![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Sailor man
![]() Join Date: Aug 2013
Posts: 46
Downloads: 148
Uploads: 0
|
![]()
Is there a mod out there for SH4 that will help with the problem of the tubes closing when you switch tubes? Its like the game itself gives the advice to have the tubes you going to use open prior to the attack but yet when oyu try to do that it closes the other tube as you open the next one. Everytime I open tube one and go to open tube two it will say closing tube one and opening tube two. So to me its not worth doing that as for tube two firing it take the same amount of time for it to actually leave the tube regardless oif you open it manually or let it auto open from firing it it.
|
![]() |
![]() |
![]() |
#3 | |
Sailor man
![]() Join Date: Aug 2013
Posts: 46
Downloads: 148
Uploads: 0
|
![]() Quote:
Thou sounds it could be a rare bug. Because it annoys me and so had stop bothering opening the second tube and just hit fire as soon as I switch to it. Still opens the first tube to be use in the attack thou. |
|
![]() |
![]() |
![]() |
#4 |
Captain
![]() Join Date: Aug 2009
Posts: 481
Downloads: 74
Uploads: 3
|
![]()
Game version number and mods?
I suspect that in your controls file, you've got Close_sel_torpedo_tube and Cycle_torp_tube double bound (in other words, both set to w). Try this: Press q to open torpedo tube 1. Instead of pressing w to cycle tubes, click the torpedo tube in your periscope/tbt/attack map to change to tube 2 as per the image below. Press q to open tube 2. ![]() If that works without closing tube 1, that should confirm the problem so we can fix it.
__________________
My SH4 LP |
![]() |
![]() |
![]() |
#5 |
Sailor man
![]() Join Date: Aug 2013
Posts: 46
Downloads: 148
Uploads: 0
|
![]()
Game version is 1.5 mods: 1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch 1.5_Optical Targeting Correction 031312 for TMO 2.5 1.5_OTC for 16 to 9 Aspect Ratio_TMO Improved Stock Environment_v3_TMO&RFB #2 ISE Realistic Colors Extra_Ammo_Mod TDW_Ship_Plane_Fire_Damage_v1_3_SH4 LST_TMO_v2 Webster's Real Lifeboats Fix for v1.5 Mind there is one more mod I do plan on putting in when I am going to play the campaign and that is the RSRDC mod. But what you suggested worked. The tubes didn't closed by clicking to the next tube. Thats doable to do in the long run. |
![]() |
![]() |
![]() |
#6 |
Captain
![]() Join Date: Aug 2009
Posts: 481
Downloads: 74
Uploads: 3
|
![]()
Open the file \sh4\Data\Cfg\Commands.cfg
Search for Name=Close_sel_torpedo_tube If the line immediately below that command name looks like: Key0=0x57,,"W" Put a ; in front of the keyX to disable that command. For example: ;Key0=0x57,,"W" Search for any other occurrences of 0x57. The only one that should not be disabled is Cycle_fore_torp_tube.
__________________
My SH4 LP |
![]() |
![]() |
![]() |
#7 |
Sailor man
![]() Join Date: Aug 2013
Posts: 46
Downloads: 148
Uploads: 0
|
![]()
Ok found the area and yeah so why is it set that way anyways? Seems retard to have that line in there when its like only the q key should work it.
|
![]() |
![]() |
![]() |
#8 |
Captain
![]() Join Date: Aug 2009
Posts: 481
Downloads: 74
Uploads: 3
|
![]()
Dunno which mod you have that set it like that, I don't have the same setup. You could use jsgme to figure out which version of the file is the most recent if you really want to know. Truthfully though, the mod maker just made a mistake. The guy probably just doesn't use those keyboard commands so never noticed it.
__________________
My SH4 LP |
![]() |
![]() |
![]() |
#9 |
Sailor man
![]() Join Date: Aug 2013
Posts: 46
Downloads: 148
Uploads: 0
|
![]()
So pretty much it be safe to just delete it from the cfg then since it shouldn't be there in the first place?
|
![]() |
![]() |
![]() |
#10 |
Captain
![]() Join Date: Aug 2009
Posts: 481
Downloads: 74
Uploads: 3
|
![]()
Well, I would reccomend just commenting the key code out as per above instead of deleting so you can easilly undo it.
Also, don't delete/comment out the section header or name property. Fine: Code:
[Cmd311] Name=Close_sel_torpedo_tube ;Key0=0x57,,"W" ;Ctxt=1 Code:
;[Cmd311] ;Name=Close_sel_torpedo_tube ;Key0=0x57,,"W" ;Ctxt=1
__________________
My SH4 LP |
![]() |
![]() |
![]() |
#11 |
Sailor man
![]() Join Date: Aug 2013
Posts: 46
Downloads: 148
Uploads: 0
|
![]()
Well I did a clean install of sh4 before doing anything and just on a whim look in the cfg and that command is in stock game. Its not from a mod its there from the developers. But this time it seems to have that ; in front this time.
|
![]() |
![]() |
![]() |
#12 |
Bosun
![]() Join Date: Nov 2006
Location: Mason, MI
Posts: 65
Downloads: 32
Uploads: 0
|
![]()
Wow, a bug I've never seen. Thank goodness. The only time I've seen the tube doors close is when I dive below 100 feet. Never saw the other thing.
__________________
Al Lowe http://www.billybishop.net http://www.redbaron3d.net/ Current System: MSI 760GM-E51 mainboard with AMD FX-8350 8 core processor running at 4.2 GHZ 16GB of DDR3 RAM @ 800 MHZ AMD Radeon R9 285 GPU w 2GB of GDDR5 RAM @ 1375mhz Acer V223W Monitor |
![]() |
![]() |
![]() |
#13 |
Sailor man
![]() Join Date: Aug 2013
Posts: 46
Downloads: 148
Uploads: 0
|
![]()
Agreed. its a small bug thats easily overcome but still annoying when you use the keyboard commands to do most of the stuff.
|
![]() |
![]() |
![]() |
|
|