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-   -   Merchant and Sub hull Damage ? (https://www.subsim.com/radioroom/showthread.php?t=131939)

FIREWALL 02-29-08 01:51 PM

Merchant and Sub hull Damage ?
 
I recall I used to be able to see the GUTS of merchant after torp attack. I also saw damage if I got dc'd.

I have torp damage final already installed.
I just see black smudges on both.

Anybody got a line on that mod ?

Btw I use GWX2. Thx

FIREWALL 02-29-08 02:40 PM

Quote:

Originally Posted by FIREWALL
I recall I used to be able to see the GUTS of merchant after torp attack. I also saw damage if I got dc'd.

I have torp damage final already installed.
I just see black smudges on both.

Anybody got a line on that mod ?

Btw I use GWX2. Thx

bump:

iambecomelife 02-29-08 03:15 PM

http://www.subsim.com/radioroom/show...hlight=torpedo

Jimbuna 02-29-08 04:49 PM

If it's already installed (via JSGME I presume). When your next in port, uninstall, close JSGME, reinstall via JSME and close it again before use to allow the mod to 'bed in'.
This sometimes happens with the odd mod.

FIREWALL 02-29-08 04:55 PM

Thank's you both. At my age i guess i should know patience.

I just love to look at the damage i've done it gives me that jolt i need.:D

But i hate it when my beautiful boat gets hurt.:arrgh!:

Kpt, Otto 02-29-08 05:04 PM

works for me...
 
Seems to work for me.... I use GWX2.

http://freespace.virgin.net/david.gr...1207_p2p86.jpg



Check to see that the file path is correct. sometimes the mods (example torpedo_damage_final.rar) folder holds another folder inside it named the same. Its that folder inside that should be dropped into JSGME and enabled.

Just a thought :hmm:

Blacklight 02-29-08 05:13 PM

It's so nice to see those big gaping holes in the sides of ships !!! :up:

Those enemy ships should look like swiss cheese when we're done with them ! :rock:

Jimbuna 02-29-08 05:32 PM

The only down side for some people is that the damage shown on a submarine is disproportionate to that shown on a ships hull.

Philipp_Thomsen 02-29-08 07:22 PM

Quote:

Originally Posted by jimbuna
The only down side for some people is that the damage shown on a submarine is disproportionate to that shown on a ships hull.

But we shouldn't be taking damage on the uboat on the first place, while the damage on the merchants are a constant everyday scene. :up:

Jimbuna 03-01-08 10:51 AM

Quote:

Originally Posted by Philipp_Thomsen
Quote:

Originally Posted by jimbuna
The only down side for some people is that the damage shown on a submarine is disproportionate to that shown on a ships hull.

But we shouldn't be taking damage on the uboat on the first place, while the damage on the merchants are a constant everyday scene. :up:

Correct.....and that is the trade off....you seldom see a damaged sub....till it's too late http://www.psionguild.org/forums/ima...bubblegum2.gif

Philipp_Thomsen 03-01-08 06:39 PM

Quote:

Originally Posted by jimbuna
Quote:

Originally Posted by Philipp_Thomsen
Quote:

Originally Posted by jimbuna
The only down side for some people is that the damage shown on a submarine is disproportionate to that shown on a ships hull.

But we shouldn't be taking damage on the uboat on the first place, while the damage on the merchants are a constant everyday scene. :up:

Correct.....and that is the trade off....you seldom see a damaged sub....till it's too late http://www.psionguild.org/forums/ima...bubblegum2.gif

:rotfl: Exactly...

Actually, most of the time you dont even have the time to see the damaged boat... http://www.psionguild.org/forums/ima...bubblegum2.gif

sabretwo 03-02-08 04:17 PM

Quote:

Originally Posted by jimbuna
If it's already installed (via JSGME I presume). When your next in port, uninstall, close JSGME, reinstall via JSME and close it again before use to allow the mod to 'bed in'.
This sometimes happens with the odd mod.

I had the same issue with it not activating mid-patrol. Rather than wait until I am in port, could I just create a new career, close in port before starting the patrol, close SH3 and then re-activate in JSGME. Will that work to embed the 'odd' mod?

Kpt, Otto 03-02-08 04:50 PM

Mmm...
 
Quote:

Originally Posted by sabretwo
Quote:

Originally Posted by jimbuna
If it's already installed (via JSGME I presume). When your next in port, uninstall, close JSGME, reinstall via JSME and close it again before use to allow the mod to 'bed in'.
This sometimes happens with the odd mod.

I had the same issue with it not activating mid-patrol. Rather than wait until I am in port, could I just create a new career, close in port before starting the patrol, close SH3 and then re-activate in JSGME. Will that work to embed the 'odd' mod?


The mod only replaces two .tga files

data/Misc/Damage_metal_a.tga
data/Misc/Expl_mask01_a.tga

therefore you can install it mid patrol with no problems. Just check the file path. This is where most problems with installing mods occur.

:up:

Jimbuna 03-03-08 03:40 PM

Quote:

Originally Posted by sabretwo
Quote:

Originally Posted by jimbuna
If it's already installed (via JSGME I presume). When your next in port, uninstall, close JSGME, reinstall via JSME and close it again before use to allow the mod to 'bed in'.
This sometimes happens with the odd mod.

I had the same issue with it not activating mid-patrol. Rather than wait until I am in port, could I just create a new career, close in port before starting the patrol, close SH3 and then re-activate in JSGME. Will that work to embed the 'odd' mod?

That should be fine http://www.psionguild.org/forums/ima...s/thumbsup.gif


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