View Full Version : [REL] TDC (with working dials) for SH5
TheDarkWraith
03-12-10, 04:49 AM
New version! version 1.0.2 replaces all other versions.
This will add the TDC and it's dials to the 'new' stock SH5 interface. From the text file TDC_Dials_1_0_2_TheDarkWraith_all switches.txt located in \MODS\TDC_Dials_1_0_2_ByTheDarkWraith_all switches\Documentation:
TDC Dials for SH5 by TheDarkWraith (using all TDC switches)
version 1.0.2
This mod will bring the familiar TDC and it's dials back to the UZO, Attack Periscope, and Observation periscopes. This is for users using the 'new' interface in SH5
A BIG thanks to maerean_m for information and assistance he gave in helping me make the TDC come to life for the obs periscope, attack periscope, and UZO. Thanks again!!
Contributors (\Included mods from others):
FLB Sale U999 - used his TDC_metric.dds file for the dials in the TDC
This is JSGME ready. Copy 'MODS' folder and place in '\Ubisoft\SilentHunter5\' (this assumes you setup JSGME to use the 'MODS' folder as default)
Changelog:
v1.0 - first official release
v1.0.1 - fixed nasty bug in Page TDC.py that gave python error when it tried to access TDC page
- centered Periscope and Observation scope oculars in the screen
- moved some TDC dials lower in the display and adjusted x offsets to the sides since centering oculars
- removed unneeded items from display in attack and observation scope pages
v1.0.2 - added depth under keel display (old SH5 interface item)
TheDarkWraith
UZO:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TDC_as_uzo.jpg
attack:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TDC_as_attack.jpg
obs:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TDC_as_obs.jpg
available here: http://www.filefront.com/15813955/TDC-Dials-1-0-2-byTheDarkWraith.7z/
TheDarkWraith :|\\
urfisch
03-12-10, 04:54 AM
Youīre the man...dude...nice one.
Sgtmonkeynads
03-12-10, 04:57 AM
PERFECT !!!!!!
Now if someone would just center the scope in the screen we'd be set.
GREAT! GREAT! GREAT! :up: :yeah: :smug:
EDIT: Just tried it. I think the dial-graphics for "Peilung" (bearing) and "Lagewinkel" (angle of bow) are flipped. For "Peilung" (bearing) you don't need the "Bug Links/Bug rechts" (hull left/right) text on the dial, because it's irrelevant. That's important for "Lagewinkel" (angle of bow).
FLB Sale U 999
03-12-10, 05:29 AM
Awesome work!
My Game isn`t 2 Weeks old and already i got my TDC back :)
Great work mate, great work! :salute:
Cheers Sale
I just done a sex wee. :rock:
nikulin
03-12-10, 05:57 AM
It`s great, but how can I get "distance between waterline and keel" (don`t know this word in english sorry:)) now?
charognard
03-12-10, 06:05 AM
The only probleme now is : Without a reconization manuel, we haven t any way to know the depth of the keel....
AOTD_Rhonen
03-12-10, 07:44 AM
The only probleme now is : Without a reconization manuel, we haven t any way to know the depth of the keel....
Thats the WHY we will hold on the original Torpedoes Fire Control.... how u can see here
http://www.subsim.com/radioroom/showpost.php?p=1309472&postcount=72
GDFTigerTank
03-12-10, 08:17 AM
Ah I get it ^ AOTD left the little picture of the chief so that you could still get into the old interface to use the recognition manual.
I really do wish though, that we could get the SH4 recognition manual back in . I don't want to be told "this is a tanker", "this is an escort". I want to take the risk of getting it wrong and identify it MYSELF! just as a captain would have!
bert8for3
03-12-10, 08:41 AM
:woot: Can't believe you did this so quickly. Thanks a whole lot for this :up:
W_clear
03-12-10, 08:46 AM
WOW!Incredible for the excellent work:salute:
GDFTigerTank
03-12-10, 08:50 AM
Also - has anybody got a bearing overlay for the map ingame yet?
piri_reis
03-12-10, 08:54 AM
Awesome and very quick work DW :woot:
@ALL: Please give the modders some time guys, all those are possible :up:
coronas
03-12-10, 09:02 AM
I hang on you all the medals in my collection!:rock:
:salute:
The depth of the keel problem could be solved by reintegrating the vanilla display which shows the depth after target identification. Perhaps it can be modded so that it has no setting feature any more so you need to use the dial.
To start the identfication process without "talking" to your officer you could add a recognition manual icon to the UI which opens the identification dialogue directly. Same for Stadimeter.
And as I said before: I think the dial-graphics for "Peilung" (bearing) and "Lagewinkel" (angle of bow) are flipped. For "Peilung" (bearing) you don't need the "Bug Links/Bug rechts" (hull left/right) text on the dial, because it's irrelevant. That's important for "Lagewinkel" (angle of bow).
Very nicely done Darkwraith :up:
Therion_Prime
03-12-10, 11:13 AM
Very nice! ... but sadly unusable because of the lack of identification / stadimeter.
TheDarkWraith
03-12-10, 11:24 AM
there is an error in one of the files - Page TDC.py that needs to be corrected if you have version 1.0.0. Open the file and make the following changes at the beginning (you can open it up with Notepad):
# Edited by TheDarkWraith for TDC Dials for SH5 v1.0.0
# edited at 3:37am on 3/12/2010
(you're replacing the leading ;s with #)
You'll get a python error if you don't. Sorry, late night working :doh:
Kpt-Wolf
03-12-10, 11:39 AM
Awesome work!! :up:
TheDarkWraith
03-12-10, 11:41 AM
Very nice! ... but sadly unusable because of the lack of identification / stadimeter.
so how do you calculate range using the new stock UI? I don't use the stock SH5 UI that's why I'm asking.
Yoram777
03-12-10, 11:49 AM
PERFECT !!!!!!
Now if someone would just center the scope in the screen we'd be set.
X2
scope in the center would be great :woot:
GDFTigerTank
03-12-10, 11:51 AM
The recognition manual sends the funnel height to the TDC automatically when you select the ship class.
Also the keel depth of the target is sent automatically to the torpedo depth gauge.
Then you measure distance using the Stadtmeter which has the funnel data plugged in.
We need a way to at least see the funnel heights and keel depths from the recognition manual (and ship lengths too if you could - pretty please) so that they can be set into the TDC manually, if not automatically.
Bilge_Rat
03-12-10, 11:54 AM
very nice, great work.
I knew we would get a working TDC back, but never expected it would be this fast.:up:
TheDarkWraith
03-12-10, 11:57 AM
The recognition manual sends the funnel height to the TDC automatically when you select the ship class.
Also the keel depth of the target is sent automatically to the torpedo depth gauge.
Then you measure distance using the Stadtmeter which has the funnel data plugged in.
We need a way to at least see the funnel heights and keel depths from the recognition manual (and ship lengths too if you could - pretty please) so that they can be set into the TDC manually, if not automatically.
how do I get the stadimeter to show in the stock SH5 UI? I haven't been able to figure that one out yet.....
GDFTigerTank
03-12-10, 12:10 PM
Ok you have to go through the little dialogue in the periscope with your XO.
1. Turn the TDC on
2. Lock on a target (click on "lock")
3. It now says in the dialogue I see a "unknown class" ship at bearing "XXX", "range "YYYY" yards, etc.
4. Click on the "unknown class" and then select the target's class using the pictures in the popup recognition manual - this is what sends the funnel and keel info to the TDC. You can also search here for your target by matching funnel and bow shapes. The small button to the right of the bow and funnel matching buttons (looks sort of like a black dot) is what you click to lock the info for the target into the TDC. Why they made it that way, who knows. You'll know you did it right when a check appears on the picture of the ship in the recognition manual.
5. Go back to the same dialogue as before and you will see it has filled the "unknown class" entry with the class you selected. Now click where it says range "YYYY" yards.
6. It will ask if you want to calculate using the stadtmeter or enter range manually"
7. "click use stadtmeter"
8. Move mouse up and down to raise and lower stadtmeter image and left click to set the range into the TDC when you get it right.
Note: It will not let you even use the stadtmeter until you have entered a ship class via the recognition manual for the target.
Further note: Thanks for all your hard work on this! Even if it takes a while to get all the features we need ingame, without your mods this game is damn near completely unplayable.
TheDarkWraith
03-12-10, 12:17 PM
Ok you have to go through the little dialogue in the periscope with your XO.
1. Turn the TDC on
2. Lock on a target (click on "lock")
3. It now says in the dialogue I see a "unknown class" ship at bearing "XXX", "range "YYYY" yards, etc.
4. Click on the "unknown class" and then select the target's class using the pictures in the popup recognition manual - this is what sends the funnel and keel info to the TDC. You can also search here for your target by matching funnel and bow shapes. The small button to the right of the bow and funnel matching buttons (looks sort of like a black dot) is what you click to lock the info for the target into the TDC. Why they made it that way, who knows. You'll know you did it right when a check appears on the picture of the ship in the recognition manual.
5. Go back to the same dialogue as before and you will see it has filled the "unknown class" entry with the class you selected. Now click where it says range "YYYY" yards.
6. It will ask if you want to calculate using the stadtmeter or enter range manually"
7. "click use stadtmeter"
8. Move mouse up and down to raise and lower stadtmeter image and left click to set the range into the TDC when you get it right.
Note: It will not let you even use the stadtmeter until you have entered a ship class via the recognition manual for the target.
excellent. You just saved me some time from coding in a stadimeter (cause I couldn't find one :doh:)
GDFTigerTank
03-12-10, 12:23 PM
Glad to be of service sir! :salute:
TheDarkWraith
03-12-10, 12:26 PM
X2
scope in the center would be great :woot:
you mean something like this:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/Centered_scope.jpg
I'll have the attack and obs scopes centered in next release of the mod (which will be shortly :03:)
Therion_Prime
03-12-10, 12:27 PM
Sorry darkwraith, I'm an idiot. The original targeting dialog is still there, so no problems. :up:
Sgtmonkeynads
03-12-10, 12:29 PM
:o
I hope you drink, cause if I run into you, your gonna be drunk for DAYS !
Yoram777
03-12-10, 12:29 PM
you mean something like this:
I'll have the attack and obs scopes centered in next release of the mod (which will be shortly :03:)
excellent! :yep:
I was just about to find out how to change that myself.
but you're fast :DL, thanks a lot.
TheDarkWraith
03-12-10, 12:30 PM
:o
I hope you drink, cause if I run into you, your gonna be drunk for DAYS !
actually no I don't drink anymore. Used to when I was in the service, drank like a FISH. Got out and rarely, if ever, do I have a drink.
Sgtmonkeynads
03-12-10, 12:32 PM
I hear ya, it's been five years for me.
Thanks anyway though !!!:D
filippm
03-12-10, 12:35 PM
what is "new" interface? :S the mod not voriking for me :(
GDFTigerTank
03-12-10, 01:04 PM
what is "new" interface? :S the mod not voriking for me :(
You need this:
http://www.subsim.com/radioroom/showthread.php?t=163268
Stormfly
03-12-10, 01:09 PM
incredible :yeah: Thank You !
briklebritt
03-12-10, 01:17 PM
Very very nice... but i got one problem..
where to get the depth of enemy ships now?
TheDarkWraith
03-12-10, 01:19 PM
version 1.0.1 released. It's a bug fix and I've centered the attack and obs scope's oculars. See post #1 of this thread :|\\
Filefront msg:
File is Unavailable.
The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
:wah:
TheDarkWraith
03-12-10, 01:20 PM
File is Unavailable.
The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
:wah:
you must have tried it just as I was uploading the new version (1.0.1)
Yeah so it seems - downloading now, thanks for this great mod! :rock:
thfeu58
03-12-10, 01:27 PM
:up:
Great work you perform there. To me remains to owe warmly you for it and to pronounce my respect.
:rock:
briklebritt
03-12-10, 01:47 PM
Enemy ships depth is missing.. u got it here..
http://www.real-one.de/SH5/1.jpg
TheDarkWraith
03-12-10, 01:49 PM
Enemy ships depth is missing.. u got it here..
http://www.real-one.de/SH5/1.jpg
oh......ok......I'll make a change...:up: (I see the light now)
Stormfly
03-12-10, 02:10 PM
can we also expect a seperate TDC screen like SH3 had ? :D
...also some sounds with my DBSM collection are played twice (Salvo and detonator switch) maybe i have to look into that ? :hmmm:
TheDarkWraith
03-12-10, 02:11 PM
can we also expect a seperate TDC screen like SH3 had ? :D
...also some sounds with my DBSM collection are played twice (Salvo and detonator switch) maybe i have to look into that ? :hmmm:
having a separate TDC screen can be done. It'll have to be done via a button push (button added to page in question) or key press.
don1reed
03-12-10, 02:12 PM
Tnx to the hard chargin' MODDERS :yeah: May our JSGME always be full!!!!
Therion_Prime
03-12-10, 02:34 PM
Now if you just could display the target ships length somewhere (for measuring the ships speed) that would be AWESOME!
briklebritt
03-12-10, 02:34 PM
having a separate TDC screen can be done. It'll have to be done via a button push (button added to page in question) or key press.
a separate tdc screen wold be great... look here .. this one is great (ACM-GUI Reloaded - h.sie's Edition V1.02 SH3)
this is the TDC-Cover... would be great!
http://www.real-one.de/SH5/Cover.jpg
TheDarkWraith
03-12-10, 02:41 PM
a separate tdc screen wold be great... look here .. this one is great (ACM-GUI Reloaded - h.sie's Edition V1.02 SH3)
this is the TDC-Cover... would be great!
http://www.real-one.de/SH5/Cover.jpg
that can be implemented. Send me the file.
briklebritt
03-12-10, 03:03 PM
that can be implemented. Send me the file.
what kind of file do you need? in sh3 it is a tga.file :hmmm:
i can convert to a dds.file
let me know what u need and i send u v1.0 :D
Church SUBSIM
03-12-10, 03:11 PM
TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741) ... Hero status ... I am so impressed with your work and the speed of it. Cool attitude, helpful and hyper quality work!
From everyone that reads these forums, Thank you!
TheDarkWraith
03-12-10, 03:15 PM
what kind of file do you need? in sh3 it is a tga.file :hmmm:
i can convert to a dds.file
let me know what u need and i send u v1.0 :D
tell me what dial goes where also.....I need the background picture you posted.
briklebritt
03-12-10, 03:29 PM
here is the original TGA:
http://www.real-one.de/SH5/TDCCover.tga
(right click and save as)
It is at 1024x768 - i can make it at higher resolution or remove the background etc... tell me what u need
make a beta version, i can update background later or make it look even better. i thing we should scale it higher
we could make it like the real thing... its different
here is the TDC:
http://www.real-one.de/SH5/tdc.JPG
here is the real thing from U-995:
http://www.real-one.de/SH5/real1.jpg
http://www.real-one.de/SH5/real2.jpg
http://www.real-one.de/SH5/tdc.jpg
Safe-Keeper
03-12-10, 03:59 PM
I may have accidentally drooled all over your mod. Very sorry.
bert8for3
03-12-10, 04:02 PM
cross-posted: Apologies if obvious but Old Style SHControls Mod includes TDC mod, but TDC mod does not include Old Style SHControls?
WOW :o
and I mean
WOW :o :o
this was one of my main gripes about Sh5, and I had not expected it would be solved so soon :D
You have done a fantastic work here :yeah:, but if I might make a suggestion, read this post about the TDC dials: http://www.subsim.com/radioroom/showpost.php?p=1172407&postcount=35
You made me wish more than ever that the DRM wasn't there :salute:
... but still SH5 is a no, no for me :nope:
See you in some months, when UBI thinks that SH5 sales are no longer worth the cost of a dedicated server and patches that nonesense out :shucks:
TheDarkWraith
03-12-10, 04:16 PM
WOW :o
and I mean
WOW :o :o
this was one of my main gripes about Sh5, and I had not expected it would be solved so soon :D
You have done a fantastic work here :yeah:, but if I might make a suggestion, read this post about the TDC dials: http://www.subsim.com/radioroom/showpost.php?p=1172407&postcount=35
thanks Hitman. I'm working on adding that whole TDC as a seperate 'page' that you can click into.
TheDarkWraith
03-12-10, 04:21 PM
alright. Fixed the TDC so that the depth under keel of the ship is shown.
UZO:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TDC_u.jpg
I'm working on adding that whole TDC as a seperate 'page' that you can click into.
I know, I know. Exactly because of that I gave you that link :up: I can give you further explanations about the TDC dials if you need them, as I have determined what most of them did, and SH4 already gave information for the better part of them. So I guess it should be possible to implement them correctly into SH5 :yep:
You have done a fantastic work here :yeah:, but if I might make a suggestion, read this post about the TDC dials: http://www.subsim.com/radioroom/showpost.php?p=1172407&postcount=35
Great! As I mentioned before TheDarkWraith flipped bearing and angle of bow dial backgrounds comapred to SHIII. The link confirms that. But I didn't know that it already was wrong in SH3. So it would be really, really cool if this whole issue could be corrected now. Is it possible just to exchange the dial graphics? Then it shouldn't be a problem.
TheDarkWraith
03-12-10, 04:28 PM
Great! As I mentioned before TheDarkWraith flipped bearing and angle of bow dial backgrounds comapred to SHIII. The link confirms that. But I didn't know that it already was wrong in SH3. So it would be really, really cool if this whole issue could be corrected now. Is it possible just to exchange the dial graphics? Then it shouldn't be a problem.
ok. I'll fix so that it resembles the real thing.
ok. I'll fix so that it resembles the real thing.
:sunny:
TheDarkWraith
03-12-10, 04:41 PM
ok, fixed the dial positions to model as closely as possible to real thing for this mod:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TDC_u1.jpg
anything else wrong?
anything else wrong?
Well, you switched positions, but still the dials are attached to wrong functions, or?
TheDarkWraith
03-12-10, 04:51 PM
Well, you switched positions, but still the dials are attached to wrong functions, or?
I'm not following you. Are you saying that the dials give wrong functions? Which ones? I don't recall this.
Mav87th
03-12-10, 04:52 PM
Using more then one word praising this is both useless and a project bound to fail.
The one word I'm going to use is.....
Superb
but i allso have to use Fantastic, marvellous and breath-taking.
:up::arrgh!:
AOTD_Rhonen
03-12-10, 04:56 PM
Good Work, man :yeah:
This is just my personal opinion so dont take it the wrong way... and i still think the mod is awesome and appreciate all the work you're doing.
But if you would just use the default torpedo control panel the way it was, you could get rid of like 5 dials on the right side of the screen.
Single/Salvo, Speed, Salvo Torpedo Selector, Impact/Magnetic, Torpedo Depth.
It's just alot of clutter that doesn't need to be there. The only thing we really needed on the new torpedo panel was a way to control the spread and see what the gyro angle was. And that could be worked directly into the new style panel.
Yes.. i know some of you prefer the historical stuff. Even i do!! But if they aren't needed and only serve to clutter up the display. What's the point?
As for the TDC solution dials.... AWESOME!!!
I'm not following you. Are you saying that the dials give wrong functions? Which ones? I don't recall this.
If I didn't get Hitman's link (http://www.subsim.com/radioroom/showpost.php?p=1172407&postcount=35) wrong, it should be something like this:
http://hl.onlinestuffs.com/uploads/originals/5h/hq/94/4y.jpg (http://onlinestuffs.com/)
The dial for bearing is the black 0 - 360°, just like the numbers in the periscope which makes sense -why divide in 0 - 180° here?
The dial for angle of bow is the one with Bug links/rechts written on it, because here it is important whether you see the ship from the right or left.
The track angle is not for input. It shows the assumed impact angle in which you will hit your target after the torpedo reaches it.
TheDarkWraith
03-12-10, 05:02 PM
This is just my personal opinion so dont take it the wrong way... and i still think the mod is awesome!
But if you would just use the default torpedo control panel the way it was, you could get rid of like 5 dials on the right side of the screen.
Single/Salvo, Speed, Salvo Torpedo Selector, Impact/Magnetic, Torpedo Depth.
It's just alot of clutter that doesn't need to be there. The only thing we really needed on the new torpedo panel was a way to control the spread and see what the gyro angle was. And that could be worked directly into the new style panel.
Yes.. i know some of you prefer the historical stuff. Even i do!! But if they aren't needed and only serve to clutter up the display. What's the point?
there's two ways to tackle this:
release a 'historic' version and release a 'only needed dials' version.
There's a WHOLE let of learning going on here also. I discover more the more I play with the files. Things can change pretty fast depending on what I learn/figure out what I'm doing wrong.
TheDarkWraith
03-12-10, 05:07 PM
If I didn't get Hitman's link (http://www.subsim.com/radioroom/showpost.php?p=1172407&postcount=35) wrong, it should be something like this:
http://hl.onlinestuffs.com/uploads/originals/5h/hq/94/4y.jpg (http://onlinestuffs.com/)
The dial for bearing is the black 0 - 360°, just like the numbers in the periscope which makes sense -why divide in 0 - 180° here?
The dial for angle og bow is the one with Bug links/rechts written on it, because here it is important whether you see the ship from the right or left.
I'm having a hard time figuring out what you're trying to convey. Are you saying I have a dial wrong? Please clarify.
briklebritt
03-12-10, 05:07 PM
should be changed like this:
BearingGauge:
http://www.real-one.de/SH5/1_bearing.jpg
Can be found in my TGA which i posted here minutes ago
AngleOnBow
http://www.real-one.de/SH5/2_angleonbow.jpg
TrackAngle
http://www.real-one.de/SH5/3_trackangle.jpg
this dial shows the expected angle at which the torpedo will hit against the target
@TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741)
You only have to change the background for AngleOnBow and TrackAngle
And
You have to bring a new background in DDS-File from my TGA, the bearing, shown above
If u want, i can do it for you and change the DDS-File. Let me know
I'm having a hard time figuring out what you're trying to convey. Are you saying I have a dial wrong? Please clarify.
I edited my post, perhaps that helps. Your dials are working correctly, but they use the wrong background graphics. You shuld just exchange the dial backgrounds. Labeling and functions are fine.
EDIT: Yeah, thank you brinklebrit. That's it. Perhaps my English is not good enough.
Not sure what you're getting at either.
Those dials are the same as they were in SH3.
Not sure what you're getting at either.
Those dials are the same as they were in SH3.
Yeah, and they were wrong in SH3 as you will see when you look at Hitman's link on the previous page.
Ahah!!
I just looked at hitman's post.. VERY interesting, and it makes sense.
Though i dont think you could just change the graphic on the gyro indicator, because i dont think the needle is showing track angle.
So the only thing to do is switching dial bitmaps/tgas or whatever they are.
Oh, and I think I made a mistake in my photoshoped picture. Tracking angle would be an extra dial and should not replace the second from the right. I'm not sure about them, but the left ones are correct.
Ducimus
03-12-10, 05:18 PM
But if you would just use the default torpedo control panel the way it was, you could get rid of like 5 dials on the right side of the screen.
Single/Salvo, Speed, Salvo Torpedo Selector, Impact/Magnetic, Torpedo Depth.
It's just alot of clutter that doesn't need to be there. The only thing we really needed on the new torpedo panel was a way to control the spread and see what the gyro angle was. And that could be worked directly into the new style panel.
Yes.. i know some of you prefer the historical stuff. Even i do!! But if they aren't needed and only serve to clutter up the display. What's the point?
My thoughts exactly. I've come to really like the new torpedo control , aside from "switching to salvo shooting", the big bennfit with the new way is you can pick which tubes you want in a salvo - dynamically on the fly. Your not limited to preset conditions as defined in the sub's CFG file. I also have come to love the minmalistic approach of the new UI. Less clutter is good, it just needs the lacking info and functions. (spread, gyro angle, and maybe stuff for pattern running torpedos)
Please don't take this as unconstructive criticism. Your doing excellent work.
I also noticed the torpedo doors dont automatically open in salvo mode with this mods controls. I even kept hitting the open/close hotkey and looking in the outside view and saw no change.
Please don't take this as unconstructive criticism. Your doing excellent work.
I feel the same way. It's exciting.
TheDarkWraith
03-12-10, 05:21 PM
well then can someone make a new .dds file that has the correct graphics for the dials on it?
well then can someone make a new .dds file that has the correct graphics for the dials on it?
@TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741)
You only have to change the background for AngleOnBow and TrackAngle
And
You have to bring a new background in DDS-File from my TGA, the bearing, shown above
If u want, i can do it for you and change the DDS-File. Let me know
I think this will be great!!! :DL
TheDarkWraith
03-12-10, 05:26 PM
okay so I need to get this straight. The dials work correctly right? But the AOB dial should register in tenths like the bearing dial and the bearing dial should register only in full degrees like the AOB? If the functionality is wrong then my dials are wrong and will need to be corrected.
And the dial in the gyroangle box just has an incorrect background?
TheDarkWraith
03-12-10, 05:28 PM
here is the original TGA:
http://www.real-one.de/SH5/TDCCover.tga
http://www.real-one.de/SH5/tdc.JPG
someone please translate the German to english so I can try and understand better. A new graphic with english translations would be awesome.
okay so I need to get this straight. The dials work correctly right? But the AOB dial should register in tenths like the bearing dial and the bearing dial should register only in full degrees like the AOB? If the functionality is wrong then my dials are wrong and will need to be corrected.
And the dial in the gyroangle box just has an incorrect background?
All your dials are working properly and are labeled right! They just use the wrong background graphics. With the ones on the right (gyro) I'm not sure. I think you shouldn't change them. Tracking angle would be a completely new display I think. So the only thing to do is changing the background bitmaps like this (angle on bow in 0 -180 and "Bug links/rechts" text, bearing in 0 - 360 in black):
should be changed like this:
BearingGauge:
http://www.real-one.de/SH5/1_bearing.jpg
Can be found in my TGA which i posted here minutes ago
AngleOnBow
http://www.real-one.de/SH5/2_angleonbow.jpg
TrackAngle
http://www.real-one.de/SH5/3_trackangle.jpg
this dial shows the expected angle at which the torpedo will hit against the target
@TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741)
You only have to change the background for AngleOnBow and TrackAngle
And
You have to bring a new background in DDS-File from my TGA, the bearing, shown above
If u want, i can do it for you and change the DDS-File. Let me know
From what i gathered in hitman's post:
The two dials we are currently using for gyro angle are wrong, they should be be used for the bearing. A course & fine readout.
The dial we are using for the bearing, should actually be the AOB.
There should be another dial that shows the track angle of the torpedo as it would impact the target (somewhat like we had in SHIV).. which uses the graphic we are currently using for AOB.
So that just leaves a gyro angle indicator?
In summary:
The TDC we know and love is wrong. Swapping graphics will work on some, but not others because their functionality is wrong.
I checked it. The gyro indicators should be ok as they are. One 0 - 360 and one 0 - 9. Example: if the first shows 45 and the second 4 it means your torpedo will be fired at 45,4 degrees. Tracking angle is another display.
TheDarkWraith
03-12-10, 05:39 PM
My thoughts exactly. I've come to really like the new torpedo control , aside from "switching to salvo shooting", the big bennfit with the new way is you can pick which tubes you want in a salvo - dynamically on the fly. Your not limited to preset conditions as defined in the sub's CFG file. I also have come to love the minmalistic approach of the new UI. Less clutter is good, it just needs the lacking info and functions. (spread, gyro angle, and maybe stuff for pattern running torpedos)
Please don't take this as unconstructive criticism. Your doing excellent work.
I'm really leaning on removing the switches and using the stock SH5 type switches (salvo mode, magnetic/impact, and speed). It would make the display look much cleaner.
TheDarkWraith
03-12-10, 05:40 PM
In summary:
The TDC we know and love is wrong. Swapping graphics will work on some, but not others because their functionality is wrong.
well let's make it right. I might as well do it correctly. But, truthfully, I have no idea what is right and wrong right now. I'm all confused :doh: Maybe Hitman can clarify for me and tell me what to do.
I checked it. The gyro indicators should be ok as they are. One 0 - 360 and one 0 - 9. Example: if the first shows 45 and the second 4 it means your torpedo will be fired at 45,4 degrees. Tracking angle is another display.
Yeah after another look, the gyro angle indicator is fine..
But the bearing was simliar. There wey two dials in vertical orientation. One coarse, and one fine. Atleast thats what i could tell by looking at it. i could be wrong. Someone get Hitman in here!
briklebritt
03-12-10, 06:06 PM
@TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741)
I made it for u... u only have to change one thing (shown with markers in pic)
This was a fast try - if something is wrong or not perfect, let me know and i will change
NOW HERE Are THE RIGHT TDC DIALS
these are the new ones..download it here, rename (delete "_new") and replace it or add it to your mod
1.)
http://www.real-one.de/SH5/TDC_metric_new.jpg
DOWNLOAD DDS here (right mouse and save as):
http://www.real-one.de/SH5/TDC_metric_new.dds
2.)
http://www.real-one.de/SH5/TDC1_new.jpg
DOWNLOAD DDS here (right mouse and save as):
http://www.real-one.de/SH5/TDC1_new.dds
And then correct this in menu manager:
http://www.real-one.de/SH5/TDC_metric_new_correct_plz.jpg
PS: I have made some glas effect on TDCgauges :salute:
If the grafics are not perfect, i will update.. i didnīt try it in SH5
well let's make it right. I might as well do it correctly. But, truthfully, I have no idea what is right and wrong right now. I'm all confused :doh: Maybe Hitman can clarify for me and tell me what to do.
Hopefully Hitman understands the whole TDC. I don't understand all elements, too. I am from Germany, but even a translation wouldn't help you, I think.
Now I'm not even sure about the bearing dial. The dial labeled with "bearing" in Hitman's link is the gyro indicator as I see it now. Because it has the smaller Vernier to it. Meaning this dial was not to set your target's bearing, but show your fire solution (the angle at which your torpedo was fired). You need to differentiate which bearing is meant -target or your torpedo.
So I would return to my first statement, that just angle of bearing and bearing dial were flipped:
The green/red dial background with "Bug links/rechts" is for angle of bow.
The green/red dial without text is for bearing.
The black ones on the right (gyro) indicate the bearing of your torpedo when fired and are correct.
:doh:
Michal788
03-12-10, 06:14 PM
@TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741)
I made it for u... u only have to change one thing (shown with markers in pic)
HERE NOW THE RIGHT TDC DIALS
this are the new ones..download it here, rename (delete "_new") and replace it or add it to your mod
1.)
http://www.real-one.de/SH5/TDC_metric_new.jpg
DOWNLOAD DDS here (right mouse and save as):
http://www.real-one.de/SH5/TDC_metric_new.dds
2.)
http://www.real-one.de/SH5/TDC1_new.jpg
DOWNLOAD DDS here (right mouse and save as):
http://www.real-one.de/SH5/TDC1_new.dds
And then correct this in menu manager:
http://www.real-one.de/SH5/TDC_metric_new_correct_plz.jpg
PS: I have made some glas effect on TDCgauges :salute:
If the grafics are not perfect, i will update.. i didnīt try it in SH5
H.B. can you check this?
Just for be sure.
And Hitman if you read this.
briklebritt
03-12-10, 06:23 PM
@TheDarkWraith
here is the translation:
"Gegnerfahrt" = "Speed"
"Entfernung" = "Range"
"Zielrichtung" = "Bearing"
"Lagenwinkel" = "Angle on Bow"
"Tiefe" = "Depth"
"Pistole" = "Pistol"
"Rohrauswahl" = "Tubes selection"
"Streuwinkel" = "Spread angle"
"Schusswinkel" = "Gyroangel"
"Geschwindigkeit" = "Speed"
Do u need a DDS-file for tdc-cover? i could do
I'm too confused right know. But at the moment I think Hitman's link was wrong, because target bearing and torpedo bearing were misunderstood.
Just by logical thinking I would return to what I said first:
only angle of bow and bearing dial were flipped:
The green/red dial background with "Bug links/rechts" is for angle of bow.
The green/red dial background without text is for bearing.
The black ones on the right (gyro) indicate the bearing of your torpedo when fired and are correct.
So it should like this:
http://hl.onlinestuffs.com/uploads/originals/gc/3y/w6/j2.jpg (http://onlinestuffs.com/)
But I'm not sure about it!
briklebritt
03-12-10, 06:31 PM
hm.. if u are right, my work is not correct - donīt know!
TheDarkWraith
03-12-10, 06:32 PM
hm.. if u are right, my work is not correct - donīt know!
I'll wait until we get firm confirmation before making any radical changes. I'll leave it the way I had it for know until then.
I'll wait until we get firm confirmation before making any radical changes. I'll leave it the way I had it for know until then.
That will be better. Sorry for confusion. Perhaps i didn't understand Hitman's link right. I have no idea which version is correct by now.
Michal788
03-12-10, 06:47 PM
Homework :O: (http://en.wikipedia.org/wiki/Torpedo_Data_Computer)
TheDarkWraith
03-12-10, 06:53 PM
I don't know, this minimal dial approach looks pretty darn good and it's growing on me.....
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TDC_minimal.jpg
I don't know, this minimal dial approach looks pretty darn good and it's growing on me.....
I agree.
Just need a spreaad control on the torpedo panel and we're good to go. :rock:
[edit] Oh wait, i see you have it on the right LOL. never mind :P
but.. it's missing the target speed dial.
TheDarkWraith
03-12-10, 06:58 PM
I agree.
Just need a spreaad control on the torpedo panel and we're good to go. :rock:
[edit] Oh wait, i see you have it on the right LOL. never mind :P
Yep! And when you get pattern searching torps those dials will display under the new SH5 style torpedo selector (so the left hand side of the screen). I couldn't put the dials on the right hand side on the left hand side because the gyroangle thingy covers up the map.
I think it's better on the right anyway. I like how you centered the viewfinder.
Progress looking really good.
but.. you did forget the target speed dial in that shot. should probaly be where the spread angle dial is :P
Michal788
03-12-10, 07:02 PM
That is also nice Darkwraith.:yeah:
TheDarkWraith
03-12-10, 07:04 PM
I think it's better on the right anyway. I like how you centered the viewfinder.
Progress looking really good.
but.. you did forget the target speed dial in that shot. should probaly be where the spread angle dial is :P
yes i did....whoa
karamazovnew
03-12-10, 07:10 PM
Why are you people using spread? Just move the periscope by hand :haha:
I never did understand the need for salvos, especially now when we can no longer lock on a target.
A minimalistic TDC needs to have:
- AOB
- Range
- Speed
- Gyro
The Bearing is not necessary although you CAN put it for symmetry (6 dials) or put the autoupdate button instead.
I strongly suggest you leave the original Torpedo panel unchanged as it did show the reload timers.
Anyway, your mod proved 2 things I already suspected:
- AGAIN we can't manually input data unless Autoupdate in off. WHYYYYYY?!!!!
- There's something wrong when you click the "calculate speed based on readings": the AOB resets. I guess it should put the correct AOB for Zero Bearing but it doesn't.
Deeevs!!!
yes i did....whoa
hehe.
What i would do is put the speed dial where the spread dial is in that shot.
And until the spread info can be worked into the new torpedo panel, just move that dial to the right of the panel (or below it).
Why are you people using spread? Just move the periscope by hand :haha:
I never did understand the need for salvos, especially now when we can no longer lock on a target.
I dont use them often, but when i want to it's nice to have control of it.
- There's something wrong when you click the "calculate speed based on readings": the AOB resets. I guess it should put the correct AOB for Zero Bearing but it doesn't.
Deeevs!!! The problem is not necessarily the speed calculation. It's the stadimeter itself. I can set the AOB, and as soon as i use the stadimeter, the AOB is likely to get hosed. I dont see that being fixed without a patch.
TheDarkWraith
03-12-10, 07:15 PM
I dont use them often, but when i want to it's nice to have control of it.
The problem is not necessarily the speed calculation. It's the stadimeter itself. I can set the AOB, and as soon as i use the stadimeter, the AOB is likely to get hosed. I dont see that being fixed without a patch.
yeah that's a dev problem not mine.
- AGAIN we can't manually input data unless Autoupdate in off.
I agree only somewhat. The reason for the button is to decouple the scope from the TDC. If it were always tied to the scope, we could kill both the bearing dial and the manual/auto button.
I pretty much never need to decouple them, so that functionality is pretty useless for me, and the manual/auto button is just a minor inconvenience. It WOULD be nice if i could just point the scope and turn the AOB dial (and have it update with the scope) without ever having to click that button... but there would need to be a general concnesus between everyone before he makes that change, because it would remove something that someone might use.
As for the speed and range.. .they should always be available to turn regarless of the auto/manual button IMO.
TheDarkWraith
03-12-10, 07:25 PM
ok speed dial back in for minimal dials version:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/Uzo_c.jpg
Cool, but spread dial should be near the torpedo panel.. just from a usability standpoint. (my suggestion is just to the right of the panel).
When concentrating on torpedo settings, one shouldn't have to move the mouse to both sides of the screen. Basic UI design :D
Again, not trying to be nitpicky.. just trying to help you make it the best it can be.
TheDarkWraith
03-12-10, 07:31 PM
Cool, but spread dial should be near the torpedo panel.. just from a usability standpoint. (my suggestion is just to the right of the panel).
When concentrating on torpedp's, one shouldn't have to move the mouse to both sides of the screen. Basic UI design :D
Again, not trying to be nitpicky.. just trying to help you make it the best it can be.
good point. consider it done.
Yoram777
03-12-10, 07:35 PM
I don't know, this minimal dial approach looks pretty darn good and it's growing on me.....
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/TDC_minimal.jpg
The only little thing that kind of bugs me, is the the big English FIRE button.
Couldn't that be changed to something a bit more German like LOS! or TORPEDO LOS! or whatever they used to say :)
Actually I would prefer all of it in German.. but at least the FIRE button because that really stands out.
TheDarkWraith
03-12-10, 07:37 PM
The only little thing that kind of bugs me, is the the big English FIRE button.
Couldn't that be changed to something a bit more German like LOS! or TORPEDO LOS! or whatever they used to say :)
Actually I would prefer all of it in German.. but at least the FIRE button because that really stands out.
that's easily changed in your menu.txt file (\data\Menu\)
So uhh.. we getting a new version to play with tonight?
I've got my beer stocked up ready for a night of hunting.. just waiting to see if this nicer version will be ready before i set out. :D
TheDarkWraith
03-12-10, 07:47 PM
So uhh.. we getting a new version to play with tonight?
I've got my beer stocked up ready for a night of hunting.. just waiting to see if this nicer version will be ready before i set out. :D
working on it...should be real soon
TheDarkWraith
03-12-10, 07:51 PM
ok how's this:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/minimal_TDC_uzo.jpg
nice!
im ready to give it a workout :salute:
TheDarkWraith
03-12-10, 07:55 PM
nice!
im ready to give it a workout :salute:
uploading.....
WEEEE!
Time to bust out the beer!
Yoram777
03-12-10, 08:04 PM
that's easily changed in your menu.txt file (\data\Menu\)
Thanks for the tip, I changed it :cool:
TheDarkWraith
03-12-10, 08:36 PM
version 1.0.2 released. See post #1 for changes.
ReallyDedPoet
03-12-10, 09:17 PM
Nice :yep:
makman94
03-12-10, 09:27 PM
that's a big step forward ! :up: well done TheDarkWraith :up:
one suggestion : would be better,imo, all dials to be at the right side ! i mean ...can you make a version with the tdc'dials under the torpedo's setting dials ?
TheDarkWraith
03-12-10, 09:34 PM
that's a big step forward ! :up: well done TheDarkWraith :up:
one suggestion : would be better,imo, all dials to be at the right side ! i mean ...can you make a version with the tdc'dials under the torpedo's setting dials ?
the problem lies in users with varying screen resolutions. I have to accomodate for everyone using different resolutions (and even 1024 X 768 :o) thus they are placed where they are for that reason. But if you have suggestions as to how to improve the layout please let me know.
makman94
03-12-10, 10:35 PM
the problem lies in users with varying screen resolutions. I have to accomodate for everyone using different resolutions (and even 1024 X 768 :o) thus they are placed where they are for that reason. But if you have suggestions as to how to improve the layout please let me know.
ok TheDarkWraith,
here is my suggestion
of course at the future it would be better some parts to be on sliding panels (or clicable panels)like the torpedo's setting dials in order not to block at all the view and there will be no need to move the reri view to the left.
for the torpedo's depth dial you can keep only the one dial (no need to have both) .at the pic i 'kept' the left one becuase i like this new idea by the devs that is showing the ship's hull after you identified it
then a small rearrangment to all dials need (i can make an edited pic for you if you like this idea) and then remove all tabels from dials (everybody in the sub is a trained sailor and knows each dial for what is for)
as for the resolutions: i don't think that there will be anyone that will use 1024x768 (world moving forward) .but Kara knows these things very good and he can enlight us for what can be done with resolutions and dials's sizes
pic( at 1280x1024):
http://i545.photobucket.com/albums/hh372/makman94/sh5-peri.jpg
@makman
he made a slicker/neater version:
http://www.subsim.com/radioroom/showthread.php?t=164612
OK, let's see if I can clarify this once and for all :hmmm:
The construction of a firing solution is based upon a firing triangle. That triangle is made up of three corners, which are:
1) Target
2) Torpedo (And not our uboat, because we want the torpedo and not our sub to collide with the target, you know)
3) Intersect point between torpedo and target tracks
Three corners are three angles, and all three of them are represented with dials in the TDC. You only need to know where to look for them.:yep:
What we will input into the TDC is:
Dial 1) Target position: Automatically done by training our optics to the target. That's the bearing from OUR submarine, but not from the torpedo (Which is some 30 metres forward of the periscope/uzo in its tube). But the TDC will automatically correct that by calculating the parallax, based on the distance to target we input (Dial nš 4). This is measured with two black dials side by side, one for 0-360š (As in our periscope/UZO) and another with 0-10š that acts as vernier.
Dial 2) Target course: Manual input of the Angle on the Bow by us. Will be shown in the red/green dial (0-180š at each side) with a small vernier inside.
Dial 3) Note that we will NOT input the third corner of the triangle, i.e. the corner at which torpedo and target will come together and collide. The reason is that any triangle's angle can be calculated as long as we have the value of the other two angles, and the TDC will do it for us and show the result in the Track Angle (Auftreffwinkel) dial. Again it will be shown in a dial divided in green/red with 0-180š scale at each side.
NOTE NOW THAT BOTH DIALS THAT ACTUALLY HAVE DATA RELATING TO TARGET GEOMETRY ARE DIVIDED IN GREEN/RED. Whereas dials referring to own Uboat data are black, in 0-360š divisions. Why? Because sitting in our uboat we have a 360š view around, but when looking at the target we will see either side of it, the front or the rear. Never a full pan around.
Now, the output of the TDC, i.e. the result for the firing solution, in short: How much the torpedo must turn right or left after leaving the tube, in order to get into a collision course with the target, is the Gyro Angle, indicated in the very same centre of the TDC by two dials. Again, because the torpedo is in OUR Uboat, the dials are one for 0-360š and another with 0-10š that acts as vernier.
The TDC will also tell us the torpedo run until reaching the target, so that we can see if it is in reach, and estimate the seconds to impact.
A scheme of the firing triangle:
http://img714.imageshack.us/img714/6804/tdc2.jpg
And how it looks like in the TDC: (The three corners are connected with green lines to make the firing triangle easily visible):
http://img704.imageshack.us/img704/6325/tdcg.jpg
karamazovnew
03-13-10, 04:57 AM
Wow, the TDC showed the torpedo run lenght? Simply WOW. DEEEEEEVS :haha:
Ok, let's get things straight before TDW looses his patience:
1. If you don't like the spread angle (I don't) or other parts in the interface, simply load up the Menu Editor, find the TDC page, select in the list the main group of any dial you wish to move and input an offset of 4000 (OffX). That will get it out of the screen. No need whatsoever for 10 versions :haha:
2. I know that TDW can't fix the AOB thing, that's why I said DEEVS!!!
3. Only allowing you to input chages while Autoupdate is OFF (I mean the periscope is linked to the TDC Bearing dial which in turn is ALWAYS linked to the AOB), is STUPID!!!!! Since the devs decided not to go with the SH2 method of clicking on a button and getting a solution 3 seconds later, at least allow us to manually change things all the time. I can see absolutely NO reason why this shouldn't happen. Leave the Autoupdate just for the periscope link. Even better, maybe even link the AOB to the course (although I'm still not sure if all TDC models had this feature, from a US report I see that a later model didn't). I also know that TDW can't fix this either so... DEEEEEEEEEVS!
4. As for resolutions, I've already posted a comprehensive tutorial on how snaping and positioning works in the Menu Editor. The thread is called "[TEC] Menu Editor". I'm sure you can work that out.... But TDW has so far avoided scaling altogether and, since all pages fill up the screen by default, his positions are actually fine. If however he decides to let the dials scale up with resolution, then he "might" have a problem. I'm at your disposal if you need furter tips on how to glue stuff to the sides of the screen.
But in essence...
To glue stuff to the left of the screen: ARX = 0, DRX = 0, to glue stuff to the right of the screen, ARX = 1, DRX = -1. Practice by making a group first and rescaling it to see how all the items inside move about... The same rules apply for verticals. But no need yet, the interface looks fine as it is :yeah:
There's one main reason I didn't get involved into interfaces YET. I'm still waiting for patches. :03: If the devs include those voice pipes we've seen in some files, we'll be able to rethink this entire puppy around :ping:
urfisch
03-13-10, 05:20 AM
hey kara...
what about the dial in a single screen like you did for sh4?! i like your interface mod very much...! nice work...
http://img19.imageshack.us/img19/5104/englishgo.jpg
briklebritt
03-13-10, 05:29 AM
these tdc gfx looks better than my gfx from sh3. could we use these for the mod? where is the *.dds located?
Thank you very, very much for clarification, Hitman!!! Now we know how the TDC worked and how all dials looked like. Great -even if it cannot be implemented this way. But I hope you can get as close to it as possible. Putting the right dial graphics to the right functions shouldn't be a problem now. Don't know if the missing dials "exist" or can be created. But there is enoug space on the screen, so you could implement them all -even without an single TDC screen. Linking the periscope/UZO to the TDC for bearing input would be cool.
karamazovnew
03-13-10, 06:13 AM
Well, the ENTIRE KiuB screen can be loaded up in the Menu Editor. However there are some issues with the ID's. One needs to go through each item and create new "placeholders" then paste each item manually. There are only 200 or so items so it wouldn't have taken me more than a day or so. However there are a few problems:
1. the periscope lines no longer work as they did in SH4
2. there are no more "temporary solutions" so the AOBF and the stadimeter wouldn't work as they did
3. there are new torpedo buttons
4. no readable data in the recognition manual (no ship lengths)
5. no more retractable panels (mouse move just doesn't cut it as well since you can't move the periscope with the keys anymore)
so the interface itself would take a while to link to actual functions.
I would rather wait a bit to see what future patches will bring us. I don't oppose having NO dials whatsoever on the interface, as long as the inputs are easy to do. That's why I actually like the new TDC, but it's just not flexible enough (need to lock on something + AOB bug).
But otherwise anyone is free to take anything from my interface. I've even posted a tool kit of which the PSD file should be useful for anyone that wants to do high rez dials. They were made for 1600x1200 resolutions and scale down very well to 1024x768. The original dials are made for 1024x768 and look bad if scaled up.
KiUB was made to be at the limits of what the SH4 hardcode allowed. I'm still waiting to see what SH5 can allow (after patches). Until then, TDW's interface is perfect and no fuss :woot:. I'm using it myself :haha:. But if anyone wants to try and port KiUB to SH5, they're free to do so. One thing I know for sure, is that I won't. I want a new interface, preferably 3d :D
EDIT: oh and the AOB finder wheel needs some free dial to be attached to. It's dead easy to do it but it's completely useless without ship lengths and proper mast values. Plus, that particular AOBF only worked with my miliradian periscope marks AND camera settings.
java`s revenge
03-13-10, 06:57 AM
I have downloaded this great mod but i am hesitating to install it.
My opion about the sh5 gui is crap.
Luckely i can do my calculations with the map. But when this
mod works great and the with the makman / olc gui included
i am a very satisfied man.
Thanks a lot for this great mod :yeah:
PL_Cmd_Jacek
03-13-10, 07:22 AM
What a great job, u ve done. Thanx.
The question, do you know how remove the "lock" text from the periscope view ?
Just the proposition to combine (maybe optional) the mod with "No lock mod"
http://www.subsim.com/radioroom/showthread.php?t=163562
Good stuff again DarkWraith.
I can't keep up with your mod releases!
jason210
03-13-10, 08:50 AM
Reassuring to see that this is happening so early, and that it's possible to do. Keep up the good work!
TheDarkWraith
03-13-10, 10:47 AM
However there are a few problems:
2. there are no more "temporary solutions" so the AOBF and the stadimeter wouldn't work as they did
4. no readable data in the recognition manual (no ship lengths)
5. no more retractable panels (mouse move just doesn't cut it as well since you can't move the periscope with the keys anymore)
2. Working on briging back the temporary solutions
4. AOTD is working on the recognition manual
5. Sliding panels are easy to implement
Will-Rommel
03-13-10, 02:25 PM
Just readed the last 10 pages, man this guy got the attitude, would be hard for me to stay so galant!
Helluva job TDW. :up:
TheDarkWraith
03-13-10, 02:27 PM
What a great job, u ve done. Thanx.
The question, do you know how remove the "lock" text from the periscope view ?
Just the proposition to combine (maybe optional) the mod with "No lock mod"
http://www.subsim.com/radioroom/showthread.php?t=163562
I could make that option. If the author of the no lock mod says it's ok I'll include it as an option in the UI mods.
Shigawire
03-14-10, 08:24 AM
Great work matey! :yeah:
I have some questions, that maybe an avid experienced modder such as yourself (or anyone else in this thread for that matter) could answer..
1)In previous games we could lock the periscope onto the target properly. Now the periscope floats freely even when it's "locked" the target. Is this still possible to get back?
2)Could a velocity/distance/time Nomograph be implemented as part of this excellent UI of your's?
3)Could it be possible to add little tooltips for when you hover your mouse over a button (the buttons on the bottom) - because I'm not sure I remember them all and don't want to push the wrong button.
4)What will happen to the buttons which don't work currently (the ones that cause CTD) - will they be removed or made fully functional?
5)The recognition manual that AOTD is working on, will it be integrated in the UI - and even better than the stock recognition manual in the game? (doesn't show angles of the ships)
Thousand thanks for your contribution man!
And are you going to correct the dials after Hitman's explanation about the original TDC now or is that no longer planned?
Now everybody gets used to the dial appearences as they are (-> wrong looking AoB & bearing) which can be confusing again.
TheDarkWraith
03-14-10, 12:14 PM
Great work matey! :yeah:
I have some questions, that maybe an avid experienced modder such as yourself (or anyone else in this thread for that matter) could answer..
1)In previous games we could lock the periscope onto the target properly. Now the periscope floats freely even when it's "locked" the target. Is this still possible to get back?
2)Could a velocity/distance/time Nomograph be implemented as part of this excellent UI of your's?
3)Could it be possible to add little tooltips for when you hover your mouse over a button (the buttons on the bottom) - because I'm not sure I remember them all and don't want to push the wrong button.
4)What will happen to the buttons which don't work currently (the ones that cause CTD) - will they be removed or made fully functional?
5)The recognition manual that AOTD is working on, will it be integrated in the UI - and even better than the stock recognition manual in the game? (doesn't show angles of the ships)
Thousand thanks for your contribution man!
1) yes. Tell XO to turn TDC on after you've locked onto a target.
2) yes. Just need a graphic. It would be a static object placed on the screen.
3) which buttons? Are you talking about the SH4 style buttons located on the bottom left that were added in another UI mod of mine?
4) see #3.
5) yes. His recognition manual rocks. It is much better than the one in game currently.
Shigawire
03-14-10, 12:20 PM
1) yes. Tell XO to turn TDC on after you've locked onto a target.
2) yes. Just need a graphic. It would be a static object placed on the screen.
3) which buttons? Are you talking about the SH4 style buttons located on the bottom left that were added in another UI mod of mine?
4) see #3.
5) yes. His recognition manual rocks. It is much better than the one in game currently.
Thanks for the answers. As for #3 and 4, I meant the buttons that cause CTD in your other UI mod yes. Is it your plan to have them be removed or made functional?
Where is this recognition manual? :o
TheDarkWraith
03-14-10, 12:26 PM
Thanks for the answers. As for #3 and 4, I meant the buttons that cause CTD in your other UI mod yes. Is it your plan to have them be removed or made functional?
Where is this recognition manual? :o
yes they will either be removed or made functional. There is a lot of work to do on that one and it's taking some time.
Shigawire
03-14-10, 12:37 PM
No rush mate. You've been extremely expedient already. And I say this about all you modders on SH5, amazing productivity and quality. One should think you guys are so efficient you ought to get paid. ;)
Volunteer modifications show that profit isn't necessarily the only (nor the best) motivator for positive change. And it seems the best and most thought out quality comes from free mods.
TheDarkWraith
03-14-10, 01:44 PM
here are all the dials available to us:
DIAL_DEPTH=0
DIAL_SPEED
DIAL_PORT_ENGINE_RPM
DIAL_STARB_ENGINE_RPM
DIAL_THROTTLE
DIAL_RUDDER
DIAL_FORE_DIVEPL
DIAL_AFT_DIVEPL
DIAL_CLOCK_HOUR
DIAL_CLOCK_MINUTE
DIAL_WATER_LEVEL
DIALF _TRIM
DIAL_GYROCOMPASS
DIAL_CHRONO_SEC
DIAL_CHRONO_MIN
DIAL_SALVO_MODE
DIAL_TORP_DEPTH
DIAL_TORP_SPEED
DIAL_TORP_SPEED_IDX
DIAL_TORP_PISTOL
DIAL_TORP_STR_RUN
DIAL_TORP_2ND_GYROANGLE
DIAL_TORP_LEG
DIAL_TORP_PATTERN_ANGLE
DIAL_SOL_BEARING
DIAL_SOL_BEARING_10THS
DIAL_SOL_RANGE
DIAL_SOL_ANGONBOW
DIAL_SOL_SPEED
DIAL_SOL_GYROANGLE
DIAL_SOL_GYROANGLE_10THS
DIAL_TUBES_SINGLE_SEL
DIAL_TUBES_SALVO_SEL
DIAL_SPREAD_ANGLE
DIAL_FUEL
DIAL_COMPR_AIR
DIAL_BATTERIES
DIAL_FORE_BATTERIES
DIAL_AFT_BATTERIES
DIAL_CO2
DIAL_TORP_ESTIM_SEC
DIAL_TORP_ESTIM_MIN
DIAL_TGT_ANG_ON_BOW
DIAL_THROTTLE_PORT
DIAL_THROTTLE_STARB
DIAL_DEPTH_UNDER_SUB_KEEL
DIAL_DEPTH_UNDER_SUB_KEEL_10THS
DIAL_HYDROPHONE
DIAL_OPEN_TUBE1
DIAL_OPEN_TUBE2
DIAL_OPEN_TUBE3
DIAL_OPEN_TUBE4
DIAL_OPEN_TUBE5
DIAL_OPEN_TUBE6
DIAL_RADAR_ANGLE
DIAL_RADAR_ONOFF
DIAL_RADAR_SWEEP
DIAL_RADAR_RANGE
DIAL_RADAR_RNG_DIGIT1
DIAL_RADAR_RNG_DIGIT2
DIAL_RADAR_RNG_DIGIT3
DIAL_RADAR_RNG_DIGIT4
DIAL_DUMMY
DIAL_HYDROPHONE_VOL
DIAL_THROTTLE_ESCORT
DIAL_REALSPREAD_ANGLE
DIAL_SOL_TRACKANG
DIAL_GYROCOMPASS_ESCORT
DIAL_TGT_RANGE
DIAL_TGT_SPEED
DIAL_TGT_MAST_HEIGHT_INTERNATIONAL
DIAL_SONAR_RANGE
DIAL_CHRONOMETER_FIRST_HAND
DIAL_CHRONOMETER_SECOND_HAND
DIAL_RADIO_RANDOM_INDICATOR
DIAL_DEPTH_INTERNATIONAL
DIAL_SOL_RANGE_INTERNATIONAL
DIAL_TORP_DEPTH_INTERNATIONAL
DIAL_PERISCOPE_DEPTH_INTERNATIONAL
DIAL_TEST_DEPTH_INTERNATIONAL
DIAL_CLOCK_SECOND
DIAL_GYROCOMPASS_10THS
Some of these are quite interesting. But we don't have a 10ths for AOB (the venier). Just noticed that I can add switches to open/close torp doos also. I can also add fore/aft battery levels vice just one generic battery level like it is currently.
so what would:
DIAL_SOL_TRACKANG be used for?
DIAL_REALSPREAD_ANGLE be used for?
DIAL_TGT_ANG_ON_BOW be used for?
and how could:
DIAL_TORP_ESTIM_SEC
DIAL_TORP_ESTIM_MIN
be used?
Currently I'm using:
DIAL_SOL_GYROANGLE_10THS
DIAL_SOL_GYROANGLE
DIAL_SOL_SPEED
DIAL_TORP_SPEED
DIAL_SOL_ANGONBOW
DIAL_SOL_RANGE
DIAL_SOL_BEARING
DIAL_SOL_BEARING_10THS
DIAL_TORP_PATTERN_ANGLE
DIAL_TORP_LEG
DIAL_TORP_2ND_GYROANGLE
DIAL_TORP_STR_RUN
DIAL_SALVO_MODE
DIAL_SPREAD_ANGLE
DIAL_TUBES_SALVO_SEL
DIAL_TUBES_SINGLE_SEL
DIAL_TORP_PISTOL
DIAL_TORP_SPEED_IDX
DIAL_TORP_DEPTH
But we don't have a 10ths for AOB (the venier)
No, but you can multiply the value by 36 and have it do 10 times a turn for each turn of the normal one :DL
Here's how I did it in SH3:
;;;;;;;;;;;;;;;;;;; BEARING + VERNIER ;;;;;;;;;;;;;;;;;;;
[Dial98]
Name=Sol_Bearing
Type=24; DIAL_SOL_BEARING
Cmd=Set_TDC_bearing
Dial=0x28480002
CrtVal=0x28480001
NewVal=0x0
DialVal=0,360
RealVal=0,360; degrees
Circular=Yes
CmdOnDrag=No
[Dial99]
Name=Sol_Bearing_Vernier
Type=24; DIAL_SOL_BEARING
Cmd=Set_TDC_bearing
Dial=0x28490002
CrtVal=0x28490001
NewVal=0x0
DialVal=0,12960
RealVal=0,360; degrees
Circular=Yes
CmdOnDrag=No
Switches for the torp doors would be very cool! The best thing would be, if they were close to the tube lights, so we can always see at one glimpse, whether the door for one specific tube is opened or closed.
Btw, do you know which of these dials can just display data and which are operable, eg:
DIAL_THROTTLE_PORT
DIAL_THROTTLE_STARB
If these were operable, we could run starborad and port engine at different rpm.
Shigawire
03-14-10, 04:06 PM
1) yes. Tell XO to turn TDC on after you've locked onto a target.
Btw. This does not work. I still have to rotate the periscope manually to track the locked target. In SH3 it tracked the target automatically without user input.
TheDarkWraith
03-14-10, 04:25 PM
Switches for the torp doors would be very cool! The best thing would be, if they were close to the tube lights, so we can always see at one glimpse, whether the door for one specific tube is opened or closed.
Btw, do you know which of these dials can just display data and which are operable, eg:
DIAL_THROTTLE_PORT
DIAL_THROTTLE_STARB
If these were operable, we could run starborad and port engine at different rpm.
You're already thinking along my thinking. I'm going to ask someone who's good in photoshop to whip up an 'engineers panel' so that I can put some dials on it and see what can be controlled/what is just readouts. In SH3 those dials were tried to use as controls to control each shaft but when you changed one it changed the speed of both shafts. Maybe they fixed it in SH5.
TheDarkWraith
03-14-10, 04:27 PM
No, but you can multiply the value by 36 and have it do 10 times a turn for each turn of the normal one :DL
Here's how I did it in SH3:
;;;;;;;;;;;;;;;;;;; BEARING + VERNIER ;;;;;;;;;;;;;;;;;;;
[Dial98]
Name=Sol_Bearing
Type=24; DIAL_SOL_BEARING
Cmd=Set_TDC_bearing
Dial=0x28480002
CrtVal=0x28480001
NewVal=0x0
DialVal=0,360
RealVal=0,360; degrees
Circular=Yes
CmdOnDrag=No
[Dial99]
Name=Sol_Bearing_Vernier
Type=24; DIAL_SOL_BEARING
Cmd=Set_TDC_bearing
Dial=0x28490002
CrtVal=0x28490001
NewVal=0x0
DialVal=0,12960
RealVal=0,360; degrees
Circular=Yes
CmdOnDrag=No
most excellent Hitman! That didn't even cross my mind to do it that way. Ok, I'll have to implement now.
DIAL_SOL_TRACKANG be used for?
DIAL_TGT_ANG_ON_BOW be used for?
I'm not sure, but aren't these from the sh4 American TDC where you had those dials you could see the torp impact angle at the target and the angle of the target ship in relation to your boat? If so, you don't use these for the Geman TDC.
What do you think about implementing the tube door switches?
DIAL_SOL_TRACKANG be used for?
I'm not sure, but aren't these from the sh4 American TDC where you had those dials you could see the torp impact angle at the target [...] If so, you don't use these for the Geman TDC.
Have a look at Hitman's very good description of the TDC:
http://www.subsim.com/radioroom/showpost.php?p=1312501&postcount=131
There was a dial for Track Angle on the German TDC.
It's just great to see that all these dials and functions are hidden in SH5. I really hope that it is now possible to create an authentic and fully functional TDC.
Keep up the good work!
TheDarkWraith
03-14-10, 05:12 PM
DIAL_SOL_TRACKANG be used for?
DIAL_TGT_ANG_ON_BOW be used for?
I'm not sure, but aren't these from the sh4 American TDC where you had those dials you could see the torp impact angle at the target and the angle of the target ship in relation to your boat? If so, you don't use these for the Geman TDC.
What do you think about implementing the tube door switches?
already working on it. This is one of those must haves in game.
I'm not quite sure if Hitman's description is correct. I always thought that Dial 2 is the target's bearing (i.e. the direction where the periscope is fixed to) and Dial 3 is the AOB. At least that's how it's in the game as well and so it was in SH3.
Please correct me if I'm wrong!
EDIT: Terribly sorry, Hitman! But I think he's probably right. I found some old pictures of the original TDC of the Uboat Typ VII in Laboe (Germany), and it's exactly how Hitman describes it.
So, I'm very confused now. Does this mean, that the Dials in the game (especially the SH3 TDC) are actually wrong?
kylania
03-14-10, 05:16 PM
Just noticed that I can add switches to open/close torp doos also.
... I'll be in my bunk. :rock:
TheDarkWraith
03-14-10, 05:26 PM
http://www.real-one.de/SH5/tdc.JPG
here is the real thing from U-995:
http://www.real-one.de/SH5/real1.jpg
http://www.real-one.de/SH5/real2.jpg
so what would you all say about removing the dials and adding another 'page' that showed the above? I could add a button on the UZO, attack, and obs scopes that you could click to get to this.
I'm not quite sure if Hitman's description is correct. I always thought that Dial 2 is the target's bearing (i.e. the direction where the periscope is fixed to) and Dial 3 is the AOB. At least that's how it's in the game as well and so it was in SH3.
Please correct me if I'm wrong!
I played SH3 with some mods which seem to have corrected that, because my memory of the game is different. But in vanilla version it really was the way you describe it.
Well, I don't know and we had a lot of confusion on the earlier pages, but Hitman's description is the first version that completely convinces me.
For target's bearing only a 0 - 360° dial makes sense. Just as those 0 - 360 markings in the periscope/UZO.
For AoB only the green/red dial with "Bug Links/rechts" (Hull left/right) written on it make sense, because it is so important whether you see your target from left or right here. For bearing (i.e. the direction where the periscope is fixed to) instead it is completely irrelevant-so why use this dial therefore?
EDIT: You can verify what I said here:
http://www.youtube.com/user/FattestFish?feature=mhw4
This great mod uses the correct dials.
Gegnerlage=Lagewinkel=Angle of Bearing -> green/red dial "Bug links/recht"
Peilung=bearing (i.e. the direction where the periscope is fixed to) -> black 0 - 360° dial and additional vernier
Auftreffwinkel=Track Angle -> green/red dial without text
so what would you all say about removing the dials and adding another 'page' that showed the above? I could add a button on the UZO, attack, and obs scopes that you could click to get to this.
I find it much easier to see periscope's view and TDC at the same time.
Again have a look here:
http://www.youtube.com/user/FattestFish?feature=mhw4
This is the perfect UI in my humble opinion.
Here the thread:
http://www.subsim.com/radioroom/showthread.php?t=152590
Didn't karamazov already allowed you to work on his original mod and offered help somewhere?
There is so much space on the screen and resolution is so much higher today. It is just annoying if you have to switch between the views. Especially if you can't pause the game while playing with the dials.
TheDarkWraith
03-14-10, 06:00 PM
I find it much easier to see periscope's view and TDC at the same time.
Again have a look here:
http://www.youtube.com/user/FattestFish?feature=mhw4
This is the perfect UI in my humble opinion.
that is nice. But went back and read what he said about it and I'll think I'll wait until we see some patches to fix some inherent problems with SH5.
that is nice. Who do we contact to see if we can use the files?
I thought you were already in some contact with karamazovnew? He should be the man, or?
Here again the mod's thread in case you missed the edit of my last posting:
http://www.subsim.com/radioroom/showthread.php?t=152590
He provides documentation and files there.
EDIT: Oh my... why didn't I have a look at it earlier?
Please download the guides for manual targeting and KiUB mod:
http://www.filefront.com/14992013/KiUB-User-Guide.zip/
http://www.filefront.com/15351513/Manual-Targeting.zip/
Theese leave no questions about manunal targeting and TDC.
That's what you would want from a SIMULATION! I think tomorrow I'll go buy SH4 and U-Boat missions which costs less than 10 bucks here and forget about SH5 until your mod is complete.
Well, H.B. and Hitman are absolutely right with their explanation about the TDC. But I can live very well with the dials as we have them now, because they all work properly, only the design of the dials are different in the Game TDC. And there were other TDC designs in WW2 boats. I've got a book with a picture of an earlier version of the TDC that looks completely different.
@DarkWraith
If you designed a TDC on a special page that looks like the original, that would be very cool and a very nice game design gadget, but in my opinion not essential for gameplay. I like it very much as it is now, with the TDC-dials in the scope and uzo view, it's very handy this way.
I think still better than a separate TDC-page would be a fully functional and operable TDC in the Tower, as well as all the other switches and dials in the boat should be operable and show correct data. But for me, it's not first priority, no need to rush. I'd love to see the correct working sh4 UI first, the improved reco-manual and functional tube door switches.
Thanks again for your great work! :yeah:
Edit: I just had a look at this KiUB thingy, unfortunately I haven't seen this before. This TDC is excellent and has the same Dials as the one from u-995. Maybe you could take this one as a template.
karamazovnew
03-15-10, 06:52 AM
:har: Cool one H.B, enjoy the game. And thanks for liking my interface. I hope those tutorial files make sense.
I think that the most valuable thing that I actually did was not the interface itself, but figuring out how to position items for any resolution. After describing the procedure and seeing the lack of interest (most played GWX or Fleet Boats), I rolled up my sleeves and took the chance to practice 3D graphics again. Thus KiUB was born.
As I've said, all graphic files are available to anyone. However most were made in a very strange way because of SH4 hardcode limitations. Torpedo switches and the AOBF button are a perfect example. No buttons were possible back then so I had to use dials. I also never used separate "plates" for the dials because of clipping and rescaling issues. In other words it is quite limited to THAT format. Plus the AOB dial had wrong text :haha: and I never fixed that.
All the lessons I've learned back then are there on the KiUB thread, I've posted each step, including the actual EXCEL spreadsheets I used that list all the new items. As for the object placement, it still is the same in SH5, so as soon as I bought the game I wrote this tutorial for the Menu Editor:
http://www.subsim.com/radioroom/showthread.php?t=163118
It only deals with positioning, cropping images isn't hard NOW with the editor :03:
In all, KiUB perfect for SH4 because UBM had a faulty notepad and buggy stadimeter (sound familiar?). But I'm not sure WHEN it will be possible to port it in SH5 (depends on patches) or IF anyone would actually like it in SH5. I know I wouldn't :haha:. Minimalistic GUI ftw. I'm keeping an eye out on 3D interior improvements and functionality. Linking the stadimeter to a 3d AOBF, bringing back the old "Periscope Seat" camera, having to read bearings by looking up, stuff like that. I think that the main focus of modders should be on the 3D interior, crew animations so that we have time to ask the devs to include added functionality through patches, such as labels that show dial values for 3D dials, a true Periscope (Attack, OBS, UZO, Normal camera, Binocs, Deck gun, Flak gun) Bearing dial, horizontal stadimeter and so on...
:har: Cool one H.B, enjoy the game. And thanks for liking my interface. I hope those tutorial files make sense.
Yeah, I bought SH4 today. And I like it. With U-Boat Missions and mods it feels just like SH3, only better. That's what I wanted. Ah, and the faster mouse cursor makes it so much more comfortable :haha:
I would love to see something similar to your interface for SH5. It's great and your tutorials are wonderful, although I'm not done with reading by now. Installation and modding took sooo long.
Plus the AOB dial had wrong text :haha: and I never fixed that.
Well, I did now :)
You just flipped "Bug Links" and "Bug Rechts", right?
TheDarkWraith
03-16-10, 12:48 AM
do the dials look right now (dial face wise)? I added the vernier to the AOB and removed the vernier from the bearing. Tried adding the Track angle dial but it doesn't work. I'll need a new image for the vernier of the AOB. The 'val' for it currently is numbered 0-100 from 0-360 degrees. We need 0-100 for 0-180 degrees and 0-100 for 180-360 degrees.
http://www.subsim.com/radioroom/picture.php?albumid=217&pictureid=1432
do the dials look right now (dial face wise)? I added the vernier to the AOB and removed the vernier from the bearing. Tried adding the Track angle dial but it doesn't work. I'll need a new image for the vernier of the AOB. The 'val' for it currently is numbered 0-100 from 0-360 degrees. We need 0-100 for 0-180 degrees and 0-100 for 180-360 degrees.
The dials look right now :yeah:
I'm not sure if understand what the problem with the AOB vernier is. We talk about this one, right?
http://hl.onlinestuffs.com/uploads/originals/g4/od/gu/bq.jpg (http://onlinestuffs.com/)
It is numbered from 0-9 clockwise (red numbers) and counter clockwise (green numbers). Which ones to read depends on whether you see your target from the left or right. Looks correct on your picture: The outer ring of the dial is set to a target's AOB of 30° and something. You are in the dial's green area (Bug Rechts/Hull Right), so it is set to a target you see from the right. So on the vernier you have to read the green numbers which show nearly a 5. 30° plus 5° = 35°. You have set an AOB of 35°
TheDarkWraith
03-16-10, 07:40 AM
The dials look right now :yeah:
I'm not sure if understand what the problem with the AOB vernier is. We talk about this one, right?
http://hl.onlinestuffs.com/uploads/originals/g4/od/gu/bq.jpg (http://onlinestuffs.com/)
It is numbered from 0-9 clockwise (red numbers) and counter clockwise (green numbers). Which ones to read depends on whether you see your target from the left or right. Looks correct on your picture: The outer ring of the dial is set to a target's AOB of 30° and something. You are in the dial's green area (Bug Rechts/Hull Right), so it is set to a target you see from the right. So on the vernier you have to read the green numbers which show nearly a 5. 30° plus 5° = 35°. You have set an AOB of 35°
boy do I feel stupid now :oops: But once again I'm a programmer not graphic artist! Okay, graphic for AOB vernier is fine. Now just have to fix bug with speed and AOB going to 0 when using stadimeter (Dev problem but possibly can be solved with some scripting)
java`s revenge
03-19-10, 01:29 AM
I have a problem, how can i remove the old ui?
http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-03-19_070233.jpg
kylania
03-19-10, 01:33 AM
Maybe use the minimal UI instead of full dials? Or buy a larger monitor, that's horribly cluttered and tiny. :)
java`s revenge
03-19-10, 02:26 AM
I refuse to buy another monitor, i am very satisfied with my samsung syncmaster 710T its a normal size.
I think that we have retractable dials such as in sh3.
Mav87th
03-19-10, 03:29 AM
Minimalistic GUI ftw. I'm keeping an eye out on 3D interior improvements and functionality. Linking the stadimeter to a 3d AOBF, bringing back the old "Periscope Seat" camera, having to read bearings by looking up, stuff like that. I think that the main focus of modders should be on the 3D interior, crew animations so that we have time to ask the devs to include added functionality through patches, such as labels that show dial values for 3D dials, a true Periscope (Attack, OBS, UZO, Normal camera, Binocs, Deck gun, Flak gun) Bearing dial, horizontal stadimeter and so on...
THAT is an awesome idea.
I tried your mod first thing today and you have turned a great game into something fantastic.
THANK YOU and I can't wait for your improvements.
The zoom on the dials can be unresponsive that I have to pull away and go back over to make them zoom.
reaper7
03-19-10, 07:56 PM
The zoom on the dials can be unresponsive that I have to pull away and go back over to make them zoom.
Think thats the way there meant to work, stops the issue with 2 dials flickereing between zoomed in and out when moving between dials.
Now you have to move the mouse over a dail to zoom in, then drag the mouse back of two move onto a different dial. :up:
Thanks, makes sense now I think about it.
PJMaybe
03-21-10, 05:56 PM
You, my friend, are a freakin' genius! Thank you very much for your work.
SteamWake
03-21-10, 05:59 PM
You, my friend, are a freakin' genius! Thank you very much for your work.
Ditto and welcome PjMaybe
TheDarkWraith
03-21-10, 06:00 PM
Think thats the way there meant to work, stops the issue with 2 dials flickereing between zoomed in and out when moving between dials.
Now you have to move the mouse over a dail to zoom in, then drag the mouse back of two move onto a different dial. :up:
that would be exactly right (but I also stopped them from flickering by doing something else). You all said that's how you wanted the behavior of the dials to be and that's how they behave.
Onkel Neal
03-25-10, 12:47 AM
This mod topic is closed per request of the OP, see this for additonal information: http://www.subsim.com/radioroom/showthread.php?t=166093
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