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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
Posts: 1,270
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I've got an install of a few mods like Pascal full mods, additional merchants and this Type7c - a boat I'm using for first time - appeared in game.
I don't know - is the boat skinned like that by the game, or is it in somone's mod? Reason I ask is I am not sure the red bottom is accurate... Seems like it's not part of standard package. Anyone know? ![]() |
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#2 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
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I wouldnt know whos skin that would be but it is not a stock texture from the game.And the red bottom is not accurate at all.
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#3 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
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There is a type VII included in the pack i´ve made of
Pascals mods. Hard to tell if it´s the same skin like the one in your screenshot. To remove the skin by Pascal, go to your /Data/textures/TNormal/tex folder and delete those files: NSS_Uboat7c_coning.tga NSS_Uboat7c_deck.tga NSS_UBoat7c_hull.tga mask_type7 Turm7c_1_deck.tga Turm7c_2_deck.tga Turm7c_3_deck.tga Turm7c_4_deck.tga Turm7c_5_deck.tga Question to Pascal: is the mask_type7.tga file really needed to be in the tex folder or can it be deleted? |
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#4 |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
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Pascals mod, ok, I thought so. Will just remove the listed files, thanks. I like the rest of his pack, including the GUI.
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#5 | |
Commodore
![]() Join Date: Apr 2005
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I´m thinking about to place the sub texture to an optional folder for better oversight.
Pascal has also done a few updates. This is (maybe) from the next readme file (if Pascal is so kind to send me his new officer icons) Quote:
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#6 |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
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this whole thing of making vanilla compatible with RUB and released again all together with new updates is confusing, since I like to use things installed one by one usually - and if I don't want to use RUB - problems happen (like the game crashed during patrol).
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#7 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
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don´t worry, Type941, it´s not the final readme and sorry for the broken english
![]() I´ll not release the next version of the pack until thinks clear out. I just did a rework of all flag textures for the recognition Manual. Also pascal has made a rework of the manual which looks very promising and is about to release some more stuff. ![]() Would you agree with a folder structure like this for the next update? ![]() |
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#8 |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
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yes, I think as long as they are sepearated from vanilla/rub and all work with JGSME, it's all good.
![]() I play at 48% I think, so I don't use manual targeting and like to use the ouside cam for screenshots as well. ![]() |
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#9 |
Commodore
![]() Join Date: Apr 2005
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ok i´ll try to keep it as simple as possible.
Suggestions and critism are always welcome! Thanks for your feedback! ![]() ehrr..the next version will include a reworked recognition manual (the book where all ships are displayed in scope and UZO view) Has nothing to do with manuel or auto targeting, no critical game component will be touched by the mod. Sorry if i got you wrong now, i was just a bit confused that you´ve posted your realism settings. Am i right? Manual (a book with information/instructions) Manuel (the opposite to auto) or is it vice versa? Please help me out, im no native english speaker. :P I´m confused now :rotfl: |
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#10 |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
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when i say manual targeting, i mean i don't manually plot the solutions, I just find the ship, line up, set the depth and speed for torpedoes, make sure the gyro angles are ok, and shoot. I don't calculate the speed of the ships, etc. I let my crew take care of that.
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