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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#9481 |
Stowaway
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#9482 |
Ocean Warrior
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Nope.. it's OptionsFileEditorViewer.. located in NewUIs/data/Applications..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#9483 |
Stowaway
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#9484 |
Ace of the deep .
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#9485 |
Stowaway
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Enabled atm. Give me a quiiick second lol
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#9486 |
Stowaway
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Un enabled them went to the file viewer and same thing.. Open and save are still grayed out. And which File am I specifically looking for to edit anyways? Theres about 10 New UI TDW folders each for different things.
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#9487 | |
Ace of the Deep
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First of all - are you sure you are enabling the correct folder?
Second - have you configured the SH5 folder for the OptionsFileEditorViewer? Third - the file is, quoting from the first post of this topic: Quote:
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#9488 |
Stowaway
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I just figured it out but Im not sure if that will fix it, it was false and then I switched it to true, my question is with it at false will I be able to point at a ship and have my WO estimate range to target heading and speed? Like in SH3?? Or how would I go about enabling it?
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#9489 |
Sailor man
![]() Join Date: Jan 2012
Posts: 45
Downloads: 225
Uploads: 0
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I've done a search of all 634 pages of this thread and can't find an answer.
Opening NewUIs_TDC_7_2_0_ByTheDarkWraith\Dials\Readme file the instructions direct you to place your dials.dds file of choice in the NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Menu\Gui file. Is this a typo as both the TDC_7_1_0 and TDC 7_2_0 have the same readme files with the same date/time stamp. Having screwed this mod list up several times I think checking first would be prudent. Sober's sig certainly has great meaning. Grrrrrr ![]() |
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#9490 | |
Ace of the Deep
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![]() Quote:
Also, it is most likely a typo. Think of it is that the numbers always represent the version. |
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#9491 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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![]() Quote:
![]() Glad the 'typo' answer came forth so quickly. ![]()
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#9492 |
Machinist's Mate
![]() Join Date: May 2010
Location: South Korea
Posts: 127
Downloads: 904
Uploads: 0
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thanks
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#9493 |
Seaman
![]() Join Date: Nov 2002
Location: Virginia, USA
Posts: 31
Downloads: 48
Uploads: 0
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Dear Kaleuns,
I am a former player of SHII and SHIII. Last week after coming back I read this board and saw that SH5 had become quite playable with the great efforts of modders and I took the plunge in buying the game. I purchased the Amazon download (via the link on subsim that hopefully gives back something to subsim). I have patched it to 1.20. I have never used before, but have installed JSGME 2.6, I believe properly. I have downloaded this great, great UI mod and moved it to the JSGME mod folder in SH5. I have opened JSGME and found the listing of the mod "NewUIs_TDC_7_1_0_ByTheDarkWraith" and right arrowed it to activated which had a green bar show up on bottom left as it was done. I also activated Das Boot Crew Mod as well. I minimized JSGME program and then started SH5. I loaded a historical mission (as I have not begun a career yet) and the UI never shows up. The Das Boot crew does, but not the ui. I know I am doing something wrong, and I'm sure it is a very stupid mistake. I apologize in advance for my ignorance but will be extremely grateful if someone can teach me what I am doing wrong. To TheDarkWraith, your mod looks incredible, and I hope to be able to play it. Without your work I can say I would not find SH5 worthwhile, but you have made it to be something I am sincerely looking forward to play. Thank you all in advance and my apologies again. |
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#9494 |
Ace of the deep .
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Look inside the New Ui mod for a folder called MODS . In here is where you will find the folders to place into the mod enabler . Do not place all of them because some are read only . All will become clear when you start looking at the folders .
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#9495 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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The Darkwraith included settings for the TC multiple to change on events like sightings, proximity to land, etc. For those of us that use Real Navigation, it would be great if a crew member would sound off if "land is sighted".
Would there be a way to do this? When using the brilliant patrol scripting from Trevally & Krauter, I (we?) sometimes leave the room. I have run aground! If the game can react to the proximity of land, a script should be able to launch a sound and pause the game! ![]()
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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Tags |
dbrn, favorite, new ui |
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