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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1156 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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4813 to 4899 are not used in GWX
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#1157 |
Admiral
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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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#1158 |
Admiral
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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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#1159 | |
Stowaway
Posts: n/a
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#1160 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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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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#1161 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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#1162 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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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.
![]() Last edited by Wolfstriked; 04-25-11 at 07:30 PM. |
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#1163 |
Fuel Supplier
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4813 to 4899 are not used with NYGM.
Stiebler.
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#1164 | |
Swabbie
![]() Join Date: Feb 2011
Posts: 13
Downloads: 83
Uploads: 0
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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:
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#1165 | |
Pacific Aces Dev Team
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#1166 |
Pacific Aces Dev Team
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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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#1167 | |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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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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#1168 | |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
Posts: 785
Downloads: 122
Uploads: 0
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#1169 | ||
Pacific Aces Dev Team
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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 ![]() EDIT: And yes 1440x1080 is added to the available resolutions and actually works perfectly with rFactor, for example.
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#1170 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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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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