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Old 12-02-11, 11:10 AM   #8311
Sartoris
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Can the add-on mods be activated while I'm in port? I'd like to experiment with some add-on mods because the one that's supposed to remove the ghost markers isn't working. I also forgot to activate "no hydro on surface mod" so I'd like to activate that but don't want to restart the career.
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Old 12-02-11, 11:15 AM   #8312
TheDarkWraith
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Quote:
Originally Posted by Sartoris View Post
Can the add-on mods be activated while I'm in port? I'd like to experiment with some add-on mods because the one that's supposed to remove the ghost markers isn't working. I also forgot to activate "no hydro on surface mod" so I'd like to activate that but don't want to restart the career.
Yes the add-on mods can be enabled at any time.

from a few posts up: The destroyed marks are automatic. You don't have to do anything to get them to show. If they are not showing then either the mod is not installed correctly or another mod is overwriting one/some of my .py files.

If you are wanting destoyed marks to show on the small mini-map (TAI) that will never happen. I made all marks show only on the navigation map.
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Old 12-02-11, 11:51 AM   #8313
Sartoris
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Thank you for replying!

By the way, how is your work on SH5 progressing these days? I assume you're still working on GR2?
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Old 12-02-11, 02:14 PM   #8314
TheDarkWraith
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Originally Posted by Sartoris View Post
Thank you for replying!

By the way, how is your work on SH5 progressing these days? I assume you're still working on GR2?
Still working on the GR2 file editor/viewer/extractor/importer. Still trying to figure out an algorithm for adding new data to the GR2 file.

I've added shaders to it so that the second texture coordinates are being used now. The rendered models don't look SH3 like anymore. Still haven't figured out how to use the bump maps (how to render them). Reviewing SH5's shaders to see how the devs are doing it.
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Old 12-02-11, 03:59 PM   #8315
Captain_AJ
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Default SO MANY MODS !

I AM A FAN OF SH series , however I did not load sh5 until recently . I wanted to up grade my rig .. completed now .but Iam amazed on the graphics in sh5 , However old sh fan . Missing alot of features like in sh3 , sh4 , so my first patrol was un modded . now my heads swimming not knowing what to install . The MFC was a great option amd the german launguage pack was also , U-boat v4,1 etc .. The only thing Iam disliking is the scopes and TDC .. I want to change to your mods . But afraid to do so .. HELP .. also I d/l the 6,93 .. lala . but I seen in yout tuturiol video .. darks 3.00 . kind of confused at the moment ..

Old school skipper Kimura
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Old 12-03-11, 08:27 AM   #8316
Rocco_99
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Quote:
Originally Posted by 7thSeal View Post
I think its disabled by default in the UI options file, you need to enable it there first. The option viewer makes it a little easier locating it for each sub in the options file.

Ill try. Ty 7thSeal.
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Old 12-03-11, 08:52 AM   #8317
fredl109
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Quote:
Originally Posted by TheDarkWraith View Post
Yes the add-on mods can be enabled at any time.

from a few posts up: The destroyed marks are automatic. You don't have to do anything to get them to show. If they are not showing then either the mod is not installed correctly or another mod is overwriting one/some of my .py files.

If you are wanting destoyed marks to show on the small mini-map (TAI) that will never happen. I made all marks show only on the navigation map.
Hello and thank you very much for your invaluable help TheDarkWraith.
Fred friendly
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Old 12-03-11, 03:24 PM   #8318
endofline
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Quote:
Originally Posted by Magic1111 View Post

Originally Posted by TheDarkWraith
Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42

can anyone upload this to filesonic/gamefront or anywhere else.. got ip
restriction on my country..
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Old 12-04-11, 12:31 AM   #8319
TheBeast
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Quote:
Originally Posted by endofline View Post
can anyone upload this to filesonic/gamefront or anywhere else.. got ip
restriction on my country..
Use the SH5 link in my Sugnature below and download UBoot_Sensors.zip


Regards!
TheBeast
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Old 12-04-11, 12:49 AM   #8320
TheBeast
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Quote:
Originally Posted by Rocco_99 View Post
Just one thing: i couldt enable the snorkel...Can someone help me please?!?
R.
Try using my Equipment Upgrade Fixes v1.4 MOD.
It has the correct Hinged style Snorkle used on Type-VII U-Boats.
The Hinged Snorkle replaces the Deck Gun because you can not have both installed at same time.

Although the Equipment Upgrade Fixes v1.4 MOD contains Snorkle for Type-VIIA/B subs. I do not recommend installing Snorkle until after 1942 because loosing Deck Gun is loss of a lot of Fire Power.
Late 1942 early 1943 Allied Aircraft begin using Radar so surface time gets shorter and shorted and Snorkle becomes almost a requirement depending on area's being patroled. So losing the Deck Gun is just a matter of surviving at that point and later.

Link to MOD in my Sig below.
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Old 12-04-11, 06:13 AM   #8321
Torpedo
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Default toolbars fuel battery compressed air CO2

Hi TheDarkWraith!
I have this little problem with 6.9.0 and only whit this version:
I have the SH3UIStyle and when I click whit the mouse on the icons of the battery, compressed air and CO2 the relative value toolbar appears for only few seconds (2-3) and immediately after, the toolbar of the fuel reappears whit his relative value.
It seems that the toolbars of the battery, compressed air and CO2 are timed to go immediatly to the fuel.
Thanks!
Torpedo
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Old 12-04-11, 06:35 AM   #8322
7thSeal
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Quote:
Originally Posted by Torpedo View Post
Hi TheDarkWraith!
I have this little problem with 6.9.0 and only whit this version:
I have the SH3UIStyle and when I click whit the mouse on the icons of the battery, compressed air and CO2 the relative value toolbar appears for only few seconds (2-3) and immediately after, the toolbar of the fuel reappears whit his relative value.
It seems that the toolbars of the battery, compressed air and CO2 are timed to go immediatly to the fuel.
Thanks!
Torpedo
This feature was added so that it switches automatically to fuel when you're surfaced and to batteries when you're submerged. I believe you can disable it in the option file if you like changing it manually.
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Old 12-04-11, 10:05 AM   #8323
TheDarkWraith
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Quote:
Originally Posted by 7thSeal View Post
This feature was added so that it switches automatically to fuel when you're surfaced and to batteries when you're submerged. I believe you can disable it in the option file if you like changing it manually.
That is correct. You'll find the user option under the Automatics tab.
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Old 12-04-11, 12:44 PM   #8324
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Thanks, now works as I like!!!
Torpedo
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Old 12-04-11, 05:11 PM   #8325
THE_MASK
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I would like to add item notes to other things like the echolot .


How is it done though ?
I guess it has to be a clickable object ?
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