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Old 01-14-11, 12:29 PM   #1
Harmsway!
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Default NewUIs_TDC_with_ERM_Reaper7

When using the ERM that comes with NewUIs mod as an addon I only get a limited number of ships to scroll through and select. How does this work? Does the WO only hand me the pages he thinks I need? It's like a multiple choice test with only few possible answers.
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Old 01-14-11, 06:42 PM   #2
TheDarkWraith
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Quote:
Originally Posted by Harmsway! View Post
When using the ERM that comes with NewUIs mod as an addon I only get a limited number of ships to scroll through and select. How does this work? Does the WO only hand me the pages he thinks I need? It's like a multiple choice test with only few possible answers.
that's beause the Reaper7's ERM uses the stock XO TDC Dialog box recognition manual. If you want to see all ships at any time you have to enable SOAN. Click on the charts icon in the right bottom side bar. Now drag SOAN out from left side of screen.

Last edited by TheDarkWraith; 01-14-11 at 07:02 PM.
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Old 01-14-11, 06:52 PM   #3
Harmsway!
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Yes, I was using 'Ships of all Nations' proir to installing Reaper7's ERM. It didn't occur to me that it was still available. Very cool.

Thanks TheDarkWraith. I appreciate all the hours you put into your mods and all the hours into making them customizable. Also the hours on this forum answering every question multiple times. You deserve the 2010 award. Well done.

Gene Harm
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Old 01-16-11, 02:41 PM   #4
Poacher886
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I was looking for "Reaper7's ERM " mod, cant find it anywhere?
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Old 01-16-11, 02:48 PM   #5
Sepp von Ch.
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Quote:
Originally Posted by Poacher886 View Post
I was looking for "Reaper7's ERM " mod, cant find it anywhere?

http://www.subsim.com/radioroom/show...=172187&page=6
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Old 01-16-11, 02:55 PM   #6
Trevally.
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Quote:
Originally Posted by Poacher886 View Post
I was looking for "Reaper7's ERM " mod, cant find it anywhere?

Make sure you use the one that is within TDW UI 6.3.4 (as an add on)
It will work with the mega mod
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Old 01-16-11, 06:29 PM   #7
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Quote:
Originally Posted by Trevally. View Post
Make sure you use the one that is within TDW UI 6.3.4 (as an add on)
It will work with the mega mod
Thats what im saying, i cant see it anywhere?
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Old 01-16-11, 06:31 PM   #8
TheDarkWraith
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Originally Posted by Poacher886 View Post
Thats what im saying, i cant see it anywhere?
download the latest version of my UIs mod. Unzip it to desktop. ALL the add-on mods contained will work with Magnum Opus
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Old 01-17-11, 12:24 PM   #9
Poacher886
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Thanks guy's downloading now.


Edit: I've downloaded, im guessing its either Reaper7 ERM Nightvision or the same with black skin eh?....i thought this was a mod to enable ID selection through a manual...whats the nightvision bit?

Last edited by Poacher886; 01-17-11 at 12:53 PM.
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Old 01-17-11, 02:32 PM   #10
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@TDW

After your suggestion of using the 8:5 scope mod..i'll try Arclights, then i wont need Reapers mod as i can find the range with the scope and Mils + Mega_M included ship ID manual, without needing to use stadimeter.

This i would prefer anyway as it is more authentic and less mucking about. I do have a few questions though...

1.Can i install Arclights scope mod (included) while on patrol or must i be back at port for this?

2. Any particular activation order or can i fire it in anywhere on the end?? My current mod list is:

Magnum_Opus
Magnum_Opus Patch1
Magnum_Opus Patch2
Nvidia missing lights
G-Runfunk radio mod.


Thanks
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Old 01-17-11, 02:37 PM   #11
TheDarkWraith
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Quote:
Originally Posted by Poacher886 View Post
@TDW

After your suggestion of using the 8:5 scope mod..i'll try Arclights, then i wont need Reapers mod as i can find the range with the scope and Mils + Mega_M included ship ID manual, without needing to use stadimeter.

This i would prefer anyway as it is more authentic and less mucking about. I do have a few questions though...

1.Can i install Arclights scope mod (included) while on patrol or must i be back at port for this?

2. Any particular activation order or can i fire it in anywhere on the end?? My current mod list is:

Magnum_Opus
Magnum_Opus Patch1
Magnum_Opus Patch2
Nvidia missing lights
G-Runfunk radio mod.


Thanks
should be able to install anytime. Scope mods need to come after the main mod. This means after MO and any patches for MO.
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Old 01-17-11, 03:48 PM   #12
Poacher886
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Thanks TDW,

I'll fire it in and give it a go....all i should need now is a solution for the targets speed (without needing to stop and time), and im away...the AOB i judge using the Mark 1 eyball!
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Old 01-17-11, 04:42 PM   #13
Poacher886
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Ok TDW,
I feel im finally getting somewhere now, im 80m down at the moment avoiding being detected by two persistant but unaware destroyer's so i cant test them, but i had a peep through both the Obs and Attack scope, and they do look excellent, and clearly the mod has installed correctly!

As always i have a few questions though.

1. On the Attack scope, the first five verticle 'gradiules' are numbered 0-5 (well there not actually, its just 5 at the fith, but you get my point!), yet on the Obs scope, the fith gradiule is numbered 50! given they are spaced the same and at the same mag, why the different numbering?

Manually inputing the data via the dials.

1. The AOB and Speed dials have a "send to TDC" button, the Range dial does not...why is this, and does it require one?

2. After setting the range dial manually to whatever, any input via the "Send to TDC" button on either the AOB or Speed dials, causes the range dial to turn to 3000m, what is happening here?

3. To the right of the AOB dial is a dial im not familiar with in previous SH games...the "bearing dial"...I thought this might be linked with the scope heading, but turning the scope has no effect. If i manually move this dial, it pulls the AOB dial around with it?, yet if i move the AOB dial, it does not effect the bearing dial. Im confused as to the reason of this dial, and its one-way link to the AOB dial but nothing else??

Thanks for any input.


Edit, please ignore..answered in another post.

Last edited by Poacher886; 01-18-11 at 05:04 PM.
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