![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
XO
![]() Join Date: Jul 2002
Posts: 436
Downloads: 59
Uploads: 0
|
![]()
What the heck does everyone use so they can read the speed/course/depth dials in the bottom right corner?? I have been squinting and my eyes and neck hurt now trying to set these things.
right now I have readable compass mod, while the numbers are bigger, it is still to light and fuzzy--wish it were darker colored and more sharp. I looked at this one called "really readable dials" but it seems like it is a pain to install and might mess with my config.-- what do you all use? I have 1.4b patch with GW 1.1a and SH3cmdr 2.6/SH3Generator. this is really taking the fun out of this game for me--should not be this painful and tedious to set these things... |
![]() |
![]() |
![]() |
#2 | |
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
Downloads: 1
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#3 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
I use the 6-Dials Simfeeling mod. My dials fill up 1/4 of the screen, but only when I put the cursor on them.
|
![]() |
![]() |
#4 | |
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
Downloads: 1
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#5 |
Ocean Warrior
![]() |
![]()
That mod would be usefull, especialy if you can click on the blown up views to more accurately set course (sometimes i realy wish i could just type in course or depth)
|
![]() |
![]() |
![]() |
#6 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Here's the link. It does take a bit of work to install, but I think it's worth it.
http://www.subsim.com/phpBB/viewtopic.php?t=48292 |
![]() |
![]() |
#7 |
Ocean Warrior
![]() |
![]()
Neat, tanks
![]() Though i wish it went to 400m not 260 depth |
![]() |
![]() |
![]() |
#8 | |
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
Downloads: 1
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#9 | |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#10 | ||
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
Downloads: 1
Uploads: 0
|
![]() Quote:
Another thing that would be nice is to be able to click on you sub and get the present course it is on. Last edited by robj250; 07-18-06 at 05:48 AM. |
||
![]() |
![]() |
![]() |
#11 |
A-ganger
![]() Join Date: Apr 2005
Location: Boston,Ga.
Posts: 77
Downloads: 0
Uploads: 0
|
![]()
I really like this Mod but I'm having trouble with SH3 locking up on startup if I enable this change:
;[G3F I369] Name=Target;Neuer Eintrag für Transparentmod Leer.tga Type=1031;Stat bmp array ItemID=0x31000006 ParentID=0x31000000 Pos=0,112,1024,130 Color=0xFFFFFFFF Materials=1 Display=2;Linear Mat 0=data/Menu/Gui/Layout/Leer.tga Crop 0=0,0,1,1 MatFlags=0x9 TexFmt=0x9 Drag=true BmpState=1 NeedFocus=true SelOne=true IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF As you can see,I have it remarked out. I've checked and rechecked the readme and the changes I made and I can not find out were the problem is. It appears to be looking for a missing entry for the life of me I can not find. Any help will be most appreciated. Thanks.
__________________
Maxen Thor ![]() |
![]() |
![]() |
![]() |
#12 |
XO
![]() Join Date: Jul 2002
Posts: 436
Downloads: 59
Uploads: 0
|
![]()
yea have the same problem--menuid errors about 5 of them before game start and before "initializing" screen. I installed the thing so carefully and slow and have double checked what I can in the memu and dials files, but the game just loads and runs fine (as ar as I can tell...) my mods are :
Grey wolves 1.1a SH3 Cmdr 2.6 SH3 Gen with mod Enabler: Das Boot clothes Slideout for TDC mod 6 dial simfeeing al done through Mod enabler... my ony guess is the mods are conflicting (maybe tdc and simfeeling?) anyways anyone else solve this problem as there seems to be people out there who have it.. |
![]() |
![]() |
![]() |
#13 |
Ocean Warrior
![]() |
![]()
Almost definatly a conflict with another mod that changes similar stuff to this mod. Only advice i can give is go over the files the changes take place in, and make sure there arnt any duplicate/copied functions/items.
Oh and if your using JSGME you may want to manualy merge by hand the conflicting mod into the mod it conflicts with. JSGME doesnt handle conflicts very well and will overwrite any files from a previously installed mod with the files from a different mod that was more recently installed. This can cause a whole chain of problems. JSGME works best when applying mods that are different from each other and non conflicting. Last edited by NeonSamurai; 07-18-06 at 04:44 PM. |
![]() |
![]() |
![]() |
#14 |
A-ganger
![]() Join Date: Apr 2005
Location: Boston,Ga.
Posts: 77
Downloads: 0
Uploads: 0
|
![]()
Yes,I forgot to mention I'm using NYGM 2.01 and it's associated mods plus SH3 Commander 2.6. The problem is I don't know exactly were to look. The problem appears to be with whatever module brings up the backround in the Map Screen(F5) and the.tga associated with it. I wish I new more about the interworkings of this software but I don't. I suspect it is a call in the menu_1024_768.ini but I don't have a clue were to look. But then I may be completely wrong in my assumption. Whatever it is looking for,is being called on at program start up. The mod is workable as it is but one can not read the messages in the Map Mode(F5). Frustrating to say the least. If anyone has a suggestion as to a specific location to look it would be much appreciated.
__________________
Maxen Thor ![]() |
![]() |
![]() |
![]() |
#15 |
Ocean Warrior
![]() |
![]()
Well i havent tried merging this mod with my modded version of GW (too much of a pain for something i dont absolutly need), and i dont run NYGM. But i have done similar before, and this is basicly the steps to take if you dont know how to mod that aspect of the game.
What i would do to track down the conflict is first make a separate mod with all the changes for this mod from a clean version of 1.4b. Then separate out those files that were changed or added. Then i would take a look at the non graphic files and compare them to see what is different between the 2 mods. Then i would take a look at the graphics with a graphics viewer, track down all graphic files which do duplicate things, write down all their file names, and search them out in the apropriate data files. Once i have that then i would start the merge process, replacing any duplicates with one i want, and adding in the extra stuff. I should then have a fully merged mod. |
![]() |
![]() |
![]() |
|
|