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Old 06-27-11, 11:52 PM   #676
Obelix
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I understand that you are now busy with HAHD, but perhaps the future - why do not you come back here to this project? This may be another, separate project, parallel to the Ui-Boat.
I support your opinion that there should be nothing superfluous and you should be comfortable.

Quote:
Originally Posted by Zedi View Post
I think Im the only one who really consider all old UI obsolete, even annoying.
No! You are not alone! In this post I wrote exactly about this.
Quote:
Originally Posted by Zedi View Post
Only the AOB should be visible.
Yep

The main thing - the speed, convenience, and not to be an eyesore and not interfere. Realistic types of devices comes at the expense of these qualities, so it belongs to the background.
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Old 06-28-11, 03:09 AM   #677
Sepp von Ch.
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Quote:
Originally Posted by Obelix View Post
I understand that you are now busy with HAHD, but perhaps the future - why do not you come back here to this project? This may be another, separate project, parallel to the Ui-Boat.
I support your opinion that there should be nothing superfluous and you should be comfortable.


Yes, I regret also too that I not see this great UI with TDC station, although it was nearly finished

Really like to use your mod.
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Old 06-28-11, 12:02 PM   #678
reaper7
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Its coming along slowly - have to rewrite all my scripts as I'm moving all the items from there original pages eg Attackpericope, TDC to the Main and layout pages - in order to get the New TDC to function fully.
Its been a slow crawl to restart after losing all my work and with my other projects also taking my time.
But I'll get there (Just haven't posted anything as its all rework and new new items to show yet).
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Old 07-01-11, 03:29 AM   #679
Bedo
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i am a noob so dont get mad
guys help please whenever i use the stadimeter or what ever its called so i get the range and it gives me 20k i know its an old bug but doesnt this mod fix it? and the speed always gives me crapy readings like 20 or 40 so any one can give me few tips on how to shoot please? thx in advance
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Old 10-30-11, 08:04 AM   #680
reaper7
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Sorry guys for being away for so long. But I've working on other project related to SH3.
I've gone back to Sh3 as I prefer it to Sh5 as it currently stands - maybe down the road the Issues will be fixed and make this a Sim worth playing for me.

But I've returned to finish this Mod up and not to leave it in its current state.

So to that end I've started recoding all my scripts to get them working from the PageLayout and PageDefaultHud pages intead of the current ones having Interface items across every page.
While not doing anything for the Game visual wise it will be alot better Interface wise.

Aslo plan on getting the Full TDC redone and fully working. And possibly a Fat/Lut panel to

And now have Finally working Target Lock code done (that was a tough one)
So now Lock button works 2 fold - First click locks the target and second click tracks the target (Scope sticks to contact bearing) .

So stay tuned hope to have a release soon.
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Old 10-30-11, 02:14 PM   #681
DrJones
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Quote:
Originally Posted by reaper7 View Post
Sorry guys for being away for so long. But I've working on other project related to SH3.
I've gone back to Sh3 as I prefer it to Sh5 as it currently stands - maybe down the road the Issues will be fixed and make this a Sim worth playing for me.

But I've returned to finish this Mod up and not to leave it in its current state.

So to that end I've started recoding all my scripts to get them working from the PageLayout and PageDefaultHud pages intead of the current ones having Interface items across every page.
While not doing anything for the Game visual wise it will be alot better Interface wise.

Aslo plan on getting the Full TDC redone and fully working. And possibly a Fat/Lut panel to

And now have Finally working Target Lock code done (that was a tough one)
So now Lock button works 2 fold - First click locks the target and second click tracks the target (Scope sticks to contact bearing) .

So stay tuned hope to have a release soon.
That sounds very interesting. I'am very interessted in how you got it. Hope i will find some time to get my work further on...myuh to to do in normal life...work and family. Best Regards DrJones
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Old 10-30-11, 03:19 PM   #682
reaper7
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Quote:
Originally Posted by DrJones View Post
That sounds very interesting. I'am very interessted in how you got it. Hope i will find some time to get my work further on...myuh to to do in normal life...work and family. Best Regards DrJones
Sure no problem DrJones.

Here is my code in the Attack Periscope
You can see similar code in the stock PageDefaultHud for the contacts in the TAI Map when clicked on causes the camera to point at the contact.
sub = PageDefaultHud_TAI_Mapcontrol.SubmarineContact
angle = sub.HeadingDEGToContact(PageDefaultHud_TAI_Mapcont rol.LockedOnContact ) - sub.HeadingDEG
import game
game.Game.SubmarineCommands.RotateActiveCameraToAn gleDEG( angle,0.001 )


Code:
# Globals

TrackTarget = False
Code:
def InitializeScript():

Pageattackperiscope_LockToggle.Clicked += LockToggle

LockToggle( None )
Code:
def Pageattackperiscope_AnimationStopped( animation ):

if TrackTarget == True:
		from Pagenavigationmap import Pagenavigationmap_Mapcontrol
		sub = Pagenavigationmap_Mapcontrol.SubmarineContact
		angle = sub.HeadingDEGToContact(Pagenavigationmap_Mapcontrol.LockedOnContact ) - sub.HeadingDEG
		import game
		game.Game.SubmarineCommands.RotateActiveCameraToAngleDEG( angle,0.001 )
Code:
def LockToggle( sender ):
	from Pagenavigationmap import Pagenavigationmap_Mapcontrol
	global TrackTarget
	if Pageattackperiscope_LockToggle.IsChecked:
		TargetLock = Pagenavigationmap_Mapcontrol.LockedOnContact
		if TargetLock == None:	
			Game.SubmarineCommands.ExecuteCommand( "Lock_target" )
			if contact == TargetLock:	
				Pageattackperiscope_LockToggle.SetCheck( False, False )
		else:	
			TrackTarget = True				
	else:		
		Game.SubmarineCommands.ExecuteCommand( "Unlock_target" )
		TrackTarget = False
Code:
def Menu_PageDeactivated( page ):

Pageattackperiscope_LockToggle.Clicked -= LockToggle

The same can be done at the Obs scope and UZO etc.

Hope that Helps Mate
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Old 10-31-11, 06:42 AM   #683
DrJones
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[QUOTE=reaper7;1777086]Sure no problem DrJones.

Here is my code in the Attack Periscope
You can see similar code in the stock PageDefaultHud for the contacts in the TAI Map when clicked on causes the camera to point at the contact.
sub = PageDefaultHud_TAI_Mapcontrol.SubmarineContact
angle = sub.HeadingDEGToContact(PageDefaultHud_TAI_Mapcont rol.LockedOnContact ) - sub.HeadingDEG
import game
game.Game.SubmarineCommands.RotateActiveCameraToAn gleDEG( angle,0.001 )

Thank you very much for your help. it is on my to do list....
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Old 11-05-11, 07:30 PM   #684
reaper7
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Default New Update

Got some Pics of the latest updates at last.

Finally pretty much back to where I originally was before losing all my work.
Also remade the TDC again, now its closer to the original as I've removed the Fat/lut dials and giving them a new home.

Main Interface


Replica TDC


Replica Fat/Lut Panel (Just need to make 2 Needles for the Top dials.)
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Old 11-06-11, 04:31 AM   #685
TheBeast
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Very nice work as always!
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Old 11-06-11, 12:51 PM   #686
voheret
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Incredibly cool! Can't wait to try it...
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Old 11-07-11, 03:59 PM   #687
Dermeister
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IM sorry if this has ben asked b4 i ran a search and read this thread for a bit and there is so many posts. SO im just going to ask!

IS THIS MOD COMPATIBLE WITH Magnum Opus mod? because when i install Magnum opus then this mod it screws up my whole interface but if i install MO then this it looks like MO ovverites all the changes from UI boat.

i might be doing somthing wrong here pardon my noobness.
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Old 11-07-11, 05:23 PM   #688
TheDarkWraith
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Quote:
Originally Posted by Dermeister View Post
IM sorry if this has ben asked b4 i ran a search and read this thread for a bit and there is so many posts. SO im just going to ask!

IS THIS MOD COMPATIBLE WITH Magnum Opus mod? because when i install Magnum opus then this mod it screws up my whole interface but if i install MO then this it looks like MO ovverites all the changes from UI boat.

i might be doing somthing wrong here pardon my noobness.
short answer is not compatible
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Old 11-07-11, 05:33 PM   #689
Lenam
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And is compatible with Open Horizons II?
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Old 11-07-11, 05:37 PM   #690
TheDarkWraith
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Quote:
Originally Posted by Lenam View Post
And is compatible with Open Horizons II?
Yes. PM Trevally for more info on it or visit his OHII/OHII support threads
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