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Old 03-19-25, 11:28 PM   #616
Doolar
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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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Old 03-20-25, 12:31 AM   #617
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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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Old 03-20-25, 10:07 AM   #618
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100% correct sir



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Old 03-20-25, 10:35 AM   #619
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Quote:
Originally Posted by Archive1 View Post
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=-

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.



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Old 03-20-25, 11:25 AM   #620
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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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Old 03-20-25, 12:29 PM   #621
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Quote:
Originally Posted by JohnCarterOfMars View Post
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.

Hi,

Mouse zoom works fine in both plot screen and attack map, on the proviso your game is not paused.


Kind regards.


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Old 03-20-25, 01:44 PM   #622
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Quote:
Originally Posted by Fubar2Niner View Post
Hi,

Mouse zoom works fine in both plot screen and attack map, on the proviso your game is not paused.


Kind regards.


Fubar2niner
Some extra commands, such as the weather report command you reference JohnCarterofMars, were removed via commenting out or other means.
There should be no way for you to receive a weather report at 150 meters no matter how you cut it. It is realistic that you cannot.

On the surface, you may access the weather report via your watch officer.

Also shipmate JohnCarterofMars... I don't mind if you wish to change features to your taste, but this is not the place to do so. Please create a new thread for your convenience keys mod. I am sure you understand that it does not belong on the official GWX-KC thread for obvious reasons.
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Old 03-20-25, 05:21 PM   #623
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just curious, this O2 thing. I can only be submerged for 6 hours before we're using oxygen ? I thought a sub could stay down much longer then just 6 hours?
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Old 03-20-25, 05:38 PM   #624
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Quote:
Originally Posted by fastfed View Post
just curious, this O2 thing. I can only be submerged for 6 hours before we're using oxygen ? I thought a sub could stay down much longer then just 6 hours?

Check this earlier post: https://www.subsim.com/radioroom/sho...78#post2946578

Hopefully that answers your question.

You can easily test how long the oxygen lasts if you use one of the Academy missions, submerge for a long time and see what happens.
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Old 03-20-25, 06:20 PM   #625
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Guessing it’s some sort of SH3 limitation or possible gameplay decision. I don’t recall us discussing it internally, although we may have. But correct, between air scrubbing, and oxygen supplementation, the boat could be down for days on end if grounded and activity were kept to a minimum (roughly 70 hours per Vorläufige U-Bootskunde VIIC).
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Old 03-20-25, 06:24 PM   #626
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Quote:
Originally Posted by JohnCarterOfMars View Post
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?
Only thing I can think of: When you heard this, was there one or more other ships close to that same target bearing? I just did a test with the Naval Academy Convoy mission, and I could hear a more distant ship with a different engine noise a degree or two to one side of the nearest target - and that did sort of sound like noise/distortion a bit, but it was simply the different sound of the other ship further away on a very similar bearing.
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Old 03-20-25, 06:47 PM   #627
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Quote:
Originally Posted by derstosstrupp View Post
Guessing it’s some sort of SH3 limitation or possible gameplay decision. I don’t recall us discussing it internally, although we may have. But correct, between air scrubbing, and oxygen supplementation, the boat could be down for days on end if grounded and activity were kept to a minimum (roughly 70 hours per Vorläufige U-Bootskunde VIIC).
Yeah, I do remember Kpt. Lehmann and you discussing it, not long after you joined us - so a long time ago!

At the time, I think it was decided to stick with the setting we already had in place, which, in a VIIB with full crew, gives a total renewable + non-renewable oxygen supply time of approx. 48 hours (5 hrs +& 43 hrs respectively). Those times can be adjusted in the H.Sie patch settings.
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Old 03-21-25, 02:07 AM   #628
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Stork100;
Thanks for the reply, but the F10 Command list (read it) shows that F10 = deck gun. Which has been true for everything beginning with the original SH3. In this case it does not work. In fact...see below re: Fubar9

So how does the user know that they must go through other hoops to get the gun crewed and ready? What if the user does not want to use the Watch Officer to crew the gun? What tells the new user to do something else? We have a new program here and users need to know how to work it, folks. Any program (I have done it) must see the result from the wish or action of the user, not from the consideration of the programmer and always keep in mind established convention of control keys.

Fubar2Niner:
Let's see I think early, Aug '39 out of W'haven with a type VII - hey, I just loaded a new program as we all have done and began a new trial run.

I don't really understand your reply re: the crew on deck. I did not put them there because I wanted them there. They appeared when I selected F10 to crew the deck gun and they crudely remained there throughout a long period surfaced through some heavy seas and finally disappeared entirely upon submerging...but then there they were when I surfaced. And no way to get rid of them. Not good, folks.
-=Archive1=-
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Old 03-21-25, 03:18 AM   #629
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Quote:
Originally Posted by Archive1 View Post
Stork100;
Thanks for the reply, but the F10 Command list (read it) shows that F10 = deck gun. Which has been true for everything beginning with the original SH3. In this case it does not work. In fact...see below re: Fubar9

So how does the user know that they must go through other hoops to get the gun crewed and ready? What if the user does not want to use the Watch Officer to crew the gun? What tells the new user to do something else? We have a new program here and users need to know how to work it, folks. Any program (I have done it) must see the result from the wish or action of the user, not from the consideration of the programmer and always keep in mind established convention of control keys.

F10 is the command to go to the Deck Gun camera view, whether it's manned by your crew or not. If it's already manned by your crew, you can operate the gun. If it's not manned, you simply see the view from the deck gun's camera position, and can't operate the gun.

This has not been changed in GWX, nor in GWX KC. It's the same in the stock version of the game.

From the Ubisoft SH3 Manual:




And:


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Old 03-21-25, 03:56 AM   #630
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Quote:
Originally Posted by Kpt. Lehmann View Post
Some extra commands, such as the weather report command you reference JohnCarterofMars, were removed via commenting out or other means.
There should be no way for you to receive a weather report at 150 meters no matter how you cut it. It is realistic that you cannot.

On the surface, you may access the weather report via your watch officer.

Also shipmate JohnCarterofMars... I don't mind if you wish to change features to your taste, but this is not the place to do so. Please create a new thread for your convenience keys mod. I am sure you understand that it does not belong on the official GWX-KC thread for obvious reasons.
Thanks.

What about the weird distortion that I hear on the hydrophone on the bearings immediately before and after the actual ship sounds? That seems new to KC. What is it?
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