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Old 12-27-12, 03:17 PM   #16
GT182
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Holy ol underwear Flakmonkey!! This looks awesome. This could be the deciding factor to get me back playing SH3 once again.
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Old 12-27-12, 08:22 PM   #17
brett25
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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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Old 12-28-12, 01:03 PM   #18
Victor Schutze
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One more ingredient into my mods soup.
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Old 12-28-12, 01:11 PM   #19
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Thank you Flakmonkey
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Old 12-28-12, 02:58 PM   #20
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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
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Old 12-31-12, 03:40 PM   #21
Iron Budokan
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Looks very good.
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Old 01-03-13, 04:35 PM   #22
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Quote:
Originally Posted by blueduck View Post
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
I think the vii has always been my favourite boat and the one i use most in game, + someone else is working on the type ii interior.

+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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Old 01-03-13, 04:38 PM   #23
jaxa
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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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Old 01-03-13, 04:55 PM   #24
HW3
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Looking forward to it!

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Old 01-03-13, 05:01 PM   #25
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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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Old 01-03-13, 05:03 PM   #26
jaxa
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Using your mod I have always sound interferences inside boat with working diesel engine
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Old 01-03-13, 05:12 PM   #27
flakmonkey
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Quote:
Originally Posted by jaxa View Post
Using your mod I have always sound interferences inside boat with working diesel engine
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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Old 01-03-13, 06:57 PM   #28
brett25
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Quote:
static crew throughout the interior
this would be so awesome
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Old 01-03-13, 10:00 PM   #29
Red October1984
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Quote:
Originally Posted by brett25 View Post
this would be so awesome
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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Old 01-04-13, 12:07 PM   #30
ATLeow
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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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