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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL]OpenHatch_V3_RH released (https://www.subsim.com/radioroom/showthread.php?t=104514)

DivingDuck 03-08-07 11:30 AM

Hi Kumando,

you never give up, don´t you? After I´ve fixed the light´s and hinges problems I´ll ask the GWX team as well to obtain permission to alter their files. So, there´s reasonable assurance that the HiRes Gauges will be "re-incorporated" some day.

Regards,
DD

Cheapskate 03-08-07 11:38 AM

Have just tried out v2 on a number of program versions i.e modded Stock, LSHIII 2.2, NYGM 2.2, WAC 2.0

In the all above cases access to Radio/Sonar from Control Room is either by F9 or shift+F2. BTW Really like the latter - feels so natural moving about using this function...until you try to go up the ladder to attack-periscope location :damn: Re-entry to control room achieved by shift+F2 or right click on mouse.

All functions involving Officer icons seem OK. Instruments working fine and unchanged from desired appearance.

Graphic anomalies ( bits of pipework coming through wall.) appear in Radio position ....most notably on and north east of the poster/picture.

Also tried on GWX (1.02 patched)..Same comments as above apply except instrumentation changed back to Stock 1.4b.

Really liked the effect of the open hatchway, although I didn't think I would. Was much more interested in the Mess/Officers sleeping area. Anyway, as your cranium is probably getting a bit warm....I won't mention that yet :D

DivingDuck 03-08-07 12:27 PM

Hi,

Quote:

Originally Posted by Cheapskate
Have just tried out v2 on a number of program versions i.e modded Stock, LSHIII 2.2, NYGM 2.2, WAC 2.0

Thank you very much for testing all these mods with my little one. Your feedback is highly appreciated.

I was moved to tears seeing you care about my health. ;) Thanks.

Regards,
DD

Cheapskate 03-08-07 02:11 PM

My pleasure. Glad to help. What you have managed to do so far is really impressive. For the first time I'm beginning to think that Urfisch's vision is achievable.

We must all be concerned about your well being. The sultry siren SH4 is beckoning and some of our fine modders are thinking of jumping ship:-

http://www.subsim.com/radioroom/showthread.php?t=107099

Ducimus ( bless him :up: ) is already hanging off the guard rail waiting for the picket boat to draw alongside. Seems he's almost talked nvdrifter (bless him too :up: ) into joining him! Can't lose another of our most valued "hexperts"to a spontaneously combusted brain before his time is up!

tschuess :rock:

CS

Kumando 03-08-07 02:34 PM

Quote:

Originally Posted by DivingDuck
Hi Kumando,

you never give up, don´t you? After I´ve fixed the light´s and hinges problems I´ll ask the GWX team as well to obtain permission to alter their files. So, there´s reasonable assurance that the HiRes Gauges will be "re-incorporated" some day.

Regards,
DD

Thank you, sorry for the persistance :oops:.

Castout 03-08-07 08:05 PM

Take your time. Litlle by little, step by step is okay. We could be so demanding at times. Well that's part of you to blame since we couldn't resist the tempation when we saw your work. Simply beautiful.

jimmie 03-09-07 07:00 PM

shouldn't this be the hottest topic besides SH4 :lol:

ReallyDedPoet 03-09-07 07:10 PM

Quote:

Originally Posted by jimmie
shouldn't this be the hottest topic besides SH4 :lol:

It must be close, just checking again, close to 20,000 views, pretty good for a non-sticky:up:

Reece 03-09-07 09:27 PM

Yes I check this on every visit to subsim, If only there was an easy way to stop the lights shining through the Bulkheads!!!:oops: Ahh, lead plating, that should do it!:up:

Madox58 03-09-07 11:17 PM

Kudos DD!!! :rock:
I stand in AWE at your work! :o
If you have any notes on changeing the light colors
I'd love to see them for some Flares I'm working on.

Jimbuna 03-10-07 08:57 AM

Same as Reece, I regularly check this thread in the hope of a solution :yep: :arrgh!:

DivingDuck 03-10-07 12:02 PM

Moin,

no breaking news unitl now. I´ve duplicated the partition that divides the sonar from the radio and put it between CR and RR. It works, the lights are blocked. But the newly "created bulkhead" is intersecting the real bulkhead. As soon as I implement an object that fits in form, the lights shine through again.

@privateer:
can you tell which files belong to the flares? I´ll have a look at them tonight.

Regards,
DD

Madox58 03-10-07 01:30 PM

From shells.dat star shells leads to Partacles.dat which has a @Flares and a @starshells
Then both lead to materials.dat
which has Flare_omi, @Flare_reflection, and @Flare_system
I haven't compared the @Flares and the @starshells to see if they may be
different.

Shepelly 03-10-07 06:08 PM

DD, that is great news:D, Keep at it Mate, not for the reason of me wanting the completed MOD, but I just want to see you complete it after all the time and effort you have put into it. And the other guy's who have helped you.

Also I'll be able to tell my grandchildren I was there when:rotfl:

Keep at it Mate:up:

Venatore 03-10-07 06:51 PM

Quote:

Originally Posted by Shepelly
Also I'll be able to tell my grandchildren I was there when

You mean to tell me Shepelly your letting your two daughters outside to play with boys, grandchildren ? what hapen to the shotgun ? :rotfl:


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