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Old 01-21-10, 08:49 AM   #91
Uber Gruber
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There is one more question, maybe this will be answered: how can I change the starting position of player camera - in open hatch it is under the conning tower, but I would like to have it like in default game, near the observation scope?
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Old 01-21-10, 09:39 AM   #92
Myxale
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One of the most wanted mods of 2010!!
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Old 01-21-10, 10:39 AM   #93
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Hi Luke,

Just a quick thanks for your response above (and I'll be happy to take all of verts's extra food).
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Old 01-21-10, 10:58 AM   #94
planecrazydale
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Hi there Luka!

First off, this mod looks great so far. But I have a small problem which I was wondering if you could help me with.

I installed your latest updated mod in the correct place (after DDs mod) and I now have the open conning tower hatch, but I seem to have lost Anvart's Flag and Radio Mod and also I cannot open the hatch from the control room to the radio room anymore. (that was part of DD's mod)

Also, I don't seem to have the buttons that you put in that allow hard turns.

Any idea what I might have done wrong? Or is this mod maybe not compatible with Anvart's mod?

Thanks for any help!

Dale
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Old 01-21-10, 11:13 AM   #95
lucagaeta
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Quote:
Originally Posted by verte View Post
Well, I will answer myself - maybe it would help someone, who wish to have an "ordnung" in command room, and not this monkey food joke. It is really simple with Silent 3ditor - open file "NSS_Uboat7_CR.dat" and the options that you seek are in "Interior root - COMMAND ROOM" branch - there are e.g sub-branches "Node - banana_00", "Node - DMY_Salami" etc, you can preview them in "model preview", so you know what you are deleting - just delete a branch responsible for this or that salami banana or other food.

There is one more question, maybe this will be answered: how can I change the starting position of player camera - in open hatch it is under the conning tower, but I would like to have it like in default game, near the observation scope?
hello
must change the position of 2010 node Dmy_CAMparent and automatically find
changed the position of the two cameras in knots

regard to the starting position I agree with you prefer the 'original

Open a vote to lower food and change the cam position initial

forward voice your opinion thanks!



Quote:
Originally Posted by Capt. Morgan View Post
Hi Luke,

Just a quick thanks for your response above (and I'll be happy to take all of verts's extra food).
On the first page you find the fix let me know if everything is ok
should notice a marked change in the simulation

I recommend you use the key numpad "0" to return to the room above
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Old 01-21-10, 11:19 AM   #96
lucagaeta
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Quote:
Originally Posted by planecrazydale View Post
Hi there Luka!

First off, this mod looks great so far. But I have a small problem which I was wondering if you could help me with.

I installed your latest updated mod in the correct place (after DDs mod) and I now have the open conning tower hatch, but I seem to have lost Anvart's Flag and Radio Mod and also I cannot open the hatch from the control room to the radio room anymore. (that was part of DD's mod)

Also, I don't seem to have the buttons that you put in that allow hard turns.

Any idea what I might have done wrong? Or is this mod maybe not compatible with Anvart's mod?

Thanks for any help!

Dale
Hi
This is the sequence of installation remember if you want the animation work
ensure there are officers in their place!

GWX3 gold
DFa_UpDnRot_Flags_fin2
DD_OH_V3.09_20091209162038
Conning Tower open Hatch 0.8.8.1

Last edited by lucagaeta; 01-21-10 at 11:45 AM.
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Old 01-21-10, 11:54 AM   #97
lucagaeta
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Quote:
Originally Posted by tonschk View Post
Grazie mille per questo Mod , io ho aggiunto il GWX3 Gold al mio SH3 game , piu l`open hatch mod ( quello ormai assai assai vecchio ) tu credi che ci sia problema ad aggiungere questo tuo bellissimo mod con il JSGME al GWX3 Gold ?
Ciao

ti se devo dire la verità con la versione 2
non so se sia compatibile, prova e facci sapere, io penso di sì

Certamante per apprezzare il massimo installa la DD_OH_V3.09_20091209162038 e dopo la mia

se ai se ai critiche costruttive, esponile pure, cosi che questo mod possa migliorare, grazie e ciao
ciao
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Old 01-21-10, 11:59 AM   #98
planecrazydale
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Thanks Luca,

I will check and see if I had the right order of mods.

(I know all the officers were in place, so it's probably just the order I had the mods in)

Appreciate the help!

Dale
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Old 01-21-10, 02:25 PM   #99
verte
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Quote:
Originally Posted by lucagaeta View Post
hello
must change the position of 2010 node Dmy_CAMparent and automatically find
changed the position of the two cameras in knots

regard to the starting position I agree with you prefer the 'original

Open a vote to lower food and change the cam position initial

forward voice your opinion thanks!
Thank you for the answer!

-------------- edit -----------------

If anyone wishes to change f2 camera position from under-the-conning-tower to default near-the-obs-scope you must edit NSS_Uboat7_CR.dat, and find "1517: Node - Dmy_INTCAM1".

Now in "Node positioning" change "translation" "Z" from "0" to "0,09787183" - this is the position taken from default interior. That's it!
[Mod version 0.881, don't know how this position looks with all the monkey food, because I've deleted them all]

It is interresting, that the position near the obs-scope gives me better framerates.

Last edited by verte; 01-21-10 at 03:22 PM.
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Old 01-21-10, 05:35 PM   #100
verte
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Lucagaeta, would it be possible to make all the hatches (and attack periscope) mouse-clickable, like in default game? Your improvements to the submarine interface are very good, but I don't like the unnatural free-camera movement, so it would be great to have a possibility to move in normal camera from room to room by a mouse-click.
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Old 01-21-10, 05:45 PM   #101
tonschk
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Quote:
Originally Posted by lucagaeta View Post
Ciao

ti se devo dire la verità con la versione 2
non so se sia compatibile, prova e facci sapere, io penso di sì

Certamante per apprezzare il massimo installa la DD_OH_V3.09_20091209162038 e dopo la mia

se ai se ai critiche costruttive, esponile pure, cosi che questo mod possa migliorare, grazie e ciao
ciao


Molte Grazie per la risposta , mi sai dire per favore qual`e la versione 2 ? , anche ho dubbio dove trovare " DD_OH_V3.09_20091209162038 " , non sara quest`ultimo l`open hatch incluso con GWX3 Gold ?
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Old 01-21-10, 05:58 PM   #102
lucagaeta
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Quote:
Originally Posted by verte View Post
Lucagaeta, would it be possible to make all the hatches (and attack periscope) mouse-clickable, like in default game? Your improvements to the submarine interface are very good, but I don't like the unnatural free-camera movement, so it would be great to have a possibility to move in normal camera from room to room by a mouse-click.

hi
Unfortunately my mod will not work cin old camera system
must collaborate in order to do a lot on cam because having connected the two environments have been created for CR CT imbalances on cameras

however, the direction of this mod is to make the game restricted to a maximum free cam (a commander moving from one location to another is not moving, jumping,

excuse one could ask, what do you need to open doors of CT if you use them?

regards
luca
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Old 01-21-10, 06:02 PM   #103
lucagaeta
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Quote:
Originally Posted by tonschk View Post
Molte Grazie per la risposta , mi sai dire per favore qual`e la versione 2 ? , anche ho dubbio dove trovare " DD_OH_V3.09_20091209162038 " , non sara quest`ultimo l`open hatch incluso con GWX3 Gold ?
quì trovi tutto quello che ti serve

http://www.subsim.com/radioroom/showthread.php?t=104514

buon divertimento
fammi sapere
grazie e ciao alla prossima
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Old 01-21-10, 06:19 PM   #104
lucagaeta
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Quote:
Originally Posted by verte View Post
Thank you for the answer!

-------------- edit -----------------

If anyone wishes to change f2 camera position from under-the-conning-tower to default near-the-obs-scope you must edit NSS_Uboat7_CR.dat, and find "1517: Node - Dmy_INTCAM1".

Now in "Node positioning" change "translation" "Z" from "0" to "0,09787183" - this is the position taken from default interior. That's it!
[Mod version 0.881, don't know how this position looks with all the monkey food, because I've deleted them all]

It is interresting, that the position near the obs-scope gives me better framerates.
sorry I had not seen your previous post

the freamerate is very much influenced by my mod because you add another room
the CPU has to work a lot, especially if they are all in the visual


I have an intel and 5300 @ 4000 ATI 4870 X2 no problem (for now)

If you want to make any changes to my mod six freest are indeed honored that you have stimulated the desire to learn
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Old 01-21-10, 07:59 PM   #105
verte
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Quote:
Originally Posted by lucagaeta View Post
Unfortunately my mod will not work cin old camera system
must collaborate in order to do a lot on cam because having connected the two environments have been created for CR CT imbalances on cameras

however, the direction of this mod is to make the game restricted to a maximum free cam (a commander moving from one location to another is not moving, jumping,

excuse one could ask, what do you need to open doors of CT if you use them?
I think that you wished to ask "why do you need to open doors of CT if you dont use them?", that is - "why should I use this mod if I don't use free-cam?", if I understand correctly.

The answer is - because DivingDuck and you have made great small additions, like more clickable spots, more working instuments and open hatches that are adding climate even if I don't use freecam (I still see the rooms behind hatches when staying in the conning tower or near the nav-map) The free-cam movement is hopeless, completely unnatural - you are moving on rails flying under the ceiling or crawling on the floor, or even penetrating the walls like a ghost, or levitating over the submarine... I personally prefer to jump between stations than to use this odd, unrealistic and unnatural free-cam. I thought that adding a small clickable spots to the hatches was not a problem, if it is a problem - don't bother and keep up the good work
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