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#3916 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
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Just a little note, that Stanger took the time to fix an out of place cable from the aft mast to control tower for the P-Class, and Salmon/Sargo boats, and I have been using it now for over 24 hours of campaign time. With no ill effects. It doesn't change anything like skin files, just moves the cable.
It appears it is JSGME ready, or you can just drop the individual .dat files in the Data \ Objects Folder in your SH4 directory. The link is here for them: http://www.subsim.com/radioroom/show...=196093&page=2 I think it is post #17 if anyone wishes to use / test it. Since it doesn't mess with any of the campaign files or is invasive to them, any supermod should work. I am using it in FOTRS, and TMO with no ill effects.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3917 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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I haven't done a completely 'clean' install of SH4 since TMO1.5, or even before. The SH4 Folder was created 1/11/09. By a completely 'clean' install I mean removing SH4 via Add/Remove Programs, deleting the SH4 folder in My Documents, and removing any references to SH4 in the registry. THEN installing a completely new copy of Silent Hunter and mods. I made a snapshot of the program's files with JSME when I first installed SH4, and ran the comparison after disabling all mods and before enabling any new mods. There were several pages of differences. Perhaps SH4 has become so 'confused' with all the manipulations over the past three years, that I may have to do a completely clean install to get my deck guns back. Here is what I have in the different .upc files that control the deck guns in the Sargo: (NOTE that TMO2.5 includes Compartments 8 and 9 for the deck guns due to the inclusion of 'Crew Berthing' in Compartment 3. Deck Guns are in Compartments 7 and 8 in the SaveGame files) TMO2.5\Data\Submarine\NSS_Sargo\NSS_Sargo.upc [UserPlayerUnit 1] ID=Sargo NameDisplayable=Sargo UnitName= USS Sargo Type=Sargo UpgradeClass=1 UnitInterval= 1939-01-16, 1946-12-11 ExternalClassName=SSSargo Nationality=American CrewRanks=12 Evolution= Normal [UserPlayerUnit 1.Compartment 8] CompartmentType= 2 StatusActive= No ID= SargoGunS NameDisplayable= Aft Gun Deck Type=NULL [UserPlayerUnit 1.Compartment 9] CompartmentType= 2 StatusActive= No ID= SargoGunB NameDisplayable= Fore Gun Deck Type=NULL [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1 (through 7)] [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1 (through 7)] [UserPlayerUnit 1.Compartment 8.WeaponSlot 1] ID= SternDeckGun NameDisplayable= Aft Deck Gun Mount Type=NULL AcceptedTypes= NULL UserCustomizable=No IDLinkBunker= GunsAmmoBunker IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL ExternalNodeName3D= M02 ExternalObjectName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.Compartment 9.WeaponSlot 1] ID= BowDeckGun NameDisplayable= Fore Deck Gun Mount Type=NULL AcceptedTypes= NULL UserCustomizable=No IDLinkBunker= GunsAmmoBunker ;Only UnitParts of this type could be placed here IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL ExternalNodeName3D= M01 ExternalObjectName3D= NULL ExternalDamageZoneTypeID3D= -1 [UserPlayerUnit 1.UpgradePackSlot 3] ID= UpgDeckGun NameDisplayable= Deck Gun Type=NULL AcceptedTypes=USDeckGunBasicBow UserCustomizable=Yes IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-05-31, Upack3in50calDGBow IDLinkUpgradePackSlotsIntervalDefault2= 1943-06-01, NULL, Upack4in50calDGBow [UserPlayerUnit 1.FunctionalSubsystem 26] ID= DeckGun1 NameDisplayable= Bow Deck Gun FunctionalType= WeaponMainCannon IDLinkFunctionalSubsystemSlots= BowDeckGun, 1 [UserPlayerUnit 1.FunctionalSubsystem 27] ID= DeckGun2 NameDisplayable= Stern Deck Gun FunctionalType= WeaponMainCannon IDLinkFunctionalSubsystemSlots= SternDeckGun, 1 [UserPlayerUnit 1.FunctionalSubsystem 35] ID= CrewDeckGun NameDisplayable= Deck Gun FunctionalType= CrewMembersGrouping IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DGunL, 0,CrewMemberSlot_DGunC1, 0,CrewMemberSlot_DGunC2, 0,CrewMemberSlot_DGunC3, 0,CrewMemberSlot_DGunC4, 0,CrewMemberSlot_DGunC5, 0,CrewMemberSlot_DGunC6, 0,CrewMemberSlot_DGun2L, 0,CrewMemberSlot_DGun2C1, 0,CrewMemberSlot_DGun2C2, 0,CrewMemberSlot_DGun2C3, 0,CrewMemberSlot_DGun2C4, 0,CrewMemberSlot_DGun2C5, 0,CrewMemberSlot_DGun2C6, 0 ************* My Documents\SH4\data\cfg\UPCInitial\ActiveUserPlayer Units.upc [UserPlayerUnit 1] ID=Sargo NameDisplayable=Sargo UnitName=USS Searaven (SS-196) UpgradeClass=1 Type=Sargo UnitInterval=1939-01-16 00:00:00, 1946-12-11 00:00:00 ExternalClassName=SSSargo Nationality=American Evolution=Normal [UserPlayerUnit 1.Compartment 7] ID=SargoGunS CompartmentType=2 FunctionalType=ArtilleryRoom NameDisplayable=Aft Gun Deck Type=NULL [UserPlayerUnit 1.Compartment 8] ID=SargoGunB CompartmentType=2 FunctionalType=ArtilleryRoom NameDisplayable=Fore Gun Deck Type=NULL [UserPlayerUnit 1.Compartment 7.WeaponSlot 1] ID=SternDeckGun NameDisplayable=Aft Deck Gun Mount Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkBunker=GunsAmmoBunker ExternalNodeName3D=M02 ExternalObjectName3D=NULL ExternalDamageZoneTypeID3D=-1 IDLinkWeaponLoaded=NULL, NULL [UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 1 (and 2)] [UserPlayerUnit 1.Compartment 8] ID=SargoGunB CompartmentType=2 FunctionalType=ArtilleryRoom NameDisplayable=Fore Gun Deck Type=NULL [UserPlayerUnit 1.Compartment 8.WeaponSlot 1] ID=BowDeckGun NameDisplayable=Fore Deck Gun Mount Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkBunker=GunsAmmoBunker ExternalNodeName3D=M01 ExternalObjectName3D=NULL ExternalDamageZoneTypeID3D=-1 IDLinkWeaponLoaded=NULL, NULL [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1 (and 2)] [UserPlayerUnit 1.FunctionalSubsystem 26] ID=DeckGun1 NameDisplayable=Bow Deck Gun FunctionalType=WeaponMainCannon IDLinkFunctionalSubsystemSlots=BowDeckGun,1 [UserPlayerUnit 1.FunctionalSubsystem 27] ID=DeckGun2 NameDisplayable=Stern Deck Gun FunctionalType=WeaponMainCannon IDLinkFunctionalSubsystemSlots=SternDeckGun,1 [UserPlayerUnit 1.FunctionalSubsystem 34] ID=CrewDeckGun NameDisplayable=Deck Gun FunctionalType=CrewMembersGrouping IDLinkFunctionalSubsystemSlots=CrewMemberSlot_DGun L,0,CrewMemberSlot_DGunC1,0,CrewMemberSlot_DGun2L, 0,CrewMemberSlot_DGun2C1,0 ****************************** My Documents\SH4\data\cfg\SaveGames\00000003\ActiveUs erPlayerUnits.upc [UserPlayerUnit 1] ID=Sargo NameDisplayable=Sargo UnitName=USS Searaven (SS-196) UpgradeClass=1 Type=Sargo UnitInterval=1939-01-16 00:00:00, 1946-12-11 00:00:00 ExternalClassName=SSSargo Nationality=American Evolution=In_Base [UserPlayerUnit 1.Compartment 7] ID=SargoGunS CompartmentType=2 FunctionalType=ArtilleryRoom NameDisplayable=Aft Gun Deck Type=NULL [UserPlayerUnit 1.Compartment 7.WeaponSlot 1] ID=SternDeckGun NameDisplayable=Aft Deck Gun Mount Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkBunker=GunsAmmoBunker ExternalNodeName3D=M02 ExternalObjectName3D=NULL ExternalDamageZoneTypeID3D=-1 IDLinkWeaponLoaded=NULL, NULL [UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 1 (and 2)] [UserPlayerUnit 1.Compartment 8] ID=SargoGunB CompartmentType=2 FunctionalType=ArtilleryRoom NameDisplayable=Fore Gun Deck Type=NULL [UserPlayerUnit 1.Compartment 8.WeaponSlot 1] ID=BowDeckGun NameDisplayable=Fore Deck Gun Mount Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkBunker=GunsAmmoBunker ExternalNodeName3D=M01 ExternalObjectName3D=NULL ExternalDamageZoneTypeID3D=-1 IDLinkWeaponLoaded=NULL, NULL [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1 (and 2)] [UserPlayerUnit 1.FunctionalSubsystem 26] ID=DeckGun1 NameDisplayable=Bow Deck Gun FunctionalType=WeaponMainCannon IDLinkFunctionalSubsystemSlots=BowDeckGun,1 [UserPlayerUnit 1.FunctionalSubsystem 27] ID=DeckGun2 NameDisplayable=Stern Deck Gun FunctionalType=WeaponMainCannon IDLinkFunctionalSubsystemSlots=SternDeckGun,1 [UserPlayerUnit 1.FunctionalSubsystem 34] ID=CrewDeckGun NameDisplayable=Deck Gun FunctionalType=CrewMembersGrouping IDLinkFunctionalSubsystemSlots=CrewMemberSlot_DGun L,0,CrewMemberSlot_DGunC1,0,CrewMemberSlot_DGun2L, 0,CrewMemberSlot_DGun2C1,0
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#3918 |
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
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That may be the root of deck gun problem - 3 year old SH4 installation. And if you didnt start new carrer (with "my documents" folder deleted) after every super-mod installation/update, then it could have led to such problems like disappearing deck gun.
We will see what happens in my game (s-boat), but Im only after second patrol (3dsmax fault). You can create a single mission with sargo and set the date to that of your career (to get the same or similar equipment). launch it, close and go to UPCInitial\ActiveUserPlayerUnits.upc. It should contain Sargo from single mission now, not career. You could compare it with your career save and see what can be done. Like I said, Im in command of S-boat right now in career, but loaded some test mission recently with Sargo and have Sargo in that file now. I will post it for you, if you want to do some comparisons: http://www.mediafire.com/?2e6om0y3m57dcav Dont look at upgrade class and max officers - I modded it for myself, its not TMO default. (I hope its the right file, its 2 am here). Last edited by stanger; 06-19-12 at 07:07 PM. |
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#3919 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
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2. . . . create a single mission with sargo . . . Never thought of doing that - I'll give it a try and see what happens. 3. . . . its 2 am here . . . Where is 'here'? You don't have your location in your profile - ![]() Good Hunting
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#3920 |
Medic
![]() Join Date: Jun 2009
Location: Blue Coral Sea
Posts: 168
Downloads: 305
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Parts of my keyborad order were ineffective such as all orders from my key pad.
In order to test my keyboard, I made some writing in a note book, no problem with it. Unexpected that the game of SH3 also has the same problem of keyboard order. I reinstalled the game and bought a new keyboard for this reason, but the problems are still there. Can you give me some idea to solve this problem? Are there some errors of my game or my computer? ![]() ![]() |
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#3921 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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Something is definitely amiss if you are having issues with your keyboard. And to get a replacement thinking it was a bad board, to have the same issue, is really frustrating.
It shouldn't be an issue with your games. Since both SH3 and SH4 are doing it, ...............it could be something Windows. To be of help, could you give us a little info on your computer and the SH3 and SH4 games? What are the specs on your computer? What version of Windows do you have, and and where did you install the game files to? Oh, and is your keyboard a wireless version? I had a couple snags with mine when I first got it, but I had to go into the keyboard / mouse software and make a couple adjustments. Also, your versions of SH3 and SH4, are they disk (DVD) versions, or download versions? That would help us to help you get it figured out.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3922 | |
Medic
![]() Join Date: Jun 2009
Location: Blue Coral Sea
Posts: 168
Downloads: 305
Uploads: 0
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I think you are right, they must be some errors with my computer. The operating system is XP. I decide to re-intall it again. Let me have a try and I will announce the result after a new test. Last edited by seaplate hitman; 06-20-12 at 02:09 AM. |
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#3923 | |
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
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#3924 |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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Thanx, also good of you to now include your position in your profile. I always like to know who and where I'm talking to
![]() I tried to run one of the missions with a Sargo-class boat. The one near Christmas Island, south of Java. As soon as the mission loaded, I went directly to the 'equipment' screen - NO deck gun or crew slots. So I guess my whole SH4 game is 'hosed'. I'll be completly re-installing later today. FYI: That mission to Christmas Island was to forstall a Japanese landing there. There were a couple of each frieghters and troop transports, at least 3 heavy and light cruisers and 'many' destroyers or DEs. I managed to sink one freighter AND a Heavy Cruiser, and actually got away with it. Lots of DCs, but avoided any damage. Actually, had to do two seperate attacks since I couldn't reload my torpedoes while at silent running. Now to re-install - that usually takes all day with re-booting, testing, and manipulating TMO to get the silhouettes back on my contact/attack maps. Any TMO stuff I need to do is, of course, done before I enable it. I just hate those blobs ![]() Last night, I also took a look at the 'extra' ships in RSRDC. Using Paint.Net I found NO silhouettes in any of the *_shp.dds files - the files were there (6Kb), but nothing was showing for the image (except the checkered background). I hadn't noticed before that these ships don't have silhouettes when attacking, so color me confused. Perhaps I'm using the wrong program to view the images. Any idea which program would be better to view .dds files? See ya in a day or two. ![]() Good Hunting!
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#3925 | ||
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
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To view dds files I use xnview (hit ctrl+h to show/hide alpha channel on files that have it). There is somewhere on nvidia website small (and old) dds viewer, it can display a lot of usefull info about dds, like number of mip maps, what type of compression a texture is using, and alpha channel of course, but it crashes on my win 7 system (don't know why as it was working for some time). |
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#3926 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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First thing I noticed was it didn't ask me for my license (which I kept as a text file). Started a campaign in the Asiatic Fleet with an S-Boat. Everything worked, including the deck gun. NOW I remember why I never leave port without TMO ![]() Next, install the U-Boat upgrade (v1.5). No need to do the v1.3 or v1.4 upgrades. Install JSGME and save a snapshot of the original program files. Delete the My Documents\SH4 folder, then start a new campaign - this time in a Sargo-class boat. Now, something interesting happens - the game defaults to a stern mounted deck gun for the Sargo ![]() I still need to enable TMO2.5, but I think I'll do that tomorrow - its after 2AM now in Oregon, and I'm sleepy. Let you know what happens tomorrow. PS: The program still doesn't ask me to enter my license (key), nor does it access the internet to check the license as it used to do.
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![]() Last edited by Roger Dodger; 06-21-12 at 04:03 AM. Reason: Added PS |
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#3927 | |
Argentinian Skipper
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This is my actual JSGME list (also I have radio and gramophone files, direct installation): Generic Mod Enabler - v2.6.0.157 [F:\SH4\MODS] TriggerMaru_Overhaul_2 TMO_Update_20_to_22 RSRDC_TMO_V502 RSRDC_V5xx_Patch1 SCAF for RSRDC v502_2.0 FOTRS Environment PE4_low quality bow wave and stern wakes (more FPS) Nav Map Make-Over v2.1 NMMO Airbase Add-on TMO_Easier_AI IJN_Radar_Fix_for_TMO2_Easier_AI Fixed Zero Bomb Load RSRDC TMO_Visuals_for_RSRDC Convoy Routes TMO+RSRD sobers compass mod_version color SMALLER SEABED ROCKS SMALLER SEA PLANTS SMALL #4 PE4 Ship_debris_SH4_with bodies Webster's Eliminate Floating Plankton Webster's Single Mission for Rain Test Webster's Torpedo Test Missions for v1.5 Traveller Mod v2.02 for TMO Webster's Missing Voices speech_overhaul Cold Weather Crew Clothing Webster's Ship Manuvering Fix Webster's Real Lifeboats Fix for v1.5 LST_TMO_v2 Traveller Mod v2.02 (TMO) Longer Sinking Times patch This combination is very stable and no problems with any of the subs (I use mainly Gato class boats). FOTRS Environment is the Fall of the Rising Sun megamod atmosphere, the best for me. Also I added a lot of new ships (my own ASAT mod - Added Ships and Traffic for TMO RSRDC); is my Beta version, all fine with the mod. When I obtain the authorizations from the ships creators, I will publish my mod. I added traffic in San Francisco, San Diego, New London, the Caribbean, New york and Australian bases, and new allies and enemy convoys to RSRDC campaign, with ships from FOTRS and Operation Monsun mods, and ships converted from SH3 MFM and VonDos ships. For the moment, only for my use... Best regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#3928 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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Wow! That's a lot of add-ons over TMO!
Actually, I don't think you need the PE4 Ship Debris, and Bodies mod, as I think it is already in TMO, and has been since I think 1.9, but I'm not sure. You should also try Webster's Smaller Rain Mod, the New Large Lifeboat, and Oar Color Correction Mods. Very nice little detail mods that really enhance the game atmosphere.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3929 |
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
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You should be fine with that new installation, at least with deck guns. I just got a Salmon (started with s-boat) and 3"5 DG was there, bow mounted, and it works.
So there is no such thing as deck gun bug in TMO, at least as far as your SH4 installation is healthy. |
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#3930 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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![]() One at a time I, installed the various MODs - TMO2.5, then RSRDC and its patch, and tested each installation by running a new campaign (Asiatic Fleet in a Sargo-class boat) after each install. I always got a (forward mounted) deck gun. Then, I installed the RSRDC add-ons (Convoy Routes, Zero Bombload Fix, CD Sonar, TMO Visuals, and IJN Radar fix). So far, so good. Then I enabled the Crew Rank Fix for RSRDC, and Voila! No deck gun! ![]() Checking the Submarine\NSS_Sargo.upc and the SaveGame file I found that this particular RSRDC fixer-upper overwrites the TMO .upc file with the older configuration, and just confuses hell out of the whole program. Ducimus added in the 'Crew Berthing' to Compartment 3, which changes numbers on all the succeeding compartments; RSRDC Crew Fix uses the old Compartment list. Ergo, this particular Fix is incompatible with TMO. I haven't enabled the RSRDC Pre-Pearl Harbor Campaign yet, but I expect no problems with that one since it makes no changes to the Submarine.upc file - only to the campaign files. ![]() I still have that pesky Crew Rating (personal) problem, i.e. the boat's crew already starts out with max Petty Officers/Officers, so nobody can rise in Rate/Rank over the next four years over SN (which is automatic in this program). In the Real World, most of the crew on a sub were Petty Officers, very few started out as a Seaman Recruit, unless they were 'busted' for some infraction. Just graduating from Boot Camp gave a rise in Rate to Seaman Apprentice (SA or E-2). 'Most' would go to an 'A' school for a specialty. 'A' schools were three months to a year, depending on the course. Graduates were usually at least Rated a Seaman Striker (SN or E-3), even a PO3 (E-4). THEN there was 'Submarine School' for several months at least, adding to Time in Grade, and appropriate rise in Rate (enlisted men get Rate, officers get Rank). Reading the RSRDC.upc file, it seems that the only thing that was changed were the numbers of Petty Officers/Officers. NSS_Sargo.upc from TMO: Code:
[UserPlayerUnit 1] ID=Sargo NameDisplayable=Sargo UnitName= USS Sargo Type=Sargo UpgradeClass=1 UnitInterval= 1939-01-16, 1946-12-11 ExternalClassName=SSSargo Nationality=American CrewRanks=12 Evolution= Normal Damage= 0 TextureName=data/Submarine/NSS_Sargo/NSS_Sargo_T01.tga LightmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_O01.tga NormalmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_N01.tga MenuSilhouetteTextureName= Salmon_Class_01.tga MaxPettyOfficers=20 ; max number of crewmembers over rank 4 MaxOfficers=14 ; max number of crewmembers over rank 7 Code:
[UserPlayerUnit 1] ID=Sargo NameDisplayable=Sargo UnitName= USS Sargo Type=Sargo UpgradeClass=1 UnitInterval= 1939-01-16, 1946-12-11 ExternalClassName=SSSargo Nationality=American CrewRanks=12 Evolution= Normal Damage= 0 TextureName=data/Submarine/NSS_Sargo/NSS_Sargo_T01.tga LightmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_O01.tga NormalmapTextureName= NULL MenuSilhouetteTextureName= Salmon_Class_01.tga MaxPettyOfficers=48 ; max number of crewmembers over rank 4 MaxOfficers=11 ; max number of crewmembers over rank 7 ![]()
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