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-   -   **Mod Release** Longer Wakes (https://www.subsim.com/radioroom/showthread.php?t=104372)

Lanzfeld 03-16-07 10:52 AM

NVDRIFTER,

Did you ever find a fix for the "pivoting" wake from the sub. You said in another thread that you think that you had a fix?

Jimbuna 03-16-07 11:03 AM

Quote:

Originally Posted by Capt.Crackerjack
:up: D/L worked fine. Thanks for the help!

Glad to see your sorted matey...been away lately but was going to link you to megaupload...no need now...good hunting :arrgh!:

jimmie 03-22-07 12:30 AM

Hi,

Where can I find a generic version (not limited for GWX)? I looked in
http://hosted.filefront.com/aragorn155/ but found only GWX versions (both longer wake v1.0 and torpedo wakes v1.02).

Thanks,

jimmie 03-22-07 12:49 AM

ah, I think I kida figured out... so "Longer Wakes v1.0 for GWX" contains longer torpeode wake now and there's no non-GWX version. Ok, I'm going to try longer wake v1.0 now...

STEED 04-04-07 08:14 AM

I just downloaded the longer wakes v1.0 and longer torpedo wake v1.02 just checking these two work OK together and has there been any updated versions done?

Jimbuna 04-04-07 08:52 AM

Nope :nope:

Meridian 04-04-07 08:52 AM

I just looked at both and the Torpedo.dat file looks exactly the same in both mods. I may be wrong, but 1.02 could just be for people who only want the longer torpedo wakes and not the sub or ships.

Steppenwolf 04-04-07 09:17 AM

Meridian is right. The Longer Wakes v1.0 mod includes Longer Torpedo Wakes v1.02.

These are the latest versions of both.

STEED 04-04-07 10:02 AM

I see.

Cheers

WilhelmSchulz. 04-09-07 01:03 PM

Dose it work with Stock SHIII?

gabeeg 04-09-07 08:20 PM

Quote:

Originally Posted by WilhelmSchulz.
Dose it work with Stock SHIII?

Yes it does, I am using it on a heavily modded stock setup.

Jimbuna 04-10-07 04:05 AM

Quote:

Originally Posted by WilhelmSchulz.
Dose it work with Stock SHIII?

Yeah...it's fine :up:

3Jane 04-10-07 06:51 AM

This mod seems to work fine in my installation, however it seems to stop the 'torpedo_damage_final' mod from working and I just get the stock damage effects (sort of a burned looking patch with some scabbing). Is this just a coincidence or does the wakes mod interfere with the torpedo damage mod in some way. Is there any fix for this short of deactivating the wakes mod, I like the way that works.

Samwolf 04-10-07 07:48 AM

Quote:

Originally Posted by 3Jane
This mod seems to work fine in my installation, however it seems to stop the 'torpedo_damage_final' mod from working and I just get the stock damage effects (sort of a burned looking patch with some scabbing). Is this just a coincidence or does the wakes mod interfere with the torpedo damage mod in some way. Is there any fix for this short of deactivating the wakes mod, I like the way that works.

I'm using both Longer Torpedo Wakes and Damage Final with GWX 1.03 and both work fine.

Steppenwolf 04-10-07 09:47 AM

Quote:

Originally Posted by Samwolf
Quote:

Originally Posted by 3Jane
This mod seems to work fine in my installation, however it seems to stop the 'torpedo_damage_final' mod from working and I just get the stock damage effects (sort of a burned looking patch with some scabbing). Is this just a coincidence or does the wakes mod interfere with the torpedo damage mod in some way. Is there any fix for this short of deactivating the wakes mod, I like the way that works.

I'm using both Longer Torpedo Wakes and Damage Final with GWX 1.03 and both work fine.

Same here. No problems. The two mods have no files in common, so there should be no reason they would conflict.

The Torpedo Final Damage mod only consists of two files in the \SilentHunterIII\data\Misc folder.
The size of Damage_metal_a.tga in 1.03 is about 1025k, in the mod its about 5k.
The size of Expl_mask01_a.tga in 1.03 is about 9k, in the mod its about 175k.

Try looking in that folder in your SilentHunterIII installation, and using the above sizes, to verify that the mod files have actually been applied. Only other thing I can think of is the usual, did you apply the mod while in port question (since modding things at sea sometimes gives odd results).


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