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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
06-06-2010, 08:46 AM
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#2896 |
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The Old Man
![]() Join Date: Sep 2002
Posts: 1,436
Downloads: 300
Uploads: 0
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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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Stormy...... ![]() |
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06-06-2010, 10:33 AM
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#2897 | |
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Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,014
Downloads: 118
Uploads: 0
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Quote:
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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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
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06-06-2010, 03:40 PM
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#2898 |
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Mate
![]() Join Date: Mar 2010
Location: Paris 12è
Posts: 54
Downloads: 9
Uploads: 0
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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.
Last edited by LeBabouin; 06-07-2010 at 02:30 AM. |
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06-06-2010, 10:11 PM
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#2899 |
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Black Magic
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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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06-07-2010, 02:18 AM
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#2900 | |
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Swabbie
![]() Join Date: Feb 2009
Posts: 19
Downloads: 122
Uploads: 0
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Quote:
Very good, like everything that you have been doing... Will We have this in the version 3.0?
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06-07-2010, 08:29 PM
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#2901 |
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Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 754
Downloads: 32
Uploads: 0
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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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06-07-2010, 08:34 PM
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#2902 |
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The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
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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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06-07-2010, 09:23 PM
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#2903 |
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Bosun
![]() Join Date: Apr 2009
Location: In a yellow submarine
Posts: 62
Downloads: 27
Uploads: 0
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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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06-07-2010, 09:30 PM
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#2904 | |
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Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,500
Downloads: 96
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Line 247 onwards of the TheDarkWraithUserOptions.py:
Quote:
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06-07-2010, 10:59 PM
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#2905 | |
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Black Magic
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Quote:
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06-07-2010, 11:15 PM
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#2906 |
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Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 754
Downloads: 32
Uploads: 0
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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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06-08-2010, 02:22 AM
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#2907 | |
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The Old Man
![]() Join Date: Jan 2010
Location: Woodinville, WA
Posts: 1,421
Downloads: 449
Uploads: 12
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Quote:
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06-08-2010, 04:06 AM
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#2908 |
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The Old Man
![]() Join Date: Sep 2002
Posts: 1,436
Downloads: 300
Uploads: 0
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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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Stormy...... ![]() |
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06-08-2010, 04:57 AM
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#2909 |
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Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,014
Downloads: 118
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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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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. Last edited by jwilliams; 06-08-2010 at 05:12 AM. |
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06-08-2010, 08:43 AM
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#2910 |
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Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 155
Uploads: 0
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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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Cheers Uffe |
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