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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#916 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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I just discovered the Real Navigation side of TDW's MO .... oh my god. Game changer!
Is there any good documentation on this feature? That and the chalk board thing that is included? Everyday is like a free pass in the candy store with this mod! |
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#917 |
Black Magic
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You have lots of goodies to discover yet then (supermarks, navigational fixes, etc.)
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#918 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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He's back
![]() Question ... do the nav and super marks stay as part of a saved game or do they get wiped away like the sunken ship icons? And is it generally crash free to save on the surface without being in contact of the brits? I assume like SH3 saving while submerged is a bad idea? |
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#919 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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![]() here you have some links: http://www.subsim.com/radioroom/showthread.php?t=179643 http://www.subsim.com/radioroom/show...13&postcount=8 http://www.subsim.com/radioroom/show...3&postcount=14 http://www.subsim.com/radioroom/show...1&postcount=46 http://www.subsim.com/radioroom/show...7&postcount=48 I started to play real nav 1 week ago - so i am not so good in explanations - but if you have quest do not hezitate to ask - they are plenty of experts in real nav on this forum ![]() |
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#920 | |
Black Magic
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The supermarks and navigational fixes are saved with your campaign. If you use them in single mission they are not saved. It is recommended to save while surfaced and not in presence of any ships. |
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#921 | |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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#922 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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You welcome
![]() http://www.subsim.com/radioroom/show...6&postcount=61 Salute! ![]() |
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#923 | |
Black Magic
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So let's ask the question: what could be improved in the tutorial feature? What would you all like to see added to it? I'm tinkering with the idea of possibly adding movies to it. |
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#924 |
Navy Seal
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Movies
![]() ![]() Sometimes I wish I could make a statment stand out. A font colour command like in your scope hud button would be nice ![]() |
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#925 |
Black Magic
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hmm...color...that could be tricky. Are you wanting a single word or sentence to change color? If it's a sentence is it a single sentence or a sentence in a group of sentences?
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#926 |
Navy Seal
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If it could be a command - changecolour###### etc
Then I could use it with the next displaytext. This would give me a sentance. If I use addtext I could split this sentance and get a word in another colour or words ![]() |
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#927 | |
Black Magic
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#928 |
Chief
![]() Join Date: Oct 2010
Location: Highlands UK
Posts: 323
Downloads: 36
Uploads: 0
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Can anyone point me in the right direction in the options files to get rid of the 'Yellow {!} "New objective" box' that sits smack bang in the top middle of my otherwise free of gadets screen.
After the radio intersept and being phycically able to see the new objective on the map, i have no need for a 24/7 reminder of the fact!! Thanks for the help. |
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#929 | |
Black Magic
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##################################### Player Guidance (SH3/4/5 modes) #################################### # are player guidance events enabled? (are they shown) # change below to either True or False PlayerGuidanceEnabled = False ##################################### Player Objectives (SH3/4/5 modes) ################################### # are player objective events enabled? (are they shown) # change below to either True or False PlayerObjectivesEnabled = False # if the mission is a tutorial, are Player Objectives enabled at game start? (overrides PlayerObjectivesEnabled at game start) # change below to either True or False IfTutPlayerObjsEnabledAtGameStart = False |
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#930 |
Ace of the deep .
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