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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
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![]() Looking forward to trying this mod, thanks!! |
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#2 |
The Old Man
![]() Join Date: Nov 2005
Location: USA, Massachusetts
Posts: 1,477
Downloads: 18
Uploads: 0
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Thanks Beery! I was hoping we would have an update without waiting for the new patch.
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#3 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#4 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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Great work.
I've morphed your latest fixes into the hybrid supermod i've put together using your previous 1.12 version and parts of Flavored to Taste's latest version. The only crashes i've been getting are directly related to the intensity of the graphics during some of the most intense fireball explosions. Unrelated to any MOD. I could fiddle with video settings i guess. The main temporary cure is found by not zooming in for a closer view of the best explosions. Otherwise this game is a very fine piece of programming. Smoother frame rates than SH3 and better quality detail too. The best explosions when set on the highest quality in the options menu are eye candy for the latest graphics cards that's all. I'd like to see a few of you guys get together and create a supermod. Though with a SH4 1.2 patch being a high probability that can wait i guess. In the meantime we can work on understanding the game's programming and where everything is located. I mainly just play the game and only build quick and easy mods that fill in the gaps other's miss. Well time to play the game. I think there's a good mix of MODS now on our Forum to put together a great campaign. thanks everyone. |
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#5 |
Torpedoman
![]() Join Date: Apr 2005
Posts: 111
Downloads: 0
Uploads: 0
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Thanks
![]() I have a strange request or question. We have missions to drop off spies, cargo, and insert troops. would it be possible to add another objective to the mission? Pick up cargo and transport to X Pickup troops at X and transport to X I know the animation for it probably wouldn't look right but I think it would add something to these types of missions |
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#6 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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#7 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
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Beery, have you looked into the effectiveness of the 40mm against syrface targets? There have been reports from the other players that they act like 5" chain guns against larger vessels.
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#8 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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![]() Quote:
I think I'll do some tests with all types of machineguns against destroyers.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#9 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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You should be able to set it to 1.00 without any problems. |
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#10 |
Torpedoman
![]() Join Date: Apr 2005
Posts: 111
Downloads: 0
Uploads: 0
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Thanks again
I tried the validate mission feature, but since there's no player sub in the layer, it wouldn't save. No problem, I can edit in note pad those radius's I want to change, mite mix em up a bit depending on depth versus risk to boat...sometimes 3nm is as close as you can get. |
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#11 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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berry mod releases ... means things are going in the right direction
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#12 | |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
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Thanks Beery. Love the new, slower Deckgun. Much better.
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