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-   -   [REL] CSP Magui Interface for SH5 (https://www.subsim.com/radioroom/showthread.php?t=181370)

TheBeast 04-10-11 10:01 AM

I really like the idea of seeing entire TDC.

At the same time I also like your last mock-up. Hard to beat this look.
http://www.mediafire.com/imgbnc.php/...fad15e4c6g.jpg

Will the intigrated levels (Fuel, Battery, Compressed Air, Co2) be added.

DrJones 04-10-11 11:41 AM

Quote:

Originally Posted by TheBeast (Post 1639677)
I really like the idea of seeing entire TDC.

At the same time I also like your last mock-up. Hard to beat this look.
http://www.mediafire.com/imgbnc.php/...fad15e4c6g.jpg

Will the intigrated levels (Fuel, Battery, Compressed Air, Co2) be added.

Thank you very much that you remind me on that.

You remember the dials Makman used in his Interface???

This will be the 4 Dials that will apear when you scroll your mouse over the togglemode button for silent running in the left side of the console.

Is one of the many points to hook up

Regards

DrJones

TheBeast 04-10-11 12:22 PM

Just below the TAI-MAP there are 4 buttons. Are those controlls for verticle tubes to launch mines from VIIC/41?

brett25 04-10-11 12:33 PM

this has to be the best single develoment for SH5 I have seen yet, no offense to the many amazing mods and modders. Makman is a genius for designing this GUI and DR Jones you are a technical maestro for adapting and implementing this. Hats off to both of you:salute:

oh and of course reaper too:rock:

DrJones 04-10-11 01:08 PM

Quote:

Originally Posted by TheBeast (Post 1639767)
Just below the TAI-MAP there are 4 buttons. Are those controlls for verticle tubes to launch mines from VIIC/41?

The 1st of the left is to call the Dials.
The 2nd of the left is to call the Big Compass
the 3rd of the left is to call the Options Menu...

Regards

DrJones

DrJones 04-10-11 01:38 PM

Quote:

Originally Posted by brett25 (Post 1639772)
this has to be the best single develoment for SH5 I have seen yet, no offense to the many amazing mods and modders. Makman is a genius for designing this GUI and DR Jones you are a technical maestro for adapting and implementing this. Hats off to both of you:salute:

Thanks a lot:salute:

Budds 04-10-11 03:56 PM

Certainly is Pretty !
I like the "Cleaner" look, Great Stuff !

Be Well.............

:up:

TheBeast 04-10-11 09:31 PM

Torpedo Controls - LUT
 
I don't see any Topredo controls for LUT setting. Is this part of UI a Pop-Up when clicking a button or do we have to use Big TDC UI for that?:06:

DrJones 04-11-11 02:24 PM

Quote:

Originally Posted by TheBeast (Post 1640076)
I don't see any Topredo controls for LUT setting. Is this part of UI a Pop-Up when clicking a button or do we have to use Big TDC UI for that?:06:

This will be a slide In Control

DrJones 04-16-11 03:15 PM

Today i had some time to create a control panel for the tube control.:salute:

http://www.mediafire.com/imgbnc.php/...c1809d706g.jpg

For each tube you have to flood it before you can open it.

there are also some digits to tell you about the loading status of the tubes.

Stormfly gave me some sounds for flooding and opening it.

My idea is for the time sound is playing to create a blink for the lamps.

I just have to figure out now, how i can implement this.

has anybody an idea how it is possible to implement a switch between the visible index from a static bitmap array controlled by time got from playing lenght of the sound and the times it has to blink.

Still didn't find a way

Best Regards

DrJones

reaper7 04-16-11 03:55 PM

Quote:

Originally Posted by DrJones (Post 1644437)
My idea is for the time sound is playing to create a blink for the lamps.

I just have to figure out now, how i can implement this.

has anybody an idea how it is possible to implement a switch between the visible index from a static bitmap array controlled by time got from playing lenght of the sound and the times it has to blink.

Not sure if this is what your looking for, but I put a blinking light in my Stadimeter fix. This was activated on clicking the switch - the length you just set with count value and the blink length duration = DurationInSeconds.

This was the code - may be of use: :up: Its in my TorpedoSolution.py script

Code:

def StadimeterAct( sender ):
        global FlashingIcon
        if FlashingIcon != False:
                return
        else:
                item = PageTorpedoSolution_RightPanel_StadActWhite
                count = 5
                if item.Visible <= 0:
                        return
                if item.Visible and count <= 0:
                        item["blinking"] = None
                        item.Parent.AnimationStopped -= BlinkTimerAnimationStopped
                        return
                if not item["blinking"]:
                        item["blinking"] = True
                        item.Parent.AnimationStopped += BlinkTimerAnimationStopped
                item.Visible = not item.Visible
                DurationInSeconds = 0.3
                if not item.Visible:
                        DurationInSeconds = DurationInSeconds / 2.0
                #set the animation on the Parent because animations don't run when an item is not visible
                a = item.Parent.StartAnimation( MenuItemWrapper.AnimationTypes.Timer, 1.0,  DurationInSeconds )
                a["blinkitem"] = item
                if item.Visible:
                        count = count - 1
        a[ "blinkcount" ] = count
        FlashingIcon = False

Also Panel looks great, nicely made :)

Sepp von Ch. 04-16-11 03:56 PM

Simply superb DrJones!

DrJones 04-16-11 04:18 PM

Quote:

Originally Posted by reaper7 (Post 1644474)
Not sure if this is what your looking for, but I put a blinking light in my Stadimeter fix. This was activated on clicking the switch - the length you just set with count value and the blink length duration = DurationInSeconds.

This was the code - may be of use: :up: Its in my TorpedoSolution.py script

Code:

def StadimeterAct( sender ):
        global FlashingIcon
        if FlashingIcon != False:
                return
        else:
                item = PageTorpedoSolution_RightPanel_StadActWhite
                count = 5
                if item.Visible <= 0:
                        return
                if item.Visible and count <= 0:
                        item["blinking"] = None
                        item.Parent.AnimationStopped -= BlinkTimerAnimationStopped
                        return
                if not item["blinking"]:
                        item["blinking"] = True
                        item.Parent.AnimationStopped += BlinkTimerAnimationStopped
                item.Visible = not item.Visible
                DurationInSeconds = 0.3
                if not item.Visible:
                        DurationInSeconds = DurationInSeconds / 2.0
                #set the animation on the Parent because animations don't run when an item is not visible
                a = item.Parent.StartAnimation( MenuItemWrapper.AnimationTypes.Timer, 1.0,  DurationInSeconds )
                a["blinkitem"] = item
                if item.Visible:
                        count = count - 1
        a[ "blinkcount" ] = count
        FlashingIcon = False

Also Panel looks great, nicely made :)

Thank you for your response and your hint...i will try it

Regards

DrJones

Stormfly 04-18-11 08:40 AM

looks good,

I realy like the switches !

The lamps should have the same texture structure but different colors.

Would be nice seeing this placed into the whole picture, maybe you could use some photoshop layers from Magui for it ?

Regarding the loading status, i personal wont like it to much, i wouldnt miss them.

...if you manage all this blinking fitting with sound (blinking could also start 2 seconds before the sound play, end 1 second after the sound is finished) that would be awesome ! :rock:

Sepp von Ch. 04-18-11 02:03 PM

I find this control panel absolutely perfect for this U-Boat sim! Really love this! I canīt wait to try it:yep:

When your famous sound mod, Stormfly, will be compatible with this UI mod, SH5 will turn a whole lot better!


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