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Old 09-14-12, 05:28 AM   #436
DrJones
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Hey Mates,

the only thing that prevents me to release a new testversion is the function of the lock on targets in wich the scope follows the selected target.

When that is done a new release can be done....

Regards

DrJones
Ok...Done for now...not nice but working

The only thing wich annoys me is the fact that i have to enter the station twice the attackscope e.g. to finally initialize the script that everything is working fine....has anyone an idea why this is?
maygbe there are still to many trees in the forest that i can't see the problem

Another Questions...does anybody know behind wich ability the order man the deckgun and man the aa gun is hidden?

Best Regards

DrJones

Last edited by DrJones; 09-14-12 at 05:44 AM.
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Old 09-14-12, 05:44 AM   #437
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Klasse!!!!!
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Old 09-15-12, 02:04 AM   #438
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Default @Dr Jones und Josef von Posorschitz

Jetzt ein Bisschen verbessert, denke Ich.
Verschärft und mit 5 Rohren, Ziffern und Schild mehr gerade und zentrierte.
Sollte das Kabel vielleicht verschiebt werden?

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Old 09-15-12, 04:12 AM   #439
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Mir gefällt es sehr Silent Steel. Wirklich gute Arbeit. Könntest du jedoch bitte Rohr V in die Mitte verschieben? Ich glaube, es würde besser aussehen. Nur meine Ansicht.

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Old 09-15-12, 04:58 AM   #440
DrJones
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Originally Posted by Silent Steel View Post
Jetzt ein Bisschen verbessert, denke Ich.
Verschärft und mit 5 Rohren, Ziffern und Schild mehr gerade und zentrierte.
Sollte das Kabel vielleicht verschiebt werden?

Hey Mate thats looking good.

i think it might be a little darker it's a little bit to shiny belonging to our interface.

@silent and @gap i like to ask you both to get your hands on this...how should be the lights...different color or one color. in wich state should they blink... I think you are the best for it... @thebeast: how should a toggle swith look for that and where should we place it..once you had an idea for that...

Best Regards

DrJones
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Old 09-15-12, 05:20 AM   #441
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Default TAI Map and Navigation Map

Hey Mates,

by the way i am just thinking about the Maps in game...i think about 3 states with different map options shown....you know the pacman the point 1 2 3 aso. I think it should be possible to switch between ligth, medium and hard options for the Maps.

What do you think about that and in wich state has wich map option to be shown...

best Regards

DrJones
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Old 09-15-12, 05:23 AM   #442
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Originally Posted by Josef von Posorschitz View Post
Mir gefällt es sehr Silent Steel. Wirklich gute Arbeit. Könntest du jedoch bitte Rohr V in die Mitte verschieben? Ich glaube, es würde besser aussehen. Nur meine Ansicht.

Oh no i think it is in the right position and order...i am thinking here for the future for the case that sometime the type 9 may be playable here in sh5...so we have some area to play tube 6...what do you think?

The Cable is in the correct Position....i think

Regards

DrJones
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Old 09-15-12, 05:39 AM   #443
Sepp von Ch.
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Hey Mates,

by the way i am just thinking about the Maps in game...i
What about to implement the real Kriegsmarine map?

http://www.uboat.net/media/maps/files/map1rv.jpg
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Old 09-15-12, 06:38 AM   #444
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Originally Posted by Josef von Posorschitz View Post
What about to implement the real Kriegsmarine map?

http://www.uboat.net/media/maps/files/map1rv.jpg

I, too, think about it!

http://www.subsim.com/radioroom/show...174841&page=26
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Old 09-15-12, 07:05 AM   #445
gap
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Quote:
Originally Posted by DrJones View Post
Hey Mate thats looking good.

i think it might be a little darker it's a little bit to shiny belonging to our interface.
Quote:
Originally Posted by DrJones View Post
Oh no i think it is in the right position and order...i am thinking here for the future for the case that sometime the type 9 may be playable here in sh5...so we have some area to play tube 6...what do you think?

The Cable is in the correct Position....i think
I've prepared a smaller, sharper and darker version of Silent Steel's T-Lampentafel (hope you don't mind mate )

As you can see, I've placed a blank light in the empty space on the bottom left corner of the panel, and I've moved the wiring socket on its bottom, so to fill the workspace of a 512x512 texture. Indeed, we can move/remove both the blank light and the socket at wish.



Quote:
Originally Posted by DrJones View Post
@silent and @gap i like to ask you both to get your hands on this...how should be the lights...different color or one color. in wich state should they blink... I think you are the best for it...
Just an idea:

flooding in progress => yellow blinking light
tube flooded => yellow light
tube open (and ready for launch)=> green light (blinking shortly after the order to open door is given)
tube empty => red light
tube loading => red blinking light
tube loaded, unflooded and closed => no light

what do you think?

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Originally Posted by DrJones View Post
@thebeast: how should a toggle swith look for that and where should we place it..once you had an idea for that...
What about making lights themselves clickable, as if they were buttons?
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Old 09-15-12, 07:44 AM   #446
Silent Steel
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Quote:
Originally Posted by gap View Post
I've prepared a smaller, sharper and darker version of Silent Steel's T-Lampentafel (hope you don't mind mate )

As you can see, I've placed a blank light in the empty space on the bottom left corner of the panel, and I've moved the wiring socket on its bottom, so to fill the workspace of a 512x512 texture. Indeed, we can move/remove both the blank light and the socket at wish.
Awesome and stunning Gap

Of course I don't mind, why should I?
Modding shouldn't be any competition, just cooperation to find the best possible solution.
I like your T-Lampentafel very much, looks photo realistic. But, the numbers need to be straightened.

As for colors and blinking lights I think this is something to discuss but your idea is very interesting.
Do you think It can be found out somewhere what it actually looked like in real life? Could it be there was just one light - white or something?
Or is this discussion on various colors just something we need to apply just make it working in SH 5?



Cheers
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Old 09-15-12, 08:04 AM   #447
DrJones
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Quote:
Originally Posted by gap View Post
I've prepared a smaller, sharper and darker version of Silent Steel's T-Lampentafel (hope you don't mind mate )

As you can see, I've placed a blank light in the empty space on the bottom left corner of the panel, and I've moved the wiring socket on its bottom, so to fill the workspace of a 512x512 texture. Indeed, we can move/remove both the blank light and the socket at wish.





Just an idea:

flooding in progress => yellow blinking light
tube flooded => yellow light
tube open (and ready for launch)=> green light (blinking shortly after the order to open door is given)
tube empty => red light
tube loading => red blinking light
tube loaded, unflooded and closed => no light

what do you think?



What about making lights themselves clickable, as if they were buttons?
Wow thats looking good...just have to stand up again after fell from my chair

Very Cool thing...now the question is...where to place this....that's also mean, that we can banish the tubesselection in the top of the masks for uzo, attack scope and obs scope....

that cleans up the screen much more and lets the user decide what he will have in the screen as an slide in Element

The Questions is now that we need an additional panel to give the orders to flood and to topen the tubes....

althoug we can use the actual one i build up for that...

Best Regards

DrJones
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Old 09-15-12, 08:07 AM   #448
DrJones
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Originally Posted by Silent Steel View Post
Awesome and stunning Gap

Of course I don't mind, why should I?
Modding shouldn't be any competition, just cooperation to find the best possible solution. <----- that is the most important thing here no one is able to get this all working without the help of all the members here...we don't work on own...we work for every one here to make sh5 better....i won't make this one if it is not like it is.....


I like your T-Lampentafel very much, looks photo realistic. But, the numbers need to be straightened.

As for colors and blinking lights I think this is something to discuss but your idea is very interesting.
Do you think It can be found out somewhere what it actually looked like in real life? Could it be there was just one light - white or something?
Or is this discussion on various colors just something we need to apply just make it working in SH 5?



Cheers

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Old 09-15-12, 08:09 AM   #449
DrJones
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Default Campaign Radio Messages

Has anybody tested if the campaign messages are working???
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Old 09-15-12, 09:31 AM   #450
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Has anybody tested if the campaign messages are working???
What would the radio came, a company from the beginning of the need to start?
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