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#286 |
Engineer
![]() Join Date: Aug 2007
Posts: 205
Downloads: 7
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I've been waiting to get back into port to try this fabulous mod. I d/l'ed it and placed it into my GWX 2.0 Mods folder. When I went to enable it in JSGME, I got the following message:
"NSS_Uboat7c.dat" has already been altered by the "GWX - VIIC41 Player Sub" mod. Folder "data\Textures\TNormal\tex" has already been added by the "GWX - VIIC41 Player Sub" mod." I understand the beauty of JSGME compatibility is being able to enable/disable mods, but will enabling the waterstream mod overwrite the other affected mods in such a way as to make them not work correctly if I have to disable waterstream?
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#287 | |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
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#288 | |
Old Gang
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To each his own |
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#289 | |
Old Gang
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Post here a screenshot of your enabled mods for study. And tell us for any incompatibility issues that JSGME might report. ![]()
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To each his own |
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#290 | |
Engineer
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Posts: 205
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#291 |
Sparky
![]() Join Date: Mar 2007
Posts: 158
Downloads: 0
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Solution found for the problem raised in post #188.
Did a clean install, updated to SHIV Scene 2.6 and WaterStreams v3. Same result, still shadows behind the sub about every 5 or 10 second when looking from low angles. Same result btw. in a clean, original SHIII install. Then tried to reduce/disable AA, AF etc. but still no change. Last attempt was to enable tripple-buffering and enable vertical sync in SHIII and that did it! Went back to full AA, AF etc. and everything looks fine ![]() Still sometimes see a shadow behind the boat, but it's very rare and very, very little. No longer an issue ![]() Love V3 btw.! ![]() ![]() Oh! and @Reece: solved the green halo too! ![]() Back to patrol. Happy Hunting!
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#292 |
Ocean Warrior
![]() Join Date: Apr 2007
Location: in my sub
Posts: 2,741
Downloads: 47
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whats that AA AF ? :hmm:
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#293 | |
Sparky
![]() Join Date: Mar 2007
Posts: 158
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![]() Can't live without them ![]() FYI, my settings from nVidea's nPanel: AF: 16x Gamma correction: off AA mode: override app. AA: 16xQ AA transparency: supersampling Text. clamp: use hardware (testing atm) Ext. limit: off Force mipmap: triliniar Negative LOD bias: clamp Texture filtering: High quality Triple buffering: on Vertical sync: use 3D app.
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#294 |
Watch
![]() Join Date: Sep 2006
Posts: 30
Downloads: 43
Uploads: 0
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Hello sialors !
"Sehr schon mod!" But what combinate this mod with racerby´s exhaust mod ???? (P.S. sorry for my poor english ![]() |
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#295 | ||
Helmsman
![]() Join Date: Jan 2008
Posts: 101
Downloads: 21
Uploads: 0
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Yes I use JSGME for all the mods Nope ... did not get any JSGME message during enabling. It looks like JSGME enables the mod with no problem but the mod does not come into the game, no water stream, whatever the sub type The list of the mods is quite long so I have to find a way to show them to you and Philip who asked me the same question. Just one stupid question: Does this Rubini's mod work only when Rubini's Exhaust mod is enabled cause I do not have this one ? Thx guys for your help in this matter Barbac |
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#296 | |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
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1. Read back through the thread first, there may be something about a conflict, altho JSGME would have told you if there was one. 2. If you dn't find anything, disable all mods and enable this mod to see if it works by itself. Then disable and re-enable your other mods one by one, but enabling this mod on top each time to see if it's ok. That might be pretty time-consuming depending on how many other mods you run, but best i can think of. You'll load faster for testing if you use a dummy or empty campaign folder (back up your existing campaign folder first). If you search the forum, you should find an empty_campaign mod. Enable it with JSGME, which will itself also backup your existing campaign folders (but make a separate backup to be sure). That will let you start up faster, 'cause it won't have to load full campaign files. Then try the mods to see if they work. If you do that, don't start up via SH3 Commander if you're using that, just start via the regular sh3 icon. After you're done testing, disable all mods and also the empty campaign mod, then you'll have your normal campaign files back ... then re-enable mods. No, you dont need the exhaust mod to run this one. Hope that helps, but I'm no expert, someone will jump in for sure. edit: I'm not finding empty_campaign, I've put it up ... you can get it here ... http://hosted.filefront.com/bert8for3/ .
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![]() Last edited by bert8for3; 04-05-08 at 02:31 PM. |
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#297 |
Chief
![]() Join Date: Jan 2008
Posts: 328
Downloads: 45
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Gr8 work
I trayed in game and it just amezing. Fantastic work Rubini. Definitly the must have mod.
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#298 | ||
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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#299 |
Engineer
![]() Join Date: Aug 2007
Posts: 205
Downloads: 7
Uploads: 0
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Just finished a patrol with the waterstream mod enabled. At first I was wondering if I was having a problem because I didn't see any water draining from the limber holes. However, the North Sea was unusually calm for January and I wasn't taking any water over the holes. I remember reading Rubini had found the switch, therefore water shouldn't be draining unless waves were flooding the holes. Eventually, I got the 15m/s weather that's all too common for that part of the world in January, then I broke into a smile when the water washing over the limber holes was rushing out at as the boat porpoised through the heavy waves.
Outstanding work, Rubini! Thanks for all you and the rest of the modding community do to make this fine, aging sim remain on the sharp edge. ![]()
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#300 | |
XO
![]() Join Date: Sep 2006
Location: Berlin, Germany
Posts: 408
Downloads: 124
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~^~ War does not determine who is right - only who is left. ~^~ |
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