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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
A-ganger
![]() Join Date: May 2008
Posts: 77
Downloads: 10
Uploads: 0
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I don't think there's anything more wonderful than pulling up to a playing band after a long, hard patrol! Returning to base manually is very rewarding!
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#17 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Which makes me think - I wonder if SH5 will realistically remove the bands from early 1943?
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#18 |
Fleet Admiral
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Would be good if it does or at least allows the modders to remove them as an object that can have a date assigned to it.
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#19 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Even better.
![]() That would mean that modder-added ports could include, or exclude, them at will. |
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#20 | |
Planesman
![]() Join Date: Feb 2007
Posts: 195
Downloads: 51
Uploads: 0
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![]() Quote:
Yes, returning to base is a personal decision in this (SH3) sim, but I am no longer given the incentive. Love your work, by the way. Reverie |
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#21 | |
Planesman
![]() Join Date: Feb 2007
Posts: 195
Downloads: 51
Uploads: 0
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![]() Quote:
I have downgraded to GWX2.1, as GWX3 will not let me start from port with the Open Hatch and Racerboys Exhaust Mods enabled. The sim would start, place me on board and able to switch screens or simply sit and watch. After ten to fifteen seconds the program would Fatal. Thus it would be a Saved Game later that I would be able to reload the two mods, carrying on normally. Even to the point of returning to port with the offending mods still enabled. ![]() Reverie |
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#22 |
Planesman
![]() Join Date: Feb 2007
Posts: 195
Downloads: 51
Uploads: 0
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#23 | |
Stowaway
Posts: n/a
Downloads:
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1944. Tubes 1 and 4 = T3. Tube 2 = FAT2. Tube 3 = T1. Tube 5 = T4). As long as one is aware of it, it's not a real problem. |
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