SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-08-10, 03:47 PM | #2911 |
Silent Hunter
Join Date: Aug 2006
Posts: 3,528
Downloads: 117
Uploads: 0
|
That's awesome, but I'd suggest this one instead:
http://www.ordre-des-neos-templier.f...S/gisement.rar Far more useful and detailed. |
06-08-10, 04:59 PM | #2912 | |
The Old Man
|
Quote:
|
|
06-08-10, 05:00 PM | #2913 | |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
|
Quote:
Beat me to it, I had been messing about trying to get a bmp control to follow the sub using scripting as well using CenterMapOnSub() and object snap, but only managed errors so far. Well done TDW . |
|
06-08-10, 05:21 PM | #2914 | |
Planesman
Join Date: Jul 2008
Posts: 181
Downloads: 476
Uploads: 0
|
Quote:
|
|
06-08-10, 06:45 PM | #2915 |
The Old Man
|
[REQ] Aim Reticule Night Filter
I have the Night Filters enabled "NightFiltersEnabled = True" in the options file and noticed there are no Periscope or UZO night filters for the aiming reticules. Would it be possible to get night filters for these views changing the day time black lines to green during the night so they are visible at night? |
06-08-10, 07:49 PM | #2916 | |
Silent Hunter
Join Date: Aug 2006
Posts: 3,528
Downloads: 117
Uploads: 0
|
Quote:
|
|
06-08-10, 08:21 PM | #2917 |
The Old Man
|
OK but it would be very cool if the Aiming Reticule was linked to the night filter some how. On Dark nights, I have hard time just finding the horizon let alone finding a target in my scope. A reticule visable at night would be nice.
|
06-08-10, 11:22 PM | #2918 |
Ace of the Deep
Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
Uploads: 0
|
click [start],
click [control panel], click [date,time,language, and regional settings], click [regional and language], click the drop down menu, and choose the regional setting, In this case [English (United States)].
__________________
Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
06-08-10, 11:51 PM | #2919 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
|
Quote:
i would also like a "non auto activating UI if switching to external view" example, if i deactivated the UI to have a clear view using "NUM+Del" and press "F2" to go to external view, the UI switches back on automaicaly. Also good would be a "automatic switching UI to OFF if i hit "F2"
__________________
Stormy...... |
|
06-09-10, 12:37 AM | #2920 | |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
|
Quote:
Unlees we could find the trigger for lumins as the stock graticules seem to be done it will be hard to control due to hardcoding . |
|
06-09-10, 01:08 AM | #2921 | |
The Old Man
|
Quote:
|
|
06-09-10, 01:23 AM | #2922 |
Black Magic
|
the zoom out and zoom in buttons on the bottom right of the TAI are going to disappear now. In their place will be another button like the keep sub centered one that will control the visibility of the new bearing plotter.
I got it rotating with the sub, following the sub, working just like it should. You can zoom in/out and it doesn't move or change size - it just stays centered on the sub. You can move the sub 'offscreen' on the TAI map and the bearing plotter will follow BUT only be rendered inside the TAI (no spillage outside of the TAI ) You can resize the map manually via mouse or via tab key and it still stays locked onto the center of the sub. You can use the toggle that hides the depth bar thus making the TAI slide over to the left and it doesn't phase the bearing plotter one bit - just stays centered on the sub. Have to test the other UI modes to ensure I didn't miss anything |
06-09-10, 01:43 AM | #2923 |
Silent Hunter
Join Date: Aug 2006
Posts: 3,528
Downloads: 117
Uploads: 0
|
Does it scale with the map scale, so if the bearing overlay is 1000m it's properly scaled at whatever level you're at?
Also, if not, does this new function override the normal bearing overlay function displaying at the lowest two levels? Because, the overlay shown in that sceenshot above is of no use to me, it's too small and imprecise. If I'm trying to track something using the overlay I need it to be precise, I can't quickly draw a line at 52 degrees with that one. I also can't quickly tell if a plotted path will cross my position at 800m or whatever, as i can with a detailed overlay. Something like this: |
06-09-10, 01:49 AM | #2924 | |
Black Magic
|
Quote:
Currently it doesn't scale - it's a fixed size but I'm sure I can find a way to scale it correctly with zoom level (may not be in v3.0.0 though). I have to add it to the nav map next. It doesn't replace the stock bearing overlay on the nav map - this is an entirely new bearing overlay. What will need to be done is each ship's file that has this stock bearing overlay will need to be reworked to remove it so it doesn't render the stock one anymore. why are you using such an old version of the mod? That screenshot shows a very old version of the mod. |
|
06-09-10, 02:24 AM | #2925 |
Planesman
Join Date: Jul 2008
Posts: 181
Downloads: 476
Uploads: 0
|
|
Tags |
dbrn, favorite, new ui |
|
|