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Old 05-30-10, 12:23 PM   #2671
TheDarkWraith
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Quote:
Originally Posted by kylania View Post
Would it be easier to just forgo opening tubes while in salvo mode?

Since there's no delay in firing with a closed door in SH5 like there was in SH3 this is all just cosmetic. If people want to see all 4 doors open, they can just open them individually, no need for a salvo. Seems to me that just ignoring doors for salvo shots would be the most efficient method. Then again, I almost never use salvos.
I'm going for the realistic part of it. If you didn't command the door open then you can't fire the torpedo until the door is open. This would add delay between shots in salvo mode if you forgot to open the torp doors for the 'salvoed' torps (effectively screwing up your shot).

Currently before it fires the tube the game opens the tube if it's not open then fires the torp. If you already have the tube open then there's no delay in firing (allbeit this delay is minimal currently due to the speed at which the game opens the torp doors).

Plus the speed at which the game opens and closes tube doors is WAY too fast! By taking control of the firing I can also add delay to account for this bug of opening/closing torp doors WAY too fast.

Last edited by TheDarkWraith; 05-30-10 at 12:35 PM.
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Old 05-30-10, 12:40 PM   #2672
PL_Andrev
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Salvo via all tubes, 2 are opened, 2 are closed: If you shot a salvo you shot from opened tubes, after that closed tubes are opening and shoted again.
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Old 05-30-10, 03:45 PM   #2673
Ross59
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Quote:
Originally Posted by TheDarkWraith View Post
you probably have to add a menu item to the menu_1024_768.ini file to make it work. I thought I had made that change for you. It might have been stripped out at some point when I edited some menu items. I'll look into it and if it's been removed I'll ensure it's back in for v3.0.0.

As far as editing the journal file(s), can you send me the journal files you were unable to open? I'd like to see what's wrong with them so I can understand the problem and maybe find a solution/fix for it.
Hi DarkWraith Thanks for the reply. i have added the following line to the menu_1024_768.ini
92=6F;Speech Recognition
I also increased the group number to 92 and it it hasn't fixed the problem. This line has been missing from the last few iterations but I have been added it myself and the speech recog mod has been working. I also compared the menu_1024_768.ini file from 2.8.0 with the 2.9.1 and could find no differences. I have also compared your options file for 2.8.0 and 2.9.1 and can find nothing different that would seem to break the speech recog mod.
Also how do I send you my ships journal I can find no way to attach it to a private message.
Thanks
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Old 05-30-10, 06:30 PM   #2674
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hi master of the sub UI`s

ive also a little request...

...made incomming and outgoing radio messages sounds working and use a new samples for that. The bad thing is there is no delay at curent after sending a status report.

Instandly after sending a status report there is the "critical radio message screen" poping up. I think this "no delay" is hardcoded but would be fixed if there would be an UI option for not popping this screen at all.

This enables opening the captains log including the received radio message after getting the incomming sound sample without this anoying unrelaistic instand popup. (i also added a sound for the captains log screen via commands.cfg)

If this would be possible, i could add a little zero volume delay into the "radio message received" sound sample to simulate at least a little delay between sending status report and receiving new orders.
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Old 05-30-10, 06:52 PM   #2675
TheDarkWraith
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Quote:
Originally Posted by Stormfly View Post
hi master of the sub UI`s

ive also a little request...

...made incomming and outgoing radio messages sounds working and use a new samples for that. The bad thing is there is no delay at curent after sending a status report.

Instandly after sending a status report there is the "critical radio message screen" poping up. I think this "no delay" is hardcoded but would be fixed if there would be an UI option for not popping this screen at all.

This enables opening the captains log including the received radio message after getting the incomming sound sample without this anoying unrelaistic instand popup. (i also added a sound for the captains log screen via commands.cfg)

If this would be possible, i could add a little zero volume delay into the "radio message received" sound sample to simulate at least a little delay between sending status report and receiving new orders.
yes that instant pop up of "critical radio message received" screen is rather annoying and unrealistic. I've got it marked to change starting in v3.1.0. I'm finishing up v3.0.0 now. I'll contact you about this more when I start on v3.1.0.
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Old 05-30-10, 07:08 PM   #2676
PurpleCity
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Would it be possible to add an option to display Shipping Charts and conversion tables? I like to use my printed version.

awesome work on the torpedo door enhancements, that was a huge oversight of the ubi team.
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Old 05-30-10, 07:20 PM   #2677
TheDarkWraith
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Quote:
Originally Posted by PurpleCity View Post
Would it be possible to add an option to display Shipping Charts and conversion tables? I like to use my printed version.

awesome work on the torpedo door enhancements, that was a huge oversight of the ubi team.
already in the mod. There is a shipping chart and 2 speed charts that sit in the top left hand corner when the option is enabled in the options file
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Old 05-30-10, 07:30 PM   #2678
TheDarkWraith
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Finally decided on how this whole torpedo door thing is going to work. I've added another user option, RealisticTorpedoFirings, that when enabled forces realistic torpedo firings. Realistic torpedo firings are before the torpedo can be fired the tube has to be opened. If the tube is not open then the tube is opened then the torpedo is fired. Now this tube opening is goverened by a time delay, RealisticOpenTubeTD (default value of 5 seconds), that gets rid of the unrealistic tube opening time in stock SH5. Now if you are firing a salvo with RealisticTorpedoFirings enabled the above applies AND there is a time delay specified between firings, RealisticTDBetweenTorpFirings (default value is 2 seconds).

If RealisticTorpedoFirings is disabled then everything behaves as stock SH5 with the addition of if you have manually opened the torp door for the tube you are firing then it will be closed for you after the torpedo fires.

Now if you are salvo shooting and RealisticTorpedoFirings is enabled it is imperative that you open the torp doors for all the tubes that are selected. If you don't then you're salvo shot will more than likely be screwed up due to the time delays incurred between opening tubes and time between firings. Let's say you're doing a salvo shot with tubes 1 and 3. You press the fire button. Now since you didn't have any of the torp doors open, tube 1's door has to be opened (5 second delay). Then after 5 seconds tube 1 fires. Now tube 2's doors have to be opened (another 5 second delay). Then after 5 seconds tube 2 is fired. The time delay between firings was satisfied by the 5 second wait for tube 2's door to open. If you had the doors already opened then tube 1 would've fired immediately and tube 2 would've fired 2 seconds later.

I've sent out a test version of v3.0.0 of the UIs mod to 9 people. The RealisticTorpedoFirings isn't completed but I'm wanting to ensure that what I've done so far works and works correctly. Pending their feedback I hope to have v3.0.0 available Monday 5-31-10

Last edited by TheDarkWraith; 05-30-10 at 08:16 PM.
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Old 05-30-10, 08:25 PM   #2679
kylania
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Keyboard commands conflict with the new door system.

Example: Click the switch to open the door 2. Switch shows it's open. Press / by default to close the tube. Tube closes, switch still shows open.

Somehow I got tube 1 stuck in "Disabled" state. A fish was in the tube, but I wasn't able to open/close the door. After shooting tube one it was OK again. Can't duplicate it and not entirely sure what caused it.

Battery recharge is working like a charm!
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Old 05-30-10, 08:58 PM   #2680
TheDarkWraith
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Quote:
Originally Posted by kylania View Post
Example: Click the switch to open the door 2. Switch shows it's open. Press / by default to close the tube. Tube closes, switch still shows open.

Somehow I got tube 1 stuck in "Disabled" state. A fish was in the tube, but I wasn't able to open/close the door. After shooting tube one it was OK again. Can't duplicate it and not entirely sure what caused it.

Battery recharge is working like a charm!
I did not account for keyboard commands, specifically closing of torp doors. I'll update code tomorrow for this and send out revised test version.
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Old 05-30-10, 10:43 PM   #2681
THE_MASK
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Is there anyway to stop the compass from dissapearing when i move the curser to look in a diffrent direction . I would like it to stay popped up until i click it to go away . cheers .
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Old 05-30-10, 10:44 PM   #2682
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Is it possible to have the Journal be movable or able to resize? I have to fiddle around with moving my crew-member icons around to get at the buttons at the bottom of the journal.
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Old 05-30-10, 10:45 PM   #2683
kylania
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Any luck adding in some of the other discussed features?
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Old 05-30-10, 11:14 PM   #2684
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Is there anyway to stop the compass from dissapearing when i move the curser to look in a diffrent direction . I would like it to stay popped up until i click it to go away . cheers .
which compass are you talking about? And what do you mean by move the cursor to look in a different direction?
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Old 05-31-10, 12:13 AM   #2685
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Hello TheDarkWraith.

After a quick test here are my impressions.
The tubes thing will be a nice feature. In the moment it seems the tubes are not ready for opening by the new knobs after a reloading of the tubes.
It' s also possible firing the eels without opening the tubes? (No delay, no animation for the doors). Still testing. Good work.

Gruß.

Echolot.
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