SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-11-10, 11:30 AM | #3856 |
Swabbie
Join Date: Jan 2008
Posts: 13
Downloads: 52
Uploads: 0
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Hey TheDarkWraith,
I have a little problem. I created training mission for myself to get use to AOBF but can not use function - follow target. Could you suggest me how to activate this option? It is really difficult for me to make measurement and rotate the periscope at the same time. You mode is working perfect if I am into compain or doing SH V default single missions though. Thank you. |
08-11-10, 11:35 AM | #3857 | |
Black Magic
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08-11-10, 11:41 AM | #3858 | |
Black Magic
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Radar on/off is only available when surfaced. So what problems are you referring to? Oh you must be referring to the stock commands where I said don't use these. They cause very strange things to happen with automation. I found that out through testing. So what I did was create 'wrappers' for them in the form of new commands. The new commands are located below the known commands in the automation file. |
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08-11-10, 11:55 AM | #3859 | |
Ocean Warrior
Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Perfect, OK I thought they caused problems like CTDs
So I'll just be careful with using those commands where appropriate (only when submerged/surfaced, etc)
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08-11-10, 01:29 PM | #3860 |
Black Magic
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You can use any of the new commands at any time. They will 'fail' gracefully if they are either not allowed or don't meet the conditions. I programmed them that way. This includes the new radar and silent running commands. What actually happens is if the conditions are not met for the command it issues a 'skip' which causes the next command in the chain to be executed in it's place.
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08-11-10, 01:44 PM | #3861 | |
Black Magic
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And what do you mean by dialog? Clicking on an officer? I'm trying to recreate the problem but not having any success using v4.0.0 |
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08-11-10, 02:16 PM | #3862 | |
Black Magic
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I just ran v4.0.0 in campaign and was able to interact with the crew on the dock without any problems. |
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08-11-10, 02:23 PM | #3863 |
Black Magic
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08-11-10, 02:33 PM | #3864 |
Swabbie
Join Date: Jan 2008
Posts: 13
Downloads: 52
Uploads: 0
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TheDarkWraith, yes it is active and turn yellow when I press it, but nothing is happening after that. Periscope does not follow my target. One more thing I did not mention. Torpedo fire button does not function either. I have to use combination shift+space to fire.
I used missioneditor2 which is provided with the game. I might be doing something wrong but have no idea what. Any advise? Thank you. |
08-11-10, 02:47 PM | #3865 |
Black Magic
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got a new idea for v4.1.0. Decks awash. Going to try and implement it. What I'm thinking of doing is adding another icon to the left side depth bar that when pressed will take you to decks awash. It would be located under the surface icon. Because of automation I can do this BUT anyone using voice commands will have problems with it. Reason: the surface command will take you to decks awash and the new surface command via automation will take you to surfaced. What do you think?
EDIT: Think I can do this without screwing up those using voice commands. I'll just have to make you teleport to radio (it will do this automatically) when asking for anything other than surface when decks awash |
08-11-10, 03:32 PM | #3866 |
Stowaway
Posts: n/a
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08-11-10, 03:48 PM | #3867 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Small bug report on 4.0.0, clicking the torpedo icons after firing no longer brings up the stop watch with the predicted time of impact.
And on the note of running with decks awash, would it actually be tactically useful (particularly when combined with IRAI) to cruise that way when near enemy ships? |
08-11-10, 06:13 PM | #3868 | |
Black Magic
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Yes decks awash would be tactically useful. Anything that reduces your submarine's footprint above water will lower the enemy's visual range of being able to detect you. |
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08-11-10, 06:43 PM | #3869 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Hmm... I'm using 2.5.0.150 as well. I'll try another attack and see if the problem persists.
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08-11-10, 06:44 PM | #3870 |
Black Magic
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Please let me know. Everything works fine on my end and I'm really puzzled as to how things that worked in previous versions now are causing problems, especially when those items are untouched (code wise). It sounds more like JSGME was updated and directions weren't followed by the maker when upgrading to the newest version and thus has caused corrupted game files.
EDIT: just found something that I didn't think would ever exist but someone managed to do it. lavr sent me his training mission that he was using that he couldn't get follow target to work. I loaded up his training mission and was immediately given python errors. This had me a bit puzzled. I tracked down the offender and it was due to the sub in his training mission not having a flak gun. It's fine that the sub doesn't have a flak gun but it's not fine that my code doesn't handle this. I've corrected it and I'll have to issue a bugfix version, v4.0.1, because of this. |
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dbrn, favorite, new ui |
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