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Quaksen

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Everything posted by Quaksen

  1. Hehe, it's not always easy to think of the most obvious answer :D
  2. It was removed due to bugs, it's in the changelog.
  3. Torpedo ranges. (Guess, based on the fact that all those ships, with the numbers in your picture, have torpedoes :) )
  4. http://aslain.com/index.php?/topic/9-how-to-report-a-bug-or-issue/
  5. If you have a link to a mod that allows it, sure :)
  6. Ah yeah. Forgot about that one. So yeah, it's the Harpoon debug panel - just untick that option and the line is gone. :)
  7. Noone is forcing you to update every time there is an update out for the modpack. Unless it's between versions of the game itself. Just look at the changelog - is there anything you're using that is updated? Then you can consider getting it. :)
  8. Unless you know Russian, you'll need to translate that in the mods files I think.
  9. The logs, they're missing! :P Hehe..
  10. Well, this will be guess work as you didn't include the logs and such. But: The armor inspector mod? I doubt there's anything important you need to configure for that one, it should work just fine out-the-bag.
  11. Most likely gone because it's outdated and not working anymore?
  12. Tirpitz is a battleship. Atago is a cruiser. Cannot really compare the two in any decent way, since they're so different :) The Tirpitz is a nice ship, I'm definently enjoying my time on her. Also like the Atago, but not playing it as much (yet) :)
  13. https://docs.google.com/uc?id=0B7dzLtGnkVShMUpsNWtQV3l0NHc&export=download Not sure if that's the latest one though.. if it's not, hopefully someone else will drop by with a link :)
  14. :) As for updating it yourself - the only pointer I can give you, is perhaps try and Google search something like "How to convert FMOD to Audiokinetic Wwise", and see what happens.
  15. Well, I just mentioned why it's not really there anymore, the same fate many other sounds mods are hit by. 9.14 introduced a new sound engine into the game. Audiokinetic Wwise. Prior to 9.14, the game was using the FMOD sound engine. And as far as I've looked up, it's a lot of manual work to convert. So many mods have sadly died due to that.
  16. I can't see Aslain going into the massive job that it'll be to convert that big sound mod from the old FMOD sound system into the new Audiokinetic Wwise system. You're better off asking the author of the mod, to update it, but don't get your hopes up :)
  17. I don't know about that "takes too much time" one, but as for the previous one I replied to, it should be safe enough to ignore, as it's just the client trying to set the engine's RPM on the damage panel, but as the damage panel you selected doesn't support it or has a feature to remove the spam, it'll post that error in the log. Shouldn't cause a crash though. If you want to try and rule the engine RPM error out, you can try using Shtys damage panel for some games - that one has a fix that removes the error messages.
  18. Ignore it. It's because the damage panel you use doesn't include the new engine RPM display that the physics update brought in with it.
  19. Hehe :) Well hopefully it'll work out okay for you :)
  20. http://forum.worldoftanks.eu/index.php?/topic/321210-inne0914proarty-mini-damage-panel-sniperlowfpsfix-ikonyfix-mgs6s-120320163/ You'll need to thank Aslain too, I had completely forgotten that Nikodemsky is the one that makes it, lol.. :P
  21. - removed ProArty (bugged, not allowing to load to battle in certain conditions) You're free to download it seperately, and install it, if you're not having issues. But I don't think he should include it, if it's bugged to the point it blocks loading to battle in some situations :)
  22. Generally you can fairly easily hear when a tank fires, and you should also generally know how long reload times usually are. What the mod does is really just give a visual timer, but you can have a mental timer, especially on auto-loaders, since you can count how many shots they take. (There are a few exceptions, since some autoloading tanks have different ammo count in their guns.. BatChats for example, can have a 6-round gun, instead of the usual 5-round top gun :) )
  23. Please attach python.log as well, just in case :) (Also, wrong section, but I don't have the power to move it :D )
  24. Whoever watches a replay, watches it using their own mods.
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