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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#2 |
Watch Officer
![]() Join Date: Apr 2005
Location: Near U-995 (Kiel, Germany)
Posts: 337
Downloads: 5
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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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Gute Jagd und fette Beute! |
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#3 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
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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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#4 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
Uploads: 0
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Jungman, if you can fix this, then i would be happy
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#5 |
Helmsman
![]() Join Date: Mar 2005
Posts: 106
Downloads: 0
Uploads: 0
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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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#6 |
Sailor man
![]() Join Date: Apr 2005
Location: Sweden
Posts: 46
Downloads: 38
Uploads: 0
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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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#7 | |
Swabbie
![]() Join Date: Dec 2001
Posts: 6
Downloads: 18
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Quote:
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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#8 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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