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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
A-ganger
![]() Join Date: Sep 2002
Location: Germany, Niedersachsen
Posts: 72
Downloads: 70
Uploads: 0
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The clocks in the boat are not working. expect the one at the sonar station, there is one needle functioning, the other isn't there. All the other clocks are simply textures.
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#2 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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A working TDC in the Conning Tower would be more than nice!
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#3 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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Does this not work on the VIIA?
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#4 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Works with A, I can confirm some configs do not allow this work and I am not sure why. I played LAN tonight 3 of us, same configs same mods, and one of us couldn't see the dial move.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#5 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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So far that's not possible, i think that the devs took off clickable dials. I already tried to enable them. Maybe someone else knows how... ducimus *cough* eeeehemmmm
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#6 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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#7 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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Yeah the devs never touch their old code. There are plenty of features leaking into SH5 that don't belong. Just try holding Ctrl and messing with the mouse as you're standing on the bridge... bring a towel! (Oh and save because it crashes the game). The old battlestations command is still there despite it being replaced by the new RPG command... and there are plenty of other examples. Clickable 3D hotspots are still there.
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#8 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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I really do not understand why the devs took things out of the game that were there before, like a working, interactive TDC. On the one hand, they take the effort to model a whole sub where you can walk through, on the other hand they do not make all these gauges, dials and switches operable and interactive. That's just nonsense. What's the use of being able to go to the torpedo room, when you can't do anything there?
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#9 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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The keyword there being "station"
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#10 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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#11 |
Seaman
![]() Join Date: Apr 2007
Posts: 31
Downloads: 98
Uploads: 0
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I think I have got the clock by the attack periscope working properly. Need to do a bit of testing to make sure that the hour hand is moving correctly. Do not seem to have any luck with the others though.
Quite new to playing with the 3d stuff, but I am wondering if the hands are missing on the other clocks (except the minute hand at the sonar) and whether I can copy the ones from the working clock across. Have spent ages trying to make the dials clickable. As suggested above I also noticed that the radar switches work and have been trying to link them to functions such as speed. However they now move to display the speed, but when clicked the radar is all that is still adjusted. I can not find where the link is. Could it be in the scripting? |
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#12 |
Seaman
![]() Join Date: Apr 2007
Posts: 31
Downloads: 98
Uploads: 0
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The interaction manager is something that can be applied to an object along with defining it as a Dial. It is there for the radar switches, but I could not see anything that I could change to link to speed for example. Whereas with the dial settings I could change to link to speed instead.
As for the clocks - have the radar and control room working (hands in Radar very faint so difficult to see). Sonor - one hand is actually behind the face which is why it can't be seen. |
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#13 |
Seaman
![]() Join Date: Apr 2007
Posts: 31
Downloads: 98
Uploads: 0
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Thanks for spotting the scripting - I think we are now getting somewhere. I have manged to use the scripting that is inplace for the radar.
Now when I click the range change switch it activates ahead flank. Useless I know, but if I can get interaction managers on the dials we want and somehow add them to the script then maybe interactive dials will be possible. Although I would rather Ubi sorted it out properly in a patch. |
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#14 | |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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#15 |
Seaman
![]() Join Date: Apr 2007
Posts: 31
Downloads: 98
Uploads: 0
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Have got all clocks to work except the sonar (where one of the hands is behind the face of the clock) and the rear torpedo room of the VIIA. The problem with the later appears to be the xyz axis of the hands in the 3d model. The hands are actually rotating, but around the wrong axis.
Unforunately without software to edit the 3d model I do not think anything can be done. I am going to do my best to check the other guages and will then release a mod. The lack of ability to edit the 3d model is also leaving a bit stumped on clickable guages as I believe in order to be clickable there needs to be a dummy (i.e. not visible) mesh called something like 'mouse overlay'. All the clickable items such as periscopes, nav map and radar switches have thisand it seems to define the area that when the mouse is over it is clickable. I have found 2 compressed air guages that also have this (but have no coding for when clicked). I plan to try and code some simple reaction to being clicked. If this is possible then I believe the mouse overlay is the way forward. Can clicking an item bring up a 2d menu item? - possibly. I will give it a go on the radar items and let you know. |
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