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If it is when you are passing othe port - click postpone. Quote:
There is a small yellow button there. - click it and these options will expand. This will show a new option - "Show item notes" Click this to turn it on and now when you mouse over a map contact - it will tell you ship speed:up: |
Thank you very much :-)
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Evrything workes good...but new problem..i set the reealisem in option..do the turutoial..then start campaign...out in of kiel perfectly...but...i kinda noticed no full gone battery didt go down..ets....and when i wnt in option setting and locked in the bunker it was like set to easy........how do i change and get the realisem lvl i like
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Press esc and goto options Select gameplay tick boxes (fuel etc) click apply save game :up: |
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i did that...but when i got back it was back to easy again... |
I would like to thank my Kiel Harbor Pilot for saving me COUNTLESS HOURS of time trying to navigate through the Canal while using Real Navigation. Brilliant mod, thanks sooo much for this Trevally!
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My part was easy - It was TDW that did all the hard work adding the navigation commands to his UI:up: |
Your scripts and his new alarm clock has really been the push to get me to embrace 100% realism (well, 89% - loves me some external camera and stabilized view is the only way I can see things!).
Thanks TDW! :) |
And my Pilot v.2.8 played a little joke. That happened after passing the Kiel channel already in the gulf where German destroyers are patroling the area (almost before the end of Pilots mission). When enclosing to one of the destroyers I recieved the message that both AI's are in contact now, the destroyer just stopped, and my Pilot just reduced speed up to 1-2 knots and TC from 32 to 1, but didn't change my course and have been slightly driving me just into the port side of the standing destroyer. I was curious and just watched what will happen, but when the distance between U-boat and ship was appr. 10 m I understood that miracle should not happens and ordered 'full reverse' manually (my balls are not as cool as they were dozen of years before:DL).
I think that case was the only mistake of my Pilot, or that was the mistake of destroer's AIcaptain, and I hope BDU should clean up his RAM a little bit after that accident:D. If serious the mod is great and the only thing to be desired is to make this automation 'loadable' in case the game could be saved with working Harbour Pilot and then loaded and continued with it running from the savepoint. Not sure it is posiible by now:hmmm: |
Ahh, yeah. With MO loaded there was always a small minesweeper at the beginning I had to manually rudder around. This was always a problem since every single campaign I've started recently breaks my dials and clock till I save/reload, so I had to settle for just plowing into the poor guy. Didn't take any damage.
I also run into the destroyer you're talking about at the end of the run every time. I usually catch it early enough to be able to 5 degree to one side to avoid it. |
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Now if you're saving a game then 'opening' up another save game it won't do this. It only applies if you save and exit and then reload the game. |
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May be I should enable this automation one more time after loading, and it will start counting the route correctly:06: |
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What does this file show? It's also best to run DbgView before starting game as there is information related to this output by the mod EDIT: think I found an error in my TDWFileUtils.dll file that would cause this to happen..... EDIT2: yep, sure did. Patch 1 for NewUIs_TDC v6.8.0 will be available here very shortly |
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