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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Dec 2009
Location: Averof's bunk
Posts: 357
Downloads: 389
Uploads: 0
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Yeah. It seems pretty immersive...
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Deep into that darkness peering, long I stood there wondering, fearing, Doubting, dreaming dreams no mortal ever dared to dream before... |
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#2 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,759
Downloads: 171
Uploads: 0
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I assume you still don't see any guns firing?
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Sub captains go down with their ship! |
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#3 |
Admiral
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no, they are hidden in the containers as in the original Q-ship.
@Jim: Hope you like it. BTW: I always have a weird feeling when "reloading" existing mods. but my intention behind my modifications is not to replace these existing mods, but much more to have one more alternative. people who can live with the side-effects of the randomisation can now use "my" mod. people who don't like it, can still use your mod. Last edited by h.sie; 06-14-10 at 01:05 AM. |
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#4 |
Silent Hunter
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Hello h.sie !
Thank you very much for this MOD ! But I´ve a two questions: Is this MOD compatible with LivingSilentHunter V5 or only for GWX (I have a GWX Installation too) ? And must I put the Q-Ships via Editor into the Campaign Files ? Best regards, Magic |
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#5 |
Admiral
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Hi Magic,
1) I am not sure (because not tested), but I think it should work with other supermods, too. 2) No need to script it via MissionEditor. It will randomly appear in convoys that are scripted into the RND layer. But only for a certain time period that is determined in the .cfg files in the Roster folder. h.sie |
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#6 | |
Silent Hunter
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Thank you very much for your Reply ! ![]() ![]() Best regards, Magic ![]() |
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#7 |
Admiral
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hi magic,
good luck. but be patient, my changes cause the Q-ship to appear not very often. h.sie |
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