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09-28-14, 07:18 AM | #301 |
Sea Lord
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FM has indicated that there is a certain amount of work already done. I'm sure he would appreciate your offer to help.
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09-28-14, 09:42 AM | #302 |
Lieutenant
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
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TBH, I don't think he will finish it? He probably would have done it already by now.
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09-28-14, 10:13 AM | #303 |
Lieutenant
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
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Oh he is still working on it? Great! Forget I said anything
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09-28-14, 09:41 PM | #304 |
The Old Man
Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
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All im getting is the Contol room.
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09-29-14, 09:49 AM | #305 |
Lieutenant
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
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Edit about text below, I didn't p[lay for a few months and totally forgot the weapons officer has to be on his post for the command to work...doh, all the details...
For some reason I can no longer open the hatch doors with shift+h, anyone know why? It worked before. In my Commands_en.cfg I have put (after installing Conus' widescreen mod): [Cmd300] Name=Weapons_officer Ctxt=1 Key0=0x48,Cs,"Shift+H" GoBack=Weapons_officer_view and my mod list is: GWX3.0 Additional_Ammo GWX3.0 All_Weather_Guns Waterstream+Exhaust Combi V2.3 for GWX3 M.E.P v4.2 Merchant_Fleet_Mod_3.2 Type VII Black-White-Grey MK1 Update M.E.P v4.2 to v4.3 Hafenkontur_ScapaFlow TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3 Sh3_volumetric_clouds&fog_V2.2 GWX_Combined_Skin_Pack Optional - FSF for MEP v4.2 Thomsen's Sound Pack V3.2cg FM_NewInterior v2.1D Undersea_Mod_Reworked Conus' SH3GWXWS(widescreen) 2.3 GWX Large Compass(for widescreen mod)
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Live to fight another day! Last edited by Dronston; 09-29-14 at 10:17 AM. |
09-29-14, 10:17 AM | #306 | |
Sea Lord
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Quote:
1) Move an officer into the Weapons Officer slot on the Crew Status screen. 2) Go back to the Command Room and press SHIFT-; . 3) Watch the hatch open. 4) Be glad there is no one watching as you sit there feeling lame. I always do. Once spent an hour trying to get the #@%*(&$%# thing to work! It doesn't help that I use the school missions for testing and these always start with the WE position unoccupied. |
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09-29-14, 10:19 AM | #307 |
Lieutenant
Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
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Lol just as you post this I edited my post above that my weapons officer was not in place, totally forgot about that...it works now.
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11-11-14, 07:57 PM | #308 |
Swabbie
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
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Hi everyone,
I've just installed FMs new interiors after watching a vid on youtube so i had to have them. I notice on the vid though, that in the diesel engine room, the pistons are moving, mine don't. I'm quite new to this game so i don't really know what i need to get them to move. Any ideas anyone? Also my gramophone no longer plays, is this normal for this mod? Thanks, Stephen. Last edited by stevee620; 11-11-14 at 09:07 PM. |
11-11-14, 09:28 PM | #309 |
Swabbie
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
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Tried to remove this post, realized that the engines weren't moving because i was submerged and using the batteries lol. And now the gramophone is working too...
What a fantastic mod it is too..... Well done flak monkey!! |
11-12-14, 12:24 AM | #310 |
Sailor man
Join Date: Nov 2013
Location: The Woodlands, TX
Posts: 43
Downloads: 22
Uploads: 0
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This MOD is beyond impressive! Where did these detailed interiors come from? How was the engine animated?
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11-12-14, 06:21 PM | #311 |
Swabbie
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
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One thing that i've noticed since adding the mod, my sub , the IIA, where the interior isn't modified, i have a constant ticking noise, even when the chronometer is not running, is this normal?
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11-12-14, 07:25 PM | #312 |
Navy Seal
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IIRC that is the ticking of the clock.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk |
11-12-14, 07:36 PM | #313 |
Swabbie
Join Date: Jan 2007
Posts: 10
Downloads: 0
Uploads: 0
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Hi HW,
Yes, it is, i just found it a bit annoying, and i hadn't noticed it before the mod, so i just modified the clock wav file to zero sound and got rid of it. |
11-29-14, 04:27 PM | #314 |
A-ganger
Join Date: Nov 2014
Location: Cape Ortegal - Spain
Posts: 75
Downloads: 130
Uploads: 0
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Nice Type VII interior, but the lighting (especially when night comes) gives me a headache. I'd be better off with the original SH3 lighting.
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11-30-14, 08:17 AM | #315 |
Chief of the Boat
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Welcome to SubSim pedalboat
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