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

TheDarkWraith 12-02-11 11:15 AM

Quote:

Originally Posted by Sartoris (Post 1797893)
Can the add-on mods be activated while I'm in port? I'd like to experiment with some add-on mods because the one that's supposed to remove the ghost markers isn't working. I also forgot to activate "no hydro on surface mod" so I'd like to activate that but don't want to restart the career.

Yes the add-on mods can be enabled at any time.

from a few posts up: The destroyed marks are automatic. You don't have to do anything to get them to show. If they are not showing then either the mod is not installed correctly or another mod is overwriting one/some of my .py files.

If you are wanting destoyed marks to show on the small mini-map (TAI) that will never happen. I made all marks show only on the navigation map.

Sartoris 12-02-11 11:51 AM

Thank you for replying!:salute:

By the way, how is your work on SH5 progressing these days? I assume you're still working on GR2?

TheDarkWraith 12-02-11 02:14 PM

Quote:

Originally Posted by Sartoris (Post 1797933)
Thank you for replying!:salute:

By the way, how is your work on SH5 progressing these days? I assume you're still working on GR2?

Still working on the GR2 file editor/viewer/extractor/importer. Still trying to figure out an algorithm for adding new data to the GR2 file.

I've added shaders to it so that the second texture coordinates are being used now. The rendered models don't look SH3 like anymore. Still haven't figured out how to use the bump maps (how to render them). Reviewing SH5's shaders to see how the devs are doing it.

Captain_AJ 12-02-11 03:59 PM

SO MANY MODS !
 
I AM A FAN OF SH series , however I did not load sh5 until recently . I wanted to up grade my rig .. completed now .but Iam amazed on the graphics in sh5 , However old sh fan . Missing alot of features like in sh3 , sh4 , so my first patrol was un modded . now my heads swimming not knowing what to install . The MFC was a great option amd the german launguage pack was also , U-boat v4,1 etc .. The only thing Iam disliking is the scopes and TDC .. I want to change to your mods . But afraid to do so .. HELP .. also I d/l the 6,93 .. lala . but I seen in yout tuturiol video .. darks 3.00 . kind of confused at the moment ..

Old school skipper Kimura

Rocco_99 12-03-11 08:27 AM

Quote:

Originally Posted by 7thSeal (Post 1797767)
I think its disabled by default in the UI options file, you need to enable it there first. The option viewer makes it a little easier locating it for each sub in the options file.


Ill try. Ty 7thSeal.

fredl109 12-03-11 08:52 AM

Quote:

Originally Posted by TheDarkWraith (Post 1797897)
Yes the add-on mods can be enabled at any time.

from a few posts up: The destroyed marks are automatic. You don't have to do anything to get them to show. If they are not showing then either the mod is not installed correctly or another mod is overwriting one/some of my .py files.

If you are wanting destoyed marks to show on the small mini-map (TAI) that will never happen. I made all marks show only on the navigation map.

Hello and thank you very much for your invaluable help TheDarkWraith.
Fred friendly:salute::salute::salute::salute::salute:

endofline 12-03-11 03:24 PM

Quote:

Originally Posted by Magic1111 (Post 1797731)
http://www.subsim.com/radioroom/smartdark/viewpost.gif
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif
Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2 mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42


can anyone upload this to filesonic/gamefront or anywhere else.. got ip
restriction on my country..

TheBeast 12-04-11 12:31 AM

Quote:

Originally Posted by endofline (Post 1798591)
can anyone upload this to filesonic/gamefront or anywhere else.. got ip
restriction on my country..

Use the SH5 link in my Sugnature below and download UBoot_Sensors.zip


Regards!
TheBeast

TheBeast 12-04-11 12:49 AM

Quote:

Originally Posted by Rocco_99 (Post 1797220)
Just one thing: i couldt enable the snorkel...Can someone help me please?!?
R.

Try using my Equipment Upgrade Fixes v1.4 MOD.
It has the correct Hinged style Snorkle used on Type-VII U-Boats.
The Hinged Snorkle replaces the Deck Gun because you can not have both installed at same time.

Although the Equipment Upgrade Fixes v1.4 MOD contains Snorkle for Type-VIIA/B subs. I do not recommend installing Snorkle until after 1942 because loosing Deck Gun is loss of a lot of Fire Power.
Late 1942 early 1943 Allied Aircraft begin using Radar so surface time gets shorter and shorted and Snorkle becomes almost a requirement depending on area's being patroled. So losing the Deck Gun is just a matter of surviving at that point and later.

Link to MOD in my Sig below.

Torpedo 12-04-11 06:13 AM

toolbars fuel battery compressed air CO2
 
Hi TheDarkWraith!
I have this little problem with 6.9.0 and only whit this version:
I have the SH3UIStyle and when I click whit the mouse on the icons of the battery, compressed air and CO2 the relative value toolbar appears for only few seconds (2-3) and immediately after, the toolbar of the fuel reappears whit his relative value.
It seems that the toolbars of the battery, compressed air and CO2 are timed to go immediatly to the fuel.
Thanks!
Torpedo

7thSeal 12-04-11 06:35 AM

Quote:

Originally Posted by Torpedo (Post 1798975)
Hi TheDarkWraith!
I have this little problem with 6.9.0 and only whit this version:
I have the SH3UIStyle and when I click whit the mouse on the icons of the battery, compressed air and CO2 the relative value toolbar appears for only few seconds (2-3) and immediately after, the toolbar of the fuel reappears whit his relative value.
It seems that the toolbars of the battery, compressed air and CO2 are timed to go immediatly to the fuel.
Thanks!
Torpedo

This feature was added so that it switches automatically to fuel when you're surfaced and to batteries when you're submerged. I believe you can disable it in the option file if you like changing it manually. :)

TheDarkWraith 12-04-11 10:05 AM

Quote:

Originally Posted by 7thSeal (Post 1798992)
This feature was added so that it switches automatically to fuel when you're surfaced and to batteries when you're submerged. I believe you can disable it in the option file if you like changing it manually. :)

That is correct. You'll find the user option under the Automatics tab.

Torpedo 12-04-11 12:44 PM

Thanks, now works as I like!!!
Torpedo

THE_MASK 12-04-11 05:11 PM

I would like to add item notes to other things like the echolot .
http://img195.imageshack.us/img195/2694/itemsjf.jpg

How is it done though ?
I guess it has to be a clickable object ?

Dignan 12-05-11 10:22 PM

TDW,

I'm trying to make the jump to no map contacts but don't want to give up the sonar contact lines. (I think the lines are a good simulation of what your sonar officer would provide during evasion.) Anyway, I noticed that I'm still getting the "ghost contacts" when I move my course line around. This sort of takes the challenge out of plotting the course of a target. What combination of TDW UI addon mods do I need to use to get rid of the ghost ships on the map but keep the sonar lines?

Right now I'm only using TDW_No_contact_shapes_or_colors_1_1_0.


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