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View Full Version : Crash Dive time and set_depth problem with MightyFine Crew Mod solved!


Rubini
02-28-12, 03:01 AM
UPDATE 13/03/2012:
Version 1.3b is ready.
Links updated below.
Read the readme please!


From the readme of the mod:

Update 13/03/2012
Version 1.3b

- This version is for SDBSM AND non SDBSM users! (no more separated versions)
- Thanks to Stormfly that tested, added and adjusted the sounds!
- all new sounds included.
- all the below instructions on how to install and usage are untouched

=========================================
03/03/2012
=========================================
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a - my first tiny mod for Sh5
=========================================
For TDW UI and MFCM/MCCD users only for now
SDBSM compatible version available
=========================================
What is fixed/added?

1.Crash dive time now uses the dive time, which have some seconds more, allowing the crew goes inside boat before it goes under water.

2.The command set_depth is now free, what means that you now can click on the depth meter dial to adjust your depth anytime.

3.All crew dialogs, spoke and animations from crash dive are preserved.

4. Two new commands attached to crew behaviour: one wil put your crew below deck, the other will bring them back up deck (no dive or surface command used). Usefull as a realistic pre-dive routine or a workaround for that times where your crew just insist in stay up or below deck. The command to put crew up deck only works when surfaced, as it must be.

5. An short automation script to deck awash. Can be used any time, anywhere.
(you will find it under "Maneuvers" on TDW automation window)

=========================================
What you need?

- NewUIs_TDC_6_9_0_ByTheDarkWraith
- MFCM 1.2.1 & MCCD 1.04 MFCM compatible
- SDBSM for the optional compatible version

=========================================
What installation order? (showing only mods that matter)

....
NewUIs_TDC_6_9_0_ByTheDarkWraith (Iīm using SH3 dials, but I think that donīt matters)
....
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Stock faces
MightyFine Less Annoying Footsteps 1.0
MCCD_1.04_MFCM_1.2.1_compatible
....
(Stormys DBSM SH5 v1.3 Basemod) <== for the SDBSM compatible version
....
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a<== install this mod as your last mod

(Overwrite any file asked by JSGME - MFCM original crash dive workaround isnīt more necessary)

=========================================
What files it changes/uses:

==> Page layout.py (one new command was added (Rescue_Survivors) to the the crash dive button and itīs sequence was altered - nothing more was changed. This is necessary to have all the crash dive sequence corrected)

==> crew_commands.txt, standard ones with MCCD modifications and the new commands description

==> Rescue_Survivors.aix, WP_Target_recommended.aix and WP_Take_photo.aix commands were added (a trick to have new commands that probably arenīt used by the game but are read by it)

==> corrected all depth/surface commands scripts on Crew\AI; must make all the UI more stable now.

==> Deck awash.sha added to the automation (you will find it under "Maneuvers" on TDW automation window)

==> Commands.cfg from SDBSM and menu.txt (see below for adaption for others users):

If you donīt want to use the inside commands.cfg and menu.txt, be sure to check the follow:

Changes on commands.cfg:
-Be sure that these below commands match the follow:
(the F/shift+F can be modified, just be sure that are no double use)

[Cmd342]
Name=WP_Target_recommended
Key0=0x46,s,"F"
Contexts=1
HasDelayedExecution=Yes

[Cmd350]
Name=WP_Take_photo
Key0=0x46,,"F"
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Weapon,normal_dive_command

[Cmd352]
Name=Rescue_Survivors
Contexts=1
HasDelayedExecution=Yes

Changes on menu.txt:
-Make these changes:

;4530=Cannot recommend target!
4530=Watch crew ready to duty, sir!

=========================================
How to use this mod?

- After the correct installation the new crash dive will be triggered by the TDW UI crash dive button or TDW UI crash dive key. The standard crash dive key (commands.cfg) will not work correctly (but will not break your game too).

- The F and shift+F keys (you always can change these default keys) will call crew below deck/crew up deck new scripts. Use them for as a pre-dive command or as an workaround when your crew is stopped somewhere.

- Use the automation window to assign a key on the fly for deck awash maneuver.

- a modification on set_depth.aix script will put the crew below deck when you click on dial and the boat is surfaced. For deck awash setted by DIAL click (not the automation) the crew will then, go below (uses the new "shift+F" command to bring them up again!). If you donīt like this behaviour just rename or delete the set_detph.aix from the mod.

=========================================
Problems?

- The deck up hatch can stay closed when you use the deck awash and the player is below deck even if the boat is yet surfaced (a stock bug). If you are trapped below, just use teleport to deck using "avatar" command.

- That "Cannot dive! Crew yet on deck" default sh5 behaviour isnīt fixed. You yet needs to go, walking or teleporting, to below deck before any depth command is accomplished.

=========================================
Credits:

- TDW for itīs incrideble UI and automation
- MFCM and MCCD team for their great addition to the game feel and crew interation.
- Stormfly for the awesome SDBSM sound mod.

=========================================
Any feedback is welcome!
Good hunt!

Rubini.



Last version:
download v13b for all:
http://www.mediafire.com/?78dfv2z174b1n68 (http://www.mediafire.com/?78dfv2z174b1n68)





=======================================
Original first post:

Hi guys,

Iīm trying Sh5 the last 15 days...digged deep, read a lot and as the majority of us here, have now a lot, but a lot of mods installed.:DL

Then, my first tiny mod/fix arrived. I liked very much MFCC and TDW UI among others. MFCC have an unsolved problem related with the quicky (and irrealistic) stock crash dive time...the crew is still there and your sub is already under water.

As a bypass the MFCC team made a fix but it then makes the set_depth command unusable - if you try a deck awashed for example you will end calling a crash dive. Also the crew yet have not enough time to go below before the sub enters water.

But, no more. I found a way to have all things sorted: major (few seconds) crash dive time, enough to the crew go below deck, and the set_depth command is free again!

Itīs very late here , I will post the mod/fix tomorrow.
PS: this fix only works with TDW UI.

Cheers!

misha1967
02-28-12, 04:38 AM
I'll be awaiting it.

My current problem is that I have to issue the same order numerous times to get the silly crew to do it, not that they're doing it too quickly. Last crash dive I almost got sunk by a couple of Tommy planes because they didn't actually dive until I ordered the crash dive the second time, whereas they did it just perfect earlier in the same patrol. Sure, they went through their "alarm, alarm!" and went to flank just like the first time, but they never seemed to get to the point where they actually dived.

I can work around it, I just have to hit the C key a bunch of times, but I'd love to see a fix for it so they got the message the first time around. :)

Magic1111
02-28-12, 05:46 AM
Itīs very late here , I will post the mod/fix tomorrow.

Hi Rubini!

Iīm looking forward...! :yeah:

Rubini
02-28-12, 08:52 AM
Uploading...

Rongel
02-28-12, 09:17 AM
Nice to see you modding SH 5 Rubini!

My current problem is that I have to issue the same order numerous times to get the silly crew to do it, not that they're doing it too quickly. Last crash dive I almost got sunk by a couple of Tommy planes because they didn't actually dive until I ordered the crash dive the second time, whereas they did it just perfect earlier in the same patrol. Sure, they went through their "alarm, alarm!" and went to flank just like the first time, but they never seemed to get to the point where they actually dived.
I seem to have this same problem, not sure if it's connected MFCM. First time it works, but soon after I need to repeat the orders.

Anyway, so this is a start for a wonderful career of SH 5 modding, right? We need talented modders here :D :yeah:

Rubini
02-28-12, 10:17 AM
Nice to see you modding SH 5 Rubini!

I seem to have this same problem, not sure if it's connected MFCM. First time it works, but soon after I need to repeat the orders.

Anyway, so this is a start for a wonderful career of SH 5 modding, right? We need talented modders here :D :yeah:
Thanks Rongel,

Yes, Iīm addicted by SH5 beauty and "new subsim world" ...let see if it will last long (I mean, lets see if I will not give up by the amount of glitches and bugs that yet prague this beautiful game...but the start is going ok!:DL)

@ First post updated with link.
Try first with a single mission...it works for me between patrol , but who knows...

Rubini
02-28-12, 10:24 AM
Can a moderator change the thread title with the [REL] prefixe?
Thanks!

Ablemaster
02-28-12, 04:26 PM
Will be trying this out shortly, would be a nice fix for an annoying bug, hope it works, will be following this thread and checking feedback, thanks for this, nice one.

pedrobas
02-28-12, 05:22 PM
Thanks Rubini, going to test it with MMM, to see if there is any problem. Iīll report back. :up:

Magic1111
02-29-12, 04:50 AM
@ Rubini: Thx for the MOD! :yeah:

@ pedrobas: When your test is finished and there are no problems with MMM, can you included the MOD in v0.3 please?

Best regards,
Magic:salute:

pedrobas
02-29-12, 05:16 AM
@ Rubini: Thx for the MOD! :yeah:

@ pedrobas: When your test is finished and there are no problems with MMM, can you included the MOD in v0.3 please?

Best regards,
Magic:salute:
Thatīs the idea :up:

Magic1111
02-29-12, 05:32 AM
Thatīs the idea :up:

Yes, I think so too! :yep::yeah:

Rubini
02-29-12, 08:17 AM
I already have a version 1.1 with really great crash dive sounds (also new sounds for all dive commands).

ALAAAARME!" followed by that ring and others sounds,like old SH3 ones, for crash_dive

"German spoking DIVE!" folowed by others sounds, for dive

"PERISCOPE depth or SNORCHEL depth" followed by others sounds respectively.

So,no more that ring, than the rushed crash dive. Crash dive really rushed even when at external view.
Real old SH3 fashioned dive sounds.

But I have a question: we already have a sound mod for the above?

pedrobas
02-29-12, 10:40 AM
I already have a version 1.1 with really great crash dive sounds (also new sounds for all dive commands).

ALAAAARME!" followed by that ring and others sounds,like old SH3 ones, for crash_dive

"German spoking DIVE!" folowed by others sounds, for dive

"PERISCOPE depth or SNORCHEL depth" followed by others sounds respectively.

So,no more that ring, than the rushed crash dive. Crash dive really rushed even when at external view.
Real old SH3 fashioned dive sounds.

But I have a question: we already have a sound mod for the above?

Stormy`s DBSM collection SH5 has everything: http://www.subsim.com/radioroom/showthread.php?t=164552

:salute:

Rubini
02-29-12, 12:17 PM
Stormy`s DBSM collection SH5 has everything: http://www.subsim.com/radioroom/showthread.php?t=164552

:salute:
Thanks pedrobas!
Iīm a bit slow in test all this big amount of mods that we have here!:DL
Just checked SDBSM and itīs really great.
I will make a version compatible with SDBSM.
If you have problems in integrate this tiny mod on MMM i can help you:up:

Stormfly
02-29-12, 06:53 PM
Thanks pedrobas!
Iīm a bit slow in test all this big amount of mods that we have here!:DL
Just checked SDBSM and itīs really great.
I will make a version compatible with SDBSM.
If you have problems in integrate this tiny mod on MMM i can help you:up:

Hi Rubini,

nice to see you here !

...you are about to solve a big problem, also with the unrealistic fast dive times and missing crew predive action sounds.

well, with SDBSM and a normal dive i use a special keyb. command i press from time to time to play a fitting pre dive action crew sound, the "F" key. this command is doing nothing but playing a sound sample which is fitting for this "normal dive precondition crew sounds". you may also use this sound sample to be played automaticaly for your mod.

i am shure you recognize that parts of SDBSM`s dive and crashdive sounds from surface are triggered using the crew ai scripts, which enable them to be played in a different way, enables to play longer and partly in 3d.

the present samples are more or less timed correctly for the present dive behavior, it may be that a longer dive time enables playing longer or more samples, plz take care of a fitting timing for playback :arrgh!:

Rubini
02-29-12, 10:25 PM
Hi Rubini,

nice to see you here !

...you are about to solve a big problem, also with the unrealistic fast dive times and missing crew predive action sounds.

well, with SDBSM and a normal dive i use a special keyb. command i press from time to time to play a fitting pre dive action crew sound, the "F" key. this command is doing nothing but playing a sound sample which is fitting for this "normal dive precondition crew sounds". you may also use this sound sample to be played automaticaly for your mod.

i am shure you recognize that parts of SDBSM`s dive and crashdive sounds from surface are triggered using the crew ai scripts, which enable them to be played in a different way, enables to play longer and partly in 3d.

the present samples are more or less timed correctly for the present dive behavior, it may be that a longer dive time enables playing longer or more samples, plz take care of a fitting timing for playback :arrgh!:
Hi mate,

I just upload version 1.1 that have a SDBSM compatible version, works like a charm. Anyway, please test it if you have the time and desire and if you have any suggestion about the timming of the sounds let me kown.

Anyhow, I guess that it is already very good as it is (I donīt changed anything about sound timming, just cut and copy on the new workaround Rescue_Survivors command). In truth, Rescue_ survivors can be interpreted as "rescue trapped crew" inside the sinking deck!:DL:rotfl2: Itīs exactly this that it makes!

Install it as your last mod, itīs absolutelly safe.

Rubini
02-29-12, 11:32 PM
well, with SDBSM and a normal dive i use a special keyb. command i press from time to time to play a fitting pre dive action crew sound, the "F" key. this command is doing nothing but playing a sound sample which is fitting for this "normal dive precondition crew sounds". you may also use this sound sample to be played automaticaly for your mod.



Just now i saw that this "F" key is exactly hooked to the Rescue_Survivors command on SDBSM!!:o So, as it is know you will have more things, even your crew will go bellow when you press "F". Hummm...perhaps some tweak will be needed to maintain your proposal with "F" key. Do you know if we have another command disposable (I mean, read by the game but not used)?

misha1967
03-01-12, 12:48 AM
Hey, Rubini: Regarding the crash dive workaround that is no longer needed, does your mod disable the problems with the set_depth that it caused so that if I enable your mod I won't have to disable the workaround right away?

I'm asking because the crash dive workaround is pretty early in my mod soup and it would take a bit for me to disable/re-enable all of the mods that come after, some of which are quite big. If I have to, I will, but if I can avoid it for now, I'd rather put it off until the next time I do a major rework of my soup. :DL

pedrobas
03-01-12, 05:38 AM
Hi mate,

I just upload version 1.1 that have a SDBSM compatible version, works like a charm. Anyway, please test it if you have the time and desire and if you have any suggestion about the timming of the sounds let me kown.

Testing it now with MMM v0.3, going ok for the moment. More feedback later.
:salute:

Rubini
03-01-12, 07:27 AM
Hey, Rubini: Regarding the crash dive workaround that is no longer needed, does your mod disable the problems with the set_depth that it caused so that if I enable your mod I won't have to disable the workaround right away?

I'm asking because the crash dive workaround is pretty early in my mod soup and it would take a bit for me to disable/re-enable all of the mods that come after, some of which are quite big. If I have to, I will, but if I can avoid it for now, I'd rather put it off until the next time I do a major rework of my soup. :DL
Yes you can and must install it for last without disable anything.This mod overwrite the entire "MFCM crash dive workaround", so isn't necessary to disable it.
And yes, your set_depth will work again, this was one of the goals of this mod.:up:

Stormfly
03-01-12, 10:07 AM
Just now i saw that this "F" key is exactly hooked to the Rescue_Survivors command on SDBSM!!:o So, as it is know you will have more things, even your crew will go bellow when you press "F". Hummm...perhaps some tweak will be needed to maintain your proposal with "F" key. Do you know if we have another command disposable (I mean, read by the game but not used)?

you say that if i press my "F" key with your mod enabled, the crew will leave the bridge, before the dive procedure is activated ?

...mam, if i understand it right than this is a real improvement ! :sunny:

ok ithink i got it now, atm the "F" key trigger both, my precondition sounds and a crash dive, so what we need is a additional unused SH3/4 command for the normal old "D" dive command to also have this normal dive command better working, together with a altered precondition sound for a normal dive.

...you can experiment with the "WP_Take_photo" command, it is used very very rare and plays a "fast ride on surface intercepting a convoy" sound sample with SDBSM atm "SHIFT S" key.

...the "Rescue Survivirs" command is an old SH4 left over (rescue own shot down pilots) and is not used in SH5 but still aviable for free use.

Rubini
03-01-12, 01:30 PM
you say that if i press my "F" key with your mod enabled, the crew will leave the bridge, before the dive procedure is activated ?

...mam, if i understand it right than this is a real improvement ! :sunny:

ok ithink i got it now, atm the "F" key trigger both, my precondition sounds and a crash dive, so what we need is a additional unused SH3/4 command for the normal old "D" dive command to also have this normal dive command better working, together with a altered precondition sound for a normal dive.

...you can experiment with the "WP_Take_photo" command, it is used very very rare and plays a "fast ride on surface intercepting a convoy" sound sample with SDBSM atm "SHIFT S" key.

...the "Rescue Survivirs" command is an old SH4 left over (rescue own shot down pilots) and is not used in SH5 but still aviable for free use.
Yes, as it is now, if you use my mod with SDBSM keyboard commands, "F" key will trigger a "go below deck crew with some dialogs and sounds" used on crash_dive - but it will not dive neither go ahead flank in true.

So, the "WP_Take_photo" is only used to play a sound on SDBSM or is it used in some mission by SH5?

In my lunch hour today I also noticed that we yet have one more odd bug MFCM related: when you manually set a depth on the dial, if its submerge, the crew will not be triggered to go down until the boat is below 10m or more. So, immersion killer behave again (stock MFCM behave). To get rid of this bug we need to write some script on set_depth command - but the problem is that we don't know if the player set it to up or down, so stock SH5 and MFCM don't have any special crew script for set_depth - this is why the crew don't moves below in time. I'm already thinking on how to solve it...need to make some questions to the script experts here...:hmmm:

Stormfly
03-01-12, 02:34 PM
Yes, as it is now, if you use my mod with SDBSM keyboard commands, "F" key will trigger a "go below deck crew with some dialogs and sounds" used on crash_dive - but it will not dive neither go ahead flank in true.

So, the "WP_Take_photo" is only used to play a sound on SDBSM or is it used in some mission by SH5?

In my lunch hour today I also noticed that we yet have one more odd bug MFCM related: when you manually set a depth on the dial, if its submerge, the crew will not be triggered to go down until the boat is below 10m or more. So, immersion killer behave again (stock MFCM behave). To get rid of this bug we need to write some script on set_depth command - but the problem is that we don't know if the player set it to up or down, so stock SH5 and MFCM don't have any special crew script for set_depth - this is why the crew don't moves below in time. I'm already thinking on how to solve it...need to make some questions to the script experts here...:hmmm:

nice to have but ithink isnt much important atm, because the initial dive command should always be used with the crash dive or normal dive command "D". In reality this was the same, there was first a std dive command and later a precise dept order.

i am testing your mod atm... ive set the crash dive key to "C" in TDW options file so i dont loose any routine i am used to, using no teleport option together with a 2 seconds teleport delay (which is also responsible for the dive and sound delay). (i dont like to much long pauses without sounds, the original value was 20 seconds)

its working very well, but i like to give the "F" key prediving order from the bridge, which is executed fine by the crew. they climb down the ladder so iam able to follow them, closing the hatch manualy and give the dive or crash dive order after that then.

The only bad thing is while they climb down, there is the flooding sound played, which will played again by giving the final dive or crash dive command.

Solution could be a seperate "F" key script which tells the crew do go down, but without playing my flooding sounds, maybe triggered with the "take photo trigger". As the boat wont dive then because youre still on the bridge, you can give the final dive command after closing tha cunning hatch using the "rescue survivor" trigger.

Rubini
03-01-12, 03:29 PM
nice to have but ithink isnt much important atm, because the initial dive command should always be used with the crash dive or normal dive command "D". In reality this was the same, there was first a std dive command and later a precise dept order.

i am testing your mod atm... ive set the crash dive key to "C" in TDW options file so i dont loose any routine i am used to, using no teleport option together with a 2 seconds teleport delay (which is also responsible for the dive and sound delay). (i dont like to much long pauses without sounds, the original value was 20 seconds)

its working very well, but i like to give the "F" key prediving order from the bridge, which is executed fine by the crew. they climb down the ladder so iam able to follow them, closing the hatch manualy and give the dive or crash dive order after that then.

The only bad thing is while they climb down, there is the flooding sound played, which will played again by giving the final dive or crash dive command.

Solution could be a seperate "F" key script which tells the crew do go down, but without playing my flooding sounds, maybe triggered with the "take photo trigger". As the boat wont dive then because youre still on the bridge, you can give the final dive command after closing tha cunning hatch using the "rescue survivor" trigger.

Is easy to make any type of crew movement (that the game allows to), I can easily attached it to any unused command. As I understood you want to have only that small sound (from "F" key on standart SDBSM) added to the crew going below deck. I will make it using then the "take photo" command, just resend the "F" key to it and add/adjust the sound that you want. I will make the crew go below without any other sound.
If you have time, please try to discouver another more command that isn't used by the game. We can then make more useful things with it.:03:

Stormfly
03-01-12, 05:42 PM
I will make the crew go below without any other sound

hmm, wait... i will create a sound which will play instead of the flooding sound then (maybe SOUND/SPEECH/SDBSMC/prediving.ogg). just replace the responsible flooding sound entry with this new one for the "F" key script, so we will have the "F" key "Einsteigen Befehl / get in order" followed / mixed in by another fitting pre diving sound sample playing in 3d from another direction (additional crew rambling / movement and so on).

misha1967
03-01-12, 06:20 PM
go into the mod enabler and click on tasks\save mod profile . When its saved go to place its saved to and using notepad delete that mod from the list . go back into mod enabler and click on tasks\load mod profile . it will auto load whatever list of mods is on the save file .Its called a MEP file

Brilliant, Sober!, that's what I get for never reading the documentation all the way through :DL Seriously, though, that is going to make loading and modifying mod soups a whole lot easier.

I would still have to unload the old soup first before loading the .MEP though, wouldn't I?

Oh, and another question: Can I edit that .MEP file to change the order and even add new mods to the list (providing, of course, that I have said new mod in the MODS folder and that I use the exact name of it in the .MEP file)? Also, when we individually load mods that overwrite previous mods, JSGME will pop up a dialog asking if we want to continue. Will loading the .MEP skip this step? Because if that's the case, then reloading your entire soup is as easy as hitting "load" for the .MEP and go have a pot of coffee while they all load.

Thanks again! :salute:

And thanks for the answer, Rubini! That means I can add your mod immediately rather than wait for my next trip to the bunker. Of course, I'll want to unload the "crash dive workaround" eventually, no point in adding a mod that will only be overwritten completely by a later one, but at least I can put it off until I'm revamping the entire soup anyway. :DL

Rubini
03-01-12, 06:35 PM
hmm, wait... i will create a sound which will play instead of the flooding sound then (maybe SOUND/SPEECH/SDBSMC/prediving.ogg). just replace the responsible flooding sound entry with this new one for the "F" key script, so we will have the "F" key "Einsteigen Befehl / get in order" followed / mixed in by another fitting pre diving sound sample playing in 3d from another direction (additional crew rambling / movement and so on).
Hi mate,

Good News!
Just finished two new commands. Now pressing "F" will put your crew below, pressing "shift+F" will bring them back up to the deck. Both only work when surfaced, all movements working, itīs good to see the action over and under deck! This means that we really can do a lot of new movements attached to key binds. For now we have 3 working commands. We just need more free commands to put our imagination to work!:up:

Do you want this version to test? All is working, even the crash dive fix.

Edited: send me the new sounds for go below deck and for go up to deck, i will hooked them.

Rubini
03-01-12, 07:27 PM
ok, here a link for SDBSM compatible version update.
http://www.mediafire.com/?5dx8habozbbkapn

=================================
Update 1.2 for SDBSM version 01/03/2012
- added 2 new commands to put the crew below deck and to bring them up deck back without any triggered dive or surface command.
- added synchro sound for the above
- added key binds commands for them (F and SHIFT+F respectively) on SDBSMīs commands.cfg
- just work when surfaced
- you can see the action/sound from deck or below it too
==================================

I also found some script errors here and there (not mine), will take a complete revision of the crew AI commands and will update later. The above is totally working, but is a beta now because a new window oppened with these changes, we will have more goods to come.:up:

Stormfly
03-01-12, 07:30 PM
Hi mate,

Good News!
Just finished two new commands. Now pressing "F" will put your crew below, pressing "shift+F" will bring them back up to the deck. Both only work when surfaced, all movements working, itīs good to see the action over and under deck! This means that we really can do a lot of new movements attached to key binds. For now we have 3 working commands. We just need more free commands to put our imagination to work!:up:

Do you want this version to test? All is working, even the crash dive fix.

Edited: send me the new sounds for go below deck and for go up to deck, i will hooked them.

ohh, do you used the "take photo" command for bringing them back to deck ?
...if so, this would waste a command because the "surface the sub" command would do the same. i thought you would need the take photo command for seperating the "go below deck" command, followed by the "fixed crash dive command"

i have 2 new sounds ready, 1 altered for flooding with additional crew flooding commands repeated, and a new / altered for go below deck with additional crew to diving stations repeatings.

misha1967
03-01-12, 07:35 PM
Won't using the "take photo" command mess up the campaign since you, as far as I understand, need that one to complete, for instance, the recon mission to Narvik?

Stormfly
03-01-12, 07:46 PM
Won't using the "take photo" command mess up the campaign since you, as far as I understand, need that one to complete, for instance, the recon mission to Narvik?

it shouldnt, as you take the photo mostly at PD dept... we have to test it :hmmm:

Rubini
03-01-12, 07:59 PM
Won't using the "take photo" command mess up the campaign since you, as far as I understand, need that one to complete, for instance, the recon mission to Narvik?

If so we can just donīt use it and goes with Stormfly suggestion , the surface command also bring the crew up to deck agian, obviously... but...my approach to have a separated command to bring them back to deck have at first, correct sounds and behaviour (it donīt use the surfaced command), only works when already surfaced and is intend as a possible workaround where sometimes the crew donīt goes back to the deck after some dive/surface command.

The link is on post 30, test it, itīs complete version 1.2, just enables it as your last mod.

Stormfly
03-01-12, 08:27 PM
If so we can just donīt use it and goes with Stormfly suggestion , the surface command also bring the crew up to deck agian, obviously... but...my approach to have a separated command to bring them back to deck have at first, correct sounds and behaviour (it donīt use the surfaced command), only works when already surfaced and is intend as a possible workaround where sometimes the crew donīt goes back to the deck after some dive/surface command.

The link is on post 30, test it, itīs complete version 1.2, just enables it as your last mod.

excelent mate, i see you use another mostly unused command for it, testing right now with the new altered sounds... be right back.

TheDarkWraith
03-01-12, 09:16 PM
You can make new commands. You just have to 'catch' them in .py code. My UIs mod uses 5-6 (or maybe even more I don't remember) new commands that I made up IIRC :yep:

Rubini
03-01-12, 09:36 PM
You can make new commands. You just have to 'catch' them in .py code. My UIs mod uses 5-6 (or maybe even more I don't remember) new commands that I made up IIRC :yep:

This is great news! If we have some baunch of unused commands we can add a lot of crew behaviours/actions without mess with anything. Can you show me where to look for them inside yours py files? (just to not annoy you with more and more requestions...i know how hard is a modder life!:DL)

Stormfly
03-01-12, 10:03 PM
ok, found another problem:

i very often used the normal dive command "D" key for a normal dive from surface, the problem now is that if using it, the flooding sounds are missing.

the flooding sounds are independent triggered using the dive.aix or periscope_dept.aix but for some reason they are not playing for a "D" dive order from surface.

as the normal dive "D" command from surface is still very very unreliable, i think i will instead use the "P" persicope dept command now as the flooding sounds are working with it for a normal dive.

...still testing

Rubini
03-01-12, 10:17 PM
ok, found another problem:

i very often used the normal dive command "D" key for a normal dive from surface, the problem now is that if using it, the flooding sounds are missing.

the flooding sounds are independent triggered using the dive.aix or periscope_dept.aix but for some reason they are not playing for a "D" dive order from surface.

as the normal dive "D" command from surface is still very very unreliable, i think i will instead use the "P" persicope dept command now as the flooding sounds are working with it for a normal dive.

...still testing

This because i used a same crew command name for both (dive and crew below deck scripts). Just a minute i will upload a 1.3 version that probably corrects this. Just a minute.

Rubini
03-01-12, 10:20 PM
Here v1.3 (with corrected crew commands names):
http://www.mediafire.com/?91olr1r7i4y2j04

Stormfly
03-01-12, 10:43 PM
what i get now is a Runtime Error! using the "F" command :timeout:

Stormfly
03-01-12, 10:57 PM
wait, it seams to be a problem with one of my changes regarding the sounds or JSGME... wait ! :salute:

Rubini
03-01-12, 11:03 PM
wait, it seams to be a problem with one of my changes regarding the sounds or JSGME... wait ! :salute:
No errors or ctds here. Works nice!

Rubini
03-01-12, 11:12 PM
Why dont you use skype ? I dont like it , stoianm says i sound like the crocodile hunter :down:
Humm...the main motive is that i donīt speak english well...Iīm sure that i write a bit better.:DL

Stormfly
03-01-12, 11:12 PM
well, it seams i had a little JSGME problem (corrupt copy task) or something, its running very well now !

i will send you the changes after i fine tuned the sounds a bit.

Rubini
03-02-12, 12:06 AM
well, it seams i had a little JSGME problem (corrupt copy task) or something, its running very well now !

i will send you the changes after i fine tuned the sounds a bit.

Good!
I will sleep now, itīs late here, busy day today.
After we have a final version we can delete some of these posts to maintain the thread clean to others readers.:up:
See you!

kiwi_2005
03-02-12, 01:28 AM
Thanks!

Raven_2012
03-03-12, 01:16 AM
Is it normal for this mod after "alarm" the sub doesn't dive? The crew come inside, not happens even if I wait for a long while. I usually have to hit the dive button and the button starts to flash. Finally the sub dives.

Raven_2012
03-03-12, 01:22 AM
Here v1.3 (with corrected crew commands names):
http://www.mediafire.com/?91olr1r7i4y2j04

Can I use this version without the SDBSM or do you have an updated version without SDBSM?

misha1967
03-03-12, 06:33 AM
Rubini: It WORKS! Thanks, brother!:salute:

Rubini
03-03-12, 08:18 AM
A new update is ready, corrected modded&stock scripts, added a deck awash function, the whole depth/surface thing for SH5 works much better now. (all that erratic UI depth/surface commands behaviour that plague SH5 since begginig is much better or perhaps totally fix now). Will post some hours ahead, i'm at my work now.

Will look also at a non SDBSM version.:up:

Stormfly
03-03-12, 09:43 AM
A new update is ready, corrected modded&stock scripts, added a deck awash function, the whole depth/surface thing for SH5 works much better now. (all that erratic UI depth/surface commands behaviour that plague SH5 since begginig is much better or perhaps totally fix now). Will post some hours ahead, i'm at my work now.

Will look also at a non SDBSM version.:up:

i had some problems implementing the new (tiny) sounds together with my new additional sub creak & noises... it seams we realy reach the end of what is possible for some systems... iam also not to much pleased with the content i found for the new functions, and now there is a new version arround the corner so i have to test that all again :88):up:

Rubini
03-03-12, 10:21 AM
i had some problems implementing the new (tiny) sounds together with my new additional sub creak & noises... it seams we realy reach the end of what is possible for some systems... iam also not to much pleased with the content i found for the new functions, and now there is a new version arround the corner so i have to test that all again :88):up:

If you plan to use this mod wait for the new (final?) release some hours later (I'm at my RL work now).:up:

Raven_2012
03-03-12, 01:44 PM
Found my problem, I was using Speech Recognition to command crash dive. If I use the TDC UI button I am fine. Hot keys and verbal commands wont work for it. Should of read the readme file better. :O:

Love the mod! Good work!

Rubini
03-03-12, 02:11 PM
Found my problem, I was using Speech Recognition to command crash dive. If I use the TDC UI button I am fine. Hot keys and verbal commands wont work for it. Should of read the readme file better. :O:

Love the mod! Good work!
In TDW UI you have a opportunity to define a key to the TDW crashdive routine (what is used by this mod and itīs necessary). I donīt know yet how the speech recognition mod works...but if it translate speech in key blinds then is just a matter to use the one defined on TDW UI by yourself and it must work.:up:

Rubini
03-03-12, 02:55 PM
First post updated with the v1.3a (final).

Good hunt!

Rubini.

Raven_2012
03-03-12, 03:01 PM
How do I assign a key in TDW UI? Or do I just enable the key in TDW UI, which it says something Shift+V?

Rubini
03-03-12, 03:06 PM
How do I assign a key in TDW UI? Or do I just enable the key in TDW UI, which it says something Shift+V?
You need to run his OptionsFileEditorViewer that allow you to edit a lot of options on his UI, including the crash dive key.

Raven_2012
03-03-12, 08:05 PM
You need to run his OptionsFileEditorViewer that allow you to edit a lot of options on his UI, including the crash dive key.

Ok I got everything square away. I got your 1.3a version, I ended up deleted the sounds, the commands.cfg and Automation folder. I don't use SDBSM, with speech recognition mod had command for decks awash, but with commands.cfg the only thing you changed in that file is the key commands right? So I would be alright not using it, because I am using one that came with Speech fixes and additions (english version) mod.

Using speech recognition is tricky, if I use the TDC UI command to surface the boat and use speech to crash dive it wont work. It can't mix verbal and clicked commands. So if I verbally surface the boat and verbally crash dive it will work. Very tricky, took me a while to figure it out.

:arrgh!:

Raven_2012
03-03-12, 08:20 PM
Its fully trigged by saying, "Alarm" twice or "Crash Dive" twice. Crew goes under when I say alarm first time, and second time the boat goes under.

misha1967
03-03-12, 11:58 PM
Alright, this doesn't make any sense to me whatsoever, but I'll just go ahead and report it anyway.

I'd noticed when I left Kiel on my next patrol right after installing this mod that my FPSs dropped to about 15 until I left Kiel harbor proper (passing through the dread double lane leading into the Kanal where many a new Kaleun has scraped his boat horribly :O: ), but I didn't really mind as 15, while certainly unusual for my rig and a bit "jerky", isn't much of an issue unless you're in combat, and I think that the BdU would mind terribly if I were to start shooting in Kiel. :03:

I pass through the Kanal, slip into the North Sea and pass Helgoland with good, if somewhat low compared to normal, frame rates (40-50) and then switch to the NavMap to accelerate to the East Coast of England under Time Compression (disabling Travel Mode first, of course. Is there a way to make Travel Mode NOT the default when you load a career?) and that's when I noticed, wanting to drop to TC1 just to enjoy the sunset, that the Enter key didn't respond right away. It did if I held it, but not instantly like I've been used to.

Of course, as this isn't my first rodeo, I knew that sluggish controls are usually due to CPU overload, so I switched on the FPS meter again and found out that my FPS had taken a huge hit. On the NavMap of all places, which shouldn't happen. Well, unless you insist on traveling at TC2048 or something, but then you're likely to find yourself dead pretty soon as a DD warps in and sinks you before you can drop out of it. Never TC above 512 (or 256 if within enemy air cover). But in my case, my FPS dropped all the way to 3 or 4 even at TC128.

Which made no sense to me at all. After all, one of the reasons I use the NavMap for TC'ing is that there's nothing for the CPU to do when I'm looking at the NavMap but still, there it was. No denying it. Not to mention that the FPS was lower than normal even on TC1, at about 30 which, previously, usually was about 80.

So I started wondering what I'd changed since last, and the only mod I'd added was this one, the Crash Dive time fix. Which made even less sense but, nothing to do but to save, unload the mod, then load and check again and, sure enough, with this mod unloaded my FPS behave perfectly normally.

Is there something about this mod that could possibly keep the CPU busy on the NavMap? Because otherwise I have no idea what's going on.

Anybody else noticed anything like this? :06:

Rubini
03-04-12, 12:15 AM
Alright, this doesn't make any sense to me whatsoever, but I'll just go ahead and report it anyway.

I'd noticed when I left Kiel on my next patrol right after installing this mod that my FPSs dropped to about 15 until I left Kiel harbor proper (passing through the dread double lane leading into the Kanal where many a new Kaleun has scraped his boat horribly :O: ), but I didn't really mind as 15, while certainly unusual for my rig and a bit "jerky", isn't much of an issue unless you're in combat, and I think that the BdU would mind terribly if I were to start shooting in Kiel. :03:

I pass through the Kanal, slip into the North Sea and pass Helgoland with good, if somewhat low compared to normal, frame rates (40-50) and then switch to the NavMap to accelerate to the East Coast of England under Time Compression (disabling Travel Mode first, of course. Is there a way to make Travel Mode NOT the default when you load a career?) and that's when I noticed, wanting to drop to TC1 just to enjoy the sunset, that the Enter key didn't respond right away. It did if I held it, but not instantly like I've been used to.

Of course, as this isn't my first rodeo, I knew that sluggish controls are usually due to CPU overload, so I switched on the FPS meter again and found out that my FPS had taken a huge hit. On the NavMap of all places, which shouldn't happen. Well, unless you insist on traveling at TC2048 or something, but then you're likely to find yourself dead pretty soon as a DD warps in and sinks you before you can drop out of it. Never TC above 512 (or 256 if within enemy air cover). But in my case, my FPS dropped all the way to 3 or 4 even at TC128.

Which made no sense to me at all. After all, one of the reasons I use the NavMap for TC'ing is that there's nothing for the CPU to do when I'm looking at the NavMap but still, there it was. No denying it. Not to mention that the FPS was lower than normal even on TC1, at about 30 which, previously, usually was about 80.

So I started wondering what I'd changed since last, and the only mod I'd added was this one, the Crash Dive time fix. Which made even less sense but, nothing to do but to save, unload the mod, then load and check again and, sure enough, with this mod unloaded my FPS behave perfectly normally.

Is there something about this mod that could possibly keep the CPU busy on the NavMap? Because otherwise I have no idea what's going on.

Anybody else noticed anything like this? :06:
At my end all works ok, FPS without any hit. Also if you look at the files that it changes, it have not that can hit FPS...commands.cfg just change some keys, menu.txt just one text enter, ai crew scripts are only used when you call them and have not to hit fps, the others files are pure text edition...so?
Probably the culprite is another thing, perhaps some bad JSGME enable/disable mods. Anyway lets wait others feedback.

misha1967
03-04-12, 01:12 AM
At my end all works ok, FPS without any hit. Also if you look at the files that it changes, it have not that can hit FPS...commands.cfg just change some keys, menu.txt just one text enter, ai crew scripts are only used when you call them and have not to hit fps, the others files are pure text edition...so?
Probably the culprite is another thing, perhaps some bad JSGME enable/disable mods. Anyway lets wait others feedback.

I agree. Like I said, it doesn't make any sense to me either since you're only working on key bindings and scripts that only kick in when you call them. I actually didn't expect any change from disabling your mod since, again, it doesn't make sense to me, but it still happened.

More reports are needed, I just filed mine to make sure that if anybody else was noticing it, they would know. Heaven knows with our mod soups it's hard to tell what might work for some and not for others :DL

Just one question: Your changes didn't alter the way animations stop after TC32 or anything like that, did they? Because that would explain why my CPU is still working like crazy beyond that point.

Anyway: I'd love to find out what caused it on my rig, because I love your mod! :up:

ADDED: You know what, Rubini, I just remembered something else. It may not be relevant, but just for the sake of completion... Remember how I asked you when you first made this mod whether I'd have to unload the old optional MFCM crash dive workaround to get yours to work because I was still on patrol and you told me that, since yours pretty much overwrites all the changes in the old one, probably didn't have to? Well, and this is just because I'm an airhead, when I redid my mod soup after that patrol and put yours in my .MEP file, I forgot to delete the old one from it. I wonder if there's some sort of conflict between the two? I'll test it when I get back from this patrol. Also, you didn't bind the "T" key to something new, did you? I'm asking because I sometimes use that one to activate the radio (when I'm lazy and don't want to click on the radio officer icon) and I do remember doing that when I got the FPS hit.

Rubini
03-04-12, 10:01 AM
I agree. Like I said, it doesn't make any sense to me either since you're only working on key bindings and scripts that only kick in when you call them. I actually didn't expect any change from disabling your mod since, again, it doesn't make sense to me, but it still happened.

More reports are needed, I just filed mine to make sure that if anybody else was noticing it, they would know. Heaven knows with our mod soups it's hard to tell what might work for some and not for others :DL

Just one question: Your changes didn't alter the way animations stop after TC32 or anything like that, did they? Because that would explain why my CPU is still working like crazy beyond that point.

Anyway: I'd love to find out what caused it on my rig, because I love your mod! :up:

ADDED: You know what, Rubini, I just remembered something else. It may not be relevant, but just for the sake of completion... Remember how I asked you when you first made this mod whether I'd have to unload the old optional MFCM crash dive workaround to get yours to work because I was still on patrol and you told me that, since yours pretty much overwrites all the changes in the old one, probably didn't have to? Well, and this is just because I'm an airhead, when I redid my mod soup after that patrol and put yours in my .MEP file, I forgot to delete the old one from it. I wonder if there's some sort of conflict between the two? I'll test it when I get back from this patrol. Also, you didn't bind the "T" key to something new, did you? I'm asking because I sometimes use that one to activate the radio (when I'm lazy and don't want to click on the radio officer icon) and I do remember doing that when I got the FPS hit.

Hi misha,

1. No, the mod donīt mess with anything related on how your game will handle things in TC.
2. Overwrite totally the old MFCM crash dive fix (not really necessary to dlete it)
3. Donīt uses the "T" key
4. tested yesterday (after your post) a new campaign mission starting in kiel and all runned well, no FPS hits.

Stormfly
03-06-12, 03:59 AM
hi again,

while testing the last version (including my new sounds and little script changes for them) i can say that it wont impact on frames or stability, but make some things working that wasnt work before (like "TDW incomming radio message auto TC1 together with playing incomming radio message sound").

but there is a little other thing nerving now, the (pos right hand screen) icon for speed changes... it wont disapear!

...anyway i hate those "housewifeicons" (dept/speed changing indicators) and wonder why TDW didnt removed them allready (is there maybe an opton i missed) :O:

...and by the way, i also hate that "mouseover clickable object hand icon", it constandly pop in my view and steel immersion :wah:

misha1967
03-06-12, 04:37 AM
Still testing it myself, thinking it was a fluke, but it isn't. Every time I enable this mod, my FPS drop to single digits in TC, when I disable it, they go back to normal.

Must be something in my mod soup doing it. This is it without the mod added to the end:


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

RemoveLogoIntroTheDarkWraith
No Damn Bubbles, No Damn Halo Mod
Accurate German Flags
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Sounds V2.1
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
German U-Boat Crew Language Pack
Speech fixes and additions (german version)
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix
sobers see thru wake fix
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith (for Sober Fog)
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
Critical hits 1.1 Torpedos
OPEN HORIZONS II_base v1.7
OPEN HORIZONS II_enviro v1.7
OHII v1.7 patch1
OH II Minefield map for TDWs Ui
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
Change days in bunker
sobers best ever fog V9 SH5
stoianm colored exterior mod v2 (low color)

Stormfly
03-06-12, 08:20 AM
but there is a little other thing nerving now, the (pos right hand screen) icon for speed changes... it wont disapear!

...:hmmm:

seams i solved this issue, it had something to do with the antilag frame limiter and render ahead settings, i updated the config and the problem seams to be gone, testing longer :D

; D3D9 antilag config file
; by Kegetys <http://www.kegetys.net>

; RenderAheadLimit: Limit how many frames ahead are rendered to reduce input lag. 0 to disable.
; FPSlimit: Limit framerate for smoother gameplay and reduced cpu/gpu use. 0 to disable.

[config]
RenderAheadLimit=2
FPSlimit=50

mikaelanderlund
03-06-12, 11:03 AM
Same problem here "icon for speed changes... it wont disapear":damn:

Rubini
03-06-12, 01:50 PM
Same problem here "icon for speed changes... it wont disapear":damn:

I don't use the anti lag and also don't have this "persistent speed icon" problem here. If it persist please let me know more details that I will look for. Anyway, same as the FPS hit, I can't see how this mod can change that icon behaviour...:hmmm:

mikaelanderlund
03-06-12, 02:47 PM
No, I can't get rid of the "persistent speed icon" problem:wah:

:salute:

Stormfly
03-06-12, 03:58 PM
No, I can't get rid of the "persistent speed icon" problem:wah:

:salute:

yes, still the same here, i thought i could fix it with the new antilag settings but this wasnt true...

...but true is that the performnce is much better with my current (above posted) settings. :-?

THE_MASK
03-06-12, 04:27 PM
I have always used antilag and have never had these problems . I only use the TDW GUI though .

Stormfly
03-06-12, 04:56 PM
I have always used antilag and have never had these problems . I only use the TDW GUI though .

functional, persistant or what ever... i hate this icons :x

...but they are an indicator that something isnt working correctly, as the game also crash if the speed icon stay for to long :damn:

edit: now i changed antilag frame limiter to 40, seams to be stable atm (even with that icon persistant visible).

THE_MASK
03-06-12, 05:35 PM
What is this script manager used for ?
http://i44.tinypic.com/v2w6bo.jpg

Stormfly
03-06-12, 05:43 PM
looks interresting :03:, but i need a break :yawn:

TheDarkWraith
03-06-12, 10:17 PM
What is this script manager used for ?

allows you to see global values in real time. It also allows you to edit/change scripts in real time. Sort of like a debugger but not anything near the power of one.

Stormfly
03-06-12, 10:35 PM
allows you to see global values in real time. It also allows you to edit/change scripts in real time. Sort of like a debugger but not anything near the power of one.

finaly you dropped in, can you take care of those icons and object hand :06::D

Stormfly
03-07-12, 12:42 AM
found another thing, if giving the prediving "F" command again while submerged, the speed icon is going away... so iam shure it must have something to do with it, like the game engine displyas it as some kind of non compleded order.

Rubini
03-07-12, 08:31 AM
found another thing, if giving the prediving "F" command again while submerged, the speed icon is going away... so iam shure it must have something to do with it, like the game engine displyas it as some kind of non compleded order.
I will look more carefully if I also have this persistent icon presence...but anyway, is this bring some type of problem when using the mod? It breaks something? Because if no, this is probably more a problem with the UI than the mod itself. ( i mean, probably the mod just exposed a small fail on the UI script as the F key just bring a crew movement below deck without any depth/surface order).

Raven_2012
03-07-12, 02:14 PM
Love the option to put watch crew below deck and bring them up. Using default commands.cfg, added the right changes to it. I use keymapper mod to set X and Shift+X as the controls over the deck crew. I used a different commands.cfg because I like to use WSAD keys to move around.

This is great mod, love the crash dive fix and of course the deck crew control. I wish there was a control for the round antenna, but I think if there was one, I would forget to put it up, lol.

Keep up the good work guys!

:rock:

Rubini
03-07-12, 02:38 PM
Love the option to put watch crew below deck and bring them up. Using default commands.cfg, added the right changes to it. I use keymapper mod to set X and Shift+X as the controls over the deck crew. I used a different commands.cfg because I like to use WSAD keys to move around.

This is great mod, love the crash dive fix and of course the deck crew control. I wish there was a control for the round antenna, but I think if there was one, I would forget to put it up, lol.

Keep up the good work guys!

:rock:
Thanks by the feedback Raven!
Good to know that it works well for you too!

@Stormfly, mikael
Have made one more carefull look at the persistent speed icon issue and I can't reproduce it here. In my game I have not this problem, so I can say that probably is related to mod soup.

Stormfly
03-07-12, 02:39 PM
I will look more carefully if I also have this persistent icon presence...but anyway, is this bring some type of problem when using the mod? It breaks something? Because if no, this is probably more a problem with the UI than the mod itself. ( i mean, probably the mod just exposed a small fail on the UI script as the F key just bring a crew movement below deck without any depth/surface order).

hi, at current it run very stable without any additional problems. the only problem not directly related to it is the speed change indicator icon, as i hate those anyway`s.

i am also pleased with the new sounds and and script changes nessesary (timing`s) for it, just a few more tweaks to do.

Raven_2012
03-07-12, 03:37 PM
found another thing, if giving the prediving "F" command again while submerged, the speed icon is going away... so iam shure it must have something to do with it, like the game engine displyas it as some kind of non compleded order.

I've had that happen when I was using the commands.cfg with F as binding and Shift+F. I don't remember what what key it was F or Shift+F, but a blank window would appear. I don't have that problem now, with default commands.cfg with different key bindings. X and Shift+X work good for me. I think X is use when in map to bring up eraser to erase marks, but I have no problems with it on deck to control crew. If you guys want to use my commands.cfg file I can upload it, so you can try it out.

I used this to change the keys when I was using Default commands.cfg:
http://www.gamefront.com/files/17305760/SH_KeymapperManual.zip/

You guys can probably find another key free key other than F or Shift+F with Rubini commands.cfg file. I notice some keys don't show up even though that they are used. With default C showed blank and used it, but every time I use it for something the compass would come up. Anyways try to find a new key binding to get rid of the blank window coming up, I know it worked for me.

:cool:

Raven_2012
03-10-12, 08:22 PM
Actuality I had to reset them to "P" and other to "Shift+P". This is working out for me. I guess the X was taken my the remove supermarks.

Stormfly
03-11-12, 12:11 AM
...i just got this nerving icons out of my view: http://www.subsim.com/radioroom/showthread.php?t=193327

Stormfly
03-11-12, 01:10 AM
ok...

Rubini, here is a complete test version including the new sounds and tweaked scripts (playback timing and source)...

- customized sounds for prediving procedures.
- customized sounds for sending the crew back to the bridge.
- customized sounds for crash dive.
- customized sounds for normal dives. ("P" and "D" keys)
- altered scripts to have the correct timings and source (position) for playback.

- little bug corrected regarding SDBSM`s second crash dive sound (this sound extend the crash dive sound sequence normaly, it should play much more often now).

notes: for a normal dive procedure, just hit the prediving "F" key and wait until the crew report "Boot klar für Tauchfahrt Herr Kaleun" ("boat ready for dive sir").

if you`re pleased with it, include it in your next version :salute:

Download: http://subsim.armedassault.eu/Stormy/Rubini_Crash_dive_fix_for_MCFM_1.2.1&MCCD_v1.3a%20_for_SDBSM_Stormy_new_sounds_test.rar

Rubini
03-11-12, 01:39 PM
ok...

Rubini, here is a complete test version including the new sounds and tweaked scripts (playback timing and source)...

- customized sounds for prediving procedures.
- customized sounds for sending the crew back to the bridge.
- customized sounds for crash dive.
- customized sounds for normal dives. ("P" and "D" keys)
- altered scripts to have the correct timings and source (position) for playback.

- little bug corrected regarding SDBSM`s second crash dive sound (this sound extend the crash dive sound sequence normaly, it should play much more often now).

notes: for a normal dive procedure, just hit the prediving "F" key and wait until the crew report "Boot klar für Tauchfahrt Herr Kaleun" ("boat ready for dive sir").

if you`re pleased with it, include it in your next version :salute:

Download: http://subsim.armedassault.eu/Stormy/Rubini_Crash_dive_fix_for_MCFM_1.2.1&MCCD_v1.3a%20_for_SDBSM_Stormy_new_sounds_test.rar

Thanks Stormfly!
Downloaded ! Will test it and will come here later with comments. And yes, I should like very much to update this little mod with your lasted touch.:up:

Iīm in a small hollyday trip, will come back tomorow.

Rubini
03-12-12, 12:58 PM
Hi Stormfly,

Tested yours new sounds/ adjusts. They are very, very good!:up:
Is it done at your end? If so, i will release a final version using these new sound&adjusts (untouched). Can i also release an update for non SDBSM users using these new sounds&adjusts...is it ok for you?

Cheers!

Stormfly
03-12-12, 02:31 PM
Hi Stormfly,

Tested yours new sounds/ adjusts. They are very, very good!:up:
Is it done at your end? If so, i will release a final version using these new sound&adjusts (untouched). Can i also release an update for non SDBSM users using these new sounds&adjusts...is it ok for you?

Cheers!

np, go ahead with it :up:

Rubini
03-12-12, 03:16 PM
np, go ahead with it :up:

Thanks Stormfly, will do!:up:

Rubini
03-13-12, 06:38 PM
First post updated with the last&final 1.3b version.

-Itīs now only one version for SDBSM and non SDBSM users!

-Many thanks to Stormfly that revised all sound and also added some new sounds!:salute:

@Stormfly: your work is untouched, so this version is the same from some posts above, I just added all the sounds needed to be also compatible with non SDBSM users in only one mod file. Thanks!

THE_MASK
03-15-12, 08:20 PM
How do i get my wasd keys back to move around ? I hate the arrow keys . Great mod btw .

Stormfly
03-15-12, 08:50 PM
How do i get my wasd keys back to move around ? I hate the arrow keys . Great mod btw .

oh, SETKEYS is the a good tool for that, it let the SDBSM entrys in commands.cfg allive while changing just the keys.

You want also synchronise NewUI`s options file in that case because of maybe conflicting NewUI`s keys regarding your changes with Setkeys in commands.cfg and so on. :arrgh!:

SDBSM`s optional NewUI`s options file is a good base regarding customizing it for your whishes while using SDBSM. This file have allready some important parameters for SDBSM set (for example the diesel startup procedure sample timer).

as SDBSM use the commands.cfg for playing many sounds, i had to made a decision what keyborad layout i should use for it. While many of us are more used to the good old SH3 layout (by the way it is very comfortable resting your left lower arm on the table while using the arrow keys for movement :O:) i choosed the best, most popular keyb. mod aviable at release time.

EDIT: ...while the file format did`nt changed since SH3, you can use SETKEYS also for SH5, find it here on Living Silent Hunters mod tool Page:
http://www.lsh3.com/v5/tools.html

Dwail
03-17-12, 09:52 AM
Hi! Rubini. Could you create this scrip?

Quote:
Originally Posted by Dwail http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1856306#post1856306)
Hi, Stormfly. Am I another time!!. Sorry if only comment for problems. This is the situation:

In my "commands.cfg" :

**********************************
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
HasDelayedExecution=Yes
Key0=0x42,s,"B" ;(Shift+B)
Sound_0=ELO_Weapon,MC_CR_SO_01_A (sound for activate battle stations)
***********************************

Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436].

I'd like this:

- first push of key (shift+b) for toggle_battle_stations (on)
with Sound_0=ELO_Weapon,MC_CR_SO_01_A

- second push of key (shift+b) for toggle_battle_stations (off)
with Sound_0=ELO_Weapon,MC_CR_SO_03

If possible do it? How?

**************************
yes i was after that long time ago, it is a known problem...

...there is only one command for battlestations which is toggleing it, there are no seperate commands for battlestations on or off.

but there are maybe 1 old and possible 1 new solution after what we have discovered so far:

1. dont use the key at all, use the weapons officer`s dialog menue.

2. connect the keystroke command with a script (as Rubini did for commanding the crew to go up or below the cunning tower), which can check if crew is on battlestions or not, then you can use the script to play the sounds accordingly. (maybe you just need to add a crew script, which have the exact name as the command).:arrgh!:

example:
if Wp:Isbattlestations() then or something similar.

Adooo
11-01-12, 10:18 PM
Just to inform you that this mod is not compatible with NewUI 7.1.0. Hydrofollowtarget doesnt work when this mod is enabled...