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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Stowaway
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I'd totally forgotten about cross-checking that mod with this one. ![]() That's an easy enough fix . . . in a way. I don't remember whose mod the Longer Torpedo Wakes is. I'd like to get their permission to incorporate their mod into this one. I could just modify mine but, essentially, I'd be duplicating their work and idea, and I absolutely insist on giving credit for another's work and getting their permission prior to tinkering with their idea. Also, at some point soon I'll be releasing a mod (--fingers crossed--) that changes the models for the various torpedoes so that each style displays their correct characteristics vis-a-vis detonator shape, number of propellors, etc. That mod will include fixing the electric torpedo trail, and I'd like to include the Longer Torpedo Wakes aspect with that as well. |
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#2 |
中国水兵
![]() Join Date: Jan 2008
Location: Germany-Bayreuth
Posts: 276
Downloads: 6
Uploads: 0
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It is just so funny to fire a T1 and see it move towards the target... or see the trail of a FaT... but not neccessarily a must
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#3 | |
Frogman
![]() Join Date: Apr 2005
Location: Kent, UK
Posts: 292
Downloads: 630
Uploads: 0
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But I'm looking forward to the T1 Trail fixed version if possible. OR if not would you mind telling me which values need changing in the DAT file to get them back. Thanks |
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#4 |
Stowaway
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I've lengthened the wakes. Was a fairly simple fix. Now the steam torpedoes leave a wake around 30 seconds long. I'm trying to 'thicken' the underwater bubble trail as well, but that's sorta kicking my butt for some reason. --mutters--
Once I figure that out I'll release a revised mod that both changes the electric torpedo trails and also the steam torpedo wakes and bubble trail. |
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