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Cool!
Awesome! Glad to see this potentially GREAT mod getting some more attention!! It would be fantastic indeed to finally have a 100% working version.
I am also not buying SH5 based on everything I've heard and the stupid DRM Thanks in advance...and for all of your hard work already done Mr. IABL. I salute you sir...:salute: |
Hi iambecomelife,
thanks for the reply. Can I just delete the zones outside the hull? I ask because I measured (almost) all the lengths and mast heights of the ships and I do not want to do it again when a new version of the mod is released. I want to stick with my present personal version. Thanks again for the great work. The ships are real beauties. Cheers, LGN1 |
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At the moment, despite zones being outside the hull you will still get fairly realistic sinkings - if you delete some of the zones then the game might not "know" that a torpedoed or shelled ship should start to flood. I will work on the zones so that they are better suited to each of the individual models, so you don't get glitches like fire floating in midair & so on. |
I alredy fixed these zones for myself with S3D:http://img192.imageshack.us/img192/6...nshot001am.jpg
I also used new Hit points scheme, more compatible with my game version. Everything can be done through S3D:salute:. But hey, Iambecomelife! Once again thanks for Your work. Doing some fixes is always easier, than made all units from the begining, and Your ships are great and beatifull.:rock::rock::rock::rock:. |
Ive tried different thing several times and im lost.:damn:
Do i manually paste the entries in both english names and german names? Ive done both, CTD in museum. Do i remove the GWX entries before i paste the new ones? |
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Did you make sure to paste the names below the name of the last functional unit in your installation? I got CTD's on my install when I placed the names below the defunct GWX Merchant Fleet Mod entries. They must go before the unused entries in the file. You shouldn't need to remove the GWX entries - the game simply ignores them. |
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Im thinking trying to remove some of the ships talked in this thread, do i remove them from the .cfg entries only or their files in the Sea folder also? Other than this im lost what to try, i hope its something simple and people can laugh at me after, i just want them in my game.:arrgh!: |
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Progress update:
-Researched the possibility of using the stock armed trawler as a basis for small merchant ships & tankers. So far, the results are promising. -Corrected an error with the rigging of one of the large American freighters (designation L03A, large composite superstructure modern merchant). -Designed a Norwegian skin for the soon-to-be released large modern whale factory ship (designation W01B). |
Merchant Mod
What is critical to making this mod work is RAM. I have 2 megs and that is the minimum. I only have the british ships loaded and it workd fine. Any more and I get the kernal.dll loading crash. The ships are just awesome.
I look forward when I get my new rig to having at least 6 megs. Thank you for all of your work on this mod.:up: |
WELCOME ABOARD!:sunny:
2 MB? :o I hope you meant Gigs. |
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Try playing w/ an old 1gig machine:dead:....I gotta be very selective w/ my mods..I have not ever tried the merchant mod. She(my machine) can still run the game though:yep: |
Merchant Mod
You are right 2 gigs. My mind was still on a intense D/C. BE39 hiding under damaged Cam freighter with escorts circling 12/27/41. I have had this game since day one. Thanks to all the modders who have made it incredible. These ships models really add to the game.:yeah:
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