SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-05-10, 04:24 PM   #76
Ruby2000
Engineer
 
Join Date: Sep 2005
Posts: 211
Downloads: 71
Uploads: 0
Default

Hi Athlonic,

really a great job!

Quote:
Commands to add (if possible) :

- Navigator :
* search patterns (causing CTD right now)

- Sonar man :
* Repeat last report
* Report nearest ship (WIP)
* Report nearest warship (WIP)
* Follow nearest ship (report only bearing : annoying)
* Follow nearest warship (report only bearing : annoying)
* Estimated range to contact
* Return to swipping mode (not necessary following is a no go)

- Watch officer :
* Report nearest visual contact (doesn't work)
* Fire at will (command doesn't seem to trigger)
* Hold fire (command doesn't seem to trigger)

- Chief :
* engines controls
* depth controls

- Radio man :
* Radio's controls (doesn't work)

Fine tuning :
- make Navigator "report weather" available at periscope depth too
- ...

Perhaps, I can help with find the correct commands. I have made Key-commands for the german layouts. If you want I can help for include new commands.

You can see the key-commands on this page (in german)
I also wanted to assign the orders by dialog. But I am a beginner with AI-scripts.

Regards Ruby
Ruby2000 is offline   Reply With Quote
Old 04-06-10, 04:37 AM   #77
Mithrandir
Bosun
 
Join Date: Sep 2002
Location: Roma, Italia
Posts: 64
Downloads: 199
Uploads: 0
Default Italian translation plus sonarman commands...

Dear Athlonic,
I tried your good MOD (MCCD) and I liked it a lot. Personally I prefer it between other interfaces MODs because it adds commands without changing the SH5 philosophy (some role-playing in the game, I like it)...
For this reason, having the Italian version of the game I translated your MOD in Italian.
Furthermore I added some commands for the sonarman (what is the nearest contact, follow nearest contact, return to normal sweep, estimate range to contact)...

If you agree I can sent to you my version so you can integrate it in your MOD. Let me know...

Bye,
Mith.
Mithrandir is offline   Reply With Quote
Old 04-06-10, 05:22 AM   #78
Ablemaster
An able master
 
Join Date: Jan 2010
Location: England
Posts: 274
Downloads: 121
Uploads: 5
Default

Good stuff, being able to ask and have more choices certainly helps and is more realistic and emmersive, thanks, excellent.
__________________
Ablemaster is offline   Reply With Quote
Old 04-06-10, 01:09 PM   #79
EgoApocalypse
Lieutenant
 
Join Date: Jun 2008
Location: The system might fail you. But dont fail youself...................
Posts: 252
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by Ablemaster View Post
Good stuff, being able to ask and have more choices certainly helps and is more realistic and emmersive, thanks, excellent.
Agree adds alot to the game, Cheers.
__________________




EgoApocalypse is offline   Reply With Quote
Old 04-07-10, 06:25 AM   #80
Athlonic
Chief
 
Join Date: Apr 2005
Location: France
Posts: 311
Downloads: 51
Uploads: 2
Default

Quote:
Originally Posted by Ruby2000 View Post
Hi Athlonic,

really a great job!

Perhaps, I can help with find the correct commands. I have made Key-commands for the german layouts. If you want I can help for include new commands.

You can see the key-commands on this page (in german)
I also wanted to assign the orders by dialog. But I am a beginner with AI-scripts.

Regards Ruby
Thank you, all commands in the commands.cfg seem's to work ok with key binding but some won't trigger by scripts right now. I don't know if it has something to do with waypoints enabled actions, still investigating.

Nice work for guns control by the way.
Feel free to look in my mod files to see how it goes, nothing hard.


Quote:
Originally Posted by Mithrandir View Post
Dear Athlonic,
I tried your good MOD (MCCD) and I liked it a lot. Personally I prefer it between other interfaces MODs because it adds commands without changing the SH5 philosophy (some role-playing in the game, I like it)...
For this reason, having the Italian version of the game I translated your MOD in Italian.
Furthermore I added some commands for the sonarman (what is the nearest contact, follow nearest contact, return to normal sweep, estimate range to contact)...

If you agree I can sent to you my version so you can integrate it in your MOD. Let me know...

Bye,
Mith.
Sure thanks, you've got PM.
Does your sonarman report all data when following a contact ?
Here he would just tell bearing and it sound a little annoying, that's why I've pulled it off right now.

Last edited by Athlonic; 04-07-10 at 06:37 AM.
Athlonic is offline   Reply With Quote
Old 04-07-10, 08:16 AM   #81
Mithrandir
Bosun
 
Join Date: Sep 2002
Location: Roma, Italia
Posts: 64
Downloads: 199
Uploads: 0
Default

Hi Athlonic,
my sonarman reports only bearing by voice and gives complete data in textual form in the text window... Useful if I play with no map contacts update!

Bye,
Mith

P.S.: About opening/closing torpedo tubes, I discovered that closing a tube it really opens it and flooding a tube actually closes it... Maybe we can solve the problem inverting the commands... I already tried on my SH5 and it works...
Mithrandir is offline   Reply With Quote
Old 04-07-10, 11:20 AM   #82
Ruby2000
Engineer
 
Join Date: Sep 2005
Posts: 211
Downloads: 71
Uploads: 0
Default

Quote:
Feel free to look in my mod files to see how it goes, nothing hard.
Hi Athlonic,

I will do this, thank´s . I will try to integrate the Nav - commands:

Report_time_to_course_end
Report_range_to_course_end
I give you an answer by PM. Is this OK?


Regards Ruby
Ruby2000 is offline   Reply With Quote
Old 04-07-10, 05:17 PM   #83
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Awesome! I was hoping someone would come out with a mod like this.
Ducimus is offline   Reply With Quote
Old 04-08-10, 10:02 AM   #84
Ruby2000
Engineer
 
Join Date: Sep 2005
Posts: 211
Downloads: 71
Uploads: 0
Default

Hi Athlonic,

you have an PM from me.

Regards Ruby
Ruby2000 is offline   Reply With Quote
Old 04-10-10, 04:48 AM   #85
t0maz
Ensign
 
Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
Default

Great Mod!
I like very much that I must wait for reponse like depth under keel or radio msg send.
Its more realistic!
Thx man!
t0maz is offline   Reply With Quote
Old 04-13-10, 02:46 PM   #86
Athlonic
Chief
 
Join Date: Apr 2005
Location: France
Posts: 311
Downloads: 51
Uploads: 2
Default

Hi kaleuns,

New version available : v 1.03

Warnings:

- DO NOT install this version if your Silent Hunter game is already patched to the v1.2 version (even the beta one) !


Change log :

Quote:
- added a polish localized version
- added an italian localized version
- Radioman :
* maked animations and feedback for radio message reports more realistics (morse code, and pen visible while writing)
* replaced the previous song (useless) gramophone's command by a famous "Das Boot" movie moment
Hope you enjoy those little tiny changes.

More to follow next week...
Athlonic is offline   Reply With Quote
Old 04-13-10, 03:07 PM   #87
kylania
Silent Hunter
 
Join Date: Aug 2006
Posts: 3,528
Downloads: 117
Uploads: 0
Default

Quote:
Originally Posted by Athlonic View Post
v1.2 version (even the beta one) !
__________________

kylania is offline   Reply With Quote
Old 04-14-10, 08:59 AM   #88
Athlonic
Chief
 
Join Date: Apr 2005
Location: France
Posts: 311
Downloads: 51
Uploads: 2
Default

Quote:
Originally Posted by kylania View Post

He he, just to be sure ... you never know.

Athlonic is offline   Reply With Quote
Old 04-24-10, 12:08 PM   #89
TheBlobThing
Soundman
 
Join Date: Aug 2007
Location: On dry land, in Copenhagen
Posts: 142
Downloads: 39
Uploads: 0
Default

Awesome mod! Love the immersion this mod gives. However I seem to be having some trouble with my navigator. The Depth under keel command makes him pause (as is intended) but after pinging the bottom twice I never receive a report from him! It kind of worked when I had just installed your mod but now it doesn't. What gives?

Am using MFCM too.
__________________
Disclaimer:
The above are my current opinion and are liable to change according to mood, time of day, degree of sleep deprivation endured, caffeine intake and/or level of inebriation.
TheBlobThing is offline   Reply With Quote
Old 04-24-10, 01:07 PM   #90
Athlonic
Chief
 
Join Date: Apr 2005
Location: France
Posts: 311
Downloads: 51
Uploads: 2
Default

Hi TheBlobThing,

Try to load an Historical mission and see if works well.
If so, reload then your campagne savegame it should works.

I have experienced sound dialog loss even with the stock game on campagne reload sometimes.

Finaly, do you see the depth under keel in text in the lower right corner ?
Athlonic is offline   Reply With Quote
Reply

Tags
command, crew, dialog, mod


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:56 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.