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Old 05-06-14, 03:34 AM   #1
markdenny
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Default How do you know if its working

How can you tell if a download is working ? It just that im running Dynamic Enviroment 2.9 im in Wilhelmshaven harbour and the water is a clear light blue colour not very true to life, is it supposed to be like that or not.

Thanks

Mark
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Old 05-06-14, 04:40 AM   #2
gap
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Quote:
Originally Posted by markdenny View Post
How can you tell if a download is working ? It just that im running Dynamic Enviroment 2.9 im in Wilhelmshaven harbour and the water is a clear light blue colour not very true to life, is it supposed to be like that or not.

Thanks

Mark
Besides the main mod, which ones of the DynEnv submods have you enabled?
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Old 05-06-14, 06:05 AM   #3
Defiance
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This i guess is what a lot of jsgme new users might find easier to grasp

When jsgme is opened (assuming you let it install 'MODS' default named folder) that 'mods' folder you've placed all mods in is like a holding tank of all mods you can use

Whatever you see on the left side is that holding tank, when applied/used the mod/mods go from holding (left) to installed/enabled (right side)

So eg : you dl a winzip/rar etc, you unzip/rar (using extractor for it of course) copy/move folder of mod to that holding tank (mods folder in game direc)

So when you open jsgme just send (enable) left side to right, once on the right, whenever you run the sim, those right sided mods will run as they are 'enabled'

Check eg : on unrarring etc check the unrarred folders name .......

I have had some mods i dl/unrar/copy extract to mods folder, only to find they were like this ...........

Rarfile (for eg) called Mullet, extracted to see Mullet folder, but without checking the next folder was also called Mullet, so when enabled in jsgme nothing in it worked

Reason being, imagine jsgme as a layercake, 1st layer is main folder with a name eg : Mullet, second layer should contain the actual parts that jsgme sends into the games data or alike (whatever the mod mods) just check after the initial folder it's not named twice etc

Hope that makes sense

The exceptions are for eg : NewUI's by TDW, once extracted you get a main folder, but in there is a folder called MODS, it's in this folder the seperate mods are that you get to choose from and copy/move to the jsgme mods holding tank

In other words, if you're not sure a mods working as it should just check the structure of said mod
eg :
Mod folder name/data/blah blah blah
Not Mod folder name/another name or same/data/blah blah blah

Hopefully it all makes sense, sometimes it's easy to miss the obvious and go the longway round trying to find mod errors when it's a simple thing overlooked
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Old 05-06-14, 09:02 AM   #4
markdenny
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Thanks for the replies i have the dynamic enviro main mod,ambient settings darker nights no murky waters, main mod low resolution patch, sea floor high resolution and sleet for winter campaigns.

Mark
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Old 05-06-14, 06:27 PM   #5
THEBERBSTER
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Link to my SH5 post:

STEP BY STEP TUTORIALS & HOW TO DO IT

http://www.subsim.com/radioroom/showthread.php?t=211804
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Old 05-06-14, 07:30 PM   #6
gap
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Quote:
Originally Posted by markdenny View Post
Thanks for the replies i have the dynamic enviro main mod,ambient settings darker nights no murky waters, main mod low resolution patch, sea floor high resolution and sleet for winter campaigns.

Mark
Replace the 'darker nights, no murky water' Ambient Settings submod with the one named 'darker nights' (without the 'no murky waters' part), and the seas around Wilhelmshaven will turn to a shade of green-grey, probably more realistic for that area
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Old 05-07-14, 12:53 AM   #7
markdenny
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Thanks Gap yep that's worked all's well at sea again

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