SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
10-21-13, 08:39 AM | #10846 | |
Watch
Join Date: Dec 2011
Posts: 26
Downloads: 17
Uploads: 0
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Quote:
TDWs original Code in HydrophoneFollowNearestContact(): (/data/Scripts/Stations/Hydrophone.py) Code:
for contact in contacts: if sub.HeadingDEGToContact( contact ) >= ( hydroangle - sweeprange ) and sub.HeadingDEGToContact( contact ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange: if hydrocontact == None: hydrocontact = contact else: if sub.HeadingDEGToContact( contact ) <= sub.HeadingDEGToContact( hydrocontact ) and sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ): hydrocontact = contact Code:
for contact in contacts: if TDWUtils.GetContactHeading( sub.HeadingDEGToContact( contact ) - sub.HeadingDEG ) >= ( hydroangle - sweeprange ) and TDWUtils.GetContactHeading( sub.HeadingDEGToContact( contact ) - sub.HeadingDEG ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange: if hydrocontact == None: hydrocontact = contact else: if sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ): hydrocontact = contact The change in the second line ensures the code deals with bearings relative to the sub's course instead of true, north-aligned bearings. The change in the sixth line ommits a bogus if-condition. Why only select the nearest contact, if it also happens to be at a lesser bearing than other contacts in that area, and otherwise follow a contact further away. The command is called "Hydrophone follow nearest contact", after all. This fix is available as a mod, activate it via JSGME after TDWs NewUIs: http://www.deguero.de/jel/Hydrophone..._0_To_7_5_0.7z |
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10-21-13, 09:05 AM | #10847 |
Captain
Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Much appreciated, will test and report back!
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10-21-13, 10:04 AM | #10848 |
Grey Wolf
Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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My data lines have been on the fritz due to what I think are site-works going on near by, but Western Australia is renowned for poor internet.
I was able to get a working version tonight though, thankfully. I blame poor maintenance, I have heard reports of rotted wiring being changed in my area recently, so that could be the cause. |
10-21-13, 10:11 AM | #10849 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
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10-22-13, 11:43 PM | #10850 |
Bilge Rat
Join Date: Oct 2013
Posts: 1
Downloads: 11
Uploads: 0
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Is there a Russification of this mod?
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10-23-13, 12:01 AM | #10851 |
Ocean Warrior
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Welcome aboard
You can find it inside the mod.. folder Text..
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10-24-13, 05:03 AM | #10852 |
Watch
Join Date: Mar 2013
Location: London, England.
Posts: 21
Downloads: 406
Uploads: 0
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Hi there,
Having an issue with the game/mod at the moment. Every time I go to load a save game or load a new game I get the following error: Error PythonImportErrorException: Cannot import name Game_NewPlayerLogMessageCSharp in Data/Scripts/Menu/TheDarkWraithUserOptions.py Traceback: File ScriptManagerWrapper , line unknown, in CheckForStartGame File , line 0 , in <string> ##2181 File , line 0, in StartGame Script disabled! I have tried everything from reinstalling the game to the mods. I have ran the SHValidator tool too many times to count. Any advice would be MUCHO appreciated.
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10-24-13, 05:19 AM | #10853 | |
Ace of the deep .
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Quote:
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10-24-13, 05:51 AM | #10854 | |
Captain
Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Quote:
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10-28-13, 04:51 PM | #10855 |
Machinist's Mate
Join Date: Sep 2013
Posts: 126
Downloads: 475
Uploads: 0
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I'm getting that same error now, a new reinstall of SH5 didn't fix it.
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10-28-13, 07:44 PM | #10856 |
Machinist's Mate
Join Date: Sep 2013
Posts: 126
Downloads: 475
Uploads: 0
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I went back and deleted everything, including stuff in My Documents, and then reinstalled and that seems to have worked. Any ideas on what causes the python error?
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10-28-13, 10:56 PM | #10857 |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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Yes, JSGME leftovers. Click on my signature link Post #6, 8 talk about python errors. Post #3 has common JSGME problems and solutions.
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JSGME help links and common error solutions |
10-30-13, 11:11 AM | #10858 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Quick question!
Do people still get the "unit destroyed" radio messages from sunk ships and destroyed planes? For some reason I haven't seen them in my megamod testing... I have activated this feature from options editor, but still nothing. I'm using TDW's NewUI version 7.4.2. Really need them back! |
11-02-13, 12:32 PM | #10859 | |
Navy Seal
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Quote:
Just to confirm, electric engines on surface option is only available with v7.5.0, right ?
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11-02-13, 01:49 PM | #10860 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Yes, I have the radioman intercepting messages at 100% but still nothing... Electric engines on surface is probably only in v.7.5. but still have it in the patcher, haven't activated it though. So is everything working for you?
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Tags |
dbrn, favorite, new ui |
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