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Old 06-10-21, 03:51 AM   #241
vickers03
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The "plane angle indicators" and the "rudder angle indicator" have a red background. Were some gauges red?
yes but i'm not 100% sure if it's ww2 configuration.



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Last question: was the radar screen red or green?
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Old 06-10-21, 05:02 AM   #242
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Quote:
Originally Posted by vickers03 View Post
yes but i'm not 100% sure if it's ww2 configuration.



Hi vickers!
thanks for your clarifications! Now I have much clearer ideas and it is evident that the red background was used at least in certain configurations. Also for the PPI radar, I finally have confirmation that it was red, while the A-Scope was green.
I customized my sub as you explained. Now there is my real name in "LABEL_CPT.dds" and my wife's photo in "CPT_PICTURE.dds". LOL! Thanks you did an outstanding work!
The only minor thing is that the typewriter can be heard in the captain's room. I try to see if I can reduce the distance of the sound in Sh.sdl

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Old 06-10-21, 05:22 AM   #243
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yes!
Exciting!
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Old 06-10-21, 05:23 AM   #244
vickers03
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The only minor thing is that the typewriter can be heard in the captain's room.
i think you could hear that in real life too, walls are very thin
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Old 06-10-21, 06:57 AM   #245
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Hi, vickers, I made a small texture add-on for your mod. It removes the redundant “red arrows” in depth gauges, since you have added "real needle" for them. Radar range labels are also modified to show the right figures according to the screens.
Please find it here (https://www.subsim.com/radioroom/dow...o=file&id=5895) and feel free to integrate it into your work.

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Old 06-10-21, 07:40 AM   #246
vickers03
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It removes the redundant “red arrows” in depth gauges, since you have added "real needle" for them. Radar range labels are also modified to show the right figures according to the screens.
they are already removed in my gauges for 1.46
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Old 06-10-21, 08:33 AM   #247
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Originally Posted by vickers03 View Post
they are already removed in my gauges for 1.46
Oh, I mean the arrows are removed from the files which are copied from FotRSU, in order to get better texture quality.
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Old 06-11-21, 01:00 PM   #248
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Hey, will this along with the other fleet boat interior add ons work with TMO?

I’d like to continue playing TMO and not have to switch over to FoTRSU
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Old 06-11-21, 02:16 PM   #249
vickers03
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Hey, will this along with the other fleet boat interior add ons work with TMO?
sorry not really but TMO version is in the works..
why not do a multiSH4 install so you can have both..
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Old 06-11-21, 09:45 PM   #250
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Good idea. Haven’t thought of that
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Old 07-21-21, 03:07 PM   #251
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started work on the S-Class Engine Room..the NELSECO Engine was not very reliable but looks very cool with those big rocker arms
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Old 07-25-21, 10:25 PM   #252
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started work on the S-Class Engine Room..the NELSECO Engine was not very reliable but looks very cool with those big rocker arms
Great work! I have a question for you - do you know how to get SH4 to stop animation of the rocking arms/diesel parts when you have electric engines activated? I am working on WWI U-Boat interiors, and I am stumped with this. I suspect it's some kind of StateMachine wizardry but I don't get it - right now my options are to have the rocking arms activated all the time (including when stopped or underwater), or to have them not working at all. Neither is very realistic. Thanks!
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Old 07-26-21, 01:41 AM   #253
vickers03
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Great work! I have a question for you - do you know how to get SH4 to stop animation of the rocking arms/diesel parts when you have electric engines activated? I am working on WWI U-Boat interiors, and I am stumped with this. I suspect it's some kind of StateMachine wizardry but I don't get it - right now my options are to have the rocking arms activated all the time (including when stopped or underwater), or to have them not working at all. Neither is very realistic. Thanks!
thanks! can't wait to see your interiors.
i'm still thinking about the animation part i can't think of a state machine command that could be used for this.
if you take a look at the KSDII full interior Type2 and Type7 diesel they used a dial controller (depth?) to switch the animated object with a static one
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Old 07-31-21, 03:08 PM   #254
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Incredible mod!
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Old 08-07-21, 10:21 AM   #255
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Absolutely fantastic
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