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01-12-19, 12:06 PM | #76 |
not dead yet
Join Date: May 2017
Location: Romania
Posts: 193
Downloads: 130
Uploads: 1
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Thanks , it worked .
1000 , 114 were the values . |
01-20-19, 01:35 PM | #77 | |
Silent Hunter
Join Date: Nov 2002
Location: London. UK
Posts: 4,140
Downloads: 278
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Quote:
Best regards Fubar |
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03-24-19, 02:29 PM | #78 |
Seaman
Join Date: Oct 2011
Posts: 32
Downloads: 54
Uploads: 0
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German letters bug
Hey,
German characters such as Ä, Ö, ß etc. get displayed wrong. Any idea what causes this? Thanks! |
03-24-19, 02:59 PM | #79 |
Samurai Navy
Join Date: Jan 2014
Location: Strasbourg F
Posts: 572
Downloads: 109
Uploads: 0
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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 |
03-25-19, 03:24 AM | #80 |
Seaman
Join Date: Oct 2011
Posts: 32
Downloads: 54
Uploads: 0
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German letters bug
Hey ericlea,
Thank you very much, that worked! |
03-26-19, 11:05 PM | #81 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 860
Downloads: 360
Uploads: 0
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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 |
03-28-19, 12:07 PM | #82 |
Seaman
Join Date: Oct 2011
Posts: 32
Downloads: 54
Uploads: 0
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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 |
04-01-19, 02:38 PM | #83 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 860
Downloads: 360
Uploads: 0
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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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04-21-19, 10:06 AM | #84 |
Stowaway
Posts: n/a
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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. |
04-21-19, 12:26 PM | #85 |
not dead yet
Join Date: May 2017
Location: Romania
Posts: 193
Downloads: 130
Uploads: 1
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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 . |
04-21-19, 12:58 PM | #86 |
Samurai Navy
Join Date: Jan 2014
Location: Strasbourg F
Posts: 572
Downloads: 109
Uploads: 0
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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 |
04-21-19, 02:26 PM | #87 | |
Stowaway
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Quote:
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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04-21-19, 02:42 PM | #88 | |
Stowaway
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Quote:
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04-22-19, 05:15 AM | #89 |
not dead yet
Join Date: May 2017
Location: Romania
Posts: 193
Downloads: 130
Uploads: 1
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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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04-23-19, 11:36 AM | #90 |
Samurai Navy
Join Date: Nov 2005
Location: Atlántico Sur
Posts: 557
Downloads: 385
Uploads: 0
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Hi!
Anyone knows how I can rotate this tool? Any key for that?
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