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View Full Version : Mega-mod for SH5 on the basis of Ui-Boat 3.0


Obelix
02-18-11, 02:59 AM
AVC v2 completed. This version I decided to split into two parts - on the possibility to separate the graphics part.

The main part consists of these mods:

Ailantd - AilClimateZones 1.1
Ailantd - AilSmoke 1.7
AOTDMadMax - Funelsmoke_Planes_Sounds_by_AOTDMadMax
avee - No magic skills v1.5
berrcut - Env5.0 weather from berrcut
capthelm - Capthelms SH5 Audio Mod
Cerberus62 - Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 - Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 - Cerberus62 Historical Ship Equipment 1.3
ddrgn - U-boat Historical Specifications 1.7
doomlordis - Dooms Decks for VIIABC41 1.4
etheberge - No Damn Bubbles, No Damn Halo Mod
gap - Alternative Cursors & Kriegsmarine Maptools v 1.0
HanSolo78 - Harbour Addition MOD V0.1
HanSolo78 - Old Style Explosions V1.1
Heretic - MightyFine Crew Mod 1.2.1 Stock faces
Illyustrator - IO_MapCourseLine_sharp pencil_mod
Illyustrator - Logo intro "Amat Victoria Curam"
Illyustrator, Obelix - IO_StrategicMap_4_2_for_Ui-Boat V4.14&AVCv2
Oby - AirTorpedoes
reaper7 - Ui-Boat V4.14
Rongel, Stormfly - Wasserbomben_SoundFix_1.1
sergei - Torpedo Splash
sober - sobers real trees
sober - sobers realistic hydrophone operator SH5
sober - sobers see thru wake fix
Sober - U-Boat Ballast Tanks SFX
SteelViking - SteelViking's Interior Mod V1.2
TheDarkWraith - Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith - FX_Update_0_0_16_2_TheDarkWraith
TheDarkWraith - Icebergs
TheDarkWraith - RemoveLogoIntroTheDarkWraith
TheDarkWraith - Sub_Exhaust_1_0_5_byTheDarkWraith
TheDarkWraith - SubFlags_0_0_6_byTheDarkWraith
TheDarkWraith - TDW_Subnets
TheDarkWraith - TDW Mines
TheDarkWraith - TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
thfeu58 - Terrain_harbour_flags_Mod_v1_2_1
Travinski - U-Boat War Ace
W_Clear - Environment Sounds
Xenomerv - Dark_Interior_additional_Sounds
Xenomerv - Dark_Interior_V1
Zedi (magnum) - Open_Horizons

etheberge - Accurate German Flags
Spesial Edition Skins


The graphical part is assembled from these mods:

Ailantd - AilBubbles 1.0
Ailantd - AilDeckwave 1.0
Ailantd - AilImpurity 1.2 light
Ailantd - AilMoon 1.5
sober - sobers 3D deck spray mod V7
sober - sobers base sky mechanics V1
sober - sobers base wave mechanics V16 SH5
sober, stoianm - sobers & stoianm base fog mechanics V16 SH5
SteelViking, tonschk, Pintea - Shadow Improvement Mod
TheBeast - UnderwaterCFG_1_1_byTheBeast
W_Clear - Real Environment - Revision_2


Graphical part of the set cover of main mod. Correct work of the graphics can not be guaranteed without a main mod.

Download links
Main part (http://www.gamefront.com/files/20326210/Amat+Victoria+Curam+v2.7z)
Graphic part (http://www.gamefront.com/files/20323708/Amat_Victoria_Curam_v2_Graphic_7z)

Alternative links on Dropbox
Main part (http://dl.dropbox.com/u/29330686/Amat%20Victoria%20Curam%20v2.7z) 299,72 mb
Graphic part (http://dl.dropbox.com/u/29330686/Amat%20Victoria%20Curam%20v2%20Graphic.7z) 7,42 mb

Thread on sukhoi.ru (http://www.sukhoi.ru/forum/showthread.php?t=67028)

Obelix
02-18-11, 03:01 AM
Appeal to those from whom I have not received permission to use the mods for the assembly.
Because I do not arrogate to themselves the authorship of the mods included in the assembly and is not extracted from their use of material gain, I think a legitimate use in the assembly. (or simply - "silence gives consent") :)

THE_MASK
02-18-11, 04:37 AM
Use whatever you like of my mods :yeah:

mobucks
02-18-11, 07:33 AM
I can not wait

Obelix
02-18-11, 08:16 AM
I can not wait
The assembly is finished, now I have started testing. There are some minor problems with the interior - too dark, it is necessary to make lighter. While this is the only problem at the moment. Further testing will show.

mobucks
02-18-11, 08:32 AM
is longer external torpedo transfer/reload going to be incorporated? I think it is in the .sim files for the sub, which is touched by a lot of mods. I think it is a must for any realism mod.

Obelix
02-18-11, 08:42 AM
is longer external torpedo transfer/reload going to be incorporated? I think it is in the .sim files for the sub, which is touched by a lot of mods. I think it is a must for any realism mod.

Thank you for reminding me, I have to check it. In one of the mods used this was done. If not - it will be added.

SashaKA001
02-18-11, 09:56 AM
The assembly is finished, now I have started testing. There are some minor problems with the interior - too dark, it is necessary to make lighter. While this is the only problem at the moment. Further testing will show.

в смысле слишком темно, боитесь заблудится в ПЛ:har:

in the sense of too dark, afraid to get lost in the submarine:har:

reaper7
02-18-11, 10:21 AM
Glad to see your Including the:
Extended campaign: Open Horizons 1943-1945
http://www.subsim.com/radioroom/showthread.php?t=178257
That was one of SH5's shortcomings ending so soon....

I'm doing a few changes to the RAOBF in my Ui will post you an update when finished - Mostly Graphical ;).

Best of luck with the Mega-Mod :up:.

Magic1111
02-18-11, 02:19 PM
Some time ago, at the request of users from sukhoi.ru I started to build a mega-mod on the basis of Ui-Boat 2.2. After receiving permission from the use of reaper7 Ui-Boat, I decided to wait for the new version of mod. Now it's time to open this topic.

In the mega-fashion at the moment are included here, these modes are:
#-Ui-Boat V3.0
-Accurate German Flags
-Cerberus62 Additional Merchant Ships 1.1 (Part 1)
-Cerberus62 Additional Merchant Ships 1.1 (Part 2)
-Cerberus62 Historical Ship Equipment 1.3
-Dooms Decks for VIIABC41 1.4
-FX_Update_0_0_11_ByTheDarkWraith
-AirTorpedoes
-Loading Screens Mod
-MightyFine Crew Mod 1.2.1 Stock faces
-SteelViking's Interior Mod V1.2
-Sub_Exhaust_1_0_5_byTheDarkWraith
-SubFlags_0_0_6_byTheDarkWraith
-Torpedo Splash
-Spesial Edition Skins
-RemoveLogoIntroTheDarkWraith
-mod piak
-Environment 5.0 MOD
-ClimateZones mod Onealex
-Env5.0 weather from Bercut
-Shadow Improvement Mod
#-sobers base fog mechanics for SH5 V2
#-sobers base sky mechanics V1
#-sobers base wave mechanics for SH5 V12
-No Damn Bubbles, No Damn Halo Mod
-No magic skills v1.5
#-sobers realistic hydrophone operator SH5
-IDMNID 1.0
-North Atlantic Green 1.1
-IRAI_0_0_30_ByTheDarkWraith
-IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_-spotting
-Reboot's Water Drips 1.1
-Old Style Explosions V1.1
-Wasserbomben_SoundFix_1.0
-Capthelms Audio Mod
-Dark_Interior_V1
-Open_Horizons
-Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
#-sobers real trees

As a consequence, I would like to obtain official permission from the authors of these mods on their use in the mega-mod.
In the near future I will adjust the list.

The assembly is nearly completed - remains to introduce the basic modes - Ui-Boat 3.0, and if necessary adjust the composition of the assembly according to the wishes and capabilities / feasibility of their execution. Some files are used to draw from a Magnum Opus, and the latest fashions for him, so what is supernatural then I did not.

Work will be completed shortly and maybe after the weekend will be released. If nothing is amiss.

Hi !

WOW, I´m looking forward to this MOD....! :yeah:

But what about these MODs, will be included? :hmmm:

No magic skills v1.5 MCCD compatible
MCCD_1.04_MFCM_1.2.1_compatible
Lite Campaign LC 1.2
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.4
MightyFine Less Annoying Footsteps 1.0
U-boat Historical Specifications 1.4
Trevally Harbour & Kiel Canal Pilot v2.4
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120

Best regards,
Magic:salute:

reaper7
02-18-11, 02:21 PM
Hi Obelix got a New patch out for Ui-Boat



Patch V3.01 (Mostly Graphic Rework).

Redone Attack Periscope Graticules for Night Use (Numbers are no loger illuminated).
Redone Obs Periscope Graticules for Night Use (Numbers are no loger illuminated).
Resized Map Tools in Navigation Map - Approx 1/3 the Size now.
Redone RAOBF Graphisc to include more detail.
Resized Binoculars and UZO Screens - A lot more optic view on screen now.
Tonned down Night light levels in the Navigation Map.
Download from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2778 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2778) :up:



Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.4

These will only work with TDW's Mod with his Automation feature :(

Magic1111
02-18-11, 04:02 PM
These will only work with TDW's Mod with his Automation feature :(

Aaah, that is only a feature from him?!

It´s not possible to ask for permission to include this feature here in this Super-MOD too ?:hmmm:

I think many users will have this too....:up:

Best regards,
Magic

Obelix
02-18-11, 07:55 PM
Hi !

WOW, I´m looking forward to this MOD....! :yeah:

But what about these MODs, will be included? :hmmm:


U-boat Historical Specifications 1.4


Best regards,
Magic:salute:

I forgot to mention this mod. He is already included in the mega-mod

Magic1111
02-19-11, 06:58 AM
I forgot to mention this mod. He is already included in the mega-mod

Okay, thanks ! :up:

Obelix
02-19-11, 09:26 AM
is longer external torpedo transfer/reload going to be incorporated? I think it is in the .sim files for the sub, which is touched by a lot of mods. I think it is a must for any realism mod.

It works.:rock:

Taskeen
02-23-11, 01:28 AM
When is this getting released?

Obelix
02-23-11, 02:12 AM
When is this getting released?
In a short time. As soon as fixed some bugs. Have to publish a beta version - I might miss something.

Magic1111
02-23-11, 03:06 AM
In a short time. As soon as fixed some bugs. Have to publish a beta version - I might miss something.

Sounds good:up:, looking forward....:yeah:

reaper7
02-24-11, 04:53 PM
Hi Obelix

Version 3.1 of the Ui-Boat Mod is now uploaded


Fixes Include:
RAOBF no longer scales out of screen
Tri-Ring Compass in now operational
Attack Disc Front and Back are now operational
Crosshair is now removed


http://www.subsim.com/radioroom/downloads.php?do=file&id=2868

That should pretty much completes The Mod :yeah:
Look forward to your Mega-Mod :yep:

Magic1111
02-24-11, 04:59 PM
Hi Obelix

Version 3.1 of the Ui-Boat Mod is now uploaded


Fixes Include:
RAOBF no longer scales out of screen
Tri-Ring Compass in now operational
Attack Disc Front and Back are now operational
Crosshair is now removed


http://www.subsim.com/radioroom/downloads.php?do=file&id=2868

That should pretty much completes The Mod :yeah:
Look forward to your Mega-Mod :yep:

Thanks for update !!!!:rock:

Obelix
02-24-11, 06:29 PM
Hi Obelix

Version 3.1 of the Ui-Boat Mod is now uploaded


That should pretty much completes The Mod :yeah:
Look forward to your Mega-Mod :yep:

Hi all
ОК! Thank you! Its good:yeah:
I apologize, but work on the mod took longer than expected, and less free time than expected. Wait is not long.

stoianm
02-25-11, 03:41 AM
@Obelix&Magic1111

i never heard from these mods writted in red :hmmm:

#-Ui-Boat V3.0
-Accurate German Flags
-Cerberus62 Additional Merchant Ships 1.1 (Part 1)
-Cerberus62 Additional Merchant Ships 1.1 (Part 2)
-Cerberus62 Historical Ship Equipment 1.3
-Dooms Decks for VIIABC41 1.4
-FX_Update_0_0_11_ByTheDarkWraith
-AirTorpedoes
-Loading Screens Mod
-MightyFine Crew Mod 1.2.1 Stock faces
-SteelViking's Interior Mod V1.2
-Sub_Exhaust_1_0_5_byTheDarkWraith
-SubFlags_0_0_6_byTheDarkWraith
-Torpedo Splash
-Spesial Edition Skins
-RemoveLogoIntroTheDarkWraith
#-mod piak
-Environment 5.0 MOD
-ClimateZones mod Onealex
-Env5.0 weather from Bercut
-Shadow Improvement Mod
#-sobers base fog mechanics for SH5 V2
#-sobers base sky mechanics V1
#-sobers base wave mechanics for SH5 V12
-No Damn Bubbles, No Damn Halo Mod
-No magic skills v1.5
#-sobers realistic hydrophone operator SH5
-IDMNID 1.0
-North Atlantic Green 1.1
-IRAI_0_0_30_ByTheDarkWraith
-IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_-spotting
-Reboot's Water Drips 1.1
-Old Style Explosions V1.1
#-Wasserbomben_SoundFix_1.0
-Capthelms Audio Mod
-Dark_Interior_V1
-Open_Horizons
-Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
#-sobers real trees


Can you share links for them please?

cheers

Magic1111
02-25-11, 03:55 PM
@Obelix&Magic1111

i never heard from these mods writted in red :hmmm:

#-Ui-Boat V3.0
-Accurate German Flags
-Cerberus62 Additional Merchant Ships 1.1 (Part 1)
-Cerberus62 Additional Merchant Ships 1.1 (Part 2)
-Cerberus62 Historical Ship Equipment 1.3
-Dooms Decks for VIIABC41 1.4
-FX_Update_0_0_11_ByTheDarkWraith
-AirTorpedoes
-Loading Screens Mod
-MightyFine Crew Mod 1.2.1 Stock faces
-SteelViking's Interior Mod V1.2
-Sub_Exhaust_1_0_5_byTheDarkWraith
-SubFlags_0_0_6_byTheDarkWraith
-Torpedo Splash
-Spesial Edition Skins
-RemoveLogoIntroTheDarkWraith
#-mod piak
-Environment 5.0 MOD
-ClimateZones mod Onealex
-Env5.0 weather from Bercut
-Shadow Improvement Mod
#-sobers base fog mechanics for SH5 V2
#-sobers base sky mechanics V1
#-sobers base wave mechanics for SH5 V12
-No Damn Bubbles, No Damn Halo Mod
-No magic skills v1.5
#-sobers realistic hydrophone operator SH5
-IDMNID 1.0
-North Atlantic Green 1.1
-IRAI_0_0_30_ByTheDarkWraith
-IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_-spotting
-Reboot's Water Drips 1.1
-Old Style Explosions V1.1
#-Wasserbomben_SoundFix_1.0
-Capthelms Audio Mod
-Dark_Interior_V1
-Open_Horizons
-Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
#-sobers real trees


Can you share links for them please?

cheers

I don´t know the MODs "in red" too ?!:hmmm:

But I think "Obelix" can clearify us :D and share the downloadlinks and the links to the original threads of the MODs ! ;)

Best regards,
Magic:salute:

gap
02-25-11, 09:35 PM
I don´t know the MODs "in red" too ?!

IDMNID = Improved Damage Model and No Instant Death ;)

have a look to this thread:
http://www.subsim.com/radioroom/showthread.php?t=167720

working download link found in:
http://www.sukhoi.ru/forum/showthread.php?p=1465455#post1465455

stoianm
02-25-11, 09:39 PM
IDMNID = Improved Damage Model and No Instant Death ;)

have a look to this thread:
http://www.subsim.com/radioroom/showthread.php?t=167720

working download link found in:
http://www.sukhoi.ru/forum/showthread.php?p=1465455#post1465455

thanks:up: - we have 3 more left:DL

mobucks
02-25-11, 09:57 PM
reading thread about IDMNID it seems the mod was buggy and then abandoned.

stoianm
02-25-11, 09:58 PM
I am very curious about this one Env5.0 weather from Bercut

Obelix
02-25-11, 11:02 PM
I am very curious about this one Env5.0 weather from Bercut
Я только подправил в ней настройки смены погодных условий...
Translate this topic:
I just corrected it in the settings change the weather. But I have now in the North Atlantic in winter shade (wind force does not drop below 5 m / s) and the abrupt change of weather, and conversely a quiet summer season (the wind is not stronger than 11 m / s) and the weather is more stable. In the tropics, the opposite in summer typhoons, but the change of seasons in general is not so noticeable.

Climat zones by Onealex
Слепил мод, изменяющий климатические зоны:

Translate this topic:
blinded mod, changing climatic zones:
1 took from subsim file ClimateZones.tga;
2 stuffed in ClimateZones.cfg settings from Environment 4.8;
3, add (as in mod abyssal depths ClimateZone mod 2.0 for Environmental MOD 2.2) climate zone Temperate_A and took to her setting out Sh5EnvModGold (Temperate);
At srinah Temperate_A (zone at about Spain)

stoianm
02-25-11, 11:05 PM
Thanks - sounds interesting - they where on a russian site? - maybe because of that i did not found them - the writting was slav:)

Obelix
02-25-11, 11:13 PM
Thanks - sounds interesting - they where on a russian site? - maybe because of that i did not found them - the writting was slav:)
Site of Russian lovers of marine simulator is here: http://www.sukhoi.ru/forum/forumdisplay.php?f=23
All Russian modders live there.

Krauter
02-25-11, 11:29 PM
More options :D

SH5 is growing up oh so quickly!

Sailor Steve
02-25-11, 11:46 PM
Quickly? It's already been a year.

But it is growing, and this looks like a good leap.

Magic1111
02-26-11, 07:54 AM
Site of Russian lovers of marine simulator is here: http://www.sukhoi.ru/forum/forumdisplay.php?f=23
All Russian modders live there.

Interesting site, I can read all kyrillisch words.....:know:

.
.
.
.

...little joke....:haha::rotfl2::haha:

Obelix
02-26-11, 08:23 AM
Interesting site, I can read all kyrillisch words.....:know:

.
.
.
.

...little joke....:haha::rotfl2::haha:
I was asked - I answered!:smug:

brett25
02-27-11, 04:58 AM
cant wait to see this one!:woot:

mr chris
02-28-11, 04:54 PM
Feel free to use my Loading screens.

Obelix
03-04-11, 11:59 PM
First, some of the lyrics: in our area is so disgusting internet sharing services that simply can not accept the file from our network:down::damn:! I agonized for three days to send the file for sharing:damn::damn::damn:! And just because I split archive into pieces, conveyed it to Mr. Sokolov, and he has already collected it was able to load it on file sharing. This situation forces me to stop work on a major mods:nope: and content to be small:nope:.
So, after much anguish mega-mod finally releazed! Link in post#1

reaper7
03-05-11, 06:25 AM
First, some of the lyrics: in our area is so disgusting internet sharing services that simply can not accept the file from our network:down::damn:! I agonized for three days to send the file for sharing:damn::damn::damn:! And just because I split archive into pieces, conveyed it to Mr. Sokolov, and he has already collected it was able to load it on file sharing. This situation forces me to stop work on a major mods:nope: and content to be small:nope:.
So, after much anguish mega-mod finally releazed! Link in post#1

:woot::woot:
Excellent Mate, great work on this one. :yeah:

KING111
03-05-11, 08:22 AM
thanks m8 at last a mega mod
i am sick of downloading mods
and trying to get them to work
together only to have crash after
crash so now you have done all
the work for me :salute::salute::salute::up:

dcb
03-05-11, 08:41 AM
Thanks to everyone involved in this megamod. Downloading now:salute:

ddrgn
03-05-11, 12:06 PM
Excellent compilation and work, but, considering many people will download this, I do wish that a proper listing of credit to the modders would come with the documentation.

Magic1111
03-05-11, 12:24 PM
First, some of the lyrics: in our area is so disgusting internet sharing services that simply can not accept the file from our network:down::damn:! I agonized for three days to send the file for sharing:damn::damn::damn:! And just because I split archive into pieces, conveyed it to Mr. Sokolov, and he has already collected it was able to load it on file sharing. This situation forces me to stop work on a major mods:nope: and content to be small:nope:.
So, after much anguish mega-mod finally releazed! Link in post#1

Thanks from me too, downloading now....:woot::woot::woot:

Silent Steel
03-08-11, 05:15 AM
Наконец - один мод содержаюший все наилучшие моды. Какая прелесть.

Если ты хотел бы я с радостью переведу AramVictoriaCuram\Data\Menu\menu.txt на шведский язык.

Только маленькое предложение от меня в Швеции. :03:

Пока

(Извини за мой русский, мне надо практика. Я швед...) :oops:

//

Illyustrator
03-08-11, 01:38 PM
Hi.
In haste there was an annoying misunderstanding (typing error):O:. I ask You, at use of name AVC to write correctly -Amat Victoria Curam.
Thanks.:salute:

Obelix
03-08-11, 07:50 PM
[(Извини за мой русский, мне надо практика. Я швед...) :oops:]
Не плохо для начала!:yeah:
I think that the idea to translate it into Swedish will be accepted with a bang! More so that the translation will extend the basic mod - Ui-Boat 3.10.:up:

Obelix
03-08-11, 08:08 PM
In the mega-mod problem has been found - on the tables instead of maps are blank pages. It's not the textures, just to check some configuration files (settings of light and color). My suspicion has fallen on the controllers responsible for texture mapping.
Question: which controller is responsible for it, where to hide these settings?
http://www.sukhoi.ru/forum/attachment.php?attachmentid=128207&d=1299356688

But this map is displayed on a shelf in the conning tower
http://www.sukhoi.ru/forum/attachment.php?attachmentid=128464&d=1299633630

nembo
03-09-11, 02:53 AM
Hi Obelix,
great job and tkx for.I was saerching for the CO2 and Battery level indicators but cannot find ... could you give me an indication?
Thanks
Nembo

Pudden1000
03-09-11, 07:11 AM
Can i use this with "Magnum Opus"

Thanks

Obelix
03-09-11, 07:41 AM
Hi Obelix,
great job and tkx for.I was saerching for the CO2 and Battery level indicators but cannot find ... could you give me an indication?
Thanks
Nembo
See screen. Open crew management and find engineer
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3750

Obelix
03-09-11, 07:46 AM
Can i use this with "Magnum Opus"

Thanks
I do not see any sense! At least you get a great salad. And as a maximum - a bunch of bugs and crashes to the desktop. You need to choose between the MO and AVC!

Pudden1000
03-09-11, 08:21 AM
Thanks for the info.

nembo
03-09-11, 08:34 AM
Many thanks Obelix.
Ciao
Nembo

Silent Steel
03-09-11, 10:37 AM
Не плохо для начала!:yeah:
I think that the idea to translate it into Swedish will be accepted with a bang! More so that the translation will extend the basic mod - Ui-Boat 3.10.:up:


Thanks,

I'll tell you when it's ready.

Back soon. :D

Obelix
03-09-11, 11:08 AM
In the mega-mod problem has been found - on the tables instead of maps are blank pages.
Trying to find the cause came to the following: the problem disappears as soon as tidy up of the mega-mod file \ Amat Victoria Curam \ Data \ Submarine \ Common \ Rooms \ Room_CR.GR2 - it is a file from the mod SteelViking's Interior Mod V1.2. Tried to put into this folder all the files from SteelViking's Interior Mod V1.2 but the problem is gone. What else can affect the file?:damn:

Obelix
03-09-11, 08:58 PM
In post 1 put in order a list of mods used in the mega-fashion and modders to make. With the next update will be included in a list of documents.
Thank's to modders :salute:

Rowddy
03-12-11, 05:26 AM
i tried to downoad this MOD 12x now but it breaks off everyrtime due to a damaged file :(

Is it possible to make a new link or put it up again?

txs for your efforts in advance


*** i see it was mentioned 2 posts up already, didn't see that sorry. I'll wait.

Obelix
03-12-11, 06:17 AM
i tried to downoad this MOD 12x now but it breaks off everyrtime due to a damaged file :(

Is it possible to make a new link or put it up again?

txs for your efforts in advance


*** i see it was mentioned 2 posts up already, didn't see that sorry. I'll wait.

This happens with both links? (Two days ago I posted an alternative link, see post 1)

MRV
03-12-11, 10:22 AM
Grad collection! It finally makes this game worth playing for me and it feels like a decent sim now!

Anyways, what I really miss is the semi-automatic firing solution system that has been absent since SH3, where you cannot simply click and shoot, and also do not have to enter all the data manually, but have your WO do it by ordering him to compute a solution. I also miss any indication of a distance to target while in auto mode.

Silent Steel
03-12-11, 10:54 AM
This happens with both links? (Two days ago I posted an alternative link, see post 1)


Just tested it.

At least the second link:

Thread on: sukhoi.ru\альтернативная ссылка (http://www.subsim.com/radioroom/sukhoi.ru\альтернативная ссылка)

works for me. :yeah:

Пока

HanSolo78
03-14-11, 10:31 AM
Hi Obelix!

I just wanna remind you that you included my funnel smoke mod v1.0 and that you should make credits if you wish to use it further.

greetings
Han

Obelix
03-14-11, 06:41 PM
Hi Obelix!

I just wanna remind you that you included my funnel smoke mod v1.0 and that you should make credits if you wish to use it further.

greetings
Han
Hi Han!
Sorry, but how could this happen?:o In fact I never even saw your mod:oops:. In the post 1 is a full list of mods. From Magnum Opus I took only *.sim files submarines. Now I downloaded funnel smoke mod version 1.2 and did not find any similar files into AVC (perhaps due to the difference between 1.0 and 1.2)
However, once it happened and I downloaded your mod, maybe I'll add it to the AVC, which is sure to be mentioned in credits:up:

greetings
Obelix

HanSolo78
03-16-11, 10:27 AM
@Obelix

I know that the files from my mod v.1.0 are not included in this megamod.
BUT.. my funnelsmoke mod is anyhow included in another way!
I know because I made the smoke types and this megamod has the exact smoke types like v1.0 from my mod.
It could be attached to the particles.dat files from another mod which adopted my work and did not give proper credits.

mobucks
03-16-11, 11:55 AM
I can confirm what Han says to be 100% true.

Obelix
03-16-11, 06:17 PM
@Obelix

I know that the files from my mod v.1.0 are not included in this megamod.
BUT.. my funnelsmoke mod is anyhow included in another way!
I know because I made the smoke types and this megamod has the exact smoke types like v1.0 from my mod.
It could be attached to the particles.dat files from another mod which adopted my work and did not give proper credits.
Hi Han!
Well, if things are this way, then I added your mod in the credits, check out the post 1.
Greetings
Obelix :salute:

nembo
03-17-11, 03:15 AM
I Obelix,
greetings from Italy (today is His 150th birthday :shucks:).
I have seen that Reaper7 posted a fix about the stadimeter, is it compatible with your mega mod? One more question, I have seen on the map, that the ships report the range of thei potential visual range and sonar range, is there a way to make them unshown?

Many thanks.
Nembo

Silent Steel
03-17-11, 04:33 AM
I today is His 150th birthday :shucks:).



Congratulations from Sweden :woot:

Obelix
03-17-11, 05:56 AM
Hi nembo!
I Obelix,

No, I am Obelix! :D
today is His 150th birthday :shucks:).

Congratulations from Russia:rock::salute:

I have seen that Reaper7 posted a fix about the stadimeter, is it compatible with your mega mod? One more question, I have seen on the map, that the ships report the range of thei potential visual range and sonar range, is there a way to make them unshown?

Many thanks.
Nembo
All these fixes are already implemented in Ui-Boat 3.10 and works fine. As a result - it still works in the AVC. Read this (http://www.subsim.com/radioroom/showpost.php?p=1618194&postcount=532) post and you will succeed.

nembo
03-21-11, 03:07 AM
and thanks for the wishes for my Country.
Nembo

AVGWarhawk
04-10-11, 03:30 PM
This mod looks very interesting. I will give it a go! Thanks! :up:

vanjast
04-12-11, 05:59 PM
Just a thought on modders bleating for recognition and demanding copyrights.

When I make a mod for any game, I do it out interest in making the game better, firstly for myself and then others who are interested. I do not demand recognition or copyright, as i did not create the game in the first place, but added something to it.

As far as I'm concerned, if somebody else can improve/add to my mod, they can do it under their own free will, unrestricted. If you put your work in the public domain 'unprotected' - that's your problem.

After all we're only trying to get our money's worth for an unfinished game from UBI, and others.

So please, get a grip !!
:)

ddrgn
04-12-11, 07:43 PM
Just a thought on modders bleating for recognition and demanding copyrights.

When I make a mod for any game, I do it out interest in making the game better, firstly for myself and then others who are interested. I do not demand recognition or copyright, as i did not create the game in the first place, but added something to it.

As far as I'm concerned, if somebody else can improve/add to my mod, they can do it under their own free will, unrestricted. If you put your work in the public domain 'unprotected' - that's your problem.

After all we're only trying to get our money's worth for an unfinished game from UBI, and others.

So please, get a grip !!
:)

Agreed, whats worse is when some looks for a credit for a tiny little setting they changed in a config file, like the setting belongs to them LOL

nembo
04-15-11, 03:25 AM
Hallo Obelix,
I suppose that this question is in the mind of many peoples, when might it be ready your Mega Mod with the UI 4.0?
Thanks for your kind reply.
Ciao
Nembo:yeah:

Obelix
04-15-11, 06:26 AM
@nembo
I'm working on version 2 of the assembly in the near future I hope to finish the mod.:up:

AVGWarhawk
04-15-11, 10:17 AM
I installed Olelix's mod then installed Ui-4.0 right after it. It has not created any issues.

jaxa
04-15-11, 02:09 PM
Good work Obelix. What mods do you plan to include in 2.0 version of your mod?

Templar
04-17-11, 07:17 AM
Trying to find the cause came to the following: the problem disappears as soon as tidy up of the mega-mod file \ Amat Victoria Curam \ Data \ Submarine \ Common \ Rooms \ Room_CR.GR2 - it is a file from the mod SteelViking's Interior Mod V1.2. Tried to put into this folder all the files from SteelViking's Interior Mod V1.2 but the problem is gone. What else can affect the file?:damn:

Has anyone found a fix for the blank maps? And thanks to everyone for a great mod.:yeah:

Edit: Fixed by replacing Room_CR.GR2 with original Room_CR.GR2. I don't know what that file does but the maps are no longer blank.

Rafael
04-19-11, 04:23 PM
Looks promising! :DL

@ Obelix:

Are you planning to make (or used mod) a "TELEPORT" feature? So, in one simple click the Captain can go to other stations?

Thanks.

Keep up the good work! :up:

Obelix
04-19-11, 05:10 PM
Looks promising! :DL

@ Obelix:

Are you planning to make (or used mod) a "TELEPORT" feature? So, in one simple click the Captain can go to other stations?

Thanks.

Keep up the good work! :up:

Unfortunately, no. It is beyond my strength.
My main work in this fashion - it is his build. This question should be assigned to reaper7.

reaper7
04-19-11, 05:20 PM
Unfortunately, no. It is beyond my strength.
My main work in this fashion - it is his build. This question should be assigned to reaper7.

I toyed with it a while ago but could only bet the teleport to sonar working (From studying the Devs scripts) all other one gave me a camera out of sector error.
I may look into it again - didn't really attemp to get it working as my UI is based on realism and teleporting is not very real :haha:.

Madox58
04-19-11, 06:27 PM
In the mega-mod problem has been found - on the tables instead of maps are blank pages. It's not the textures, just to check some configuration files (settings of light and color). My suspicion has fallen on the controllers responsible for texture mapping.
Question: which controller is responsible for it, where to hide these settings?
http://www.sukhoi.ru/forum/attachment.php?attachmentid=128207&d=1299356688

But this map is displayed on a shelf in the conning tower
http://www.sukhoi.ru/forum/attachment.php?attachmentid=128464&d=1299633630


After looking at the files in your download link?
You have not included SteelVikings texture

various_books_postera_maps.dds

Note that it is posterA not posterS

So no texture will be rendered.
:nope:

reaper7
04-20-11, 01:23 AM
After looking at the files in your download link?
You have not included SteelVikings texture

various_books_postera_maps.dds

Note that it is posterA not posterS

So no texture will be rendered.
:nope:

Nice catch mate :up:

nembo
04-20-11, 03:24 AM
I installed Olelix's mod then installed Ui-4.0 right after it. It has not created any issues.

Thanks, it works. Thanks a lot
Few things:
first of all have italian version, but installed with german speeches:

1_MOD GWX Compass rose grid for SH5: very helpfull but when use the wheel to zoom or is not visible (un zoom) or the range is up to 1000 mt. Is there a choice to a less zoom unzoom scale? Or is there one other grid more compatible?
2_ Some orders, even if the speech installed is german, are in english such like " man the cannon" "fire at will" ... is there a mod for a corrected german dialog?
3_ Is it compatible with the Church's SHV 1.01 Keyboard Commands v1.1?
4_ Attack disk Handbook by (by The Dark Wraith) in the example 1 is to determinate the fastet course to intercept a conoy. How could I do by using the attack disk in the sub (it is neccessary to use the time dial as well) if it is linked to the observation scope?

Thanks for all and congratulations, by a very old player (have started with Silent Service in the 1985), for the great jobs you are doing to obtain a very immersive and "professional" sub simulator.
Nembo
:yeah:

Obelix
04-20-11, 06:56 AM
After looking at the files in your download link?
You have not included SteelVikings texture

various_books_postera_maps.dds

Note that it is posterA not posterS

So no texture will be rendered.
:nope:

Oh, thank you!:salute: And I thought it a mistake in the file name.:oops:

...
I may look into it again - didn't really attemp to get it working as my UI is based on realism and teleporting is not very real :haha:.
I fully agree with you - I never used teleport to SH5 and do not consider it necessary to reload the game code teleportation.

Rafael
04-20-11, 07:45 AM
@Obelix: Thanks for your answer.

I toyed with it a while ago but could only bet the teleport to sonar working (From studying the Devs scripts) all other one gave me a camera out of sector error.
I may look into it again - didn't really attemp to get it working as my UI is based on realism and teleporting is not very real :haha:.

I agree teleporting is not quite real, teleporting makes it easier for me to act quickly when needed.

However, I can live without it! :03:

nembo
04-23-11, 03:38 PM
Hallo,
it is the third time that starts again tha same action:damn:. Big convoy, launch torpedoes ... impact and CTD :wah:... it is not the first time that happens to me... I have installed the Obelix mega mod and the UI 4.0 at the end ... what have I to do?
Thanks for any help you may ever give to me.
Nembo

nembo
04-23-11, 03:53 PM
Started the game from a previous point ... attacked ship with gun ... after few minutes CTD again ... it is no possible:damn:
Have I re install everything once more?
Nice eastern.
Nembo

gap
04-23-11, 04:48 PM
Started the game from a previous point ... attacked ship with gun ... after few minutes CTD again ... it is no possible:damn:
Have I re install everything once more?
Nice eastern.
Nembo

Ciao Nembo,
are you sure that you didn't sink a friendly or neutral ship?
It seems that SH5 can't manage this kind of human player behaviour...

Buona Pasqua a te!

nembo
04-24-11, 03:11 AM
Ciao Nembo,
are you sure that you didn't sink a friendly or neutral ship?
It seems that SH5 can't manage this kind of human player behaviour...

Buona Pasqua a te!

Am sure was an ennemy one ... to check it out I used the external camera and saw it had a UK flag, so this is over.
I have the following mod installed:
1_ Aram victoria curam (alla fine il latino è storia)
2_ UI Boot V4.00
3_ 3000 mt bearing tool (but doesn't work)
4_ German U-boat crew language pack
5_ Curch's SHV 1.01 Keyboard Commands v1.1

Maybe one of these is not compatible?:doh:
What do you suggest?
Buona Pasqua anche a te:up:
Nembo

reaper7
04-24-11, 08:07 AM
http://www.subsim.com/radioroom/showthread.php?p=1649829#post1649829

Ok Version 4.14 of the Ui-Boat mod is released:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat-V414.jpg

Fixes:
Found an error in one of the ship.cfg that could cause a CTD
(Have gone thru all .cfg files and confirm that all remaining .cfg files are ok)

Also have re-enabled all clone ships to be visible in the recognition Manual

Download Link:
http://www.subsim.com/radioroom/down...o=file&id=3171


@nembo. Try this version of the UI (Ui-Boat V4.14), may help with your problem. One of my ship files had an error in it that could cause CTD - may be the one that caused your CTD. :hmmm:

nembo
04-25-11, 02:41 AM
http://www.subsim.com/radioroom/showthread.php?p=1649829#post1649829




@nembo. Try this version of the UI (Ui-Boat V4.14), may help with your problem. One of my ship files had an error in it that could cause CTD - may be the one that caused your CTD. :hmmm:

Hallo Reaper,
will install it as soon as the U Boot is in the Bunker. I made few tests and have the suspect that there might be a not total compatibility between the Mega Mod and the Venator's German Language Pack. In fact have disabled it, started again from bunker and hadn't that CTD again. It would be a shame because with that German Pack there isn't the double language action. Have, instead right now, a reboot complete of the PC ... :stare:
Hope you had a good eastern.
Ciao
Nembo

PS Church's Keyboard Command is very usefull, I'd suggest to insert in the Mega Mod ... if compatible.

SteelViking
04-26-11, 03:55 PM
Ooops, sorry guys. Wish I hadn't taken such a long sabbatical from modding. I could have saved you all the time of the "missing" map textures. Thank you Privateer for clearing that up for everyone.:salute:

Obelix
04-26-11, 05:20 PM
http://www.subsim.com/radioroom/showthread.php?p=1649829#post1649829




@nembo. Try this version of the UI (Ui-Boat V4.14), may help with your problem. One of my ship files had an error in it that could cause CTD - may be the one that caused your CTD. :hmmm:

I found a bug in the file NKSCS_N3SA1.cfg. Line 3DModelFileName = data/Sea/NKSCS_N3SA1/NKSCS_N3SA1 should look like - 3DModelFileName = data/Sea/NKSCS_N3SA1/N3SA1
I think that this was the cause of CTD when they met with the convoy.

Today finished assembling the main part of fashion, I now began to set up and tested and search for errors. So it may be discovered yet what a mistake.

divittor
04-26-11, 06:41 PM
Having same CTD issue when encountering convoys. Just tried your suggestion with error reported above Obelix of changing cfg name.
Still getting CTD unfortunately.
Only using this mod followed by UI 4.14 and English panels by Reaper7.

A drawing error maybe with certain ships ?

On loading there is no fog but then game draws medium fog and CTD.:damn:

Any help would be greatly appreciated, enjoying these mods.

TY in advance Divi:salute:

reaper7
04-26-11, 06:56 PM
I found a bug in the file NKSCS_N3SA1.cfg. Line 3DModelFileName = data/Sea/NKSCS_N3SA1/NKSCS_N3SA1 should look like - 3DModelFileName = data/Sea/NKSCS_N3SA1/N3SA1
I think that this was the cause of CTD when they met with the convoy.

Today finished assembling the main part of fashion, I now began to set up and tested and search for errors. So it may be discovered yet what a mistake.

Having same CTD issue when encountering convoys. Just tried your suggestion with error reported above Obelix of changing cfg name.
Still getting CTD unfortunately.
Only using this mod followed by UI 4.14 and English panels by Reaper7.

A drawing error maybe with certain ships ?

On loading there is no fog but then game draws medium fog and CTD.:damn:

Any help would be greatly appreciated, enjoying these mods.

TY in advance Divi:salute:

Cheers Guys, I thought I had found all them.
I had better go through them all again and recheck in case :salute:

Obelix
04-26-11, 07:06 PM
Having same CTD issue when encountering convoys. Just tried your suggestion with error reported above Obelix of changing cfg name.

I have not had time to check all vehicles. So probably there is still problematic vehicles. I'm looking for problems with the ships of the museum.
If I can find someone else - I'll let you know.

nembo
04-28-11, 12:34 PM
Finally have understood how to move the RAOBF in the scope ( for the torpedoes charts netxt time :)) but ... cannot rotate the internal wheel :damn: Is there a conflict ? Even the zoom in the RAOBF is not working (for me) and the attack disk in the observation scope does not appear.
:hmmm:
I am quite sure that these problems are mine only, but they might be helpfull.
Am using a 16:9 resolution with 1920x1080.
Ciao
Nembo

Trevally.
04-28-11, 02:17 PM
Finally have understood how to move the RAOBF in the scope ( for the torpedoes charts netxt time :)) but ... cannot rotate the internal wheel :damn: Is there a conflict ? Even the zoom in the RAOBF is not working (for me) and the attack disk in the observation scope does not appear.
:hmmm:
I am quite sure that these problems are mine only, but they might be helpfull.
Am using a 16:9 resolution with 1920x1080.
Ciao
Nembo

Only the middle ring in the RAOBF wheel needs to turn.

nembo
04-29-11, 05:29 AM
Only the middle ring in the RAOBF wheel needs to turn.
In fact is the middle ring that doesn't turn by clicking upon it :doh:
Maybe is a bad installation problem :oops:
I'll wait for Obelix next Mega Mod version and start playing again.
:salute:
Ciao and soon
Alberto
Obelix map is outstanding. Congratulation.

reaper7
04-29-11, 08:02 AM
In fact is the middle ring that doesn't turn by clicking upon it :doh:
Maybe is a bad installation problem :oops:
I'll wait for Obelix next Mega Mod version and start playing again.
:salute:
Ciao and soon
Alberto
Obelix map is outstanding. Congratulation.

Have you Auto Targeting disabled. If not the wheel won't turn. (RAOBF is on no use in Auto Mode anyways)
You turn Auto Targeting on/off via the first page of the recognition Manual. ;)

nembo
04-29-11, 11:41 AM
Have you Auto Targeting disabled. If not the wheel won't turn. (RAOBF is on no use in Auto Mode anyways)
You turn Auto Targeting on/off via the first page of the recognition Manual. ;)

I have tried right now by using your UI 4.14 directly (one question the Hi resolution 2.0 is to be installed upon or at the place of ... in both options have the icons below unclickable) switching auto targeting off and were .... right (in fact was foolish trying to move with the time stopped ... but with time stopped it doesn't allow to turn ... :)) anyway cannot zoom unzoom with the RAOBF on.
Thanks a lot Reaper for your help, is very well accepted by an "old as age" player.
Next time will try the attack disk from observation periscope.
:up:
Nembo
PS the torpedoes chart how are to be read?

reaper7
04-29-11, 02:15 PM
I have tried right now by using your UI 4.14 directly (one question the Hi resolution 2.0 is to be installed upon or at the place of ... in both options have the icons below unclickable) switching auto targeting off and were .... right (in fact was foolish trying to move with the time stopped ... but with time stopped it doesn't allow to turn ... :)) anyway cannot zoom unzoom with the RAOBF on.
Thanks a lot Reaper for your help, is very well accepted by an "old as age" player.
Next time will try the attack disk from observation periscope.
:up:
Nembo
PS the torpedoes chart how are to be read?

Hi mate V4.14 is a complete standalone version that supercedes all othe versions.
So Install that one only over Obelix's Megamod. The Hires version is an older Mod that is redundant now, and this will conflict with my mod and most likely the cause of things not working :03:.
You can zomm/unzoom with the RAOBF on. The trick is to do it just outside the RAOBF, you can even rotate the scope this way. :up:

As for the Torpedo chart, I'm not sure on the exact use. They are Makman's creation and are used to calculate for The Fast 90 Attack.
Check out his thread over in the SH3 section on his MaGUI for info on the charts.
I plan on doing up video tutorials on all things relating to my Mod.
Just waiting on my Logitech G35 headphone/mic (Have no Mic to record yet) set to start the recording process :)

Obelix
04-29-11, 07:21 PM
Maybe after the 3rd May will be released AVC v2, based on version 4.14 (if by that time will come, or what the new version of one of the mods:D). The assembly is finished, now I check it for possible errors. Today or tomorrow I'll try to publish a list of mods and loans.

nembo
05-01-11, 03:14 AM
Hi mate V4.14 is a complete standalone version that supercedes all othe versions.
So Install that one only over Obelix's Megamod. The Hires version is an older Mod that is redundant now, and this will conflict with my mod and most likely the cause of things not working :03:.
You can zomm/unzoom with the RAOBF on. The trick is to do it just outside the RAOBF, you can even rotate the scope this way. :up:

As for the Torpedo chart, I'm not sure on the exact use. They are Makman's creation and are used to calculate for The Fast 90 Attack.
Check out his thread over in the SH3 section on his MaGUI for info on the charts.
I plan on doing up video tutorials on all things relating to my Mod.
Just waiting on my Logitech G35 headphone/mic (Have no Mic to record yet) set to start the recording process :)

Hi Reaper and thanks for the reply which is helped me a lot. One thing cannot do ... zoom and unzoom with RAOBF on. Have tried in many points "just outside" the RAOBF. By cliking, with the right button's mouse,can move but wheel doesn't zoom (without RAOBF does without any problems).
The angle scale, inside the RAOBF, remains, I suppose, always zoomed, 10° up and 10° left and right. In fact, compairing the RAOBF into UI Boat V4.11 threat images, it has wider angles 13° up and 13° right and left.
Thanks for your great job.
Ciao
Nembo
:salute:

reaper7
05-01-11, 05:01 AM
Hi Reaper and thanks for the reply which is helped me a lot. One thing cannot do ... zoom and unzoom with RAOBF on. Have tried in many points "just outside" the RAOBF. By cliking, with the right button's mouse,can move but wheel doesn't zoom (without RAOBF does without any problems).
The angle scale, inside the RAOBF, remains, I suppose, always zoomed, 10° up and 10° left and right. In fact, compairing the RAOBF into UI Boat V4.11 threat images, it has wider angles 13° up and 13° right and left.
Thanks for your great job.
Ciao
Nembo
:salute:


Hi Nembo not sure why you can't zoom with the RAOBF on - it works on my Rig ok.
Don't worry abot the Graticule scale in the RAOBF being different to other pics you see, the reason is the resolution you play at.
You see the RAOBF and RAOBF Graticules use 2 different scaling methods.
So the RAOBF graticules scale to maintain an equal scale to the ingame degrees so 10° on the RAOBF match the 10° on the scope.
While the RAOBF Rings scale to match the ingame resolution so maintaing the full size on screen :D.

nembo
05-01-11, 02:03 PM
Hi Nembo not sure why you can't zoom with the RAOBF on - it works on my Rig ok.
Don't worry abot the Graticule scale in the RAOBF being different to other pics you see, the reason is the resolution you play at.
You see the RAOBF and RAOBF Graticules use 2 different scaling methods.
So the RAOBF graticules scale to maintain an equal scale to the ingame degrees so 10° on the RAOBF match the 10° on the scope.
While the RAOBF Rings scale to match the ingame resolution so maintaing the full size on screen :D.

Eureka! I have found the correct function of the zoom! And found the instructions for the 0°angle attack.

Some time ago would have been faster ... I am becoming really old. :shifty:

Thanks for your help.
Ciao
Nembo.

u-boatluc
05-07-11, 09:26 AM
Maybe after the 3rd May will be released AVC v2, based on version 4.14 (if by that time will come, or what the new version of one of the mods:D). The assembly is finished, now I check it for possible errors. Today or tomorrow I'll try to publish a list of mods and loans.

when will AVC v2 come out

Obelix
05-09-11, 06:07 PM
when will AVC v2 come out
It is possible that today. Now everything depends on when I finally upload the file to file sharing.

Obelix
05-12-11, 06:09 PM
AVC v2 released! See post #1 for details.

Magic1111
05-13-11, 02:19 AM
AVC v2 released! See post #1 for details.

Thanks Obelix, MOD-List on first page looks wonderful ! I´ll give it a try ! :up:

Best regards,
Magic:salute:

ametlib
05-13-11, 06:15 AM
Downloaded and now testing.

Thank You!

gap
05-13-11, 08:21 AM
Hi Obelix,
nice job, as always! :up:

I noticed that you included my mod gap - Alternative Cursors & Kriegsmarine Maptools v 1.0. In the next version of your megamod I suggest you to use v. 1.1 of my map tools, available here:

http://www.subsim.com/radioroom/showpost.php?p=1621025&postcount=1

It contains a bug fix and small improvements on the first release.

Obelix
05-13-11, 08:56 AM
Hi Obelix,
nice job, as always! :up:

I noticed that you included my mod gap - Alternative Cursors & Kriegsmarine Maptools v 1.0. In the next version of your megamod I suggest you to use v. 1.1 of my map tools, available here:

http://www.subsim.com/radioroom/showpost.php?p=1621025&postcount=1

It contains a bug fix and small improvements on the first release.

Hi gap!
I do not use all the tools of your mod, just a few. Thank you for the suggestion. :salute:

nembo
05-20-11, 02:49 AM
Hallo mate,
I notice that the book for ships ID is available only with periscope upand tgt on visual. I'd suggest to let the book available always. In fact once identified the ship, and in order to avoid to keep the periscope up for along time, you can lower it and with the ID book insert depth of the torpedoes, calculate speed, range and eventual AOB, by writing down all the data at once. Thus the RAOBF works only when tha game is not stopped, you have to do it under see, as I suppose, in the real ... or am I wrong?:oops:
Ciao
Nembo

Obelix
05-20-11, 09:21 AM
I see what I can do about it.

nembo
05-20-11, 11:47 AM
I see what I can do about it.

It would be very nice.
Nembo

TheDarkWraith
05-20-11, 12:22 PM
Hallo mate,
I notice that the book for ships ID is available only with periscope upand tgt on visual. I'd suggest to let the book available always. In fact once identified the ship, and in order to avoid to keep the periscope up for along time, you can lower it and with the ID book insert depth of the torpedoes, calculate speed, range and eventual AOB, by writing down all the data at once. Thus the RAOBF works only when tha game is not stopped, you have to do it under see, as I suppose, in the real ... or am I wrong?:oops:
Ciao
Nembo

the stock rec manual (and Reaper7's enhanced rec manual) will not let you do this. Once the periscope goes underwater any lock on a ship is broken. When the lock is broken the rec manual doesn't know which vessel is targeted and thus goes blank. This is the reason why I created SOAN in my UIs mod to overcome this problem.

ambarata
05-21-11, 03:48 AM
Hi!

Mod looks good, found a situation when I was reversing, started to submerge whit me on the tower.

Homebrewer
05-21-11, 10:19 PM
I just downloaded this mod and it is great. My question is, when I lock onto a target and then ask for an ID all I get is the Soan is " I think it is a (type of ship), no picture or anthing. Don't I need to input the mast height for range and I need to know the length for AOB and Draft. Where do I get this info? What am I missing?

Homebrewer
05-21-11, 10:54 PM
I just downloaded this mod and it is great. My question is, when I lock onto a target and then ask for an ID all I get is the Soan is " I think it is a (type of ship), no picture or anthing. Don't I need to input the mast height for range and I need to know the length for AOB and Draft. Where do I get this info? What am I missing?

Never mind, call me stupid I figured it out:oops:

TheDarkWraith
05-22-11, 12:52 PM
I just downloaded this mod and it is great. My question is, when I lock onto a target and then ask for an ID all I get is the Soan is " I think it is a (type of ship), no picture or anthing. Don't I need to input the mast height for range and I need to know the length for AOB and Draft. Where do I get this info? What am I missing?

SOAN is only available in my UIs mod and MO. No other mod contains it. What you are referring to is the stock recognition manual.

nembo
05-24-11, 02:04 AM
SOAN is only available in my UIs mod and MO. No other mod contains it. What you are referring to is the stock recognition manual.
I am not sure, but on SHIII someone put it as d/l and printable ... might it be possible even in SH5?
Just a question.

ametlib
06-06-11, 11:04 AM
Hi!

After 3 weeks i started play with my SH5. Evertthing works very well but now CTD after CTD. I re-install the game but no help. Some mod/mods could be a reson for that. Here is my mod list on install order:

Generic mod Enabler - v2.6.0.157

Antilag
Amar Victoria Curam v2
Amat Victoria Curam v2 Graphic
Critical hits 1.1 Torpedos
Critical hits v 1.2
HiDef8-5 Aspect Ratio
Rel_SH4_Trans-Atlantic_Radio
Redused Mission Tonnage v02
EngineSoundsImproved_v1.0
SteelViking's Bunker Fixes V1.0
SHLifeboats_2.0
MightyFine Less Annoying Footsteps 1.0
NOZAURIO'S SKIN (Standar No Emblem)v1.0.0
Free Cam Tweak 1.1 - Narrow
A Fistful of Emblems v1.51
Equipment_Upgrades_Fix_1.0_byTheBeast
Equip_upgrades_AFFOE
stoianm upgrade available mod comp Equipment_Upgrades-Fix_1_0_byTheBeast
Periscope_and_antenna_extended_fix
Shadow Improvement Mod
Imported Ship Pack V1.1
Chart Colour Scheme 4

OS = Windows 7 Home Premium 64 bit with SP1
4 G RAM
ATI Radeon 4870 HD 1 G
AMD Phenom II X3

Edit

Ok - no help but I got the problem solved after many test.

kaleu
06-07-11, 07:06 PM
When I enabled AVC Graphics I got following conflicts


"Lights.cfg" has already been altered by the "Amat Victoria Curam v2" mod.
"ClimateZones.tga" has already been altered by the "Amat Victoria Curam v2" mod.
"Baza_FX.dat" has already been altered by the "Amat Victoria Curam v2" mod.

I'm a noob with this stuff...how should this be dealt with

Obelix
06-07-11, 07:52 PM
When I enabled AVC Graphics I got following conflicts


"Lights.cfg" has already been altered by the "Amat Victoria Curam v2" mod.
"ClimateZones.tga" has already been altered by the "Amat Victoria Curam v2" mod.
"Baza_FX.dat" has already been altered by the "Amat Victoria Curam v2" mod.

I'm a noob with this stuff...how should this be dealt with
t is normal for these files with different settings are used in both parts.

parazaine
06-25-11, 02:51 AM
I've recently been drawn into the SH5 world and have got into the modding 'soup'. I tried Magnum Opus and Darkwraith's New tdc ui's but even though i followed Stoianm's excellent video's for their installation and configuration, i was getting regular CTD's (yes, i patched MO)

So I then found out about this excellent mega mod. Working perfectly but I have the desire to re-enable the skills disabled by Avee's - No Magic Skills mod included.....(I much preferred the system of promotion etc in SH3, has anyone thought of trying to emulate that?)

So my question...is this possible by editing a config file? and if so, could someone point me towards where the file to edit is?

I am not completely new to mods but I only have a basic knowledge and obviously don't want to try editing config files without really knowing what i'm doing.

My thanks to all the contributers to this mod...it is truely an impressive collection.

Oh, one more question...is it possible to enable scripts by Trevailly and others without use of MO or Darkwraith's New Ui's? I want realism up to a point but I would be happy to add the harbour nav. scripts if that's possible?

Trevally.
06-25-11, 04:42 AM
Hi parazaine, welcome aboard:salute:

Re: Trevally Harbour and nav scripts - sorry, these will only work with TDWs Ui.

parazaine
06-25-11, 11:07 AM
Ok, thanks for the reply and my apologies for getting your name wrong :hmmm:

kiwi_2005
06-27-11, 04:47 AM
[Mega-mod for SH5 on the basis of Ui-Boat 4.14]

Do I have to enable UI Boat 4.14 first then this mod or is this mod on its own?

Obelix
06-27-11, 06:10 PM
[Mega-mod for SH5 on the basis of Ui-Boat 4.14]

Do I have to enable UI Boat 4.14 first then this mod or is this mod on its own?

No. Ui-Boat 4.14 is a part of this mega-mod. This is his base.

Perijones
06-28-11, 06:35 PM
I need help with a problem. I like this mod very much, but when i find a convoy a CTD occurs. What could be happening? It happens in all campaigns. I sink lone freighters but can't take a convoy. Help!!!

Cheers,

Perijones

Obelix
06-28-11, 07:13 PM
I need help with a problem. I like this mod very much, but when i find a convoy a CTD occurs. What could be happening? It happens in all campaigns. I sink lone freighters but can't take a convoy. Help!!!

Cheers,

Perijones

Try installing an updated version of mod over the U-Boat War Ace (http://www.subsim.com/radioroom/showpost.php?p=1680225&postcount=1). A little later I'll try to find out more objectively causes CTD.

vodkaphile
07-14-11, 07:57 AM
Privet Spasibo zamod ***1095;***1084;

Obelix
07-14-11, 08:31 AM
Privet Spasibo zamod ***1095;***1084;
Privet!
Na zdorovie, vsegda pozaluysta! :up: :salute:

Akula4745
07-17-11, 12:20 AM
I have the same problem. Love the mod... but every time I find a convoy I CTD. I really like this mod. It has a few graphics glitches (bugs) - but the controls are great! Please help fix it.


Try installing an updated version of mod over the U-Boat War Ace (http://www.subsim.com/radioroom/showpost.php?p=1680225&postcount=1). A little later I'll try to find out more objectively causes CTD.

I need help with a problem. I like this mod very much, but when i find a convoy a CTD occurs. What could be happening? It happens in all campaigns. I sink lone freighters but can't take a convoy. Help!!!

Cheers,

Perijones

reaper7
07-17-11, 03:44 AM
Try installing an updated version of mod over the U-Boat War Ace (http://www.subsim.com/radioroom/showpost.php?p=1680225&postcount=1). A little later I'll try to find out more objectively causes CTD.

I have the same problem. Love the mod... but every time I find a convoy I CTD. I really like this mod. It has a few graphics glitches (bugs) - but the controls are great! Please help fix it.

Its possible there is an error in one of the cfg files of a ship that's part of the convoy.
You could try using the Meusem to browse all the ships and see if any cause a CTD. That would help to track down the culprit :yep:.

Eich
07-17-11, 06:43 AM
Greetings,

I'm a total noob concerning this game. I did not bother to play vanilla and installed this mod right away. Up until now there were no problems concerning CTD or something like that (just for the record). But because there is no tutorial whatsoever I have a serious question. Whats the freaking fire key? ^^

I have this "tutorial" trader ship right in front of me. Got identification, bearing speed and everything.

I tried every reasonable combination of keys but did found nothing. Also F1 does not specifie a fire key. Please help!? ^^

TheDarkWraith
07-17-11, 07:40 AM
Greetings,

I'm a total noob concerning this game. I did not bother to play vanilla and installed this mod right away. Up until now there were no problems concerning CTD or something like that (just for the record). But because there is no tutorial whatsoever I have a serious question. Whats the freaking fire key? ^^

I have this "tutorial" trader ship right in front of me. Got identification, bearing speed and everything.

I tried every reasonable combination of keys but did found nothing. Also F1 does not specifie a fire key. Please help!? ^^

while you have the keymap up (F1) press shift/control. The keys will change....

Eich
07-17-11, 08:06 AM
Oh great thanks alot! The fight may now begin ;)

PS: I've stumbled over some rather disturbing "bugs" during the first minutes of the game and I hope someone can help me or if not I just want to report them. Let's look at that pic:

http://img811.imageshack.us/img811/4273/36204809.jpg


That dude clearly is not doing what he is supposed to be! ^^ But he is not the real problem. Can anybody tell me what this white board in the lower left is supposed to be? It has no sense at least none I could find. The problem is that the minimize button of this thing does not work and it's blocking like 30% of the screen. Is there a way to deactivate this thing? I can hide the complete bar at the bottom of the screen which also hides the white thing. But as soons as I quit the map or I stop talking to somebody the white board will reappear and I will have to click it away again. That's driving me crazy.

But thats not all. The difficulty settings are back to 38% realism everytime I start the game. I cannot start a campaign on any other setting than 38%. Or is this influenced by the difficulty setting with which I started the actual campaign with reaches from easy to realistic?

I really hope somebody has come up with some workarounds for my problems already! Well anyway thanks in advance for any helpfull comments!

Mfg Eich

reaper7
07-17-11, 02:26 PM
Greetings,

I'm a total noob concerning this game. I did not bother to play vanilla and installed this mod right away. Up until now there were no problems concerning CTD or something like that (just for the record). But because there is no tutorial whatsoever I have a serious question. Whats the freaking fire key? ^^

I have this "tutorial" trader ship right in front of me. Got identification, bearing speed and everything.

I tried every reasonable combination of keys but did found nothing. Also F1 does not specifie a fire key. Please help!? ^^

Default is: Shift+Space

Can be changes in the commands.cfg

[Cmd313]
Name=Fire_torpedo
Contexts=1
Key0=0x20,s,"Shift+Space"

Oh great thanks alot! The fight may now begin ;)

PS: I've stumbled over some rather disturbing "bugs" during the first minutes of the game and I hope someone can help me or if not I just want to report them. Let's look at that pic:

That dude clearly is not doing what he is supposed to be! ^^ But he is not the real problem. Can anybody tell me what this white board in the lower left is supposed to be? It has no sense at least none I could find. The problem is that the minimize button of this thing does not work and it's blocking like 30% of the screen. Is there a way to deactivate this thing? I can hide the complete bar at the bottom of the screen which also hides the white thing. But as soons as I quit the map or I stop talking to somebody the white board will reappear and I will have to click it away again. That's driving me crazy.

But thats not all. The difficulty settings are back to 38% realism everytime I start the game. I cannot start a campaign on any other setting than 38%. Or is this influenced by the difficulty setting with which I started the actual campaign with reaches from easy to realistic?

I really hope somebody has come up with some workarounds for my problems already! Well anyway thanks in advance for any helpfull comments!

Mfg Eich

Your Install is corrupted, deactivate your mods and try again :up:

trebby
07-19-11, 02:13 AM
Hi guys,

See next threat please.

Edit: improved description.

trebby
07-20-11, 06:35 AM
Hi Reaper7!


Dont be mad on me posting again please:D

I have one prob: I run the game 2560X1600 (8:5) and am unable to control/activate the 4 torpedo icons (the 3 TDC control panels and AOB wheel) at the bottom of the screen, on the right side of the message box.

So no control of firing solution :damn:
On the left side of the message box the same sized icons for telegraph dials, red light, clock, chrono IS working just FINE like all the rest of the mod...


Any chance (by changing some ini parameters?) to activate these icons too? If the left icons work, so should the right ones be workable, right?...:o

Nb. On lower (about 1900X1400, next lower 8:5) settings all works.


Hopefully this defines my prob better, Trebb.

nembo
07-22-11, 09:34 AM
Hallo mates,
sometimes happens to me to have the same view, the only thing I do is to return to windows, reload the game and go on.
One thing I have noticed, but not very heavy, is when you use the external camera and you get back to periscope this is positioned at 180° ... thus you have to rotate it again.
One other, but perhaps it is me that am wrong, is about the correct input of the speed in the the TDA "directly" and not through the block notes.
Thus how to read on the dial:)
Thanks for alla Obelix and Reaper 7 and have a nice week end to everyone.
:salute:

fromhell
07-25-11, 12:25 PM
i love this mod, or should i say megamod, any way, when loading this mod, do i have to load OH2 as well.
many thanks.

Obelix
07-25-11, 05:12 PM
i love this mod, or should i say megamod, any way, when loading this mod, do i have to load OH2 as well.
many thanks.
Yes, you can use OHII. OHII set cover of AVC.

Illyustrator
09-06-11, 07:56 AM
is it possible or impossible?
tell me ..:yeah::yeah:
In addition, I cant play SH3 becasue of my OS(Win 7)
I cant install SH3
AH..

How long ?.................. I need megamod:rock:
Hi, lmy76128.
Here one more Mega-mod.:up:

Magic1111
09-06-11, 12:54 PM
Hi, lmy76128.
Here one more Mega-mod.:up:

Yes, you´ve absolutely right, I´ve totally forgot this MOD to tell him in the other Thread...:oops:

Best regards,
Magic:salute:

stevenw2601
09-14-11, 04:24 AM
hello recently got sh5 stock sucked and magnum opus mod was a bit hard so i installed avc2 and ohII and everytime i get to a certain location on the map just east of kiel my game CTD's i can't get past this one spot and it's really frustrating any idea what would be causing this?

ametlib
09-14-11, 06:00 AM
hello recently got sh5 stock sucked and magnum opus mod was a bit hard so i installed avc2 and ohII and everytime i get to a certain location on the map just east of kiel my game CTD's i can't get past this one spot and it's really frustrating any idea what would be causing this?

I had a same problem with AVC so I changed TDW's UI but You can try OH Base + extra pack if OH Full 1.3 is problem...

stevenw2601
09-14-11, 06:39 AM
ok thank you i will try to find and download that one and give it a go hopefully i can end the tutorial lol

after installing the base+ extras i was able to finish the tutorial but i did have a random CTD as i aproached danzig(btw there is a typo in the captains log during the tutorial that tells you to reach dancing which should read danzig) but on reload i just didn't aproach danzig and went straight back to kiel so hopefully my problem is fixed thnk you for the help

*Edit 2 still getting CTD's though they seem to be random and not as often sailed all the way from kiel to the coastal waters mission before getting one

*Edit 3 game is fine for a short time parked in a harbour sinking ships with torps/deck gun and crashing alot right now it's pretty unplayable... i wish i knew what was causing the problem as no one else seems to be experiancing this

mia389
09-14-11, 10:26 AM
ok thank you i will try to find and download that one and give it a go hopefully i can end the tutorial lol

after installing the base+ extras i was able to finish the tutorial but i did have a random CTD as i aproached danzig(btw there is a typo in the captains log during the tutorial that tells you to reach dancing which should read danzig) but on reload i just didn't aproach danzig and went straight back to kiel so hopefully my problem is fixed thnk you for the help

*Edit 2 still getting CTD's though they seem to be random and not as often sailed all the way from kiel to the coastal waters mission before getting one

*Edit 3 game is fine for a short time parked in a harbour sinking ships with torps/deck gun and crashing alot right now it's pretty unplayable... i wish i knew what was causing the problem as no one else seems to be experiancing this

Are you using the extra ships? I get random CTDs when using extra ships so I just use OHII base and envirment. When using that combo I never get CTDs

stevenw2601
09-14-11, 02:01 PM
Are you using the extra ships? I get random CTDs when using extra ships so I just use OHII base and envirment. When using that combo I never get CTDs

ah yes i was thinking maybe it was the enviro inside ports maybe i guess i don't need all them extra ships floating around i'll give it a go without the new ships in there again thank you all for the help

still getting CTD's been messing with SH5 since saturday don't think i have it in me to start another campaign again but i guess i'll try some other mod maybe go back to MO though i didn't like getting intercepted by like 9 warships during british supplies mission....lol

kiwi_2005
09-14-11, 08:46 PM
Tried this mod with open horizons added dont know if that would kill the mod but everything works fine no ctd.

Anyways problem is I start a new cam in the Med get sent out to hunt for any taskforces come across one and am parallel to its position keeping out of the orange rings, once entering the rings on the surface its suicidal so Im outside the rings slowly trying to get ahead of the TF. Then all a sudden one of the destroyers fire one shot at me from long range ending up as a direct hit! sub goes down up pops that death screen and its game over man!

Yeah well it is 1943 so I suppose they got lucky. :)

stevenw2601
09-14-11, 10:01 PM
Tried this mod with open horizons added dont know if that would kill the mod but everything works fine no ctd.

Anyways problem is I start a new cam in the Med get sent out to hunt for any taskforces come across one and am parallel to its position keeping out of the orange rings, once entering the rings on the surface its suicidal so Im outside the rings slowly trying to get ahead of the TF. Then all a sudden one of the destroyers fire one shot at me from long range ending up as a direct hit! sub goes down up pops that death screen and its game over man!

Yeah well it is 1943 so I suppose they got lucky. :)

that's just ouch man but hey you got past the first patrol i tried for a day to get this mod working for me maybe i'll take another crack at it without OHII first tomorrow or something i've been trying out different mods since saturday never really got further than the british supplies....got there on MO and got ravaged by 9 warships could never get away so installed that silent fire mod got past it but my saves disapeared guess that was the start of my bad luck lol:wah::D

andredr
10-16-11, 02:46 PM
To Obelix and all others modders of this mod


First, let me say that I may come back to sh 5 with your mod. I really like it. I'm in my first campaign and I don't have any crashes.


Second, and here lies my question : Do you have a « return to course botton » or command that I could use? I can't seem to find it.


To all, I thank you very much for this mega mod.


andredr

Obelix
10-16-11, 05:55 PM
...Do you have a « return to course botton » or command that I could use? I can't seem to find it...
Hi andredr!
This button is there:
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=5019
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=5020
Regards!
Obelix

andredr
10-16-11, 06:15 PM
Hi Obelix

How can I thank you !


andredr

andredr
10-22-11, 12:10 PM
Good afternoon Obelix !



I have another question for you :


With your Ui-boat 3.0 mod, is it possible to keep the stock NavMap and the original size (thickness) of the waypoint when you plot your course? I would really like to keep them. If so, how can I do this?


Thank you very much!


andredr

Obelix
10-22-11, 10:59 PM
...is it possible to keep the stock NavMap and the original size (thickness) of the waypoint ...
:nope: sorry. Need to remove and replace too many files.

andredr
10-23-11, 09:27 AM
to Ebelix

Ok, thank you !


andredr

stoppro
10-25-11, 06:58 PM
are the special edition skins and nice teak deck in a separate mod? i have not been able to find it- thanks

Hakello
10-26-11, 05:55 AM
before I forget, many thanks for this mod :up:

I have a question tough, is IRAI_0_0_30 included in this? A post on the first page seems to indicate so, but it has been removed from the first post since.

If not, is it safe to activate it? There are a ton of files it will overwrite :hmmm:


On a related note, there have been updates to DC_Water_Disturbances and FX_Update, should I stick with the included versions or is it alright to overwrite this mod with the newer versions?

Obelix
10-26-11, 05:11 PM
I have a question tough, is IRAI_0_0_30 included in this? A post on the first page seems to indicate so, but it has been removed from the first post since.

Yes, IRAI included in this, with U-Boat War Ace.:yep:
You can use the new version DC_Water_Disturbances and FX_Update, setting them on cover of AVC

PL_Andrev
10-27-11, 12:30 PM
BTW,

Why the navigator does not have parallel and intercept commands?

I found it here:
http://www.subsim.com/radioroom/showthread.php?t=164798

Obelix
10-27-11, 06:20 PM
BTW,

Why the navigator does not have parallel and intercept commands?

:hmmm: Do reaper 7 has not provided these buttons in U-Boats? In keeping with the realism I could not help but notice the presence of these buttons in Ui-Boats. I intentionally did not make changes to the Ui-Boat, but obvious errors.

jibouil
10-28-11, 08:18 AM
Hi all !
I want to try again SH5 with this Mega mod who look very nice, but i have a problem at the beginning of the first mission (tutorial one)
i don't see the Button of torpedo (red circle on the screen shoot)
Someone can help me ?

http://tof.canardpc.com/preview2/5125955b-1668-4ced-b2a8-fd280ef92f80.jpg (http://tof.canardpc.com/view/5125955b-1668-4ced-b2a8-fd280ef92f80.jpg)

supposedtobeworking
10-28-11, 09:25 PM
I have been waiting for a megamod for this game as it is very frustrating and tedious and confusing trying to figure out all of the different mods I want and need to make the game playable and how to make them all compatible with each other is a PIA as well. So thank you. Now the problem for me is that I have a 16:9 widescreen monitor and will be using manual TDC with the RAOB wheel etc. I remember reading that these tools were done for a 4:3 resolution but I'm wondering if in your megamod there is a patch or compatibility option for use with a widescreen resolution?

kylania
10-29-11, 12:30 AM
TheDarkWraith's UI mod (and therefore the MO mega mod) includes 16:9 RAOBF files. Not sure if they'd work with this mod though.

reaper7
10-29-11, 06:26 AM
Hi Ui-boat scales correctly no matter if 4:3 or 16:9 so you should have no problem with the RAOBF in its use :up:.
The RAOBF is dependent on the Graticules of the scopes to be correct in order to get proper calculations.
Ui-Boat V3 is calibrated to correct Field of View and Degree spacing at all resolutions and screen aspect ratios thanks to Makman94.

supposedtobeworking
10-29-11, 10:20 AM
cool sounds like I can use it then. thank you again.

vigo101
10-29-11, 01:09 PM
WOW! Fanstastic!! :) Really well done... I will give this a shot

Many THaNKs :yeah:

almg
10-29-11, 02:48 PM
Good evening everybody!


Thanks for this mega-mod for SHV Obelix :03:

I'm downloading this mod and I tell you what I think of it.


Moreover what does Amat Victoria Curam mean in french?


Alban

reaper7
10-29-11, 04:02 PM
:hmmm: Do reaper 7 has not provided these buttons in U-Boats? In keeping with the realism I could not help but notice the presence of these buttons in Ui-Boats. I intentionally did not make changes to the Ui-Boat, but obvious errors.


I'll get these put back in for the next release - started back to work on Ui-Boat V5.0 today. :up:

supposedtobeworking
10-29-11, 05:24 PM
Well I loaded the mod and I like it a lot so far, but as I feared the periscope TDC menus are for 4:3 resolution and go off the screen for me with my 16:9 widescreen monitor. So is there anyway to get a hold of a 16:9 version of the periscope TDC panels? thanks.

reaper7
10-29-11, 05:55 PM
Well I loaded the mod and I like it a lot so far, but as I feared the periscope TDC menus are for 4:3 resolution and go off the screen for me with my 16:9 widescreen monitor. So is there anyway to get a hold of a 16:9 version of the periscope TDC panels? thanks.

Not sure what you mean by go of the screen - what resolution are you playing at? If you mean that the bottom of the Right TDC Panel is going under the bottom of this screen:

This is due to the low resolution of the game being played and not due to the aspect ratio.
You need to be above 1440*900 resolution to have the whole panel displayed due to its size (These Panels do not scale - to keep there resolution sharp) :up:

If this is not what you meant, can you post a screenshot to show what your referring too - Thanks.


Also you could try the newer version Ui-Boat V4.13 to see if its the same Issue

supposedtobeworking
10-29-11, 09:52 PM
I mean that when I pull up the panel to fire torpedoes (with the buttons to select tubes, etc.) it isn't even on the screen. and the large input panel on the right that you can pull up is cut off at the bottom. I am using the default res for my monitor which is 1366x768. So it sounds like that is not high enough (?). I'll try fiddling with settings and see if I can get the resolution higher, though I have a pretty basic setup with modest specs and will have to see how this affects performance. Will give a try and let you know. thanks.

update:
I tried raising the resolution and it did make the right TDC panel completely visible, but the game stuttered quite a bit more when walking around the sub, so I switched back to 1366x768 and this time the top panel with the torpedo tube selection did show up on screen (it didn't during the tutorial mission for some reason), but the right panel of course is cut off at the bottom and the bottom two dials are only half visible. So it sounds like maybe this mod does not completely work with a 1366x768 resolution? I actually can live with the way it works currently because all of the buttons and dials I need to operate are on the screen I believe, so for now I will live with it unless there is some way to get everything visible on a 1366x768 res.

Obelix
10-30-11, 05:23 AM
I'll get these put back in for the next release - started back to work on Ui-Boat V5.0 today. :up:

Good news!:up:
Also we look forward to continuing work on the glass interface! (I'm sure many will agree with me!):yep:

Obelix
10-30-11, 05:25 AM
Moreover what does Amat Victoria Curam mean in french?


In English - "Victory loves diligence"

En français - "La victoire aime la diligence"

almg
10-30-11, 06:50 AM
In English - "Victory loves diligence"

En français - "La victoire aime la diligence"


Bonjour, Obelix !

Merci.

A+

Alban

reaper7
10-30-11, 07:54 AM
update:
I tried raising the resolution and it did make the right TDC panel completely visible, but the game stuttered quite a bit more when walking around the sub, so I switched back to 1366x768 and this time the top panel with the torpedo tube selection did show up on screen (it didn't during the tutorial mission for some reason), but the right panel of course is cut off at the bottom and the bottom two dials are only half visible. So it sounds like maybe this mod does not completely work with a 1366x768 resolution? I actually can live with the way it works currently because all of the buttons and dials I need to operate are on the screen I believe, so for now I will live with it unless there is some way to get everything visible on a 1366x768 res.

Ah yes, the Torpedo Panel will not be visible in the Tutorail Mission - this is a stock issue and the game hides the Interface initially.
I recommend that the Tutorial is skipped - not much of a Tutorial anyway. :O:

As for the Resolution you are playing at - this is the reason for the cutoff panels. I'm afraid this resolution is the lowest widescreen resolution the game will play at and my Right panel is almost 900px high (As I mentioned my panels don't scale with the game resolution so as to stay sharp).
Previous versions did but the dials would look terrible as resolution increased - they got very blurry. Stock Interface items do not scale either due to this effect. So as you Increase screen resolution Interface items appear smaller but retain their sharpness :yep:.

But the Ui-boat V5 will contain a new TDC that will get around this problem of The 2nd GyroAngle dial only being 1/2 visible for you.
Should be ready fairly soon :up:.


Good news!:up:
Also we look forward to continuing work on the glass interface! (I'm sure many will agree with me!):yep:

Maybe someday, but very busy on my current projects - Not Sh5 related ;)
But maybe I'll get around to doing this - Afraid I don't go near SH5 these days - I've returned to Sh3 as I prefer the feel for it plus I can acheive things with SH3 I can't do with Sh5.
For example I have got a fully working 100 second U-Jadg Stopwatch in Sh3 (To be released soon) where as 60 second version is only available for Sh5.

But I do plan on finishing Ui-boat V5.0 (most likely the Final Version).
So it will be my best - what with the new TDC and possibly Fat/Lut panels.
Also finally got the Lock Code working (That one took a long time to figure out - but finally was able to use the code in the TAI that rotates the camera when clicking on a contact to figure it out).
So now the lock button will fix the Periscope to the target as it moves :yeah:
Also almost finished the converting of all my scripts so the Interface is all from the 2 Main Pages PageLayout and PageDefaultHud so it is better in use. Previous it was all over the place :shifty:

But at least I should have something to show soon :up:

supposedtobeworking
10-31-11, 01:33 PM
played with this mod for a short while and just would like to submit some observations. My mods are

Amat Victoria Curam v2
" Graphics
GWX compass rose grid for SH5

-first off the water does not undulate and move like a liquid, but kind of skips slightly instead of moving smoothly. It is not bad if you don't pay attention to it, but for me it is hard to ignore and doesn't look real.

-secondly, when I go to the aft torpedo room to talk to the crew member back there, the game CTDs.

Other than that I really like it.

thanks.

almg
11-01-11, 06:46 AM
Good afternoon everybody!

Reaper7 and others,

I do not have your level of programming so any improvement is welcome for this mega-mod :sunny:

Alban


http://imagesup.org/images10/1320147843-3847timbres-wehrmac.jpg (http://imagesup.org)

almg
11-01-11, 05:46 PM
Good evening everybody :up:

Does somebody know if Open Horizons II is compatible with your mega-mod Obelix?
And where can we insert it?

Thanks you in advance...

Alban

Obelix
11-01-11, 06:11 PM
Good evening everybody :up:

Does somebody know if Open Horizons II is compatible with your mega-mod Obelix?
And where can we insert it?

Thanks you in advance...

Alban




Hi almg!
You can use OHII, placing it after AVC.

almg
11-02-11, 06:31 AM
Hi almg!
You can use OHII, placing it after AVC.

Hi Obelix ;) !

Do you know if there are risks of bugs?

Alban

Obelix
11-03-11, 09:34 PM
Hi Obelix ;) !

Do you know if there are risks of bugs?

Alban

The risk, of course, is always there:DL. But I have not received complaints about this soup.:up:

muhomor1971
12-11-11, 06:23 AM
Mods List 1910 07\12\2011 (correct order)

Andrey1945
03-04-12, 08:26 AM
Hello everybody!!!!

After setting of Ui-boat 4.14 was there a problem as in forum of http://www.sukhoi.ru/forum/showthread.php?t=67028&page=12 post#283.

Information disappeared in a magazine about some ships. Prompt me please how to decide???:damn:

Thank you:salute:

Illyustrator
01-23-13, 05:55 PM
Hi, Alexander.:salute:
Are you working on a new version of AVC?

Obelix
01-23-13, 06:06 PM
Hi, Alexander.:salute:
Are you working on a new version of AVC?
Hi Sergey :salute:
Not yet.
Even last year, I began to collect a new mod, but now have to start all over again. Too many mods changed.
Besides, now I examine materials from kartengruppe and I estimate possible changes in the mod map.

Illyustrator
01-23-13, 06:17 PM
You're talking about the Graphics or something else?

Obelix
01-23-13, 06:33 PM
You're talking about the Graphics or something else?
I think it is better to go to thread of our map.

whiskey111
01-24-13, 10:55 AM
TDW IRAImod - this is amazingAI chanfing mod. Is it going to be included ?

gap
01-24-13, 11:03 AM
TDW IRAImod - this is amazingAI chanfing mod. Is it going to be included ?

No present or future "megamod" would be worthy of this name, if it didn't include IRAI ;)

whiskey111
01-24-13, 01:35 PM
Thanks, thanks... :)

starfleet
01-24-13, 06:11 PM
Thanks for doing this, I've been looking for a mega mod that made SH5 more realistic with out needing to dl n install 500 myself.

Gate420
09-06-13, 10:05 PM
Can this mod be added to this and if so where would be the best place to insert or what would be the best thing to replace with this mod? I really like this TDc Mod and am looking for a mod list that includes it or a way to include it into made mods like this one thanks.