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Old 03-04-10, 01:55 AM   #1
kylania
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Shift-Tab by default is 'shrink TAI one size' and at least for me has been useful. Easy enough to fix on my own though since I don't MP.

Thanks!
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Old 03-04-10, 02:32 AM   #2
sergei
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Any chance of adding range at current speed?
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Old 03-04-10, 05:37 AM   #3
Vikinger
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Thank you for this mod.

there are so many key features that is left out in sh5 that actually work ingame.

I wonder where all thos keys to order your gunners to take action have gone?
How do we order them now what to do?

A quik look in the file says the function is there but they key is not mapped to it.
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Old 03-04-10, 11:18 AM   #4
ddrgn
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Quote:
Originally Posted by Vikinger View Post
Thank you for this mod.

there are so many key features that is left out in sh5 that actually work ingame.

I wonder where all thos keys to order your gunners to take action have gone?
How do we order them now what to do?

A quik look in the file says the function is there but they key is not mapped to it.
I will take a look at that.
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Old 03-04-10, 11:19 AM   #5
ddrgn
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Quote:
Originally Posted by sergei View Post
Any chance of adding range at current speed?
Hi Sergei, not sure what you mean, can you clarify some?
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Old 03-04-10, 03:49 PM   #6
briklebritt
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@ddrgn

Toggle TDC Auto Update: 0 (Zero)

how does it work? do u mean the "0"-Key? No function ingame and no text is displayed if pressed? how to use?

thx
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Old 03-04-10, 05:15 PM   #7
ddrgn
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Basically from any screen you can toggle on and off TDC autoupdate. I use it when I want to hold my last solution and get math for another.

So when you have TDC off and you have the fields, range, aob, speed, etc than press 0, you will see the bearing lock and the other fields will stay at what you left them.
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Old 03-04-10, 05:30 PM   #8
ddrgn
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File updated to 1.4

Latest changes:

1.4
Moved show multiplayer score to "SHIFT Y" to avoid conflict with maps
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Old 03-04-10, 11:33 PM   #9
remowilliams
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Excellent, thanks.

Any chance of adding the unmapped special abilities to extended Shift Function keys? Reason being the morale mod will allow the regular Function mapped abilities to be used at all times (such as man AA/Deck guns), but the others (such as reduce flooding, etc) that require crew conversations still will not work after the morale drops to zero due to the morale bug.
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Old 03-05-10, 12:02 AM   #10
ddrgn
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Very possible. I am looking into adding a few more things now. Will update shortly.
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Old 03-05-10, 12:52 AM   #11
ddrgn
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Quote:
Originally Posted by remowilliams View Post
Excellent, thanks.

Any chance of adding the unmapped special abilities to extended Shift Function keys? Reason being the morale mod will allow the regular Function mapped abilities to be used at all times (such as man AA/Deck guns), but the others (such as reduce flooding, etc) that require crew conversations still will not work after the morale drops to zero due to the morale bug.
Hi Remo, all the special ablities work. You need to add the points to the officer, just go up to the guy and click the + icon. Now add some abilities and once you get it high enough the ability is unlocked. You can toggle the ability once its enabled.


Quick update:

Latest changes:
1.5
Added Camera on Unit "6"
Added Camera on Next Unit "7"
Added Camera on Next Unit "8"
Added Report Time to Course End "SHIFT 9"
Added Report Range to Course End "SHIFT 0"
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Old 03-06-10, 12:59 AM   #12
ddrgn
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Important Update:

(working out the kinks, and this may be the last *knocks on wood desk*)

1.6
Removed "U" for UZO. This is what was causing the external cams to get stuck, player stuck in conning tower etc.
This is originally commented out by the devs and for good reason. I left it binded when testing, so a fix for this mod had to be released.
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Old 04-10-10, 02:13 PM   #13
U-5000
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when you put this in your jsgme do you have to place this file in a new folder an rename it what the file is because you can't put a data folder in jsgme on what I just downloaded this file from?
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Old 04-10-10, 03:11 PM   #14
kylania
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Quote:
Originally Posted by U-5000 View Post
when you put this in your jsgme do you have to place this file in a new folder an rename it what the file is because you can't put a data folder in jsgme on what I just downloaded this file from?
Open the Zip file and copy the Advanced Shift Keys folder into your MODS folder, then enable it with JSGME.
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Old 04-08-11, 03:23 PM   #15
ddrgn
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ASK has been updated with support for DBSM

If you don't use DBSM, you can still use this mod or stick with ASK 2.1

Thanks for awesome sound mods Stormy!

--------------------
Advanced Shift Keys 2.2 - by ddrgn
updated April 8, 2011, patch 1.2 compatibility and version update
--------------------

Overview:

Added additional command keys to go along with current UI mods and the stock game.
Focuses on "SHIFT" keys and keeps most of the stock controls intact.

--------------------

Change Log:

Version 2.2

-Added support for DBSM 1.3, install ASK after all DBSM mods and HOTFIX

--------------------


LINK: http://www.subsim.com/radioroom/down...o=file&id=1561
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