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11-21-17, 02:59 PM | #391 |
Sparky
Join Date: Sep 2006
Posts: 155
Downloads: 61
Uploads: 0
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Hi FM, BIG thanks for this. This is the best one I have tested so far. I wanted to say that you have managed to create/keep the ambient perfectly. I LOVE this.
I tried WAC5 with its full interior mod, but -although it uses your interior-, the sailors added there are an ambient breaker, together with other details which break the mood (lights, and their metal protection, etc). I prefer much more your static crew, although few and static they feel much more 'real', at least much more integrated. They are just fine. The mood and details you put there are so good that I am trying to use this mod with WAC5 instead of his own full interiors. Even if that means losing the full interiors in type IX and II. Do you have plans when to add the aft torpedo room? I can't wait! Last edited by Darkbluesky; 11-21-17 at 04:45 PM. |
01-02-18, 04:49 AM | #392 |
Medic
Join Date: Dec 2016
Location: Milan, Italy
Posts: 160
Downloads: 226
Uploads: 0
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Doesn't work for me.
Anytime I start turning my head, it crashes the game.
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"Those who never change their minds, never change anything" -Winston Churchill Mods by me: U-571 Dive Sequence for SH4 |
01-02-18, 05:01 AM | #393 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
Uploads: 0
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You need of 4GBpatch
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
02-19-18, 04:07 PM | #394 |
Swabbie
Join Date: Feb 2018
Posts: 5
Downloads: 61
Uploads: 0
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Hi guys
I wanted to ask about this excellent mod: I've got it working fine on a Type VIIC playthrough and it's fanatstic. I've tonight tried it on my Type VIIB playthrough and...all the hatches are shut "downstairs" - no response from the usual SHIFT + H / CONTROL + H to open and close them. Works fine outside on the conning tower and foredeck still, but hatches are refusing to comply inside the sub. After much fannying about messing with the mod load order (thought it might be a few other mods messing with it) I am still having no joy. Went back and tested it on the Type VIIC playthrough...everything works just fine. So, I'm coming to the conclusion it's not fully integrated for the type 7B - up top it works but no functionality internally in the sub... Am I right in thinking this? Or have I made an error / is there a mod clash...? LIST of Current Mods in order: GWX - No medals on crew GWX - Enhanced Damage effects GWX - Main movie Das Boot GWX - Lite hHarbour traffic GWX - Torpedo damage final ver2.0 ALL_Weather_Guns MEP v5 MEP v5 - Visual sensors for GWX3 FixAllSubGWX GWX - Integrated Orders GWX - FM_NewInterior v2.1D Any help or enlightenment would be much appreciated |
02-20-18, 03:55 PM | #395 |
Swabbie
Join Date: Feb 2018
Posts: 5
Downloads: 61
Uploads: 0
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Nevermind - got it working in the end
Dont know how - just decided to function after having dived in type 7B |
02-20-18, 05:01 PM | #396 |
Silent Hunter
Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,499
Downloads: 109
Uploads: 0
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The hatch control is linked to the weapons officer, I think. One has to have him in his station, for the hatch to move.
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02-21-18, 07:17 PM | #397 |
Swabbie
Join Date: Feb 2018
Posts: 5
Downloads: 61
Uploads: 0
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Thats makes perfect sense. I usually leave WO position empty beginning and end of missions. That explains why. Thanks Rhodes.
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04-06-18, 12:54 AM | #398 |
Nub
Join Date: Mar 2018
Posts: 3
Downloads: 5
Uploads: 0
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Hello everyone.
I come here to ask, where is the readme pdf? In the OP post says it is included in the download but I can't find any readme file. This closes the "open hatch" mod of GWX, right? how can I access the other rooms? Thanks in advance. |
04-06-18, 01:31 AM | #399 |
The Old Man
Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
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Hi,there is a readme file ftp://Maik:Woelfe@hartmuthaas.no-ip....terior_V1.0.7z
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04-06-18, 09:54 PM | #400 | |
Nub
Join Date: Mar 2018
Posts: 3
Downloads: 5
Uploads: 0
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Quote:
Thanks! This is exactly what I needed! |
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01-08-19, 11:32 AM | #401 |
Soundman
Join Date: Aug 2008
Location: Poland
Posts: 147
Downloads: 845
Uploads: 0
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Welcome to me are all rooms except electric motors and rear torpedo tube
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Leutnant z.S. kimanu-96 |
01-09-19, 02:59 PM | #402 |
Soundman
Join Date: Aug 2008
Location: Poland
Posts: 147
Downloads: 845
Uploads: 0
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I have a question whether it is possible to make the module turn on and turn off the red light. And stabilize movement. It is a constant height.
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Leutnant z.S. kimanu-96 |
02-22-19, 02:38 PM | #403 |
Watch
Join Date: Dec 2018
Posts: 16
Downloads: 10
Uploads: 0
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Is there any version of this mod now complete with the aft torpedo/e-engine-room? I ask because of this youtube-video from "Wolfpack345":
He said he used v2.1D, but there is a completely modeled e-engine-room (9:55). Couldn´t contact him so far and ask him. Does anyone know more? |
02-22-19, 03:21 PM | #404 | |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,390
Downloads: 856
Uploads: 0
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Quote:
http://www.mediafire.com/download/wr...doraum_v1.0.7z http://www.subsim.com/radioroom/show...8&postcount=40 |
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02-22-19, 03:33 PM | #405 |
not dead yet
Join Date: May 2017
Location: Romania
Posts: 193
Downloads: 130
Uploads: 1
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Yes, if you install the NI mod , there is nothing beyond the engine room . I think the complete interior requires the U Boat Compilation mod .
There are some supermods that have the full interior included, LSH and WAC, if i'm not mistaken . |
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