View Full Version : [WIP] Reworked Ship ID Manual
reaper7
03-13-10, 01:52 PM
I have started to redo the Ship ID's due to TheDarkWraiths brilliant UI Mods.
Due to the Torpedo Draft Depth no longer being visable in his UI, I required a visual feedback for the Draft depths of targets.
I am currentl putting the following info on to each ships ID pic.
Lenght, Mast Height and Draft depth.
Is this sufficent or do think anything else should be present?
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Ship-ID.jpg
dagamecat
03-13-10, 01:59 PM
Looks good, how about tonnage?
TheDarkWraith
03-13-10, 02:02 PM
I have started to redo the Ship ID's due to TheDarkWraiths brilliant UI Mods.
Due to the Torpedo Draft Depth no longer being visable in his UI, I required a visual feedback for the Draft depths of targets.
I am currentl putting the following info on to each ships ID pic.
Lenght, Mast Height and Draft depth.
Is this sufficent or do think anything else should be present?
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Ship-ID.jpg
torpedo draft depth has been put back in (see here: http://www.subsim.com/radioroom/showpost.php?p=1311958&postcount=1). It's in the TDC mod released and will be put back in my other UI mods here very soon after I help AOTD_Rhonen with his recognition manual mod.
reaper7
03-13-10, 02:05 PM
Looks good, how about tonnage?
Yes that should be no problem.
Looking at for example the AMC Patrolus its config file we have a displacement value of 11198. I take it this is the Tonnage value, can anyone confirm.
[Unit]
ClassName=AMCPatroclus
3DModelFileName=data/Sea/NAMC_Rawalpindi/NAMC_Rawalpindi
UnitType=13
MaxSpeed=15
Length=147
Width=18.1
Mast=39.3
Draft=5.8
Displacement=11198
DisplacementVariation=10
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=TroopTransport
BowShape=Plumb
Funnels=2
ShowInRecognitionManual=Yes
;ShowInRecognitionManual=No
;*********** THE END ************
reaper7
03-13-10, 02:17 PM
torpedo draft depth has been put back in (see here: http://www.subsim.com/radioroom/showpost.php?p=1311958&postcount=1). It's in the TDC mod released and will be put back in my other UI mods here very soon after I help AOTD_Rhonen with his recognition manual mod.
When you say your putting it back in to your UI mods, does that mean your taking out some of the dails in (Old Style SH Controls) UI Mod to be like your new (TDC (with minimal dials using stock interface) for SH5).
I prefer the style of the full dial type over Sh5 futuristic style with dragable torp depth shown visually.
Your Old_Style_UI version is very close to this:
http://img214.imageshack.us/img214/2927/kiub.jpg
For me this would be the ultimate frontend for silent hunter 5.
TheDarkWraith
03-13-10, 02:26 PM
Ah ok, so there's prob no need for me to go any further with this.
When you say your putting it back in to your UI mods, does that mean your taking out some of the dails in (Old Style SH Controls) UI Mod to be like your new (TDC (with minimal dials using stock interface) for SH5).
it'll come with both versions of the TDC. You can either have all the TDC or the minimal dials version.
reaper7
03-13-10, 02:36 PM
it'll come with both versions of the TDC. You can either have all the TDC or the minimal dials version.
Ah. thats great news. Had a lookt through the threads and found AOTD_Rhonens WIP recog manual.
Looking at his I don't think theres any point going any further with mine.
Still look forward to were your taking your UI Mods.
Is there a chance you could create some backgrounds for your dials to give them the look of the pic above. :yeah:
TheDarkWraith
03-13-10, 02:42 PM
Ah. thats great news. Had a lookt through the threads and found AOTD_Rhonens WIP recog manual.
Looking at his I don't think theres any point going any further with mine.
Still look forward to were your taking your UI Mods.
Is there a chance you could create some backgrounds for your dials to give them the look of the pic above. :yeah:
if you or someone can supply the graphics I'd be more than happy to incorporate them. I'm not a graphic guy - I'm a programmer.
With naval vessels displacement = tonnage.
Merchies OTOH are usually measured by volume (GWT).
I'm guessing from what you posted they didn't bother with two separate systems and went with displacement across the board.
JD
reaper7
03-13-10, 02:50 PM
if you or someone can supply the graphics I'd be more than happy to incorporate them. I'm not a graphic guy - I'm a programmer.
karamazovnew has them available already, can be got at http://www.filefront.com/15085455/KiUB%20Tools.zip.
All dial graphics and background are in the layered photoshop image. :up:
PM sent.
wildcards
03-13-10, 05:09 PM
Great work Reaper7, can't wait to get my hands on that improved ID manual
If you are going through the files by hand and extracting the ship info, i can help with that.
I wrote a small utility that fetches all of that info for you. If you need it .pm me. I used it to get the ship lenght's for my speed solver.
[edit] oh wait, i see all you had to do was change "ShowInRecognitionManual=No" to Yes.
TheDarkWraith
03-13-10, 05:10 PM
Reaper7 I would continue work on your mod. The recognition manual from AOTD_rhoenen is not functioning correctly yet.
I would like to incorporate your changes into my UI mods. Please PM me with details if I can.
reaper7
03-13-10, 07:24 PM
[edit] oh wait, i see all you had to do was change "ShowInRecognitionManual=No" to Yes.
No photoshopping all the images at the moment, slow process.
Think the showinRecognitionManual command just displays that ship in the manual, eg floating_sailor and icebergs are set to no.
Seen your utility in the main forum, have downloaded. Thanks.
Reaper7 I would continue work on your mod. The recognition manual from AOTD_rhoenen is not functioning correctly yet.
I would like to incorporate your changes into my UI mods. Please PM me with details if I can.
Ok had stopped work on my Mod, But if AOTD_Rhoenen is not working will continue development. It would be handy for those that want the stock look.
If you need to, i can modify it for you to show which folder the data was extracted from (.ie the classname)
The "friendly" names and class names the game uses in files may not always be distinguishable.
Example:
Large Italian Liner = NPL_ConteVerde
reaper7
03-13-10, 08:35 PM
If you need to, i can modify it for you to show which folder the data was extracted from (.ie the classname)
The "friendly" names and class names the game uses in files may not always be distinguishable.
Example:
Large Italian Liner = NPL_ConteVerde
Thanks Gutted, yes that would be great. Its through the classnames I'm retriving the data. But its no biggie as I have to access them that way.
I went ahead and added it for you. Thread was updated.
I kinda wanted it as well.. plus being able to pick which details you want is also a boon.
reaper7
03-13-10, 08:46 PM
I went ahead and added it for you. Thread was updated.
I kinda wanted it as well.. plus being able to pick which details you want is also a boon.
Cheers, downloading now. :yeah:
karamazovnew
03-13-10, 09:27 PM
Reaper there is a problem. The original values seem to be wrong. I mean the mast and the draft values. We need confirmation from the devs about why the stadimeter works as bad as it does and the draft doesn't correspond with the impact (and magnetic) zones of the ships.
However, your effort is greatly appreciated.
reaper7
03-13-10, 10:10 PM
Reaper there is a problem. The original values seem to be wrong. I mean the mast and the draft values. We need confirmation from the devs about why the stadimeter works as bad as it does and the draft doesn't correspond with the impact (and magnetic) zones of the ships.
However, your effort is greatly appreciated.
Thanks karamazovnew, I guessed that some values didn't look right but don't know how to confirm. It seemed that the stadimeter worked of the mast heights on some ships and other of the top of the funnel.
Untill Devs can confirm, I will go ahead with there values.
Can be changed again when I have confirmation of correct values.
Hopefully should have a revision for tomorrow.
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