View Full Version : [REL] Advanced Shift Keys for SH5
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Advanced Shift Keys 2.3
Updated April 16, 2011
Command keys supporting the NewUI's, Ui-Boat and DBSM
Credit to TDW, Reaper7 and Stormfly!
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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.
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Change Log:
Version 2.3
-Added additional support for Ui-Boat; "Original" is Ui-Boat commands with support for the DBSM commands, "Merged" is DBSM and Ui-Boats commands.cfg combined; Merged is a compatible version that mixes but not crosses over DBSM or Ui-Boats commands
-Packed in ASK 2.1 for users who prefer this version
*Note: Install Original or Merged After DBSM and Ui-Boat
Version 2.2
-Added support for DBSM 1.3, install ASK after all DBSM mods and HOTFIX
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Change Log:
Version 2.2
-Added support for DBSM 1.3, install ASK after all DBSM mods and HOTFIX
Change Log:
Version 2.1
-Removed "SHIFT Y" as show multiplayer tab - too many problems. Use the captains log.
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Version 2.0
-Fixed depth under keel problem after patch 1.2 (both button and hotkey work)
-Added Report Nearest Sound/Warship contact
-Moved Follow Nearest SOund/Warship contact to accommodate for added keys
-Removed the stock key "Z" for silent running, use F8 for silent running
-Added commands_default.cfg which is the 1.2 stock commands.cfg, for backup
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Wersion 1.9
-Removed "L" key for target nearest warship, is now " ' "
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Quick update to 1.8:
Changed keys:
" ; " = Target nearest merchant
" ' " = Target nearest warship
Features in this mod:
-Patch 1.2 compatible
-Works with TDW and Reaper UI's
-Added camera on next unit (follow cam)
-Added key for Toggle TDC Autoupdate
-Added key for toggle propulsion recharging
-Added key for return to course
-Added key for report time to course end
-Added key for report range to cours end
-Added key for report depth under keel
-Added key for report weather
-Added key for target nearest merchant
-Added key for target nearest warship
-Added key for follow nearest merchant contact
-Added key for follow nearest warship contact
-Added key for report nearest merchant contact
-Added key for report nearest warship contact
-Added key for identify target
-Added key for report nearest visual contact
-Added key for estimate range to contact
-Added key for multiplayer status
-Changed heading to view key
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New command key list for version 2.0:
"7" = Camera on next unit
"8" = Camera on previous unit
"I" = Toggle TDC update
"=" = Heading to view
"SHIFT M" = Toggle propulsion recharging
"SHIFT T" = Return to course
"0" = Report time to course end
"9" = Report range to course end
"SHIFT ." = Report depth under keel
"SHIFT J" = Report weather
" ; " = WO Target nearest merchant
" ' " = WO Target nearest warship
"SHIFT I" = Identify target
"SHIFT P" = Report nearest visual contact
"SHIFT [" = Follow nearest sound contact
"SHIFT ]" = Follow nearest warship contact
"[" = Report nearest sound contact
"]" = Report nearest warship contact
"SHIFT C" = Estimate range to contact
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KNOWN ISSUES:
1) When using the follow cam, always start by hitting F2 for external cam, than go to follow cam (keys 7-8).
To exit follow cam hit F2 than escape to go back to your boat. When surfaced and you get locked out of your sub,
hit "b" for the binoculars and you will be back on station
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Files changes (1 per each campaign folder):
\SilentHunter5\data\cfg\commands.cfg
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Install via JSGME.
You have permission to use my mod in combinations with other mods as long as credit is shown in your readme.
I would contact me for the latest version and help making sure the version is the best possible for your mod.
download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1561
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Good Hunting!
-ddrgn
Ship Hunter
03-03-10, 02:54 AM
Follow Nearest Warship Contact: SHIFT W
Thanks so far! Nice mod because I more like to use WASD for movement. But Shift W also is running, so everytime you "run" anywhere in or on the boat around you toggle this on and off - would be great if you change it to something free.
EDIT:
The A Key for Walking right is also no longer working with your mod activated. Would be great if you could fix this two things.
Thanks so far! Nice mod because I more like to use WASD for movement. But Shift W also is running, so everytime you "run" anywhere in or on the boat around you toggle this on and off - would be great if you change it to something free.
EDIT:
The A Key for Walking right is also no longer working with your mod activated. Would be great if you could fix this two things.
Let me fix that.
Shakermaker
03-03-10, 02:10 PM
Thanks!
Added:
Multiplayer Score: SHIFT TAB
Toggle TDC Auto Update: 0 (Zero)
kylania
03-04-10, 01:55 AM
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!
Any chance of adding range at current speed?
Vikinger
03-04-10, 05:37 AM
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.
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!
Hmm didnt notice that, I should map that key else where......
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.
Any chance of adding range at current speed?
Hi Sergei, not sure what you mean, can you clarify some?
briklebritt
03-04-10, 03:49 PM
@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
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.
File updated to 1.4
Latest changes:
1.4
Moved show multiplayer score to "SHIFT Y" to avoid conflict with maps
Cptn_Enth
03-04-10, 08:35 PM
Hi Sergei, not sure what you mean, can you clarify some?
I think what Sergei meant by "Range @ Current Speed" is the reference in the Navigator's menu in SH3/4 where you used to be able to get a fuel range based on your current listed waypoints at the speed you were travelling at...
for example, you plot your course on the Nav Map and you could get a "Range @ Current speed" of, say "1875 NM @ 17knots, Herr Kaleun!" or "2600 NM @ 10Knots, Herr Kaleun!"...or something to that effect. this way you could determine when you had to start thinking of going home to refit/refuel, lest you have to break out the oars and do your best impression of a Viking Longboat. :p
At least, that's what I think he means...
Regards,
Enth
That's it exactly. :DL
Sorry, I forgot I posted that request here, otherwise I would have been here sooner to explain.
Ya I bet I can add that one. Ill add it shortly.
remowilliams
03-04-10, 11:33 PM
Excellent, thanks. :up:
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.
Very possible. I am looking into adding a few more things now. Will update shortly.
kylania
03-05-10, 12:36 AM
Very possible. I am looking into adding a few more things now. Will update shortly.
Can't wait! :)
Excellent, thanks. :up:
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"
kylania
03-05-10, 02:20 AM
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"
6 did nothing for me. 7 ended up with a side shot connected camera of my ship. 8 did nothing.
The problem is, I couldn't get my camera reconnected to my avatar. Switch to Sub F4 key didn't work. Also, more alarmingly, Shift-U (unstick) didn't work either. Once it moved me to the ocean ahead and to the right of my boat, but mostly it did nothing...
Just me or?
I played around with the commands cfg when I first got the game.
Specifically to try and get the Previous and Next Unit cams to work.
I got 'em to work, but ran into the problem you are describing. Once I switched to external, I could not then switch back to get back in the boat.
At the time I assumed I had messed up something in the cfg. Now, I am not so sure.
This functionality may be bugged in this game.
In order to view the next and prev unit they have to be in range, either on hydrophone, radar or in your view.
When you get closer to multiple targets the next and previous cams will work.
I played around with the commands cfg when I first got the game.
Specifically to try and get the Previous and Next Unit cams to work.
I got 'em to work, but ran into the problem you are describing. Once I switched to external, I could not then switch back to get back in the boat.
At the time I assumed I had messed up something in the cfg. Now, I am not so sure.
This functionality may be bugged in this game.
That problem is related to something else, did you have CCIP's camera mod installed? I have had the same problem getting stuck in external view and that was before I added next and prev unit cams.
did you have CCIP's camera mod installed?
I think I did, yes.
I'll try it without, thanks for the advice.
OK "6" for unit cam doesn't seem to work properly....
But I can confirm both next and prev units work fine.
But I can confirm both next and prev units work fine.
That's good.
I disabled CCIP camera mod but still had difficulty getting this to function properly.
I'll download yours and have a look, thanks :up:
remowilliams
03-05-10, 06:51 PM
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.
Ah yes, I see what you mean for the other officers. Some abilities aren't even available until unlocked.
However in cases like the Chief Engineer, who does not have his Repair/Reduce flooding abilities mapped to hotkeys (and does not need promotion points to make them available, as they are there from the beginning) you cannot use his abilities when morale is zeroed out - there is no hotkey, and no way to select the ability by talking to him.
But there are lots of special abilities, so I suppose keymaps for all would be tough. The Morale Mod appears to now have made all the other abilities (if unlocked through points) selectable via conversation even when morale is zeroed.
I can confirm the "6" cam on unit does not work.
I am not sure this even worked in the past.
Oh well we have a free key for later.
St. Cobra
03-05-10, 07:47 PM
very Nice work, dd!! :yeah::yeah::yeah:
von_Trepka
03-05-10, 07:58 PM
ehm... how do I get this to work? I simply added the your commands.cfg file to ...Silent Hunter V\data\Cfg but I cant get any of these commands to work. :damn:
Its because you haven't restarted your campaign.
You can add the commands.cfg file here as well.
Add it here and you don't need to restart your campaign.
C:\Users\DDRGN\Documents\SH5\data\cfg
very Nice work, dd!! :yeah::yeah::yeah:
Thanks ;)
Hello everybody!
As it is my very first post on this great forum, first of all I apologize for my not so good English :oops:
I am french and you may know the joke: "A guy who speaks three languages is a trilingual guy, a guy who speaks two languages is a bilingual guy and a person who speaks barely only one language... is a french guy!" :haha:
Seriously, I'm interested with this Advanced Shift Keys mod but as my SH5 keyboard is set on AZERTY mode, I can't use it! I.e. the keys to move the character are A,S,D and W with a QWERTY keyboard, but Q,S,D and Z on an AZERTY french keyboard.
Is it possible to make some sort of a "fix" of this mod especially for AZERTY keyboards? I'm not very friendly with modifications on *.cfg files on this game...
You'll be rewarded with an authentic french kiss for doing so, I promise! :har:
Thank you in advance, in the name of every french subsimmers! :arrgh!:
Sure would be happy to look into this for you.
Give me some time.
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.
Hi! Shift+N not good. Biiing, and nothing.Not Dept under Keel 123 meter.Why?
Thank You!
sorry, no good speek english.
Shift+N not good. Just piiiing sound. No Dept Under Keel 123 meter.Why?
Try restarting the campaign from the sub pen or dock.
Also refer to the OP I explain how to add the commands.cfg to your current campaign.
I cant get it to work.. i've added the commands file to both the install directory and my documents folder.. :hmmm:
raymond6751
03-21-10, 07:16 AM
Great work, but a problem.
When I use key 7 or 8 for the external camera 'this' or next unit view, it does not allow me to return to the internal camera. I am stuck in the external view and not even Shift U will get me back inside.
Same on surface, cannot return to sub.
Must exit and reload mission or campaign to return things to normal.
Great work, but a problem.
When I use key 7 or 8 for the external camera 'this' or next unit view, it does not allow me to return to the internal camera. I am stuck in the external view and not even Shift U will get me back inside.
Same on surface, cannot return to sub.
Must exit and reload mission or campaign to return things to normal.
I don't have the same problem. So I cant really comment. When I use external cam to see the unit, i started by pressing F2, then 7 or 8 for unit cams, then F2 to exit external cam. Never a problem.
raymond6751
03-21-10, 01:55 PM
I don't have the same problem. So I cant really comment. When I use external cam to see the unit, i started by pressing F2, then 7 or 8 for unit cams, then F2 to exit external cam. Never a problem.
Since you 'didn't really comment', I felt I shouldn't 'really respond', but decided to anyway. :03: Thanks for the way into the cam view. That might avoid the problem.
Those kaleuns who already got stuck 'out there', here's something to remember. Don't hit 7 or 8 key first :)
...You don't need to restart mission when you're stuck with different camera views(next,previous unit).When you'll stuck next time,just roll you middle mouse button to switch to binocular view.Then usual keys will work normal again...
I see the problem is from Free Cam Tweak 1.1 Narrow, it did the same thing to me, when i went back to 1.0 things are fine.
Decoman
04-04-10, 11:22 AM
Why is this mod called Advanced shift keys?
I could guess, but I think a short introduction at the very start would be appropriate.
Also, I think people like to see a summary of the keys that this mod offer.
kylania
04-04-10, 02:10 PM
Why is this mod called Advanced shift keys?
I could guess, but I think a short introduction at the very start would be appropriate.
Also, I think people like to see a summary of the keys that this mod offer.
Erm, how did you miss the OP? :o http://www.subsim.com/radioroom/showthread.php?t=162891
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?
kylania
04-10-10, 03:11 PM
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.
KillerTube
04-29-10, 02:56 AM
i use this for the follow cam . much appreciated man. thanks again. :up:
Updated the version to 1.8 for compatibility with 1.2 patch and TheDarkWraiths UI.
Check OP.
EDIT: Sorry forgot about my note to move the "target warship" currently on the "L" key to another location, so quickly updated to 1.8
EDIT2: Another update to 1.9 (didn't remove the L key properly)
TheDarkWraith
05-12-10, 04:34 PM
Updated the version to 1.7 for compatibility with 1.2 patch and TheDarkWraiths UI.
Check OP.
:yeah: excellent!
Any chance of including a key for the radio and gramophone.:D
Also, running 1.9, and my depth under keel does not work. Keystroke, or interface button. Mods used: No bubble No halo mod, MightyFine Crew 1.2.1, Advanced Shift keys 1.9.
Thanks for this mod. Love having the follow cam back!
I cant get depth under keel to work at all. Does it work with TDW UI only?
jimimadrid
05-12-10, 11:41 PM
Any chance of including a key for the radio and gramophone.:D
Also, running 1.9, and my depth under keel does not work. Keystroke, or interface button. Mods used: No bubble No halo mod, MightyFine Crew 1.2.1, Advanced Shift keys 1.9.
Thanks for this mod. Love having the follow cam back!
With this Tool you will be able to made your own Keystrokes.
http://www.subsim.com/radioroom/showthread.php?t=168297
With this Tool you will be able to made your own Keystrokes.
http://www.subsim.com/radioroom/showthread.php?t=168297
Awesome program, excellent work as always!
I have SH5 patched to 1.2 and tried using ASK 1.9, but found that when I clicked on the new "Get Depth Under Keel" button, or use the Shift+. keypress, I hear the ping but I get no vocal report from my crew.
I uninstalled ASK and it started working again. You may wish to look into this.
Thanks, I am aware of it. Will fix up a 2.0 soon.
Thanks, I am aware of it. Will fix up a 2.0 soon.
I was going to dabble with fixing it myself and noticed that there are in fact two entries in command.cfg that relate to depth under keel. One at [Cmd130] and the other at [Cmd260].
The entries I see in your mod file seem okay to me but I've only just started figuring out the syntax in the commands.cfg file. I'll hold off for your update as you appear to be more experienced at it than me :)
Quite why it's left to helpful people like you to create a mod to fix the shoddy situation with unassigned keys in SH5 is beyond me. The majority of quality PC games on the market that feature complex control commands have built-in features in their Options menu for customising keyboard controls. It's amazing the Devs have not bothered to implement this common feature :o
All fixed up, depth under keel works with the UI and the hotkey.
Added a few more keys as well in 2.0 - see the OP
E.Dahlbeck
05-24-10, 10:56 AM
Is the "New command key list for version 2.0" the current complete list or do I need to combine it with older lists to see all available commands?
By the way, what is the "OP"?
kylania
05-24-10, 11:03 AM
OP = Original Post or First Post in the Thread.
Sometimes referring to Original Poster, the person who started the thread.
Is the "New command key list for version 2.0" the current complete list or do I need to combine it with older lists to see all available commands?
By the way, what is the "OP"?
Hi, the list in the original post are the only commands that have been added or removed. So that is the current list of keys you can use, you do not need to add any of the old defunct keys.
SashaKA001
05-24-10, 02:41 PM
The Lord PLS suggest as on push buttons instead of by the mouse it will be immersed or to float up on one metre or not as, a situation such will admit I on a shallow water and it is necessary to manoeuvre to float up or will be immersed on one metre. PLS
The Lord PLS suggest as on push buttons instead of by the mouse it will be immersed or to float up on one metre or not as, a situation such will admit I on a shallow water and it is necessary to manoeuvre to float up or will be immersed on one metre. PLS
Hi, you are suggesting that you can use a key to control your depth in one meter increments? I like that idea, interesting comment if thats what you are getting at.
SashaKA001
05-25-10, 06:18 AM
Hi, you are suggesting that you can use a key to control your depth in one meter increments? I like that idea, interesting comment if thats what you are getting at.
да да да, но как это сделать?
глубже на один метр, всплыть на один метр.
И все.
Yes yes yes, but how it to make?:damn::damn::damn:
More deeply:down: on one metre to float up:up: on one metre.
And all.:ping:
Excuse for my English:woot:
TheDarkWraith
05-25-10, 06:58 AM
да да да, но как это сделать?
глубже на один метр, всплыть на один метр.
И все.
Yes yes yes, but how it to make?:damn::damn::damn:
More deeply:down: on one metre to float up:up: on one metre.
And all.:ping:
Excuse for my English:woot:
can be done but you'll need to script it to make it work :yep:
How to change buttons functions in this mod? I'd like to use arrows for walking.
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!
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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/downloads.php?do=file&id=1561
marleymen
04-08-11, 03:30 PM
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/downloads.php?do=file&id=1561
Thanks for your new work, ddrgn. You´re a talented modder. I want to ask you if this mod is compatible with TDW UI.
I want to play with TDW UI and DBSM sounds. Can I use your mod with both them?
Thanks in advance.
PS. Also I would like to know if you can edit "Keyboard binds" and "Keyboard binds shift" DDS files to know better the hotkeys pressing F1. I´m not very good with Photoshop and never edited a DDS file. I hope someone could help you with that, probably Church.
Fully compatible with NewUI's and DBSM.........
Advanced Shift Keys Updated to v2.3 (April 16. 2011)
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Advanced Shift Keys 2.3
Updated April 16, 2011
Command keys supporting the NewUI's, Ui-Boat and DBSM
Credit to TDW, Reaper7 and Stormfly!
--------------------
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 2.3
-Added additional support for Ui-Boat; "Original" is Ui-Boat commands with support for the DBSM commands, "Merged" is DBSM and Ui-Boats commands.cfg combined; Merged is a compatible version that mixes but not crosses over DBSM or Ui-Boats commands
-Packed in ASK 2.1 for users who prefer this version
*Note: Install Original or Merged After DBSM and Ui-Boat
--------------------
DOWNLOAD HERE: http://www.subsim.com/radioroom/down...o=file&id=1561 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1561)
You have no image support for pressing F1, so we can see whats what?
sirbum69
04-16-11, 12:24 PM
i think he said at one point hes going to do a .dds file so that he can do that...
You have no image support for pressing F1, so we can see whats what?
No I haven't added that yet.... Will add it next version.....
Magic1111
04-16-11, 02:26 PM
Will add it next version.....
Yes, please......!!!! ;)
bobgold
09-30-11, 06:40 AM
Excuse me if theres another way of doing this but is it possible to make a keybinding to "Report nearest sound contact" ? Where you get hydrophone report "Nearest sound contact: Moving slow! closing! bearing xx! long range!"
I saw a tutorial on the 4 bearings method and he had it on the Z key but that doesnt work for me. Im also unfortunately using the steam version currently..
Thanks for any help!
lonewulph
11-10-11, 11:43 AM
No I haven't added that yet.... Will add it next version.....
Thank you sir for your work on this.
Is the F1 support available somewhere yet, or is there at least a printable list of all the commands or does the readme in the latest version list all of them?
Maki4444
12-26-11, 04:58 PM
Ahoy everybody!!
I have a quick question concerning the advanced shift keys mod.
In what units of measure is the SHIFT+C - Range to target calculated??
TheDarkWraith
12-26-11, 05:00 PM
Ahoy everybody!!
I have a quick question concerning the advanced shift keys mod.
In what units of measure is the SHIFT+C - Range to target calculated??
Should be units you selected in game options
Maki4444
12-26-11, 05:13 PM
Should be units you selected in game options
The problem is I have a single ship in sight, I use SHIFT - P (nearest visual contact), the XO says: nearest visual contact is ex. 8800 meters.
Then I target the contact with the UZO or Periscope, press SHIFT - C (estimated range to contact) and it throws out a number 4030 (just for example)
I tried converting this number into meters, thinking it was yards, but I don't get the same number, I have tried calculating a ratio, but the ratio constantly changes.
iron-igb
06-17-12, 01:37 PM
thx!!!
Guys, any way to bind a command to mouse button 4-5, or middle? For example, I'd like to bind mouse key 4 to increment time compress, or shift+mouse4 for max time compress. How can I do this?
Magic1111
08-09-12, 05:33 AM
thx!!!
Guys, any way to bind a command to mouse button 4-5, or middle? For example, I'd like to bind mouse key 4 to increment time compress, or shift+mouse4 for max time compress. How can I do this?
:sunny::sunny:Welcome aboard both!!:sunny::sunny:
TheDarkWraith
08-09-12, 07:16 AM
Guys, any way to bind a command to mouse button 4-5, or middle? For example, I'd like to bind mouse key 4 to increment time compress, or shift+mouse4 for max time compress. How can I do this?
Currently you can't. My TDWMouse.dll file in my UIs mod would allow something like this but I would have to enable it first (the only buttons enabled currently are left, right, and mousewheel)
Currently you can't. My TDWMouse.dll file in my UIs mod would allow something like this but I would have to enable it first (the only buttons enabled currently are left, right, and mousewheel)
It would be very cool IMO if we can set timings with extra mouse buttons (if have of course) and - let's say - with shift for max/min time comp. There are several situation when you do things only with mouse and you have to set time compress more frequent. Note us please if your .dll can do this job and we CAN set this in commands config file.
salamanderrake
09-30-12, 12:21 PM
Is there any way to modify the the F1 help menu to reflect the changes to the shift commands. Im asking because it would be nice to look at the keys while in game.
postalbyke
01-10-13, 07:53 PM
Just got SH5 to work on my dinosaur, this mod is a G_dsend! Thank you for your hard work.
As an SH3 player, though I have to wonder, I used the SH3 keyboard remapper on my SH4 install, and it worked swimmingly! I was wondering if that program might make your job easier? Or even other people here able to make their own keyboard mods!
Lemme find the link...Okay no link forthcoming, except the one in subsim SH3 downloads under GWXSetkeys, but that should do the trick.
When I'm not on mission, I'll see if it works at all. (The name of the program is Setkeys)
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