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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
Downloads: 26
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Ktl KUrtz:
Yes, a Long Run, but not necessarily Silent. Appreciate the message, mein Freund. -=Archve 1 |
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#2 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
Downloads: 26
Uploads: 0
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Gentlemen:
First patrol. Torpedoes were fine. But When I selected Shift D to man the deck gun, all hands just lined up on deck and looked lovely...but F10 had no result. The deck gun was not manned, nothing happened. The entire crew stood there on the forward and aft decks waiting to be reviewed, I guess. Maybe I am doing something wrong. I do use the deck gun frequently to end any merchant encounter (early in the war) and save torps. -=Archive1=- |
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#3 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
Downloads: 26
Uploads: 0
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Sorry: I am here talking about the new Grey Wolves product - that may have been unclear.
-=Archive1=- |
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#4 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,180
Downloads: 279
Uploads: 0
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Maybe you are confused with another mod? Best regards. Fubar2niner |
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#5 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
Downloads: 26
Uploads: 0
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Fubar2Niner: Kapitan Lehmann:
Yes, I have experience with multiple versions of SH3 and admit that there may be some confusion, but they all have used Shift D or F10 to man the deck gun. Neither of these works for the KC version although the F1control list gives F10 as the appropriate trigger. And, yes I know, that that is not possible in high seas. When I do use F10 I get the message, "Forward deck gun not active." Something is off. Yeah, maybe it's me...but? I should also comment that when I did use Shft D, as you said, all crew were on deck. And they remained there until I submerged. But...but...when I resurfaced, there they were, still standing on deck. A bit damp but... Please understand, I am not being critical of the program, just highlighting some expected needed tweaks. When I was involved with multiple pharma companies we worked very hard to eliminate problems before release,but upon release many, many more appeared that we had not anticipated. Such is the world of progress and development. I would hope that Lehmann and the crew accept the reports of those who work with the initial release as positive reports for improvement and not blunt comments of criticism of their hard work. -=Archive=- |
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#6 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
Uploads: 0
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I useully don't bother with crew on the deck (Shift D) but when I have, Ctrl D removes them. Not playing at the moment, but I'll check that out tomorrow. If you knew this, sorry for cutting in. If the crew stays on the deck submerged, now that's a problem.
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ONEALEX 1.53 ARB / NYGM "ENHANCED Steel Coffin Edition" v7.8 DGUI / CCom12 DGUI / WAC 5.2 DGUI / Toyotagt86 v2.3 ARB / GWX3 DGUI / GWX Knight's Cross v1 |
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#7 |
Weps
![]() Join Date: Sep 2017
Location: Australia
Posts: 371
Downloads: 92
Uploads: 0
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Two ways to man the deck gun with crew. Either use the Watch Officer command icons:
Watch Officer ----> Crew on Deck ----> Man the Deck gun Or use the F7 screen to manually drag crew members to the deck gun slots. F10 puts you in the driver's seat of the deck gun but it won't work unless it has sufficient crew members. Use binoculars and space bar to select a target for the crew to engage, and use the Watch Officer's icons for additional deck gun commands. |
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#8 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,180
Downloads: 279
Uploads: 0
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![]() Quote:
Hi again Archive quick question mate, out of interest what boat was you driving and what year please? Gentle reminder also, all of the crew has to be submerged, before they vanish ! So, you will still see a hat or whatever, until the whole set of crew are submerged !! Kind regards. Fubar2niner
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#9 |
Loader
![]() Join Date: Jul 2023
Posts: 88
Downloads: 25
Uploads: 0
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I'm still on my shakedown patrols before the war begins, but here are a few more observations from a casual player, none of any real significance...
1. I hear an unusual distortion from the hydrophone in the bearings before and after the actual merchant/warship sounds that wasn't there before. Is this the new normal or is there something wrong? What does this sound represent? 2. I find that I liked the sweeping second-hand clock instead of just the digital clock. I now pull the pocketwatch from the upper left corner and drag it down to the lower right just above the dials so I don't have to have my eyes zig-zagging across the screen. However, when I move to a persicope view, the watch covers the notepad and I have to move it elsewhere. I know that I could just place it somewhere else, but then I find my eyes scanning back and forth over the entire screen. If someone is planning to resize the dials, can they also make the pocketwatch just a little bit smaller, too? 3. Was it an oversight to keep some of the users controls out of the new version, like the mouse wheel for zooming the map in and out? I'm adding those back in myself, but would hate to have to do that each time there is an update. Some are there and just commented out. Here are the convenience keys that I use that are missing in commands_en.cfg: [Cmd70] Name=Cam_zoom_in Ctxt=1 ;Key0=0xBB,Rc,"" Key0=0xBB,Cc,"CTRL++" [Cmd71] Name=Cam_zoom_out Ctxt=1 ;Key0=0xBD,Rc,"" Key0=0xBD,Cc,"CTRL+-" [Cmd73] Name=Cam_wheel_zoom Ctxt=1,2 Key0=0x05,R,"M.wheel" [Cmd132] Name=Sonar_rotate Ctxt=1 Key0=0x05,R,"M.wheel" [Cmd133] Name=Radar_rotate Ctxt=1 Key0=0x05,R,"M.wheel" [Cmd261] Name=Report_weather Ctxt=1 MnID=0x3F250006 Key0=0x57,c,"CTRL+W" Thanks for reading. |
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#10 | |
Der Alte
Join Date: Jan 2002
Location: Indiana, USA
Posts: 227
Downloads: 200
Uploads: 0
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#11 |
A-ganger
![]() Join Date: Aug 2010
Posts: 76
Downloads: 145
Uploads: 0
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Ahoy, all,
I've searched the thread but can't find any posts relating to my problem. I'm trying to run Knight's Cross on Linux and it's crashing just after loading a scenario. This happens whether I'm loading a Naval Academy scenario or starting a career. I'm running Nobara 41 and have tried using Lutris, Bottles and Proton, all with the same result. The installation video instructs to run GWXKC as administrator but I'm unsure how to do that in Nobara. Any help, advice, or even a RTFM would be appreciated, thanks. |
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