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-   -   [REL] S3D - Silent 3ditor (https://www.subsim.com/radioroom/showthread.php?t=119571)

keltos01 08-16-10 05:36 AM

Quote:

Originally Posted by skwasjer (Post 1469025)
The server went down last night. I have reset the site now.

ok ! thought it had crashed for good :wah:

I now have an intel i5 processor, is that 64 bits ?

regards,

keltos

skwasjer 08-16-10 06:39 AM

Quote:

Originally Posted by keltos01 (Post 1469027)
ok ! thought it had crashed for good :wah:

I now have an intel i5 processor, is that 64 bits ?

regards,

keltos

Yes it is, but without a 64-bit OS you don't reap maximum benefits.

keltos01 08-16-10 07:11 AM

right, I have xp pro on my machine, guess it still uses 32 bits doesn't it ?

got s3d downloaded again, thanks ! can't do without it !!!!

regards O Skwasjer Bewan ;)

keltos

skwasjer 08-16-10 09:08 AM

XP is also available in 64-bit. Whether you have that I can't say but if you don't know yourself chances are you don't. Check 'Properties' of 'My Computer'.

I must say that 64-bit XP isn't as good as Vista/Windows 7 though, stability/driver issues are common. Vista was better but I still had minor issues. Windows 7 64-bit is very stable, fast and no driver issues at all (although experiences may differ from system to system).

Mescator 08-16-10 09:14 AM

Quote:

Originally Posted by skwasjer (Post 1469128)
XP is also available in 64-bit.

It's labeled as XP64 though. There's no home/pro version. If he's running XP Pro it's 32bit.

skwasjer 08-16-10 11:02 AM

http://www.microsoft.com/windowsxp/64bit/default.mspx
http://en.wikipedia.org/wiki/Windows...al_x64_Edition
http://en.wikipedia.org/wiki/Windows...64-Bit_Edition

You are talking about the Itanium release...

The x86-64 XP version 'is' labeled 'Pro'. :DL

But you are still a bit right, there is no 'Home' edition...

Gerald 08-16-10 11:11 AM

Thanks for your program,it is really excellent!
 
Quote:

Originally Posted by skwasjer (Post 1469053)
Yes it is, but without a 64-bit OS you don't reap maximum benefits.

It has helped me many times in different context,to what extent can I use the S3D, when I run the linux-based app? :hmmm:

skwasjer 08-16-10 08:14 PM

I don't quite follow you... S3D is a windows-app. :)

Mescator 08-16-10 11:10 PM

Quote:

Originally Posted by skwasjer (Post 1469213)
You are talking about the Itanium release...

The x86-64 XP version 'is' labeled 'Pro'. :DL

But you are still a bit right, there is no 'Home' edition...

Aha! I stand corrected. Well played good sir. Seriously though, it's labeled as 64bit as well, so if it lacks that your probably on 32bit ;)

grim9892 08-17-10 03:33 PM

Can anybody help me
 
I download that program and i whant to make a u-boat and i dont know what to do next. I have look on the interenet about the program and found no instucion on how to yous the program. Can anybody tell me how do i yous the programa or give me a website that i can go to figuir it out and i have bin on the main website and look? So can anybody help me ?

Gerald 08-17-10 05:37 PM

Yes, I know, sorry if I was unclear, I mean of course it works equally well on Linux-
 
Quote:

Originally Posted by skwasjer (Post 1469667)
I don't quite follow you... S3D is a windows-app. :)

when I'm doing some projects sometimes

Bubblehead1980 11-15-10 08:28 PM

Fooling with UStorpedo.sim to change the dates on the pistols to be more historically accurate.Duds will persist until September 1943 as in RL.Now in the pistol that becomes active that day for Mark 14 I want no duds but plenty of prematures if set to magnetic.I set the premature chance HIGH but it has the the setting "magnetic=false" so does this mean the magnetic detonator does not work at all, even if turned on in game or that its just not the default? I want it so magnetic is never reliable as was in RL but does work in game if selected after September 1943, want this because Fremantle boats did not disable them until January 1944.I plan to release a mod

So if leave magnetic set to false, itll leave default pistol to contact but if magnetic is selected it works and will be unreliable as set via S3D correct?

skwasjer 11-16-10 03:21 AM

Afaik, if you set magnetic=false, the magnetic pistol setting is 'disabled', so you can only use the impact pistol...

As far as tuning reliability of torpedoes, I am definately 'not' the man to ask ;)

keltos01 11-16-10 04:04 AM

Quote:

Originally Posted by skwasjer (Post 1536092)
Afaik, if you set magnetic=false, the magnetic pistol setting is 'disabled', so you can only use the impact pistol...

As far as tuning reliability of torpedoes, I am definately 'not' the man to ask ;)

Glad to hear from you Skwasjer !! so you haven't deserted us ! you just do your God's job : watch from above ! ;)

regards

keltos

@Bubblehead : ask Elanaiba directly, maybe he can help.

skwasjer 11-16-10 05:17 AM

I am not really active no... I don't have much interest left and am much too busy with other projects. I visit every now and then to reply to PM's and posts, but that's about it, so yes, I watch from above :O:

LukeFF 11-16-10 05:23 AM

Quote:

Originally Posted by Bubblehead1980 (Post 1535951)
Fooling with UStorpedo.sim to change the dates on the pistols to be more historically accurate.Duds will persist until September 1943 as in RL.Now in the pistol that becomes active that day for Mark 14 I want no duds but plenty of prematures if set to magnetic.I set the premature chance HIGH but it has the the setting "magnetic=false" so does this mean the magnetic detonator does not work at all, even if turned on in game or that its just not the default? I want it so magnetic is never reliable as was in RL but does work in game if selected after September 1943, want this because Fremantle boats did not disable them until January 1944.I plan to release a mod

So if leave magnetic set to false, itll leave default pistol to contact but if magnetic is selected it works and will be unreliable as set via S3D correct?

If I'm understanding your questions correctly:

1. 'Magnetic=False' means the magnetic detonator will be permanently disabled in game for the time period specified in the file.

2. You can add a new set of dates with the Add Array item command. I did this with RFB, so that I could disable the magnetic detonator before September 1943 but keep the awful contact detonator settings up to the end of September 1943.

I've worked with these files a lot, so let me know if you have any more questions.

Bubblehead1980 11-16-10 03:51 PM

Quote:

Originally Posted by LukeFF (Post 1536127)
If I'm understanding your questions correctly:

1. 'Magnetic=False' means the magnetic detonator will be permanently disabled in game for the time period specified in the file.

2. You can add a new set of dates with the Add Array item command. I did this with RFB, so that I could disable the magnetic detonator before September 1943 but keep the awful contact detonator settings up to the end of September 1943.

I've worked with these files a lot, so let me know if you have any more questions.

Thanks Luke, I figured that is how it worked.I actually did the "add array" thing so could keep the awful contact pistol until September 43 but lose the magnetic in June 43 in TMO RSRD. What day in September did you set it to, if you remember?

Does RSRD change torpedo files or just left to mods like RFB and TMO? I didnt see any US torpedo files in RSRD so assume it does not.

LukeFF 11-16-10 05:00 PM

Quote:

Originally Posted by Bubblehead1980 (Post 1536519)
Thanks Luke, I figured that is how it worked.I actually did the "add array" thing so could keep the awful contact pistol until September 43 but lose the magnetic in June 43 in TMO RSRD. What day in September did you set it to, if you remember?

I set the 'expiration' date for the awful contact pistol for 29 September 1943, as the first boat to head out on patrol with the fixed contact pistol did so on 30 September 1943 (Barb, from Pearl Harbor, sailed with 20 torpedoes fitted with the fixed contact detonator).

Quote:

Does RSRD change torpedo files or just left to mods like RFB and TMO? I didnt see any US torpedo files in RSRD so assume it does not.
RSRD doesn't touch anything with the torpedo parameters.

Bubblehead1980 11-16-10 07:54 PM

Quote:

Originally Posted by LukeFF (Post 1536578)
I set the 'expiration' date for the awful contact pistol for 29 September 1943, as the first boat to head out on patrol with the fixed contact pistol did so on 30 September 1943 (Barb, from Pearl Harbor, sailed with 20 torpedoes fitted with the fixed contact detonator).

RSRD doesn't touch anything with the torpedo parameters.


Thanks for the info.

So just to clarify, if the pistol is set as magnetic=false, the mag detonator does not work in the game correct? Even if player switches it on in game? Always thought mag detonator worked when you switched it on.

LukeFF 11-16-10 09:30 PM

Quote:

Originally Posted by Bubblehead1980 (Post 1536713)
Thanks for the info.

So just to clarify, if the pistol is set as magnetic=false, the mag detonator does not work in the game correct? Even if player switches it on in game? Always thought mag detonator worked when you switched it on.

Correct. The magnetic detonator will not work, even if the player switches it to that setting.


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