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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How fast you want the Cloud's to move in the Sky | |||
I like them the way they are |
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96 | 20.43% |
I want them a Little Slower |
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94 | 20.00% |
I want them a Lot Slower |
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157 | 33.40% |
Please give us Optional Install's |
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142 | 30.21% |
Multiple Choice Poll. Voters: 470. You may not vote on this poll |
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Thread Tools | Display Modes |
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#481 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
Uploads: 0
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My experiences in gameplay are vastly improved due to these wonderfull works. Not only do I appreciate the quality of the mods included in these downloads, I also appreciate the fact that the modders are working together to complement each other's work. Thanks to all!
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Asus P8 Z68 Deluxe MoBo Intel Core i7 @ 4.4 GHz 16 GB RAM EVGA GTX Titan Black 1.5 T-byte HDD Antec 1 KW True Power Quattro PS |
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#482 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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When you download NSM 3.3 inside of it there are 2 choices one is a classic vs of NSM wich is harder to sink ships and takes longer for them to sink.
Or the Light vs which is just the opposit. Both contain a differn't set of zone's cargo and ship files to match their needs. Install the one you want first in your game. And you should do this while in Port not open sea's. Then install the matching ROW Zone's download and install ontop of the NSM mod you took for your game. ROW zone's uses NSM as a base with all the new special effect's added to it and changes the cargo file to match the new cargo's set up for the effect's. So NSM of your choice first Classic or Light not both. Then ROW classic or light on top of it NOT BOTH. |
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#483 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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I saw in some screen shots people had the old original lightning that was in the game so I included the lightning work from Kapitan_zur_see and Captian Cox in the new downloads to make sure everyone had them. With the special effect's downloads.
Also the oil slik's and the fire textures have been cleaned up and made better from l3th4l so I also included them with the new textures. With the Special effect's downloads. I did not include all the textures it did not replace because it would have just been too big a file that way. As soon as I can I will straighten out the main download to have all of this in it just havn't had the time to get every thing done. Sorry but I am only human LOL!!! :rotfl: |
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#484 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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That was common to hear in a WWII sub while the batteries recharged and ran everything from light's to machinery compressors and more. So that is something you should hear with your game. Before all you heard was the lapping sound this incorporates the idle sound that should also be present in a sub on the surface. |
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#485 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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If a file is doubled up inside of the MAIN GAME DIRECTORY Another words Ubisoft/SHIV/Data/Library clicking through the folders.
If there is 2 Particles.dat files or 2 Materials.dat Files or 2 camera.dat files then the game will not function properly and may either crash or give you some unwanted effect's. There should only be one of each type of file in the main game folders if by chance they got doubled up from a glitch or if in the past you added a mod Manualy and forgot about it then lator down the road started to use JSGME and added something there is a chance for doubled up files. Like the Scene.dat file sometimes in Mod's people forget to remove the COPPY of Scene.dat file when they make changes using Mini tweeker and that can have some screwed up effect's in the game or crashes. I hope this helps some people out with problems they are experiencing in their own game's. I Know it can get confusing with all the mod's out there where to add this and when to add that especialy for all the new guys. But in most mod threads a lot of the questions and problems you are having have already been answerd so if you can take the time to look through the thread posts first to see if your problem has been answered or asked by another. If not then please yes post your problem and question and we will help ASAP. If it was missed by accident and didn't get answered please send me a PM and I will help. Last edited by leovampire; 09-29-07 at 07:05 PM. |
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#486 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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You can either stay with what you have now if you like it as is.
Or now there are 3 other choices Slow Down Clouds Double Slow Down Clouds Very Very Slowed Down Clouds So no more about the clouds guys you have plenty of choices. Thank's to Kriller2 for doing this for everyone who requested it! Also there is a new download for Reduced underwater effect's for lower end PC's Again Thank's to Kriller2 for doing this for the guys that needed it! Last edited by leovampire; 09-29-07 at 07:57 PM. |
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#487 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
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Thanks Leo.
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#488 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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![]() ![]() Burning Oil Fuel Trail when a ships Engine room or Fuel bunker is breached with a torpedo. A trail will be left until the ship stops and or it's wounds finish it off and sinks. |
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#489 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
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Wow. That's sweet.
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#490 | |
Officer
![]() Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
Uploads: 0
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The mod is great although I haven't had much time with it yet. One thing I've noticed is really awful framerate when the seafoam becomes active (I am using the high res version). I have a hefty system, 8800GTX, 6850 quad core, 4gb etc.. but I've noticed a lot of hardisk activity when the seafoam is active.. I haven't fiddled much yet but does anyone have any suggestions? |
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#491 | ||
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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I and the crew basicly made the mod to work best at 1280x1024 for a resilution setting for a start. And all of us have our video cards set at AA x4 and AF x4. And the refresh rate should match the one your monitor is set at. Like mine is 60hz so for the game I have 1280x1024 @ 60hz. Also allowing your video card and or program for it to set up you monitor to operate with the best colors and smoothest 3D graffic's is also a good idea to do. |
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#492 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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Seeing you are on the NAV map when you are doing this. Hit the pause button then go to normal time another words 1x. Then you can go to outside cam's and not have this problem.
It gives the game's rendering engine a chance to catch up with what is happening. I know it is a pain the in the BUTT remembering this especialy in emergency situations but it has worked for me every single last time and no more morphing effect's. This is a temp fix until we can find away to get the game to do it on it's own or catch up faster. |
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#493 | |||
Officer
![]() Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
Uploads: 0
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#494 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Correction to the cloud speeds downloads:
There is a fault in the descrption of the files, so here is the right description of the downloads: 1 "very very slow" is "very slow" down cloud speed. 2. "very slow" is "very very slow down" cloud speed. 3. "Slow" is "slow" and is the same speed as Seeadlers original mod, which allso are used in TM. /Kriller2 |
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#495 |
Officer
![]() Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
Uploads: 0
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@leovampire
I have done some quick testing. It almost certainly isn't spooling to the disk.. No excessive HDD activity this morning. If I pause the game there is no jerking in any camera view (probably around 60fps). With the sim running at 1x the game is VERY jerky above water level (I would guess around 5fps). If I move the camera below the surface everything is fine. CPU usage is normal at all times so it doesn't look like there is a CPU issue here. |
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