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View Full Version : Open torpedo doors?


Kumando
03-05-10, 11:10 PM
Is not possible anymore?

Orffen
03-06-10, 01:01 AM
I believe the doors open once you have a ship locked, because if you switch tubes you get the "Closing tube doors" acknowledgement.

ddrgn
03-06-10, 01:16 AM
hit "/" to toggle open/close tubes

The problem is the commands are reversed. Easily fixed by finding the text your officer spits out in the message box

Webster
03-06-10, 02:19 AM
ya you can close em but they open automatic so you dont need to think about them.


im sure a mod will fix that soon, another arcade feature bites the dust :O:

Georg_Unterberg
03-06-10, 07:59 AM
hit "/" to toggle open/close tubes

The problem is the commands are reversed. Easily fixed by finding the text your officer spits out in the message box

where is the file with the text?
It's annoying to get "tube closed" message when it's opened instead.

ddrgn
03-06-10, 03:02 PM
where is the file with the text?
It's annoying to get "tube closed" message when it's opened instead.

I tried tinkering with it last night with no luck, have a look:

C:\Ubisoft\Silent Hunter 5\data\Cfg\MessageWE.cfg (yours may be different, i edited min)

hehe if you can copy yours here, as i forgot to make a backup before editing it

[Msg7]
MsgId=7
Priority=2
Timeout=30
Param0=2
MsgOgg0_0=MC_CR_SO_44;Closing Tube
MsgOgg0_1=MC_CR_SO_43;Flooding Tube
Param1=1
MsgOgg1_0=0;Number
Param2=2
MsgOgg2_0=MC_CR_SO_43B;english - nothing / german - <something>
MsgOgg2_1=MC_CR_SO_44B;english - nothing / german - wird geschlossen

Georg_Unterberg
03-06-10, 08:29 PM
Thanks for pointing the way. Here you go with the original Message_WE.cfg:

;Firing Tube #!
;Tube %d, los!
[Msg0]
MsgId=0
Priority=2
Timeout=5
Param0=2
MsgOgg0_0=MC_CR_SO_30_B;Firing Tube #!
MsgOgg0_1=MC_CR_SO_30_A;Tube #, #Los!# Will be moved in another ogg.
Param1=1
MsgOgg1_0=0;Number
Param2=2
MsgOgg2_0=MC_CR_SO_30_A2;Los!
MsgOgg2_1=;Nothing after Firing Tube #!.


[Msg1]
MsgId=1
Priority=2
Timeout=5
Param0=2
MsgOgg0_0=MC_CR_SO_31_A;Tube loading, Sir!
MsgOgg0_1=MC_CR_SO_31_B;Tube still loading!


[Msg2]
MsgId=2
Priority=2
Timeout=5
Param0=1
MsgOgg0_0=MC_CR_SO_35;Tube...
Param1=1
MsgOgg1_0=0;Number
Param2=1
MsgOgg2_0=MC_CR_SO_35B;loading!


[Msg3]
MsgId=3
Priority=2
Timeout=20
Param0=2
MsgOgg0_0=MC_CR_SO_34;Tube %d #ready!# Will be moved in another ogg.
MsgOgg0_1=MC_CR_SO_40;Tube # loaded and ready to fire
Param1=1
MsgOgg1_0=0;Number
Param2=2
MsgOgg2_0=MC_CR_SO_34B;TODO add sound for ready!
MsgOgg2_1=MC_CR_SO_40B;TODO add sound for loaded and ready to fire

;Tube empty, Sir!
;Tube %d empty
[Msg4]
MsgId=4
Priority=2
Timeout=20
Param0=2
MsgOgg0_0=MC_CR_SO_32;Tube empty, Sir!
MsgOgg0_1=MC_CR_SO_36;Tube%d.
Param1=2
MsgOgg1_0=0;Number
MsgOgg1_1=;Nothing
Param2=2
MsgOgg2_0=MC_CR_SO_36B;empty Will be moved in another ogg.
MsgOgg2_1=;Nothing


;Captain, that tube is not operational!
[Msg5]
MsgId=5
Priority=2
Timeout=20
Param0=1
MsgOgg0_0=MC_CR_SO_33


[Msg6]
MsgId=6
Priority=2
Timeout=30
Param0=1
MsgOgg0_0=MC_CR_SO_39;Torpedo depth set to
Param1=1
MsgOgg1_0=0;Number
Param2=2
MsgOgg2_0=MC_CR_SO_39B;Meters
MsgOgg2_1=;Feet


[Msg7]
MsgId=7
Priority=2
Timeout=30
Param0=2
MsgOgg0_0=MC_CR_SO_43;Flooding tube
MsgOgg0_1=MC_CR_SO_44;Closing tube
Param1=1
MsgOgg1_0=0;Number
Param2=2
MsgOgg2_0=MC_CR_SO_43B;english - nothing / german - <something>
MsgOgg2_1=MC_CR_SO_44B;english - nothing / german - wird geschlossen


;Torpedo tube # is damaged!
[Msg8]
MsgId=8
Priority=2
Timeout=20
Param0=1
MsgOgg0_0=MC_CR_SO_47; Torpedo tube...
Param1=1
MsgOgg1_0=0;Number
Param2=1
MsgOgg2_0=MC_CR_SO_47B; ...is damaged

;Torpedo tube # repaired!
[Msg9]
MsgId=9
Priority=2
Timeout=20
Param0=1
MsgOgg0_0=MC_CR_SO_50; Torpedo tube...
Param1=1
MsgOgg1_0=0;Number
Param2=1
MsgOgg2_0=MC_CR_SO_50B; ...repaired!

eatmafish
09-29-10, 12:13 AM
Thanks for pointing the way. Here you go with the original Message_WE.cfg:

;Firing Tube #!
;Tube %d, los!
[Msg0]
MsgId=0
Priority=2
Timeout=5
Param0=2
MsgOgg0_0=MC_CR_SO_30_B;Firing Tube #!
MsgOgg0_1=MC_CR_SO_30_A;Tube #, #Los!# Will be moved in another ogg.
Param1=1
MsgOgg1_0=0;Number
Param2=2
MsgOgg2_0=MC_CR_SO_30_A2;Los!
MsgOgg2_1=;Nothing after Firing Tube #!.


For this one, MC_CR_SO_30_B is universal for all torpedo tubes i think. If I want to play a different sound file corresponding to each given tube, for example, play MC_CR_SO_30_B for when firing tube 1, play MC_CR_SO_31_B when firing tube 2 and so forth... how can we make it work?

thanks~ :salute: