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Thank you very much for the great work, @TheDarkWraith. People like you made SH5 be the simulator we wanted.
Mi bit of sand: I would really like to have HiDef Realistic Interface in your mega-mod (Actually JSGME compatible). http://www.subsim.com/radioroom//dow...opetdc_sge.jpg http://img171.imageshack.us/img171/9286/zzzyn.jpg Or any other mod introducing periscope AOB Finder rings. Regards. |
RAOBF is in my UIs mod (and so is the attack disk). Once in a scope view click on the RAOBF button in the torpedo box (upper left of screen).
As far as including another UI mod in my mega-mod not going to happen. If I were to do it (and I won't) then you would lose: - real navigation - nav fixes (for real navigation - gives ability to add text to the marks also) - radio messages (and upcoming campaign radio messages) - Automation (allows player to define scripts that can be ran in-game. Can be used for automating tasks) - Tutorials (subset of Automation - allows onscreen in-game tutorials so player can learn by using the mod/game) - follow target (and upcoming follow target offset) - speed finder (has navigator calculate speed and avg speed based on time that follow target is engaged) - ability to use mousewheel for setting items - draggable items position stored at game end and reset at game start. Keeps items where player placed them - scope settings (can change scope filters on fly specifying any combination of red, green, and blue and ability to specify alpha component to achieve the desired filter effect) - options file so one can configure the mod how they want - hotkeys (defined via options file) - SOAN (vastly enhanced rec manual) - ability to choose 3 different UI styles (via options file) - Ship's Journal (along with app that allows you to edit/create journals offline) - Supermarks (just like regular nav map marks but you can specify color and add text to them) - Navigator assist (navigator can calculate speed, avg speed, AOB, course, and avg course for player based on range readings taken) - Destroyed marks - ability to add new sounds to game without modifying the Sh.sdl file (radio messages feature uses this) - ability to capture ANY mouse button and call functions when a specified button is pressed/released/clicked - automatic mast height insertion when locked target is identified (fixes mast height bug of game without need for player interaction) - high precision timer for timing (allows for many of the advanced features of the mod) and that just names a few. My mega-mod is centered around my UIs mod. There are mega-mods out that use Reaper7's UI :up: |
Woooops, I didn't know about your UI mod and all that problems with other ones.
I'm sorry for wasting your time :O: Now I'm fighting with the config file, I set "AttackRAOBFEnabled = True" but I still no seeing it, I dont figure how to activate it. |
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You have to press the button for it in the attack scope torpedo box. The button says RAOBF. |
*Facepalm* I was not enabling it well... lol sorry :O:
After some time studying the config file, I am really impressed with your work. Thanks again and keep the good working! :salute: |
Next version of Your Megamod (v0.0.5) include "IRAI (Intelligent Random AI)" and "NewUIs with TDC for SH5 version 6.5.1" (or later) ?
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TDW im in Total Germany 1939 and im able to launch decoys without decoy launcher, is this normal?
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1942 :salute: |
I'm having severe issues with the Magnum Opus. Basically the core game and any random mods I've ever installed work fine with 50-60 fps at max settings (phenom x6 1090T, Radeon HD 5870, 8 gigs of DDR3) but with MO installed the framerate drops to 20-30 at first, and a minute or two later drops to 2-5 fps and makes the game almost unresponsive. I tried medium and even low settings and it's the same deal so something's not right.
I'm sorry if this is some obvious thing that's been solved before but I found nothing with my searches. I've also had several of the mods included in MO installed seperately and they've worked fine, so I guess this is caused by some very specific mod in MO. Any thoughts? Thanks in advance :salute: |
Welcome to SubSim SirBunker!
Nice, nick name :up:
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Welcome SirBunker
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Here at the forum there are no obvious solutions or silly questions. We're here to help each other. BTW, by far the best community of any kind I've ever been a member of.:yeah: Next time it could be you helping me out. :D I recognize this problem. For me it turned out to be because both CPU and GPU are too quick. Sounds weird but it's a fact in my (and many others') case. This makes your system all the time struggling to produce as many GPS/sec as possible. But as there are certain things in the game slowing down this struggle that gives a side effect which is this GPS jumping up and down. The best thing to do simply is to tell the CPU to calm down and put a max limit to the GPS:s. First - download this and try it; http://www.kegetys.net/dl.php/d3d_antilag101.zip It gives you the option to limit the number of fps rendered ahead. Just follow the instructions in the readme.txt, very simple. I use these settings RenderAheadLimit=3 FPSlimit=36 Works just fine for me and gives a smoooth picture. :up: If this doesn't solve your problem just get back here and we'll go on looking for the solution. Once more - Welcome to SubSim. :salute: / Silent Steel |
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Thank you. I've actually lurked around the forums for a while now to see how the mods progress. Indeed an awesome community! :up: |
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