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Old 08-04-10, 05:16 AM   #16
rascal101
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Very nice Mod - clashes with a few others - but nothing serious as yet - a couple of issues - for some reason since installing this mod my observation scope keeps rising by itself - I lower it then go do something - then I go to outside camera and its up halfway - seems if I do anything any where on the sub using the mousewheel this scope just raises

Also Cant find the dept under keel whihc is a bit of a boar when your crash diving - a very important tool but seems to be missing

Best Regards

R
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Old 08-04-10, 06:46 AM   #17
Hans Hansen
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Quote:
Originally Posted by reaper7 View Post
It taken along time to get this from an Alpha WIP to a Releasable version, but here it is at last.
Hi

looks great!

I'll check it out immediately.

Could you post your modlist, please?
Might help us to decide which mods go well together and which not.
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Old 08-04-10, 10:01 AM   #18
reaper7
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Quote:
Originally Posted by Antar View Post
What does it mean:
Time to end & Range to end?
You'll find those orders under Navigator, there one of 3 for getting time and range to end of plotted course.
Time to end is the time to complete the current plot at current speed.
Range to end is the total distance to the last waypoint.

Quote:
Originally Posted by Josef von Posorschitz View Post
Looks really great! Lovely mod! Is this mod compatible with TDC by The Dark Wraith (currently version 3.9.2) please?
Sorry this Mod is not compatiable with TDW UI, nearlly all files and scripts are conflicting .

Quote:
Originally Posted by trebby View Post
Wow!

Very impressive sir!
Edit: Running in 2560x1600. The scopes get very small/distorted...

Any chance for an Hi Res version?
This is a HiRes version. Its being built from scratch to achiev max results at 1080P (1920x1080) or (1920x1200).
Any resolutions over this and thing's start to get out of position and shrink below recommended levels.
While thats a higher resolution your playing at, the way stock SH5 is built at 1024x768 and uses scalling to enlarge items for larger resolutions you only end up with blurry graphics at very high resolutions.
I could of went the stock method at the begining of this Mod but took the decission to go the non scalling and sharper graphics method with this Mod.
Thrust me its worth setting SH5 to 1080P levels with this Mod to get the sharpest and best positioning.

Quote:
Originally Posted by Stormfly View Post
Thanks a lot, look and feel is very admospheric, i like it

also have some minor problems with it, why is the white crosshair visible in 3d free roaming, i thought the majority would hate this nub shooter cross

entering the attack scope will auto rise the OBS scope.

would be nice if windows opened via new officers panel would have the old "X" for closing them.

any chance for adding a german menue.txt ?
Will look into the Obs scope rising issue. Thanks for heads up.
If anyone wants to do a german menu.txt send it in for inclusion.

Quote:
Originally Posted by rascal101 View Post
Very nice Mod - clashes with a few others - but nothing serious as yet - a couple of issues - for some reason since installing this mod my observation scope keeps rising by itself - I lower it then go do something - then I go to outside camera and its up halfway - seems if I do anything any where on the sub using the mousewheel this scope just raises

Also Cant find the dept under keel whihc is a bit of a boar when your crash diving - a very important tool but seems to be missing

Best Regards

R
Will sort out the scope issue . As for Dept under keel, you'll find that under the Navigator orders.
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Old 08-04-10, 10:36 AM   #19
reaper7
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Ok I've been testing the Obs scope and can't recreate it rising by itself.
Is everyone having this Issue or just some . Maybe the wrong Obs script made it into the packaged mod.
I'll pack up the current Obs script to see if that sorts out the issue just in case thats the problem. Will post here when done.


EDIT: Try this - http://rapidshare.com/files/41100915...pe_Fix.7z.html
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Old 08-04-10, 12:04 PM   #20
Sepp von Ch.
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Quote:
Originally Posted by reaper7 View Post
You'll find those orders under Navigator, there one of 3 for getting time and range to end of plotted course.
Time to end is the time to complete the current plot at current speed.
Range to end is the total distance to the last waypoint.



Sorry this Mod is not compatiable with TDW UI, nearlly all files and scripts are conflicting .


But thanks for your answer.
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Old 08-04-10, 12:09 PM   #21
reaper7
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HiDef 3D Replacement Scopes Released:

These are replacment Periscope Graphics for the UI Mod.

Simply extract using JGSME and select ok to overwrite the existing files.






Download from Link in second post:
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Old 08-04-10, 12:15 PM   #22
SteelViking
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Awesome! I can't wait to take a look out of em.

Reaper7, I also cannot reproduce the obs scope rising by itself, everything seems fine to me.
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Old 08-04-10, 12:27 PM   #23
reaper7
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Quote:
Originally Posted by SteelViking View Post
Awesome! I can't wait to take a look out of em.

Reaper7, I also cannot reproduce the obs scope rising by itself, everything seems fine to me.

I have a feeling that maybe they are making them rise using the commands under the XO Orders.
That or the Mod has been installed over another that may be causing the problem.

Any luck getting permission to update your Interior Mod V1.1
I keep finding new things all the time I look around .
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Old 08-04-10, 12:43 PM   #24
SteelViking
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Quote:
Originally Posted by reaper7 View Post
I have a feeling that maybe they are making them rise using the commands under the XO Orders.
That or the Mod has been installed over another that may be causing the problem.

Any luck getting permission to update your Interior Mod V1.1
I keep finding new things all the time I look around .
Still no word back, but I am uploading it to mediafire right now for a short term solution.
Yeah, I expect it will literally take a month or more of playing for folks to notice all the changes, that is how detailed I made it.
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Old 08-04-10, 01:29 PM   #25
Krauter
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Is this compatible with TDWs UIs Mod?

Why I'm asking is that I've been using his for a while now, and while your UI Mod is amazing it just seems foreign to me. However, what has intrigued me with this mod, and if I understand correctly, is the clickable TDA.

If I understand correctly do we need to, in this mod, gather data from the scopes and then exit scope and input the data in the TDA in the conning tower?
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Old 08-04-10, 01:39 PM   #26
reaper7
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No the TDC Panels are Hidden/Shown by use of buttons at the bottom of the screen. You can hide/show them in any order you wish to display.
This Mod re-introduces the SH3/4 style of playing to SH5.


These are the orders available from the officers clipboard.

Captain

Crew_control
Crew_control_ForSpecialAbilities


XO

Propulsion_standard
Propulsion_recharge
Rig_for_silent_running
Secure_from_silent_running
Rise_snorkel
Lower_snorkel
Periscope_depth
Snorkledepth_depth
Rise_whole_periscope
Lower_whole_periscope
Rise_whole_obs_periscope
Lower_whole_obs_periscope


Watchman

WP_Target_nearest_ship
WP_Target_nearest_warship
WP_Target_nearest_merchant
WP_Target_recommended
Report_nearest_visual_contact
WP_Identify_target
Watch_crew
WP_Take_photo


Navigator

Navigation_map
Report_time_to_turn
Report_time_to_course_end
Report_range_to_course_end
Get_depth_under_sub_keel
Report_weather


Engineer

Page Subsystems


Radioman

Radio_messages
Radar_one_sweep
Radar_continuous_sweep
Sonar_ping
Sonar_pong
Report_nearest_radio_contact
Send_contact_report
Send_weather_report
Send_patrol_report


Soundman

Hydrophone_normal_sweep
Report_nearest_sound_contact
Report_nearest_warship_sound_contact
Follow_nearest_sound_contact
Follow_nearest_warship_sound_contact

Estimate_range_to_contact
Precise_range_to_contact


Motorman

Knuckle_port
Double_knuckle_port
Knuckle_starboard
Double_knuckle_starboard
Deploy_decoys
Crash_dive
Emergency_surface
Order_maintain_depth
Heading_to_view
View_to_heading



Torpedoman

WP_Identify_target
WP_Solution_to_target
WP_Solution_on_map
WP_Compute_solution
WP_Fire_torpedo
Page Guns


Gunner

WP_Identify_target
Page Guns (Torpedo Page)
WA_Engage_target
Man_the_deck_gun
Man_the_flak_gun
Man_the_deck_and_flak_guns

DGuns_Fire_at_will
DGuns_Hold_fire
DGuns_Short_range
DGuns_Medium_range
DGuns_Long_range
DGuns_Aim_hull
DGuns_Aim_cmd_deck
DGuns_Aim_weapons
DGuns_Aim_waterline

AAGuns_Fire_at_will
AAGuns_Hold_fire
AAGuns_Short_range
AAGuns_Medium_range
AAGuns_Long_range
AAGuns_Aim_fighters
AAGuns_Aim_bombers
AAGuns_Aim_any
AAGuns_Closing_targets
AAGuns_Any_targets



Bosun

(Page Gramophone)
(Page Radio)


Cook
N/A
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Old 08-04-10, 01:44 PM   #27
Krauter
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Ahh ok.

What I assumed was that you had to manually input the data on the TDC panel in the Conning Tower
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Old 08-04-10, 04:38 PM   #28
rascal101
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Try lowering it by hand - then go to the conning tower and use the UZO for a minute or two - if you have the problem when you drop the UZO and look at the Observation scope it should have risen up abot half way


Also I still cant find the dept under keel order via navigator am I missing something

Regards
Rascal

Quote:
Originally Posted by reaper7 View Post
Ok I've been testing the Obs scope and can't recreate it rising by itself.
Is everyone having this Issue or just some . Maybe the wrong Obs script made it into the packaged mod.
I'll pack up the current Obs script to see if that sorts out the issue just in case thats the problem. Will post here when done.


EDIT: Try this - http://rapidshare.com/files/41100915...pe_Fix.7z.html
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Old 08-04-10, 04:46 PM   #29
rascal101
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Just been checking things - I cant find the officers clipboard - I can see the new perment station icons but no clipboard - have I missed it or could it be its been corrupted when installed

Rascal
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Old 08-04-10, 07:39 PM   #30
SteelViking
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Quote:
Originally Posted by rascal101 View Post
Just been checking things - I cant find the officers clipboard - I can see the new perment station icons but no clipboard - have I missed it or could it be its been corrupted when installed

Rascal
It is on the top right where the old reports button was. You can now get to the old reports screens through the logical corresponding officer.
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