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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4366 |
Chief
![]() Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
Uploads: 0
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Plz tell me in what folder the UserOptions.py file is?
I lost my XO officer dialog box I have to change this # is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible # change below to either True or False XOTDCManualTargetingEnforced = True |
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#4367 | |
Black Magic
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I looked and when I released this version I had the XO disabled and I also had XO allowed to pop set to False also. |
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#4368 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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5. Yes, an additional key combination for "precise movement" would solve this.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#4369 |
Black Magic
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#4370 | |
Black Magic
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5. how precise a movement are you wanting? 0.5 degree? I can set the default movement to 0.5 degree and then if you want bigger movement use the shift key also |
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#4371 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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As to movement: there's another glitch that hasn't been reported to you: when using keys to rotate tool elements (AD, draggable compass), you have to press the key (Q, E, Shift+Q, Shift+E, Ctrl+Q, Ctrl+E) repeatedly to make it move to desired position. When you just press and hold pressed your key combination, the tool does a few steps (randomly, sometimes less, sometimes more), but then stops and doesn't move until you press your combination again. If this didn't get stuck like that, using key combinations would be much easier/friendlier and compass basic movement resolution could be as low as reasonable, even down to 0.1-0.25 degree.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#4372 |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
Uploads: 0
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What do-you mean by this ?!?
Do you mean it is technically impossible to do ? If it is NOT the case, sorry, but this is again to my view, A BAD DESIGN, like when the whole Attack Disk device was accessible only with "TDC ON". I explained this already here. It is perfectly possible to fire torpedoes with full manual or automatic settings, WITHOUT TO SEE OR USE EVEN ONCE this horrible XO officer Dialog box. This is almost the way I am playing myself. ACS |
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#4373 |
Black Magic
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version 4.4.0 patch 2 released: http://www.filefront.com/17316325/Ne...4-0-patch2.7z/
This patch contains the following fixes: - from input from DrJones I was able to make the Attack Disc's discs independently controlled. The Bearing and Lead Angle disc is no longer linked to the AOB disc - the Attack disc front side compass rose is no longer linked to the sub's current heading. It is now controlled via keys. The keys are Ctrl + the heading bar keys (default is Q & E). Adding shift to the keypress will cause the compass rose to rotate faster - the Attack disc back side degrees outer disc is now controlled via keys. The keys are Ctrl + the heading bar keys (default Q & E). Adding shift to the keypress will cause the backside outer disc to rotate faster - the Attack disc front side bearing and lead angle disc no longer 'jumps' to position when clicked on - from input from DrJones the operation of the RAOBF has been made more user friendly. Clicking on it no longer makes it 'jump' to the new position - removed most of sync commands this mod was giving at game start to ensure sync between mod and game - due to the above the mod no longer suppresses messages from the messagebox at game start - changed Z order of RAOBF so that it doesn't interfere with any items on the scopes/nav map - resized the RAOBF inner graticules to match the RAOBF size to prevent interference with any items on the scopes/nav map - for the Automation command Navigate_from_file fixed the following bugs: user can specify 9999 for speed, depth, and TC level to use current values - for the Automation command Navigate_from_file added the ability to specify a description for the navigation script. This description will be shown in the messagebox each time the script is activated (played). - for the Automation command Navigate_from_file added the ability to specify a description for each waypoint. This description will be shown in the messagebox when that waypoint is activated - for the Automation command Navigate_from_file added the ability to specify a precondition for the navigation script |
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#4374 |
Black Magic
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version 4.4.0 patch 3 released: http://www.filefront.com/17317052/Ne...4-0-patch3.7z/
This patch contains the following fixes: - from input from DrJones I was able to make the Attack Disc's discs independently controlled. The Bearing and Lead Angle disc is no longer linked to the AOB disc - the Attack disc front side compass rose is no longer linked to the sub's current heading. It is now controlled via keys. The keys are Ctrl + the heading bar keys (default is Q & E). Adding shift to the keypress will cause the compass rose to rotate faster - the Attack disc back side degrees outer disc is now controlled via keys. The keys are Ctrl + the heading bar keys (default Q & E). Adding shift to the keypress will cause the backside outer disc to rotate faster - the Attack disc front side bearing and lead angle disc no longer 'jumps' to position when clicked on - from input from DrJones the operation of the RAOBF has been made more user friendly. Clicking on it no longer makes it 'jump' to the new position - removed most of sync commands this mod was giving at game start to ensure sync between mod and game - due to the above the mod no longer suppresses messages from the messagebox at game start - changed Z order of RAOBF so that it doesn't interfere with any items on the scopes/nav map - resized the RAOBF inner graticules to match the RAOBF size to prevent interference with any items on the scopes/nav map - for the Automation command Navigate_from_file fixed the following bugs: user can specify 9999 for speed, depth, and TC level to use current values - for the Automation command Navigate_from_file added the ability to specify a description for the navigation script. This description will be shown in the messagebox each time the script is activated (played). - for the Automation command Navigate_from_file added the ability to specify a description for each waypoint. This description will be shown in the messagebox when that waypoint is activated - for the Automation command Navigate_from_file added the ability to specify a precondition for the navigation script - added the ability to define non-precision navigation for the Automation command Navigate_from_file - added TITLE header to the navigation files and this is required for Automation's Navigate_from_file command - when Automation's Navigate_from_file command is started the title will be displayed in the messagebox along with "started". If the title and "stopped" is seen then there is a problem with that Navigate_from_file's navigation file. The next entry in the messagebox will be the description of the command's DESCRIPTION header. When the Navigate_from_file has navigated all waypoints an entry of title + "completed" will be seen in the messagebox |
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#4375 |
Ace of the deep .
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What i would like if possible .
##################### Officers and Orders Bars and Order Categories (SH3/5 modes) ##################### # are the officers enabled (are the officer icons allowed to be rendered)? # change below to either True or False RenderOfficerIcons = False Here i would like ability to render individual officers or not render them . I might just want the hydrophone officer and no one else . Last edited by THE_MASK; 09-24-10 at 06:57 PM. |
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#4376 |
Soundman
![]() Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
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Hi Guys. where Can i find a recong manual? when I clickthe identify tatget butten of XO no manual displayed.
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#4377 |
Soundman
![]() Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
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I just found that after instaledl the mod "NewUIs_TDC_4_4_0_ByTheDarkWraith" by Generic Mod Enabler on stock 1.2V. a preiscope is raising from the anttna housing when the uboot is at periscope depth.
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#4378 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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![]() ![]() ![]() ![]() The funniest find I've seen for SH5 so far.
__________________
Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#4379 |
Torpedoman
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Hi all!
with the TDW 4.4.0 I have not the command "Identify" (Shift+I) a ship. It's a hidden or cancelled command? It's possible restore this command? This command was in version 3.9.3 but I like have it in 4.4.0 and in the next versions. Thanks for the help! Torpedo |
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#4380 |
Black Magic
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that is not a periscope. That is the radio antenna. It will be fully risen at ~ 14m depth and will start to hide at ~23m depth. Check the top of it and you'll see it's a long pointed end - the radio antenna
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Tags |
dbrn, favorite, new ui |
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