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-   Mods Workshop for Cold Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=285)
-   -   [REL] Playable Russian Subs (https://www.subsim.com/radioroom/showthread.php?t=231690)

Trasherrr 09-27-17 03:10 AM

Quote:

Originally Posted by CaptainX3 (Post 2515282)
The mod has been updated for 1.08c, it won't work on 1.07 anymore.

Is it possible to get the MOD version for 1.07?
I'd like to play CW at my work and I dont want to update the game again cause of new workplace restrictions. :wah:

jimbo39 09-27-17 07:25 AM

Concur with Pei898...The Alfa II is a BLAST to play with!

Do my best Stellan Skarsgaard - "GOT HIM...Match Bearings and Fire!"...."Don't argue with me and fire the weapon!"

MANY MANY THANKS!

CaptainX3 09-27-17 08:56 AM

Quote:

Originally Posted by Trasherrr (Post 2515406)
Is it possible to get the MOD version for 1.07?
I'd like to play CW at my work and I dont want to update the game again cause of new workplace restrictions. :wah:

Click on the GitHub link in the main post. When the GitHub page comes up, click on the part that says "Releases". On that page, I believe the farthest one down still worked on 1.07.

montgomerypython 09-27-17 04:40 PM

having problems with hud
 
my three toolbars for helm/dive/sensors all appear in a line across the bottom of the screen and obscure the torpedo toolbar. I've gone into the text file and made the changes and it doesn't change anything. what have I done wrong? i'll post here what I have changed the text to. any help would be appreciated. I'd rather have them in a vertical line next to the minimap and not obscure the torpedo screen as that makes the game unplayable. thanks!

[HUD LAYOUT]
//All positions in screen pixels
//From element's default anchored screen corner/position
BottomLeftPanelPos=0,0
//Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor)
//Default toolbars overlap and enabled via tabs/keys
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=FALSE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,0
//SensorToolbarOffset=0,0
//Force all toolbars on in bottom horizontal row
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=361,-346
//DiveToolbarOffset=700,-346
//SensorToolbarOffset=1039,-346
//Force all toolbars on in vertical stack to the right of the mini-map
ToolbarsPos=0,0,0
ForceAllToolbarsOn=TRUE
HelmToolbarOffset=331,-200
DiveToolbarOffset=331,-270
SensorToolbarOffset=331,-340
BottomRightPanelPos=0,0
UpperRightStatusIcons=0,-3
UpperCentreBearingTapePos=0,-2
BottomCentreWaypointInfoPos=0,153
UpperRightTacMapZoomReadoutPos=0,-45

Aktungbby 09-27-17 04:58 PM

welcome aboard!
 
:Kaleun_Salute:montgomerypython!:Kaleun_Salute: & Trasherr!

MR_AUS 09-27-17 09:15 PM

Hud issues
 
Quote:

Originally Posted by montgomerypython (Post 2515515)
my three toolbars for helm/dive/sensors all appear in a line across the bottom of the screen and obscure the torpedo toolbar. I've gone into the text file and made the changes and it doesn't change anything. what have I done wrong? i'll post here what I have changed the text to. any help would be appreciated. I'd rather have them in a vertical line next to the minimap and not obscure the torpedo screen as that makes the game unplayable. thanks!

[HUD LAYOUT]
//All positions in screen pixels
//From element's default anchored screen corner/position
BottomLeftPanelPos=0,0
//Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor)
//Default toolbars overlap and enabled via tabs/keys
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=FALSE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,0
//SensorToolbarOffset=0,0
//Force all toolbars on in bottom horizontal row
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=361,-346
//DiveToolbarOffset=700,-346
//SensorToolbarOffset=1039,-346
//Force all toolbars on in vertical stack to the right of the mini-map
ToolbarsPos=0,0,0
ForceAllToolbarsOn=TRUE
HelmToolbarOffset=331,-200
DiveToolbarOffset=331,-270
SensorToolbarOffset=331,-340
BottomRightPanelPos=0,0
UpperRightStatusIcons=0,-3
UpperCentreBearingTapePos=0,-2
BottomCentreWaypointInfoPos=0,153
UpperRightTacMapZoomReadoutPos=0,-45

Having same issue. Sensors panel covers one or 2 of the torp tubes.
Have tried moving the // around, but nothing happens. Even deleted some of the code, same result, nothing.

Could someone copy/paste the code working or even upload the working file(s). Thanks.

MR_AUS 09-27-17 09:29 PM

Hud issues
 
See:
https://i.imgur.com/fjfZT89.jpg

Aktungbby 09-27-17 11:58 PM

welcome aboard!
 
MR_AUS!:Kaleun_Salute:

MR_AUS 09-28-17 04:44 AM

Thanks
 
Cheers Aktungbby!:Kaleun_Salute:

jack33 09-28-17 08:25 AM

Quote:

Originally Posted by MR_AUS (Post 2515532)

Monitor resolution is not apropiate at this configuration(sorry my english)

CaptainX3 09-28-17 12:12 PM

ATTENTION EVERYONE: I have uploaded a new version of the mod that fixes the UI problem for smaller screen resolutions.
I apologize for the mess up. If you have this issue, just re-download the mod and install the new override folder and it'll be fixed.

ETR3(SS) 09-28-17 01:01 PM

Wowzers, great work here! Something of note that I noticed, the weapons complement on the Ohio SSBN makes for one giant torpedo room.:o Think more along the lines of a dozen MK 48s only. Also they had the BQQ-6 sonar.:salute:

CaptainX3 09-28-17 03:08 PM

Quote:

Originally Posted by ETR3(SS) (Post 2515639)
Wowzers, great work here! Something of note that I noticed, the weapons complement on the Ohio SSBN makes for one giant torpedo room.:o Think more along the lines of a dozen MK 48s only. Also they had the BQQ-6 sonar.:salute:

Uhh yeah, I spotted that about 15 minutes ago. I dunno how the hell it has ended up with 60 weapons, but that's definitely not supposed to be the case.

However, just so everyone knows (and I am not changing this policy so don't bother asking), in the next mod update, the sub loadouts are changing.

Because of the nature of campaign gameplay, ALL playable subs have been given a MINIMUM loadout of 20 weapons, to prevent the player from having to return to port constantly. We realize this is not 100% realistic, however realism must take a back seat to gameplay in this instance.

MR_AUS 09-28-17 05:36 PM

Thanks CaptainX3, you are a legend! In game screen with HUDs works perfectly now.
Your mods make this awesome game even better.

On a side note, if you have the chance (no big deal), could you re model the Collins Class Sub (Australia), the in game model does look similar, but not quite the right shape. It does perform well though!
Some pics of the Collins here:
https://www.google.com.au/search?rlz....0.XrF6GINXLWM

Cheers,
MR_AUS
:Kaleun_Cheers:

CaptainX3 09-28-17 05:37 PM

Quote:

Originally Posted by MR_AUS (Post 2515688)
Thanks CaptainX3, you are a legend! In game screen with HUDs works perfectly now.
Your mods make this awesome game even better.

On a side note, if you have the chance (no big deal), could you re model the Collins Class Sub (Australia), the in game model does look similar, but not quite the right shape. It does perform well though!
Some pics of the Collins here:
https://www.google.com.au/search?rlz....0.XrF6GINXLWM

Cheers,
MR_AUS
:Kaleun_Cheers:

We can't add new models to the game because the devs have them locked. I believe the model the Collins is using is the closest we could come to the real world thing.


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