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Old 08-17-12, 07:27 AM   #9181
Kalleblom
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That´s great!

Thank you Sir
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Old 08-20-12, 07:09 PM   #9182
TheDarkWraith
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Working on v7.2.0 currently. I've added two new user options so far:
- PatchDecksAwashEnabled (defaults to false)
- DecksAwashDepth (defaults to 7.0m)

Both of these user options will be found in the Patches tab.

If you have the decks awash patch enabled and set the PatchDecksAwashEnabled user option to True then a new icon is added to the depth bar:



Clicking it of course takes you to decks awash depth.

Adding the controls necessary for the independent engine controls patch to work with the mod currently
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Old 08-20-12, 07:13 PM   #9183
gap
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Quote:
Originally Posted by TheDarkWraith View Post
Working on v7.2.0 currently. I've added two new user options so far:
- PatchDecksAwashEnabled (defaults to false)
- DecksAwashDepth (defaults to 7.0m)

Both of these user options will be found in the Patches tab.

If you have the decks awash patch enabled and set the PatchDecksAwashEnabled user option to True then a new icon is added to the depth bar:

Clicking it of course takes you to decks awash depth.

Adding the controls necessary for the independent engine controls patch to work with the mod currently
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Old 08-20-12, 08:09 PM   #9184
TheDarkWraith
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And here's how the independent engine controls are going to work for the SH5 Enhanced UI:


In the Shafts box, if the light is lit then speed commands are enabled for that shaft and if the light is out no speed commands for that shaft. You will not be allowed to have both lights out, one must always be lit.
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Old 08-20-12, 08:28 PM   #9185
Topo65
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Great work TDW!

Question: Thats buttons are lights showing what shaft are working or not? I usually play with the external views off, and I would like to know if that is possible.
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Old 08-20-12, 08:30 PM   #9186
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Had it in my mind that icons would be used for some reason for selecting shafts used. Really like the smaller box with the lit circle options, very clean and simple.

Last edited by 7thSeal; 08-20-12 at 08:44 PM.
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Old 08-20-12, 08:30 PM   #9187
TheDarkWraith
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Quote:
Originally Posted by Topo65 View Post
Great work TDW!

Question: Thats buttons are lights showing what shaft are working or not? I usually play with the external views off, and I would like to know if that is possible.
If the light is lit then that shaft is able to receive speed commands. From left to right they are port shaft enabled for speed commands light, starboard shaft enabled for speed commands light. You click them to turn them on/off.
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Old 08-20-12, 08:33 PM   #9188
Topo65
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Thanks again, TDW!!!
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Old 08-20-12, 08:34 PM   #9189
TheDarkWraith
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Quote:
Originally Posted by 7thSeal View Post
Had it my mind that icons would be used for some reason for selecting shafts used. Really like the smaller box with the lit circle options, very clean and simple.
I'm trying to figure out how to implement with the SH3/4 UIs SH5 Enhanced was easy to do

Just testing this in game using v7.2.0. Tested both buttons are they are working just as they should
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Old 08-20-12, 08:38 PM   #9190
7thSeal
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Quote:
Originally Posted by TheDarkWraith View Post
I'm trying to figure out how to implement with the SH3/4 UIs SH5 Enhanced was easy to do
Maybe toggle switches like you used for opening torpedo doors or something like that?
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Old 08-20-12, 08:41 PM   #9191
arleeds
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Quote:
Originally Posted by TheDarkWraith View Post
Working on v7.2.0 currently. I've added two new user options so far:
- PatchDecksAwashEnabled (defaults to false)
- DecksAwashDepth (defaults to 7.0m)

Both of these user options will be found in the Patches tab.

If you have the decks awash patch enabled and set the PatchDecksAwashEnabled user option to True then a new icon is added to the depth bar:



Clicking it of course takes you to decks awash depth.

Adding the controls necessary for the independent engine controls patch to work with the mod currently
CRAP!! haven't finished the stock game yet while using 7.1.0 and now your on 7.2.0??!

You know how Simon (American Idol) rarely gives complements? but when he does it feels like a "Kodak" moment? (or maybe it's just me)

Me... Imitating Simon's Standing Ovation...



Keep up the great work and THANK YOU!!
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Old 08-20-12, 08:44 PM   #9192
TheDarkWraith
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Quote:
Originally Posted by arleeds View Post
CRAP!! haven't finished the stock game yet while using 7.1.0 and now your on 7.2.0??!
You obviously don't remember when the mod was first being developed or weren't around. I was cranking out new versions almost every day to every other day. Now with the GR2 Editor Viewer and developing patches development of this mod is sporadic
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Old 08-20-12, 10:03 PM   #9193
arleeds
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Quote:
Originally Posted by TheDarkWraith View Post
You obviously don't remember when the mod was first being developed or weren't around. I was cranking out new versions almost every day to every other day. Now with the GR2 Editor Viewer and developing patches development of this mod is sporadic
Just joined subsim recently
didn't know what treats i would be having...!!! i knew this game since SH3.. but was too bored to play it.. coz i was only in High school (i think) and didn't know such mods existed...and still "too green" to understand the grasp of "simulations".. but now.. after 10+ years.. bought it, mod it, play it.. can't get enough of it!!!

GOD BLESS YOU MATEY!!!

Last edited by arleeds; 08-20-12 at 10:15 PM.
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Old 08-21-12, 01:49 AM   #9194
Magic1111
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Quote:
Originally Posted by TheDarkWraith View Post
Working on v7.2.0 currently. I've added two new user options so far:
- PatchDecksAwashEnabled (defaults to false)
Hi TDW!

Why did you set the Decks Awash Option to false as default?

I think we all want to play with this option enabled, so in my opinion you can set the option to true by default, or?!

Only the users there are not want to play with deck awash option enabled must set manually to false....!

Best regards,
Magic
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Old 08-21-12, 01:44 PM   #9195
Troopz
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Hi,

First, I'd like to say thanks for the mod. It's awesome but I have a bit of an issue with it.

I can't set waypoints on the TAI. I can't even select the sub on the map and the sub marker disappears after a while. I'm guessing it's some mod compatibility issue but I have no idea what it could be.


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