SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-07-10, 04:34 PM   #61
hippieshadow
Swabbie
 
Join Date: May 2010
Location: Germany
Posts: 5
Downloads: 32
Uploads: 0
Default

Quote:
If you get it working, could you send me the translated file for inclussion.

Thanks
I am already finished with the translation but some tooltips still doesn´t work. So i have to check it again.

If you want the german file for your next update I can send it.
hippieshadow is offline   Reply With Quote
Old 08-07-10, 04:34 PM   #62
Hans Hansen
Loader
 
Join Date: Aug 2009
Posts: 89
Downloads: 216
Uploads: 0
Default

Quote:
Originally Posted by SteelViking View Post
Wait a minute. Would someone who is having the obs scope problem post their installed mods list please?
here you are...

Generic Mod Enabler - v2.5.0.150
[H:\SH_5\MODS]

  1. Accurate German Flags
  2. Advanced Shift Keys 2.1
  3. BRF 1.3 full
  4. Critical hits 1.1 Torpedos
  5. Critical hits v 1.2
  6. Dooms Decks for VIIABC41 1.4
  7. Enhanced FunelSmoke_by HanSolo78
  8. Grossdeutscher Rundfunk
  9. Hans Hansen - Captain Photo
  10. Hans Hansen's Background Video V1.0
  11. Hans_Hansens_Loading_Screen_V1.0-GER
  12. Lite_Campaign_LC_1.21_-_GER
  13. MightyFine Crew Mod 1.2.1 Alt w beards
  14. MCCD_1.04_MFCM_1.2.1_compatible
  15. MCCD_1.04_GER
  16. MoraleMod
  17. Terrain_harbour_flags_Mod_v1_2_1
  18. Shadow Improvement ModLR
  19. SD_MapFix
  20. SD-New_MapColors
  21. SD_MapCourseLine_tiny_arrows_ocred
  22. sobers base wave mechanics for SH5 v3
  23. Environment 3.1
  24. Old Style Explosions V1.1
  25. SV&Com Underwater Mod
  26. Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
  27. Danevangs PS 1.0 Common VIIC Shadow Maps
  28. Danevangs PS 1.0 VIIC-upg Alberich
  29. HiDef Realistic Interface V1.0
  30. HiDef Alt 3D Periscopes
  31. SteelViking's Interior Mod V1.1
  32. U-boat Historical Specifications 1.4
  33. IRAI_0_0_12_ByTheDarkWraith
  34. Touch up for Capthelm's Audio
__________________
H.H.

Gute Jagd!
Hans Hansen is offline   Reply With Quote
Old 08-07-10, 10:20 PM   #63
Drewcifer
Commodore
 
Join Date: Jul 2009
Location: Michigan, USA
Posts: 601
Downloads: 38
Uploads: 0
Default

Its in the Hidef mod and not a conflict I have uninstalled all mods and run just this one single mod and the obs scope issue is still quite present... irratating little bugger.
Drewcifer is offline   Reply With Quote
Old 08-07-10, 10:29 PM   #64
sanaousuke
Nub
 
Join Date: Jul 2010
Posts: 4
Downloads: 156
Uploads: 0
Default

first, good job reaper7 and second i want to ask,this mod compatible with conus00 graphic 1.1 mod? also i have disappeared icon (become white box) sometime. this is because conflict between mod?

thx sorry for language
sanaousuke is offline   Reply With Quote
Old 08-08-10, 03:27 AM   #65
hippieshadow
Swabbie
 
Join Date: May 2010
Location: Germany
Posts: 5
Downloads: 32
Uploads: 0
Default

@reaper7

i have finished my work and after testing the menue file in German now it works.

Where can i send it ?
hippieshadow is offline   Reply With Quote
Old 08-08-10, 06:31 AM   #66
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by Drewcifer View Post
Its in the Hidef mod and not a conflict I have uninstalled all mods and run just this one single mod and the obs scope issue is still quite present... irratating little bugger.
Yes quite an irratating on this. I restarted a new campaign and got the obs auto rising in the tutorial. But when I go back to my loaded games or select a mission the problem is gone, really confusing.
I'm sure I'll figure it out, but it might be worth saving in dock then uninstalling my mod. Then play a few min using stock save again then reload the Mod, see if that stops the issue.

Quote:
Originally Posted by sanaousuke View Post
first, good job reaper7 and second i want to ask,this mod compatible with conus00 graphic 1.1 mod? also i have disappeared icon (become white box) sometime. this is because conflict between mod?

thx sorry for language
Any chance you can post a screen shot of the problem. You can take a screenshot in SH5 using CTRL+F11. The bmp's are lotacted in the default SH5 directory.
Thanks.

Quote:
Originally Posted by hippieshadow View Post
@reaper7

i have finished my work and after testing the menue file in German now it works.

Where can i send it ?
PM sent.
reaper7 is offline   Reply With Quote
Old 08-08-10, 07:40 AM   #67
spf69
Watch
 
Join Date: Apr 2009
Location: australia
Posts: 22
Downloads: 314
Uploads: 0
Default

nice work lost for words..thank you for your mods..
spf69 is offline   Reply With Quote
Old 08-08-10, 07:44 AM   #68
TopcatWA
Navy Dude
 
Join Date: Sep 2004
Location: Downunder W.A. Sth.of the River
Posts: 174
Downloads: 36
Uploads: 0
Default

Looks good with Steel Viking's interoir mod!!
Great work.
Thanks.
__________________
Run Silent Run Deep!!!!
01.NSM4 Classic/.RFB v.1.52.1024+Patches
02.RFB Radar HotFix/RSRDC_RFBv15_V420+Patch2
03.Sobers_Better_Rocks & Sand
04.Small_Nav_Tools_w_Chrono
05.Brit_MkVIII_US_Mk28_Torps
06.ROW Sound effects.v.9/Enviromental 5.0
O/S Win10 Pro 64-Bit/Intel 64xQuad Core
CPU i7-4790+3.60 Ghz 32gig RAM
nVidia GeForce GTX-1650 Ti
TopcatWA is offline   Reply With Quote
Old 08-08-10, 07:56 AM   #69
spf69
Watch
 
Join Date: Apr 2009
Location: australia
Posts: 22
Downloads: 314
Uploads: 0
Default

steel vikings mods are very nice..underwater fx is a gem..you guys make sh5 what it should be...
spf69 is offline   Reply With Quote
Old 08-08-10, 10:04 AM   #70
Frantic8882
Mate
 
Join Date: May 2010
Location: South of Heaven
Posts: 60
Downloads: 72
Uploads: 0
Default

Hi guys. Can anyone please tell me how this piece of art looks on a 22 running at 1680x1050? Will it still look better than the original dials and scopes even at those (not optimal) resolutions? Thank you and great work by the way.
Frantic8882 is offline   Reply With Quote
Old 08-08-10, 10:11 AM   #71
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by Frantic8882 View Post
Hi guys. Can anyone please tell me how this piece of art looks on a 22 running at 1680x1050? Will it still look better than the original dials and scopes even at those (not optimal) resolutions? Thank you and great work by the way.
You should have no problem running at that resolution Frantic8882.
It's designed to run optimally at 1920*1200. It will still be perfect but dials and panels will appear a little bigger than designed for, but it should still look great and work perfectly .

I actually run it on my PC at 1440*900 as thats what my monitor supports.
I only Test it on My 47"HD TV at 1080P .
reaper7 is offline   Reply With Quote
Old 08-08-10, 10:37 AM   #72
Frantic8882
Mate
 
Join Date: May 2010
Location: South of Heaven
Posts: 60
Downloads: 72
Uploads: 0
Default

Ok, great, will get myself a new UI.
Frantic8882 is offline   Reply With Quote
Old 08-08-10, 03:12 PM   #73
Hans Hansen
Loader
 
Join Date: Aug 2009
Posts: 89
Downloads: 216
Uploads: 0
Default

Hi Reaper,

I'd like to make a proposal. Would you be willing to think about tidying up the GUI a bit? If you look at the two following scrots you'll see what I mean.

This one is TDW with quite a lot of stuff:



This is HRI with quite a lot of stuff (but not even the TAI-map open...):



Both have been taken on my 24" in 1920x1200. Should be space enough.

The first thing, and probably most important, is that the scope is noticeably larger in TDW. It does not look better (black cardboard), but it is larger, which is good. Basically the same is true for the OBS and the binoculars.

I think one must also admit that the TDW-GUI looks somewhat cleaner - I know this is achieved by introducing elements that do not exist in a real sub, but anyway. Personally I find it hard sometimes to place all the stuff I need on the HRI-screen without covering other elements.

So I wonder if it would be possible to gain some more space (for a larger scope e.g.) without sacrificing the authentical look.

What do you think?
__________________
H.H.

Gute Jagd!
Hans Hansen is offline   Reply With Quote
Old 08-08-10, 05:20 PM   #74
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by Hans Hansen View Post
Hi Reaper,

I'd like to make a proposal. Would you be willing to think about tidying up the GUI a bit? If you look at the two following scrots you'll see what I mean.

Both have been taken on my 24" in 1920x1200. Should be space enough.

The first thing, and probably most important, is that the scope is noticeably larger in TDW. It does not look better (black cardboard), but it is larger, which is good. Basically the same is true for the OBS and the binoculars.

I think one must also admit that the TDW-GUI looks somewhat cleaner - I know this is achieved by introducing elements that do not exist in a real sub, but anyway. Personally I find it hard sometimes to place all the stuff I need on the HRI-screen without covering other elements.

So I wonder if it would be possible to gain some more space (for a larger scope e.g.) without sacrificing the authentical look.

What do you think?
Yes, but now hide all the stuff on TDW UI


See where I'm going I designed mine that you only have what you need on screen at the time you need it.

As for a larger scope, well the Obs scope takes care of that
reaper7 is offline   Reply With Quote
Old 08-09-10, 05:57 AM   #75
Hans Hansen
Loader
 
Join Date: Aug 2009
Posts: 89
Downloads: 216
Uploads: 0
Default

Quote:
Originally Posted by reaper7 View Post
Yes, but now hide all the stuff on TDW UI
See where I'm going I designed mine that you only have what you need on screen at the time you need it.
As for a larger scope, well the Obs scope takes care of that
well, the OBS is somewhat supplemental to me whereas the attack scope ist the real thing. Also it is easier to spot for the enemy...

Actually I need everything you see on my scrot from HRI (+ the TAI-map) when it comes to battle.

- I cannot switch off the left part of the TDC as it holds the torpedo-speed switch (and there is no shortcut for using that as far as I know).
- I need the panel with the tube-switches obviously, although some functions have shortcuts.
- I need the right part of the TDC of course for depth, spreadangle etc..
- I can't switch off ERM/XO-dialogue for obvious reasons.
- I need dials for speed, course and depth.
- I cannot set aside the officers/command-panel either.
- I still have no space for the clock, let alone the wiz-wheel.
- I still can't see the periscope-indicator as it is covered already.

When the going gets rough I am busy with organizing the attack, plotting, metering, steering the boat. I don't want to be busy with pushing the UI around.

See, I do not propose a complete redesign, just tweaking the UI-elements a bit size-wise - and a larger scope
__________________
H.H.

Gute Jagd!

Last edited by Hans Hansen; 08-09-10 at 11:40 AM.
Hans Hansen is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:02 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.