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Old 05-28-13, 06:04 AM   #856
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Unfortunately, it's not working.. at least in this case.. I think, too close to the ports (there is not only Kiel)..
This is exactly what I was talking about
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Old 05-28-13, 06:33 AM   #857
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This is exactly what I was talking about
I hope Trevally will help us
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Old 05-28-13, 06:43 AM   #858
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I hope Trevally will help us
If you need for foggy weather go patrolling off Scapa
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Old 05-28-13, 01:05 PM   #859
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..I'll retest it to make sure.. anyway my tests of NewUIs 7.5.0 were stopped..
Nope.. in this case it doesn't work too.. will wait Trevally's new missions
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Old 05-30-13, 02:35 PM   #860
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Trevally moved the mission area a little further than expected
Should work your weather fixes in this area? What do you think?

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Old 06-07-13, 02:26 PM   #861
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Well, it was long way .. more than four months.. and finally I finished..
Next tests on the next stage - user's tests in campaign mode ..

Also made a few dozens tests with the DC's settings.. no luck so far.. if DCs are safe for DDs then they are safe for the player's sub too.. if dangerous - the same.. still can't catch the golden mean .. any thoughts?
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Old 06-07-13, 03:09 PM   #862
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Forgot to say in PM, I changed only Elevation speed and animation for AA-guns + Traverse speed for deck-guns..

and this -

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Old 06-07-13, 04:14 PM   #863
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Forgot to say in PM, I changed only Elevation speed and animation for AA-guns + Traverse speed for deck-guns..

and this -
Well done Volodya.

Starting from tomorrow I will have a look at your finetunes and I will update accordingly the specs displayed in the gun selection interface. Moreover, I need to retrieve my work on gun effects, ammo, ammo selection hud, etc. It has been so long that I don't even remember how far from completion were these features when I left working on them
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Old 06-07-13, 04:35 PM   #864
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Well done Volodya.


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Starting from tomorrow I will have a look at your finetunes and I will update accordingly the specs displayed in the gun selection interface. Moreover, I need to retrieve my work on gun effects, ammo, ammo selection hud, etc. It has been so long that I don't even remember how far from completion were these features when I left working on them
In my opinion, everything fine with ammo and ammo selection in the game..
Not sure I got you right with the gun selection interface and gun effects.. do you mean selection in the bunker?
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Old 06-07-13, 05:08 PM   #865
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In my opinion, everything fine with ammo and ammo selection in the game..
Not sure I got you right with the gun selection interface and gun effects.. do you mean selection in the bunker?
German 20/37/88/105 mm ammo and ammo selection interface:
http://www.subsim.com/radioroom/show...&postcount=788
Not only we can make the game to display miniatures of the German ammunition used during WWII, and to show their designation in tooltips, we can also set new ammunition types, and customize them. At this moment we can just give the new shell definitions generic settings, and finetune them on a later stage

Gun/shell effects.
http://www.subsim.com/radioroom/show...&postcount=790
I have already started working on better tracers, and I was thinking to increase a bit muzzle flash smoke

as for "gun selection interface", I meant gun specs and notes readable in U-boat upgrades interface, in bunker.

P.S: any news on Keysersoze? It as been a while since his last post on the forum, and this thread looks empty without his precious historical annotations
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Old 06-07-13, 06:27 PM   #866
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German 20/37/88/105 mm ammo and ammo selection interface:
Not only we can make the game to display miniatures of the German ammunition used during WWII, and to show their designation in tooltips, we can also set new ammunition types, and customize them. At this moment we can just give the new shell definitions generic settings, and finetune them on a later stage

Gun/shell effects.
I have already started working on better tracers, and I was thinking to increase a bit muzzle flash smoke
as for "gun selection interface", I meant gun specs and notes readable in U-boat upgrades interface, in bunker.
Okay, I see now.. as always you can't stop ..
You think that the work what was done so far is not enough.. you decided to make a comprehensive mod

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P.S: any news on Keysersoze? It as been a while since his last post on the forum, and this thread looks empty without his precious historical annotations
Nope..
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Old 06-07-13, 06:43 PM   #867
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Okay, I see now.. as always you can't stop ..
You think that the work what was done so far is not enough..
It is never enough: currently we are only using a bare 10% of the full potential of this game. But we can alway release a first version of the "reworked U-boat Guns" mod containing just the core (sim) files without all the goodies

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you decided to make a comprehensive mod
Indeed this is the idea since post #1: a total SH5 overhaull bringing (the real) WWII in game. But this ambitious objective requires a first rate team. We are just two members of it...

WHERE ARE RONGEL AND KEYSERSOZE?!
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Old 06-08-13, 06:14 AM   #868
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It is never enough: currently we are only using a bare 10% of the full potential of this game. But we can alway release a first version of the "reworked U-boat Guns" mod containing just the core (sim) files without all the goodies
Quote:
Originally Posted by gap View Post
Indeed this is the idea since post #1: a total SH5 overhaull bringing (the real) WWII in game. But this ambitious objective requires a first rate team. We are just two members of it...

WHERE ARE RONGEL AND KEYSERSOZE?!
I know that.. but strategic concept should be structured somewhat differently, in my opinion.. we need the kernel on the basis of which will be built part of the mega-mod, armaments+equipment part..
Look at the NewUIs and recall its first versions.. look at the FX Update and recall its first versions..
As soon as we create the kernel/base, we will be able to move further.. next step is a full rework and revision of EUF+REM and merging it into our work.. next step is full rework and revision of UHS and merging it into our work.. also new Rongel's torpedoes settings should be merged into it etc. etc.
So in the end we will have a large mod includes all the possible settings of armaments and equipment compatible with other large parts of the mega-mod - NewUIs, OHII, IRAI, FX etc..
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Old 06-08-13, 07:28 AM   #869
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Originally Posted by volodya61 View Post
I know that.. but strategic concept should be structured somewhat differently, in my opinion.. we need the kernel on the basis of which will be built part of the mega-mod, armaments+equipment part..
Look at the NewUIs and recall its first versions.. look at the FX Update and recall its first versions..
As soon as we create the kernel/base, we will be able to move further.. next step is a full rework and revision of EUF+REM and merging it into our work.. next step is full rework and revision of UHS and merging it into our work.. also new Rongel's torpedoes settings should be merged into it etc. etc.
So in the end we will have a large mod includes all the possible settings of armaments and equipment compatible with other large parts of the mega-mod - NewUIs, OHII, IRAI, FX etc..
This is exactly my idea
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Old 06-08-13, 08:20 AM   #870
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This is exactly my idea
Sooo...?
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