SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-30-15, 03:36 PM   #1741
Sjizzle
Count Dracula
 
Sjizzle's Avatar
 
Join Date: Aug 2012
Location: 46°13′N, 24°47′E
Posts: 1,816
Downloads: 405
Uploads: 0


Default

Quote:
Originally Posted by amigo View Post
Hi,
This is my active mod list:
Parts Magui V 3.01 by DrJones
Parts Magui Patch 3.02
Parts Magui V 3.06 by DrJones
bandera na ubocie
Caommand Keys 1.03
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta - for TDW UIs
data
Funelsmoke_Planes_Sounds_by_AOTDMadMax
Reduced Mission Tonnage v02

silentmichal's interior mod 1.2.3
silentmichal's interior mod 1.2.4
SubFlages_0_0_6_byTheDarkWraith
Wooden_Lifeboats_Mod_1.1
Jd Realistic Depth Charge Damage and Shaking 1.04
!Control_Room
3d_Deck_Splash_FX_v1_0_0_Compat_byTheBeast
3d_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
AI_Crew_Damage_control_Testing
AI_Crew_Damage_control_Testing_Increased_Flooding_ Via_Zones_cfg_file
GWX Compass Rose Grid for SH5
PArts MAgui V 3.01 by DrJones - English Menu (for V3.06)


I'm using this Beta v 3.06 version. I don't know if there is any newer version. Some advanced settings don't work for me in game despite activating them in options, and after relaunching the game they are unticked as i have never activeted them. Coud you please post me your mod list? Also is there any newer, more stable release v.3.06?
Best regards

your modlist is messed really bad...
u have 2 times enabled magui ...1 older version 1 new version .....u have TDW's UI only mods and u play with magui ...

u have this one Parts Magui V 3.01 by DrJones and a new version of magui enabled ..... than is something normal that u have strange conflicts in game .....use only the new version of magui ......
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta - for TDW UIs
data
in his name it's writed for TDW;s UI data why u use it with magui ???there are also some mods about never hear it ...and i have no clue what they do
if u wanna play with Magui the take a look
here is my mod list with Magui there are also download link for each mod
and here is a mega mod tho here
Sjizzle is offline   Reply With Quote
Old 12-01-15, 01:25 PM   #1742
amigo
Watch
 
Join Date: Apr 2006
Location: nad morzem POLSKA
Posts: 16
Downloads: 258
Uploads: 0
Default re

Thanks for your help and your modlist. If i understand correctly you don't use them all in the same time for Magui 3.06?
I've changed my modlist like this:
Parts Magui V 3.06 by DrJones
Wooden_Lifeboats_Mod_1.1
SubFlages_0_0_6_byTheDarkWraith
silentmichal's interior mod 1.2.3
silentmichal's interior mod 1.2.4
Reduced Mission Tonnage v02
Jd Realistic Depth Charge Damage and Shaking 1.04
GWX Compass Rose Grid for SH5
Funelsmoke_Planes_Sounds_by_AOTDMadMax
data
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta
bandera na ubocie
Control_Room
3d_Deck_Splash_FX_v1_0_0_Compat_byTheBeast
3d_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
AI_Crew_Damage_control_Testing
AI_Crew_Damage_control_Testing_Increased_Flooding_ Via_Zones_cfg_file
PArts MAgui V 3.01 by DrJones - English Menu (for V3.06)

Sadly the problem still occures. I've noticed that game never saves setting like realistic or custom and always returns to "medium". What else can i do with it?
amigo is offline   Reply With Quote
Old 12-01-15, 02:31 PM   #1743
Sjizzle
Count Dracula
 
Sjizzle's Avatar
 
Join Date: Aug 2012
Location: 46°13′N, 24°47′E
Posts: 1,816
Downloads: 405
Uploads: 0


Default

Quote:
Originally Posted by amigo View Post
Thanks for your help and your modlist. If i understand correctly you don't use them all in the same time for Magui 3.06?
I've changed my modlist like this:
Parts Magui V 3.06 by DrJones
Wooden_Lifeboats_Mod_1.1
SubFlages_0_0_6_byTheDarkWraith
silentmichal's interior mod 1.2.3
silentmichal's interior mod 1.2.4
Reduced Mission Tonnage v02
Jd Realistic Depth Charge Damage and Shaking 1.04
GWX Compass Rose Grid for SH5
Funelsmoke_Planes_Sounds_by_AOTDMadMax
data
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta
bandera na ubocie
Control_Room
3d_Deck_Splash_FX_v1_0_0_Compat_byTheBeast
3d_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
AI_Crew_Damage_control_Testing
AI_Crew_Damage_control_Testing_Increased_Flooding_ Via_Zones_cfg_file
PArts MAgui V 3.01 by DrJones - English Menu (for V3.06)

Sadly the problem still occures. I've noticed that game never saves setting like realistic or custom and always returns to "medium". What else can i do with it?
i use all of them in the same time in same order and i don't have any problem .... with the game save settings and othere
Sjizzle is offline   Reply With Quote
Old 02-16-16, 05:05 PM   #1744
DrJones
Samurai Navy
 
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 341
Uploads: 0
Default

Hey Mates,

back for some fixes and updates. As i was just cruising arround with SH3 and SH5 after a long time i...how should i say...licked some blood to start some smaller things to fix.

Please do not expect to much...time is in short supply...

But that has never been a problem in this community.


@Sjizzle: Once i read that you or someone else loaded up a fix for the ship meassurements because of the errors in the stock game...

Best Regards so far

DrJones <- Back in Duty!
DrJones is offline   Reply With Quote
Old 02-17-16, 05:52 AM   #1745
DrJones
Samurai Navy
 
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 341
Uploads: 0
Default

Hey Mates

Following Fixes done so far:

- The Night layer for the TAI Map was placed right of it. Fixed that, so the nightlayer is over the TAI Map now

- The Size of the AttackLeadAngle of the Angriffsscheibe Front was to big. Sized it down so that it is usable again

The next thing is, that a tube that is fired is closing on its own, so that you have to open and Flood it again to shot again with that tube. Actual you can fire everytime a torpedo if once the tubes have been opened and flooded again.

I have in Mind do make a Maptool how TDW has used it for the navmap. A tool with moving parts. Maybe somthing with circle an a smal ruler on it...must have a look what i find for images for it.

Because of the ANW Mod for Realnavigation a have to bulid up the fuktions to implement them in the UI parts i have still created for it. That will be the hardest nut at all.

Best Regards

DrJones
DrJones is offline   Reply With Quote
Old 02-17-16, 02:27 PM   #1746
Sjizzle
Count Dracula
 
Sjizzle's Avatar
 
Join Date: Aug 2012
Location: 46°13′N, 24°47′E
Posts: 1,816
Downloads: 405
Uploads: 0


Default

Quote:
Originally Posted by DrJones View Post
Hey Mates,




@Sjizzle: Once i read that you or someone else loaded up a fix for the ship meassurements because of the errors in the stock game...

Best Regards so far

DrJones <- Back in Duty!
yup i have made a fix for that and uploaded the link is here
thx for the fixes and for your great job

Alles gute mein freund
Sjizzle is offline   Reply With Quote
Old 02-27-16, 04:30 AM   #1747
DrJones
Samurai Navy
 
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 341
Uploads: 0
Default Fixes incoming

Hey Mates,

as in my post before i fixed the and updated the following.

- Nightlayer over the TAI Map is fixed
- The Leadangle of the Attackdisk is smaller now and is working perfect now.
- After a torpedo is fired the tubes are vented and closed by them alone. If you want to fire the next torpedo you have to flood and open the tubes again.
- The Tube Control Panel is now an sliding tool. It is not dragable anymore.
- If an enemy unit is destroyed there will be a message in the messagebox that prints: "Enemy unit destroeyed".

Just startet to think about some automations:
I think be such a big one tdw made but i think about a few wich seem to me important.

One i tried before and got fruther on is getting the hydrophone contacts after a spin of time while travelling arround and searching for contacts.

If you have some more ideas of automations wich are really important and maybe often used...please tell me.

The fixes and updates will be released soon

Coming in the future:

As makman94 releases his new MaGui Mod U-BOOT HAHD for SH3 there might be some nice updates in the UI of the MaGui for SH5...

Best Regrads

DrJones
DrJones is offline   Reply With Quote
Old 02-27-16, 04:33 PM   #1748
Sjizzle
Count Dracula
 
Sjizzle's Avatar
 
Join Date: Aug 2012
Location: 46°13′N, 24°47′E
Posts: 1,816
Downloads: 405
Uploads: 0


Default

Quote:
Originally Posted by DrJones View Post
Hey Mates,

as in my post before i fixed the and updated the following.

- Nightlayer over the TAI Map is fixed
- The Leadangle of the Attackdisk is smaller now and is working perfect now.
- After a torpedo is fired the tubes are vented and closed by them alone. If you want to fire the next torpedo you have to flood and open the tubes again.
- The Tube Control Panel is now an sliding tool. It is not dragable anymore.
- If an enemy unit is destroyed there will be a message in the messagebox that prints: "Enemy unit destroeyed".

Just startet to think about some automations:
I think be such a big one tdw made but i think about a few wich seem to me important.

One i tried before and got fruther on is getting the hydrophone contacts after a spin of time while travelling arround and searching for contacts.

If you have some more ideas of automations wich are really important and maybe often used...please tell me.

The fixes and updates will be released soon

Coming in the future:

As makman94 releases his new MaGui Mod U-BOOT HAHD for SH3 there might be some nice updates in the UI of the MaGui for SH5...

Best Regrads

DrJones
that's a great news m8 i am really waiting for this
Sjizzle is offline   Reply With Quote
Old 02-27-16, 08:06 PM   #1749
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by DrJones View Post
Hey Mates,

as in my post before i fixed the and updated the following.

- Nightlayer over the TAI Map is fixed
- The Leadangle of the Attackdisk is smaller now and is working perfect now.
- After a torpedo is fired the tubes are vented and closed by them alone. If you want to fire the next torpedo you have to flood and open the tubes again.
- The Tube Control Panel is now an sliding tool. It is not dragable anymore.
- If an enemy unit is destroyed there will be a message in the messagebox that prints: "Enemy unit destroeyed".

Just startet to think about some automations:
I think be such a big one tdw made but i think about a few wich seem to me important.

One i tried before and got fruther on is getting the hydrophone contacts after a spin of time while travelling arround and searching for contacts.

If you have some more ideas of automations wich are really important and maybe often used...please tell me.

The fixes and updates will be released soon

Coming in the future:

As makman94 releases his new MaGui Mod U-BOOT HAHD for SH3 there might be some nice updates in the UI of the MaGui for SH5...

Best Regrads

DrJones
Hi DrJones and welcome back. I am glad to know that your keeping on your work on your great mod!

P.S: any hope that you can get real navigation and automation scripts made for TDW's UI working on your UI mod too? Those are the two features I miss the most in MaGUI
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 02-28-16, 05:25 AM   #1750
DrJones
Samurai Navy
 
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 341
Uploads: 0
Default

Quote:
Originally Posted by gap View Post
Hi DrJones and welcome back. I am glad to know that your keeping on your work on your great mod!

P.S: any hope that you can get real navigation and automation scripts made for TDW's UI working on your UI mod too? Those are the two features I miss the most in MaGUI
Hey Mate,

thank you.

Yes i am working on ideas to implement something for automation. But it would not be as huge as in TDWs mod.

Therefore i ask you all wich automations are important and i try to import them.

For Real Navigation i will continue the work i started with the ANM. The first Parts and the UI Elements are still included.
It will still take a while....

Best Regards

DrJones
DrJones is offline   Reply With Quote
Old 02-28-16, 09:33 AM   #1751
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by DrJones View Post

Therefore i ask you all wich automations are important and i try to import them.
In my oppinion only one...Navigator's ability to calculate dead reckoning and celestial fixes with randomly introduced error.
vdr1981 is offline   Reply With Quote
Old 02-28-16, 11:52 AM   #1752
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

I agree with Vecko, though ideally it would be very nice if we could use any of the automated scripts already available, indifferently with NewUIs or with MaGUI.

Should you get time to have a look into them, I can provide you with links to all the automated scripts I am aware of
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 02-28-16, 12:14 PM   #1753
DrJones
Samurai Navy
 
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 341
Uploads: 0
Default

Quote:
Originally Posted by vdr1981 View Post
In my oppinion only one...Navigator's ability to calculate dead reckoning and celestial fixes with randomly introduced error.
Hey Mate,

i have something like that in mind. But not as automation but as a way for Real Navigation. If you make it automaticly by the navigator there will be some random errors...or you make it on your own.

Best Regards

DrJones
DrJones is offline   Reply With Quote
Old 02-28-16, 12:15 PM   #1754
DrJones
Samurai Navy
 
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 341
Uploads: 0
Default

Quote:
Originally Posted by gap View Post
I agree with Vecko, though ideally it would be very nice if we could use any of the automated scripts already available, indifferently with NewUIs or with MaGUI.

Should you get time to have a look into them, I can provide you with links to all the automated scripts I am aware of
Hey gap,

for that i have to implement an own engine for all the Orders and their behavior...must think about it...

Best Regards

DrJones
DrJones is offline   Reply With Quote
Old 02-28-16, 12:50 PM   #1755
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Icon14

Quote:
Originally Posted by DrJones View Post
Hey gap,

for that i have to implement an own engine for all the Orders and their behavior...must think about it...

Best Regards

DrJones
I understand mate, take your time on it
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:52 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.