SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-25-10, 01:06 AM   #16
kylania
Silent Hunter
 
Join Date: Aug 2006
Posts: 3,528
Downloads: 117
Uploads: 0
Default

20m of water must be it! I was testing in shallow water, so it never got to 20m to execute the turn. That's why it was going down, it was hitting bottom (no damage, no message YAY SH5!) and stopping.

Quote:
Originally Posted by TheDarkWraith View Post
I'm about to head off to bed here soon. What's the first impressions and all so far?
I like it so far. The extra message window stuff is nice. Getting used to information being bottom left instead of bottom right. I'll try a real patrol tomorrow with it and post more.
__________________


Last edited by kylania; 03-25-10 at 01:19 AM.
kylania is offline   Reply With Quote
Old 03-25-10, 01:09 AM   #17
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by kylania View Post
20m of water must be it! I was testing in shallow water, so it never got to 20m to execute the turn. That's why it was going down, it was hitting bottom (no damage, no message YAY SH5!) and stopping.
in the next release I'll add some script code that disables those emergency maneuvers unless depth under keel is at least 25m.

I'm about to head off to bed here soon. What's the first impressions and all so far?
TheDarkWraith is offline   Reply With Quote
Old 03-25-10, 01:27 AM   #18
mikaelanderlund
Captain
 
Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
Default

Thanks!! I like SH5 Enhanced with all dials. Can't wait to try this one out
mikaelanderlund is offline   Reply With Quote
Old 03-25-10, 01:30 AM   #19
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

One thing I would like everyone to do is play with all the options I made available to you, especially the ones dealing with the mini-map. I didn't test those (the mini-map ones) extensively so I need some feedback on them
TheDarkWraith is offline   Reply With Quote
Old 03-25-10, 01:38 AM   #20
gutted
The Old Man
 
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,353
Downloads: 470
Uploads: 10
Default

My Initial Observations (using SH5 enhanced):

Mods I had to merge back in that should really should be in it alreaday:
No Player Guidance Icons
No Crosshair (the main FPS style crosshair)
No Binocular Crosshair


1. How do i remove the officer icons?
I dont need them. I have everything i need set to hotkeys. Im looking through the mod's config script and i dont see any options for it.

Also, I was playing with the officer icons and i had the game crash on me twice. It happened when i was playing with man the flack gun. I was toggling the flack gun on and off with the F6 key and then issuing orders via the officer icons. The hokeys method always mans the flack gun, but someitmes after using that hotkey, the officer icon command didn't work.. and twice it crashed the game. Haven't figured out the correct sequence of key pushes and orders that does it yet. Nor will i continue testing it because the game takes forever to load LOL.

2. TAI behvaiour
Guess im going to have to mod my custom version back in. Mine seemed to be alittle smarter, especially when leaving the navmap.


3. Heading Tape
Think i might reverse the heading increment key behviour.
I want the normal keys to be 1 degree changes.. and 5 degree with ctrl. Im not normally more than 5 degrees off the desired heading i wanted. Usually im off by only 1 or 2 degrees.

There's probably more, but i guess this will do for now.
__________________

Solution Solver 2.3.2 - Visual Targeting Tools & Aids
gutted is offline   Reply With Quote
Old 03-25-10, 01:39 AM   #21
Junglist
Watch
 
Join Date: Jan 2006
Posts: 25
Downloads: 21
Uploads: 0
Default

Thanks!

Suggestion: would be nice if you raise up this annoying "button" "Break lock", because it disturbing me while i'm using stadimeter. Turning those "Lock|break lock|switch target" off would be nice too.
I know about separate mod about this thing, but want to see this in yours. And again — thanks a lot, very nice work!
Junglist is offline   Reply With Quote
Old 03-25-10, 01:44 AM   #22
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Junglist View Post
Thanks!

Suggestion: would be nice if you raise up this annoying "button" "Break lock", because it disturbing me while i'm using stadimeter. Turning those "Lock|break lock|switch target" off would be nice too.
I know about separate mod about this thing, but want to see this in yours. And again — thanks a lot, very nice work!
yes those will be addresses quickly. I just ran out of time and 'feature creep' was setting in horribly so I had to finalize on a base version. What you have is the base version. This gives me time to see what bugs and all you all find so that I can (hopefully) correct them also.
TheDarkWraith is offline   Reply With Quote
Old 03-25-10, 01:47 AM   #23
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gutted View Post
My Initial Observations (using SH5 enhanced):

Mods I had to merge back in that should really should be in it alreaday:
No Player Guidance Icons
No Crosshair (the main FPS style crosshair)
No Binocular Crosshair


1. How do i remove the officer icons?
I dont need them. I have everything i need set to hotkeys. Im looking through the mod's config script and i dont see any options for it.

Also, I was playing with the officer icons and i had the game crash on me twice. It happened when i was playing with man the flack gun. I was toggling the flack gun on and off with the F6 key and then issuing orders via the officer icons. The hokeys method always mans the flack gun, but someitmes after using that hotkey, the officer icon command didn't work.. and twice it crashed the game. Haven't figured out the correct sequence of key pushes and orders that does it yet.
1. I'll add an option via the options file to disable them in the next release. I didn't really leave an easy way to disable them in the files.

The crashing part I find very interesting. Never once did I experience any kind of crash. If you can find the sequence of keys that caused it that would help me to see if it's a problem on my end or not.

and what does your TAI do differently in behavior than mine? I'm open to any and all comments/criticisms/suggestions.
TheDarkWraith is offline   Reply With Quote
Old 03-25-10, 01:58 AM   #24
TopCat
Helmsman
 
Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
Default

Hi Dark Wraith

Absoultely fabulous! Thank you very much. I will test it all out tonight after work.

For your next version:
What about adding those tube door switches? That would be very cool!
And have you already tried to make the dials for starboard and port engines operable separatedly?

Thanks again for your great work! It's a huge step to make this game worth playing!
TopCat is offline   Reply With Quote
Old 03-25-10, 02:00 AM   #25
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by TopCat View Post
Hi Dark Wraith

Absoultely fabulous! Thank you very much. I will test it all out tonight after work.

For your next version:
What about adding those tube door switches? That would be very cool!
And have you already tried to make the dials for starboard and port engines operable separatedly?

Thanks again for your great work! It's a huge step to make this game worth playing!
yeah I almost forgot about the tube door switches. I'll add it to my list in post #2. Thanks

As far as the seperate engines, I'm going to call on someone to try and implement that for me for I have given him some knowledge on how to add dials.....I think he knows who I am talking about.....I could do it (if it's possible) but would rather let this one person take it on as a challenge for themselves.
TheDarkWraith is offline   Reply With Quote
Old 03-25-10, 02:01 AM   #26
de vliegende hollander
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

looks again great many thanks from the netherlands
  Reply With Quote
Old 03-25-10, 02:05 AM   #27
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by kylania View Post
I like it so far. The extra message window stuff is nice. Getting used to information being bottom left instead of bottom right. I'll try a real patrol tomorrow with it and post more.
via the options script file (TheDarkWraithUserOptions.py) you can make the message window bigger or smaller. It's suit to taste
TheDarkWraith is offline   Reply With Quote
Old 03-25-10, 02:15 AM   #28
gutted
The Old Man
 
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,353
Downloads: 470
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
and what does your TAI do differently in behavior than mine? I'm open to any and all comments/criticisms/suggestions.
Other than which keys do what, not a whole lot except for what happens when you leave the nav map:

1. If the TAI map is half-open it returns to half open when leaving the nav map.
2. If the TAI is minimized, it's returns to minimized when you leave the nav map.
3. If the TAI is maximized, what you get when leaving the nav map depends on what it was before it was maximized.

.ie

If you maximized it from a minimized state, leaving the navmap will minimize it.

If you maximized it from a half open state, leaving the navmap will knock it down to half-open when you leave the navmap.


My hotkey behaviour is like this:
TAB toggles between half-open & minimized
SHIFT+TAB toggles between maximized & minimized
Hitting TAB while maximized knocks it down to half open.

Not everyone will like those key changes though.


p.s. I remember you mentioning the TAI map won't auto-open when entering scopes.It still opens though.


Anyway, i've already customized the mod to my liking... just need to kill those floating officer icons.
__________________

Solution Solver 2.3.2 - Visual Targeting Tools & Aids

Last edited by gutted; 03-25-10 at 02:27 AM.
gutted is offline   Reply With Quote
Old 03-25-10, 02:26 AM   #29
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gutted View Post
Other than which keys do what, not a whole lot except for what happens when you leave the nav map:

1. If the TAI map is half-open it returns to half open when leaving the nav map.
2. If the TAI is minimized, it's returns to minimized when you leave the nav map.
3. If the TAI is maximized, what you get when leaving the nav map depends on what it was before it was maximized.
I'm a little confused here. When I click on the navigation map icon in the top right corner, the TAI minimizes. When I click on the nav map icon again in top right corner to leave the nav map, the TAI restores to it's previous state. That's how I coded it. That's how I see it working. I don't know why it isn't working that way for you.
TheDarkWraith is offline   Reply With Quote
Old 03-25-10, 02:42 AM   #30
gutted
The Old Man
 
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,353
Downloads: 470
Uploads: 10
Default

Probably because i dont click on things.. i use hotkeys.

I normally open it with the "M" key.. . and leave it with Escape (or sometimes pushing M again).
__________________

Solution Solver 2.3.2 - Visual Targeting Tools & Aids
gutted is offline   Reply With Quote
Reply

Tags
dbrn, favorite, new ui

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:17 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.