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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Black Magic
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![]() Quote:
Rubini's wake fix, not familiar with. |
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#2 | |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,731
Downloads: 171
Uploads: 0
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![]() Quote:
Now as far as taking out mods I will just have to suck it and see there, I got to around 150 mods then after so many campaigns & patrols without errors I proclaimed it safe to just install all mods without JSGME to conserve space, This sort of thing always happens to me! ![]() I will have to find a small mission & try suicide to get some hits for a test! ![]()
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Sub captains go down with their ship! |
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#3 |
Black Magic
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JSGME is your friend here! I would do this then:
make a folder called damage_texture_testing in the MODS folder. Under this folder create the following heirarchy: \MODS\damage_texture_testing\data\Library \MODS\damage_texture_testing\data\Submarine \MODS\damage_texture_testing\data\Submarine\xxxxx (where xxxxx=sub) Then take an un-modified particles.dat file and place in the library folder above and enable your new 'mod' to test. If same problem then take shells.xxx (where xxx=.dat, .sim and .zon) and place in Library folder above (one at a time) and enable 'mod' to test. If same problem then take xxxx.val (where xxxx=sub) and place in Submarine\xxxx folder above and enable 'mod' to test. One of those should find the 'bug'. |
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