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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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Release 1.0
This pack alters a few things on the Flower Class Corvette Escorts. Anti-submarine loadout is improved, with a second set of KGuns added in Aug 1939. The colour of all corvette keels is changed from blue to red. The Flower Corvette diffuse AO skins that ate included are based on historic paint schemes, though are not date restricted as the intent was to increase the variety of colours observed during a campaign. A01 Stock A02 HMS Spirea A03 HMCS Beauharnois A04 USS Saucy A05 HMCS Snowberry A06 HMS Arvida It will overwrite the second stock skin with the green along the waterline (sry I didn't like the patchy textures on the superstructure). I dont use JSGME but have made it with the appropriate file structure, please let me know if you find any problems. Also can someone please report back as to whether the red keel texture is present in their game if they have installed the game to a non-default directory? I am a bit concerned that the path redirection used during GR2 editing might limit it for those people.. ![]() ![]() ![]() http://www.gamefront.com/files/23345...vette_Pack.zip P.S many thx to TDW for his GR2 editor... Last edited by Jace11; 05-25-13 at 08:03 PM. |
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#2 |
Willing Webfooted Beast
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Excellent!
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__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#3 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I'm impressed.
I made the flower corvette available to the Germans once France was invaded, but I have not released it yet due to the fact that people might not need it. |
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#4 |
Seaman
![]() Join Date: Apr 2009
Location: West Palm Beach, Florida
Posts: 35
Downloads: 184
Uploads: 0
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Nice mod Jace, I think we all love new details and textures, and V13dweller, I'd use your mod as well, just so its not the same type 34 destroyers guarding all the French bases. variety is always nice!
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#6 |
Navy Seal
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Works ok for me Gap
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#7 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#8 | |||
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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it works! long life to anonimox
![]() Thank you mate ![]() @ Jace11 I had a look into your files, and wow, I have to say that you did an outstanding work ![]() My only doubt is about the usage of multiple AO maps. I suspect that the game only accepts three of them for each roster unit entry; occlusion map definitions in excess, if present, as well as date and frequency settings are probably ignored. Going by what Trevally is saying in this post, skin usage is campaign is set in gen node of campaign layer, and in fact thre valid settings are possible: 0 - early camo, 1 - mid camo, 2 - late camo ![]() One more remark: Quote:
![]() http://www.subsim.com/radioroom//sho...2&postcount=75 |
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#10 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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#11 |
Ocean Warrior
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SkipScreen is a plugin for a completely different things.. we are talking about the blocked access of gamefront for some countries and anonymous access through the proxy plugin..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#12 | |
Navy Seal
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![]() ![]() Set within the GroupTypeDefs.cfg we have Camouflage=2 for late, 1 for mid and 0 for early |
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#13 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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- setting more than three camo schemes for each roster entry is totally pointless; - camo start/end dates, as well as frequency settings, are ignored; - any new camouflage added, must be set in campaign by Trevally in order to show up in game. |
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#14 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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Yeah, sort of. Seems group units have options early, mid, late for camo, but also equip... I noticed something while changing deck gun dates in eqp files for merchants. It seems the upgrade dates can pass and yet convoys merchants don't get deck guns because they are listed in the group as early, which seems to set it to a very early date as opposed to the actual date. Probably the same with camo.
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#15 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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That being so, the only way to add some randomness, would be creating new unit definitions of the same model, and giving them various equipments/camouflages ![]() |
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