View Full Version : Keybind Help
Capt_Morgan
08-18-13, 05:02 PM
Is there any way to disable the numpad Enter Key from firing torpedos
If you miss the '+' key while pumping up time compression you waste a torpedo
I tried configuring the 'commands.cfg' file in the Data/Cfg folder but it didn't seem to work.
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joefremont
08-18-13, 05:30 PM
I have mine changed to this:
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,c,"Ctrl+Enter"
I got this patch as part of the GFO package.
Capt_Morgan
08-18-13, 05:56 PM
I have mine changed to this:
I got this patch as part of the GFO package.
Yeah, I figured it out..reason it didnt work is I forgot to change the "x0D" to "x20".. Works now
Cheers
fireftr18
08-18-13, 05:57 PM
TMO makes the same change.
Webster
08-18-13, 06:39 PM
Is there any way to disable the numpad Enter Key from firing torpedos
If you miss the '+' key while pumping up time compression you waste a torpedo
I tried configuring the 'commands.cfg' file in the Data/Cfg folder but it didn't seem to work.
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in my "Webster's New Orders Bar Menu for v1.5" mod I already changed that for you
check it out
Is there any way to disable the numpad Enter Key from firing torpedos
If you miss the '+' key while pumping up time compression you waste a torpedo
It is also possible to make the tubes so that they can only fire after the outer doors are opened. It works that way in RFB.
irish1958
08-20-13, 12:11 PM
It is also possible to make the tubes so that they can only fire after the outer doors are opened. It works that way in RFB.
If you use set keys you can couple opening the tube and firing the torpedo. I am not sure if you do this that enough time passes for the tube to open before the torpedo is fired. You would have to experiment to see if this is so.
But, yes you can couple the actions.
If you use set keys you can couple opening the tube and firing the torpedo. I am not sure if you do this that enough time passes for the tube to open before the torpedo is fired.
My comment was to the purpose of dividing the actions of torpedo launch, not combining them. Even with the seperate task of opening the outer doors, the mechanics of the torpedo launch are greatly oversimplified. I'm not sure why you would want to couple the actions, since the game, as is, allows one to fire the torp without opening the outer door first.
If I could, I would mod the tubes so that you first had to flood the tubes (a matter of some minutes, as there are a number of other tasks involved in getting the tubes ready), then open the outer doors (a faster operation), and only then, firing the torpedoes. As it is, the game makes firing a torpedo tube as simple as firing a revolver. This has always bugged me.
irish1958
08-21-13, 08:01 AM
My comment was to the purpose of dividing the actions of torpedo launch, not combining them. Even with the seperate task of opening the outer doors, the mechanics of the torpedo launch are greatly oversimplified. I'm not sure why you would want to couple the actions, since the game, as is, allows one to fire the torp without opening the outer door first.
If I could, I would mod the tubes so that you first had to flood the tubes (a matter of some minutes, as there are a number of other tasks involved in getting the tubes ready), then open the outer doors (a faster operation), and only then, firing the torpedoes. As it is, the game makes firing a torpedo tube as simple as firing a revolver. This has always bugged me.
I fully agree. This should be able to be modeled in the game.
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