SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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11-12-14, 07:33 AM | #1 |
Torpedoman
Join Date: Mar 2008
Posts: 118
Downloads: 187
Uploads: 0
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A small example of the tests:http://www.subsim.com/radioroom/show...ostcount=11616
Good luck ++ Ahnenerbe ++[/QUOTE] Wow that looks amazing. I been away from SH3 for a long while waiting for a 1920x1080 mod. Could you please post a list of the mods you have installed? |
11-12-14, 12:11 PM | #2 |
Soundman
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Hi swampy
Name of the configuration of my mods you will not say anything, as the bulk of all of them converted in its sole discretion and renamed. This GUI for GWX, it's the only thing I can say. Everything else I will describe one of these days in the renewal theme and adding references. Good luck ++ Ahnenerbe ++ |
11-12-14, 10:50 PM | #3 | |
Loader
Join Date: Jul 2012
Posts: 87
Downloads: 107
Uploads: 0
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11-13-14, 12:02 AM | #4 |
Loader
Join Date: Jul 2012
Posts: 87
Downloads: 107
Uploads: 0
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So was there a conflict with using SH3 commander with this mod?
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11-13-14, 02:41 PM | #5 |
Soundman
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Hello everyone !!
To ChaosDuck7. In Friday, that is tomorrow (in my time zone), I will update the post with the new reference to the final version. I will try to do for the vanilla version and GWX with some additions in the form of options. It's all right, with the SH3 Commander is no problem, the reason somewhere (as he wrote makman) in conflict d3d9.dll with some texture units. I myself to some extent come to this conclusion, but still trying to identify exactly which models have involvement in the CTD. But I am afraid that there may be more than expected, and so the search will be meaningless and endless. In this situation can perhaps help Seeadler (creator d3d9.dll). To Makman. I am grateful for the help and I'm not opposed to developments of this GUI used anywhere and by anyone. Moreover, I have a few things which wanted to use, but they did not want to work, although it did correctly (I think). And the two of you can discuss some aspects of the application of some new features and amenities, if you do not mind. In general, until tomorrow ....... Thank you all !! Good luck ++ Ahnenerbe ++ |
11-15-14, 02:38 AM | #6 | ||
Hellas
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does your mod runs ok on a stock unmodded sh3 ? Quote:
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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11-15-14, 11:06 AM | #7 |
Soundman
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Ahnenerbe WideGui 1920 x 1080 Final
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11-15-14, 11:59 AM | #8 |
Watch
Join Date: Sep 2009
Location: St.Pierre-la-Rivière
Posts: 22
Downloads: 62
Uploads: 0
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Amazing work, congratulations
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11-15-14, 02:21 PM | #9 | |
Soundman
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Here's one of the things that interests me ..... It's in the inset screens periscopes and uzo buttons / switches for opening / closing the torpedo tubes, so to speak, that it was at hand. I understand that separately for each pipe is not done, and option 2 (see screenshot) also will not work the way it works on the screen attack map in TDC. But option 1 so do not give any results except animation buttons. After all the manipulations in menu_1024_768.ini and Commands_en.cfg torpedo tubes can not be opened. What can you suggest on this issue? ++ Ahnenerbe ++ |
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11-16-14, 11:59 AM | #10 | |
Hellas
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i can't understand exactly the meaning of your post but ,from an overall reading, i am guessing that you are running after a fixed button for opening the selected tubes ? in other words , you want to attach the ''open tube'' command of WeaponsOfficer to the ,for example, periscope's page ?
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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11-15-14, 10:10 PM | #11 |
Loader
Join Date: Jul 2012
Posts: 87
Downloads: 107
Uploads: 0
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Awesome work. I just quickly tested it and everything seems much better. Control T works now and I love the new redesigned GUI (depth under keel button, gramophone, etc.)
Just a question. How do I remove that ship recognition side panel? Is there a way to do it? If not, its not even a big deal anymore since it seems to work much better now. Id just rather have only one recognition manual (the stock one), so I am able to directly send data to the notepad for the TDC. Also that SH3 Commander folder thats included. Should that be activated in JGSME as well? Im assuming activate it AFTER the GUI final? |
11-16-14, 03:57 AM | #12 | |
Soundman
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Here for you removed the manual in menu_1024_768.ini, further himself daring RecManualPanel folder from the folder Gui (in mods) and all its contents. Enjoy .... Folder SH3 Commander connects to the main folder SH3 Commander, did not lay down in it, and unite. No layers of logs using JGSME also to do. All the data that you are using the devices bushings AOB, will be visible in Notepad after you pressing in the same notebook tick. ++Ahnenerbe++ |
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11-16-14, 01:11 PM | #13 | |
Loader
Join Date: Jul 2012
Posts: 87
Downloads: 107
Uploads: 0
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Also I just noticed that when I submerge, there is an orange arrow marker that shows where my sub is in the "F12" view. Did your mod add this? If so, its a nice touch! Also, a small bug I noticed. If you click your watch officer while you are on the deck (F4 view), the camera goes a bit crazy and jumps about 10 feet above the deck. The only way to get it back into position is to use the arrow keys to manually move it. Not a big problem at all though as long as you dont click the watch officer! |
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12-13-14, 05:10 PM | #14 |
Frogman
Join Date: Oct 2012
Location: Menomonee Falls, WI
Posts: 295
Downloads: 294
Uploads: 0
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Can anyone tell me where to find the AOB calculator disk? It goes missing as soon as I install this WideGui mod. Below is my mod set. It has been rock solid for months. Now I want to add the wide screen mod. When I do everything looks great but the AOB disk is nowhere, if I move my mouse down or anywhere it does not appear as is shown in the examples.
Is one of my mods below incompatible with the WideGui mod? GWX - Merged Campaign GWX - Main movie - 'Das Boot' GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 GWX_DFa-Flag&Pens_2010 LifeBoats&Debris_v4 TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc) OLC 'Gold' MkII ~ Flat Sun Fix ACM Reloaded for OLC 'Gold' MkII Thomsen's Sound Pack V3.2cg FM_NewInterior v2.1D FM_NI_Fix_for_ACM_Reloaded Torpedo damage Final ver2.0 ACM Lite Map b25_Louder_Diesels Ahnenerbe WideGui 1920 x 1080 Final EDIT: To verify that it isn't the OLC and ACM mods, here is a "fresh" install still no AOB disk GWX - 16km Atmosphere GWX - Main movie - 'Das Boot' GWX - Enhanced Damage Effects GWX - Merged Campaign GWX - Open Hatch Mod GWX_DFa-Flag&Pens_2010 LifeBoats&Debris_v4 Torpedo damage Final ver2.0 JeffsBetterTorpedoes Thomsen's Sound Pack V3.2cg FM_NewInterior v2.1D b25_Louder_Diesels Ahnenerbe WideGui 1920 x 1080 Final Last edited by jscharpf; 12-13-14 at 05:54 PM. |
12-14-14, 07:28 AM | #15 | |
Soundman
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I apologize for the delay in answering, a lot of things out of the game ........ In order to be able to work with disks, you should click on the icon officer's on the weapon, then send the cursor to the edge of the screen upwards. All disks will appear one by one. AOB by Hitman will be activated after clicking on the icon officer's on the navigation. ++ Ahnenerbe ++ |
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