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#1306 |
Navy Seal
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#1307 | |
Bosun
![]() Join Date: Mar 2018
Posts: 64
Downloads: 559
Uploads: 0
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And to correct the size of 2D sensors in the interface from my archive is quite simple - you need to find 6 lines for the word 1920x1080. Next, the desired permission to uncomment, and not the desired permission to comment out. Here is the first piece of code with the found string: Code:
[G3F I20] Name=Depth 260 Type=1026;Menu group ItemID=0x3F1F0000 ParentID=0x3F010000 Pos=356,62,90,90 Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;stok - 1024x768, 1280x768, 1360x768, 1366x768 ;Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1080 ;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1200, 1600х1200 Color=0xFFFFFFFF Then you go on and fix it in 5 more places [G3F I27] [G3F I36] [G3F I43] [G3F I51] [G3F I57]. Here is a window with messages, you can also change the location of the window for your resolution: Code:
[G3F I246] Name=Group messages 2 Type=1026;Menu group ItemID=0x3F2A0000 ParentID=0x3F000000 Pos=256,-4,350,94 ;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0 0x3F2A0000 -0.63 0 0 0 ;1024x768, 1152x864, 1280x960, 1280x1024, 1600x1200 ;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0225 0x3F2A0000 -0.925 0 0 0 ;1280x800, 1600x1024, 1680x1050 ;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0325 0x3F2A0000 -1 0 0 0 ;1280x768 ;Zone= 256 764 330 94 1 1 0x3F000000 0.5 0.0175 0x3F2A0000 -0.7 0 0 0 ;1920x1200 Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.75 0x3F2A0000 0 0 0 0 ;1360x768, 1366x768 ;Zone= 256 764 330 94 1 1 0x3F000000 0.225 -0.785 0x3F2A0000 0 0 0 0 ;1600x900 ;Zone= 256 764 330 94 1 1 0x3F000000 0.15 -0.785 0x3F2A0000 0 0 0 0 ;1920x1080 Color=0xFFFFFFFF |
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#1308 | |
Navy Seal
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Eh I am a bit lost here. Okay so 1920x1080 needs to have the ; removed from in front of in the various entries listed and that is it? Prior to seeing the post I loaded up your mod. I finally had the chronometer, thankfully. However, the resolution looked strange, things were too small compared to normal, conning tower seemed stretched, taller than should be and the 3d crew looked strange. This correct? [G3F I20] Name=Depth 260 Type=1026;Menu group ItemID=0x3F1F0000 ParentID=0x3F010000 Pos=356,62,90,90 ;Zone= 868 120 160 160 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;stok - 1024x768, 1280x768, 1360x768, 1366x768 Zone= 868 120 120 120 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 1920x1080 ;Zone= 868 120 110 110 4 1 0x3F010019 0.5 -1 0x3F1F0000 -0.5 1.5 0 0 ;1920x1200, 1600õ1200 Color=0xFFFFFFFF |
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#1309 |
Navy Seal
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I made the corrections suggested, thinks look normal thus far. I can now see the chronometer finally(!!) and even moved the time back to where it should be on the right instead of down to left over top of the order bar UI. 2d depth gauge, telegraph etc are a little too large, can click below them to get alternates. Fix?
Thank you for the fix! much appreciated. |
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#1310 |
Navy Seal
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Update. FINALLY solved it. Took settings from TMO for the chron, applied to the U Jag add on mod, chrono now shows up in center of screen .
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#1311 |
Navy Seal
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Made some changes, tested ability get inside convoy. This was in a single mission. No moon, seas were light (for the Atlantic) . Time period of mission August 1940
Convoy was westbound...I avoided the lead escort moved along side the port column of convoy about 3300 yards, while rear escort was lagging behind, I made a "u turn" and increased to flank speed to overtake convoy, aiming to come up the middle between center columns, where best targets typically are. I made it past the first two (well last two in each center columns) undetected. turned with bow facing starboard center column and stern facing port center column. Targeted a large merchant ahead and mid sized one astern. Fired torpedoes 1,2, at large merchant ahead, then stern tube at mid sized merchant. Turned starboard to bring tubes to bare on last merchant in column. First torpedoes hit , large fire and explosion. Some sporadic gunfire form merchants. Stern torpedo hit its target, more fires. Fired one torpedo at the merchant ahead with a 30 degree AOB. Began moving across the convoy at flank speed, dodging some gunfire. Avoiding closing escorts. torpedo hit, merchant exploded and sunk fast, surprisingly fast. Mowing across the columns for port side to exit, coming under increased fire, flooded down to 7 meters. (mod) This reduced incoming fire, all rounds missed. Soon had a aft engine freighter or tanker ahead, fired last torpedo. Torpedo prematurely exploded. U-48 was caught in a searchlight of a unseen trawler type escort. on outside starboard column. Clearly illuminated and taking machine gun fire on conning tower. Ordered a crash dive. After some depth charges damaged boat from two flower class corvettes Since just a test mission surfaced, guns manned and slugged it out. One corvette rammed me, pretty dramatic moment. Screenshot and others below. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#1312 |
Navy Seal
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Thus far only disappointing gameplay issue with DW is tankers do not "blow up" as a loaded tanker should do. Have not spotted lifeboats either. Typically one solid torpedo hit was enough to ignite a tanker. They do catch fire burn, and the fire damage mod is apparently merged into DW as fire appears to damage ships over time (love it) but its rather dull when tanker does not blow up as should.
I've played around with zon.cfg file before but not how to get the boom. Just looking for the fix.... |
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#1313 |
Navy Seal
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Running Dark waters
Map contacts and cam on, manual targeting and all other difficulty enabled. Started in September 1939. I have been on patrol for 25 days, sunk two trawlers by gunfire and in a two day convoy battle, sunk a Queen Elizabeth Class Battleship (report will come at conclusion of patrol) in Western approaches, quite close to Britain. I have not had one aircraft encounter, which surprised me. Or do they come in later? Figured I'd see at least one lol. Also a Battleship escorting a convoy with 3 destroyers? I assume this is historical? I know surface raiders were a concern esp early in war and seems like I remember reading about battleships and cruisers escorting convoys. I encountered them in Grid AM 815 based on contact report. |
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#1314 | |
Navy Seal
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#1315 |
Navy Seal
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Wrapped up first patrol in Dark Waters. Really was a lot of fun.
Sunk a Queen Elizabeth Class battleship in a long running battle with convoy. Full report below. https://www.subsim.com/radioroom/sho...47#post2813147 My only gripe is they spot periscope way too easy even at night. How can we change this? Just want to balance it a bit, esp at night. Great mod, a lot of fun. Depth charge attacks and enemy AI with the L2 at excellent. Love the DC sounds. |
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#1316 |
Navy Seal
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#1317 | |
Admiral
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Know that with SH3, it is possible to include planes with them on them... BUT... note that there were only a few planes that were outfitted with the lights. ![]() Not sure if that can be accomplished with 4, or not... but, do think it is feasible to be done.. though... ![]() Biggest obstacle, with this would be the date equipment was released/used... though, as 4... has a really big issue with not following date marker/identifiers... ![]() Otherwise... x256/day, x512/night (until time when the air arm of the allies started really taking a serious toll on Uboats, then... all bets are off on night time surfaced running... & surviving encounters with planes.) ![]() M. M.
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#1318 |
Navy Seal
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#1319 | |
Navy Seal
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Whoa. Can it be fixed where planes will render at higher TC speeds, like other mods? That is just too damn slow in time to patrol at lol esp with realistic traffic where can go weeks or months without contact lol. 1026 is fine for transit and in area, it goes between that and 512 |
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#1320 |
Navy Seal
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I remember in OM there was blockships at Scapa Flow.
I just ran it in quick mission and no blockships. Are they present in campaign for DW perhaps just not for single mission? I did not want to chance it in my first campaign lol so did not try it out this time. Btw, very cool how superstructure gets bullet holes from machine guns. Torpedoed royal oak, none of his big guns hit my boat but a few rounds of from her machine guns hit aft during turn away. No null damage but shows the bullet marks. Nice effect |
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