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03-08-07, 11:30 AM | #286 |
Grey Wolf
Join Date: Jul 2006
Location: Germany
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Hi Kumando,
you never give up, don´t you? After I´ve fixed the light´s and hinges problems I´ll ask the GWX team as well to obtain permission to alter their files. So, there´s reasonable assurance that the HiRes Gauges will be "re-incorporated" some day. Regards, DD
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03-08-07, 11:38 AM | #287 |
XO
Join Date: Apr 2005
Location: Darkest Essex
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Have just tried out v2 on a number of program versions i.e modded Stock, LSHIII 2.2, NYGM 2.2, WAC 2.0
In the all above cases access to Radio/Sonar from Control Room is either by F9 or shift+F2. BTW Really like the latter - feels so natural moving about using this function...until you try to go up the ladder to attack-periscope location Re-entry to control room achieved by shift+F2 or right click on mouse. All functions involving Officer icons seem OK. Instruments working fine and unchanged from desired appearance. Graphic anomalies ( bits of pipework coming through wall.) appear in Radio position ....most notably on and north east of the poster/picture. Also tried on GWX (1.02 patched)..Same comments as above apply except instrumentation changed back to Stock 1.4b. Really liked the effect of the open hatchway, although I didn't think I would. Was much more interested in the Mess/Officers sleeping area. Anyway, as your cranium is probably getting a bit warm....I won't mention that yet Last edited by Cheapskate; 03-08-07 at 11:57 AM. |
03-08-07, 12:27 PM | #288 | |
Grey Wolf
Join Date: Jul 2006
Location: Germany
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Hi,
Quote:
I was moved to tears seeing you care about my health. Thanks. Regards, DD
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03-08-07, 02:11 PM | #289 |
XO
Join Date: Apr 2005
Location: Darkest Essex
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My pleasure. Glad to help. What you have managed to do so far is really impressive. For the first time I'm beginning to think that Urfisch's vision is achievable.
We must all be concerned about your well being. The sultry siren SH4 is beckoning and some of our fine modders are thinking of jumping ship:- http://www.subsim.com/radioroom/showthread.php?t=107099 Ducimus ( bless him ) is already hanging off the guard rail waiting for the picket boat to draw alongside. Seems he's almost talked nvdrifter (bless him too ) into joining him! Can't lose another of our most valued "hexperts"to a spontaneously combusted brain before his time is up! tschuess CS |
03-08-07, 02:34 PM | #290 | |
Commodore
Join Date: Sep 2005
Location: Portugal
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03-08-07, 08:05 PM | #291 |
Silent Hunter
Join Date: Nov 2006
Location: Jakarta
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Take your time. Litlle by little, step by step is okay. We could be so demanding at times. Well that's part of you to blame since we couldn't resist the tempation when we saw your work. Simply beautiful.
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03-09-07, 07:00 PM | #292 |
Lieutenant
Join Date: Apr 2005
Location: Japan
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shouldn't this be the hottest topic besides SH4
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03-09-07, 07:10 PM | #293 | |
Canadian Wolf
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03-09-07, 09:27 PM | #294 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
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Yes I check this on every visit to subsim, If only there was an easy way to stop the lights shining through the Bulkheads!!! Ahh, lead plating, that should do it!
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03-09-07, 11:17 PM | #295 |
Stowaway
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Kudos DD!!!
I stand in AWE at your work! If you have any notes on changeing the light colors I'd love to see them for some Flares I'm working on. |
03-10-07, 08:57 AM | #296 |
Chief of the Boat
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Same as Reece, I regularly check this thread in the hope of a solution
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Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
03-10-07, 12:02 PM | #297 |
Grey Wolf
Join Date: Jul 2006
Location: Germany
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Moin,
no breaking news unitl now. I´ve duplicated the partition that divides the sonar from the radio and put it between CR and RR. It works, the lights are blocked. But the newly "created bulkhead" is intersecting the real bulkhead. As soon as I implement an object that fits in form, the lights shine through again. @privateer: can you tell which files belong to the flares? I´ll have a look at them tonight. Regards, DD
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03-10-07, 01:30 PM | #298 |
Stowaway
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From shells.dat star shells leads to Partacles.dat which has a @Flares and a @starshells
Then both lead to materials.dat which has Flare_omi, @Flare_reflection, and @Flare_system I haven't compared the @Flares and the @starshells to see if they may be different. |
03-10-07, 06:08 PM | #299 |
Soundman
Join Date: Jul 2005
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DD, that is great news, Keep at it Mate, not for the reason of me wanting the completed MOD, but I just want to see you complete it after all the time and effort you have put into it. And the other guy's who have helped you.
Also I'll be able to tell my grandchildren I was there when:rotfl: Keep at it Mate
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03-10-07, 06:51 PM | #300 | |
Admiral
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