like?
Torpedo Damage Mod v2
Thanks
mr chris
02-20-07, 01:07 PM
You should be ok with them but best to check with the maker of said mods first :up:
The longer wakes and the torpedo damage mods i have tryed out and run fine with my install.:yep:
ReallyDedPoet
02-20-07, 01:09 PM
You should be ok with them but best to check with the maker of said mods first :up:
The longer wakes and the torpedo damage mods i have tryed out and run fine with my install.:yep:
I was waiting for this as well:up: After every thing is working, with the new patch, if a mod does not work then you can rollback SHCommander and uninstall mod. Then ask for help.
Just installed the new 1.02 patch to GWX. It looks and feels great. Began 7th patrol from Williamshaven, is it me or does the game seem to play a lot smoother in the harbor?
This is also what I noticed. About half the harbour traffic is gone, along with the air patrols that dropped me constantly to 1x. I'm still uncertain whether this kills immersion for me or not.
Dante80
02-22-07, 06:30 AM
Right now, Im using this configuration with GWX 1.02 + SH3cmmdr 2.7
Binocs
Black & Copper Torpedo's
Custom Emblems
FUBARSVII58 mrk 2
GWX - 16km Atmosphere
GWX - Captain America's Officer Icons
GWX - Contact Color
GWX - Late War Sensors Snorkel Antennas
GWX - Main movie - 'Das Boot'
GWX - Special Effects V1.00
Longer Torpedo Wakes v1.02
Moon
Sobers 3D waves
The Crew Mod
The Map Mod
The Seafloor Mod
The Sound Mod
Torpedo damage Final
TW_PeriTDC_For_GWX
Umark
QueenMary JSGME
Proteus Collier
All mods work well with the new patch...:up:
Kumando
02-22-07, 06:37 AM
GWX - Special Effects V1.00 what does this mod add?
melnibonian
02-22-07, 06:52 AM
GWX - Special Effects V1.00 what does this mod add?
Check this out http://www.subsim.com/radioroom/showthread.php?t=102769
As far as mods with 1.02 are concerned: All graphical mods that alter TGA files and not the code or cfg files work fine. If the mod you are going to use changes cfg files you need to be careful as it might cause problems.
Jimbuna
02-22-07, 07:22 AM
The ship and the torpedo wakes are fine :up:
ONLY INSTALL ADDITTIONAL MODS VIA JSGME....THAT WAY YOU CAN REVERT BACK TO YOUR ORIGINAL GAME POSITION IF DIFFICULTIES ARISE :arrgh!:
bigboywooly
02-22-07, 12:07 PM
ONLY INSTALL ADDITTIONAL MODS VIA JSGME....THAT WAY YOU CAN REVERT BACK TO YOUR ORIGINAL GAME POSITION IF DIFFICULTIES ARISE :arrgh!:
Sound advice
There will be at least one more update and if the last one is anything to go by then using JSGME to manage your mods is a MUST
Jimbuna
02-22-07, 12:57 PM
ONLY INSTALL ADDITTIONAL MODS VIA JSGME....THAT WAY YOU CAN REVERT BACK TO YOUR ORIGINAL GAME POSITION IF DIFFICULTIES ARISE :arrgh!:
Sound advice
There will be at least one more update and if the last one is anything to go by then using JSGME to manage your mods is a MUST
Can't we have a word with Pablo and get him to put it into the RTFM section :lol:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.