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09-29-14, 09:49 AM | #1 |
Lieutenant
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
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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)
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Live to fight another day! Last edited by Dronston; 09-29-14 at 10:17 AM. |
09-29-14, 10:17 AM | #2 | |
Sea Lord
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Quote:
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. 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. |
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09-29-14, 10:19 AM | #3 |
Lieutenant
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
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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.
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Live to fight another day! |
11-11-14, 07:57 PM | #4 |
Swabbie
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
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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. Last edited by stevee620; 11-11-14 at 09:07 PM. |
11-11-14, 09:28 PM | #5 |
Swabbie
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
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Tried to remove this post, realized that the engines weren't moving because i was submerged and using the batteries lol. And now the gramophone is working too...
What a fantastic mod it is too..... Well done flak monkey!! |
11-12-14, 12:24 AM | #6 |
Sailor man
Join Date: Nov 2013
Location: The Woodlands, TX
Posts: 43
Downloads: 22
Uploads: 0
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This MOD is beyond impressive! Where did these detailed interiors come from? How was the engine animated?
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11-12-14, 06:21 PM | #7 |
Swabbie
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
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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?
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11-12-14, 07:25 PM | #8 |
Navy Seal
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IIRC that is the ticking of the clock.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk |
11-30-14, 02:36 PM | #9 |
Canadian Wolf
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Welcome to SUBSIM :-)
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05-15-15, 11:47 AM | #10 |
Swabbie
Join Date: Jan 2012
Posts: 9
Downloads: 162
Uploads: 0
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Moving
Is there a way to move through the compartments in this mod? I can open hatches, but can't move through them. Thanks in advance for the help
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05-15-15, 12:03 PM | #11 |
Eternal Patrol
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Shift+F2 should let you walk around the boat. It works for me. Also Shift+E lets you do the same except the boat is moving all around you so simulate the actual movement in heavy seas.
If that's not working for you then something is wrong with the installation.
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“Never do anything you can't take back.” —Rocky Russo |
05-15-15, 03:57 PM | #12 |
Swabbie
Join Date: Jan 2012
Posts: 9
Downloads: 162
Uploads: 0
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Thank you sir, can't wait to try it out.
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06-03-15, 12:41 AM | #13 |
Admiral
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I had a question about this mod. Maybe someone can help me. I posted a link from another post I made about FM interirors. Thanks.
http://www.subsim.com/radioroom/showthread.php?t=220437
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[SIGPIC][/SIGPIC] BSTANKO6'S SH5 NAVAL ACADEMY http://www.youtube.com/channel/UCPbe...W2NArCA/videos DISCORD https://discord.gg/6tFeTSUmVc |
06-03-15, 03:11 AM | #14 |
Admiral
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Hey Blitzkrieg! I will keep that in mind for the future.
You have a solution to this issue? I know you got a trick up your sleeve somewhere! Or better yet, how about an image of the torpedo room. I mean just a 2d pic of the room as seen from the radio room. I really do not need to go inside of the room, but it is better than a black opening down the corridor. no interaction, no entering the area, just a pic for background or even simpler, just a door to cover that dark opening? Can somebody make this, or help me make this happen?
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[SIGPIC][/SIGPIC] BSTANKO6'S SH5 NAVAL ACADEMY http://www.youtube.com/channel/UCPbe...W2NArCA/videos DISCORD https://discord.gg/6tFeTSUmVc Last edited by bstanko6; 06-03-15 at 06:15 AM. |
10-17-15, 12:52 AM | #15 |
Sea Lord
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Surely you have a mod conflict with other mods. Ususually FMs interior work in training missions and in career. So you have to figure out which mod is to blame. And actually there is only this interior mod for type VII now available. Seems to be FM is not working on other subs...
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