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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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![]() Quote:
good job! ![]() will these be included in TWOS, or the files can be downloaded separately? |
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#2 | |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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![]() Quote:
![]() Last edited by Viktor_Prien; 01-20-21 at 08:57 AM. |
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#3 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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Update #3
- I have now completed the translations of the writings of the " Systems " menu of the types VIIA, VIIB, VIIC, VIIC/41. Tomorrow I'll complete the U-FlaK too, so then this part will be complete for the time being. - Finally I've got rid of the writings popping-up when you pass the mouse over a character ( Something that for me was very annoying because it ruined the immersion IMHO ). No more character name and level of training are displayed ( I've removed the training % too for realism purposes ). Now when you will pass the mouse over the character of interest the pointer of the mouse will switch to a small hand shape so to be still able, easily, to select the intended character, when needed. Interesting to note that this seems to have drastically removed the micro-stutters and improved the smoothness of the mouse movements while moving in the various sub interiors. - Made every mod as a stand-alone for the time being so they can be easily managed/checked/tested in the future. - Corrected the relevant files of the option TWoS mod " TWoS Remove Sub Flags " so that now the flag pole do not disappear when you enable the mod. ( Only the flag will be removed ) - Added missing keybindings to my keys profile. - Created a dedicated VoiceAttack profile including all the commands available in the game. ( Plus enabling/disabling all the mods and starting all the relevant programs automatically via voice input ) Last edited by Viktor_Prien; 01-29-21 at 12:14 PM. |
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#4 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Quote:
https://ww2today.com/wp-content/uplo...ember-1940.jpg https://www.awesomestories.com/image...5688d3362b.jpg And here, you can see close-up of flagpole base (just left of large AA gun): https://upload.wikimedia.org/wikiped.../U995-Turm.JPG I'm not sure, but judging from these photos it seems to me that flagpole was removable and except for the times when flag was to be raised (i.e. port/friendly waters), it would be disassembled (makes sense - addidional useless thing sticking up from the bridge that obscures AA guns field of fire and raises the risk of being detected) |
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#5 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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At least with the data I have pretty much it should be so:
- Early Type VII variants got a fixed flag pole on one side of the turm where the flag was attached/removed. Another one was present in the bow of the sub ( Mainly Type VIIA pre-war variants only ). Of these variants I have both images with fixed flag pole or with it removed and even with the flag pole housing ( Probably retro-fitted IMHO ) like on the VIIC. Hard to establish for sure what was the " standard configuration ". ( As always happen when researching/being interested about WW2 German equipments ![]() Sample ( Type VIIB with the fixed/welded flag pole [ U-45 ], 25 June 1938 the day it was put into service under the command of Kptlt. Alexander Gelhaar ) ![]() Sample Type VIIB, U-51, fixed flag pole detail ![]() Sample Type VIIB, U-52, Memel, summer 1941, fixed/welded flag pole detail ![]() - Starting from the VIIC there was a dedicated cilindrical housing for the flag pole ( or several depending, I guess, on field modifications ) so that the rod of the flag was removed after not needed anymore. You can see the flag housing very well in the Type VIIC close-up image below. ( ...and you can notice also a smaller one on the right side probably used for the pennants pole IMHO ) You can see more complex flag pole housings on later variants like the Type IX ( Check for example the pictures of the U-505 where you can notice a pretty elaborate flag pole housing composed at least of three parts, one in the upper part of the rail guard and one at the bottom of it, with in the middle, what seems to be, a blocking system for the flag pole ). * Take in mind that I'm currently using a type VIIA that's why I've enabled the flag pole ![]() Last edited by Viktor_Prien; 01-27-21 at 01:12 AM. |
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#6 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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UPDATE #4
Started to work actively on the following stuffs: Improving the Remove/Activate Sub Flags behaviour Goal: Having the sub flag/s automatically moved at the correct place ( when surfaced ) or removed ( When submerged ) without being forced to, every time, enabling/disabling the mod of interest Next Step: If what written above will be feasible, the next step will be looking if there is the possibility of adding the pennants too ( Always in an automated or semi-automated way as above ) Priority Status: - Flags: Secondary - Pennants: Secondary ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Improving the on-screen Warning Icons for orders Goal: In the option file by TDW one of the options that is missing ( Feature planned but not yet added ) is the change to have the warning icons for orders ( Like for example the " Man at the battle stations " or the " Man the deck guns ", just to quote two of them ) disappearing after a certain amount of time ( Actually, once activated, these warning icons remains always visible on-screen ). Letting them hide from the HUD and be displayed only for a fixed amount can be achieved pretty esily so I will add this option too ( Always as stand alone JSGME mod for the time being ) Priority Status: Primary ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Improving the crew voices routine Goal: A thing that I really don't like is that actually almost all the crew voices, under certain conditions, are quite messed up ( For example when you are on silent running you continue to get the crew screaming orders instead of whispering them ). The same applies to some sound associated with the order of interest ( For example certain ringing bells playing when they instead they should not or ringing with a wrong sound associated ). I've already took a look at the scripts and they are fortunately quite easy to be edited/modified accordingly ( Thanks Evil they are not complicated as the ones of the IL-2 Blitz Series! ). I've also already located all the other files that should be of interest for realising this mod. It will require time, because the files to be edited are a lot, but it seems to be fully feasible after the first tests/trials I have done about this aspect of the game. Priority Status: Primary ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Improving the aircraft DM, sounds, routines and fixing errors/glitches/bugs Goal: Again, another thing that currently I really don't like of SH5. The DM ( Acronym of " Damage Model " ) in the current version of TWoS ( .. but be clear, it's not fault at all of the mod creator/s but instead of the original game developers ) is beyond arcadish. With a few shots, just to quote a thing, you can let explode, for example, a medium/large bomber. In addition some sounds of the aircraft are really bad ( For example the current Stuka seems to be more a flying fart than a real aircraft ![]() The same applies for certain aircraft routines and behaiours. I have also noticed some glitches with aircraft ( For example under certain conditions and angles you will see the Stuka tail rudder flying some meters behind the aircraft. Normally this is provoked by nodes/3D parts overlapping so I will look into it, hopefully fixing it. Again, it will require time, because the files to be edited are a lot, but it seems to be fully feasible after the first tests/trials I have done about this aspect of the game. Priority Status: Primary ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I'm also working on a lot of secondary stuffs that I will not mention in detail until the work will be completed and fully tested. For now I'll say only that most of this part of the work covers the following: - Improved loading times - Spelling Errors - Fixing minor glitches/stuffs found so far - Improved fonts/writings/dials visibility for high resolution monitors ( Mainly 2K and 4K ones ) - Fixing/Improving menus layout and structure - Removing useless/annoying tooltips ( For example I do not need an on-screen help text telling me tha I'm looking at the hydrophone when it's so obvious what the item of interest is ) - ... and lots of other minor stuffs that I notice while working on the various files mentioned above Priority Status: Primary or Secondary depending on the file of interest End of the report. |
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#7 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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The " Planned Schedule " in the first post has been updated accordingly.
CROSS LINK: https://www.subsim.com/radioroom/sho...d.php?t=248048 |
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