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Old 03-01-10, 01:55 AM   #61
ddrgn
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Return to course is not in the game, I added the command and it didn't work. Maybe later someone will figure that out. I did add the depth under keel command though and that works.
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Old 03-01-10, 02:00 AM   #62
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Quote:
Originally Posted by Ragtag View Post
No reports. I can see the sonar man lean out like he is about to say something but nothing. Same with watch.

I'm expecting a patch on the releaseday. Because this build are having some real gamebreaking issues.
Thanks! Good to hear this from someone else! But does anyone have this issues or just a few? Because in my opinion the "non talking crew" is the biggest issue and problem right now because it makes the game unplayable.

May I ask what Operating System are you using?
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Old 03-01-10, 02:51 AM   #63
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Location of moon in binoculars is fine - over the horizon:


Location of moon in views other than binocular:


Let's take a closer look at this problem:


Just a glitch - moon needs to be at the furthest end of the horizon radius. Hopefully an easy patch fix.
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Old 03-01-10, 02:53 AM   #64
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Quote:
Originally Posted by ddrgn View Post
Return to course is not in the game, I added the command and it didn't work. Maybe later someone will figure that out. I did add the depth under keel command though and that works.
It worked for me without any issues. I added it to my Command Keys mod.
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Old 03-01-10, 03:00 AM   #65
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Also, the issue that some have already hinted at before -

27 crew on the boat (+captain). No wardroom (it is indeed simply missing). Forward compartment, which should house the largest portion of the boat's crew, is never used as crew quarters and only has 3 men in it.

I really wish we could have the boat filled up. Given that performance inside the boat is better than outside it and that there's plenty of small (not immersion-killing or even bothersome for me) clipping/"jumping" issues with the crew as it is, I would really petition for this to be fixed, perhaps optionally. Pull the bunks down except at battle stations, add the missing wardroom, put men in both. Sprinkle a couple more guys here and there. Add at least another man to watch. Voila, a full complement
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Old 03-01-10, 03:03 AM   #66
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Quote:
Originally Posted by CCIP View Post
It worked for me without any issues. I added it to my Command Keys mod.
Can you give me the command you used?
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Old 03-01-10, 03:04 AM   #67
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Quote:
Originally Posted by ddrgn View Post
Can you give me the command you used?
Sure


[Cmd253]
Name=Return_to_course
Contexts=1
MnID=0x3F060004
Key0=0x52,c,"CTRL+R"
HasDelayedExecution=Yes
CommandClass=Course
Sound_0=ELO_Navig,MC_CR_NAV_16
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Old 03-01-10, 04:20 AM   #68
ddrgn
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Quote:
Originally Posted by CCIP View Post
Sure


[Cmd253]
Name=Return_to_course
Contexts=1
MnID=0x3F060004
Key0=0x52,c,"CTRL+R"
HasDelayedExecution=Yes
CommandClass=Course
Sound_0=ELO_Navig,MC_CR_NAV_16

Sweet thanks, my command was missing parts ;]
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Old 03-01-10, 04:21 AM   #69
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Quote:
Originally Posted by Elder-Pirate
Reece is that not a "Jack Staff" ?
You got me there, wouldn't have a clue, certainly I know in SH3 it was deliberately, through a mod, removed!
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Old 03-01-10, 05:01 AM   #70
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Quote:
Originally Posted by Reece View Post
You got me there, wouldn't have a clue, certainly I know in SH3 it was deliberately, through a mod, removed!
I thought it was the osp transmitter flux antenna.
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Old 03-01-10, 05:16 AM   #71
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At least in Kiel, ships keep running into the sides of the harbor, backing up, then ramming the side of the harbor again. Over and over and over and over until they explode. It makes the entrance to the Kanal very interesting.

lol
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Old 03-01-10, 06:30 AM   #72
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Originally Posted by etheberge View Post


At least in Kiel, ships keep running into the sides of the harbor, backing up, then ramming the side of the harbor again. Over and over and over and over until they explode. It makes the entrance to the Kanal very interesting.

lol

drunk skippers on the sauce again ..
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Old 03-01-10, 06:42 AM   #73
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maybey there are kamakazi captains.
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Old 03-01-10, 06:44 AM   #74
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Quote:
Originally Posted by CCIP View Post
Sure


[Cmd253]
Name=Return_to_course
Contexts=1
MnID=0x3F060004
Key0=0x52,c,"CTRL+R"
HasDelayedExecution=Yes
CommandClass=Course
Sound_0=ELO_Navig,MC_CR_NAV_16
Thanks
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Old 03-01-10, 06:45 AM   #75
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Another bug for me. Anchor for ending mission is rarely coming up when i enter port. I have to save and reload to get it back to end a patrol.
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