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08-14-13, 10:54 PM | #10666 |
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Running your mod validator for my both installs, to see what is overwriting FX Update:
My install running NewUIs (don't see any scope wake) FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Library\torpedoes_g7a-e.sim -D -A -W -S \data\Library\Torpedos_AI.sim -D -A -W -S Stormys DBSM SH5 v1.3 Basemod conflicts with FX_Update_0_0_22_ByTheDarkWraith \Data\Sound\Sh.sdl -D -A -W -S Stormys DBSM SH5 v1.3 HOTFIX 3 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Sound\Sh.sdl -D -A -W -S NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Objects\Sensors\UBoot_Sensors.fx -D -A -W -S \data\Objects\Sensors\UBoot_Sensors.GR2 -D -A -W +S \data\Objects\Sensors\UBoot_Sensors.sim -D -A -W +S IRAI_0_0_39_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S R.E.M_by_Xrundel_TheBeast_1.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S R.E.M. - hydrophone mute for player fix (TDW compatible) conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S OPEN HORIZONS II_full v2.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Zones.cfg -D -A -W -S \data\Library\flag.dat -D -A -W -S \data\Sea\NF_Boat_1\NF_Boat_1.GR2 -D -A +W +S \data\Sea\NF_Boat_1\NF_Boat_1_AO01.dds -D -A +W +S \data\Sea\NF_Boat_1\NF_Boat_1_LOD.GR2 -D -A +W +S \data\Sea\NF_Boat_1\NF_Boat_1_sil.dds -D -A +W +S \data\Sound\Sh.sdl -D -A -W -S SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Sound\Sh.sdl -D -A -W -S My install running Magui (i can see scope wake): Same as above, but the one below takes place in place of NewUIs conflicting (normal) Parts Magui Patch 3.03 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Sound\Sh.sdl -D -A -W -S So i don't really see what can hide the FX Update scope wake, in my NewUIs mods list... Furthermore, in both installs, i have almost same mods, but Magui instead of NewUIs! (both lists are visible with my sig)
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08-14-13, 10:59 PM | #10667 | |
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I don't understand you on this manipulation What do i have to do exactly? (what folder/file etc)
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Last edited by Fifi; 08-15-13 at 12:48 AM. |
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08-15-13, 05:02 AM | #10668 | |
Ocean Warrior
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@Fifi
I guess you use incomplete version of R.E.M.. I don't see UBoot_Sensors.fx in your validator's report.. I see two ways for you - you can use full version of R.E.M (contains UBoot_Sensors.fx) or you can remove UBoot_Sensors.fx from the NewUIs 7.5.0.. @TDW Quote:
Standart scope Wire scope
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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08-15-13, 06:03 AM | #10669 | |
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Though i'm a bit surprised of incomplete version of REM
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08-15-13, 06:39 AM | #10670 | |
Ocean Warrior
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Okay.. you have only one way - to remove UBoot_Sensors.fx from the NewUIs..
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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08-15-13, 06:56 AM | #10671 | |
A-ganger
Join Date: Sep 2007
Posts: 76
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Quote:
I'm a bit confused by your statement. Looked into a fresh downloaded R.E.M and there is no UBoot_Sensors.fx in it
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---------------------------------------------------------------- Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht ---------------------------------------------------------------- |
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08-15-13, 04:27 PM | #10672 |
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OK!
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08-15-13, 06:12 PM | #10673 |
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Perfect! That did the trick, and i have back my scope wake
Just for info, did i lost something else by deleting this file in NewUIs? Anyway, running now with the FX Update UBoot_Sensors.fx non-overwriten...
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08-15-13, 06:25 PM | #10674 | |
Ocean Warrior
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Quote:
The file from NewUIs contains only snorkel fx The file from FXU contains scopes fx + antennas fx + snorkel fx.. So, if you remove first one nothing changes..
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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08-15-13, 06:52 PM | #10675 |
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Cool then. Thanks!
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08-16-13, 06:12 AM | #10676 |
Ocean Warrior
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
08-16-13, 06:16 AM | #10677 |
A-ganger
Join Date: Sep 2007
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No it's not on your end. Seem's his avatar image is not available
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---------------------------------------------------------------- Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht ---------------------------------------------------------------- |
08-16-13, 11:08 AM | #10678 |
Ace of the Deep
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
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7.5 UI / Nav map note
Just a quick note on the 7.5 UI- I resolved my first problem by double checking the settings so all the seperate engine control buttons are there along with the Decks awash button.
New Problem?- I went to the nav map and the draggable color map on the right side is gone. I use the "Kriegsmarine Grid Map for MO and TDW UIs by stoianm" mod and even though the mod is enabled, the controls for switching between the color map and the Grid map are not there either. I am going to try the 7.4 UI tonight to see if this is confined to the 7.5 install. Or, someone else may have an answer for this strange effect in the UI. Thanks again D40
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Dogfish40 |
08-16-13, 01:23 PM | #10679 | ||
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Never heard about those mods. Are they old? Maybe too old for latest NewUIs!
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08-16-13, 01:37 PM | #10680 | |
Ocean Warrior
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Quote:
have a look at this mod - http://www.subsim.com/radioroom/showthread.php?t=204617
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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Tags |
dbrn, favorite, new ui |
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