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03-16-07, 10:52 AM | #91 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
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NVDRIFTER,
Did you ever find a fix for the "pivoting" wake from the sub. You said in another thread that you think that you had a fix? |
03-16-07, 11:03 AM | #92 | |
Chief of the Boat
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Quote:
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03-22-07, 12:30 AM | #93 |
Lieutenant
Join Date: Apr 2005
Location: Japan
Posts: 259
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Hi,
Where can I find a generic version (not limited for GWX)? I looked in http://hosted.filefront.com/aragorn155/ but found only GWX versions (both longer wake v1.0 and torpedo wakes v1.02). Thanks, |
03-22-07, 12:49 AM | #94 |
Lieutenant
Join Date: Apr 2005
Location: Japan
Posts: 259
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ah, I think I kida figured out... so "Longer Wakes v1.0 for GWX" contains longer torpeode wake now and there's no non-GWX version. Ok, I'm going to try longer wake v1.0 now...
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04-04-07, 08:14 AM | #95 |
Lucky Jack
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I just downloaded the longer wakes v1.0 and longer torpedo wake v1.02 just checking these two work OK together and has there been any updated versions done?
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04-04-07, 08:52 AM | #96 |
Chief of the Boat
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Nope
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Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
04-04-07, 08:52 AM | #97 |
Frogman
Join Date: Apr 2005
Location: Kent, UK
Posts: 292
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I just looked at both and the Torpedo.dat file looks exactly the same in both mods. I may be wrong, but 1.02 could just be for people who only want the longer torpedo wakes and not the sub or ships.
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04-04-07, 09:17 AM | #98 |
中国水兵
Join Date: Jul 2005
Posts: 278
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Meridian is right. The Longer Wakes v1.0 mod includes Longer Torpedo Wakes v1.02.
These are the latest versions of both. |
04-04-07, 10:02 AM | #99 |
Lucky Jack
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I see.
Cheers
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Dr Who rest in peace 1963-2017. To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! |
04-09-07, 01:03 PM | #100 |
The Old Man
Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
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Dose it work with Stock SHIII?
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04-09-07, 08:20 PM | #101 | |
Helmsman
Join Date: Feb 2004
Location: Fresno, CA USA
Posts: 101
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Quote:
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Kind Regards, Harry J. Miktarian |
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04-10-07, 04:05 AM | #102 | |
Chief of the Boat
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Quote:
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Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
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04-10-07, 06:51 AM | #103 |
Ace of the Deep
Join Date: Sep 2006
Location: York. Northern England.
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This mod seems to work fine in my installation, however it seems to stop the 'torpedo_damage_final' mod from working and I just get the stock damage effects (sort of a burned looking patch with some scabbing). Is this just a coincidence or does the wakes mod interfere with the torpedo damage mod in some way. Is there any fix for this short of deactivating the wakes mod, I like the way that works.
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04-10-07, 07:48 AM | #104 | |
Seasoned Skipper
Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
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Quote:
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GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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04-10-07, 09:47 AM | #105 | ||
中国水兵
Join Date: Jul 2005
Posts: 278
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Quote:
The Torpedo Final Damage mod only consists of two files in the \SilentHunterIII\data\Misc folder. The size of Damage_metal_a.tga in 1.03 is about 1025k, in the mod its about 5k. The size of Expl_mask01_a.tga in 1.03 is about 9k, in the mod its about 175k. Try looking in that folder in your SilentHunterIII installation, and using the above sizes, to verify that the mod files have actually been applied. Only other thing I can think of is the usual, did you apply the mod while in port question (since modding things at sea sometimes gives odd results). |
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