SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-27-11, 03:28 PM | #7966 | |
XO
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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Quote:
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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09-27-11, 10:47 PM | #7967 |
Watch Officer
Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
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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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09-29-11, 08:01 AM | #7968 |
Der Alte
Join Date: Sep 2011
Location: New Jersey, USA
Posts: 3,316
Downloads: 61
Uploads: 0
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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. |
09-29-11, 09:23 AM | #7969 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Quote:
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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10-05-11, 01:58 AM | #7970 |
Swabbie
Join Date: Nov 2008
Posts: 8
Downloads: 57
Uploads: 0
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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. |
10-05-11, 07:29 AM | #7971 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Quote:
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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10-05-11, 10:59 AM | #7972 |
Swabbie
Join Date: Nov 2008
Posts: 8
Downloads: 57
Uploads: 0
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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. |
10-05-11, 11:36 PM | #7973 | |
中国水兵
Join Date: Dec 2010
Posts: 278
Downloads: 91
Uploads: 0
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Quote:
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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10-06-11, 02:29 AM | #7974 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Quote:
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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10-06-11, 02:44 AM | #7975 |
中国水兵
Join Date: Dec 2010
Posts: 278
Downloads: 91
Uploads: 0
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10-06-11, 04:22 AM | #7976 | ||
Navy Seal
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Quote:
Quote:
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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10-06-11, 05:25 AM | #7977 |
中国水兵
Join Date: Dec 2010
Posts: 278
Downloads: 91
Uploads: 0
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10-06-11, 10:57 AM | #7978 | |
Black Magic
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Quote:
... - 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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10-06-11, 01:27 PM | #7979 |
Chief
Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
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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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Everything comes to him who waits |
10-06-11, 02:33 PM | #7980 |
Old Gang
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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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To each his own |
Tags |
dbrn, favorite, new ui |
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