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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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Ill have to get Peabody to show me how as hes added one for the iowa
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#77 |
Seaman
![]() Join Date: Feb 2009
Location: Russia
Posts: 31
Downloads: 7
Uploads: 0
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Ok! A have one more question, how add this ship in Operation Monsun mod?
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#78 | |||||
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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Alternatively you can just wait for TSWSM to come out. ![]() |
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#79 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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Shameless plug ftw!
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#80 | |
Seaman
![]() Join Date: Feb 2009
Location: Russia
Posts: 31
Downloads: 7
Uploads: 0
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[QUOTE=DarkFish]You can do this by adding something like this to the ships upc file (Data\Submarine\Subname\Subname.upc):
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![]() Last edited by Alex_SoboL; 02-11-09 at 10:05 AM. |
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#81 |
Nub
![]() Join Date: Feb 2009
Posts: 3
Downloads: 3
Uploads: 0
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Sorry
Where i put these files in SH4 folder in way to play with Yamato? how can i run it. It is simple? Thanks ![]() |
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#82 | |
Seaman
![]() Join Date: Feb 2009
Location: Russia
Posts: 31
Downloads: 7
Uploads: 0
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__________________
«Jedem das Seine» |
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#83 |
Nub
![]() Join Date: Feb 2009
Posts: 3
Downloads: 3
Uploads: 0
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my thanks for the tip
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#84 |
Seaman
![]() Join Date: Aug 2007
Posts: 35
Downloads: 78
Uploads: 0
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Anyone have any idea's as to why my Radar will work on a quick mission, but It will not work in Campaign?
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#85 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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You have mail sir! For anyone else you just need to upgrade to the next radar up , cant quit eremember fug 16 or something and tht should sort it
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#86 |
Seaman
![]() Join Date: Aug 2007
Posts: 35
Downloads: 78
Uploads: 0
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PM sent about that other ship. Also, is there a way to get a fire to go out once it starts burning? Seems like once a ship is on fire its like that till the end of time.
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#87 |
Watch
![]() Join Date: Jan 2009
Location: My padded cell
Posts: 20
Downloads: 57
Uploads: 0
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Hiya! The yamato looks great and the main guns are awesome but I was wondering about all the port/starboard weapons. Are they all AA? I'm asking because none of them would fire on ships in the one mission I've done so far and there were no aircraft. It made for very slow firing and I had a hell of a time tracking destroyers circling around me. I've played the Bismark and that ship can throw a ton of lead. The side guns will take out destroyers before I can even train the main gun on them! I love the yamato and her 18's but it doen't seem to match up to the Bismark in terms of rate of fire and amount of fire it can throw into a broadside.
PS anybody ever try putting the cannon info from the yamato 18's onto the bismark? I would really like to see what the bismark would be like with 18 inch guns ![]() |
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#88 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
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Open the sim for the playable bismark main gun and paste this value into the node for the gun under ammo storage AP 0x184e4d13c98196cc. The gun will then be firing AP round for the yamato
__________________
http://www.gamefront.com/files/user/jmardlin |
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#89 |
Watch
![]() Join Date: Jan 2009
Location: My padded cell
Posts: 20
Downloads: 57
Uploads: 0
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Woohoo! Thanks alot! Time for some major commerce raiding
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#90 |
Watch
![]() Join Date: Jan 2009
Location: My padded cell
Posts: 20
Downloads: 57
Uploads: 0
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Hi all. Been having a blast trying out all the excellent BS mods but I have one very big problem. I can't repair any damage and my hull integrity gauge is always 000. This happens with all the mods I've tried, Graff Spee, Bismark, Yamato and Iowa so far.
Any ideas on what may be going on? I'm running SH4 with the uboat expansion v1.5 I also remove any mod before I try another one with JSGME to avoid any conflicts. Thanks for the help ![]() |
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