View Full Version : Keyboard Controls/Waypoint Markers
Red Devil
03-25-09, 08:40 AM
Some call it stupidity, others a misdirected finger, but ......
Can the keyboard controls be altered in any way? I want to take 'Fire Torpedoes' off the enter button and move it across to somewhere ' out of the way'. I just loaded her up for a patrol in the Celebes Sea and, in an effort to accelerate time a bit smacked the entry button and emptied all tubes in the sea! Reload game!! Anywhere out of the way, maybe 'F' for Fire!
I reloaded and did the bloody same again!!
A glitch this time. When opening a saved game there is a need to retell the pc that you're on a waypoint marker (if active) otherwise the sub ignores it and runs off on its own.
quietguy52
03-25-09, 10:03 AM
I'll leave it to the "mod experts" here to respond to your keyboard remap questions...
But yes, each time you start/restart your game you have to click the inverted 'V' arrow in Navigation to tell it to follow plotted course... otherwise the ship will continue on rudder amidships.
SteamWake
03-25-09, 10:11 AM
You may wish to look into some of the mods available. Most of them edit out the pesky enter key for obvious reasons.
But yes there is a text .ini file that can be edited to change the key commands. I believe most people edit that line to be ctrl+enter to fire a torp.
Well the search engine is a tad frustrating but I did find this...
Open the commands.cfg file with a text editor and find/edit this
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,c,"Ctrl+Enter"
I still recommend looking into modding.
As to the sub not following a plotted course after a re-load well you just have to deal with it, it was a design decision for whatever reason to have it that way. Just as you have to command a speed after reloading or your just sitting still. That was done to avoid object collision upon loading a game.
......... Most of them edit out the pesky enter key for obvious reasons.
....... I believe most people edit that line to be ctrl+enter to fire a torp.....................
Open the commands.cfg file with a text editor and find/edit this
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,c,"Ctrl+Enter"
I still recommend looking into modding.
Me too. As long as you (he) have commands.cfg open, he may as well edit this one too then:
[Cmd6]
Name=Time_compr_normal
Ctxt=1,2,6,9
Key0=0x0D,,"Enter"
Usually these are the first two edits most folks eventually learn to do. However - I tested a custom mission for someone recently and wanted to use a stock un-modded 1.5 install and wasted 6 torpedoes trying to return to 1x TC..... LMAO. My modded install is very different than the stock game now. How soon we forget ;-)
Happy Hunting!
Art
Red Devil
03-25-09, 11:21 AM
Thanks to you all for such informative answers. I have done the edit, thanks.
irish1958
03-28-09, 02:22 PM
Does SetKeys work with SHIV?
Webster
03-29-09, 01:09 AM
As to the sub not following a plotted course after a re-load well you just have to deal with it, it was a design decision for whatever reason to have it that way. Just as you have to command a speed after reloading or your just sitting still. That was done to avoid object collision upon loading a game.
its so you dont blindly sail into newly rendered objects or surface in the middle of a task force that wasnt there when you did the save lol.
you reappear "close" to your last position but only within a mile or so margin of error, thats why you never save near land or under water.
you could reappear on that sand bar or deep enough to bottom out.
Does SetKeys work with SHIV?
What I do is copy the Commands.cfg to Setkeys directory and rename it to
Commands_us.cfg.
Then I open it and have a look what's going on but basically
I do changes to my Commands.cfg manually,
I just use SetKeys to see the hex code for keyboard buttons and
to peek some of the commands etc.
Short answer:
I'm not sure if SetKeys works 100% when saving but it can load the file.
irish1958
03-29-09, 06:39 PM
Thanks for the info, jimbob
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.