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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Hi there,
After I have played SH3 and GWX ever since it became available, and a rather long pause of a few months, I finally stumbled over the SH4 Gold DVD in my local games store and decided to give it a try. Currently I'm trying out whether TriggerMaru or RFB is for me. Thanks for the interesting and informative comments in the various posts I've read so far on that subject. It's helped me a lot with my decision. In any case I still have the same problem with SH4 I had initially with SH3. The darn tiny little compass in the bottom interface. Not that I don't like the way the instruments are displayed: it's provides a nice overview BUT the compass is too tiny to set an accurate course, and it's driving me nuts. For SH3 and GWX respectively there was a very nice mod with a slideout compass by Ottos (which I was able to adapt to each new GWX version), as well as an excellent integrated TDC mod by FLB Sale which both made handling manual torpedo attacks much easier while looking simply stunning. At the moment I would settle for a larger compass of any kind. The rest, while not as comfortable as I've gotten used to, is still very good the way it is. But I simply cannot live with that compass. Is anyone working on something like that? I also tried to include the code from the other mods into my TMO installation, as I did in SH3 but it's simply too different and I get some rather strange results and CTDs since I don't understand enough of what I'm doing and currently have neither the patience nor the time to find it out for myself. I'd rather play than mod. ![]() For any help you could provide I'd be very grateful. Thanks a lot. Woof |
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#2 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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If you search the mods forum you can find a mod or two that will increase the size of dials when you mouse over them.
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#3 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
|
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Thx. I alread did several searches but didn't get any results I could make something out of. I'm not the type to ask questions without informing myself in advance, however, the forum has become so extensive that I can't find any information I need. Any hints for me?
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#4 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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Here's one of the threads, hope your using 1.5..... http://www.subsim.com/radioroom/showthread.php?t=133732 BTW, if you want to know your exact heading, go to your scope and make sure you are looking ahead zero degrees, hit your " = " key and your officers will tell you your heading. Likewise, if you are looking on bearing 270 degrees and you hit the " = " sign, your crew will turn you 90 degrees left . Handy thing to know.
![]() Last edited by Soundman; 12-29-08 at 11:09 AM. |
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#5 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
|
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Thx Soundman. Will have a look at that ASAP. The trick with the "=" key is really very handy, thanks for mentioning. I used this one a lot in SH3 and was very glad it had survived to SH4.
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#6 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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BTW, here's another thread you can check out. This mod also includes nice big scopes.http://www.subsim.com/radioroom/show...ghlight=scopes
Last edited by Soundman; 12-29-08 at 02:05 PM. |
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