![]() |
SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
06-04-2010, 08:24 PM
|
#2851 |
|
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,014
Downloads: 118
Uploads: 0
|
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.
__________________
Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
|
|
06-04-2010, 08:32 PM
|
#2852 | |
|
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,014
Downloads: 118
Uploads: 0
|
Quote:
__________________
Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
|
|
|
06-04-2010, 08:39 PM
|
#2853 | ||
|
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,500
Downloads: 96
Uploads: 0
|
Quote:
Quote:
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? |
||
|
|
06-04-2010, 09:47 PM
|
#2854 |
|
The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
|
|
|
|
06-04-2010, 09:53 PM
|
#2855 |
|
The Old Man
![]() Join Date: Sep 2002
Posts: 1,432
Downloads: 297
Uploads: 0
|
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"
__________________
Stormy...... ![]() |
|
|
06-04-2010, 10:25 PM
|
#2856 | |
|
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,014
Downloads: 118
Uploads: 0
|
Quote:
![]() For me it would be better if the crew where at the planes before the u-boat started to dive.
__________________
Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
|
|
|
06-04-2010, 10:56 PM
|
#2857 |
|
Black Magic
![]() |
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).
|
|
|
06-04-2010, 11:04 PM
|
#2858 |
|
The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
|
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?
|
|
|
06-04-2010, 11:11 PM
|
#2859 | |
|
The Old Man
![]() Join Date: Sep 2002
Posts: 1,432
Downloads: 297
Uploads: 0
|
Quote:
__________________
Stormy...... ![]() |
|
|
|
06-04-2010, 11:13 PM
|
#2860 | |
|
The Old Man
![]() Join Date: Sep 2002
Posts: 1,432
Downloads: 297
Uploads: 0
|
Quote:
...that would be to nice to be true
__________________
Stormy...... ![]() |
|
|
|
06-04-2010, 11:46 PM
|
#2861 |
|
Black Magic
![]() |
added the ability to switch TDC modes on the fly for each scope:
|
|
|
06-04-2010, 11:53 PM
|
#2862 |
|
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,500
Downloads: 96
Uploads: 0
|
Wouldn't 'None' be the same as the 'Hide' button?
|
|
|
06-05-2010, 12:05 AM
|
#2863 |
|
Black Magic
![]() |
|
|
|
06-05-2010, 12:09 AM
|
#2864 | |
|
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,014
Downloads: 118
Uploads: 0
|
Quote:
__________________
Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
|
|
|
06-05-2010, 12:49 AM
|
#2865 | |
|
The Old Man
![]() Join Date: Sep 2002
Posts: 1,432
Downloads: 297
Uploads: 0
|
Quote:
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 ?
__________________
Stormy...... ![]() |
|
|
|
![]() |
| Tags |
| dbrn , favorite , new ui |
| Thread Tools | |
| Display Modes | |
|
|