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Old 12-24-21, 10:49 PM   #316
propbeanie
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Refer to FotRSU REL thread please...

We will have to hang a sign up on vickers03"s workshop door:

DO NOT DISTURB


We need to leave him alone! He has important work to do!!! lol

btw, have you ever noticed that you never see vickers03 and Santa Claus at the same time?... hmmm?? Just sayin'...
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Old 12-25-21, 03:49 AM   #317
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Quote:
Originally Posted by fitzcarraldo View Post
Here I paste my post in the FOTRSU thread, about issues with scopes using the interiors in the new 1.7 iteration of FOTRSU:
Merry Christmas to all!
First report about 1.7 with Vickers Interiors:

Trying with the VFBI mod installed and with a Gato class (I donīt try with others subs), I have a serious problem with the scopes:

- The F3 and O keys donīt work, and the buttons in the bar donīt work, also. I donīt have access to the scopes.

- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!

I tried with and without the provisional patch. The problem persists.

It seems something in the VFBI mod isnīt compatible with the commands in FOTRSU v1.7.

Hope Vickers can resolve the issue.

Without the VFBI mod, all works flawesly.

Best regards.

Fitzcarraldo

checked with a clean 1.7 and the Interiors /w patch --> everything fine!




Quote:
Originally Posted by propbeanie
btw, have you ever noticed that you never see vickers03 and Santa Claus at the same time?... hmmm?? Just sayin'...
lol, thanks for the patch. well done!
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Old 12-25-21, 09:55 AM   #318
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Quote:
Originally Posted by vickers03 View Post
checked with a clean 1.7 and the Interiors /w patch --> everything fine!

lol, thanks for the patch. well done!
Ok, Master Vickers. The issue with the crazy peris is due the wake scopes mod, not the interiors.

Now Iīm seeing the sensors dat file searching the badass node with S3D.

Interiors with the provisional patch is working well WITHOUT the splash wake scopes mod AND using a pristine savegame folder(s).

Happy Christmas!

Fitzcarraldo
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Old 12-26-21, 04:04 AM   #319
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S-Class full interior
---------------------

** This first release is for FOTRSU 1.7 only **

https://www.subsim.com/radioroom/downloads.php?do=file&id=6048



Including:

- Torpedo Room

- Forward Battery /w Wardroom, Office Room

- After Battery /w C.O. State Room, Officers State Room

- Engine Room

- Motor Room


Features:

- complete Diesel Engine simulation
incl. different Sounds and RPM animations,
crew basic engine operations

- Electric Motor RPM sounds, Prop-shaft animations

- Custom Picture on Captain's desk
Custom name Plate on Capt. door
(edit textures in EXTRAS_FIOQ/CPT_ROOM_CUSTOM_NAME_PLATE folder and activate)

- Merchant/Warship sinking decals on torpedo tube doors
(select folder in EXTRAS_FIOQ and activate)


Known issues:

- sometimes when quickly changing engine speeds the
game engine doesn't catch up and the moving parts
of the Diesels disappear for half a sec.


Credits:

- all models/animations: vickers03
- inspiration/help: DivingDuck, Jeff-Groves, Tomi_099, propbeanie, KSDII-Team


** This first release is for FOTRSU 1.7 only **


(mod is also included in Fleetboat Interior-Officers Quarters)
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Old 12-26-21, 06:59 AM   #320
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Awesome mod. How many years waiting this for SH4? Glorious Christmas gift.

Many thanks for all the work and have a great 2022, Master Vickers.

Best regards.

Fitzcarraldo
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Old 12-26-21, 01:43 PM   #321
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update 26.12.21
- fixed engine not moving after plotting new course
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Old 12-26-21, 02:04 PM   #322
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Could that possibly be related to a key press getting stuck, which I just put off to Windows 10 "keykrapp apps"... ?? I describe it in the FotRSU thread, but I went from the Motor room, through the engine room, and all the way to the torpedo room, holding down the <Up Arrow> key, until I entered the torpedo room, where when I let go of the arrown key, just kept traveling until "out of bounds", but never could get back into the boat, so Saved, exited, re-started, and Loaded the save, and all was well in the SH4 world again. This is a wonderful looking mod vickers03, and has all sorts of potential for the future of SH4. A gradual "populating" of the interior over the next releases, including "Battle Stations" is really cool to think about. Possible more new animation sequences, etc. really bodes well for this.
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Old 12-26-21, 02:41 PM   #323
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Might be an excellent time to finish some ripping of Animations from SH5 for use in SH4.
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Old 12-26-21, 02:57 PM   #324
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Quote:
Originally Posted by propbeanie
Could that possibly be related to a key press getting stuck, which I just put off to Windows 10 "keykrapp apps"... ?? I describe it in the FotRSU thread, but I went from the Motor room, through the engine room, and all the way to the torpedo room, holding down the <Up Arrow> key, until I entered the torpedo room, where when I let go of the arrown key, just kept traveling until "out of bounds"
never had this


Quote:
Originally Posted by propbeanie
A gradual "populating" of the interior over the next releases, including "Battle Stations" is really cool to think about.
population change somewhat on watch changes, personally i don't
like too much guys standing in the way, KSDII Type2 full interior has this and there a people everywhere


Quote:
Originally Posted by Jeff-Groves
Might be an excellent time to finish some ripping of Animations from SH5 for use in SH4.
that would be awesome! but are the animations compatible with the SH4 guys?
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Old 12-26-21, 03:09 PM   #325
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Quote:
Originally Posted by vickers03 View Post
that would be awesome! but are the animations compatible with the SH4 guys?
I have the Tools and the knowledge to make them so!

SH4 uses a Biped and I'm VERY WELL aware of HOW the animations are done in SH4.

SH5 uses a Biped also. Many of the Animations in SH5 are just re-exported SH4 animations but in a Granny format. I've worked with someone else to allow me to GRAB the SH5 animations in a way that I CAN import to SH4!
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Old 12-26-21, 03:15 PM   #326
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Quote:
Originally Posted by Jeff-Groves View Post
I have the Tools and the knowledge to make them so!

SH4 uses a Biped and I'm VERY WELL aware of HOW the animations are done in SH4.

SH5 uses a Biped also. Many of the Animations in SH5 are just re-exported SH4 animations but in a Granny format. I've worked with someone else to allow me to GRAB the SH5 animations in a way that I CAN import to SH4!
That would be wonderful. I, for one, would appreciate it. I can't believe the direction SH4 is taking!
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Old 12-26-21, 03:26 PM   #327
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I've explained before how SH4 Animations work.
[WIP] Animations For SH4 is the thread.

Now. With a different Tool and some changes to the Plug-in?
I can extract the needed info from ALL SH5 animations and build new animation info for SH4!

Now. Given one might have say the Never Winter Nights exporter?
You build a new animation then grab the information from that with other tools.
And NO I don't have that exporter! Just saying......
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Old 12-30-21, 12:48 PM   #328
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i've read somewhere that some boats if not all had illuminated or
self-illuminated (radium?) gauges, can someone confirm this?
would certainly look cool at night..
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Old 12-30-21, 02:06 PM   #329
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Quote:
Originally Posted by vickers03 View Post
i've read somewhere that some boats if not all had illuminated or
self-illuminated (radium?) gauges, can someone confirm this?
would certainly look cool at night..
Not sure... but, would definitely make sense with the self-illuminating dials & such... especially if undergoing or having had undergone a depth charge that "popped" the bulbs in the room & no replacements, available to replace them... especially if that DC attack took place at just sunset or shortly thereafter.

Radium paint was used in watchmaking, it began around 1908 and carried on into the 1960s. So... watches made between these dates with glow in the dark functionality may be made with this material.

That's just, info I pulled up for watches with that type of paint.

Considering 1908, am fairly certain, that the dials, gauges & such... likely had that used for them, as well.
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Old 12-30-21, 03:15 PM   #330
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There is something on that in one of these pdf files I have... just a matter of finding them... They are online, but I cannot recall their titles... but there are four pdf files in the series, one on the Fleetboat, another on the Balao / Tench (??), one on the S-Boats... and I do not remember the fourth... might take a bit top find.
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