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Old 07-29-07, 05:19 PM   #1
Capt.Crackerjack
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Join Date: Jun 2006
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Dual Exhausts With Longer Wakes

Thanks, Racerboy, for understanding the problem. The original NVdrifter Longer Wake Mod had very long wakes, perhaps about 1.5+ nautical mile lengths as supported by actual photo analysis and examples on this site; however, the length was speed related only and could not be connected to ship's mass (or, more correctly, mass and velocity) but it was better than nothing. In fact, the primary reason for this mod is so that the merchants can be found/tracked/stalked in foul weather or dark nights by finding/following their wakes as in RL which some of us still use regularly on our patrols.

I do not know how to contact NVdrifter, but if you vary the .val files on your own without using or copying exactly his work, then you should not need his permission and we could have dual exhausts and longer wakes.

Thanks for your ideas and options to let the user vary your mod settings; then, each skipper could choose the density of exhaust and the length of wake to suit. Please continue your most excellent mod efforts; you are doing fine stuff!
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Old 07-29-07, 09:09 PM   #2
nikbear
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Racerboy,perhaps you could do your own version of longer wakes to combine with your excellent exhaust mod:hmm:I for one would love the idea since I can't use nvdrifters version cause it conflicts and disable's the Torp_damage_final mod I downloaded(by a modder who's name escapes me)I tried to contact nvdrifter about this but never got a reply,it was suggested to me that it was the order in which you stack the mods in JSGME which caused the conflict but I tried a number of ways all with no joytwas a shame cause both mods are cracking
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Old 07-31-07, 11:25 PM   #3
TheDarkWraith
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I did my own version of it. It's included in v2.03 of this mod along with other features and enhancements. Uploading currently and will post again when I have the link for it for you all.

Rubini,

I haven't forgotten about you! I've been very busy with work currently so I will get you the information for the tweak files as soon as I can.

EDIT:

v2.03 for VIIb is available. Information and download available here:

http://www.subsim.com/radioroom/show...84&postcount=1

Last edited by TheDarkWraith; 07-31-07 at 11:35 PM.
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Old 08-01-07, 09:21 AM   #4
Rubini
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Quote:
Originally Posted by Racerboy
Rubini,

I haven't forgotten about you! I've been very busy with work currently so I will get you the information for the tweak files as soon as I can.
Ok Just waiting!
And sorry, I can't download from filefront(why?why?) ...can you (or someone) provide an alternative link (rapidshare?) to the new 2.03 version?

Thanks!
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Old 08-01-07, 09:52 AM   #5
mkubani
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Here you go Rubini. I hope it works for you.

http://www.yousendit.com/transfer.ph...1DD02B0386E174

Hmm, I guess this mod is too late for GWX 1.04...
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Old 08-01-07, 10:18 AM   #6
Rubini
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Quote:
Originally Posted by mkubani
Here you go Rubini. I hope it works for you.

http://www.yousendit.com/transfer.ph...1DD02B0386E174

Hmm, I guess this mod is too late for GWX 1.04...
Thanks mate,
Downloaded and installation ok!

I´m not following GWX 1.04 daily but this Racerboy's mod only mess with the uboat .dat and .val. So, perhaps it will be automatically GWX 1.04 compatible?
Let´s wait and see!:hmm:
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