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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#841 |
Navy Seal
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Yes, Nvidia 580...but with quite old drivers too (266.58) because of a flight sim i'm using beside SH...
Do you think it comes from that? |
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#842 |
A-ganger
![]() Join Date: Apr 2010
Location: AlaBama
Posts: 75
Downloads: 358
Uploads: 0
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You apparently dont get the nice battery gauges until you get the 7C boat .
,Got the 7c boat and got the electric gauges with the nice dial . Its Just amazing how much better things look everywhere . Last edited by scissors; 01-16-13 at 01:23 AM. |
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#843 | |
Ocean Warrior
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it's nVidia cards problem with this mod..
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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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#844 |
Navy Seal
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Thanks for the tip
![]() EDIT: removing this dds works fine! Last edited by Fifi; 01-14-13 at 11:38 PM. |
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#845 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Yes, I will confirm that this mod is not entirely compatible with nvidia graphics cards. This mod was developed by a team that all used ATI/AMD graphics cards, and thus were not aware initially of the incompatibility with nvidia cards. However, as has been mentioned by volodya61, if you remove bec_submarine.dds from the textures folder, you should see the lights appear the same as in the stock game. The lights were edited to be more yellow in color as they are incandescent lights, where as the stock game has very white light bulbs....a minor difference I know, but realism is always striven for in this line of modding.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#846 | |
Navy Seal
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![]() Since i got the VII B type, i now can see the nice gauges (and working!): ![]() JUST AWESOME ![]() |
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#847 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Hi, many thanks for this great mod.
Even at 1920 resolution I dont see my GPU mem useage go beyond about 1150 MB which is great with these nice detailed mods Would it be possible please to release a new version to streamline the configuration requirements? I note since 1.2, we have: * The 1.2.2 Patch * Patch for Fuel and clocks as discussed here: http://www.subsim.com/radioroom/showthread.php?t=192758 So we end up with four different entries in the mod enabler. Too add to the confusion Sober in his mod profile is using the fuel patch with the clock patch under one profile entry in his mod enabler profile. Would be great to see a 1.3 with just a simple single mod profile entry ![]() |
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#848 |
Engineer
![]() Join Date: Apr 2013
Posts: 209
Downloads: 155
Uploads: 0
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Hey Guys,
I want to add "Reboot's Water Drips 1.1" to my mods but JSGME says it will conflict with "SteelViking's Interior Mod" Here is the error log from JSGME "Room_CR.sim" has already been altered by the "SteelViking's Interior Mod V1.2" mod. "Room_CR.sim" has already been altered by the "SteelViking's Interior Mod V1.2.2 Patch" mod. "Room_CT.sim" has already been altered by the "SteelViking's Interior Mod V1.2" mod. "Room_DER.sim" has already been altered by the "SteelViking's Interior Mod V1.2" mod. I have not installed this mod as i don't want any errors, Just wanted to know if i can install or is there is a workaround? Here is my working mods list and install order i have at the moment. Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] Accurate German Flags DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 3.b Enhanced Visibility (high) DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters DynEnv v2.9 - 6. Sleet for Winter Campaigns DynEnv v2.9 - 8.b Wave Mechanics - Gale DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) DynEnv v2.9 - 12. Sounds Capthelms Audio+SV Touch Ups SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch FX_Update_0_0_21_ByTheDarkWraith SubFlags_0_0_8_byTheDarkWraith NewUIs_TDC_7_3_0_ByTheDarkWraith NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n NewUIs_TDC_7_3_0_jimimadrids_map_tools MightyFine Crew Mod 1.2.1 Stock faces MCCD_1.04_MFCM_1.2.1_compatible Thanks again guys ![]() |
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#849 | |
Ocean Warrior
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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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#850 | |
Engineer
![]() Join Date: Apr 2013
Posts: 209
Downloads: 155
Uploads: 0
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Thanks again Volodya ![]() Last edited by Delta Wolf; 04-30-13 at 05:50 PM. |
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#851 |
Medic
![]() Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
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Astonishing mod!
![]() I confess I didn't read all the 58 pages of the thread, but after installing the mod, my camera sometimes "jumps", like if I was trying to see over a wall just at eyes level. Don't know if my explanations make sens, but it's difficult to explain such a movement. |
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#852 |
Sparky
![]() Join Date: Aug 2012
Posts: 157
Downloads: 344
Uploads: 3
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#853 |
Medic
![]() Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
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If some of you find that the interior sub scenes are too bright, as I was, you can easily lower the power of the bulbs :
Disable SteelViking's Interior Mod V1.2.2 Patch, go to Silent hunter 5/MODS/SteelViking's Interior Mod V1.2.2 Patch/data/cfg/lights.cfg change [HDR Interior Submarine] MiddleGray=0.4 ; regulates the scene exposure - was 1.0 DBF save, and enable SteelViking's Interior Mod V1.2.2 Patch with JSGME again. Of course, you can adjust this value to fit your own taste... |
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#854 |
Nub
![]() Join Date: Sep 2013
Posts: 3
Downloads: 32
Uploads: 0
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Choum thanks for posting this I have read for hours trying to figure out why my gauges also didn't look like the ones from Steel's screen shots. It would be rather nice for this to be included for the VIIA.
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#855 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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Where can i download this mod? "Fuel Gauge WoGaDi_SteelViking's Interior"
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