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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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1.2 looks great, but isn't the WO on top of the hatch now?
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#122 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
Uploads: 0
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LOL, as I made my way along the interior of my boat, everyone had Goatees. It was like I got transported into the Mirror Mirror universe of that famous Classic Trek episode.
Where is "evil Spock" thought ![]() Nice work on the mod, looking forward to 1.2 |
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#123 |
Sailor man
![]() Join Date: Mar 2010
Posts: 49
Downloads: 71
Uploads: 0
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I´m using 1.11 at the moment and i noticed that with version 1.11 there is a problem with the animation of the two crew members who usually stand up and move to the ladder.After i loaded a game,all is fine.I see two crewmembers + 2.WO move to the ladder.
But after a while the animation does not work anymore.The two crew members in the control room just teleport to the deck when surfacing and teleport back when i dive.It´s not that the mod stopped working because the 2.WO still does as he should,only the two crew members won´t.. when i want to see them move to the ladder again i have to reload the game and it works again, but stops working after a while anybody else seen this? |
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#124 | ||
Commodore
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He's still there. The screenshot is using the alternate heads verison. He's at front right.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#125 |
Commodore
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1.2 released.
I've added command-based behaviors, so your crew will react to the commands issued. Currently, I have the depth commands done. You have to use the commands via mouseclick or hotkey to see the behaviors. Just clicking on the depth gauge won't do it. They old state-based behaviors of previous version still work, so you won't strand your crew on the deck, if you just click the gauge. I added sound effects for the control room crew movements. The Crash_dive script doesn't trigger. I've included an optional workaround that uses the set_depth command (triggered when you click the gauge). It will trigger a crash dive when you click the gauge and are on the surface, even if you click 0 meters, so use with care! Oh, and I figured out how to add more crewmen. Before you get all excited, I'm still very limited by waypoints. So far, I haven't found any good spot to add anyone that has an animation that works. I'm thinking if I can get a damage control party to trigger, that'd be a good use. Report any problems in this thread. Thanks!
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#126 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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you´re my man!!!
thanks a lot! ![]()
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#127 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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There's a lot of "graphics" mods that are starting to muck with the functions of the submarine when they really shouldn't (the interior dials changing surface depth for example) and it's gonna start getting really confusing. I personally wouldn't include anything in a "watch crew display" mod that changes/breaks something as important as crash dive. Really wonderful work so far, but this is starting to get dangerous. ![]() |
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#128 | |
Commodore
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Just to clarify, the stock crash dive command works fine, in that it makes the sub crash dive. The part where it's supposed to trigger the Crash_dive script is not functioning. My workaround is only if you want to see my crash dive orders/movements sequence. It doesn't effect the performance of the boat.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information Last edited by Heretic; 03-21-10 at 06:10 PM. |
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#129 |
Sea Lord
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Great work heretic!!
![]() I regularly download your latest version and there is continous improvement!! Ready to test your latest version! ![]() |
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#130 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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I got scared earlier using 1.1. I ordered a dive as I stood up from the attack scope and suddenly guys started climbing down past me! Didn't realize it worked in that room too. |
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#131 |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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Hi,
Heretic Thank you very much for all the work you're doing!! not discourage you're doing a great job, this is the right way ![]() ![]() ![]() Regards, Luca |
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#132 |
Sailor man
![]() Join Date: Apr 2008
Posts: 48
Downloads: 8
Uploads: 0
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Hands down, this is my favorite mod and I check it daily for updates.
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#133 |
Seaman
![]() Join Date: Aug 2007
Location: Cornwall UK
Posts: 38
Downloads: 70
Uploads: 0
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This is an awesome mod..I've just downloaded the up to date version. Have a bit of a problem, when crew is at diving stations the crewman controlling the aft diveplanes doesn't appear at his post thou the planes still operate.
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#134 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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Love this though i think teleporting would be better than the clutter up by the ladder. Would it be possible to make an optional teleport for the crew movement?
I just love the dive sequence now and that the crew actually leaves the tower before it goes under. Damn good work ![]()
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#135 |
A-ganger
![]() Join Date: May 2009
Posts: 76
Downloads: 281
Uploads: 0
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thank you for this mod that has a great future!
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