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-   -   [TEC] Uboat Status "surface" ?? (https://www.subsim.com/radioroom/showthread.php?t=253335)

a-kermit 08-10-22 07:25 AM

Uboat Status "surface" ??
 
Edit ... 10.08.22
Moin ...
Does anyone know the status that the simulation uses to know that the Uboots status has "surfaced"?
...for the "StateMachineClass" Controller .....
but maybe the exe/hex experts (HASIE, Stiebler & Jeff-Groves, Anvar and Anvart) know .... yes, how to flag that, since they made sure that the watch officer in LSH3 automatically gets on the bridge when the U boat has surfaced
I'm trying to design a process that runs automatically when the U boat has surfaced.
I have enabled staggered manning of the Deck Gun and Flakgun and would now like to enable the same for the Bridge Guard.


https://www.mediafire.com/file/8865n...12139.mp4/file


ISo it should possibly also go with the Watch Crew.

Greetings Kermit-68 :Kaleun_Salute:

Jeff-Groves 08-10-22 01:49 PM

I don't know right now.
I'd have to look at LSH and see what they did for the Watch Officer.
Off the Top of my head? Maybe something with the Basic.cfg and compartments?

Anvart 08-31-22 12:10 PM

Quote:

Originally Posted by a-kermit (Post 2822366)
...
I'm trying to design a process that runs automatically when the U boat has surfaced.
I have enabled staggered manning of the Deck Gun and Flakgun and would now like to enable the same for the Bridge Guard.
...
Greetings Kermit-68 :Kaleun_Salute:

Hello, a-kermit.

Quote:

Originally Posted by a-kermit (Post 2822366)
Does anyone know the status that the simulation uses to know that the Uboots status has "surfaced"?
...for the "StateMachineClass" Controller ...

Maybe I didn't understand you... :hmmm:
This is a misguided direction... You will not be able to realize all your desire through the 'StateMachineClass'.
...
In H.sie's mods collection is such fix... for the commander of the Watch Team. :yep:

Good luck.

a-kermit 09-01-22 05:46 AM

Quote:

Originally Posted by Anvart (Post 2825522)
Hello, a-kermit.


Maybe I didn't understand you... :hmmm:
This is a misguided direction... You will not be able to realize all your desire through the 'StateMachineClass'.
...
In H.sie's mods collection is such fix... for the commander of the Watch Team. :yep:

Good luck.


Moin ... Anvart
Just a little ....
I know that with HSie the Wo automatically comes on the bridge.
I try to have the bridge crew come to the bridge at different times. Not all fit at the same time through the tower hatch ... lol ...
It already worked with the deck gun and the flak.
Somehow the sim must know,,, now the boat has appeared,,, as an example "Uboatstate / InHarbor or InHarborNeutral" ... so the sim knows that it is in port/near.
I am looking for such an entry or similar for the "surfaced state" of the boat.
... mfG Kermit

Translated with DeepL

Anvart 09-02-22 06:35 PM

Mods history...
 
Once upon a time, I made a mod in which the hatch on the floor of the turm opened when the submarine surfaced and closed when diving ... without using "StateMachineClass"...
Quote:

Originally Posted by Anvart (Post 2825522)
... You will not be able to realize all your desire through the 'StateMachineClass'... :03:

I was the author of the idea (and its implementation in the mods made by me... 2008 y.) how to use StateMachineClass for animation of not human's objects. :yep: :arrgh!:

a-kermit 09-03-22 07:48 AM

Quote:

Originally Posted by Anvart (Post 2825884)
Once upon a time, I made a mod in which the hatch on the floor of the turm opened when the submarine surfaced and closed when diving ... without using "StateMachineClass"...

I was the author of the idea (and its implementation in the mods made by me... 2008 y.) how to use StateMachineClass for animation of not human's objects. :yep: :arrgh!:


Moin'sen .... Anvart

joo, I am well aware of that ... I still have as Favorite in my browser.
And ... Thanks again for this, I use extensively for my UCS/TAM sound mod.
Here it is about the bridge guard started with the WO time-delayed "aufentert" ... so the WO after about 3 sec and all others + 3 more seconds. This should correspond approximately to the original, with a well trained crew, you do not want to overdo it.
It also works ... eas that concerns as far as with the StateMachineControler entries ; Uboatstate / Stalker /Hunter/Prey and ReadyforShake ... but with a "surfaced or above water" etc it would be easier ... but apparently that is HC in the sim ... registered.
The open turret hatch I had adapted at the time for CCoM xx.... but that's not the point ,,,, I'm trying to achieve, as with the deck gun and flak, that the crew comes a little more real on the bridge. As I said, not all fit equally through the turret hatch ...
mfG Kermit

Translated with DeepL

Anvart 09-03-22 12:35 PM

Mods history...
 
Quote:

Originally Posted by a-kermit (Post 2825934)
Moin'sen ...
As I said, not all fit equally through the turret hatch ...
mfG Kermit

I think the raising of watch team to the bridge is not related to the StateMachineClass... this is probably implemented by special code in *.exe, dll. Therefore, you will need to neutralize this code. In our case, there is a chance that the submarine status "Surfaced/Submerged" will not work with StateMachineClass...

But you can refute my opinion... :D
Good luck.
:subsim:

Anvart 09-05-22 08:21 AM

Mods history...
 
Quote:

Originally Posted by Anvart (Post 2825961)
I think the raising of watch team to the bridge is not related to the StateMachineClass...

Why? '100 years' :haha: ago I tested the formula 'If submarine is Submerged, radar antenna go Down' and vs 'If submarine is Surfaced, radar antenna go Up'...
The result was 'Zero'. :03:


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