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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#361 |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
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Thank you h.sie and Magic1111. Every thing is fine for now.
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#362 | |
Silent Hunter
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01_GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 02_GWX - Captain America's Officer Icons 03_GWX - 16km Atmosphere 04_GWX - Enhanced Damage Effects 05_GWX - Late War Sensors Snorkel Antennas 06_GWX - No Medals on Crew 07_GWX - Open Hatch Mod 08_GWX - VIIC41 Player Sub 09_U-Boat Bases Map with New St Nazaire 10_WBNN Mission Orders 11_LifeBoats&Debris_v4 12_Rbs1_SH4_Effects_GWX_30_71 13_TMT v2 + ThomsensShips V4.2 14_Unofficial_rockets_fix_GWX3.0 15_German Cruiser fix 16_Visible U-Marker 17_RadioMsg V 0.1 18_Sub_ Image_MOD 19_Leitz Fernglas 20_Rapt0r's Uniforms V2.0 21_New Uboat Guns 1.2 22_Foam 256x256 23_Conus' Historically Accurate U-boat Emblems 1.3 24_Das Boot Sound MOD + Grammophone Lieder 25_Officer Faces 26_OLC's Modified Searchlight Beams for GWX3 27_Waterstream+Exhaust Combi V2.3 for GWX3 28_Waterstream+Exhaust Combi - Single Exhaust for TypeII 29_GWX_SH4StyleFlag_fullModel 30_SH4Style_flag_fastSpeed 31_SH4Style_flagS_midSpeed 32_GWX_DFa-Flag&Pens_2010 33_GWX - Rafael DSK GUI 34_h.sie's LLRT+SRM+LWS-Combimod V1.1 for GWX3 35_Seafloor SF V3 Final 36_GWX_Eigene_Änderungen 37_No continuous 'Ship spotted' V1.1 for GWX3+Rubinis RocketFix 38_FM30_UpDown_final+No continuous Ship spotted+Rocket Fix 39_WB's Deck Gun Range 40_WB's Decks Awash and Fuel Economy 41_Torpedo damage Final ver2.0 42_Q Ship mod GWX3.0 43_Rapt0r's DBSM Addon [FIX 1.4] 44_Rapt0r's Instruments V3.5 [Without Red Circle] 45_ENV_MEP1a-Normal-Nights 46_ENV_MEP2a-Dark-Nights 47_New_clearsky_clouds 48_Colored Hull Integrity Indicator 49_FM_NewInterior_V1.0 50_FM_NI_Fix_for_Anvart_FM30_UpDown 51_b25Wide_Camera_mit Settings von LSH 52_b25_SF@Grass_1024 53_WAC4.1 SubPen_animated_18.02.2010 54_Colored_Map 55_Combined SH3.SDL_Commands_Harbor 56_Frictions U-123 Blackhull IX 57_Urfischs_ModStrike 58_U-Boat III Alpha Version 59_SH3-Fix_SN_2_Stock 60_Torpedo explosion 61_Wac Animated Sub Pens interior start for GWX 62_Undersea_Mod_Reworked 63_LLRT2 64_Aces' Multimod compatability fix release v1.2 65_Kiel Map Detail 66_Neue Textur Minensucher 1935 67_Q Ship mod for GWX3 - Reloaded 68_TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships 69_Mine+UAW Netze by TP 70_BMW-R75 v.1 by TP 71_Aces' Super Pens v4 GWX3 Version 72_Torpedo_HAHD_1024_GWX But please note: When I use the patched SH3.exe from h.sie´s MOD (from this Thread) I must delete MOD # 63 (Little longer Repair Time from h.sie). Best regards, Magic |
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#363 |
Admiral
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hi magic,
yours is longer than mine (mod list) |
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#364 | |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
Uploads: 0
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#365 |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
Uploads: 0
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#366 |
Admiral
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regarding magics long list:
i strongly recommend not to use any "longer repair times" mods like h.sie's LLRT in conjunction with my patched exe. they are obsolete now. if i were you i would start with blank SH3+GWX and would install only those mods I really need - in order to prevent mod-salad. |
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#367 | |
Silent Hunter
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![]() Best regards, Magic |
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#368 | |
Stowaway
Posts: n/a
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Not releaseing full blown edited versions. There is no reason to have to spend even 1 minute to patch files by hand. A proper patch would do it automagically. And the 'Can of Worms' is not under my control. I think you took my post in the wrong lite. I'd think you know me well enuff by now to know I would not release full versions of said files. |
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#369 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
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#370 | |
Pacific Aces Dev Team
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__________________
One day I will return to sea ... |
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#371 |
Admiral
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So would it be a good idea to restrict the snorkeling speed to a certain value (about 5 knots)? (that would be easier than giving the snorkel a damage penalty when used for speed > 5kts.)
Should I try to consider wave height? if yes, I need details. Thanks, guys. Last edited by h.sie; 10-17-10 at 09:35 AM. |
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#372 | |
Pacific Aces Dev Team
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![]() Only problem is that we would be going flank for 5 knots then? Seems problematic due to fuel consumption, noise, etc. It must work with ahead 2/3 at most ![]()
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One day I will return to sea ... |
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#373 |
Admiral
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to be completely sure I didn't misunderstand you:
restricting speed (and fuel consumtion/noise accordingly) would do the job? |
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#374 |
Old Gang
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Dont worry about fuel consumption. No need to link snorkel damage to engine speed, just to SPEED.
Player will select whatever engine speed he wants, as long as the uboat total speed doesnt surpass 5kts.
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To each his own |
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#375 |
Old Gang
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There's one more thing that needs fixing, might be on the .exe.
Last patrol I was depth charged and they destroyed my tube 5, on my IXB. I had a torpedo inside that tube, so I ask the crew to unload it, so I could load it at tube 6, which was intact. The torpedo kept being reloaded back on tube 5, I couldnt switch to tube 6. Is that realistic? Or was it possible to make the switch?
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To each his own |
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