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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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Hey guys, I have been told by the devs that they didn't change how campaign files worked in the beta, so I can actually add back all of the campaigns the mod had before, I just have to re-add all of the vessels that were made for them. I'll do that for the next update.
UPDATE: Sorry guys, I gave it my best shot, but it didn't work. The realism nuts wanted every single weapon and sensor on the face of the Earth in the mod, even though it wasn't needed, and I can't make heads or tails of the entire mess. Unfortunately I don't have the time to go back and edit every file to make it all work, so we're stuck without other campaigns now because of the insistence of realism nuts that everything MUST be in the mod, even if it only does 1 point of damage more than the previous version. So thank them for that. The only possible way to make the old campaigns work is to go in and change all of the US vessels we made before into Russian vanilla ships. That would solve the weapon and sensor problems and they'd work.
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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!" Last edited by CaptainX3; 04-25-18 at 10:42 PM. |
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#2 |
Planesman
![]() Join Date: Jan 2007
Location: Obetz, Ohio
Posts: 182
Downloads: 170
Uploads: 5
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Great fast work guys. Anyone going to rework some of the models in the mod for some of us? Yes I know many more important things to do first also bug report when selecting Seawolf class for the SCS campaign only getting Jimmy Carter tried it five times and Just that boat. Anyone think about if its even possible to streach seawolf a little and make the Real USS jimmy Carter. Or maybe USS Parche. Wish I knew anything about doing models so I could help
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#3 | |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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I'd love to be able to do that, but we can't change the models. We can kitbash different parts together, which is what we've done with some of the new subs, but we can't scale models, change them, or add new ones. And not all models have separate parts... for instance, the pumpjet on the Seawolf is part of the base model, so we can't use it anywhere else.
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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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#4 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Fort Worth, Texas
Posts: 136
Downloads: 6
Uploads: 0
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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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#5 |
Bilge Rat
![]() Join Date: Apr 2018
Posts: 1
Downloads: 1
Uploads: 0
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I've downloaded and installed the 2.1.0 version and installed it on a clean copy of the game. When I launch the game though, it won't launch but gives me a message saying I am missing "USN_mk48_adcap_description.txt" from my default directory (clean install doesn't complain).
Do I need to use the beta build of the game to use this mod? I'm using 1.09e |
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#6 |
Gefallen Engel U-666
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sgtscuba!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#7 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Keep getting a missing Mk48 Description is missing text when I launch. Have re downloaded 2.1 and the game numerous times but it keeps popping up.
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#8 | |
Frogman
![]() Join Date: Jun 2003
Location: Georgia, USA
Posts: 302
Downloads: 130
Uploads: 0
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