SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-03-10, 04:11 AM | #3721 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
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now it works fine, Thanks for this instand help TDW
...btw any chance for finaly implement a popup delay for incomming radio messages (to have the incomming sound before message popup) ? also triggers regarding opening torp tube doors are still missing.
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Stormy...... |
08-03-10, 06:53 AM | #3722 | |
Black Magic
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08-03-10, 06:55 AM | #3723 |
Seasoned Skipper
Join Date: Dec 2008
Location: Arizona
Posts: 665
Downloads: 104
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Awesome idea !
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
08-03-10, 08:02 AM | #3724 |
Torpedoman
Join Date: Feb 2003
Location: Sitting on the Becks crate scraping the mould off the bread...
Posts: 112
Downloads: 116
Uploads: 0
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Superb work TDW, I downloaded 3.9.1. and by the time I had edited the 'flavours' to suit it had been superceded by 3.9.2 so a changelog for the options will help immensely! I have been using examdiff and marvelled at the new blocks of data and options that appear with each major release, so thanks for all the efforts you have made that have transformed SH5; I really do not think I would be using it if the stock interface was the only option! I find I use SH3 less with the passing of time and once the remaining mysteries have been unravelled and the present annoyances of the original coding have been remedied by those such as yourself we will have something that will last another five years, even if no other U-Boat sim 'surfaces' (excuse the pun!)
We of the virtual Kriegsmarine salute you!
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Kentrat Kapitänleutnant, U-136, (typ. VIIb 16v GTi) If God didn't want us to eat animals, He would not have made them out of meat.... |
08-03-10, 05:45 PM | #3725 |
Helmsman
Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Hi Dark Wraith
I just noticed that the ghg sound device works with your mod when the boat is on surface. When installing the kdb you cannot receive any sound contacts when on surface. Now I'm not sure if you've done this on purpose. I think that also the ghg sound device should not work when the boat is on surface. In German wikipedia I read that only with the balcony device (don't know whether this is available in the game) you were able to receive sound contact when the boat was on surface. |
08-03-10, 06:26 PM | #3726 | |
Black Magic
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08-03-10, 08:41 PM | #3727 |
Ace of the deep .
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08-04-10, 12:17 AM | #3728 | |
Helmsman
Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Quote:
Please just leave the hydrophone commands always enabled as it is now. No problem with that. The problem is something else. When on surface the soundman or you, when sitting yourself on the hydrophone station, ought not to hear anything. That means no sound lines on the TAI-map and and when asking the soundman for contacts he should answer "no sound contact". Thus, not the sound commands but the hydrophon itself should not work, when boat is on surface. I remember there was a small mod called "No Surface hydrophone" that solved this problem by modifying the "U-Boot_sensors.sim", maybe you could have a look at this. As your mod changes this file as well, this mod cannot be used together with yours. Look here: http://www.subsim.com/radioroom/show...ace+hydrophone |
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08-04-10, 05:59 AM | #3729 | |
Grey Wolf
Join Date: Feb 2009
Posts: 994
Downloads: 91
Uploads: 0
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Some posts ago I asked about changing the speed/pistol switchers form SH5 style to traditional clock-kind switchers on SH5 torpedo panel... ... and turn off spread angle switcher if only one tube is selected. Any chance to implement it?
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08-04-10, 08:51 AM | #3730 |
The Old Man
Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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I'm not sure DarkWraith should be asked to adjust his U.I. to cater to every whim. Having the F.P.S. information displayed is a personal preference and has nothing to do with Gameplay.
On another subject. I love that the map icons are now a neutral black, but there is a problem with SH5 that has been there since stock, atleast for me. Every time I click-n-drag the waypoint tool I get ghost images of all the contacts in the area and they show up in blue and red as before. this kind of undermines the poijnt of having neutral icons in the first place. This ghosting has always been an irratating occurance, is it possible to fix? Does anybody know what I'm talking about?
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***THE GENERAL*** |
08-04-10, 09:17 AM | #3731 | |
Black Magic
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08-04-10, 09:21 AM | #3732 |
The Old Man
Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Delegation of work-load
Well you've fixed so much of SH5, I'm not suprised you occasionally lose track. Perhaps it's time Ubisoft put you on the Payroll and gave you your own team
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***THE GENERAL*** |
08-04-10, 09:23 AM | #3733 |
Officer
Join Date: May 2010
Location: Germany
Posts: 237
Downloads: 167
Uploads: 0
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When I understood right, the ghost images stand for the estimated position of this contacts by the time you reach the end of the currently dragged routepoint.
This is per definition only a rough estimation... and of course if the "ghosts" are colored, it will give away if it is a friendly or not... |
08-04-10, 10:31 AM | #3734 |
Officer
Join Date: May 2010
Location: Germany
Posts: 237
Downloads: 167
Uploads: 0
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I will not miss them anyway I just thought it might not be clear, what these things try to be...
Nevermind... |
08-04-10, 10:34 AM | #3735 |
Black Magic
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I'm trying to make it so that you can have the options of:
- having them enabled like stock - having them all the same shape (so you can't tell merchant from warship from sub - your sub will still keep the familiar circle) - having them enabled like stock but without color - having them all the same shape without color - having them not be visible at all |
Tags |
dbrn, favorite, new ui |
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