ARB is last mod enabled? Win 10 OS?
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@KaleuBauman
Ok try this, Go to your SH3.exe and right click, select compatibility. I presume you are running in win 7 mode? And as admin ? Click the 'Change high DPI settings' put a check in the High DPI scaling override box and ok. Put a check in the Disable full screen optimisations box apply and ok. check it out, any better mate? |
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On side note, windows 10 can be sometimes ... very weird, with strange things happening :roll:
Experienced few times, and lately with my AA suddenly going off randomly on the global scene image but not the gui! :doh: ...and since few days, it’s gone and all well...go figure. Wondering if this damn actual virus is for something :haha: |
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I had this same thing quite some time ago. Now all is well, FYI my build no. is; version 1909 build 18363.720 |
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I found that if I followed the instructions to the letter it resulted in a black screen after the initial intro movies. So I just tried copying the batch files and the config file, but left the data folder as is. I also used the V16B1 mod to change the SH3 exe from steam to the stock version so the Tycho batch file worked. Through trial and error it patched the exe successfully and the game now runs at 1920 x 1080 resolution :yeah: Juts got to remember how to play the game now :) |
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Good good! It is like riding a bike. Sink'em ALL!!! :arrgh!: |
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Fresh install, repatched/installed everything. Still in 1024x768 :o |
Well, some progress. I have the game running full screen, but when I launch a mission, rather than getting "Not so long ago..." or whatever the usual launch screen text is, I get "Initializing." The usual controls come up at the bottom of the screen, but the game says it's paused and none of the controls actually work.
Anyone encountered this before? |
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Or, maybe I'm just getting old.:hmmm: That is all. Carry on. :salute: |
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I'm only able to start a career starting from Kiel (in a Type II). SH3 Commander doesn't allocate any type for Flotillas starting from Wilhelmshaven and when I try to start a career from Wilhelmhaven in a Type VII, I get the dreaded 'SH3 Has Stopped Working' at the loading screen. Hawkers:k_confused: |
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Did you install the SH3 Commander files for GWX 3.0? If yes, the problem lays with some other modification added to GWX 3.0. The solution for you will be to backtrack and remove modifications until you find the culprit. |
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Thanks for the feedback:)
I've been running a bunch of mods, so it seems there is a conflict somewhere and after some investigation the FM New Interiors Mod is the culprit, which is a shame as I really like this mod and it works with Anherbe Wide GUI mod with no problems. So - is anybody running the New Interiors mod with the ARB mod with no problems? Hawkers:Kaleun_Cheers: |
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Hawkers:Kaleun_Salute: |
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Rediscovering SH3 with this GUI Mod
So I've re-discovered gameplay in SH3 GWX - ARB's 1920x1080 is the only widescreen mod that I can get to display on my entire screen (MaGUI, Ahnenerbe are both great mods too, they just won't fill my whole screen).
Couple of questions regarding using this mod. My mod list as follows: GWX - Alternative Flotillas GWX - Axis Mediterranean Aircraft Skins GWX - Enhanced Damage Effects GWX - Late War Sensors Snorkel Antennas GWX - Merged Campaign GWX - No Medals on Crew GWX Turm Lights fix OLC's Modified Searchlight Beams for GWX3 Torpedo damage Final ver2.0 M.E.P v6 Optional - FSF for MEP v6 Optional - ShipVanishingHull for MEP v6 M.E.P v6- VisualSensors for GWX3 Waterstream+Exhaust Combi V2.3 for GWX3 Waterstream+Exhaust Combi - Single Exhaust for TypeII Tribal Class Mod Southampton and Fiji Dido Class Hunt I-III A_to_I_class_mod J to Z Class Mod J_to_Z_Class_visual_fix Torpedo_HAHD_1024_GWX TMT v2 with EFS (GWX3 version) Convoy-Routes on Map - BL!TZKR!EG Edition LifeBoats&Debris_v4 GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 WAC4.1 SubPen_animated_18.02.2010 New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7 Q Ship mod GWX3.0 GWX_DFa-Flag&Pens_2010 TKSS18 German U-Boats Compilation No Eagle New U-Boat Guns Fixed Reworked (for German U-Boats Compilation) German U-Boats Compilation FuMO_Fix_SNS German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) FixAllSubGWX TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 Conus' Historically Accurate U-boat Emblems 1.0 Conus' Historically Accurate U-boat Emblems 1.1 Conus' Historically Accurate U-boat Emblems 1.2 Conus' Historically Accurate U-boat Emblems 1.3 Destroyers&Corvette Thomsen's Sound Pack V3.2cg Evan82's Uniforms II ARB WideGui 1920x1080 Color Dials with Dark Compass Adaptation for English & Deutsch ARB WideGUI 1920 x 1080 v0.3.1 HotFix MFM-Improved (v3.3) MFM v3.3 Silhouettes by Izgud Ship Names S3H-H.sie-Patch-V16B1 MFM-v3-US+UK_Skins19390901 1. How much zoom is the attack scope supposed to go to? I have 1.5x and 6x. Is there a 12x? Should I be able to CTRL-mousewheel to zoom or just normal mousewheel and two zoom levels? 2. I assume the observation scope has the same zoom levels? 3. When using the RAOBF wheel, I'm consistently getting incorrect ranges and AOBs. What zoom level should I be using? How many horizontal tick marks should I be counting when determining AOB (i.e. do I need to double the count or not)? 4. When opening up the RAOBF, it defaults to selecting an AOB on the scratchpad. Is the RAOBF in this mod designed to *just* do AOBs? Or can I line up the quantity of vertical ticks to 90 degrees and read off the range at the point where it lines up with the mast height? I see no other way of entering a range into the scratchpad other than using the stadimeter. 5. An ideas if using Tribute to Manual targeting followed by the MFM and Izgud's new silhouettes could be throwing off my measurements? I note that most of the silhouettes are missing reference marks to indicate whether the mast or the funnel is the intended reference height. 6. What's the division of the tick marks on the UZO to determine range? Likewise on the scopes? Does it work out to be H * 50/ticks (x1.5) or H * 200/ticks (6x) to give a rough estimate of range? |
When you click on an officer Chief engineer, Navigator, Weapons, there;s a small set of order that pop up over the top of them. using 1024 768 ini is it possible to edit those graphics\orders making them larger. say the same size as the second set of commands ie, Depth under keel, Range to cores end...
I'm looking to make them larger and easier to see. but before I start tinkering with it I wanted to ask if im looking in the right place. 1024 ini file. thanks |
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