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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Any chance of adding range at current speed?
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#2 |
Captain
![]() Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
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Thank you for this mod.
there are so many key features that is left out in sh5 that actually work ingame. I wonder where all thos keys to order your gunners to take action have gone? How do we order them now what to do? A quik look in the file says the function is there but they key is not mapped to it.
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#3 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#4 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Hi Sergei, not sure what you mean, can you clarify some?
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#5 |
Bosun
![]() Join Date: Dec 2009
Location: Germany
Posts: 68
Downloads: 145
Uploads: 0
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@ddrgn
Toggle TDC Auto Update: 0 (Zero) how does it work? do u mean the "0"-Key? No function ingame and no text is displayed if pressed? how to use? thx |
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#6 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Basically from any screen you can toggle on and off TDC autoupdate. I use it when I want to hold my last solution and get math for another.
So when you have TDC off and you have the fields, range, aob, speed, etc than press 0, you will see the bearing lock and the other fields will stay at what you left them.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#7 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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File updated to 1.4
Latest changes: 1.4 Moved show multiplayer score to "SHIFT Y" to avoid conflict with maps
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#8 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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Excellent, thanks.
![]() Any chance of adding the unmapped special abilities to extended Shift Function keys? Reason being the morale mod will allow the regular Function mapped abilities to be used at all times (such as man AA/Deck guns), but the others (such as reduce flooding, etc) that require crew conversations still will not work after the morale drops to zero due to the morale bug. |
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#9 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Very possible. I am looking into adding a few more things now. Will update shortly.
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#10 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#11 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Quick update: Latest changes: 1.5 Added Camera on Unit "6" Added Camera on Next Unit "7" Added Camera on Next Unit "8" Added Report Time to Course End "SHIFT 9" Added Report Range to Course End "SHIFT 0"
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#12 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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The problem is, I couldn't get my camera reconnected to my avatar. Switch to Sub F4 key didn't work. Also, more alarmingly, Shift-U (unstick) didn't work either. Once it moved me to the ocean ahead and to the right of my boat, but mostly it did nothing... Just me or? |
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#13 | |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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However in cases like the Chief Engineer, who does not have his Repair/Reduce flooding abilities mapped to hotkeys (and does not need promotion points to make them available, as they are there from the beginning) you cannot use his abilities when morale is zeroed out - there is no hotkey, and no way to select the ability by talking to him. But there are lots of special abilities, so I suppose keymaps for all would be tough. The Morale Mod appears to now have made all the other abilities (if unlocked through points) selectable via conversation even when morale is zeroed. |
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#14 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Important Update:
(working out the kinks, and this may be the last *knocks on wood desk*) 1.6 Removed "U" for UZO. This is what was causing the external cams to get stuck, player stuck in conning tower etc. This is originally commented out by the devs and for good reason. I left it binded when testing, so a fix for this mod had to be released.
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#15 |
Gunner
![]() Join Date: Dec 2005
Posts: 93
Downloads: 100
Uploads: 0
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when you put this in your jsgme do you have to place this file in a new folder an rename it what the file is because you can't put a data folder in jsgme on what I just downloaded this file from?
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Tags |
foot step mod, foot-step |
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