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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jul 2010
Location: Venezuela
Posts: 181
Downloads: 65
Uploads: 0
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![]() ![]() Sorry for my newbie questions, but I have little time with this simulator and now little by little and with your help, I begin to understand the mechanism of these changes or Mod... ![]() |
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#2 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#3 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Hey, what is everyone's opinion on the addition of the heavy grease spills in the DER and TRF?
Adding more stuff to the interior, and fixing the last few major functionality problems from stock are in my plans. Other then that stuff, does anyone have any suggestions for future improvement? By the way, if anyone noticed that in stock(and in V1.2) there are some gauge needles around the sub that are stark white. Well, I found a way to fix that. V1.3 will have those things black like the rest of the needles. Oh, and the manual is on it's way, I just have not had the time to take all the screen shots I need for it, that is why I am taking so darn long to get it out.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#4 | |||
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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I can't tell you HOW they should be done though. I'd suppose rather to have the floor, with its structure visibly dirty - with footprints, various lines/patterns, but not just black. Also as far as I remember various workshop-like places I visited/worked in, the most dirt gathers in the most frequented places - on the pathwalks, items that people touch. Under the machines you usually have just dust or stains where droplets hit. Quote:
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![]() Good job. Excellent mod. So enjoyable... Thank you. ![]()
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#5 | |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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#6 |
Planesman
![]() Join Date: Jul 2010
Location: Venezuela
Posts: 181
Downloads: 65
Uploads: 0
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Very well done the addition of fat in the torpedo rooms and machinery,
![]() SteelViking, an idea that comes to mind is to grease the treads of official machinery or in other words, the traces of your shoes with fat or oil, so add one more dirty in this room ... |
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#7 | |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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![]() On the topic of the grease stains, I agree with Abd von Mumit, they are too black and flat looking. The pool of fuel or whatever under the drum in the sub pen looks a lot more like what these stains should be but that pool of fluid was obviously part of the floor texture, not a shadow on top... The only proper fix I can imagine is to add new transparent textures to the game and place them on top of the floor in the relevant compartments, but naturally that would involve either a lot of hexing or some other method of modifying the GR2's. Then again, if we get to that point we'll be able to fix just about anything that bothers us! As for bugs I noticed, (not sure if it's been said before) the inner dial of the compass in the CT is actually a speedometer dial and the radio officer's desk shadow still has a hole under the compass. I have a suggestion for the engineer's panel, though... In reality, I believe most of those gauges were used for indicating oil pressure, fuel pressure and perhaps fuel flow so could we put in dial faces for various pressures and have the needles move with power output like in the motor room? I suppose it'd make sense to leave a fuel level gauge on either side but it just seems silly to me that CO2 would be indicated on a panel specifically for the engines... On a completely unrelated note, has anyone seen the extra telegraph positions on the real engine telegraphs? Check it out! ![]() They've got positions for switching to electric motors, switching to diesels, charging the batteries... Not sure what it means by "Beide Maschinen 10 Weniger," though. Anyhow, nice job Steel and keep up the good work! ![]() |
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#8 |
Officer
![]() Join Date: Dec 2009
Location: British Waters
Posts: 243
Downloads: 98
Uploads: 0
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For some reason I do not see all the effects/changes in v1.2, even when I strip out all other mods in JSME. I know its running because I see somethings...like the hanging fruit and brighter colours/lighting.
e.g. the dial cases in the engineer/aft compartment look exactly like the vanilla one not like your screenshot. any thoughts? |
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#9 |
Stowaway
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#10 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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I said I'd have a request - here it is: these communication tubes are empty from inside, but not from outside. As they are just over the map, every time I approach map table this view strikes me and kills immersion:
![]() EDIT: I also think the most important next step in interior development is making every dial behave - move, indicate just anything, even random values. It's very disappointing to see most of the dials just staying in the same position all the time (usually in the middle of scales). Of course it would be marvellous to have working main dials in every compartment or at least every major station (speed, compass, depth, RPMs).
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to Last edited by Abd_von_Mumit; 09-25-10 at 04:41 AM. |
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#11 | |||
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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I can change the oil stains on the floor to brown, and I can lessen how much there is. I know about the compass center in the CT. That is one of the things that Privateer was going to fix right before his computer conked out. Whenever he gets back up and running, I am sure that he will finish his work on it. That fix will surely be in the next version. I fixed the shadow under the radio desk already. Could you please take a screenshot, and indicate on it what you would like changed? Quote:
If you are not in the VIIA, I don't know what is going on. Quote:
No one has this ability yet. Privateer's end goal was to be able to do this kind of stuff with the GR2 files, but that goal was still a pretty long way off before his comp went. I have no doubt that he will eventually get everything figured out, and be able to do this stuff(the man is a genius), but we will have to be very patient.
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#12 |
Swabbie
![]() Join Date: Sep 2010
Location: Burnaby, BC Canada
Posts: 14
Downloads: 17
Uploads: 0
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Hi SteelViking,
I'm interested in this mod of yours as the screenshots look awesome. I would like to change one thing for my own personal use and that is the colour of the observation periscope, it looks too white for my taste. I don't want you to change your mod as others might like what you've done, so I'd like to ask what file do I need to edit and where is it located in your mod folders so I can customize the scope to my liking. Thanks for your help in advance, BlueNinja
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Blue Ninja ___________________________________________ A U-Boat Captain is only as good as his last mission ![]() |
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#13 | |
Officer
![]() Join Date: Dec 2009
Location: British Waters
Posts: 243
Downloads: 98
Uploads: 0
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