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Old 04-19-10, 03:19 AM   #616
panosrxo
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Quote:
Originally Posted by TheDarkWraith View Post
ok got the Fat/Lut toggle buttons added. It's not the prettiest but functional until we see what Ubi gives us on Tuesday.

getting ready to toggle FaT/LuT mode:

and toggled. Hey look! There's my pattern running dials....
What does Fat/Lut mode do? I tried using those dials but they dont move.

Also, can you make the spread angle dial highlight when you press Salvo, just like the tdc dials when you press manual input of data

Last edited by panosrxo; 04-19-10 at 03:44 AM.
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Old 04-19-10, 07:31 AM   #617
Defiance
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For Fat/Lut check page 38, TDW explains

For patterned torps (off i go to search lol, were they called ladder torpedo's ? )
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Old 04-19-10, 07:54 AM   #618
panosrxo
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Originally Posted by Defiance View Post
For Fat/Lut check page 38, TDW explains

For patterned torps (off i go to search lol, were they called ladder torpedo's ? )
Thanks, found it
http://www.uboataces.com/torpedo-tiiia.shtml
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Old 04-19-10, 08:12 AM   #619
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I've noticed I keep getting the "no voices" bug more and more often now. It's the one where when you change speed you don't get any voice confirmation and when you check depth under keel you get no voice answer NOR any response in the message log, just the echolot sound.

Anyone else been getting this? Previously a simple reload would fix it, but sometimes it's taking 2-3 reloads to fix now...
This has been happening to me ever since I installed SH5. I just reload saved game and make manual course change to check for voice confirmation. If I get a voice confirmation for course change, then all other sounds are working as well for me.
I think this is a SH5 issue dealing with disk access speed. I am on Striped Array with less then 2ms access but when Volume Shadow Copy service is running in background when I load game voices don't work.
So it appears the game engine doesn't wait very long for things to load before trying to load other items.
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Old 04-19-10, 08:52 AM   #620
TheDarkWraith
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I experience the same problem with missing sounds. Seems to be a stock SH5 problem.

Recovering from a hard drive failure. One of my WD Raptors that's in a 3 X RAID0 died last night. Since it being a RAID0 everything was lost. I had backups saved to my Windows Home Server so I'm now restoring my system back to 'normal'. Hopefully I can be back to modding here in a short while

This is my first WD Raptor to fail. And the sad part is it's less than 2 months old and is their 'Enterprise Storage' series one.....yeah right, Enterprise storage reliability my @ss.
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Old 04-19-10, 09:46 AM   #621
Defiance
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Dang that's bad luck TDW

Never had a single WD drive do anything bad to me (touches wood)

Well hopefully like over here you're covered for money back or a rma swap

Glad you had stuff backed up though

Still a pita though

Goodluck
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Old 04-19-10, 11:00 AM   #622
loerelau
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Quote:
Originally Posted by TheBeast View Post
This has been happening to me ever since I installed SH5. I just reload saved game and make manual course change to check for voice confirmation. If I get a voice confirmation for course change, then all other sounds are working as well for me.
I think this is a SH5 issue dealing with disk access speed. I am on Striped Array with less then 2ms access but when Volume Shadow Copy service is running in background when I load game voices don't work.
So it appears the game engine doesn't wait very long for things to load before trying to load other items.
Could be, I noticed that it happens when I have some programs running on the background... If I close everything it happens less often.
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Old 04-19-10, 11:04 AM   #623
TheDarkWraith
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Quote:
Originally Posted by Defiance View Post
Dang that's bad luck TDW

Never had a single WD drive do anything bad to me (touches wood)

Well hopefully like over here you're covered for money back or a rma swap

Glad you had stuff backed up though

Still a pita though

Goodluck
drive has a warranty period of 1-2 years so I'm going to RMA it back to WD (would rather get a refund on it though ).

Yeah it was a PITA to re-setup the system but looking at it from a positive view point everything is 'fresh'
I'm back up and modding again
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Old 04-19-10, 11:28 AM   #624
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Heya,
Well i think all of here are glad you're back up n sorted
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Old 04-19-10, 12:45 PM   #625
TheDarkWraith
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got the player guidance and player objectives togglable now. I didn't like that you either had to have them always off or always on. There are times when I would like to know what the objectives are. Now via hotkeys you can toggle them. Much better

The player guidance also has the option of recording new guidance events. Here's how it works: you have player guidance toggled to disabled. You also have player guidance recording toggled to off. When you do something that normally requires a player guidance event to be fired it won't be registered. Now if you had the player guidance recording enabled then the event would be registered and when you finally enabled player guidance you would be able to see the registered events.

In these shots I setup the options file so that player guidance and player objectives were disabled on game start:


now I press the hotkey to enable player objectives and there they are:


I press the hotkey again for player objectives and they disappear!

Last edited by TheDarkWraith; 04-19-10 at 12:56 PM.
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Old 04-19-10, 01:11 PM   #626
TheDarkWraith
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Quote:
Originally Posted by mcaa666 View Post
Wow can't wait for the new version to come out, you're doing an excellent job with this.

I had a small question though; I was doing a recon mission and it seems that the 'take photo' icon doesn't show up anymore. Or did you by any chance move it somewhere else?
I'm using 1.1.0 and SH5 Enhanced UI...

Thnx
there is an icon added under WEPS --> torpedo attack that has a picture of a camera on it. This is how you take pictures now (or use a hotkey for it)
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Old 04-19-10, 01:31 PM   #627
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Originally Posted by TheDarkWraith View Post
now I press the hotkey to enable player objectives and there they are:
Instead of a hotkey, could we make this something like an objective toggle button?

Example:


That way we won't have another key to map manually in the options file due to possible key mapping conflicts. (So far I've had to remap all but one of the default key mappings. )
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Old 04-19-10, 01:45 PM   #628
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Would it be possible to bind the teleport to keys?
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Old 04-19-10, 01:54 PM   #629
TheDarkWraith
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Quote:
Originally Posted by kylania View Post
Instead of a hotkey, could we make this something like an objective toggle button?

Example:


That way we won't have another key to map manually in the options file due to possible key mapping conflicts. (So far I've had to remap all but one of the default key mappings. )
you guys have excellent ideas. I like this one. Ok, now have to implement.
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Old 04-19-10, 01:54 PM   #630
TheDarkWraith
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Quote:
Originally Posted by ologuy View Post
Would it be possible to bind the teleport to keys?

explain what you mean.
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