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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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It's a rar file of about 250 MB. Here, at work, we have Kaspersky AntiVirus (Server + client), a very good anti-virus suite, and it did not raised any warning at all. Btw, are you sure you are clicking in the correct link in that page? P.S.: in ant case, a summary mod list will still be very helpfull, if available... |
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#2 | |
Sea Lord
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BTW, this site is a real "Gotcha" for any unsophisticated noob. It is designed and intended to trick the unaware into downloading software they do not want. That software may - or may not - be harmful. |
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#3 |
A-ganger
![]() Join Date: Nov 2014
Location: Cape Ortegal - Spain
Posts: 75
Downloads: 130
Uploads: 0
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#4 |
A-ganger
![]() Join Date: Nov 2014
Location: Cape Ortegal - Spain
Posts: 75
Downloads: 130
Uploads: 0
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What this pack contains:
sky, wake and water textures, a new weather (GWX?) pilots ejecting from parachute new searchlights most ships with modified values and some enhanced textures new torpedos and torpedo damage textures terrain texures loading and menu screens (my monitor is 4:3. I'm not Chinese) textures for harbours (also for workers, soldiers, nurses, etc) particles underwater (you just need one file: cameras.val - included) effect transition underwater-surface and my favourite zoom (both cameras and oricameras files - don't ask me why) crew textures explosions incarcatura (cargo textures) and a few other things. Perhaps some could make a better and organised pack out of this one. Just wanted to help. Sorry if I made a mess here with all this stuff. |
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#5 | |
Loader
![]() Join Date: Feb 2015
Posts: 81
Downloads: 11
Uploads: 0
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#6 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
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I have the 1.6 patch activated as the last mod (per the instructions that were provided). As far as the open hatch mod....i use FM's new interior and cant get that to work with the hatch mod...so...yeah
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#7 |
Loader
![]() Join Date: Feb 2015
Posts: 81
Downloads: 11
Uploads: 0
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#8 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
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Edit: Thanks for the clarification. Any chance you could post some screenshots maybe highlighting the improvements? Is this GWX compatable and additionally it doesn't seem JSGME compatible :X
Last edited by RushTheBus; 03-04-15 at 12:36 PM. Reason: clarification |
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#9 |
Sea Lord
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It looks to be JSGME ready. In spite of what the readme implies, the directory structure is straight SH3, so JSGME should tuck it right in. And, of course, back up all files that are over-written.
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#10 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
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My apologies. This seems to have a load of conflicts with various other mods - GWX and the Merchant Fleet mods in particular. I appreciate you posting it, hopefully it helps the OP. I'm going to hold off myself for the time being.
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