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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
Uploads: 0
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First, without the optional crash_dive workaround, I NEVER get your crash dive script, but with it, I ALWAYS get it, not only with a direct mouse click on the deep-meter, BUT ALSO with the crash dive command, which is in my case, the old style "C" key (Key0=0x43,C,"C"). The only problem I have, is that for crash dives, most of the time, ONE OR TWO guys don't have enough time to go down, before the coning tower get submerged and for sure, I am speaking of YOUR script, not the IsSubmerged trigger. The behavior with IsSubmerged trigger, is clearly different (all guys remain on the deck until the submarine is submerged). This is why I was wondering if the crash dive time (which seem far to short to me in any cases) can be made longer. This would be just perfect: enough time for the guys to go down, plus a more realistic dive time. Do-you think this can be tweaked ? ACS |
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#2 | |
Commodore
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As far as coming down faster, I think they need to finish the animation they're on first before they can move on to the next command. I do think it's possible the boat is submerging faster than historical, but that's a job for another mod. It's definitely something I can continue tweaking
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#3 | |||
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
Uploads: 0
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ACS |
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#4 |
Commodore
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Oh, I didn't mean tweaking the dive time. I meant I can try getting the crew down faster.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#5 | |
Chief
![]() Join Date: Jan 2008
Posts: 320
Downloads: 81
Uploads: 0
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#6 | |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
Uploads: 0
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ACS |
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#7 |
Commodore
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I'm considering not making the crash dive override optional in the next version, just including it as part of the mod like I originally intended. I think it'd cause less confusion.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#8 |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
Uploads: 0
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Many thanks for the latest ver
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#9 | |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
Uploads: 0
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1) Without it, what you intended to feature is broken. 2) With it, everthing just work fine, no bad side effect. 3) More easy to switch from mod's with or without beards The only side effect of the override is that the user have to remember that ordering a dive from the surface with a direct mouse click on the deep-meter, will result in a crash dive to 70 meter and NOT a normal dive to the selected deepth. To my view, this is not a problem. This could even have been a voluntary feature of the simulation. ACS |
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