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Old 01-12-19, 12:06 PM   #76
ThePrody
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Thanks , it worked .



1000 , 114 were the values .
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Old 01-20-19, 01:35 PM   #77
Fubar2Niner
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bullhorn

Quote:
Originally Posted by tofoftofof View Post
Thank you for your work improving the AH widescreen gui!

Can you fix the broken tube selection dial on the attack periscope and uzo?
On the Attack Map screen, toggling the salvo selector between T and S changes the tube dial from single tubes to salvo modes. This is good.
However, on the uzo and attack periscope, this doesn't happen, and the tube dial is not functional. This is bad.

This is particularly important since changing tubes with that dial is the only way I know of to keep the tubes from closing themselves.
Has anything been done, or can be done about this problem? The same problem occurs with Ahnnerbe wide screen mod.

Best regards

Fubar
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Old 03-24-19, 02:29 PM   #78
Eikson
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Default German letters bug

Hey,

German characters such as Ä, Ö, ß etc. get displayed wrong. Any idea what causes this?

Thanks!
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Old 03-24-19, 02:59 PM   #79
ericlea
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Hi,

it certainly comes from the Fonts folder because Ahnenerbe and Brodaga are russian modders
(data\Menu\Fonts)
try to copy Fonts folder from this same mod I adapted for wac5.2 http://www.subsim.com/radioroom/showthread.php?t=239167
and paste it in the mod
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Old 03-25-19, 03:24 AM   #80
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Default German letters bug

Hey ericlea,

Thank you very much, that worked!
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Old 03-26-19, 11:05 PM   #81
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Default a couple of questions

first of all, I'm considering the ARB WideGui 1920x1080 mod for my installs. All of which are GWX 3.0. I do have a few questions for you guys.

1. The readme says to place the ARB WideGui v0.3, 1920x1080 directly into the SH III game folder. Can I activate this mod via JSGME instead, just like the ARB WideGui Hotfix v0.3.1 which is activated via JSGME ?

2. What does the optional mod "Adaptation for English & Deutsch" do ? I couldn't find anything on this in the Readme's.

3. I'm pretty bad at ID'ing ships, will I have Weapons Officer assistance for this, or is this 100% manual ?

I will use the TychoSH3Patch v3, I'm good there and understand how to do that.

thanx Jerry CA45
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Old 03-28-19, 12:07 PM   #82
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Doolar:

1) Sorry, I installed mine directly into SH3. Worked fine with GWX. Don't know why it wouldnt work though (except for maybe the resolution fix). Try it.

2) The modder is Russian, so if you play in English or German install those files

3) Weapon Officer ID still works fine, although c'mon man crank that realism up

Good luck, the mod functions and looks great. Only wish there was a German version of some of the assets
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Old 04-01-19, 02:38 PM   #83
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Thanx Eikson , just rolled back in from a short spring getaway. those were the responses I was thinking. As soon as I finish this patrol I'm going to get to it. I do manual targeting but as far as ID'ing ships from the manual, I'm terrible. I should give it another shot ..... thanx again
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Old 04-21-19, 10:06 AM   #84
Brodaga222
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bullhorn I returned!

Hi! I returned!

I resume the development of ARB WideGui 1920x1080!

Last year I almost finished realistic optics. It is not 100% realistic, but now a realistic viewing angle and a more realistic grid than it was before.

At the moment, completely ready Attack Periscope, OBS Periscope. It remains to make UZO and binoculars. Also in the plans to correct some errors and add innovations that were published in this topic.

I can not say the release date because I haven't done a mod for a long time and I need to remember what was done before. It's been 10 months since I last developed the mod. In the process of creation, I will publish screenshots of the completed stages.

Poll:
What would you like to see in the next version of the mod? What errors were found?

Last edited by Brodaga222; 12-03-22 at 02:47 PM.
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Old 04-21-19, 12:26 PM   #85
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Hi , good to have you back !
For things do be done in the future , I remember we discussed something about the attack map night filter, it's somewhere in the topic .




Can't wait for the new optics .
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Old 04-21-19, 12:58 PM   #86
ericlea
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Hi Brodaga !
You can now put the tycho's functional draggable chrono in your mod. It is top ! I do it for you :-)
http://subsim.com/radioroom/showpost...8&postcount=73
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Old 04-21-19, 02:26 PM   #87
Brodaga222
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Quote:
Originally Posted by ThePrody View Post
Hi , good to have you back !
For things do be done in the future , I remember we discussed something about the attack map night filter, it's somewhere in the topic .




Can't wait for the new optics .
Unfortunately, it is impossible to turn on/off the night filter when changing day and night on the attack map. You can add a filter to the attack map but will not turn on/off when changing day and night. I am thinking of making a little red light on the attack map for 24 hours.


Maybe Tycho can find a way to turn on/off the night filter on the attack map because I think we need to edit the sh3.exe.

Last edited by Brodaga222; 04-22-19 at 04:49 AM.
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Old 04-21-19, 02:42 PM   #88
Brodaga222
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Quote:
Originally Posted by ericlea View Post
Hi Brodaga !
You can now put the tycho's functional draggable chrono in your mod. It is top ! I do it for you :-)
http://subsim.com/radioroom/showpost...8&postcount=73
Thank you very much! I will definitely add this to ARB WideGui
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Old 04-22-19, 05:15 AM   #89
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Yes, we just need an attack map that has a permanent " evening " filter like the night map in original Ahnenerbe mod , that's all .
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Old 04-23-19, 11:36 AM   #90
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Hi!

Anyone knows how I can rotate this tool? Any key for that?

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