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Old 04-03-07, 03:13 PM   #1
AVGWarhawk
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Quote:
Originally Posted by Quillan
This is a carryover from SH3. In both games, if you use the keyboard command (Q in this game, Q to open and W to close in SH3) to open a tube door, then switched to a different tube, it would automatically close the old tube door at the same time. However, there were two sets of manual toggle switches in the sub model: one at the weapons officer station and one in the conning tower next to the TDC. These would allow you to switch open all the doors, and they would stay open until you closed them manually or fired the torpedo in the tube. I've looked for the manual switches in SH4, but haven't found them yet. Of course, all I've had are a Porpoise and a Tambor.
I have looked for them as well but can not find them
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Old 04-03-07, 04:32 PM   #2
tommyk
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I hope these switches are just hiding and maybe can be included/added. That would be just great!
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Old 04-03-07, 06:53 PM   #3
Jungman
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About a week ago there was a post about how to at least have two doors open at once.

It involved renabled the old WO command key IIRC inside the command.cfg, then use that to open the first tube, then select your second tube number and use 'Q' key on that only. Now you have two tube doors open and ready to fire, just like in SH3.

Anyone want the mod or data for how to set you Hydrophones sensor depth? I found it a bit annoy having to go to 55 feet from PD of 49 feet, I set it for about 35 feet for a quicky...it maybe good for a mod. Unless this is cheating, I know it was harder to hear long distance sound at shallow water, but seriously the Hydro head in on the bottom of the sub and should be able to hear that destoyer just about ready to run you over.

The actual manual ping at the active sonar station works for real (ping then listen for return Ping), I use a clock ( speed of sound in water) since it run out at 5000 yards, but I measure range to 25000 yards with this trick, and listen to faint contacts.

What is up with the missing damage sounds when diving to deep at crush? I cannot hear the steam, or pipe breaking. Actually, all the sounds are very faint to hear. Very annoying. (there is a file with sound volumes and these files but no time to check what is wrong..seems to be a bugger when they added in the speech for 'Passing Thermal Layer patch 1.1 got in there. one to many spaces disabled the sounds and speech.)

Anyone want me to give you and work on this stuff??
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Old 04-03-07, 09:15 PM   #4
Marko_Ramius
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Jungman, if you can fix this, then i would be happy
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Old 04-03-07, 09:25 PM   #5
MikeJW
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If it takes 8 seconds to open thats not too bad if the rest of the TDC is correct. IRL a skipper would fire 1 tube and wait 8-10 seconds to fire the next. There was no rapid shot salvo. In game I can click the next tube, hit q and adjust the gyro for spread and (before I knew it could mess up the solution) set speed to fast in 8 secnds.
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Old 04-03-07, 10:45 PM   #6
Chrall
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The command your looking for is:
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1

Give it a key and you can open tube one and keep it open. For example:

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x62,,"NumPad 2"
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Old 04-05-07, 08:30 AM   #7
Hitech1
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Quote:
Originally Posted by Chrall
The command your looking for is:
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1

Give it a key and you can open tube one and keep it open. For example:

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x62,,"NumPad 2"

Is there anything more on this problem?? I tried your suggestion and it would only open up tube 1 and I am not sure if it stays open when I use the Q key to open another tube. It is hard to tell the time delay before the next tube is fired but it appears that there is a longer delay before the second tube is fired.

Thanks ………………….. Hitech
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Old 04-03-07, 10:57 PM   #8
mookiemookie
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Quote:
Originally Posted by MikeJW
IRL a skipper would fire 1 tube and wait 8-10 seconds to fire the next. There was no rapid shot salvo.
I've heard this, before. IIRC I remember reading somewhere that they did this to avoid the two torpedoes interfering with each other's run.
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