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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#6076 |
Black Magic
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90.0 is a special code I had the mod display for a certain kind of error. I'm out on a jobsite but when I return home I'll look in the code to see what 'throws' the 90.0.
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#6077 | |
Navy Seal
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![]() All the others in that mission are correct. |
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#6078 | |
Watch
![]() Join Date: May 2005
Posts: 30
Downloads: 100
Uploads: 0
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No. But 1628m, is it normal? I think I have stadimeter problem since 6.3... |
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#6079 |
Navy Seal
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It looks like this is only an issue for Ranger Medium Tanker.
The 90m mastheight is causing the stadi to give you this wrong range. All the other ships in that tutorial will work fine with the stadi ![]() |
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#6080 |
Watch
![]() Join Date: May 2005
Posts: 30
Downloads: 100
Uploads: 0
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Does that mean that same problem is present in campaign or mission with medium tanker?
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#6081 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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What is the corect oreder:
- the 'NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope ' - MRP - MRP patch? or -MRP -MRP patch -the 'NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope ' |
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#6082 | |
Black Magic
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We introduced this problem when we adjusted the mastheights. By putting a ; after the mast height to comment out the old mast height data it screwed up the configuring of mast heights at game start. I'll have to issue another patch for this because every ship we adjusted mast heights on now will be in error (90.0) Last edited by TheDarkWraith; 01-19-11 at 09:06 PM. |
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#6083 |
Black Magic
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v6.3.0 patch 6 released. This patch is needed to fix mast height bug introduced when ship lengths and mastheights were updated in their respective .cfg files. See post #1 for details.
This can unofficially be used with Magnum Opus also (must be the last mod installed if doing so) ![]() |
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#6084 |
Watch
![]() Join Date: May 2005
Posts: 30
Downloads: 100
Uploads: 0
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Aaaah, that's better! ;-)
One more thing, it seems I have some problem with hour of the day. With this same mission (aob practice from Trevally), the clock says 2300 but ext view seems daylight. Is there something wrong I did set? |
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#6085 | |
Watch
![]() Join Date: May 2005
Posts: 30
Downloads: 100
Uploads: 0
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2nd is not included in MO and we have to install the 2 mods as usual? Tks |
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#6086 |
Bilge Rat
![]() Join Date: Jan 2011
Posts: 1
Downloads: 3
Uploads: 0
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nm, figured it out.
Many thanks, Trench Last edited by TrenchKnife; 01-20-11 at 01:28 PM. |
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#6087 |
Planesman
![]() Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
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I really like the on the fly options with the scope and radio message
what i'd really like to see is the GUI have similar options so i could turn on/off the mouse in option,there are times i need the info from two spots to be shown at the same time or maybe a clipboard style,like otto's chalkboard but you could assign what you wanted to see time crew messages battery radio messages fuel level thanks for your time |
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#6088 | |
Swabbie
![]() Join Date: Dec 2010
Posts: 11
Downloads: 15
Uploads: 0
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Well, I'm about to give up totally - which is largely why it took me so long to respond. I was kind of hoping version 7 would come out so I could download a new zip file, because this one doesn't work for me. But anyway, while I'm typing I might as well see if anyone can help me with all my problems: 1. As described. WinRAR, WinZip, ZipGenius. WinZip won't unzip at all, WinRAR produces an error, and ZipGenius works, but the mod does not. 1a. If I get it all unzipped, either with WinRAR (skipping the error) or ZipGenius, the same thing is produced. Screenshots and so forth earlier in this thread where this is a big "OK" dialog box on loading the game. 1b. I tried using ZipGenius to unzip into an unnested directory. Like C:\. Renaming the extremely long "(don't enable)" directory so it was not so long, and then moving the whole lot into the SH5 MODS directory (if I did not rename it, Windows flat out refused to move it because some of the filenames were too long.) But this made no change either - big dialog with an OK in it. 2. This is something I've found odd with this mod, but never mentioned it. Enabling it seems all sorts of weird. Looking at the directory structure it looks like TDW has designed it so I enable "NewUIs_TDC_6_3_0 by TheDarkWraith" and this in turn extracts all the optional mods. They are then listed on the left, and I can enable to my hearts content. Only problem is, it doesn't work. All the mods are there, but not the BASE mod. I expect this is because "NewUIs_TDC_6_3_0 by TheDarkWraith" is already listed as an activated mod, but if I start SH5, its just the stock game. 2a. I have been able to get it to work by manually copying the mods out of NewUIs_TDC_6_3_0 by TheDarkWraith\MODS\ and placing them in the root \SH5\MODS\ directory. Then I can enable "NewUIs_TDC_6_3_0 by TheDarkWraith" followed by whatever optional mods I want. I see no-one else complain about this, but I can't imagine how no-one else has this problem! I mean, when I enable the optional mods, I don't even get a warning that "NewUIs_TDC_6_3_0 by TheDarkWraith has already changed that file" -- so it seems to me that NewUIs_TDC_6_3_0 by TheDarkWraith is not enabled. The directory NewUIs_TDC_6_3_0 by TheDarkWraith is sitting in \SH5\MODS\ as though it is ready to be enabled, but I can't enable it with JGME because it thinks it already is! Last edited by dakuth; 01-21-11 at 03:27 AM. |
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#6089 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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And the new patch seems to be working fine! No ctd's in a long time (I'm not using Megamod) Thanks TDW, now the radio reports are just like I want them to be. Oh, one thing, what if I want radio sound effect playing when new message comes, is there a easy way to do that? |
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#6090 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Hi Dakuth I really can't understand why ZipGenius should not unzip the files. It is a mystery to me. To me it sounds like a corrupt file somewhere. - (Your point 1) you say ZipGenius works but the mod doesn't. Do you mean that the mod doesn't extracts? Or that the extracted mod (Base mod) doesn't work after you have exstracted it? - (Your point 1a) If there is an OK" it should be OK, or? - (Your point 1b) You say "moving the whole lot into the SH5 MODS directory". I suppose you mean the " NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS" folder (with all the included mods) into "C:\Ubisoft\Silent Hunter 5\MODS", right? - (Your point 2) You say "TDW has designed it so I enable "NewUIs_TDC_6_3_0 by TheDarkWraith" and this in turn extracts all the optional mods". You don't have to! After you have opened the .7z file extract only the "NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_ 6_3_0_ByTheDarkWraith" folder with ZipGenius to a place if your choice e.g. the desktop. Choose only this one! Nothing else. (If you later after this want one or more of the optional mods included you can unzip them one by one afterwards). Then you say "it doesn't work". Don't you find the "Base mod"in JSGME (that it isn't there)? Or do you mean that not any of the mods work when you enable them? Since you also say "I was kind of hoping version 7 would come out" I suppose you are talking about the Patch, right? What you say about 'because "NewUIs_TDC_6_3_0 by TheDarkWraith" is already listed as an activated mod, but if I start SH5, its just the stock game' makes me curious. I believe what makes you believe it's the stock is that the Patch overwrites the old mod thus resetting the UserOptions.py to what all the options in the UserOptions.py file were before you did your settings in the base mod". Don't do this. Do the following. When you unzip the new Patch if you look closely among all the mods included in the new "NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS" folder there is the Patch you want. It's called exactly the same as the "Base mod" (NewUIs_TDC_6_3_0_ByTheDarkWraith). This means the Patch will paste into the "Base mod" (that you already have in your JSGME) when you paste the Patch into "C:\Ubisoft\Silent Hunter 5\MODS". Before copying the Patch into into "C:\Ubisoft\Silent Hunter 5\MODS" you should use the MigrationTool that you find in: New UIs 6.3.0\NewUIs_TDC_6_3_0_TheDarkWraith\NewUIs_TDC_6_ 3_0_ByTheDarkWraith\data\Applications. (In the OptionsMigrater "Old options" = the UserOptions.py" in your "Base mod", "New Options"= the UserOptions.py in your Patch. This will copy the settings in your "Base mod's" UserOptions.py file to the Patch's UserOptions.py. If you after this copy your Patch into "C:\Ubisoft\Silent Hunter 5\MODS" the Patch will overwrite the "Base mod" but since it already has all your settings you've done in the "Base mod's" UserOptions.py file it will not change these settings. Only add the new options that come with this new Patch. Now if you look through the UserOptions.py file in your "Base mod" you'll find your old settings + these added options that you can set after your taste. Remember - always deactivate all mods in the JSGME before updating. Then enable the "NewUIs_TDC_6_3_0_TheDarkWraith\NewUIs_TDC_6_3_0_B yTheDarkWraith" first. That's it. You should be ready to enable the "Base mod" in JSGME. Off you go! Hope this helps to solve your problem. // |
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Tags |
dbrn, favorite, new ui |
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