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Old 06-06-2010, 08:46 AM   #2896
Stormfly
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...another request

what you have done regarding optional not auto rising the attack scope... would it be possible to have the same option for the OBS scope ?

...that would enable to add the 3d periscope sound much more comfortable

the diesel startup sequence using the "R" key manualy or also automatic work fine, so the only other request is to add this tube door opening sound.

if you like, deliver the sound sample of my DBSM 1.2 beta package i send you allready, this is much more easy.

it would be nice if you could confirm, so i can release my new DBSM collection.
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Old 06-06-2010, 10:33 AM   #2897
jwilliams
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Quote:
Originally Posted by TheDarkWraith View Post
Does your computer have the following file installed Mscorlib.dll? What version of the .NET framework do you have installed on your computer?
Mscorlib.dll = Yes C:\WINDOWS\ServicePackFiles\i386

Microsoft .NET framework 3.5 SP1
Update for Microsoft .NET framework 3.5 SP1 (KB963707)
Hotfix for Microsoft .NET framework 3.5 SP1 (KB958484)
Hotfix for Microsoft .NET framework 3.5 SP1 (KB953595)

I'll try different regional settings, see if that makes any difference.

and if it doesn't, I can work around it. I can make a new journal file for each game session.
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Old 06-06-2010, 03:40 PM   #2898
LeBabouin
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Quote:
Originally Posted by jwilliams View Post
Still the editor for ship's journal says "unable to read" when i try to load a ships journal file. ?????

Guess i was barking up the wrong tree.

Any ideas what else i could try????
You could try to open with Wordpad, copy/paste all the content in a fresh new .txt (right clic, new, text file) file and save it as <your log file name>. That should remove all the carriage return chars that we can see in front each entry of your "testing" screenshot.
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Old 06-06-2010, 10:11 PM   #2899
TheDarkWraith
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Since I have follow target and got the mast height working, the next thing I wanted to implement was another way to determine target speed. Currently you have the SH4 way of determining speed (take a range reading, wait some period of time, take another range reading and then the XO will tell you the speed). Specifically I was wanting the SH3 style speed determination. SH3 style speed determination had you lock onto the target (follow target in this case), take an initial range reading, set the target's AOB, then click on the start timing icon. After you let it time for whatever period you wanted you click the timing icon again and speed was shown. Well I've made that for SH5 now Antar gave me the formula to use so big thanks to him
A new order category icon has been added to WEPS. It's just to the right of follow target and it's tooltip says 'Determine target speed'. If you have follow target enabled (you are following a target) then the new determine speed icon is available (otherwise it's disabled). Clicking it will highlight it gold and a message will display in the messagebox saying 'Determining target speed'. Once you've let it time for the period you're wanting you click the new icon again to cease timing and get the target's speed. When you do a new message will appear in the messagebox saying 'Target speed is x knots' (in my screenshot below I have to add knots to the message yet - just caught that error). The speed accuracy is only as accurate as your range estimate and AOB input. It's best to let it time for at least 30 seconds and it's best to have the target broadside for best speed measurements.

NOTE: this does not automatically set the speed in the TDC or in the XO TDC dialog box! I have not been able to set the TDC speed dial with code yet. Thus you will have to take the speed given and input it into the TDC speed dial or input it into the XO TDC dialog box.
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Old 06-07-2010, 02:18 AM   #2900
Dida44
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Quote:
Originally Posted by TheDarkWraith View Post
Since I have follow target and got the mast height working, the next thing I wanted to implement was another way to determine target speed. Currently you have the SH4 way of determining speed (take a range reading, wait some period of time, take another range reading and then the XO will tell you the speed). Specifically I was wanting the SH3 style speed determination. SH3 style speed determination had you lock onto the target (follow target in this case), take an initial range reading, set the target's AOB, then click on the start timing icon. After you let it time for whatever period you wanted you click the timing icon again and speed was shown. Well I've made that for SH5 now Antar gave me the formula to use so big thanks to him
A new order category icon has been added to WEPS. It's just to the right of follow target and it's tooltip says 'Determine target speed'. If you have follow target enabled (you are following a target) then the new determine speed icon is available (otherwise it's disabled). Clicking it will highlight it gold and a message will display in the messagebox saying 'Determining target speed'. Once you've let it time for the period you're wanting you click the new icon again to cease timing and get the target's speed. When you do a new message will appear in the messagebox saying 'Target speed is x knots' (in my screenshot below I have to add knots to the message yet - just caught that error). The speed accuracy is only as accurate as your range estimate and AOB input. It's best to let it time for at least 30 seconds and it's best to have the target broadside for best speed measurements.

NOTE: this does not automatically set the speed in the TDC or in the XO TDC dialog box! I have not been able to set the TDC speed dial with code yet. Thus you will have to take the speed given and input it into the TDC speed dial or input it into the XO TDC dialog box.

Very good, like everything that you have been doing... Will We have this in the version 3.0?
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Old 06-07-2010, 08:29 PM   #2901
pythos
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Darkwraith.

The work you have done is amazing, it is making this game so much better, and you are giving us so many options.

Thank you for the work.
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Old 06-07-2010, 08:34 PM   #2902
TheBeast
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Default Keep Sub Centered in MAP Buttons

Splitting the NAV and TAI Map "Keep Sub Centered in MAP" button in to two sepporate buttons is working great!

Tested the Following:
TAI-Map Free : Nav-MAP free = PASS
TAI-Map Centered : Nav-MAP free = PASS
TAI-Map Centered : Nav-MAP Centered = PASS
TAI-Map Free : Nav-MAP Centered = PASS

I am also really enjoying the fact that my Attack Periscope does not automatically raise every time I enter that camera view anymore. I have been busted so many times from my scope being spotted after exiting and returning to that camera view because I alway forget to lower the Scope when I leave.
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Old 06-07-2010, 09:23 PM   #2903
ShoCkwaVe
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Default remove message clipboard popups

Is there a way to currently toggle lock the updated messages ui popups
on/off?

I noticed that when I time warp the messages popup anoyance in the bottom right corner expands and when I go back to normal time x1 it auto toggles back to a minimized setting..

so if there is a way to keep it locked or toggle locked depending on the message height I choose to drag it to that would be great.. I am getting carple tunnel from clicking it.

I think 3 lines of messages is all I care to see.

thanks
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Old 06-07-2010, 09:30 PM   #2904
kylania
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Line 247 onwards of the TheDarkWraithUserOptions.py:

Quote:
# the hotkey used to toggle the messagebox visibility
# Format:
#
# DisplayTheMessageBoxHotKey = [ False, None ]
# False = enabled
# None = key used
#
# if you wanted to enable this:
# DisplayTheMessageBoxHotKey = [ True, MenuKeyManagerWrapper.Keys.L ]
#
# if you wanted to disable this:
# DisplayTheMessageBoxHotKey = [ False, MenuKeyManagerWrapper.Keys.L ]
#
DisplayTheMessageBoxHotKey = [ True, MenuKeyManagerWrapper.Keys.U ] # change the L to whatever key you want

# to toggle the messagebox between minimized and maximized states use the hotkey used to toggle visibility with the shift key

# at what TDC mode do we ensure the messagebox is shown and maximized (it will show when the TC level is greater than or equal to this value)?
ShowMessageBoxAndExpandAtTCLevel = 32

# when we drop below the ShowMessageBoxAndExpandAtTCLevel do we restore the messagebox?
RestoreMessageBoxAfterTCLevel = True


# number of messages to keep in the messageboxlist. After this number is exceeded, the oldest message is removed from the list. Stock value is 20
NumberMessagesToKeepInMessageBox = 20
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Old 06-07-2010, 10:59 PM   #2905
TheDarkWraith
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Quote:
Originally Posted by ShoCkwaVe View Post
Is there a way to currently toggle lock the updated messages ui popups
on/off? so if there is a way to keep it locked or toggle locked depending on the message height I choose to drag it to that would be great.. I am getting carple tunnel from clicking it. I think 3 lines of messages is all I care to see.
There are 2 ways you can do this: 1) there is a toggle button towards the top on the right hand side of the messagebox. This toggle button will set the new maximized state of it. So if you grab the top with your mouse and drag it down to make it smaller and set it to the size you want and then click that toggle it will never grow bigger than that size or 2) you can set the options in the option file like kylania has posted and set ShowMessageBoxAndExpandAtTCLevel to some high TC level like 4096 or something (power of 2's only!). Setting it to that high value will cause the code to ignore the messagebox under that TC level.
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Old 06-07-2010, 11:15 PM   #2906
pythos
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The Beast.

Those squares with numbers are windows way of dealing with characters it does not have the fonts for.

On my screen they appear as Japanese Kanji due to the fact I enabled that setting on my windows.

You can google how to enable them and do it yourself. Then, you can say Bye Bye to those squares.
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Old 06-08-2010, 02:22 AM   #2907
TheBeast
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Quote:
Originally Posted by pythos View Post
The Beast.

Those squares with numbers are windows way of dealing with characters it does not have the fonts for.

On my screen they appear as Japanese Kanji due to the fact I enabled that setting on my windows.

You can google how to enable them and do it yourself. Then, you can say Bye Bye to those squares.
I have multiple language packs installed on my system already. I enable them form habbit even though I am retired now and dont need them any more.
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Old 06-08-2010, 04:06 AM   #2908
Stormfly
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...it seams that the UI scripts arent working while the UI is invisible (NUM del key, no automatic recharge or std propullsion switching).

Could someone confirm or is it just me ?
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Old 06-08-2010, 04:57 AM   #2909
jwilliams
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Log file for the ship's journal and editor.

Problem solved.

It's to do with the regional settings. The way the date is displayed (i'm guessing).

NZ = 8/06/2010 and Tuesday, 8 June 2010
notice its (day/month/year)
US = 6/8/2010 and Tuesday, June 08, 2010
notice its (month/day/year)

I had the setting set to English (New Zealand). Changed it to English (United States) and now my files load into the editor.

I'll have to test ingame. dont have time right now. but would think it would load fine. I'll confirm tomorrow.



************************************************** ************************************************** ****

Now i just gotta get used to seeing the date displayed wrong.
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Last edited by jwilliams; 06-08-2010 at 05:12 AM.
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Old 06-08-2010, 08:43 AM   #2910
ustahl
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Default Conflicts with customized commands.cfg

I don't if this has been adressed before in this huge thread... Anyway:

I have customized and remapped some keyboard commands in commands.cfg, heck, I even reworked the graphic help files to display my customized keyboard commands accordingly when pressing F1. It worked like a charme! This was before I started using TDW's UIs mod.
As I'm now running TDW's UIs mod v2.91, some of my customized key commands work strange or not at all. Conflict examples:

I had mapped F5 to toggle man deck gun and F6 to toggle man AA gun. They still toggle manning the guns, But each time I press F5 or F6 the voice alert of surfacing the boat is heard, followed by the relevant surfacing sounds. My F8 for silent running seems defunct. Then again F7 for Battle Station seems intact.

It seems that some settings in some .py files overwrite settings in commands.cfg.
How can such conflicts be fixed?
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