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@ TDW
Hi TDW !
Please note the discuss in this Thread (the last two posts on first page, and second page): http://www.subsim.com/radioroom/show...46#post1698946 We need an information, whether you have made changes in the file "UBoot_Sensors.sim" for UI 6.6.0 ?! :hmmm: When yes, the MOD "Repaired Equipment MOD by Xrundel and TheBeast" must be made compatible to UI 6.6.0 and we canīt enable after UI 6.6.0 yet ! Best regards, Magic |
Hey guys where can I find the file which gives back the max abilities back to my crew I had them at peak efficiency but the mods keeps dropping them down to nothing or they don't have any at all.
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TBH
You all have done great work to improve the game play TY...
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Welcome to SubSim Manning!
:salute:
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Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
http://img402.imageshack.us/img402/4600/autoscripts.jpg |
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Best regards, Magic |
I dont know what the 10 TDW dragables folders in the main game folder do but they are always 0kb . Using version 6.6.0
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Compos and crash dive same key
How to change key for crash dive or compos ?
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found a bug where the campaign radio messages sometimes aren't loading at game start. Will be fixed in v6.7.0.
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Added a new command button to Automation's command box:
http://www.subsim.com/radioroom/pict...pictureid=4578 When clicked it will save the current started activated scripts to a file (started = green background). If there are no started activated scripts then it will clear any entries found in the file for the historic mission or active campaign. That file will be located in your Silent Hunter 5 folder and will be called ActiveAutomationScripts.TDW. What is stored in the file: - historic mission started activated scripts (since last save from historic mission) - every campaign started activated scripts Upon game start the mod will look at this file and read in the scripts to activate based on whether user has chosen historic mission or a campaign. If there are scripts to activate and they are available then it will automatically start them. After doing a historic mission and a campaign here is what the contents of the ActiveAutomationScripts.TDW file looked like (I enabled a script and pressed the save button in each): [Default] Travel mode testing [Default_End] [Campaign-2011-07-16_0042] How to use tutorial [Campaign-2011-07-16_0042_End] Default is for historic missions. will be available in v6.7.0 |
Change a command key
When I want to move a supermark to another position by using the 'C' key I'm constantly sent to 'Crash Dive'.
I don't know if I have to but if I have to change the 'Crash Dive' command in the C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg and not in the TheDarkWraithUserOptions.py. - how could this be done? In the C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg this key is defined like this; [Cmd201] Name=Crash_dive Contexts=1 MnID=0x3F230002 StringID=1035 Key0=0x43,C,"C" HasDelayedExecution=Yes CommandClass=Depth ;Sound_0=ELO_Helm,MC_CR_CHIEF_33 // |
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