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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1441 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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yeah, DD. You are the shizzle!!!
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#1442 |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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Hi boss
I saw the movie in fact and I congratulate you ![]() ![]() ![]() ![]() ![]() and as you say we're doing the same things and this does not bring any benefit to the community, therefore I suggest we work towards the same to give my best. Sela what can please you combine the ideas, we can divide the tasks and do a mod only? ![]() I have a question: 1) what I have seen the film used to rotate the Dial - SolBearing, let me know if you managed using the manual rotation to synchronize the movement of preriscopio with that vision? Let me explain, manually rotating the periscope sight CT when you enter the room the vision periscope vision itself has not moved resolved thanks, just put another dial for the node of the camera and move together you turn the wheel of degrees, in the original game is on the contrary Last edited by lucagaeta; 01-25-10 at 05:57 AM. |
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#1443 |
Sparky
![]() Join Date: Jan 2010
Posts: 158
Downloads: 36
Uploads: 0
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I've did this: http://www.subsim.com/radioroom//sho...9&postcount=90
I've run into crash-problems when I have left only some food, so I had to delete them all, all those "ciolan, salami, bread, banana, oranges, coaste". It is easy to do, just delete all the parent food branches and all the rest of food branches. |
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#1444 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,518
Downloads: 110
Uploads: 0
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This gam..errr mod just keeps getting better and better!
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#1445 | |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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![]() Last edited by java`s revenge; 01-25-10 at 11:13 AM. |
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#1446 |
Machinist's Mate
![]() Join Date: Aug 2007
Location: Kazakhstan
Posts: 125
Downloads: 65
Uploads: 0
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Thanks DivingDuck for magnificent ideas. But all works without a sound.
SOS! I have made sound atmospheres for mod DD_OH_V3.09_20091209162038: - Periscope in Command Room: Peri_Up.wav, Peri_Down.wav - Engine_Order (Black Butons).wav - Hatch_Open.wav - Hatch_Close.wav But I could not make to work these sounds in an interior. Because I badly know "HexEditor" and "Silent 3 Editor v0.9.9" (nevertheless thanks the author for the magnificent program). It is interesting to somebody? Somebody can give advice? Or to connect these sounds to objects. Sound atmospheres here: http://www.mediafire.com/?zznoydmnzqk The file is named: Sound_for_DD_OH_V3.09.7z (2,78MB) Last edited by Poul; 01-25-10 at 10:08 PM. |
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#1447 |
Eternal Patrol
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Thanks verte, I'll try it. I don't have any physical problems with it, i.e. my computer runs it all just fine, and I don't mind seeing it all at first, but it is my impression that they ate the fresh food while it was still...fresh, and it was usually gone by the time the patrol was half over.
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#1448 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
@verte and all who dislike the food: you think the typeVII is crammed? You should see typeII then! It is not needed to delete all food to avoid CTD. I´ll include a 'how-to' in the manual of the next version. @Poul: thanks for your work. I´ll see whether I can incorporate your sounds and attach them to specific events. @Luca: don´t call me 'boss'. I work for my money! ![]() The 'SolBearing' solution indeed has some flaws. You need to toggle to manual TDC update to be able to rotate the attack scope´s model. But then, in manual mode, the scope does not synchronize with the scope head´s direction. I´ll send PM soon to discuss the matter in detail. Regards, DD
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#1449 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
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#1450 | |
Machinist's Mate
![]() Join Date: Aug 2007
Location: Kazakhstan
Posts: 125
Downloads: 65
Uploads: 0
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Addition: May be, you can connect sound atmosphere of snorkel? This sound was need in SH III always! It here: http://www.mediafire.com/?wxmmz4qjy1d The file is named: Sound_ of_ SNORKEL_for_DD_OH_V3.09.7z (5.7MB) |
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#1451 | |
Frogman
![]() Join Date: Apr 2005
Posts: 308
Downloads: 724
Uploads: 0
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![]() ![]() 'Hope it will be possible to include them into SH3. Ar Nahud II |
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#1452 | |
Machinist's Mate
![]() Join Date: Aug 2007
Location: Kazakhstan
Posts: 125
Downloads: 65
Uploads: 0
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But I think that sound atmosphere of snorkel will start to work not soon. Because all wizards have taken a great interest in creation of an interior the Diesel Room |
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#1453 |
Swabbie
![]() Join Date: Sep 2009
Location: Germany
Posts: 5
Downloads: 22
Uploads: 0
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Moin to everybody, hope someone could help me, so here is my problem.
Since i`ve installed diving ducks open hatch version 3.09 and below the conning tower hatch mod, i have following Problem: after i had finished the half way of my last Patrol, i saved my game, of course sometimes i had to sleep. Today i loaded it to continue my patrol, but something was wrong: 1. I cant open the hatches any more. 2. All the food is back on its place and doesent vanish any more! 3. All "displays" (the mashine telegraph, depht display,... I dont know the korrekt words for these things, but i think you know what i mean.) are no funktional any more, they are all set on "twelve o`clock". it was great if someone could help me with these things. I have not the time to complete every Patrol in one turn. |
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#1454 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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Nothing like that. My SH3C files consist of a handful of TGA images in a subfolder (called "OLC") of each U-boat folder. No changes to cfg files whatsoever.
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#1455 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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