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View Full Version : [REQ] CON(trol)ing tower object fix and bridge grid map suggestion


commandosolo2009
05-29-10, 11:16 AM
Attention on Deck
:salute:
Hello fellow mod Gurus,

It crossed my mind that these stuff should be working and controllable if we intend to lift the game out of the seabed:

1- Adjustable CON(trol)ning tower interior dials and Kriegschiffe recog manual (bootable as a menu on the HUD once clicked preferably reaper7s draggable kriegschiffe (no disrespect to darkWraith :yeah:):

2- CON(trol)ning tower TDC dials adjustable as a subsidiary to the TAI, with current and new value baloons instead of the need to use the periscope to use the dials with either darkWraiths UI ALL TDC or reaper7's highRes interface:

(guess the real kaleuns just give the XO his settings in whispers @1:35 (http://www.youtube.com/watch?v=ISD1hJz53L8):rock:

3- Someone posted as a request a grid map accessible in-game for Enigma flotilla OS or other requirements

I think it's where the XO :arrgh!: leans after you talk to him at the bridge, you know, under Atlas Echolot. Maybe someone can filter this texture, enhance it pixel wise, and add it back ,or hyperlink this texture / object (sorry not a techie) to a JPEG image of the grid map like the clickable navmap next to it

http://img249.imageshack.us/img249/223/possiblegridmap.png

4- I think the Hydrophone should have it's bulbs illuminate in the event of a hydrophone contact / blink in case of a faint contact. I know that it was there in SH3 and SH4, how about 5??
http://img340.imageshack.us/img340/2273/hydrophonebulb.png



5-CON(trol)ning tower /Bridge lights/ compartments (RED(Alarm)/Normal) switch:

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1085

http://img176.imageshack.us/img176/4448/dialsandkriegschiffecon.png



http://www.impulsegamer.com/pc/sh502.jpghttp://pcmedia.ign.com/pc/image/article/108/1080505/silent-hunter-v-battle-of-the-atlantic-20100329045247752-000.jpg

commandosolo2009
05-29-10, 03:30 PM
anybd??

kylania
05-29-10, 10:47 PM
I think the first step would be to figure out how to make anything clickable at all in the 3D world first. :O:

jwilliams
05-29-10, 11:02 PM
I think the first step would be to figure out how to make anything clickable at all in the 3D world first. :O:

My nav maps clickable..... Thats about it though.


Yeah cant wait til someone make all switches and buttons interactive. :yep:

kylania
05-30-10, 12:18 AM
My nav maps clickable..... Thats about it though.


Yeah cant wait til someone make all switches and buttons interactive. :yep:

Yeah, I meant other than what's hard coded in. Like there's some dials on the control room wall that are clickable too but don't do anything. But I haven't seen anyone make something new, like the diary or torpedo switches clickable when they weren't in the first place.

commandosolo2009
05-30-10, 01:36 AM
you guys know better.. I'm no techie, just a scout for fix and repair works.. and you are: the cavalry :woot: