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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jan 2012
Posts: 24
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Problem z mod Rbs1_SH4_Effects_GWX_30_71
Hi I am writing once again with a heavy heart: P
I have a problem with this mod here referred to above, and when activated it in JSGME game will be approximately But when it comes to the mission and when the game starts in August or submerge in a deep periscopes after loading the game is in training missions on the interface shows me the mass of information about the failures and the destruction of the submarine (no matter what configuration mods). I can not do anything then either repair or anything the group does not help and then go to the bottom like a stone. It is only if you enable this mod. Very sorry for this mod because the mod Rbs1_SH4_Effects_GWX_30_71 problem is very cool and realistic when it comes to the game and the remains of people and parts. Please reply what could be wrong. My game version: v1.5 U-bot missions JSGME: http://imageshack.us/photo/my-images/694/jsgme.png/ |
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#2 |
Navy Seal
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As far as I know the referenced mod is for Silent Hunter III players using the super mod GWX 3.0, not for Silent Hunter IV. It was made to try and bring some of the graphics from Silent Hunter IV to Silent Hunter III users using GWX 3.0.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#3 |
Watch
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Saith, too. But in this problem that why I downloaded this mod from this forum or to post in which he wrote that it was also for SH4? Strange ... That's what I mean. hard to read it again and see if you've never made a mistake.
Maybe you were right. But why this mod is located to the mods for SH4! http://www.subsim.com/radioroom/down...o=file&id=1420 I have one question if I may: Can you know if the RFB 2.0 is compatible with Tigger-Maru Overhauled Version 2.0 or RSRDC What should be the composition of the mods? ![]() I mean the composition of the mods (and which is good) if it exists and are compatible with each other? RFB_2.0 RFB_2.0_Patch_23April2010 TriggerMaru_Overhaul_2 TMO_Update_20_to_22 RSRDC_TMO_V502 RSRDC_V5xx_Patch1 (and the rest some additional mods) I Experiment I do not know what and how and want to let that game look realistic. Typical crash site sinking after hitting a torpedo: a dead body in the water. floating people, great patches of burning oil, rescue boats, pieces of wreckage from the ship boxes, etc. That everything was in GWX, ( OR TriggerMaru_Overhaul_2 TMO_Update_20_to_22 RFB_2.0 RFB_2.0_Patch_23April2010 RSRDC_RFB_V575 RSRDC_V5xx_Patch1 (and the rest some additional mods) Last edited by GrechuxD; 02-03-12 at 08:35 PM. |
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#4 |
Eternal Patrol
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It was located in the SH4 section because the person who uploaded it didn't know what he was doing.
It is now fixed. http://www.subsim.com/radioroom/down...o=file&id=1420 Why would SH4 need a mod called "SH4 effects for SH3?" SH4 already has SH4 effects. ![]()
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#5 |
Sea Lord
![]() Join Date: Sep 2007
Location: Reno Nevada USA
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GrechuxD TMO 2.2 and RFB 2.0 will NOT work together. They are both supermods and are meant to run by themselves.
TMO 2.2 will work with RSRDC_TMO_V502. This will give you some of what you are looking for at torpedoed ships. OR RFB 2.0 will work with RSRDC_RFB_V575 But you can not use both supermods at the same time. There are many things that are in GWX that are not in SH 4. Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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#6 |
Watch
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OK Thank you very much for your help and sorry for my lack of experience with this game and can according to you stupid questions: D
Thank you again I'll probably have even more questions ![]() |
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#7 |
Sea Lord
![]() Join Date: Sep 2007
Location: Reno Nevada USA
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There are no stupid questions. We have all been there at some point and have asked similar questions, so ask away. I'm sure nobody meant to imply anything.
Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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