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Old 08-22-10, 07:49 AM   #136
Plissken_04
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Originally Posted by Chevelless View Post
Thanks a lot MAN~i got necessary file from your share=)

no problem,mate


So Long

Maik
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Old 08-28-10, 08:54 PM   #137
JScones
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Originally Posted by rik007 View Post
During campaigning the game is stuck in the Atlantic scenary. This means you can sail where ever you want but you will always see the Atlantic sea. There for in this mod I included several variants. When you are campaigning in the Mediterranean you can activate the Mediterranean mod with JSGME so you then have the Mediterranean sea in the campaign. Same with the artic.

Just fyi, this is not a problem for SH3Cmdr users as SH3Cmdr automatically "forces" SH3 to use the correct env set based on where the player is operating. Thus an SH3Cmdr user can simply enable all three env sets in one go through JSGME and forget, relying solely on SH3Cmdr to manage which set to use when.

Nice looking mod, btw.
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Old 08-28-10, 09:34 PM   #138
frau kaleun
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Originally Posted by JScones View Post
Just fyi, this is not a problem for SH3Cmdr users as SH3Cmdr automatically "forces" SH3 to use the correct env set based on where the player is operating. Thus an SH3Cmdr user can simply enable all three env sets in one go through JSGME and forget, relying solely on SH3Cmdr to manage which set to use when.
For reals? How does that work exactly, is there anything that one needs to select or deselect in Commander's options, or set up there in some other way? I've yet to play outside the North Atlantic, didn't know Commander would automatically adjust to area of operation as well as date. Just another reason to love it.
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Old 08-28-10, 10:24 PM   #139
JScones
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Originally Posted by frau kaleun View Post
For reals? How does that work exactly, is there anything that one needs to select or deselect in Commander's options, or set up there in some other way? I've yet to play outside the North Atlantic, didn't know Commander would automatically adjust to area of operation as well as date. Just another reason to love it.
It's forced automatically based on your flotilla. It's not an option because in essence it is a "bug fix". It's not perfect; due to game limitations if you start a patrol with Atlantic water you will end it with Atlantic water, even if you cross into the Med, but there's no way around that.

From the user guide...
Quote:
General Mod Inclusions
...
• Fix which forces correct Mediterranean water textures when playing career in 29 Flotilla
– concept by Marhkimov.
When undertaking careers in 29 Flotilla it is recommended that you disable the 'Adjust water density' option, or initially change the setting to 8 and adjust *up* from there to your liking. This is to cater for the lighter Mediterranean water textures.
• Fix which forces correct Arctic water textures when playing career in 11 Flotilla.
...
Similarly, you can use SH3Cmdr to automatically apply the Luftwaffe Skin Pack or the VIIC/41 GWX optional mods, rather than having to remember to manually enable through JSGME.
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Old 08-28-10, 11:41 PM   #140
frau kaleun
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So could you just copy the data folders from the different "regional" versions of SH5 Water into the appropriate Flotilla folders in Commander and work it that way?

Quote:
It's not perfect; due to game limitations if you start a patrol with Atlantic water you will end it with Atlantic water, even if you cross into the Med, but there's no way around that.
Well I guess it would be the same if you were changing stuff like that manually with enviro mods - you'd still have to wait until you got to the new area of operations and docked there before you could switch from one to another. But Commander can save you the gruntwork.

Regarding the GWX VIIC/41 mod, do I put that data folder in the appropriate Uboat folder in Commander, and then Commander puts those files in the game only if choose that type uboat? Works like that for skins too I bet?

Sorry so many questions (and as always thanks for your patience). Like others have said before it always feels like I've barely scratched the surface in terms of what Commander can do and it's exciting to realize yet another possibility even if it's already old hat to most people.
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Old 08-29-10, 12:32 AM   #141
JScones
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Originally Posted by frau kaleun View Post
So could you just copy the data folders from the different "regional" versions of SH5 Water into the appropriate Flotilla folders in Commander and work it that way?
Nup. Just merge the existing three separate mods into one mod (but check with Rik first as it's quite possible that this is already done in the "default" Atlantic folder) and enable via JSGME. Then forget about it. You would only add files to the Flotilla folder if each separate mod had files with the same name but with different content. This won't be the case for the EnvColors and SkyColors files as they have unique suffixes. It doesn't appear to be the case with scene.dat or the Misc folder files either, but you'll need to check with Rik to be sure. If they don't differ, then just copy a set into your merged mod (if, as I mentioned before, you even need to do this). If they do differ, then copy the Atlantic set into your merged mod and copy the other sets into the appropriate Flotilla folder (906=Arctic or 907=Med).

Quote:
Originally Posted by frau kaleun View Post
Regarding the GWX VIIC/41 mod, do I put that data folder in the appropriate Uboat folder in Commander, and then Commander puts those files in the game only if choose that type uboat? Works like that for skins too I bet?
Yes, move the mod and skins into your \SH3 Commander\U-boat\VIIC41\ folder.

Quote:
Originally Posted by frau kaleun View Post
Sorry so many questions (and as always thanks for your patience). Like others have said before it always feels like I've barely scratched the surface in terms of what Commander can do and it's exciting to realize yet another possibility even if it's already old hat to most people.
A few people have scratched a little deeper and have realised that there's a whole new world underneath the surface, but yeah, most people just "click the tick" and think no more about it.

Last edited by JScones; 08-29-10 at 12:54 AM.
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Old 08-29-10, 10:35 AM   #142
frau kaleun
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Originally Posted by JScones View Post
Nup. Just merge the existing three separate mods into one mod (but check with Rik first as it's quite possible that this is already done in the "default" Atlantic folder) and enable via JSGME. Then forget about it. You would only add files to the Flotilla folder if each separate mod had files with the same name but with different content.
That's what I was wondering about, so I'll have to investigate further when I'm ready to try this out.

Quote:
A few people have scratched a little deeper and have realised that there's a whole new world underneath the surface, but yeah, most people just "click the tick" and think no more about it.
I'm still getting over my initial excitement about using the 'static settings.cfg' file.

Being able to put some "must have" mods into various Flotilla or Uboat folders and then letting Commander tell the game when to use which ones, instead of having to remember to switch them in and out myself - that's awesome.
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Old 08-29-10, 11:08 AM   #143
HW3
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I love the date function. It allows me to have the ship skins from the MFM 3.2 switched on the correct dates automatically without me having to do anything after the initial setup. It is great for anything that needs to be changed by dates.
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Old 07-24-11, 05:29 AM   #144
chrysanthos
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i notice some flickering and flashing in the sea textures too....how can we fix that ?
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Old 07-24-11, 09:23 AM   #145
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Originally Posted by chrysanthos View Post
i notice some flickering and flashing in the sea textures too....how can we fix that ?
Flickering and flashing of the sea textures can be fixed by increasing the Anti Aliasing and Anisotropic Filtering in the driver setting for your graphic card
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Old 08-25-11, 06:34 PM   #146
Lucky07
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I request ur permision for add ur mod to mine ,in this link
http://www.subsim.com/radioroom/showthread.php?t=187114
thx u man for make this increidible mod
Operation Ursula Campaing Megamod
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Old 08-26-11, 06:48 AM   #147
rik007
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Originally Posted by Lucky07 View Post
I request ur permision for add ur mod to mine ,in this link
http://www.subsim.com/radioroom/showthread.php?t=187114
thx u man for make this increidible mod
Operation Ursula Campaing Megamod
You can use this mod in your mod: please notice the courtesy.

Please notice there is also an update of this mod you may consider:

http://www.subsim.com/radioroom/showthread.php?t=185646

Looking forward to download the Operation Ursula Campaign.

Rik007
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Old 08-26-11, 03:10 PM   #148
Lucky07
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this one no ???
thx u for ur permision
V10: http://www.mediafire.com/file/scynyg...mate%20V10.zip


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Old 08-27-11, 06:49 AM   #149
rik007
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Originally Posted by Lucky07 View Post
this one no ???
thx u for ur permision
V10: http://www.mediafire.com/file/scynyg...mate%20V10.zip

Yep that's the one. Give it a try to check if you like it.
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