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Old 10-06-13, 05:03 PM   #10801
DannikJerriko
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Originally Posted by DannikJerriko View Post
Thanks for the answer so far.

But after reinstalling the game i tried it with new UIs only. Result remains the same. The dials are missing. Now,after your message i even tried deleting all mods out of the MODS folder. Still no better result.

What i simply don't understand is why it was working with 6.9.0...
Guess i understand it now. After reading TDWs initial post for the 99th time i recognized that the dials simply cannot be there when it's set to SH5Enhanced-style. After setting it to SH3 the dials came up. Hours of hours of trying and two complete reinstalls of the entire SH5 were unnecessary...

But now it works.
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Old 10-06-13, 05:21 PM   #10802
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Quote:
Originally Posted by DannikJerriko View Post
Guess i understand it now. After reading TDWs initial post for the 99th time i recognized that the dials simply cannot be there when it's set to SH5Enhanced-style. After setting it to SH3 the dials came up. Hours of hours of trying and two complete reinstalls of the entire SH5 were unnecessary...

But now it works.
Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI
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Old 10-06-13, 05:38 PM   #10803
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Originally Posted by gap View Post
Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI
I guess these dials -

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Old 10-06-13, 05:44 PM   #10804
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Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI

Exactly what volodya61 said. The three dials in the lower right corner.
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Old 10-06-13, 05:54 PM   #10805
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Originally Posted by DannikJerriko View Post
Exactly what volodya61 said. The three dials in the lower right corner.
In SH5 style, those dials are accessible by clicking on the depth/speed/heading bars, on the lower edge of the screen
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Old 10-06-13, 05:58 PM   #10806
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In SH5 style, those dials are accessible by clicking on the depth/speed/heading bars, on the lower edge of the screen
IIRC there is only the compass (SH5 Enhanced)..
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Old 10-06-13, 06:02 PM   #10807
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Dunno if they pop up or something, being a confused nub i need them permanently
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Old 10-06-13, 06:14 PM   #10808
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Originally Posted by volodya61 View Post
IIRC there is only the compass (SH5 Enhanced)..
Maybe you are right, but I am sure that there is a key combinaion to convert it into rudder

Quote:
Originally Posted by DannikJerriko View Post
Dunno if they pop up or something, being a confused nub i need them permanently
The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar
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Old 10-06-13, 06:25 PM   #10809
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The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar
Guess i should try out the Enhanced Mode if i got the time. For now i'm happy that the game runs as expected. The Brits had a few days to recover since i wasn't on patrol. Time to even that out...
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Old 10-07-13, 04:40 AM   #10810
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Quote:
Originally Posted by gap View Post
Maybe you are right, but I am sure that there is a key combinaion to convert it into rudder



The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar
Shift + C will show the compass and hide it again. Right clicking it changes the looks to a secondary mode. Shift + C will hide again.
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Old 10-07-13, 07:27 AM   #10811
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Post a picture and all will become clear
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Old 10-07-13, 09:24 AM   #10812
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The Brits had a few days to recover since i wasn't on patrol. Time to even that out...


I hope the OP won't mind your zeal...
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Old 10-07-13, 04:11 PM   #10813
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I was trying to tell the sonarman to follow a contact. I went to the hydrophone station, moved the needle towards a reasonable close contact, but that deaf guy kept telling me, there is no near contact to follow.

I think, due to a small bug in TDC_NewUI (I use 7.1.0, but it's still present in 7.5.0 test version), the sonarman looks for the contact at bearing "sub heading plus hydrophone needle bearing" instead of just "hydrophone needle bearing". So it only works, if my sub's heading happens to be zero degrees.

After I changed the function HydrophoneFollowNearestContact in /data/Scripts/Stations/Hydrophone.py as follows, my follow contact orders are no longer ignored.

Code:
def getHydroBearing ( contact, sub ):
    contactbearing = sub.HeadingDEGToContact(contact) - sub.HeadingDEG
    while contactbearing > 360.0:
        contactbearing -= 360.0
    while contactbearing < 0.0:
        contactbearing += 360.0
    return contactbearing

# Modified by TheDarkWraith
def HydrophoneFollowNearestContact():
    if GetHydroFollowContact() != None:
        return
    hydroangle = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.HYDROPHONE )
    sweeprange = GetHydroFollowNearestContactSweepRange()
    maxrange = GetHydroFollowNearestContactMaxRange()
    try:
        from PageDefaultHud import PageDefaultHud_MapGroup_Mapcontrol
        sub = PageDefaultHud_MapGroup_Mapcontrol.SubmarineContact
        contacts = PageDefaultHud_MapGroup_Mapcontrol.AllContacts
        hydrocontact = None
        for contact in contacts:
            if getHydroBearing( contact, sub ) >= ( hydroangle - sweeprange ) and getHydroBearing( contact, sub ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange:
                if hydrocontact == None:
                    hydrocontact = contact
                else:
                    if getHydroBearing( contact, sub ) <= getHydroBearing( hydrocontact, sub ) and sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ):
                        hydrocontact = contact
        if hydrocontact == None:
            from PageDefaultHud import Game_NewPlayerLogMessageOutside
            Game_NewPlayerLogMessageOutside( [ Menu.GetLocalizedText( IDSTR_HydroFollowTargetNoNearContact ), False ] )
            return
        SetHydroFollowContact( hydrocontact )
        from Pageinterior import Pageinterior_Blocnotes_FollowTarget
        Pageinterior_Blocnotes_FollowTarget.SetCheck( True, False )
        from PageDefaultHud import Game_NewPlayerLogMessageOutside
        Game_NewPlayerLogMessageOutside( [ Menu.GetLocalizedText( IDSTR_HydroFollowTargetNearest ), False ] )
    except:
        pass
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Old 10-07-13, 04:33 PM   #10814
Trevally.
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Quote:
Originally Posted by tscharlii View Post
So it only works, if my sub's heading happens to be zero degrees.

After I changed the function HydrophoneFollowNearestContact in /data/Scripts/Stations/Hydrophone.py as follows, my follow contact orders are no longer ignored.
Good find
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Old 10-07-13, 04:41 PM   #10815
gap
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Quote:
Originally Posted by tscharlii View Post
I think, due to a small bug in TDC_NewUI (I use 7.1.0, but it's still present in 7.5.0 test version), the sonarman looks for the contact at bearing "sub heading plus hydrophone needle bearing" instead of just "hydrophone needle bearing". So it only works, if my sub's heading happens to be zero degrees.
It could be, but it is strange that you are the first person noticing this bug. Have you enabled TDW's hydrophone patch? No one complained about the effectiveness of the hydrophone after its release.

No saying that your discovery is only junk: I am just try to understand
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