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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#616 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
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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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#617 |
Weps
![]() Join Date: Sep 2017
Location: Australia
Posts: 371
Downloads: 92
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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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#618 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,180
Downloads: 279
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100% correct sir
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#619 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,180
Downloads: 279
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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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#620 |
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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#621 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,180
Downloads: 279
Uploads: 0
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Hi, Mouse zoom works fine in both plot screen and attack map, on the proviso your game is not paused. Kind regards. Fubar2niner |
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#622 | |
GWX Project Director
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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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#623 |
Grey Wolf
![]() Join Date: Apr 2004
Posts: 786
Downloads: 254
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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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#624 | |
Planesman
![]() Join Date: Jul 2005
Location: AM93
Posts: 188
Downloads: 90
Uploads: 0
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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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#625 |
Grey Wolf
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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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#626 |
Planesman
![]() Join Date: Jul 2005
Location: AM93
Posts: 188
Downloads: 90
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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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Last edited by VikingGrandad; 03-21-25 at 03:07 AM. |
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#627 | |
Planesman
![]() Join Date: Jul 2005
Location: AM93
Posts: 188
Downloads: 90
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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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#628 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
Downloads: 26
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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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#629 | |
Planesman
![]() Join Date: Jul 2005
Location: AM93
Posts: 188
Downloads: 90
Uploads: 0
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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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#630 | |
Loader
![]() Join Date: Jul 2023
Posts: 88
Downloads: 25
Uploads: 0
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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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