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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#2 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Ok , this last version presents no conflits at all with the Latest FM interior Mod !
Question can I remove the cam file, cause it is to slow , the FM cam it's more of my taste? Again no food , can a version with at least the stock food or some of the DD.OH food be done !? The rest of the Mod works fine and as usual looks great to see the conning tower hatch open, much more realistic! ![]() A thing I have seen, The commends to up and down the flag are replied by the watch officer on the conning tower , does this means that if we had the Flag tga files back , the flag actually works ? |
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#3 |
Stowaway
Posts: n/a
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Could we just have one interior supermod ?
With the extra rooms, open hatches, raptors dials and light changes, shadowmaps etc etc etc.....would be so much easier from an "integrate with other mods" point of view. Cheers, UG |
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#4 | |
XO
![]() Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
Downloads: 47
Uploads: 0
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Re: Slow camera speed. Luca's free-cam camera has two speeds. If you hold down the Shift key together with your movement key you will get the effect of running through the boat. Very nicely done! ** Just realised I may have misunderstood your first sentence.! If you aren't running both mods at the same time , please excuse me! Last edited by Cheapskate; 02-17-10 at 05:58 AM. |
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#5 | |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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Answer your questions: If you need to move velocemante also hold the shift key. I can do a version with the food, (this is not a problem) but I wanted to feel the loss of a 10% FPS. my mod and the mod is compatible with the flag of the great Anvart Author of DFa_UpDnRot_Flags_fin2.7z, first install the Anvart mod and everything will work correctly Very important for the full draft press this button key -numpad "0" to return to the previous CAM Regards, Luca Last edited by lucagaeta; 02-17-10 at 10:58 AM. |
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#6 |
Machinist's Mate
![]() Join Date: Feb 2010
Location: Cultivating a full beard, mid-atlantic.
Posts: 121
Downloads: 46
Uploads: 0
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OK I've managed to get this working a bit better, with GWX3gold and OLC, plus a couple of other mods that don't cause conflicts (lifeboats, skins, smoke & streams, das boot clothes, no rank).
I had to delete some stuff from within the mods to do it, namely the interior of the VII from the OLC mod, and the commands files from the Cfg folder of the OpenHatch mod. Here is my question, I have lost some functionality from the OLC mod, the pop up menu at the bottom mainly. The little lower periscope icons don't work, neither does the direct to UZO icon, nor the direct to OBS icon, BDU icon, radio icon and captains log icon. also some of the orders icons don't work when the officers icon is clicked on, surface the boat, head to view etc... where and how are the integrated commands stored? how can I fix them? then this mod would be perfect for me.... *********edit********* scratch that I fixed it, I put the wrong commands file back in (ie the openhatch version, not the OLC version). to get these working I had to... 1; Remove the four conflicting files in the VII folder from the Interiors folder in the OLC mod. 2; Remove the commands files from the Cfg folder in the OpenHatch mod. 3; Remove the cam file from the OpenHatch mod. Because of the way that both mods conflicted with each other it wasn't possible to fix using the "place in this order" method with JSGME. Yeah I know it looses some function in the OpenHatch mod, but my personal taste is for the GUI to work, rather than click spots in the 3D interior. However, as more gets added to the interior, animations, more crew, more clickspots, etc, I may change my mind. 100% working now.
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![]() Last edited by [SJ]nailz; 02-17-10 at 01:13 PM. Reason: sussed it myself :-) <<< smug smiley. |
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#7 | |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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I wanted to know if you had tried to do this test and what was the result install for my last mod: Conning Tower Hatch open 0.91FM and immediately after the fix Fix OLC users: http://www.filefront.com/15390359/Co...OLC_GUI_1.zip/ news aspect thanks Luke |
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#8 | |
Machinist's Mate
![]() Join Date: Feb 2010
Location: Cultivating a full beard, mid-atlantic.
Posts: 121
Downloads: 46
Uploads: 0
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#9 |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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#10 | |
Machinist's Mate
![]() Join Date: Feb 2010
Location: Cultivating a full beard, mid-atlantic.
Posts: 121
Downloads: 46
Uploads: 0
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Cheers I missed that, will get back to it!! Oh by the way I thought I'd post my system stats for comparison as this runs smooth with perfectly playable FPS; Win7 32 bit (running on 64bit machine, don't ask. I also have 64bit Vista on DualBoot) Intel Quad Core Q6700 (stock, no O/C) 3GB ram (actually 4GB but limited by 32bit OS) nVidia 9400 (slight O/C) 1280x1020 4/3 res on 23" 1920x1080 16/9 panel.
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#11 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
Downloads: 26
Uploads: 0
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Uberg...:
I agree. All of these multiple mods that manipulate the sub interior should be integrated somehow. But I don't know how you get several creative 'cats' to move in the same direction together. |
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