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10-24-10, 01:36 PM | #4726 |
Black Magic
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Due to noticing problems with Obelix's Strategic map mod I had to go make some changes to my files so I could send him changes to his mod to make it fully compatible with this UIs mod. A by-product of this is giving the end-user the option to use a different set of map tools:
a new user option has been added that will allow the map tools to be the kind displayed above (MapToolsAsObjects). I'll be releasing patch 1 for v4.8.0 here very soon. |
10-24-10, 02:02 PM | #4727 |
Black Magic
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v4.8.0 patch 1 released: http://www.filefront.com/17428868/Ne...-0-patch-1.7z/
patch 1 add/fixes the following items: - made necessary changes to files to add support for Obelix's Strategic map mod - the toggle draggable compass's icon will not appear in the map tools bar until the navigation map is shown now - added a new user option that controls whether the map tools are displayed as objects on the navigation map or as icons in the map tools bar. Default value is disabled (False) (MapToolsAsObjects) Note: Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications) |
10-24-10, 05:32 PM | #4728 |
Canadian Wolf
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Nice work on the new version
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10-25-10, 05:22 AM | #4729 |
Swabbie
Join Date: Sep 2009
Location: France
Posts: 10
Downloads: 289
Uploads: 0
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zoom chrono jagd
hello kaleuns many thanks for uis sh5 maker,excuse for my bad english ,is possible zoom for chrono jagd? a folder users options?thanks
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10-25-10, 06:46 AM | #4730 | |
Seasoned Skipper
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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Quote:
After solving this problem, I will release mod. Another little problem in the second screenshot. Thank you.
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... Last edited by Obelix; 10-25-10 at 06:56 AM. |
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10-25-10, 06:48 AM | #4731 |
The Old Man
Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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I just tried this out and it actually works. Not getting the problem like above.
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"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" A P-400 is a P-40 with a Zero after it. A proud member of the Wikipedia Haters Club |
10-25-10, 06:59 AM | #4732 | |
Black Magic
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Quote:
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10-25-10, 08:08 AM | #4733 |
Black Magic
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patch 2 released for v4.8.0: http://www.filefront.com/17431875/Ne...8-0-patch2.7z/
this patch includes the previous patch and fixes the problems posted by Obelix Note: Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications) |
10-25-10, 08:28 AM | #4734 | |
Seasoned Skipper
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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Quote:
__________________
Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... |
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10-25-10, 11:41 AM | #4735 |
Loader
Join Date: May 2007
Posts: 86
Downloads: 42
Uploads: 0
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Well I'm back from about version 2.0. I'm using default TDC UI (guess it's SH5Enh) and I have some problem with calculating attack.
1) Can't find steadimeter. Is it there somewhere? 2) My guys are very lousy at calculating speed - mostly it's 0 or 30+ 3) The AOB angle dial when turning the auto TDC on is far from propper. Yesterdays game it seems reverted. Today it shows 40 instead of 80. I think I quite need some documentation of how to use the great UI. Maybe someone wrote it before. I'll be gratefull if someone would point me to some kind of help. |
10-25-10, 12:17 PM | #4736 | |
Black Magic
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Quote:
As far as stadimeter, it's fully automatic. Once you select the ship in the rec manual (or have WEPS identify it for you) the correct mast height is automatically used. All you have to do is use the stadimeter to measure to the highest point on the vessel to get distance to target. As far as calculating speed you need to do 2 things to ensure a valid speed reading: - distance to target set - AOB of target set Once those two TDC dials are set then your speed readings will be correct (barring user input error of the 2 TDC dials) |
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10-25-10, 12:51 PM | #4737 |
The Old Man
Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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Since I don't have the problems I won't use this patch.
__________________
"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" A P-400 is a P-40 with a Zero after it. A proud member of the Wikipedia Haters Club |
10-25-10, 01:14 PM | #4738 |
Officer
Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 434
Uploads: 0
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Very good with the patch2+IO StrategicMap...
thank you TheDarkWraith thank you Obélix |
10-25-10, 01:33 PM | #4739 |
Loader
Join Date: May 2007
Posts: 86
Downloads: 42
Uploads: 0
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No. Last tim I played I used a 2.7... long time ago. Now I'm with current stuff.
I guess the answer to my question was 'The red book'. There is whole WEPs conversation along with stadimeter, ID, AOB and stuff. So, quick review of my attack tactic: 1) SPACE 2) Follow Target on Officers panel 3) ID ship from officers panel 4) Stadimeter 5) AOB from quick drawing on the map 5) Speed - 2 options - from observation and from icon on Officers panel - I dunno how it really works, should I turn on the chrono or don't need to? How much time should I wait for engaging calculations (since starting it), is AOB important while crew estimate the speed? 7) Stadimeter for fine tuning 8) Feuer! If you have any tips on the above I will appreciate it. Q1) I've noticed theh AOB is dynamically changing so my question is - is the estimated speed has the influence on the change, other words - If the est speed is bad will the AOB change too fast/ too slow? Q2) I installed the nightvision part too - what does it do? I was expecting light green periscope markings at night but don't know how to turn it on:| Q3) Are there color lenses included in the mod? How can I turn them on? Q4) Do the crew abilities/skills affects torpedo solution? Q5) IS there a easy way to remove upper part of the open Red Book? It takes up some place and isn't realy helpfull? |
10-26-10, 04:02 PM | #4740 |
Sailor man
Join Date: Mar 2010
Posts: 43
Downloads: 191
Uploads: 0
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Problems with patch 2, the torpedo tubes are useless once fired and reloaded.
Ex: open pipe = disabled I think you should make one mod that is compatible with all mods + key and not have so many problems after upgrade and update errors that you make in your mod. |
Tags |
dbrn, favorite, new ui |
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