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Old 04-05-07, 09:32 AM   #16
Hitech1
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Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Hitech1
Quote:
Originally Posted by Chrall
The command your looking for is:
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1

Give it a key and you can open tube one and keep it open. For example:

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x62,,"NumPad 2"
Is there anything more on this problem?? I tried your suggestion and it would only open up tube 1 and I am not sure if it stays open when I use the Q key to open another tube. It is hard to tell the time delay before the next tube is fired but it appears that there is a longer delay before the second tube is fired.

Thanks ………………….. Hitech
Still can do only one tube at a time. I do not experience a delay. I send off the first fish, click on my next tube and then the Q key to open. Count in my head 6 seconds as the first 2 seconds was used to open the next door...again, 8 seconds for the door to open. Let it go and start again with the next tube if needed. Kind of a pain but it works for me. Also, I use the enter key to fire. I do not have time to be bouncing my mouse all over the screen making adjustments, etc. So I fire tube one, move my mouse to next tube and hit the Q key to open doors. Also, the W key will cycle tubes. So in all reality you can hit the W key to the next tube, the Q key to open. Count 8 seconds for the door to open and hit the ENTER key to fire.


Also, it was found that tubes open for long periods would mess up the torps so for the most part is was one tube at a time. I do not know if torp failure is modelled in the game concerning this but it is some what realistic in only opening one door at a time.
I think your technique will have to do for now till it is addressed in a patch or we will just have to live with it.

Thanks …………………… Hitech
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Old 04-05-07, 09:39 AM   #17
AVGWarhawk
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Quote:
Originally Posted by Hitech1
Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Hitech1
Quote:
Originally Posted by Chrall
The command your looking for is:
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1

Give it a key and you can open tube one and keep it open. For example:

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x62,,"NumPad 2"
Is there anything more on this problem?? I tried your suggestion and it would only open up tube 1 and I am not sure if it stays open when I use the Q key to open another tube. It is hard to tell the time delay before the next tube is fired but it appears that there is a longer delay before the second tube is fired.

Thanks ………………….. Hitech
Still can do only one tube at a time. I do not experience a delay. I send off the first fish, click on my next tube and then the Q key to open. Count in my head 6 seconds as the first 2 seconds was used to open the next door...again, 8 seconds for the door to open. Let it go and start again with the next tube if needed. Kind of a pain but it works for me. Also, I use the enter key to fire. I do not have time to be bouncing my mouse all over the screen making adjustments, etc. So I fire tube one, move my mouse to next tube and hit the Q key to open doors. Also, the W key will cycle tubes. So in all reality you can hit the W key to the next tube, the Q key to open. Count 8 seconds for the door to open and hit the ENTER key to fire.


Also, it was found that tubes open for long periods would mess up the torps so for the most part is was one tube at a time. I do not know if torp failure is modelled in the game concerning this but it is some what realistic in only opening one door at a time.
I think your technique will have to do for now till it is addressed in a patch or we will just have to live with it.

Thanks …………………… Hitech
If your TDC is set up and dead on, it is a matter of Q,W and the ENTER keys at that point. I think we should have the option to open all doors but I also think we should have instances of more dud/circle runners/stuck in the tube running hot torpedoes as a result. This was a concern IRL and a fact that exposed torps for a period of time screwed up the workings of torpedoes.

In fact, torpedoes in the beginning of the war were so bad the torpedomen would completely rebuild the torpedoes and rework them several times before getting to the action zones. I wonder how many subs took the final dive due to bad torpedoes and Admirals not listening to their men concerning the torpedoes
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