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Old 09-27-11, 03:28 PM   #7966
vlad29
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Quote:
Originally Posted by sober View Post
From the IRAI thread
"This mod (IRAI) is fully compatible with my UIs mod. You have to install my UIs mod first then install IRAI and then the add-on mod for no hydrophone on surface if you want that. Say yes to all JSGME warnings.''
I am pretty sure FX goes before these 2 .
Hi Sober,
This is from post#7530 of this thread by TDW

Originally Posted by Dieselglock
Hello,

Is there a particular prefered order to install:

FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5



TDW: That order looks good

I think the note from IRAI thread you have noticed was issued when NewUI v.6.4.0 or earlier was actual, and IRAI v.0.0.30 have just appeared. Since v.6.5.0 the majority of the community members have starting using the order when IRAI and FX mods where applied before NewUI.

That is my personal point of view, may be You are right

Anyway, the "truth is somewhere here"
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Old 09-27-11, 10:47 PM   #7967
simsurfer
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Downloaded the mod again today and watched the Youtube video on the install, got it working finally. Nice, its like a whole different game with the SH3 dials & interface.
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Old 09-29-11, 08:01 AM   #7968
soopaman2
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Default You did it! It's playable!

Thanks 100 times TDW.

I thought I made a serious mistake buying SH5. The game seemed too clunky and slow with the horrid ui, and I have enough 30$ beer coasters around my table.

Thanks 100 times more., just for good measure.
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Old 09-29-11, 09:23 AM   #7969
Silent Steel
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Quote:
Originally Posted by soopaman2 View Post
Thanks 100 times TDW.

I thought I made a serious mistake buying SH5. The game seemed too clunky and slow with the horrid ui, and I have enough 30$ beer coasters around my table.

Thanks 100 times more., just for good measure.
You made no mistake.
And, you did the right thing joining this community!
Thanks to all marvellous modders around here SH is contiuously developing at an incredible pace.

All your questions are welcome, any time.

Welcome to the forum

Last edited by Silent Steel; 09-29-11 at 09:46 AM.
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Old 10-05-11, 01:58 AM   #7970
teyjay
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Key Q or E is right for rotating attack disk? When I use the Q it seems to activate for 'ship's journal', not attack disk, and E is for 'toggle charts visiblity'. How should I do for using the attack disk?

Sorry for what I couldn't have many searching for my bad english.
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Old 10-05-11, 07:29 AM   #7971
Silent Steel
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Quote:
Originally Posted by teyjay View Post
Key Q or E is right for rotating attack disk? When I use the Q it seems to activate for 'ship's journal', not attack disk, and E is for 'toggle charts visiblity'. How should I do for using the attack disk?

Sorry for what I couldn't have many searching for my bad english.
Hi teyjay,
All you need to know about new versions of this mod you always find in post #1 of the thread that is updated with every new release; New UIs TDC by the Dark Wraith

Anyway here is the description;

v6.8.0 - changed how the attack disc is used. Now all discs are rotated using the mousewheel. If the front side is visible and mousewheel is rotated and:
- no key pressed: rotates Compass rose
- shift pressed: rotates Target disc
- ctrl pressed: rotates bearing and lead angle
- alt pressed: rotates attack course pointer
- shift + ctrl pressed: rotates relative bearing
if backside is visible and mousewheel is rotated and:
- shift pressed: rotates Speed and distance
- ctrl pressed: rotates time
- alt pressed: rotates degrees
- added tooltips to the attack disc that informs the user how to rotate the discs and how to switch sides
- revised tooltip on the nav map draggable compass
- added ability to rotate attack discs faster by pressing and holding right mouse button (also added info to attack disc tooltip on this)


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Old 10-05-11, 10:59 AM   #7972
teyjay
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Thanks Silent Steel.

I've used old version 6.7.1 so far, I don't know why I didn't see the new updated 6.8.

Last edited by teyjay; 10-05-11 at 01:35 PM.
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Old 10-05-11, 11:36 PM   #7973
ETsd4
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Quote:
Originally Posted by Silent Steel View Post

v6.8.0 - changed how the attack disc is used. Now all discs are rotated using the mousewheel. If the front side is visible and mousewheel is rotated and:
- no key pressed: rotates Compass rose
- shift pressed: rotates Target disc
- ctrl pressed: rotates bearing and lead angle
- alt pressed: rotates attack course pointer
- shift + ctrl pressed: rotates relative bearing
if backside is visible and mousewheel is rotated and:
- shift pressed: rotates Speed and distance
- ctrl pressed: rotates time
- alt pressed: rotates degrees
- added tooltips to the attack disc that informs the user how to rotate the discs and how to switch sides
- revised tooltip on the nav map draggable compass
- added ability to rotate attack discs faster by pressing and holding right mouse button (also added info to attack disc tooltip on this)
These are nice features.
I was looking for the u-jagd changes TDW mentioned earlier - 4 weeks ago => http://www.subsim.com/radioroom/show...postcount=7857 -
Is this already in the v6.8.0-patch?
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Old 10-06-11, 02:29 AM   #7974
Silent Steel
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Quote:
Originally Posted by ETsd4 View Post
These are nice features.
I was looking for the u-jagd changes TDW mentioned earlier - 4 weeks ago => http://www.subsim.com/radioroom/show...postcount=7857 -
Is this already in the v6.8.0-patch?
Nope, don't think so.
Those changes mentioned in that link are not yet there, WIP.
As TDW said, it will be an add-on but at least I don's see it included anywhere. Yet.

BTW, which patch do you mean?
/

Last edited by Silent Steel; 10-06-11 at 02:40 AM.
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Old 10-06-11, 02:44 AM   #7975
ETsd4
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Quote:
Originally Posted by Silent Steel View Post

BTW, which patch do you mean?
/
Of course i mean the v6.8.0-patch.

So we will see these nice features somehow and sometime later.
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Old 10-06-11, 04:22 AM   #7976
Trevally.
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Quote:
Originally Posted by Silent Steel View Post
Nope, don't think so.
Those changes mentioned in that link are not yet there, WIP.
As TDW said, it will be an add-on but at least I don's see it included anywhere. Yet.

BTW, which patch do you mean?
/
Quote:
Originally Posted by ETsd4 View Post
Of course i mean the v6.8.0-patch.

So we will see these nice features somehow and sometime later.
Hi Guys

I think the updated clock is in v6.8.0

Right click on the edge of the clock to get the alarm clock.
Click in the centre of the clock to turn it into the U-Jag
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Old 10-06-11, 05:25 AM   #7977
ETsd4
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Quote:
Originally Posted by Trevally. View Post
Hi Guys

I think the updated clock is in v6.8.0

Right click on the edge of the clock to get the alarm clock.
Click in the centre of the clock to turn it into the U-Jag
Wow, that would be great. Thanks for the info.
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Old 10-06-11, 10:57 AM   #7978
TheDarkWraith
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Quote:
Originally Posted by ETsd4 View Post
These are nice features.
I was looking for the u-jagd changes TDW mentioned earlier - 4 weeks ago => http://www.subsim.com/radioroom/show...postcount=7857 -
Is this already in the v6.8.0-patch?
Yes it is. Post #1 has these listed in the change log:

...
- added an alarm clock to the game. This alarm clock is accessible by clicking the chrono face. The alarm clock can be set to alarm continuously (it will rearm itself when it alarms so that it can alarm again) or alarm once. You can also specify to alarm at a certain time or a time interval (span of time). Use mousewheel to set hour and minute boxes. See the file \Documentation\How_To_Use_Alarm_Clock.txt for more info
- removed add-on mod NewUIs_TDC_6_8_0_U-Jagd_Chrono due to chrono given the ability to switch from stock chrono to u-jagd chrono by right mouse clicking dial face
...
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Old 10-06-11, 01:27 PM   #7979
Jaeger
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Hi TDW,

as you can see in the hahd thread in the sh3 forum, the speedfinder-clock was a 100 seconds one. can you change this?
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Old 10-06-11, 02:33 PM   #7980
Philipp_Thomsen
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Is this mod included in the mega-mod? Or do I need to download this separately? In the latter case, I enable the mega-mod first, right?
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