Thread: [TEC] Wake torpedo..
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Old 07-25-23, 09:40 PM   #22
Bartholomew Roberts
Bosun
 
Join Date: Sep 2021
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
Hey Beanie ...
.Best regards
Strange files here "A" are doubled as you can see..
it works with "B" the foam train is other .. I took files from an old basic version which worked ...
It seems that the Val file values are not the same...
during the assembly I tinkered so much that I don't really know what I did..!!! I used "reshade" to modify the graph...(Not recommended for the moment) I modified "GFXSettings" values as well as Nvidia inspector which make the "MdR"..
I use very different settings in Nvidia Inspector
if we compare with your FoTrS it has nothing to do...
too much tinkering to kill tinkering...
I wanted to ask the designer but I am no longer in contact with Lukner.. plus I got angry with Anvart1061 and Alex@ since these war problems in Ukraine so I doubt he would have helped me.. There you go Boss you know all! !!!


Ah yes Boss... the family is important so don't abuse it too much...
Probably you should look into dat file with S3d for better solution, see what's the maker first intended to do. I found quite some bugs in KSDII and is now still patching. I usually play with only electric torpedo so I would never found this bug
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