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Old 03-29-10, 05:25 PM   #136
M4XDmG
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Now the range estimation actually showed up with "report nearest sound contact" command. I thought I tried everything to end that nearest soundcontact following, but he kept on reporting. Maybe I missed something.

But now I couldn't get any report with Sonar normal sweep command, even that I knew there was a warship... But these really are small problems, there's so much stuff going on in your mod and so much of it is working like a charm. And I know the game itself isn't actually the number one example of bugfree and polished game...
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Old 03-29-10, 06:46 PM   #137
skwasjer
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Let's sum up suggestions and idea's for future releases:

- Open/close TAI
- Zoom map
- Travel mode
- Push-to-talk or mic-mute
- Add speech detection indicator (lights up when speaking):



This image is just the design, not implemented yet.
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Old 03-29-10, 06:55 PM   #138
7Infanterie19
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Default Ohhh yaaa!

Quote:
Originally Posted by skwasjer View Post
Updated first post with v1.4.
My friend, you are a beacon in the lonely North Atlantic!

I tested it out and it works like a charm. Good work, skwasjer!

I've added all my time compression keywords between 64 and 2048 using your <commandText param1= and it works great. I can call out any keyword and it jumps to that time compression. I love it! Warp Speed! >>>>>>>>>>>>> Real Time! Stops on a dime! Wooohoooo! (note: Wooohoooo! is not a keyword! )

I've added the Crew, Systems and Weapons Management on my own, and they work too. Once you're used to it, this is a breeze! Did I say thanks already? hehehe!

Ok, for Captain's log, it won't work using <commandText>Captain_log</commandText> , but change it to
<commandText>Toggle_radio_messages</commandText> and you're in business! Add the phrase "messages" (and as an item to the grammar file of course) and you're business gets better! So, I did it like this:

<!-- Command work's now -->
<phrase>captain's log</phrase>
<phrase>messages</phrase>
<commandText>Toggle_radio_messages</commandText>
</order>


And here are my suggestions for phrase additions/adjustments for current commands and the ones still to come:

To save falling over our tongues, add extra phrases that are short, sweet, and to the point (removing prefix words "set", "switch", etc.), such as:

NAVIGATION
maintain depth
weather report

SONAR
nearest sound contact

WATCH CREW
nearest visual contact

RADIO
nearest radio contact

TORPEDO MANAGEMENT
magnetic pistol
impact pistol
torpedo depth to ...
salvo shooting - or - salvo spread (without - switch to...
single tube shooting (without - switch to...

DECK WEAPONS
deck gun
aa gun

I know these are still to come, but I'll mention them now:

MISC

TAI Map
Escape or Menu or Options
Leave scope or exit scope (ESC key required to exit Scope)
(External) Camera
Binoculars (while on deck)
Crew and/or Crew Management
Systems and/or Systems Management
Weapons and/or Weapons Management

RADIO
Gramophone (Play; next, previous; stop)
Radio

I'll leave you with that today. Have a good one!
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Old 03-29-10, 08:37 PM   #139
skwasjer
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Quote:
Originally Posted by 7Infanterie19 View Post
<commandText>Toggle_radio_messages</commandText>
Good one.
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Old 04-05-10, 11:48 AM   #140
Ernesto78
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Hi skwasjer,

version 1.4 is very nice.

Is there a release Date for the first german version?

Happy eastern
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Old 04-07-10, 02:50 PM   #141
M4XDmG
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I'm also waiting for the german version! Playing now hapily with 1.4. Today found Queen Elizabeth and softened it with 3 torpedoes, but apparently it survived. So did I... Barely...
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Old 04-07-10, 03:10 PM   #142
gutted
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does it work on XP yet?
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Solution Solver 2.3.2 - Visual Targeting Tools & Aids
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Old 04-07-10, 09:47 PM   #143
Rumpullpus
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good god this voice req. mod if sooo ****in awsome!

some more updates and steamlineing and this will have to be on the MUST HAVE part of the list of mods on this site.

GJ smartty y da man (or woman dont really know....)
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Old 04-10-10, 09:11 PM   #144
Baffman
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If i wanted to translate this mod in italian, what should i do?
Simply translate the strings in SHSpeech_Grammar.xml and SHSpeech_Commands.xml ?? Or it's more complicated?
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Old 04-11-10, 07:27 AM   #145
The General
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Quote:
Originally Posted by skwasjer View Post
It works, I've set it to dive to 8 mtrs. However, you cannot stay on the tower (hatch closes). You'll need a mod that alters the min depth so the game registers you are diving a little later.
Hi Skwasjer,

How can one adjust the 'Decks Awash' depth? I find that 8 meters shuts down the Diesels. Meanwhile, at 6m the game struggles to keep the decks under the surface and your visible profile is barely reduced, making it almost as easy for the enemy to spot you. I'm thinking 7m is the happy compromise, unless there is a way you can do 6.5m?

Thanks.
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Old 04-26-10, 05:57 AM   #146
Ernesto78
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Default Nothing new under the sun

Hi @ all!

...still waiting for the german release, a lot of people waiting for it....

*hopingforsoonrelease*

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Old 05-01-10, 06:39 PM   #147
Ross59
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Excellant mod skwasjer thanks. is there a list of all the in game commands available some where so as to be able to customise the xml files. I would like to be able to "teleport"between various stations as you could in SH3 with something like "goto observation periscope". this command was handy in Shoot1.3.
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Old 05-01-10, 06:54 PM   #148
TheDarkWraith
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Quote:
Originally Posted by Ross59 View Post
Excellant mod skwasjer thanks. is there a list of all the in game commands available some where so as to be able to customise the xml files. I would like to be able to "teleport"between various stations as you could in SH3 with something like "goto observation periscope". this command was handy in Shoot1.3.
currently, and someone correct me if I'm wrong here, the only way to 'teleport' is with my UIs mod
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Old 05-01-10, 07:43 PM   #149
Ross59
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Thanks for the reply Dark. I take it that means the actual commands are not in the game and you run a script to achieve the teleport
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Old 05-01-10, 07:45 PM   #150
TheDarkWraith
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Quote:
Originally Posted by Ross59 View Post
Thanks for the reply Dark. I take it that means the actual commands are not in the game and you run a script to achieve the teleport
that is correct. Through the magic of scripting and some clever ingenuity/thinking on my part I was able to provide the teleport feature. Now Skwasjer and I could work together so that if the end user is using my UIs mod and his voice commands then you could use voice commands to teleport.
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