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Old 01-12-13, 01:06 PM   #9556
volodya61
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Quote:
Originally Posted by kuba0191 View Post
You wrote: "Have a look here - http://www.subsim.com/radioroom/showthread.php?t=165015"
After installing theDarkWraith mod, I do not have that "locking" option/button.
Am I right or just do not see that?
didn't understand.. what you don't have now? the button "spacebar"? I understand correctly?
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Old 01-13-13, 04:32 AM   #9557
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Ok. It just works a little bit different than in SH III. Thank you for all your help. Now, I can play.
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Old 01-14-13, 02:31 PM   #9558
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Quote:
Originally Posted by sober View Post
I notice a bug . When you play a single mission then exit out to the main page and load a campaign save things like the underwater icons on the top right are not in the correct place . This also happens if you are playing the campaign and finish playing and exit to the main page and then reload a campaign save . You have to completely exit the game once you are finished playing if you want to load a campaign save . Maybe this is CO2 bug as well , i havnt checked .
This is not good. Do you know which version of the mod caused this to start? I'll see if I can reproduce it. What version of the mod were you using?
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Old 01-14-13, 02:53 PM   #9559
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Quote:
Originally Posted by TheDarkWraith View Post
..Do you know which version of the mod caused this to start? ..What version of the mod were you using?
I'm using version 7.2.0 test2 and this starts since version 7.2.0..
See my post below the Sober's post - http://www.subsim.com/radioroom/show...postcount=9532
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Old 01-14-13, 09:03 PM   #9560
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Quote:
Originally Posted by volodya61 View Post
I'm using version 7.2.0 test2 and this starts since version 7.2.0..
See my post below the Sober's post - http://www.subsim.com/radioroom/show...postcount=9532
ok this should fix the problem: http://www.mediafire.com/?0kj36fc25qx6oa5

place in \data\Scripts\Menu. This is only for those using test v7.2.0

After looking at that file I was asking myself wtf was I thinking

Was v7.2.0 stable to be a releasable version (with this patch)?
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Old 01-14-13, 09:18 PM   #9561
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Quote:
Originally Posted by TheDarkWraith View Post
Was v7.2.0 stable to be a releasable version (with this patch)?
Thank you, sir

I'm using v7.2.0 almost five months and only this bug was spotted..
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Old 01-14-13, 10:58 PM   #9562
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The only other bug i know of ( dont know what versions it effects) but using 7.2 . When i am surfaced and click on the crash dive icon the sub dives correctly to 150 mts . Then if i want to dive deeper than 150 mts and click on the dive icon the sub starts surfacing . PS , the skipping smoke from ships funnels , driving me mad .
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Old 01-15-13, 12:43 AM   #9563
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Do the independent engine controls allow you to do anything differently with the sub? I tried making sharper turns by turning only one on or by putting one forward and the other in reverse, but the turning doesn't seem to be affected. The propellers are affected and spin appropriately though, which is a nice visual effect.
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Old 01-15-13, 03:01 AM   #9564
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Default Can't enable this mod

Hi folks,

This looks like a fantastic mod to make SH5 playable, but I haven't been able to get it working despite following the instructions on page 1 as carefully as I can. I start a new campaign, raise the attack periscope, but all I get is the old GUI.

I'm using W7 64 bit, and the game is installed on my E drive (some games have to be on the C drive, - could this be one of them?). It's a retail disc and it's patched to V1.2.

You'll notice the Options File Editor/viewer doesn't have any of the same tabs as the one on page 1 of this thread, - no idea why. Do I have to migrate options or something?





Any suggestions gratefully received, - and apologies if this has already been addressed, - I haven't read each of the previous 600 pages in detail.

Hopefully it's something simple.
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Old 01-15-13, 03:46 AM   #9565
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click on the file on the options editor and select the menu path and the sh5 install path .
also
http://www.subsim.com/radioroom/show...81&postcount=6
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Old 01-15-13, 08:25 AM   #9566
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Quote:
Originally Posted by Wurmed View Post
Do the independent engine controls allow you to do anything differently with the sub? I tried making sharper turns by turning only one on or by putting one forward and the other in reverse, but the turning doesn't seem to be affected. The propellers are affected and spin appropriately though, which is a nice visual effect.
Unfortunately the physics model of the game doesn't take into account the different props. Thus you can't get tighter turning radiuses or the likes. What is modeled though is the sound emitted by the props. Thus only using one prop will lower your sound signature to the enemy.
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Old 01-15-13, 03:16 PM   #9567
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Quote:
Originally Posted by TheDarkWraith View Post
Unfortunately the physics model of the game doesn't take into account the different props. Thus you can't get tighter turning radiuses or the likes. What is modeled though is the sound emitted by the props. Thus only using one prop will lower your sound signature to the enemy.
That's unfortunate that it doesn't turn sharper, but nice to know the sound is reduced.

I know having one prop forward and the other in reverse affects your speed, so I wonder if you can go into reverse faster by having one prop forward at 1/2 and the other in reverse at 1/3 and turn off the forward prop to switch into reverse faster. If this is possible, you could flip the rudder 180 degrees when you reach 0 knots and make a sharper turn that way.

Maybe a script could be made from this for quick starboard and port turns.
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Old 01-15-13, 03:40 PM   #9568
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About turning the boat in small radius with one prop forward and the other reverse, it's possible only if the props are more spaced like on a multi-hull boat.
On regular boats, even huge boats with 2 props and multi-engines, they need a bow thruster
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Old 01-15-13, 04:29 PM   #9569
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I might be wrong but going Silent Running in real life, Uboats went to only one prop turning. Tho I'm not sure if it does this in the sim.
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Old 01-15-13, 05:15 PM   #9570
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To have separated engine controls ingame, do i have to ONLY enable this option in the TDW Generic Patcher, and does it works with New UIs 7.1 version?

If no, what is the exact step by step to do please?
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