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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#586 |
Sonar Guy
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S.V.-I ran envo 3.0 with your interior mod- freeze went back to 2.5 and your mod worked fine all night. I will wait for your new version then put 3.0 back in. just letting you know. thanks for all work you and W_clear are doing
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#587 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Working ok here. Installed Enviroment 3 first, then the Interiors Mod.
No crash or freeze yet to report ![]() [Activated Mods in order] R7 HiRes Mod Core Files Capthelms SH5 Audio Mod Touch up for Capthelm's Audio Conus' Graphic Mod 1.1 Environment 3.0 MOD SteelViking's Interior Mod V1.0 SteelViking's Sky Banding Mod MightyFine Crew Mod 1.2 Stock w beards No magic skills v1.4 |
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#588 |
Sonar Guy
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I think I read somewhere that damage assement might have something to do with it ,I will take it out and try that. thanks
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#589 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#590 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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#591 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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![]() Don't see how, DA just adds a block to an AI file. ![]()
__________________
Contritium praecedit superbia. |
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#592 |
Sonar Guy
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I don't see how either but I was just trying different things,but I did take it out and ran enviro3.0-sv's intieror -svand reapers sky mod -inproved shadows and it ran perfect and it's still going. I also kept critical hits mod in also.It might have been the order they were enabled.I'm just happy it looks good and works.
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#593 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#594 |
Sonar Guy
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well I do have TDW 'UI 270 in there but it has been there so long I forget it's a mod. Just part of the game now.
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#595 |
The Old Man
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I do not know where to ask this but here seemed a very good spot since it is kind of related to Environment.
I noticed the Conning Tower Wake is very small. Much smaller then it should be. In the picture below I just plowed through a wave higher then my Conning Tower and barely made a splash. That splash should have been huge and dwarfed the Tower. Is there any way to adjust this? ![]() Sorry if I am totally out of place with this. Thanks! Last edited by TheBeast; 07-19-10 at 08:04 AM. |
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#596 | |
Black Magic
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#597 |
The Old Man
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I was going to add that this wave splash looked as if it were from the cannon. I didn't want to sound like I was Ubi bashing but now that you pointed that out, even the cannon splash is way to small. Going to add this to the Ubi Dev's Bug list.
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#598 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Hey TDW, I don't want to sound needy, but could you possibly hex edit the conning wave into the ones which are missing it? If it is controlled by an .fx file it seems like it should be possible, or am I totally mistaken on this one?
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#599 |
Black Magic
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Once I figure out what this controller does (ObjectCtrlsRef) I'll be better able to answer your request.
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#600 | |
Stowaway
Posts: n/a
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It mostly points to the BAZA_FX.dat in the Library. |
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