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Old 03-01-11, 05:09 PM   #1
stoianm
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Quote:
Originally Posted by Josef von Posorschitz View Post
Hello stoianm,

I use Magnum´s great mod Open Horizont with the campaign 1943-45 (http://www.subsim.com/radioroom/showthread.php?t=178257) and when I use VIIC/41, I have in bunker a option "enable the deck gun" (standard is VIIC/41 U-Boat without the deck gun). I love this option because on 14 November 1942, the BdU ordered the removal of deck guns from type VII U-Boats to compensate the weight of the increased Flak armament (not the case for submarines in Arctic ocean).
Because I constantly move in the North Atlantic, I do not have on my VIIC/41 U-boat the deck gun asi in real life.
- thanks - i use magnum mod also but i did not know - and he did not told me
very cool - i will try that
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Old 03-07-11, 12:09 PM   #2
mobucks
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I had a

"Cannot use deck gun weather too rough" Report yesterday,
we all know you can use DG regardless of weather, but it seems this report is spoken when trying to issue command to man/fire deck gun, while the gun is completely submerged by for example a tall wave.

Im no programmer, but it seems a call is made to see if decgun is submerged before allowing AI to use it. This seems to happen in real time, as the gunners will stop for a second if a huge wave rolls over them and continue when the wave is past.

Perhaps a timer can be added to this function? Meaning, if deckgun gets submerged, the crew cannot use it for X seconds, till hopefully another large wave covers it, continuing the cycle.

Anyone more knowledgeable willing to shed some light on if the above is possible, what files to look at, ect?

[EDIT] Oops looks like Sober already awnsered where and what to do, so lets work on a script! Im lookin at other scripts seeing if i can canibalize anything relevant.
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Old 03-07-11, 12:13 PM   #3
stoianm
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Quote:
Originally Posted by mobucks View Post
I had a

"Cannot use deck gun weather too rough" Report yesterday,
we all know you can use DG regardless of weather, but it seems this report is spoken when trying to issue command to man/fire deck gun, while the gun is completely submerged by for example a tall wave.

Im no programmer, but it seems a call is made to see if decgun is submerged before allowing AI to use it. This seems to happen in real time, as the gunners will stop for a second if a huge wave rolls over them and continue when the wave is past.

Perhaps a timer can be added to this function? Meaning, if deckgun gets submerged, the crew cannot use it for X seconds, till hopefully another large wave covers it, continuing the cycle.

Anyone more knowledgeable willing to shed some light on if the above is possible, what files to look at, ect?
A good friend of mine writted me this:
,,I just changed that setting (timedelay for bad weather) to 1 sec and my crew un-maned the gun with a big wave

Note: this will also switch of your radar ''

i did not tested yet but i supouse is working as he described
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Old 03-07-11, 12:43 PM   #4
Trevally.
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Yes, there in an option in TDW Ui .PY where a time delay was introduced
to prevent large wave switching off the radar. This also stopped
the very annoying habit of your engines switch back and fore from
battery.

The setting is at 5 seconds. If you change this the deck gun will
unman in bad weather but you will aslo get the above things.

You can also stop the radar and battery switching by having a
TC of more than 32.
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Old 03-07-11, 02:59 PM   #5
Rongel
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Thanks for the info, didn't know this!

However, I tested this but it had no effect at all. It may be because I didn't disable and re-enable TDW's Ui mod, I just edited the useroptions.py and saved it again (EDIT: I mean that I edited the useroptions.py in SH5/data/scripts/menu- folder!). I thought that this would be enough normally, but I may be wrong. Any other results anyone?

Even if this works, it's not a perfect solution, so new script to fix this would be awesome. Too bad I can't help, don't know anything about it.

Last edited by Rongel; 03-07-11 at 03:15 PM.
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Old 03-07-11, 03:16 PM   #6
Trevally.
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Quote:
Originally Posted by Rongel View Post
Thanks for the info, didn't know this!

However, I tested this but it had no effect at all. It may be because I didn't disable and re-enable TDW's Ui mod, I just edited the useroptions.py and saved it again. I thought that this would be enough normally, but I may be wrong. Any other results anyone?

Even if this works, it's not a perfect solution, so new script to fix this would be awesome. Too bad I can't help, don't know anything about it.
I tested this in a historical mission (had to reload to get the wave height to take effect) and each big wave sent crew off the gun.

There is a lot of script about the deckgun in "C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\Page layout" :-


Quote:
item.Name == "WA Man the deck gun":
if crewondeckmode == ManDeckGunMode:
if PL_UnderWater:
Game.SubmarineCommands.ExecuteCommand( "Deactivate_deck_gun_team" )
SetCrewOnDeckMode( WatchCrewMode )
item.VisibleBitmapIndex = BitmapIndex_NotAvailable
else:
item.VisibleBitmapIndex = BitmapIndex_Selected
else:
if PL_UnderWater:
item.VisibleBitmapIndex = BitmapIndex_NotAvailable
else:
item.VisibleBitmapIndex = BitmapIndex_NotSelected
So any change to this would really need to come from TDW as this page is updated a lot.
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Old 03-07-11, 06:57 PM   #7
mobucks
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Indeed, big waves in vanilla do send crew off gun, but you can keep re-ordering them back on, or if you are controlling gun, they will come back again automaticly. In reality, the guncrew would be gone forever.

The behavior I seek is if waveheight/wind exceeds X, than message "Cannot man the deck gun, too rough seas" or whatever, and no crew goes to deckgun. It would not be related to the sub bow catching a big wave.

Going to keep looking at files.
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