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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Stowaway
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That whole statement about IE is crap!
I just downloaded from Gamefront with no problem. Check your settings for IE. |
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#152 |
Eternal Patrol
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Because you don't know what you're talking about. I just followed a couple of different links to Gamefront and downloaded a couple of different files with no problem, and I don't have Firefox or Chrome. The link on the first post is having problems, but other post links in this thread and others work fine.
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“Never do anything you can't take back.” —Rocky Russo |
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#153 | |
A-ganger
![]() Join Date: Dec 2011
Location: Lorient,France(no,really)
Posts: 79
Downloads: 115
Uploads: 0
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Now let's try to see what I can do. EDIT:I just went to Gamefront's main page and it works fine,maybe the links were borked or something.
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Rohr Eins,Los! |
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#154 |
Stowaway
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Unable to donwload...
May someone point me to a working link? Thanks |
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#155 | |
Stowaway
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Takes some time to load tghe page, but it's good to go |
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#156 | |
Bilge Rat
![]() Join Date: Dec 2012
Posts: 1
Downloads: 4
Uploads: 0
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Thanks! ![]() |
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#157 |
Swabbie
![]() Join Date: Dec 2012
Location: liverpool
Posts: 7
Downloads: 670
Uploads: 0
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SHIP DAMAGE
Thanks for this mod its great.
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#158 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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hey people forget about filefront!! mediafire is the perfect one
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#159 | |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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did you test the idea on SH5? It would be really great if the AI would react to premature explosions of torpedoes. Regards, LGN1 |
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#160 |
Swabbie
![]() Join Date: Jun 2013
Posts: 6
Downloads: 34
Uploads: 0
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Unfortunately, unable to download the link (using chrome, and mozilla, and ie produces the same result: 403 - Forbidden )
:-( |
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#161 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
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Try going here look for hsies folder
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS Username: Maik Password: Woelfe |
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#162 |
Nub
![]() Join Date: Jul 2013
Posts: 4
Downloads: 48
Uploads: 0
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Greetings Subsim! I have just recently gotten SHIII--always late to the party, as usual. This sim and the Subsim modding community are fantastic; an outstanding job keeping SHIII alive for so many years with so many wonderful mods--otherwise latecomers such as myself would most likely have missed out on the fun entirely.
Using JSGME, whenever I activate the Fire Damage mod, the smoke columns from burning ships disappear instantly once the relevant sections sink below the waterline. Deactivating this mod returns the smoke particles to the normal behavior of fading out slowly over time. I'm running the Encore-published no Starforce DVD edition using GWX 3, SH3 Commander/SH3 Weather and the H.Sie/Steibler combined hardcode patches. When the Fire Damage mod is activated, the instantly disappearing smoke particles occur both with and without any other additional mods loaded. Otherwise, the mod is working as intended. To test, I used the Silent 3ditor to tweak the damage from the virtual depth charges to atomic levels and was rewarded with ships splitting in two from a single shot. All testing (tasting?) of various mod soups have been done in the first two naval academy missions. No patrols yet. Searching the forums, it appears the problem once existed with the stock sim as well as with The Dark Wraith's lovely "SH4 effects for SH3," but I've so far found no reports of instantly disappearing smoke associated with the Fire Damage mod itself. I hope it's not just me. Any ideas of settings to tweak? |
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#163 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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#164 | |
Helmsman
![]() Join Date: Jan 2008
Location: Birmingham, England
Posts: 107
Downloads: 58
Uploads: 0
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I've looked at particles.dat+materials.dat in the various FX mods, plus the Fire Damage mod .dat, in both S3D and Hex Editor Neo (which I bought specifically to help with this issue). I'm pretty sure the problem is something to do with a conflict between the FX particles.dat and the Fire Damage mod .dat, somewhere in the particle generator sub-sections, and possibly the NoDeleteChildren and/or StopAllParticles variables. Another potential variable/s lie within the water interaction sub-section. This is the final step in my decade long quest to install (what I consider to be) a definitive GWX setup. Having spent so long in Notepad++, WinMerge, etc, I am itching to just play the game before I spend more time learning Hex Editor. Any help and advice, to save me some time, would be gratefully received ![]() |
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#165 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
I found a way to solve the issue: Just copy the particle generator from the mod's file to its parent node in the particle.dat file and move it above the fast particle generator. I don't understand why, but the ordering of the generators is important. Best, LGN1 |
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