SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL]OpenHatch_V3_RH released (https://www.subsim.com/radioroom/showthread.php?t=104514)

LGN1 12-07-09 03:43 PM

Hi,

I have just tested the new version without the DFa_UpDnRot_Flags_final mod and it works fine. Since the only file the two mods have in common is the commands_*.cfg file, I guess there is an ID problem :-?

Best, LGN1

DivingDuck 12-07-09 04:03 PM

Moin,


for those who want to change the triggering depth for the helmsmen vanishing, try these tweak files. I´ve managed to upload them to SubSim only today. Open them with MiniTweaker and change the values for "minimum" and "maximum". I recommend to use a max difference of 0.001 between both values. If you want to "disable" this feature, set both values to 0.



Quote:

Originally Posted by Padvotke (Post 1215198)
Ups, yeah, my bad now I enabled DD_OH_V3.09_Fix_for_OLC_GUI_001 very last one and OLCG2 menu controls are functioning again.However I'm still getting message "Radio Antenna destroyed, sir" when the game loads..Don't know if I use the latest version but it is called DFa_UpDnRot_Flags_final
http://img264.imageshack.us/img264/6835/jsgme.th.jpgThis is what I'm using. But animations no longer working too. Hatch and obs periscope ain't working/moving

According to your screenie it should work without a problem. I will check it and report back. I faintly remember to have heard about the "Radio Antenna destroyed" problem occuring with GWX. I´ll see whether I can find the post in question.


Quote:

Originally Posted by flakmonkey (Post 1215228)
Since in theory the planesmen would be part of the watch crew that has just vacated the bridge could not their appearance in the control room positions be linked to the watch crew disappearing or even to the player giving a command to dive??

That´s just what I´m after. ;)


Quote:

Originally Posted by LGN1 (Post 1215275)
Hi DD,

first of all, thanks for all your great work! Unfortunately, I also have the same problem as Padvotke, i.e., the Funkantenne is destroyed at the beginning of a mission (I tested the navigation training in the academy), the hatch is closed and cannot be opened (although the handle moves), and the observation scope is not animated (although shift+o and strg+o works fine) :06:

Best, LGN1

PS: I use the DFa_UpDnRot_Flags_final mod.

I had the problem with missing animation(s) too some time back. IIRC it worked out after disabling and re-enabling the mods.


Quote:

Originally Posted by LGN1 (Post 1215308)
Hi,

I have just tested the new version without the DFa_UpDnRot_Flags_final mod and it works fine. Since the only file the two mods have in common is the commands_*.cfg file, I guess there is an ID problem :-?

Best, LGN1

Thanks for reporting back. Allthough the commands_*.cfg gets overwritten by OH, every needed entry for Dfa_UpDnRot_Flags_final is present in the basic OH_V3.09´s version of the commands.cfg file already. Please try to disable and re-enable the affected mods for testing.

Regards,
DD

java`s revenge 12-07-09 04:11 PM

Divingduck can you also make a version (fix) for the makman gui ?

DivingDuck 12-07-09 04:15 PM

Moin,

I´ve found a mistake in my manual. The JSGME screenie needs to be amended like this:

http://i182.photobucket.com/albums/x.../JSGME_007.png

The fix for DC shake is NOT TO BE USED together with OLC´s GOLD MkII GUI.
A new version of the manual is available for online reading here.


For those who want to change the triggering depth for the helmsmen vanishing, try these tweak files. I´ve managed to upload them to SubSim only today. Open them with MiniTweaker and change the values for "minimum" and "maximum". I recommend to use a max difference of 0.001 between both values. If you want to "disable" this feature, set both values to 0.


Regards,
DD

DivingDuck 12-07-09 04:31 PM

Moin,
Quote:

Originally Posted by java`s revenge (Post 1215321)
Divingduck can you also make a version (fix) for the makman gui ?

IIRC 'makman' offered to make a fix whenever OH has reached final state. But I´m considering to make a hotfix, at least for V3.09. Just have to search for a dl link of his mod. But don´t nail me down on it.

Regards,
DD

LGN1 12-07-09 05:59 PM

Hi DD,

thanks for the reply. I tried to disable and re-enable the mods, but it did not help. I also did a restart. Still the same. I only use the DFa_UpDnRot_Flags_final mod and on top your new version with a clean GWX installation. The flag works fine and also the grammophone works fine. However, the Funkantenne is missing (empty housing) and neither the periscope nor the hatch is animated (the handle of the hatch moves). :06:

I always use the first mission in the academy for testing. Has no one else the same problem?

Best, LGN1

LGN1 12-07-09 06:22 PM

I did some further tests. It seems the problem occurs only with the VIIB and with the first turm. For the VIIC and VIIB with the second turm it is fine :hmmm:

Best, LGN1

Anvart 12-07-09 06:44 PM

I already wrote, that would be more correct to apply StateMachine System for disappearance/appearance of helmsmen(s) ...

ViperU48 12-07-09 08:56 PM

I need to check these forums more often, I may have almost been helpful for someone around here. :O:

So far I've found that for the disappearing helmsmen, a minimum/maximum of 10.455/10.456 is a good trade-off. This way in stormy weather, it will be somewhat rare for the helmsmen to appear and disappear instantaneously, and the boat will be submerged for only 1-3 seconds before the helmsmen appear as they should in real life.

DivingDuck 12-07-09 11:00 PM

Moin,

Quote:

Originally Posted by DivingDuck (Post 397371)

DD_OH_V3.09_20091204224112 released



Quote:

Originally Posted by LGN1 (Post 1215409)
I did some further tests. It seems the problem occurs only with the VIIB and with the first turm. For the VIIC and VIIB with the second turm it is fine :hmmm:

Best, LGN1

thanks for the info. That´s something to work with.

@Anvart:
I knew this would fire back. ;) I´m working on this.

@ViperU48:
thanks for sharing your findings.


Regards,
DD

PS: DD_OH_V3.09_TweakFiles.7z

Rapt0r56 12-08-09 12:07 AM

Quote:

DD_OH_V3.09_20091204224112
Schaut schon richtig klasse aus auf den ersten blick, habe erst am Wochenende wieder Zeit auf Feindfahrt zu gehen und alles zu testen.
Jetzt da die neue OH version da ist kann ich meine Instruments mod auf 3.0 updaten, werde dafür noch den Angriffssehror Schacht retexturieren und villeicht einige neue Platten Cover beilegen.

Auf jedenfall wieder super Arbeit, mir ist besonders aufgefallen dass diese merkwürdigen schwarzen flecken (Schatten?) vom oberen teil des Obs Peri entfernt wurde. Sieht nun weitaus besser aus! :up::yep:

Anvart 12-08-09 05:36 AM

Quote:

Originally Posted by DivingDuck (Post 1215540)
Moin,
...
@Anvart:
I knew this would fire back. ;) I´m working on this.
...
Regards,
DD

SMS ... SMCtl ... это самый простой и надежный путь (нажал клавишу - отдал команду for disappearance или "уловил" AnyWatch commands... плюс some subs states and so on) ... "Gold reserve" можно экономить и использовать только одну команду для начала и конца акции ... для этого строим специфичную логику в новом SMClass...

makman94 12-08-09 05:53 AM

Quote:

Originally Posted by LGN1 (Post 1215394)
Hi DD,

thanks for the reply. I tried to disable and re-enable the mods, but it did not help. I also did a restart. Still the same. I only use the DFa_UpDnRot_Flags_final mod and on top your new version with a clean GWX installation. The flag works fine and also the grammophone works fine. However, the Funkantenne is missing (empty housing) and neither the periscope nor the hatch is animated (the handle of the hatch moves). :06:

I always use the first mission in the academy for testing. Has no one else the same problem?

Best, LGN1

exactly same issues here ! DD something is not ok with the files of your last release....better check them again

LGN1 12-08-09 12:28 PM

Hi DD,

I have found out that the IDs of Node 199 and Node 201 in Anvart's Turm7b_1_hd.dat are also used in your files. I will check whether this causes the problems.

Cheers, LGN1

Alex 12-08-09 12:41 PM

Just wanted to say that the mod works fine at my end (I run SH3 with GWX 3.0 and some other mods)... And no bug noticed.

I don't know what to think about the reports sent, actually :-? :hmmm:... And hope you guys will get SH3 to run smoothly very soon once again ! :yeah:

:hmm2:


All times are GMT -5. The time now is 05:39 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.