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Old 02-09-09, 12:07 PM   #541
Awful Smutje
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Thanks a lot!!!

You've just got a happy Smutje!!!


EDIT: Will this work with evan82's XXI Waterstreams, too?
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Fette Beute und immer eine Handbreit Wasser unter dem Kiel!

Last edited by Awful Smutje; 02-09-09 at 12:27 PM.
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Old 02-09-09, 12:39 PM   #542
Rubini
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Quote:
Originally Posted by Awful Smutje
Thanks a lot!!!

You've just got a happy Smutje!!!


EDIT: Will this work with evan82's XXI Waterstreams, too?
Yes.
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Old 02-09-09, 01:02 PM   #543
Awful Smutje
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I just did a fast test: It works wonderful! Haven't tried all boats, but I think it's just fine, because JSGME didn't complained.

Thanks again! This mod is a must have!
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Old 02-09-09, 08:31 PM   #544
evan82
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Join Date: Oct 2008
Location: Poland
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Awful Smutje
Thanks a lot!!!

You've just got a happy Smutje!!!


EDIT: Will this work with evan82's XXI Waterstreams, too?
Yes.
Hi! I also checked Your file Rubini. I was curious. The Id are the same. It looks like the Uboat DAT file can automaticaly find correct materials DAT file. Something simmilar like additional files for guns? If I think correct?
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Old 02-09-09, 10:11 PM   #545
Rubini
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Quote:
Originally Posted by evan82
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Awful Smutje
Thanks a lot!!!

You've just got a happy Smutje!!!


EDIT: Will this work with evan82's XXI Waterstreams, too?
Yes.
Hi! I also checked Your file Rubini. I was curious. The Id are the same. It looks like the Uboat DAT file can automaticaly find correct materials DAT file. Something simmilar like additional files for guns? If I think correct?
The game reads all the .dat info that you put on library folder, the name isn´t important but it´s .dat structure, this is why you can build new files like I did in this case or for lifeboats, etc (more skilled modders already made this even before s3d).
Anyhow, pay attention, in some others folders than the library you really need to put new info on old .dats, the game will not ready new files. Others places have yet another rules, like ships/subs/airplanes folders, etc...there you can put new info at .dat or .val (i never tested new general node infos at .zon or .sim)
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Old 02-10-09, 07:28 AM   #546
evan82
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Join Date: Oct 2008
Location: Poland
Posts: 555
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by evan82
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Awful Smutje
Thanks a lot!!!

You've just got a happy Smutje!!!


EDIT: Will this work with evan82's XXI Waterstreams, too?
Yes.
Hi! I also checked Your file Rubini. I was curious. The Id are the same. It looks like the Uboat DAT file can automaticaly find correct materials DAT file. Something simmilar like additional files for guns? If I think correct?
The game reads all the .dat info that you put on library folder, the name isn´t important but it´s .dat structure, this is why you can build new files like I did in this case or for lifeboats, etc (more skilled modders already made this even before s3d).
Anyhow, pay attention, in some others folders than the library you really need to put new info on old .dats, the game will not ready new files. Others places have yet another rules, like ships/subs/airplanes folders, etc...there you can put new info at .dat or .val (i never tested new general node infos at .zon or .sim)
Thank You Rubini for Your reply. Well. About 70% of my knowledge and little skills I know from this forum. Thanks for Your help
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Old 03-15-09, 06:19 PM   #547
Slick Rick
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Rubini....there is something wrong with the link to your Dat file for the waterstream....it says it is invalid....can you fix this also??
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Old 03-15-09, 06:38 PM   #548
Rubini
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Quote:
Originally Posted by Slick Rick
Rubini....there is something wrong with the link to your Dat file for the waterstream....it says it is invalid....can you fix this also??
I just tested the links some minutes ago and both are working...
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Old 03-15-09, 06:56 PM   #549
CapZap1970
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Rubini:
I was wondering.... what was the adjustment you did so the wakes of the subs and ships look normal? I mean, when the ship is going very slow, the wake looks like it was cut where it starts. Would be very helpful to know what to do in order to correct the files I use. If I remember correctly, you included this correction with your uboat stream mod...
Thanks in advance for your help.
CapZap
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Old 03-15-09, 06:59 PM   #550
Slick Rick
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Yep...got it this time...Thank you..is there any way we can get Racerboys dual exhaust smoke mod to work with his 7.1 upgrade....cant seem to get that one to work either...
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Old 03-15-09, 07:13 PM   #551
Rubini
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Quote:
Originally Posted by Slick Rick
Yep...got it this time...Thank you..is there any way we can get Racerboys dual exhaust smoke mod to work with his 7.1 upgrade....cant seem to get that one to work either...
IIRC, PT already have made an adaptation for both mods works together. But I don´t know the link. Someone?
Anyway read the readme. (also on the first post). IIRC I put there how to make both compatible.
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Last edited by Rubini; 03-15-09 at 07:48 PM.
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Old 03-15-09, 07:16 PM   #552
Rubini
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Quote:
Originally Posted by CapZap1970
Rubini:
I was wondering.... what was the adjustment you did so the wakes of the subs and ships look normal? I mean, when the ship is going very slow, the wake looks like it was cut where it starts. Would be very helpful to know what to do in order to correct the files I use. If I remember correctly, you included this correction with your uboat stream mod...
Thanks in advance for your help.
CapZap
I don´t recall exactly where to look now, but IIRc is expalined on the readme of the waterstream mod. Take a look! If you really don´t find anything I will look at it for you, let me know.
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Old 03-15-09, 07:45 PM   #553
CapZap1970
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Thank you. brother, will do that right away!
CapZap
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Old 03-16-09, 06:23 AM   #554
Slick Rick
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Slick Rick
Yep...got it this time...Thank you..is there any way we can get Racerboys dual exhaust smoke mod to work with his 7.1 upgrade....cant seem to get that one to work either...
IIRC, PT already have made an adaptation for both mods works together. But I don´t know the link. Someone?
Anyway read the readme. (also on the first post). IIRC I put there how to make both compatible.
I do remember reading that before now that you mention it...but it was not that clear....I will look at it again....thanx...
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Old 03-16-09, 10:10 AM   #555
IFRT-WHUFC
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Default link for PT's merged version

http://hosted.filefront.com/PhilippThomsen/2206453

ok
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