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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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#32 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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I need a copy of granny viewer v2,8.33.0, has to be this version, I have scoured the web and cannot locate it, and its not avaliable for download at Granny`s website anymore (they probably pulled it because it was a goldmine of information of their GR2 format)
also some earlier versions of TDW`S GR2 Editor ps, Gap empty your inbox mate ![]() |
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#33 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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No, sorry, on my HD I have v2.9.1.0. Found v 2.8.38.0 at this link
you might ask for help in some of the Civilization forums maybe ![]() Quote:
![]() No problem on that. I have the following versions: 1.1.272.1, 1.1.320.1, 1.1.332.1, 1.1.374.1, 1.1.400.1, 1.1.403.1, 1.1.404.1, 1.1.415.1, 1.1.418.1, , 1.1.447.1, 1.1.451.1, 1.1.453.1 Should I pack them all and send them your way? ![]() |
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#34 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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From the look of it, it doesn't seems its hydrodinamic design was very advanced. In game, what would we be supposed to do with it (besides sinking)?
![]() PS: I think wikipedia calls that 1D thingy "Brandtaucher" |
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#35 | |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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The granny is for decompressing a file, as far as I know that is the only version that works with the editor for that. tried all the versions I have found and none of them work |
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#36 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I have found a few more versions of the editor than I said before. Here they are:
https://www.mediafire.com/file/cb609...o_1_1_453_1.7z Quote:
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#37 | |
Scurvy Dog of the Deep
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Yes you are correct it's a "Brandtaucher" Please don't take me so Seriously about making a Model for SH5 it was a joke. I thought it was obvious, but I'm really starting to regret it ! Mkiii My Pal I love you and your IX Simon xxx ![]()
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#38 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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no reason to regret. I think your British humour was pretty obvious, but not the same can be said about my sarchasm lol ![]() ![]() |
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#39 | |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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the last one is sensors gr2, which is a lost cause, TDW knew what the problem was but never got round to sorting it out. Last edited by mkiii; 10-26-17 at 12:02 PM. |
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#40 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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been looking at the files involved in putting the IX in game, as a uboat under its own name, apart from everything in the sub folder, I have
Roster....easy enough Flotilla....should be easy enough upcdatage....not to sure about this one those are the obvious ones, are there any not so obvious ones that I have missed (highly likely) |
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#41 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I hope no new guns are required for the upcoming Type IX, because unfortunately animations are still a big no-no ![]() |
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#42 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#43 | |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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no new guns, will use the stock ones. (but I may redo the textures) a lot of the in game textures look fugly on a 55" screen ![]() I can open the sensors file, just can`t save it, something to do with datatype definitions in sec 6. and I seem to remember TDW altered that file for something and said not to let anything overwrite it, otherwise bad things would happen |
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#44 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#45 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
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not much of a change really, its just both of the scopes are in the ct on the IX, I can open and save the obs scope now, so moving it into the ct should be no problem, add a new bone in the ct for it, and delete the bone in the cr.
but I will probably have to move the attack scope a bit, It all depends on if the position in the ct is determined by the bone, or position info in the mesh. either way it should work out ok. I have decided to do a quick job on the cr, ct, and tra, just so things are reasonable from the start, after all we do need the scopes in their correct places, and 2 tubes in the aft torpedo room, and when we lower the obs scope we don`t want it hanging out of the cr ceiling do we ![]() In the greater scheme of things its not that much work. and using the tools is getting easier, so work progresses better, with less muck ups. |
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