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Old 09-24-10, 10:03 PM   #511
nozaurio
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Very well done the addition of fat in the torpedo rooms and machinery, it would be nice to add grease to the torpedoes, of course not easy, due to the type of projection, but can's try.
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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Old 09-25-10, 12:36 AM   #512
Capt Jack Harkness
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Originally Posted by SteelViking View Post
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.
Hey Steel, been a while since I've been on SH/Subsim, 1.2 is looking pretty good so far!

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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Old 09-25-10, 03:39 AM   #513
BigBANGtheory
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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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Old 09-25-10, 03:48 AM   #514
KarlKoch
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Originally Posted by Capt Jack Harkness View Post
Not sure what it means by "Beide Maschinen 10 Weniger," though.
It means something like "both engines 10 [RPM] slower".
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Old 09-25-10, 03:55 AM   #515
Abd_von_Mumit
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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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Last edited by Abd_von_Mumit; 09-25-10 at 04:41 AM.
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Old 09-25-10, 02:08 PM   #516
SteelViking
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Quote:
Originally Posted by Capt Jack Harkness View Post
Hey Steel, been a while since I've been on SH/Subsim, 1.2 is looking pretty good so far!

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!
Hey, cool idea about the engineer's panel. I could definitely make a good number of the gauges be for oil/fuel pressure. They would not actually be measuring that, but I can make it seem like they are. That would be a nice touch of realism.

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:
Originally Posted by BigBANGtheory View Post
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?
Are you in the type VIIA? The A has a different TRA than all other subs. I have not done much work on the TRA for the VIIA because you don't stay in the A very long. It is in my plans for V1.3 to include some improvements for it though.

If you are not in the VIIA, I don't know what is going on.

Quote:
Originally Posted by Abd_von_Mumit View Post
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).
I would love to be able to do this, but there are countless obstacles in the way of doing it. All the needles that don't operate are actually just part of the 3D mesh of the room itself. So, the entire 3D mesh would have to be exported, those needles deleted, re-import the mesh, then one by one, import needles in there places, and then all the proper controllers would have to be added. The problem with the communication tubes would also take a similar procedure to fix.

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.
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Old 09-26-10, 12:57 AM   #517
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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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Old 09-26-10, 01:29 AM   #518
SteelViking
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Originally Posted by BlueNinja View Post
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
I meant for the periscope shaft to be a metallic silver/chrome like they were historically. However, I was not able to get it exactly how I wanted due to some weirdness in the controller files. I was at least able to get the periscope shafts inside and outside the sub to match(they did not match in stock).

Anyway, the file for the texture on the periscope shaft is data/Textures/TNormal/tex/tile_metal_11.dds.

Let me know if you need help getting it to look how you want.
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Old 09-26-10, 06:31 AM   #519
Zedi
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Originally Posted by SteelViking View Post
....

Anyway, the file for the texture on the periscope shaft is data/Textures/TNormal/tex/tile_metal_11.dds.

...
Thank's for the tip, I just changed me scope with the torp head texture and it looks perfect. Thank you for this awesome mod!

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Old 09-26-10, 07:05 AM   #520
Abd_von_Mumit
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I just did a thorough check of my boats technical state while at sea, and I can't find any fuel level/battery level dials. Even those in Electrical Engine room are just as they used to be - dead in the middle of the scale, not like on your screenshot from the first post. Also checked the engineer panel - it looks different now than before, but i still see no fuel indicator. I'm puzzled.
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My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
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Old 09-26-10, 08:54 AM   #521
BigBANGtheory
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Quote:
Originally Posted by SteelViking View Post
Are you in the type VIIA? The A has a different TRA than all other subs. I have not done much work on the TRA for the VIIA because you don't stay in the A very long. It is in my plans for V1.3 to include some improvements for it though.
I think you found the reason, thank-you.
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Old 09-26-10, 09:22 AM   #522
Zedi
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Quote:
Originally Posted by Abd_von_Mumit View Post
I just did a thorough check of my boats technical state while at sea, and I can't find any fuel level/battery level dials. Even those in Electrical Engine room are just as they used to be - dead in the middle of the scale, not like on your screenshot from the first post. Also checked the engineer panel - it looks different now than before, but i still see no fuel indicator. I'm puzzled.
And I thought is just me... Same here, I confirm this problem.
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Old 09-26-10, 12:26 PM   #523
SteelViking
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@ AvM and Magnum,

I think you guys are experiencing the same problem as BigBangTheory. You are on the VIIA. The VIIA uses a different a different 3D model(and therefore a different .GR2 for the TRA). The electric gauges in the VIIA cannot be made to work. It would take the difficult procedure I outlined in my earlier post. The VIIB, C, and C/41 all have the improved electric gauges though, so be patient and you will get those benefits. I wish I could do more for the VIIA, but I simply cannot.

About the fuel gauges on the engineer's panel. There are 3 different types of gauges on the engineer's panel(I cannot make more then that because of GR2 limitations). There is CO2, speed, and fuel. The fuel gauges background looks like the background of the primary fuel gauge that is not yet functional(it hangs in the middle of the DER between the engines).

If you have you game set for limited fuel, you should of course see it falling as your patrol goes on. Please make sure that you have set your realism settings to have limited fuel(and remember that you can only change the realism settings while in port). I would not recommend changing the .cfg file to change your realism settings. Keep me posted as to the behavior of those dials, because if there is a problem with them, I need to fix it. Just please make sure that limited fuel is turned on, and that you followed the proper procedure to turn it on.
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Old 09-26-10, 12:47 PM   #524
Zedi
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Ok, got it now. I restarted the campaign and I'm only in summer 41 now and long time since I visited my home base. Can't wait for the upgrade just to see those yummie dials working :P And ofc, playing only with high realism, only external cam on for eyecandy.

Anyway, this mod is so cool that I spend more time in the sub than outside... makes me feel so good.

/ty again
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Old 09-26-10, 01:04 PM   #525
SteelViking
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Originally Posted by Magnum View Post
Ok, got it now. I restarted the campaign and I'm only in summer 41 now and long time since I visited my home base. Can't wait for the upgrade just to see those yummie dials working :P And ofc, playing only with high realism, only external cam on for eyecandy.

Anyway, this mod is so cool that I spend more time in the sub than outside... makes me feel so good.

/ty again
You are welcome, I am just glad that you like it.
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