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hmmm, yesterday was only a few minutes in the single mission (was one i created with 3 ships only to practice targeting). sunk two of them. Then went into campaign.
This morning i was in capaign for maybe 15-30mins. found a convoy, sunk just 1 ship and trying to get a 2nd when the destroyer tried to use me as a speed hump. do these modified scripts all get re-loaded/re-initialised at the start of each game, or only once when starting the application ? ---- only tried steam so far...had just got my new viic and all the torps were pre-populated with steam ones...couldnt figure out how to swap some out for electric. pretty sure in my single mission they are all steam too. will try to get some electric into the mix... ---- just loaded single mission again (all steam torps). i flicked tube 1,2,5 switches up and down. i flicked switch 4 up only. i exited to main menu. re-started same single mission from scratch, went to attack scope again and the switches were down, down, down, up, down (exactly as i left them from prev mission). didnt fire any torps 1st or 2nd time. all were enabled 1st n 2nd time around. |
sequence of events to replicate the remembering of switch state & disabling of switchs.
scenario: loaded single mission (fresh after loading sh5 application). Its viic/magnetic detonation/slow torp speed/steam, all done from attack scope. 1) tube1 was selected by default (yellow/brown circle on). i flicked silver switch1 up. pressed fire. game made silver switch1 go down after torp launch 2) i flicked silver switch2 up. i then pressed torp2 circle button. did not fire 3) flicked silver switch 3 up, then down. I then clicked the circle tube3 button. pretty sure the last voice sound file played was 'flooding tube2'. I pressed fire. the game put the silver switch3 up before firing, then put it back down after firing. 4) i pressed silver switch5 up, then down. I pressed the circle tube 5 button. Did not fire. So before exiting this game, the switches (down/up) were: DUDDD Switches 1 & 3 (the ones fired) were disabled. And one ship was sunk (cause it was at 0degrees) Exited to main menu. Loaded same mission fresh. Initial state of silver switches is: DUDDD Number 1 and 3 are still disabled ! I can fire all of them. However, regardless of me flicking the enabled switches up or down before firing...after they have been fired: ALL ARE DISABLED !! that should keep you busy for a while DW :) --- actually...seems to get disabled the instant FIRE is pressed, regardless of switch being up/down...even first mission after sh5 app started |
hello
i also found the torpedo doors sometimes don't work,i exited the game and restarted...all was fine....then it happened again but this time i looked at the bottom of my screen....i had no crew icons....my GUI was up but crew icons were missing i pressed shift-Z and they popped up and torpedo doors worked fine shift-Z is what i use to display or hide HUD, so if your doors don't work sometimes,dbl check you have the full HUD displayed Bowfin |
Have had it happen to me again as well, seems to happen outa the blue nothing different that I do just open doors and fire but then they're disabled.
Can still use my torpedoes though. :DL |
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1) yes, game will automatically close the torp door upon torp firing. The time delay for it is set in the options file. 2) pressing the torp circle button just selects/deselects the tube. It does not cause it to fire. 3) if torp door is not open when you're asking for that tube to be fired it first has to be opened (if the user option for realistic torp firing is enabled) 4) see #2 above the bug of switches not being reset to 'closed' position and the bug of torp tubes disabled when exiting to menu and then starting another single mission or campaign mission has been fixed in v3.4.1. and on that note.... v3.4.1 released. See post #1 for details :|\\ |
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i realise that. was just trying a combination of events i.e. pressing fire for somet tubes, not firing others, to narrow down what was causing the disablement, i.e. switch, tube selector or fire button. look forward to trying 3.4.1 after work can we keep the same DarkwraithverylongnameOptionsfile.py file from 3.4, or do we need to set it up from scratch? |
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MORE INFO - Disable Outter Torpedo Door Switches
NewUIs_TDC_3_4_1 SH5Enhanced Realistic Torpedo Firing I found my switches to open Torpedo Tube Outter Doors disabled again. #1 = Type-1 #2 = Type-IX #3 = Type-III #4 = Type-III #5 = Type-IX This Time I think I know why. I was in shallow water at 15 Meters and the Depth Below Keel warning Icon was present and flashing. After I moved into deeper water the switches were working again. I did not restart the game or reload a saved instance of the game. I simply moved into deeper water and the torpedo door switches started working again. NOTE: Water was just deep enough to dive to 15 Meters and still be a few Meters above the sea floor. |
Still getting intermittent issues with the torpedo doors... :hmmm:
And on a seperate note, after starting a new patrol, the message box started reseting to default size every time I dropped from high TC back down to 1x. |
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There are user options that control the messagebox visibility and size based on TC level. It sounds like it's acting like it should based on those user option values set. Look under the section messagebox for the values. |
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Message box weirdness has since disappeared. :hmmm: |
CTD just out of lorient in the happy times .Travelling at 256 TC .
I might have minimised the TAI map , i cannot remember . http://img9.imageshack.us/img9/467/bugiv.jpg |
Quite a while ago, there had been discussions on weather the AOB dial on the TDC was linked to the sub's course. The consensus was the germans did have such technology so they'd be crazy not to use it. Here's why...
Say you have a target at bearing 040 with an AOB of 90. You set them into the TDC and you change course to starboard by 40 degrees. The target is now at your 000 and its AOB hasn't changed much.. it's still 90. But on the TDC the AOB shows 130. In other words, every time you need to change course, you also need to correct the AOB by the amount of degrees you have turned. I've dealt with this in my tutorial on manual targeting. But I've been wondering... TDW, can you make a scripted aob dial that's linked to both the Bearing and the Compass so that changes in either one would affect the AOB too? |
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