SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

View Poll Results: Should I develop this modification?
Yes. 243 96.81%
No. 8 3.19%
Voters: 251. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 09-17-12, 01:47 PM   #76
Dogfish40
Ace of the Deep
 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
Default This is great!



I can't wait to load it up. D40
__________________
Dogfish40
Dogfish40 is offline   Reply With Quote
Old 09-18-12, 04:04 AM   #77
BIGREG
Grey Wolf
 
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
Default

Hi

Yesterday,i have load the FM interior mod and i am not sure ,if that is "real" ,the "dinning" place seem to be after the captain bed on the portside (left)
But,when i see photos ,normaly a "dinning" place was in captain bunks (the table was integrate in the "cabinet" on the side) and on the same side after the capt bunks was only crew bunks (without tables)
But on the other side (right side after rhe sonar room) was the crew dinning place with 2 tables and without wardrobe in the middle of the bunks (not sure)

other thing ,i think to do is to separate as meshes (with subsets) is the radio/sonar rooms (because ,the meshes : QR1_Objects.GR2 is too big and need to many time to import ...)
We can use other meshes to make it :
- Captain_bed (we can reweld the bed with the other...)
- Object01 (just one subset)

I can rename the meshes ,if needed...

Ps : otherwise ,i have "saved" 2 meshes from hydrophon (i have welded the qr1_hydrophon_body and the hydrophone_dials as subsets in the Hydrophon mesh)
__________________
~~~~BigReg~BigRegOne~~~~



"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok
BIGREG is offline   Reply With Quote
Old 09-18-12, 07:53 AM   #78
silentmichal
Frogman
 
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
Default

Quote:
Originally Posted by BIGREG View Post
Hi

Yesterday,i have load the FM interior mod and i am not sure ,if that is "real" ,the "dinning" place seem to be after the captain bed on the portside (left)
But,when i see photos ,normaly a "dinning" place was in captain bunks (the table was integrate in the "cabinet" on the side) and on the same side after the capt bunks was only crew bunks (without tables)
But on the other side (right side after rhe sonar room) was the crew dinning place with 2 tables and without wardrobe in the middle of the bunks (not sure)

other thing ,i think to do is to separate as meshes (with subsets) is the radio/sonar rooms (because ,the meshes : QR1_Objects.GR2 is too big and need to many time to import ...)
We can use other meshes to make it :
- Captain_bed (we can reweld the bed with the other...)
- Object01 (just one subset)

I can rename the meshes ,if needed...

Ps : otherwise ,i have "saved" 2 meshes from hydrophon (i have welded the qr1_hydrophon_body and the hydrophone_dials as subsets in the Hydrophon mesh)

Yes, you're right, but if we'll add dinning place, we have to delete two beds. I imported it to *.GR2 file. If you want, I can send You this modified file .

EDIT

Import takes me 2 hours ;-).
silentmichal is offline   Reply With Quote
Old 09-18-12, 09:16 AM   #79
BIGREG
Grey Wolf
 
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
Default

Hi Micha

Not delete the beds (they should use to sit) Maybe,just move up a little the upper beds (for the crews heads not hurt)
What we can make is :

- delete the little wall in captain bunks (after we can add a table attached to the "cabinet")
- delete the middle "wardrobes" on the right side between the crew bunks
- move the table from links to the right side

For your file QR1.GR2 ,i want good to see,But the problem is that we use one that is well advanced, with TheBeast

The best thing is that ,i send you the actualy QR1.GR2 we use

Ps:2 hours for import the QR1_Objects ? what have you for computer
Me that take max 45 minutes and I found it already too long ...
(i have a brand new PC :I7 3770k,16 Go Ram etc...and a big hole in my bank account )
__________________
~~~~BigReg~BigRegOne~~~~



"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok
BIGREG is offline   Reply With Quote
Old 09-18-12, 09:40 AM   #80
silentmichal
Frogman
 
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
Default

Quote:
Originally Posted by BIGREG View Post
Hi Micha
Ps:2 hours for import the QR1_Objects ? what have you for computer
Me that take max 45 minutes and I found it already too long ...
(i have a brand new PC :I7 3770k,16 Go Ram etc...and a big hole in my bank account )
My computer is:

MAD Athlon X4 640,
8GB RAM,
Radeon HD 4890
silentmichal is offline   Reply With Quote
Old 09-18-12, 09:55 AM   #81
BIGREG
Grey Wolf
 
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
Default

Check your PM box

Hum,I really think it is necessary to cut the QR1 Objects
Maybe ,i think is a good idea to separate the radio and sonar room from the rest
__________________
~~~~BigReg~BigRegOne~~~~



"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok
BIGREG is offline   Reply With Quote
Old 09-18-12, 02:54 PM   #82
silentmichal
Frogman
 
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
Default

Maany thanks!

But now I haven't got much time, so I'll check it in weekend .
silentmichal is offline   Reply With Quote
Old 10-09-12, 12:00 PM   #83
sabretwo
Frogman
 
Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
Default

Is the current version of this compatible with TDW's UI and Pedrobas' MMM - MyMegaMod? Has anyone tested these a found them compatible?

This mod looks great, with exception to the guys walking around on deck while at sea.
sabretwo is offline   Reply With Quote
Old 10-09-12, 12:48 PM   #84
silentmichal
Frogman
 
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
Quote:
Originally Posted by sabretwo View Post
Is the current version of this compatible with TDW's UI and Pedrobas' MMM - MyMegaMod? Has anyone tested these a found them compatible?

This mod looks great, with exception to the guys walking around on deck while at sea.

No, not yet, but i'm working on it .
silentmichal is offline   Reply With Quote
Old 10-09-12, 02:13 PM   #85
sabretwo
Frogman
 
Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
Default

Thanks for the fast reply. I look forward to trying it when you have it compatible with the other major mods.
sabretwo is offline   Reply With Quote
Old 10-09-12, 02:26 PM   #86
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

Michal, install while docked in port only? Please say it it isn't so. I can't wait, this is gonna be so nice.

Oh BTW. You might want to do it for SH3 too..... if it's possible.. Those SH3 guys are gonna be so jealous and will want it too.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 10-09-12, 02:31 PM   #87
silentmichal
Frogman
 
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
Default

Quote:
Originally Posted by GT182 View Post
Michal, install while docked in port only?

No, install it wherever you are. It doesn't matter.
silentmichal is offline   Reply With Quote
Old 10-09-12, 02:34 PM   #88
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

GREAT!!!!! Thank you.... thank you.... thank you.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 10-09-12, 02:34 PM   #89
silentmichal
Frogman
 
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
Default

Quote:
Originally Posted by sabretwo View Post
Thanks for the fast reply. I look forward to trying it when you have it compatible with the other major mods.

My beta 0.3 is rather ready to release. And there's special version for TDW's UI. I'll chceck my mod with MMM - is it working correctly... But his mod is... really big!
silentmichal is offline   Reply With Quote
Old 10-09-12, 02:37 PM   #90
silentmichal
Frogman
 
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
Default

Quote:
Originally Posted by GT182 View Post
GREAT!!!!! Thank you.... thank you.... thank you.

OK, but remember: install using JSGME! And, if you want to visibly added crew, you have to load your mission / campaign TWICE.
silentmichal is offline   Reply With Quote
Reply

Tags
animations, crew, mod


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:46 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.