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SH5.exe patch to fix broken hydrophone station NewUIs_TDC_6_4_0_t9_ByTheDarkWraith Hydro_mod SUB_hyd_fix_SH5 sobers realistic hydrophone operator SH5 U-boat Historical Specifications 1.4 FX_Update_0_0_15_ByTheDarkWraith FX_Update_0_0_15_BARF_1_3_Full_Fix FX_Update_0_0_15_UHS_Fix Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting AirTorpedoes I posted it in another thread too. Sorry for the double post, but the first one was about another topic, anyway... :) |
QUOTE: Are the FX_Update_0_0_15_BARF_1_3_Full_Fix' and the 'FX_Update_0_0_15_UHS_Fix' mods necessary if we are also using BARF and UHS?
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I use: UHS mod FX_Update_0_0_15_ByTheDark.... FX_Update_0_0_15_BARF_1_3_Full_Fix FX_Update_0_0_15_UHS_Fix Or I must first activate the Better And Realistic Flotation mod (BRF 1.3 full)- http://www.subsim.com/radioroom/show...164953&page=12 ?? |
"FX_Update_0_0_15_BARF_1_3_Full_Fix" is the full mod.
you do not need "BRF 1.3 full":up: |
Are they actually the same? Sorry, I am at work and cannot compare myself... :)
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This is because they share a file, so one would overwrite the other and you could only every have one working. This way both the FX and BARF mod will work. |
I'm beginning to see why people would opt to just use TDW's mega mod.
DarkWraith, I assume your mega mod includes BRF, IRAI, FX update etc, etc, no? |
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there is only one diesel? Don't understand :06:
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delete plz
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Some small suggestions=)
will you please fix the issue that a red flare shot by a sunk ship lag PC down a lot , about 3~5seconds? And the reflection of red flare on the water a bit too red I think. BTW, How about a new effect? the oil floating on the water remain burning for a while and will some scream of desperated sailors be added onto this mod? |
@TDW you can do the same thing like here:
http://www.subsim.com/radioroom/showthread.php?t=181513 from SH5 too? thanks |
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how much time you plan to alter the DDs sonar when is underwaater noise? - the amount of time between the first drop charge is touching the water and untill the last one explode? |
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Another "MUST TO HAVE" !!!
Many thanks to you TheDarkWraith. Yesterday I made few tests with FX 0.015 and IRAI 0.30. Your work is just fantastic :yeah:. Many, many thanks to you !!!! :salute: Take care, Kind regards, Jean |
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Red flare reflection is too red or the opacity is too high :06: I'm working on new effects :up: |
Went out to the shooting range today and fired my Henry Golden Boy .17 HMR, Ruger 10/22, DPMS AR-15 .223/5.56, Savage Arms .270, and my H&K P30L 9mm. They wouldn't allow me to shoot my Browning MarkII Safari w/BOSS .338 WinMag :down: Said it was too powerful (I'll give em that especially shooting 300 grain bullets :D) Anyways got home and was cleaning them all when an idea hit me:
we know the magnetic detonators on the torpedoes don't work due to some kind of game bug. That's a given. We know the impact detonators work flawlessly. So if one wanted to simulate magnetic detonators one would have to have something to hit under the keel to cause the detonation to happen :hmmm: Bingo! We add sphere's to the zones files extending the keel of each ship down say 2-5m. Now the torpedo can detonate under the keel causing the catastrophic explosions we're used to seeing in SH3. I'm going to add this idea to some ships in the next version of FX_Update for you all to test :D |
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