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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Jul 2004
Location: nordhessen
Posts: 43
Downloads: 45
Uploads: 0
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My Bug occurs after Loading Autosave in Campaign
Minimap is green and empty Have to press tab to view map |
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#2 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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I had to make changes to almost all of the subs' loadouts and such in this last update. It might not be save game compatible. I'd recommend starting a new campaign.
__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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#3 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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The russian weapon sprites were added in the beta patch. they work if you extract them
http://imgur.com/a/M3eHw So, i've put the sprites in a zip so you can add it your mod, and anyone can download it and it should work in game as long as you've already installed the russian sub mod to your override folder. https://www.sendspace.com/file/qx6v8l Last edited by Jace11; 06-12-17 at 03:28 PM. |
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#4 | |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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![]() Quote:
Where exactly did you extract these from?
__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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#5 | |
Sailor man
![]() Join Date: Jul 2004
Location: nordhessen
Posts: 43
Downloads: 45
Uploads: 0
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BUT i have it not testet now with the new beta now.. Can be there the Error Source |
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#6 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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I'm not able to reproduce this issue. Maybe the patch fixed it? I'm not sure.
__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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#7 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Mod updated again
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__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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#8 |
Loader
![]() Join Date: Mar 2001
Posts: 84
Downloads: 66
Uploads: 3
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Whats in the latest update??
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#9 |
Sailor man
![]() Join Date: Jul 2004
Location: nordhessen
Posts: 43
Downloads: 45
Uploads: 0
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The Minimap now is fuctioning.. BUT the other Things are NOT solved..
The Letterr for the VLS are remaining doubled " Vertical Launch System,Vertical Launch System" beneath the Tube.. Then the Sub is Slower in the Map Campaign Screen. ALL this after loading an Auto Save. ![]() Here now a Screen from this doubled Letters.. |
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#10 |
Gefallen Engel U-666
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zippaway!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#11 |
Lieutenant
![]() Join Date: Jan 2005
Location: Houston, Texas
Posts: 258
Downloads: 141
Uploads: 0
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Hi,
Does this mod make any sonar or sensor tweaks from vanilla?
__________________
. >> USS TEXAS BB-35 Restoration CrewMember << |
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#12 |
WORST. KALEUN. EVER.
Join Date: Jul 2014
Location: Alton, NH
Posts: 61
Downloads: 68
Uploads: 0
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I just want to say thanks for this sweet mod.
This game is gonna be YOUGE!! Simply tremendous! |
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#13 |
Bilge Rat
![]() Join Date: Jun 2017
Posts: 1
Downloads: 1
Uploads: 0
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Short bug report, although I am not sure if its related to your mod but I never had it happen before. First thanks a lot for the mod it's great that we can play all subs now.
I noticed that the mod added Sea Lance missiles to the US ships. I played the 4th mission Iron Coffins with a Narwhal. The enemy Oscar and Alfa were at 900 ft. I launched torpedos at them, when I switched through the torpedos with F3 I saw that one of them somehow launched a SS-N-16 at me from 900 ft below the ocean surface (I had 95% target solution on both). I checked the Duct afterwards, no sub there. After I killed both and left combat there were no other ships in the mission. I'm not sure if it is related to your mod but I never had that happen to me before. Somehow enemy subs could launch a SS-N-16 (at least I assume that's what it was, looked the same as my sea lance) from below 150ft. I myself couldnt launch one from below 150ft Last edited by Azurae; 06-18-17 at 08:32 AM. |
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#14 | |||
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Quote:
I can say that my mod doesn't touch the SS-N-16 coding, it's exactly as it is in the vanilla game. And I made SURE the Russian subs couldn't use the Sea Lance. If they're launching them from below 200ft, that's something in the vanilla game, I can't fix it unfortunately.
__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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#15 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Mod updated!
__________________
Thanks, CaptainX3 New Playable Subs & More - A Mod For Cold Waters https://github.com/CaptainX3/CW-Playable-Subs "We'll settle this the old Navy way... the first guy to die loses!" |
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