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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Feb 2012
Location: Dumaguete City, Negros Oriental, Philippines
Posts: 129
Downloads: 68
Uploads: 3
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Yeah Im having trouble with some mods
TDW's FX mod and TDW IRAI In FX update theres no damage being done by fires and in IRAI I was surface and the enemy was just sitting there doing nothin and I was in the destroyers hydrophone path and it did'nt turn toward me need help heres the order of activated mods: Equipment_Upgrades_Fix_V1_4_by TheBeast -(greyed out by New UIs) NewUIs_TDC_6_9_0_ByTheDarkWraith stoianm crew abilities available mod compatible MO Trevally Automated Scripts v0.6 IRAI_0_0_30_ByTheDarkWraith FX_Update_0_0_19_ByTheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Seawolf Gunsub beta |
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#2 |
Sonar Guy
![]() Join Date: Sep 2010
Location: Switzerland
Posts: 388
Downloads: 86
Uploads: 0
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Change your order to:
IRAI_0_0_30_ByTheDarkWraith FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_9_0_ByTheDarkWraith Trevally Automated Scripts v0.6 TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Equipment_Upgrades_Fix_V1_4_by TheBeast (there is a patch and a hotfix for this one also) stoianm crew abilities available mod compatible MO --don't use this unless you are using the Magnum Opus Mod
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Von den 40'000 deutschen U-Boot-Männern des Zweiten Weltkrieges kehrten 30'000 nicht zurück... 40’000 German sailors served on U-boats during World War II – 30’000 never returned home... |
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#3 |
Machinist's Mate
![]() Join Date: Feb 2012
Location: Dumaguete City, Negros Oriental, Philippines
Posts: 129
Downloads: 68
Uploads: 3
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Thanks It's now working as it should
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#4 |
Swabbie
![]() Join Date: Sep 2010
Posts: 8
Downloads: 70
Uploads: 0
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Today (as everyday) I loaded the newest mod list from sober and realized that sometimes I have a problem with constant nights in scenarios I play (some Trevally's tutorials). E.g. it's dark outside at 13.00 in English Channel.
What can cause such problem? When I start scenario it is ok. It is like it wouldn't be another day after night.. ![]() |
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#5 | |
Ace of the deep .
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#6 |
Navy Seal
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Yes - I have noticed this too.
When the mission is made, the date and time can be set. This date and time is for the environment (what you see outside) Also, when you start a mission - you get the option to change the time (again this is what you see out side) So if a mission is made with a start time of 10am - the mission will load and everything will look ok - it will be 10am out side with daylight. You clock however will show 00:00 midnight. This is also what the mission thinks the time is. So if there is a time related event set to happen - it will only happen when the clock says it is time and not the environment. Im not sure, but I also think that the clock thinks it is 1/1/1940 at the start of every mission too. When I have made SM - I have kept this in mind. So for the d-day landings where timmed events happen - I have these off set so they happen when they are required. For the missions in the tutorials - I used TDWs commands that are based on time passing. So if I want a ship to appear - I have it set to do so ***mins into the game. This way it does show when I want it too. |
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