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peebee |
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Best Regards peebee |
Did some tests with the hydrophone today. I am using GHG9 and everything works perfect but when i go under 28 meters i lose the contact. Soundman can still report the contact but cant get precise range, just estimate and it is not showing up in the hydrophone and no sound. As soon as i get back to 28 meters and above everything works great again. Is it just me or anybody else got same prob?
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You can configure the TAI in TDW UI options file. Quote:
http://www.subsim.com/radioroom/showthread.php?t=164552 |
Some suggestions
Just a few suggestions.
To keep each complete version of your fabulous MMM mod in one place I thought it could be convenient to put them together in one document. In this PDF example are just P2 and P3 displayed. It's just an example and the layout can be changed to whatever you like. DL here; https://rapidshare.com/files/2962138...robas_v0.3.pdf Another thing - As the 'MMM - My Mega Mod' is meant to make it easier to get a working mods list for both seasoned Kaleuns and, not least, new mates joining Subsim to let them see SH5's real capacities. We have all seen mod packages containing several folders that have a structure that could cause endless questions in the forum. The structure it has right now could fool new players to just put the whole 'MMM p2 - Graphics-FX-IRAI-Weapons v0.3' folder including the 'Extra' folder into JSGME.... :cry: To eliminate this risk I have a suggestion. The P2 looks like this now; http://www.subsim.com/radioroom/pict...pictureid=5400 To make it easier, especially for new players, I'd like to change the structure to this; http://www.subsim.com/radioroom/pict...pictureid=5401 This way it would be more straightforward and make it easier to clearly see the actual MMM P2 'Basemod' and that the optional mods are to be found in another folder. I hope you will keep the 'MMM - My Mega Mod' in packages as it is right now. To compile them in one supermod would just deny many players to enjoy it. A supermod would demand very much from the player's computer capacity and as not all of us have rigs that can take such a heavy mod it would IMO be a sad way to go. In the forum I've seen suggestions to create a supermod and then simply let each user tweak it to a more 'light' version. This would only lead to more frustration and issues to be answered in the forum. :nope: For those interested there is already a .txt file icluded in every package explaining what mods are compiled in the package so it shouldn't be too hard to put an own mods list together. If the suggested PDF above should be of interest it is of course even possible to make the 'Comprised of' mods' names to links to the download sites. This mod is spectacular and I'm sure this will make lots and lots of new players as fascinated by SH5 as we already are. BTW. I've tested to replace P3 with both the 'CSP Magui' and 'Ui-boat' UIs and it doesn't work. Not for me anyway. Graphic glitches, lagging FPS (even when running d3d Antilag) as well as CTDs |
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I really didnīt changed anything important from previous version to avoid this to work with v0.3 IIRC. |
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Seems I've got to ask Josef about the mod soup he ran when he got the Ui-boat UI working :hmmm: Josef, mod soup and tweaks (if any) please. :D |
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Iīll check it, can someone confirm this? |
Reg Packages vs Supermod
One thing I've been talking of before that cannot be emphasised enough is how to keep this mod updated....
Would it really be reasonable to expect Pedrobas to update a supermod whenever new 'must have' mods show up? I do think it's by far more likely we'll have a well running and pretty updated MMM if its packages can be updated separately. Besides - we've all seen what happens when the level of ambition/devotion is closing in to a point where yet new issues occur and the whole thing becomes unmanageable. The cause of a new issue related to a single package is easier and quicker to find and we'll all benefit from it. Yet another thing I've been thinking of is that many glitches, CTDs and other incomprehensible issues seem to be related to mod soups including one ore more rather heavy mods. When the reasons to these issues get tracked down they are most often found to be (or supposed to be) conflicts between a quite small mod and a considerably bigger one. Occasionally these smaller mods are simply left out, which is a waste of the modder's work. Sometimes it can even be practically impossible to find what's causing a certain glitch. As there are so many different computer configs many problems we all sometimes run into can't be explained in another way than that many issues are hardware related. Because of this I think packages will be more flexible and let more of us enjoy the 'MMM-My Mega Mod'. :D |
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But anyway iīve been working in the direction to try to release all in one mod. And certainly iīm almost there, but in any case iīll always release them in both ways. :yeah: |
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Gloria in excelsis Deo :D |
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Classic example was the recent hydrophone problem. If the mod was one large package the cause would have taken an age to track down, whereas it worked out really well as, we as testers were able to assist pedrobas in finding the culprit, and the search could be split into manageable parts and sharing the work out rather than leaving it just to pedrobas. I'm a big fan of having it in parts. BTW thanks so much for your time and hard work you put into this mod pedrobas. I think this needed doing for some time as the mod soups were getting rather confusing. Now, once this brilliant work is finalised, we all can have the same foundation mods installed that we know will work well together and when something new comes along issues with that will hopefully be easier to find, as we all will be playing on the same fiddle so to speak!! Well done pedrobas :rock: :salute: |
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