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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#496 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Christchurch, New Zealand
Posts: 127
Downloads: 65
Uploads: 0
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Hi all
Just installed this mod tonight and gave it a good few hours playing.. (It's really great what you done with it) - I do have a few little questions if I may... (I appoligise if any of them have been answered, but after reading 33 pages not logged in I wasn't about to try reading any more once I was logged in ![]() 1) How can I turn the nice compass on top of the water back on again please.. 2) Under water has gone real dark, how can I revert it back to stock underwater please. 3) How can I make the sightings turn red again on the map.. 4) How can I make deck gun actually do some damage again (Ignore: I found answer and file to this) 5) In all the missions etc I have done before installing this mod I have always been able to hit a destroyer with torpedos (I use totally automatic firing etc) but in my first mission tonight using automatic firing etc, 3 torpedos went right under the destroyer without hitting it, has something been altered here?? 6) How can I bring back all the missing ships etc (I read somewhere in one of the messages that ships etc had been removed...) And before anyone wants to tell me about realism etc, I really don't care.. :rotfl: - I like playing the game because it IS a game, I really love the majority of the things in this great mod, but I would really like to put back the things I mentioned above, as not having them sorta ruins the game for me a bit.. ![]() Any help would be appreciated... Again I appoligise if any of the above has been mentioned in earlier posts... |
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#497 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Little busy in the GWX at the moment but have a look here http://www.subsim.com/radioroom/show...296#post312202 This little mod answers most of your needs |
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#498 | |
Lucky Jack
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You can dive to safety after you´ve torpedoed a ship, but dont go too far. If you go too far, the C2 will magically repair itself and leave. |
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#499 | |
Watch Officer
![]() Join Date: Aug 2006
Location: New Mexico
Posts: 344
Downloads: 129
Uploads: 0
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[quote=bigboywooly]
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![]() Will try again later. Dep |
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#500 | ||
Chief of the Boat
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[quote=Deputy]
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#501 | |||
Watch Officer
![]() Join Date: Aug 2006
Location: New Mexico
Posts: 344
Downloads: 129
Uploads: 0
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[quote=jimbuna]
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![]() http://rapidshare.de/files/33807005/...s1.1a.rar.html Dep |
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#502 |
Ace of the deep .
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#503 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Clever Sober :rotfl:
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#504 | |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Christchurch, New Zealand
Posts: 127
Downloads: 65
Uploads: 0
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Many thanks for that, I have just downloaded that Mod and will have a look at it tonight..
Think I will take it apart and just use the things I mentioned as I'm a little too long in the tooth to be a kid again and don't really need all the things in it.. :rotfl: I remember a long time ago that someone did the underwater colour, so may have a look back and see if I can find it to revert things back to seeing underwater again. Quote:
Last edited by NZ_Wanderer; 09-20-06 at 05:15 PM. Reason: Added a bit |
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#505 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Hope you can get the bits you need from that mod ![]() |
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#506 | |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Christchurch, New Zealand
Posts: 127
Downloads: 65
Uploads: 0
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No worries, might see if I can make separate little mods so that if others are interested in just reverting one thing back they would be able to.. - Will see how I go
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#507 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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For some reason, I'm starting to have problems getting the external torpedoes loaded to the reserve slots. With a full crew in the stern, I try to transfer external aft torpedoes to the aft reserve slots. But I get a message saying I don't have enough crew in the bow!!! So I move everyone to the bow and sometimes the torpedoes loaded. Now the one torpedo is moved but the second is stuck with 41:55 minutes left to go. I tried submerging and resurfacing but the screen still shows the torpedo half loaded.
I'm in a IXB on my 3rd patrol. I read the post about changing the basic.cfg file but I can't find it. The file in my SH3 folder is the stock file. Nothing is commented out with new values, so I'm assuming the GW file must be stored elsewhere and get copied in when I run the sim. BTW, I'm using SH3 Commander. Help! Thanks, scrapser |
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#508 | |
GWX Project Director
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#509 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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Yes and I installed the 24 Hour fix when I first installed GW (1.1a). I ran two patrols in a type VII without trouble and this is my first patrol in the IXB. The forward external stores transferred just fine; the aft stores are giving me the problem. I'm not experiencing the issue with the green bar not reflecting the size and stamina of the crew...just the stuck torpedo loading.
Thanks scrapser |
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#510 | |
GWX Project Director
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We will check into it, but I must admit... I'm a bit tired (fatigued LOL) of fiddling with the 24 hour fatigue model. I am considering its removal from GW. (Waits in foxhole for barrage...) |
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