SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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04-30-24, 04:06 AM | #1 |
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Join Date: Dec 2023
Location: Indiana
Posts: 15
Downloads: 44
Uploads: 0
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Going to be trying this out, do I need to disable any of the twos parts, I do have that one interior mod enabled I think. Im heading home to start a new patrol and want to add this. Thanks
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04-30-24, 10:26 AM | #2 | |
Grey Wolf
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Quote:
Here is for example my mod list: Generic Mod Enabler - v2.6.0.157 [E:\Simulation\SilentHunterV\TWoS_Parts] Radio Channels Final v2.0 by GrenSo Gramophone Records Final v1.9 by GrenSo GramophoneShuffler TWoS Ship Auto Recognition TWoS Remove Sub Flags TWoS Wooden Lifeboats TWoS Missing Nav Map Coordinates_Fix TWoS Remove Map Plastic Cover TWoS Officer Icons as Stations TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones TWoS Restore Captain's Icon by Torpedo GSE v2.0.11 by GrenSo silentmichal's interior mod 2.0.5 by GrenSo Air Force for TWoS 2.2.24 SEA_LIFE_SH5_ATLANTIC _1_Stormys DBSM_TWos SH5 v1.3 Basemod _2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3 _o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6 _o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy _o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling _o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz _o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks _z_last_Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a _for_SDBSM_Stormy_new_sounds_test NewUi`s 7.5.0 _o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0 Alpheratz's Damage Control gap - The SH5 EcoMod v0.2.1 - 1. Main mod gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users) gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks gap - The SH5 EcoMod v0.2.1 - Testing missions GrenSo's Gramophone v1.1 GrenSo's Compass v1.7 Radione R3 v1.1 by GrenSo GrenSo's Stopwatch v1.1 (black face) GSE - QR1 + QR2 Fix Little Ships 1.1 for TWoS 2225 DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters DynEnv v2.9 - 6. Sleet for Winter Campaigns DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved) DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 13. No Underwater FX Patch Visible Date of Awards for v1.4 for TWoS by GrenSo TWoS Real Navigation U-48 Tower Skin v1.0 by GrenSo
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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04-30-24, 10:33 AM | #3 |
Grey Wolf
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In the next update, if everything works, I plan to change the towers of type VIIB version 2 and VIIC version 1 and 2 a bit.
I will delete the splash guard from VIIB tower 2 and add the splash guard on VIIC tower 1 and 2. I know that VIIB had the splash guard like the VIIC too, but not at the beginning of WW2. The splash guard was, if I'm right, an update. Only VIIB tower 3 will have the splash guard but not VIIB tower 1 and tower 2. For VIIC I have to check if the splash guard collides with the FuMO. modified VIIB tower 2: modified VIIC tower 1: modified VIIC tower 2:
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
04-30-24, 05:51 PM | #4 |
Sea Lord
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Hey GrenSo fantastic it’s already really pretty I love the patina effect
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04-30-24, 08:04 PM | #5 | |
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Join Date: Dec 2023
Location: Indiana
Posts: 15
Downloads: 44
Uploads: 0
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Quote:
Good to know, wanted to make sure before I committed to a patrol and started campaign transfer to drumbeat. I was testing it out and one thing I'm not a fan of is the map and the new map tool textures, I prefer the ones in TWoS. Can I just delete certain files in your mod then load it back up? Edit: I also want to add that this seems to have fixed texture bugs I was getting outside and inside sub with texture flickering Last edited by michaeljcaboose9; 04-30-24 at 08:09 PM. Reason: additional info |
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05-01-24, 05:16 AM | #6 | |
Grey Wolf
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Quote:
You can just delete the .dds files at "\TWoS_Parts\GSE v2.0.11 by GrenSo\data\Menu\Gui" to have the default map tools from TWoS. The flickering textures you will also have without GSE. I think, but I'm not sure, the root cause must be in the gr2-files and small overlapping of mashes. But to change or better to correct it, it needs much time and works. Same issue we had with silentmichal's interior mod where I fixed it for the ladder: https://www.subsim.com/radioroom/sho...&postcount=602
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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05-01-24, 05:20 AM | #7 | |
Watch
Join Date: Dec 2023
Location: Indiana
Posts: 15
Downloads: 44
Uploads: 0
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Quote:
Thanks, was just changing my mod list around after looking at yours. Nothing else I can delete to get the default map? Also to clarify what I meant was before installing your mod I had texture flickering (seemed to depend on weather?). Now in the limited time playing with your mod it seems to have gone away. Last edited by michaeljcaboose9; 05-01-24 at 05:32 AM. Reason: edit |
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05-01-24, 06:35 AM | #8 | |
Grey Wolf
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Quote:
Maybe, the flickering was a result of a mod conflict.
__________________
Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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05-01-24, 07:15 AM | #9 | |
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Join Date: Dec 2023
Location: Indiana
Posts: 15
Downloads: 44
Uploads: 0
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Quote:
Well both but mainly the map, it just seems a tad bright. Who knows it might grow on me, I do like the improved border representation. And I have just started seeing the same flickering unfortunately, the example right now is the paper in the enigma machine flickering with shadows popping up on it. This thing happens randomly, though my gut tells me it's weather related or just an engine bug that cant be fixed. The mod is great tho, thank you for the hard work getting this all together. Im really loving the community here after getting this game and into the mods. Last edited by michaeljcaboose9; 05-01-24 at 07:17 AM. Reason: thanks |
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