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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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Watching Jive Turkey video's and I am convinced we need a TMO 2.5 control panel...Just and idea in the conditions view we could make it as a depth gauge you left click on a depth and your sub goes there...Use the telegraph in TMO for speed and the compass for rudder control..Just my $0.02 worth...
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#2 |
Ensign
![]() Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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Hi,
downloaded but, I read readme and ... I dont like overwrite orginal files (especially when we have 1.05b now). So this mod is JSGME ready too ? ![]() |
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#3 |
Planesman
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You don't need to overwrite the original files, you put the overwrite folder in the same directory location and the game will select it if it was detected. If you want to go back to original, then just delete or move the overwrite folder to another location.
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#4 | ||
Electrician's Mate
![]() Join Date: Jan 2011
Posts: 137
Downloads: 31
Uploads: 1
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Quote:
The original game files are all in the "default" folder, my mod is entirely contained in the "override" folder. Nothing in the "default" folder is overwritten. Hope this addresses your concerns. And enjoy!
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Salvo Regards, LTJG Beam |
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#5 | |
Planesman
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#6 | |
Bosun
![]() Join Date: Jun 2017
Location: Germany
Posts: 61
Downloads: 65
Uploads: 0
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![]() I want that! Also a key for the ships info panel, dammit... Last edited by LeopardDriver; 07-06-17 at 01:18 PM. Reason: Edited: Typo. |
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#7 |
Planesman
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I certainly would not mind seeing the RSR keyboard overlay being used in CW. Just need someone to make a new cutout that I can download and print ;-)
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#8 | |
Electrician's Mate
![]() Join Date: Jan 2011
Posts: 137
Downloads: 31
Uploads: 1
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I've been asked a couple of times about merging this MOD with others. At this time, I am not willing to do that. The main reason, is that it will make determining if any issues that come up are in this Mod, or one of the merged Mods difficult...
I would prefer to keep this mod separate, until I have finished implementing all the components, and have guaranteed that it is stable. Quote:
That means I've added Tubes 7 & 8 to the Seawolf for the 2004 Campaign and have uploaded the newest update to the 2004 Campaign MOD. There are multiple reports on the reload display issue. I can verify that on my PC as well. I am not sure if that is something I can fix, or if KILLERFISH will need to correct it. I can fire all 8 tubes and reload all 8 tubes but tubes 7 & 8 do NOT display the selected weapon when you are selecting what to reload. The game does do the reload animation sequence and display the loaded weapon when the reload animation completes. Since there are no reload parms in the .TXT files, we may need to wait for KILLERFISH to correct this. I will do what I can in the meantime. For now I will leave the tube 7/8 active in the MOD. I also am using this update to improve the "look" of the Seawolf in the MOD. Seawolf has a Sail forward and stubbier appearance. She is wider than the LA and shorter as well. Because of this I've changed to using the Narwhal as the base model since it has a Sail Forward design too. I also turned off the TB-16 Towed Array/support tube graphic and the WLR-9 on the model to give her cleaner lines. Let me know what you think. I've also squashed a few bugs that Jive Turkey has hit in his live streams (I think.) Files should now be completely in sync with 1.05b. I believe the "Flying Dutchman" Ship was caused because my campaign was written during the 1.03 - 1.04 time frame and a couple of files were out of sync. I have not been able to replicate the Flying Sub. But that appears to have been squashed bt KILLERFISH in the 1.05b patch. The 1.05b patch notes contains the following notation: Fixed a bug where sub riding too high in the water could "hover" Weapons.txt being synced to 1.05b for example seems to have resolved a couple of glitches I had noticed. An example is you should no longer see a black screen behind the Kotlin Class in the Unit Reference. Syncing weapons.txt to 1.05b resolved that issue. NOTE: IF YOU LOAD THIS CAMPAIGN MOD UPDATE AND ARE ALREADY PARTWAY THROUGH A CAMPAIGN, YOU WILL NEED TO START A NEW CAMPAIGN AND OVERWRITE YOUR EXISTING CAMPAIGN. IF YOU TRY TO LOAD USING A CAMPAIGN FROM THE OLDER VERSION, IT WILL FREEZE THE GAME. I HAVE VERIFIED THIS. SO YOU MAY WANT TO FINISH YOUR CURRENT PLAY-THRU IF YOU ARE REALLY FAR ALONG. Here's an image of the new Seawolf:
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Salvo Regards, LTJG Beam Last edited by LTJGBeam; 07-08-17 at 03:56 PM. |
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#9 |
Swabbie
![]() Join Date: Jul 2017
Posts: 11
Downloads: 48
Uploads: 0
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Hey guys, don't know if it's just me or what but it won't let me download this mod. A prompt keeps popping up saying how I need to wait another however many seconds before I can download anything else and I didn't even download anything to begin with. And then after I try a few times the message will pop up saying I've exceeded my downloads for the day. It's the second day in a row it's done this and it's getting pretty frustrating. Help! thanks
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#10 | |
Electrician's Mate
![]() Join Date: Jan 2011
Posts: 137
Downloads: 31
Uploads: 1
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Salvo Regards, LTJG Beam |
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