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Old 06-04-2010, 08:24 PM   #2851
jwilliams
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A request....

Any chance you can stop the attack scope going up when I enter the scope?

i like to enter the scope and position it towards a sound contact before i raise it.

It's fine that the obs scope does this but i feel it would be more realistic if i manualy raised the attack scope.

I could live with how the scope auto raises but would prefer it to stay down until i manualy raise it.
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Old 06-04-2010, 08:32 PM   #2852
jwilliams
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Quote:
Originally Posted by TheDarkWraith View Post
can you send me those files so I can examine them? From what you posted they look fine.
sent PM
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Old 06-04-2010, 08:39 PM   #2853
kylania
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Quote:
Originally Posted by TheDarkWraith View Post
what I need to find out is:

- what was the average time it took for the uboat crew to switch to recharge propulsion mode? And to switch to standard propulsion mode?
http://www.uboat.net/forums/read.php...8834#msg-58834

Quote:
U-boat diesel engine was connected to an electric motor through a clutch. That motor was a generator, too, if coil was excited, Between the electric motor and the screw there was another clutch, in order to disengage the motor.Thus, it was possible to charge the batteries quickly. There were several combinations with clutches and exciting coils. You could use one pair engine-electric motor as generator (screw disengaged) and the other engine propelling the boat, etc
To me that sounds like simply flipping a clutch really? Matter of moments.

Silent Running too would be how ever long it took to slow/stop the engines and tell people to shut up.

External loading of torpedoes could use an increase in time, but that's already taken care of by mods like UHS (1 hour vs 6 seconds).

Battlestations I guess? A cruiser, 1000+ crew, could get to action stations in just about 2-3 minutes so 50 guys on a sub should be quite a bit faster. Maybe some of the other special abilities?
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Old 06-04-2010, 09:47 PM   #2854
TheBeast
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New UI's & TDC 3.0 Come on!!! Come on!!!

I am having update withdrawl's
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Old 06-04-2010, 09:53 PM   #2855
Stormfly
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Deck and flackgun operations could need a delay also, manning the guns is allready a bit delayed but could need additional 5 - 10 secs more.

Sometimes, if i command open fire using Binocs and space bar, or via UI, they fire instandly, faster than kaleu finished giving the command (using DBSM 1.2)

giving rudder or diveplane commands should also have a little delay (maybe 2 secs), the problem is, you have to delay it after the command is given, that means after you hear the audio command.

the commands.cfg have an option "HasDelayedExecution" but this seams not to work at all in SH5.

...dont forget to delay the "CriticalIncommingRadioMessagePopUp"
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Old 06-04-2010, 10:25 PM   #2856
jwilliams
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Quote:
Originally Posted by Stormfly View Post
giving rudder or diveplane commands should also have a little delay
Agree. my u-boat is at 15 meters before the diveplane opperators have sat down (using mighty fine crew mod).

For me it would be better if the crew where at the planes before the u-boat started to dive.
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Old 06-04-2010, 10:56 PM   #2857
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I can add all these delays but in order for almost of them to work you'll have to use the officer icons. Using hotkeys bypasses me from adding the delay (I can't trap an order that's already been given).
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Old 06-04-2010, 11:04 PM   #2858
TheBeast
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Quote:
Originally Posted by TheDarkWraith View Post
I can add all these delays but in order for almost of them to work you'll have to use the officer icons. Using hotkeys bypasses me from adding the delay (I can't trap an order that's already been given).
Can you list the Commands and their respective Delay in a text file? That way we can manually edit the Commands.CFG to add the delays there as well to keep everything in sync?
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Old 06-04-2010, 11:11 PM   #2859
Stormfly
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Quote:
Originally Posted by jwilliams View Post
Agree. my u-boat is at 15 meters before the diveplane opperators have sat down (using mighty fine crew mod).

For me it would be better if the crew where at the planes before the u-boat started to dive.
yap, same problem here, but sometimes it work better and the crew climb down earlyer... it seams that also the other scripts for diving (not only crash dive script which have a fix) arent executed or parts executed delayed, regarding sounds from SDBSMC 1.2 it sounds good in both cases.
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Old 06-04-2010, 11:13 PM   #2860
Stormfly
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Quote:
Originally Posted by TheBeast View Post
Can you list the Commands and their respective Delay in a text file? That way we can manually edit the Commands.CFG to add the delays there as well to keep everything in sync?
ohh is that working ???

...that would be to nice to be true
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Old 06-04-2010, 11:46 PM   #2861
TheDarkWraith
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added the ability to switch TDC modes on the fly for each scope:

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Old 06-04-2010, 11:53 PM   #2862
kylania
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Wouldn't 'None' be the same as the 'Hide' button?
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Old 06-05-2010, 12:05 AM   #2863
TheDarkWraith
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Quote:
Originally Posted by kylania View Post
Wouldn't 'None' be the same as the 'Hide' button?
well I figured if I removed it someone would complain about having to switch TDC mode instead of just flipping the on/off switch for visibility so I left it.
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Old 06-05-2010, 12:09 AM   #2864
jwilliams
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Quote:
Originally Posted by TheDarkWraith View Post
added the ability to switch TDC modes on the fly for each scope:
This i like. Good work.
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Old 06-05-2010, 12:49 AM   #2865
Stormfly
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Quote:
Originally Posted by TheDarkWraith View Post
added the ability to switch TDC modes on the fly for each scope:

this looks spicy !

any news about a opening tube sound trigger via script ?

...at current, i use "switching to recharge" event as trigger for playing the new diesel startup procedure, which also commands to recharge the battery`s...

maybe it would be possible to devide this, by adding a seperate trigger if engines are switched to diesels ?
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