![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Willing Webfooted Beast
|
![]()
Despite the fact that I won't be downloading, good job!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
![]() |
![]() |
![]() |
#2 | ||
Engineer
![]() Join Date: Dec 2009
Location: Virginia
Posts: 202
Downloads: 572
Uploads: 0
|
![]() Quote:
Quote:
Last edited by nodlew; 08-18-10 at 09:29 PM. |
||
![]() |
![]() |
![]() |
#3 |
Watch
![]() Join Date: Apr 2010
Location: US state of ILLINOIS
Posts: 23
Downloads: 20
Uploads: 0
|
![]()
very cool mod. when you release the next version will you make it so the ob scope dosent go up every time you go to a new screen?
thanks ![]()
__________________
![]() I don't think Ubisoft will cooperate, ![]() so bye bye Mr. Bunny. It's not our fault. |
![]() |
![]() |
![]() |
#4 |
Engineer
![]() Join Date: Dec 2009
Location: Virginia
Posts: 202
Downloads: 572
Uploads: 0
|
![]()
Hey Reaper. I'll post a screenshot of the Compass, don't have the time right now, just want to reply quickly. Yeah, there is something up with the RAOBF in general. No matter what I do I just can't get the markings file just right for every ship. I can get it perfect for one, but then some of the others are a little off. A happy medium is all I think I'll be able to achieve. One question though. I see your markings file has only forty marks total horizontally. The dial is made so that at 2000 m or so a Large steamer in 6X zoom should be about 29 marks along one half of the ship (@90 deg). So the dds isn't made to even get an 90 deg AOB on a ship 147 m long at 2000 m in 6x? That's why I'm making mine with like 60 marks total. Just wondering.
As far as the scale of the panels--they are great. No, I don't think the torpedo panel is too small. I like the way the stadimeter buttons work--seems less buggy too. I haven't noticed the stadimeter quitting working anymore forcing me to open the map to get them back. In fact, other than the dds and the compass, haven't seen any glitches at all. Great work. |
![]() |
![]() |
![]() |
#5 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
|
![]()
Thanks Nodlew for feedback on RAOBF. Wasn't aware of there not being enough marking on the RAOBF - obviously I didn't test it with the taller vessels
![]() I f you want to work on yours so its callibrated regards the height and send me a copy I'll redo mine to match. Utill I can fix the model issues AOB won't work in SH5 with the RAOBF (Devs and there shortcuts - no realism ![]() ![]() That issue with the stadimeter won't happen again, rescripted how it works. By th way how do you like the blinking eyepiece in the stadimeter icon for Send Range To TDC. Took me a while to get that working, was very proud of it ![]() As for the compass I think I know what the problem is. I had 2 copies on the TriRing graphics. One in a folder called TriRing and one in the Attack Periscope folder. I deleted the attack periscope one before release to make the file smaller. I bet I have the Menu Editor pointing at the AttackPeriscope folder instead of the TriRing folder. That would explain why only the nightmask is showing (The night mask for the TriRing is actually the AttackDisc rescalled). If you go to C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\R7 TDC\TriRingCompass and copy the (TriRingCompass.dds) image to C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\R7 TDC\Attack Pericope, that should fix the issue. EDIT: Confirmed via Menu Editor TrRing Images are pointed at the Attack Periscope Folder. So fix above will sort that out untill I release a bugfix. I'll release an update once all bugs have been reported to fix the issues. ![]() @robbythesub. Seems to work Ok my end, Try unistalling the Mod and Reinstalling - may be a modsoup issue. ![]() |
![]() |
![]() |
![]() |
#6 |
Captain
![]() Join Date: Jul 2007
Location: Somewhere under the ocean
Posts: 504
Downloads: 302
Uploads: 0
|
![]()
@robbythesub. "Seems to work Ok my end, Try unistalling the Mod and Reinstalling - may be a modsoup issue".
![]() @R7 I did a re install, and have the same problem, as well as the periscope issue, how strange! With the jsgme, should you mod be at the very end, as I think this may be a mod conflict issue? I could post my loadout for mods here if I knew how to do it! Thanks Last edited by robbythesub; 08-28-10 at 12:25 PM. |
![]() |
![]() |
![]() |
#7 |
Machinist's Mate
![]() Join Date: Jun 2009
Location: Poland, Bedzin
Posts: 121
Downloads: 209
Uploads: 0
|
![]()
Hello reaper7
first of all thanks for the great mod. I have 2 question: 1) Your last patch - the file is empty there is only desktop.lnk file 2) In Multi game there is no chat box, can you do something with that ? Thanks a lot.
__________________
|
![]() |
![]() |
![]() |
#8 | |||
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
|
![]() Quote:
![]() So while its bright out it could be 11Pm at night - look at the daytime icon at topright it shows nighttime. I could redo the Nightmaske not to be activated by timeclock but by a user button instead. Quote:
You could take a screeshot of JGSME maybe. Quote:
![]() Have reuploaded the correct one. Sorry guys. Redownload and install. ![]() |
|||
![]() |
![]() |
![]() |
#9 |
Machinist's Mate
![]() Join Date: Jun 2009
Location: Poland, Bedzin
Posts: 121
Downloads: 209
Uploads: 0
|
![]()
thx Reaper , what about second question, about chat box for Multiplayer ? Is there any chance to bring it somewhere on a screen ?
__________________
|
![]() |
![]() |
![]() |
#10 |
Swabbie
![]() Join Date: Jan 2008
Posts: 13
Downloads: 52
Uploads: 0
|
![]()
[QUOTE=reaper7;1480171]I could redo the Nightmaske not to be activated by timeclock but by a user button instead.
Could you make new patch for your mode with this button and following target function added? Thank you. |
![]() |
![]() |
![]() |
|
|