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Old 04-18-11, 04:03 PM   #7
Stormfly
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Quote:
Originally Posted by stoianm View Post
Hi stormy... tested.. untill now:

1) i like a lot that you increased the volume of engine ... you found the perfect balance between high and low


2) About the torpedo reload secvence: - for example if i chose to not have an realistic reload time... the crew animation is not conected with the lenght of the sound... ... they finish reloading and the sound is still plaing... i supouse you conected with the relistic reload time.. i will test with this also

"there is another little problem...

...from on of my posts, 1 page back:

the torpedo loading samples are syncronised with 0 crew torp officer abilitys and battlestations off at current (also relaistic torpedo reload set to on in options), that means they are in sync if using MP or single missions or unskilled torpdo petty officer now using battlestations off.

as soon as you give ability points to your torpedo officer, or command battlestations via XO they get out of sync, seams i have to create optional shorter samples regarding different skill points.

iam not shure if it would be possible to ask for skill points or battlestations enabled via script to play fitting syncronised samples then, seams i will sync the samples by default with battlestations effect on and no torpedo drill skill points by default for the next version if no query is possible via script shortly.

if someone have an idea how to ask for different skill points or battlestations enabled via pyton, he is very welcome to help."



3) if i exit from torpedo room and i renter the sound ia not played anymore... i supouse that is normal to be like this

...this behavior should be announced in the readme


4) no lag on my sistem because of your mod.... no ctds untill now... i played 5 missions... i will try to test in campaign also... i did not observed any graphical lost on the ships or ships diseapering untill now... the beards i can not tell you because i do not use the beard version of the MCFM

but by using this beta, you use some bearded script entrys, because they are adopted from "MFCM bearded faces" in the "crew DBSM scripts".


5) i had a bug related to torpedo but i dunno for sure if is because your mod... i fired just a torpedo but the torpedo hit the target sound was played 4 times... i verified in my log book after and i saw that i shoot only a torpedo but in the book i had 4 torpedos hiting the target... i will do more tests

never had this, plz check


6) i still can not hear the farts.. in what room i must to be?

the farts should be in in every room but central compartment and int. cunning tower, maybe you have to stay longer. there are also different longer crew chats in each torpedo room and the quaters near the pentry, just stay long enough. The bowling soup sound is also not bowling all the time, you have to wait sometimes. It may also be, that by using the optional louder engine sounds, and/ or to high diesel rpm while having the hatch to the diesel engine room opened, that you cant hear the bowling soup pot... if the crew isnt in "normal" mode, sometimes also while submerged, the bowling soup pot and extra long crew chat near the pentry isnt playing ! ...best to test it is loading a mission far away from any enemy, on surface, using low rpm, closed engine hatch etc...


7) my antena was working fine
Hi Stoianm, answers in yellow
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