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Old 08-09-09, 11:53 AM   #16
Rapt0r56
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Fantastic, it works thanks Storm!
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“The sea is everything. It covers seven tenths of the terrestrial globe. Its breath is pure and healthy. It is an immense desert, where man is never lonely, for he feels life stirring on all sides. The sea is only the embodiment of a supernatural and wonderful existence. It is nothing but love and emotion; it is the Living Infinite. ” ― Jules Verne, Twenty Thousand Leagues Under The Sea
My modifications for Ubisoft's SHIII can currently be found in Maik's comprehensive archives found via the Silent Hunter 3 Tab on his website: https://maikhaas.synology.me/joomla/index.php?lang=de/
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Old 08-09-09, 05:25 PM   #17
LiveGoat
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Working great so far. I'm trying her out in my trusty type II. I used the ACM version. The cool thing is that, even though I don't tend to roam about the boat much as a player, I can set my static position in the control room and conning tower. Now I can stand a little to starboard on the bridge and at the chart table between the NO and WE in the control room.

One thing I wish the mods had was some form of collision. If the boat pitches about on the waves, one passes through the ceiling, floor and walls while in "walk" mode (but I have a hunch it's not possible?).

Anyway, thanks! Great mod!
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Old 08-09-09, 06:36 PM   #18
Stormfly
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Quote:
Originally Posted by LiveGoat View Post
One thing I wish the mods had was some form of collision. If the boat pitches about on the waves, one passes through the ceiling, floor and walls while in "walk" mode (but I have a hunch it's not possible?).
yep a pity, your hunch isn`t fooling you... as far as i know, collisions are not possible so far. But you will learn how to use the cam without dragging it out of sectors over time.

The main reason creating it was, to have a deeper dynamic admosphere, together with more moving action, while interactin with the 3D systems of the sub. As you know, a free moving cam isnt the only asset you need to create a good admosphere, you need diligence and other good mods... by the way... did i mentioned Oak Growe ??? ..i will correct that !

yes, in my videos, it may be that you see some modifications that are not mentioned... guys it that case please forgive me, i try my very best to credit all contributers.

...uploading a additional video right now (about 20 minutes 700MB), its a bit longer but and also more dynamic
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Old 08-10-09, 12:28 AM   #19
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Okay, I just watched your video. Very nice. This could be a really cool SH5 optional feature for those players who want to run about in the boat doing everything in first person. To be able to click switches and manage things with as few static screens as possible would be a lot of fun. Gonna go back and play around with this mod some more.
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Old 08-10-09, 11:26 AM   #20
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UPDATE:
VIDEO 2: (16 minutes footage, attacking with torpedo, chaking from deptcharges, dealing with damage)
http://www.filefront.com/14248215/SH...eeCam-1.1.wmv/
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Old 08-11-09, 07:29 AM   #21
Schroeder
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I noticed that my TDC switches itself from manual to automatic every once in a while while using this mod.
But I have to say that I activated it in the middle of a patrol so it might solve itself when starting the next one out of a harbour.
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Old 08-11-09, 03:37 PM   #22
Stormfly
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...hmm never had this bahavior, but s**t happens, plz continue updating
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Old 08-12-09, 04:33 AM   #23
Schroeder
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It might take some time before I start my next patrol. I'm still in the early phase of my current one. I'll let you know if it was just caused by enabling the mod while being on patrol.
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Old 08-12-09, 10:50 AM   #24
=FI=Ghost
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Hi!

I have installed this great looking mod (ACM version) over GWX 3.0+ACM&OLCGuiMkIIDcombi mod and everything seems to work ok apart from one thing. While I move around I can go through walls and other objects like in default "free cam"; but I got the feeling from the videos you made that you cannot do that, but stop when come near objects as in real life. Is that just my wrong assumption and this is how the mod works or there's some error in my installation?
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Old 08-12-09, 11:49 AM   #25
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Hi =FI=Ghost,

at this time, collisions are not possible as far as i know. Let me remind you to read the whole thread.

But here is also a good example: As i started to use TrackIr (a Head Tracking System) i got horrible results, but later as i learned how to use it i got much better results and of course a much better immersion.

Here is one of my FlightSim videos i created, after using TrackIr for a longer time:

...the reason why the movement in the video is looking so good, is because i learned how to use it and what my limitations are.
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Old 08-12-09, 03:48 PM   #26
=FI=Ghost
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Ok, thank you very much.
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Old 08-13-09, 03:52 PM   #27
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Installed with GWX 3.0 and works beautifully- thanks for your efforts, and you can even walk along the decks too!

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Old 08-13-09, 05:04 PM   #28
Stormfly
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Installed with GWX 3.0 and works beautifully- thanks for your efforts, and you can even walk along the decks too!

...yes thank Sergbuto for that
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Old 08-18-09, 04:32 PM   #29
Schroeder
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O.K. I started a new patrol but still have the problem that the TDC switches itself from manual to automatic again (with automatic I mean that it keeps following the view direction of the periscopes).
Another thing I noticed is that I can't use my UZO any more. I can select it but can't see anything through it (not that this would be a loss since I never used it anyway but I thought you might want to know about it regardless) .
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Old 08-19-09, 03:41 AM   #30
Stormfly
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Quote:
Originally Posted by Schroeder View Post
O.K. I started a new patrol but still have the problem that the TDC switches itself from manual to automatic again (with automatic I mean that it keeps following the view direction of the periscopes).
Another thing I noticed is that I can't use my UZO any more. I can select it but can't see anything through it (not that this would be a loss since I never used it anyway but I thought you might want to know about it regardless) .
By default, TDC following mode (blue light on) is enabled, but should`nt go to following mode by itself after switching to manual mode.

maybe some other mod is conflicting ?

you may also check the responsible key on your keyboard, maybe that key hangs in some way ?

@all... can someone confirm to have the same problems ?
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