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Old 03-04-10, 02:32 AM   #1
sergei
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Any chance of adding range at current speed?
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Old 03-04-10, 05:37 AM   #2
Vikinger
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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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Old 03-04-10, 11:18 AM   #3
ddrgn
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Quote:
Originally Posted by Vikinger View Post
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.
I will take a look at that.
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Old 03-04-10, 11:19 AM   #4
ddrgn
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Quote:
Originally Posted by sergei View Post
Any chance of adding range at current speed?
Hi Sergei, not sure what you mean, can you clarify some?
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Old 03-04-10, 03:49 PM   #5
briklebritt
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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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Old 03-04-10, 05:15 PM   #6
ddrgn
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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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Old 03-04-10, 05:30 PM   #7
ddrgn
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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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Old 03-04-10, 11:33 PM   #8
remowilliams
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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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Old 03-05-10, 12:02 AM   #9
ddrgn
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Very possible. I am looking into adding a few more things now. Will update shortly.
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Old 03-05-10, 12:36 AM   #10
kylania
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Quote:
Originally Posted by ddrgn View Post
Very possible. I am looking into adding a few more things now. Will update shortly.
Can't wait!
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Old 03-05-10, 12:52 AM   #11
ddrgn
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Quote:
Originally Posted by remowilliams View Post
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.
Hi Remo, all the special ablities work. You need to add the points to the officer, just go up to the guy and click the + icon. Now add some abilities and once you get it high enough the ability is unlocked. You can toggle the ability once its enabled.


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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Old 03-05-10, 02:20 AM   #12
kylania
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Quote:
Originally Posted by ddrgn View Post
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"
6 did nothing for me. 7 ended up with a side shot connected camera of my ship. 8 did nothing.

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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Old 03-05-10, 06:51 PM   #13
remowilliams
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Quote:
Originally Posted by ddrgn View Post
Hi Remo, all the special ablities work. You need to add the points to the officer, just go up to the guy and click the + icon. Now add some abilities and once you get it high enough the ability is unlocked. You can toggle the ability once its enabled.
Ah yes, I see what you mean for the other officers. Some abilities aren't even available until unlocked.

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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Old 03-06-10, 12:59 AM   #14
ddrgn
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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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Old 04-10-10, 02:13 PM   #15
U-5000
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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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