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Old 02-28-12, 03:01 AM   #1
Rubini
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Default [REL] Crash Dive time and set_depth problem with MightyFine Crew Mod solved!

UPDATE 13/03/2012:
Version 1.3b is ready.
Links updated below.
Read the readme please!

Quote:
From the readme of the mod:

Update 13/03/2012
Version 1.3b

- This version is for SDBSM AND non SDBSM users! (no more separated versions)
- Thanks to Stormfly that tested, added and adjusted the sounds!
- all new sounds included.
- all the below instructions on how to install and usage are untouched

=========================================
03/03/2012
=========================================
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a - my first tiny mod for Sh5
=========================================
For TDW UI and MFCM/MCCD users only for now
SDBSM compatible version available
=========================================
What is fixed/added?

1.Crash dive time now uses the dive time, which have some seconds more, allowing the crew goes inside boat before it goes under water.

2.The command set_depth is now free, what means that you now can click on the depth meter dial to adjust your depth anytime.

3.All crew dialogs, spoke and animations from crash dive are preserved.

4. Two new commands attached to crew behaviour: one wil put your crew below deck, the other will bring them back up deck (no dive or surface command used). Usefull as a realistic pre-dive routine or a workaround for that times where your crew just insist in stay up or below deck. The command to put crew up deck only works when surfaced, as it must be.

5. An short automation script to deck awash. Can be used any time, anywhere.
(you will find it under "Maneuvers" on TDW automation window)

=========================================
What you need?

- NewUIs_TDC_6_9_0_ByTheDarkWraith
- MFCM 1.2.1 & MCCD 1.04 MFCM compatible
- SDBSM for the optional compatible version

=========================================
What installation order? (showing only mods that matter)

....
NewUIs_TDC_6_9_0_ByTheDarkWraith (Im using SH3 dials, but I think that dont matters)
....
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Stock faces
MightyFine Less Annoying Footsteps 1.0
MCCD_1.04_MFCM_1.2.1_compatible
....
(Stormys DBSM SH5 v1.3 Basemod) <== for the SDBSM compatible version
....
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a<== install this mod as your last mod

(Overwrite any file asked by JSGME - MFCM original crash dive workaround isnt more necessary)

=========================================
What files it changes/uses:

==> Page layout.py (one new command was added (Rescue_Survivors) to the the crash dive button and its sequence was altered - nothing more was changed. This is necessary to have all the crash dive sequence corrected)

==> crew_commands.txt, standard ones with MCCD modifications and the new commands description

==> Rescue_Survivors.aix, WP_Target_recommended.aix and WP_Take_photo.aix commands were added (a trick to have new commands that probably arent used by the game but are read by it)

==> corrected all depth/surface commands scripts on Crew\AI; must make all the UI more stable now.

==> Deck awash.sha added to the automation (you will find it under "Maneuvers" on TDW automation window)

==> Commands.cfg from SDBSM and menu.txt (see below for adaption for others users):

If you dont want to use the inside commands.cfg and menu.txt, be sure to check the follow:

Changes on commands.cfg:
-Be sure that these below commands match the follow:
(the F/shift+F can be modified, just be sure that are no double use)

[Cmd342]
Name=WP_Target_recommended
Key0=0x46,s,"F"
Contexts=1
HasDelayedExecution=Yes

[Cmd350]
Name=WP_Take_photo
Key0=0x46,,"F"
Contexts=1
HasDelayedExecution=Yes
Sound_0=ELO_Weapon,normal_dive_command

[Cmd352]
Name=Rescue_Survivors
Contexts=1
HasDelayedExecution=Yes

Changes on menu.txt:
-Make these changes:

;4530=Cannot recommend target!
4530=Watch crew ready to duty, sir!

=========================================
How to use this mod?

- After the correct installation the new crash dive will be triggered by the TDW UI crash dive button or TDW UI crash dive key. The standard crash dive key (commands.cfg) will not work correctly (but will not break your game too).

- The F and shift+F keys (you always can change these default keys) will call crew below deck/crew up deck new scripts. Use them for as a pre-dive command or as an workaround when your crew is stopped somewhere.

- Use the automation window to assign a key on the fly for deck awash maneuver.

- a modification on set_depth.aix script will put the crew below deck when you click on dial and the boat is surfaced. For deck awash setted by DIAL click (not the automation) the crew will then, go below (uses the new "shift+F" command to bring them up again!). If you dont like this behaviour just rename or delete the set_detph.aix from the mod.

=========================================
Problems?

- The deck up hatch can stay closed when you use the deck awash and the player is below deck even if the boat is yet surfaced (a stock bug). If you are trapped below, just use teleport to deck using "avatar" command.

- That "Cannot dive! Crew yet on deck" default sh5 behaviour isnt fixed. You yet needs to go, walking or teleporting, to below deck before any depth command is accomplished.

=========================================
Credits:

- TDW for its incrideble UI and automation
- MFCM and MCCD team for their great addition to the game feel and crew interation.
- Stormfly for the awesome SDBSM sound mod.

=========================================
Any feedback is welcome!
Good hunt!

Rubini.

Last version:
download v13b for all:
http://www.mediafire.com/?78dfv2z174b1n68





=======================================
Original first post:

Hi guys,

Im trying Sh5 the last 15 days...digged deep, read a lot and as the majority of us here, have now a lot, but a lot of mods installed.

Then, my first tiny mod/fix arrived. I liked very much MFCC and TDW UI among others. MFCC have an unsolved problem related with the quicky (and irrealistic) stock crash dive time...the crew is still there and your sub is already under water.

As a bypass the MFCC team made a fix but it then makes the set_depth command unusable - if you try a deck awashed for example you will end calling a crash dive. Also the crew yet have not enough time to go below before the sub enters water.

But, no more. I found a way to have all things sorted: major (few seconds) crash dive time, enough to the crew go below deck, and the set_depth command is free again!

Its very late here , I will post the mod/fix tomorrow.
PS: this fix only works with TDW UI.

Cheers!
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Last edited by Rubini; 03-13-12 at 06:34 PM.
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Old 02-28-12, 04:38 AM   #2
misha1967
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I'll be awaiting it.

My current problem is that I have to issue the same order numerous times to get the silly crew to do it, not that they're doing it too quickly. Last crash dive I almost got sunk by a couple of Tommy planes because they didn't actually dive until I ordered the crash dive the second time, whereas they did it just perfect earlier in the same patrol. Sure, they went through their "alarm, alarm!" and went to flank just like the first time, but they never seemed to get to the point where they actually dived.

I can work around it, I just have to hit the C key a bunch of times, but I'd love to see a fix for it so they got the message the first time around.
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Old 02-28-12, 05:46 AM   #3
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Quote:
Originally Posted by Rubini View Post
Its very late here , I will post the mod/fix tomorrow.
Hi Rubini!

Im looking forward...!
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Old 02-28-12, 08:52 AM   #4
Rubini
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Uploading...
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Old 02-28-12, 09:17 AM   #5
Rongel
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Nice to see you modding SH 5 Rubini!

Quote:
My current problem is that I have to issue the same order numerous times to get the silly crew to do it, not that they're doing it too quickly. Last crash dive I almost got sunk by a couple of Tommy planes because they didn't actually dive until I ordered the crash dive the second time, whereas they did it just perfect earlier in the same patrol. Sure, they went through their "alarm, alarm!" and went to flank just like the first time, but they never seemed to get to the point where they actually dived.
I seem to have this same problem, not sure if it's connected MFCM. First time it works, but soon after I need to repeat the orders.

Anyway, so this is a start for a wonderful career of SH 5 modding, right? We need talented modders here
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Old 02-28-12, 10:17 AM   #6
Rubini
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Quote:
Originally Posted by Rongel View Post
Nice to see you modding SH 5 Rubini!

I seem to have this same problem, not sure if it's connected MFCM. First time it works, but soon after I need to repeat the orders.

Anyway, so this is a start for a wonderful career of SH 5 modding, right? We need talented modders here
Thanks Rongel,

Yes, Im addicted by SH5 beauty and "new subsim world" ...let see if it will last long (I mean, lets see if I will not give up by the amount of glitches and bugs that yet prague this beautiful game...but the start is going ok!)

@ First post updated with link.
Try first with a single mission...it works for me between patrol , but who knows...
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Old 02-28-12, 10:24 AM   #7
Rubini
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Can a moderator change the thread title with the [REL] prefixe?
Thanks!
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Old 02-28-12, 04:26 PM   #8
Ablemaster
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Will be trying this out shortly, would be a nice fix for an annoying bug, hope it works, will be following this thread and checking feedback, thanks for this, nice one.
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Old 02-28-12, 05:22 PM   #9
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Thanks Rubini, going to test it with MMM, to see if there is any problem. Ill report back.
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Old 02-29-12, 04:50 AM   #10
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@ Rubini: Thx for the MOD!

@ pedrobas: When your test is finished and there are no problems with MMM, can you included the MOD in v0.3 please?

Best regards,
Magic
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Old 02-29-12, 05:16 AM   #11
pedrobas
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Quote:
Originally Posted by Magic1111 View Post
@ Rubini: Thx for the MOD!

@ pedrobas: When your test is finished and there are no problems with MMM, can you included the MOD in v0.3 please?

Best regards,
Magic
Thats the idea
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Old 02-29-12, 05:32 AM   #12
Magic1111
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Quote:
Originally Posted by pedrobas View Post
Thats the idea
Yes, I think so too!
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Old 02-29-12, 08:17 AM   #13
Rubini
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I already have a version 1.1 with really great crash dive sounds (also new sounds for all dive commands).

ALAAAARME!" followed by that ring and others sounds,like old SH3 ones, for crash_dive

"German spoking DIVE!" folowed by others sounds, for dive

"PERISCOPE depth or SNORCHEL depth" followed by others sounds respectively.

So,no more that ring, than the rushed crash dive. Crash dive really rushed even when at external view.
Real old SH3 fashioned dive sounds.

But I have a question: we already have a sound mod for the above?
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Last edited by Rubini; 02-29-12 at 08:47 AM.
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Old 02-29-12, 10:40 AM   #14
pedrobas
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Quote:
Originally Posted by Rubini View Post
I already have a version 1.1 with really great crash dive sounds (also new sounds for all dive commands).

ALAAAARME!" followed by that ring and others sounds,like old SH3 ones, for crash_dive

"German spoking DIVE!" folowed by others sounds, for dive

"PERISCOPE depth or SNORCHEL depth" followed by others sounds respectively.

So,no more that ring, than the rushed crash dive. Crash dive really rushed even when at external view.
Real old SH3 fashioned dive sounds.

But I have a question: we already have a sound mod for the above?
Stormy`s DBSM collection SH5 has everything: http://www.subsim.com/radioroom/showthread.php?t=164552

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Old 02-29-12, 12:17 PM   #15
Rubini
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Quote:
Originally Posted by pedrobas View Post
Stormy`s DBSM collection SH5 has everything: http://www.subsim.com/radioroom/showthread.php?t=164552

Thanks pedrobas!
Im a bit slow in test all this big amount of mods that we have here!
Just checked SDBSM and its really great.
I will make a version compatible with SDBSM.
If you have problems in integrate this tiny mod on MMM i can help you
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