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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Rear Admiral
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new version up. Added F_visual node with 25K max distance to battleships, battlecruisers and the like for those super cool naval engagements.
If you suddenly find yourself being shelled with no ship in sight, it will be one of these bad boys. ![]() |
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#32 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Waiting and thanks Ducimus.
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#33 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Well???
I guess I'll try tomorrow. |
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#34 |
Rear Admiral
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What exactly we're you waiting for? The file was posted yesterday. (twice yesterday acutally
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#35 | |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
Downloads: 2
Uploads: 0
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Interestingly, the death screen shows a destroyer right next to me ?! |
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#36 |
Rear Admiral
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Using this mod?
It might be possible i goofed and accidently assigned the F_visual to a destroyer or destroyer escort, but i could swear that i was careful to avoid that. |
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#38 |
Rear Admiral
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Well i see one goof i made. Orginally the F_visual was supposed to be for fast attack boats. Elco's and the like. Looks like i forgot to remove those entries when i reassigned that node to capital ships.
Unfotunatly im out of time and have to leave for work. SO i wont be able to post a fix until late tonight. If your impatient and want to fix it yourself, go through the sea directory and for every directory which does NOT start with NBB, NBC, NCA, look at the SNS file. If it SNS file contains F_visual, delete that directory. |
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#39 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
Downloads: 2
Uploads: 0
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Would this affect tonnage ? I've just sunk two ships, managed to escape from a Flower, surfaced then saved/exited and no tonnage or ships sunk on summary screen ?!
[Map shows the sunken ship icons, one in red and one in grey]. Will do the directory thing in the morning. Good night zzzz |
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#40 |
Rear Admiral
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No, wont effect tonnage. This deals with their sensors, nothing else. Infact, while i woudllnt do it deliberatlly, i think you can even get away with enabeling/disabeling this mod mid patrol - but i wouldnt recommend it.
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#41 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Could someone please post a "tweeked" Sh-3 Commander file to use with this new NYGM/GWX visual file so we can still use SH-3 Commander?
I'm not too good at those things. ![]() Thanks. |
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#42 |
Rear Admiral
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I'll include one tonight when i post an update.
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#43 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Thanks Ducimus. So to recap...we will only lose the random thermal layers and that is all?
Also....To Kpt. Lehmann, What do you think of this mod? I would just like your opinion. Do you think that maybe the merchants see to well in GWX 1.02 and it makes nighttime surface attacks to hard in 1940? |
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#44 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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Great work guys, great work, finishing up a short patrol and will give the SH3 compatible version a try!
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#45 | |
Rear Admiral
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edit:
yeah, all you lose is thermal layers. Quote:
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