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-   -   [REL] MightyFine Crew Mod (https://www.subsim.com/radioroom/showthread.php?t=163591)

kylania 03-20-10 12:33 PM

1.2 looks great, but isn't the WO on top of the hatch now?

pythos 03-20-10 12:39 PM

Star Trek alternate Universe
 
LOL, as I made my way along the interior of my boat, everyone had Goatees. It was like I got transported into the Mirror Mirror universe of that famous Classic Trek episode.

Where is "evil Spock" thought :)

Nice work on the mod, looking forward to 1.2

DerMo 03-20-10 04:36 PM

I´m using 1.11 at the moment and i noticed that with version 1.11 there is a problem with the animation of the two crew members who usually stand up and move to the ladder.After i loaded a game,all is fine.I see two crewmembers + 2.WO move to the ladder.

But after a while the animation does not work anymore.The two crew members in the control room just teleport to the deck when surfacing and teleport back when i dive.It´s not that the mod stopped working because the 2.WO still does as he should,only the two crew members won´t..

when i want to see them move to the ladder again i have to reload the game and it works again, but stops working after a while
anybody else seen this?

Heretic 03-20-10 05:00 PM

Quote:

Originally Posted by kylania (Post 1325493)
1.2 looks great, but isn't the WO on top of the hatch now?

He's still there. The screenshot is using the alternate heads verison. He's at front right.

Quote:

Originally Posted by pythos (Post 1325512)
LOL, as I made my way along the interior of my boat, everyone had Goatees. It was like I got transported into the Mirror Mirror universe of that famous Classic Trek episode.

Where is "evil Spock" thought :)

Nice work on the mod, looking forward to 1.2

I have two beards, two goatees, and a mustache to work with. I went through pretty quick when I added them. I'll see if I can mix it up a little better.


Quote:

Originally Posted by DerMo (Post 1325836)
I´m using 1.11 at the moment and i noticed that with version 1.11 there is a problem with the animation of the two crew members who usually stand up and move to the ladder.After i loaded a game,all is fine.I see two crewmembers + 2.WO move to the ladder.

But after a while the animation does not work anymore.The two crew members in the control room just teleport to the deck when surfacing and teleport back when i dive.It´s not that the mod stopped working because the 2.WO still does as he should,only the two crew members won´t..

when i want to see them move to the ladder again i have to reload the game and it works again, but stops working after a while
anybody else seen this?

They could be getting out of sync with their state variable. I use a variable to control where they're at to try to keep them from being in the same place as someone else. I do it a bit differently in 1.2 so hopefully it won't be a problem going forward. I have to admit tho, I don't play for mere then a few minutes at a time.

Heretic 03-21-10 01:55 PM

1.2 released.

I've added command-based behaviors, so your crew will react to the commands issued. Currently, I have the depth commands done. You have to use the commands via mouseclick or hotkey to see the behaviors. Just clicking on the depth gauge won't do it. They old state-based behaviors of previous version still work, so you won't strand your crew on the deck, if you just click the gauge. I added sound effects for the control room crew movements.

The Crash_dive script doesn't trigger. I've included an optional workaround that uses the set_depth command (triggered when you click the gauge). It will trigger a crash dive when you click the gauge and are on the surface, even if you click 0 meters, so use with care!

Oh, and I figured out how to add more crewmen. Before you get all excited, I'm still very limited by waypoints. So far, I haven't found any good spot to add anyone that has an animation that works. I'm thinking if I can get a damage control party to trigger, that'd be a good use.

Report any problems in this thread. Thanks!

urfisch 03-21-10 02:39 PM

you´re my man!!!

thanks a lot!

:salute:

kylania 03-21-10 02:55 PM

Quote:

Originally Posted by Heretic (Post 1326930)
1.2 released.

The Crash_dive script doesn't trigger. I've included an optional workaround that uses the set_depth command (triggered when you click the gauge). It will trigger a crash dive when you click the gauge and are on the surface, even if you click 0 meters, so use with care!

Wait, so this breaks the stock crash drive functionality? I can't see accepting that for properly angled binoculars and sounds. What exactly is broken and what exactly does this set_depth workaround do? Does it still kick in the flank speed and faster submerging? Which gauge are you talking about? Does it interfere with other UI mods like 3Dials or something? That uses a different depth gauge.

There's a lot of "graphics" mods that are starting to muck with the functions of the submarine when they really shouldn't (the interior dials changing surface depth for example) and it's gonna start getting really confusing.

I personally wouldn't include anything in a "watch crew display" mod that changes/breaks something as important as crash dive. Really wonderful work so far, but this is starting to get dangerous. :)

Heretic 03-21-10 03:00 PM

Quote:

Originally Posted by kylania (Post 1327010)
Wait, so this breaks the stock crash drive functionality? I can't see accepting that for properly angled binoculars and sounds. What exactly is broken and what exactly does this set_depth workaround do? Does it still kick in the flank speed and faster submerging? Which gauge are you talking about? Does it interfere with other UI mods like 3Dials or something? That uses a different depth gauge.

There's a lot of "graphics" mods that are starting to muck with the functions of the submarine when they really shouldn't (the interior dials changing surface depth for example) and it's gonna start getting really confusing.

I personally wouldn't include anything in a "watch crew display" mod that changes/breaks something as important as crash dive. Really wonderful work so far, but this is starting to get dangerous. :)

No. It's a stock bug. The stock crash_dive script doesn't trigger, so I came up with an OPTIONAL workaround.

Just to clarify, the stock crash dive command works fine, in that it makes the sub crash dive. The part where it's supposed to trigger the Crash_dive script is not functioning. My workaround is only if you want to see my crash dive orders/movements sequence. It doesn't effect the performance of the boat.

HanSolo78 03-21-10 03:04 PM

Great work heretic!!:yeah:
I regularly download your latest version and there is continous improvement!!
Ready to test your latest version! :ping:

kylania 03-21-10 03:09 PM

Quote:

Originally Posted by Heretic (Post 1327018)
No. It's a stock bug. The stock crash_dive script doesn't trigger, so I came up with an OPTIONAL workaround.

Just to clarify, the stock crash dive command works fine, in that it makes the sub crash dive. The part where it triggers the Crash_dive script is not functioning. My workaround is only if you want to see my crash dive orders/movements sequence. It doesn't effect the performance of the boat.

Ahh, ok that makes more sense. Thanks!

I got scared earlier using 1.1. I ordered a dive as I stood up from the attack scope and suddenly guys started climbing down past me! Didn't realize it worked in that room too.

lucagaeta 03-21-10 03:19 PM

Thank
 
Hi,
Heretic

Thank you very much for all the work you're doing!!
not discourage you're doing a great job, this is the right way:rock::rock::rock:

Regards,
Luca

redcoat22 03-21-10 03:37 PM

Hands down, this is my favorite mod and I check it daily for updates.

silversurfer 03-21-10 04:01 PM

This is an awesome mod..I've just downloaded the up to date version. Have a bit of a problem, when crew is at diving stations the crewman controlling the aft diveplanes doesn't appear at his post thou the planes still operate.

Ragtag 03-21-10 04:27 PM

Love this though i think teleporting would be better than the clutter up by the ladder. Would it be possible to make an optional teleport for the crew movement?
I just love the dive sequence now and that the crew actually leaves the tower before it goes under. Damn good work :)

astradeus 03-21-10 06:04 PM

thank you for this mod that has a great future!

Heretic 03-21-10 06:08 PM

Quote:

Originally Posted by silversurfer (Post 1327115)
This is an awesome mod..I've just downloaded the up to date version. Have a bit of a problem, when crew is at diving stations the crewman controlling the aft diveplanes doesn't appear at his post thou the planes still operate.

Run it through a couple surface/dive rotations and see if that clears it up. I changed the controllers a bit since last version and it may take an up/down to sync them up. If it still persists, use the external cam and see if he's on the bridge and also check if he's stuck in the CT. Otherwise, post your mod list, the type of boat and the general situation and I'll try to duplicate it.

Quote:

Originally Posted by Ragtag (Post 1327147)
Love this though i think teleporting would be better than the clutter up by the ladder. Would it be possible to make an optional teleport for the crew movement?
I just love the dive sequence now and that the crew actually leaves the tower before it goes under. Damn good work :)

Sorry, it's already tough supporting four versions.:D

Quote:

Originally Posted by Brunos (Post 1327245)
Now if you hit S for Surface the boat that means going deck awash at 7-8 meters ?

I didn't change anything dealing with the boat's performance.

Onkel Neal 03-21-10 11:43 PM

I rated this mod A+ :salute:

kylania 03-22-10 12:05 AM

Quote:

Originally Posted by Brunos (Post 1327245)
Now if you hit S for Surface the boat that means going deck awash at 7-8 meters ?

Are you using the Interior Dials mod? If so, that mod causes that to happen.

reboot 03-22-10 03:24 AM

This is awesome! Thanks:yeah:

Ragtag 03-22-10 07:28 AM

2 of the watchmen are stuck on the bridge when diving. It worked fine the first times i used the mods when diving. Now they are stuck. Have to save and reload to get rid of the bug.


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