SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-28-14, 07:18 AM   #301
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by doschi1990 View Post
Hey FM.
Thank you for this great mod. I am so happy with this.
But whats going on with your aft Torpedoroom?
Can you tel us how long we must wait for this?
Nice greatings.
FM has indicated that there is a certain amount of work already done. I'm sure he would appreciate your offer to help.
BigWalleye is offline   Reply With Quote
Old 09-28-14, 09:42 AM   #302
Dronston
Lieutenant
 
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
Default

TBH, I don't think he will finish it? He probably would have done it already by now.
__________________
Live to fight another day!
Dronston is offline   Reply With Quote
Old 09-28-14, 10:13 AM   #303
Dronston
Lieutenant
 
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
Default

Quote:
Originally Posted by BigWalleye View Post
FM has indicated that there is a certain amount of work already done. I'm sure he would appreciate your offer to help.
Oh he is still working on it? Great! Forget I said anything
__________________
Live to fight another day!
Dronston is offline   Reply With Quote
Old 09-28-14, 09:41 PM   #304
WilhelmSchulz.
The Old Man
 
Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
Default

All im getting is the Contol room.
__________________
"Some ships are designed to sink… others require our assistance."

WilhelmSchulz. is offline   Reply With Quote
Old 09-29-14, 09:49 AM   #305
Dronston
Lieutenant
 
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
Default

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)
__________________
Live to fight another day!

Last edited by Dronston; 09-29-14 at 10:17 AM.
Dronston is offline   Reply With Quote
Old 09-29-14, 10:17 AM   #306
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Quote:
Originally Posted by Dronston View Post
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)
It's a four-step process:

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.
BigWalleye is offline   Reply With Quote
Old 09-29-14, 10:19 AM   #307
Dronston
Lieutenant
 
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
Default

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.
__________________
Live to fight another day!
Dronston is offline   Reply With Quote
Old 11-11-14, 07:57 PM   #308
stevee620
Swabbie
 
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
Default

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.
stevee620 is offline   Reply With Quote
Old 11-11-14, 09:28 PM   #309
stevee620
Swabbie
 
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
Default

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!!
stevee620 is offline   Reply With Quote
Old 11-12-14, 12:24 AM   #310
jbruns29
Sailor man
 
Join Date: Nov 2013
Location: The Woodlands, TX
Posts: 43
Downloads: 22
Uploads: 0
Default

This MOD is beyond impressive! Where did these detailed interiors come from? How was the engine animated?
jbruns29 is offline   Reply With Quote
Old 11-12-14, 06:21 PM   #311
stevee620
Swabbie
 
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
Default

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?
stevee620 is offline   Reply With Quote
Old 11-12-14, 07:25 PM   #312
HW3
Navy Seal
 
Join Date: Apr 2005
Location: Gresham Oregon
Posts: 6,438
Downloads: 453
Uploads: 0


Default

IIRC that is the ticking of the clock.
__________________


"Some ships are designed to sink...others require our assistance." Nathan Zelk
HW3 is offline   Reply With Quote
Old 11-12-14, 07:36 PM   #313
stevee620
Swabbie
 
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
Default

Hi HW,
Yes, it is, i just found it a bit annoying, and i hadn't noticed it before the mod, so i just modified the clock wav file to zero sound and got rid of it.
stevee620 is offline   Reply With Quote
Old 11-29-14, 04:27 PM   #314
pedalboat
A-ganger
 
Join Date: Nov 2014
Location: Cape Ortegal - Spain
Posts: 74
Downloads: 130
Uploads: 0
Default

Nice Type VII interior, but the lighting (especially when night comes) gives me a headache. I'd be better off with the original SH3 lighting.
pedalboat is offline   Reply With Quote
Old 11-30-14, 08:17 AM   #315
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 181,120
Downloads: 63
Uploads: 13


Default

Welcome to SubSim pedalboat
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:04 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.