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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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Managed to catch the contact approaching after 3,5 hours of gametime since the historical mission "4 bearings" starts. So the issue is over - Trevally was right re. x512 TC needed
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#107 |
Bosun
![]() Join Date: Oct 2011
Location: Budapest, Hungary
Posts: 61
Downloads: 76
Uploads: 0
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Hi Trevally!
I like to learn from great totorals the RAOBF practice. Starting, run, and I not found the Hog Island ship at 221 degree. See the picture: https://picasaweb.google.com/Zs4zet/...87472254074450 I run these mods after the Trevally Tutorial: Trevally Tutorials - All v0.2 (for TDW UI) Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Automated Scripts v0.6 OPEN HORIZONS II_full v1.4 OHII v1.4 Patch2 Full OH II Minefield map GramophoneShuffler Grossdeutscher Rundfunk Accurate German Flags at Bismarck I remembered so early as if would have worked. I thought that it is the problem with possible the OH2, the another mods may be harmless. And yes... deactivate back to the OH2, and found the ship... I read in the OH2 description, than OH2 must be the last activated mod. (Early always was that the Trevally Tutorial.) I can activate the tutorial after the OH2, and working good both, and not problem with OH2? Or the tutorial have incompatible with the OH2 ? UPDATE: I try to activate the tutorial (and another 2 Trevally mods) after the OH2 mods. Not conflict, but I not see the ship at 221 deg in the RAOBF tutorial... Not conflict never, and after any OH2 activate not see it... why? and what I do? Last edited by Zs4zet; 11-02-11 at 01:35 PM. |
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#108 |
Navy Seal
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Hi Zs4zet
![]() When you use OHII - it changes some ship types from the stock way of using them. So the tutorial is written for that. For players who use OHII - you need TerevallyTutorials for OHII http://www.subsim.com/radioroom/down...o=file&id=3329 Note: the mod says for v1.3 - this means for 1.3 and above ![]() |
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#109 |
Bosun
![]() Join Date: Oct 2011
Location: Budapest, Hungary
Posts: 61
Downloads: 76
Uploads: 0
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Hi!
Thanks, your quick response! Hmmm... now I started at 25m depth, I go under periscope depth, and there was not a ship on the water... after I go teh surface, and was not so. (If you want I can send a picture...) My activated mods: Code:
Accurate German Flags at Bismarck Old Style Explosions V1.1 FX_Update_0_0_19_ByTheDarkWraith SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.1 Patch NewUIs_TDC_6_8_0_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraithPach_1 NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Skin NewUIs_TDC_6_8_0_jimimadrids_map_tools NewUIs_TDC_6_8_0_New_radio_messages_German NewUIs_TDC_6_8_0_No_Snorkel_Exhaust_Smoke NewUIs_TDC_6_8_0_WWIIInterface_by_naights NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_spotting TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 IO_StrategicMap_4_5_for_TDWv680 IO_MapCourseLine_normal pencil_mod EQuaTool 01.01 by AvM - Large Style emtguf - Periscope rework V 1.7 Emtgufs Aspect ratio patch 16;9 Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1 MightyFine Crew Mod 1.2.1 Alt faces MCCD_1.04_MFCM_1.2.1_compatible No magic skills v1.5 MCCD compatible Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 additional crew sounds beta6 Advanced Shift Keys 2.3 DBSM Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environmental SH5 Realistic Colors V2.1 Dynamic Environmental SH5 Shallow Waters V2.1 Dynamic Environment SH5 Shallow Waters V2.1 Patch Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environment SH5 Sleet For Winter Campaigns V2.1 Dynamic Environment SH5 Undersea (temperate and polar) V2.1 GramophoneShuffler Grossdeutscher Rundfunk Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Automated Scripts v0.6 OPEN HORIZONS II_full v1.4 OHII v1.4 Patch2 Full OH II Minefield map Trevally Tutorial - All v0.2(for OHIIv1.3) The OH2, with the new missions and ship, buoy etc. working correctly. EDIT: I had a idea, that I not activated the Trevally Harbour & Kiel Canal Pilot v2.8, and Trevally Automated Scripts v0.6 mods, and a ships arrived! (The starting depth was 14m). And I try to add this files to end of list, and working too. Code:
... GramophoneShuffler Grossdeutscher Rundfunk OPEN HORIZONS II_full v1.4 OHII v1.4 Patch2 Full OH II Minefield map Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Automated Scripts v0.6 Last edited by Zs4zet; 11-03-11 at 07:40 AM. |
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#110 |
Bosun
![]() Join Date: Oct 2011
Location: Budapest, Hungary
Posts: 61
Downloads: 76
Uploads: 0
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Hi!
I have a another problem, sorry... Please, see your picture: https://picasaweb.google.com/Zs4zet/...41002348964914 I think, the Hog Island now have bigger, and in the ERM I found the old datas. Do I believe it correctly? I use the TDW UI 6.8 with inner ERM, I not found newer ERM version, with compatible the OH2 new ship sizes. Thanks! |
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#111 | |
Navy Seal
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![]() I am sure what you are seeing here is caused by the scope mod you are using ![]() The mast height shown in the soan is correct - lots of time was spent testing this with a great tool made by ToniloCoyote Did you take this scope mod from the scope folder within TDWs UI ![]() If so you should try the manos scope mod as that is the one that has been tested by many people and is spot on ![]() For more info on the RAOBF wheel see this thread here where the tutorial was made, the ship sizes confirmed and the scope mods tested and corrected ![]() |
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#112 | |
Bosun
![]() Join Date: Oct 2011
Location: Budapest, Hungary
Posts: 61
Downloads: 76
Uploads: 0
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Yes... really.
I'm sorrow, the Emtguf scopes was my favourite scopes. (And TDW UI supported too, but I used a newer, reworked version.) Very thanks for big tolerance my stupid questions, and for the great tutorial! ![]() Quote:
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#113 |
Bosun
![]() Join Date: Oct 2011
Location: Budapest, Hungary
Posts: 61
Downloads: 76
Uploads: 0
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Hi Trevally!
If not problem, I write it here rather. I run exactly than the tutorial. Now found a interesting thing. I try to start the RAOBF tutorial, and started correctly (before 4x reinstalled the tutorial and not started correctly. I beleive because I installed the Cerberus ship mods... but not. Now worked. Depth and ships correct. I was try to capture the "bad" screen... https://picasaweb.google.com/Zs4zet/...24478852700546 After I exit to windows, and up to write it down onto the forum, but I started it once more. Absolute nothing change... I get the bad picture, when wrong the depth, and after I will not found any ships. Please see: https://picasaweb.google.com/Zs4zet/...24472596086978 Edit: I saw in the second case, the option dialog contain the Four Bearing tutorial's options. It how possible? I did the same one always. I like to start AOBF... Update: I am a idiot. I now see, that I not clicked the AOBF tutorial. I believed from white frame, the AOBF tutorial is default selected, and I not saw the darker background into Four Bearings tutorial. Sorry, when I now compare the pictures, I understand what I do wrong... Thanks! Last edited by Zs4zet; 11-09-11 at 06:08 PM. |
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#114 |
Navy Seal
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Yes - the first image is correct
![]() You must click the mission "ROABF" and the "Type u-boat" will switch to that mission. Then start ![]() The second image shows that "RAOBF" is highlighted but not selected. The "four bearings" is selected and is wrong. |
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#115 |
Ace of the deep .
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Is there a tutorial on how to make a new tutorial ? I have no clue .
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#116 | |
Black Magic
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The best thing to do is look at how others (Trevally and I) have made them by looking over our files. If you need help just ask as I'm sure Trevally and I would be more than willing to assist ![]() |
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#117 | ||
Navy Seal
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Quote:
![]() I am at a loose end just now with no projects on the go other than patches for OHII - so if you want, I could work with you to make new tutorials. If not, I would be more than willing to help with anything ![]() |
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#118 |
Ace of the deep .
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Cheers blokes . I will have a go and get back to you if i need help
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#119 | |
Navy Seal
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When I made some, I would just have TDWs readme open and a blank text doc open - then just type in some commands and test Here is an example for a test:- This is a .SHT file (Testing_Tutorials.SHT) in the tutorial folder [TITLE] Testing_Tutorials [TITLE_END] [DESCRIPTION] Testing script to display text and pictures [DESCRIPTION_END] [UISTYLE] SH5Enhanced [UISTYLE_END] [HISTORICMISSION] Any [HISTORICMISSION_END] [COMMANDS] CommandsEnabled|1|0|0|0|0|0 CommandsVisible|1|0|0|0|0|0 DisplayText|Mary had a little lamb.|0|0|0|0|10 DisplayText|whose fleece was white as snow|0|0|0|0|10 SetTutorialImage|Mary_Lamb|0|0|0|0|0 DisplayTutorialImage|1|0|0|0|0|0 SetTutorialImageSize|550|464|0|0|0|0 WaitForNext|0|0|0|0|0|0 [COMMANDS_END] Mary_Lamb.dds image (550 x 464 - this is picture size, can be set to anything) into C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\Tutorial Images This is a .SHA file (Testing_Tutorials.SHA) in the automation folder [AS] Testing_Tutorials [DESCRIPTION] Testing script to display text and pictures [DESCRIPTION_END] [CATEGORY] Tutorials [SUBCATEGORY] Sub [COMMANDS] Play_tutorial,0,0,Testing_Tutorials,0,0,0,0 [COMMANDS_END] |
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#120 |
Swabbie
![]() Join Date: Jul 2012
Posts: 9
Downloads: 33
Uploads: 0
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This is really helpful for people like me who want to learn how to play like the experts but don't know where to start, thanks
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