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01-18-12, 01:29 PM | #841 |
XO
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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Yes it's not a problem. I use OSE after TDW mods also
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01-18-12, 01:54 PM | #842 | |
The Old Man
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Quote:
This is only true if using Stormy's SDBSM Base v1.3 MOD. |
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01-18-12, 01:56 PM | #843 |
Black Magic
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IIRC I removed the fireworks because they were annoying. I made some other changes but can't remember what they were
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01-18-12, 02:04 PM | #844 |
Captain
Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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Thanks for the info TDW! I think I will keep your Baza_FX.dat but smoke and sound from "Old Style Explosions".
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01-18-12, 03:13 PM | #845 |
XO
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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I have Stormy's 6 mods, and OSE after them. The crew provides all sounds (screaming, yelling, crying etc.) as it should. No conflict between SDBSM basemod and OSE spotted by JSGME
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01-19-12, 12:43 PM | #846 |
Grey Wolf
Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Hello TDW,
I found some interesting mods for SH3 (hard-code fixed) and maybe you can implement it in your FX mod. http://www.subsim.com/radioroom/showthread.php?t=174225 Especially follow "Wolfpack Mod" but others look nice for hard players.
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01-29-12, 09:03 PM | #847 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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Is the SubExhaust_1_0_5_byTheDarkWraith included here or in any other of the TDW mods (IRAI or NewUI) or is a standalone mod ?.
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01-29-12, 09:47 PM | #848 |
Black Magic
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01-29-12, 10:06 PM | #849 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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Thanks
BTW: i have modified the "data\Terrain\Locations\CustomAreas" sim files of your FX mod to make it compatible with "sobers chimney smoke V2". I didn´t want to lose neither the nice light of your Lighthouses nor the nice effect of the smoke in the chimneys from sober. If you are interested i can send it to you in order to include it in a next version of your FX (asking Sober, of course). |
01-29-12, 10:09 PM | #850 | |
Black Magic
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Quote:
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01-29-12, 11:34 PM | #851 |
Ace of the deep .
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01-30-12, 02:31 AM | #852 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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"FX_Update_0_0_19_TheDarkWraith" Fix for "sobers chimney smoke V2"
I have modified the "data\Terrain\Locations\CustomAreas" sim files of the "FX_Update_0_0_19_TheDarkWraith" mod to make it compatible with "sobers chimney smoke V2". I didn´t want to loose neither the nice light of Lighthouses nor the nice effect of the smoke in the chimneys from sober. With this one YOU DON´T NEED TO INSTALL "sobers chimney smoke V2" It is also valid to replace the same files in "Harbour_Addition_Environment_Enhancement_MOD_v0.5 " All credits to TheDarkWraith and Sober. Install with the mod enabler(jsgme): http://www.gamefront.com/files/21261...mney_smoke_rar Last edited by pedrobas; 01-30-12 at 08:05 AM. |
02-14-12, 01:57 PM | #853 |
Grey Wolf
Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Looking for new version?
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02-16-12, 10:04 AM | #854 |
Captain
Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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Please, release the version with crew on surfaced AI uboat
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02-16-12, 10:08 AM | #855 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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