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Old 03-29-11, 06:12 AM   #6961
Dignan
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Originally Posted by blind0wl View Post
TDW, I know you answered this earlier in the post, but is there really only one way of defaulting the SOAN and charts. I always make the mistake of pulling the SOAN out opening it and the right hand side positions off the screen...I believe it can only be dragged from that right side and so it ends up being stuck there.

Fair enough with deleting the draggable file...but I'm assuming I need to close the game to do this, unless you know otherwise.

Thanks
I did the same thing. I haven't seen the SOAN in two patrols. I restarted my save and even came back to port, got a new sub and the SOAN is still off screen to the right where I can't get at it. Anyone know how to fix this?
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Old 03-29-11, 06:14 AM   #6962
stoianm
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Originally Posted by Dignan View Post
I did the same thing. I haven't seen the SOAN in two patrols. I restarted my save and even came back to port, got a new sub and the SOAN is still off screen to the right where I can't get at it. Anyone know how to fix this?
read here pls:

http://www.subsim.com/radioroom/show...postcount=6638


regards
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Old 03-29-11, 06:16 AM   #6963
Dignan
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Originally Posted by stoianm View Post
Thanks stoianm once again. Do you ever sleep?
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Old 03-29-11, 06:20 AM   #6964
stoianm
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Originally Posted by Dignan View Post
Thanks stoianm once again. Do you ever sleep?
nope... i am an romanian vampire
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Old 03-29-11, 06:21 AM   #6965
Dignan
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Originally Posted by stoianm View Post
nope... i am an romanian vampire
Well played....
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Old 03-29-11, 07:25 AM   #6966
TheDarkWraith
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Originally Posted by Zedi View Post
Also, is possible to do something with the radar? Using real nav, the radar is not working.. I mean I dont get any reports of radar contact and is no way to ask the radio guy if we have something on the screen.

I find it almost impossible to play with real nav in this conditions, I always run into convoys when is fog out there nor the escorts detects me first. I had to remove real nav just because of this.
The radar works you're just not receiving anything from the crew about contacts right? Real nav does nothing to inhibit the radar.
Radar is something I've never been able to play with because I haven't even come close to that point in the game where one can get radar. So until I can get a sub with radar enabled I can't see what's going on with it and thus I can't attempt to fix or even try to tweak it. My thoughts are probably something in the \data\Cfg\Sensors.cfg needs to be tweaked.
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Old 03-29-11, 08:34 AM   #6967
Zedi
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Originally Posted by TheDarkWraith View Post
The radar works you're just not receiving anything from the crew about contacts right? Real nav does nothing to inhibit the radar.
Radar is something I've never been able to play with because I haven't even come close to that point in the game where one can get radar. So until I can get a sub with radar enabled I can't see what's going on with it and thus I can't attempt to fix or even try to tweak it. My thoughts are probably something in the \data\Cfg\Sensors.cfg needs to be tweaked.
Thats correct. Even if I have an enemy ship right next to me, there is no report about her if there is no visual contact too. And compared to the sonar, the radio man have no command to report contacts on officer bar. Only useless stuff.. like radio, gramophone, send weather report etc.

Actually, the radar is a bigger problem than the sonar was. Here is a working radar:



I dont remeber having these types of radar on similar boats in SH3. Notice the digital display of "Contacte: 0". As far as I remember we had circular display radar. Also, when the game start, the radar is working, but the antena is not rotating.. the animation is stuck on halt. Same after surfacing.. I always need to switch on the radar to start the animation. And in the picture shown above I should have a lot of contacts, I was like 6km away from a big convoy, seems like anything under 14km will not show up on the radar.

And this is a big problem starting late 41 when the enemy also have radars and to make it worst.. even radar detectors. So if I sail in fog and bad weather, I always get my ass kicked before I realize whats going on. So I had to remove real nav for now until this issue can be fixed somehow... I have no other options.

PS: I feel kinda weird being the only one around playing the late campaigns with real nav on.
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Old 03-29-11, 08:39 AM   #6968
stoianm
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Quote:
Originally Posted by Zedi View Post
PS: I feel kinda weird being the only one around playing the late campaigns with real nav on.
- i am in the first campaign but i hope untill i will be in the late ones... the radar will be fixed... now i am using only the hydro with real nav
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Old 03-29-11, 08:43 AM   #6969
TheDarkWraith
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Originally Posted by Zedi View Post
Also, when the game start, the radar is working, but the antena is not rotating.. the animation is stuck on halt. Same after surfacing.. I always need to switch on the radar to start the animation. And in the picture shown above I should have a lot of contacts, I was like 6km away from a big convoy, seems like anything under 14km will not show up on the radar.
Good feedback. Gives me something to look into
Did you try switching the radar range to the short/long ranges? There is a sweep switch and a range switch on the radar display (and also for the officers)
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Old 03-29-11, 08:52 AM   #6970
Dignan
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Well crap! The radar doesn't work either?

No magnetic torps, no radar....the bugs are mounting.
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Old 03-29-11, 09:30 AM   #6971
Teiwaz
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Originally Posted by Dignan View Post
Well crap! The radar doesn't work either?

No magnetic torps, no radar....the bugs are mounting.
As a developer I would be embarassed if I managed to produce the same bugs (not working hydro/radar, magnetic impact not working,...) over and over again in every new version of the series - thx UbiCrap

Well, for something else.
I seem to have some problems with the TDC dials (using MRP 8x5), namely speed & AOB dials.

1.) When I try to set AOB clockwise (or starboard side) it will stop at 180°. When I try to set it counter clockwise (or port side) it moves all the way round.

2.) Speed dial seems to be somewhat linked to the AOB dial which means that at some point when I move the AOB dial the speed dial will move the same way.

3.) Probably just a GFX glitch but I noticed that the torpedo speed in the speed dial is always 0 when I mouse over, and the AOB sometimes jumps to 180 if moused over.

Can this issues be fixed via configuration file (except for the GFX glitches, I can live with that)?

Hm, now that I think about it... it could be that I took the scopes from MO patch #2 and not the ones provided with TDW UI v6.4.0. So it's definitely possible that those versions are not fully compatible and this is the source of all the dial-bolicalness Have to test this when I'm back home.
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Old 03-29-11, 09:34 AM   #6972
Zedi
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Quote:
Originally Posted by TheDarkWraith View Post
Good feedback. Gives me something to look into
Did you try switching the radar range to the short/long ranges? There is a sweep switch and a range switch on the radar display (and also for the officers)
Yes. I remember seeing clear signal on targets being around 30km away, but at close range the radar show nothing on screen. I was shadowing a convoy in medium fog and I found it very frustrating to have no clue where they are. Every 15 minutes I needed to dive and listen with the hydro to make an ideea about their position. Until they changed course and the escorts detected my presence on their radar. They came out of the fog at max speed with all the guns on me.. no time to even order crash dive. This is not a fair fight.

If I remove real nav, at least I can see on the map the radar signals, even if there is no report on targets.

Dignan, the radar is working, is just the radio man being retard. He is the brother of the sonar guy... and my boat is a hospital ship, I carry only zombies and slow people.
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Old 03-29-11, 09:47 AM   #6973
Dignan
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Originally Posted by Zedi View Post
Dignan, the radar is working, is just the radio man being retard. He is the brother of the sonar guy... and my boat is a hospital ship, I carry only zombies and slow people.
Don't forget the Chief Engineer who gets a paper cut and therefore can't order the crew to repair damage.
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Old 03-29-11, 09:48 AM   #6974
Dignan
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Quote:
Originally Posted by Teiwaz View Post
As a developer I would be embarassed if I managed to produce the same bugs (not working hydro/radar, magnetic impact not working,...) over and over again in every new version of the series - thx UbiCrap

Well, for something else.
I seem to have some problems with the TDC dials (using MRP 8x5), namely speed & AOB dials.

1.) When I try to set AOB clockwise (or starboard side) it will stop at 180°. When I try to set it counter clockwise (or port side) it moves all the way round.

2.) Speed dial seems to be somewhat linked to the AOB dial which means that at some point when I move the AOB dial the speed dial will move the same way.

3.) Probably just a GFX glitch but I noticed that the torpedo speed in the speed dial is always 0 when I mouse over, and the AOB sometimes jumps to 180 if moused over.

Can this issues be fixed via configuration file (except for the GFX glitches, I can live with that)?

Hm, now that I think about it... it could be that I took the scopes from MO patch #2 and not the ones provided with TDW UI v6.4.0. So it's definitely possible that those versions are not fully compatible and this is the source of all the dial-bolicalness Have to test this when I'm back home.
It could be the schopes from the MO patch but have you tried clicking the red buttons on the AOB and SPeed dials after you set them? When I do this in my game they lock in the data.
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Old 03-29-11, 10:18 AM   #6975
Teiwaz
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Originally Posted by Dignan View Post
It could be the schopes from the MO patch but have you tried clicking the red buttons on the AOB and SPeed dials after you set them? When I do this in my game they lock in the data.
I'll try that. But even if I haven't locked the speed setting yet, it shouldn't move by me adjusting the AOB value

By now I'm pretty convinced that the MO patch scopes are not compatible with UI 6.4.0. We'll see, but it sounds just to logical/obvious.
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