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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#316 | |
Stowaway
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i havent kept up with GFO so there are mods like ISE that i havent tested or examined for compatability so without digging into it i cant say anything about what might be changed. i have said many times before i really need to update GFO but i can never find any time to do it, even worse was i finally managed to force myself to make time to do some work on it over about a years time and i was about 50% done with an update for GFO when my hard drive failed and all that work was lost so i have nothing to show for it. there is just too much else going on for me right now to see when i could find time to sit at a computer for hours on end in order to mod again |
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#317 |
Ocean Warrior
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Hiya Webster, I remember you having a fix for the survivors zooming around the sea like demented chickens on speed, can you remember which file you edited and what values should be changed in it. Maybe then I can finally catch one of these nutters without having to use anymore profane language.
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#318 |
A-ganger
![]() Join Date: May 2008
Location: Oregon
Posts: 78
Downloads: 229
Uploads: 0
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Understood Webster. I think you are generous with your time answering questions here and assisting as you can. Time is practically the most precious resource - so thank you very much.
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#319 | ||
Stowaway
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thanks, i do what i can mainly because of the people here who did the same for me when i first got into modding Quote:
there is a survivor file (i think its a dat file) but i cant remember what the deal with it was. im not sure if i changed it or not but i did fix the lifeboats so they move less like speedy gonzalez zipping about like cockroaches when you turn the lights on lol. IIRC i didnt solve the survivor speed issue but you need to look for speed or horsepower or both. i dont think i tried too hard to solve it because i had other priorities going on so dig around the files and you might be able to resolve it. be advised they have the controler for the guy moving his arms but he also has a controler for how he moves with the water so i never figured out that part since there is no "tide" to the game (maybe is the wind or waves) the same controlers are used for all objects in the water not just boats Last edited by Webster; 04-30-13 at 04:26 PM. |
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#320 |
Swabbie
![]() Join Date: May 2008
Posts: 5
Downloads: 14
Uploads: 0
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Hey Webster. Is this mod listed on any other site besides Subsim? I reached my daily download limit downloading your mods and don't see the mod listed on Gamefront anymore.
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#321 |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
Uploads: 0
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Help Neal with $5 and get unlimited downloads!
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#322 | |
Stowaway
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![]() every few months I reupload my mods there but they keep deleting them so im giving up even trying anymore. in 24 hours you download limit will reset and you can get more but search the internet and you can find some other sites that have my mods. I don't control that so they may be older outdated versions so its up to you to compare the read me files with those found here. all the mods here (if there was anything that needed updating) are my newer updated versions of all my mods. |
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#323 |
Bilge Rat
![]() Join Date: Sep 2010
Posts: 1
Downloads: 3
Uploads: 0
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Hello,
I would really like to download this mod but the gamefront link is dead, so i'm posting a thanks for your mod, because you deserve it and it will also unlock the download on subsim. I Think the english for that is " to kill two birds with one stone". ![]() Thanks for your work ! |
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#324 | |
Stowaway
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welcome to the forums and enjoy the game |
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#325 |
Best Admiral in the USN
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Does this work with Op Monsun?
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#326 |
Stowaway
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it can because it barely touches the german side but there might be a few minor conflicts that wont effect game play.
Op Monsun is the kind of big mod that really shouldn't be mixed with any other large mods but because it targets a mainly unmoded german side of the game, I think you may not notice any minor side affects |
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#327 |
Weps
![]() Join Date: Apr 2005
Location: Illinois
Posts: 366
Downloads: 176
Uploads: 5
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Just wanted to add my voice to all of those who have already thanked you for the effort that you put into creating the GFO mod. Getting all of these mods to play well together is no small feet in itself and must have taken considerable effort of your part.
Having so many fixes and enhancements available in a single download and a single JSGME installation is a great accomplishment that reflects well not only your own efforts, but that of the entire community of contributors whose work is included in GFO. Like you stated, the GFO isn't about super mod like changes to tactics, strategy, difficulty, realism OCD (obsessive compulsive disorder) ![]() After installing GFO, I have been able to add my own selection of mods designed for use by stock 1.5 with barely a hiccup. Maybe it isn't the "official" 1.6 patch- but it certainly IS 1.5 tweaked right! And for me, that makes it a great place to start. For all of the above, I say thank you. ![]()
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![]() My Game starts with GFO - Keepin' it real as it needs to be! |
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#328 |
Nub
![]() Join Date: Mar 2010
Posts: 3
Downloads: 3
Uploads: 0
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Webster, the GFO mod sounds great.
Last edited by Onkel Neal; 10-29-13 at 07:47 AM. Reason: I have re-activated your account, downloads should now be available. |
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#329 |
Nub
![]() Join Date: Mar 2010
Posts: 3
Downloads: 3
Uploads: 0
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thanks admin
Thanks, Neal. And thank you Webster, I need a "moderate" mod that improves the gameplay and enjoyability of SH IV but doesn't turn it into a "white knuckle" sim. Games are for fun, not more stress. Stress I can do all by myself.
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#330 |
Stowaway
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thanks everyone
![]() my goal was and still is to just provide the most stable and "fixed" game and leave the customizing and customizing options up to the individual player since we all have different likes and ideas how things should be. |
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