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@Meldric
Sorry for my english: the old clock is still in game. The file that modifies the clock in U-Jagd clock is: Page Clock.ini in v. 4.3.1 also in 4.3.0. In version 4.2.0 of TDW mod there is the file without the U-Jagd chrono, so find the file Page Clock.ini in: Data\Menu\Pages\Page Clock.ini of that version. Now in TDW 4.3.0 or 4.3.1 rename the Page Clock.ini in i.e. Page Clock_ORIG.in or in what you want and copy the file Page Clock.ini from TDW 4.2.0. and paste. Now with JSGME you can install the latest version of TDW 4.3.0 or 4.3.1 But for the original clock you can make your little mod with the path: OriginalClock or whateveryouwant\Data\Menu\Pages\Page Clock.ini (from v. 4.2.0) and install that mod with JSGME after TDW 4.3.1 not modified. Don't install the patch 1 for TDW 4.3.1 that change the little dial of the minutes in the original clock. I think that DarkWraith can put a switch for the two types of chrono in his oustanding work. Torpedo |
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Look now my original message for update (in red) after the 4.3.1 patch #1. Quote:
ACS |
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2) fixed with patch #1 3) just tested this and it works as designed. If you enable the AD at a station and leave that station then return the AD is made visible again. Changing the TDC modes does not affect the visibility of the AD. If it was visible and you change TDC mode it will stay visible. Realize that each scope station (attack, obs, UZO) and nav map has it's own AD. If you enable the AD at the attack scope and then switch to nav map it will not be displayed if you haven't enabled the AD for the nav map. If you had previously enabled the AD for the nav map then it would remain visible. If you cannot duplicate the above then please list the steps you did so that I can repeat them to see if I can duplicate the problem. |
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The XO TDC Dialog box problem I have fixed now. |
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ACS |
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great work btw, simply great:yep: |
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I will see what happen here. Quote:
ACS |
version 4.3.1 patch 2 available here and post #1: http://www.filefront.com/17293867/Ne...-1-Patch-2.7z/
patch 2 fixes the following bugs: - fixed bug of attack disc compass rose not showing heading from 0-180 degrees - fixed bug of all clock minute hands incorrectly scaled for time (was 0-30 minutes, now it's 0-12 minutes) - made line darker on attack disc Bearing and Lead angle - changed code for calculating determining contact speed when user option ShowContactsActualSpeed is set to False - fixed bug of when user option XOTDCDialogEnabled is set to False and the first time you lock onto a target the XO TDC Dialog box is shown - removed restriction of attack disc only available when TDC was on - removed restriction of TDC Autoupdate button only available when TDC was on - fixed bug of the no hydrophone on surface add-on mods not having the correct value for RPM detection of 0.075 |
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1) Could it be a problem, in some circumstances, that the AD disc "B" (Compass Rose) is coupled with the UBoat actual heading ? 2) Could it be a problem that the disc "D" (Bearing & Lead Angle) can be only moved independently from the other discs, by turing one of the periscope ? This is probably the two main questions actually. ACS |
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I really appreciate that you decided to remove the 2 restrictions. As we say in French (and maybe in English too ?): Who can the most, can the less !!! ACS |
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In case of the Compass Rose, it obviously has some pros (one doesn't have to move it around manually) and cons (one has to chnge course in order to take his measurements). Although I think the cons of this solution are heavier, I don't consider it a major issue. Usually when in heavy need of taking measurements you are already heading in the proper bearing you think is the best, and when there's no rush and you just want to play around with Attack Disc, changing bearing is not so heavy burden. Being able to rotate the Compass Rose freely when AD is unlocked would be nice, but would also have a drawback - when switching to Locked it would instantly move back to true heading position, thus possibly confusing newbie users or just plain frustrating you, and making you reposition it anew after switching back to Unlocked. The D-Ring movable only by periscope and changing its position in Unlocked state "randomly" is a more important issue. Makes you constantly switch between Locked/Unlocked to fix its position and is simply irritating. Just a very user-unfriendly solution. But well, if TDW left it as it is, and he's the one that knows best what can be done here and how, then I suppose it couldn't be done better, at least not for now and here. :) |
TDW, Like probably other "Kaleun" here around, I am not very happy to have to "sacrify" the standard Chronometer for this strange "U-Jagd chrono".
OK, I can understand you put it in, because it is a part of the famous SHIII mod from "Joegrundman", that you decided to include now in your own mod. But should we loose the standard SH5 Clock for that ? Therefore, I would like to propose to you, some other possible solutions and personnaly, I vote for any of them: 1) The luxury version would be you make the clock "switchable". By just clicking on it, we toggle between Standard and U-Jagd type. 2) You implement this U-Jagd chronograph as a separate tool and not over the SH5 Clock (like it is implemented in SHIII). 3) You do like in 2), but make it also an optional additional mod. And you, estimated other "Kaleun" around what are-you voting for ? ACS |
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In any cases, thanks to have given your feeling about that matter. I am sure it will be precious for TDW. ACS |
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