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-   -   [REL] NewInteriors V2.0... (https://www.subsim.com/radioroom/showthread.php?t=201502)

BigWalleye 09-28-14 07:18 AM

Quote:

Originally Posted by doschi1990 (Post 2246901)
Hey FM.
Thank you for this great mod. I am so happy with this.:yeah:
But whats going on with your aft Torpedoroom?
Can you tel us how long we must wait for this?
Nice greatings.

FM has indicated that there is a certain amount of work already done. I'm sure he would appreciate your offer to help.

Dronston 09-28-14 09:42 AM

TBH, I don't think he will finish it? He probably would have done it already by now.

Dronston 09-28-14 10:13 AM

Quote:

Originally Posted by BigWalleye (Post 2246927)
FM has indicated that there is a certain amount of work already done. I'm sure he would appreciate your offer to help.

Oh he is still working on it? Great! Forget I said anything :salute:

WilhelmSchulz. 09-28-14 09:41 PM

All im getting is the Contol room. :-?

Dronston 09-29-14 09:49 AM

Edit about text below, I didn't p[lay for a few months and totally forgot the weapons officer has to be on his post for the command to work...doh, all the details...

For some reason I can no longer open the hatch doors with shift+h, anyone know why? It worked before.

In my Commands_en.cfg I have put (after installing Conus' widescreen mod):

[Cmd300]
Name=Weapons_officer
Ctxt=1
Key0=0x48,Cs,"Shift+H"
GoBack=Weapons_officer_view

and my mod list is:

GWX3.0 Additional_Ammo
GWX3.0 All_Weather_Guns
Waterstream+Exhaust Combi V2.3 for GWX3
M.E.P v4.2
Merchant_Fleet_Mod_3.2
Type VII Black-White-Grey MK1
Update M.E.P v4.2 to v4.3
Hafenkontur_ScapaFlow
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Sh3_volumetric_clouds&fog_V2.2
GWX_Combined_Skin_Pack
Optional - FSF for MEP v4.2
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
Undersea_Mod_Reworked
Conus' SH3GWXWS(widescreen) 2.3
GWX Large Compass(for widescreen mod)

BigWalleye 09-29-14 10:17 AM

Quote:

Originally Posted by Dronston (Post 2247197)
For some reason I can no longer open the hatch doors with shift+h, anyone know why? It worked before.

In my Commands_en.cfg I have put (after installing Conus' widescreen mod):

[Cmd300]
Name=Weapons_officer
Ctxt=1
Key0=0x48,Cs,"Shift+H"
GoBack=Weapons_officer_view

and my mod list is:

GWX3.0 Additional_Ammo
GWX3.0 All_Weather_Guns
Waterstream+Exhaust Combi V2.3 for GWX3
M.E.P v4.2
Merchant_Fleet_Mod_3.2
Type VII Black-White-Grey MK1
Update M.E.P v4.2 to v4.3
Hafenkontur_ScapaFlow
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Sh3_volumetric_clouds&fog_V2.2
GWX_Combined_Skin_Pack
Optional - FSF for MEP v4.2
Thomsen's Sound Pack V3.2cg
FM_NewInterior v2.1D
Undersea_Mod_Reworked
Conus' SH3GWXWS(widescreen) 2.3
GWX Large Compass(for widescreen mod)

It's a four-step process:

1) Move an officer into the Weapons Officer slot on the Crew Status screen.

2) Go back to the Command Room and press SHIFT-; .

3) Watch the hatch open.

4) Be glad there is no one watching as you sit there feeling lame. :D I always do. Once spent an hour trying to get the #@%*(&$%# thing to work!

It doesn't help that I use the school missions for testing and these always start with the WE position unoccupied.

Dronston 09-29-14 10:19 AM

Lol just as you post this I edited my post above that my weapons officer was not in place, totally forgot about that...it works now.

stevee620 11-11-14 07:57 PM

Hi everyone,
I've just installed FMs new interiors after watching a vid on youtube so i had to have them. I notice on the vid though, that in the diesel engine room, the pistons are moving, mine don't. I'm quite new to this game so i don't really know what i need to get them to move. Any ideas anyone? Also my gramophone no longer plays, is this normal for this mod?
Thanks,
Stephen.

stevee620 11-11-14 09:28 PM

Tried to remove this post, realized that the engines weren't moving because i was submerged and using the batteries lol. :oops: And now the gramophone is working too...
What a fantastic mod it is too..... Well done flak monkey!!

jbruns29 11-12-14 12:24 AM

This MOD is beyond impressive! Where did these detailed interiors come from? How was the engine animated?

stevee620 11-12-14 06:21 PM

One thing that i've noticed since adding the mod, my sub , the IIA, where the interior isn't modified, i have a constant ticking noise, even when the chronometer is not running, is this normal?

HW3 11-12-14 07:25 PM

IIRC that is the ticking of the clock.

stevee620 11-12-14 07:36 PM

Hi HW,
Yes, it is, i just found it a bit annoying, and i hadn't noticed it before the mod, so i just modified the clock wav file to zero sound and got rid of it.

pedalboat 11-29-14 04:27 PM

Nice Type VII interior, but the lighting (especially when night comes) gives me a headache. I'd be better off with the original SH3 lighting.

Jimbuna 11-30-14 08:17 AM

Welcome to SubSim pedalboat :sunny:


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