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hi guys
I've added more ammo for the main guns - how do I add more ammo for the AAA for the whole ship? I actually ran out of AAA ammo and was defenseless against high flyers. also, be great if we could: 1. control the 5"" guns (ie. the smaller ones) or atleast 2. choose which guns to fire ie. main guns vs secondary armament. |
Gah, I have to get my game back tomorrow, i could have done the needed changes on the AA guns that you basically wouldnt run out of ammo.. Since i multiplied them 100 times from the original.. so they got like 56000 ammo per gun.
Once i get my game back from my friend (Oskari) i'll edit those values instantly and upload a tweak patch that adjusts the ammunition values on the AA guns, main guns and slightly tweaks the reload speed on main guns (3 seconds faster reload), reduces AA gun reload time with 1.2 seconds, increases shell velocity for AA shells with 20 m/s and the Tertiary guns's shell speed is upgraded to 850 M/S, since i noticed them to be roughly 400 m/s wich is ridiculously slow. |
ouff...finally i'm back....:ahoy:
I have tried the mod yesterday...wow...that ship is a power of the nature!:arrgh!: Just a (small) observation: The depth gauges in the game interface should be removed, as Mikhail did in his S-boot mod. And in my opinion some new loading screens would be :|\\ . But the whole thing is absolutely stunning...keep up the good work Xantro!:up: |
and the supply/agent-insertion missions are now a bit :88) ....maybe removing them would be a noticeable improvement....:yep:
...if it's possible obviously:up: |
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Just remember to add, if posible, a small guide with waht files are to be modified and which values are the ones used for those guns. I'm looking forward to use this "patch":arrgh!: |
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http://img.photobucket.com/albums/v4...pbbtrubble.jpg This is so frustation. I'd love to enjoy your wonderful work at the fullest. :damn: |
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Quote from Raptor1's message at page 2, 4th post.
"Go to the mod folder, then Data/Submarine/KMS_AdmiralScheer, Open up KMS_AdmiralScheer.dat with s3d, go to 6: Node - NBC_GrafSpee, then UnifiedRenderController, open the Caustics tree and set Enabled to false" Do that change deamyont with S3D and then just disable + re-enable BOTH the 1.1 PocketBB mod and the Graf Spee skin That got my skin working. |
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actually after downloading xantrokole's texture fix (can't remember which page), this has fixed the 'hippy boat' texture for me. :up:
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I'd love if anyone of you could upload it with s3d setting applied anyway :) |
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The easiest way (and probably the only one) is to just go to the KMS_AdmiralScheer map and copy the normal texture files then just renaming them. Example: NBC_GrafSpee_O01.dds -> Copy of NBC_GrafSpee_O01.dds -> NBC_GrafSpee_O01_lr.dds Hope this fixes the first problem for you! About the funky skin... I haven't seen that problem since I downloaded the fix... -Sylvanas.- |
Tow minor things ive noticed, there is no swastika on the stern eagle and the rails are invisible from decks of the ship.
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