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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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So uhh.. we getting a new version to play with tonight?
I've got my beer stocked up ready for a night of hunting.. just waiting to see if this nicer version will be ready before i set out. ![]() |
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#2 |
Black Magic
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#3 |
Black Magic
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ok how's this:
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#4 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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nice!
im ready to give it a workout ![]() |
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#5 |
Black Magic
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#6 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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WEEEE!
Time to bust out the beer! |
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#7 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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hey kara...
what about the dial in a single screen like you did for sh4?! i like your interface mod very much...! nice work... ![]()
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#8 |
Bosun
![]() Join Date: Dec 2009
Location: Germany
Posts: 68
Downloads: 145
Uploads: 0
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these tdc gfx looks better than my gfx from sh3. could we use these for the mod? where is the *.dds located?
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#9 |
Seaman
![]() Join Date: Mar 2010
Posts: 37
Downloads: 12
Uploads: 0
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Thank you very, very much for clarification, Hitman!!! Now we know how the TDC worked and how all dials looked like. Great -even if it cannot be implemented this way. But I hope you can get as close to it as possible. Putting the right dial graphics to the right functions shouldn't be a problem now. Don't know if the missing dials "exist" or can be created. But there is enoug space on the screen, so you could implement them all -even without an single TDC screen. Linking the periscope/UZO to the TDC for bearing input would be cool.
Last edited by H.B.; 03-13-10 at 06:15 AM. |
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#10 |
The Old Man
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Well, the ENTIRE KiuB screen can be loaded up in the Menu Editor. However there are some issues with the ID's. One needs to go through each item and create new "placeholders" then paste each item manually. There are only 200 or so items so it wouldn't have taken me more than a day or so. However there are a few problems:
1. the periscope lines no longer work as they did in SH4 2. there are no more "temporary solutions" so the AOBF and the stadimeter wouldn't work as they did 3. there are new torpedo buttons 4. no readable data in the recognition manual (no ship lengths) 5. no more retractable panels (mouse move just doesn't cut it as well since you can't move the periscope with the keys anymore) so the interface itself would take a while to link to actual functions. I would rather wait a bit to see what future patches will bring us. I don't oppose having NO dials whatsoever on the interface, as long as the inputs are easy to do. That's why I actually like the new TDC, but it's just not flexible enough (need to lock on something + AOB bug). But otherwise anyone is free to take anything from my interface. I've even posted a tool kit of which the PSD file should be useful for anyone that wants to do high rez dials. They were made for 1600x1200 resolutions and scale down very well to 1024x768. The original dials are made for 1024x768 and look bad if scaled up. KiUB was made to be at the limits of what the SH4 hardcode allowed. I'm still waiting to see what SH5 can allow (after patches). Until then, TDW's interface is perfect and no fuss ![]() ![]() ![]() EDIT: oh and the AOB finder wheel needs some free dial to be attached to. It's dead easy to do it but it's completely useless without ship lengths and proper mast values. Plus, that particular AOBF only worked with my miliradian periscope marks AND camera settings. |
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