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Old 03-19-06, 08:29 PM   #91
Kpt. Lehmann
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@CWorth

I get low FPS in-harbor too... but live with it because Rubini's work is so awesome.

One trick I have found that helps in-harbor is to rotate the bridge camera 360 a couple of times and give the engine time to render everything before moving out.

Also, the GW mod has altered the "Waves Attenuation Factor" in the Sim.cfg which helps FPS... and a totally cool side effect of that was making the waves seem a bit more realistic. This lessens the number of waves... but increases their troughs and peaks.

Also, in your case go into the GW optional mods folder and copy the "Stock Seafloor mod" to your JGSME mods folder and enable it.

I'm all about options. Its one of the biggest reasons we built GW.
... To give the player choice.

If you have any other problems let me or one of the GW dev team know. We will help you as quickly as we are able.
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Old 03-19-06, 08:31 PM   #92
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I'm jacking in

I currently seeding BT.
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Old 03-19-06, 08:36 PM   #93
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Quote:
Originally Posted by JonZ
I'm jacking in

I currently seeding BT.
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Old 03-19-06, 08:39 PM   #94
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Quote:
Originally Posted by Georg_Unterberg
BTW you forgot the ENTER-key, it still fires that damn torp. :P
Hmmmm, just re-tested my copy that I DL'd from Terrapin's site this morning... you may be missing part of the download.

It still requires the use of CTRL+Enter to fire my torps.
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Old 03-19-06, 08:42 PM   #95
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Concerning the blockships, which are really cool, are there other ships used other than Small Merchants? Coastal Merchants and Transports would look good too.

Also, when you listed "Old Liner" did you mean the Large Cargo by Sergbuto or the Ceramic by Chris911? Or are both included?
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Old 03-19-06, 08:59 PM   #96
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Quote:
Originally Posted by AG124
Concerning the blockships, which are really cool, are there other ships used other than Small Merchants? Coastal Merchants and Transports would look good too.

Also, when you listed "Old Liner" did you mean the Large Cargo by Sergbuto or the Ceramic by Chris911? Or are both included?
Thanks AG124, I was going to get to that. (I love your work... hurry up with that Rose Ore Carrier okay )

We didn't include the Ceramic only because at the time I didn't want to further complicate matters for Rubini and scripting.

At the moment as far as I am aware there is only one available model for the sunken barricade ships... but I think someone will certainly pick up the ball and do further modding involving them.

What I meant was the Large Cargo by Sergbuto. I made some mistakes with credits for some of the ships which I will be fixing this evening.

I believe we've added 15 ships over the stock game.
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Old 03-19-06, 09:13 PM   #97
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Never mind about Bit Torrent..

Finally people are going to bed and I can now start downloading from Terrapins site at 205 Kb/sec
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Old 03-19-06, 09:24 PM   #98
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Quote:
Originally Posted by CWorth
Never mind about Bit Torrent..

Finally people are going to bed and I can now start downloading from Terrapins site at 205 Kb/sec
Exactomundo!!!

Looks like the data stream is moving again!
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Old 03-19-06, 09:59 PM   #99
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Quote:
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun
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Old 03-19-06, 10:02 PM   #100
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Quote:
Originally Posted by Tonnage_Ace
Quote:
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun
I SAID... we wouldn't tellll youuuuuuu.

Ya gotta find out the hard way.
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Old 03-19-06, 10:05 PM   #101
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by Tonnage_Ace
Quote:
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun
I SAID... we wouldn't tellll youuuuuuu.

Ya gotta find out the hard way.
Awwwwww, gonna make me find out eh? Well play those cards close to you chest, see how I feel... :rotfl:
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Old 03-20-06, 04:29 AM   #102
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Quote:
Increased Attack Periscope Magnification to x10 to complement the All Grey Contacts mod- Kpt. Lehmann
What exactly is the All Grey Contacts mod and how does the x10 zoom compensate it? Does that mean the uzo has been increased as well being that it had better zoom than the attack periscope?

BTW: Just finished re-installing, patching and loading(15 minutes to load!) the mod and I've got to say that the presentation of all the new screens(and that breathtaking opening track) all telegraphed the fact I was about to play one of the best modded(too light a word for this if you ask me) games ever. I'll keep seeding this until you come out with ver. 1.1. Great job guys!
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Old 03-20-06, 05:53 AM   #103
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I think in fact all grey contacts mod, is insted you've got diferent contact colours for diferent ship tipes in your nav. map ,with this mod they all are grey however tipe of ship apears in your nav. map....


Before you had green for neutral ships, red for anemy ships blue for friendly ships, not now, now you've got to pay more atention to what your eyes say to you and radio contacts as whell the sonar man...
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Old 03-20-06, 08:05 AM   #104
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Just a few things after playing it last night..

1. Camera settings...Very odd looking view to me.May just take some getting used to though.So I'll give it a few patrols to get the hang of it.

2. Harbor Traffic..major framerate killer as I suspected it would be.I am as low as 4 fps in port and leaving where as I would normally be at 25-35 in port and while leaving port without the harbor traffic...maybe need a mod version released that cuts down on the numbers of ships in port.Leave some of the more important ones but cut down the numbers of fishing and tug boats in the ports or something.Makes the use of Anti-Aliasing impossible now where as I could use it before with no issue.

Besides those 2 issues I am really enjoying what you have done with the mod.
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Old 03-20-06, 08:42 AM   #105
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Quote:
Originally Posted by CWorth
2. Harbor Traffic..major framerate killer as I suspected it would be.I am as low as 4 fps in port and leaving where as I would normally be at 25-35 in port and while leaving port without the harbor traffic...maybe need a mod version released that cuts down on the numbers of ships in port.Leave some of the more important ones but cut down the numbers of fishing and tug boats in the ports or something.Makes the use of Anti-Aliasing impossible now where as I could use it before with no issue.
What is your system setup?, I have a venerable pIII with 512mb ram and I get those fps.

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