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To enable, use JSME.
Ship_names.cfg needs editing by hand because all super mods plus the many private versions are rather different. So, you are using GWX? Then the Ship_names entries for the J, L, Q, and S class should be already there. If yes, just enter the rest of the class names, e.g., at the end of the list. If not, enter also all missing ones. Edit: sailor steve was faster ... |
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Thanks mates :up:
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Amazing
Amazing ships as always The_Frog, I wish every warship in the game had the detail that you give them!
I found a minor issue in the EnglishNames.cfg file... In the readme you say to add... DDMRiver=DD L&M Class To make the name work correctly, it should be... DDMClass=DD L&M Class http://s1.postimage.org/4vccf1na7/M_Class.jpg Thanks again for the wonderful ships!!! :up: WolfyBrandon |
Ohoh, that's the result of overwriting previous documents ...
I add a comment to the first post in the thread. WolfyBrandon, thanks for the information. |
Hello,
and there's another error. Sensor definition files of all destroyer had the optical sensor set to "AII_Visual", which is only defined in LSH5 and CCoM. So, in all other versions of the game, the destroyers are virtually blind. To fix, - either open the "NDD_XYZ.sns" files in all respective subfolder of the Data/Sea/ folder with a text editor and replace "AII_Visual" by "AI_Visual" - or replace the respective files by enabling the fix (DL below) with JSGME, - or replace the respective files by copy and paste. DL: http://www.mediafire.com/file/9c62ia..._visual_fix.7z Note: users of LSH and CCoM do not need to change anything Cheers P.S.: What did I learn from that? Reduce the number of items in one mod ... |
Hmmm, interesting! Thank you very much the frog!:yep:
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Hello Wise,
nice take on the model model of the J class: http://www.subsim.com/radioroom/show...ostcount=11916 :woot: Two questions: 1. Did you do new portholes or did you use those of Bathurst/Skate? 2. The fire and smoke is great. What mod is that? |
Hi, Frog!
I am glad that you had liked my modest corrective into your excellent work.) Your destroyers are fine! I edited them for myself only a little. 1. Portholes are new. Of course, I needed to squeeze out them inwards hull, as was on real destroyers. But it would take more time + essential increase in polygonal load + considerable transformation of mesh. I didn't want to interfere in structure of the hull and have decided to be limited to small forces.) 2. Frankly speaking, I don't remember from where I have such smoke and fire (i.e., I don't remember what it mod). But, besides, I edited file NDD_J. zon. And also, perhaps, it is optical deception.) I have seized the moment of explosion and break of the ship and have pressed the Pause button. Maybe, I have stopped game when flash of fire at the time of explosion not have time to extinguished or, on the contrary, completely to be developed.) |
Hello Wise,
right, the portholes should acutally be, well, holes ... it tried this with another hull but because of the huge increase in the polygon count and problems with smoothing of the hull lines I gave up on that idea. Placing the portholes on the hull, I think, is an acceptable compromise. I did those destroyers more that 4 years ago. It is nice to see that some people still like the models enough to work on them. Thanks. |
A great mod!
Many thanks. KUrtz |
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