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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seasoned Skipper
![]() Join Date: Oct 2005
Posts: 669
Downloads: 23
Uploads: 0
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i was wondering ... adding the new ships will make them behave like all the others ? like in convoys or individually ? will one loose other units to add new ones ?
can i add them without problems ? thanks |
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#17 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
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What do you mean? Adding new ships into the roster folder?
That's not really adding new ships... That's just allocating the previous ships to another nation.
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#18 |
Seasoned Skipper
![]() Join Date: Oct 2005
Posts: 669
Downloads: 23
Uploads: 0
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#19 | |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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![]() Quote:
![]() Check the "Mod Request for More Ship Types" sticky for more info - a group of us (including myself, Iambecomelife, NoLine, Snowsub, Chris 911, and others) are making more - mostly from modified in-game ships' parts, but some are making entirely new ones. |
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#20 |
Seasoned Skipper
![]() Join Date: Oct 2005
Posts: 669
Downloads: 23
Uploads: 0
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i saw that i even downloaded gmax to try and start my shipyard
![]() but maybe i just stick to skins thats my area anyway im a bit afraid of changing the txt files to add the new ships im shure i will mess things up |
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#21 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Don't worry, it's easy. And in case you do make a mistake, just make a backup or an extra copy. There aren't that many text files that need to be changed anyway.
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