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-   -   [REL] Hud Mod for TMO 1.6.3 (https://www.subsim.com/radioroom/showthread.php?t=147154)

Captain Hill 01-27-09 12:55 PM

OK, sounds like we are zeroing in on a solution for me. Thanks to you all. With all these pointers I feel confident I will be successful and will adviseon my results by tomorrow. :smug:

Captain Hill 01-27-09 09:01 PM

All problems solved. TMO and the HUD MODs make it look like a whole new game. You guys are awesome. Thanks so much for hours more of enjoyment.

Soundman 01-29-09 03:27 PM

Just wanting to keep this mod elevated on the list, it's just too good to dissappear. This really should be added to the newer mods list in the stickies. :rock:

Satch 01-31-09 11:07 PM

off topic, couldn't resist the Vigilante pix
 
Concerning the RA-5C. I worked on every single one of them. I was the flight test computer tech for North American.

I liked her better as the A3J-1 without the hump.

s.

Capt. Shark Bait 02-04-09 01:05 AM

is TMO 1.6.3. needed for this? i want that map/radio. the buttons would be kinda nice too

AVGWarhawk 02-04-09 01:08 PM

I just looked at this. That HUD mod is really nice:yeah:

Wilcke 02-04-09 03:47 PM

Well done, another must have! Thanks!

Ivan Putski 02-04-09 05:49 PM

Thank you Captain America, I just installed your mod, and it`s great, really spruces things up. Puts

Capt. Shark Bait 02-04-09 09:25 PM

so, found it doesn't run w/out 1.6.3, d/l'ing now. will it run on 1.7.6?

gimpy117 02-04-09 10:40 PM

Quote:

Originally Posted by Captain America
@Everyone- Thanks for the comments.


Quote:

Originally Posted by gimpy117
any chance of a stock version??

I'm basically updating all of my work that was created specifically for TMO. There's quite a bit of changes to TMO's version vs vanilla such as the orders, tooltips, etc. If time permits I can take a look at it.

thanks! :DL

Capt. Shark Bait 02-04-09 11:52 PM

'k, got it up and running, but there's one thing i miss. the torpedo control in the scope on the lower right. any way to get that back? never did use any kind on manual targeting. and for those who worked on every aspect of TM :salute:

edit: before i forget, how can i get bs_silrun_all_menus_1_2 mod enabled?

Captain America 02-05-09 06:32 PM

Quote:

Originally Posted by Capt. Shark Bait
'k, got it up and running, but there's one thing i miss. the torpedo control in the scope on the lower right. any way to get that back? never did use any kind on manual targeting. and for those who worked on every aspect of TM :salute:

:hmmm: Not sure what you mean. I didn't take anything away. All I did was have the torp control panel start out in the closed position like the rest of the "slide-out" tools. All you have to do is click on it to slide it out when you first start a patrol and it will stay out until you close it.

Capt. Shark Bait 02-05-09 09:23 PM

thing is, there was no slide out tab to click on. there is one for torp depth on the left

Capt. Shark Bait 02-06-09 02:00 PM

got the slideouts on the right back. turns out the display was a was just enuff a little off center to hide them

JoeCorrado 02-13-09 02:15 AM

A truly EXCELLENT MOD!!!

Thanks so much, it is the type of improvement that combines functionality with a dash of eye candy and the mix is enough to make this one a real keeper!

I had always had to manualy work through each new TMO / RSRD Mod (major) upgrades like a bull in a china shop in order to muscle my own preferences into them. Your mod incorporates a good number of my own tweaks into a JSGME enabled mod that saves me hours of time and way too much white knuckled testing before getting things back to my own flavor.

I am as happy as can be right now! I'd be happy to buy you a beer if you're close enough! :yeah:


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