SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-04-11, 03:31 PM | #1561 |
Officer
Join Date: Dec 2009
Location: British Waters
Posts: 243
Downloads: 98
Uploads: 0
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I haven't played SH5 for months because of this, the rate of change and quality of mods in the past 12months has been really something special and I can't wait to play again.
SIMs are funny things, they have to be right (which is a subject of indiviual opinion) and as the player you have to click with it but when you do the gaming rewards are great. |
07-04-11, 05:44 PM | #1562 |
Swabbie
Join Date: Jun 2011
Posts: 9
Downloads: 14
Uploads: 0
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How do you change the default grey of the marks and lines you can draw on the map, I would like to change it from the grey default to black
thanks in advance |
07-04-11, 06:10 PM | #1563 |
Ace of the Deep
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Look for .exe patches from TDW
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07-05-11, 10:52 AM | #1564 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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But right now I can't find where to dowload it. Maybe someone can help? / |
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07-05-11, 11:55 AM | #1565 |
Black Magic
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07-05-11, 12:28 PM | #1566 |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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07-07-11, 06:11 PM | #1567 |
Nub
Join Date: Apr 2009
Posts: 2
Downloads: 10
Uploads: 0
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Hi there,
Does this mod include one of the 'lite campaign' modifications? And if so, how would I know if they're working? Despite having installed this mod, in the campaign's first mission, I'm still being given objectives like 'sink 50,000 tons off Britain's East coast' and 'sink 100,000 tons of Britain's South coast'. These are ridiculous figures! Are these actually the modified values? Thanks |
07-07-11, 06:29 PM | #1568 |
Black Magic
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07-08-11, 10:25 PM | #1569 |
A-ganger
Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
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Unless I missed it somewhere, I've not seen an actual list of included mods. With no list, I'm having problems determining which other mods I can even use. IE, I would ASSUME that you have your FX_Update mod in here... but I dont know that for certain. And if it gets updated after the most recent update to MO, could I just d-load the updated standalone and overwrite with JSGME?
On a totally unrelated note, I'm a NUB.... again. *sigh* ANd I thought I was done with those days. I'll be down on the mess decks, cranking... again. |
07-08-11, 10:28 PM | #1570 | ||
Ace of the Deep
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07-10-11, 03:11 PM | #1571 |
Swabbie
Join Date: Jun 2011
Posts: 6
Downloads: 53
Uploads: 0
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First off, well done to TDW and all others involved in this mega mod. it has really made the sim more immersive.
there are just a couple of things i would like to ask, ( probably somewhere within this thread but i dont have the time to read the hundred or so pages ) can i use any of the fixes for the sonar? i just cant seem to detect anything even at 1 knot. i have even been within 10 kms of a reported target in the fog and still not heard it is there a fix for time compression collisions ? sometimes i find myself having to travel for days to get to a target only to collide or be attacked and sent to the locker during TC. thanks |
07-10-11, 06:25 PM | #1572 | |
Ace of the Deep
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07-10-11, 10:17 PM | #1573 |
A-ganger
Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
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THanks for that - but only half my question got answered. THe second half had to do with updating and overwriting in JSGME those mods which have since been updated. As an example, the MO has TDW's FXupdate V11... and IIRC it's up to v16 now. COuld I safely overwrite the MO files that FX16 would affect and still have everything work?
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07-12-11, 05:18 PM | #1574 | |
Swabbie
Join Date: Jun 2011
Posts: 6
Downloads: 53
Uploads: 0
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07-12-11, 06:46 PM | #1575 | |
Ace of the Deep
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