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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1741 | |
Count Dracula
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u have 2 times enabled magui ...1 older version 1 new version .....u have TDW's UI only mods and u play with magui ... u have this one Parts Magui V 3.01 by DrJones and a new version of magui enabled ..... than is something normal that u have strange conflicts in game .....use only the new version of magui ...... Crew MEGA-mod (contains MightyFine crew) - 0.3 beta - for TDW UIs data in his name it's writed for TDW;s UI data why u use it with magui ???there are also some mods about never hear it ...and i have no clue what they do if u wanna play with Magui the take a look here is my mod list with Magui there are also download link for each mod and here is a mega mod tho here
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#1742 |
Watch
![]() Join Date: Apr 2006
Location: nad morzem POLSKA
Posts: 16
Downloads: 258
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Thanks for your help and your modlist. If i understand correctly you don't use them all in the same time for Magui 3.06?
I've changed my modlist like this: Parts Magui V 3.06 by DrJones Wooden_Lifeboats_Mod_1.1 SubFlages_0_0_6_byTheDarkWraith silentmichal's interior mod 1.2.3 silentmichal's interior mod 1.2.4 Reduced Mission Tonnage v02 Jd Realistic Depth Charge Damage and Shaking 1.04 GWX Compass Rose Grid for SH5 Funelsmoke_Planes_Sounds_by_AOTDMadMax data Crew MEGA-mod (contains MightyFine crew) - 0.3 beta bandera na ubocie Control_Room 3d_Deck_Splash_FX_v1_0_0_Compat_byTheBeast 3d_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast AI_Crew_Damage_control_Testing AI_Crew_Damage_control_Testing_Increased_Flooding_ Via_Zones_cfg_file PArts MAgui V 3.01 by DrJones - English Menu (for V3.06) Sadly the problem still occures. I've noticed that game never saves setting like realistic or custom and always returns to "medium". What else can i do with it? |
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#1743 | |
Count Dracula
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#1744 |
Samurai Navy
![]() Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
Uploads: 0
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Hey Mates,
back for some fixes and updates. As i was just cruising arround with SH3 and SH5 after a long time i...how should i say...licked some blood to start some smaller things to fix. Please do not expect to much...time is in short supply... But that has never been a problem in this community. ![]() @Sjizzle: Once i read that you or someone else loaded up a fix for the ship meassurements because of the errors in the stock game... Best Regards so far DrJones ![]() |
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#1745 |
Samurai Navy
![]() Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
Uploads: 0
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Hey Mates
Following Fixes done so far: - The Night layer for the TAI Map was placed right of it. Fixed that, so the nightlayer is over the TAI Map now - The Size of the AttackLeadAngle of the Angriffsscheibe Front was to big. Sized it down so that it is usable again The next thing is, that a tube that is fired is closing on its own, so that you have to open and Flood it again to shot again with that tube. Actual you can fire everytime a torpedo if once the tubes have been opened and flooded again. I have in Mind do make a Maptool how TDW has used it for the navmap. A tool with moving parts. Maybe somthing with circle an a smal ruler on it...must have a look what i find for images for it. Because of the ANW Mod for Realnavigation a have to bulid up the fuktions to implement them in the UI parts i have still created for it. That will be the hardest nut at all. Best Regards DrJones |
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#1746 | |
Count Dracula
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thx for the fixes and for your great job Alles gute mein freund ![]()
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#1747 |
Samurai Navy
![]() Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
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Hey Mates,
as in my post before i fixed the and updated the following. - Nightlayer over the TAI Map is fixed - The Leadangle of the Attackdisk is smaller now and is working perfect now. - After a torpedo is fired the tubes are vented and closed by them alone. If you want to fire the next torpedo you have to flood and open the tubes again. - The Tube Control Panel is now an sliding tool. It is not dragable anymore. - If an enemy unit is destroyed there will be a message in the messagebox that prints: "Enemy unit destroeyed". Just startet to think about some automations: I think be such a big one tdw made but i think about a few wich seem to me important. One i tried before and got fruther on is getting the hydrophone contacts after a spin of time while travelling arround and searching for contacts. If you have some more ideas of automations wich are really important and maybe often used...please tell me. The fixes and updates will be released soon Coming in the future: As makman94 releases his new MaGui Mod U-BOOT HAHD for SH3 there might be some nice updates in the UI of the MaGui for SH5... Best Regrads DrJones ![]() |
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#1748 | |
Count Dracula
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#1749 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() P.S: any hope that you can get real navigation and automation scripts made for TDW's UI working on your UI mod too? Those are the two features I miss the most in MaGUI ![]() |
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#1750 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
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thank you. Yes i am working on ideas to implement something for automation. But it would not be as huge as in TDWs mod. Therefore i ask you all wich automations are important and i try to import them. For Real Navigation i will continue the work i started with the ANM. The first Parts and the UI Elements are still included. It will still take a while.... Best Regards DrJones ![]() |
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#1751 | |
Navy Seal
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#1752 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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I agree with Vecko, though ideally it would be very nice if we could use any of the automated scripts already available, indifferently with NewUIs or with MaGUI.
Should you get time to have a look into them, I can provide you with links to all the automated scripts I am aware of ![]() |
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#1753 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
Uploads: 0
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i have something like that in mind. But not as automation but as a way for Real Navigation. If you make it automaticly by the navigator there will be some random errors...or you make it on your own. Best Regards DrJones ![]() |
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#1754 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
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for that i have to implement an own engine for all the Orders and their behavior...must think about it... Best Regards DrJones ![]() |
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#1755 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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