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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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How do you get wolfpacks ingame?
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#2 | |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 950
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#3 | ||
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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#4 | |||
Ocean Warrior
![]() Join Date: Apr 2007
Location: in my sub
Posts: 2,741
Downloads: 47
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#5 | |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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Find "all" other mods through this sticky. ![]()
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#6 | ||
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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#7 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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The Wolfpacks in GWX have surfaced uboats shooting with the deck gun. In Sergbuto's Mod they run submerged at periscope depth and shoot "virtual" torpedoes which are implemented in the mod.
If you're using GWX it is not enough to simply install Sergbuto's Mod, because his uboats are not scripted into the campaign and simply wouldn't work, so you have to implement them by opening the campaign_RND.mis file with a text editor and substituting the original GWX uboats (NSS_uboat7c41) with Sergbuto's (NSS_uboat7a). That way you get GWX with submerged wolfpacks. ![]() (Make a backup of the campaign file first, and save your career while you're in the harbor!) |
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#8 | ||
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
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