SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
04-17-08, 06:13 PM | #331 | |
Canadian Wolf
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RDP |
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04-17-08, 06:28 PM | #332 | |
Rear Admiral
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I can only guess your running some mod on top of TM that overwrites some crucial changes in this regard. :hmm: Or.... your running the "TMO_Enable_uboat_ver3 " and trying to run a US campaign with it. This modlet changes some files that are not compatible. Pressing F9 with this modlet enabled brings you to the radio room in the uboat interior. Since there is no radio room in the 3d model for fleet boat interiors, it will dump you to an underwater view. |
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04-17-08, 09:21 PM | #333 |
Commander
Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
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Is there anyway to change the default F2 viewpoint?
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04-17-08, 09:32 PM | #334 |
Rear Admiral
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Change to what?
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04-17-08, 09:50 PM | #335 |
Commander
Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
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I mean to hit Shift -F2 and readjust the viewpoint to my liking. As it stands now, when at general quarters I have some big dude just a couple of inches away from me doing his repair job. Try not to roll your eyes but it bothers me - sort of like having a smashed bug dead center in your driver's side windshield.
Unless of course it's not supposed to be that way and somehow I hosed my install of TM. edit: This is what I mean. Is this normal? Last edited by jmr; 04-17-08 at 10:03 PM. |
04-17-08, 10:37 PM | #336 |
Rear Admiral
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LOL yes thats normal.
The simple answer is to load up S3D, with it, open a stock camera.dat file. Find the forward interior camera node. Note its coordinates. Also note it has nested nodes. Apply the coordinates from the stock file, to the TM's version of the camera.dat file, for all nested nodes. This will efect the cameras posiition for all sub interiors. (i could have done this adjustment another way, but i was feeling lazy) That should put it back to stock. Personally, i moved it because the view felt more natural having just come down from the conning tower and it gave you a better panoramic view of the control room. |
04-17-08, 11:36 PM | #337 |
Gunner
Join Date: May 2006
Location: Christchurch New Zealand
Posts: 99
Downloads: 28
Uploads: 0
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Hi Ducimus i have already posted this ,and your answer was that maybe the wind blows away the exhaust smoke............
i am running your latest TMO with no other mods except RSRDC i still cant see the exhaust smoke even in a calm sea with no wind at all .Have looked around the Sub from all angles and no smoke........this has only happened since i applied SP3 and SPC then i uninstalled all your TMO as directed then load the complet version......... Oh are you still working with W.Clears EE as you have incorperated Vers 4.0 in TMO can 4.2 work or does it Fubar your Awesome work as in AI visuals ?
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"The best form of defence............is Attack" |
04-18-08, 02:22 PM | #338 |
Engineer
Join Date: Feb 2007
Location: Indianapolis, United States
Posts: 214
Downloads: 122
Uploads: 0
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Hi Duci
First of all, thanks for the awesome mod. Second--does your mod overwrite the "dud torpedos" setting in the options menu? That is, if I have it unchecked, is it still possible for me to get a dud? I HATE duds , and can't imagine what the real skippers had to have been going through. |
04-18-08, 03:37 PM | #339 |
Pacific Aces Dev Team
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OK,
we ALL know what is going on here, we ALL know how absurd it is, and we ALL want to see it having an end. Therefore, please to ALLinvolved, open your wallet, check your ID card and remember you are all adults. You don't have to love each other; staying out of reach should be enough. And don't go on with the "he started first" argument. Again...check your ID cards, please (Brits check your passport). Thanks
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One day I will return to sea ... |
04-18-08, 04:15 PM | #340 |
Pacific Aces Dev Team
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Well I can just say one thing else: If you all managed to pay as little attantion to each other as you pay to the moderators, there would be no problems at all here
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One day I will return to sea ... |
04-18-08, 05:18 PM | #341 | |
Lucky Jack
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I'm seriously thinking of pulling the weekend passes. Thank you all for allow me 10 minutes of my time to delete useless dribble. Awesome!
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road Last edited by AVGWarhawk; 04-18-08 at 05:33 PM. |
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04-18-08, 11:57 PM | #342 | ||
Stowaway
Posts: n/a
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Dribble
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Thanks in advance! edit: thanks Ducimus, your final release of TMO for 1.5 is doing a great job for me and looks great!! |
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04-19-08, 04:35 AM | #343 |
Bilge Rat
Join Date: Apr 2008
Posts: 1
Downloads: 0
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I apologise if this is a rather stupid question, but how come my battaries don't recharge?
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04-19-08, 10:41 PM | #344 | |
Captain
Join Date: Mar 2008
Location: Somewhere in the North Atlantic
Posts: 343
Downloads: 299
Uploads: 0
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"Some ships are designed to sink, others require our assistance." Nathan Zelk |
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04-20-08, 12:47 AM | #345 | |
Rear Admiral
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On the subject of batteries, just remember, if you take damage to the batteries, the engines don't toggle automatically from recharge mod to standard propulsion. (stock bug).
So if it feels like your bleeding fuel, thats why. Quote:
On that subject, i think it could use some more tweaking, the wind plays too much of an influence in the particle generators. My problem is i need wind effects to simulate a higher throttle, since i can't figure out how to tie in the particle generators to the throttle setting of the submarine. So the ad hoc solution is to have wind carry the exaust smoke, so it "looks" like the effects of faster accelleration. |
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