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I know that you can make with Options File Editor almost all GUI elements to "slide away" when not used, like in EmptyCup's videos... |
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Yeah, but I want the Hud elements to be there so that I can view them at all times :D But some of them are just too bright for really dark nights. I thought about an overlay that you can enable with the charts, like the Kriegsmarine grid for example, But I think that if you put that over UI elements you wouldn´t be able to klick them any more. :hmmm: Difficult... I would be really cool to have everything in a red light, like the red lights that get turned on in a submarine at nights in order to not ruin the crews night vision. |
question :)
Herr Kaleun vdr 1981 You said something about in update 2.1 of TWOS when will it be ? and do i have to reinstall the game for the update because i started right now a new campaign .
:Kaleun_Salute: |
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Here are a translation of the Building and painting regulations for U-Boats. http://i359.photobucket.com/albums/o...psncb9cpay.jpg http://i359.photobucket.com/albums/o...psjtcrq8ot.jpg Les |
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Still working on it, day or two, maybe three...:yep: Full game reinstallation will not be required of course, but campaign restart may be needed due to new batteries life and recharging times set per Gezahu's recommendation (still testing this though). :hmmm: I usually don't add tweaks which require campaign restart in regular TWoS updates, but recent Gezahu's findings are quite important. We'll see... Quote:
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Do you have higher resolution documents by any chance? |
Here is the accurate one based on your pics.
http://www.mediafire.com/file/yoo2m5...nterior_V2.rar screenshot: http://imgur.com/a/hWw38 http://imgur.com/a/hWw38 It is supposed to be more homogenous also but some places like at the toilet it seems blue because the light is blue, at motor room yellow because the light is yellow. I cannot change light have no idea how. Be aware that it has paintmarks there is texture to the walls so might be more resource demanding than the original, but reality abowe all :) |
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http://i359.photobucket.com/albums/o...psz1c9o7vm.jpg http://i359.photobucket.com/albums/o...psa9ccxtfl.jpg If not here are the Jpeg Files. https://www.mediafire.com/?j40fdzzf12cqacc https://www.mediafire.com/?kz5j7b33rjeq1w7 Les |
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Many thanks and best regards. Fitzcarraldo :Kaleun_Salute: |
fitzcarraldo,
The reflection is probably Vecko's mod he posted about a few days ago. It is on his mediafire account. |
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Fitzcarraldo :salute: |
The Wolves of Steel v2.0.0 to v2.0.1 Update CHANGELOG:
Snapshot/Patches changes: v2.0.1 - Adjusted stock TDW values for "Players/Units_visual_sensor_available_light" patches. *Disable all patches and restore snapshot again to activate changes (Generic Patcher). Other tweaks: v2.0.1 - Few small fixes in fishing boats, common and "Royal Oak" campaign layers. - "scrollable" inscription in user charts box, for less insightive captains. - AI nightime visual sensor tweaks/adjustments. - Lowered water reflections in order to reduce reflections flickering when looking at distant (dat, imported) objects. - Names.cfg, few ship class/names tweaks. - Small Replenishment Oiler (Small Oiler's upgraded twin/clone) present in TF with capital ships (required for realistic AI TF behavior). - Currently installed TWoS version visible in main menu. - Disabled AI escorts ability to detect surfaced targets with their hydrophone up until late 1942/early 1943 at which point most of in-game escorts will be equipped with on board radar anyway. This should make early war night surface engagements somewhat easier and more realistic ("TWoS Escorts_No Hyd on Surface_Testing" optional addon is not needed anymore). - Added hydrodynamic drag to submarines conning towers adjusted per towers size, shape and number of AA guns (affects submerged range and speed). - Dynamic Environment 2.9 realistic colors and env config files. - TDW tweaks for water reflections intensity determent by available light. - Free crew spec. abilities active by default. - Adjusted/revised crew passive and spec. abilities, costs and bonuses. (*requires campaign restart) - New realistic battery discharging/recharging times set per Gezahu's recent findings (~ 160km at 4kn with ~ 10h recharge). (*requires campaign restart) Added mods: v2.0.1 - Removed mods: v2.0.1 - Installation: 1. Install "The Wolves of Steel 2.0_Update 2.0.1.exe" to your main Silent Hunter 5 install folder (ex "C:\Ubisoft\Silent Hunter 5"). Make sure to specify correct path when asked. After the installation, your Generic Mod Enabler will start automatically. 2. Deactivate all activated mods with your JSGME except "The Wolves of Steel 2.0.0" main mod. 3. Enable the Update 2nd in your activated modlist, right after the "The Wolves of Steel 2.0.0" main mod, like this: The Wolves of Steel 2.0.0 The Wolves of Steel 2.0.1 Update [other optional TWoS 2.x.x mods/addons] . . * Enable the update in bunker. * Some changes in v2.0.1 Update require campaign restart in order to be correctly activated. Otherwise, you may end up with somewhat messed up submarine/crew performances in your current campaign play trough (largely increased submerged range, old crew abilities bonuses). If you aren't annoyed by this fact, you are free to continue your current career since no other issues are to be expected. *DO NOT add any additional mods if you are not 100% sure what you are doing! Most of the standalone mods are incompatible with this expansion. |
thanks
thank You very very much vdr1981 :Kaleun_Salute:
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Many thanks for the update!
Installing.... Fitzcarraldo :salute: |
* Some changes in v2.0.1 Update require campaign restart in order to be correctly activated. :Kaleun_Crying:
I understand that this has to happen from time to time, to better this modpack and move it forward as new and better mods are being made, but how severe is the impact on the crew if I choose to install and continue my game? And I will allso miss out on the new recharge tweaks? Will these changes be activated when I move to the next stage of the war? Greate work as usual. All the thanks! :Kaleun_Salute: |
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Maybe I should upload new v2.0.2 update without tweaks which require campaign restart and move them to the optional mod/addon? :hmmm: That way you could continue your current campaign without messed up sub performances and activate the optional addon when you are ready for new career. What do you guys think? |
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Michael |
It would be great because my progress in the game is very slow due to lack of time and every campaign restart is tough process :)
Mikael :salute: |
Hey,
Just installed this following the guide, and I'm getting an issue that seems to have happened on a previous version and was reported earlier this month. It would appear that the map cover size doesn't correctly scale, and so I get this: http://i.imgur.com/JWixja4.jpg Is there some debug I can provide, and if so, how would I go about doing so? |
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