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Old 11-26-22, 01:48 PM   #1
jrf773
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Quote:
Originally Posted by strykerpsg View Post
I agree....please remove.

I used the mod to remove it, but it no longer seems to work for last few updates.

Great modelling, great work overall, so not criticizing, just hoping aloud.
Had the same issue, had a flash of inspiration on the pot. Disable and re-enable in JGSE or whatever it is called. It worked.
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Old 12-01-22, 12:46 PM   #2
Furworm
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Default Install mod on Mac running Steam

I'd love to try this mod out, how can I install on my Mac using Steam?
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Old 12-03-22, 02:37 PM   #3
Martes
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Amazing work, the helicopters are thoroughly enjoyable.

Quick list on spotted bugs, though.


1. County class Sea Cats on player ship ignore aircraft in test mission (completely defenseless against planes and helicopters within minimum range of Sea Slugs)


2. Krivak towed array coordinates are missing, cable protrudes from center of the ship.


3. Flags - no flags should fly on stern at sea, only on the mast. Bow flags denote ship at anchor, also shouldn't be there. Also, existing meshes for flags can be used (for new countries), provided separate new materials are used on them for new flag textures, they will look less buggy.


4. On reaching a waypoint the helicopter should hover, not circle. It would also be very interesting if a helicopter could attach itself to a target (like it does on before landing) and follow it.



And as a suggestion there are two issues that were always relevant to this game:



4. Civilian ships ignore surface warships and surface action. While courageous, it's rather unrealistic, and civilian ships should, by default, try to scatter, when a surface ship begins firing, and it would be very helpful if there would be an option to issue targeted signal to civilian ship like "stop"/"leave the area"/"continue on course". I once coded it as an experiment and it's entirely possible. Potentially it can open a way for resupply at sea mechanism from "neutral" transports or smuggler hunting roleplaying.


5. Damaged submarine surfacing. It's very painful to sink them, while in reality the situation would likely become a rescue operation instead. Ideally such submarine should stop and turn to neutral, at least so that the player could finish the mission without delivering a coup de grace. Just note that some subs can sink if they turn their engines off.

Last edited by Martes; 12-03-22 at 02:52 PM.
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