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-   -   radar sticks sideways thru turm (https://www.subsim.com/radioroom/showthread.php?t=237968)

schlechter pfennig 07-01-18 04:30 PM

radar sticks sideways thru turm
 
Any idea 1) what causes this, and 2) how to fix it?


https://i.imgur.com/h00O4rN.png?1

ivanov.ruslan 07-01-18 04:39 PM

http://www.subsim.com/radioroom/showthread.php?t=217157

Maphisto86 07-05-18 01:53 AM

Anvart apparently made a mod to fix this issue but I cannot seem to find it here on Subsim. Was there a public release of any mod to fix this issue? The thread posted does not seem to mention it. There is an old version here.

ThePrody 07-05-18 04:48 AM

i have a NYGM version of the mod, try it out , i think it might work with other mega-mod also, i upload it on my mediafire ( the FM30 mod ) . I had the same issue and this mod fixed it .


http://www.mediafire.com/folder/4f2g0kbgsbwt7/SH3

Maphisto86 07-06-18 09:06 AM

Thank you for posting a link to the NYGM version of the mod ThePrody. :Kaleun_Cheers: Sadly I am using GWX 3.0 and it seems like this version of the mod does not work with it. The radar antenna model just becomes invisible. :hmmm: It could be a mod conflict but I think it just is not meant to work with a megamod other than NYGM.

ivanov.ruslan 07-07-18 04:44 AM

http://www.subsim.com/radioroom/show...62&postcount=8


Here you could find some of the missing ones

Anvart 07-07-18 09:16 AM

:D
Hello comrades.
As I see the radar (and an antenna) is in the standard starting position (beam = 0 °)... this is possible if you:

1) use the ancient test version of the mod for raising/lowering the radar antenna (~ 2006) in modern mods GWX, etc... At that time, for up/down the antenna I applied the Dial controller... Later my mods (for this) used other techniques...

2) If you used my later mods for this actions, it's possible if the character's animation limit for compressing time is below the maximum compression that you apply in the game... therefore the animation of the characters (and hence of the radar antenna system) is turned off and the antenna becomes in the standard starting position. Look in Main.cfg section:
[TIME COMPRESSION]
CharacterAnim=64
...
Maximum=1024

I do not set strict limits on these parameters... everyone can choose the range himself. Above shows my settings... my real maximum is always lower than CharacterAnim!

Border options:
CharacterAnim = 64
...
Maximum = 62
or
CharacterAnim = 1024
...
Maximum = 1022

Good luck.

P.S.
I think everyone understood ... especially since I wrote about this already many times...
Ruslan, I see you found a specialist on this topic... :haha:

Oops... I almost forgot... not new, but latest:
http://www.mediafire.com/file/8k7e55...GWX__.rar/file

ivanov.ruslan 07-07-18 09:55 AM

I was sure I would find it :up:

Anvart 07-09-18 05:27 PM

OK.
But (maybe) I see an unpleasant problem for my eyes on the screen of the first replica ... incorrect adjustment of the illumination, material or texture color for sailor's head compared to the body??

P.S.
The same mode for SH3_NYGM_3.6F:
http://www.mediafire.com/file/0ax0a2...YGM__.rar/file

Good luck,
Alex

Maphisto86 07-11-18 04:55 PM

Thank you very much for giving us a link to your excellent mod, Anvart. :Kaleun_Cheers: Sadly I have to make a choice between mods because the mod conflicts with two GWX optional mods I like to use: The 'Integrated Orders' mod and the 'Open Hatch' mod. For the 'Integrated Orders' the Commands_en.cfg caused some of the buttons to not work. Removing 'commands_en.cfg' fixed the issue but I don't like removing files without knowing everything it does. The conflict with the 'Open Hatch' mod involves several files

- "NSS_Uboat21_RR.cam" has already been altered by the "GWX - Open Hatch Mod" mod.
"NSS_Uboat21_RR.dat" has already been altered by the "GWX - Open Hatch Mod" mod.
"NSS_Uboat7_RR.cam" has already been altered by the "GWX - Open Hatch Mod" mod.
"NSS_Uboat7_RR.dat" has already been altered by the "GWX - Open Hatch Mod" mod.
"NSS_Uboat9_RR.cam" has already been altered by the "GWX - Open Hatch Mod" mod.
"NSS_Uboat9_RR.dat" has already been altered by the "GWX - Open Hatch Mod" mod.
"Cameras.dat" has already been altered by the "GWX - Open Hatch Mod" mod.


If I ignore these messages and activate the mod some external camera controls become glitched; one time I saw the inside of the ship models on the map as I cycled through. I also noticed that the radar antenna does not retract automatically when diving.

Anvart 07-16-18 02:42 PM

I release mods only for the original mega-mods with original installers. I do not modify small, additional works of the third persons for the basic mega-modes.

'Open Hatch' and 'Integrated Orders' are old small (not my) mods of the third persons for GWX 3.0 Gold? (may be).
What do you want?
If you want to have them in your game... 'Flag into your Hands'... find the old ones made by me (or no) at the request of comrades... something like:
'Patch_compat_2_DD_OH_V3.09.7z',
'DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown',
Patch_compat_GWX_IntOrders.7z,
FM_NI_Fix_for_Anvart_FM30_UpDown and so on.
-------------------------------------------------------
P.S.
It's old story...
I almost do not remember anything... and most of the data were lost.:lost:

Maphisto86 07-16-18 04:06 PM

Quote:

Originally Posted by Anvart (Post 2561472)
'Open Hatch' and 'Integrated Orders' are not my mods.

What do you want? To do compatible correction for files from this additions?
IIRC such work has already been done by someone...
Text files compare are use Winmerge or (better) by Beyond Compare... Binary files from my mods use without changes...


No, I don't expect you to change your mod based on my comment, just thought you should know. Thank you again for your awesome work. :salute:

ThePrody 07-17-18 03:01 AM

There are two compatibility mods ( i think its the same mod ) :
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown ( for the open hatch mod )

and
FM_NI_Fix_for_Anvart_FM30_UpDown ( for the New Interior mod )


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