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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
Uploads: 0
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It may be in order to have a convenient place (whether here or elsewhere as mods decide) to post on the status of various mods after patch 1.2 , namely:
A. the patch "fixed" something and which makes the mod redundant. B. the mod is still "necessary" and works as-is over patch 1.2 C. the mod is still "necessary" but needs revision to be compatible with patch 1.2 My categories may not be "watertight", so feel free to improve them. edit/add 06/01/10: most recent recap list will be the one closest end of thread.
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![]() Last edited by bert8for3; 06-01-10 at 11:45 AM. |
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#2 |
Lieutenant
![]() Join Date: Jun 2008
Location: The system might fail you. But dont fail youself...................
Posts: 252
Downloads: 36
Uploads: 0
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Alot of them dont work, Thats all I wil say, Because I hope its something simple.
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#3 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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what about the •SH4 ships can now be imported (useful for modders).
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#4 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
Uploads: 0
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Give the mods a week at least and see if any new units turn up, not holding my breath though.
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![]() Last edited by mr chris; 05-11-10 at 12:14 PM. |
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#5 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() ![]() ![]() Ahhh. Just checked and the Patch has broken My Recognition Manual V2.0 Mod There addition to the Rec Man chrash My Mod when ID Target. Working Ok now: Last edited by reaper7; 05-12-10 at 12:15 PM. |
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#6 |
Black Magic
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that's why I didn't dive into that area yet. I had a sneaky suspicion that when they finally released a patch it was going to break and change many things. I concentrated on adding new items so that they couldn't 'break' them.
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#7 | |
Stowaway
Posts: n/a
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Sure controllers need swapped and such but that's a given. Was the same putting SH3 Units in SH4 properly. Zones need adjusted a bit, the normals .dds files need swizzled to the blue look, some adjustments to the sim and val of course. Some of it, if not all of it, can be done by running a converter program. It's in the process now. |
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#8 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
Uploads: 0
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#9 |
Planesman
![]() Join Date: Jul 2008
Posts: 181
Downloads: 476
Uploads: 0
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This is what i have
1 TDC 2_2_2 bythe darkwraith ahc spreadangleon 2 Mightyfine crew 1.2.1 3 mfch 1.2.1 crash dive workaround 4 Grossdeutscher Rundfunk 5 5sc glasgow 6 ailclounds 3 7 ail smoke1.7 8 critical hits 1.1 torpedos 9 improvedwaves and pitch&roll 10 enhanced funelsmoke 11 radio paris All ok playing for 2hrs now but i had to start a new campain fps outside 40 to 50 inside sub 30 to 40 all set on full ------------------- fps outside 65 to 70 inside the sub 30 to 40 with shadow and water quality off system: Intel core 2 233 DDr2 800Mhz ballistix men gtx 260 192 core windows xp |
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#10 |
Commodore
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MFCM 1.2.1 is 1.2 compatable.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#11 |
Bilge Rat
![]() Join Date: Jan 2010
Posts: 1
Downloads: 12
Uploads: 0
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Hi guys, I don't think that the "ImprovedWaves_Improved pitch&rol V1.1" works with 1.2 as it makes the crew stay on the deck when the sub dives... Clearly we can see this issue fixed in the patch-notes
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