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Old 05-05-10, 11:26 AM   #1651
TheDarkWraith
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Quote:
Originally Posted by panosrxo View Post
great work, so now do we have a working stadimeter? I see no difference in the two stadimeters(notepad and stock) and they are both wrong. I measure the height of the ship from waterline to its highest point.
you're the only one so far that's having a problem with the stadimeter then with the UZO, attack, and obs scope's notepads. Works fine for everyone else

Are you identifying the ship correctly?
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Old 05-05-10, 11:30 AM   #1652
TheDarkWraith
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Originally Posted by Defiance View Post
Only started using it a revision or so so ago, but has the ship id from the WE/Torpedo Attack been disabled in a py ??
no it hasn't.
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Old 05-05-10, 11:30 AM   #1653
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
NewUIs with TDC for SH5 by TheDarkWraith
version 2.1.0

- when officer is dead his order category bar and order bars are disabled
Are you sure that this is good solution?
The player should have possibility to promotion for "empty place" any member of the crew for the new job - obviously with longer reaction time and no advanced skills...

I see it like:
- officer is dead
- the player chooses new crew member for empty station
- if it is other officer, his original abilities are 50%, new abilities: 40%
- if it is pretty officer, his original abilities are 0%, new abilities: 25%

Ability: precision, speed, reaction time etc...
Of course, this is only a proposal - I don't know that it is possible...
I know that other crew member can to trim the ship or make weather report.
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Old 05-05-10, 11:34 AM   #1654
SeaWolf U-57
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A quick look at 2.2.0

I like the look of the new wheel

And now the clock wont show above 32 so no more popping up its working great

I just had a quick play as its Tea Time
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Old 05-05-10, 11:35 AM   #1655
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
Are you sure that this is good solution?
The player should have possibility to promotion for "empty place" any member of the crew for the new job - obviously with longer reaction time and no advanced skills...

I see it like:
- officer is dead
- the player chooses new crew member for empty station
- if it is other officer, his original abilities are 50%, new abilities: 40%
- if it is pretty officer, his original abilities are 0%, new abilities: 25%

Ability: precision, speed, reaction time etc...
Of course, this is only a proposal - I don't know that it is possible...
I know that other crew member can to trim the ship or make weather report.
not sure this is possible. In fact I haven't been able to 'kill' an officer yet (and I've been taking some heavy fire and damage at times). So all this is unknown until we can verify that crew can be killed (especially the officers). Just because the script manager exposes a property of 'IsDead' for the sapiens (crew) doesn't mean the game actually uses it.
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Old 05-05-10, 11:36 AM   #1656
panosrxo
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Quote:
Originally Posted by TheDarkWraith View Post
you're the only one so far that's having a problem with the stadimeter then with the UZO, attack, and obs scope's notepads. Works fine for everyone else

Are you identifying the ship correctly?
Yes, I am trying it on a map with 4 ships at a range of 1500m with no speed. It measures 1000m...Will try again
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Old 05-05-10, 11:37 AM   #1657
TheDarkWraith
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Quote:
Originally Posted by panosrxo View Post
Yes, I am trying it on a map with 4 ships at a range of 1500m with no speed. It measures 1000m...Will try again
try each scope. I've heard some rumors that the UZO can be off at times.
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Old 05-05-10, 11:40 AM   #1658
SeaWolf U-57
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Quote:
Originally Posted by TheDarkWraith View Post
not sure this is possible. In fact I haven't been able to 'kill' an officer yet (and I've been taking some heavy fire and damage at times). So all this is unknown until we can verify that crew can be killed (especially the officers). Just because the script manager exposes a property of 'IsDead' for the sapiens (crew) doesn't mean the game actually uses it.

I dont think it works because when I had the problem I came under
fire and although my crew all got Wounded no one died the sub sank first
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Old 05-05-10, 11:42 AM   #1659
TheDarkWraith
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Quote:
Originally Posted by SeaWolf U-57 View Post
I dont think it works because when I had the problem I came under
fire and although my crew all got Wounded no one died the sub sank first
I get the feeling also that they (Devs) aren't allowing the crew to be killed either. Maybe they'll fix this in a patch sometime.
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Old 05-05-10, 12:11 PM   #1660
panosrxo
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Quote:
Originally Posted by TheDarkWraith View Post
I get the feeling also that they (Devs) aren't allowing the crew to be killed either. Maybe they'll fix this in a patch sometime.
They cant be killed, because they fit into the story. If you get your XO killed then what?
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Old 05-05-10, 12:12 PM   #1661
panosrxo
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Quote:
Originally Posted by TheDarkWraith View Post
try each scope. I've heard some rumors that the UZO can be off at times.
Well I get correct readings only if measure height without the flag pole...I get the same readings for each of the three scopes.
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Old 05-05-10, 12:36 PM   #1662
Defiance
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Hiya,

Do you mean readings from the waterline to top of a funnel is ok ??

If that is the case and all readings are the same, wouldn't that point to just using the stad from waterline to top of a funnel until some clever person corrects the missing flag measurments ??

Anyways, i just redid a fresh sh5 install, gonna try this puppy after tea

Cheers
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Old 05-05-10, 01:12 PM   #1663
reaper7
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Quote:
Originally Posted by panosrxo View Post
Well I get correct readings only if measure height without the flag pole...I get the same readings for each of the three scopes.
Quote:
Originally Posted by Defiance View Post
Hiya,

Do you mean readings from the waterline to top of a funnel is ok ??

If that is the case and all readings are the same, wouldn't that point to just using the stad from waterline to top of a funnel until some clever person corrects the missing flag measurments ??

Anyways, i just redid a fresh sh5 install, gonna try this puppy after tea

Cheers
Haven't had the chance to check the stadimeters in the Mod yet. Had a bit of a setback in my own UI. Would be yery interested in the findings of the stadimeter and what heights its actually measuring to ie Flagtop, Masttop or Funnels. Once we have a difinitive answer I'll redo the Recognition Manual to represent the Measuring points or see if the cfg height when altered has an effect on the games readings.
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Old 05-05-10, 01:16 PM   #1664
panosrxo
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Quote:
Originally Posted by reaper7 View Post
Haven't had the chance to check the stadimeters in the Mod yet. Had a bit of a setback in my own UI. Would be yery interested in the findings of the stadimeter and what heights its actually measuring to ie Flagtop, Masttop or Funnels. Once we have a difinitive answer I'll redo the Recognition Manual to represent the Measuring points or see if the cfg height when altered has an effect on the games readings.
Well its not the same for every ship. It is really messed up. Maybe it gets fixed in patch 1.2 (it refers to changes to recognition manual)
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Old 05-05-10, 01:18 PM   #1665
reaper7
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Originally Posted by panosrxo View Post
Well its not the same for every ship. It is really messed up. Maybe it gets fixed in patch 1.2 (it refers to changes to recognition manual)
That is the case for the stock stadimeter, I think DW's notepad stadimeter is working ok though - haven't had a chace to test it yet.
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