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-   -   Sub not diving, stock bug? (https://www.subsim.com/radioroom/showthread.php?t=184797)

Kumando 06-22-11 06:20 AM

Sub not diving, stock bug?
 
Hi, sometimes when i hit the dive or crash dive button (using TDW, megaopus an UImods) the sub doesnt dive it continues to run on the surface, i have to order ir again to work, is this a stock bug?

SalmonVGM 06-22-11 08:25 AM

yeah, and when I hit the crash dive button it flashes and I get sent to the hydrophone station.

crepitis 06-22-11 08:36 AM

I think some of the key commands might have been changed in the mods from the keys assigned in the un-modded version ? :hmmm:

TheDarkWraith 06-22-11 08:57 AM

Quote:

Originally Posted by Kumando (Post 1688688)
Hi, sometimes when i hit the dive or crash dive button (using TDW, megaopus an UImods) the sub doesnt dive it continues to run on the surface, i have to order ir again to work, is this a stock bug?

Quote:

Originally Posted by SalmonVGM (Post 1688750)
yeah, and when I hit the crash dive button it flashes and I get sent to the hydrophone station.

If you are using the stock setup of the options file then this behavior is expected. There is a time delay associated with crash dive (stock value of 20 seconds). This time delay is to allow the crew (simulated) to get down the hatch and to close the hatch. If you are not submerged then you are teleported to station designated in options file. If you are submerged then no teleportation happens and no time delay is incurred (starting in v6.6.0). The flashing of the crash dive button is letting you know that the time delay is ticking down.

##################################### Crash Dive (SH3/4/5 Modes) #####################################
# the hotkey used for crash dive
# Format:
#
# CrashDiveKey = [ False, None, False, False, False, False ]
# False = enabled
# None = key used
# False = shift key required
# False = ctrl required
# False = alt required
# False = handled
#
# so if you wanted the crash dive hot key to be shift + P:
# CrashDiveKey = [ True, MenuKeyManagerWrapper.Keys.P, True, False, False, False ]
#
# if you didn't want to assign a hotkey for crash dive:
# CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, False, False, False, False ]
CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, True, False, False, False ]

# teleport on crash dive? If enabled and you are currently submerged then no teleporting will take place
# change below to either True or False
TeleportOnCrashDive = True

# time interval to wait before giving the crash dive command (simulates crew clearing the topside deck) (this value is in seconds - i.e. 5.5 would be 5 and a half seconds). If submerged then there is no delay
TeleportOnCrashDiveWaitTime = 20

# the station to teleport to when crash diving
# possible values are:
# "TelToObsScope" - teleport to obs scope
# "TelToAttackScope" - teleport to attack scope
# "TelToRadar" - telelport to radar station
# "TelToHydrophone" - teleport to hydrophone station
# "TelToCaptainsBed" - teleport to Captain's bed
CrashDiveTeleportToStation = "TelToRadar"

Kumando 06-22-11 09:41 AM

Ok so its a delay then to simulate the crew going down the hatch:hmmm: interesting, thanks TDW.



Quote:

Originally Posted by TheDarkWraith (Post 1688771)
If you are using the stock setup of the options file then this behavior is expected. There is a time delay associated with crash dive (stock value of 20 seconds). This time delay is to allow the crew (simulated) to get down the hatch and to close the hatch. If you are not submerged then you are teleported to station designated in options file. If you are submerged then no teleportation happens and no time delay is incurred (starting in v6.6.0). The flashing of the crash dive button is letting you know that the time delay is ticking down.

##################################### Crash Dive (SH3/4/5 Modes) #####################################
# the hotkey used for crash dive
# Format:
#
# CrashDiveKey = [ False, None, False, False, False, False ]
# False = enabled
# None = key used
# False = shift key required
# False = ctrl required
# False = alt required
# False = handled
#
# so if you wanted the crash dive hot key to be shift + P:
# CrashDiveKey = [ True, MenuKeyManagerWrapper.Keys.P, True, False, False, False ]
#
# if you didn't want to assign a hotkey for crash dive:
# CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, False, False, False, False ]
CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, True, False, False, False ]

# teleport on crash dive? If enabled and you are currently submerged then no teleporting will take place
# change below to either True or False
TeleportOnCrashDive = True

# time interval to wait before giving the crash dive command (simulates crew clearing the topside deck) (this value is in seconds - i.e. 5.5 would be 5 and a half seconds). If submerged then there is no delay
TeleportOnCrashDiveWaitTime = 20

# the station to teleport to when crash diving
# possible values are:
# "TelToObsScope" - teleport to obs scope
# "TelToAttackScope" - teleport to attack scope
# "TelToRadar" - telelport to radar station
# "TelToHydrophone" - teleport to hydrophone station
# "TelToCaptainsBed" - teleport to Captain's bed
CrashDiveTeleportToStation = "TelToRadar"


Targor Avelany 06-22-11 10:06 AM

No, it is not "to simulate" it is "to give time"

If you watch closely, the Watch Crew actualy goes down the stairs to their designated positions one by one.

TheDarkWraith 06-22-11 10:13 AM

Quote:

Originally Posted by Targor Avelany (Post 1688819)
If you watch closely, the Watch Crew actualy goes down the stairs to their designated positions one by one.

If you are using the Might fine crew mod or MO :yep:

Kumando 06-22-11 10:34 AM

Quote:

Originally Posted by TheDarkWraith (Post 1688824)
If you are using the Might fine crew mod or MO :yep:

Yes im using version 1.1, version 1.2 messes up the the orders when you click on your officers, do you know how to fix this TDW?

Targor Avelany 06-22-11 10:45 AM

Quote:

Originally Posted by TheDarkWraith (Post 1688824)
If you are using the Might fine crew mod or MO :yep:

Sorry, MO became pretty much the main mod on my list, so I sometimes treat it as part of the game. :salute:

TheDarkWraith 06-22-11 11:01 AM

Quote:

Originally Posted by Kumando (Post 1688852)
Yes im using version 1.1, version 1.2 messes up the the orders when you click on your officers, do you know how to fix this TDW?

Don't understand what you mean by 'messes up the orders when you click on your officers' :06: Can you give an example?

Kumando 06-22-11 11:21 AM

Quote:

Originally Posted by TheDarkWraith (Post 1688891)
Don't understand what you mean by 'messes up the orders when you click on your officers' :06: Can you give an example?

For example im on the brige and ask the WO to order the navigator to give me depht under keel and it simply doesnt do nothing, only 1.2 version does this.

TheDarkWraith 06-22-11 11:35 AM

Quote:

Originally Posted by Kumando (Post 1688903)
For example im on the brige and ask the WO to order the navigator to give me depht under keel and it simply doesnt do nothing, only 1.2 version does this.

I'm still confused. So you have patch 2 for MO installed, you are on the bridge and you click on the XO to start a dialog with him, and you ask him for depth under keel?

Kumando 06-22-11 11:46 AM

Quote:

Originally Posted by TheDarkWraith (Post 1688916)
I'm still confused. So you have patch 2 for MO installed, you are on the bridge and you click on the XO to start a dialog with him, and you ask him for depth under keel?

Yes but i was refering with your mods installed and mighty fine crew mod 1.2 that happens, with verson 1.1 of this mod it doesnt happen so i know that the problem it isnt with your mods but with the crew mod itself. I was asking if you know what i can do to make it compatible.

TheDarkWraith 06-22-11 12:12 PM

Quote:

Originally Posted by Kumando (Post 1688925)
Yes but i was refering with your mods installed and mighty fine crew mod 1.2 that happens, with verson 1.1 of this mod it doesnt happen so i know that the problem it isnt with your mods but with the crew mod itself. I was asking if you know what i can do to make it compatible.

I can take a look at MFCM 1.2 and see what's going on. Probably won't be able to look into it till tomorrow though :up:

Kumando 06-22-11 12:46 PM

Quote:

Originally Posted by TheDarkWraith (Post 1688932)
I can take a look at MFCM 1.2 and see what's going on. Probably won't be able to look into it till tomorrow though :up:

Dont worrry, take your time, tks mate :up:


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