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Old 02-29-08, 01:51 PM   #1
FIREWALL
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Default Merchant and Sub hull Damage ?

I recall I used to be able to see the GUTS of merchant after torp attack. I also saw damage if I got dc'd.

I have torp damage final already installed.
I just see black smudges on both.

Anybody got a line on that mod ?

Btw I use GWX2. Thx
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Old 02-29-08, 02:40 PM   #2
FIREWALL
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Default

Quote:
Originally Posted by FIREWALL
I recall I used to be able to see the GUTS of merchant after torp attack. I also saw damage if I got dc'd.

I have torp damage final already installed.
I just see black smudges on both.

Anybody got a line on that mod ?

Btw I use GWX2. Thx
bump:
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Old 02-29-08, 03:15 PM   #3
iambecomelife
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Default

http://www.subsim.com/radioroom/show...hlight=torpedo
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Old 02-29-08, 04:49 PM   #4
Jimbuna
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If it's already installed (via JSGME I presume). When your next in port, uninstall, close JSGME, reinstall via JSME and close it again before use to allow the mod to 'bed in'.
This sometimes happens with the odd mod.
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Old 02-29-08, 04:55 PM   #5
FIREWALL
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Default

Thank's you both. At my age i guess i should know patience.

I just love to look at the damage i've done it gives me that jolt i need.

But i hate it when my beautiful boat gets hurt.
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Old 02-29-08, 05:04 PM   #6
Kpt, Otto
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Default works for me...

Seems to work for me.... I use GWX2.





Check to see that the file path is correct. sometimes the mods (example torpedo_damage_final.rar) folder holds another folder inside it named the same. Its that folder inside that should be dropped into JSGME and enabled.

Just a thought :hmm:
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Old 02-29-08, 05:13 PM   #7
Blacklight
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Default

It's so nice to see those big gaping holes in the sides of ships !!!

Those enemy ships should look like swiss cheese when we're done with them !
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Old 03-02-08, 04:17 PM   #8
sabretwo
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Default

Quote:
Originally Posted by jimbuna
If it's already installed (via JSGME I presume). When your next in port, uninstall, close JSGME, reinstall via JSME and close it again before use to allow the mod to 'bed in'.
This sometimes happens with the odd mod.
I had the same issue with it not activating mid-patrol. Rather than wait until I am in port, could I just create a new career, close in port before starting the patrol, close SH3 and then re-activate in JSGME. Will that work to embed the 'odd' mod?
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Old 03-02-08, 04:50 PM   #9
Kpt, Otto
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Mmm...

Quote:
Originally Posted by sabretwo
Quote:
Originally Posted by jimbuna
If it's already installed (via JSGME I presume). When your next in port, uninstall, close JSGME, reinstall via JSME and close it again before use to allow the mod to 'bed in'.
This sometimes happens with the odd mod.
I had the same issue with it not activating mid-patrol. Rather than wait until I am in port, could I just create a new career, close in port before starting the patrol, close SH3 and then re-activate in JSGME. Will that work to embed the 'odd' mod?

The mod only replaces two .tga files

data/Misc/Damage_metal_a.tga
data/Misc/Expl_mask01_a.tga

therefore you can install it mid patrol with no problems. Just check the file path. This is where most problems with installing mods occur.

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Old 03-03-08, 03:40 PM   #10
Jimbuna
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Default

Quote:
Originally Posted by sabretwo
Quote:
Originally Posted by jimbuna
If it's already installed (via JSGME I presume). When your next in port, uninstall, close JSGME, reinstall via JSME and close it again before use to allow the mod to 'bed in'.
This sometimes happens with the odd mod.
I had the same issue with it not activating mid-patrol. Rather than wait until I am in port, could I just create a new career, close in port before starting the patrol, close SH3 and then re-activate in JSGME. Will that work to embed the 'odd' mod?
That should be fine
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