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Old 01-23-21, 01:46 PM   #1
Anvart
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Quote:
Originally Posted by Anvar1061 View Post
That's right?
...
Yes.
 
Also, you have two commands hanging on one 'R' key ...
'Radar One Sweep' and 'Radar View'. Therefore, when you move to the radio operator's chair, your radar turns on, makes one full turn and turns off ... Do you need this? I think no. Hang 'Radar One Sweep' on 'Shift + S' ... preferably (in tune with Sweep), if not busy, or something else ...
Also, I can advise you not to use 'Radar Fix'. Cause? Radar Fix->Part2 works well ... no problem. This is the Fix that I asked Hsie to do to slightly simplify the antenna/radar logic. For the original game and for those who do not use Hsie's 'Radar Fix', will need to immediately execute the raising the antenna "Entry: Up", and then go to "Entry: Wait4Down".
Radar Fix->Part1 ... distorts the work of the radar ... if the player forgets to turn off the radar, it really turns off only at periscope depth. Some modders try to compensate for the disadvantage of this fix, for example, by connecting an additional Dial controller directly to the radar antenna, as in my first mod for raising/lowering the radar antenna. In this case, an indefinite state (what to call it?) Arises ... the display may not light up and even the steering wheel will stop rotating, but if you surface without going down to the periscope depth, the radar will be rotates again without player intervention. This indicates that the radar has not turned off. In addition, this Dial controller does not give stable results. Of course, there is the iron way to turn off the radar and work around the Fix->Part1 flaw ... but this is a rough, rectilinear way that will reduce the number of variation used commands.
The second argument: Fix->Part1 contradicts the concept of realism - the radar should not work at high waves ... just like the periscope in the Hsie's mod, it 'vibrates' or automatically descends at certain speeds of the sub.
Ideal variant: remove Fix->Part1 (in my opinion it is not needed) and leave Fix->Part2.
Another variant is to turn off Radar Fix.
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 01-23-21 at 04:42 PM.
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Old 01-23-21, 03:37 PM   #2
Anvar1061
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[Cmd68]
Name=Toggle_radar_view
Ctxt=1
Key0=0x52,,"R"

[Cmd460]
Name=Radar_one_sweep
Ctxt=1
MnID=0x3F2B0002
Key0=0x52,C,"Shift+S"
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Old 01-24-21, 06:43 AM   #3
Anvar1061
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Quote:
Originally Posted by Anvart View Post
Yes.
 
Also, you have two commands hanging on one 'R' key ...
'Radar One Sweep' and 'Radar View'. Therefore, when you move to the radio operator's chair, your radar turns on, makes one full turn and turns off ... Do you need this? I think no. Hang 'Radar One Sweep' on 'Shift + S' ... preferably (in tune with Sweep), if not busy, or something else ...
Also, I can advise you not to use 'Radar Fix'. Cause? Radar Fix->Part2 works well ... no problem. This is the Fix that I asked Hsie to do to slightly simplify the antenna/radar logic. For the original game and for those who do not use Hsie's 'Radar Fix', will need to immediately execute the raising the antenna "Entry: Up", and then go to "Entry: Wait4Down".
Radar Fix->Part1 ... distorts the work of the radar ... if the player forgets to turn off the radar, it really turns off only at periscope depth. Some modders try to compensate for the disadvantage of this fix, for example, by connecting an additional Dial controller directly to the radar antenna, as in my first mod for raising/lowering the radar antenna. In this case, an indefinite state (what to call it?) Arises ... the display may not light up and even the steering wheel will stop rotating, but if you surface without going down to the periscope depth, the radar will be rotates again without player intervention. This indicates that the radar has not turned off. In addition, this Dial controller does not give stable results. Of course, there is the iron way to turn off the radar and work around the Fix->Part1 flaw ... but this is a rough, rectilinear way that will reduce the number of variation used commands.
The second argument: Fix->Part1 contradicts the concept of realism - the radar should not work at high waves ... just like the periscope in the Hsie's mod, it 'vibrates' or automatically descends at certain speeds of the sub.
Ideal variant: remove Fix->Part1 (in my opinion it is not needed) and leave Fix->Part2.
Another variant is to turn off Radar Fix.
Alex, I didn't find anything on the h.sie radar fix other than this.
https://www.subsim.com/radioroom/sho...d.php?t=217157
Where is Part1 and where is Part2?
https://www.subsim.com/radioroom/sho...49&postcount=1
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Old 01-25-21, 07:00 AM   #4
Anvart
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Quote:
Originally Posted by Anvar1061 View Post
Alex, I didn't find anything on the h.sie radar fix other than this.
https://www.subsim.com/radioroom...
Where is Part1 and where is Part2?
https://www.subsim.com/radioroom/sho...49&postcount=1
Study the charter of the guard service! ... that means - carefully read the discussion of certain issues on the forum. What you are referring to does not apply to the topic under discussion... it's the usual verbiage of poorly understanding persons. Find in Hsie messages, in the signature, a link to resources and see Radar Fix source code in assembler... maybe you will understand something. Radar Fix is ​​a two-part change block (see the Hsie's super mod documentation).
By the way, you (or someone) put your naughty hands into my mod and inserted into the modified guns there. Also, if I understand correctly, you applied all this crap to another submarine ... If it is done crookedly or you chose an unsuccessful object (there should not be two different objects with the same registration in the game), this also will be the reason for "fly away" in the campaign. And also... don't forget about the credits.

Best regards.
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Moses said: "Don't create yourself an idol"...

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Old 01-25-21, 11:25 AM   #5
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Alex, what is the approach to work? I did, but I did not finish. I knew, but I forgot. I spread, but lost. I'm good at assembler, but you should know that too!
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Old 01-25-21, 02:06 PM   #6
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GUNS_SUB.dat Anvart®
 
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Old 01-26-21, 09:18 AM   #7
Anvart
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Originally Posted by Anvar1061 View Post
GUNS_SUB.dat
Hello, Andrew.
How do you do?
 
Something, dear comrade, I do not understand you at all ... and you did not understand me either ..? The mod was created in a certain environment (NYGM, GWX). If you noticed in the Objects and Submarine folders there are only changed files necessary to understand what, where, when ... if there are no missing files in your assembly ... there may be Problems. I did not look at your guns, I just wanted to draw your attention to the places of possible causes. In addition, the assembly that you are using is designed for people who want to make AI_Crew themselves at their facilities ... There is an assembly for the SH3 original, where are all files for U-Boat Supl. Обиделся на мои высказывания по поводу атрибутов файла? Я думаю ты не хочешь быть посмешищем для форума.? По поводу Radar_fix... ты спросил, я объяснил. Похоже ты устал, перетрудился.

Good luck.
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Moses said: "Don't create yourself an idol"...

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Old 01-26-21, 11:12 AM   #8
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Quote:
Originally Posted by Anvart View Post
There is an assembly for the SH3 original, where are all files for U-Boat Supl
Where there is? I only found some of the files, but where can I find the rest? It's already warmer - GWX or NYGM.
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Old 01-28-21, 07:25 PM   #9
Anvart
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wolf_howl15

Quote:
Originally Posted by Anvar1061 View Post
Where there is? I only found some of the files, but where can I find the rest? It's already warmer - GWX or NYGM.
Link in my signature.
Сравни все файлы со своим модом. Сразу могу сказать: последнюю строку из NYGM EnglishNames.cfg/GermanNames.cfg вставь в свои одноимённые файлы. Проверь/сравни все файлы мода с такими же (если есть) или аналогичными файлами других классических подлодок. Начал миссию на Type2D с подключенным _AI_crew_anim_.7z прошёл до квадрата патрулирования... вылета не случилось. Очень долго грузятся Музей (~9 мин.), кампания и простенькие одиночные миссии также примерно 9-9.5 минут. Очень раздражает, надоедает - это будет причиной малой востребованности.
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Old 01-26-21, 01:56 PM   #10
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Default SH5 ships for SH3

Anvart,

Some questions about the SH5 ships for SH3:

Do these replace the ships in SH3 or supplement them?

Install them through JSME?

Compatible with MFM or should I use in lieu of?

They appear to be a nice change of pace from stock SH3.

Your Aye,
David I
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Old 01-26-21, 02:15 PM   #11
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Quote:
Originally Posted by David I View Post
Anvart,

Some questions about the SH5 ships for SH3:

Do these replace the ships in SH3 or supplement them?

Install them through JSME?

Compatible with MFM or should I use in lieu of?

They appear to be a nice change of pace from stock SH3.

Your Aye,
David I
Yes he adds sh5 and very beautiful boats ... but I haven't tested yet because there are so many possible combinations ...
for me GwR21 is a "must" because it brings together the best for GwX3 of the time without going through endless mods soups and often full of problems ... be careful if you play Hsie stiebler respect the procedure the files are numbered from 1 to 4 ui:
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