View Full Version : [REL] Multiple UIs for SH5 with TDC
kylania
05-25-10, 02:48 PM
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.
Above and below the current ones?
http://img245.imageshack.us/img245/6864/allup.jpg
TheDarkWraith
05-25-10, 02:54 PM
Above and below the current ones?
http://img245.imageshack.us/img245/6864/allup.jpg
I like your thinking :yeah:
nervouspete
05-25-10, 03:33 PM
Hullo all!
This looks like a splendid mod indeed, but I'm having a bit of trouble getting 2.7.1 working. I've read all the documentation and seen the video, but there's a problem and I think it may be down to a misunderstanding of mine.
Here's what I do:
Copy Darkwraith Mod folders 'NewUIs_TDC_2_7_1' & NewUIs_TDC_2_7_1_MinimalDials_TDC to MODS folder in SH5 directory.
Extract from 'Included Mods by Other People' the following to Mods folder:
Alt_officer_wounded
AltAdvSpeedGraphics
ColoredShippingChart
zz_Chalkboard_Tally
zz_nomograph_Taimap
Digital Clock
850 Bearing Overlay
Now originally using JGSME I'd:
Activate NewUIs
Activate Minimal Dials
And then activate the included mods in the previous order. But when I'd load up the game I'd get the SH4 menu bar along the bottom straight away in the subpen whilst on foot, and a load of mish-mashed targetting graphics. Personally I'm after the SH5 enhanced, anywhere I'm going wrong?
I wondered if it was because those Included mods are supposed to only be activated if you want them outside the UI mod, as I'm getting overwritten warnings in activating.
But I think it's because I haven't moved the 'English/Menu/menu.txt' folder and contents to the NewUIs_TDC_2_7_1_ByTheDarkWraith/Data/Menu folder. Nor had I pasted the dials.dds from the dials folder to the Darkwraith/data/menu/gui folder. Is that a beef?
Anyway, I've followed all the instructions to fix mod soups and stuff, but it's still happening. Any clues? Cheers everyone, hope there's some answers out there! :)
TheDarkWraith
05-25-10, 03:35 PM
Hullo all!
This looks like a splendid mod indeed, but I'm having a bit of trouble getting 2.7.1 working. I've read all the documentation and seen the video, but there's a problem and I think it may be down to a misunderstanding of mine.
Here's what I do:
Copy Darkwraith Mod folders 'NewUIs_TDC_2_7_1' & NewUIs_TDC_2_7_1_MinimalDials_TDC to MODS folder in SH5 directory.
That's all you need to do to get SH5Enhanced working. The chalkboard is already integrated into the mod. The included mods from others folder is for reference only! All the add-on mods that you can enable are located in the \MODS folder of the mod.
nervouspete
05-25-10, 03:41 PM
Ahh!
That must be where I'm going wrong then, I'm activating everything I can get my hands on with all the deluded logic making faculties of a Stalingrad-addled Hitler. Tsk.
Should work now. Thanks for the prompt reply, Darkwraith!
oscar19681
05-25-10, 04:28 PM
Hi i have a question. I cant seem to make the sh-4 style dials that come with this mod as well to work. It just never shows up!
kylania
05-25-10, 04:32 PM
Hi i have a question. I cant seem to make the sh-4 style dials that come with this mod as well to work. It just never shows up!
Do you mean the dials that display when you use SH4Style (http://img514.imageshack.us/img514/5958/uish4style.jpg) by changing the UIStyle value in the TheDarkWraithUserOptions.py file?
oscar19681
05-25-10, 04:36 PM
well i had a mod once which featured the 3 dails to the right. But ill settle for the whole sh-4 look.
For some reason that old style compass in the UI just didn't work for me with the newer look. So I slapped Jimimarid's Hi-Res dials in manually for my own personal mod and it seems to work for me.
Of course now I'm going have to make it a personal mod structure so I don't have to copy the file over and over again.
Mod location
http://www.subsim.com/radioroom/showthread.php?t=133732&highlight=dials
http://www.longam.net/sh4/dials.jpg
TheDarkWraith
05-25-10, 04:46 PM
For some reason that old style compass in the UI just didn't work for me with the newer look. So I slapped Jimimarid's Hi-Res dials in manually for my own personal mod and it seems to work for me.
Of course now I'm going have to make it a personal mod structure so I don't have to copy the file over and over again.
Mod location
http://www.subsim.com/radioroom/showthread.php?t=133732&highlight=dials
http://www.longam.net/sh4/dials.jpg
very nice :yeah: You know that compass is draggable also right? Move towards the top of it and the cursor will change to the all arrows denoting draggable :03:
kylania
05-25-10, 04:47 PM
Both the SH3Style and SH4Style have the traditional 3 dials look. So does reaper7's mod.
Longam, those look great! :)
very nice :yeah: You know that compass is draggable also right? Move towards the top of it and the cursor will change to the all arrows denoting draggable :03:
Cool didn't know that, thanks
nervouspete
05-25-10, 05:32 PM
which notepad are you talking about?
Hmm, I think he's referring to the journal, and I think I'm having this problem too.
Departed from Kiel, moving through harbour, setting waypoints and chatting to crew. Trouble is, after first entering a journal log to test it out, "Departing Kiel for patrol, leek and potato soup tonight," it's no longer updating anything. Is there a way to get it updating automatically again? I can enter new entries, and I saved it as a new journal (and a box popped up confirming this) but nothing new appears. No course changes, crew mentions, nowt.
Any thoughts chaps?
Other than that glitch, I have to say that this mod is really floating my boat right now! Can't wait to test it out in battle!
TheDarkWraith
05-25-10, 05:36 PM
Hmm, I think he's referring to the journal, and I think I'm having this problem too.
Departed from Kiel, moving through harbour, setting waypoints and chatting to crew. Trouble is, after first entering a journal log to test it out, "Departing Kiel for patrol, leek and potato soup tonight," it's no longer updating anything. Is there a way to get it updating automatically again? I can enter new entries, and I saved it as a new journal (and a box popped up confirming this) but nothing new appears. No course changes, crew mentions, nowt.
Any thoughts chaps?
when you enter new entries do they show up in the bottom right messagebox? Have the navigator do a depth under keel report and see if his report doesn't show up in the ships journal and the messagebox.
nervouspete
05-25-10, 05:40 PM
The entries I edit appear in the lower corner box, but nothing else does - the game fails to update it. Tested it with the depth thing, nothing I'm afraid. When I hit Shift-. I hear him report the depth, but nothing pops up in the log. :cry:
The tooltips also seem to have disappeared, starting with the journal. Nothing pops up when I hover my mouse over stuff. Don't know if that's caused by the same thing or not.
TheDarkWraith
05-25-10, 05:42 PM
Nothing I'm afraid. I hear him report the depth, but nothing pops up in the log. :cry:
interesting. Give me the exact sequence of events you did that caused the ships journal to quit updating. I'd like to test it out on my system.
nervouspete
05-25-10, 05:48 PM
I can't remember for sure, but I think I clicked on the first button on the bottom journal that is a sort of load existing journal button. Foolishly I thought it was for creating, and typed in a new name and clicked accept. The error message came back at me after I had to alt-tab to read it, and I clicked ok and came back into the game.
Then I created a new log entry as stated before, and then saved the log as my own, 'U030 Peter Garland' which it created a new folder for and okayed.
Might restart patrol now, see if that fixes it. I'll see if I can redo what errors I made and let you know what it said too.
nervouspete
05-25-10, 06:05 PM
Righto, exited to main menu and started a new career without exiting game. Tooltips came back but it still failed to auto-update.
Can I double check the exact procedure a newbie should use to kick off their journal, which buttons to press and what to type in? I'm guessing:
Click second '@' button - enter new name for journal you want to be saving. For example 'Captain Awesomo'
Edit away.
Save whenever stuff happens that you want to be sure of keeping, and at very end.
Go live a real life for while. Rub eyes at dazzling sunlight outside.
Succumb to withdrawl. Load up old game, click first '@' button to load, enter the name you saved under, find your old entries all listed and repeat as before.
That be the way?
TheDarkWraith
05-25-10, 06:06 PM
Righto, exited to main menu and started a new career without exiting game. Tooltips came back but it still failed to auto-update.
Can I double check the exact procedure a newbie should use to kick off their journal, which buttons to press and what to type in? I'm guessing:
Click second '@' button - enter new name for journal you want to be saving. For example 'Captain Awesomo'
Edit away.
Save whenever stuff happens that you want to be sure of keeping, and at very end.
Go live a real life for while. Rub eyes at dazzling sunlight outside.
Succumb to withdrawl. Load up old game, click first '@' button to load, enter the name you saved under, find your old entries all listed and repeat as before.
That be the way?
what version of the mod are you using?
nervouspete
05-25-10, 06:11 PM
The latest, 2.7.1.
TheDarkWraith
05-25-10, 08:05 PM
coded in the necessary code for the options file to control the TDC mode. There are no more TDC add-on mods starting with v2.8.0. You pick your TDC mode by setting the option in the options file :rock:
Incorporated the FaT/LuT controls into the scopes torpedo boxes. Adding the torpedo door controls (open/close) to them tomorrow :D They will be located just above the green buttons (FaT/LuT controls)
I'm going to add another set of arrows to the scope depth meter (the indicator to the left of the torpedo box that has the scope with a red arrow denoting depth). These arrows will allow one click full extension/retraction of the scope.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2141
TheBeast
05-25-10, 08:26 PM
coded in the necessary code for the options file to control the TDC mode. There are no more TDC add-on mods starting with v2.8.0. You pick your TDC mode by setting the option in the options file :rock:
Incorporated the FaT/LuT controls into the scopes torpedo boxes. Adding the torpedo door controls (open/close) to them tomorrow :D They will be located just above the green buttons (FaT/LuT controls)
I'm going to add another set of arrows to the scope depth meter (the indicator to the left of the torpedo box that has the scope with a red arrow denoting depth). These arrows will allow one click full extension/retraction of the scope.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2141
Will there be some type of color change of square or round buttons to confim Torpedo Door Open/Close Status?
Magnum,
That's a really nice interface mock-up there. Would love to see that UI in SHV. I agree with you to some extent - that UI's that add new elements should try and incorporate the stock SHV look n' feel wherever possible.
DragonRR1
05-26-10, 07:13 AM
@Magnum
Great work on that mockup, totally agree with your look and feel thoughts. The SH5 look should follow the original concept of a modern minimalist interface whenever possible. Do you have any alterate compass design? This could be incorporated now without DW having to change anything AFAIK.
EDIT:
Compass being something like this:
http://www.subsim.com/radioroom/showpost.php?p=1403127&postcount=2523
But perhaps a even a bit more "SH5"
The General
05-26-10, 07:49 AM
Darkwraith, god bless 'im, has gotten straight down to the business of producing a UI for all Seasons and he is a Master. Just after the release of SH5 there was a lot of talk from some quarters about how the SH3 UI was the best and how some liked the SH4 UI. People didn't take time to get used to the new UI before spouting-off about how terrible it was. Ironically, Darkwraith himself prefers the enhanced SH5 interface (as do I) and yet he has taken the time to create the two other versions the Community asked for. This was very kind of him. However, if all time had been focused on enhancing the SH5 UI only, then something as slick as what Magnum has shown above, might've been produced.
The Devs' SH5 UI, and subsequently Magnum's interpretation, bares no resemblence to the controls of a WWII period submarine but that's ok. SH5 should always have had two ways to control the Sub anyway:
Method 1) Was have the near fully modelled 3D interior, with clickable switchgear and dials for every station. Where, for example, you could actually move to the TDC in the Conn and manually input the desired settings, or use the switches on the Periscope to open/close the torpedo tubes (all this was possible in SH3 for goodness sake!).
Method 2) The UI, a simplified means of delegating to the crew to achieve the same end result.
Darkwraith has helped create a wonderful Method 2. Now Method 1 needs the same love and attention and is arguably the bigger task.
kylania
05-26-10, 10:37 AM
All the dials are toggleable, or blend with the background, so eye strain at night isn't a concern.
As pretty as that mockup screenshot may be, it's a mess UI wise in my opinion. Order, placement and style of the controls is all over the place. Things I'll use once or never are prominent (and bright!) while constant use items are misplaced or overly small. Where's the TAI supposed to expand to?
I'm still confused as to why it's posted here considering there were already two previous threads about it.
TheDarkWraith
05-26-10, 10:55 AM
Due to the way I coded in the TDC dials mode via the options file, the nav map is no longer bound to the selected TDC mode when you click the button to show TDC dials :rock:The nav map will show ALL TDC dials when you ask it to show them. You can toggle FaT/LuT also.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2142
kylania
05-26-10, 11:00 AM
Does that just overlay the campaign data that's normally in that corner? Also any thought to moving the Nav Map TDC button over to the expanded button bar on the right?
TheDarkWraith
05-26-10, 11:15 AM
Does that just overlay the campaign data that's normally in that corner? Also any thought to moving the Nav Map TDC button over to the expanded button bar on the right?
crap, forgot about the campaign data.......:damn:
TheBeast
05-26-10, 11:27 AM
crap, forgot about the campaign data.......:damn:
I guess you could position the TDC dials along the botton as the TAI-Map is not used when the NAV-Map is in use.:yep:
TheDarkWraith
05-26-10, 12:06 PM
got it figured out! I wanted to be able to do everything torpedo wise from the attack map and here's what I did:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2143
I still have to add the torpedo door controls.
kylania
05-26-10, 12:11 PM
super sexy
All the dials are toggleable, or blend with the background, so eye strain at night isn't a concern.
As pretty as that mockup screenshot may be, it's a mess UI wise in my opinion. Order, placement and style of the controls is all over the place. Things I'll use once or never are prominent (and bright!) while constant use items are misplaced or overly small. Where's the TAI supposed to expand to?
I'm still confused as to why it's posted here considering there were already two previous threads about it.
Was a work in progress, tried to involve, help, do something. Posts edited, deleted, Magnum out.
TheDarkWraith
05-26-10, 12:37 PM
Was a work in progress, tried to involve, help, do something. Posts edited, deleted, Magnum out.
There's no reason to delete your posts. All requests/etc. are read and if I like them and can do them then I will look into it. I never said I didn't like your ideas.
TheDarkWraith
05-26-10, 01:18 PM
Also any thought to moving the Nav Map TDC button over to the expanded button bar on the right?
Where would I put it in that bar? So you're thinking about making this a toggle like the item notes or show lock/break lock? Which then it would be placed in the 'expanded' bar (bar left of clock)?
TDW this is just an idea,can you integrate the SH4 tdc in SH5.The tdc from sh4 was so easy to use and funhttp://www.subsim.com/sh4/images/c_screen_sh4_2.jpg
TheDarkWraith
05-26-10, 01:37 PM
TDW this is just an idea,can you integrate the SH4 tdc in SH5.The tdc from sh4 was so easy to use and fun
It is available and I have played around with it. This could be integrated....would require a little work....but here's my stand on it: that's an AMERICAN piece of engineering. We are playing with GERMAN subs....the two don't go together.
kylania
05-26-10, 01:55 PM
Where would I put it in that bar? So you're thinking about making this a toggle like the item notes or show lock/break lock? Which then it would be placed in the 'expanded' bar (bar left of clock)?
That was my original idea, but maybe now something like move the radio message button to the 'hidden' extended part since that's basically a one time toggle and replace it with a similar style button next to the TC controls for the TDC. Or add a new TDC button to the lower set of icons, as below:
http://img249.imageshack.us/img249/7107/ideas.jpg
TheDarkWraith
05-26-10, 02:02 PM
That was my original idea, but maybe now something like move the radio message button to the 'hidden' extended part since that's basically a one time toggle and replace it with a similar style button next to the TC controls for the TDC. Or add a new TDC button to the lower set of icons, as below:
if I were to add it to the top right bar it fits more in line with being placed in the 'hidden' extended part. All the icons to the right of the clock deal with time or TC level and the toggling of nav map TDC dials doesn't fit in. But my concern is that everything that's been added to the top right bar is 'global' in nature - each impacts the game in a global scope. The toggling of nav map TDC dials is local to only the nav map and thus he doesn't fit in for placement in the top right bar.
Above and below the current ones?
http://img245.imageshack.us/img245/6864/allup.jpg
Very good idea :up:
PL_Andrev
05-26-10, 02:32 PM
What about option including all-in-one TDC systems in game?
And turn on which you currenty want/need?
kylania
05-26-10, 02:48 PM
What about option including all-in-one TDC systems in game?
And turn on which you currenty want/need?
That's part of 2.8.0. Currently it's a option in the options file.
It is available and I have played around with it. This could be integrated....would require a little work....but here's my stand on it: that's an AMERICAN piece of engineering. We are playing with GERMAN subs....the two don't go together.
Oh i post the wrong Tdc,i meant to post the german one from the uboat addon :damn: btw thank you for all you have done for this game :salute:
kylania
05-26-10, 02:50 PM
if I were to add it to the top right bar it fits more in line with being placed in the 'hidden' extended part. All the icons to the right of the clock deal with time or TC level and the toggling of nav map TDC dials doesn't fit in. But my concern is that everything that's been added to the top right bar is 'global' in nature - each impacts the game in a global scope. The toggling of nav map TDC dials is local to only the nav map and thus he doesn't fit in for placement in the top right bar.
Could you make it a map tool option? Or are the map tools not seperate between the TAI and the Nav Map?
TheDarkWraith
05-26-10, 03:03 PM
Could you make it a map tool option? Or are the map tools not seperate between the TAI and the Nav Map?
they're not seperate but doesn't mean I can't do it ;)
Der SchattenJager
05-26-10, 04:02 PM
After upgrading to 2.7.1, I'm not getting any of those detailed tooltips on hover. Which is kind of a problem, considering the only way (to my knowledge) to get the speed of a radio contact was by hovering over it. But now it just says 'Merchant' or 'Warship', etc.
Kinda makes it hard to calculate intercept vectors.
TheDarkWraith
05-26-10, 04:16 PM
After upgrading to 2.7.1, I'm not getting any of those detailed tooltips on hover. Which is kind of a problem, considering the only way (to my knowledge) to get the speed of a radio contact was by hovering over it. But now it just says 'Merchant' or 'Warship', etc.
Kinda makes it hard to calculate intercept vectors.
if you're talking about the item notes then ensure that the togglable icon for item notes is enabled. You should be able to click on the contact and detailed information will show up in your TAI and on the Nav Map denoting course, time spotted, bearing, scope bearing, and true bearing. You're not seeing this?
panzerschutze12ss
05-26-10, 04:35 PM
An idea for the tube selection.
How about having the tube indicator lights having 3 states.
RED (Tube not loaded or being loaded at this time)
YELLOW (Tube loaded, doors closed)
GREEN (Tube loaded, doors open)
Then have just one switch that opens or closes all doors that are currently selected for use from the TDC.
Could you integrate a RAOBF into the periscope like in the OLC GUI for SH3 here?
http://farm4.static.flickr.com/3635/3559433597_46327d24d1_o.jpg
TheDarkWraith
05-26-10, 04:52 PM
Could you integrate a RAOBF into the periscope like in the OLC GUI for SH3 here?
http://farm4.static.flickr.com/3635/3559433597_46327d24d1_o.jpg
what is it's purpose and what does it do? I'm a plotter - love plotting as it makes me feel like I'm doing something that the old sub captains used to. Do you still plot with this?
It helps you to get the speed , the distance and the bearing from the target.
TheDarkWraith
05-26-10, 04:56 PM
It helps you to get the speed , the distance and the bearing from the target.
ok. Give me specifics as to how it does this. I can't and will not make/add something that I don't understand it's purpose or how it works.
I believe my english isn't good enough, but I'll try.
For the speed you take the time the target ship uses to drive its own length. Then you turn the circle in the middle so that the time you've taken bevor lies on the length of the target. then you can read the speed of the target ship from the little scrath near the 60 on the inner circle.
For the distance you take the yellow marks from the waterline from the target to the highest point from the target. Now you've got a number. You turn the circle in the middle so this number lies on the 90 of the inner circle. Now you read the actual height of the ship on the outter scala on the circle in the middle and then you've got the distance to the target.
For the bearing of the target you turn the outter scala of the circle in the middle so that the distance lies on the lenght of the ship on the outter circle.
Now you read the green or red marks, in this case the green, (here it'd be 12) and then you look for this number on the inner scala of the circle in the middle and you can read the enemy bearing from the inner circle.
Hope you understand this. Sorry for my bad english.
nervouspete
05-26-10, 05:11 PM
Went in for an attack, really liking how the new UI SH5 enhanced hangs together. Unfortunately lack of auto log updates due to previously mentioned journal bug meant that I was easy pickings for escort. B'oh!
Any clues yet anyone on what's causing it? Anyone else having this problem of the journal causing lack of tooltips and log updates? The only hindrance to a mod that dramatically improves SH5 in my opinion.
panzerschutze12ss
05-26-10, 05:20 PM
TheDarkWraith
Here is a link to a video (download) that was made for the MOD ologuy is talking about. http://www.subsim.com/radioroom/downloads.php?do=file&id=1112
This was one of the best UI MOD for SH3. The last version that was released was called OLC 'Gold' MkIId . It creator was THE GREAT " onelifecrisis "
kylania
05-26-10, 05:23 PM
Before the wheel gets reinvented, reaper7 should be consulted. He's recently said he'd be willing to release his tools (of which ROAF is one of them) for use by others. So maybe now would be an interesting time to see about integrating the tools and TDC features of the HighRes mod as an option in this mod?
My precious, the attack disk mod, could certainly be used as just a map tool, and I'm fairly confident that with the new integrated TDC option, reaper7's high-res graphics could be used in place of the dials currently available. TDW would of course know better, but I'm betting it would be possible.
I'd probably contact Arclight and emtguf about their periscope mods as well, or ask them to contact TDW, so all the major scope mods could be integrated as well.
That way with just a setting in an options file you could switch between SH5 stockish/SH3 dials/reaper7's gold TDC hardware/Arclight's scopes/emtguf scope versions and TDC skins, hopefully! :) Hopefully all these mods are pretty modular already, so interchanging them would be easy. Hopefully. :)
TheDarkWraith
Here is a link to a video (download) that was made for the MOD ologuy is talking about. http://www.subsim.com/radioroom/downloads.php?do=file&id=1112
This was one of the best UI MOD for SH3. The last version that was released was called OLC 'Gold' MkIId . It creator was THE GREAT " onelifecrisis "
Thank you for helping me explain it.
TheDarkWraith maybe you could ask reaper7 for his help. He already included it in his UI Mod and as far as I know he said everyone could use his work.
It would be great to combine this great feature with the other great features that you already did with your Mod.
nervouspete
05-26-10, 05:36 PM
Had a bit of a further test over the journal bug. Here's the findings:
1: Started new career in fresh session, logs still don't show. Tested with keel depth. Attempted to load up old journal. Journal loaded, but unfortunately didn't kick-start fresh logs entries into being taken.
2: Directory created under the Ubisoft folder is:
Silent Hunter 5
Silent Hunter 5Logs
Within Silent Hunter 5Logs there's the journal .dat files.
Is that right?
SteelViking
05-26-10, 05:38 PM
I agree with kylania the RAOBF is already in reaper7's UI mod, some cooperation here would save everyone a lot of time.
TheDarkWraith
05-26-10, 05:43 PM
Had a bit of a further test over the journal bug. Here's the findings:
1: Started new career in fresh session, logs still don't show. Tested with keel depth. Attempted to load up old journal. Journal loaded, but unfortunately didn't kick-start fresh logs entries into being taken.
2: Directory created under the Ubisoft folder is:
Silent Hunter 5
Silent Hunter 5Logs
Within Silent Hunter 5Logs there's the journal .dat files.
Is that right?
yes that's correct. So far you're the only one reporting a problem with the ship's journal. Can you open the logs with the supplied ship's journal editor application? If so, do they contain anything? If you add new entries to the logs using the ship's journal editor app and then you import them in in-game do they show?
kylania
05-26-10, 05:49 PM
Loading a saved journal will wipe your current one, but I've not had problems with new messages than appending to that newly loaded one. Even saving.
nervouspete
05-26-10, 06:22 PM
yes that's correct. So far you're the only one reporting a problem with the ship's journal. Can you open the logs with the supplied ship's journal editor application? If so, do they contain anything? If you add new entries to the logs using the ship's journal editor app and then you import them in in-game do they show?
Yes I can open old logs and yes they do show, and they can be updated and saved with additional entries entered manually. It won't add the automatic entries though or show them popping up in the little log window in the lower right corner. I haven't tried the journal editor yet, and am off to bed now. I'll let you know how that works out tomorrow evening.
TheDarkWraith
05-26-10, 06:56 PM
Yes I can open old logs and yes they do show, and they can be updated and saved with additional entries entered manually. It won't add the automatic entries though or show them popping up in the little log window in the lower right corner. I haven't tried the journal editor yet, and am off to bed now. I'll let you know how that works out tomorrow evening.
I just got a campaign mission to do what your describing (sort of). I imported an existing ship's journal into the game. My messagebox would update with new messages but my ship's log wouldn't.........trying to determine why now :06:
Der SchattenJager
05-26-10, 07:54 PM
if you're talking about the item notes then ensure that the togglable icon for item notes is enabled. You should be able to click on the contact and detailed information will show up in your TAI and on the Nav Map denoting course, time spotted, bearing, scope bearing, and true bearing. You're not seeing this?
Oops, you're right. I didn't see you had modded that in.
Great work, by the way. Out of all the mods that have been created so far, this is, to me, the single most important one. It's literally the only reason I've been playing the game.
So, hats off to you, my friend! :up:
TheDarkWraith
05-26-10, 07:56 PM
I found the bug in the ship's journal importer. I was incorrectly setting the current date and start date of the journal to entry 0 INSTEAD of checking to see if imported journal entry 0's date was < start date and if so set start date to journal entry 0's date. I leave current date alone now.
What this means: say your current date in the game is 9/19/39. You import a ship's journal that entry 0's date is 1/1/1940. Before I fixed the bug the current date AND the start date were being set to 1/1/1940. That's why you were getting no messagebox entries and no updates to either the ship's journal or messagebox on new entries. Now with the bug fixed your current date stays at 9/19/39 and your start date stays at whatever it was.
This situation was my test bed for figuring out the problem. Now this exposed another problem. What if I wanted to read the entry at 1/1/1940? Click next and previous day arrows only gives +- 1 day at a time. That would be a LOT of clicking. So I changed the logic for the next/prev days arrows. If you just click the arrows then the days change +- 1. If you hold down shift and click the arrows then the months increase +- 1. If you hold down shift and control and click the arrows then the years increase +- 1. The code checks to ensure that you never exceed the date of the last entry in the journal. So in my test bed, holding down shift and control and clicking next day arrow results in the current date being set to 1/1/1940.
I'll be releasing v2.8.0 early with this fix here soon.
TheDarkWraith
05-26-10, 09:37 PM
v2.8.0 released. See post #1 for details.
Major changes are unified TDC (no more TDC add-on mods, TDC mode is set through the options file) and fixing bugs in ship's journal.
McHub532
05-26-10, 09:38 PM
v2.8.0 released. See post #1 for details.
Major changes are unified TDC (no more TDC add-on mods, TDC mode is set through the options file) and fixing bugs in ship's journal.
You Rock !!
kylania
05-26-10, 11:13 PM
Interesting! You can see the out-of-range radio messages you had received when you view your message log out of game with the viewer app and they are marked with checkmarks to 'not show'. That's cool!
Next logical request would be for a way to export to text file from the ShipsJournalEditor pretty please. :)
Hayate Yagami
05-27-10, 05:04 AM
Thank you, TheDarkWraith.
At once, I played in Multiple UIs v2.8.0.
http://a-draw.com/contents/uploader2/src/up21405.jpg
I think TDCSpreadAngle is equal to TDCMinimalDials now.
Correct features?
Best regards. :)
Echolot
05-27-10, 05:13 AM
Hello TheDarkWraith.
The new buttons for lowering and rising the periscope not working here.
I don't need it. Can you make an option to hide it?
I use the keyboard for these commands.
The new LUT/FAT buttons are not working here.
And you can make an option to hide the easy buttons (dive, surface and so on) at the lowering left corner? I don't need it too.
Sry for bad english.
Thank you.
Gruß Echolot.
PS Ups, i have no LUT/FAT torpedos. It' not the mod i think. Sry.
Echolot
05-27-10, 07:49 AM
http://img27.imageshack.us/img27/9073/sh5img20100527143737.jpg
It's possible to remove these?
SHIIIStyle + TDCAllDials
:salute: Echolot
TheDarkWraith
05-27-10, 09:49 AM
Thank you, TheDarkWraith.
At once, I played in Multiple UIs v2.8.0.
http://a-draw.com/contents/uploader2/src/up21405.jpg
I think TDCSpreadAngle is equal to TDCMinimalDials now.
Correct features?
Best regards. :)
Hello TheDarkWraith.
The new buttons for lowering and rising the periscope not working here.The new LUT/FAT buttons are not working here.
The TDCMinimal dials is a bug and will be fixed. The new buttons for lowering and rising scopes is a bug also and will be fixed. The new FaT/LuT buttons require you to have pattern running torpedoes before they are operational.
I got out of surgery 4 days ago for tonsilectomy and the pain killers they got me on make me really loopy. This is shown by the amount of bugs my UIs mod has been having lately :damn: Bear with me, they said in 7-14 days I should be without pain and all should be well.
Echolot
05-27-10, 10:20 AM
Thank you for information.
Get well soon. (translated with google):88)
Greetings from Berlin
Echolot
Hayate Yagami
05-27-10, 10:54 AM
I got out of surgery 4 days ago for tonsilectomy and the pain killers they got me on make me really loopy. This is shown by the amount of bugs my UIs mod has been having lately :damn: Bear with me, they said in 7-14 days I should be without pain and all should be well.
Your health comes first.
Please take it easy! ;)
McHub532
05-27-10, 11:06 AM
Your health comes first.
Please take it easy! ;)
He's trying to trick you. He's trying to make you think he's a person.
Us in the know... know that he's really a super computer.
You can't trick all of us TheDarkWraith.
:)
TheDarkWraith
05-27-10, 11:06 AM
Your health comes first.
Please take it easy! ;)
Yes it does but sitting here in front of the computer working on SH5 takes my mind off the pain and thus is helping me cope with it. So it's a win-win situation. Now if I could minimize the bugs introduced because of the pain killers it would be a total win-win situation :yep:
This big 'ole ice pack wrapped around my neck doesn't help either. It's rather annoying....
Bungmiester
05-27-10, 11:43 AM
Cheers for this great Mod, I think you have saved this game:up:
I had my tonsils out when I was 14 and I know its a real pain in the neck:haha:, sorry for the bad pun. Keep up the good work .:yeah:
http://www.pandbartworks.co.uk/images%20small/Sig%20copy.jpg
Yes it does but sitting here in front of the computer working on SH5 takes my mind off the pain and thus is helping me cope with it. So it's a win-win situation. Now if I could minimize the bugs introduced because of the pain killers it would be a total win-win situation :yep:
This big 'ole ice pack wrapped around my neck doesn't help either. It's rather annoying....
Did you think about the RAOBF?
TheDarkWraith
05-27-10, 11:50 AM
from Echolot's suggestion I have added a new user option that controls the visibility of the SH5 style periscope level indicator (PeriscopeLevelSH5Visible). When you set PeriscopeLevelSH5Visible to False the torpedo box will slide over to the left side of the screen giving you more screen space for the scope. I've changed the UZO to do this automatically since it doesn't have a periscope level indicator.
The buttons for the one click extend/retract of the scope have been fixed and are operational.
I'm going to add another toggle button to the top right bar's 'hidden' bar that will toggle the depth bar and map tools visibility as per Echolot's suggestion. There will be a user option associated with it that will set the new toggle at game start.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2150
kylania
05-27-10, 11:52 AM
Don't forget torpedo door switches please! :)
TheDarkWraith
05-27-10, 11:53 AM
Don't forget torpedo door switches please! :)
Those are in the works also but won't be released until v3.0.0. These changes I'm making now and the bug fixes will be part of v2.9.0. I need to ensure the changes and bug fixes are working correctly before adding the torpedo door switches. :up:
TheDarkWraith
05-27-10, 12:13 PM
looking over my code for the unification of the TDC modes being controlled by the options file an idea hit me. I have the ability to assign each scope a TDC mode! I'm going to make a change so that you can assign each scope (UZO, attack, and obs) it's own TDC mode. So you could have minimal dials for attack, spread angle only for obs, and no dials for UZO if you wanted :rock:
Hayate Yagami
05-27-10, 12:33 PM
He's trying to trick you. He's trying to make you think he's a person.
Us in the know... know that he's really a super computer.
You can't trick all of us TheDarkWraith.
:)
lol. :)
TheDarkWraith may change SH5 into SH6. :up:
TheDarkWraith
05-27-10, 12:36 PM
lol. :)
TheDarkWraith may change SH5 into SH6. :up:
at the rate I'm going I just might :rotfl2:
The assigning different TDC modes to different scopes works like a charm :rock::rock:
TheDarkWraith did you think about the RAOBF?
PL_Andrev
05-27-10, 01:27 PM
Is possible to remove 'torpedo speed' and pistol controllers from original terpedo menu and/or change them to classical (SH3) positioners?
http://img340.imageshack.us/img340/4872/settingso.jpg
TheDarkWraith
05-27-10, 01:31 PM
Is possible to remove 'torpedo speed' and pistol controllers from original terpedo menu and/or change them to classical (SH3) positioners?
http://img340.imageshack.us/img340/4872/settingso.jpg
The TDC mode All Dials does this. Or are you asking for something else?
PL_Andrev
05-27-10, 01:50 PM
The TDC mode All Dials does this. Or are you asking for something else?
Yeap, I asked about not adding new but about changing original torpedo setting menu:
http://img44.imageshack.us/img44/8999/settingss.jpg
TheDarkWraith
05-27-10, 02:03 PM
Yeap, I asked about not adding new but about changing original torpedo setting menu:
http://img44.imageshack.us/img44/8999/settingss.jpg
I think I can accomodate this request :up: I will try and see
Good idea :up:
PS. Fast tests of 2.9.0 version, problems noticed:
1. Obs periscope lowering/rising buttons (partially and fully) doesn't work correctly and stop at 3 m. When I want to leave obs periscope screen and hit "x" icon at upper right I'm teleported under keel of the uboat.
2. When I change single to salvo torpedo shot and vice versa I hear doubled command from my crew - don't know if it is intentionally or not.
3. ChalkBoard doesn't display specific Polish letters.
4. Displays of all modes seems to be OK.
Hayate Yagami
05-27-10, 02:51 PM
I have just tested v2.9.0(Beta).
I would like to report the results.
http://a-draw.com/contents/uploader2/src/up21437.jpg
v2.9.0 seems to be OK for displays. :up:
TheDarkWraith
05-27-10, 03:03 PM
Good idea :up:
PS. Fast tests of 2.9.0 version, problems noticed:
1. Obs periscope lowering/rising buttons (partially and fully) doesn't work correctly and stop at 3 m. When I want to leave obs periscope screen and hit "x" icon at upper right I'm teleported under keel of the uboat.
2. When I change single to salvo torpedo shot and vice versa I hear doubled command from my crew - don't know if it is intentionally or not.
3. ChalkBoard doesn't display specific Polish letters.
4. Displays of all modes seems to be OK.
1. If you're still manning the station then yes, the scopes will stop at 3m. I'll make it make you leave station when you click the retract fully arrow to avoid this problem. If you leave the station then it will fully descend. As far being teleported, ensure you manually enter a station first before using the teleport commands. This will prevent errors like you are reporting. By manually entering into a station first (UZO, attack, or obs) it 'initializes' it somehow :doh:
2. Hearing the double command from your crew is a by-product is cloning the original switch. It's normal and expected.
3. Have to look into that one.
kylania
05-27-10, 03:13 PM
1. If you're still manning the station then yes, the scopes will stop at 3m. I'll make it make you leave station when you click the retract fully arrow to avoid this problem.
This should only happen with the Obs Scope. Attack scope is able to be fully retracted while manned. The obs scope needs to lower down into the floor which is why it can't be brought down while you're looking into it.
I wouldn't force eject from the Attack Scope when you tell it to fully retract since that's something I do often during attacks, constantly lowering and raising the scope to check things. For Obs scope it makes sense though, since if you fully retract you're "done" observing.
TheDarkWraith
05-27-10, 03:22 PM
This should only happen with the Obs Scope. Attack scope is able to be fully retracted while manned. The obs scope needs to lower down into the floor which is why it can't be brought down while you're looking into it.
I wouldn't force eject from the Attack Scope when you tell it to fully retract since that's something I do often during attacks, constantly lowering and raising the scope to check things. For Obs scope it makes sense though, since if you fully retract you're "done" observing.
good point. Actually I won't have it eject you from any scope. Even having the obs scope lower to the 3m still does an automatic lowering and it would be annoying if your attack scope was damaged and this was the only scope you had to use and it was continually ejecting you from it because you hit the one click full lower.
TheDarkWraith
05-27-10, 04:43 PM
v2.9.0 released. See post #1 for details.
I didn't get a chance to add the replaced torp speed switch or pistol switch for the scopes torpedo boxes. I will try and get to that in v3.0.0 along with the torp door switches :up:
kylania
05-27-10, 04:44 PM
I'm quite sure I've never started and ended a patrol with the same version of this mod, ever. :DL Outstanding work!
Echolot
05-27-10, 05:28 PM
fixed bug of extend/retract buttons non-operational on obs and attack scopes (these are the 1 press to totally raise/lower the scope)
- fixed bug of dials showing that weren't supposed to on TDC mode spread angle only
- added new user option that controls the visibility of the new SH5 style periscope level indicators (PeriscopeLevelSH5Visible). When this option is disabled the attack and obs scopes torpedo boxes will slide over to the left side of the screen exposing more screen space for the scope. The UZO torpedo box automatically moves over to the left side of the screen as default.
- user now has the ability to assign different TDC modes to the different scopes (UZO, attack, and obs). I.E. UZO=NOTDCDials, Attack=TDCAllDials, Obs=TDCMinimalDials
- added a new user option that controls the visibility of the depth group and map tools bars at game start. A new toggleable icon has been added to the top right bar's 'hidden' section that controls this new user option during the game (DepthAndMapToolsBarsVisible)
:yeah::sunny::salute:
Thank you.
Krauter
05-27-10, 06:18 PM
Awesome stuff.. I like the option to set different TDC Dials to different observations tools.. for example I have ALLTDCDials on the Attack scope, but NOTDCDials on the observation scope. This, to me, realistically reflects the use of these scopes.
One thing however, when I use JGSME to enable the alternate Speed Graphics.. I didnt get anything.. or do they only work when the advanced speed is used (Control+Pick ur speed)?
Edit: Doh! Got the alternate graphics working -.-'
Echolot
05-27-10, 07:17 PM
:timeout: I can't find the ?ToggleVisibility...Maptools button in the hidden section (top right corner).
Please help.
I have any ideas. Lot of fun here checking out your beautiful stuff.
Fast learning and understanding of the menues and editor this time.
You make me crazy :).
Thanks a (Echo)lot.
kylania
05-27-10, 07:21 PM
Starting on line 140:
# are the depth and map tools bars visible at game start?
# change below to either True or False
DepthAndMapToolsBarsVisible = True
TheDarkWraith
05-27-10, 08:03 PM
:timeout: I can't find the ?ToggleVisibility...Maptools button in the hidden section (top right corner).
Please help.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2151
If you all didn't know or figure it out I changed how the ship's journal behaves when you import in an existing ship's journal (in-game). Before it would discard the old journal and use the new one. Now it appends the imported journal into the existing one (and does the appending by date and time). You can import more than one ship's journal and they all will be appended to your existing one. The only catch is the newly imported ship's journal title becomes the title of your existing one. Now this is true for in-game but not for the ship's journal editor app. I'm going to change it to reflect what the game does but was wondering if there were any requests for features/changes/additions to the ship's editor app? I know kylania wants to be able to export a text version of the ship's journal which I will add. Anything else? I'd like to release this updated app with v3.0.0 of the mod.
Echolot
05-27-10, 08:28 PM
Starting on line 140:
Quote:
# are the depth and map tools bars visible at game start?
# change below to either True or False
DepthAndMapToolsBarsVisible = True Still no button. Will continue tomorrow. It is 3:25 in the morning.
I go bed.
Thank you guys.
kylania
05-27-10, 09:15 PM
Idea's that would be great in 3.0 in no particular order, just all here in one place:
1. Export to text (or even HTML ala SH3 Commander style?) with JournalEditor
2. Display current journal name on Save Dialog:
http://img130.imageshack.us/img130/3607/journaltest.jpg
3. I think I'm right about this, but it seems like if you load a game with your battery lower than 100% you don't automatically recharge it. So a check to see if battery is low and if so, run engines on recharge perhaps?
4. Torpedo door switches. :D
5. Dials option for Depth/Switch per Antar's request.
http://img44.imageshack.us/img44/8999/settingss.jpg
6. Restoring of the use of TDC folders so I don't have to redo my install video. :O: hehe
7. Possibly include your 'No Intro Videos' too?
I think that's all of the most recent requests I've seen.
:shifty::D
What would be really cool, but a lot more work (but a nice challenge!) would be integration of reaper7's Attack Disk and RAOBF as optional mods:
http://img85.imageshack.us/img85/2015/day1m.jpg
Krauter
05-27-10, 09:29 PM
I personally like where I don't have to juggle extra folders in my jgsme as it's getting very crowded with all the great mod :)
Maybe you could package arclights (compatible) periscope mod on this as well
perhaps for the journal you could add the option to encode the entries into Enigma cyphers :yeah: but then again I think me and commandsolo are the only ones who actually se this :nope:
anyways I can't really critique or contribute to something so well put together but if I get any ideas you'll be hearing from me :D
Keep at t mate you're doing great
Krauter
kylania
05-27-10, 09:34 PM
Maybe you could package arclights (compatible) periscope mod on this as well
That's the one I use too, and the only things I can think of being a problem is the resolution patch since it deals with cameras. Then again, that would have to be done for the ROABF thing too...
perhaps for the journal you could add the option to encode the entries into Enigma cyphers :yeah: but then again I think me and commandsolo are the only ones who actually se this :nope:
Good point! I remember TDW talking about that. For people who don't have an Engima machine yet, check out this thread: http://www.subsim.com/radioroom/showthread.php?t=162654
Krauter
05-27-10, 10:00 PM
Yes the resolution patches will probably be a problem.. However the mod does work just as well without them.
Personally I like both mrp and emtgufs peris but fond that mrp's scopes are clearer and from what I gather more realistic.
About the enigma machine, I personally like the idea but doubt it would go far with the general public. Perhaps if he included the link in his mod as well as the capability to encode the journal automatically for beginners (realism buffs can type it themselves with the download?)
TheDarkWraith
05-27-10, 10:57 PM
I'm all for enigma coded messages! I setup the ship's journal so that it could be flexible to do anything that I wanted it to do. Adding coded messages would just be a simple matter of adding some code to take care of encoding the message. I could even specify a new user option that the user could set if they wanted to play with encoded messages or not. I've truly put a lot of thought into my coding for this mod :D
kylania
05-27-10, 11:30 PM
So wait, could you set it up so that plain text messages from the game's radio message system (both automatic ones such as the "new patrol area" and hopefully custom messages from a campaign mod) could be encoded via options set in the options.py (or hopefully an external "EngimaSetting.txt" type file) so that in game they'd appear coded and the player could then use the JournalEditor to export the coded message as text into their EngimaSimulator and read the real message?
Coz if so..
http://img96.imageshack.us/img96/7959/soprettyc.png
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2151
If you all didn't know or figure it out I changed how the ship's journal behaves when you import in an existing ship's journal (in-game). Before it would discard the old journal and use the new one. Now it appends the imported journal into the existing one (and does the appending by date and time). You can import more than one ship's journal and they all will be appended to your existing one. The only catch is the newly imported ship's journal title becomes the title of your existing one. Now this is true for in-game but not for the ship's journal editor app. I'm going to change it to reflect what the game does but was wondering if there were any requests for features/changes/additions to the ship's editor app? I know kylania wants to be able to export a text version of the ship's journal which I will add. Anything else? I'd like to release this updated app with v3.0.0 of the mod.
What about a ships log book look just a suggestion
The work you have done to bring this game up to standed with all the pain
you are in is mazing
thank you :salute:
jwilliams
05-28-10, 02:14 AM
What about a ships log book look just a suggestion
The work you have done to bring this game up to standed with all the pain
you are in is mazing
thank you :salute:
Is the ship's journal, not a ships log?????
What would be the difference between a ships log book and TDW's ships journal ???
:06:
ship's journal
Hi,
Is it possible to implement an automatic torpedo data report (Schussunterlagen) to it? :D
Greets,
Paco.
Hello,
In the last ZIP file, we don't found
- 'NewUIs_TDC_2_9_0_AllDials_TDC' - enables all dials for TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_MinimalDials_TDC' - enables minimal dials for TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_SpreadAngleOnly_TDC' - enables only the spread angle dial for the TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_NoDials_TDC' - no TDC dials NOTE: ensure TDCMode = NOTDCDials in options file
Hello,
In the last ZIP file, we don't found
- 'NewUIs_TDC_2_9_0_AllDials_TDC' - enables all dials for TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_MinimalDials_TDC' - enables minimal dials for TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_SpreadAngleOnly_TDC' - enables only the spread angle dial for the TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_NoDials_TDC' - no TDC dials NOTE: ensure TDCMode = NOTDCDials in options file
#+++++++++++++++++++ TDC modes +++++++++++++++++++++
# Possible TDC modes:
#
# NOTDCDials - no dials
# TDCSpreadAngle - just the spread angle dial for salvo attacks
# TDCMinimalDials - minimal TDC dials
# TDCAllDials - all TDC dials
#
NOTDCDials = 0
TDCMinimalDials = 1
TDCAllDials = 2
TDCSpreadAngle = 3
# the current TDC mode
# change below to either NOTDCDials, TDCSpreadAngle, TDCMinimalDials, or TDCAllDials
AttackTDCMode = TDCAllDials
ObsTDCMode = TDCMinimalDials
UZOTDCMode = TDCSpreadAngle
Yes, I belive that (I play with the old version 2_5_0) but in this old version, we found this 4 files in the MODS directory and now I don't found them.
Echolot
05-28-10, 04:18 AM
Hello,
In the last ZIP file, we don't found
- 'NewUIs_TDC_2_9_0_AllDials_TDC' - enables all dials for TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_MinimalDials_TDC' - enables minimal dials for TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_SpreadAngleOnly_TDC' - enables only the spread angle dial for the TDC NOTE: ensure TDCMode = TDCMinimalDials in options file
- 'NewUIs_TDC_2_9_0_NoDials_TDC' - no TDC dials NOTE: ensure TDCMode = NOTDCDials in options file v2.8.0 - fixed bug in ship's journal application that caused an exception anytime the root node of the tree was checked
- TDC mode is now set by the value specified in the option file. There are no more add-on TDC mode mods.
- the TDC dials that can be shown on the nav map are completely independent of the TDC mode. The nav map will display ALL TDC dials and will also display a SH3 style torpedo box where you can select the tube and FaT/LuT mode.
- The FaT/LuT buttons have been moved to the torpedo box in the scopes
- fixed bug of ship's journal not responding to entries and messagebox not responding to entries after importing a ship's journal
- changed the operation of the ship's journal next and previous day arrows. Just clicking the arrows results in change of +- 1 day. Pressing and holding shift while clicking the arrows results in change of +- 1 month. Pressing and holding shift + control and clicking the arrows results in change of +- 1 year.
- opening a previous ship's journal into the existing ship's journal in game causes it to be appended to the current ship's journalI think, you don't need them anymore.
Is the ship's journal, not a ships log?????
What would be the journal ???
:06:
well maybe they are the same thing:oops:
When traveling record: Time; Ship's Position; Log: Course; Speed; Apparent Wind Speed/Direction; Barometer; Sea State; Relevant Notes. From where to where.
it was the lay out i was thiking of
if i know how to up load a photo
jwilliams
05-28-10, 05:47 AM
well maybe they are the same thing:oops:
When traveling record: Time; Ship's Position; Log: Course; Speed; Apparent Wind Speed/Direction; Barometer; Sea State; Relevant Notes. From where to where.
it was the lay out i was thiking of
if i know how to up load a photo
Yes.... you can enter all that you listed into the ships journal.
Infact you can enter anything you like. :yep:
e.g. my hydrophone operator was as useless as ever, so i sent him to clean the toilet with his toothbrush... that'll teach him. :O:
http://i876.photobucket.com/albums/ab324/williaj/SUBSIM/SH5Img2010-05-23_191713.jpg?t=1275043536
I think the only restiction is 250 character per entry.
P.s. Dont worry about the " how do i change the name " part. I already know..... just reused a screenshot from a past question.
Yes.... you can enter all that you listed into the ships journal.
Infact you can enter anything you like. :yep:
e.g. my hydrophone operator was as useless as ever, so i sent him to clean the toilet with his toothbrush... that'll teach him. :O:
http://i876.photobucket.com/albums/ab324/williaj/SUBSIM/SH5Img2010-05-23_191713.jpg?t=1275043536
I think the only restiction is 250 character per entry.
P.s. Dont worry about the " how do i change the name " part. I already know..... just reused a screenshot from a past question.
ok thanks
Echolot
05-28-10, 06:16 AM
Hello TheDarkWraith.
I'm sorry, if i use the SH5EnhancedStyle the Visibility-button appears, but not if i switch to SH3Style. There's no button.
I copy back the whole Menu-folder from my backuped SH5-Files and reenable your mods and with SH3Style no button.
Please can you fix this?
Thanks in advance
Echolot.
TheDarkWraith
05-28-10, 06:46 AM
Hello TheDarkWraith.
I'm sorry, if i use the SH5EnhancedStyle the Visibility-button appears, but not if i switch to SH3Style. There's no button.
I copy back the whole Menu-folder from my backuped SH5-Files and reenable your mods and with SH3Style no button.
Please can you fix this?
Thanks in advance
Echolot.
oops, I think you are correct. I may have tied this to SH5Enhanced only option. I'll verify and if so I'll release a new bug fix version for it.
EDIT:
Yes, I tied the feature to SH5Enhanced only. I'll issue a bugfix for this here very soon. Testing the change now.
EDIT2:
Here is the bugfix for that problem:
http://www.filefront.com/16574781/NewUIs-TDC-v2-9-0-Bugfix1.7z/
TheDarkWraith
05-28-10, 06:48 AM
well maybe they are the same thing:oops:
When traveling record: Time; Ship's Position; Log: Course; Speed; Apparent Wind Speed/Direction; Barometer; Sea State; Relevant Notes. From where to where.
it was the lay out i was thiking of
if i know how to up load a photo
if you can verify that at regular time intervals they logged certain information into the ship's journal (or log) then I'd be happy to code that in so that it does it automatically for you. I just need to know at what time intervals this happened and what information was recorded.
I think, you don't need them anymore.
Sorry, I didn't see that. Thank you.
TheDarkWraith
05-28-10, 07:46 AM
I think the only restiction is 250 character per entry.
the restriction is 255 characters per entry :DL
if you can verify that at regular time intervals they logged certain information into the ship's journal (or log) then I'd be happy to code that in so that it does it automatically for you. I just need to know at what time intervals this happened and what information was recorded.
hi
i do;t know if this is 100% Realism: somethink like this
time/date Position (ie lat & longtitude ) course, weather (wind speed/direction, sea state:
Time intervals ever 2 hours
when i was at sea i would to it every hour but thats me and it was a sailing ship
:salute: if you have the time it would be nice
How they did it on a uboat i have not got a clue
it was nice of you to ask. you have done so mush.
TheDarkWraith
05-28-10, 08:04 AM
hi
i do;t know if this is 100% Realism: somethink like this
time/date Position (ie lat & longtitude ) course, weather (wind speed/direction, sea state:
Time intervals ever 2 hours
when i was at sea i would to it every hour but thats me and it was a sailing ship
:salute: if you have the time it would be nice
How they did it on a uboat i have not got a clue
it was nice of you to ask. you have done so mush.
when I was in the Navy we changed watch rotations every 4 hours. So without much information to go by until someone can provide the exact details I'll do this:
- every 4 hours I'll have it make an entry into the ship's log denoting:
- Position (Lat and Long)
- Course
- Weather
- and whether following a waypoint or not
when I was in the Navy we changed watch rotations every 4 hours. So without much information to go by until someone can provide the exact details I'll do this:
- every 4 hours I'll have it make an entry into the ship's log denoting:
- Position (Lat and Long)
- Course
- Weather
- and whether following a waypoint or not
that sound ok to me :yeah:thanks
kylania
05-28-10, 08:17 AM
- and whether following a waypoint or not
In my current 100% campaign I'm not even using waypoints. There's just a little bit of drift happening, especially in bad seas, so it's kind of fun to have to manually plot a bearing to head in and just hope you stay on course. heh
TheDarkWraith
05-28-10, 08:26 AM
I actually added a new user option for the regular time interval that it makes these entries: JournalEntryIntervalTime. You specify the value for it in hours.
thants the way as real as i can get the game with a few mod, wel a lot
Bungmiester
05-28-10, 08:56 AM
Thanks for your new version 2 09, in attack periscope view the angle at bow and bearing dials get hidden by the tactical map when toggled and so does the manual auto imput button, and we can now toggle the attack ''TDC'' dials in the nav map what is the purposeof this?? as you can toggle the map view when you are in periscope view with all the dials in view ??
otherwise this is superb.:yeah:
I was told to gargle with asprine when I had my tonsils out and salt water yuk!!!
http://www.pandbartworks.co.uk/images%20small/Sig%20copy.jpg
TheDarkWraith
05-28-10, 09:08 AM
Thanks for your new version 2 09, in attack periscope view the angle at bow and bearing dials get hidden by the tactical map when toggled and so does the manual auto imput button, and we can now toggle the attack ''TDC'' dials in the nav map what is the purposeof this?? as you can toggle the map view when you are in periscope view with all the dials in view ??
otherwise this is superb.:yeah:
I think you're trying to ask me what is the purpose of having all the TDC dials and being able to toggle them on the nav map? If so, there are times when I've setup my solution (fast 90 or whatever) and I'm just sitting there waiting for the ship to come into position. Since I'm submerged with scopes down having all the TDC dials on the nav map allows me to adjust my firing solution without having to raise the scope. Since my contact line is updated by the sonarman showing me where the contact is in relation to my sub I have all the information and tools I need to do my firing solution straight from the nav map.
Echolot
05-28-10, 09:08 AM
Yes, I tied the feature to SH5Enhanced only. I'll issue a bugfix for this here very soon. Testing the change now.
EDIT2:
Here is the bugfix for that problem:
http://www.filefront.com/16574781/NewUIs-TDC-v2-9-0-Bugfix1.7z/
Thank you. Works fine.
I actually added a new user option for the regular time interval that it makes these entries: JournalEntryIntervalTime. You specify the value for it in hours.
Hi
will this be put in No. 10 when it comes out
TheDarkWraith
05-28-10, 11:51 AM
Hi
will this be put in No. 10 when it comes out
it will be in v3.0.0.
TheDarkWraith
05-28-10, 12:14 PM
Finally settled on what I'm having the new user option (JournalEntryIntervalTime) give as far as info wise when it's update time. It gives: Position (Lat and Long), Course, Speed, Depth (Surfaced if surfaced else depth), Fuel, Fore batteries, Aft batteries, Compressed air, CO2, and weather
The JournalEntryIntervalTime defaults to a value of 6 (6 hours)
In this screenshot I've had 4 automatic journal entry writes. One at 3am, one at 9am, one at 3pm, and one at 9pm
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2155
kylania
05-28-10, 12:43 PM
Wow great! Does the weather report work if you're submerged at the time though?
Edit: apparently it does (second reading in that screenshot).
TheDarkWraith I sent you a PM, could you read it please?
Thanks.
TheDarkWraith
05-28-10, 12:50 PM
Wow great! Does the weather report work if you're submerged at the time though?
Edit: apparently it does (second reading in that screenshot).
oops, my bad, good catch! I need to disable weather report if submerged :up:
I found another error in my ship's journal. It deals with the length of the entry and giving python errors. Obviously you all haven't exceeded the length to give the python error so it should be no problem. I'll be issuing a critical bug fix version for this here soon.
Hi TDW
I do like the suggested modifications and additions.. all of them. :D
I'm having a little trouble tallying the 2.9.0 changelog with those of the UserOptions, specifically the sliding of the attack and obs scopes (which doesn't seem to be working for me).
added new user option that controls the visibility of the new SH5 style periscope level indicators (PeriscopeLevelSH5Visible). When this option is disabled the attack and obs scopes torpedo boxes will slide over to the left side of the screen exposing more screen space for the scope. The UZO torpedo box automatically moves over to the left side of the screen as default... with ..
# are the periscope water level indicators displayed on the attack and obs scopes?
# change below to either True or False
PeriscopeLevelSH5Visible = False
Is this correct? Thanks.
TheDarkWraith
05-28-10, 01:23 PM
Hi TDW
I do like the suggested modifications and additions.. all of them. :D
I'm having a little trouble tallying the 2.9.0 changelog with those of the UserOptions, specifically the sliding of the attack and obs scopes (which doesn't seem to be working for me).
.. with ..
Is this correct? Thanks.
Yes, setting that to False will not show the SH5 periscope level indicators and the torpedoe boxes for the attack and obs scopes will slide over to the left side of the screen
PL_Andrev
05-28-10, 01:40 PM
- user now has the ability to assign different TDC modes to the different scopes (UZO, attack, and obs). I.E. UZO=NOTDCDials, Attack=TDCAllDials, Obs=TDCMinimalDials
This is IMO partially corrected.
The best idea is turn each mode on when you want wherever you are:
Idea of TDC mode selector:
http://anubis.clan.free.fr/images/alldialdial.jpg
Der SchattenJager
05-28-10, 02:28 PM
This is IMO partially corrected.
The best idea is turn each mode on when you want wherever you are:
Idea of TDC mode selector:
http://anubis.clan.free.fr/images/alldialdial.jpg
That is a great idea :up:
kylania
05-28-10, 03:04 PM
Ha! Beat that Kylania--betcha can't!!! :O:
TDW always seems to release versions of his mod when I'm at work and can't "really play" or just as I'm going to bed, thereby making me lose sleep waiting up to download it.
But then after I download and install it and am all happy, I go to sleep, go to work, and by the time I get home to play, NEW VERSION! :har:
Bungmiester
05-28-10, 03:26 PM
Periscope bug
Cant lower my attack or observation periscope using this current version, they keep poping up on there own like a randy rabbit :oops: I have used the delete and pagedown keys and the periscope icon buttons on the top left hand side of the periscope screen but they just won't stay down. A reload of my saved game has not cured the problem. uninstalling and reinstalling the mod cured it briefly but when i used the obsevation periscope it did exactly the same thing.
http://www.pandbartworks.co.uk/images%20small/Sig%20copy.jpg
LeBabouin
05-28-10, 04:26 PM
...was wondering if there were any requests for features/changes/additions to the ship's editor app? I know kylania wants to be able to export a text version of the ship's journal which I will add. Anything else?
Untill an external prog is needed to edit ship logs outside of the game, ie untill we can't export them as text files, I am not interested in the ship log feature. But though, I think there should be a "browse" button in the import popup, instead of having the need to type the entire names of the wanted logs.
kylania
05-28-10, 05:13 PM
Untill an external prog is needed to edit ship logs outside of the game, ie untill we can't export them as text files, I am not interested in the ship log feature.
You mean this one located under Applications folder in the download file? :DL:O:
http://img690.imageshack.us/img690/2808/journaleditor.jpg
LeBabouin
05-28-10, 07:31 PM
Yes I do. Admittedly you provide the tool, but it shouldn't be necessary to have a special program to edit a simple text file.
TheDarkWraith
05-28-10, 07:37 PM
Yes I do. Admittedly you provide the tool, but it shouldn't be necessary to have a special program to edit a simple text file.
with IronPython and SH5 yes I do have to. See IronPython's Unicode isn't really Unicode (or if there's a way to encode/decode Unicode correctly I haven't figured out how). So in order to be able to display special characters for different languages I have to save the ship's journal in binary format. Since it's in binary then an external program is needed to read the file and 'translate' the binary to human readable text.
kylania
05-28-10, 07:50 PM
I guess I'll ask here, but is there anyway to have something scale along with the map zoom? Basically I'm interested in two things:
1. Some kind of overlay (draggable hopefully) that shows 40km circle. This is to quickly identify my possible contact range.
2. Some kind of overlay (draggable hopefully) that shows 250km circle. Same as above, but for radio intercept range. If this one could somehow be scaled to the set range in the mod for 1TC radio contacts, that would be beyond glee. :)
Just not sure how you'd do scaling images, can you?
Basically I'm after tools to help me plot the most effective course for the most coverage. So I can see at a glance if I travel to point A, I'll be able to cover whatever whole area I was after without drawing infuriating and never correct compass circles. heh :O:
TheDarkWraith
05-28-10, 09:24 PM
v2.9.1 released. This is a critical update for the ship's journal. There are also some new features that I was working on for v3.0.0 in this version. The reason some new features made it into a bugfix version is I was working on v3.0.0 until I discovered the severe errors in the ship's journal.
Echolot
05-29-10, 05:37 AM
reserved by TheDarkWraith
Upcoming fixes in next version:
- TDC dials - the AOB and bearing dials are incorrect in their appearance and function. The AOB should have a vernier and the bearing should not. These will be addressed in the next release. The dial graphics will also be changed to reflect the actual dials.
- fixing the function and operation of the standard mode depth bar controls. They do not function correctly as far as them being lit (orange colored). They should show the orange color when you select that mode. When the mode has been reached they should turn off (not orange colored).First thank you for your hard work.
Is it possible to make this for the TC=1x button too (top right corner)?
I mean if TC is reaching value 1 the function is complete and need no more orange highlighting. If TC value bigger than one its something to offer to us (changing TC level to 1 with one click, the button should be highlighted).
Thank you.
Gruß Echolot.
Echolot
05-29-10, 10:19 AM
It's possible to make a clock gadget like the ingame digital clock for all the other menu pages i.e. net lobby or options pages? It could show the current system time, so i can read the time in fullsreen mode. A little TeamSpeak App would also be nice, that shows me who's speaking or enter the channels. TSO (TeamSpeakOverlay) works not good with win7 64 bit. Maybe it can be done with the menu pages and scripting. Maybe the ingame digital clock can make switchable between showing game time or system time.
http://img218.imageshack.us/img218/9039/sh5img20100529170109.png (http://img218.imageshack.us/i/sh5img20100529170109.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Gruß.
Echolot.
Movie background:
http://www.subsim.com/radioroom/showpost.php?p=1400977&postcount=5
TheDarkWraith
05-29-10, 03:03 PM
v3.0.0 coming along well. Fixed some bugs where things that were supposed to be monitored all the time were only being monitored when an order bar or order category was selected. The game now checks to see if your batteries are less than 100% at game start and if so automatically orders recharge batteries. Squelched the message "Battery recharged 100%, sir!" due to it displaying when batteries weren't actually fully recharged. A new message will appear when batteries are fully recharged stating "Batteries recharged". Torp door switches added and partially coded:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2156
I don't know how you do it DW but you most certainly do it.
Thank god for DW and his UI.
kylania
05-29-10, 03:34 PM
Could you check on ship detection things too please? On my latest patrol I was dropping to 64x TC when I detected a radio convoy report and not dropping at all when I detected single ships inside my detect range with the option to drop to 1x TC turned on.
I also stumbled across a ship in visual range, and while I dropped to 1x TC there was no 'ship sighted' voice and no message box message. At the time I was at 512x TC I think? Maybe 256x.
Also, I haven't been getting "enemy vessel destroyed" messages in my message box.
TheDarkWraith
05-29-10, 03:46 PM
Could you check on ship detection things too please? On my latest patrol I was dropping to 64x TC when I detected a radio convoy report and not dropping at all when I detected single ships inside my detect range with the option to drop to 1x TC turned on.
I also stumbled across a ship in visual range, and while I dropped to 1x TC there was no 'ship sighted' voice and no message box message. At the time I was at 512x TC I think? Maybe 256x.
Also, I haven't been getting "enemy vessel destroyed" messages in my message box.
Haven't done anything with the enemy vessel destroyed messages.
Ship sighted I squelched if you are underwater and no scopes are above water (that's cheating!)
I'll give the TC1 on radio contact a look over but nothing has really changed.
TheDarkWraith
05-29-10, 06:56 PM
got the torp doors almost 100% finished :rock: There are some minor hard coded annoyances that I've had to script around. Those annoyances are:
- say you have tube 1 selected. You also have tube 1 and tube 2 torp doors open. Now you select tube 2. The hardcoding will now close torp door 1. So I've scripted it to re-open torp door 1. Basically whatever torp door switches you have 'turned on' (aka open) they will still open when selecting different tubes. Problem is you will hear a lot of "closing tube x" and "flooding tube x" because of this.
- You have tube 2 selected and you have tube 2's torp door open. You fire tube 2's torpedo. The hardcoding will close tube 2 (which is good so they can reload it). So I've scripted a torp launch to set the associated torp door switch to off (aka torp door closed).
The only things left to code is checking that a torp door is open before torpedo launch. If not then open torp door then fire torpedo.
In the screenie below I've got tubes 1,2,3, and 4 torp door switches set to open. I've shown what the result of it is:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2163
kylania
05-29-10, 08:07 PM
Great news! Just think, after all that custom coding and workarounds, we're finally where we were 5 years ago! :har::O:
Krauter
05-29-10, 11:04 PM
Suggestion for V3.00
Just a little thing really, in the captains bunk, above the desk is a Diary. If you could make that clickable to access your Journal that'd be pretty cool..
After a day on the bridge or in the Con, retire to the bunk and journal your thoughts, etc.
jwilliams
05-29-10, 11:07 PM
Suggestion for V3.00
Just a little thing really, in the captains bunk, above the desk is a Diary. If you could make that clickable to access your Journal that'd be pretty cool..
After a day on the bridge or in the Con, retire to the bunk and journal your thoughts, etc.
It would be cool to have things clickable in the sub.....
But i dont think thats part of the UI. It's more to do with the 3D models.
Great mod DarkWraith. I just have a few problems. When I moved from 2.8.0 to 2.9.1 the "Speech Recognition 1.4" mod stop functioning. I have swaped back to 2.8.0 and it still works there. I have modified the "menu_1024_768.ini" file to include the speech recognition mod.
Also when I try to use your "ShipsJournalEditor" to edit the journal file I get a "Unable to read Ships Journal file" error, I have this problem with ver 2.8.0 also.
I am running Win7 x64 and I have tried with your app running in as Administrator.
any suggestions ?
hi TheDarkWraith
ship's journal it runs ok reporting my Position, Speed, etc It reloading the journal
I hope you can understand this
I save the journal and exit the game that part of it is fine :up:
i reload the game back to my campaign and go to open out my journal
i click on open journal and nothing happens, the page is blank
I then save the journal i.e. the blank page, with the same file name, all the boxes come up saying the journal have been save successfully. Then, go reopen the journal and what do you know my journal loads up ok, with all the entres from the campaign.
Is this the way that it is meant to done:hmmm:
if you try to save the journal before you open it, it course an error and corrupts the file. Error message is
---------------------------
---------------------------
Error invoking Raise_Clicked function in class ButtonWrapper:
Exception has been thrown by the target of an invocation.
index out of range: 0
at IronPython.Runtime.Operations.Ops.FixIndex(Int32 v, Int32 len)
at IronPython.Runtime.List.get_Item(Int32 index)
at IronPython.Runtime.Operations.Ops.GetIndex(Object o, Object index)
at ImportAccept_Clicked$f867##1462(ModuleScope , Object )
at IronPython.Runtime.Calls.Function1.Call(ICallerCon text context, Object arg0)
at IronPython.Runtime.Operations.Ops.Call(Object func, Object arg0)
at System.Void(INativeClassWrapper)##95(Object , INativeClassWrapper )
at ScriptManagerWrappers.ButtonWrapper.Raise_Clicked( ButtonWrapper sender)
---------------------------
---------------------------
I hope i have made myself clear, if not then please let me know.
I see a lot of people that have been asking for this and that, its nice that you can input little peices to suit people needs and requirements in this game. You must be one of those people that like a challenge or like giving yourself a head ache.
Small request, is there a chance that you could get the cook, the bring the captain a cup of tea on the bridge:har: because that would be great,
i cant get her indoors to bring me one at the computer:haha:
thank you very much and have a nice day
TheDarkWraith
05-30-10, 09:05 AM
Great mod DarkWraith. I just have a few problems. When I moved from 2.8.0 to 2.9.1 the "Speech Recognition 1.4" mod stop functioning. I have swaped back to 2.8.0 and it still works there. I have modified the "menu_1024_768.ini" file to include the speech recognition mod.
Also when I try to use your "ShipsJournalEditor" to edit the journal file I get a "Unable to read Ships Journal file" error, I have this problem with ver 2.8.0 also.
I am running Win7 x64 and I have tried with your app running in as Administrator.
any suggestions ?
you probably have to add a menu item to the menu_1024_768.ini file to make it work. I thought I had made that change for you. It might have been stripped out at some point when I edited some menu items. I'll look into it and if it's been removed I'll ensure it's back in for v3.0.0.
As far as editing the journal file(s), can you send me the journal files you were unable to open? I'd like to see what's wrong with them so I can understand the problem and maybe find a solution/fix for it.
TheDarkWraith
05-30-10, 09:20 AM
I save the journal and exit the game that part of it is fine :up: I reload the game back to my campaign and go to open out my journal. I click on open journal and nothing happens, the page is blank
I then save the journal i.e. the blank page, with the same file name, all the boxes come up saying the journal have been save successfully. Then, go reopen the journal and what do you know my journal loads up ok, with all the entres from the campaign. Is this the way that it is meant to done:hmmm:
The error message you received was because there were no journal entries in the journal you imported (loaded). You exposed something I didn't account for and thus have revised my code for this.
The journal that you saved then exited the game then reloaded the game and re-opened said journal, can you send me so that I can see what's wrong with it?
I have noticed and am looking for reason why that the ship's journal sometimes shows a blank page the first time you open it. If you close it and then re-open it everything is ok (all the journal entries are there).
TheDarkWraith
05-30-10, 12:03 PM
Another update on the getting the torp tube doors operational. The salvo mode caused me some considerable grief with the torp tube doors. There was practically no way to get the status of what tubes were selected when in salvo mode. I found a way to do it but it requires the following:
- you have to have a scope screen open (or nav map open with dials enabled!) when switching from salvo/single tube mode
- if you don't have a scope screen open (or nav map open with dials enabled) when switching from salvo/single tube mode then the logic will be broken, everything will be screwed up, and you'll get a nice little dialog box telling you that the game doesn't know which tubes are selected
- if you have a scope screen open (or nav map open with dials enabled) then you can use hotkeys to select tubes
- if you don't have a scope screen open (or nav map open with dials enabled) then using hotkeys to select tubes will 'break' the logic and everything will be screwed up
If you manage to screw everything up and break the logic, activating a scope (or opening nav map with dials enabled) will fix it.
Now since I have the information of which tubes are selected depeding on salvo/single tube mode the next thing to code is the firing of the torpedoes. I have to take control of the firing of these (can't be automated by game anymore) and thus have to figure out what way we are going to do the firing. Are we going to:
- ensure all torp doors are open first and those that aren't open them and then fire all torpedoes in rapid succession (I can set a time delay between firings) or
- fire the tubes in numerical order (with time delay between tube firings) checking to see if torp door is open first and if not open it then fire
kylania
05-30-10, 12:11 PM
Would it be easier to just forgo opening tubes while in salvo mode?
Since there's no delay in firing with a closed door in SH5 like there was in SH3 this is all just cosmetic. If people want to see all 4 doors open, they can just open them individually, no need for a salvo. Seems to me that just ignoring doors for salvo shots would be the most efficient method. Then again, I almost never use salvos.
TheDarkWraith
05-30-10, 12:23 PM
Would it be easier to just forgo opening tubes while in salvo mode?
Since there's no delay in firing with a closed door in SH5 like there was in SH3 this is all just cosmetic. If people want to see all 4 doors open, they can just open them individually, no need for a salvo. Seems to me that just ignoring doors for salvo shots would be the most efficient method. Then again, I almost never use salvos.
I'm going for the realistic part of it. If you didn't command the door open then you can't fire the torpedo until the door is open. This would add delay between shots in salvo mode if you forgot to open the torp doors for the 'salvoed' torps (effectively screwing up your shot).
Currently before it fires the tube the game opens the tube if it's not open then fires the torp. If you already have the tube open then there's no delay in firing (allbeit this delay is minimal currently due to the speed at which the game opens the torp doors).
Plus the speed at which the game opens and closes tube doors is WAY too fast! By taking control of the firing I can also add delay to account for this bug of opening/closing torp doors WAY too fast.
PL_Andrev
05-30-10, 12:40 PM
Salvo via all tubes, 2 are opened, 2 are closed: If you shot a salvo you shot from opened tubes, after that closed tubes are opening and shoted again.
you probably have to add a menu item to the menu_1024_768.ini file to make it work. I thought I had made that change for you. It might have been stripped out at some point when I edited some menu items. I'll look into it and if it's been removed I'll ensure it's back in for v3.0.0.
As far as editing the journal file(s), can you send me the journal files you were unable to open? I'd like to see what's wrong with them so I can understand the problem and maybe find a solution/fix for it.
Hi DarkWraith Thanks for the reply. i have added the following line to the menu_1024_768.ini
92=6F;Speech Recognition
I also increased the group number to 92 and it it hasn't fixed the problem. This line has been missing from the last few iterations but I have been added it myself and the speech recog mod has been working. I also compared the menu_1024_768.ini file from 2.8.0 with the 2.9.1 and could find no differences. I have also compared your options file for 2.8.0 and 2.9.1 and can find nothing different that would seem to break the speech recog mod.
Also how do I send you my ships journal I can find no way to attach it to a private message.
Thanks
Stormfly
05-30-10, 06:30 PM
hi master of the sub UI`s :salute:
ive also a little request...
...made incomming and outgoing radio messages sounds working and use a new samples for that. The bad thing is there is no delay at curent after sending a status report.
Instandly after sending a status report there is the "critical radio message screen" poping up. I think this "no delay" is hardcoded but would be fixed if there would be an UI option for not popping this screen at all.
This enables opening the captains log including the received radio message after getting the incomming sound sample without this anoying unrelaistic instand popup. (i also added a sound for the captains log screen via commands.cfg)
If this would be possible, i could add a little zero volume delay into the "radio message received" sound sample to simulate at least a little delay between sending status report and receiving new orders.
TheDarkWraith
05-30-10, 06:52 PM
hi master of the sub UI`s :salute:
ive also a little request...
...made incomming and outgoing radio messages sounds working and use a new samples for that. The bad thing is there is no delay at curent after sending a status report.
Instandly after sending a status report there is the "critical radio message screen" poping up. I think this "no delay" is hardcoded but would be fixed if there would be an UI option for not popping this screen at all.
This enables opening the captains log including the received radio message after getting the incomming sound sample without this anoying unrelaistic instand popup. (i also added a sound for the captains log screen via commands.cfg)
If this would be possible, i could add a little zero volume delay into the "radio message received" sound sample to simulate at least a little delay between sending status report and receiving new orders.
yes that instant pop up of "critical radio message received" screen is rather annoying and unrealistic. I've got it marked to change starting in v3.1.0. I'm finishing up v3.0.0 now. I'll contact you about this more when I start on v3.1.0.
PurpleCity
05-30-10, 07:08 PM
Would it be possible to add an option to display Shipping Charts and conversion tables? I like to use my printed version.
awesome work on the torpedo door enhancements, that was a huge oversight of the ubi team.
TheDarkWraith
05-30-10, 07:20 PM
Would it be possible to add an option to display Shipping Charts and conversion tables? I like to use my printed version.
awesome work on the torpedo door enhancements, that was a huge oversight of the ubi team.
already in the mod. There is a shipping chart and 2 speed charts that sit in the top left hand corner when the option is enabled in the options file
TheDarkWraith
05-30-10, 07:30 PM
Finally decided on how this whole torpedo door thing is going to work. I've added another user option, RealisticTorpedoFirings, that when enabled forces realistic torpedo firings. Realistic torpedo firings are before the torpedo can be fired the tube has to be opened. If the tube is not open then the tube is opened then the torpedo is fired. Now this tube opening is goverened by a time delay, RealisticOpenTubeTD (default value of 5 seconds), that gets rid of the unrealistic tube opening time in stock SH5. Now if you are firing a salvo with RealisticTorpedoFirings enabled the above applies AND there is a time delay specified between firings, RealisticTDBetweenTorpFirings (default value is 2 seconds).
If RealisticTorpedoFirings is disabled then everything behaves as stock SH5 with the addition of if you have manually opened the torp door for the tube you are firing then it will be closed for you after the torpedo fires.
Now if you are salvo shooting and RealisticTorpedoFirings is enabled it is imperative that you open the torp doors for all the tubes that are selected. If you don't then you're salvo shot will more than likely be screwed up due to the time delays incurred between opening tubes and time between firings. Let's say you're doing a salvo shot with tubes 1 and 3. You press the fire button. Now since you didn't have any of the torp doors open, tube 1's door has to be opened (5 second delay). Then after 5 seconds tube 1 fires. Now tube 2's doors have to be opened (another 5 second delay). Then after 5 seconds tube 2 is fired. The time delay between firings was satisfied by the 5 second wait for tube 2's door to open. If you had the doors already opened then tube 1 would've fired immediately and tube 2 would've fired 2 seconds later.
I've sent out a test version of v3.0.0 of the UIs mod to 9 people. The RealisticTorpedoFirings isn't completed but I'm wanting to ensure that what I've done so far works and works correctly. Pending their feedback I hope to have v3.0.0 available Monday 5-31-10 :yep:
kylania
05-30-10, 08:25 PM
Keyboard commands conflict with the new door system.
Example: Click the switch to open the door 2. Switch shows it's open. Press / by default to close the tube. Tube closes, switch still shows open.
Somehow I got tube 1 stuck in "Disabled" state. A fish was in the tube, but I wasn't able to open/close the door. After shooting tube one it was OK again. Can't duplicate it and not entirely sure what caused it. :(
Battery recharge is working like a charm!
TheDarkWraith
05-30-10, 08:58 PM
Example: Click the switch to open the door 2. Switch shows it's open. Press / by default to close the tube. Tube closes, switch still shows open.
Somehow I got tube 1 stuck in "Disabled" state. A fish was in the tube, but I wasn't able to open/close the door. After shooting tube one it was OK again. Can't duplicate it and not entirely sure what caused it. :(
Battery recharge is working like a charm!
I did not account for keyboard commands, specifically closing of torp doors. I'll update code tomorrow for this and send out revised test version.
THE_MASK
05-30-10, 10:43 PM
Is there anyway to stop the compass from dissapearing when i move the curser to look in a diffrent direction . I would like it to stay popped up until i click it to go away . cheers .
McHub532
05-30-10, 10:44 PM
Is it possible to have the Journal be movable or able to resize? I have to fiddle around with moving my crew-member icons around to get at the buttons at the bottom of the journal.
kylania
05-30-10, 10:45 PM
Any luck adding in some of the other discussed features (http://www.subsim.com/radioroom/showpost.php?p=1405160&postcount=2619)?
TheDarkWraith
05-30-10, 11:14 PM
Is there anyway to stop the compass from dissapearing when i move the curser to look in a diffrent direction . I would like it to stay popped up until i click it to go away . cheers .
which compass are you talking about? And what do you mean by move the cursor to look in a different direction?
Echolot
05-31-10, 12:13 AM
Hello TheDarkWraith.
After a quick test here are my impressions.
The tubes thing will be a nice feature. In the moment it seems the tubes are not ready for opening by the new knobs after a reloading of the tubes.
It' s also possible firing the eels without opening the tubes? (No delay, no animation for the doors). Still testing. Good work.
Gruß.
Echolot.
kylania
05-31-10, 12:43 AM
In the moment it seems the tubes are not ready for opening by the new knobs after a reloading of the tubes.
That must have been why mine got "stuck" earlier, I'll test it again to check.
It' s also possible firing the eels without opening the tubes? (No delay, no animation for the doors).
As I understand it if you leave the Realistic setting off, it'll work per normal, we can just open them for kicks if we want to. There is an animation, but it's so quick you usually miss it.
Echolot
05-31-10, 01:25 AM
There is an animation, but it's so quick you usually miss it.
Yes i have seen now, very quick.
I'll try testing.
McHub532
05-31-10, 02:05 AM
3.0.0 - My tube knobs are not showing up on the tube selection box.
kylania
05-31-10, 02:14 AM
3.0.0 - My tube knobs are not showing up on the tube selection box.
They aren't on the Nav Map TDC, but she should be on the Attack, Observation and UZO scopes.
McHub532
05-31-10, 02:16 AM
They aren't on the Nav Map TDC, but she should be on the Attack, Observation and UZO scopes.
Yeah, should be.. but aren't on any of my scopes. Haven't figured out way. Even took off all mods (per DarkWraith's suggestions) and only used his.. nothing. The space is there for them but there are no little flippy nobs for the torpedo doors on my install.
LeBabouin
05-31-10, 02:38 AM
v3.0.0 coming along well. Fixed some bugs where things that were supposed to be monitored all the time were only being monitored when an order bar or order category was selected. ]
Please, TheDarkWraith, could you enumerate some of these things? Thanks.
Stormfly
05-31-10, 02:39 AM
hi,
3.0.0 - my switches are showing i only installed the JSGME base mod, i didnt touched the options file or something...
kylania
05-31-10, 02:54 AM
Yeah, should be.. but aren't on any of my scopes. Haven't figured out way. Even took off all mods (per DarkWraith's suggestions) and only used his.. nothing. The space is there for them but there are no little flippy nobs for the torpedo doors on my install.
They aren't flippy knobs, the are ummm.. spinny lines? Like (/) and (\). They confused me, so I came up with better flippy knobs (http://img59.imageshack.us/img59/7190/switchpreview.jpg). Hopefully TDW will end up using those. heh
Are you just seeing a blank space or are you seeing the (/) things?
McHub532
05-31-10, 02:55 AM
They aren't flippy knobs, the are ummm.. spinny lines? Like (/) and (\). They confused me, so I came up with better flippy knobs (http://img59.imageshack.us/img59/7190/switchpreview.jpg). Hopefully TDW will end up using those. heh
Are you just seeing a blank space or are you seeing the (/) things?
Blank spaces.. totally void of any graphic in the obvious blank area meant for them.
Echolot
05-31-10, 02:56 AM
I don't need to start a new campaign to see all changes, right?
I'm only testing it with historical missions.
kylania
05-31-10, 02:58 AM
I don't need to start a new campaign to see all changes, right?
I'm only testing it with historical missions.
I did both single missions and a in-patrol campaign save and everything was working fine for me, besides the keyboard thingie mentioned above.
Well, also every time you switch tubes you get a "Closing Door #" voice and message, but the door doesn't actually close. Also if the tube you switched to was already flooded, you still get a flooding tube voice message.
Echolot
05-31-10, 03:12 AM
Works the tube 3 litte different than the others.
With tube 3 i was able to do something after reloading and i hear a click sound, but only tube three.
Hm.
And tube three have a slower animation?
jwilliams
05-31-10, 03:59 AM
Yeah, should be.. but aren't on any of my scopes. Haven't figured out way. Even took off all mods (per DarkWraith's suggestions) and only used his.. nothing. The space is there for them but there are no little flippy nobs for the torpedo doors on my install.
TDW UI's 3.0.0
Same problem for me.... No icon for torp doors.
When i click on the torp 2 selection (not the door icon, as they're not displayed), it says closing door 1. If i click on torp 1, it says closing door 2.
I have no icons to open the doors.
Silent Hunter 5, v1.2
Windows xp 32bit
I was in the middle of a patrol (not in port) when i activated mod. Dont know if that would make any difference?
Never did with any earlier TDW UI mods.
Mod list :-
Generic Mod Enabler - v2.4.0.145
[D:\Simulations\SilentHunter5\MODS]
Accurate German Flags
BRF 1.3 full
GWX Compass Rose Grid for SH5
MightyFine Crew Mod 1.2.1 Alt w beards
MapNameFix
Enhanced FunelSmoke_by HanSolo78
Reboot's Hot Soup 1.0
Grossdeutscher Rundfunk
Nauticalwolf's_Poster_Mod_v1.0
sobers cremebrulee mod
Damage assessment
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
A Fistful of Emblems v1.51 (Weathered)
Sub_Exhaust_1_0_2_byTheDarkWraith
AilRain 1.0
AilMoon 1.5
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilImpurity 1.2 light
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
U-boat Historical Specifications 1.4
NewUIs_TDC_3_0_0_ByTheDarkWraith
NewUIs_TDC_3_0_0_WWIIInterface_by_naights
NewUIs_TDC_3_0_0_Twisty_periscope_thingies
NewUIs_TDC_3_0_0_emtguf_rework_scopes
NewUIs_TDC_3_0_0_ColoredShippingChart_by_reaper7
NewUIs_TDC_3_0_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_3_0_0_alt_officer_wounded_by_naights
Echolot
05-31-10, 04:16 AM
Knobs are there but i dont understand the tubes and door logic.:06:
http://img99.imageshack.us/img99/3719/38679813.jpg (http://img99.imageshack.us/i/38679813.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
http://img709.imageshack.us/img709/9003/66534744.jpg (http://img709.imageshack.us/i/66534744.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
http://img297.imageshack.us/img297/760/18664181.jpg (http://img297.imageshack.us/i/18664181.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Thanks DarkWraith the speech Recgnition mod is working again. i had to modify the menu_1024_768.ini to add the line
92=6F;Speech Recognition and change the group number to 92. unable to test tube doors as no Icon for doors is visible. :salute:
jwilliams
05-31-10, 04:18 AM
TDW UI's 3.0.0
Update for torp door switches (icons) not showing....
Deactivated these mods :-
NewUIs_TDC_3_0_0_WWIIInterface_by_naights
NewUIs_TDC_3_0_0_Twisty_periscope_thingies
NewUIs_TDC_3_0_0_emtguf_rework_scopes
NewUIs_TDC_3_0_0_ColoredShippingChart_by_reaper7
NewUIs_TDC_3_0_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_3_0_0_alt_officer_wounded_by_naights
And now the torp door icons are shown.
Will test. turning each one on until there not shown again.
Echolot
05-31-10, 04:29 AM
http://img408.imageshack.us/img408/9203/13200290.jpg (http://img408.imageshack.us/i/13200290.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
jwilliams
05-31-10, 04:39 AM
TDW UI's 3.0.0
This mod causes a conflict and prevents the torp door switches (icons) from being shown.
NewUIs_TDC_3_0_0_AltAdvSpeedGraphics_by_naights
:salute:
kylania
05-31-10, 04:57 AM
TDW UI's 3.0.0
This mod causes a conflict and prevents the torp door switches (icons) from being shown.
NewUIs_TDC_3_0_0_AltAdvSpeedGraphics_by_naights
:salute:
Yeah, that changes the Hud3.dds which is where these switches were added. Nice find. :)
TheDarkWraith
05-31-10, 07:19 AM
Hello TheDarkWraith.
After a quick test here are my impressions.
The tubes thing will be a nice feature. In the moment it seems the tubes are not ready for opening by the new knobs after a reloading of the tubes.
It' s also possible firing the eels without opening the tubes? (No delay, no animation for the doors). Still testing. Good work
I tied the reloading of the tubes to text. I wondered if this was going to cause problems or not and it seems it is so I'll change the way I decide when a tube is ready and thus the torp door switch is re-enabled.
Well, also every time you switch tubes you get a "Closing Door #" voice and message, but the door doesn't actually close. Also if the tube you switched to was already flooded, you still get a flooding tube voice message.
This is stock SH5 at work here. It's been doing that pre-patches. If you have the torp doors open for a selected tube and you select a different tube, yes, you will hear closing tube previously selected tube, opening tube previously selected tube. Once again, SH5 engine bug and can't change it. I did my best to work around it.
When i click on the torp 2 selection (not the door icon, as they're not displayed), it says closing door 1. If i click on torp 1, it says closing door 2.
Once again stock SH5 engine bug. I don't understand why they programmed the selector switches this way. They didn't even leave a way to disable it.
TDW UI's 3.0.0
This mod causes a conflict and prevents the torp door switches (icons) from being shown. NewUIs_TDC_3_0_0_AltAdvSpeedGraphics_by_naights
Good catch. I forgot to update that add-on mods hud3.dds file with the new torp door switches.
Meldric
05-31-10, 07:53 AM
Is it on purpose that the download link in Post #1 is still 2.9.1? Or am I just missing something?
THE_MASK
05-31-10, 08:35 AM
I explained the problem wrongly the first time around , sorry .
If i go to the binocular or UZO view the compass dissapears . I would like it to stay there until i click it away .
http://img35.imageshack.us/img35/8605/compassu.jpg (http://img35.imageshack.us/i/compassu.jpg/)
TheDarkWraith
05-31-10, 08:43 AM
Is it on purpose that the download link in Post #1 is still 2.9.1? Or am I just missing something?
you're not missing anything. V3.0.0 is out for testing and bug fixing currently :yep:
blkdimnd
05-31-10, 09:37 AM
Hello all,
Just bought this game a few days ago and stumbled onto this site.
First, I just have to say what a great job you've done TheDarkWraith!
Now for my question:
Since this mod changes so much in SU5, is there a way to have all the new commands show up in the F1 in-game help screen?
(Sorry if this has been asked already, must have missed it in the 182 pages of posts!!:D)
I've just downloaded this Mod as it looks so cool.
Before installing my game ran great, once installed I am down to 1 FTS if not less. below is the list from my JSGME.ini file of installed mods;
[DEPENDANCIES]
NewUIs_TDC_2_9_1_ByTheDarkWraith="NewUIs_TDC_2_9_1_jimimadrids_map_tools""NewUIs_TDC_2_9_1_ColoredShippingChart_by_reaper7"
[MODS]
Environment_MOD_2.2_by_W_clear=1
Accurate German Flags=2
Church's SHV 1.01 Keyboard Commands v1.1=3
No Umark=4
Old Style Explosions V1.1=5
RemoveLogoIntroTheDarkWraith=6
Dooms Decks for VIIABC41 1.4=7
NewUIs_TDC_2_9_1_ByTheDarkWraith=8
NewUIs_TDC_2_9_1_jimimadrids_map_tools=9
NewUIs_TDC_2_9_1_ColoredShippingChart_by_reaper7=1 0
any ideas why my FPS suddenly dropped?
Thanks
Hi all
have a particular question
I put in my multy mission... much air and.... when i shoot and hit after explosion disappear completely.... flame.. fire and air disappear
Happen u this behaviour ?
TY
TheDarkWraith
05-31-10, 11:09 AM
I've just downloaded this Mod as it looks so cool.
Before installing my game ran great, once installed I am down to 1 FTS if not less. below is the list from my JSGME.ini file of installed mods;
[DEPENDANCIES]
NewUIs_TDC_2_9_1_ByTheDarkWraith="NewUIs_TDC_2_9_1_jimimadrids_map_tools""NewUIs_TDC_2_9_1_ColoredShippingChart_by_reaper7"
[MODS]
Environment_MOD_2.2_by_W_clear=1
Accurate German Flags=2
Church's SHV 1.01 Keyboard Commands v1.1=3
No Umark=4
Old Style Explosions V1.1=5
RemoveLogoIntroTheDarkWraith=6
Dooms Decks for VIIABC41 1.4=7
NewUIs_TDC_2_9_1_ByTheDarkWraith=8
NewUIs_TDC_2_9_1_jimimadrids_map_tools=9
NewUIs_TDC_2_9_1_ColoredShippingChart_by_reaper7=1 0
any ideas why my FPS suddenly dropped?
Thanks
I highly doubt my UIs mod is the culprit since it's all 2D stuff. What I would do is disable all mods except for UIs mod and test again. Then add mods one at a time until you find the culprit. My guess is the environmental mod and/or old style explosions is/are the culprit(s).
Hi DW
I had a feeling it wouldn't be yours as you say - it's 2D stuff. but I had the enviorment mod and Accurate German Flags mod installed first and it was running great. all the other mods I've added on this afternoon. I've tried removing all the mods and just having your 3 from the list:
NewUIs_TDC_2_9_1_ByTheDarkWraith=8
NewUIs_TDC_2_9_1_jimimadrids_map_tools=9
NewUIs_TDC_2_9_1_ColoredShippingChart_by_reaper7=1 0
and starting a new game - the guy jumps down the corridor 1 frame a second to wake me up...
Looks like I might have to uninstall and reinstall it all again as somthing has gone wrong and I'm not sure what.
The General
05-31-10, 11:34 AM
I appreciate Darkwraith that it's hard work to cater for different resolutions with your Mod, I use the Widescreen 16:9 ratio (1280 x 720).
http://img189.imageshack.us/img189/6922/sh5img20100531172328.png (http://img189.imageshack.us/i/sh5img20100531172328.png/)
As you can see the dialogue box in the middle obscures alot of the periscope and I cannot find a way to use the Stadimeter effectively. If you chose to switch off the text box with your toggle (Top-right), how can you select the Stadimeter? If you press Shift + Z the mouse cursor disappears and you have to press Shift + Z a couple of times to bring it back. I apologise if this has already been reported or it's just my own stupidity (most likely scenario :). You'll also notice that tehre are no Torpedo door switches, is this only a feature of v1.3?
Also, the text box in the lower right keeps expanding everytime you resume Real-time.
I've just removed all mods and added this on:
RemoveLogoIntroTheDarkWraith
loaded game up (as well as start new one) and both time it was 1 FPS... Time for another reinstall of the game... :(
If you have any ideas from my original list what might be "clashing" to have caused it in the first place that would be helpful.
thanks
kylania
05-31-10, 11:46 AM
I use the Widescreen 16:9 ratio (1280 x 720).
As you can see the dialogue box in the middle obscures alot of the periscope and I cannot find a way to use the Stadimeter effectively.
If you're running in such a low rez, the first thing you should due is turn off AllDials. You can also hide the message box which should allow you the XO dialog to drop down into the corner. Or you can make the XO dialog dragable and move it where ever you want.
Echolot
05-31-10, 12:21 PM
:timeout:
I also have a massive frame rate drop in my multiplayer game not noticed before. I will reenable 2.9.1 and test it.
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Kein Intro
Keyboard Deutsch V0.6F
Loading
Main Menu Background Movie (SHIII+SH5)
Main Menu Music File (SHIII+SH5)
zoom - Kopie
NewUIs_TDC_3_0_0_ByTheDarkWraith
Alternative TDC Graphics V1.0
menu.txt
TheDarkWraith
05-31-10, 12:22 PM
I appreciate Darkwraith that it's hard work to cater for different resolutions with your Mod, I use the Widescreen 16:9 ratio (1280 x 720).As you can see the dialogue box in the middle obscures alot of the periscope and I cannot find a way to use the Stadimeter effectively. If you chose to switch off the text box with your toggle (Top-right), how can you select the Stadimeter? If you press Shift + Z the mouse cursor disappears and you have to press Shift + Z a couple of times to bring it back. I apologise if this has already been reported or it's just my own stupidity (most likely scenario :). You'll also notice that tehre are no Torpedo door switches, is this only a feature of v1.3?
first, ensure you're running the lastest version, it's at 2.9.1. Second, you have two options: 1) press L to toggle the messagebox on/off which will move the XO TDC box or 2) enable the user option that makes the XO TDC dialog box draggable so you can drag it whereever you want.
Torp doors switches will be in v3.0.0 and on.
The General
05-31-10, 12:34 PM
Thanks guys :up:
McHub532
05-31-10, 12:44 PM
I think I found my problem with the torpedo door switches not showing up in 3.0.0.
The switches are in Hud3.dds
After installing the base TheDarkWraith UI with JSMGE I install
The jimimadrids_map_tools....
The Hud3.dds file within jimimadrids_map_tools does not have the torpedo tube switches and thus overwrites the Huds.dds file.... again...
Testing by removing Jimimadrids_map_tools now.
McHub532
05-31-10, 12:53 PM
I think I found my problem with the torpedo door switches not showing up in 3.0.0.
The switches are in Hud3.dds
After installing the base TheDarkWraith UI with JSMGE I install
The jimimadrids_map_tools....
The Hud3.dds file within jimimadrids_map_tools does not have the torpedo tube switches and thus overwrites the Huds.dds file.... again...
Testing by removing Jimimadrids_map_tools now.
Yeah!! That fixed the problem. The Torpedo door switches are here now. :)
McHub532
05-31-10, 12:59 PM
Torpedo Door Switch Idea:
If you go into a dive.. have the torpedo doors/switches automatically go back closed at the depth required for safety reasons?
What do you think?
Right now the switches stay in the open position.
TheDarkWraith
05-31-10, 01:29 PM
Torpedo Door Switch Idea:
If you go into a dive.. have the torpedo doors/switches automatically go back closed at the depth required for safety reasons?
What do you think?
Right now the switches stay in the open position.
excellent idea! What should the depth be for this? Is there a maximum depth from which the subs can not fire torpedoes?
McHub532
05-31-10, 01:30 PM
excellent idea! What should the depth be for this? There's a certain depth from which the subs cannot fire torpedoes.
I'm not sure what the depth is.. I know it's coded in already for flooding the tubes. If I'm too deep it will pop up "Too deep to fire torpedoes sir".. or something like that. I don't know what the magic number is that unlocks them for us though.
kylania
05-31-10, 01:39 PM
Maximum depth for torpedo launch is stored in the data\Submarine\NSS_Uboatx\NSS_Uboatx.cfg file.
[Properties]
PeriscopeDepth=13.5
SnorkelDepth=12;meters 12.5
CrashDepth=151;meters - is actualy 70, and will never reach 71, it will dwingle at ~70.5 - fix for updating interface. [Saitan Catalin]
MaxDepth=200;meters
DiveDepth=104;meters
SurfaceDepth=5;meters
TorpLaunchMaxDepth=20;meters
StormConditions=11,0.4;max wind speed [m/s], max rain intensity [0,1]
TheDarkWraith
05-31-10, 01:40 PM
I'm not sure what the depth is.. I know it's coded in already for flooding the tubes. If I'm too deep it will pop up "Too deep to fire torpedoes sir".. or something like that. I don't know what the magic number is that unlocks them for us though.
I believe that number resides in the subs .cfg file. I'll have to look.
Here's another thing I've been playing with for v3.0.0. This instant on crap has gotta go. When I click on std or recharge propulsion mode is should take some time to do that, it shouldn't be instant. Same goes for silent running and other items. So I'm introducing time delays into the orders to simulate real life. Currently have the std and recharge propulsion and silent running on/off done. What do you all think about this?
McHub532
05-31-10, 01:42 PM
I believe that number resides in the subs .cfg file. I'll have to look.
Here's another thing I've been playing with for v3.0.0. This instant on crap has gotta go. When I click on std or recharge propulsion mode is should take some time to do that, it shouldn't be instant. Same goes for silent running and other items. So I'm introducing time delays into the orders to simulate real life. Currently have the std and recharge propulsion and silent running on/off done. What do you all think about this?
Absolutely a full support of this.
kylania
05-31-10, 01:56 PM
This instant on crap has gotta go. What do you all think about this?
Not sure if I want. :) I'd also start to get worried about performance is every command had a trap and timer associated with it. Already the delay from loading screen closing to UI being able to use has increased from 1-2 seconds to nearly 10 seconds with everything being enabled at game start. I wouldn't want to have to deal with that kind of processing delay plus an artificial delay for every command I issued in game.
With regards to the recharging command. Once you enable it there's not really anything that happens instantly. Your speed still slowly changes up or down depending on if you turned it off or on. The actual recharging of the batteries is still slow, even more so at faster throttle levels. I guess I don't see the need to delay that kind of thing. Same with Silent Running. Is a few seconds delay worth it? If it's more than a few seconds delay, than you're starting to get into realism issues. I'm pretty sure if a captain said STFU it wouldn't take you 30 seconds to shut up. :O:
I guess it depends on the delays and if all this is optional or not, but slowing down already slow gameplay just seems to be to be along the same lines as the "information denial" stuff with removing every scrap of information the game gives you in the name of "realism". Captain's weren't as blind and dumb as some of these "realism" mods make you and I'm pretty sure crews weren't slow just because it was the '40s.
That said, it's your baby. I just don't like waiting. heh :DL
TheDarkWraith
05-31-10, 02:15 PM
Not sure if I want. :) I'd also start to get worried about performance is every command had a trap and timer associated with it. Already the delay from loading screen closing to UI being able to use has increased from 1-2 seconds to nearly 10 seconds with everything being enabled at game start. I wouldn't want to have to deal with that kind of processing delay plus an artificial delay for every command I issued in game.
With regards to the recharging command. Once you enable it there's not really anything that happens instantly. Your speed still slowly changes up or down depending on if you turned it off or on. The actual recharging of the batteries is still slow, even more so at faster throttle levels. I guess I don't see the need to delay that kind of thing. Same with Silent Running. Is a few seconds delay worth it? If it's more than a few seconds delay, than you're starting to get into realism issues. I'm pretty sure if a captain said STFU it wouldn't take you 30 seconds to shut up. :O:
I guess it depends on the delays and if all this is optional or not, but slowing down already slow gameplay just seems to be to be along the same lines as the "information denial" stuff with removing every scrap of information the game gives you in the name of "realism". Captain's weren't as blind and dumb as some of these "realism" mods make you and I'm pretty sure crews weren't slow just because it was the '40s.
That said, it's your baby. I just don't like waiting. heh :DL
of course they are options and you can set the time delays to what you want (i.e. 0 if you don't want to wait)
BTW, I've reinstalled SH5 and the following mods installed now:
[DEPENDANCIES]
NewUIs_TDC_2_9_1_ByTheDarkWraith="NewUIs_TDC_2_9_1_ColoredShippingChart_by_reaper7""NewUIs_TDC_2_9_1_jimimadrids_map_tools""MRP 1.3+OPCF""NewUIs_TDC_2_9_1_alt_officer_wounded_by_naights""NewUIs_TDC_2_9_1_WWIIInterface_by_naights"
MRP 1.3+OPCF="MRP 16x9 patch"
[MODS]
NewUIs_TDC_2_9_1_ByTheDarkWraith=1
NewUIs_TDC_2_9_1_ColoredShippingChart_by_reaper7=2
NewUIs_TDC_2_9_1_jimimadrids_map_tools=3
Dooms Decks for VIIABC41 1.4=4
Accurate German Flags=5
Environment_MOD_2.2_by_W_clear=6
MRP 1.3+OPCF=7
MRP 16x9 patch=8
No Umark=9
RemoveLogoIntroTheDarkWraith=10
Church's SHV 1.01 Keyboard Commands v1.1=11
NewUIs_TDC_2_9_1_alt_officer_wounded_by_naights=12
NewUIs_TDC_2_9_1_WWIIInterface_by_naights=13
Excellent news - it all seams to be running smooth again. so not sure what the problem was in the first place, oh well.
BTW just been reading about v3.0.0 when is this due for release? or can I down load it someplace?
Cheers
McHub532
05-31-10, 03:01 PM
Another Torpedo Door Switch idea.
Could it be possible when pressing the hotkey '/' (stock) to flood the tube.. that the switch on the tube already highlighted toggle as well... open/close.. depending on the hotkey use too?
Thanks TDW!
Hi TDW,
I've translated the meny and tested Your new Version, very nice work :yeah:
I can confirm the problems with the missing switches if You have installed the
NewUIs_TDC_3_0_0_jimimadrids_map_tools, or
NewUIs_TDC_3_0_0_AltAdvSpeedGraphics_by_naights.
Zitat von kylania http://www.subsim.com/radioroom/images_de_4/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1407279#post1407279)
Well, also every time you switch tubes you get a "Closing Door #" voice and message, but the door doesn't actually close. Also if the tube you switched to was already flooded, you still get a flooding tube voice message.
Same here, but TDW explained in Post #2720 (http://www.subsim.com/radioroom/showpost.php?p=1407424&postcount=2720), so its ok for me.
Two things at last:
#1: Could You lower the font size at the filedialog, please? In german, some words are a little bit longer and do not fit within the dialogbox.
#2: In the files-dialog, there is the word "clear" to clean up the file-name in english, right? This is from the menu.txt entry #4110, I think.
Could we here get an own entry, because the entry #4110 describes clear waether, and the german translation is "klar". But to clean the filename ist not "klar" in german :D We need here another (new) entry.
http://pinguin.selfhost.de/linked_pics/SH5Img@2010-05-31_21.28.32.jpg
Paco
I believe that number resides in the subs .cfg file. I'll have to look.
Here's another thing I've been playing with for v3.0.0. This instant on crap has gotta go. When I click on std or recharge propulsion mode is should take some time to do that, it shouldn't be instant. Same goes for silent running and other items. So I'm introducing time delays into the orders to simulate real life. Currently have the std and recharge propulsion and silent running on/off done. What do you all think about this?
That would be great, yes! :salute:
By removing jimimadrids_map_tools I now get the door icons and by clicking on them the doors do open and close, however the icons do not show the actual state of the tube doors. If you open the doors by another means (in my case I use verbal commands) the indicator does not show that door has opened or closed.
Also I can't remember what stock does (been so long) but I am unable to deselect all tubes, at least one tube remains selected, is this normal ?.
and please excuse my ignorance but what is the purpose of the green box above the tube selection button.
TheDarkWraith
05-31-10, 05:04 PM
By removing jimimadrids_map_tools I now get the door icons and by clicking on them the doors do open and close, however the icons do not show the actual state of the tube doors. If you open the doors by another means (in my case I use verbal commands) the indicator does not show that door has opened or closed.
Also I can't remember what stock does (been so long) but I am unable to deselect all tubes, at least one tube remains selected, is this normal ?.
and please excuse my ignorance but what is the purpose of the green box above the tube selection button.
yes I didn't take into account any keyboard commands yet. So if you don't use the switches themselves everything will be screwed up.
You can't deselect all tubes in SH5. One has to be selected at all times.
The green boxes above the tube selectors are for pattern running torpedoes. When you have pattern runners they will enable so you can see the TDC dials for them when you press them.
TheBeast
05-31-10, 05:22 PM
Maximum depth for torpedo launch is stored in the data\Submarine\NSS_Uboatx\NSS_Uboatx.cfg file.
Does anyone know the Historical Torpedo Launch Depths for each of the Submarines? I am sure it has to be much deeper then 20 metera...
McHub532
05-31-10, 05:34 PM
Does anyone know the Historical Torpedo Launch Depths for each of the Submarines? I am sure it has to be much deeper then 20 metera...
SH4 Trigger Maru was quite a bit deeper.
kylania
05-31-10, 05:47 PM
Does anyone know the Historical Torpedo Launch Depths for each of the Submarines? I am sure it has to be much deeper then 20 metera...
Just a quick Google scan found this:
Torpedoes had to be launched on the surface or at periscope depth. But later versions of German torpedoes such as the TV (Zaunkonig II) could be launched from up to a depth of 50 meters. from http://www.uboataces.com/weapon-torpedo.shtml
Does anyone know the Historical Torpedo Launch Depths for each of the Submarines? I am sure it has to be much deeper then 20 metera...
Torpedoes had to be launched on the surface or at periscope depth. But later versions of German torpedoes such as the TV (Zaunkonig II) could be launched from up to a depth of 50 meters. At the end of the run, torpedoes were designed to sink automatically. However they frequently detonated when hitting the sea bed and on other occasions exploded when the pistols collapse under the sea pressure. Later in the war, a device was fitted which automatically disabled the torpedo pistol when a depth of 150 meters was reached
http://www.uboataces.com/weapon-torpedo.shtml
hope thi helps
TheDarkWraith
05-31-10, 06:28 PM
sounds like torpedo firing and torpedo door switches are governed by periscope depth + 5m to me :yep:
commandosolo2009
06-01-10, 08:44 AM
hey DW, I'm having hard time using the FaT/LuT controls..
Only the straight run knob works in increments..
Leg and gyro are not, they are like torp speed, 3 settings hi/mid/low, no increments. Help?:timeout:
kylania
06-01-10, 09:51 AM
hey DW, I'm having hard time using the FaT/LuT controls..
Only the straight run knob works in increments..
Leg and gyro are not, they are like torp speed, 3 settings hi/mid/low, no increments. Help?:timeout:
That's how it works as I understand it.
just fired a salvo of 4 torps at a battleship...opened all 4 tubes before firing...but they fired as follows...
1st straight away
2nd after about 3 second delay
then 3rd and 4th together in the right spread but after another delay of about 10 seconds...so my salvo shot was all messed up and only the first hit the ship.
something to do with the mod?
apart from that all seems to be working fine in 3.0 :)
The area behind and above the officer icon bar, where the station icons appear when clicking an officer icon, is in a darkish grey shade. I would prefer to have this background area transparent, instead of obscuring the environment.
In SH4 such settings could be changed in menu_1024_768.ini, but in SH5 this seems to have changed. Could somebody point me to the appropriate file in SH5 and advise what value(s) to change for transparency? :06:
kylania
06-01-10, 02:46 PM
The area behind and above the officer icon bar, where the station icons appear when clicking an officer icon, is in a darkish grey shade. I would prefer to have this background area transparent, instead of obscuring the environment.
In SH4 such settings could be changed in menu_1024_768.ini, but in SH5 this seems to have changed. Could somebody point me to the appropriate file in SH5 and advise what value(s) to change for transparency? :06:
From TheDarkWraithUserOptions.py:
# do the order categories scroll down when moused out and scroll up when moused in?
# set to True to have the order categories scroll
# change below to either True or False
OrderCategoriesScroll = False
Set that to True and that area will hide itself and only pop up when you mouse over or have orders active.
Echolot
06-01-10, 03:48 PM
The area behind and above the officer icon bar, where the station icons appear when clicking an officer icon, is in a darkish grey shade. I would prefer to have this background area transparent, instead of obscuring the environment.
In SH4 such settings could be changed in menu_1024_768.ini, but in SH5 this seems to have changed. Could somebody point me to the appropriate file in SH5 and advise what value(s) to change for transparency? :06:
Open the menu editor.
Page layout.
Officers.
Bkgr.
Selected Item.
A: 255 >>>>>>> 0.
Gruß.
Echolot.
:salute:
@ Kylania: Thanks. Having the (still grey) orders bar slide away helped a lot. It's a different approach than making the background transparent, but very useful. :up:
@ Echolot: I'm afraid your description is a bit too brief for me. :oops: Could you pls explain in more detail what to do in which file? Will that eventually make the orders bar background transparent? If so, I might try and even combine it with Kylania's suggestion, combining 2 goodies. :|\\
Echolot
06-01-10, 04:53 PM
Could you pls explain in more detail what to do in which file? Will that eventually make the orders bar background transparent?Hm, with my broken english, will see.
Go to C:\Users\xxxxxx\Documents\SH5\data\cfg.
Open main.cfg.
Search for
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes
Delete the ; if there.
At game start you can choose something like "open menu editor".
Yes.
In menu editor in the small window navigate to
Page layout/Officers.
Select bkgr.
Look at the options.
Selected Item.
You can edit a value named "A:".
Change the value from 255 to zero.
Click "save".
Restart game and select "No" to start the game.
PS This will make the officers background transparent. In my setup it works and looks good.
Gruß.
Echolot.
kylania
06-01-10, 04:55 PM
With my version the categories (the first row of icons directly above the officers heads) only shows at all if the mouse is over the area.
The orders themselves appear above that area (above the greyed out area) and remain "sticky" on the screen until you click on another officers face.
This way all you see normally are the faces. Mouse over to see the options. Click one to display the actual orders which remain, clickable and visible till you click on an officer face again. This allows you to keep things like "report nearest contact" one click away, or make it disappear with a single click too.
I would be extremely hesitant to start editing the menu config files since you'll need to make that adjustment every time a new version comes out compared to simply changing an option in the options file every time. But up to you. :)
Echolot
06-01-10, 05:13 PM
I would be extremely hesitant to start editing the menu config files since you'll need to make that adjustment every time a new version comes out compared to simply changing an option in the options file every time. But up to you. :)
In most cases i do this. I need maybe 1 or 2 minutes for the options file
and 10 or 15 minutes to edit the menu to my taste. And now i know where it is and every time i need less time. click, clickclick click :smug:
I edit dds-files too.
I love this mod. :sunny:
After editing the menu i take a look at subsim.com.
Ups. New Version. :woot:
Nice work. Nice thread. I love you guys.
Every day a new and better SH5 experience.
Greez from Berlin.
Echolot.
:salute:
2.9.1 :rock:
Currently i check the shadows.cfg.:-?
And the MissionsEditor. :up:
:06: How I can disable the smileys??
kylania
06-01-10, 05:17 PM
3.0 is shaping up to be really cool. The torpedo switches alone have provided me with hours of clicking happiness! :)
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.