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Old 10-23-09, 02:55 PM   #1156
NGT
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Diving . . . inside files

Quote:
Originally Posted by DivingDuck View Post
Moin,

open CR.sim and search for:
  • DMY_CamParent (2 appearances)
  • DMY_IntCam (9 appearances)
  • DMY_IntFree (1 appearance)
Adjust 'DispVal' (min/max) to your liking. Do the same for any camera you like to adjust.
Thank you very mush for sharing valuable informations.

Tips like this one can save several hours of searching.

Again, thank you.


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Old 10-27-09, 02:24 AM   #1157
DivingDuck
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Moin,
Quote:
Originally Posted by Reece View Post
Thanks, will have a closer look.
Edit:
Well it doesn't matter if I use NVD's Cameras.dat or edit your version DD, the DC Shake no longer works, the new Interior files are effecting this, as soon as I disable this mod DC Shake works again!
PS.
I´d have to have a look at NVD´s mod. Do you have a link to download?

Quote:
Tried the diving angles set to -10 & 10 and way too steep, I assume one is for diving and the other for surfacing?
Kind of. While 'RealVal' gives the range of usable values, 'DispVal' stands for what is shown on the dial. Thus you can modify the range of movement for your needles to match the gauges dial.

Regards,
DD
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Old 10-31-09, 04:33 AM   #1158
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Another great mod. Good job Diving Duck
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Old 11-06-09, 10:11 AM   #1159
Hitman
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DivingDuck,

now that you have been able to link animations like food and lights to depth and time of the submarine, would you consider making the dive planes guys invisible while the boat is surfaced? It always annoys me to see them there while the boat is cruising on the surface, something that in real life never happened. It doesn't matter if the icons are still in the F7 screen, as the game needs the crew to be there in order for the sub to move and steer, but it would be cool if they would be at least invisible while surfaced.

In real life, the watch crew is the one that would man all plane stations and dive controls after getting down from the bridge.
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Old 11-06-09, 11:29 AM   #1160
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Quote:
would you consider making the dive planes guys invisible while the boat is surfaced?
It's a nice idea, i've also tryed to pull them out, but the game engine take them back to the place, isn't there an entry in the Crew Cfg. Files that make you able to switch them to another position?
I will have a look later.
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Old 11-07-09, 12:48 AM   #1161
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Quote:
Originally Posted by Hitman View Post
DivingDuck,

now that you have been able to link animations like food and lights to depth and time of the submarine, would you consider making the dive planes guys invisible while the boat is surfaced? It always annoys me to see them there while the boat is cruising on the surface, something that in real life never happened. It doesn't matter if the icons are still in the F7 screen, as the game needs the crew to be there in order for the sub to move and steer, but it would be cool if they would be at least invisible while surfaced.

In real life, the watch crew is the one that would man all plane stations and dive controls after getting down from the bridge.
У тебя хороший "аппетит", Captain ...
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Old 11-07-09, 03:50 AM   #1162
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Quote:
У тебя хороший "аппетит", Captain ...
Ask and thou shall receive ....

Don't ask, and you won't receive anything!
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Old 11-07-09, 04:27 AM   #1163
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Did not try ... but (i think) it's not good idea (about your ask) ... i speak about StateMachine System ... i think you understand it ...
It will destroy StateMachine System for this crew (as minimum)...
...
only editing existing StateMachine Class(es) (and addition of new object-animations) for this crew ... may be ...
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Old 11-07-09, 01:45 PM   #1164
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Default Door handle

Hello Divingduck,

I wonder if you can change the colour of the doorhandle ?
it is nearly visseble so a lighter colour will solve that.

I ask while I have some eyes problems.

Thank you and greetings

Dutchie-0ne
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Old 11-08-09, 06:15 AM   #1165
DivingDuck
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Moin,
Quote:
Originally Posted by Hitman View Post
Quote:
У тебя хороший "аппетит", Captain ...
Ask and thou shall receive ....

Don't ask, and you won't receive anything!
right you are. I´ve got an idea how to realize this already.

Quote:
Originally Posted by Anvart View Post
Did not try ... but (i think) it's not good idea (about your ask) ... i speak about StateMachine System ... i think you understand it ...
It will destroy StateMachine System for this crew (as minimum)...
...
only editing existing StateMachine Class(es) (and addition of new object-animations) for this crew ... may be ...
I´ll give it a try using dials the same way I did for the food.

Quote:
Originally Posted by Dutchie-one View Post
...I wonder if you can change the colour of the doorhandle ?
it is nearly visseble so a lighter colour will solve that.

I ask while I have some eyes problems.
...
Rest assured your eyes will be relieved in next version.


There will be no need to pull the handle bar any more. As suggested by Anvart I´ve switched to key command to open/close the hatch. This however means that there will be no more interference between automatic/manual TDC. The light above the hatchway´s gone in accordance. Another suggestion of Anvart´s found it´s way into the mod too, if the hatch is closed you will not be able to "walk" over to RR. The bulkhead and closed hatch will block the free cam´s movement. TypeVII got it´s obs scope animation linked to key command too. TypeIX is almost ready to release. The EOT (engine order telegraph) of both types got a new animation added.

Regards,
DD
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Old 11-08-09, 10:10 AM   #1166
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Sounds good DD
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Old 11-09-09, 02:00 AM   #1167
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Quote:
Originally Posted by DivingDuck View Post
...
Quote:
Originally Posted by Anvart
Did not try ... but (i think) it's not good idea (about your ask) ... i speak about StateMachine System ... i think you understand it ...
It will destroy StateMachine System for this crew (as minimum)...
...
only editing existing StateMachine Class(es) (and addition of new object-animations) for this crew ... may be ...

Iґll give it a try using dials the same way I did for the food.
...
Regards,
DD
Did not try, but i think you will receive the conflict between standard crew socket and Dial controller... may be...
It's possible only if you use additional Dummy container for Crew Socket... may be...
...
It's more logical to make it through standard State Machine Classes, i think...
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Last edited by Anvart; 11-09-09 at 02:57 AM.
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Old 11-10-09, 06:02 PM   #1168
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Hey DD! Still playing and loving your mod here! Just found another little bug.

Well, I'm not sure if it's a bug, as you may have done this intentionally (if this is the case, it is fine with me).

It looks like the volume knob for the sonar station no longer works with your newest open hatch version. I can no longer raise and lower the volume for the hydrophones by clicking on the volume knob (are there control associated with those commands?).

I hope developement of the new version is going well! I can wait to try out those new features! Keep up the great work!!
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Old 11-11-09, 12:47 AM   #1169
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The Xmas tree lights...

weren't they supposed to indicate where depth charges were exploding?
A system like that was installed on certain uboats. I have an interrogation report of captured German crew telling their american captors about this technology. Different lights would light up to indicate where depth charges were exploding in relation to the uboat.
is that what it is ?
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Old 11-11-09, 01:33 AM   #1170
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perhaps this is a ways off but do you suppose this mod could be merged with tomi's work on the engine and torpedo rooms?
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