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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 .
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You definately want this . The AI is useless without it .
http://www.subsim.com/radioroom/showthread.php?t=171973 I would get this . http://www.subsim.com/radioroom/showthread.php?t=166093 |
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#2 | |
A-ganger
![]() Join Date: Sep 2007
Posts: 76
Downloads: 65
Uploads: 0
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![]() Quote:
data/Objects/Sensors/UBoot_Sensors.sim Examine the file Details of both files the one that comes with NewUI is the newer one creation date 17.09.2011 weheras the one with IRAI is dated as of 30.01.2011. As far as I remember TDW stated somewhere in the UI Thread to install always newest/latetest version of his mods last and that would be NewUI 6.8 or even 6.9 now
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---------------------------------------------------------------- Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht ---------------------------------------------------------------- |
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#3 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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IRAI
FX Update New UIs with TDC. TDW has stated this is the correct order. |
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#4 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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#5 | |
Engineer
![]() Join Date: Mar 2007
Location: UK
Posts: 219
Downloads: 308
Uploads: 0
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Cheers! |
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#6 |
Chief
![]() Join Date: Jan 2011
Posts: 328
Downloads: 451
Uploads: 0
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Mod Loadout/Order
Well here is my mod soup
![]() .................................................. . Not sure if I have them in the correct order please help put them in correctly if they are wrong! Or you have suggestions of course ![]() ![]()
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------------------------------------------------------ ![]() To die for the people is weighter than Mount Tai But to work for the fascists, and die for the exploiters and oppressors is lighter than a feather -Mao Zedong |
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#7 |
Swabbie
![]() Join Date: Aug 2011
Location: B.C Canada
Posts: 12
Downloads: 181
Uploads: 0
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Here is My Mod Soup seems to be working Great!!
Any suggestions would be Greatly appreciated A Fistful of Emblems v1.51 A Fistful of Emblems v1.51 (Weathered) Accurate German Flags NDB,NDH OM#1 - No Dialog Indicator MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible Old Style Explosions V1.1 FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraith <<<<<(Patched) NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n NewUIs_TDC_6_8_0_jimimadrids_map_tools IRAI_0_0_30_ByTheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 TDW_No_Hydrophone_On_Surface R.E.M_by_Xrundel_TheBeast_1.2 ShapeTexturesColor <<<<<( I loved the map that came with "Magnum_Opus_v0_0_1" though this one is fine) IO_MapCourseLine_sharp pencil_mod EQuaTool 01.01 by AvM - double set - Large plus Flat Style TheBeast Bunker Mechanics Upgrade List image (U-552-Red Devil) Torpedo Splash Church's Compass Dials Mod v2.2 - Option Four (Dark Comp. Light Rud) Critical hits 1.1 Torpedos Critical hits v 1.2 Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1 noir decks NewUIs_TDC_6_x_x_Progress Bar_by_Torpedo v2 NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 OPEN HORIZONS II_base v1.4 OPEN HORIZONS II_New_Ships v1.4 OHII v1.4 Patch2 Base - New Ships OH II Minefield map OH II Campaign Radio Messages v4 Cerberus62 Historical Ship Equipment 1.3 Cerberus62 Additional Merchant Ships 1.1 (Part 1) Cerberus62 Additional Merchant Ships 1.1 (Part 2) KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy Stormys DBSM SH5 v1.3 optional NavMap babelling Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys DBSM SH5 v1.3 optional louder engine sounds Stormys DBSM SH5 v1.3 optional scary creaks Advanced Shift Keys 2.3 DBSM <<<<<<<<<<<<<<<( I long wondered if this mod blocks/disabled other mods?) Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environmental SH5 Realistic Colors V2.1 Dynamic Environment SH5 Waves (realistic version) V2.1 Dynamic Environmental SH5 Shallow Waters V2.1 Dynamic Environment SH5 Shallow Waters V2.1 Patch Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environment SH5 Sleet For Winter Campaigns V2.1 Dynamic Environment SH5 Undersea (temperate and polar) V2.1 Dynamic Environment SH5 BrighterNights V2.1 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.1 Patch Floor Blue sobers chimney smoke V2 SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 Manos Scopes-patch for 8x5 gap - HD 1 deg Scope Bearing v 1.0 ALTAC New_ Start_VIIB Force Type VIIA-std Alberich Equipment_Upgrades_Fix_1_2_byTheBeast stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast Change days in bunker SeaWolf all icons V3 Grossdeutscher Rundfunk Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Automated Scripts v0.6 Real_Sink_1.0 TDW Round Fire Button v2 by Torpedo I was wondering where in the list That I should place " Icebergs v2.4, + Icebergs v2.4 DSD SonarTarget Patch? " Last edited by Marduk11; 11-14-11 at 10:48 AM. |
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#8 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Here are my suggestions; - If you want the effects of the 'Old Style Explosions' mod you should move it down the list to afterDynamic Environment', I don't think you really need it. - You are not running nor the mod 'Fistfull of Emblems' nor the 'Equipment Upgrades Fix 1.2. I suggest you replace the 'stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast' with 'stoianm upgrade available mod' - I would have moved it down to after Dynamic Environment - Sub Exhaust and SUB hyd fix interfer with Stormy's DBSM and I would have taken them away - The same goes for U-Boat Ballast Tanks SFX & U-Boat Propulsion, take them away. Stormy's DBSM takes care of this. - The mod 'Unterseeboot II SFX' conflicts with Stormy's DBSM. Stormy's takes care of this. Take it away. - The 'Enhanced Funnel Smoke' would I take away. - The 'sobers best ever fog' & 'sobers chimney smoke' conflict with Dynamic Environment and I'd taken it away, they don't improve anything. - The 'sobers smaller water drops' is already included in Dynamic Environment - take it away. - All the 'Ail' mods conflict with Dynamic Environment and should be taken away. One question - could you please tell what the mod 'CptEmblem Lighting' is and where to find it? Hope this makes sense. Regards ![]() |
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#9 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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![]() How did you know that? When applying 'Sub Exhaust' mod via JSGME no conflicts are spotted. But something is really wrong because I get CTD each time when it is activated in my modlist (doesn't matter where it is positioned in the order) ![]() ![]() |
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#10 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Ja ne mogu skazat kak ja eto uznal, prosto kogda-to zametil ![]() Poka ![]() |
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#11 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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![]() I switched back to 'Enhanced Funnel Smoke', and all these problems were gone, everything works perfect. Don't know about the compatability though, but everything seems to be ok with 'Enhanced Funnel Smoke'. |
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#12 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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What you say is correct, that 'boosted' funnel smoke might be better and I've seen those 'balls' as well but - IF you really want to run the FX Update I've found it runs better without smoke improving mods. Why? I can't say but that's what it's been like here for me. ![]() In this case I've found it necessary to make a pick and as the FX Update adds so many immersive features the FX Update is the one to choose. ![]() |
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