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Thanks, the new compartments look absolutely great!
The new sounds however are a bit strange. I did RTFM and since I use only Stock + GWX3, guess I'm not supposed to do any hex-editing here? Is there an easy way to revert sound back to stock/GWX3 and keep the new graphics of this mod? |
Go canada go
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havent test it so far...but THANK YOU very much! your work is much appreciated!
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Unbelievable, awesome stuff :rock:
And the hatch from the Radio Room opens to even more compartments!! Needless to say my first patrol with it ended pretty quick, why? Because watching the diesel animations in different speed settings, I ended up ramming into the walls right across my berth ! :rock: Going back in the game to enjoy it some more. Thank you again guys, wonderful additions to SH3. :up: |
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Mr.flakmonkey, I have no words to thank the job you offered.
THANK YOU !!!!! :yeah: |
Crashed to desktop for my 3 tries, 3 CTD.
All mods used are in my signature, mius the CT_OpenHatch 0.91FM of course. |
Fantastic
Installed and working, great mod thankyou so much
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But once again...Absolutely Fabulously great mod!!! Right now I'm "sitting" at Officer's Messe and listening Edith Piaf from gramophone :|\\ |
Hooray! It's here, at last.:woot:
Many thanks, FM:salute: |
I've had a play with this mod and it really is a fine effort; it looks truly wonderful and shows that you have a real talent.
Installed it and worked fine, unfortunately JSGME highlighted a few conflicts with two of my preferred mods (GWX Integrated orders and Lifeboats&Debris_v4) so, sadly, it's not a keeper for me right now - though my current career has just moved to a type IX so I guess i'm not losing much with it being for type VII only at present. I will be keeping my eye open for future updates though. :DL I do have a few suggestions, though how practical they would be to implement I don't know. I appreciate you're busy and that it's far easier for someone like me to make requests than it is for an overworked modder to create them! - I realise the issues you're having with engine sounds right now, but they're considerably louder in the control room and galley than the engine room itself. If you can find a better solution to the volume vs. engine speed issue, that would be fantastic. - The vibrations of the diesels are rather uniform at present as the entire engine blocks bounce up and down at the same frequency. I'd also recommend a slightly smaller but faster oscillation than you currently have. - As nice as the bunks are, they're a bit empty. Would it be possible to include sleeping crew occupying some of the bunks? Given that they're in the bunks they wouldn't need to be animated, either. Regardless, great work and I look forward to watching the development of this mod :salute: |
This is a great mod but I'm having trouble installing it. Sorry to be a pain in the ass guys but can someone talk me thru it, I always seem to have trouble with winzip and zip files. I'm great with Winrar. :wah:
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Okay, I have just had a jaw dropping stroll through the sub. Not figuratively, but literally. I noticed my jaw had dropped open.
I did notice the sound frequency issue, some kind of internal doppler effect when I move forward, but my WORD this is a good'n. I just did a quick check of all the stations, and so far everything is a go. I'm currently running this amazingly sweet set of mods: GWX Gold DFant_subFlag_2010 OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc) TMT v2 LifeBoats&Debris_v4 WBNN Mission Orders Lite FM_NewInterior_V1.0 Bright MaGui 2 FM_NI_Fix_for_OLC_GUI_001 The last thing I did was manually fuss with commands_en.cfg, to get the flag & antenna commands back. Heading out on a patrol... I'll check in later. :rock: |
Excelent work!
:salute: |
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DD could probably explain this better but the sounds were a little problematic, simply placing a soundsource in the diesel room wth the same playlist entry as the exterior diesel sounds didnt work as expected so DD was forced to create an elaborate work around involving multiple moving sound sources. The only other option was to have a virtually silent engine room as in the beta version. |
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