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Old 03-14-10, 04:20 PM   #16
U-Bones
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Nice, thank you.

I notice that the RPM's in the conning tower were 300 and 500 when charging, when I toggled charge mode, they evened out at 300/300.
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Old 03-15-10, 01:52 AM   #17
Indietro
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Quote:
Originally Posted by lucagaeta View Post
sorry but I think I posted the wrong file, test version 1.0.3
should solve the problem clock CT and CR
look your news

regards
luca
I also use Interior working dials v1.0.3, but the time on your clocks are different than a time of hand clock (key L)..
Pls pay attention on clocks after the load of saved game f.e.

Last edited by Indietro; 03-15-10 at 02:25 AM.
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Old 03-16-10, 10:26 PM   #18
Kptlt.Mahs
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Hello,
for me the rpm dial in the conning tower is reverse. At speed forward is points to the left side, which is red here.

BR
Rob
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Old 03-19-10, 02:56 PM   #19
lucagaeta
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Default [REL] Interior working dials V 1.2

[REL] Interior working dials V 1.2 (for SH5) by LucaGaeta
This mod was created to try to bring all the dials to operate properly.
end open the turret hatch up to 8 meters, to remain partly submerged


Version 1.2
cfg file to correct all the submarine to open the turret hatch up to 8 meters,
to remain partly submerged
reversed rpm dials in all CT, CR, DE




Report any malfunctions

file
http://www.filefront.com/15874475/In...dials-v1_2.7z/
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Old 03-19-10, 03:23 PM   #20
mobucks
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nice! i can now be on the tower while decks awash!
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Old 03-19-10, 03:24 PM   #21
wetwarev7
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You are my hero
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Guess I should change my sig since SH5 has an offline mode now
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Old 03-20-10, 06:33 PM   #22
Barso
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Does the decks awash work or is it just cosmetic?
Also I can't get on the bridge with this mod activated.
I like the dials working though.
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Old 03-20-10, 07:29 PM   #23
wetwarev7
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Quote:
Originally Posted by lucagaeta View Post
[REL] Interior working dials V 1.2 (for SH5) by LucaGaeta
This mod was created to try to bring all the dials to operate properly.
end open the turret hatch up to 8 meters, to remain partly submerged


Version 1.2
cfg file to correct all the submarine to open the turret hatch up to 8 meters,
to remain partly submerged
reversed rpm dials in all CT, CR, DE
Just out of curiosity, why did you mix the decks awash changes with this? Wouldn't it make more sense to put those changes in a separate mod?

I had to remove the decks awash stuff, but I love the working dials!
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Old 03-21-10, 06:52 AM   #24
lucagaeta
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Quote:
Originally Posted by wetwarev7 View Post
Just out of curiosity, why did you mix the decks awash changes with this? Wouldn't it make more sense to put those changes in a separate mod?

I had to remove the decks awash stuff, but I love the working dials!
Agree divide the two things, sorry
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Old 03-21-10, 07:09 AM   #25
captainprid
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Excellent!! Thanks very much
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Old 03-21-10, 07:21 AM   #26
Barso
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Thanks, much appreciated.
Does the deck awash really have an effect on the enemy or can they still see us the same as being fully surfaced?
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Old 03-21-10, 08:07 AM   #27
lucagaeta
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Quote:
Originally Posted by Barso View Post
Thanks, much appreciated.
Does the deck awash really have an effect on the enemy or can they still see us the same as being fully surfaced?

keep lower profile benefits not to be discovered,
could emerge in part to get away and recharge batteries

http://www.subsim.com/radioroom/showthread.php?t=165687

Regards luca
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Old 04-01-10, 11:08 PM   #28
SteelViking
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Hey, I am just wondering if you are still working on this mod. I love what it already does, but we still have a lot of dials that are really starting to tick me off.

P.S. Bump!!
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Old 04-02-10, 07:31 AM   #29
lucagaeta
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Quote:
Originally Posted by SteelViking View Post
Hey, I am just wondering if you are still working on this mod. I love what it already does, but we still have a lot of dials that are really starting to tick me off.

P.S. Bump!!
The work has stopped for now, the reason is that there are many bugs in the axes of the hands and not knowing how to rotate them for now I'm stuck.
problems do wrong textures etc..
if some solution to some please help me thanks


regards,
Luca
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Old 04-02-10, 07:44 AM   #30
TheDarkWraith
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Quote:
Originally Posted by lucagaeta View Post
The work has stopped for now, the reason is that there are many bugs in the axes of the hands and not knowing how to rotate them for now I'm stuck.
problems do wrong textures etc..
if some solution to some please help me thanks


regards,
Luca
if you have 'hands' that are not rotating then they aren't tied to a dial in Dials.cfg.
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