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Old 02-06-13, 10:11 AM   #76
keysersoze
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Thanks for you hard work Illyustrator. Can't wait to test this out!
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Old 02-06-13, 02:41 PM   #77
Illyustrator
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Originally Posted by keysersoze View Post
Thanks for you hard work Illyustrator. Can't wait to test this out!
Thank you. I hope you will not be disappointed.
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Old 02-06-13, 09:57 PM   #78
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This looks great. Going to give it a try. One question...is it possible to give more description of what the other mods in the zip file do?
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Old 02-06-13, 11:49 PM   #79
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Yes, it seems stunning Illyustrator!

- So if i understand well, it's about a German square grid map?
- If so, i guess it also keeps the standart longitude/latitude coordinates?
- Can i enable it in my actual mods list (http://www.subsim.com/radioroom/show...20&postcount=1) maybe last, or just before the TDW patcher?
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Old 02-07-13, 04:13 AM   #80
Illyustrator
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This looks great. Going to give it a try. One question...is it possible to give more description of what the other mods in the zip file do?
Thank you.
Gradient_IO - changes color on the map.
LocationMaps_IO - changes color Ports (Stock) on the map is identical to - Gradient_IO
ShapeTextures_NO - on the map no "Zones of the Influence" (Influence of the State).
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Yes, it seems stunning Illyustrator!

- So if i understand well, it's about a German square grid map?
- If so, i guess it also keeps the standart longitude/latitude coordinates?
- Can i enable it in my actual mods list (http://www.subsim.com/radioroom/show...20&postcount=1) maybe last, or just before the TDW patcher?
Thank you.
Yes. It's about a German square grid map.
The issue of standart longitude / latitude - here.

Yes. You can use it. (What could be the issues. For whom I draw MQK).
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Old 02-10-13, 05:41 PM   #81
spydar1959
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A great work of art....

OUTSTANDING !!! A very well done piece of work. If someone updates or adds ports will the map see them?
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Old 02-11-13, 03:46 AM   #82
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OUTSTANDING !!! A very well done piece of work. If someone updates or adds ports will the map see them?
Thank you.
Yes. Map see new ports. They are drawn on the map as separate DDS.files, in the folder "LocationMaps".
This folder will need to update (if there is a need for this). I think, Modders will use (Stock) DDS.files.
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Old 02-13-13, 01:58 PM   #83
GT182
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So this changes the map and replaces Latitude and Longitude? Or just adds grids and you're told to patrol a grid instead of at the old stock icon?

What happens when you need to drop off the Spy, at the icon NNW of Londondeery, at the start of the Western Approaches mission?
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Old 02-13-13, 02:03 PM   #84
gap
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Quote:
Originally Posted by GT182 View Post
So this changes the map and replaces Latitude and Longitude? Or just adds grids and you're told to patrol a grid instead of at the old stock icon?

What happens when you need to drop off the Spy, at the icon NNW of Londondeery, at the start of the Western Approaches mission?
Gary,
for the time being, this mod just adds KQM grids to the navigation map. Nothing else, yet it is a huge improvement in themrs of immersion.
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Old 02-13-13, 03:15 PM   #85
Illyustrator
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Gary,
for the time being, this mod just adds KQM grids to the navigation map. Nothing else, yet it is a huge improvement in themrs of immersion.
That's right.
Quote:
Originally Posted by GT182 View Post
So this changes the map and replaces Latitude and Longitude? Or just adds grids and you're told to patrol a grid instead of at the old stock icon?

What happens when you need to drop off the Spy, at the icon NNW of Londondeery, at the start of the Western Approaches mission?
I add. This mod (MQK), will start work on all 100% after the intervention Trevally.
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Old 02-13-13, 07:40 PM   #86
Obelix
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Originally Posted by Illyustrator View Post
I add. This mod (MQK), will start work on all 100% after the intervention Trevally.
Yeah, and when TheDarkWraith will can disable the grid of latitude and longitude in *.exe
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Old 02-13-13, 07:53 PM   #87
gap
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Originally Posted by Obelix View Post
Yeah, and when TheDarkWraith will can disable the grid of latitude and longitude in *.exe
If I remember correctly, in New UI's lat/long grid can be toggled on/off from in game (map properties)
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Old 02-13-13, 08:32 PM   #88
Obelix
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Originally Posted by gap View Post
If I remember correctly, in New UI's lat/long grid can be toggled on/off from in game (map properties)
If I remember correctly, this feature is only available in TAI. I'll have to check in the evening.
If it works, then everything is just wonderful.
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Old 02-13-13, 09:29 PM   #89
gap
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Quote:
Originally Posted by Obelix View Post
If I remember correctly, this feature is only available in TAI.
hmmm, possible, but still worth checking
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Old 02-14-13, 07:26 AM   #90
Obelix
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Quote:
Originally Posted by gap View Post
If I remember correctly, in New UI's lat/long grid can be toggled on/off from in game (map properties)
NavMap Options -> Show map coordinates
This only works for numbers indicating latitude and longitude. Coordinate lines remain in place. Other settings for this option is not present.
Edit:
It only remains to find a way to turn off the lat\long grid.
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Last edited by Obelix; 02-14-13 at 07:39 AM.
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