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Old 12-05-07, 08:05 PM   #16
Castout
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Quote:
Originally Posted by Castout
We need DivingDuck to answer for sure though. His Readme file for tweaking the interior ambient light sounded like it was possible:hmm:.

Here's the excerpt: Purpose : "The ambient light color for silent runnning may not be changed using them."
I know shameless for quoting myself

Privateer now I think I know what that DivingDuck's Readme tells. It means it is impossible to differentiate between normal running and silent running ambient light.
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Old 12-05-07, 08:14 PM   #17
Madox58
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If anyone could do it?
It would be DD!
I have no contacts that know the Sub Interior as well as he does!!
But that's what makes this Modding stuff so....
so......
ummm...
Well, some are great in one area,
some are great in others!!!
Makes it all interesting is the phrase I guess.
LOL
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Old 12-06-07, 04:44 AM   #18
DivingDuck
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Moin,

@Privateer:
You make be blush.

@Castout:
Unfortunately there is no trigger that can be used to differentiate between night and silent operation. I just wrote the respective line (ReadMe) to emphasise that only the InteriorLights may be changed using the TweakFiles. Sorry for confusing you.

Regards,
DD
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Old 12-06-07, 04:54 AM   #19
Castout
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Yea you got me confused by those wording but this sort of ambiguity is really inevitable. I got one example: Impossibility is an impossibilty.

That sentence has two really contradicting meanings. Depending on how one percieve it.

DD is there any way to make the broken lights stay off for prolonged period of time say 10 good minutes? Which file should I tweak? Is it at all possible to use the mini tweaker ?:hmm:
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Old 12-06-07, 05:04 AM   #20
DivingDuck
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Hey Castout,

Quote:
Yea you got me confused by those wording but this sort of ambiguity is really inevitable. I got one example: Impossibility is an impossibilty.

That sentence has two really contradicting meanings. Depending on how one percieve it.

DD is there any way to make the broken lights stay off for prolonged period of time say 10 good minutes? Which file should I tweak? Is it at all possible to use the mini tweaker ?:hmm:
well, weīve seen many things that were told to be impossible.

As for the lights, I guess you like to simulate longer lights repair times? Havenīt checked this matter so far. But itīs impossible to use MiniTweaker unless somebody writes a tweak file. And I havenīt covered it with mine. From what I remember about lights and their controller, Iīm afraid it canīt be done. But never say never. What I can do for sure is make one or more lights flicker "randomly". But donīt expect much, the light would start flickering with the very beginning of your mission.

Regards,
DD
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Old 12-06-07, 06:25 AM   #21
GOZO
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Quote:
Originally Posted by Kaleu. Jochen Mohr
Quote:
Originally Posted by Woof1701
The movie U-571 is dumb
The only fun thing is when Jon Bon Jovi gets his head shot off :rotfl: :rotfl: :rotfl: :rotfl:
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Old 12-06-07, 06:46 PM   #22
Castout
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I don't mean to trouble you DD. Only try it when you feel that you want to. I realized you have RL to attend to and perhaps other bunch of great mods in progress. I still can't believe that you actually did it with the Open command room mod.

Can the flicker start when the sub is taking damage and it stay off for prolonged time...okay okay I might be pushing it LOL


Quote:
Originally Posted by DivingDuck
Hey Castout,

Quote:
...
DD is there any way to make the broken lights stay off for prolonged period of time say 10 good minutes? Which file should I tweak? Is it at all possible to use the mini tweaker ?:hmm:
well, weīve seen many things that were told to be impossible.

As for the lights, I guess you like to simulate longer lights repair times? Havenīt checked this matter so far. But itīs impossible to use MiniTweaker unless somebody writes a tweak file. And I havenīt covered it with mine. From what I remember about lights and their controller, Iīm afraid it canīt be done. But never say never. What I can do for sure is make one or more lights flicker "randomly". But donīt expect much, the light would start flickering with the very beginning of your mission.

Regards,
DD
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Old 12-06-07, 06:53 PM   #23
Castout
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Quote:
Originally Posted by GOZO
Quote:
Originally Posted by Kaleu. Jochen Mohr
Quote:
Originally Posted by Woof1701
The movie U-571 is dumb
The only fun thing is when Jon Bon Jovi gets his head shot off :rotfl: :rotfl: :rotfl: :rotfl:

Hey they may have censored that out
I never got to see that sequence.

Are you sure it was U-571?:rotfl:

Bon Jovi should stick with his guitar and never jumped to become an actor. I'm not saying he's terrible but it ruins his prestige as a rock artist real bad...
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Old 12-06-07, 07:44 PM   #24
Madox58
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I like John.

He's not one of those drug useing, screw you I'm a rock star, persons.
Acting is not his best side for sure!
But he has done alot of good with his fame and fortune.
And continues to.
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Old 12-06-07, 08:57 PM   #25
Castout
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Quote:
Originally Posted by privateer
I like John.

He's not one of those drug useing, screw you I'm a rock star, persons.
Acting is not his best side for sure!
But he has done alot of good with his fame and fortune.
And continues to.
I like his songs even today. Those are the kind of songs that would last forever:hmm:.
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Old 12-07-07, 02:15 PM   #26
TheDarkWraith
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Quote:
Originally Posted by privateer
My understanding is:
There is no controller to change the lights as far as when they come on and off.
Colors, no problem.
When, problem.
Two Dreaded words.
Hard Code.
Here's a wild idea: have an effectslauncher controller (with delay set to 0) attached to the rig for silent node call an effectchoices controller that's attached to the lights in question that has it's depth set to 0 and under. That way it will 'display' the alternate object for the lights if your underwater and you rig for silent running.
How's that for a wild idea? I'm currently playing around with these kind of ideas and experimenting with them
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Old 12-07-07, 02:37 PM   #27
Castout
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Well I don't know what that means but that sounds good.

Crossing my fingers...
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Old 11-04-08, 01:25 PM   #28
Ktl_KUrtz
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Quote:
Originally Posted by ref
It's been already implemented in GWX since v.101, you need to change the values for AheadSlow in the subs cfg files, when you order silent running the sub speed is set to that.
This are the values from GWX

Uboat 21 :
AheadSlow=0.24

Uboat 2A:
AheadSlow=0.30

Uboat 2D :
AheadSlow=0.26

Uboat 7B:
AheadSlow=0.25

Uboat 7C:
AheadSlow=0.26

Uboat 9B:
AheadSlow=0.28

Uboat 9C:
AheadSlow=0.28

Uboat 9D2:
AheadSlow=0.30

Ref
I want to say thanks for this!
It is pure Gold Dust and makes the game!
(May I say...May your God be with you!)
KUrtz
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Old 11-04-08, 02:33 PM   #29
badwolf
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I have thought about "silent running" awhile ago and ran some tests.
I used an additional speed dial set to 1 knot only, but the graphics was not a dial but the "run silent" command icon, it worked successfully. I read that racerboy had got the Revolution Dial to work which would be even better. Its better to set rpm to 100, as above this you can be heard and this would set max silent speed for different boat types. I thought of using the original "silent running" for shut down of auxiliary equipment only (not totally silent), useful when you are a bit further away and want to run 2 knots with less noise.
So what is needed is the rev dial set 100 min/max with a command icon graphic and attach it to the Commands_en.cfg and CE commands.
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Old 11-04-08, 06:34 PM   #30
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Quote:
Usually I just click on the speed dial between the 0 and 1 knot marks, the LI says "new speed 0 knots" but actually it's something like 0.5 and the RPM dials in the command room indicate 40/50 RPM.
I have done that in the past. But it is very tedious up/downing speed constantly trying to get to the 100 rpm mark so getting away quickly as possible, makes escape much easier. You hit the command and go to 100 rpm exactly, no fiddling about, leaving you to concentrate on evasion.
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