Hi,
I have just tested the new version without the DFa_UpDnRot_Flags_final mod and it works fine. Since the only file the two mods have in common is the commands_*.cfg file, I guess there is an ID problem :-? Best, LGN1 |
Moin,
for those who want to change the triggering depth for the helmsmen vanishing, try these tweak files. I´ve managed to upload them to SubSim only today. Open them with MiniTweaker and change the values for "minimum" and "maximum". I recommend to use a max difference of 0.001 between both values. If you want to "disable" this feature, set both values to 0. Quote:
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Regards, DD |
Divingduck can you also make a version (fix) for the makman gui ?
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Moin,
I´ve found a mistake in my manual. The JSGME screenie needs to be amended like this: http://i182.photobucket.com/albums/x.../JSGME_007.png The fix for DC shake is NOT TO BE USED together with OLC´s GOLD MkII GUI. A new version of the manual is available for online reading here. For those who want to change the triggering depth for the helmsmen vanishing, try these tweak files. I´ve managed to upload them to SubSim only today. Open them with MiniTweaker and change the values for "minimum" and "maximum". I recommend to use a max difference of 0.001 between both values. If you want to "disable" this feature, set both values to 0. Regards, DD |
Moin,
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Regards, DD |
Hi DD,
thanks for the reply. I tried to disable and re-enable the mods, but it did not help. I also did a restart. Still the same. I only use the DFa_UpDnRot_Flags_final mod and on top your new version with a clean GWX installation. The flag works fine and also the grammophone works fine. However, the Funkantenne is missing (empty housing) and neither the periscope nor the hatch is animated (the handle of the hatch moves). :06: I always use the first mission in the academy for testing. Has no one else the same problem? Best, LGN1 |
I did some further tests. It seems the problem occurs only with the VIIB and with the first turm. For the VIIC and VIIB with the second turm it is fine :hmmm:
Best, LGN1 |
I already wrote, that would be more correct to apply StateMachine System for disappearance/appearance of helmsmen(s) ...
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I need to check these forums more often, I may have almost been helpful for someone around here. :O:
So far I've found that for the disappearing helmsmen, a minimum/maximum of 10.455/10.456 is a good trade-off. This way in stormy weather, it will be somewhat rare for the helmsmen to appear and disappear instantaneously, and the boat will be submerged for only 1-3 seconds before the helmsmen appear as they should in real life. |
Moin,
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@Anvart: I knew this would fire back. ;) I´m working on this. @ViperU48: thanks for sharing your findings. Regards, DD PS: DD_OH_V3.09_TweakFiles.7z |
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Jetzt da die neue OH version da ist kann ich meine Instruments mod auf 3.0 updaten, werde dafür noch den Angriffssehror Schacht retexturieren und villeicht einige neue Platten Cover beilegen. Auf jedenfall wieder super Arbeit, mir ist besonders aufgefallen dass diese merkwürdigen schwarzen flecken (Schatten?) vom oberen teil des Obs Peri entfernt wurde. Sieht nun weitaus besser aus! :up::yep: |
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Hi DD,
I have found out that the IDs of Node 199 and Node 201 in Anvart's Turm7b_1_hd.dat are also used in your files. I will check whether this causes the problems. Cheers, LGN1 |
Just wanted to say that the mod works fine at my end (I run SH3 with GWX 3.0 and some other mods)... And no bug noticed.
I don't know what to think about the reports sent, actually :-? :hmmm:... And hope you guys will get SH3 to run smoothly very soon once again ! :yeah: :hmm2: |
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