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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Engineer
![]() Join Date: Dec 2009
Location: Virginia
Posts: 202
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Thanks Aanker for the info--I thought I already had those interiors and that the compass was still wrong...and for once, I was right.
Thanks Vickers, I'll edit the file and fix it and remove a minor realism spoiler from the game. Etheberg--I'll have to reinstall those mods and check, but I'm sure you're right if you say so. I'm presently playing Fall of the Rising Sun and having checked it, it does not appear to have this functionality. I'm cautious about saying so after my Red Button gaffe. But I just checked and there is no "ship" just "Heavy Cruiser Mogami" which does nothing when you click it, or clicking anywhere all around it. Could have sworn that TMO and OM were exactly the same way. Are you sure you are not talking about the U-Boat missions? I know it works with the German side. |
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#17 | |
Pacific Thunder
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Believe it or not I like tedious stuff like figuring out and calibrating gauges. If you are interested, to get the Compressed Air gauges in the CR to accurately move I changed the Gato interior CR sim (for example) to: RealVal Min 0.0 Max 200.0 With RealVal 200.0 all of them will accurately display the real amount (if the DispVal calibration for the gauge is correct of course). That's my little contribution to the gauges... lol Happy Hunting! Art
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" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
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#18 |
Engineer
![]() Join Date: Dec 2009
Location: Virginia
Posts: 202
Downloads: 572
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I'm pretty new to modding. Which dat file do I find the Needle values under? And under exactly what subheading?
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#19 |
Rear Admiral
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You may want to load the easy aob mod, both parts. Both wheels work correctly and you can use the full range and function of the stad. One is
TGT AOB TO PK FIX, the other TGT DIALS TO PK FIX. I use other shooting techniques so I seldom use the stad anyway, but I'm sure it's been mentioned you can still send a bearing with the scope anywhere you want by clicking the stad....just as simple as entering it in in SH3. But load the Easy AOB mod for whatever supermod you use...Once you get a heading, you can leave the PK off and just adjust to the heading. Great for hard AOB shots. And it's not that it's an easy cheat, just makes both wheels turn and work as they should. Should be in the mods section, if you need a link, let me know. It may be included in some mods, not sure if Duc added it to 1.9 or not. |
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#20 |
Engineer
![]() Join Date: Dec 2009
Location: Virginia
Posts: 202
Downloads: 572
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Armistead--thanks for reminding me about the Easy AOB mod. I used to have it. Will have to experiment with it more. Edit--I'm already using the TGT Dials to PK fix which allows for manual input of Mast Height\Range and also to manually input the target's Course\AOB. Is this what you are talking about TGT AOB TO PK FIX or is that something else?
As for the Gyro Compass in the Command Room, I just looked (I think) completely through the Calibrated Gauges Gato Class interiors and all the compass values appear to already be set to min-180 max 180. Is the glitch in the games stock Gato dat files? Last edited by nodlew; 02-13-10 at 05:18 PM. |
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#21 |
Pooped from posting
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i checked again, as for the gato it's the dial with
the id 0x0940f1ff2ddc75bc and it should be: dispVal min-180 max180 realVal min180 max-180 |
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#22 |
Engineer
![]() Join Date: Dec 2009
Location: Virginia
Posts: 202
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Aha! The "old min max reversal so as to confuse and confound" trick.
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#23 |
Engineer
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Location: Virginia
Posts: 202
Downloads: 572
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Gee whiz, Bishop. I love the megamods. I can't play multiplayer anyway since I have a satellite internet connection. Without the megamods I would tire of the game and have to play something else. As for registry entries, I use a free program called CCleaner which keeps my registry squeaky clean. If I have to uninstall something, I use Revo Uninstaller (free) which hunts down and eliminates every trace of said program. If I ever have a problem uninstalling a mod--which used to happen before I started running JSGME and SH4 as an administrator--I have my entire Data file backed up and can be back in business in a few minutes.
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#24 | ||
Pacific Thunder
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Happy Hunting! - and thanks for starting this topic nodlew. Art
__________________
" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
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#25 |
Lucky Jack
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Well, you can look at the ship ID manual in two ways. The first way was done by flipping through the pages in hopes of getting something remotely close to what you see in your scope. Second is clicking SHIP and the page automatically opens to the ship. Is the second a time saver? Sure. Does it add a bit of reality and perhaps some uncertainty of what the target is? No. I would prefer to flip the page and hope I select the correct vessel.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#26 |
Rear Admiral
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In reality they seldom figured out the ship until after they sunk it, unless it was just obvious.
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#27 | |
Watch Officer
![]() Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
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Now I'm pretty bummed out, I had gotten used to it in OM and I just switched back to US campaign yesterday. Oh well.
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11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
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#28 |
Engineer
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Location: Virginia
Posts: 202
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Clicking through 700 merchant ships is a pain in the ass. That's my story, and I am sticking with it.
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#29 | |
Silent Hunter
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Location: Riverside, California
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#30 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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Downloads: 41
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