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 07-30-08, 02:17 PM   #256
Cheapskate
XO
 
Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
Downloads: 47
Uploads: 0
Default

Excellent news Hans, Tks

Do you yet have any definite plans to incorporate Diving Duck's latest open hatch V2?
http://www.subsim.com/radioroom/showthread.php?t=104514

It does work as is with WAC but changes the default NYGM interior to the Bordinstrumente version. Personally I like this better but some of your customers may not.

What I don't like is that the hatch has a luminous yellow semi-circle around part of hatch circumference. DD's mod doesn't do that when applied to GWX based installs.
Cheapskate is offline   Reply With Quote
Old 07-31-08, 03:34 AM   #257
HanSolo78
Sea Lord
 
Join Date: Apr 2005
Location: Austria
Posts: 1,842
Downloads: 100
Uploads: 3


Default

Quote:
Originally Posted by Cheapskate
Excellent news Hans, Tks

Do you yet have any definite plans to incorporate Diving Duck's latest open hatch V2?
http://www.subsim.com/radioroom/showthread.php?t=104514

It does work as is with WAC but changes the default NYGM interior to the Bordinstrumente version. Personally I like this better but some of your customers may not.

What I don't like is that the hatch has a luminous yellow semi-circle around part of hatch circumference. DD's mod doesn't do that when applied to GWX based installs.
Actually we do not plan to update the mod in the near future with other versions.
Maybe we do a new version anytime. We will release a hotfix coming next, correcting some small bugs and some small add on mods like contacts all grey or contacts all grey without tails.

greetings
Han

PS: UberGruber, show us some of your findings!!!
__________________
HanSolo78 is offline   Reply With Quote
Old 07-31-08, 07:54 AM   #258
Uber Gruber
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
PS: UberGruber, show us some of your findings!!!
I'm a gentleman sir, and a gentleman would never post such things
  Reply With Quote
Old 07-31-08, 11:07 AM   #259
A6Intruder
Seasoned Skipper
 
Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
Uploads: 0
Quote:
Originally Posted by Uber Gruber
Quote:
PS: UberGruber, show us some of your findings!!!
I'm a gentleman sir, and a gentleman would never post such things
I am not:


Kind regards
A6Intruder is offline   Reply With Quote
Old 08-04-08, 05:25 AM   #260
HanSolo78
Sea Lord
 
Join Date: Apr 2005
Location: Austria
Posts: 1,842
Downloads: 100
Uploads: 3


Default

The additional mod "Contact all Grey" is now available for WAC3.0 at our filefront account!!!
__________________
HanSolo78 is offline   Reply With Quote
Old 08-04-08, 06:13 AM   #261
nirwana
Sonar Guy
 
Join Date: Jun 2008
Posts: 380
Downloads: 17
Uploads: 0
Default

got it....

I have a prob with the IX/2 tower. Only 1 AA gun is firing (the one who is a bit higher close to the tower). I only managed to autofire the 2ndairy AA gun when i manually emptied the 20 stack loaded but its only working while under attack.
nirwana is offline   Reply With Quote
Old 08-04-08, 10:00 AM   #262
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 9
Uploads: 0
Default

Quote:
Originally Posted by HanSolo78
Quote:
Originally Posted by Cheapskate
Excellent news Hans, Tks

Do you yet have any definite plans to incorporate Diving Duck's latest open hatch V2?
http://www.subsim.com/radioroom/showthread.php?t=104514

It does work as is with WAC but changes the default NYGM interior to the Bordinstrumente version. Personally I like this better but some of your customers may not.

What I don't like is that the hatch has a luminous yellow semi-circle around part of hatch circumference. DD's mod doesn't do that when applied to GWX based installs.
Actually we do not plan to update the mod in the near future with other versions.
Maybe we do a new version anytime. We will release a hotfix coming next, correcting some small bugs and some small add on mods like contacts all grey or contacts all grey without tails.

greetings
Han

PS: UberGruber, show us some of your findings!!!
I done... i just add the DivngDuck's Open Hatch V2, to add the open hatch into Type XXI and the yellow interior lights, works fine.

The main problem is it change some interior textures, your own, or the UWAC textures, i am working to bring back my textures now.

And yes i have the yellow ring too, but not too much visible, i can survive with it.

I am surprised what a wonderful is this version of UWAC !!!

Many Thanks HanSolo !!!!

And... please, do not stop the job !!!!

Redwine is offline   Reply With Quote
Old 08-13-08, 04:17 PM   #263
yobert
A-ganger
 
Join Date: Feb 2006
Location: Sweden
Posts: 77
Downloads: 2
Uploads: 0
Default

Hello,

i tryed this mod. I can do all stuff in the navel academy. but when i try to start a campain it CTD, anyone know whats might be wrong? I have the patch and the mod file is 4,43 gig
yobert is offline   Reply With Quote
Old 08-14-08, 01:15 AM   #264
Cheapskate
XO
 
Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by yobert
Hello,

i tryed this mod. I can do all stuff in the navel academy. but when i try to start a campain it CTD, anyone know whats might be wrong? I have the patch and the mod file is 4,43 gig
Hi Yobert
I think your problem may be caused by WAC allowing you to select more crew than the game will actually permit.

There is a revised basic cfg file to return crew selection numbers to stock levels:-
http://files.filefront.com/WAC+30+ve.../fileinfo.html

Haven't used this myself, but hope it will enable you to start a career
Cheapskate is offline   Reply With Quote
Old 08-14-08, 07:43 AM   #265
yobert
A-ganger
 
Join Date: Feb 2006
Location: Sweden
Posts: 77
Downloads: 2
Uploads: 0
Default

Quote:
Originally Posted by Cheapskate
Quote:
Originally Posted by yobert
Hello,

i tryed this mod. I can do all stuff in the navel academy. but when i try to start a campain it CTD, anyone know whats might be wrong? I have the patch and the mod file is 4,43 gig
Hi Yobert
I think your problem may be caused by WAC allowing you to select more crew than the game will actually permit.

There is a revised basic cfg file to return crew selection numbers to stock levels:-
http://files.filefront.com/WAC+30+ve.../fileinfo.html

Haven't used this myself, but hope it will enable you to start a career
Thanks, it worked!
yobert is offline   Reply With Quote
Old 08-14-08, 08:38 AM   #266
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

hello there,

can anybody tell me, whether repair times in WAC3.0 are as short as in stock SH3 or are they much longer??

thanx,
h.sie
h.sie is offline   Reply With Quote
Old 08-14-08, 10:37 AM   #267
HanSolo78
Sea Lord
 
Join Date: Apr 2005
Location: Austria
Posts: 1,842
Downloads: 100
Uploads: 3


Default

Quote:
Originally Posted by h.sie
hello there,

can anybody tell me, whether repair times in WAC3.0 are as short as in stock SH3 or are they much longer??

thanx,
h.sie
the repair times have been modified to be much longer, but there is also an option to use the stock repair times
__________________
HanSolo78 is offline   Reply With Quote
Old 08-14-08, 10:49 AM   #268
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Quote:
Originally Posted by HanSolo78
Quote:
Originally Posted by h.sie
hello there,
can anybody tell me, whether repair times in WAC3.0 are as short as in stock SH3 or are they much longer??

thanx,
h.sie
the repair times have been modified to be much longer, but there is also an option to use the stock repair times
thank you for your quick answer. have you integrated the LRT mod of nvdrifter, or have you found an own solution to solve the problem with the repair times.......

greetings,
h.sie
h.sie is offline   Reply With Quote
Old 08-14-08, 11:14 AM   #269
HanSolo78
Sea Lord
 
Join Date: Apr 2005
Location: Austria
Posts: 1,842
Downloads: 100
Uploads: 3


Default

Quote:
Originally Posted by h.sie
Quote:
Originally Posted by HanSolo78
Quote:
Originally Posted by h.sie
hello there,
can anybody tell me, whether repair times in WAC3.0 are as short as in stock SH3 or are they much longer??

thanx,
h.sie
the repair times have been modified to be much longer, but there is also an option to use the stock repair times
thank you for your quick answer. have you integrated the LRT mod of nvdrifter, or have you found an own solution to solve the problem with the repair times.......

greetings,
h.sie
hi again!

we adapted a version of Nvdrifters repair mod! so the side effects are unfortunately still present. but if you wanna get rid of these the only possibility is to play with stock repair times.

greetings
__________________
HanSolo78 is offline   Reply With Quote
Old 08-14-08, 01:36 PM   #270
yobert
A-ganger
 
Join Date: Feb 2006
Location: Sweden
Posts: 77
Downloads: 2
Uploads: 0
Default

One more thning. Did you remove the skill bars for etc torpedos and engin? Becuse i cant se any green skill bars.
yobert 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 09:34 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.