View Full Version : [REL] Multiple UIs for SH5 with TDC
ReallyDedPoet
05-18-10, 08:51 AM
Thanks Man. This is just my opinion...
http://img709.imageshack.us/img709/4239/sh5z.jpg
Easy, he's going to start to get a big head
TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741)
Ocean Warrior
http://img688.imageshack.us/img688/6964/94460198.jpg:D:D
j\k
kylania
05-18-10, 08:53 AM
Can i ask for a feature change request for the next release?
What do you reckon to adding the existing "Show TDC Dials" icon to the user notifications menu & toggle on/off from there. Keeps everything nice and tidy then.
http://img100.imageshack.us/img100/8504/buttondock.jpg
darkfin
05-18-10, 08:55 AM
Easy, he's going to start to get a big head
TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741)
Ocean Warrior
http://img688.imageshack.us/img688/6964/94460198.jpg:D:D
j\k
The least we can do is buy him a new hat to fit it! :)
ReallyDedPoet
05-18-10, 08:56 AM
The least we can do is buy him a new hat to fit it! :)
He, he, good one :up:
TheDarkWraith
05-18-10, 08:58 AM
Easy, he's going to start to get a big head
not at all. I do this for the challange of it. I love just seeing if I can do/make something. It's all just plain fun and exciting for me to say let's see if I can make it do this or that :yep: It's even better when someone recommends a great suggestion that I never thought of and someone/others say it can't be done.....oh that gets me fired up!
TheDarkWraith
05-18-10, 09:14 AM
Sukhoi has made available a Russian version of the menu.txt file for the UIs mod (based on v2.5.0). It contains a patch for the fonts used by the game for Russians. He has included a text file that you will need to read that details what you need to do to.
It's available here and at post #1 of this thread. It will be available in all upcoming releases of the mod
http://www.filefront.com/16479051/NewUIs-TDC-2-5-0-Russian---by-Sukhoi.rar/
ReallyDedPoet
05-18-10, 09:14 AM
not at all. I do this for the challange of it. I love just seeing if I can do/make something. It's all just plain fun and exciting for me to say let's see if I can make it do this or that :yep: It's even better when someone recommends a great suggestion that I never thought of and someone/others say it can't be done.....oh that gets me fired up!
Speaking of recommendations, I wish I could make a few to help this along. Of late I have not played as much, and this has nothing to do with SH5, rather other stuff going on in real life.
TheDarkWraith
05-18-10, 09:17 AM
Speaking of recommendations, I wish I could make a few to help this along. Of late I have not played as much, and this has nothing to do with SH5, rather other stuff going on in real life.
I welcome any and all ideas/recommendations. Just throw them out in the open (and screenshots help also if you can to depict your idea/suggestion). There are some ideas that people have mentioned that haven't been implemented yet but they will be ;)
I welcome any and all ideas/recommendations. Just throw them out in the open
Just a little idea about message box behavior. Please make it auto scroll to the last message when minimized.
TheDarkWraith
05-18-10, 10:42 AM
Just a little idea about message box behavior. Please make it auto scroll to the last message when minimized.
example please? Like when you command it minimized?
example please? Like when you command it minimized?
I mean, when user presses the minimize button on message box, it automatically scrolls down to the latest message. I'll post the screenshot later, when I'll be at home.
TheDarkWraith
05-18-10, 11:02 AM
I mean, when user presses the minimize button on message box, it automatically scrolls down to the latest message. I'll post the screenshot later, when I'll be at home.
just tried it in-game. Now I know what you're talking about. I'll take care of it :up:
EDIT:
fixed. Will be available in next version.
TheDarkWraith
05-18-10, 11:13 AM
now that v2.5.0 has been out for a little while :88), for the users whose officer icons didn't change state based on condition of the officers do the officer icons now show wounded/dead when the officer is in that condition?
What about users with special characters in their language - are the mast heights set correctly for the ships when you identify them?
Defiance
05-18-10, 12:28 PM
No idea TDW lol
T'other night i installed 2.3.0
Lastnight i think i installed 2.4.0
Just installed 2.5.0
Maybe if you slowed down a tad i might be able to help with some feedback !! lol j/k
WTG :salute:
Cheers
PL_Cmd_Jacek
05-18-10, 12:29 PM
I tried 2.5.0 but problem with zero height mast still exist on some ships, the same as I sent to you on PM.
http://img340.imageshack.us/img340/2019/stillproblem.jpg
Moreover, after clicking "Mast Height" to edit it manually I got CTD.
now that v2.5.0 has been out for a little while :88), for the users whose officer icons didn't change state based on condition of the officers do the officer icons now show wounded/dead when the officer is in that condition?
I installed 2.5.0 1 hour ago and I have tested the officer icons.
All works fine now, here! :) The changes of the health status work perfectly now. I have to thank you again so much! :yeah:
Ahoi
Monte
PL_Cmd_Jacek
05-18-10, 01:36 PM
now that v2.5.0 has been out for a little while :88), for the users whose officer icons didn't change state based on condition of the officers do the officer icons now show wounded/dead when the officer is in that condition?
Wounded officers icons work good :salute:
http://img576.imageshack.us/img576/8775/officers.jpg
But manual "mast height" adjustment cause CTD. :wah:
rededge
05-18-10, 02:14 PM
I've done this in user options -
# is the binocular crosshair visible?
BinocularCrosshairEnabled = False
But the little blighter is still there?
I uninstalled the mod through JSGME then altered the text, then re-installed the mod.
What have I done wrong please?
DonZorro
05-18-10, 02:17 PM
Hi Master,
When I'm in Periscope Dept and press the Surface button, the ship has begin the lift but stop it at 8-9m.
If I click the dial the 0m then surface fully just. :hmmm:
Any idea???
Regards,
DonZorro
TheDarkWraith
05-18-10, 03:29 PM
But manual "mast height" adjustment cause CTD. :wah:
on all ships or just certain ships?
Updated German menu.txt file by Paco for v2.5.0:
http://www.filefront.com/16482191/NewUIs-TDC-2-5-0-German-byPaco.7z/
7thSeal
05-18-10, 05:25 PM
Really like the options you provided for the heading bar a couple versions back in the mod... but I have one more request for the heading bar. :DL
A true\false option for having it visible upon game startup. :)
Unless its already there and I'm completely overlooking it.
TheDarkWraith
05-18-10, 05:37 PM
Really like the options you provided for the heading bar a couple versions back in the mod... but I have one more request for the heading bar. :DL
A true\false option for having it visible upon game startup. :)
Unless its already there and I'm completely overlooking it.
are you asking for a user option to disable it (hide it) at game start? It starts in the minimized state but you want it completely hidden?
7thSeal
05-18-10, 05:45 PM
It starts in the minimized state but you want it completely hidden?
No, just the opposite... already fully visible when starting game without having to toggle it each time from its minimized state. :)
I guess what I should really be asking for is the user option to have it startup maximized.
kylania
05-18-10, 05:59 PM
No, just the opposite... already fully visible when starting game without having to toggle it each time from its minimized state. :)
I guess what I should really be asking for is the user option to have it startup maximized.
Me too!
caine007
05-18-10, 06:22 PM
Still getting 0 mast height for all ships (I think) with 2_5_0
Not getting a CTD with manually setting the height though.
Using Windows 7, 64 bit, details:
HLM\SOFTWARE\Wow6432Node\Ubisoft\Silent Hunter 5\
I've installed to G:\Ubisoft\Silent Hunter 5\
TheDarkWraith
05-18-10, 06:47 PM
Still getting 0 mast height for all ships (I think) with 2_5_0
Not getting a CTD with manually setting the height though.
Using Windows 7, 64 bit, details:
HLM\SOFTWARE\Wow6432Node\Ubisoft\Silent Hunter 5\
I've installed to G:\Ubisoft\Silent Hunter 5\
what language version of the game are you using? And what do you mean by I think??
TheDarkWraith
05-18-10, 06:51 PM
A curiosity question here for non-English users of the game: is the max radio contact range working correctly for radio contact reports? I mean if you set the distance in the top right bar to some ridiculous value like 9999 do you ever receive any radio contact reports? Just looking over my code again due to the language dependency problems from the mast heights and officers leads me to believe that you all are never receiving radio contact reports either (not showing in your messagebox).
I'm going to put together a debug version for non-english users to test to see if you all are in fact getting radio contact reports or not. Anyone willing to test it for me??
kylania
05-18-10, 06:57 PM
I've not been receiving radio report stops. English. I mean I'll see a single contact appear, in my range, but TC won't slow down. All the contact time stamp info is there though, just the TC 1x thing hasn't been working for 2 revisions now I think?
I've only been slightly noticing this though, wasn't paying as much attention as I should but last night I noticed that happening alot.
@caine007 - 2.5.0 doesn't have manual mast height setting, are you using the latest version?
LeBabouin
05-18-10, 07:00 PM
and the language dependency problem is now fixed :rock: You will get the mast height now when you ID a target no matter what language you use
Hahaha been messing most part of the night with encode() decode() and other locale.getdefaultlocale() with no results and you come out with readbyte() :sunny:Nice.
caine007
05-18-10, 07:11 PM
what language version of the game are you using? And what do you mean by I think??
By I think I mean of the 8 or so ships I've tested they've all had 0 mast height :)
Language should be English unless there is some special Australian version :)
As for it not having the manual setting... hmmmmm... now I'm wondering if I've done something stupid ;)
UF582151
05-18-10, 07:32 PM
Did previous versions of your mod touch the Page obs periscope.ini file?
I seem to remember that installing over your mod Arclight's MRP (more realistic periscope) only gave me dds conflicts.
Are these two mods compatible or should I avoid installing MRP over yours?
TheDarkWraith
05-18-10, 07:57 PM
Did previous versions of your mod touch the Page obs periscope.ini file?
I seem to remember that installing over your mod Arclight's MRP (more realistic periscope) only gave me dds conflicts.
Are these two mods compatible or should I avoid installing MRP over yours?
I've modified the Page obs periscope.ini file MANY revisions ago and still continue to do so.
TheDarkWraith
05-18-10, 08:00 PM
Hahaha been messing most part of the night with encode() decode() and other locale.getdefaultlocale() with no results and you come out with readbyte() :sunny:Nice.
Yes :D Had to resort to Binary reading with .NET because python screws up the encoding (their Unicode causes problems). Also, if you noticed, there is a lot of .NET being used in that code just to make it all work. Boy that one kicked my @ss for some time getting it right :yep:
TheDarkWraith
05-18-10, 08:02 PM
I've not been receiving radio report stops. English. I mean I'll see a single contact appear, in my range, but TC won't slow down. All the contact time stamp info is there though, just the TC 1x thing hasn't been working for 2 revisions now I think?
I've only been slightly noticing this though, wasn't paying as much attention as I should but last night I noticed that happening alot.
what do you have the max radio contact range set to in the top right bar? You need to be in the 1,000s to receive them.....most of the radio contact reports are in the range of 1800-3000. Try setting it to 9999 and you'll get every contact report that comes across the wire ;)
kylania
05-18-10, 09:08 PM
what do you have the max radio contact range set to in the top right bar? You need to be in the 1,000s to receive them.....most of the radio contact reports are in the range of 1800-3000. Try setting it to 9999 and you'll get every contact report that comes across the wire ;)
It was set to the default of 250. In the Atlantic I usually set it to 600-800 but I'm in a new campaign now and 250 was just perfect to cover the "50,000" tons area of the east coast of England without triggering for things on the other side of the island.
1800-3000 seems really high to me. Even in the Atlantic, anything over 600km is totally random if you'll contact them and quite a trip to make. I swear it was working at 250 before too.. heh
http://img72.imageshack.us/img72/107/sh5img20100518220129.jpg
TheDarkWraith
05-18-10, 09:40 PM
With the torpedo FaT, the dial LEG and PATTERN ANGLE is they effective? If I make positive as do I do for it alters?
yes those dials are active and they work :DL
kylania
05-18-10, 09:55 PM
One of those dials has only 2 values I think.
Probably been mentioned before, but DarkWraith, could you add more clearer instructions on the first post how one changes the UI types.
As a mod newbie I spent way too much time on figuring out how to change the UI types via TheDarkWraithUserOptions.py and more specifically that you have to edit the file and then enable the mods via JSGM again to make it work. Other than that your mod rocks, keep up the good work! :DL
DonZorro
05-19-10, 12:08 AM
on all ships or just certain ships?
Updated German menu.txt file by Paco for v2.5.0:
http://www.filefront.com/16482191/NewUIs-TDC-2-5-0-German-byPaco.7z/
I'm try with VIIC just.
In Your game???
UF582151
05-19-10, 12:28 AM
One small request if possible.
I'm playing with a 1440x900 resolution, SH5 enhanced UI. If I extend the bearing compass it takes the space of the officers menu. No big deal, I just drag the officer menu a little to the right.
I was wondering if you can rig it so the postion of stuff is remembered. Right now everytime I load up a game I have to move the menu again (and the gyro angles which I like to put on top of the periscope's bearing marker)
Again, its no big deal, but if the solution was simple it would be nice if the UI could remember some preferences (maybe the option of fine tuning the starting position of stuff is already implemented in the options file and I missed it?)
kylania
05-19-10, 12:31 AM
Probably been mentioned before, but DarkWraith, could you add more clearer instructions on the first post how one changes the UI types.
As a mod newbie I spent way too much time on figuring out how to change the UI types via TheDarkWraithUserOptions.py and more specifically that you have to edit the file and then enable the mods via JSGM again to make it work. Other than that your mod rocks, keep up the good work! :DL
First I'd suggest checking out my installation video walkthrough (http://forums.ubi.com/eve/forums/a/tpc/f/1121062387/m/1501050268) to make sure you have all the right folders in the right places. That video touches on editing the file as well. I'll include more detailed instructions here.
First step it to find the options file to edit it. You can find the file under C:\Ubisoft \ Silent Hunter 5 \ MODS \ NewUIs_TDC_2_5_0_ByTheDarkWraith \ data \ Scripts \ Menu and the file is called TheDarkWraithUserOptions.py
http://img694.imageshack.us/img694/5167/wherethefileis.jpg
Chances are you won't have a program dedicated to opening .py (Python) files like I do, so you'll get a dialog saying "Windows can't open this file:"
http://img263.imageshack.us/img263/5073/cantopen.jpg
Choose "Select a program from a list of installed programs" then click OK.
From the "Open with" dialog, scroll down till you find "Notepad". Highlight it and click OK. Notepad will open Python files for you now.
http://img46.imageshack.us/img46/4562/openwith.jpg
Once the file is open you'll see some text like below. Just follow the instructions in blue to change to whatever style you'd like! :DL
This is the default, SH5Enhanced style, no changes are needed:
http://img198.imageshack.us/img198/2843/sh5enhanced.jpg
If you wanted SH3Style:
http://img532.imageshack.us/img532/4036/sh3style.jpg
And if you wanted SH4Style:
http://img27.imageshack.us/img27/2334/sh4style.jpg
After making your changes, save the file, enable the mod and enjoy!
Hello,
Your work is really great!
I don't want to annoy you but have some questions:
Is it normal still getting 0.0 or 1.0 for all mast height?
(WinXP pro SP3 32b
Installdir in HKLM\software\ubisoft\silent hunter 5\gameupdate
Game path: C:\Ubisoft\Silent Hunter 5)
Is not with your mod, I think, but could you, please, do something with the obs periscope? He has not a higher elevation than the attack periscope so he is not operational.
Thanks a lot
http://img100.imageshack.us/img100/8504/buttondock.jpg
DW - Sorry. Yeah that's what i meant. Thanks Kylania
caine007
05-19-10, 03:22 AM
Yeah I'm still getting 0 or 1 for mast heights.
Based on your comments before DW I did some testing to be as sure as possible that everything is installed correctly etc.
I removed all my mods and ran the game, to the best of my knowledge it looked like vanilla 1.20 SH5 so I don't think I've done anything stupid with JGSME overwriting any files or anything.
I then quit and enabled DWUI 2_5_0 + Minimal Dials only. Ran SH5 and started a historical mission. Once again still 0 mast heights regardless of auto ID or selecting from the ship book and I can input the correct mast height manually. (this is on Z34's in the Warspite mission again).
I then removed the mod again and re-downloaded DW 2_5_0 just in case and double checked that when I reinstalled and enabled the basic mod + Minimal Dials that the menu.txt file for example was saying modified for 2_5_0 etc.
I ran the Pedestal mission this time, still 0 mast heights for the Littorio etc.
Once again this is with the English version, Windows 7 64bit.
HKLM\SOFTWARE\Wow6432Node\Ubisoft\Silent Hunter 5\
Installed to G:\Ubisoft\Silent Hunter 5\
I'm not super fussed as I love this mod and I don't mind inputting manual mast heights (probably a bit more realistic anyway :DL )
UPDATE - Just to double check I tried using the All Dials version of the mod. Same results as above only this time I got the CTD when I went to input the mast height manually.
Jack Davidson
05-19-10, 03:50 AM
Hiya TDW,
Love your work.:yeah: After shelving it until 1.2 patch arrived, your mod plus a couple of others, like Mighty Fine Crew, More Dialogue Commands and a few others have really got me enjoying SH5 again.... immersion factor is climbing again...:up:
Anyway, I'm getting the same problem as caine and Lopo...
I've started a new campaign after patch 1.2 and your updated mod. I've set out on my first "real" mission (after tutorial) from Kiel, and have found that the obs periscope doesnt rise all the way up anymore. Attack scope is fine, but obs scope barely breaks the surface, and even in mild weather it is almost impossible to view anything. Any thoughts? Just wondering if this is a known bug?
Haven't noticed anyother problems so far..
Enjoying all the new features.
Cheers :salute:
Meldric
05-19-10, 03:53 AM
I have the same issue here with the scope...
TheBeast
05-19-10, 04:19 AM
The Observation Periscope not rising to the dame height as the Attack Periscope was introduced by Patch 1.15 not by this MOD.
Until we are able to edit the Ganny 3D Model there is nothing we can do about it.
As a side note. It isn't that the ObsScope is lower but rather that the Attack Periscope was made to extend higher. If you use default submarine CFG file and go to periscope depth of 12 meters the ObsScope can be used. The Attack Periscope now lets you decend to 18 meters and still track your targets visually.
kylania
05-19-10, 08:36 AM
The Observation Periscope not rising to the dame height as the Attack Periscope was introduced by Patch 1.15 not by this MOD.
The twisty periscope thingie does this as well.
kylania
05-19-10, 08:53 PM
what do you have the max radio contact range set to in the top right bar? You need to be in the 1,000s to receive them.....most of the radio contact reports are in the range of 1800-3000. Try setting it to 9999 and you'll get every contact report that comes across the wire ;)
Taking a look at the UPC SpecialAbilities for the Radio guy, he's got a passive ability that increases the chance that you'll get a radio contact. Previously I'd been playing with a guy with maxed skills. Then I started a new campaign and have one with no skills, which might be why I'm not getting many contacts at all.
TheDarkWraith
05-19-10, 10:55 PM
What if when the radio contact came in (and it's at or shorter than your range setting)... and it automatically posted on the notepad in the Radio contact info: xxx km from contact........Where it tells you how many km's you are from the target.
Good idea! Will be available in next version.
Here's how the next version of the UIs mod is shaping up:
- When new radio contact comes in and it within the max radio range you defined then you'll see an additional entry in messagebox stating the range, bearing, true bearing, and intercept to the radio contact
- fixed the clock bug of clicking the X on the chrono not closing the clock.
- Suppressed 'sync' startup messages from the officers (no more start up entries at game start in your messagebox)
- When you minimize the messagebox the latest message is made visible
- fixed possible language dependency problems with radio contact reports received and radio messages received
giving the sonar commands another icon - constant bearing. This way you can select normal sweep or constant bearing
When new radio contact comes in and it within the max radio range you defined then you'll see this additional entry in messagebox:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2100
kylania
05-19-10, 11:08 PM
I noticed a strange bearing thing the other night. In this example I'm on course 290-ish, heading at my target so the Bearing (Brg) and Intercept (290) are both correct, but shouldn't the True Bearing (True Brg) be 290 as well, instead of 0? That number should come from True North right?
http://img138.imageshack.us/img138/9201/bearing.jpg
TheDarkWraith
05-19-10, 11:13 PM
I noticed a strange bearing thing the other night. In this example I'm on course 290-ish, heading at my target so the Bearing (Brg) and Intercept (290) are both correct, but shouldn't the True Bearing (True Brg) be 290 as well, instead of 0? That number should come from True North right?
http://img138.imageshack.us/img138/9201/bearing.jpg
yes and no. True bearing is the bearing you would turn your scope to to 'see' the target. Your current scope must have been at 0 and thus it was 'following' your subs heading. Since there was no deviation from sub's heading and scope bearing the True bearing is 0.
kylania
05-19-10, 11:21 PM
yes and no. True bearing is the bearing you would turn your scope to to 'see' the target. Your current scope must have been at 0 and thus it was 'following' your subs heading. Since there was no deviation from sub's heading and scope bearing the True bearing is 0.
Ahh, I see. I always thought "bearing" or "relative bearing" was the direction based on where your boat was pointing while "True bearing" was based on "north = up".
I really like the range being listed on the radio reports. One thing I would suggest is making an option for the speed. A toggle in options for either displaying the actual speed "15kts" or "Slow"/"Medium"/"Fast".
Might even take it a step further and have that extra information be tied to the "Show Info" toggle setting, since that display of actual speed was one thing a lot of realism captains didn't like.
Another request: Did you ever have luck in getting individual torpedo doors opening/closing via a button/switch? I really miss that from SH3. heh
TheDarkWraith
05-19-10, 11:27 PM
Ahh, I see. I always thought "bearing" or "relative bearing" was the direction based on where your boat was pointing while "True bearing" was based on "north = up".
I really like the range being listed on the radio reports. One thing I would suggest is making an option for the speed. A toggle in options for either displaying the actual speed "15kts" or "Slow"/"Medium"/"Fast".
Might even take it a step further and have that extra information be tied to the "Show Info" toggle setting, since that display of actual speed was one thing a lot of realism captains didn't like.
Another request: Did you ever have luck in getting individual torpedo doors opening/closing via a button/switch? I really miss that from SH3. heh
Should I change the True bearing to Scope bearing then?
very good suggestion on the speed! I will add that and make an option (somehow) for either displaying the real speed or slow/medium/fast.
Now what speed ranges define:
- slow?
- medium?
- fast?
I'm working on adding the torpedo door toggles to the scopes :up:
McHub532
05-19-10, 11:33 PM
How about making little officer size screens on the mod where those you are in the wolfpack with can have their webcams on and you can all video chat while you are sneaking up on a convoy?
Sorry.. just daydreaming. :)
kylania
05-19-10, 11:49 PM
The included speed charts list:
Slow = 2 to 6 kts
Medium = 7 to 12 knots
Fast = 13 kts and above
Sorry.. just daydreaming. :)
While we're daydreaming, how about having the Cook's Special Meal ability automatically order a meal from http://www.sendameal.com/ :)
How about making little officer size screens on the mod where those you are in the wolfpack with can have their webcams on and you can all video chat while you are sneaking up on a convoy?
Sorry.. just daydreaming. :)
Naughty!
Athlonic
05-20-10, 02:41 AM
While we're daydreaming, how about having the Cook's Special Meal ability automatically order a meal from http://www.sendameal.com/ :)
Why not.
Look what happened to my crew when they ate some cook's special soup with his homemade mushrooms in it.
http://www.subsim.com/radioroom/picture.php?albumid=238&pictureid=2097
more bloody shots here :
http://www.subsim.com/radioroom/showpost.php?p=1397225&postcount=1250
very good suggestion on the speed! I will add that and make an option (somehow) for either displaying the real speed or slow/medium/fast.
I want this :rock::rock::rock:
Now what speed ranges define:
- slow?
- medium?
- fast?
Like in the speedcharts, kylania wrote them here. (http://www.subsim.com/radioroom/showpost.php?p=1397836&postcount=2320)
Another request:
Is it possible to implement a torpedo data report (Schussunterlagen)? So we could (by Hand or automatic) write down the firesolutions after pressing the firebuttons. For me, I calculate my firesolution and often, I miss for example by shots from aft torpedo. Afterwards I ask me, why did I missed, was the speed wrong, or false aob, etc.
With the torpedo data report, I have all data in an overview and could teach myself.... :up:
I found this table in the net:
http://i137.photobucket.com/albums/q237/Venatore/Alternate/Schussunterlagen.jpg
Nice to have it automatically with each torpedo :D
Greets,
Paco.
http://media.photobucket.com/image/Schussunterlage/Venatore/Alternate/Schussunterlagen.jpg
Should I change the True bearing to Scope bearing then?
very good suggestion on the speed! I will add that and make an option (somehow) for either displaying the real speed or slow/medium/fast.
Now what speed ranges define:
- slow?
- medium?
- fast?
I'm working on adding the torpedo door toggles to the scopes :up:
From SH3:
[ContactRange]
;under the (right) value a contact is considered as:
Short=1000 ;[m]
Medium=3000 ;[m]
Long=20000 ;[m]
[ContactSpeeds]
; less than each value means (in this order): stationary, slow, medium and fast speed ; over the last value means very fast speed
Merchant=0.1,8,12,35 ;[kts]
Warship=0.1,8,19,35 ;[kts] including uboats
Air=0.1,8,19,35 ;[kts]
Convoy=0.1,8,12,35 ;[kts]
TheDarkWraith
05-20-10, 04:37 AM
From SH3:
[ContactRange]
;under the (right) value a contact is considered as:
Short=1000 ;[m]
Medium=3000 ;[m]
Long=20000 ;[m]
[ContactSpeeds]
; less than each value means (in this order): stationary, slow, medium and fast speed ; over the last value means very fast speed
Merchant=0.1,8,12,35 ;[kts]
Warship=0.1,8,19,35 ;[kts] including uboats
Air=0.1,8,19,35 ;[kts]
Convoy=0.1,8,12,35 ;[kts]
I can't currently distinguish between merchant or warship so they have to use the same values.
stationary 0 - 0.1
slow 0.1 - 6
medium 6 - 12
fast 12 - 18
very fast 18+
I'll need kylania or someone to update the speed charts with these values please :yep:
TheDarkWraith
05-20-10, 06:09 AM
I want this :rock::rock::rock:
Another request:
Is it possible to implement a torpedo data report (Schussunterlagen). So we could (my Hand or automatic) write down the firesolutions after pressing the firebuttons. For me, I calculate my firesolution and often, I missed for aexample by shots from aft torpedo. Afterwards I ask me, why did I missed, was the speed wrobg, ord false aob, etc.
With the torpedo data report, I have all data in an overview and could teach myself.... :up: Nice to have it automatically with each torpedo :D
I like the idea, I'll see what I can come up with :up:
More changes to the upcoming version:
The nav map contact spotted now only shows course and speed when the contact was a radio report contact.
Added a new user option that displays either the contact's actual speed at the time of reporting or a range value (ShowRadioContactReportsActualSpeed). The ranges are:
stationary - 0.0 to 0.1
slow - 0.1 to 6
medium - 6 to 12
fast - 12 to 18
very fast - 18+
contact spotted for a non-radio contact:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2101
contact spotted for radio contact (notice that the speed and other information is displayed in the messagebox with the radio contact report):
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2102
yes and no. True bearing is the bearing you would turn your scope to to 'see' the target. Your current scope must have been at 0 and thus it was 'following' your subs heading. Since there was no deviation from sub's heading and scope bearing the True bearing is 0.
OK, let me ask a probably dumb question: I can see that knowing the "True bearing" is usefull to be able to turn your scope to see the target, and that knowing the "Intercept" angle is usefull to set your course to that angle if you want to go towards the target... but what do you want the "bearing" information for? If it serves no clear purpose perhaps you could eliminate it from the reports to make them "cleaner"... or am I missing something?
BTW, thank you very much for all your work on this superb mod !!!
Txema
kylania
05-20-10, 08:15 AM
OK, let me ask a probably dumb question: I can see that knowing the "True bearing" is usefull to be able to turn your scope to see the target, and that knowing the "Intercept" angle is usefull to set your course to that angle if you want to go towards the target... but what do you want the "bearing" information for?
Bearing is important for which direction from your ship to look. True Bearing is important for which direction from north to look and indicates basically which course to head to intercept. The current Intercept value is essentially the same as True Bearing since it doesn't take into account speed for the lead you'd need to include for a proper intercept.
If anything I'd remove "True Bearing" and change "Intercept" to read "True Bearing".
The nav map contact spotted now only shows course and speed when the contact was a radio report contact.
Does this mean only visual targets or does that also count single ship "radio" contacts, which would require the speed to still be listed? Even visual ones should probably have speed included since your watch crew would be able to estimate that for you. And all remote/radio contacts need to have it or else intercepts will be impossible.
Kirby_TFS
05-20-10, 09:39 AM
DW I love your mods, but one request. I don't know if you have ever looked at MOBO, but it takes into account your speed and direction along with the target's speed and direction and calculates a true intercept solution. Your intercept just points to the spot where the target is spotted. If you have any distance to cover the target is no longer there when you get to the intercept point. Would it be possible to create something like what is used in MOBO, or possibly add all the features of MOBO? You would probably need to contact Arronblood for help.
kylania
05-20-10, 09:48 AM
Would it be possible to create something like what is used in MOBO, or possibly add all the features of MOBO? You would probably need to contact Arronblood for help.
There already is a built in intercept function if you leave map contacts on. It's the little "ghost" icon that appears when you plot a course. As long as you plot it right after contact and the target doesn't zig zag it's pretty accurate.
Integrating MOBO would be pretty impossible I imagine, since it's an external program. reaper7's UI mod includes the Attack Disk which can be used to plot the things that MOBO does though, in a more historically accurate method too.
TheDarkWraith
05-20-10, 09:54 AM
DW I love your mods, but one request. I don't know if you have ever looked at MOBO, but it takes into account your speed and direction along with the target's speed and direction and calculates a true intercept solution. Your intercept just points to the spot where the target is spotted. If you have any distance to cover the target is no longer there when you get to the intercept point. Would it be possible to create something like what is used in MOBO, or possibly add all the features of MOBO? You would probably need to contact Arronblood for help.
Due to the distance between the sub and a radio contact there can be, and is most of the time, land masses inbetween them. This makes for trying to calculate a true intercept moot. The idea of the intercept was to give you an instant 'if I turn to this course now I'll be heading in the general direction of the contact'. It takes into account the heading of your sub.
Bearing's purpose is to inform you which side of your sub the contact is.
True bearing's purpose is to give you a heading with which to point your scope at to 'see' the contact and lock onto it. It takes into account your sub's heading.
The Bearing and True bearing are most useful if your manually plotting on the maps. That was the whole reason I included them as I use them for manually plotting. I like to plot, makes me feel like I'm doing things as they did back in the day.
In response to kylania only nav map radio contacts get speed and course information (those were radioed to you and thus someone has either spotted them or has been tracking them). To include speed and course information on regular contacts (ones spotted by your sub's sensors), in my opinion, would be cheating. At a range of 6000+ meters it would be really hard to guestimate speed and course even fairly accurately and thus I removed them.
If someone can point out any flaws in my thinking or has better suggestions I'm open to discussion. All I'm trying to do is make this as real as can possibly be done.
If my naming conventions (bearing, true bearing, intercept, etc.) are incorrect then tell me how to fix them. If we need new items then let's discuss what's missing.
I'm trying to involve everyone in this as this is for everyone, not just myself. The more discussion we have the better the end result :yeah:
Bearing is important for which direction from your ship to look. True Bearing is important for which direction from north to look and indicates basically which course to head to intercept. The current Intercept value is essentially the same as True Bearing since it doesn't take into account speed for the lead you'd need to include for a proper intercept.
If anything I'd remove "True Bearing" and change "Intercept" to read "True Bearing".
Kylania,
I think you are wrong...
- "Intercept" is which direction from north to look (north is 0 degrees) i.e. which direction you have to set your course to go towards the target.
- "Bearing" and "True Bearing" are essentially which direction to look referred to your U-boat bow and not to the north (your U-boat bow is 0 degrees)... I think that "Bearing" and "True bearing" are essentialy the same... actually they have normally the same value... or their value is related by adding or subtracting 360 degrees...
Am I right, TheDrakWraith??
SteelViking
05-20-10, 11:30 AM
TDW, I completely agree that at ranges like 6000m+ there would be no way to figure speed or course with any accuracy. However, what about when ships get close, will there still be no information on them at any range? Also perhaps as a compromise you could put range values (ie slow, medium, etc) on them to simulate a rough estimate.
Edit: kylania has a good idea, I think having an option for it would make the most people happy.
Bearing's purpose is to inform you which side of your sub the contact is.
True bearing's purpose is to give you a heading with which to point your scope at to 'see' the contact and lock onto it. It takes into account your sub's heading.
OK, TheDarkWraith, I see, but then the "Bearing" information is quite redundant because you can get it very quickly from the "True bearing": if the "True bearing" is larger than 180 degrees, then the contact is on the left side, and if the "True bearing" is smaller than 180 degrees, then the contact is on the right side... But I understand that having that value can be confortable for some people... In any case I think that if the "true bearing" is smaller that 180 degrees its value is identical to that of the "bearing", and if the "true bearing" is larger than 180 degrees then you can get the "bearing" just by subtracting 360 degrees... Am I right?
In any case I understand that having both values can be usefull for some people and it is your choice to keep both or eliminate one of them.
Anyway, thank you very much for this mod. Without doubt, IMO, it is the most important one for SH5 !!!
Txema
kylania
05-20-10, 11:59 AM
Kylania,
I think you are wrong...
- "Intercept" is which direction from north to look (north is 0 degrees) i.e. which direction you have to set your course to go towards the target.
That's what I said kinda, :O: though that's not really an "intercept" course since if you traveled that direction you'd end up way behind the contact since it's moving. Calling the current "Intercept" as "True Bearing" would match what it's displaying, the true bearing to look at the reported contact position.
- "Bearing" and "True Bearing" are essentially which direction to look referred to your U-boat bow and not to the north (your U-boat bow is 0 degrees)... I think that "Bearing" and "True bearing" are essentialy the same... actually they have normally the same value... or their value is related by adding or subtracting 360 degrees...
Everything else in game bearing related is either "True", based cardinal directions, ie: North = Up, or "Relative", based on your boat's orientation.
True Bearing bearing of 90 = due East. Relative bearing of 90 = directly starboard. True bearing of 180 = due South. Relative bearing of 180 = behind you.
The current implementation of True Bearing and Bearing ends up with really odd things. Like I was heading towards a ship, but my bow was slightly behind it and my scope was pointing at it's bow. I was told True Bearing was 358 and Bearing was -2. Mathematically it makes sense. I'd have to turn "back" or to starboard to line back up, but the True Bearing was how many degrees I'd have to turn to my scope to line back up, a full circle essentially. Very confusing numbers. What probably should have happened was bearing would be 002 since it was just barely starboard and True Bearing should have been 300 since it was NNW of my location.
I'll admit I have no idea how these values are getting calculated, and I'm impressed they can be period. But working on the assumption of "true" = cardinal directions and "relative" = based on my boat's orientation, the current values can get confusing, at least to me.
@DarkWraith -
As far as not displaying the speed for close in ships because it's "cheating", I agree, but I can also see the value in making it an option since some people do want to "cheat" if that's how they play the game. Like the speed is displayed on the Show Info tab, and that's been made an option so those who don't want to see it won't and those that do, can. Just a suggestion. :)
TheDarkWraith
05-20-10, 12:12 PM
TDW, I completely agree that at ranges like 6000m+ there would be no way to figure speed or course with any accuracy. However, what about when ships get close, will there still be no information on them at any range? Also perhaps as a compromise you could put range values (ie slow, medium, etc) on them to simulate a rough estimate.
OK, TheDarkWraith, I see, but then the "Bearing" information is quite redundant because you can get it very quickly from the "True bearing": if the "True bearing" is larger than 180 degrees, then the contact is on the left side, and if the "True bearing" is smaller than 180 degrees, then the contact is on the right side... But I understand that having that value can be confortable for some people... In any case I think that if the "true bearing" is smaller that 180 degrees its value is identical to that of the "bearing", and if the "true bearing" is larger than 180 degrees then you can get the "bearing" just by subtracting 360 degrees... Am I right?
In any case I understand that having both values can be usefull for some people and it is your choice to keep both or eliminate one of them.
Anyway, thank you very much for this mod. Without doubt, IMO, it is the most important one for SH5 !!!
Txema
Kylania,
I think you are wrong...
- "Intercept" is which direction from north to look (north is 0 degrees) i.e. which direction you have to set your course to go towards the target.
- "Bearing" and "True Bearing" are essentially which direction to look referred to your U-boat bow and not to the north (your U-boat bow is 0 degrees)... I think that "Bearing" and "True bearing" are essentialy the same... actually they have normally the same value... or their value is related by adding or subtracting 360 degrees...
Am I right, TheDrakWraith??
Intercept references the sub's course and thus is referenced to true north. It also references the contacts bearing from the sub. With that information it calculates the intercept heading. That is the heading that if you turned to that heading you would be heading straight towards the contact at that moment in time.
Bearing is +- 180 degrees referenced to the bow of the sub. Positive values are starboard, Negative values are port. Bearing tells you where the contact is in relation to the bow of the sub.
True Bearing is calculated from the sub's heading and the target's bearing. Say you are paralleling a target on your port. Your sub's heading and the target's heading are 090. Bearing would be -90. True bearing would be 0 if you were directly in line with the contact. If you were ahead of the contact then true beaing would be < 360 and if you were behind the target then true bearing would be > 0. True bearing tells you were to set the heading bar in the scopes view to 'see' the target.
I've added a new user option RangeStartUpdatingRadioContactReportsCourse. It's pupose is when to start updating the contacts course value in the contact spotted text (value is in kms and default is 8). If the contact's range is less than this value then, theoretically, your watch crew should be able to discern the course of the contact. This value only gets updated when you can visually see the contacts (either surfaced or if submerged then from a scopes view). If you can't see the contacts then their last course value will be frozen until you can 'see' them again.
Since updating to 2.5.0 I seem to have an issue with the torpedo speed switch for tube number 2. Clicking on it does nothing and it stays on speed 1. Switching speeds for all other tubes seems to be functioning fine.
TheDarkWraith
05-20-10, 12:19 PM
Since updating to 2.5.0 I seem to have an issue with the torpedo speed switch for tube number 2. Clicking on it does nothing and it stays on speed 1. Switching speeds for all other tubes seems to be functioning fine.
must be a bug introduced with patch 1.2 then. I haven't played with/touched the torpedo speed switches yet.
KarlKoch
05-20-10, 12:35 PM
Since updating to 2.5.0 I seem to have an issue with the torpedo speed switch for tube number 2. Clicking on it does nothing and it stays on speed 1. Switching speeds for all other tubes seems to be functioning fine.
Did you check that its not a G7e that you are trying to "speed up"? As far as i have seen, standard loadout is G7a in tubes 1,3,4 and 5, and a single G7e in tube 2.
SteelViking
05-20-10, 01:02 PM
Sehr gut! RangeStartUpdatingRadioContactReportsCourse sounds like a good way to handle this issue.:up:
unionemerald
05-20-10, 02:16 PM
I just installed SH 5 after been playing SH 3 for months. I installed the latest patch 1.2, and installed this super mod!
For the first time I'm trying to use the manual TDC, but I don't seem able to use the data (speed and distance), when using the option "contact updates on".
I know this is cheating, but I'm just an apprentice, so please forgive me. Anyway, the stadimeter doesn't seem to work correct! Is this a bug in the mod, or is it so intended. And if so, is there a way to put it of in the options menu in the file?
kylania
05-20-10, 02:19 PM
I just installed SH 5 after been playing SH 3 for months. I installed the latest patch 1.2, and installed this super mod!
For the first time I'm trying to use the manual TDC, but I don't seem able to use the data (speed and distance), when using the option "contact updates on".
I know this is cheating, but I'm just an apprentice, so please forgive me. Anyway, the stadimeter doesn't seem to work correct! Is this a bug in the mod, or is it so intended. And if so, is there a way to put it of in the options menu in the file?
Make sure you've properly installed a Dials option (http://forums.ubi.com/eve/forums/a/tpc/f/1121062387/m/1501050268). Also make sure you're properly using the standimeter (http://www.subsim.com/radioroom/showthread.php?t=169795).
PL_Andrev
05-20-10, 02:20 PM
[ContactSpeeds]
; less than each value means (in this order): stationary, slow, medium and fast speed ; over the last value means very fast speed
Merchant=0.1,8,12,35 ;[kts]
Warship=0.1,8,19,35 ;[kts] including uboats
Air=0.1,8,19,35 ;[kts]
Convoy=0.1,8,12,35 ;[kts]
Are you sure that air target can be "stationary"? Airplanes have always more than 35kt...
Maybe:
Air=0,81,189,297 ;[kts] (0,150,350,500 kmh)
:hmmm:
Did you check that its not a G7e that you are trying to "speed up"? As far as i have seen, standard loadout is G7a in tubes 1,3,4 and 5, and a single G7e in tube 2.
Aha, it is indeed a G7e. I don't recall ordering one of those myself. Must be default loadout when given new sub...thanks :)
unionemerald
05-20-10, 03:21 PM
Make sure you've properly installed a Dials option (http://forums.ubi.com/eve/forums/a/tpc/f/1121062387/m/1501050268). Also make sure you're properly using the standimeter (http://www.subsim.com/radioroom/showthread.php?t=169795).
I installed the all dials option (love the graphics) together (as second) with the major mod, and is doesn't seem to work out. What concerns the stadimeter: as I mentioned in my first post, being new and certainly unexperienced with this rather difficult calculation, I prefer to obtain these data at this moment from the dialogue screen, normally given in the contact report.
Krauter
05-20-10, 03:59 PM
Your file front d/l isnt working
7thSeal
05-20-10, 07:13 PM
Your file front d/l isnt working
Working fine for me. :DL Just dled latest version from it.
TheDarkWraith
05-20-10, 07:16 PM
more updates: finally decided on what I was going to do with the contact spotted overhaul. Non-radio contacts all get the contact timestamp, course, bearing, true bearing, and intercept. Radio contacts get speed also. Speed is the speed when they were reported and can either be the real speed or a range value via user option ShowContactsActualSpeed. Course is subject to user option RangeStartUpdatingContacts. For non-radio contacts, if the range of the contact is greater than this user option then the course displayed is '---'. Once the range is less than or equal to the user option then the course is displayed (updated in real time as crew should be able to discern the course). Radio contacts are different only in that their initial reported course is displayed when range is greater than the user option. Once range drops below the user option then their course is updated (once again in real time). Course can either be the real course or a range value via user option ShowContactsActualSpeed. All this information is available on the TAI and the nav map (although nav map also gets Lat and Long values for the contact).
I'm unable to get speed info for non-radio contacts and thus that's why only radio contacts get speed. What I'm thinking about doing is when you have a contact selected and you use the XO TDC dialog box to estimate it's speed then I'll update the contact with that speed estimate.
Now I'm working on adding constant bearing to sonar and finishing up the editable ships journal :D
contact greater than user option range:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2110
contact comes into range:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2109
7thSeal
05-20-10, 07:22 PM
and finishing up the editable ships journal :D
Dude, so many are waiting on this (me too) can't wait for the next release... before the weekend? :D
kylania
05-20-10, 07:51 PM
more updates: finally decided on what I was going to do with the contact spotted overhaul.
Brilliant solution! Well done!
I'm unable to get speed info for non-radio contacts and thus that's why only radio contacts get speed. What I'm thinking about doing is when you have a contact selected and you use the XO TDC dialog box to estimate it's speed then I'll update the contact with that speed estimate.
You might not even need to do that, since if you're in visual range your XO has built in speed estimation abilities already from the stock UI, or you can use the many methods of fixed line or 3:15 rule to figure speed. For those unfamiliar or uncomfortable with those methods, the Show Info screen would display speed as well, per stock.
This is really great work!
Excellent TDW !!!
Just one suggestion regarding the discussion we have had previously: perhaps it could be better to change the name of "True Brg" to call it "Scope Brg" to avoid missunderstandings...
What do you think?
Txema
more updates: finally decided on what I was going to do with the contact spotted overhaul. Non-radio contacts all get the contact timestamp, course, bearing, true bearing, and intercept. Radio contacts get speed also. Speed is the speed when they were reported and can either be the real speed or a range value via user option ShowContactsActualSpeed. Course is subject to user option RangeStartUpdatingContacts. For non-radio contacts, if the range of the contact is greater than this user option then the course displayed is '---'. Once the range is less than or equal to the user option then the course is displayed (updated in real time as crew should be able to discern the course). Radio contacts are different only in that their initial reported course is displayed when range is greater than the user option. Once range drops below the user option then their course is updated (once again in real time). Course can either be the real course or a range value via user option ShowContactsActualSpeed. All this information is available on the TAI and the nav map (although nav map also gets Lat and Long values for the contact).
I'm unable to get speed info for non-radio contacts and thus that's why only radio contacts get speed. What I'm thinking about doing is when you have a contact selected and you use the XO TDC dialog box to estimate it's speed then I'll update the contact with that speed estimate.
Now I'm working on adding constant bearing to sonar and finishing up the editable ships journal :D
contact greater than user option range:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2110
contact comes into range:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2109
Krauter
05-20-10, 08:05 PM
Can someone upload this to subsim.. the filefront page isnt working :down:
ReallyDedPoet
05-20-10, 08:10 PM
Can someone upload this to subsim.. the filefront page isnt working :down:
Just tried FF, seems to be fine on this end :yep:
TheDarkWraith
05-20-10, 08:18 PM
Excellent TDW !!!
Just one suggestion regarding the discussion we have had previously: perhaps it could be better to change the name of "True Brg" to call it "Scope Brg" to avoid missunderstandings...
sounds like a very reasonable request....consider it done :up:
TheDarkWraith
05-20-10, 08:18 PM
Dude, so many are waiting on this (me too) can't wait for the next release... before the weekend? :D
I'm hoping to have v2.6.0 ready by end of tomorrow (Friday) :yep:
Krauter
05-20-10, 08:28 PM
Hmm.. probably my rig acting up, i click download and it says waiting for FF. and then it goes back to the entrace page. Meh.. I'll just wait for 2.6
ReallyDedPoet
05-20-10, 08:33 PM
Hmm.. probably my rig acting up, i click download and it says waiting for FF. and then it goes back to the entrace page. Meh.. I'll just wait for 2.6
I am guessing DW has not uploaded it here due to the frequent changes. At this point in time no sense having a bunch versions floating around here at SUBSIM.
TheDarkWraith
05-20-10, 09:21 PM
I am guessing DW has not uploaded it here due to the frequent changes. At this point in time no sense having a bunch versions floating around here at SUBSIM.
v2.5.0 is uploaded at subsim.com. It's in the downloads section under interface mods.
Here's a download link: http://www.subsim.com/radioroom/downloads.php?do=file&id=1811&act=down
ReallyDedPoet
05-20-10, 09:22 PM
v2.5.0 is uploaded at subsim.com. It's in the downloads section under interface mods.
Here's a download link: http://www.subsim.com/radioroom/downloads.php?do=file&id=1811&act=down
:oops:
TheDarkWraith
05-20-10, 09:25 PM
:oops:
no worries. Everytime I release a new version I mirror it here at subsim.com also because filefront is notorious for acting up :DL I just keep updating the same download post so that I don't have mutliple version floating around in the downloads section.
ReallyDedPoet
05-20-10, 09:28 PM
no worries. Everytime I release a new version I mirror it here at subsim.com also because filefront is notorious for acting up :DL I just keep updating the same download post so that I don't have mutliple version floating around in the downloads section.
:up:
SeaBass70
05-20-10, 10:05 PM
I just got the game today and I've been trying for last two hours to lower my periscope (not a bright start to my naval career!). I saw a post saying this mod will do that. I've been researching the mods and how to install them, and I've got a few working but can't seem to get this one going.
I opened the zip file and had it extract into "c:\ubisoft\silent hunter 5\Mods" and it shows up on the list in Generic Mod Enabler and shows it's activated but I don't see any difference and my periscope is still stuck, so I don't think it's working.
Am I missing something? And is there somethign easy in the game I can look for to tell if it's enabled?
kylania
05-20-10, 10:53 PM
Am I missing something? And is there somethign easy in the game I can look for to tell if it's enabled?
Watch this video to see how to properly install this mod:
http://www.youtube.com/watch?v=FVv1qgyivPI
Other than the mod, you can control the Attack Periscope using Ins button to raise it and Del to lower it. For the Observation Periscope it's PageUp to raise it and PageDown to lower it. With both scopes Shift+key = fully whatever. So to fully lower your Attack Scope press Shift-Del. To fully raise your Obs Scope, Shift-PageUp.
One "gotcha" is that you cannot fully lower the Obs Scope while you're looking through it, since it needs to lower into the control room floor.
Also, welcome aboard!! :salute:
SteelViking
05-20-10, 10:55 PM
I just got the game today and I've been trying for last two hours to lower my periscope (not a bright start to my naval career!). I saw a post saying this mod will do that. I've been researching the mods and how to install them, and I've got a few working but can't seem to get this one going.
I opened the zip file and had it extract into "c:\ubisoft\silent hunter 5\Mods" and it shows up on the list in Generic Mod Enabler and shows it's activated but I don't see any difference and my periscope is still stuck, so I don't think it's working.
Am I missing something? And is there somethign easy in the game I can look for to tell if it's enabled?
Welcome aboard SeaBass70!
First of all, this mod is a totally different UI (meaning user interface). To get it to work do this. 1. extract the file. 2. open the folder, and inside you will find another folder named NewUIs_TDC_2_5_0_TheDarkWraith, open that folder and you will be faced with several folders. 3. Go into the Mods folder and copy two files: NewUIs_TDC_2_5_0_ByTheDarkWraith and whichever TDC(meaning Torpedo Data Computer) for a beginner I would recommend NewUIs_TDC_2_5_0_SpreadAngleOnly_TDC to c:\ubisoft\silent hunter 5\Mods 4. enable both in JSGME
Though this will get this mod to work, that may not be what you need, are you sure you are trying the right thing on the periscope to make it go down?
Edit: kylania beat me too it, oh well.
SeaWolf U-57
05-21-10, 02:30 AM
:up:
Should of got and would of been well deserved unlike others.
The Best Of Subsim badge :up:
hmmmm,
I think no one on a ship or submarine would say "-172" degrees?:hmmm:
So I would delete this.
Your given "True Bearing", could we change it to "Rel. Bearing" (the german "Peilung"):
"A relative bearing is one in which the reference direction is straight ahead, where the bearing is measured relative to the direction the navigator is facing (on land) or in relation to the vessel's bow (aboard ship)" :know: wikipedia
The Intercept:
This is in my opinion the "true bearing" - german "rechtweisende Peilung"
"A true bearing is measured in relation to the fixed horizontal reference plane of true north (http://en.wikipedia.org/wiki/True_north), that is, using the direction toward the geographic north pole (http://en.wikipedia.org/wiki/Geographic_north_pole) as a reference point." :know: wikipedia
Ok, in my opinion, then we have all we need for a given contact, what do you mean?
Paco.
contact greater than user option range:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2110
contact comes into range:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2109
SeaWolf U-57
05-21-10, 04:33 AM
hmmmm,
I think no one on a ship or submarine would say "-172" degrees?:hmmm:
So I would delete this.
Paco.
He is Right so all together "ITS BEHIND YOU" :har:
panosrxo
05-21-10, 06:40 AM
If I want to assign some of the commands implemented with your scripts to my numerical keyboard what should I do?
For example would Num5 work?
TheDarkWraith
05-21-10, 07:57 AM
hmmmm,
I think no one on a ship or submarine would say "-172" degrees?:hmmm:
So I would delete this.
Your given "True Bearing", could we change it to "Rel. Bearing" (the german "Peilung"):
"A relative bearing is one in which the reference direction is straight ahead, where the bearing is measured relative to the direction the navigator is facing (on land) or in relation to the vessel's bow (aboard ship)" :know: wikipedia
The Intercept:
This is in my opinion the "true bearing" - german "rechtweisende Peilung"
"A true bearing is measured in relation to the fixed horizontal reference plane of true north (http://en.wikipedia.org/wiki/True_north), that is, using the direction toward the geographic north pole (http://en.wikipedia.org/wiki/Geographic_north_pole) as a reference point." :know: wikipedia
Ok, in my opinion, then we have all we need for a given contact, what do you mean?
Instead of deleting the -172 what would you suggest? Bearing is a useful measurement that I use when plotting so I'm not going to delete it. I could do something like '172P' or '172S' signifying port or starboard.
I've changed True bearing to read scope bearing. Intercept I can change to read True bearing since your above description fits it well :up: I'll post final screenshots here in a few to ensure I got this correct.
I'm not going to delete it. I could do something like '172P' or '172S' signifying port or starboard.
good question.... :hmmm:
what about something like this (in relation to own heading, not true bearing):
000°: (+-5 degrees???) Bow (recht voraus)
045°: Stbd Bow (steuerbord vorn / voraus)
090°: (+-5 degrees???) Stbd Beam (steuerbord querab)
135°: Stbd Quarter (steuerbord achteraus)
180°: (+-5 degrees???) Stern (achteraus)
225°: Port Quarter (backbord achteraus)
270°: (+-5 degrees???) Port Beam (backbord querab)
315°: Port Bow (backbord vorn / voraus)
found in german marine-sims forum (http://www.marinesims.de/wbb2/thread.php?threadid=11281&sid=3b5fa3088974ad16f5ae52abdec21def)
written as text without the exact angel. You could read the exact angle by switching to the uzo or periscope if you see the target, or could use the circle, or sonar ... :sunny:
But, its your decision, perhaps you could set a swich in the configfile and everybody could choose his favorites... :|\\
Paco
TheDarkWraith
05-21-10, 08:34 AM
good question.... :hmmm:
what about something like this (in relation to own heading, not true bearing):
000°: (+-5 degrees???) Bow (recht voraus)
045°: Stbd Bow (steuerbord vorn / voraus)
090°: (+-5 degrees???) Stbd Beam (steuerbord querab)
135°: Stbd Quarter (steuerbord achteraus)
180°: (+-5 degrees???) Stern (achteraus)
225°: Port Quarter (backbord achteraus)
270°: (+-5 degrees???) Port Beam (backbord querab)
315°: Port Bow (backbord vorn / voraus)
found in german marine-sims forum (http://www.marinesims.de/wbb2/thread.php?threadid=11281&sid=3b5fa3088974ad16f5ae52abdec21def)
written as text without the exact angel. You could read the exact angle by switching to the uzo or periscope if you see the target, or could use the circle, or sonar ... :sunny:
I have limited space there. In order to keep the code from getting even more complex the bearing, scope bearing, and true bearing numbers will keep the +- values (- being to port, + being to starboard)
TheDarkWraith
05-21-10, 09:17 AM
revised contact spotted:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2111
(messagebox revised also):
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2112
Sailor Steve
05-21-10, 09:33 AM
I've been following the thread and I download every single mod, even though I don't yet own the game.
I just wanted to say that this is a true work of art! The old saying is "Genius is ten percent inspiration and ninety percent perspiration." You are showing a huge amount of both. Thank you for your dedication and perserverance to this work.:rock:
One question: Is it possible to teleport from the bridge to the conning tower to avoid the 'Not getting through the hatch fast enough' problem? In ealier games I always right-click to the CT before ordering a dive, as that's the first stop on the way to the Control Room.:D
TheDarkWraith
05-21-10, 09:37 AM
One question: Is it possible to teleport from the bridge to the conning tower to avoid the 'Not getting through the hatch fast enough' problem? In ealier games I always right-click to the CT before ordering a dive, as that's the first stop on the way to the Control Room.:D
Yes it is. You could open up the teleport bar and teleport to anywhere that's available. The one click crash dive also takes care of the problem of not getting through the hatch fast enough. If you're on topside bridge and you order crash dive it teleports you to radio and then x seconds later (user definable) it orders crash dive.
Sailor Steve
05-21-10, 09:39 AM
Awesome! Thanks for the quick answer.:sunny:
When in periscope view, the XO box, or whatever it's called is in the way of the view so i cannot use the stadimeter correctly. Is there anyway to move it down a bit?
TheDarkWraith
05-21-10, 10:50 AM
When in periscope view, the XO box, or whatever it's called is in the way of the view so i cannot use the stadimeter correctly. Is there anyway to move it down a bit?
hide your messagebox (default is the 'L' key) or set the user option that allows the XO TDC dialog box to be draggable
MattDizzle
05-21-10, 12:19 PM
I was just going to post the same thing, i use the stock manual aiming system and the XO is always in the way. Where is the user option for this? Editing text files is like crazy confusing.
http://i34.photobucket.com/albums/d136/Nekoreaperman/iphone%20uploads/d243a8e5.jpg
(warning giant cell phone pic)
how do i change this?
kylania
05-21-10, 12:29 PM
# Is the XO TDC dialog box draggable?
# If the XO TDC dialog box is draggable then the feature of the XO TDC dialog box dynamically repositioning
# based on messagebox visibility is disabled.
XOTDCDialogDraggable = False
Set that to True and you can drag it where you want it. Also by closing your message box it should drop down into the corner as well. Make sure you're using version 2.5.0 or later of the mod, since this is a pretty new feature.
MattDizzle
05-21-10, 01:08 PM
Also when engaging time compression the message box always makes itself huge. This is annoying as hell, how to i turn that off? I see there is a "Set minimum" option, but not "Set maximum".
I am using the newest mod version designed for 1.2.
kylania
05-21-10, 01:18 PM
The ShowMessageBox and RestoreMessageBox section from the same file.
LeBabouin
05-21-10, 01:55 PM
Always wondered why the XO icon is not part of the officer bar instead of in the middle of nowhere. Also, no way to have the message lines match the middle of their own stripe in the message box ? I imagine the response is no, otherwise TheDarkWraith would have done it already.
MattDizzle
05-21-10, 02:24 PM
The ShowMessageBox and RestoreMessageBox section from the same file.
This is known as a "sentence fragment", and as such has failed to convey the message you wanted to convey to me.
TheDarkWraith
05-21-10, 02:40 PM
This is known as a "sentence fragment", and as such has failed to convey the message you wanted to convey to me.
##################################### Message Box (SH3/4/5 modes) ####################################
# these control the height and width of the message box. They are multiplied by a set value so increment in small values!
MessageBoxWidthFactor = 2.5 # stock is 2
MessageBoxHeightFactor = 5 # stock is 3
# this will cause the message box to start in the expanded mode when the game starts
# change below to either True or False
MessageBoxStartsExpanded = True
# is the message box displayed at game start?
# change below to either True or False
DisplayTheMessageBox = True
# the hotkey used to toggle the messagebox visibility
# Format:
#
# DisplayTheMessageBoxHotKey = [ False, None ]
# False = enabled
# None = key used
#
# if you wanted to enable this:
# DisplayTheMessageBoxHotKey = [ True, MenuKeyManagerWrapper.Keys.L ]
#
# if you wanted to disable this:
# DisplayTheMessageBoxHotKey = [ False, MenuKeyManagerWrapper.Keys.L ]
#
DisplayTheMessageBoxHotKey = [ True, MenuKeyManagerWrapper.Keys.L ] # change the L to whatever key you want
# to toggle the messagebox between minimized and maximized states use the hotkey used to toggle visibility with the shift key
# at what TDC mode do we ensure the messagebox is shown and maximized (it will show when the TC level is greater than or equal to this value)?
ShowMessageBoxAndExpandAtTCLevel = 32
# when we drop below the ShowMessageBoxAndExpandAtTCLevel do we restore the messagebox?
RestoreMessageBoxAfterTCLevel = True
# number of messages to keep in the messageboxlist. After this number is exceeded, the oldest message is removed from the list. Stock value is 20
NumberMessagesToKeepInMessageBox = 20
edit the yellow item to control when the messagebox is shown and maximized in regards to TC level
MattDizzle
05-21-10, 03:08 PM
thank you darkwraith, im just messing around with you. Did you know that you singlehandedly saved silent hunter 5? :rock:
PL_Andrev
05-21-10, 03:47 PM
Two questions / issues?
1. Why the real course in unknown? Maybe better way is use "probably" course (SH5 shows the track behind ship) like N, NE, E etc, etc...
http://img121.imageshack.us/img121/4293/foto2f.png
2. Could you fix the crossing tex on notepad lines?
For the the text on lines looks not good...
http://img257.imageshack.us/img257/228/foto1ci.png
TheDarkWraith
05-21-10, 04:05 PM
Two questions / issues?
1. Why the real course in unknown? Maybe better way is use "probably" course (SH5 shows the track behind ship) like N, NE, E etc, etc...
http://img121.imageshack.us/img121/4293/foto2f.png
there is a user option that defines at what distance the course is updated. Think about this: your crew spots a ship. It's distance is 10,000+ meters. Do you really think they can discern the direction the ship is heading? No. So I added a user option that when the distance from the sub to the target is less than or equal to this user option then the course is updated. Until then you get '---' for course.
TheDarkWraith
05-22-10, 01:41 AM
Just about finished with the ships journal. Here you can see the add, edit, and delete icons at work. You select an entry by mousing over it and pressing shift (that will draw a border around the entry). Then click on one of the icons at the bottom to add, edit, or delete. If you select an entry and then click on add, the new entry will be placed below the selected entry. If you click add with no entries highlighted then the entry is added to the end.
There are arrows on the bottom that let you scroll previous day and next day. This allows you to look at the log entries by days :rock:
I have to code in the save log entries yet (far left icon). It will save the contents to a disk file once coded.
There is a user option that lets you define your sub's title or name (in this example mine is 'U021 TheDarkWraith')
game start. I selected an entry and want to add an entry below it:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2117
I selected an entry and want to edit it:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2116
now I'm going to delete an entry:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2115
DW - Re: Journal - Brilliant !! :yeah:
kapitanfred
05-22-10, 02:21 AM
You're an ACE modder there TDW :rock:
TheDarkWraith, how to activate chalkboard mod and remove binocular crosshair mod in Multiple_UI?
Defiance
05-22-10, 03:17 AM
Outstanding
Then again all your hard work is
:yeah:
Cheers
ps: jaxa, use shift and b keys to get the chalkboard up/off, then i use k key to add a chalk mark, also there's add/remove function icons i think but i just use the key inputs myself, the x hairs i use another optic so can't help there (like a fair few mods here by the time i got sh5 and got into it someone else had modded what i wanted to do lol) , hope that helps a bit
Thanks Defiance, will try it.
TheDarkWraith
05-22-10, 09:34 AM
TheDarkWraith, how to activate chalkboard mod and remove binocular crosshair mod in Multiple_UI?
There is a user option to disable the binocular crosshair. Might be in last version v2.5.0 but if not it's definitely in v2.6.0:
# is the binocular crosshair visible?
BinocularCrosshairEnabled = True
rededge
05-22-10, 10:34 AM
Dark Wraith,
Quick question, what does this do in the user options -
# Are all night filters enabled?
# change below to either True or False
NightFiltersEnabled = False
Thanks
PS - the binos crosshair option is present, but at the moment doesn't work?
TheDarkWraith
05-22-10, 10:53 AM
Dark Wraith,
Quick question, what does this do in the user options -
# Are all night filters enabled?
# change below to either True or False
NightFiltersEnabled = False
Thanks
PS - the binos crosshair option is present, but at the moment doesn't work?
if the user option for binocs crosshair is present then setting it to False will disable it.
NightFiltersEnabled adds night filters presently only to the nav map. I have to add the filters to the scopes and other things yet.
PL_Andrev
05-22-10, 03:31 PM
there is a user option that defines at what distance the course is updated. Think about this: your crew spots a ship. It's distance is 10,000+ meters. Do you really think they can discern the direction the ship is heading? No. So I added a user option that when the distance from the sub to the target is less than or equal to this user option then the course is updated. Until then you get '---' for course.
If that is true, the "ship's tail" should be deleted from nav maps, and shown when course is updated. Because now the "unknown" course can be easy read from nav map.
kylania
05-22-10, 04:28 PM
If that is true, the "ship's tail" should be deleted from nav maps, and shown when course is updated. Because now the "unknown" course can be easy read from nav map.
You can do that by turning off map contacts. :DL
THE_MASK
05-22-10, 06:23 PM
I think what i would like is some realism options . What do i mean . On a realistic setting you could have the deck gun long range and medium range disabled . You could have the teleport disabled . TAI map disabled if you want . Get the hardcore guys to suggest things . over .
TheDarkWraith
05-22-10, 06:25 PM
just wrapped up version 2.6.0. I'll be packaging up and releasing here soon.
v2.6.0 change log:
v2.6.0 - fixed bug when messagebox is minimized the latest message isn't displayed
- changed messagebox's tooltip from Toggle to Toggle minimized/maximized
- fixed a possible language dependency problem with the radio contact reports and radio messages
- fixed bug of clicking the 'X' on the clock not hiding the clock
- changed how the game is displaying messages in the messagebox. I now trap all messages in preps for the journal being implemented
- fixed bug of possible CTD when editing the mast height value in the XO TDC Dialog box
- revised the contact spotted. Entries are now Bearing, Scope Bearing, and True Bearing. Speed is displayed for radio contacts.
- added a new user option that allows the user to have the contacts true course displayed or a reference value displayed (ShowContactsActualCourse)
- added a new user option that allows the user to have the radio contacts true speed displayed or a reference value displayed (ShowContactsActualSpeed)
- added a new user option that allows the user to determine when the contacts course is updated in real-time (in kms). When the contact is outside the range specified (and it's not a radio contact) then it's course will display '---'. Once inside the range specified then it's course will display either it's true course or a reference value based on user option settings. If it's a radio contact then it's reported course will be displayed at all times while out of range and once in range it's course will be updated in real time.
- added flag chart by conus00 to navigation map
- implemented the ship's journal. This is basically a log book of each day's events. All messages for that day are shown and user can scroll to different days in the patrol to read the entries. User can also edit the entries, add entries, and delete entries. This allows this to also be a journal where the captain can write notes or whatever they want in their log book. This is step 1 of the ship's journal. The next step will be to make it persist across save games so user can have one continuous log book of their campaign. Step 2 will also add the option of saving the journal to a file at any time. To edit entries hover the mouse pointer over an entry and press shift. The entry will acquire a border around it denoting it's selected. Then use the buttons on the bottom of the page to edit/delete. To add new entries: if you want the new entry to be placed at a certain time then select the entry that you want the new entry to follow and then click on add new entry. Else clicking on add new entry adds a new entry to the end of the log.
- added a new user option that specifies the title used in the ship's journal (ShipsJournalTitle)
TDW,
Very nice list of changes.
Thank you !!! :up:
Txema
jwilliams
05-22-10, 07:15 PM
- added flag chart by conus00 to navigation map
Good work Conus00 & TDW. Thanks :yeah:
Any chance this could be added to Uzo and the scopes. Would be more usefull. As i cant really compare flags from navigation map.
TheDarkWraith
05-22-10, 07:20 PM
Good work Conus00 & TDW. Thanks :yeah:
Any chance this could be added to Uzo and the scopes. Would be more usefull. As i cant really compare flags from navigation map.
ah, yes, this needs to be global......I'll have to fix that :up:
TheDarkWraith
05-22-10, 07:50 PM
Good work Conus00 & TDW. Thanks :yeah:
Any chance this could be added to Uzo and the scopes. Would be more usefull. As i cant really compare flags from navigation map.
Moved the speed charts from the navigation map and made them global. Did the same with the flag chart. Global means anytime you see your HUD items on screen then the charts are available also
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2118
Their default location is tucked up in the top left corner like they were in the nav map.
kylania
05-22-10, 08:03 PM
Great, now I have no excuse not to get close enough to read flags instead of waging unrestricted submarine warfare on anything that floats! :O:
Great changes! Really looking forward to the journal. Can't wait for Step 2, that'll be really great. How do you externally access the log during Step 1?
TheDarkWraith
05-22-10, 08:09 PM
Great, now I have no excuse not to get close enough to read flags instead of waging unrestricted submarine warfare on anything that floats! :O:
Great changes! Really looking forward to the journal. Can't wait for Step 2, that'll be really great. How do you externally access the log during Step 1?
the ship's journal icon in the top right bar. Step 1 here will ensure that it isn't buggy and all. Once I can confirm that it works good then I go code in the persist part of it. The goal being when you save your game it saves the log also so that when you re-load up your game your log is back. This way you can have one huge log for your entire career. Take good notes :up:
PurpleCity
05-22-10, 08:14 PM
I think what i would like is some realism options . What do i mean . On a realistic setting you could have the deck gun long range and medium range disabled . You could have the teleport disabled . TAI map disabled if you want . Get the hardcore guys to suggest things . over .
as a hardcore guy, anything that removes information is a good thing
my wish list...
- no binocular cross hairs (there's an option but it doesn't seem to work)
- no exact ranges in visual contact reports (maybe they could be rounded - i'd be ok if they were removed completely)
- no exact heading and speed of radio contacts
- no hull damage % (I hate that hitpoints meter)
- no ability to ask WO to id target
- no deck gun in rough seas and reduced accuracy - this is not really a UI issue though
- no TAI (much appreciated for removing this)
- no super powers (some are reasonable like overcharge engines, but some are just silly e.g. reveal hidden enemies?)
- no pesky icons telling u your under water (I hate those things with a passion)
TheDarkWraith
05-22-10, 08:19 PM
as a hardcore guy, anything that removes information is a good thing
my wish list...
- no binocular cross hairs (there's an option but it doesn't seem to work)
- no exact ranges in visual contact reports (maybe they could be rounded - i'd be ok if they were removed completely)
- no exact heading and speed of radio contacts
- no hull damage % (I hate that hitpoints meter)
- no ability to ask WO to id target
- no deck gun in rough seas and reduced accuracy - this is not really a UI issue though
- no TAI (much appreciated for removing this)
- no super powers (some are reasonable like overcharge engines, but some are just silly e.g. reveal hidden enemies?)
- no pesky icons telling u your under water (I hate those things with a passion)
the user option to disable the binoc crosshairs works. I just tried it again in v2.6.0 to confirm.
The no exact heading and speed of radio contacts you get in v2.6.0 (well you have the option to enable it)
jwilliams
05-22-10, 08:22 PM
Moved the speed charts from the navigation map and made them global. Did the same with the flag chart.
Thanks. :yeah:
Awesome work.
:DL
PurpleCity
05-22-10, 08:23 PM
the user option to disable the binoc crosshairs works. I just tried it again in v2.6.0 to confirm.
The no exact heading and speed of radio contacts you get in v2.6.0 (well you have the option to enable it)
If I haven't said so before, u rock!
TheDarkWraith
05-22-10, 08:50 PM
v2.6.0 released. See post #1 for details :|\\
This was a pretty major revision as far as code goes so I'm expecting some errors/bugs. Please post here and I'll take care of them as they show up. Before posting though ensure that you have no other mods enabled but the UIs mod to ensure that it's not a mod conflict problem. I hate tracking down ghosts.......
jwilliams
05-22-10, 08:55 PM
v2.6.0 released. See post #1 for details :|\\
Downloading now. :up:
Your work is much appreciated.
:salute:
stoppro
05-22-10, 09:30 PM
this mod is the best dw I have been playing for the last 3 hours. I am using shv style no tdc,just to get used to things.just now when i click on the middle of the bearing ribbon the round compass appears behind the officers bar. and i can't drag it out from behind to use it anyone having this happen?
TheDarkWraith
05-22-10, 09:34 PM
this mod is the best dw I have been playing for the last 3 hours. I am using shv style no tdc,just to get used to things.just now when i click on the middle of the bearing ribbon the round compass appears behind the officers bar. and i can't drag it out from behind to use it anyone having this happen?
the officer's bar is draggable also so try dragging it out of the way. Screenshot?
stoppro
05-22-10, 09:47 PM
I was afraid you were going to ask for that. my skills were maxed out inslalling the mod. but I'll give it a shot.thanks for the reply. i'llsee if ican't get dial out of there first. I hate to quit the game right now. i doing pretty good
stoppro
05-22-10, 09:55 PM
I was afraid you were going to ask for that. my skills, were just about maxed out installing the mod but I will give it a shot.I hate to quit the game right now I doing pretty well---ok moved officers bar, i can get to the compass dail now although its a little low. thanks for replying. i know busy you are [as does everyone]
TheDarkWraith
05-22-10, 09:55 PM
I was afraid you were going to ask for that. my skills were maxed out inslalling the mod. but I'll give it a shot.thanks for the reply. i'llsee if ican't get dial out of there first. I hate to quit the game right now. i doing pretty good
There is a hotkey for the dial - the 'C' key. That will toggle it's visibility. Shift + C will toggle it's mode.
Take a screenshot by pressing Ctrl + F11
kylania
05-22-10, 10:12 PM
How about integrating RemoveLogoIntroTheDarkWraith with this mod?
TheDarkWraith
05-22-10, 10:13 PM
How about integrating RemoveLogoIntroTheDarkWraith with this mod?
you mean the one that removes the intros?
kylania
05-22-10, 10:15 PM
you mean the one that removes the intros?
Yup, I imagine by the time someone installs this mod they'd have already seen, or know how to find again, those videos. One less mod to install. ;) heh
kylania
05-22-10, 10:57 PM
Journal bug:
When you enter edit mode it "pauses" the game. However, in my keymap I have backspace mapped to "Pause", so when I went to correct a misspelling it unpaused the game, then all my character strokes started counting for command input.
So if you type a key that's mapped to "Pause" it'll unpause while still in journal entry mode.
stoppro
05-22-10, 10:58 PM
Well i got the screen shot,but being as i never posted one I have no idea how to do it. i went back on the forum to dowly's post on how to but it is all xed out. anyone can helpe? thanks i know its pain in the ss but i won't know till someone tells me thanks again
TheDarkWraith
05-22-10, 11:10 PM
Journal bug:
When you enter edit mode it "pauses" the game. However, in my keymap I have backspace mapped to "Pause", so when I went to correct a misspelling it unpaused the game, then all my character strokes started counting for command input.
So if you type a key that's mapped to "Pause" it'll unpause while still in journal entry mode.
use the arrow keys to 'step backwards'. When I have a misspelling I use the left arrow key to go back and correct it.
Not much I can do about the keymaps. I pause the game when you edit or add an entry and I disable the hotkeys used by the mod. I can't disable hotkeys/keymaps outside of the mod though. I can try something to see if it will work....but that'll have to wait till tomorrow.
Note: when entering a new entry or editing an existing entry, the max characters allowed per entry is 255
kylania
05-22-10, 11:13 PM
Anyone else not seeing ships that are there on the map? I noticed when I was coming back from patrol that the harbor seemed empty, but my watch crew kept calling out ships? I was also getting a lot of client lag when ships were being revealed. Related to the new contact code perhaps?
http://img571.imageshack.us/img571/7008/thisanewproblem.jpg
This is with Map Contacts on. Some ships are showing though...
http://img4.imageshack.us/img4/8470/bothviews.jpg
TheDarkWraith
05-22-10, 11:15 PM
Well i got the screen shot,but being as i never posted one I have no idea how to do it. i went back on the forum to dowly's post on how to but it is all xed out. anyone can helpe? thanks i know its pain in the ss but i won't know till someone tells me thanks again
the screenshot has to be less than 1200 X 1200 to post on subsim. So resize it if it's bigger than that. To add a picture to a post click on the yellow mountain looking thing in the top toolbar of the reply to thread box. A popup will appear and you put the link to your screenshot in it. That's it. You'll have to find a place to host your screenshots so you can acquire links to them though. Subsim can host pictures/screenshots.
TheDarkWraith
05-22-10, 11:17 PM
Anyone else not seeing ships that are there on the map? I noticed when I was coming back from patrol that the harbor seemed empty, but my watch crew kept calling out ships? I was also getting a lot of client lag when ships were being revealed. Related to the new contact code perhaps?
doubtful. There's really no new code for that. The new code deals with radio contact reports and the ship's journal.
stoppro
05-22-10, 11:28 PM
OK I'll get on it I have no photo program on this machine it's stripped down[ gaming only]. buti'll put one in i am sure i will need it. it will be awhile, thanks for helping
Echolot
05-22-10, 11:43 PM
Sorry for my poor english and thank you for your wonderful mods...
but with the new versions (after 2. ..) i cant get it working.
The only thing i edit in the ...options.py is CurrentUIStyle=SH3Style.
Ingame i get this message by pressing Strg/Ctrl:
http://img199.imageshack.us/img199/4651/tdwerrormessage1.jpg
When i end the mission i get this (clicking on "FORTSETZEN"):
http://img245.imageshack.us/img245/4358/tdwerrormessage2.jpg
What do i wrong?
I want to combine your mod with a mod of the commands.cfg.
With i.e. TDW...1.8.0 i had not that problems.
It would be nice to use your mods here, but i dont know how.
Can you see anything in the screenshots?
Thank you very
Echolot :salute:
stoppro
05-23-10, 12:07 AM
http://www.subsim.com/radioroom/picture.php?albumid=298here it is...i thinkhttp://www.subsim.com/radioroom/picture.php?albumid=298
stoppro
05-23-10, 12:14 AM
http://www.subsim.com/radioroom/picture.php?albumid=298
kylania
05-23-10, 12:33 AM
http://www.subsim.com/radioroom/picture.php?albumid=298
Read this for how to post an image:
http://www.subsim.com/radioroom/showpost.php?p=1351691&postcount=4
stoppro
05-23-10, 12:55 AM
http://img35.imageshack.us/img35/3003/sh5img201005222300copy.jpg
jwilliams
05-23-10, 01:57 AM
The compass is also dragable. Put mouse cursor just above the compass and it should turn into a dif cursor. then left click (and hold left mouse button) and drag
stoppro
05-23-10, 02:04 AM
yes I thought that too but it wouldn't go.funny now its back where ti is supposed to be, as i kept playing it slowly walks to the right as i click to use it. each click a little more then drops to where you see on the screen shot maybe i'll just reload it and see what happens. its not that bad that i can't use it
jwilliams
05-23-10, 02:52 AM
Hey, TDW.
I'm loving the journal. :yeah:
Just to confirm.... pressing backspace does unpause the game. Not a big problem, just gotta get used to it.
I see how to edit the title.
- added a new user option that specifies the title used in the ship's journal (ShipsJournalTitle)
That'll teach me not to read the changelog first. :oops:
was in a hurry to test out the new options. :03:
http://i876.photobucket.com/albums/ab324/williaj/SUBSIM/SH5Img2010-05-23_191713.jpg?t=1274600435
I can now teach my hydrophone operator a lesson for being so useless. :D
Good work. :rock:
kylania
05-23-10, 02:57 AM
how do i edit the journal name
On line 251 of the options files, you'll see this:
##################################### Ships Journal ##################################################
ShipsJournalTitle = "U021 TheDarkWraith"
My sonar guy was having a lot of trouble today. Wasn't calling out when I told him to follow a contact, wasn't saying anything under light time compression, was only calling out numbers instead of the full speech line. Not sure what's up..
jwilliams
05-23-10, 03:22 AM
On line 251 of the options files, you'll see this:
My sonar guy was having a lot of trouble today. Wasn't calling out when I told him to follow a contact, wasn't saying anything under light time compression, was only calling out numbers instead of the full speech line. Not sure what's up..
Thanks... yep found it. :yep: Guess you need to uninstall the mod first though. cus it had now effect while mod was still active in mod list.... Just uninstalled it, and have now reinstalled it.... about to test now.
Yeah. theres a problem with the sound (speech) when you use TC.
Anything above x64 and they dont say anything until you drop TC below x32, then the speach is played for the time you were above x64. That could be alot of lines of speach too. :nope:
I've not really tested the follow sound contact with any TC on yet. Guess its cut short due to the TC????? :06:
kylania
05-23-10, 03:32 AM
Minor typo found:
http://img94.imageshack.us/img94/2535/radiobad.jpg
Should probably say "Current Station"
Torpedo
05-23-10, 04:23 AM
Minor typo found:
http://img94.imageshack.us/img94/2535/radiobad.jpg
Should probably say "Current Station"
I think Yes!
Try a semicolon before the line:
;5851=Are you sue you want to leave the current game session?
Save the file menu.txt or in a little mod with JSGME and for me it works now perfectly.
Torpedo
PL_Cmd_Jacek
05-23-10, 05:57 AM
Thank you, TheDarkWraith. The newest version 2.6.0 solved my problem with CTD during editing of mast height. Great job. :yeah:
7thSeal
05-23-10, 06:41 AM
When you're on deck gun the speed and flag charts cover up your icon for zooming with deck gun. Just have to drag them to the top middle of screen or somewhere to get them outa the way. :)
http://img121.imageshack.us/img121/7092/96042245.jpg (http://img121.imageshack.us/i/96042245.jpg/)
TheDarkWraith
05-23-10, 07:57 AM
Sorry for my poor english and thank you for your wonderful mods...
but with the new versions (after 2. ..) i cant get it working.
The only thing i edit in the ...options.py is CurrentUIStyle=SH3Style.
Ingame i get this message by pressing Strg/Ctrl:When i end the mission i get this (clicking on "FORTSETZEN"):
What do i wrong?
I want to combine your mod with a mod of the commands.cfg.
With i.e. TDW...1.8.0 i had not that problems.
It would be nice to use your mods here, but i dont know how.
Can you see anything in the screenshots?
I don't see anything obvious but I will definitely look for something. It shouldn't be giving you python errors :nope:
EDIT:
I was able to reproduce the error you experienced. I'm now trying to figure out why you're getting the error.
EDIT2:
found the problem and fixed it. I'll be releasing a new bug fix version for this (v2.6.1) here shortly.
Okay, so I've installed the main file, but I'm not getting the compass on the map. Is that an optional file?
TheDarkWraith
05-23-10, 08:02 AM
Hey, TDW.
I'm loving the journal. :yeah:
Just to confirm.... pressing backspace does unpause the game. Not a big problem, just gotta get used to it.
I can now teach my hydrophone operator a lesson for being so useless.
in regards to the journal, what's the overall opinion? What would you do to make it better? What would you change if you could?
I want to move onto phase 2 of it but need to ensure phase 1 is fine first.
The backspace issue I'm trying to find a solution for.
TheDarkWraith
05-23-10, 08:03 AM
Okay, so I've installed the main file, but I'm not getting the compass on the map. Is that an optional file?
which compass? What do you mean by main file?
Echolot
05-23-10, 08:09 AM
I don't see anything obvious but I will definitely look for something. It shouldn't be giving you python errors :nope:
EDIT:
I was able to reproduce the error you experienced. I'm now trying to figure out why you're getting the error.
http://www.subsim.com/radioroom/smartdark/user_online.gif http://www.subsim.com/radioroom/images_de_4/report.gif (http://www.subsim.com/radioroom/report.php?p=1400962) http://www.subsim.com/radioroom/images_de_4/quote.gif (http://www.subsim.com/radioroom/newreply.php?do=newreply&p=1400962)
Thank you.
Echolot:sunny:
which compass? What do you mean by main file?
Hi Dark, thank you for the quick reply.
By the main file, I mean the file you say I must enable FIRST after having copied the "Mods"-folder into the game. That's the only one I have enabled.
By the compass I mean the compass I can see in the screenshots you've provided in the first post - the one inside the nav maps in the screens.
Further, I'm not entirely sure which style UI I've implemented (SH5 enhanced, SH4, SH3) - I THINK it's the first, but I haven't found out where or how to actually choose between them.
Yes - I am a noob! :03: All help much appreciated.
TheDarkWraith
05-23-10, 08:32 AM
Hi Dark, thank you for the quick reply.
By the main file, I mean the file you say I must enable FIRST after having copied the "Mods"-folder into the game. That's the only one I have enabled.
By the compass I mean the compass I can see in the screenshots you've provided in the first post - the one inside the nav maps in the screens.
Further, I'm not entirely sure which style UI I've implemented (SH5 enhanced, SH4, SH3) - I THINK it's the first, but I haven't found out where or how to actually choose between them.
Yes - I am a noob! :03: All help much appreciated.
check out this video made by kylania:
http://www.youtube.com/watch?v=FVv1qgyivPI
it shows how to properly install the mod and will probably answer many of your questions
ametlib
05-23-10, 08:38 AM
At first - Thank You very much for Yours hard work for us.
I'm used all version of Yors UI but now - after installed version 2.60 I have a problem. I'm surfaced but I can't open the hutch and going to the tower?
Little problem with binoculars, too if I try to use midle button of the mouse?
TheDarkWraith
05-23-10, 08:40 AM
At first - Thank You very much for Yours hard work for us.
I'm used all version of Yors UI but now - after installed version 2.60 I have a problem. I'm surfaced but I can't open the hutch and going to the tower?
Little problem with binoculars, too if I try to use midle button of the mouse?
Some screenshots would be nice as I don't really have a clue as to what your problems are.
TheDarkWraith
05-23-10, 08:49 AM
Minor typo found:
http://img94.imageshack.us/img94/2535/radiobad.jpg
Should probably say "Current Station"
that's something new that looks like was introduced with patch 1.2. I'll have to correct it.
I did find out how to scan with the radio though. Click the play button then click fast forward or rewind and it will scan through the frequencies. Can't say I remember it doing that before.....
PL_Cmd_Jacek
05-23-10, 10:03 AM
in regards to the journal, what's the overall opinion? What would you do to make it better? What would you change if you could?
Very nice. Is there any way to save the journal into any file ?
TheDarkWraith
05-23-10, 10:20 AM
Very nice. Is there any way to save the journal into any file ?
that is step 2 of the journal which I'm working on now :yep: It might make it into the bug release (v2.6.1).....
kylania
05-23-10, 10:20 AM
I did find out how to scan with the radio though. Click the play button then click fast forward or rewind and it will scan through the frequencies. Can't say I remember it doing that before.....
Yup, made a video of that last night! :) http://www.youtube.com/watch?v=6zcoAxi1usA
in regards to the journal, what's the overall opinion? What would you do to make it better? What would you change if you could?
I really like it. I think the most important change is to get it to "Step 2" where you can save a persistent log and access it externally, at least just for a single patrol at a time.
I did notice last night in later testing that backspace did not unpause it, as it had before, so perhaps it depends on where you are when you edit the messages?
I'd also request that it default to displaying the current day rather than the first day. I got confused when I typed in a message and it didn't appear in my message log until I realized I was looking at the first day of my patrol, and not the current. Perhaps make the page turn buttons a brighter color?
TheDarkWraith
05-23-10, 10:51 AM
I'd also request that it default to displaying the current day rather than the first day. I got confused when I typed in a message and it didn't appear in my message log until I realized I was looking at the first day of my patrol, and not the current. Perhaps make the page turn buttons a brighter color?
the ship's journal remembers the page (date) that you opened it to. If you've never opened it in game then it default to the first day. If you've been @ patrol for a couple of days and you scroll the journal to the last day and then close it when you re-open it it should be at the last day you had it opened. Is this not the behavior your seeing?
I'll think about modifying the code to make it always open to the latest day. I'm not too fond of the idea as I like the way I have it setup currently. Reason why is: say your editing the journal and something happens that you need to address quickly. You close the journal and take care of the problem. Now you return to the journal. Since it remembes where you were it re-opens back to the current date so you can finish editing. If it defaulted to opening to the current day then you'd have to backtrack days to find where you were before you left.
TheDarkWraith
05-23-10, 11:28 AM
When you're on deck gun the speed and flag charts cover up your icon for zooming with deck gun. Just have to drag them to the top middle of screen or somewhere to get them outa the way. :)
http://img121.imageshack.us/img121/7092/96042245.jpg (http://img121.imageshack.us/i/96042245.jpg/)
fixed this problem. The ship's journal and the charts will disappear when any of these stations are activated:
Crew
WeaponsAndSensors
Subsystems
Guns
captain log
Awards
deckgun
20mm gun
37mm gun
navigation map
I've also added a toggle for the charts to the top right bar. When activated it shows all the charts. When de-activated it hides all the charts:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2123
Now I'll be packaging up v2.6.1 which is a bug fix release for v2.6.0
7thSeal
05-23-10, 11:54 AM
I've also added a toggle for the charts to the top right bar.
When de-activated it hides all the charts:
I was so hoping for this to be implemented even though I didn't ask for it. Thank you much sir. :up:
kylania
05-23-10, 11:54 AM
the ship's journal remembers the page (date) that you opened it to. If you've never opened it in game then it default to the first day
Ahh, that'd be it!!
SeaWolf U-57
05-23-10, 12:42 PM
Its quite entertaining sitting on the side line watching the
Versions go by
No game play for me at this time
Good work sir :up:
First I'd suggest checking out my installation video walkthrough (http://forums.ubi.com/eve/forums/a/tpc/f/1121062387/m/1501050268) to make sure you have all the right folders in the right places. That video touches on editing the file as well. I'll include more detailed instructions here.
Very good and thorough guide Kylania, thanks for that. Maybe something like this could be added to the first post by DeathWraith. So that the next mod newbie does not have to spam the thread :)
TheDarkWraith
05-23-10, 02:30 PM
Coded in the export/import of the ship's journal. I haven't coded in the part for exporting/importing with save games yet but you can import/export at will. This will allow you to keep a running log between missions.
It exports the ship's log as a binary file to save space (small size)
Here I started a new game and clicked on publish to export my ship's log:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2130
You give it a filename WITHOUT extension. Also do not put any periods in the name! It will automatically append a .dat extension:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2129
It saves the ship's journals in \Silent Hunter 5\Logs. If the folder doesn't exist it tells you that it doesn't and that it's creating the folder:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2128
If it successfully exports the ship's journal then you see this:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2127
To test the import I deleted many entries from my current ship's journal:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2126
then I clicked on import and gave it the same filename that I saved it under:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2125
and ship's journal and messagebox restored :rock::rock::|\\
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2124
kylania
05-23-10, 03:09 PM
It exports the ship's log as a binary file to save space (small size)
Nice work! A little confused by the binary file choice though, especially due to size, since $70 gets you a tetabyte of space these days.
Are there plans for any ability to read these files externally?
TheDarkWraith
05-23-10, 03:18 PM
Nice work! A little confused by the binary file choice though, especially due to size, since $70 gets you a tetabyte of space these days.
Are there plans for any ability to read these files externally?
Yes sir :yeah: Due to the way I encoded the file it's very easy to read back the information from it.
The reason for binary encoding is so that languages with special characters are treated correctly. I don't want any more language dependency problems ;)
TheDarkWraith
05-23-10, 04:55 PM
v2.7.0 released. See post #1 for details :|\\
BerntBalchen
05-23-10, 08:15 PM
Thank you oh dark one. :up:
TheDarkWraith
05-23-10, 09:57 PM
I made one mistake, or I should say omission, in the ship's journal. When it writes the ship's journal to the file it's not writing a 'magic' string value as the first entry. This 'magic' string value helps identify the file as a ship's journal file. This ensures that the contents are read correctly when the user selects a file because if the first entry read isn't the magic string then it's an incorrect file. This has been fixed in v2.8.0.
For those users who have ship's journal files already don't worry, I'm writing a tool that let's you view the files and edit them outside the game and it will also let you convert the file to the correct format (with a 'magic' string).
kylania
05-24-10, 12:59 AM
Very good and thorough guide Kylania, thanks for that. Maybe something like this could be added to the first post by DeathWraith. So that the next mod newbie does not have to spam the thread :)
Thanks! It's been my pleasure. I've added the tutorial posts I've made so far to my front page post on this thread. I've also included new photos of all the optional mod folders that ship with the mod, so you can see what each folder does. Also instructions for editing the options file to change UI styles. This way everything is in one place and not scattered across forums and threads. :DL
This is all in post #5 of this thread (http://www.subsim.com/radioroom/showpost.php?p=1332689&postcount=5).
Many thanks from Russian submariners for the menu for us!:up::salute:
Hi cant get the journal to load back up again?
i can see it in the log file.:damn:
1, i do not get folder doesnt exist, but the folder is they
2, i do not get file created succesfully, but i can see the file
windons xp
mods install
Generic Mod Enabler - v2.4.0.145
[D:\Program Files\Ubisoft\Silent Hunter 5\MODS]
Sub_Exhaust_1_0_1_byTheDarkWraith
Sh5EnvMod3.3Multi
U-boat Historical Specifications 1.3
Manual Targeting Training Missions
Advanced Shift Keys 2.0
BRF 1.3 full
Critical hits 1.1 Torpedos
Dooms Decks for VIIABC 1.3
Enhanced FunelSmoke_by HanSolo78
Gisement
Gouldjg's Crew Management v1.2
Grossdeutscher Rundfunk
AilClimateZones 1.0
AilClouds 3.0
AilDeckwave 1.0
AilRain 1.0
AilSmoke 1.7
AilWhiteInterior 1.0
Lite Campaign LC 1.2
The Elite Campaign 1.1
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Old Style Explosions V1.1
Radio Paris French Music Full Version 1.2
U-Boat Killer Mod
AlternateEndingScreen
Loading Screens Mod
sobers base wave mechanics for SH5 v2
TDC Tutorial Mission By EMTGUF
AilImpurity 1.2 extreme
NewUIs_TDC_2_7_0_ByTheDarkWraith
NewUIs_TDC_2_7_0_AllDials_TDC
NewUIs_TDC_2_7_0_emtguf_rework_scopes
MightyFine Crew Mod 1.2.1 Stock w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
But it is a very good mod nice work A++
THE_MASK
05-24-10, 04:46 AM
I reckon the problem is you dont have enough mods installed .
TheDarkWraith
05-24-10, 05:38 AM
Hi cant get the journal to load back up again?
i can see it in the log file.:damn:
1, i do not get folder doesnt exist, but the folder is they
2, i do not get file created succesfully, but i can see the file
using windows explorer do you see the folder \Silent Hunter 5\Logs?
When you save the ship's journal you should see a dialog box pop up that says the file was created successfully. If you don't see this then the file was not created successfully and thus you didn't save the ship's journal and you won't be able to open it (import it).
Let's see if we can't figure out why:
what is the install path for Silent Hunter 5 on your system? What filename are you giving the ship's journal when you're trying to save it?
TheDarkWraith
05-24-10, 05:53 AM
updated German menu file for v2.7.0 by Paco:
http://www.filefront.com/16532549/NewUIs-TDC-2-7-0-GermanMenu-by-Paco.7z/
also available at post #1 of this thread.
Hi
a few more mods would to great :yeah:
Yes i do see the logs using windows explorer
[When you save the ship's journal you should see a dialog box pop up that says the file was created successfully. If you don't see this then the file was not created successfully and thus you didn't save the ship's journal and you won't be able to open it (import it). this is not happering]
Install path D:\Program Files\Ubisoft\Silent Hunter 5
file name is Dave
ps can Sober think of ever mod i miss or should i remove sum:o
thank you all
TheDarkWraith
05-24-10, 06:12 AM
Hi
a few more mods would to great :yeah:
Yes i do see the logs using windows explorer
[When you save the ship's journal you should see a dialog box pop up that says the file was created successfully. If you don't see this then the file was not created successfully and thus you didn't save the ship's journal and you won't be able to open it (import it). this is not happering]
Install path D:\Program Files\Ubisoft\Silent Hunter 5
file name is Dave
ps can Sober think of ever mod i miss or should i remove sum:o
thank you all
what language are you playing the game with (German, English, French, etc.)? Can you send me the Dave.dat file from \Silent Hunter 5\Logs so I can see what it did?
what language are you playing the game with (German, English, French, etc.)? Can you send me the Dave.dat file from \Silent Hunter 5\Logs so I can see what it did?
Playing in english
Generic Mod Enabler - v2.4.0.145
[D:\Program Files\Ubisoft\Silent Hunter 5\MODS]
NewUIs_TDC_2_7_0_ByTheDarkWraith
NewUIs_TDC_2_7_0_AllDials_TDC
with this mods in it works but still do not get is When you save the ship's journal you should see a dialog box pop up that says the file was created successfully. If you don't see this then the file was not created successfully and thus you didn't save the ship's journal and you won't be able to open it (import it)
with the game running i put in a few words them save it ,delete it with the game still running i opwn it up and there is was out of game then went back into the game and it loaded up ok
U021 TheDarkWraith04/07/1942 05:10 PMFollowing plotted course! 04/07/1942 05:10 PMAhead standard 04/07/1942 05:10 PMtes 1 04/07/1942 05:10 PMNew course 010 degrees! 04/07/1942 05:11 PMahha
are you ment to save it ,then delet it open it up again befor leveing game
TheDarkWraith
05-24-10, 06:47 AM
with the game running i put in a few words them save it ,delete it with the game still running i opwn it up and there is was out of game then went back into the game and it loaded up ok
U021 TheDarkWraith04/07/1942 05:10 PMFollowing plotted course! 04/07/1942 05:10 PMAhead standard 04/07/1942 05:10 PMtes 1 04/07/1942 05:10 PMNew course 010 degrees! 04/07/1942 05:11 PMahha
are you ment to save it ,then delet it open it up again befor leveing game
you have me totally confused. You should be able to save the ship's journal at any time. Then you can leave game. You decide you want to play again and you want the same journal entries you had last time so you import the ship's journal you saved into your current game.
Does this not work for you?
You can also save the ship's journal, edit your ship's journal in game. You made an error and didn't want to delete something you did so you import the ship's journal that you saved. Does this not work for you?
You continue the career you've been playing. You want to keep one ship's journal for the entire career. Once the game is loaded you import your ship's journal that you're using for this career. Does this not work for you?
you have me totally confused. You should be able to save the ship's journal at any time. Then you can leave game. You decide you want to play again and you want the same journal entries you had last time so you import the ship's journal you saved into your current game.
Does this not work for you?
You can also save the ship's journal, edit your ship's journal in game. You made an error and didn't want to delete something you did so you import the ship's journal that you saved. Does this not work for you?
You continue the career you've been playing. You want to keep one ship's journal for the entire career. Once the game is loaded you import your ship's journal that you're using for this career. Does this not work for you?
Sorry for the confuesed
its working now all ok
But the dialog box still is not come up
[When you save the ship's journal you should see a dialog box pop up that says the file was created successfully. If you don't see this then the file was not created successfully and thus you didn't save the ship's journal and you won't be able to open it (import it).
Thank you for your work
ps Sorry for the confuesed
dem
TheDarkWraith
05-24-10, 07:13 AM
Sorry for the confuesed
its working now all ok
But the dialog box still is not come up
ah, I think I know why the dialog box isn't showing. Do me a favor and edit your \Documents\SH5\data\cfg\main.cfg:
change this section to read like this:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes
see if you don't get the dialog box then. If so then I have to use a different dialog box (MessageBox instead of the ScriptManagerManaged.ShowPythonError)
ah, I think I know why the dialog box isn't showing. Do me a favor and edit your \Documents\SH5\data\cfg\main.cfg:
change this section to read like this:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes
see if you don't get the dialog box then. If so then I have to use a different dialog box (MessageBox instead of the ScriptManagerManaged.ShowPythonError)
ok will do
its works then i play in the Historical Missions
but it is not working in the campaign
then i go to open it up it deletes all the logs in the box down bottem on rihgt had side
change this section to read like this:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes
after doing the above i now get the dialog box come up
but is still not loaded it back up
and it deletes all the logs in the box down bottem on right hand side
TheDarkWraith
05-24-10, 09:17 AM
its works then i play in the Historical Missions
but it is not working in the campaign
then i go to open it up it deletes all the logs in the box down bottem on rihgt had side
I just tried it in campaign and it works fine :06: I loaded up a single mission's (Historical mission) ship's journal that I had saved and everything worked like it should.
I don't understand your last part about it deletes all the logs in the box.
[QUOTE=TheDarkWraith;1401849]I just tried it in campaign and it works fine :06: I loaded up a single mission's (Historical mission) ship's journal that I had saved and everything worked like it should.
I don't understand your last part about it deletes all the logs in the box.[/QUO
still notworking for me
would the game be better on my c drive
then i go to load up my journal it blank, and the messages in messagebox from the crew in the box at the bottom right handside go blank they
Disappears
TheDarkWraith
05-24-10, 09:53 AM
[QUOTE=TheDarkWraith;1401849]I just tried it in campaign and it works fine :06: I loaded up a single mission's (Historical mission) ship's journal that I had saved and everything worked like it should.
I don't understand your last part about it deletes all the logs in the box.[/QUO
still notworking for me
would the game be better on my c drive
then i go to load up my journal it blank, and the messages from the crew in the box at the bottom right handside go blank they
Disappears
can you send me your dave.dat file so I can examine it? PM me with link please.
[QUOTE=dem;1401874]
can you send me your dave.dat file so I can examine it? PM me with link please.
Hi
IT works :yeah:
I reinstalled sh 5 on my c drive and all by mods
and it now works
But the dialog box still is not coming up
unless the game is in edited mod
but it works
thanks for you time
all the bust
dem
ps
The problem mite have been that i installed the mod whilst on patrol sorry:damn:
TheDarkWraith
05-24-10, 05:00 PM
Wrote the Ship's Journal Editor application. It's was written in C# using Visual Studio 2008. It's available here:
http://www.filefront.com/16542745/ShipsJournalEditor.exe/
With this you can edit your ship's journal files outside of the game. You can add, edit, and delete just like you can in game. This will require v2.7.1 of the UIs mod which I'll be uploading right after this. The operation of the application is almost identical to the ship's journal in game. If you save any changes with this and you're not using v2.7.1 then you won't be able to use your ship's journal files! It's ok to view the files if you're not using v2.7.1 as long as you don't save them.
There are check boxes next to each entry in this application. The checkboxes mean ignore. So if you check an entry then it will be ignored in game - it won't appear in your ship's journal or the messagebox. You'll notice that when you view some of your ship's journals that you'll see some entries are 'ignored' - more than likely radio contacts (that means the radio contact was outside of the range you specified in the options file).
The application requires .NET 3.5 to be installed on your computer. Don't try to run the application if you don't have .NET 3.5 as it will crash.
To use earlier versions of the mod's ship's journal files you have to use the application to open them up and then save them. Then they will be useable in v2.7.1.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2137
TheDarkWraith
05-24-10, 05:35 PM
v2.7.1 released. See post #1 for details. This is a bug fix for v2.7.0 and it's mainly for multi-player. It also sets a new format for the ship's journal file so an application was written and included to allow you to edit/view the ship's journal files you have saved.
v2.7.1 change log:
v2.7.1 - fixed bug of some users experiencing a python error when exiting the game
- fixed bug of users not being able to see popups when importing/exporting the ship's journal
- fixed bug of python error being thrown when multi-player game starts
- added more error checking code to ship's journal import/export functions
- wrote the ship's journal editor application. This application can be used to edit the ship's journal files outside of the game. It is included with the mod
- added 'magic' string code to ship's journal exporter to help make ship's journal files 'stand out'. The application requires .Net 3.5 to be installed on your computer.
- added a new folder to the mod called Applications. You'll find the ship's journal editor in that folder.
Echolot
05-24-10, 06:30 PM
:up:
Downloaded. Installed. Tested.
I love what i see.
Many thanks for the good work and also the good support.
:sunny:
Gruß Echolot.
BerntBalchen
05-24-10, 07:39 PM
Damn your fast oh dark one. :up: for dedication. :)
MattDizzle
05-24-10, 09:02 PM
Does this mod cause the view to be locked onto a locked on ship? I loved the ability in sh5 to lock onto a ship and look in another direction, but since installing the newest version it hasnt been working.
List of mods:
NewUIs_TDC_2_5_0_Twisty_periscope_thingies
No Surface Hydrophone
Reaper 7 - Enhanced recognition manual
ottos - chalkboard
kapitan_zur_see - no crosshair
AilSmoke
AilDeckwave
AilClouds
Environment 1.2_MOD
Nauticalwolf's Interior Mod V1.0
Old Style Explosions V1.1
NewUIs_TDC_2_5_0_ByTheDarkWraith
NewUIs_TDC_2_5_0_MinimalDials_TDC
NewUIs_TDC_2_5_0_emtguf_rework_scopes
MightyFine Crew Mod 1.2.1 Stock w beards
U-boat Historical Specifications 1.3
Capthelms SH5 Audio Mod
Sub_Exhaust_1_0_1_byTheDarkWraith
Damage assessment
conus00 - high rez dials
BRF 1.1 HP balance
Dooms Decks for VIIABC41 1.4
sobers base wave mechanics for SH5
Lite Campaign LC 1.2
Feared Hunters 2.1
Environmental 2.1 MOD
TheDarkWraith
05-24-10, 09:37 PM
Does this mod cause the view to be locked onto a locked on ship? I loved the ability in sh5 to lock onto a ship and look in another direction, but since installing the newest version it hasnt been working.
Yes, the feature follow target has been in the mod for a very long time. You enable it by pressing the hotkey designated for it in the options file. If follow target is not enabled then you are free to move the scope in any direction while having a target designated.
If you say it isn't working then I suggest you disable all mods except for the UIs mod (and the associated TDC add-on mod) and test again. Please do this before saying x feature doesn't work in my mods. Majority of the time it's a mod conflict issue. Also ensure you have the latest version of the mod before saying x feature doesn't work. You are 3 versions behind (current version is v2.7.1 and you have v2.5.0).
Ottos chalkboard should not be enabled with the UIs mod. That mod has been incorporated into the UIs mod. It has been that way for many revisions now. Please read the UIs change log and supplied documentation before enabling other mods on top of the UIs mod.
kylania
05-24-10, 09:44 PM
JournalEditor download is acting silly. Filefront is saying, after several minutes of being dumb, that the file isn't available. :O:
TheDarkWraith
05-24-10, 09:48 PM
JournalEditor download is acting silly. Filefront is saying, after several minutes of being dumb, that the file isn't available. :O:
it's available in the \Applications folder that's in v2.7.1 also.
MattDizzle
05-24-10, 09:57 PM
How do i DISABLE the lock on feature, i hate it and it sucks.
kylania
05-24-10, 09:59 PM
How do i DISABLE the lock on feature, i hate it and it sucks.
Line 86:
FollowSelectedTargetHotKey = [ False, MenuKeyManagerWrapper.Keys.X ] # change the X to whatever you want
Change "True" to "False" as it is in yellow there.
@DarkWraith - I'm consistently getting Unhandled exceptions when I checkbox a day in the Journal Editor. Lines are OK to checkbox though.
TheDarkWraith
05-24-10, 10:04 PM
@DarkWraith - I'm consistently getting Unhandled exceptions when I checkbox a day in the Journal Editor. Lines are OK to checkbox though.
A screenshot would be nice to see what you're referring to. The journal editor requires .NET 3.5 (minimum) to be installed on your computer. If you don't have .NET 3.5 then you will get all kinds of funky errors.
TheDarkWraith
05-24-10, 10:07 PM
How do i DISABLE the lock on feature, i hate it and it sucks.
that kind of language is uncalled for. Go post in someone else's thread if you're going to use that kind of language.
If you'd read the documentation supplied with the mod you would know how to do what you're asking :arrgh!:
MattDizzle
05-24-10, 10:13 PM
Sucks is bad language now? I can do a lot better than that :)
kylania
05-24-10, 10:50 PM
A screenshot would be nice to see what you're referring to. The journal editor requires .NET 3.5 (minimum) to be installed on your computer. If you don't have .NET 3.5 then you will get all kinds of funky errors.
Submitted. :)
Gabucino
05-25-10, 03:06 AM
Version 2.7.1: the notepad is not working. It's always empty.
THE_MASK
05-25-10, 03:12 AM
Darkone , i am looking for the file with the wind speeds that show up on the notepad . I want to double the wind speed numbers . Change 2 meters per second to 4 meters per second etc . You havnt spotted them anywhere have you ?
Defiance
05-25-10, 03:14 AM
Matt,
It does come across as a very sharp when i read it
This kind gent has made so many options in this single mod that it makes larger old sh4 ones seem totally one way
He has took onboard many many suggestions and gone to work on about everyone of them and then got them to work, so as americans say 'cut him some slack' ;)
It's a feature i prefer off so that's my preferance, luckily we have that option, others may like it on so they have their preference, just be thankful this guys putting so much effort/time into something AND giving everyone a choice :yeah:
Anyways, i have been in port sorting a new aquarium, kinda lagged behind again lol, will be putting to sea later :)
Cheers
Sucks is bad language now? I can do a lot better than that :)
How do i DISABLE the lock on feature ? <-- you're fine
How do i DISABLE the lock on feature, i hate it and it sucks. <-- now you sound like an arsehole.
It's subtle, i know...
TheDarkWraith
05-25-10, 06:45 AM
Darkone , i am looking for the file with the wind speeds that show up on the notepad . I want to double the wind speed numbers . Change 2 meters per second to 4 meters per second etc . You havnt spotted them anywhere have you ?
which notepad are you talking about?
TheDarkWraith
05-25-10, 06:46 AM
Version 2.7.1: the notepad is not working. It's always empty.
which notepad are you talking about?
THE_MASK
05-25-10, 06:50 AM
Nevermind , i think i will just not have the weather reports .
winkelmander
05-25-10, 07:03 AM
ply help the download link is not working!!!:wah:
TheDarkWraith
05-25-10, 07:04 AM
ply help the download link is not working!!!:wah:
temporarily disabled while I fixed a bug in my ships journal application. It's uploading now.
EDIT:
back online now.
EDIT2:
revised German menu.txt for v2.7.1 by Paco:
http://www.filefront.com/16542831/NewUIs-TDC-2-7-1-German-byPaco.7z/
revised French menu.txt for v2.7.0 by Athlonic (it will work with v2.7.1 but a couple of text items will be in English):
http://www.filefront.com/16542891/NewUIs-TDC-2-7-1-French-byAthlonic.7z/
Cpt. Rochenfeller
05-25-10, 08:38 AM
Holy crap, if Ubisoft had a bunch of The Dark Wraiths in their setup we would be playing version 3.99 of SH5 by now! I ainīt got words enough to thank you for your hard work RB!
I probably would have quit playing SH5 a long time ago if it werenīt for this awesome mod! :up:
darkfin
05-25-10, 09:01 AM
Holy crap, if Ubisoft had a bunch of The Dark Wraiths in their setup we would be playing version 3.99 of SH5 by now! I ainīt got words enough to thank you for your hard work RB!
I probably would have quit playing SH5 a long time ago if it werenīt for this awesome mod! :up:
Man that's a whole lot of truth!! This guy should be given the franchise. :yeah:
TheDarkWraith, I like your mod very much, but I wait for one thing everytime when you release next version - I'd like to have UI buttons for rising/lowering periscopes. I hope it's not a big problem for you to include it to your mod. Could you do it?
TheDarkWraith
05-25-10, 02:30 PM
TheDarkWraith, I like your mod very much, but I wait for one thing everytime when you release next version - I'd like to have UI buttons for rising/lowering periscopes. I hope it's not a big problem for you to include it to your mod. Could you do it?
on each scopes screen there are buttons for lowering/raising the scope - located in the top left of the screen on the persicope depth gauge. Is that not what you're talking about? You want something else?
I was thinking about one click full rise and full lower periscopes buttons, like in hsGUI for SH3, if you know this superb UI mod.
TheDarkWraith
05-25-10, 02:39 PM
I was thinking about one click full rise and full lower periscopes buttons, like in hsGUI for SH3, if you know this superb UI mod.
ah ok, now I see what you're talking about. Where should these icons be located?
kylania
05-25-10, 02:40 PM
I was thinking about one click full rise and full lower periscopes buttons, like in hsGUI for SH3, if you know this superb UI mod.
Shift+Ins/Shift+Del, Shift+PageUp/Shift+PageDown :DL That's part of stock.
TheDarkWraith
05-25-10, 02:41 PM
Shift+Ins/Shift+Del, Shift+PageUp/Shift+PageDown :DL That's part of stock.
yes but he must be a mouse click kind of person and thus is looking for icons...They are easy to implement just have to figure out where to put them....
on a side note I'm finally coding in the TDC modes. You won't have to enable a TDC add-on mod anymore in the next version. You simply set the TDC mode in the options file and everything is done for you.
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