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sory for the double post, but here is whats going on i have all the ROW files, capt cox, all medal+clasic crew, real navy hat, airbase nav map, and after all that i want to place your mod but this is what is wrong
"Campaign_LOC.mis" has already been altered by the "DRB JAP US GB Airbases VS4 desaturated" mod. "NDD_Shiratsuyu.dat" has already been altered by the "ROW Highend ship reflections 0.1" mod. |
I would install the campaign after ROW. There is one ship where I messed with a dat, NDD_Shiratsuyu. I rotated a couple sailor nodes so that I could have the late war version get the DC throwers they had installed in RL.
So the conflict will result in some reflection problems, presumably. If you do ROW after, then the late war version will have throwers, but they might throw the wrong way and damage the DD. I need to make a ROW compatible version at some point. tater |
You want ICL on after the airbase mod, too.
That would CTD, BTW. Leo put some ships in Campaign_LOC.mis, and 1 is a subchaser. I changed the subchasers from type 0 to type 1, and that would be a 100% CTD. |
ok so i will put your mod after the rest of them, i hope this works. thanks for the help.
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Yep, it's getting complicated to say the least.
In my perfect world. This, ROW, NSM and TM would be merged for up to date goodness. :hmm: Poke, Poke. ;) |
As you can all see, the notion of the "supermod" becomes less and less optional as time goes by because EVERYTHING is connected when things start getting messed with at certain levels.
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that would be a great asset to alot of us here, but it would msot likely be impossible to keep it up to date with so man mods geting "fixed" realeased or being outclassed.
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hey tater
there seems to be some corilation between the colisionable object nodes in the files and getting a lock on target's. I am investigating further but might have found away for you to use the gun bunkers on land as a lock for taking pictures. I will keep you informed on if my idea works. So far every object missing that node is an object you can not get a lock on so maybe adding that node in the file structure will make the difference.
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Yes!
That is certainly a possibility! As soon as the munchkins are down I might have to look myself. Wonder if you can export the chunks and import them. (I actually tried importing the AI chunk from a torpedo bomber into a boat to see if it would drop a fish, ship ran fine, but no droppy fishy) :) lockable coastal defenses... wow. tater |
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I doubt this would happen, so Super Mod it is then.:up: |
does this mod afect anything to do with ship hitpoints or torpedo efectiveness, because since i put this mod in, i cant seem to sink anything, ive hit a DD with 4 torps and she still did not go down, maybe im hititng it in a bad spot, but it still should go down with repeated hits,right? and yes they do explode, not duds. i dont get any fire or damage apearing on the ship. very frustrating.
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I've done nothing at all to the Zones.cfg or ship zones files (the stuff responsible for damage). If anything, ships should be easier to sink since I gave many of them cargoes that blow up (unlike the stock game where every single ship has "freight" for cargo)
Have you ever run a mod that does? Maybe something got left behind. tater |
yeah i did, but i did a fullr einstall of the game, now i have ROW, and your mod, along a few other gfx mods, thats it though.
Maybe im just hiting them wrong. or in the wrong spot, or maybe ive got the wrong understanding of which is which, contact or contact influence on the torp settings and im doing them backwards or thinking one is the other. |
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Art |
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