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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#346 |
Sparky
![]() Join Date: Sep 2006
Location: East Midlands. UK
Posts: 156
Downloads: 0
Uploads: 0
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Thanks joegrundman
Thats whats making it a very tricky problem, At the moment constructing a tree diagram of the ItemID's for menu_1024_768 using just the TW_PeriTDC_For_GWX mod to make it easier. Then I'll be able to see visually if its possible. |
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#347 | |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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#348 |
Loader
![]() Join Date: Jul 2003
Location: Nottingham, UK
Posts: 85
Downloads: 58
Uploads: 0
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Just a question. Is this mod now compatible with GWX 2.0?.
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#349 | |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
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A question for everyone else... does this mod get rid of the bearing overlay? The mod doesn't touch the tga in the Uboat folders, how do I get the bearing overlay back? |
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#350 | |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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#351 |
Sparky
![]() Join Date: Sep 2006
Location: East Midlands. UK
Posts: 156
Downloads: 0
Uploads: 0
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Hi Nico71,
Great news. To make changes to the camera.dat you'll need the Silent 3ditor. http://www.subsim.com/radioroom/show...=Silent+3ditor Open up the camera.dat in Realnav and again in OLC's GUI and search the differences, but you might have an unsolvable problem, lets hope not. |
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#352 | |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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#353 | |
Weps
![]() Join Date: Jan 2006
Location: Buenos Aires, Argentina
Posts: 369
Downloads: 0
Uploads: 0
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will be a new version released? i mean, fully compatible with GXW 2.0?
that'd be sweet ![]()
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#354 |
Watch
![]() Join Date: Jul 2007
Location: Turku, Finland
Posts: 20
Downloads: 40
Uploads: 0
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I have a question. I tested this mod today and noticed that on the torpedo tutorial some of the ships go so slow that when I clock them with the chronometer to get their speed, they take more than 2 minutes to pass the 0-line. This is inconvenient, because the Range/AOB finder's markings go only up to 100 secs.
Tell me what I'm not realizing here... ![]() |
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#355 |
Watch
![]() Join Date: Jan 2006
Location: N Ireland
Posts: 26
Downloads: 136
Uploads: 0
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Hi Lapazeus
In this case i would use this calculation. Ships length/Seconds x 1.94 = Knots Although there probably is an easier way. |
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#356 |
Sonar Guy
![]() Join Date: Dec 2001
Location: Indiana
Posts: 386
Downloads: 25
Uploads: 0
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I thought I saw that in the manual...but I think what you do, if the time goes off the scale, is divide the observed seconds in half..get that speed, then double it?
Or something like that..:hmm: |
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#357 | |
Helmsman
![]() Join Date: Jun 2003
Location: North Wales (UK)
Posts: 104
Downloads: 57
Uploads: 0
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http://www.subsim.com/radioroom/show...&postcount=112 I've printed it out & find it useful for situations like slow ships or when I'm taking a long distance shot & want a super accurate speed estimation.
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Fear is the mind-killer. |
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#358 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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#359 | |
Watch
![]() Join Date: Jul 2007
Location: Turku, Finland
Posts: 20
Downloads: 40
Uploads: 0
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I found out that the 140 meter long ship took 138 seconds to cross the vertical crosshair and was thus going about 1,84 knots... Thanks for helping guys! |
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#360 |
Soundman
![]() Join Date: Nov 2007
Location: cape Town
Posts: 142
Downloads: 182
Uploads: 0
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Hey guys, i'm having difficulty downloading cuervo's mod(the one that adjusts the mast height. Could some one repost it at filefront?
Thanks |
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