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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
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Holy ol underwear Flakmonkey!! This looks awesome.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#17 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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oh this is just awesome FM, I cant wait to see this, thanks Im glad your rolling again,,,happy new year
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#18 |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
Uploads: 0
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One more ingredient into my mods soup.
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#19 |
A-ganger
![]() Join Date: Jun 2009
Posts: 73
Downloads: 104
Uploads: 0
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![]() ![]() ![]() ![]() ![]() Thank you Flakmonkey
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MAKE TEA ! NOT LOVE ! |
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#20 |
Commander
![]() Join Date: Sep 2008
Location: LSH3-DEV-Team, Germany
Posts: 444
Downloads: 59
Uploads: 0
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Hello Flakmonkey,
please allow me the question, why you do not work on the Type IX e.g. when the Type VII is already done? Regards Blueduck |
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#21 |
Sea Lord
![]() Join Date: Dec 2006
Location: Texas
Posts: 1,778
Downloads: 32
Uploads: 0
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Looks very good.
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"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#22 | |
Grey Wolf
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+just a bit of an update... The geometry for the new fore torpedo room is all in game now, i still have to correct some problems and inaccuracies from the v1.0 interiors (officers mess area), also i will be adding static crew throughout the interior. Any suggestions let me know... |
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#23 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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Sounds good and looks fantastic, but unfortunately I had always problem with using your superb mod with my mods soup
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#24 |
Navy Seal
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Looking forward to it!
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#25 |
Grey Wolf
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It is a bit heavy on the texture data (as was v1.0), i think a minimum of a dx11 card with 1Gb ram should be a sensible reccomended spec.... Im testing it on a similar card to this along with other mods running, like the merchant fleet mod and my own exterior lightmaps mod + gwx etc, if it works at 60 fps with my mod soup i will be satisfied, although there are always going to be unforseen clashes and incompatibilities with mods, i will do my best
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#26 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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Using your mod I have always sound interferences inside boat with working diesel engine
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#27 |
Grey Wolf
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Working on that problem, for now a solution with the v1.0 interiors is to delete the sound folder from the mod before activating with jsgme.
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#28 | |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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#29 |
Airplane Nerd
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It has been done before. Static Crew was added in another Add-on mod to the original New Interiors. I tried it out and didn't like it because they were posed in odd positions. If FlakMonkey does it right, the static crew will look great. If they are posed awkwardly....well....I'm sorry. FlakMonkey, I'm not trying to hate on your work. I love your work. I would just love animated Engine Room Crew at the very least. If the Officer's Mess and the Aft Quarters were unpopulated, I'd be just fine and dandy. Static crew that are sleeping in the bunks would be cool too.
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#30 |
Swabbie
![]() Join Date: Oct 2012
Posts: 12
Downloads: 26
Uploads: 0
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Someone posted a new diesel engine sound file that fixed the noise problem:
http://www.subsim.com/radioroom/showthread.php?t=162778 The engine noise is louder than stock (slightly) but much quieter compared to the bugged engine noise. |
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