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Old 01-30-08, 08:17 AM   #61
robbierob2005
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Quote:
Originally Posted by Philipp_Thomsen
Yes it can be done.

But first let me finish modelling the engines and torpedo rooms for the uboats.
I don't know what to say!
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Old 01-30-08, 09:53 AM   #62
gimpy117
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Quote:
Originally Posted by dcb
Quote:
Originally Posted by Philipp_Thomsen
Im now officially working with tomi and is this works out, the torpedo/engine rooms will come out for those super-polygon uboats he's doing...
Then why didn't Tomi announce anything about this new and spectacular collaboration in his thread? Screenshots, anyone?
I think the whole thing is a joke.
you better not be joking us! if this is an april fools prank your really rotten!
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Old 01-30-08, 10:07 AM   #63
Philipp_Thomsen
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Nope, Im not freaking joking...

And since you guys love so much the longer repair times, how about a version 2.0 of my mod WITH longer repair times? Anyone interested?
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Old 01-30-08, 10:18 AM   #64
Vader 1
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how about a screen shot of the torpedo or engine room...even if it rough or in early stages thats would be great..

Vader
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Old 01-30-08, 10:43 AM   #65
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Quote:
Originally Posted by Vader 1
how about a screen shot of the torpedo or engine room...even if it rough or in early stages thats would be great..

Vader
yeah in centerfold style....oh yeah look at the size of that diesel!!
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Old 01-30-08, 11:54 AM   #66
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Quote:
Originally Posted by Philipp_Thomsen
Nope, Im not freaking joking...

And since you guys love so much the longer repair times, how about a version 2.0 of my mod WITH longer repair times? Anyone interested?
Philipp,

You will either become our star-modder or you will end down the drain. I surely hope it is the first

Rik
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Old 01-30-08, 01:22 PM   #67
Canovaro
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Quote:
Originally Posted by gimpy117
Quote:
Originally Posted by Vader 1
how about a screen shot of the torpedo or engine room...even if it rough or in early stages thats would be great..

Vader
yeah in centerfold style....oh yeah look at the size of that diesel!!
you naughty boy
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Old 01-30-08, 08:02 PM   #68
gimpy117
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ok im waiting for the pics......
i want to be able to imagine the eventual glory now!!
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Old 01-30-08, 10:39 PM   #69
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Quote:
Originally Posted by pino69
Hello,

Does anyone know if the LRT 1.35 from Nvdrifter is GWX2 compatible ?

Thanx 4 the reply
It seems to work ok but only the light version. No need to worry about the OLC-Gui patch for the Lite LRT. Grab LRT 1.35Lite at the link under sig. LRT Full is also there for download. I to would like to reverse engineer it for GWX 2.0 but some of it is just above my current mod tweak knowledge & R/L time is busy...

@ Phillip Thomson

LRT seems to be a bit more involved than a few tweaks!

A word of learning LRT disables the Long Range gunnery mod in GWX or the laser accuracy gun effect ?
From memory of reading old posts this why the LRT type deal was not implemented in GWX 2.0. I could be mistaken...but good luck with your efforts but for now ill stick with LRT Lite

Last edited by Badger Finn; 01-31-08 at 12:01 AM.
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Old 01-31-08, 06:49 AM   #70
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To Badger Finn,

I saw that LRT impacts the crew management (efficiency bars in compartiment rooms are gone, fatigue management is no longer stopped by TC > 64, no more "not enough crew" in a compartiment when everybody is over-tired...).
Do you know what is the impact of tired crew on the sub drive now ? Does it means that a tired crew in a compartiment drops its efficiency ? If yes, in which way this drop is manned by the game ? Or does it means I don't have to worry about crew fatigue but for repairefficiency ?

thanx 4 the reply.
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Old 01-31-08, 09:38 AM   #71
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Quote:
Originally Posted by pino69
To Badger Finn,

I saw that LRT impacts the crew management (efficiency bars in compartiment rooms are gone, fatigue management is no longer stopped by TC > 64, no more "not enough crew" in a compartiment when everybody is over-tired...).
Do you know what is the impact of tired crew on the sub drive now ? Does it means that a tired crew in a compartiment drops its efficiency ? If yes, in which way this drop is manned by the game ? Or does it means I don't have to worry about crew fatigue but for repairefficiency ?

thanx 4 the reply.
Hi pino69

About LRT mod...IIRC the unique side effect yet present on LRT mod is the efficiency bars, all the others that you wrote above are soved in the mod.

Note that LRT mod really makes your Medic an important guy and also is absolutelly crucial to have very good skilled crew (to make the repair a bit fast on the now more frequent Das boot moments where sometimes just one more minute is the difference between survive or death). Also the number of guys in your crew now is very much important due the same situation above...and apart these very good new strategic levels of the crew management, LRT mod also have a lot of others big or small additions that opens a lot of new possibilities for SH3.

In this scenario I can leave without the efficiency bars without doubt.

And good lock with your new mod Phillip. If you achieve it this will be a very big new for SH3 players!
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Old 01-31-08, 04:44 PM   #72
Badger Finn
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by pino69
To Badger Finn,

I saw that LRT impacts the crew management (efficiency bars in compartiment rooms are gone, fatigue management is no longer stopped by TC > 64, no more "not enough crew" in a compartiment when everybody is over-tired...).
Do you know what is the impact of tired crew on the sub drive now ? Does it means that a tired crew in a compartiment drops its efficiency ? If yes, in which way this drop is manned by the game ? Or does it means I don't have to worry about crew fatigue but for repairefficiency ?

thanx 4 the reply.
Hi pino69

About LRT mod...IIRC the unique side effect yet present on LRT mod is the efficiency bars, all the others that you wrote above are soved in the mod.

Note that LRT mod really makes your Medic an important guy and also is absolutelly crucial to have very good skilled crew (to make the repair a bit fast on the now more frequent Das boot moments where sometimes just one more minute is the difference between survive or death). Also the number of guys in your crew now is very much important due the same situation above...and apart these very good new strategic levels of the crew management, LRT mod also have a lot of others big or small additions that opens a lot of new possibilities for SH3.

In this scenario I can leave without the efficiency bars without doubt.

And good lock with your new mod Phillip. If you achieve it this will be a very big new for SH3 players!
Yep I agree with Rubini 100%



The LITE LRT dosnt give all the easter eggs of the FULL and HARD version

But the LITE works with GWX 2.0 with out JGSM conflicts when loaded.

Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me or the lack of a Green bar in crew management area.

Yep a medic is a must and crew management really does liven up in those Das Boot moments gettin pounded and then can we fix this in time...Great fun and imersion value IMO

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Old 02-02-08, 07:52 PM   #73
gimpy117
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pics of the rooms???!!
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Old 02-03-08, 01:29 PM   #74
robbierob2005
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Please Phillip. Some pics please
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Old 02-03-08, 01:51 PM   #75
sergbuto
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Quote:
Originally Posted by Badger Finn
Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me
Yes, you can be sure that a battleship won't be shelling at your single sub (?!) from over the horizon.
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