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Old 06-10-10, 02:09 PM   #16
astradeus
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Quote:
Originally Posted by Will-Rommel View Post
Salut Astradeus !

Si je comprends bien, je peux utiliser ClimateZones mod 2.0 for mod " Environmental MOD for Silent Hunter 5" tout en conservant les choix de couleurs de Wclear?

Tout ce que fait ta modification c'est ajouter des algues et une correction à la map pour corriger les CTD?

---

Hi Astradeus !

So i can use ClimateZones mod 2.0 for mod " Environmental MOD for Silent Hunter 5" but still keeps Wclear colors choices?

All your mod is doing is adding new alguaes and a map correction to fix the CTD?
salut Will-Rommel

_ oui climatezonesmod 2.0 est normalement compatible avec la version 2.3 de EVM .
_oui on garde bien évidament les qualitées de ce mod .mes modifications se portent que sur l'organisation des zones climatiques pour plus de réalisme et plus de précisions pour éviter ,je l'espere ,les problèmes de CTD et quelques modifications de saisons pour les memes raisons.
_non mes textures d'algues ne sont pas encore dans ce mod .


_ Yes climatezonesmod 2.0 is normally compatible with version 2.3 of EVM.

_oui Obviously we keep the qualities of this mod. my concern is that changes in organizational climate zones for more realism and more detail to avoid, I hope, the problems of CTD and a few changes for the seasons same reasons.

_non my textures of algae are not yet in this mod.
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Old 06-10-10, 02:54 PM   #17
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Merci pour la réponse rapide. Je vais l'installer à la suite de Env. 2.3 avec JSGME donc, et overwriter les fichiers qui causent conflits?
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Old 06-12-10, 07:02 AM   #18
7thSeal
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Any more news on this WIP? Looks great and should help with the current dull underwater scenery.

Btw I'm using your ClimateZones mod 2.0 and thank you for the great work.
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Old 06-12-10, 10:03 AM   #19
tonschk
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Quote:
Originally Posted by oscar19681 View Post
Is it possible to fix the seafloor when grounding the sub? I dont like hovering 10 meters over the seafloor since the game thinks thats the bottom.

I Agree

.
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Old 06-12-10, 04:09 PM   #20
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Quote:
Originally Posted by tonschk View Post
I Agree

.
Rather then hovering 10-20 meters off the viewable bottom the sub should actually settle 1-2 meters into the silt on the bottom.

Here is a example Sea Floor done by Carotio:
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Last edited by TheBeast; 06-16-10 at 10:24 PM.
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Old 07-08-10, 05:06 PM   #21
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bump...

Anything new happening on the sea floor?
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Old 07-08-10, 05:52 PM   #22
EgoApocalypse
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How did I miss this?, Good Job!!
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Old 07-14-10, 12:05 PM   #23
LordNeuro"Serbia"
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Default Exelent work

I only didnt figure it out is it the new sea flore finished work or still work in progres?
I hope its done. Looks gr8. And is it a fps frendly?
Keep up the good work, make the sh5 beter.
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Old 09-02-10, 09:52 AM   #24
BowfinSS287
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the sea floor mod looks amazing,looking forward to its release
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Old 01-12-11, 07:01 PM   #25
BowfinSS287
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i would like the seafloor mod the way it looks in the screen shots
you posted......any chance of a release as is?

please
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Old 01-13-11, 05:44 AM   #26
oscar19681
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Quote:
Originally Posted by TheBeast View Post
Rather then hovering 10-20 meters off the viewable bottom the sub should actually settle 1-2 meters into the silt on the bottom.

Here is a example Sea Floor done by Carotio:
Actually some was able to fix the problem with the sub hovering 10 to 20 meters above the seafloor. But there were some other problems that still needed to fixed but it somehow got abandoned. On page of this link http://www.subsim.com/radioroom/showthread.php?t=169382 you can see that the sub clearly hits the ocean floor.
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Old 11-29-11, 07:41 PM   #27
Marinenachrichtendienst
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Default Holy moses!

It's as they say: Mods are much better than porn !!
.. and the climax with mods, lasts longer too !!
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