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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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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?
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#2 |
Seaman
![]() Join Date: Jun 2011
Location: UK
Posts: 33
Downloads: 8
Uploads: 0
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yeah, and when I hit the crash dive button it flashes and I get sent to the hydrophone station.
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#3 |
Watch
![]() Join Date: Jan 2002
Location: Bonnie Scotland
Posts: 28
Downloads: 222
Uploads: 0
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I think some of the key commands might have been changed in the mods from the keys assigned in the un-modded version ?
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#4 | ||
Black Magic
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##################################### 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" |
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#5 | |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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Ok so its a delay then to simulate the crew going down the hatch
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#6 |
Ace of the Deep
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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. |
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#7 |
Black Magic
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#8 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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#9 |
Ace of the Deep
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#10 |
Black Magic
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#11 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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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.
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#12 |
Black Magic
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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?
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#13 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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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.
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#14 | |
Black Magic
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#15 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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