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#1 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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I think it is possible
Data/menu somewhere in that folder are most of the icons needed for f5 map. Get infranview or gimp2 via google. They are free downloads. I cannot rememebr the whole process so trial and error on your part will be needed. Maybe someone else will tell you the icons to look at.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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data/menu/... contains icon material for other ships and platforms
For "self" representation on the map if driving a IXC for example, data/submarine/nss_uboat9c/nss_uboat9c.tga This file is typically used as a bearing tool overlay, but could also be null or transparent I imagine. I do not see how this could be toggled while in game. (perhaps with zoom level tweaking?) hmm, the zoom level thought reminds me that the circle with tail representaion used while zoomed out probably IS in the data/menu area.... apologies. Last edited by U-Bones; 06-02-06 at 11:46 AM. |
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#3 |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
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Tnx, gentlemen.
Toggling: I'm thinking like how the sea state toggles the use of deckguns--only CLEAR/OVERCAST skies would be the toggle for determining whether player is allowed to view his position on the chart. Presently, as part of my seafaring prep, I use the "ruler tool" to draw a course rather than the waypoint tool. I then pull down the protractor and get azimuth courses and convert kilometers into nautical miles. I jot them down in a note book then I erase all data from the chart. I then zoom into chart where the scale is 25km long (13.5 nm) about the most one could hope to see from the bridge of a Typ 7C. I then begin patrol, making course changes based on time and speed of my notes. If the weather permits, I get a position fix, if not, I stay zoomed in. Once every noon, called an "ETMAL", if weather allows, I place an "X" at my position...and so forth throughout the patrol. In this way I know how many nm I've made good from Etmal to Etmal. I use SH3 Commander to knock down the TC to x128 when near land so I don't accidently run aground. When you're in Kiel and have to use the Kiel Canal to get to the North Sea, the game default is x4 TC...way too slow...anyway, tnx for the tips. rgds,
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[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell Last edited by don1reed; 06-02-06 at 02:19 PM. |
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#4 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
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This would be a great mod Don. I really would like to see such thing in my game! But not everyone is a Obersteuerman like you!
![]() This is really gettin' interesing! I wonder how much of this is actually possible! Your ideas are sound, and sparked my imagination when it comes to KTB. But this one would rule more! |
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#5 |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
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Why tnx Myxale.
Yeah, optional for sure. Being retired, I have time on my hands, and so...I'm not under the gun to get thru a patrol as fast as possible. To me, it adds a bit more of a challenge, particularly when returning to port at night. ![]() Cheers,
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[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell |
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#6 |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
Posts: 504
Downloads: 0
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I have figured out that modifying the UnitSub file in the data\menu\gui\units folder is the way to erase the circle (or dot depending on your mod) that represents your ship when not soomed in too much, but I can't get rid of the tail (defeating the whole pourpose of it all)
![]() I'm currently using Grey Wolves, and now I could switch back to other previous mods that do away with the tails, but I don't want to change whole mods just to nick a freakin tail, anybody know what file you need to tweak? |
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#7 |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
Posts: 504
Downloads: 0
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Forget about the method I just mentioned, this appears to be better (although I haven't played it that much yet)
Open the program files\silenthunteriii\data\menu\cfg directory and edit the maps.cfg file. Change the settings on the navigation map to: [Map0] MapID=Navigation_map Position=0,0 Resolution=1024,656 MajorSqrs=4,2.4 MinorSqrs=5,5 PixPerUnit=50 ZoomLevels=1,2,5,10,20,50,100,200,500,1000,2000,40 00,7000,10000,20000,40000; meters per pixel InitialZoom=20000;originalmente 500 SymbolZoom=20000;units are drawn as symbols from this zoom up originalmente 10 GroupsZoom=40000;units are drawn in groups from this zoom up originalmente 100 CityZoom=10000;city names are displayed from this zoom down KriegZoom=2000;krieg labels are separated displayed from this zoom up HarborZoom=50;harbors will be displayed from this zoom up Having done so, open the program files\ubisoft\silenthunteriii\data\submarine folder, then choose the folder of your favorite sub, and edit the NSS_UboatXX_shp.TGA file, making it into something invisible (that's to say, just make the whole picture a transparent blank). There you go, the only way to see your sub is to zoom way way out, wich won't help you much for the finer details of navigation, forcing you to rely on alternate methods. Now, about faking the sextant, any time you deem that a decent navigator could calculate your exact position, press and hold the ctrl button while clicking with the mouse on a certain point on the nav-map, you'll notice that the nav-map will shift... your boat (even though you can't see it) is right there, under your mouse cursor, so mark that spot for later reference! ![]() As I said before, I need to play with this for a while to see what type of unfortunate side effects this has... I'll report any findings later. |
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