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-   -   Torpedo Tubes doors still bugged after 1.2 patch??? (https://www.subsim.com/radioroom/showthread.php?t=170178)

Mithrandir 05-26-10 02:40 AM

Torpedo Tubes doors still bugged after 1.2 patch???
 
Dear all,
I tried this without any mod installed (SH5 + patch 1.2 only):
Load the 1st historical mission selecting type VIIB u-boat soon after reloading the game.
if I go to the external view and open the 1st tube I notice... Nothing, te tube does not opens, and also all the other tubes!!!
If I load any mission after this one all other u-boats cannot open tubes.
May I ask you t try this in order to understand if I'm the only one to have such aproblem?

Bye,
Mith

SteelViking 05-26-10 03:09 AM

I have never been able to get a tube door to open. They must not have really fixed it.

AOTD_Rhonen 05-26-10 03:18 AM

- u can not open manuel
- on firing, they are instant open ...
- ...and instant close after torpedo is on the way.

nice fix :down:

jwilliams 05-26-10 03:21 AM

Turn external camera off.........

There fixed. :O:

I never noticed because i dont use the external camera. :yep:

:salute:

Mithrandir 05-26-10 03:45 AM

Yeah,
I have to correct what AOTD wrote, you can open them, there is acommand to toggle open/close of the selected tube. You can associate a key to the command in Commands.cfg (my is "Key0=0xBF,,"/"). The command is "Toggle_open_close_torpedo_tube". This command seems not to work in my specific case. Also the istant opening when you fire does not work anymore in my case...
Any feedback?

Bye,
Mith

The General 05-26-10 03:56 AM

If you use Skjwaser's Speech Recog Mod, when you say 'Flood Tube One', for example, the outer door will open and when you select a different tube, the last one closes. This did not work before Patch 1.2, so they've sorta fixed it ;)

Mithrandir 05-26-10 04:19 AM

Yeah,
you are correct, but my discovery is that, if you create a specific case described in my first post (even with a vanilla SH5 + 1.2 patch) it seems that type VIIB tube doors are bugged... Not in the same way it was before the patch, but anyway still bugged...
May I ask someone to check if can reproduce my problem?

After some trials it sems that the problem happens when you have a mission in which are present other AI subs... Maybe it can be solved by acting on the *.sim files for the AI subs?

Thanks,
Mith

zack 05-26-10 07:30 AM

it works fine,i use rubys keyboard mod and when i press "Q" the selected door get open and close without fireing. :yep:

Mithrandir 05-26-10 08:25 AM

Hi Zack,
I know, under normal circustancies it works fine for sure. The problem is: Have you tried to perform the same steps I explained in my first post?
1) Load the game;
2) load 1st historical mission "fate of U-110" selecting Type VIIB sub;
3) try to open torp. tube doors.
I would like to understand what happens in such case and ONLY in such case. If you do not try this your feedback has no meaning... Sorry, but when testing SW it is extremely important to reproduce exactly the same situation.

Thank you and bye,
Mith

Mithrandir 05-26-10 10:20 AM

So FINALLY I discovered the cause of the problem.
Both the Player SUB and the AI subs use the same GR2 file (merged in the *.ptr file) for torpedo doors. This file is included in the Sub parts directory in the player's sub folder.
This file has the following name: "Room_EXT - Torp Doors + Anim.GR2".
Copying this file in another directory and renaming it and modifying the reference in the AI sub prt file does not solve the problem but removing the merging in the prt file does. In this case the AI subs will no more have torpedo doors but the player's sub will keep the animations.
May I ask to the other modders some idea to solve better the problem? I think that I should change the ID (exadecimal?) for the torp doors in the AI subs but I cannot understand how to do this. Help, please!

Bye,
Mith

TheDarkWraith 05-26-10 10:25 AM

Quote:

Originally Posted by Mithrandir (Post 1403671)
So FINALLY I discovered the cause of the problem.
Both the Player SUB and the AI subs use the same GR2 file (merged in the *.ptr file) for torpedo doors. This file is included in the Sub parts directory in the player's sub folder.
This file has the following name: "Room_EXT - Torp Doors + Anim.GR2".
Copying this file in another directory and renaming it and modifying the reference in the AI sub prt file does not solve the problem but removing the merging in the prt file does. In this case the AI subs will no more have torpedo doors but the player's sub will keep the animations.
May I ask to the other modders some idea to solve better the problem? I think that I should change the ID (exadecimal?) for the torp doors in the AI subs but I cannot understand how to do this. Help, please!

Bye,
Mith

the torpedo doors are a child of the main object and thus there is no problem with sharing it.

Mithrandir 05-26-10 11:03 AM

This seems not to be true.
In the Goblin Editor I see that the torpedo doors are merged to the Sub_Hull. If I remove the merging in the AI subs (so no more link to torpedo doors) the animations in the player sub work again.
If I re-add the merging in the same type AI sub the animations does not work anymore but only when you start a mission in which there is the same sub type as AI sub.
This is a clear indication that the problem is here. I think there should be some kind of unique identifier for the animations that causes the problem. Let's try it!
I think we shall find a way to clone the file for the doors like was done for SH3/4.

Bye,
Mith

SteelViking 05-26-10 11:10 AM

I wish you luck on this project Mithrandir. I also hope you release a mod for this if you get it working.:rock:

DerMo 05-26-10 11:57 AM

I can only tell about the VIIc,all fine here,tubes working correct after patch.Maybe they forgot to fix that on the VIIb?

Mithrandir 05-26-10 12:55 PM

The problem is only if you encounter an AI sub of the same type. So if you are in a VIIA or VIIC and encounter a VIIB you have not this problem. I assure you that it happens also with the type VIIC in the right situation!

Bye,
Mith


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