SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How would you prefer? | |||
All in a single mod (only 1 Big Mod) | 42 | 52.50% | |
Just the way it is (in parts) | 38 | 47.50% | |
Voters: 80. You may not vote on this poll |
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Thread Tools | Display Modes |
12-23-12, 06:19 PM | #976 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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Glad you're sorted and good hunting!
__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. |
12-25-12, 04:49 AM | #977 |
Swabbie
Join Date: Dec 2012
Posts: 12
Downloads: 5
Uploads: 0
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Hard road...
After other two cycles of de-reinstallation, I still have some problems:
First of all, unzipping MMM p4 - Sounds - part2 with win7, the extractor itself shows the message "BaseMod05\Data\Sound\Speech\Navigator\Tension\Est imate_range_to_contact.ogg - The file is damaged." Second: When enabling in JSGME MMM p4 - Sounds - part2, GME asks me if I want to join the folder with part 1 (they have the same name...it's obvious), and if I want overwrite file with the same name, or not, or to mantain both...what I should do? Third: I have enabled all the mod in the list of the post #958 together, and then played game, docked to Kiel, at the end of tutorial, I have no other mods installed other than these. Should I activate the mods once at a time, and try to play every time a mod is enabled, or is possible enable them all together? Fourth: I have not downloaded the patch of Large Address Aware; Is this a problem? My computer specs: CPU: Intel i7 860, 2,80 GHz Quad Core RAM: 12,0 GB Graphic Card: Nvidia GeForce GTX660Ti OS: Windows 7, Home Premium, 64 bit. Thank you for your attention, and I hope...help. Meanwhile, I wish a Merry ChristMas to you all, your families, your friends and...your crews and subs!!! An embrace to you all. Starfy71 - Davide - Italy |
12-25-12, 07:40 AM | #978 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Quote:
Ciao Davide First: You're right, there is something strange with the ' MMM p4 - Sounds - part2' Don't know why. I've tried to upload it several times now with the same result. The .rar file I've got on my HD is OK... Second: When JSGME asks you if you want to add it to the part 1 you should do it, yes. Third: All the mods should be possible to enable together Fourth: The patch shouldn't be a problem. Your specs are just fine Last edited by Silent Steel; 12-25-12 at 12:46 PM. |
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12-25-12, 09:20 AM | #979 |
Swabbie
Join Date: Dec 2012
Posts: 12
Downloads: 5
Uploads: 0
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Silent Steel...
thank you very much for your answers. Really, I am grateful of your suggestions and analysis. I will try once again. In these situations it's possible to discern people that actually want to share knowledge of almost real simulators with other players. The same kind of passion we share when we talk about actual submarines and technologies!
Best thanks and greetings again!!! |
12-25-12, 10:23 AM | #980 |
Bilge Rat
Join Date: Feb 2010
Posts: 1
Downloads: 12
Uploads: 0
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Hello,
The links are dead on the third file (mmm v0.5 AIO.part04.rar) Thanks! |
12-25-12, 03:01 PM | #981 |
Swabbie
Join Date: Dec 2012
Posts: 12
Downloads: 5
Uploads: 0
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IT.....
...works...it works...IT WORKSSSSSS !!!!! AND IT IS HUGE, BIG, COMPLICATED, WONDERFUL!!! NO DETAILS MISSING.....
HOW MUCH "THANK YOUUUUU" DO I OWE TO YOU ALL?!? INFINITEEEEEE !!!!! Now, like a little mouse sniffing the cheese, I will explore my treasure!!! Greetings, see'ya soon!!! |
12-25-12, 03:21 PM | #982 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
Enjoy your little treasure Davide, e buon Natale! |
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12-25-12, 05:10 PM | #983 |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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12-26-12, 04:39 PM | #984 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
|
Quote:
__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. |
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12-27-12, 06:25 AM | #985 |
Swabbie
Join Date: Dec 2012
Posts: 12
Downloads: 5
Uploads: 0
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Thank you
..to you all !!!
I just started the first campaing with realism set about 65%...but it's quite hard to survive...just for example, with crew at battle stations, flak gunner in place with the orders "Fire at will - long range - everything - closing and going away", a couple of Hurricanes sent my sub in the bottom of the sea in a while... better not to speak about my aiming capacities with scopes and UZO...I will do better spitting with a peashooter !!! The fact is that I am used to the automatic firing solution of SH3...it's simple...when it reaches "000" it is a certain it. Is there some way to enable that function? I suppose the game is mind-oriented to skilled players...I suppose I will have to watch and understand many tutorials on how to manage the TDC and enter a good firing solution. Meanwhile, have a nice day you all., Commanders. |
12-27-12, 06:43 AM | #986 |
Frogman
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Well, I'm running this mod also.....and loving it, although I have added to it somewhat.
Anyway, the way I use auto TDC is to get the target ship into the UZO or periscope and press space bar, this will lock it up. ID the target, then unlock the ship....space bar again. Your TDC should have a firing solution in it now. Then aim at the point of the ship you wish to hit and the TDC will give the torpedo the correct gyro angle, and fire. As long as the target ship doesn't alter it's speed or heading you should get a hit.
__________________
Bird Lives! |
12-27-12, 07:55 AM | #987 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Quote:
If there is ANY possible way to avoid enemy aeroplanes > use it! You shouldn't ever choose to take them on, most likely you will regret it if you do If there are no other options - man the FLAK Crash dive is your best solution. Your best defence is to stay undected as long as you can. |
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12-27-12, 11:43 AM | #988 | |
Swabbie
Join Date: Dec 2012
Posts: 12
Downloads: 5
Uploads: 0
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Quote:
Next time I will take your advice, my dear friend |
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12-28-12, 08:54 AM | #989 |
Swabbie
Join Date: Jul 2011
Location: France
Posts: 5
Downloads: 99
Uploads: 0
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hello everybody .
I have just one simple question about v0.5 of MMM. I read all the explaination post and advises, but I'd like to know: is there the mnts mod in v 0.5 ? At the moment, I'm still using v0.3 of this great compilation and it works fine with mnts in part 5, but I would like to update it. (v0.5 has to be better for sure) Pedrobas explain that he still working on a part 6 with mnts in v0.4's post, but don't tell anything else in v0.5's one. I really like mnts mod: it gives more ships and it's very nice mod to see ( harbors are awsome for exemple) Tell me please I'm wrong. tell me please that mnts works in v0.5 hope so... Thanks a lot. Last edited by guims79; 12-28-12 at 09:19 AM. |
12-28-12, 11:12 AM | #990 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Mods included in MMM v 0.5 are listed in the first post of this thread. You can check by yourself, but I am afraid mtns isn't included...
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