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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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20m of water must be it! I was testing in shallow water, so it never got to 20m to execute the turn. That's why it was going down, it was hitting bottom (no damage, no message YAY SH5!) and stopping.
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![]() Last edited by kylania; 03-25-10 at 01:19 AM. |
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#17 | |
Black Magic
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I'm about to head off to bed here soon. What's the first impressions and all so far? |
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#18 |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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Thanks!! I like SH5 Enhanced with all dials. Can't wait to try this one out
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#19 |
Black Magic
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One thing I would like everyone to do is play with all the options I made available to you, especially the ones dealing with the mini-map. I didn't test those (the mini-map ones) extensively so I need some feedback on them
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#20 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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My Initial Observations (using SH5 enhanced):
Mods I had to merge back in that should really should be in it alreaday: No Player Guidance Icons No Crosshair (the main FPS style crosshair) No Binocular Crosshair 1. How do i remove the officer icons? I dont need them. I have everything i need set to hotkeys. Im looking through the mod's config script and i dont see any options for it. Also, I was playing with the officer icons and i had the game crash on me twice. It happened when i was playing with man the flack gun. I was toggling the flack gun on and off with the F6 key and then issuing orders via the officer icons. The hokeys method always mans the flack gun, but someitmes after using that hotkey, the officer icon command didn't work.. and twice it crashed the game. Haven't figured out the correct sequence of key pushes and orders that does it yet. Nor will i continue testing it because the game takes forever to load LOL. 2. TAI behvaiour Guess im going to have to mod my custom version back in. Mine seemed to be alittle smarter, especially when leaving the navmap. 3. Heading Tape Think i might reverse the heading increment key behviour. I want the normal keys to be 1 degree changes.. and 5 degree with ctrl. Im not normally more than 5 degrees off the desired heading i wanted. Usually im off by only 1 or 2 degrees. There's probably more, but i guess this will do for now. |
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#21 |
Watch
![]() Join Date: Jan 2006
Posts: 25
Downloads: 21
Uploads: 0
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Thanks!
Suggestion: would be nice if you raise up this annoying "button" "Break lock", because it disturbing me while i'm using stadimeter. Turning those "Lock|break lock|switch target" off would be nice too. I know about separate mod about this thing, but want to see this in yours. And again — thanks a lot, very nice work! |
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#22 | |
Black Magic
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#23 | |
Black Magic
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The crashing part I find very interesting. Never once did I experience any kind of crash. If you can find the sequence of keys that caused it that would help me to see if it's a problem on my end or not. and what does your TAI do differently in behavior than mine? I'm open to any and all comments/criticisms/suggestions. |
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#24 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Hi Dark Wraith
Absoultely fabulous! Thank you very much. I will test it all out tonight after work. For your next version: What about adding those tube door switches? That would be very cool! And have you already tried to make the dials for starboard and port engines operable separatedly? Thanks again for your great work! It's a huge step to make this game worth playing! |
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#25 | |
Black Magic
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![]() As far as the seperate engines, I'm going to call on someone to try and implement that for me for I have given him some knowledge on how to add dials.....I think he knows who I am talking about.....I could do it (if it's possible) but would rather let this one person take it on as a challenge for themselves. |
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#26 |
Stowaway
Posts: n/a
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looks again great many thanks from the netherlands
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#27 | |
Black Magic
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#28 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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1. If the TAI map is half-open it returns to half open when leaving the nav map. 2. If the TAI is minimized, it's returns to minimized when you leave the nav map. 3. If the TAI is maximized, what you get when leaving the nav map depends on what it was before it was maximized. .ie If you maximized it from a minimized state, leaving the navmap will minimize it. If you maximized it from a half open state, leaving the navmap will knock it down to half-open when you leave the navmap. My hotkey behaviour is like this: TAB toggles between half-open & minimized SHIFT+TAB toggles between maximized & minimized Hitting TAB while maximized knocks it down to half open. Not everyone will like those key changes though. p.s. I remember you mentioning the TAI map won't auto-open when entering scopes.It still opens though. Anyway, i've already customized the mod to my liking... just need to kill those floating officer icons. Last edited by gutted; 03-25-10 at 02:27 AM. |
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#29 | |
Black Magic
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#30 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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Probably because i dont click on things.. i use hotkeys.
![]() I normally open it with the "M" key.. . and leave it with Escape (or sometimes pushing M again). |
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Tags |
dbrn, favorite, new ui |
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