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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Apr 2007
Location: San Francisco area
Posts: 155
Downloads: 135
Uploads: 0
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There's a rather large dark shaded dialog box that opens up when a contact is discovered in which the player is given a choice of 3 responses:
Engage Target Maintain Current Orders Dive to Periscope Depth ...along with a box to check for "Set as Default Action" Clicking on any of the 3 choices makes the dialog box disappear w/out a chance to click on the default action checkbox. Clicking the default action checkbox first allows the dialog box to remain open so the player can indicate which of the 3 actions is preferred for their default action. However, clicking on the "Set as Default Action" checkbox and then choosing one of the 3 choices does not result in that choice being set as the default action; ie, the next time a contact is made, the box shows up again, and continues to show up contact after contact regardless of the player's indicated default action. After the umpteenth time, it gets to be a bit of a pain; it's a lame addition to the game and I suspect a lot of players just want it to go away. Any suggestions? |
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#2 |
Weps
![]() Join Date: Sep 2017
Location: Australia
Posts: 371
Downloads: 92
Uploads: 0
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Sure, easy: Data/Cfg/GameplaySettings.cfg. At the bottom see:
[MiscSettings] AlwaysAutotargeting=0,0,0,0,0;for warships, merchants, uboats, air and land targets Re-number the zeros for the default actions: 1 = Maintain current orders. 2 = Engage target. 3 = Periscope Depth. I'm not 100% sure about the last two, but you get the idea. I have everything set to '1', which prevents the window from ever appearing or any new orders being issued. |
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#3 |
Sparky
![]() Join Date: Apr 2007
Location: San Francisco area
Posts: 155
Downloads: 135
Uploads: 0
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What a relief; thank you, stork100... It's nice to chip away at all the little bummers that undermine the game.
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#4 |
Weps
![]() Join Date: Sep 2017
Location: Australia
Posts: 371
Downloads: 92
Uploads: 0
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Indeed. I just wish that time compression could be stopped when a friendly or neutral unit was spotted, like in SH3. Takes some of the fun out of identification. To the best of my knowledge a fix has never been found.
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#5 | |
Silent Hunter
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![]() Quote:
![]() i have put stars next to the one where enemy contact is involved. good luck. Main.cfg in data/cfg folder [TIME COMPRESSION] TimeStop=0 RealTime=1 LandProximity=64 CriticalDamage=1 CrewEfficiency=128;1 AirEnemyDetected=1 ************* SoundEffects=2 CharacterAnim=4 EnemyDetected=64 *************** RadioReport=64 Particles=64 PrayState=64 ****************** HunterState=64 ************** 3DRender=64 Maximum=2048
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#6 |
Sparky
![]() Join Date: Apr 2007
Location: San Francisco area
Posts: 155
Downloads: 135
Uploads: 0
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stork100: I wasn't aware that that was the case with SH4. I can live with it, but still, it'd make things a bit more immersive if there were a fix...
Last edited by Greystone; 12-10-18 at 09:12 PM. |
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#7 |
Weps
![]() Join Date: Sep 2017
Location: Australia
Posts: 371
Downloads: 92
Uploads: 0
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Interesting settings Mark. EnemyDetected=64 eh? Should spice it up a bit.
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