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Old 03-15-11, 04:13 AM   #1
DrJones
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Default [REL] CSP Magui Interface for SH5 V3.01

Release of the CSP Magui Interface Beta v 3.06

It is Time to Release the Next Version v 3.06

Releasedate 02.08.2014

http://www.mediafire.com/download/nb...by_DrJones.rar

Additional for 3.06 IO Strategic Map Mod 4_3

http://www.mediafire.com/download/on...by_DrJones.rar

Additional for V 3.06 RPM Hydrophon Mod

http://www.mediafire.com/download/q3...gui_V_3.06.rar

English Menu.txt

http://www.mediafire.com/download/27...glish_Menu.rar

As there are less different languages available now and for spare if some problems occur i leave the old mod Packs for downloading.

This update includes:

- Indendent Engine Controll
- Independent Dive Plane Control
- Working Stadimeter as Sexant
- New Designed Catpainspanel
- Radio Messages are saved now and can be read everytime ( Button to find in the lower Menu Bar )

- The first Useable Part of the Astronavigation Mod
- And a lot of things more.....

Please give some Feedback....

################################################## ################################


Download Link Magui Interface V3.01

Releasedate: 23.02.2013

http://www.mediafire.com/?wa3vdzdi24xlchc

Downloadlink Magui Interface Patch V3.02 08.07.2013

http://www.mediafire.com/download/q7...Patch_3.02.rar


Download Link Resolution Patch from makman

http://www.mediafire.com/?nw3n0t7v3qbhr2j

IO StrategicMap 4.3 Patch for Magui Interface 3.02

http://www.mediafire.com/download/ix...by_DrJones.rar

################################################## #######
################################################## #######
Attention Attention

If You have completed your modsoup it is important to start the SH5Schiffe.exe in the game folder of silent hunter 5.

Because the Recognition Manual is working on xml Files the complete contant of the cfg files from the sea folder and the names.cfg from the rooster folder.

In the progamm you have to click on each button one time.

Please make that again whenever you have change the mod compilation to get every added ship from the mod althoug they wont be shown in the recognition manual.



Ass You can see in the top picture you are able to preselect the map options for the TAI MAp and the Nav Map.

The Revognition Manual and the Charts can be called out from the new Captains panel.

Click on the Captains picture on the left from the main console.

Here You are also able to set the map options for the tai map and the navigation map.

Please report any error.



Additional Mods:

- Manos Scopes Reduced Light Transmission made by Gap

Attention: This can be used by everyone who likes that but i want to point on the light filters wich will be included in the next edition so it might be too dark to use.

http://www.mediafire.com/?ry2wo5ily1xi28d

- Redaio_Messages_1_2_0_German_Voices made by TDW (Thanks for sharing this one)

http://www.mediafire.com/?5ap3hb3m7i862a1

- Alternative Marking Lines Type 1

http://www.mediafire.com/?nxxa2lsg45ojwij

- Alternative Marking Lines Type 2

http://www.mediafire.com/?kywlc7w6q76w1p6

- Alternative Binocular 1 by Testpilot(no more cross in the middle of the screen)

http://www.mediafire.com/?irk2y79nvtubbob

- Alternative Binocular 2 ( here i don't now the author.) (no more cross in the middle of the screen)

http://www.mediafire.com/?s9h0np1tyz3dqv7

- Add on mods by TDW

http://www.subsim.com/radioroom/show...60&postcount=1

For those who has Problems to reach the Gamefront Page

http://www.mediafire.com/?kx67o3jma6acp07

RPM Hydrophone for Magui Patch V3.02

http://www.mediafire.com/download/7b...agui_V3.02.rar

################################################## #######

Language Packs:


- English Menu.txt by flostt

http://www.mediafire.com/?4447r737yr7vw03

- Italian Menu.txt by gap

http://www.mediafire.com/?d2xbh86q1kgxt7p

- Russian Menu.txt by volodya61

http://www.mediafire.com/?ba57mzw178tbo14

- Polish Menu.txt by lukasz12012

http://www.mediafire.com/download/kk...olish_Menu.rar

###############################################
Tutorials and Mod List

Modlist by Sjizzle's

http://www.subsim.com/radioroom/show...23&postcount=1

Tutorials by Sjizzle's

http://www.subsim.com/radioroom/show...30&postcount=1

Addtions:

Here are some Changes and Additions.

Added the Minefiled Map from silentsteel and the Chrono style from naights.

The Attackdisk Front and Back Side are fully working now. The Lagewinkelscheibe bei Hitman is included and fully working, The RAOBF is integrated and fully Working.

The Attack and Obervation Scope has now the ability to swtich between 3 different Scope Filters. There is a button in the top right console, wich only appears in one of the views.

the XO Dialog is Draggable now also the the annoying Crew Image can now be dragged away if not used in uzo attack or observation scope view.

In the Tdc for UZO Attack and Observation scope are some new buttons. ONe of them is to show up the torpedo tube Panel. The other one is to show up the Stadimeter.

On the Navigation Map xou will find a new button to toggle between 3 types of map features wich will appear or not..some like view cones aso wich wil be visible or not. just play around with them. Have to work with it some time again.

The same is there for the TAI Map. The button for that is to find in the top left Console.

Some Pictures from that and a manual will be come soon.

Best Regards

DrJones

################################################## #######


As you look at the posts about what will come in the future...we will have:
- T-Lampen Tafel made by gap.
- An Improved Fire Button looking like an Lever shown in the post before

.....

and a lot of things more.



Best Regards

DrJones


#########################################






Important:

This mod has been done for the community. Everybody is allowed to use the parts and make changes to it.(Just ask and give credits) There's still a lot of work to do. In my opinion everbody is welcome having some ideas for changes and additions. But...important for me is, when somebody makes some changes, please tell me or send it to me.

I tried to keep a simple way of scripting for all those who are interessted in learning how things work and can be done in SH5. Yes, i know...there are still a lot of ways to get results. My mind is keep it simple, difficulty is coming on its own.

Credits:
Here i want to say "Thank You" to all the members who gave support for realisation:

To reaper7 for his permission to use some parts and ideas out of his mod
To makman94 who allowed to use is famous work from Sh3 to be implemented to SH5.
To Stormfly to give some nice ideas what has to be done. Work will be continued.
To Josef, thebeast and all the others in this treath giving some spots and ideas.
To Testpilot
To Teacher
To Radcapricorn
Now Also in cluded the Charts generated by Sublynx. Thanks for that.
Thanks to TDW to share the Radio Message Mod wich is included
Thanks to gap for his ideas and work so far for this Interface.
Special Thanks to Silent Marshal for his idea to impement the first part of real navigation




Hope i have not forgotten anyone

In this mod included:

- skwas digital clock
- A lot of parts from the Magui Interace from makman94
- Periscope and ObsScope Mask and resolution patches from makman94

Some errors may occur while using teleporting. Just click arround the Stations. When you find yourself out of the boat press "shift+u".

If You enter the attackperiscope, obsscope or uzo the first time the scripts behind to toggle lock a target or the redlight wont switch on and off.

Updates will follow soon. There are still some things, that wont work as they should.


























Last edited by DrJones; 08-03-14 at 07:25 AM.
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Old 03-15-11, 05:30 AM   #2
Feuer Frei!
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Thank you for releasing. There is i assmume a readme included?
Also, could you specify what you have planned with the crew commands? A brief outline?
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Old 03-15-11, 05:35 AM   #3
DrJones
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Quote:
Originally Posted by Feuer Frei! View Post
Thank you for releasing. There is i assmume a readme included?
Also, could you specify what you have planned with the crew commands? A brief outline?
There is no readme this time...further information will follow.

The cre commands you will find in the lower right will be as they are in sh3 MaGui Interface
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Old 03-15-11, 06:00 AM   #4
Feuer Frei!
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Quote:
Originally Posted by DrJones View Post
There is no readme this time...further information will follow.

The cre commands you will find in the lower right will be as they are in sh3 MaGui Interface
Danke für Deine schnelle Antwort. Prima!
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Old 03-15-11, 07:31 AM   #5
TheDarkWraith
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Your implementation of teleportation is exactly the same way I made it work in SH5. Coincidence? I think not.

If that code had been placed in a .dll file by me where noone could have seen how I implemented it and you came to the same implementation that would be a different story. But since it's clearly visible in a .py file and you came to the same implementation I have to cry foul.

The game only makes 3 stations visible by code, UZOStation, ObservationPeriscopeStation, and AttackPeriscopeStation. How did you come up with the other additional stations (HydrophoneStation, DeckGunStation, and A01gunStation)? I know how I 'found' those stations and if you want me to think that you came up with the teleportation implementation on your own then you'll be able to explain to me (and everyone else) how you 'found' those stations. Then you'll need to explain how you knew how to code the following for those stations 'from x import y'. How did you determine x for those new stations? If you can tell me that information then I would be more inclined to think you came up with this implementation on your own. If you can't then it's quite obvious where you got the additional stations from.

I will be looking over your code for any other copyright infringements.

I request that you remove this mod from download until you implement a different way of teleportation. Currently you have taken my idea and my implementation of it.

Last edited by TheDarkWraith; 03-15-11 at 08:04 AM.
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Old 03-15-11, 07:40 AM   #6
Feuer Frei!
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Great work. Thank you.
Glad it is all sorted out now.
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Last edited by Feuer Frei!; 03-15-11 at 09:21 AM.
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Old 03-15-11, 08:12 AM   #7
DrJones
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Quote:
Originally Posted by TheDarkWraith View Post
Your implementation of teleportation is exactly the same way I made it work in SH5. Coincidence? I think not.

If that code had been placed in a .dll file by me where noone could have seen how I implemented it and you came to the same implementation that would be a different story. But since it's clearly visible in a .py file and you came to the same implementation I have to cry foul.

The game only makes 3 stations visible by code, UZOStation, ObservationPeriscopeStation, and AttackPeriscopeStation. How did you come up with the other additional stations (HydrophoneStation, DeckGunStation, and A01gunStation)? I know how I 'found' those stations and if you want me to think that you came up with the teleportation implementation on your own then you'll be able to explain to me (and everyone else) how you 'found' those stations. Then you'll need to explain how you knew how to code the following for those stations 'from x import y'. How did you determine x for those new stations? If you can tell me that information then I would be more inclined to think you came up with this implementation on your own. If you can't then it's quite obvious where you got the additional stations from.

I will be looking over your code for any other copyright infringements.

I request that you remove this mod from download until you implement a different way of teleportation. Currently you have taken my idea and my implementation of it.
OK this is the Original Code in the Original Python File of the defaulthud.py

PageDefaultHud_Orders_Buttons = []
def CreateOrdersButtons():
global PageDefaultHud_Orders_Buttons
index = 0
LastButton = None
while index < 5:
index = index + 1
button = PageDefaultHud_Clonable_SampleAbilityButton.Create ACloneAsAChildOfAndBringToFront( PageDefaultHud_Orders )
PageDefaultHud_Orders_Buttons.append( button )
if LastButton == None:
button.SetSnapParent( PageDefaultHud_Orders, MenuItemWrapper.LocationPresets.MiddleLeft, True, 28, False )
else:
button.SetSnapParent( LastButton, MenuItemWrapper.LocationPresets.MiddleRight, False, 5, False )
LastButton = button
PageDefaultHud_Orders.SnapChildZones()

def DestroyOrdersButtons():
global PageDefaultHud_Orders_Buttons
for button in PageDefaultHud_Orders_Buttons:
Menu.DeleteItemOnEndOfFrame( button )
PageDefaultHud_Orders_Buttons = []

def SetOrderButtonsClickedEvent( set ):
global PageDefaultHud_Orders_Buttons
if set:
PageDefaultHud_Orders_ToggleModeButton.Clicked += PageDefaultHud_Orders_ToggleModeButton_Clicked
PageDefaultHud_Orders.Resized += PageDefaultHud_Orders_Resized
PageDefaultHud_Orders.Resizability = MenuItemWrapper.ResizabilityTypes.NoAspectRatioCon straint
PageDefaultHud_Orders.LimitRenderToBoundingRectang le = True
else:
PageDefaultHud_Orders_ToggleModeButton.Clicked -= PageDefaultHud_Orders_ToggleModeButton_Clicked
PageDefaultHud_Orders.Resized -= PageDefaultHud_Orders_Resized
# if mi.IsKindOf( ButtonWrapper ) and mi[ "OldSH4Command" ] != None:
for button in PageDefaultHud_Orders_Buttons:
if set:
button.Clicked += HUDOrderButton_Clicked
else:
button.Clicked -= HUDOrderButton_Clicked
SetOrders2GroupWidth( False )

def HUDOrderButton_Clicked( sender ):
#Game.SubmarineCommands.ExecuteCommand( sender[ "OldSH4Command" ] )
return

Orders2SmallWidthValue = 30
def PageDefaultHud_Orders_ToggleModeButton_Clicked( sender ):
SetOrders2GroupWidth( IsOrders2GroupSmall() )

def IsOrders2GroupSmall():
return PageDefaultHud_Orders.Width < Orders2SmallWidthValue

def SetOrders2GroupWidth( big ):
if(big):
Menu.PlaySound( "Menu.HUD.Toggle_Open" )
else:
Menu.PlaySound( "Menu.HUD.Toggle_Close" )
grp = PageDefaultHud_Orders
DurationInSeconds = 0.1
NewSize = Math.Max( Orders2SmallWidthValue - 1, SetVisibleForOrdersButtons( big ) )
#ScriptManagerManaged.ShowPythonError( NewSize.ToString() )
grp.StopAnimationsOfType( MenuItemWrapper.AnimationTypes.Width )
grp.StartAnimation( MenuItemWrapper.AnimationTypes.Width, NewSize, DurationInSeconds )

# sets the visible buttons and returns the used width in pixels
def SetVisibleForOrdersButtons( v ):
global PageDefaultHud_Orders_Buttons
Width = 10.0
# if mi.IsKindOf( ButtonWrapper ) and mi["OldSH4Command"]:
for button in PageDefaultHud_Orders_Buttons:
button.Visible = v
if button.Visible:
Width = Width + button.Width + button.SnapFromAnchor.OffsetX
return Width

def PageDefaultHud_Orders_Resized( sender ):
PageDefaultHud_Orders.SnapChildZones()
topleft = PageDefaultHud_Orders_TopLeft.GetPoint( MenuItemWrapper.LocationPresets.BottomRight )
bottomright = PageDefaultHud_Orders_BottomRight.GetPoint( MenuItemWrapper.LocationPresets.TopLeft )
PageDefaultHud_Orders_Top.Resize( bottomright.X - topleft.X, PageDefaultHud_Orders_Top.Height, False )
PageDefaultHud_Orders_Bottom.Resize( bottomright.X - topleft.X, PageDefaultHud_Orders_Bottom.Height, False )
PageDefaultHud_Orders_Left.Resize( PageDefaultHud_Orders_Left.Width, topleft.Y - bottomright.Y, False )
PageDefaultHud_Orders_Right.Resize( PageDefaultHud_Orders_Right.Width, topleft.Y - bottomright.Y, False )
s = PageDefaultHud_Orders.Size
PageDefaultHud_Orders_Background.Resize( s.Width - 2.0 * PageDefaultHud_Orders_Background.SnapFromAnchor.Of fsetX,
s.Height - 2.0 * math.fabs( PageDefaultHud_Orders_Background.SnapFromAnchor.Of fsetY ), True )

################################################## ###################################

def SetStationButtonsClickedEvent( set ):
for group in PageDefaultHud_StationButtons.Controls:
for ctrl in group.Controls:
if ctrl.IsKindOf( ButtonWrapper ):
if set:
ctrl.Clicked += HUDStationButton_Clicked
else:
ctrl.Clicked -= HUDStationButton_Clicked

def HUDStationButton_Clicked( sender ):
command = sender["OldSH4Command"]
if command != None:
HUDActivateOldSH4Station( command )
else:
TextToLookFor = [
[ PageDefaultHud_StationButtons_5_Radar, "radar" ]
, [ PageDefaultHud_StationButtons_5_Hydrophone, "sonar" ]
, [ PageDefaultHud_StationButtons_5_Hydrophone, "hydrophone" ]
]
for ttlf in TextToLookFor:
if sender == ttlf[0]:
from UserInteractionStationsManager import UserInteractionStationsManager
for s in UserInteractionStationsManager.Stations:
if s.Name.ToLower().Contains( ttlf[1] ):
HUDActivateStation( s )
break


def HUDActivateStation( station ):
import UserInteractionStationsManager
UserInteractionStationsManager.UserInteractionStat ionsManager.ActivateStation( station, UserInteractionStationsManagerWrapper.RequestTelep ort.No )

And the the Stations i found in the folder data/scripts/stations

any question about that ??

the rest of the information i got from the class structure of the menu editor over the script editor

You are not the only one who has the ability to script and having the knowledge about how programms a working...

Thats all for now

Regards

DrJones

P.S.: The download will not be removed
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Old 03-15-11, 08:29 AM   #8
TheDarkWraith
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When one can explain how they came up with an idea that is similar to another and can show how they determined their idea then there's no way anyone can argue that the idea is unique and different.

Thank you. I have no problems with your implementation of teleportation in SH5 now. I am satisfied with your response
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Old 03-15-11, 08:31 AM   #9
DrJones
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Sorry postet the wrong piece of code... to find in line 879 - 907

this is the right one

def Station_Activated( station ):
import UserInteractionStationsManager
if station == UserInteractionStationsManager.UserInteractionStat ionsManager.ActiveStation:
PageDefaultHud_EnterNearbyStationButton.Tooltip = "Leave station"
from ObservationPeriscope import ObservationPeriscopeStation
from AttackPeriscope import AttackPeriscopeStation
from UZO import UZOStation
if station == ObservationPeriscopeStation or station == AttackPeriscopeStation or station == UZOStation:
global FeedBackModeWasMinimizedWhenEnteringPeriscope
global FeedBackMode
FeedBackModeWasMinimizedWhenEnteringPeriscope = FeedBackMode == FeedBackModes.Minimized
SetMapLayer( PageDefaultHud_MapGroup_Mapcontrol, MapLayer_Periscope, True )
if Game.Mission.IsTutorial:
SetFeedBackMode( FeedBackModes.Minimized, Instant.Yes )
else:
SetFeedBackMode( FeedBackModes.TAI, Instant.No )
if station == ObservationPeriscopeStation:
#DisplayPlayerGuidanceButton( PageDefaultHud_PlayerGuidance_Small_ObservationPer iscope )
Game.SubmarineCommands.ExecuteCommand( "Rise_whole_obs_periscope" )
if station == AttackPeriscopeStation:
#DisplayPlayerGuidanceButton( PageDefaultHud_PlayerGuidance_Small_AttackPeriscop e )
Game.SubmarineCommands.ExecuteCommand( "Rise_whole_periscope" )
from Hydrophone import HydrophoneStation
if station == HydrophoneStation:
SetMapLayer( PageDefaultHud_MapGroup_Mapcontrol, MapLayer_Hydrophone, True )
if ScriptManagerManaged.IsScriptLoaded( "DeckGun" ):
from DeckGun import DeckGunStation
if station == DeckGunStation:
DisplayPlayerGuidanceButton( PageDefaultHud_PlayerGuidance_Small_Cannon )

the rest is trying how it works

greeting
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Old 03-15-11, 08:37 AM   #10
DrJones
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Quote:
Originally Posted by TheDarkWraith View Post
Thank you. I have no problems with your implementation of teleportation in SH5 now. I am satisfied with your response

Thank you very much!!!!

If you want to include the console in your mod, you are allowed to do this!!!

I think those who are able in scripting should work together not against each other.

And I hope you believe me in the future, that what i am doing i figured out on my own.

in reaper7 mod i still also have some examples how things can be done.

reaper7 gave his mode for free using....

Kind Regards

DrJones
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Old 03-15-11, 08:57 AM   #11
TheDarkWraith
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As a programmer I watch any code that I write like a hawk. Anything that resembles any ideas/code of mine I will challenge the maker of it (I do this in the commercial world also and have no qualms filing motions against persons and/or corporations in court if need be to settle disputes). If they can prove to me how they came up with the idea/implementation satisfactorily then I have no issues with it. That's what I did here. I don't know you or your capabilities just as much as you don't know me or my capabilities. Code is just a very sticky subject in general unfortunately
Just a little FYI about me I work alone. It's just easier that way and that's how I was trained by the military. That's what I know and do best
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Old 03-15-11, 08:58 AM   #12
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DrJones nice work i am definitely trying this for my next patrol.

i still remember how i amazed when i saw those 2 screenshots. but after learning that this UI was built for SH3 and its hard to get it to SH5 i was dissapointed. its great to see you are getting this back for SH5 and i hope you get your support.
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Old 03-15-11, 09:52 AM   #13
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I know this is only an alpha/beta release but somehow the MaGui flavour is not present. Is not all about inserting buttons and functions in the UI, but also make it to look light and slim like the original mod is. Too bad that Makman cannot help, at lest with advices. This is a very hard UI with a LOT of work to do and programmers usually tend to insert functions over functions and care less about the aspect and fine details. But I admire your intention to reproduce this UI for SH5 and wish you good luck.
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Old 03-15-11, 11:49 AM   #14
DrJones
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Quote:
Originally Posted by Magnum View Post
I know this is only an alpha/beta release but somehow the MaGui flavour is not present. Is not all about inserting buttons and functions in the UI, but also make it to look light and slim like the original mod is. Too bad that Makman cannot help, at lest with advices. This is a very hard UI with a LOT of work to do and programmers usually tend to insert functions over functions and care less about the aspect and fine details. But I admire your intention to reproduce this UI for SH5 and wish you good luck.
I try to do my very best.

You' re right...sometimes there are much more ideas to integrate as they be in the original one.

But the reason is, here in silent hunter 5 there are things possible wich are not in sh3.

As i had the idea to transport a "few" parts from Magui in it, it was mentioned like that.

The left Part of the Console for example is to small in the Origianl Version, and i had to recreate it but it must not be the final idea.

Thats why i released the first step of work i did to get feedback about it.

i promise to you, that the attackscope and observations scope will look like the Original as i can do...

Regards

DrJones
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Old 03-15-11, 03:45 PM   #15
brett25
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wow, good job! if this doesn't get me to play SH5 again nothing will! Thanks mate
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