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Old 07-06-17, 08:36 PM   #8
LTJGBeam
Electrician's Mate
 
Join Date: Jan 2011
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Quote:
Originally Posted by Wiz33 View Post
Read the following in the 1.05b patchnote:

"Number of functional torpedo tubes no longer limited to 6"

Does that mean we'll see 8 tubes in the Seawolf
Thanks to Wiz33 for bringing this to my attention:

That means I've added Tubes 7 & 8 to the Seawolf for the 2004 Campaign and have uploaded the newest update to the 2004 Campaign MOD.

I also am using this update to improve the "look" of the Seawolf in the MOD.

Seawolf has a Sail forward and stubbier appearance as she is wider than the LA and shorter as well. Because of this I've changed to using the Narwhal as the base model since it has a Sail Forward design too. I also turned off the TB-16 Towed Array/support tube graphic and the WLR-9 on the model to gice her cleaner lines. Let me know what you think.

I've also squashed a few bugs that Jive Turkey has hit in his live streams (I think.) Files should now be completely in sync with 1.05b. I believe the "Flying Dutchman" Ship was caused because my campaign was written during the 1.03 - 1.04 time frame and a couple of files were out of sync. I have not been able to replicate the Flying Sub.

Weapons.txt being synced to 1.05b for example seems to have resolved a couple of glitches I had noticed. An example is you should no longer see a black screen behind the Kotlin Class in the Unit Reference. Syncing weapons.txt to 1.05b resolved that issue.

NOTE: IF YOU LOAD THIS CAMPAIGN MOD UPDATE AND ARE ALREADY PARTWAY THROUGH A CAMPAIGN, YOU WILL NEED TO START A NEW CAMPAIGN AND OVERWRITE YOUR EXISTING CAMPAIGN. IF YOU TRY TO LOAD USING A CAMPAIGN FROM THE OLDER VERSION, IT WILL FREEZE THE GAME. I HAVE VERIFIED THIS. SO YOU MAY WANT TO FINISH YOUR CURRENT PLAY-THRU IF YOU ARE REALLY FAR ALONG.

Here's an image of the new Seawolf:

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LTJG Beam

Last edited by LTJGBeam; 07-07-17 at 12:06 AM.
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