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lucagaeta
03-12-10, 11:10 AM
[REL] Interior working dials V 1.2.1 (for SH5) by LucaGaeta
This mod was created to try to bring all the dials to operate properly.

File
http://www.filefront.com/15889979/Interior%20working%20dials%20v1_21.7z


Version 1.2.1
reversed rpm dials in all CT, CR, DE
removed the decks awash (if you like you can download it here:http://www.subsim.com/radioroom/showthread.php?t=165687)



Version 1.0.3
Reduced mirror effect to instruments DE
corrects problems clock CT - CR

Version 1.0
Reduced mirror effect to instruments, to enhance readability.

These dials were made in operation:

CT
clock
engine rpm
Compass

CR
clock
including Air dials correct, but not fully functioning

DE
Dials correct engine

TRF
Dials added, not fully functioning

Report any malfunctions





(http://www.filefront.com/15811463/Interior-working-dials-v103.7z/)

urfisch
03-12-10, 11:26 AM
this is...

:o

NICE!

:up:

Barso
03-12-10, 11:28 AM
Fantastic!
Thank you

piri_reis
03-12-10, 11:28 AM
Another SH3 magician has arrived! Great job with the first mod Luca :up: :up:
Downloading now.

Decoman
03-12-10, 11:29 AM
Clocks:

Edit: Inconsistent reporting. Things changed the second time I checked the clocks.

1)
Only the minute arm seem to move with time. The hour arm is idle on my machine and does not move at all.
• Command room
• Conning tower

2)
The clock with the sonar guy seem to display only the hour arm, however that hour arm do seem to move with time as it should.
• Sonar room

The clock in rear torpedo room, seem to only have an minute arm, with the hour arm missing. The minute arm does not work, and doesn't move with time.
• Rear torpedo room

3)
(!) The clock with the radio guy seem to work 100%, having both hour and minute arm, however, the hour arm seem to lack texture and is almost invisible.
• Radio room

sergei
03-12-10, 12:10 PM
Nice :DL

lucagaeta
03-12-10, 12:27 PM
Clocks:

1)
Only the minute arm seem to move with time. The hour arm is idle on my machine and does not move at all.
• Command room
• Conning tower

2)
The clock with the sonar guy seem to display only the hour arm, however that hour arm do seem to move with time as it should.
• Sonar room

The clock in rear torpedo room, seem to only have an minute arm, with the hour arm missing. The minute arm does not work, and doesn't move with time.
• Rear torpedo room

3)
(!) The clock with the radio guy seem to work 100%, having both hour and minute arm, however, the hour arm seem to lack texture and is almost invisible.
• Radio room

Thanks Decomania

The No. 1 problem is solved, thanks to your meslin

respect others will see that I can do, this editor is very limited.

Thanks again
Regards Luca

Michal788
03-12-10, 12:53 PM
thanks a lot this is also very important mob. :yeah:

Decoman
03-12-10, 01:49 PM
I now see a different result when checking the clocks.

Now the rear torp room has its clock, loose both its arms. And the clock in the conning tower, now work, with both its arms. Also, the clock in command room work, with both its arms.

Weird, I swear I got it right the first time. Maybe the data flips over abit?

Edit: With another game session, loading up a saved game, I see that the clock in the conning tower has a non-working hour dial/arm. Weird, perhaps it has something to do with dials moving around, or, just because of me loading the game. And now I see that the clock in aft torpedo-room has both its dials/arms pointing up, at 12 o'clock. Clock in command room has two dials/arms, but only the minute arm is working, the hour arm is pointing up 12 o'clock. Clock in radio room works with both its arms.

Vorkapitan
03-12-10, 05:10 PM
Been waiting for this ...great! :salute::salute:

Myxale
03-12-10, 05:12 PM
To some it might seem trivial...but to me the absence of an working clock in My Sub was a slap in my virtual Kaleun face!:down:

Glad you took time to address this!

Kudos!:rock::up:

lucagaeta
03-12-10, 05:36 PM
Clocks:

Edit: With another game session, loading up a saved game, I see that the clock in the conning tower has a non-working hour dial/arm. Weird, perhaps it has something to do with dials moving around, or, just because of me loading the game. And now I see that the clock in aft torpedo-room has both its dials/arms pointing up, at 12 o'clock. Clock in command room has two dials/arms, but only the minute arm is working, the hour arm is pointing up 12 o'clock. Clock in radio room works with both its arms.


sorry but I think I posted the wrong file, test version 1.0.3
should solve the problem clock CT and CR :salute:
look your news

regards
luca

ReFaN
03-12-10, 05:36 PM
looks great :)

SabreHawk
03-14-10, 03:51 PM
Thanks so much Luca, this will make things a bit more real. Like so many other things the good modders are doing, and I love'em fer it.

And I hope your last name aint Brazi............:smug:

lucagaeta
03-14-10, 04:01 PM
Thanks so much Luca, this will make things a bit more real. Like so many other things the good modders are doing, and I love'em fer it.

And I hope your last name aint Brazi............:smug:

from Italy :)

Regard,
Luca

U-Bones
03-14-10, 04:20 PM
Nice, thank you.

I notice that the RPM's in the conning tower were 300 and 500 when charging, when I toggled charge mode, they evened out at 300/300.

Indietro
03-15-10, 01:52 AM
sorry but I think I posted the wrong file, test version 1.0.3
should solve the problem clock CT and CR :salute:
look your news

regards
luca

I also use Interior working dials v1.0.3, but the time on your clocks are different than a time of hand clock (key L)..
Pls pay attention on clocks after the load of saved game f.e.

Kptlt.Mahs
03-16-10, 10:26 PM
Hello,
for me the rpm dial in the conning tower is reverse. At speed forward is points to the left side, which is red here.

BR
Rob

lucagaeta
03-19-10, 02:56 PM
[REL] Interior working dials V 1.2 (for SH5) by LucaGaeta
This mod was created to try to bring all the dials to operate properly.
end open the turret hatch up to 8 meters, to remain partly submerged


Version 1.2
cfg file to correct all the submarine to open the turret hatch up to 8 meters,
to remain partly submerged
reversed rpm dials in all CT, CR, DE




Report any malfunctions

file
http://www.filefront.com/15874475/In...dials-v1_2.7z/ (http://www.filefront.com/15874475/Interior-working-dials-v1_2.7z/)

mobucks
03-19-10, 03:23 PM
nice! i can now be on the tower while decks awash!

wetwarev7
03-19-10, 03:24 PM
You are my hero :yeah:

Barso
03-20-10, 06:33 PM
Does the decks awash work or is it just cosmetic?
Also I can't get on the bridge with this mod activated.
I like the dials working though.

wetwarev7
03-20-10, 07:29 PM
[REL] Interior working dials V 1.2 (for SH5) by LucaGaeta
This mod was created to try to bring all the dials to operate properly.
end open the turret hatch up to 8 meters, to remain partly submerged


Version 1.2
cfg file to correct all the submarine to open the turret hatch up to 8 meters,
to remain partly submerged
reversed rpm dials in all CT, CR, DE


Just out of curiosity, why did you mix the decks awash changes with this? Wouldn't it make more sense to put those changes in a separate mod?

I had to remove the decks awash stuff, but I love the working dials!

lucagaeta
03-21-10, 06:52 AM
Just out of curiosity, why did you mix the decks awash changes with this? Wouldn't it make more sense to put those changes in a separate mod?

I had to remove the decks awash stuff, but I love the working dials!

Agree divide the two things, sorry

captainprid
03-21-10, 07:09 AM
Excellent!! Thanks very much:up::up:

Barso
03-21-10, 07:21 AM
Thanks, much appreciated.
Does the deck awash really have an effect on the enemy or can they still see us the same as being fully surfaced?

lucagaeta
03-21-10, 08:07 AM
Thanks, much appreciated.
Does the deck awash really have an effect on the enemy or can they still see us the same as being fully surfaced?


keep lower profile benefits not to be discovered,
could emerge in part to get away and recharge batteries

http://www.subsim.com/radioroom/showthread.php?t=165687

Regards luca

SteelViking
04-01-10, 11:08 PM
Hey, I am just wondering if you are still working on this mod. I love what it already does, but we still have a lot of dials that are really starting to tick me off.:damn:

P.S. Bump!!

lucagaeta
04-02-10, 07:31 AM
Hey, I am just wondering if you are still working on this mod. I love what it already does, but we still have a lot of dials that are really starting to tick me off.:damn:

P.S. Bump!!

The work has stopped for now, the reason is that there are many bugs in the axes of the hands and not knowing how to rotate them for now I'm stuck.
problems do wrong textures etc..
if some solution to some please help me thanks


regards,
Luca

TheDarkWraith
04-02-10, 07:44 AM
The work has stopped for now, the reason is that there are many bugs in the axes of the hands and not knowing how to rotate them for now I'm stuck.
problems do wrong textures etc..
if some solution to some please help me thanks


regards,
Luca

if you have 'hands' that are not rotating then they aren't tied to a dial in Dials.cfg.

antanio
05-15-10, 04:21 PM
Hi Luca,
Is your mod version 1.2.1 compatible with patch 1.2 of the game?
thanks

BIGREG
05-17-10, 04:28 AM
:wah:I need help ! :help:
Have you the mod working dials v1.0.3 :06:

I have fast the entire gauge dial finish :D

but i can't change to correct value the id parent for the clock in radio and sonar room ! :damn:

and in your first release 1.0.3 your are found the good one ! but i have no more you first mod :wah:

sorry for my english

ddrgn
05-17-10, 11:45 AM
None of the files Luca changes have been altered in the 1.2 patch. I say the mod is compatible with patch 1.2 but leave to Luca to confirm.

TorpedoMo
02-20-11, 11:55 AM
Hi!

Can anyone tell me where to download the Interior working dials?
The filefront link don't seems to work.

Cheers,

Mo

Urban
01-30-12, 01:12 AM
10 days since your msg...and dl link still down...I getting nervous

pedrobas
01-30-12, 03:06 AM
You can use SteelViking's Interior Mod V1.2, it has all dials working plus a lot of things more,

http://www.subsim.com/radioroom/showthread.php?t=171415

Dogfish40
10-20-12, 08:31 PM
Does anyone have a link to this work, or can someone upload it. I would really like to have the dials working.
Please, I would really appreciate it
D40 :D

BIGREG
10-20-12, 09:38 PM
Hello DogFish :salute:

If you don't want the SteelViking Interior mod ,you can try the WoGaDi mod :
http://www.subsim.com/radioroom/showthread.php?t=170421&highlight=wogadi

Dogfish40
10-22-12, 11:50 AM
Hello DogFish :salute:

If you don't want the SteelViking Interior mod ,you can try the WoGaDi mod :
http://www.subsim.com/radioroom/showthread.php?t=170421&highlight=wogadi


Hey BIGREG :up::up::up: Got it!!
This is exactly what I needed.
Along with an explanation what each gauge and dial is for. Just perfect.
I found it right after I posted this but I want to thank you for the direction because it was right on. I even stood in front of the electric engine gauges while submerged and watched the meters change when I ordered "Slow Ahead" to "1/3rd".
"It's the little things"
Cheers.
D40 :salute:
Rock 'n Roll
D40

BIGREG
10-22-12, 03:50 PM
Hi Dogfish :salute:

What,you can do too ,it's to use only the .SIM from SteelViking interior mod :yep:

Dogfish40
10-25-12, 11:58 AM
Hi Dogfish :salute:

What,you can do too ,it's to use only the .SIM from SteelViking interior mod :yep:

Hi Reg.
Well, I'm looking through the folder and I'm coming up with the sensors file. Is that the file you mean? I mean this is worth a try if I can't get the Dials mod.
WoGaDi is working, but there are still some things I'm not at all sure about. Some of the Dials/Gauges seem to be right on the money, others...Not so sure.
So the .SIM file...I can't find a particuler file with that classification.
Anyway, I am still looking through.
My Gauges are working though, like I said, to some extant. I'm really just seeing how good they can be. It's interesting to look at them and keep the HUD off.
D40 :salute:

BIGREG
10-25-12, 02:07 PM
Hi Dogfish :salute:

Take a look in the submarines/common/rooms folder ,each rooms have they own .SIM :

-QR1
-QR2
-DER
-CR
-CT
-TRF
-TRA (one for the VIIa and one for the other types...look in VIIa and VIIc folders...)

Dogfish40
10-27-12, 02:31 PM
Hi Dogfish :salute:

Take a look in the submarines/common/rooms folder ,each rooms have they own .SIM :

-QR1
-QR2
-DER
-CR
-CT
-TRF
-TRA (one for the VIIa and one for the other types...look in VIIa and VIIc folders...)

Thanks for that Reg.
I'm still trying all kinds of stuff. When I load up Steel V's Interior I've evidently got the nvdia bug. I used to fix it with their patch but it isn't taking anymore and all the lights look like hell. Anyway, I'll take a gander at the files you listed.
Thanks again
D40

Obelix
12-17-12, 06:10 PM
I can not download from gamefront? Or what is wrong with the file?:hmmm:

gap
12-17-12, 06:53 PM
I can not download from gamefront? Or what is wrong with the file?:hmmm:

http://www.subsim.com/radioroom/showpost.php?p=1977581&postcount=408

Yukicore
01-03-13, 07:31 PM
File not found, please re-upload the file.

Thanks!

Fish In The Water
01-03-13, 07:58 PM
File not found, please re-upload the file.

Thanks!

Sorry I don't have it, but until someone re-ups: Welcome to Subsim! :sunny:

V13dweller
01-23-13, 12:06 PM
I know of a mod that is similar, and works like this, but might be better.

Link. http://www.subsim.com/radioroom/showthread.php?t=170421&highlight=wogadi

Herr_Kaleun86
12-04-16, 11:39 AM
Hi Guys...
I modded Silent Hunter V a long time and now its runs.
But i need the download link for "SH5 Interior working dials"

The download link is broken and its the Only Mod i can't find to download
Has Anybody thos mod on googledrive or Mediafire??
Please help me.
Thanks a lot for this super Mods all arround Subsim.com

:Kaleun_Salute: