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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Gunner
![]() Join Date: May 2009
Location: Temerin, Serbia/Günzburg, Germany.
Posts: 99
Downloads: 93
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Hi everyone!
I have a very annoying problem. After I have installed OLC Gold I get CTD after I try to load my second save from a mission. For instance, I start a mission and make a save. I can load it later and continue playing but after I make another save and try to load it later I get CTD when the game loads and I see "Not so long ago" writing. I've played a lot of missions before I got OLC mod and never had such a problem, but now I cannot even finish my first mission because of this. I've posted this in a separate topic but I didn't get any answer. OLC, thank you for this mod, it's wonderful and I really hope that I can solve my problem and be able to continue playing.. |
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#152 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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HTH OLC
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#153 |
Watch
![]() Join Date: Sep 2008
Posts: 21
Downloads: 95
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Thanks, onelife. Also, another annoying problem is that whenever I try to lock something in the scope, it stays locked for about five seconds, and then it unlocks. Annoying as hell. I would keep it out of the thread for this mod, but it only seems to happen when I use OLC and I don't think it worth a thread of its own.
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Well, we're surrounded. Those b******s aren't going to get away this time. |
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#154 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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The scope automatically unlocks when you lock on to a target that is too far away. If you're interested, the distance is determined by a setting in sensors.dat (a file you'll notice is not changed by OLC Gold) but I don't recommend changing it from the default GWX setting (unless you want to mess up your crew's ability to spot ships).
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#155 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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@OLC
I've been playing with the Ubermod for some time and with its 'Gold' version for quite a few time too. In both modes the radar contacts are shown as red and black lines for airplanes and warships respectively. BUT! I think that Uboat Commanders couldn't know if the contact was seaborne or airborne. In case this is true would you mind telling me how to change this i.e force the game to use only one color for all types of radio contacts? Is this related to the menu_configuration file? ![]() |
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#156 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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![]() Just so you know, if you make it one colour for all contacts then it will also affect hydrophone contacts. Assuming you want to go ahead, open up maps.cfg and look in there. I can't remember for sure but I think you change Mat1=0x09,0x0B,data/menu/gui/ContLine.tga to Mat1=0x3B,0x0B,data/menu/gui/ContLine.tga or something like that. Give it a try. ![]()
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#157 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
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Roger that. Thanks!
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#158 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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Actually, tomfon, thinking about it... wouldn't they have been able to tell from the speed? Even a slow aircraft moves an order of magnitude faster than a ship, which is a bit of a give-away, or so I'd have thought.
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#159 | |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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![]() BTW your suggestion (see your previous post) is correct and... quite obvious. ![]() 1. It slows down my gameplay, beyond the limits of my patience. 2. Even if all contacts were shown as e.g. black lines, the best way to deal with it would be to dive and check with the hydrophone for a closing ship. If i don't hear anything then its probably a plane, right? Well, thats fine too cause it means that i didn't give him the chance to attack me. But it doen't really matter since i never fight airplanes; i always dive. Secondly, i don't count on the RWR to intercept a ship, i use the hydrophones and my watch crew. Anyway, thanks for having a second thought on this matter. ![]()
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan "You don't even care. That's how much an impact the three-point shot has and it's evidenced by how everybody plays... There's no basketball anymore, there's no beauty in it. It's pretty boring. But it is what it is and you need to work with it." - Greg Popovich Mods for SH3 |
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#160 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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Heh, good point.
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#161 | |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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![]() Not much of a choice then.
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan "You don't even care. That's how much an impact the three-point shot has and it's evidenced by how everybody plays... There's no basketball anymore, there's no beauty in it. It's pretty boring. But it is what it is and you need to work with it." - Greg Popovich Mods for SH3 |
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#162 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
do I understand it correctly that it is possible to show ship contacts on the map not via icons, but via contact lines? If yes, how can you do that? This might be a good way to replace the WO's deadly accuracy with something more crude. Cheers, LGN1 |
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#163 | ||
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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Quote:
![]() If you want to do this I think it's in maps.cfg... I can't remember for sure and I'm a little busy right now. Have a look in maps.cfg and if you get stuck let me know.
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#164 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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I'm getting ready to start a brand new GWX3+OLC+LRT campaign, and I decided to sort out something that had been bugging me: the sky/clouds not looking quite right near the horizon, particularly during daytime partial-cloud conditions. It proved easy enough to fix (mainly cos I'd been mulling it over for some time) so in true OLC-makes-a-mess-of-the-'Gold'-bit fashion, I'm releasing the tweak.
Here is a before/after (left/right respectively) comparison image to show what it does: ![]() You get a similar effect in overcast conditions as well. This is a purely graphical effect and has zero impact on the gameplay. If you like the look of it then grab it here and install it over the top of OLC 'Gold'. It's fully compatible with the other OLC 'Gold' modlets and addons (such as the Flat Sun Fix). Given the files being changed, I imaging it's best not to enable this mid-patrol. Cheers, OLC
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Freedom of speech - priceless. For everything else there's Mastercard. Last edited by onelifecrisis; 05-21-09 at 06:02 AM. |
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#165 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Thanks, OLC.
In maps.cfg (from GWX 2) I have found the following: [MAPS] MapsNb=2 ;materials Mat0=0x09,0x0B;default Mat1=0x09,0x0B,data/menu/gui/ContLine.tga Mat2=0x09,0x0B,data/menu/gui/DashLine.tga Mat3=0x09,0x0B,data/menu/gui/Degrees.tga Mat4=0x3B,0x0B,data/menu/gui/Units/Torp.tga Mat5=0x3B,0x0B,data/menu/gui/Units/Selection.tga Mat6=0x3B,0x0B,data/menu/gui/Units/ShipDestroyed.tga Mat7=0x3B,0x0B,data/menu/gui/Units/AirDestroyed.tga Mat8=0x3B,0x0B,data/menu/gui/Units/City.tga ;units military symbols ;MatSymbXY where X digit means the type of the unit/convoy and Y digit is the size of the convoy (0 for small, 1 for medium and 2 for large) MatSymb00=0x3B,0x0B,data/menu/gui/Units/UnitWShip.tga MatSymb01=0x3B,0x0B,data/menu/gui/Units/UnitWShip.tga MatSymb02=0x3B,0x0B,data/menu/gui/Units/UnitWShipM.tga MatSymb03=0x3B,0x0B,data/menu/gui/Units/UnitWShipL.tga MatSymb10=0x3B,0x0B,data/menu/gui/Units/UnitMShip.tga MatSymb11=0x3B,0x0B,data/menu/gui/Units/UnitMShip.tga MatSymb12=0x3B,0x0B,data/menu/gui/Units/UnitMShipM.tga MatSymb13=0x3B,0x0B,data/menu/gui/Units/UnitMShipL.tga MatSymb20=0x3B,0x0B,data/menu/gui/Units/UnitSub.tga MatSymb21=0x3B,0x0B,data/menu/gui/Units/UnitSub.tga MatSymb22=0x3B,0x0B,data/menu/gui/Units/UnitSubM.tga MatSymb23=0x3B,0x0B,data/menu/gui/Units/UnitSubL.tga MatSymb30=0x3B,0x0B,data/menu/gui/Units/UnitAir.tga MatSymb31=0x3B,0x0B,data/menu/gui/Units/UnitAir.tga MatSymb32=0x3B,0x0B,data/menu/gui/Units/UnitAirM.tga MatSymb33=0x3B,0x0B,data/menu/gui/Units/UnitAirL.tga MatSymb40=0x3B,0x0B,data/menu/gui/Units/UnitLand.tga MatSymb41=0x3B,0x0B,data/menu/gui/Units/UnitLand.tga MatSymb42=0x3B,0x0B,data/menu/gui/Units/UnitLandM.tga MatSymb43=0x3B,0x0B,data/menu/gui/Units/UnitLandL.tga I guess the comment is missleading. 'Y=0' is the ship symbol and 'Y=1,2,3' is the group symbol for small,medium, large. If I want to have single ships on the map indicated by the lines, I would replace MatSymb00=0x3B,0x0B,data/menu/gui/Units/UnitWShip.tga with MatSymb00=0x3B,0x0B,data/menu/gui/ContLine.tga Can anyone confirm this? Unfortunately, I cannot test it myself (I am travelling and my notebook is too weak. I only have a backup with the files). Thanks anyone! Cheers, LGN1 |
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Tags |
gold, gui, olc, olce2, ubermod |
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