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Old 04-23-11, 08:30 AM   #1156
Wreford-Brown
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4813 to 4899 are not used in GWX
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Old 04-23-11, 12:31 PM   #1157
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thanks so far, guys. to make things easier, it's better to ask if anyone knows a GUI that uses the entries 4813 - 4899.
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Old 04-24-11, 07:21 AM   #1158
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Currently working on the english translation of new console messages for some fixes. Could an english native speaker please correct/optimise them? Thanks very much!

4815=Aerial Oxygene: %02.0f Percent.
4816=Aerial Oxygene back to normal 21 Percent.
4817=Aerial Oxygene too low. Using oxygene supply.

4818=Fog arises.

4819=Reloading external torpedoes.
4820=External torpedoes reloaded.
4821=Bad weather. Cannot reload external torpedoes.
4822=Alaaaarm! We must wait %2.0f minutes to dive.
4823=We must wait %2.0f minutes to dive.
4824=We can dive now, Sir.

4825=; Loading of internal torpedoes done/cancelled.
4826=Reloading internal torpedoes.
4827=Sea state too harsh. We must dive deeper to reload internal torpedoes!
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Old 04-24-11, 07:50 AM   #1159
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Quote:
Originally Posted by h.sie View Post
Currently working on the english translation of new console messages for some fixes. Could an english native speaker please correct/optimise them? Thanks very much!

4815=Aerial Oxygene: %02.0f Percent.
4816=Aerial Oxygene back to normal 21 Percent.
4817=Aerial Oxygene too low. Using oxygene (Oxygen)supply.

4818=Fog arises.

4819=Reloading external torpedoes.
4820=External torpedoes reloaded.
4821=Bad weather. Cannot reload external torpedoes.
4822=Alaaaarm! We must wait %2.0f minutes to dive.
4823=We must wait %2.0f minutes to dive.
4824=We can dive now, Sir.

4825=; Loading of internal torpedoes done/cancelled.
4826=Reloading internal torpedoes.
4827=Sea state too harsh. We must dive deeper to reload internal torpedoes!
THe only typo was what I bolded, I corrected it in () Right next to it! Good job H.sie!
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Old 04-24-11, 08:07 AM   #1160
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Aerial Oxygene is not an English phrase, so try:
4815=Oxygen: %02.0f Percent.
4816=Oxygen back to normal; 21 Percent.
4817=Oxygen too low. Using oxygen supply.

For these three you could also use:
4815=O2: %02.0f Percent.
4816=O2 back to normal; 21 Percent.
4817=O2 too low, using oxygen supply.

The only other change is:
4818=Fog sighted.
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Old 04-24-11, 08:24 AM   #1161
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Quote:
Originally Posted by Wreford-Brown View Post
Aerial Oxygene is not an English phrase, so try:
4815=Oxygen: %02.0f Percent.
4816=Oxygen back to normal; 21 Percent.
4817=Oxygen too low. Using oxygen supply.


The only other change is:
4818=Fog sighted.
As above would be my choice
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Old 04-25-11, 07:07 PM   #1162
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With the possibilities that this project opens up is it possible to make the pitching and rolling of the scopes and binoculars realistic?First is that the UZO and Binos have the "no stabilize view" always checked.The observation and attack scopes are affected by this setting but they lack the settling effect that being submerged causes.Submerging the boat and it stops getting thrown around by the waves and you should have a very stable view thru the scopes.


Edit...disregard the attack and observation scopes both calm down a huge amount when submerged.

Last edited by Wolfstriked; 04-25-11 at 07:30 PM.
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Old 04-26-11, 04:04 AM   #1163
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4813 to 4899 are not used with NYGM.

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Old 04-26-11, 06:25 AM   #1164
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H.sie, all,

Are all of these messages actually required? I ask this for 2 reasons, 1. you may want to use them in the future and 2. a few of them seem unnecessary / immersion breaking.

4821 and 4827 would seem to be to be something the Skipper would know and not order and therefore could remain as documented in the patch notes.

4819 and 4826 seem unnecessary since you ordered them to do this (although it may alert you if you have auto reload selected inadvertantly).

I am not a modder and if using these codes has no impact on future updates then please ingnore it all.

Also,

I would change 4818 to either "Heavy Fog Captain!" or "Visibility reduced to less than xyz".

For 4819 and 4820 I would change "reloading" to "transfering" and "reloaded" to "transfered" since that is techincally what is happening.

V/r

LJ


Quote:
Originally Posted by h.sie View Post
Currently working on the english translation of new console messages for some fixes. Could an english native speaker please correct/optimise them? Thanks very much!

4815=Aerial Oxygene: %02.0f Percent.
4816=Aerial Oxygene back to normal 21 Percent.
4817=Aerial Oxygene too low. Using oxygene supply.

4818=Fog arises.

4819=Reloading external torpedoes.
4820=External torpedoes reloaded.
4821=Bad weather. Cannot reload external torpedoes.
4822=Alaaaarm! We must wait %2.0f minutes to dive.
4823=We must wait %2.0f minutes to dive.
4824=We can dive now, Sir.

4825=; Loading of internal torpedoes done/cancelled.
4826=Reloading internal torpedoes.
4827=Sea state too harsh. We must dive deeper to reload internal torpedoes!
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Old 04-26-11, 08:12 AM   #1165
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Quote:
With the possibilities that this project opens up is it possible to make the pitching and rolling of the scopes and binoculars realistic?First is that the UZO and Binos have the "no stabilize view" always checked.The observation and attack scopes are affected by this setting but they lack the settling effect that being submerged causes.Submerging the boat and it stops getting thrown around by the waves and you should have a very stable view thru the scopes.


Edit...disregard the attack and observation scopes both calm down a huge amount when submerged.
I think this can be adressed already in cameras.dat, no need to bother H.Sie with this. In any case, the stabilizing of the scopes when the sub is submerged is abolutely correct (Though the amount of stabilization is of course debatable).
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Old 04-26-11, 11:26 AM   #1166
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H.Sie,

sorry if this has been reported already, but I get a CTD when trying to use a SH3. exe fixed with your patch AND the hi-res hack at the same time. I'm using an unofficial non-starforce version, and it works perfectly if the hi-res D3D9.dll is not enabled, but as soon as I enable it, CTD.
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Old 04-26-11, 12:34 PM   #1167
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Quote:
Originally Posted by Hitman View Post
I think this can be adressed already in cameras.dat, no need to bother H.Sie with this. In any case, the stabilizing of the scopes when the sub is submerged is abolutely correct (Though the amount of stabilization is of course debatable).
More testing and the sub periscopes behave pretty realistically.Periscopes being tied to the sub so when you submerge you lose the rolling effect unless its very windy out.Also at 10 meters and its worse than at 13PD.It seems to be level in the horizontal and the vertical is controlled by speed....could be the modeling of the sub rising and dipping under power while stationary its almost nil.The UZO and binos could be fixed for realism reasons though.If its done by camera.dat then thats an easy fix.

EDIT...Hitman,while I have you here,could you tell me how to lower the view when standing on the bridge.I feel weird when viewing from such a high spot and get more immersed when I lower it.Which also has me wondering,in certain boats the uzo is so low.....does it raise by a lever or something so you can look thru it or does the person need to squat down?In SH5 its done pretty realistic and you can see the watchman lean slightly to view thru the uzo.

Last edited by Wolfstriked; 04-26-11 at 01:03 PM.
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Old 04-26-11, 02:01 PM   #1168
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Quote:
Originally Posted by Hitman View Post
H.Sie,

sorry if this has been reported already, but I get a CTD when trying to use a SH3. exe fixed with your patch AND the hi-res hack at the same time. I'm using an unofficial non-starforce version, and it works perfectly if the hi-res D3D9.dll is not enabled, but as soon as I enable it, CTD.
Are you sure? No problems over here with both the Highres fix and the widescreen fix. is the Ini-file correct? E.g. does it contain an existing, supportabel resolution? When does is crash?
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Old 04-26-11, 03:09 PM   #1169
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Quote:
EDIT...Hitman,while I have you here,could you tell me how to lower the view when standing on the bridge.I feel weird when viewing from such a high spot and get more immersed when I lower it.Which also has me wondering,in certain boats the uzo is so low.....does it raise by a lever or something so you can look thru it or does the person need to squat down?In SH5 its done pretty realistic and you can see the watchman lean slightly to view thru the uzo.
Open Silent Hunter 3\data\Library\Cameras.dat with Silent Editor and search for the proper entry (Can't remember right now as I don't have S3D installed ATM), then simply lower it in the Y axis

Quote:
Are you sure? No problems over here with both the Highres fix and the widescreen fix. is the Ini-file correct? E.g. does it contain an existing, supportabel resolution? When does is crash?
You mean the d3d9.cfg file?

This is how it looks ATM:

Code:
;
; DX9res Settings
; by Kegetys <kegetys@dnainternet.net>
;
; Note that this config is reloaded on device reset, so you can task switch out 
; of the game, change settings from this file and then return
;

[config]
; ResX: Horizontal resolution setting
; ResY: Vertical resolution setting
; useFiltering: Use linear filtering for UI elements
; enableScreenshots: Hook printscreen keypress to save TGA screenshot
resX=1440
resY=1080
useFiltering=1
enableScreenshots=1
screenshotPath=.

[gamma]
; setGamma: Override gamma ramp
; gammaRed: Red channel gamma (1.0 = normal, decrease to add brightess, increase to darken)
; gammaGreen: Green channel gamma (1.0 = normal, decrease to add brightess, increase to darken)
; gammaBlue: Blue channel gamma (1.0 = normal, decrease to add brightess, increase to darken)
setGamma=0
gammaRed=1.0
gammaGreen=1.0
gammaBlue=1.0
My monitor's native resolution is 1920x1080, but it has autoscaling feature to the desired resolution making black bars appear at the sides if a program with another resolution is started. In this case, I defined 1080 (Maximal vertical res) and the 4:3 horizontal value, 1440. With other games it works flawlessly, and in the original SH3 resolution 1024x768 the monitor autoscales correctly, however enabling the hi-res fix makes instantly the message "Unable to start this application, click here to report the error"

EDIT: And yes 1440x1080 is added to the available resolutions and actually works perfectly with rFactor, for example.
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Old 04-26-11, 04:16 PM   #1170
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Thanks Hitman,works well.

EDIT....I have changed the file and it works in game.I am now having trouble getting the mod I am using to be read correctly.I went into the MaGui library folder and change the camera.dat file there but when I then load it into game it reverts back to original setting.Anyone know why this is? Also Hitman,I tried to change it so that the UZO moves with boat and no luck playing with the camera.dat file.Now that I know its not realistic I get bothered every time I bring the UZO up.

Last edited by Wolfstriked; 04-26-11 at 07:20 PM.
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