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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Apr 2005
Posts: 210
Downloads: 86
Uploads: 0
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Depth Under Keel not working here. I hear the ping but no message.
Update: I restarted the game today and it was working. I won't delete this report in case there is some kind of intermittent bug here since I noticed someone else in this thread had the same issue. Last edited by cherbert; 03-07-10 at 03:54 PM. |
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#2 |
Nub
![]() Join Date: Mar 2010
Posts: 4
Downloads: 2
Uploads: 0
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Hey fellas, I was wondering if somebody could help me.
I can't seem to get the mod working. I've even tried reinstalling the generic mod enabler. I've tried starting a new patrol but nothing seems to work. I can't even see the new keyboard layout with the F1 key. Looking in my cfg file though it shows that the keys are what they're supposed to be. I don't get it. Can anyone help? All I'm really after is being able to call out depth under keel. Don't feel like playing until I can sneak in shallow waters without grinding the sub on the bottom. Windows 7, English UK keyboard layout and I think the game is patched at version 1.1 Last edited by Kilgore87; 03-07-10 at 07:54 PM. |
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#3 |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
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from next or previous unit view (7 or 8) still impossible, although the UZO key command has been canceled (believed to be the culprit).
![]() Have also tried other Commands mods, as well as fiddling Commands.cfg myself, it seems impossible to get this to work. ![]() Does it really work for anybody? If so, pls post exact info re mod(s) applied. ![]() Or is it a hardcoded bug that can only be fixed by a patch from the devs? ![]() I'm soo frustrated to not be able to admire all the pretty ships for a while before returning to manage my own sub... ![]()
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Cheers Uffe |
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#4 |
XO
![]() Join Date: Apr 2005
Posts: 410
Downloads: 18
Uploads: 0
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Unless Ive missed it , could you add Sonar Contact button. I am getting pee'd off at the sonar man , I click on him and there is no way to ask him to check for contacts .. only thing Ive seen is Reveal Hidden Contact and something like Show all contacts.
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#5 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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They are added all ready ... the red z and x keys ... they ask for nearest contact and nearest warship ... if you hold shift and press those keys the sonar man will follow which ever you request ... nearest contact or warship and will give constant updates.
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#6 |
XO
![]() Join Date: Apr 2005
Posts: 410
Downloads: 18
Uploads: 0
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thanks ..
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#7 |
Swabbie
![]() Join Date: Apr 2005
Location: Iraq
Posts: 5
Downloads: 7
Uploads: 0
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I'm unable to get the sub to return to midships, the hard to port and Starboard are fine, as were the original, and also the 1 degree increments but on original key command and this brill mod, the keystroke doesn't return to midships, or at least I'm not hearing the command "midships" like the original SH 3 and 4 games .....
If it wasn't for the modding community I'd have binned this game after a few hours of playing it!!...very disappointing ![]() |
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#8 |
Swabbie
![]() Join Date: Jan 2006
Posts: 11
Downloads: 5
Uploads: 0
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Also requesting a WASD version or at least explain how to change the WASD keys back to movement. I'm too use to those being for movement from other games. Thanks!
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#9 | |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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![]() Quote:
Press the ' key (directly below the [ and ] keys. As for a WASD version ... I am not going to be making one as it's something I would not be using. You can download this fantastic program that timetraveler did for SH3. Seedler was kind enough to post the link here: http://www.subsim.com/radioroom/showthread.php?t=164085 You can also download the commands config alteration that ddgrn did where he keeps the WASD format. Here's the link to that thread: http://www.subsim.com/radioroom/show...t+Command+Keys |
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#10 |
Swabbie
![]() Join Date: Apr 2005
Location: Iraq
Posts: 5
Downloads: 7
Uploads: 0
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For some strange reason when I hit the ' it gives me an "all stop" command :S
and the 0 key on m numeric doesn't seem to have any syntax... everything else appears fine though ... |
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#11 |
Watch
![]() Join Date: Jan 2009
Location: Italy
Posts: 30
Downloads: 37
Uploads: 0
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Thank you for this mod - it really helps a lot in gameplay.
![]() Could you think of a printable version too? |
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#12 | |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
Uploads: 0
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![]() Quote:
Thanks for this brilliant mod ![]() |
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#13 |
Lieutenant
![]() Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
Uploads: 0
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Thank you for your hard work.
Your mod is really great and I love it!
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Aperite Infernos |
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#14 |
Medic
![]() Join Date: Mar 2005
Location: New Zealand
Posts: 168
Downloads: 4
Uploads: 0
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For some reason I can't get JSGME to recognize the file as a mod when I try to import it. Works for every other mod I including the original non-F1 friendly CCIP version.
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\"Emancipate yourself from mental slavery, none but ourselves can free our minds.\" |
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#15 | |
Captain
![]() Join Date: Mar 2007
Posts: 508
Downloads: 104
Uploads: 0
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![]() Quote:
What doesn't work for me - at least not consistently - is using the mouse to pan around when I'm using the next/previous unit view. It worked once... but I can't for the life of me figure out how I did it! EDIT: I found a work-around to the mouse in unit view mode. I added 1, to the museum_camera contexts line, and 12, to the contexta lines for Camera_on_next_unit and Camera_on_prev_unit. I'm not sure which actually did the trick but it works. No mouse zoom though... have to use the arrow keys for that. EDIT2: Well I thought I figured it out. Then it just stopped working. I think the whole thing is bugged... which is probably why the devs didn't activate it. The more you look the more you realize just how NOT READY for prime time this game actually is. JD Last edited by jdkbph; 03-17-10 at 08:05 PM. |
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