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Old 04-19-10, 06:40 PM   #646
TheDarkWraith
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Quote:
Originally Posted by sirbum69 View Post
That is awsome with the xo box...I was kinda likeing the auto minimize down where the chat box was, but i like this idea even better..

Now i can make it go away unless i want to see it for some reason while plotting the ships

the XO dialog box will still dynamically reposition if you have the message box visible or not
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Old 04-19-10, 06:42 PM   #647
TheDarkWraith
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Originally Posted by TheBeast View Post
I just found a Sonarman Menu issue. I just upgraded to "The Balkon Great (Balcony Apparatus)" Sonar. This Sonar attaches to the Keel of the UBoat between Bow and Deck Gun and actually works while surfaced but all Sonarman Sonar Menu options are grayed out while surfaced.

Kapitan Minedrik Gozentiet U-69 Commanding.
that would be a correct error. I haven't found a way to 'read' the equipment the sub has installed. Once I can 'read' the equipment then I can control the icons much better. So right now I'm doing the best I can until I figure out a way to do it
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Old 04-19-10, 07:01 PM   #648
TheDarkWraith
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got the item notes icon added. Would post pictures of it but the forum isn't letting me post pictures to any of my albums anymore

Just have to fix the glass dial problem and v1.3.0 will be ready.
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Old 04-19-10, 07:11 PM   #649
kylania
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Originally Posted by TheDarkWraith View Post
that would be a correct error. I haven't found a way to 'read' the equipment the sub has installed. Once I can 'read' the equipment then I can control the icons much better. So right now I'm doing the best I can until I figure out a way to do it
Or just leave the sonar abilities available while surfaced? heh Since the default hydrophone works surfaced as well and it'll save me the trouble of trying to fix it to work on the surface anyway. I did the changes we'd talked about, and they are active now, but disappear as soon as they appear for some reason.

Quote:
Originally Posted by TheDarkWraith View Post
Just have to fix the glass dial problem and v1.3.0 will be ready.
Even the cook's orders? heheh
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Old 04-19-10, 07:16 PM   #650
TheDarkWraith
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Originally Posted by kylania View Post
Or just leave the sonar abilities available while surfaced? heh Since the default hydrophone works surfaced as well and it'll save me the trouble of trying to fix it to work on the surface anyway. I did the changes we'd talked about, and they are active now, but disappear as soon as they appear for some reason.
I guess a good compromise for now would be to let the sonar work on the surface also. I'll make the change.
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Old 04-19-10, 07:34 PM   #651
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Originally Posted by TheDarkWraith View Post
I guess a good compromise for now would be to let the sonar work on the surface also. I'll make the change.
Very cool. I was able to get The Great Balkin in Feb. 1943. Things are starting to get tough with almost all convoy's with escorts and Air patrols keeping me submerged most of the time. So having the Sonar function will help me big time.
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Old 04-19-10, 07:51 PM   #652
TheDarkWraith
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Originally Posted by TheBeast View Post
Very cool. I was able to get The Great Balkin in Feb. 1943. Things are starting to get tough with almost all convoy's with escorts and Air patrols keeping me submerged most of the time. So having the Sonar function will help me big time.
sonar has been enabled for the surface. Just doing some final testing on v1.3.0 then I'll be releasing it.

The glass problem with the spread angle I'll address after patch.
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Old 04-19-10, 09:32 PM   #653
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Originally Posted by TheDarkWraith View Post
XO TDC dialog icon added. Here's how it's behavior is scripted:

I have the option set to disabled of showing the XO TDC dialog box at game start. Here I'm getting ready to select it (enable it):


now that it's enabled, the XO picture is shown and the dialog box will always be shown minimized (not shown) if you just enabled the XO TDC:
It's official... I LOVE YOU !!
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Old 04-20-10, 12:16 AM   #654
TheDarkWraith
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v1.3.0 released. See post #1 of this thread for changes/bug fixes/new features
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Old 04-20-10, 12:47 AM   #655
kylania
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Originally Posted by TheDarkWraith View Post
v1.3.0 released. See post #1 of this thread for changes/bug fixes/new features
Great work, I love the toggles!!

Not sure what caused it, but I started a save game where I was recharging batteries but the Chief's menu had Standard Propulsion gold instead of Recharging Batteries.
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Old 04-20-10, 01:20 AM   #656
TheDarkWraith
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Quote:
Originally Posted by kylania View Post
Great work, I love the toggles!!

Not sure what caused it, but I started a save game where I was recharging batteries but the Chief's menu had Standard Propulsion gold instead of Recharging Batteries.
that sounds like a bug. If you have that save still and can send it to me I'd love to test it out and see what's wrong/what happened.

EDIT: looking through my code I can see how that can happen if you saved a game with battery less than 100%. I've made a correction to the code so that that doesn't happen again. Of course it will be available in the next version.

Last edited by TheDarkWraith; 04-20-10 at 01:34 AM.
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Old 04-20-10, 03:48 AM   #657
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I just love this mod but most of all i simply love that you add things as options instead of removing stuff from the game which often can introduce bugs or other weird stuff. Awesome work Dark
I can't wait to see what you come up with in the future.
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Old 04-20-10, 04:50 AM   #658
McHub532
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Default Gunners

Using Version 1.3.0

Deck Gun

On Deck right now at the deck gun. I am letting the crew shoot/sink the aircraft carrier that is dead in the water. All his friends have left him (finally) and I am out of torpedos.

Okay... so I give them the command to fire at will, long distance, waterline... they stop firing.

I lock on to the aircraft carrier with the binoculars and they start to fire again. If I click on the 'fire at will' button they stop firing and won't until I activate them with the binoculars again.

Flak Gun

Earlier was using the flak guns on some planes.

Gunners won't shoot unless I activate them with the binoculars. It seems as though when I push the 'fire at will' button they shut down and stop firing.
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Old 04-20-10, 05:09 AM   #659
panosrxo
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Quote:
Originally Posted by McHub532 View Post
Using Version 1.3.0

Deck Gun

On Deck right now at the deck gun. I am letting the crew shoot/sink the aircraft carrier that is dead in the water. All his friends have left him (finally) and I am out of torpedos.

Okay... so I give them the command to fire at will, long distance, waterline... they stop firing.

I lock on to the aircraft carrier with the binoculars and they start to fire again. If I click on the 'fire at will' button they stop firing and won't until I activate them with the binoculars again.

Flak Gun

Earlier was using the flak guns on some planes.

Gunners won't shoot unless I activate them with the binoculars. It seems as though when I push the 'fire at will' button they shut down and stop firing.
I think that happens to the stock version too.
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Old 04-20-10, 05:19 AM   #660
panosrxo
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Quote:
Originally Posted by TheDarkWraith View Post
Great mod, you have really improved the gameplay.
One thing that you may havent noticed:
the bar that contains the clock and the tc doesnt appear in multiplayer games cause originally it only had the time increase buttons
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