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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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I don't think anyone was supposed to "know" it. It just seemed to make sense that if the text of the link didn't match the link itself that something was wrong with the link and perhaps the text was the link (especially since it looks like one).
The internet is a strange and unknowable beast and sometimes one must think outside of the box to navigate it. It also helps to have a "gee, I wonder what happens if I do this" attitude:rotfl:I must go now, I have an appointment with the hairstyling salon. I have to get my hair straightened from the last time I stuck my finger in the electric socket. |
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#17 | |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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#18 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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BUMP!!!! One last time anybody else help on this.....
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#19 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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clayp, so you use JSGME or do you install manually? If you use JSGME, please look in your MODS folder for the folder that the mod is in (Torp Load....). Open that folder, and if there is no folder in there named Data, then you have one too many folder levels in the mod. If that is the case, then take the folder on the inside and place it in the MODS folder.
For example, if you chose the 8 second version, look in your MODS folder for a folder named Torp_load_8s or Torp load 8s. If you find one with the underscores in the name, then it probably has the mod folder (the one without the underscores) inside it. If that is the case, disable the mod with JSGME, move the folder without the underscores in the name to the MODS folder (cut and paste works fine) and then delete the folder with the underscores in the name (it should now be empty), then enable the mod and it should work fine. |
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#20 | |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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Quote:
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#21 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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That all looks fine and looking at the individual files, it appears that (as long as the mod is activated) you should have an 8 second reload time on all the deck guns. This is beginning to sound like a "Twilight Zone" problem.
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#22 | |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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Quote:
I'm just going to forget about it..I havent the slightest why it wont work.... ![]() |
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#23 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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DUH I'm sorry I forgot to say thank you to all that tried to help,so thank you all...
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