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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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#122 | |
Black Magic
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You're trying to fix a problem by introducing a counter-problem by flipping the needle. You need to figure out the source of the problem and correct it there. I don't use any environment mods or anything like them or any interior mods. I use basic - my UIs, IRAI, shadow mod, and BRF. |
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#123 |
Navy Dude
![]() Join Date: Sep 2004
Location: Downunder W.A. Sth.of the River
Posts: 174
Downloads: 36
Uploads: 0
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Thanks, will give it a try.
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Run Silent Run Deep!!!! 01.NSM4 Classic/.RFB v.1.52.1024+Patches 02.RFB Radar HotFix/RSRDC_RFBv15_V420+Patch2 03.Sobers_Better_Rocks & Sand 04.Small_Nav_Tools_w_Chrono 05.Brit_MkVIII_US_Mk28_Torps 06.ROW Sound effects.v.9/Enviromental 5.0 O/S Win10 Pro 64-Bit/Intel 64xQuad Core CPU i7-4790+3.60 Ghz 32gig RAM nVidia GeForce GTX-1650 Ti |
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#124 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi
![]() I give you some stuff I do or find, during my long absence ... So my goal was in a completely redo the room radar / sonar. I then begin to edit the file QR1.gr2 to replace existing textures, result a dozen extra texture and a lot of work to find point by point texture coordinates for each object (vinyl, radio, enigma, lamp, radar, everything!) ![]() (What do TheDarkWraith editor today in one click ![]() Well, the problem is that even by adding textures, I have some replicas of objects (same texture: door / enigma / radar ...) No problems ... I will find a solution! Hum! ![]() After many attempts with. Sim, I thought why not use the system of the skin Uboat ! For this I recreated new textures with the suffix (_coating01) for that I edit the file Uboatsensor.sim. Back to see the result in goblin, Hum! nothing! I run the game .. Miracle, but it works only on certain items? What is already a lot! I tried with the navigation map and it works just for that in the control room (which can be nice: a task,, a place,a camouflage, a map) On this I even tried to reorganize the coating, much like TheBeast made ,with the same result, error when selecting or impossible to change, I tried everything. but, seeing there was a problem with loading the datas? obliged to loading several times to make it work! ![]() Here for now it is on standby, awaiting tool (TheDarkWraith editor ![]() In the meantime I will finish the TDC dials in coning tower with the help of Reaper7 ![]() If someone needs help or information on what i find, do not hesitate to ask. ![]() BigReg/BigRegOne ![]() "Aging is a disease like any other. proof: you might die." Proverbe Shadock |
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#125 |
Ace of the deep .
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Any luck getting the electric engine dials working on the VIIA .
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#126 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi Sober
![]() Yes,is possible,is two way for that : 1 - add them as .DAT (TheBeast know how better as me ![]() 2 - other using the VIIb/c room as a "shell" : import the all meshes from VIIa into the VIIb/c.GR2 and rename it
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~~~~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 |
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#127 | |
Ace of the deep .
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#;+++++++++++++ SH5 specific UI Items +++++++++++++++ #; integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar #; change below to either True or False IntegrateLevels = False This would mean i have to walk thru submarine to check fuel , batteries , CO2 , Air . Only if all gauges are working ![]() Immersion 100% |
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#128 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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I don't know if this means anything, but I'm using WoGaDi plus the Fuel Gauge WoGaDi_SteelViking's Interior mods without Steel Viking's Interior mod. My electric gauges are working in my type "B" boat. I haven't had the opportunity to try them in the "A" type yet. My thinking is that if the mod was created for the "C" type and they are working in the "B", maybe... Anyway, I know that you have listed the Fuel Gauges mod on your mods list already. Have you tried placing WoGaDi with it? It's a stretch but I was just curious. D40 ![]()
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Dogfish40 |
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#129 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi
![]() Type b/c/c41 use the same rear electric motors /torpedo room ,only the VIIa use an other ... and in this one the needles are not present (no meshes/bones) ...
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~~~~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 |
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#130 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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OH! Yes that's true as I remember that the entire rear of the compartment is changed. Ok. ![]() Thanks BR. D40
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Dogfish40 |
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#131 |
Planesman
![]() Join Date: Jan 2002
Location: Bordeaux, France
Posts: 191
Downloads: 136
Uploads: 0
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Mod installed and THANKS !
Can you please just tell me where can I see those gauge on the sub ? ![]() I can't find them ![]() The others yes, but not that ones who are nice to see.
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Xavier Jehl - Bordeaux ![]() |
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#132 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Those gauges are in the very back room above the big green tank(Bold launcher), but they don't move in the VIIA.
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#133 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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These gauges should be at the very back of the boat next to the back torpedo tube. You'll find the gunner checking them out. I'm sure they are the same as the VII b.
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Dogfish40 |
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#134 |
Planesman
![]() Join Date: Jan 2002
Location: Bordeaux, France
Posts: 191
Downloads: 136
Uploads: 0
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That's it ! Thanks!
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Xavier Jehl - Bordeaux ![]() |
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