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#1 | |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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#2 | |
Der Einzelgänger
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
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Otherwise it will overwrite the "gap - Real Diveplane Gauges v. 1" mod that is included in TWOS. It just removes a couple of crates of food out of the control room. Regards...... ![]() |
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#3 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Anyway, as far as gameplay is concerned, no adverse consequences are to be expected by overwriting TWOS's Room_CR.GR2 with the one by silentmichael: IRC the one changes I made to that file are cosmetic ones (i.e. depth gauge needles shape and initial position). ![]() |
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#4 |
Frogman
![]() Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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I think there haven't been any improvements of command room since 1.2.4 version (take a look on the changelog). As far as I remember, In 1.2.4 version I just copied CR file from SteelViking's mod. But I might be wrong ofc
![]() Best regards, Michael.
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Dining place in Silent Hunter 5? NOW it's possible ![]() http://www.subsim.com/radioroom/showthread.php?t=200862 |
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#5 |
Der Einzelgänger
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
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G'day gap and Michael,
A couple of questions I'm sure you may be able to help me with. What program/s do I need to be able to view the crew animations and body parts/ uniforms with, and 3d sub compartments? I recently made a small mod that changes the crew uniforms to more warm weather and informal attire (shorts/ shirts etc) that I will upload when I get a chance. Slow going as I had to restart SH5 every time I wanted to view a change ![]() Not sure if this has been tried but I want to try using scripts to populate the submarine rooms with the illusion of more crew. The WO is scripted to go between the Bridge, Control Room and forward crew/radio room so I assume that other available crew slots are not restrained to specific areas. I am hoping that crew from "out of eyesight" areas can be teleported to "within eyesight" areas as they come into the players view, given new heads and bodies and thus giving the illusion of a crowded boat. I realise that timings, waypoints etc will have to be worked through and synchronized. Who knows.....if it works we may be able to put the Officers around Michaels dining room table at dinner, singing the Tipperary song! ![]() Maybe some talented 3d artist (hint ![]() But.....This is going to have to wait because we have Tropical Cyclone Nathan bearing down on us here in Cairns at the moment so who knows...... Best Regards.....Kev* ![]() |
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#6 | |
GLOBAL MODDING TERRORIST
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Most of the info you'll need can be found in this thread. http://www.subsim.com/radioroom/showthread.php?t=166641 Last edited by Jeff-Groves; 03-17-15 at 04:12 AM. |
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#7 | |||
Frogman
![]() Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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You might not know, but I've been experimenting with the crew, here's my old, perhaps unknown, mod: http://www.subsim.com/radioroom/showthread.php?t=198394 It can be interesting for you ![]() Quote:
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That'd be no problem for me, but as I said, I have no time right now. I don't know how about animations... I tried to add hanging curtains, but no success (I've described it few posts / pages previous) Regards, Michael.
__________________
Dining place in Silent Hunter 5? NOW it's possible ![]() http://www.subsim.com/radioroom/showthread.php?t=200862 |
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#8 |
Der Einzelgänger
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
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Hey thanks for the replies
![]() Had a quick look through Michaels extra crew thread and looks like a heck of a lot of work has already been done in this direction. I'm looking forward to trying to possibly progress this idea as soon as I can get some free time. Not sure about the 3d side of things though.....looks very complicated! ![]() Regards.....Kev* ![]() |
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#9 | |
Der Einzelgänger
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
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I would like to make a compatibility mod as gap has suggested for "silentmichal's new interior mod" that includes the hotfix plus gaps diveplane gauges. The Room_CR.GR2 file of the original mod overwrites gaps diveplane gauges. I have been using the mod minus the Room_CR.GR2 file so that you keep the gauges but lose the extra rations stored in the control room ![]()
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Best Regards....Kev* ![]() "The finest Captain I ever crossed swords and set sail with" |
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#10 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#11 | |
Der Einzelgänger
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
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__________________
Best Regards....Kev* ![]() "The finest Captain I ever crossed swords and set sail with" |
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#12 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I don't remember wether silentmichael's interior mod also contains a copy of CR's sim file. If that was the case, you should spot the differences among New Interior Mod and TWoS, merging them in a new file for full compatibility with Vecko's megamod. As far as my little mod is concerned, the only changes I made to that file are relative to the dial controllers of bith diveplane's needles. Last: make sure that silentmichael's mod doesn't overwrite my diveplane's gauge textures ![]() |
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Tags |
dinning place, interior, silentmichal |
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