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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
XO
![]() Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
Downloads: 47
Uploads: 0
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Then everyone would be happy!! As said before, this a tremendous mod which adds enormously to my enjoyment of the game. ![]() ![]() |
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#47 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
Uploads: 0
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Thanks so much for this mod. I'm about to crank up SH3 . . . I'm still in the Western Approaches lurking around a merchant route. Please let me find one more merchant before I have to head home.
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#48 | |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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#49 |
Engineer
![]() Join Date: Apr 2005
Location: Shang Gri La
Posts: 219
Downloads: 61
Uploads: 0
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Wondered if there's a way to have either debris, fuel oil, smoke exiting from the damage holes?
Having some cadavers floating out might also be interesting much like the bodies blown in the air except modeled for water? |
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#50 | |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Austria
Posts: 1,074
Downloads: 0
Uploads: 0
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Oil would do it for me, and I think it should be possible, since the you can see how you loose oil with the u-boat when your fuel bunkers are destroyed. I don't know if he can do that tho, I mean doing textures might not be easy, especially with this quality and depth, but modding those "holes" to emmit smoke or oil is for sure pretty hard for a skinner. |
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#51 | |
Chief of the Boat
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#52 | |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
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If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
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#53 | |
Loader
![]() Join Date: Jun 2006
Posts: 86
Downloads: 0
Uploads: 0
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![]() Latest mod : Torpedo damage Final ver2.0 Download Link : http://www.subsim.com/radioroom/down...do=file&id=962
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#54 |
Chief of the Boat
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It sounds like the smoke
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#55 | ||
Loader
![]() Join Date: Jun 2006
Posts: 86
Downloads: 0
Uploads: 0
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Quote:
I sent your PM box. check Please !
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![]() Latest mod : Torpedo damage Final ver2.0 Download Link : http://www.subsim.com/radioroom/down...do=file&id=962
Last edited by Ocean Blue; 02-13-07 at 04:58 AM. |
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#56 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
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Yep, what smoke are u using ?
grz XIII
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If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
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#57 |
Lucky Jack
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Bump. Bumping this up because I believe Ocean Blue has more to come on this!
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#58 |
Chief of the Boat
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Any chance of a response to the forum rather than a PM :hmm:
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#59 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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It looks to me as the default GWX one:hmm: I could be wrong though:hmm:
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#60 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Well Im very interested in this mod, but looking at the proto type images I must confess I don't know to wait or what's going on. :hmm:
Btw; when I first started going through this thread then noticed the real images, I thought ok well the final (damage) images look big too, but if your not used to seeing this in the game then of course they would.
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