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Old 08-16-09, 12:16 AM   #1
I'm goin' down
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here is one I haven't seen re the stopwatch

The stopwatch can be dragged, and if you click on the "x" on the face of the watch, it disappears but keeps operating (i.e. "ticking.") Those seem to be good features. However, if the stopwatch is activated and visible, and you change screens, the stop watch, while still ticking, is no longer visible unless you click the chronometer or tap the appropriate keyboard key which will it reappear. Is there a mod or data file change that will keep the stop watch visible if it is activated and you change screens? It seems that once activatede the stop watch should remain visible until you click on the "x" or the chronometer button to make it disappear, and that it should not be invisible merely because you change screens.
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Old 08-16-09, 01:56 AM   #2
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I know of no mod and the thing can be a pain, always in the way, ect.
However, the Z key only takes a second to push, so no biggy.
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Old 08-16-09, 02:27 AM   #3
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The Z key

I wish I had your computer. I hit the "x" key to toggle the stopwatch. I will have to try the "z" key and see what happens.
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Old 08-18-09, 11:31 AM   #4
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Default Armistead

Frankly, I am surprised that a modder has not modified the stopwatch so that it does not have to be reactivated (remains visible) every time you change screens. The standard operation it seems should be just the opposite -- that the stopwatch remains vusubke until you deactivate it. During an attack, you often change screens between the map screen, arming topredoes, etc. The fact that all you have to do is click on the "x" button to toggle the stopwatch makes one more thing to do during an attack and it a waste of time in my opinion.
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Old 08-18-09, 01:03 PM   #5
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Quote:
Originally Posted by I'm goin' down View Post
Frankly, I am surprised that a modder has not modified the stopwatch so that it does not have to be reactivated (remains visible) every time you change screens. The standard operation it seems should be just the opposite -- that the stopwatch remains vusubke until you deactivate it. During an attack, you often change screens between the map screen, arming topredoes, etc.
You would be a lot more upset if you were entering info on the map or possible info on the torpedos speeds etc and the clock keep popping up in the way and you had to keep closing it. Every time you go to a new screen the clock would have to be redrawn on the new screen, but what if you used the clock to time your 3 minutes or 3 min 15 sec and were done with it but it wouldn't go away. The game does not know if you are done with the clock or not. I would think the devs figured if you are changing screens you are done with it.
As for hitting the 'x' key, I am going to start right now and hit the x key, done. Woops wait I was done before I could say I was done....I'll do that again..done. Well let's say it was about .1 seconds. Darn now I will probably miss the shot on that freighter going 8 knots.

Let's say you are plotting on the map and have a solution for the shot, including speed so you don't need the clock anymore and you go to set things up and see this:


Quote:
The fact that all you have to do is click on the "x" button to toggle the stopwatch makes one more thing to do during an attack and it a waste of time in my opinion.
Darn it all, I want to set the spread, the speed of the torps and set to 'contact' but that stupid clock in in the way! And it's going to take 1/10 of a second to close it. Which way is better, it remains or disappears?

Sort of making mountains out of molehills don't you think.

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Old 08-18-09, 04:44 PM   #6
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Default .5

In .5 secs. I would sunk a task force! If you had been on the other side, you would have won the war without firing a shot as you would have negotiated until the U.S. surrendered.

I see your point.
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Old 08-18-09, 05:30 PM   #7
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Quote:
Originally Posted by I'm goin' down View Post
In .5 secs. I would sunk a task force! If you had been on the other side, you would have won the war without firing a shot as you would have negotiated until the U.S. surrendered.

I see your point.
Man you are good, I could only do half the task force.

Of course I was just picking on you a little bit, but it depends what you are doing whether the stopwatch staying on the screen is good or bad, but either way it is so simple to get rid of it.

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Old 08-20-09, 10:18 PM   #8
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Do anyone know if there is a 70% chronometer for 1.4 available for JGSME?
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Old 08-20-09, 10:32 PM   #9
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Default jamminadrid has one

find posts by jamminadrid. He has one you install using JTex that is what you want for the stock game.
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Old 08-22-09, 12:54 AM   #10
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I think you mean JimiMadrid?

I tried to find anything with Jimimadrid and chrono in the search engine. Gave me 350 post.....

I tried to look in the download section. Nothing

Even if I do find something, there is a good chance that it'll be either for 1.3 or 1.5 not 1.4.
I found this page :
http://www.subsim.com/radioroom/show...ght=minichrono

but I got this message for the 1.4 download :

Invalid File. This error has been forwarded to MediaFire's development team.


I play at 1280x768 resolution which means that when I use manual targeting I can either see the ship OR the clock
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Old 08-22-09, 01:49 AM   #11
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Default correct spelling of name.

jamimadrid is the correct spelling. He has a thread dealing with mini chrono and JTex. It is cited in your post above. Send him a private message. He should give you a link to download it. He has been online as I saw a post on a thread recently. I had all kinds of mini chrono issues and he can probably set your stright. filefront has been deleting their files for reasons I do not understand.
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Old 08-22-09, 03:13 AM   #12
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Quote:
Originally Posted by I'm goin' down View Post
jamimadrid is the correct spelling.
No its not. There is no user by that name.
Again, if you mean Jimimadrid, then I found the post, and actually informed him of the link was dead all the way back in 09-10-2008, 10:12 AM

Still no answer.

Nevermind.... SH4 did a short resurface for me, only to go back to the depths. So much is still broken and with Uboat missions addon I guess they'll never will be fixed for 1.4

I really hope the DEVs will take their time and remove obvious bugs from SH5 before the release. The amount of bugs still to be found in 1.4 is embarrasing.
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Old 08-22-09, 03:22 AM   #13
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Default correct name.

jimimadrid. He is a modder and has lots of posts I believe. Send him another private message. He uses Filefront and he had another site, his own, that worked a long time ago. . Lots of links are broken by the way, as I guess Filefront is purging files. Several of Werner Sobes files on Filefront have bee purged. Good luck.

Last edited by I'm goin' down; 08-22-09 at 03:45 AM.
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Old 08-25-09, 08:30 PM   #14
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Default I am back

I have concluded that peabody's analysis does not resolve my issue.

Here is the problem:

contact target within range on the Nav map

plot location of target

activate stopwatch for a 3 minute period during which time I switch to periscope view and arm the torpedoes

acitvate Nav map. Note the stopwatch is not visibile so you must click the X button to view it and check stopwatch time for purposes of target distance over a 3 minute run time.

At 3 minutes, plot the targets position on the Nav. Map. Switch screens to Periscope view and set target's speed.

Click on Nav. Map and plot the target's course with the ruler tool open. stopwatch running but not visible. switch to periscope screen and enter course on TGT dial. Stopwatch still not visible.

When speed, AoB, etc are set, return to Nav map. for second speed reading if necessary. Click on tthe X button so the stopwatch becomes visible again, check time or reset stopwatch. Repeat the stopwatch process if you switch to periscope of Attack Map view, or need to calculate target speed a second time.


Why add extra steps of clicking on the X button multiple times to view the stopwatch? If someone makes a mod, you can close the stopwatch if it gets in the way.

Modders front and center if they are interested.
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