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Old 11-01-15, 07:36 AM   #91
makman94
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Quote:
Originally Posted by Fader_Berg View Post
r32:
  • Removed no_autoload since it worked so bad. Maybe later...
  • Added night_vision_factor
Night vision factor

Lets you set the reduced view range when its dark, to make spotting of ships act more realistic. This path is based on H.sies Night Vision Fix.
Thank you Fader_Berg !

can you get the WatchOfficer automatically on bridge when boat is surfacing ?
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Old 11-01-15, 09:40 AM   #92
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Originally Posted by makman94 View Post
Thank you Fader_Berg !

can you get the WatchOfficer automatically on bridge when boat is surfacing ?
That shouldn't be any problem. I'll look into it.
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Old 11-01-15, 10:38 AM   #93
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Visibility reported in meters (randomized and approximate) would be cool. Now with different mods the visibility is really variable and hard to know from the weather report. Nighttime medium visibility could be perhaps 2 km in NYGM and perhaps double that in vanilla / GWX.
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Old 11-02-15, 07:11 AM   #94
Magic1111
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Quote:
Originally Posted by makman94 View Post
can you get the WatchOfficer automatically on bridge when boat is surfacing ?
Don´t understand, because this Option is in original h.sie Patch already included!

You can choose this Option on/off via h.sie OptionsSelector!
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Old 11-02-15, 09:39 AM   #95
SquareSteelBar
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Quote:
Originally Posted by Fader_Berg View Post
...I'm restarting this project from scratch, since h.sie's project have died out. The first goal is to rewrite the h.sie patches (copy the behaviour, not the code) into this project, and later on extend them further and add new patches....
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Old 11-04-15, 04:26 AM   #96
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I would like to get in touch with someone that's good with graphics - for a small upcoming patSH3r-feature. Not necessarily 3D-graphics in this particular case.

PM me.
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Old 11-14-15, 02:44 PM   #97
Niedowidek
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How is your work going, Fader? It's great work you're doing. I hope we'll see more features in your patch
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Old 11-15-15, 05:14 AM   #98
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Originally Posted by Niedowidek View Post
How is your work going, Fader? It's great work you're doing. I hope we'll see more features in your patch
I'm having a short break from it right now - thank you, but I'll be back soon.
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Old 11-19-15, 02:29 PM   #99
a.g.
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I wonder if it would be possible to implement a feature to auto-dive to listen on hydrophone at regular periods when cruising around looking for things to attack. You'd enable it by pressing some key combination in navigation map, and then it'd basically repeat this until time compression drops below 64 for any reason:

Code:
wait X
periscope depth
wait Y
surface
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Old 11-20-15, 03:19 AM   #100
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Quote:
Originally Posted by a.g. View Post
I wonder if it would be possible to implement a feature to auto-dive to listen on hydrophone at regular periods when cruising around looking for things to attack. You'd enable it by pressing some key combination in navigation map, and then it'd basically repeat this until time compression drops below 64 for any reason:

Code:
wait X
periscope depth
wait Y
surface
Thanks for your suggestion. I guess it is possible. However, it doesn't change gameplay enough for me to see a point in having it. Pressing 'P' and 'S' is simple enough if you like doing your hunting that way.
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Old 11-20-15, 12:54 PM   #101
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Quote:
Originally Posted by BL!TZKR!EG View Post
I believe you got him wrong.

As I understand his post, he proposes to have just that AUTOMATED, i.e. let's say you have a long patrol where you increase time scale to example 128:

In that run that would be useful to have such a routine that would give you an "underwater-scan" regularly and if it finds something drops TC down to 1 so you can begin an attack run.

"wait x" could stand for a 3-hour-interval to have this routine executed.
Ok. I don't know. It still doesn't do much for gameplay. It's convenient - I can agree to that
but...
No. I will not implement it as far as I can see. Sorry.
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Old 11-26-15, 09:23 AM   #102
J0313
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Default Check out Rubini's Long Patrol Script

Its already been done.
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Old 11-26-15, 12:33 PM   #103
sublynx
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Would it be possible to fix the helmsman not keeping course bug? Especially in stormy weather the helmsman lets the magnetic course drift making navigation without automatic course keeping from annoyingly inaccurate to impossible.

This makes this simulated real navigation method difficult:

http://www.subsim.com/radioroom//sho...98#post2361498

It also makes convoy battles too cumbersome. I can estimate the right course with a maneuvering board or an attack disc, and would need no F5 Navigation Room at all if the drift wouldn't make course keeping without automatic waypoints too inaccurate.

U-boats didn't have waypoints. They had courses.
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Old 11-27-15, 08:43 AM   #104
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Quote:
Originally Posted by sublynx View Post
Would it be possible to fix the helmsman not keeping course bug? Especially in stormy weather the helmsman lets the magnetic course drift making navigation without automatic course keeping from annoyingly inaccurate to impossible.

This makes this simulated real navigation method difficult:

http://www.subsim.com/radioroom//sho...98#post2361498

It also makes convoy battles too cumbersome. I can estimate the right course with a maneuvering board or an attack disc, and would need no F5 Navigation Room at all if the drift wouldn't make course keeping without automatic waypoints too inaccurate.

U-boats didn't have waypoints. They had courses.
Yes... That is indeed annoying. I'll put it on the TODO-list.
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Old 11-27-15, 10:38 AM   #105
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That's marvelous to hear!
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