SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-03-13, 12:06 PM | #9781 | |
Ocean Warrior
|
Quote:
2. what .NetFramework versions have you installed?
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
03-03-13, 01:08 PM | #9782 | |
Black Magic
|
Quote:
|
|
03-03-13, 03:31 PM | #9783 |
Swabbie
Join Date: Jul 2008
Posts: 10
Downloads: 183
Uploads: 1
|
its a baaad day
Many thanks for your help, guys. I reinstalled sh5 to a new folder ... but another error submerged.
message 1 Error PythonImportErrorException: Cannot import name Game_NewPlayerLogMessageCSharp in Data/Scripts/Menu/TheDarkWraithUserOptions.py Traceback: File ScriptManagerWrapper , line unknown, in CheckForStartGame File , line 0 , in <string> ##2181 File , line 0, in StartGame Script disabled! message 2 Error ArgumentTypeException unsupported operand type(s) for +: 'None Type' and 'function' in DATA/Scripts/Menu/Page layout.py Traceback: File ScriptManagerWrapper, line unknown, in CheckForStartGame File , line 0, in <string> ##2188 File , line 0, in StartGame Script disabled! Yes, I' am using 7zip to open the mods and my .NetFramework is at version 4.0.3031. Can anyone help poor Zippel? Yes, its a saaad day |
03-03-13, 03:52 PM | #9784 |
Black Magic
|
Run my SHValidator app (with admin rights). Your window's registry is not pointing to the correct SH5 installation. When you run the app point it to the new SH5 installation. When it asks if you want to update the registry say yes.
|
03-04-13, 02:14 PM | #9785 |
Swabbie
Join Date: Jul 2008
Posts: 10
Downloads: 183
Uploads: 1
|
Hello Dark,
it works now. thanks for your help and your work at all. I appreciate it and respect you, man! Yours sincerely KaleunZippel |
03-04-13, 04:21 PM | #9788 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
It was a German radio broadcasts receiver, one of the most commonly used aboard U-boats. You can see one in the following picture (in front of the radio operator):
I thought you could use it as radio UI, instead of the American radio texture currently used. Let me know if you are interested |
03-04-13, 04:31 PM | #9789 | |
Ocean Warrior
|
Quote:
Are you RADIONE distributor or ..?
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
03-04-13, 04:35 PM | #9790 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
|
03-05-13, 04:17 AM | #9791 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Hi folks, I have just downloaded this excellent mod and enjoying it. But i have a problem, some characters in my ship manual seems like capital Y. I know this is related to non-ANSI thing in the first post but i didn't edit anything in the mod, all i have done was simple copy-pasting. Could anyone give me advice how to fix this problem.
Thanks in advance. |
03-05-13, 08:50 AM | #9792 | |
Black Magic
|
Quote:
|
|
03-05-13, 08:51 AM | #9793 | |
Black Magic
|
Quote:
|
|
03-05-13, 10:08 AM | #9794 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Quote:
Orange: long waves (ca. 520 to 2,000 m) Green: short waves (ca. 13 to 50 m) White: medium waves (ca. 190 to 520) There had to be some sort of switch for switching between the 3 bands, but I think we can ignore it, unless you know how to implement it in game. As for game controls, the main ones should be the two knobs: one for switching the radio on off and for the volume (dunno if we can adjust music volume from in game though), and the other for tuning up/down the radio. Knob should be controlled via mousewheel, if possible. If not, dividing each knob in two clickable semicircles (one for tuning up/switching on the radio, the other for tuning down/switching off) could be another option. In this case, the correct placing of the mouse would be indicated by the knob shortly turning clockwise/counteclockwise and then getting back to its original position. The dial needle should turn around the dial center, following the the tuned frequencies. The dial zooming in when the mouse is moved over the tuning knob would be a cool but not indispensable feature. One problem is that dial wavelenghts are not equally spaced (i.e. the higher they are, the lessere the angular distance among them). I will check if the angular factor is proportional to frequency rather than to wavelenght. If not, I will try to find any other formula that might rougly apply to it. Another problem is that I don't know how long it takes to the radio engine to go from a station from the next one, and if this time is proportional to the wavelenght distance among the two stations rather than static. If we don't get out discovering it, I guess that the needle oscillating randomly between the old and the new stations before pointing to the new one, would be an acceptable compromise. What do you think? Doable? Too much hassle for a small feature like this? Last edited by gap; 03-05-13 at 01:38 PM. |
|
03-05-13, 10:15 AM | #9795 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
But, here names of ships and some other text here are not correct. A lot of "Ý" letter replaces original letter. By simple copy-pasting, i meant that, i extracted the mod, entered it, copied "MODS" folder into my SH5 installation. I located JSGME into that folder as well, then using JSGME, activated your main mod first and then Das Boot crew sub-mod. I didn't use text and dials folders. |
|
Tags |
dbrn, favorite, new ui |
|
|