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-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

Drewcifer 03-05-11 10:52 PM

Currently running test 8, and I notice when you first goto the attack scope it has a difference set of grids on the glass, once you zoom in and back out however it changes and stays that way until you leave the scope and come back.

I'm not sure if thats an issue, or some left over scope from previous mods, or something else, it doesn't effect the game in anyway so its not a huge concern, but just thought i'd bring it to your attention. :salute:

Zedi 03-06-11 04:03 AM

@7Infanterie19
I dont wanna talk about it anymore, my post was made as a result of the high level of frustration when I saw how much work it required in developing nor polishing mods. In general, people just come here and ask for new features almost every day, but less are interested in actually helping to develop mods even when they are asked so. Was not intended to hurt anybody, just had to vent my boilers, sorry.

/end_offtopic

Bilge_Rat 03-06-11 08:57 AM

I was tracking a ship and was happy to see I spotted her before my "eagle eye" watch officer. In fact, he kept calling out "no visual contact" until it was close enough to be tracked by the XO, around 5,000 meters. This was in 15 meter winds, no fog, 6 in the morning.

http://img52.imageshack.us/img52/641...ghting0001.jpg
By captain_joch at 2011-03-06

now, if only there was a way for him to not give us the exact range, maybe just bearing or an approximate range (i.e. short, medium, long range?). :D

TheDarkWraith 03-06-11 08:58 AM

Quote:

Originally Posted by Bilge_Rat (Post 1613332)
now, if only there was a way for him to not gie us the exact range, maybe just bearing or an approximate range (i.e. short, medium, long range?). :D

You get bearing info from the contact spotted info in the maps.

Bilge_Rat 03-06-11 09:00 AM

Quote:

Originally Posted by Magnum (Post 1613203)
@7Infanterie19
I dont wanna talk about it anymore, my post was made as a result of the high level of frustration when I saw how much work it required in developing nor polishing mods. In general, people just come here and ask for new features almost every day, but less are interested in actually helping to develop mods even when they are asked so. Was not intended to hurt anybody, just had to vent my boilers, sorry.

/end_offtopic

Just one last comment on this. There are also some here who would like to help, but unfortunately don't have the skills. I would love to mod the early war torpedoes (39-42) to be more realistic, but I can't even figure out how to operate the Goblin Editor. :oops:

Bilge_Rat 03-06-11 09:04 AM

Quote:

Originally Posted by TheDarkWraith (Post 1613333)
You get bearing info from the contact spotted info in the maps.

what I meant is that if I ask the WO for nearest visual contact, he will give me the exact range, say "4900 meters". I would rather if he just tells me, there is a ship at say "bearing 270", and let me figure out the range on my own.

TheDarkWraith 03-06-11 09:05 AM

Quote:

Originally Posted by Bilge_Rat (Post 1613336)
what I meant is that if I ask the WO for nearest visual contact, he will give me the exact range, say "4900 meters". I would rather if he just tells me, there is a ship at say "bearing 270", and let me figure out the range on my own.

we can't do that yet (involves changing game code)

mobucks 03-06-11 09:46 AM

Someone made a 110% difficulty mod for your UIs that worked one or 2 versions ago that did what BildgeRat is describing.

Bilge_Rat 03-06-11 01:15 PM

Quote:

Originally Posted by TheDarkWraith (Post 1613337)
we can't do that yet (involves changing game code)


the sighting with no range exists in SH4:

http://img200.imageshack.us/img200/9...ghting0002.jpg


which leads me to believe the order may still be buried in the sh5 code, since from what I understand a lot of the old sh3 and sh4 code is still in sh5.

Is'nt the current "nearest visual contact" order a leftover of the sh3 code? I have not played sh3 for a long time, but I think that's how it worked.

THE_MASK 03-06-11 03:33 PM

Installed the test V8 . Pretty sure i wasnt getting any smoke on the horizon messages . Can anyone else confirm this .

Bilge_Rat 03-06-11 03:54 PM

Quote:

Originally Posted by sober (Post 1613590)
Installed the test V8 . Pretty sure i wasnt getting any smoke on the horizon messages . Can anyone else confirm this .

Yes, i noticed the same thing.

THE_MASK 03-07-11 01:39 AM

[REQ] health bars for crew members .
Just looked at the GraphHitPointsAll.dat for ships .
Looks way too complicated .

stoianm 03-07-11 05:28 AM

Quote:

Originally Posted by sober (Post 1613590)
Installed the test V8 . Pretty sure i wasnt getting any smoke on the horizon messages . Can anyone else confirm this .

i have test8 installed also and i am in total germany...and i had the smoke on the horizon message

here is the picture

http://i1124.photobucket.com/albums/...ianm/smoke.jpg

i started a new campaign btw... maybe is from there:hmmm:... you playied an old campaign?

Magic1111 03-07-11 04:59 PM

Has anybody notice that:

http://img820.imageshack.us/img820/7...0307224444.jpg

I use test version 8 and I canīt get the Obs-Scope higher than on the screen-shot ! It means, I canīt get the obs-scope over the water, I press every button, but the obs-scope will not raise over the water (Iīm on periscope-depth)? Any suggestions ?

Best regards,
Magic

TheBeast 03-07-11 05:37 PM

Quote:

Originally Posted by Magic1111 (Post 1614374)
Has anybody notice that:

I use test version 8 and I canīt get the Obs-Scope higher than on the screen-shot ! It means, I canīt get the obs-scope over the water, I press every button, but the obs-scope will not raise over the water (Iīm on periscope-depth)? Any suggestions ?

The Observation Perisope does not raise as high as Attack Periscope. I think you need to be at 11 or 12 meters to use Obs Scope. From blueprints I have read this is correct.

The Obs Scope is used when patroling and when trying to avoid depth charges because of the verticle view angle.


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