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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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that's good news Spearchucker!
![]() You're right -- it does look odd. I need to play with the isBadWeather() call to see if if the function can return other parts of the weather array. If we're lucky we'll get isBadWeather("precipitation") = 1 for light rain, =2 for medium etc. Same for wind and fog. I hope this is the case -- if anyone's messed with this and knows the answer great, let me know ![]() @ Capt Jones -- Thanks for the heads up ![]() I don't know what the issue is with the double load. Makes me suspicious ![]() |
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#62 | |
Black Magic
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#63 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
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Tested v3b tonight. Was much better. I did not experience crew staying on deck this time. However, They got stuck below at some point and never came back up.
I had them under with the guns being manned. I then was involved with a convoy and decked gun a few and started my long trip home. On the way home I thought to myself, "Lets let the guy on decks". Seas were calm no one around. I did have them load an external torpeado but they didnt want to come out lol. I tried a few things to get them to come out. Manned unmanned deck gun and flak guns. Went to periscope depth. Did a sound check making sure no enemies around. Armed unarmed battle stations. Nothing was working. I TCed 24 hours and still had same problem. I then saved and loaded mission up and they were on deck ![]() ![]() |
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#64 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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Thanks TDW. I thought that might be the case. Do you know any way to pass ship speed and depth or any of the weather variables to the crew?
@Mia, things probably got stuck when you went into the hunter/hunted state with the convoy. There's nothing in the script that deals directly with this yet so that's the most likely cause. Although, the story about the bosun not coming out of the hunted state from earlier in this thread is a bit worrying. We'll get it sorted. ![]() Again, thanks all for your input ![]() Last edited by Paris_England; 08-06-11 at 10:02 PM. |
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#65 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
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#66 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
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Can´t wait to try it!
![]() EDIT: This TDW´s Schnorkel-Mod (http://www.subsim.com/radioroom/show...18&postcount=1) overwrite your MC-Mod. Is this OK? I do not use MO nor TDW´s UI. I use reper7´s UI 4.14 and Stormfly sound mod 1.3+version6beta. I have downloaded and activated 0.0.3b version, but I have constantly a CTD´s:´-(
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U-552 Tiger IDF Last edited by Sepp von Ch.; 08-07-11 at 04:03 PM. |
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#67 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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At this point, there is a conflict in NSS_Uboat7x.prt file with this and the schnorkel nod. DON'T USE BOTH.
Shouldn't be to difficult a fix for compatability once this is completed -- I'm just using a couple of mergeCTrls (haven't looked at TDW's mod yet to see what he's done). I'm fairly sure it wouldn't take long to add my stuff into his (if TDW's OK with that) or vv. I'll figure out compatibility once my mod is out of beta ![]() P |
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#68 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
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OK, thanks Paris. And my 2. question?
Can I use your MC mod, when I do not use MO nor TDW´s UI? I use reper7´s UI 4.14 and Stormfly sound mod 1.3+version6beta. I have downloaded and activated 0.0.3b version, but I have constantly a CTD´s:´-(
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U-552 Tiger IDF |
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#69 | |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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People are saying it works without MO __ Your mileage may vary, but give it a shot. |
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#70 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
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...i have no CTD`s by installing it over SDBM`s additional crew sound`s beta 6, ive also merged it now for testing and it run fine so far. good to know that you found a solution for seperating it. ...it should also run without MO or TDW UI, as iam testing it atm with Dr.Jones MAGui without a problem.
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Stormy...... |
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#71 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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Thanks for the clarification SF .... and on rereading my post it sounds like I'm blaming your mod for crashes -- which I'm not. I'm pretty sure that if the crew.aix file gets overwritten in my mod that things will go bad
![]() And on that note, I can't say what may be causing the issue. I'd certainly be wary of anything that overwrites the .aix file and the .prt file for now. V0.4, when released, will not change the aix file so that'll be safe. Don't know what I can do about the prt file as I use that heavily to introduce the new crew nodes. And very soon, this will be in conflict with TDW's new UI. And there's more bad news ![]() I have crew who now react to hunted/hunter but never leave their posts once the routine has been called. ![]() So hunter/hunted and battlestations are FUBAR as far as the crew states are concerned. More problems that need resolved. ![]() P |
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#72 | |
Black Magic
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#73 |
Mate
![]() Join Date: Jul 2010
Posts: 60
Downloads: 30
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make a version compatible with stock SH5 and snorkel mod pls?
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#74 |
Nub
![]() Join Date: Sep 2009
Posts: 4
Downloads: 294
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Good afternoon.
![]() About to add to your mod, more to the crew deck gun, is it possible in future? Now the calculation of a deck gun 2 people, it would be good to add at least another three, or more to your liking. And is there a possibility that would be fired from a deck gun, the calculation gave the shells from the wheelhouse to the deck gun? |
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#75 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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@TDW -- this was kinda why I asked a few days back whether you were still pursuing your similar mod. I misinterpreted your answer.
As it stands, to make my MC mod compatible with MO and/or your user interface you'd have to include the .prt calls and waypoint files from my mod with your UI/MO. As you're working on the same thing yourself, I can't really see that being likely as you're going to end up with an MC mod of your own making already included (and compatible) with these two highly popular and successful mods. If I try to make MC compatible with your mods, I'd have to update it every time you release a new version -- and that kind of housekeeping is not really what I wanted to get involved with. So, if you're continuing with your Real Crew mod, it's kinda pointless for me to continue with this considering the aim is to fill out the crew without causing more problems with mod soup. Your Real Crew mod will achieve that just fine ![]() |
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