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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#586 |
Black Magic
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the first error is why you get the rest of them. Search for that error in the options file and you'll fix the problems. Did you edit the options file?
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#587 | |
Black Magic
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#588 |
Swabbie
![]() Join Date: Mar 2010
Posts: 12
Downloads: 40
Uploads: 0
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Apart from the oil slicks sticking up, the Magnum Opus seems to be working really well for me, thanks
![]() A couple of questions: is there any way to select the depth you want to dive to on the default UI, I can only see the guage telling what depth you are at but no way to select a specific depth. Also, is the file in there that can be edited to create hot keys for teleportation etc? And if so, which one is it pls? Thanks for all your work on this, it's made the whole experience much more enjoyable! |
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#589 | |
Swabbie
![]() Join Date: Jan 2011
Posts: 5
Downloads: 160
Uploads: 0
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i use "Texpad" for edit this... maybe a fault ¿? will be use standar notepad ? |
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#590 | |
Swabbie
![]() Join Date: Mar 2010
Posts: 12
Downloads: 40
Uploads: 0
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![]() Last edited by PJMaybe; 01-14-11 at 09:25 PM. |
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#591 | |
Swabbie
![]() Join Date: Jan 2011
Posts: 5
Downloads: 160
Uploads: 0
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FIXED !!! surely any bad traslation when the edited file was saved with Texpad... reintalling the MOD, and edited them with standar "notepad" and game run without problem... Thank TheDarkWraith !!! now i can continue testing this great mod |
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#592 |
Swabbie
![]() Join Date: Mar 2010
Posts: 12
Downloads: 40
Uploads: 0
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Can you tell me location for this file with the code for selecting UI is please?
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#593 | |
Swabbie
![]() Join Date: Jan 2011
Posts: 5
Downloads: 160
Uploads: 0
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Code:
C:.... /MODS/Magnum_Opus_v0_0_1/data/Scripts/Menu/ Code:
#+++++++++++++ UI Style ++++++++++++++ # Possible UI Styles: SH5Enhanced = 0 SH3Style = 1 SH4Style = 2 # the current UI Style # set below to either SH3Style, SH4Style, or SH5Enhanced UIStyle = SH3Style |
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#594 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Hi again Poacher When you upgrade from one version of the Magnum Opus or NewUIs_TDC_x_x_x_ByTheDarkWraith to a later one (or from one patch to a later version) you should use the Migration Tool which you find in the Magnum Opus\data\Applications folder. A quite straightforward and simple tool! The reason to why you "lose" your previous settings is that even the patch has a new TheDarkWraithUserOptions.py and when you acivate the patch in JSGME the patch's new one overwrites the old one (i.e. with the settings you already have done) if you don't use the Migration Tool. ( Another useful software I've found handy is WinMerge. With this you can edit two files simultaneously, e.g. two versions of the UserOptionsfile. It even highlights differences between the two files. You can download it here: http://sourceforge.net/projects/winmerge/ ) I don't get what you are saying about your C/Ubisoft/SH5/data/scripts/menu/optionsfile. I have no such file... ![]() AFAIK the file (where you make your settings for the Mod) is the TheDarkWraithUserOptions.py which is to be found in C:\Ubisoft\SH5\MODS\Magnum_Opus_v0.0.1\data\Scrips \Menu folder. Could you please tell: 1. How you activate your mods? 2. What's the structure of the mods you use? The structure of all mods must be: "Mod's name"\data\ // Cheers |
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#595 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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#596 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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Hi TDW
Just a few ideas, resulting from the test and TDC training missions I've played so far. - Maybe you could implement some sort of delay or even randomness in the way ships spot the Uboat, because now, as soon as I raise the scope above water, every ship instantly reports 'periscope sighted.' This is uber, I think. - As you're updating the radio message feature with checkboxes that allow selecting the messages to be received, maybe you could implement a random factor for you to receive the report. Say, a ship issues the 'Uboat sighted' report, but the radioman only has a - let's say - 15% chance to intercept it, based on his skill, if feasible. - Most ships I torpedo blow up into a fireball instantly, at the first torpedo hit, and sink within 1 minute. Based on what I've read, this behavior was rather an exception than a norm. I don't know what should be done to make it more realistic, but perhaps toning down torpedoes would do the trick, allowing a certain random factor, or it's related to the ship cargo... I repeat, this is just what I noticed after playing the test missions, so I wouldn't know if things go differently in campaign. |
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#597 | |
Swabbie
![]() Join Date: Mar 2010
Posts: 12
Downloads: 40
Uploads: 0
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#598 |
Swabbie
![]() Join Date: Apr 2010
Posts: 13
Downloads: 42
Uploads: 0
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I don't know if it's possible, it's just an idea, but how would it be to receive The cables from the BDU with an ENIGMA-encrytion so you can decryt it with an ENIGMA-emulator like this one:
http://users.telenet.be/d.rijmenants/en/enigmasim.htm Also you can implement a Codebook in the kinde of rec-book with the correct key for the enigma for ervery week or month of the mission. I know it would be a lot of math-work but i think it's quite a cool thought. Greetings Empier Edit: Here is a link for the codebook maker: http://users.telenet.be/d.rijmenants/en/codebook.htm Maybe you can run the Enigma emulator on an Notebook next to you. That would be real Kaleun-feeling.^^ Last edited by Empier; 01-15-11 at 05:38 AM. |
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#599 | |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
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![]() ![]() No offence, though, apart from that I love it! ![]()
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Cheers Uffe |
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#600 |
Sparky
![]() Join Date: Apr 2002
Posts: 150
Downloads: 5
Uploads: 0
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Looks like a fantastic mod! keep up the good work.
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