SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
11-07-11, 05:28 PM | #8161 | |
Silent Hunter
|
Quote:
I´ve tested v6.9.0 test version 4 and for me all new features works perfect, no problems! Best regards, Magic |
|
11-07-11, 05:31 PM | #8162 |
Black Magic
|
|
11-08-11, 04:01 AM | #8163 |
Silent Hunter
|
Yes, until now...!
|
11-08-11, 09:48 AM | #8164 |
Nub
Join Date: Oct 2011
Posts: 2
Downloads: 19
Uploads: 0
|
You'll have to forgive me for being new to sh5 modding if I've missed something simple.
With the snorkel raised, my co2 level still raises. Is this supposed to be the case? Or, have i messed something up? |
11-08-11, 09:57 AM | #8165 |
Black Magic
|
Unfortunately the game is still bugged in that regard I haven't found a solution for it yet
|
11-08-11, 10:32 AM | #8166 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
|
Quote:
Save the game. Exit to main menu. Reload the game. Usually this does the trick. |
|
11-08-11, 10:44 AM | #8167 |
Nub
Join Date: Oct 2011
Posts: 2
Downloads: 19
Uploads: 0
|
Holy spleh, that was a fast response. I'll give the reload trick a shot.
And, by the way, outstanding bit of modding work. Cheers! |
11-08-11, 11:53 AM | #8168 |
Mate
Join Date: Aug 2004
Location: Rio Grande, Brazil
Posts: 57
Downloads: 35
Uploads: 0
|
Is the first time that I will use v6.9.0 test version 4, can use right only the version beta? Do I follow instructions of the video version 3.0.0?
Would it be possible to create this MOD in form of executable facilitating the installation? It is a suggestion to help the beginners. Congratulations for the dedication. |
11-08-11, 06:14 PM | #8169 | |
Black Magic
|
Quote:
I don't know what video version you are referring to so I can't be of much help. There is an app included in \data\Applications that allows you to edit the options file via a GUI. This is the preferred method of changing the user options now. Finally got the destroyed marks not appearing at save game load bug to finally rear it's ugly head. Now I have to figure out why it's doing this EDIT: ok it makes sense now. If you are not using a journal then this bug appears. If you are using a journal then the destroyed marks always appear at save game load. Now I just have to adjust the code for those not using a journal |
|
11-08-11, 07:57 PM | #8170 |
Black Magic
|
bug of destroyed marks put to rest
Now for an interesting idea I have been playing around with: simulating failures of key equipment. Basically what I do is if the random chance says x piece of equipment has failed I make it so you can't interact with it (you can't click it to activate it or teleport to it). It's basically dead until repaired/fixed. A random time would be assigned until the unit is deemed repaired/fixed at which time it's usable again. The key pieces of equipment I'm considering are: - UZO - obs scope - attack scope - radar station - hydrophone station - deckgun (if installed) - flak gun 1 (if installed) - flak gun 2 (if installed) - binocular (might not be able to do this one but trying) What do you all think of the idea? I can assign new user options to control the max failure rate and max time to repair Also figured out how to tell if deckgun, flak 1, and flak 2 are installed on sub so I'm going to add the ability to teleport to flak 2 in the teleport bar |
11-08-11, 08:01 PM | #8171 | |
A-ganger
Join Date: Sep 2007
Posts: 76
Downloads: 65
Uploads: 0
|
Quote:
I always thought the case with the missing marks without journal: It's not a bug it's just a missing feature
__________________
---------------------------------------------------------------- Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht ---------------------------------------------------------------- |
|
11-08-11, 09:08 PM | #8172 |
Silent Hunter
Join Date: Aug 2006
Posts: 3,528
Downloads: 117
Uploads: 0
|
As long as it's entirely optional, sure.
Maybe try it how it was in SH3 I think, where if your scope is "broken" it's unbearable fuzzy (just an overlay like a new scope or something? if that can be done on the fly) instead of "I can't seem to use this at all!" For the hydrophone the background noise could be changed or something, the guns could take much longer to rearm or jam or something? |
11-08-11, 09:12 PM | #8173 |
Black Magic
|
version 6.9.0 test 5 available here: http://www.gamefront.com/files/20974...ith_test_5_zip
This fixes the destroyed marks not appearing until unit is destroyed for those not using a journal and playing a campaign v6.9.0 - (Real nav only) fixed bug of when destroyed mark was created a new nav fix was also created - (Real nav only) all marks no longer show nautical time and GMT time. They show the time the digital clock mode is set to (Naut or GMT) - (Real nav only) changing digital clock mode (Naut or GMT) will automatically update all marks with new timestamp - Changing digital clock mode (Naut or GMT) will change the timestamps in the messagebox and the ship's journal - Ship's journal current version is now v7 - While editing a mark the ability to switch clock mode (Naut or GMT) is disabled - added a new user option. This user option will control the auto enabling of the charts and opening SOAN to identified unit upon WEPS-->Torpedo attack-->Ship identification order given. Default value is disabled (False) (AutoEnableChartsOpenSOANToIdentifiedUnit) - added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoEnableChartsOnScopeStation) - revised Ship's journal viewer app to new ship journal version (v7) - revised TDWSOAN.DLL for support of new user option AutoEnableChartsOpenSOANToIdentifiedUnit - (Real nav only) added more debug output at game start when all the marks are created to try and figure out why some users marks don't show until a kill is made - added more debug output to SOAN to try and figure out why some users Additional info button on SOAN doesn't work - fixed bugs in OptionsFileEditorViewer app relating to culture specifics - added a new user option. This user option will control the disabling of the charts when leaving a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoDisableChartsOnScopeStationLeave) - fixed bug in Automation dealing with the loop command. Bug was when loop command was encountered it was setting the command index to 0 (start of commands) and setting the timer to command 0's wait time. Then when command 0 was executed the timer was set to command 0's wait time again. The fix for this has resulted in Automation's Wait command now being able to specify a t time. This fix also results in the Wait command being the ONLY command in Automation who's t time will be considered when it's the last command. - fixed bug when an Automation command would 'request' weather info the script would stop - added a new user option. This user option will have the watch officer report nearest visual contact (if surfaced) or sonarman report nearest sound contact (if submerged) when TCxOnContactDistanceEnabledTCLevel is triggered. Default value is disabled (False) (WatchOfficerCheckForContantsOnTCxSet) - added the ability to enable/disable snorkel from the options editor/viewer app - fixed bug of when user has no journal selected and they are playing a campaign the destroyed marks would not appear upon save game load until a unit was destroyed again Last edited by TheDarkWraith; 11-09-11 at 12:09 AM. |
11-09-11, 12:12 AM | #8174 | |
Black Magic
|
Quote:
|
|
11-09-11, 02:53 AM | #8175 | |
Ensign
Join Date: Mar 2005
Location: Gent, Belgium
Posts: 228
Downloads: 94
Uploads: 0
|
Quote:
__________________
Rock 'n' roll is the only religion that will never let you down |
|
Tags |
dbrn, favorite, new ui |
|
|