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Old 01-04-12, 12:07 AM   #8401
TheDarkWraith
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Quote:
Originally Posted by kiwi_2005 View Post
Okay I'm going nuts here, I'm trying out manual targeting for the first time and for the life of me I can't find the ship manual in the UI? press f1 only shows Stormy's keys from his mod there is no key for the ship manual showing. I don't know if I should be asking here or in stormy s thread but I am using TDW UI 6_9_0. Is the ship manual the one where you choose out of 3-4 ships in the ID part is that the manual? Because I have always played with auto targetting I never used a ship manual and in Stoianm video it shows him using one with the TDW UI.

I had to let a fat juicy tanker go pass just before because this dumb Captain couldn't find his ship manual! The crew are discussing whether to throw me overboard
You have the stock recognition manual available from the scopes (click on the XO picture to bring it up in a scope view). You also have my SOAN available. Click on the charts icon and drag SOAN out from the upper left of your screen.
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Old 01-04-12, 03:28 AM   #8402
kiwi_2005
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Quote:
Originally Posted by TheDarkWraith View Post
You have the stock recognition manual available from the scopes (click on the XO picture to bring it up in a scope view). You also have my SOAN available. Click on the charts icon and drag SOAN out from the upper left of your screen.
Ok thanks for that I will take a look next time im in the game.
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Old 01-04-12, 09:37 AM   #8403
charognard
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anyone know if it s possible to desactivate death mark system for sunk ship and keep the vanilla system ?? Thx.
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Old 01-04-12, 10:46 AM   #8404
TheDarkWraith
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Originally Posted by charognard View Post
anyone know if it s possible to desactivate death mark system for sunk ship and keep the vanilla system ?? Thx.
Short answer - no. I didn't give this option.
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Old 01-04-12, 02:46 PM   #8405
ETsd4
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Originally Posted by charognard View Post
anyone know if it s possible to desactivate death mark system for sunk ship and keep the vanilla system ?? Thx.
Dont know what a "death mark system" is. I have disabled the death-marks on the map with the TDW-option-editor.
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Old 01-04-12, 04:22 PM   #8406
charognard
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Quote:
Originally Posted by TheDarkWraith View Post
Short answer - no. I didn't give this option.
and can we imagine you ll give this option ? ^^
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Old 01-05-12, 09:01 AM   #8407
charognard
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hi again ^^

Into the option.py, if i set all hotkey value on False, i presume i can assign newuis used key on any commandes into a custom commands.cfg, or use a keybord mod without any conflict, true ??
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Old 01-05-12, 11:11 AM   #8408
TheDarkWraith
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Quote:
Originally Posted by charognard View Post
hi again ^^

Into the option.py, if i set all hotkey value on False, i presume i can assign newuis used key on any commandes into a custom commands.cfg, or use a keybord mod without any conflict, true ??
true
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Old 01-05-12, 11:20 AM   #8409
ft
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Allright, I give up.

Finally SH V is worth playing, due to these mods. I think I have it up and running the way I want to (until I discover something else) - with one real exception, and unfortunately it is a significant one.

I replaced the dials file the German imperial one. Then I applied the mod. I have the gauges in knots allright. However, the map tools still give me distances in kilometers.

I was under the assumption that both should change in unison? Am I mistaken? If so, how do I go about getting nautical miles in the nav chart? If I'm not mistaken, any idea what I'm doing wrong as it's not working?

It's a PITA to bump up against, now that we're finally allowed to do our own navigation!

On a sidenote: Are currents modelled for the navigation? Wind effects?

Best regards,
Fred
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Old 01-05-12, 11:24 AM   #8410
TheDarkWraith
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Originally Posted by ft View Post
Allright, I give up.

Finally SH V is worth playing, due to these mods. I think I have it up and running the way I want to (until I discover something else) - with one real exception, and unfortunately it is a significant one.

I replaced the dials file the German imperial one. Then I applied the mod. I have the gauges in knots allright. However, the map tools still give me distances in kilometers.

I was under the assumption that both should change in unison? Am I mistaken? If so, how do I go about getting nautical miles in the nav chart? If I'm not mistaken, any idea what I'm doing wrong as it's not working?

It's a PITA to bump up against, now that we're finally allowed to do our own navigation!

On a sidenote: Are currents modelled for the navigation? Wind effects?

Best regards,
Fred
I haven't seen currents or wind effects modeled in the game as far as navigation goes.

For changing to imperical isn't there a game option you also have to set for this?
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Old 01-05-12, 12:42 PM   #8411
ft
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Sír,
I'm now much obliged not only for your excellent mod but also for your immediate support with basic game features!

If anyone comes looking at me, I'll be over in the corner next to the guy with a t-shirt saying "I'm with stupid".

No more time for idle banter - I must make it to Kiel before dusk! Heading set, ETA at next breakpoint 12:55Z!

I'm more used to navigating in aircraft, which is the same thing but with entirely different perspectives regarding time factor (short) and required precision (lower), so I'm greatly enjoying this. I have not found any other desktop maritime open sea nav simulators as of yet. Now, I'm wondering whether I could implement my home waters (including lighthouses) in SHV...

Cheers,
Fred
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Old 01-05-12, 01:46 PM   #8412
TheDarkWraith
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Quote:
Originally Posted by ft View Post
I'm more used to navigating in aircraft, which is the same thing but with entirely different perspectives regarding time factor (short) and required precision (lower), so I'm greatly enjoying this. I have not found any other desktop maritime open sea nav simulators as of yet. Now, I'm wondering whether I could implement my home waters (including lighthouses) in SHV...
I'm a pilot also (private airplane SEL and private helicopter SEL) and I find that I use the metric system in this game. I just can't use the imperical system with this game
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Old 01-05-12, 08:22 PM   #8413
quink99
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It is with great trepedation, TDW, that I say this because you've probably forgotten more than I'll ever know about subsims but there is a MOD available which converts kms to seemiles, the German equivalent of NMs which were actually used for navigation by the Kriegsmarine for SH 5. (see the 'read me" in the MOD for details.) Here's the link;

http://www.subsim.com/radioroom/downloads.php?do=file&id=2847
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Old 01-05-12, 10:47 PM   #8414
TheDarkWraith
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Quote:
Originally Posted by quink99 View Post
It is with great trepedation, TDW, that I say this because you've probably forgotten more than I'll ever know about subsims but there is a MOD available which converts kms to seemiles, the German equivalent of NMs which were actually used for navigation by the Kriegsmarine for SH 5. (see the 'read me" in the MOD for details.) Here's the link;

http://www.subsim.com/radioroom/down...o=file&id=2847
somehow I missed this one
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Old 01-06-12, 02:17 PM   #8415
Captain_AJ
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Default TAI MAP QUESTION

In the editor , Is posible make the TAI amp fuctiona; as well as the nav map , Currently iam not getting plot or clesistal marks when I ask the navagator to make a mark on the map . Its a pain in the but to keep switching from the scope to the nav map . I cannot see anything on the Tai map to some quck ploting for targets
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