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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
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![]() ![]() Top Mod!
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#32 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
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Nvdrifter, have you also tested pattern-running and acoustic torpedoes?
How do they look when they make a turn?
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#33 | |
Stowaway
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#34 |
Weps
![]() Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
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Hi, I've posted these in anoter thread - but when I saw the comment above about turns I thought I would put them here as well.
Below is what they look like turning - thoese pictured are standard steam torps. Great idea for a mod though! ![]() Cheers Px3000 ![]() ![]() |
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#35 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
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Yes, that's the kind of wake I was afraid of.
Nvdrifter, can you fix this just as easily as you did for the sub-wakes? Btw, the SH3-manual has some info on the different guided torps...from page51 on. I don't know much about them, and have only used acoustic torps.
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#36 |
Stowaway
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**Update Released**
Longer Torpedo Wakes v1.02 for use with GWX This mod makes torpedo wakes visible for much longer than vanilla SH3. Torpedo wakes will now be visible for approximately 45 seconds now. Hopefully this mod will add some realism and eyecandy to your game. ![]() -------------------------------------------------------------------------------------------------------------- Changes/fixes in v1.02: -Fixed blocky corners for steam-powered, guided torpedoes. Steam-powered, guided torpedo wakes will now have smooth edges when turning. ![]() Sorry everyone for not catching that problem in the last release. Everything should be ok now in this version. Thanks to Phoenix3000 for pointing out the blocky torpedo wake problem. Download here: http://files.filefront.com//;6576804;;/ |
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#37 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
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Awesome! Thanks for getting this fixed up so fast. Can't wait to give it a try.
Now, my perennial question - is this the kind of mod you have to be in port for, or is it something you can safely do while out on patrol?
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#38 | |
Stowaway
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#39 |
Bosun
![]() Join Date: Jan 2006
Location: Minnesota
Posts: 68
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SWEET!!! ...another staple in the GWX update perhaps?
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#40 |
Chief of the Boat
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Brilliant nv
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#41 | ||
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
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![]() I was hoping you could say with more certainty based on whatever it is you actually had to do to make this work. Oh well - I've seen nothing but aircraft and enemy destroyers on this patrol so far, so I guess a little experimentation wouldn't set me back that much. We'll see:hmm:
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#42 |
Torpedoman
![]() Join Date: Jul 2005
Posts: 117
Downloads: 1
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@nvdrifter
Congratulations and thank you very much for your last brilliant torpedo wakes. I want to point out, that I`am a great fan of your mods and can imagine, how much time you spend. |
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#43 | |
Stowaway
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![]() I am happy to hear you are enjoying my mods. There are a lot of great mods out there, and a lot of great modders in this community. ![]() |
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#44 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Got it, and thankyou very much Nv.
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#45 | |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
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![]() Oh well - keep posting screenshots guys, so at least I can see how this great mod looks on the forum ![]()
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