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-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

palmic 03-27-16 08:13 PM

This would be awesome main menu for TWOS! :rock:

siege00 03-27-16 10:51 PM

Quote:

Originally Posted by Sjizzle (Post 2392766)
Ok np

now i wanna ask u something can u send me when u have time all the tweaks what u have made in OH II i wanna do some test with MagUi if they are compatible ?

thx

Sjizzle, if you find Magui to be compatible, please let us know! I really like the Magui ambience. Does it have Real Nav scripts?

Sjizzle 03-28-16 03:13 AM

heya vecko i wanna ask u if u know from where i can change the UZO axis rotation to 90
and the angular angle to 91 in cameras.dat it's really need it for the sextant to be more accurate .... or if some else know pls let me know

vova78 03-28-16 04:20 AM

Quote:

Originally Posted by Sjizzle (Post 2393114)
i wanna ask u if u know from where i can change the UZO axis rotation

Also I would like to know it (to UZO does not rotate 180 degrees as it is now, to limit to 60 degrees left and right). In the setting of the cameras.cam is like a link to the external parameter.

vdr1981 03-28-16 07:07 AM

Quote:

Originally Posted by vova78 (Post 2393042)
Vecko, I found a bug and fixed it (screen_1, screen_2) :) To see where the error was comparatively files using "WinMerge" program. Thank you gave a clue exactly where to look for the problem:salute:

Thanks Vova !:up:
I've already did something similar , however middle quad gunner on U-FlaK will have to use standing animation in order to fix all other gunners animations in all all other U-boat/weapons types...


Quote:

Originally Posted by palmic (Post 2393076)

Something similar:hmm2:...http://www.subsim.com/radioroom/down...o=file&id=4719

Quote:

Originally Posted by siege00 (Post 2393087)
Does it have Real Nav scripts?

No...With magui you can only do hard core real navigation or stock GPS navigation...This UI does not support navigators scripts...

Quote:

Originally Posted by Sjizzle (Post 2393114)
heya vecko i wanna ask u if u know from where i can change the UZO axis rotation to 90
and the angular angle to 91 in cameras.dat it's really need it for the sextant to be more accurate .... or if some else know pls let me know

To the best of my knowledge, all cameras related settings anre stored in Library/Cameras.cam file... :hmmm:
I'm not sure that TDW sextant uses settings from the same file though...:hmmm:

vova78 03-28-16 08:06 AM

Quote:

Originally Posted by palmic (Post 2393076)

Did this. Enjoy!:salute:
Scrinshots: №1, №2, №3, №4, №5, №6, №7, №8, №9

palmic 03-28-16 09:10 AM

Wow THANKS, this is actualy best MM i've ever seen anywhere! :rock::subsim:

Sjizzle 03-28-16 09:23 AM

Quote:

Originally Posted by vdr1981 (Post 2393167)

To the best of my knowledge, all cameras related settings anre stored in Library/Cameras.cam file... :hmmm:
I'm not sure that TDW sextant uses settings from the same file though...:hmmm:

yea i know where is located but i wanna know which line is for UZO to change the angular angle to 91 to see if the FOV will change to 60 if yup then all measurement with sextant must be 100% accurate :D

vdr1981 03-28-16 10:48 AM

Quote:

Originally Posted by Sjizzle (Post 2393188)
yea i know where is located but i wanna know which line is for UZO to change the angular angle to 91 to see if the FOV will change to 60 if yup then all measurement with sextant must be 100% accurate :D

I'm only aware of these parameters...:hmmm:

http://s6.postimg.org/bvuogs1yl/Capture.jpg

Sjizzle 03-28-16 10:55 AM

Quote:

Originally Posted by vdr1981 (Post 2393211)
I'm only aware of these parameters...:hmmm:


thx a lot i was opening the cameras.cam silent 3d editor and there is not specified UZO or something else :D....
i will use now goblin editor

vdr1981 03-28-16 01:31 PM

I think I'll go with these Gap's tool, they certainly look mega cool...:)

http://s6.postimg.org/pe1kt2e3x/SH5_...7_20_53_44.jpg

I'll also try to upload new update this evening...

No. 09 WIP
- KSDCommander update to latest version.
- Few tuning tweaks in Airstrikes.cfg file.
- Gap's authentic KM map tools.
- Fix for faulty light FlaK gunners animations.
- Menu.txt: added "multiple contacts" message when group of sea/air units is detected.
- Merged speed conversion charts.
- Reduced strength of 20mm shells.
- American neutrality date fix.
- Performance and stability optimization tweaks for Mediterranean campaigns (TF,alied/german subs spawn freq., airbases skill level).
- New campaign layer containing several more distant coastal destroyers patrols around British isles (later campaigns only, advancing from "competent" to "elite" skill).
- All airbases in opening CW campaign from "veteran" to "competent" in order to simulate less trianed airman crews.

zorro69michel007 03-28-16 02:07 PM

Hi the captain, I am a member of Miles - Sabord .
Excuse my english I translated by Google translation . :oops:
I use the super mods " The Wolves of Steel 1.05 The Wolves of Steel with 1.05 and Update No. 08 , I like to know if there is a mod that translates into French compatible with 1.05 update 8, because the only mods found in French is for the 1.03 and is not compatible and stable to 1.05. Thank you for taking your time to read to message.:D

Best regards.

Sjizzle 03-28-16 02:24 PM

Quote:

Originally Posted by vdr1981 (Post 2393245)
I think I'll go with these Gap's tool, they certainly look mega cool...:)

http://s6.postimg.org/pe1kt2e3x/SH5_...7_20_53_44.jpg

I'll also try to upload new update this evening...

No. 09 WIP
- KSDCommander update to latest version.
- Few tuning tweaks in Airstrikes.cfg file.
- Gap's authentic KM map tools.
- Fix for faulty light FlaK gunners animations.
- Menu.txt: added "multiple contacts" message when group of sea/air units is detected.
- Merged speed conversion charts.
- Reduced strength of 20mm shells.
- American neutrality date fix.
- Performance and stability optimization tweaks for Mediterranean campaigns (TF,alied/german subs spawn freq., airbases skill level).
- New campaign layer containing several more distant coastal destroyers patrols around British isles (later campaigns only, advancing from "competent" to "elite" skill).
- All airbases in opening CW campaign from "veteran" to "competent" in order to simulate less trianed airman crews.


yea gap's tool are amazing i really love them..... i think that u must write somewhere this
N = 349 - 11
NNE = 11 - 34
NE = 34 - 56
ENE = 68 - 79
E = 79 - 101
ESE = 101 - 124
SE = 124 - 146
SSE = 149 - 169
S = 169 - 191
SSW = 191 - 214
SW = 214 - 236
WSW = 236 - 259
W = 259 - 281
WNW = 281 - 304
NW = 304 - 326
NNW = 236 - 349

a notepad would be damn awesome in this game where u can write down some stuffs .....

Sjizzle 03-28-16 03:00 PM

btw Vecko

really sad that naights didn't finished this one .....would damn nice for your mega mod

http://www.mediafire.com/convkey/3ca...tcvopx7x6g.jpg

excel4004 03-28-16 04:21 PM

Quote:

Originally Posted by vdr1981 (Post 2393245)
I think I'll go with these Gap's tool, they certainly look mega cool...:)

http://s6.postimg.org/pe1kt2e3x/SH5_...7_20_53_44.jpg

I'll also try to upload new update this evening...

No. 09 WIP
- KSDCommander update to latest version.
- Few tuning tweaks in Airstrikes.cfg file.
- Gap's authentic KM map tools.
- Fix for faulty light FlaK gunners animations.
- Menu.txt: added "multiple contacts" message when group of sea/air units is detected.
- Merged speed conversion charts.
- Reduced strength of 20mm shells.
- American neutrality date fix.
- Performance and stability optimization tweaks for Mediterranean campaigns (TF,alied/german subs spawn freq., airbases skill level).
- New campaign layer containing several more distant coastal destroyers patrols around British isles (later campaigns only, advancing from "competent" to "elite" skill).
- All airbases in opening CW campaign from "veteran" to "competent" in order to simulate less trianed airman crews.

Love Gaps map tools! :up:

The other fixes sounds amazing!! :yeah:

Thanks a lot Vecka!


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