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TheDarkWraith
06-01-10, 05:30 PM
3.0 is shaping up to be really cool. The torpedo switches alone have provided me with hours of clicking happiness! :)

wait till you see what I've been doing lately with it :D :03:

Echolot
06-01-10, 05:32 PM
:88):o:sunny::rock:

madmex
06-01-10, 06:29 PM
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:


its now 6-2-10 :D is the v3.0.0 somewere to download ore is it not ready yet .

McHub532
06-01-10, 06:31 PM
its now 6-2-10 :D is the v3.0.0 somewere to download ore is it not ready yet .

It is like wine.. it's getting better with time. Don't rush it.. or you'll have to drink window cleaner. ;)

kylania
06-01-10, 11:24 PM
The every 6 hours position report isn't reporting the correct submerged depth. Basically if you're under water it's saying 14.8m Usually I'd been at periscope depth and thought it was just going by some system depth or something, but just now it reported by depth at 14.8 when I was 40m down.

TheDarkWraith
06-01-10, 11:28 PM
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/)

Fixed. Fixed the heading/rudder dial visibility problem for the following: navigation map, attack periscope, obs periscope, UZO, crew page, Subsystems page, Weapons and sensors page, Guns page, captain's log, awards page, and ship's journal page. If the heading/rudder dial was visible before going to one of these it will remain visible (might be slight pause before it reappears on some of them though)

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.


#1. Fixed

#2. New entry added in menu.txt file

TheDarkWraith
06-01-10, 11:30 PM
The every 6 hours position report isn't reporting the correct submerged depth. Basically if you're under water it's saying 14.8m Usually I'd been at periscope depth and thought it was just going by some system depth or something, but just now it reported by depth at 14.8 when I was 40m down.

good bug report. I'll look into it :up:

EDIT:

I probably used the wrong depth (not the international one - in meters )

jwilliams
06-02-10, 03:15 AM
The save journal hasn't been working right. this is not v3.0.0 related, been like this since you added the save feature. I just though i was doing something wrong, and haven't had time to look into it until now.

It seams to save fine in game. the file is present in my SilentHunter5\logs folder but it fails to load in game, and the editor give me :-
"Unable to read ship's journal file D:\Simulations\SilentHunter5\logs\test.dat"Any help to solve this would be great. Maybe im doing something wrong.

operating system = Windows XP pro. 32bit

edit: I can open the file in notepad and can read it. but not with your editor.

303_Michcich
06-02-10, 07:43 AM
Hi Dark,

I`m using your great mod but actully have a question regarding time and how it`s displayed by skwjaser`s clock. It seems it is not showing correct time vs what ca be seen outside the sub i.e. clock shows 23:00 while it`s clear bright day outside. This also refers to the icon in upper right corner which is supposed to give guidance as to time of day....

any idea ? would be grateful for help....

panosrxo
06-02-10, 07:53 AM
Hi Dark,

I`m using your great mod but actully have a question regarding time and how it`s displayed by skwjaser`s clock. It seems it is not showing correct time vs what ca be seen outside the sub i.e. clock shows 23:00 while it`s clear bright day outside. This also refers to the icon in upper right corner which is supposed to give guidance as to time of day....

any idea ? would be grateful for help....

What mission are you trying to play? The one with 4 ships in front of you? If yes then it is a mission problem. It happens to me too.

303_Michcich
06-02-10, 07:56 AM
that was actually with couple of single historical missions if I remember correctly - not tried in campaign though...

why is that ? is this skwjaser`s clock mod issue or time in the game issue ?

SKLR
06-02-10, 07:57 AM
You're navigating through different time zones with a clock that shows Germany's local time...

303_Michcich
06-02-10, 08:04 AM
well, even in the Med ? the error is very big - not just GMT+1 or so...does the same happen without skwjasers mod ?

Echolot
06-02-10, 08:06 AM
I`m using your great mod but actully have a question regarding time and how it`s displayed by skwjaser`s clock. It seems it is not showing correct time vs what ca be seen outside the sub i.e. clock shows 23:00 while it`s clear bright day outside. This also refers to the icon in upper right corner which is supposed to give guidance as to time of day....

any idea ? would be grateful for help.... If you play the game with custom made multiplayer maps, maybe it is not a mod related problem. :hmmm:

Look at this thread and check your missions date and time:

http://www.subsim.com/radioroom/showpost.php?p=1314514&postcount=13

Maybe it helps.

Gruß.

Echolot.



PS You're navigating through different time zones with a clock that shows Germany's local time... :hmmm: Good point.

303_Michcich
06-02-10, 08:18 AM
thanks Echolot - maybe that`s the mission issue - I don`t play on multipayer maps at all...these are the historical missions from stock version...

I would need to check in campaign though as well...

kylania
06-02-10, 08:24 AM
that was actually with couple of single historical missions if I remember correctly - not tried in campaign though...

why is that ? is this skwjaser`s clock mod issue or time in the game issue ?

skwjaser's clock mod was integrated into this mod long ago. You should not be using both mods anymore.

If you have the "Digital Clock Mod" installed, uninstall it and simply use the one that's part of this mod instead.

Also, depending on time of year it's quite possible to have sunlight at 11pm if you're far enough north.

oscar19681
06-02-10, 08:41 AM
http://img408.imageshack.us/img408/9203/13200290.jpg (http://img408.imageshack.us/i/13200290.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

I want the exact UI. But i have the UI which still has the original UI on the left bottom side. How do i go about getting the UI like this?

TheDarkWraith
06-02-10, 08:53 AM
The save journal hasn't been working right. this is not v3.0.0 related, been like this since you added the save feature. I just though i was doing something wrong, and haven't had time to look into it until now.

It seams to save fine in game. the file is present in my SilentHunter5\logs folder but it fails to load in game. Any help to solve this would be great. Maybe im doing something wrong.

I would love to look at those log files the ship's journal created to figure out what is wrong. Can you send them to me? What version of the mod are you currently using when you save these files?

TheDarkWraith
06-02-10, 08:56 AM
I want the exact UI. But i have the UI which still has the original UI on the left bottom side. How do i go about getting the UI like this?

That is SH3Style with TDC all dials mode with the togglable icon to hide the depth and map tools bars enabled.

oscar19681
06-02-10, 09:03 AM
yeah but i cant find this when i add this to the jonesoft mod enabler. There is no sh3 style listed.

TheDarkWraith
06-02-10, 09:05 AM
yeah but i cant find this when i add this to the jonesoft mod enabler. There is no sh3 style listed.

That would be correct. You have to edit the options file to change the UI style to SH3Style. See kylania's post #5 I think of this thread. He made a video showing how to install the mod and configure it.

oscar19681
06-02-10, 09:07 AM
Cant find anything on that in post 5

TheDarkWraith
06-02-10, 09:19 AM
Cant find anything on that in post 5

Did you watch his Mod Installation Video Walkthrough? He mentions in it where to change the UI style if you want to and shows you where.

303_Michcich
06-02-10, 09:55 AM
Dark,

Any news on getting rid of the AOB and stadimeter bug ? Each time stadimeter is used it resets the AOB value (and speed as far as I remember)...? I`m using yuour current UI 2.9.1

TheDarkWraith
06-02-10, 10:09 AM
Dark,

Any news on getting rid of the AOB and stadimeter bug ? Each time stadimeter is used it resets the AOB value (and speed as far as I remember)...? I`m using yuour current UI 2.9.1

I must have missed that bug report. I will look for a solution :up:

TheDarkWraith
06-02-10, 10:15 AM
The every 6 hours position report isn't reporting the correct submerged depth. Basically if you're under water it's saying 14.8m Usually I'd been at periscope depth and thought it was just going by some system depth or something, but just now it reported by depth at 14.8 when I was 40m down.

fixed. I was getting the incorrect depth value.

TheDarkWraith
06-02-10, 11:01 AM
added kylania's switches as the torp door switches for v3.0.0. Also corrected the AOB and Bearing dials for the TDC. The vernier for the AOB is functional also:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2183

ReallyDedPoet
06-02-10, 11:07 AM
Nice DW, still have 2.4 loaded, so when I fire SH5 back up I am looking forward to this :yep:

Echolot
06-02-10, 11:41 AM
added kylania's switches as the torp door switches for v3.0.0. Also corrected the AOB and Bearing dials for the TDC. The vernier for the AOB is functional also:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2183

Hello TDW.

The TDC visibility button does not look so good.
Please can you check the DY value (change from 20 to 45 i guess) and after move it a little bit up?

Gruß.

Echolot.

PS Same at the attack map page?

Thank you.

Riss1967
06-02-10, 11:44 AM
DW, Ttis mod just gets better and better!
Realy looking forward to V3. :DL

Small mods make a big difference,
Big mods make a huge difference,
Your mods change the world!!

Thank you Sir.

ustahl
06-02-10, 03:23 PM
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.

Prima! Das ist genau was ich wollte. Danke Dir! :salute:
= Great! That's exactly what I wanted. Thank you!
It looks & works brilliantly now together with Kylania's suggestion. :yeah::woot:

Paco
06-02-10, 04:43 PM
added kylania's switches as the torp door switches for v3.0.0. Also corrected the AOB and Bearing dials for the TDC. The vernier for the AOB is functional also:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2183

Hi,

I find the rocker switches to modern. Is there a chance that we could config the switches? So kylania's has his favourite, I have my favourite...

Echolot
06-02-10, 05:00 PM
Hi,

I find the rocker switches to modern. Is there a chance that we could config the switches? So kylania's has his favourite, I have my favourite... \Silent Hunter 5\MODS\NewUIs_TDC_x_x_x_ByTheDarkWraith\data\Menu\ Gui\Layout\Hud3.dds.

:salute:

Look over the additional mods too. The file could be changed by them.

Echolot
06-02-10, 08:59 PM
Hello TheDarkWraith.

Please could you make the messagebox draggable?

And please could you make this:

110% Realism v1.1b by PurpleCity NewUId_TDC_2_9_1 Compatible.zip

as an optional mod included in your package? This is very nice mod.

Thank you.

Gruß.

Echolot.

MattDizzle
06-02-10, 09:42 PM
Yes, please have the xo box default to draggable por favor.

AND STOP PLAYING WITH THE UI, ITS DONE :D

We need new ships to sink and new objectives, damn it!

TheDarkWraith
06-02-10, 09:59 PM
Yes, please have the xo box default to draggable por favor.

AND STOP PLAYING WITH THE UI, ITS DONE :D

We need new ships to sink and new objectives, damn it!

XO TDC box will default to draggable in v3.0.0

UI is about 50-60% complete now....still more to do :D

kylania
06-02-10, 10:04 PM
I find the rocker switches too modern.

These are the switches those represent:

http://img163.imageshack.us/img163/3937/hmmw.jpg

More options are always cool though. :O:

jwilliams
06-02-10, 11:32 PM
I would love to look at those log files the ship's journal created to figure out what is wrong. Can you send them to me? What version of the mod are you currently using when you save these files?


Sent in PM

McHub532
06-03-10, 02:53 AM
http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2185

I had the diving bar on the lower right active on start up (surface, periscope depth, dive, icon bar thingie).. I then pushed the toggle to make it go away and noticed that the TAI did not slide over to the far left and take up position where the depth bar was.

So.. I hit the tab key and it maximized.. but it was shifted way to the left.. pushed the tab key again and this is what I got.

It's not seeming to realize that the depth icons have been turned off and it's getting confused on what it should be doing.

Right?

McHub532
06-03-10, 03:01 AM
Addition to my last post:

When leaving the periscope the TAI stays up in the middle of the screen also. I maximized, minimized the TAI a few times and it doesn't always stay grounded in the same place either. I was able to play with it and scoot it up around the screen a bit. But.. can't ever get it to go back down and set itself in the lower left corner like it should.

jwilliams
06-03-10, 03:48 AM
Update on ship's journal file problem.

My OP system is windows XP pro. SP3. (32bit).

Time format: HH:mm:ss
Time separator: :
AM symbol: AM
PM symbol: PM

Time format notation
h = hour m = minute s = second t = am or pm

h = 12 hour
H = 24 hour

hh, mm, ss = leading zero
h,m,s = no leading zero
I changed the time format to

hh,mm,ss,tt

So that it added the AM/PM. but still get the same error.
Created a new log file
testingampmfix.dat
failed to load in game and editor still cant read it.


Any suggestions?

************************************************** *********************************************

P.S.

And this file is unreadable in Notepad???????

testingampmfix.dat :-

吐敨慄歲牗楡桴䡓ስさㄲ吠敨慄歲牗楡桴ㄔ⼰㠱ㄯ㌹‹〠㨶〵倠ᡍ敒档牡楧杮琠敨戠瑡整楲獥᐀〱ㄯ⼸㤱㤳†㘰㔺 ‰䵐刕捥慨杲湩⁧慢瑴牥敩ⅳᐁ〱ㄯ⼸㤱㤳†㘰㔺‰䵐琎獥楴杮浡浰楦xㄔ⼰㠱ㄯ㌹‹〠㨶〵倠ᱍ睓瑩档湩⁧潴猠 污潶猠潨瑯湩Ⅷ᐀〱ㄯ⼸㤱㤳†㘰㔺‰䵐匜楷捴楨杮琠慳癬桳潯楴杮!ㄔ⼰㠱ㄯ㌹‹〠㨶〵倠≍睓瑩档湩⁧潴 猠湩汧⁥畴敢猠潨瑯湩Ⅷ᐀〱ㄯ⼸㤱㤳†㘰㔺‰䵐匢楷捴楨杮琠楳杮敬琠扵⁥桳潯楴杮!ㄔ⼰㠱ㄯ㌹‹〠㨶〵倠 ≍睓瑩档湩⁧潴猠湩汧⁥畴敢猠潨瑯湩Ⅷ᐀〱ㄯ⼸㤱㤳†㘰㔺‰䵐匢楷捴楨杮琠楳杮敬琠扵⁥桳潯楴杮!ㄔ⼰㠱 ㄯ㌹‹〠㨶〵倠≍睓瑩档湩⁧潴猠湩汧⁥畴敢猠潨瑯湩Ⅷ᐀〱ㄯ⼸㤱㤳†㘰㔺‰䵐匢楷捴楨杮琠楳杮敬琠扵⁥桳 潯楴杮!ㄔ⼰㠱ㄯ㌹‹〠㨶〵倠≍睓瑩档湩⁧潴猠湩汧⁥畴敢猠潨瑯湩Ⅷ᐀〱ㄯ⼸㤱㤳†㘰㔺‰䵐匜楷捴楨杮琠 慳癬桳潯楴杮!ㄔ⼰㠱ㄯ㌹‹〠㨶〵倠ᱍ睓瑩档湩⁧潴猠污潶猠潨瑯湩Ⅷ᐀〱ㄯ⼸㤱㤳†㘰㔺‰䵐匜楷捴楨杮琠 慳癬桳潯楴杮!(file created with revised 3.0.0)

Before, in the files i sent you. i could read the text as it was in game using notepad.

test.dat :-

TheDarkWraithSH5U021 TheDarkWraith10/14/1939 06:33 a.m.All stop 10/14/1939 06:33 a.m.Following plotted course!//*snipped to shorten*//p.m.!Benno Scheu's morale has gone up. 10/18/1939 02:06 p.m.#Wolfram Raabe's morale has gone up. 10/18/1939 02Moving away! Bearing 338! Long range! 10/18/1939 02:31 p.m.test (file created with 2.9.1)

************************************************** **************************************************
P.P.S.

Set time format to h,mm,ss,tt

log file seemed to save fine, but wont load in game and editor cant read it still.

testampmnozero.dat
TheDarkWraithSH5U021 TheDarkWraith10/18/1939 06:50 PMtestampmnozero 10/18/1939 06:50 PMNo sound contact! 10/18/1939 06:50 PMNo sound contact! (file created with revised 3.0.0)

I have my regional options set to

English(New Zealand)Which has diferent symbols for dates etc. to US regonal settings. Could this be causing a conflict???

Capt Jack Harkness
06-03-10, 04:14 AM
Do you think it'd be in any way possible to incorporate the wonderfully executed TDC from karamazovnew's SH4:U mod? (with karamazov's permission, of course)

http://www.subsim.com/radioroom/showthread.php?t=152590

It even has the engraved Siemens badges!

http://naforum.zapodaj.net/images/a0edd72da340.jpg

furby
06-03-10, 05:15 AM
Quick look at 3.0

not getting salvo button to show on attack scope.
this is with none of other Hud3.dds installed, just NewUIs_TDC_3_0_0

Stormfly
06-03-10, 06:36 AM
Quick look at 3.0

not getting salvo button to show on attack scope.
this is with none of other Hud3.dds installed, just NewUIs_TDC_3_0_0

...working here

SH3UI enabled via options, all JSJGME optional mods enabled....

furby
06-03-10, 07:38 AM
using the SH5 UI

TheDarkWraith
06-03-10, 08:27 AM
Quick look at 3.0

not getting salvo button to show on attack scope.
this is with none of other Hud3.dds installed, just NewUIs_TDC_3_0_0

if I remember correctly I have the attack scope default to TDC all dials which means the SH5 salvo button will not be shown as the TDC salvo button is shown. Can you post a screenshot of the 'problem'?

furby
06-03-10, 09:05 AM
ok...will recheck now

TheDarkWraith
06-03-10, 09:06 AM
I had the diving bar on the lower right active on start up (surface, periscope depth, dive, icon bar thingie).. I then pushed the toggle to make it go away and noticed that the TAI did not slide over to the far left and take up position where the depth bar was.

So.. I hit the tab key and it maximized.. but it was shifted way to the left.. pushed the tab key again and this is what I got.

It's not seeming to realize that the depth icons have been turned off and it's getting confused on what it should be doing.

Right?

Addition to my last post:

When leaving the periscope the TAI stays up in the middle of the screen also. I maximized, minimized the TAI a few times and it doesn't always stay grounded in the same place either. I was able to play with it and scoot it up around the screen a bit. But.. can't ever get it to go back down and set itself in the lower left corner like it should.

it's confused because I told it to be confused.....in short, I messed up the code. It's fixed now. Excellent catch also btw :up:

furby
06-03-10, 10:19 AM
if I remember correctly I have the attack scope default to TDC all dials which means the SH5 salvo button will not be shown as the TDC salvo button is shown. Can you post a screenshot of the 'problem'?


ok that fixed it...but getting another problem...mast heights ... auto not working and also i cant edit the mast height myself...no edit button..heres a pic....

http://img121.imageshack.us/img121/5476/mastw.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-06-03

MattDizzle
06-03-10, 01:13 PM
Darkwraith: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?

I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?

Of course in this case i would wait for 3.00 to come out.

TheDarkWraith
06-03-10, 01:25 PM
Darkwraith: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?

I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?

Of course in this case i would wait for 3.00 to come out.

ask me again when I have v3.0.0 released with all the bugs fixed. I still have some problems with some things and these torp doors are a real nightmare ( that I brought onto myself of course :D ) but it's pretty cool. It'll be really neat when I finally finish the realistic torp firings.

McHub532
06-03-10, 01:32 PM
ask me again when I have v3.0.0 released with all the bugs fixed. I still have some problems with some things and these torp doors are a real nightmare ( that I brought onto myself of course :D ) but it's pretty cool. It'll be really neat when I finally finish the realistic torp firings.

I don't know if it's possible.. but I was thinking.....

When you flip one of the torpedo tube switches to open the outer doors: it makes this whimp little baby click sound. Can we get a -real- click that sounds like it's more than a keyboard key being pressed.. something with some real audio-meat to it? :)

**Ker-Klick**

hee-hee

TheDarkWraith
06-03-10, 01:41 PM
I don't know if it's possible.. but I was thinking.....

When you flip one of the torpedo tube switches to open the outer doors: it makes this whimp little baby click sound. Can we get a -real- click that sounds like it's more than a keyboard key being pressed.. something with some real audio-meat to it? :)

**Ker-Klick**

hee-hee

Stormfly's already on it ;)

McHub532
06-03-10, 01:44 PM
Stormfly's already on it ;)

Woot !

McHub532
06-03-10, 02:21 PM
3.0.0's rough draft latest update fixes....

I'm having the same issue with the TAI grounding to where it needs to attach.

This first picture is me clicking off the toggle to tell the diving icon bar on the lower right to go away. The TAI stays out away from the left edge.

http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2186

This next picture is after I pushed the tab key to maximize the TAI.

http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2187

This last picture is after I pushed the tab key to minimize the TAI.

http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2185

McHub532
06-03-10, 02:22 PM
Wondering.. would it be possible to make the TAI drag-able?

McHub532
06-03-10, 02:27 PM
A possible idea about my floating TAI problem.

I have my periscope depth graphic turned off in the upper left. Maybe the TAI isn't sliding over to the left properly because it's taking into account that invisible/removed periscope depth graphic still?

This is a laymen's idea.. probably wrong. :)

reaper7
06-03-10, 02:32 PM
3.0.0's rough draft latest update fixes....

I'm having the same issue with the TAI grounding to where it needs to attach.

This first picture is me clicking off the toggle to tell the diving icon bar on the lower right to go away. The TAI stays out away from the left edge.



This next picture is after I pushed the tab key to maximize the TAI.



This last picture is after I pushed the tab key to minimize the TAI.



Just A heads up on the TAI Map as That is the same way Your trying to anchor it as mine.
You need to select the bottom left corner of the Page Default hud as the anchor point.
Then Offset Y (OFFY) value 50.
That will lock it to that point. :up:

It looks like your TAi is only anchored to the bottom left corner. (You can see that in the 2nd pic)
When you maximise it its getting thrown out of wack due to it getting pushed out by the BottomBar.

McHub532
06-03-10, 02:34 PM
Just A heads up on the TAI Map as That is the same way Your trying to anchor it as mine.
You need to select the Bottombar (Top Left corner) as the anchor point.
Then Offset Y (OFFY) value 50.
That will lock it to that point. :up:

Awesome Reaper.. on behalf of TDW.. thank you. :)

TheDarkWraith
06-03-10, 02:43 PM
Just A heads up on the TAI Map as That is the same way Your trying to anchor it as mine.
You need to select the bottom left corner of the Page Default hud as the anchor point.
Then Offset Y (OFFY) value 50.
That will lock it to that point. :up:

It looks like your TAi is only anchored to the bottom left corner. (You can see that in the 2nd pic)
When you maximise it its getting thrown out of wack due to it getting pushed out by the BottomBar.

that's what is being done already. I can't duplicate his problem though so it's hard to figure out why it's doing what it's doing. I don't 'move' it anytime except for when the depth bar and map tools visibility changes.

EDIT:

what screen res are you using McHub532?

reaper7
06-03-10, 04:25 PM
that's what is being done already. I can't duplicate his problem though so it's hard to figure out why it's doing what it's doing. I don't 'move' it anytime except for when the depth bar and map tools visibility changes.

EDIT:

what screen res are you using McHub532?

Looking at it again It possibly the Maptools being hidden thats causing the issue.
In the first pic the TAI map is to the right of the original Maptools position.
Because the Maptools are hidden and no longer on screen when you click maximize the maptools is no longer in position to stop the TAI from expanding backwards.

I got around that problem by anchoring the Maptool in the bottom left of the TAI Map (The TAI is then anchored to the position the Maptools were in or the Bottom left of the page) These can be scripted to hide when the TAI in mimimzed.
THis method also frees up some real estate (Just hide the Background of the Maptools for a better look. :up:

Stormfly
06-03-10, 05:22 PM
Stormfly's already on it ;)

gimme a trigger and i can :D

Stormfly
06-03-10, 08:12 PM
Problem with last beta:

after surfacing, propullsion switch automaticaly to recharge batterys, thats ok... but if i switching manualy to standard propullsion (which is sometimes needed to gain max speed), it switch automaticaly back to recharging ...this occurs also in calm waters :timeout:

Stormfly
06-03-10, 08:48 PM
There is another problem...

after diving the script is switching to std propullsion, and triggers a not fitting sound after diving, i use a special sound for that via commands.cfg... would be fine, if this could be disabled.

...but let me se if i swap the audio files, so after surfacing, if recharge triggers recharging batterys, i make a sound with commands and noise of starting the diesel engines followed by a recharging batterys command.

...regarding the sample for switching to standard propullsion, i connect a sound for disconnecting the diesel engines from the electric engines, which may also fit after diving.

But this wont help with against the problem above (at current no manual control over recharging or std propullsion while surfaced, even in calm seas).

TheDarkWraith
06-03-10, 08:55 PM
after surfacing, propullsion switch automaticaly to recharge batterys, thats ok... but if i switching manualy to standard propullsion (which is sometimes needed to gain max speed), it switch automaticaly back to recharging ...this occurs also in calm waters

after diving the script is switching to std propullsion, and triggers a not fitting sound after diving, i use a special sound for that via commands.cfg... would be fine, if this could be disabled.

is there a certain time (in seconds or something) that this switching back to recharge occurs when you manually select std propulsion? I can't say I've had this happen to me yet.

the time delay for water level has to timeout (default is 3 seconds) to avoid unnecessary switching then the time delay for switching to standard propulsion has to time out (default is 15 seconds) before switching to standard propulsion. What are you looking for to be disabled?

Stormfly
06-03-10, 09:21 PM
is there a certain time (in seconds or something) that this switching back to recharge occurs when you manually select std propulsion? I can't say I've had this happen to me yet.

the time delay for water level has to timeout (default is 3 seconds) to avoid unnecessary switching then the time delay for switching to standard propulsion has to time out (default is 15 seconds) before switching to standard propulsion. What are you looking for to be disabled?

I found the problem, i used the "R" key, connected via commands.cfg for "toggle recharging", but using your UI interface is working without the problem. Using a key command was working fine with the version before, delay in current version using a key command is exact 15 seconds. But it isnt a big problem using your UI for switching :)

...let me swap the audio files, so after surfacing, if recharge triggers recharging batterys, i make a sound with commands and noise of starting the diesel engines followed by a recharging batterys command.

...regarding the sample for switching to standard propullsion, i connect a sound for disconnecting the diesel engines from the electric engines, which may also fit after diving.

TheDarkWraith
06-03-10, 11:36 PM
3.0.0's rough draft latest update fixes....

I'm having the same issue with the TAI grounding to where it needs to attach.

This first picture is me clicking off the toggle to tell the diving icon bar on the lower right to go away. The TAI stays out away from the left edge.

http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2186

This next picture is after I pushed the tab key to maximize the TAI.

http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2187

This last picture is after I pushed the tab key to minimize the TAI.

http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2185

problem fixed and tested by McHub532.

TheDarkWraith
06-04-10, 12:04 AM
I found the problem, i used the "R" key, connected via commands.cfg for "toggle recharging", but using your UI interface is working without the problem. Using a key command was working fine with the version before, delay in current version using a key command is exact 15 seconds. But it isnt a big problem using your UI for switching :)

this is a very good bug report. I was not monitoring the key command for toggle recharing or toggle standard mode. I'll have to update the code to fix this. User should be able to use keyboard (hotkeys) or the UI icons :yep:

kylania
06-04-10, 12:05 AM
One comment about the new delay in switching from recharging to standard but it's entirely detached from TC since it's a "player" delay as opposed to a "game" delay, which can cause excessive delays in game.

So for me, I'll generally cruise around at 128-256x TC, slow down, submerge, cruise for an hour or so listening, then surface and speed up. I'd set the delay time down to 5 seconds.

What happened is I surfaced at 02:07 but my batteries didn't start charging till 02:38, a full half an hour after surfacing. That's a lot of lost recharge time. heh I'm guessing the solution would be to tie the delay into the in-game clock, based on minutes I guess? If that's possible. I know in game radio messages can appear at X time in game, but sometimes are delayed too.

We'll wanna see what kind of effect the new realistic torpedo doors have under TC as well.

jwilliams
06-04-10, 12:31 AM
Still having the same problem with the ship's journal.

revised 3.0.0.

test.dat

TheDarkWraithSH5U021 TheDarkWraith10/18/1939 18:50test 10/18/1939 18:50No visual contact! 10/18/1939 18:50Switching to salvo shooting! 10/18/1939 18:50Switching to salvo shooting! 10/18/1939 18:50"Switching to single tube shooting! 10/18/1939 18:51Flooding tube 1! 10/18/1939 18:51Closing tube 1! 10/18/1939 18:51"Switching to single tube shooting! 10/18/1939 18:51"Switching to single tube shooting! 10/18/1939 18:51"Switching to single tube shooting! 10/18/1939 18:51"Switching to single tube shooting! 10/18/1939 18:51Switching to salvo shooting! 10/18/1939 18:51Switching to salvo shooting! 10/18/1939 18:51Switching to salvo shooting!

The file seems to save fine. But fails to load in game and the editor says that it's unable to read.

kylania
06-04-10, 12:40 AM
Any way to move the gyroangle back down below the rest of the dials in Minimal Dials? It was a lot easier having it on the same eyeline as the crosshairs, so a single flick to the right could check firing position. in the upper right I'm feeling quite a lot of eye strain having to look over and up to focus on it now at 1920x1200.

Also totally confused by the reversal of the AOB and Bearing dials, but it guess it's more realistic. :O:

The gyroangle on the bottom though is pretty key for me, and realistic (http://img230.imageshack.us/f/u505tdc.jpg/) too!

Wow, I'm having tons of problems. On the UZO the XO window is in a different area now I guess? It also isn't repositioning when I close the message box. It's over and down so far that I can't click the "back" button from the standimeter since the officer orders cover it.

http://img175.imageshack.us/img175/7172/allwrong.jpg

During this eventually completely botched attack, I switched to the Attack Scope and it was the same thing. Seems the "XOTDCDialogDraggable" was set to True as default, when previously it was set to False. Perhaps due to testing McHub's super low rez issues? :) That's what was causing the bad positioning and the message box from not hiding. Perhaps set that back to False as default?

McHub532
06-04-10, 12:42 AM
Any way to move the gyroangle back down below the rest of the dials in Minimal Dials? It was a lot easier having it on the same eyeline as the crosshairs, so a single flick to the right could check firing position. in the upper right I'm feeling quite a lot of eye strain having to look over and up to focus on it now at 1920x1200.

Also totally confused by the reversal of the AOB and Bearing dials, but it guess it's more realistic. :O:

The gyroangle on the bottom though is pretty key for me, and realistic (http://img230.imageshack.us/f/u505tdc.jpg/) too!

Is it just me hallucinating.. or does the TDC in the conning tower seem to have updated dials now? Does TDW fixes with the dials link in with the same graphics as the conning tower TDC so that's why they seem spiffed up now?

gutted
06-04-10, 12:54 AM
Haven't peeked in here in quite some time. You've been quite the busy bee :D

Sooner or later i'll get the itch to play this mess of a game again, and this will be the 1st mod i download. I sorta put the game on the shelf when the 1.2 patch was delayed.

kylania
06-04-10, 01:15 AM
Is it just me hallucinating.. or does the TDC in the conning tower seem to have updated dials now? Does TDW fixes with the dials link in with the same graphics as the conning tower TDC so that's why they seem spiffed up now?

Yeah, he switched the AOB and Bearing dials so they are historically accurate. Bearing is just half red and half green while AOB is the C> shaped one with the little 'inside' dial.

Stormfly
06-04-10, 01:24 AM
Wow, I'm having tons of problems. On the UZO the XO window is in a different area now I guess? It also isn't repositioning when I close the message box. It's over and down so far that I can't click the "back" button from the standimeter since the officer orders cover it.


someone requested to make the XO icon dragable as a standard option, your problem is the result of it... simply set it back to non dragable in the options file. :88)

Stormfly
06-04-10, 06:28 AM
regarding the recharge timer and automatic switching propulltion, would it be possible to have this optional ? ...iam a bit afraid that this isnt running solid enough on my system, tested again in 15m/s wind conditions and it switch back and fore, back and fore. I altered this wait until switch while below water up to 5 seconds but i wont go higher than 5 sec`s because this mean i have to set the other delay timers higher...:timeout:

kylania
06-04-10, 08:29 AM
someone requested to make the XO icon dragable as a standard option, your problem is the result of it... simply set it back to non dragable in the options file. :88)

Yeah, at the bottom of that post I added that I'd finally figured that out. But it really should be switched back to 'False', since the small screen workaround shouldn't be the default. :O:

TheDarkWraith
06-04-10, 08:50 AM
Still having the same problem with the ship's journal. revised 3.0.0. test.dat
The file seems to save fine. But fails to load in game and the editor says that it's unable to read.

can you send me those files so I can examine them? From what you posted they look fine.

TheDarkWraith
06-04-10, 09:00 AM
One comment about the new delay in switching from recharging to standard but it's entirely detached from TC since it's a "player" delay as opposed to a "game" delay, which can cause excessive delays in game.

So for me, I'll generally cruise around at 128-256x TC, slow down, submerge, cruise for an hour or so listening, then surface and speed up. I'd set the delay time down to 5 seconds.

What happened is I surfaced at 02:07 but my batteries didn't start charging till 02:38, a full half an hour after surfacing. That's a lot of lost recharge time. heh I'm guessing the solution would be to tie the delay into the in-game clock, based on minutes I guess? If that's possible. I know in game radio messages can appear at X time in game, but sometimes are delayed too.

We'll wanna see what kind of effect the new realistic torpedo doors have under TC as well.

This is not good. This means that Ubi didn't code the timers the game uses to take into account TC level :nope: I'll have to verify this but if so it totally kills many of the ideas I was going to do (including this switching delay and realistic torp firings). It also then totally screws up torp doors since they rely on timers for a lot of the heavy lifting.
Trying to use the in-game clock could be done but it would be excessive polling and way more code than necessary and ultimately would probably kill some FPS.
A possible solution would be to use a high precision timer (the user's system high resolution timer) and make my own timer class :hmmm:

Nausicaa
06-04-10, 11:49 AM
>>> JOURNAL NAME <<<<

Hello, how can I change the name of the Journal? Currently its called "The Darkwraith" I think I have seen that once here, but I can't find it anymore in the hundreds of pages of this thread.:-?
Is there a way to change the name in the .py file ?

Many thanks in advance !

kylania
06-04-10, 12:08 PM
>>> JOURNAL NAME <<<<

Hello, how can I change the name of the Journal? Currently its called "The Darkwraith" I think I have seen that once here, but I can't find it anymore in the hundreds of pages of this thread.:-?
Is there a way to change the name in the .py file ?

Many thanks in advance !

Yup, it's in the middle kind of. I've answered it twice in this thread so far, but can't find my posts. :P

Line 263 of TheDarkWaithUserOptions.py:


########## Ships Journal ##########
# the title of the ship's journal
ShipsJournalTitle = "U021 TheDarkWraith"

Nausicaa
06-04-10, 12:18 PM
LOL....Ok....thanks for the answer. For you guys everything is maybe clear, but when you come from outside and you confront 180 pages of thread, your head explodes....Darkwraith's work is great, but it needs a much easier and clearer install guide, imo. I am preparing a custom mod package for a elderly person, and he would not understand a single word here. :cry::dead: And lots of info is cluttered all over the thread.

ReallyDedPoet
06-04-10, 12:19 PM
LOL....Ok....thanks for the answer. For you guys everything is maybe clear, but when you come from outside and you confront 180 pages of thread, your head explodes....Darkwraith's work is great, but it needs a much easier and clearer install guide, imo. I am preparing a custom mod package for a elderly person, and he would not understand a single word here. :cry::dead: And lots of info is cluttered all over the thread.

Check the first page, I think post # 5 for an installation guide for this :yep:

kylania
06-04-10, 12:35 PM
Yeah, when 3.0 comes out I'm gonna redo that video and work up an Options.Py guide. I took like 150 screenshots of the various options and what they did and MY head exploded, so decided to hold off till 3.0 comes out to finish that project. :) Still need to publish my Tutorial Tutorial, another 60 some images...

Nausicaa
06-04-10, 12:45 PM
Yes you are doing great work on the forums, Kylania, I noticed that. Many, many thanks. :)

ReallyDedPoet
06-04-10, 12:49 PM
Still need to publish my Tutorial Tutorial, another 60 some images...

:D:D

Very nice work by the way :up:

TheDarkWraith
06-04-10, 06:44 PM
Any way to move the gyroangle back down below the rest of the dials in Minimal Dials? It was a lot easier having it on the same eyeline as the crosshairs, so a single flick to the right could check firing position. in the upper right I'm feeling quite a lot of eye strain having to look over and up to focus on it now at 1920x1200.

I'll restore things back to the way they were as far as TDC dials. I just wanted to try it and see what everyone thought of it.

Also totally confused by the reversal of the AOB and Bearing dials, but it guess it's more realistic. :O:

Yep, sure is! It's going to stay that way now from v3.0.0 on.


regarding the recharge timer and automatic switching propulltion, would it be possible to have this optional ? ...iam a bit afraid that this isnt running solid enough on my system, tested again in 15m/s wind conditions and it switch back and fore, back and fore. I altered this wait until switch while below water up to 5 seconds but i wont go higher than 5 sec`s because this mean i have to set the other delay timers higher...:timeout:

The other delay times are going to go higher. I finally got my timer class up and running and now I can do things I've been wanting to do.

Yeah, at the bottom of that post I added that I'd finally figured that out. But it really should be switched back to 'False', since the small screen workaround shouldn't be the default. :O:

I'll restore the XO TDC dialog box not being draggable as default. It was annoying to me also

One comment about the new delay in switching from recharging to standard but it's entirely detached from TC since it's a "player" delay as opposed to a "game" delay, which can cause excessive delays in game.

So for me, I'll generally cruise around at 128-256x TC, slow down, submerge, cruise for an hour or so listening, then surface and speed up. I'd set the delay time down to 5 seconds.

What happened is I surfaced at 02:07 but my batteries didn't start charging till 02:38, a full half an hour after surfacing. That's a lot of lost recharge time. heh I'm guessing the solution would be to tie the delay into the in-game clock, based on minutes I guess? If that's possible. I know in game radio messages can appear at X time in game, but sometimes are delayed too.

We'll wanna see what kind of effect the new realistic torpedo doors have under TC as well.

Well the good news is I got my timer class working :rock: This means that TC level is now taken into account. I can now do what I've been wanting to do as far as switching times for certain items. Just tested setting the switching to recharge to 1 hour and while it was 'waiting' I adjusted the TC level up and down to all different settings. After 1 hour (+- a couple of minutes as it's not perfect) it switched to recharge mode. This is a great day :D This timer class I made has saved my torp doors and my realistic torp firing from dooms day plus given me the opportunity to do things I've been wanting to do.

kylania
06-04-10, 07:28 PM
That's great!! :D Can't wait for 3.0, I'm all tingly!

TheDarkWraith
06-04-10, 07:36 PM
That's great!! :D Can't wait for 3.0, I'm all tingly!

what I need to find out is:

- what was the average time it took for the uboat crew to switch to recharge propulsion mode? And to switch to standard propulsion mode?
- what was the average time it took the uboat crew to switch to/from silent running?
- what other items should have time delays (so none of this instant on/off crap)?

jwilliams
06-04-10, 08:24 PM
A request....

Any chance you can stop the attack scope going up when I enter the scope?

i like to enter the scope and position it towards a sound contact before i raise it.

It's fine that the obs scope does this but i feel it would be more realistic if i manualy raised the attack scope.

I could live with how the scope auto raises but would prefer it to stay down until i manualy raise it.

jwilliams
06-04-10, 08:32 PM
can you send me those files so I can examine them? From what you posted they look fine.

sent PM :salute:

kylania
06-04-10, 08:39 PM
what I need to find out is:

- what was the average time it took for the uboat crew to switch to recharge propulsion mode? And to switch to standard propulsion mode?

http://www.uboat.net/forums/read.php?20,58791,58834#msg-58834


U-boat diesel engine was connected to an electric motor through a clutch. That motor was a generator, too, if coil was excited, Between the electric motor and the screw there was another clutch, in order to disengage the motor.Thus, it was possible to charge the batteries quickly. There were several combinations with clutches and exciting coils. You could use one pair engine-electric motor as generator (screw disengaged) and the other engine propelling the boat, etc


To me that sounds like simply flipping a clutch really? Matter of moments.

Silent Running too would be how ever long it took to slow/stop the engines and tell people to shut up. :DL

External loading of torpedoes could use an increase in time, but that's already taken care of by mods like UHS (1 hour vs 6 seconds).

Battlestations I guess? A cruiser, 1000+ crew, could get to action stations in just about 2-3 minutes so 50 guys on a sub should be quite a bit faster. Maybe some of the other special abilities?

TheBeast
06-04-10, 09:47 PM
New UI's & TDC 3.0 :har:Come on!!! Come on!!! (http://www.youtube.com/watch?v=ya5-EOTn6w8):rotfl2:

I am having update withdrawl's

Stormfly
06-04-10, 09:53 PM
Deck and flackgun operations could need a delay also, manning the guns is allready a bit delayed but could need additional 5 - 10 secs more.

Sometimes, if i command open fire using Binocs and space bar, or via UI, they fire instandly, faster than kaleu finished giving the command (using DBSM 1.2)

giving rudder or diveplane commands should also have a little delay (maybe 2 secs), the problem is, you have to delay it after the command is given, that means after you hear the audio command.

the commands.cfg have an option "HasDelayedExecution" but this seams not to work at all in SH5.

...dont forget to delay the "CriticalIncommingRadioMessagePopUp" :)

jwilliams
06-04-10, 10:25 PM
giving rudder or diveplane commands should also have a little delay

Agree. my u-boat is at 15 meters before the diveplane opperators have sat down (using mighty fine crew mod).:yep:

For me it would be better if the crew where at the planes before the u-boat started to dive.

TheDarkWraith
06-04-10, 10:56 PM
I can add all these delays but in order for almost of them to work you'll have to use the officer icons. Using hotkeys bypasses me from adding the delay (I can't trap an order that's already been given).

TheBeast
06-04-10, 11:04 PM
I can add all these delays but in order for almost of them to work you'll have to use the officer icons. Using hotkeys bypasses me from adding the delay (I can't trap an order that's already been given).
Can you list the Commands and their respective Delay in a text file? That way we can manually edit the Commands.CFG to add the delays there as well to keep everything in sync?

Stormfly
06-04-10, 11:11 PM
Agree. my u-boat is at 15 meters before the diveplane opperators have sat down (using mighty fine crew mod).:yep:

For me it would be better if the crew where at the planes before the u-boat started to dive.

yap, same problem here, but sometimes it work better and the crew climb down earlyer... it seams that also the other scripts for diving (not only crash dive script which have a fix) arent executed or parts executed delayed, regarding sounds from SDBSMC 1.2 it sounds good in both cases. :D

Stormfly
06-04-10, 11:13 PM
Can you list the Commands and their respective Delay in a text file? That way we can manually edit the Commands.CFG to add the delays there as well to keep everything in sync?

ohh is that working ???

...that would be to nice to be true :timeout:

TheDarkWraith
06-04-10, 11:46 PM
added the ability to switch TDC modes on the fly for each scope:

http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2188

kylania
06-04-10, 11:53 PM
Wouldn't 'None' be the same as the 'Hide' button?

TheDarkWraith
06-05-10, 12:05 AM
Wouldn't 'None' be the same as the 'Hide' button?

well I figured if I removed it someone would complain about having to switch TDC mode instead of just flipping the on/off switch for visibility so I left it.

jwilliams
06-05-10, 12:09 AM
added the ability to switch TDC modes on the fly for each scope:



This i like. Good work. :yeah:

Stormfly
06-05-10, 12:49 AM
added the ability to switch TDC modes on the fly for each scope:

http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2188

this looks spicy !

any news about a opening tube sound trigger via script ?

...at current, i use "switching to recharge" event as trigger for playing the new diesel startup procedure, which also commands to recharge the battery`s...

maybe it would be possible to devide this, by adding a seperate trigger if engines are switched to diesels ?

TheDarkWraith
06-05-10, 01:04 AM
this looks spicy !

any news about a opening tube sound trigger via script ?

...at current, i use "switching to recharge" event as trigger for playing the new diesel startup procedure, which also commands to recharge the battery`s...

maybe it would be possible to devide this, by adding a seperate trigger if engines are switched to diesels ?

I think it's best if I add the sounds in my scripts. I have a way to do it and that way the timing isn't all off. What do you think? You'll have to give me the names of the sounds you're using.

I can add a sound to opening a tube. What's the name of the sound to be used?

Stormfly
06-05-10, 02:51 AM
I think it's best if I add the sounds in my scripts. I have a way to do it and that way the timing isn't all off. What do you think? You'll have to give me the names of the sounds you're using.

I can add a sound to opening a tube. What's the name of the sound to be used?

good idea,

...i will upload the current test version and send you a link for testing.... eta 1 hour.

regarding the name, there is a little confusion UBI did, they use currently for closing the tubes: "Torpedo tube opening.wav" ...so for the needed currently missing sound i would prefer "Torpedo tube door" to make it not more confusing...:88)

how do you want to play it ? what source do you want to use... play it as menue sound is ony 2D then, for playing with 3D effect like the functional closing one, you can use the crew as sound sources (torpedo or sonar guy for forward tubes, machinist or deck gun crew for the rear one. In this case the sound have to be .ogg but the name in script use no extension... if crew voice, only path below "Speech" path and name of the file without extension.

At current, i use the commands.cfg to play the diesel startup sequence, its currently bound to the weapons officer, because i didn`t found the name for the machinist in the diesel room yet... a bit confusing is, that crew names in commands.cfg are different then in phyton scripts.

anymway if you can or like connecting the diesel startup also, i would prefer "Start_diesel_engines" played from the machinist in the diesel engine room :arrgh!:

...but even if you like 2d menue source only, thats no big problem.

TheBeast
06-05-10, 03:09 AM
ohh is that working ???

...that would be to nice to be true :timeout:

I think it is, you just have to place everything in the correct sequence for each CMD

Stormfly
06-05-10, 03:17 AM
I think it is, you just have to place everything in the correct sequence for each CMD

what i know regarding "commands.cfg", you can add sounds, keys, and some parameters but not all of them work correctly like this "have delayed execution" parameter... to build a sequence you would need a phyton script.

LeBabouin
06-05-10, 04:15 AM
Really sorry to appear like a hair in the soup, but I hope you will take my case in consideration. As a 2 month beginner in SH, I'm not yet a fan of total realism, still needing a lot of practice to fully understand the game. I'm still stuck at 2.5.0 version, being afraid of getting confused by the infinite and awesome possibilities you added in the game.
So my main beg is you will make all delay options parametrable, so I can still play without any delay for commands executing. Can you reassure me?

TheDarkWraith
06-05-10, 10:20 AM
Really sorry to appear like a hair in the soup, but I hope you will take my case in consideration. As a 2 month beginner in SH, I'm not yet a fan of total realism, still needing a lot of practice to fully understand the game. I'm still stuck at 2.5.0 version, being afraid of getting confused by the infinite and awesome possibilities you added in the game.
So my main beg is you will make all delay options parametrable, so I can still play without any delay for commands executing. Can you reassure me?

You can always set the delays to 0 in the options file. If set to 0 then there's no delay.

kylania
06-05-10, 10:27 AM
So my main beg is you will make all delay options parametrable, so I can still play without any delay for commands executing. Can you reassure me?

That's the best thing about this mod, is that everything is an option! I highly suggest upgrading to 3.0.0 when it comes out, you'll really love it.

madmex
06-05-10, 12:27 PM
So when can we expect the v3.0.0 update ??

kylania
06-05-10, 12:54 PM
So when can we expect the v3.0.0 update ??

Soon™ :O:

M4XDmG
06-05-10, 01:28 PM
I think it's best if I add the sounds in my scripts. I have a way to do it and that way the timing isn't all off. What do you think? You'll have to give me the names of the sounds you're using.

I can add a sound to opening a tube. What's the name of the sound to be used?

Sounds good, but does this mean that if I use Skwas's Speech Recognition (or keyboard shortcuts) the sounds won't trigger at all?

TheDarkWraith
06-05-10, 02:38 PM
Sounds good, but does this mean that if I use Skwas's Speech Recognition (or keyboard shortcuts) the sounds won't trigger at all?

sounds will work, delays and other goodies won't. Here's why: I can't trap a command that's already been given. When you use the officer icons I'm inbetween them and placing the order so I have control of what happens and can delay the order if need be.

TheDarkWraith
06-05-10, 03:08 PM
finally decided on how these new TDC mode buttons will work on the torpedo boxes. I've removed the NO DIALS checkbox now. If you want no dials then ensure no check boxes are checked (you can only check one at a time). If you want a certain TDC mode then select it. The torpedo box on the left shows what the checkboxes look like when No Dials TDC mode is selected. The picture on the right shows minimal dials selected. Also note that when a TDC mode other than no dials is selected the text is white on the checkbox. I've also removed the toggle TDC dials visibility switch from the Attack, Obs, and UZO. It's still on the nav map though.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2191

kylania
06-05-10, 03:13 PM
A suggestions about that new UI:

Perhaps make the text orange/yellow like the Salvo button since white text will be distracting during night attacks (even just in that screenshot the first thing you notice is the white text) and to make the look more uniform. Could a tooltip that describes what those options mean be added? Would that be worthwhile?

sounds will work, delays and other goodies won't. Here's why: I can't trap a command that's already been given. When you use the officer icons I'm inbetween them and placing the order so I have control of what happens and can delay the order if need be.

Presumably you could build in hooks that external mods could access in order to make it all work right?

Like you create a command, say "tdwFloodTube", then the voice mod would execute that command rather than the standard one?

7thSeal
06-05-10, 03:24 PM
A suggestions about that new UI:

Perhaps make the text orange/yellow like the Salvo button since white text will be distracting during night attacks


Second that,

Exactly my first thought when seeing the screen shot. :)

kylania
06-05-10, 05:02 PM
Just noticed my "Q" and "E" buttons using SH5E are moving the compass by 30-40 degrees instead of 5. Anyone else get that?

TheBeast
06-05-10, 05:24 PM
I know this has been asked before but no one has ever really said if it can bee done or not so I am bringing it up again.:timeout:

Currently when you zoom in on the Map Views the Bearing Plotter will display on the last two closest zoom levels when the Map Legend is 600 Meters.
Is there a way to adjust when the Bearing Plotter is displayed so it will display on wider zoom levels like 3000 meter map legend or higher.:06:
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=2192

reaper7
06-05-10, 05:31 PM
I know this has been asked before but no one has ever really said if it can bee done or not so I am bringing it up again.:timeout:

Currently when you zoom in on the Map Views the Bearing Plotter will display on the last two closest zoom levels when the Map Legend is 600 Meters.
Is there a way to adjust when the Bearing Plotter is displayed so it will display on wider zoom levels like 3000 meter map legend or higher.:06:


I'm afraid its hardcoded just like the KM overlay which the Devs disabled. There's planty of files that like to these but have no effect no matter what you change. :nope:
Its something I've been trying to get working for a long time - but everything leads to failure. Will keep trying though.

TheDarkWraith
06-05-10, 07:24 PM
A request....

Any chance you can stop the attack scope going up when I enter the scope?

i like to enter the scope and position it towards a sound contact before i raise it.

sure can. New user option added, AutomaticallyRaiseAttackScope, that when enabled will automatically raise the attack scope when you enter that station. If disabled then you have to manually raise it.

THE_MASK
06-05-10, 07:44 PM
[Request] Would it be possible instead of going into the TheDarkWraithUserOptions with notepad and changing options , could we have the options in the game as an on/off feature. I know this might be asking the impossible . Fill this area up with options ?
http://img153.imageshack.us/img153/25/userg.jpg (http://img153.imageshack.us/i/userg.jpg/)

TheDarkWraith
06-05-10, 07:48 PM
[Request] Would it be possible instead of going into the TheDarkWraithUserOptions with notepad and changing options , could we have the options in the game as an on/off feature. I know this might be asking the impossible . Fill this area up with options ?
http://img153.imageshack.us/img153/25/userg.jpg (http://img153.imageshack.us/i/userg.jpg/)

that specific area you have highlighted is the contact spotted area for the nav map :03: You're not asking the impossible, it's something I plan on doing via a new page but just don't have the time to do it yet (and don't want to until the UIs mod is complete - if ever :o )

reaper7
06-05-10, 08:20 PM
[Request] Would it be possible instead of going into the TheDarkWraithUserOptions with notepad and changing options , could we have the options in the game as an on/off feature. I know this might be asking the impossible . Fill this area up with options ?
http://img153.imageshack.us/img153/25/userg.jpg (http://img153.imageshack.us/i/userg.jpg/)


:har: The Pic has made me realise I've being chasing something thats not broken for weeks.
For some reason I thought that the Navigation Map was full screen not windowed. I was sure I had messed it up either in the Menu Editor or via a script. And I've been pulling my hair out for weeks trying to fix it - often losing WIP :88).

kylania
06-05-10, 10:04 PM
Integrated timer seems to be working really well! If you start in in 1x or at TC and end it either under TC or not.

TheBeast
06-05-10, 11:07 PM
There is something missing from this Outstanding MOD and I dont know why it isn't there with all the talent that frequents this thread.:timeout:

Where is the custom game loading screen?:06:
- data\Menu\Loading\Intro_Logo_bkg.dds

Here is my entry for the for the contest:
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=2195
Use as you want, no credits required

jwilliams
06-06-10, 12:30 AM
I still cant load a saved ship's log and the editor still cannot read the file. :damn:
I'm guessing this is a prob with my system? As im the only one with this problem.

I have noticed that some characters in the ship's log are not display properly with notpad (im guessing as i've only seen my log entres). Also some characters on this website (and others) dont display correctly. I'm guessing its Unicode?????

take "TheBeast" 's rank at subsim.... what i see is this :-

http://img717.imageshack.us/img717/2006/unicode.png

I'm guessing that im missing a type of font or some type of symbol???

Here is i line from my ship's log

10/20/1939 17:55 Normal sweep

The first character (just before the date) i see as unicode on this website. 00(topline) and 10(bottom line) inside a box. similar to what i see in TheBeast's rank at subsim.

But in notpad this character is displayed as just a small box. Unicode without the numbers inside???

Could this be why im having problems with loading the ship's log in game and into the editor???????
:06:

TheBeast
06-06-10, 12:38 AM
I still cant load a saved ship's log and the editor still cannot read the file. :damn:
I'm guessing this is a prob with my system? As im the only one with this problem.

I have noticed that some characters in the ship's log are not display properly with notpad (im guessing as i've only seen my log entres). Also some characters on this website (and others) dont display correctly. I'm guessing its Unicode?????

take "TheBeast" 's rank at subsim.... what i see is this :-

http://img717.imageshack.us/img717/2006/unicode.png

I'm guessing that im missing a type of font or some type of symbol???

Here is i line from my ship's log



The first character (just before the date) i see as unicode on this website. 00(topline) and 10(bottom line) inside a box. similar to what i see in TheBeast's rank at subsim.

But in notpad this character is displayed as just a small box. Unicode without the numbers inside???

Could this be why im having problems with loading the ship's log in game and into the editor???????
:06:
What OS are you running?
Do you have the latest Service Pack and XML updates?
maybe a screen capture can help.

jwilliams
06-06-10, 12:40 AM
Do you have the latest Service Pack and XML updates?

As far as i know... yes

Windows is set to auto update....


I have windows XP service pack 3

and msxml 4.0 sp2

http://img690.imageshack.us/img690/1849/shipslogunicode.png


http://img532.imageshack.us/img532/4562/screenshotsw.png

kylania
06-06-10, 01:19 AM
http://img199.imageshack.us/img199/860/beastx.jpg

That's how I see it with Win7 64bit.

jwilliams
06-06-10, 01:26 AM
http://img199.imageshack.us/img199/860/beastx.jpg

That's how I see it with Win7 64bit.


so i guess im missing a font or something?
Maybe a lanuage font?

but would that effect the ability for TDW's UI to load the ships's log file into game and the editor?????


Edit: i've installed all the optional lanuage packs from my xp disk and now i see the the font correctly in TheBeasts rank.

Still the editor for ship's journal says "unable to read" when i try to load a ships journal file. ?????

Guess i was barking up the wrong tree. :damn:

Any ideas what else i could try????

McHub532
06-06-10, 07:06 AM
As far as i know... yes

Windows is set to auto update....


I have windows XP service pack 3

and msxml 4.0 sp2



Trying to be helpful here: I know that with my system the "Windows set to auto update" is utterly worthless when it comes to updating drivers. I went two years on my new laptop here thinking all my drivers were being updated because windows was set to auto update.

Windows auto updates windows nice.. but does NOT update video drivers, audio drivers... any drivers other than just windows programing stuff.

I had to go to each manufacturer (video card, audio card, etc) and check.... found out there were dozens of updates that never were installed... My entire system improved 300% after manually going in and installing all the updates myself.

TheDarkWraith
06-06-10, 08:37 AM
so i guess im missing a font or something?
Maybe a lanuage font?

but would that effect the ability for TDW's UI to load the ships's log file into game and the editor?????

Any ideas what else i could try????

I'm at a loss. The code reads a string from the file and then DateTime parses that string to get the date time stamp of that entry. If there's an error while parsing that string then you get the error you're seeing. If it's able to parse it then the code reads another string from the file (the entry text). Cycle repeats for however many entries there are.

Fingers point to DateTime. Don't know if there are regional settings (locale) that effect DateTime or not. Does your computer have the following file installed Mscorlib.dll? What version of the .NET framework do you have installed on your computer?

Stormfly
06-06-10, 08:46 AM
...another request :D

what you have done regarding optional not auto rising the attack scope... would it be possible to have the same option for the OBS scope ?

...that would enable to add the 3d periscope sound much more comfortable :DL

the diesel startup sequence using the "R" key manualy or also automatic work fine, so the only other request is to add this tube door opening sound.

if you like, deliver the sound sample of my DBSM 1.2 beta package i send you allready, this is much more easy.

it would be nice if you could confirm, so i can release my new DBSM collection.

jwilliams
06-06-10, 10:33 AM
Does your computer have the following file installed Mscorlib.dll? What version of the .NET framework do you have installed on your computer?

Mscorlib.dll = Yes C:\WINDOWS\ServicePackFiles\i386

Microsoft .NET framework 3.5 SP1
Update for Microsoft .NET framework 3.5 SP1 (KB963707)
Hotfix for Microsoft .NET framework 3.5 SP1 (KB958484)
Hotfix for Microsoft .NET framework 3.5 SP1 (KB953595)

I'll try different regional settings, see if that makes any difference.

and if it doesn't, I can work around it. I can make a new journal file for each game session.

LeBabouin
06-06-10, 03:40 PM
Still the editor for ship's journal says "unable to read" when i try to load a ships journal file. ?????

Guess i was barking up the wrong tree. :damn:

Any ideas what else i could try????

You could try to open with Wordpad, copy/paste all the content in a fresh new .txt (right clic, new, text file) file and save it as <your log file name>. That should remove all the carriage return chars that we can see in front each entry of your "testing" screenshot.

TheDarkWraith
06-06-10, 10:11 PM
Since I have follow target and got the mast height working, the next thing I wanted to implement was another way to determine target speed. Currently you have the SH4 way of determining speed (take a range reading, wait some period of time, take another range reading and then the XO will tell you the speed). Specifically I was wanting the SH3 style speed determination. SH3 style speed determination had you lock onto the target (follow target in this case), take an initial range reading, set the target's AOB, then click on the start timing icon. After you let it time for whatever period you wanted you click the timing icon again and speed was shown. Well I've made that for SH5 now :rock: Antar gave me the formula to use so big thanks to him :yeah:
A new order category icon has been added to WEPS. It's just to the right of follow target and it's tooltip says 'Determine target speed'. If you have follow target enabled (you are following a target) then the new determine speed icon is available (otherwise it's disabled). Clicking it will highlight it gold and a message will display in the messagebox saying 'Determining target speed'. Once you've let it time for the period you're wanting you click the new icon again to cease timing and get the target's speed. When you do a new message will appear in the messagebox saying 'Target speed is x knots' (in my screenshot below I have to add knots to the message yet - just caught that error). The speed accuracy is only as accurate as your range estimate and AOB input. It's best to let it time for at least 30 seconds and it's best to have the target broadside for best speed measurements.

NOTE: this does not automatically set the speed in the TDC or in the XO TDC dialog box! I have not been able to set the TDC speed dial with code yet. Thus you will have to take the speed given and input it into the TDC speed dial or input it into the XO TDC dialog box.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2206

pythos
06-07-10, 08:29 PM
Darkwraith.

The work you have done is amazing, it is making this game so much better, and you are giving us so many options.

Thank you for the work.

TheBeast
06-07-10, 08:34 PM
Splitting the NAV and TAI Map "Keep Sub Centered in MAP" button in to two sepporate buttons is working great!:salute:

Tested the Following:
TAI-Map Free : Nav-MAP free = PASS
TAI-Map Centered : Nav-MAP free = PASS
TAI-Map Centered : Nav-MAP Centered = PASS
TAI-Map Free : Nav-MAP Centered = PASS

I am also really enjoying the fact that my Attack Periscope does not automatically raise every time I enter that camera view anymore. I have been busted so many times from my scope being spotted after exiting and returning to that camera view because I alway forget to lower the Scope when I leave.

ShoCkwaVe
06-07-10, 09:23 PM
Is there a way to currently toggle lock the updated messages ui popups
on/off?

I noticed that when I time warp the messages popup anoyance in the bottom right corner expands and when I go back to normal time x1 it auto toggles back to a minimized setting..

so if there is a way to keep it locked or toggle locked depending on the message height I choose to drag it to that would be great.. I am getting carple tunnel from clicking it. :x

I think 3 lines of messages is all I care to see.

thanks

kylania
06-07-10, 09:30 PM
Line 247 onwards of the TheDarkWraithUserOptions.py:


# the hotkey used to toggle the messagebox visibility
# Format:
#
# DisplayTheMessageBoxHotKey = [ False, None ]
# False = enabled
# None = key used
#
# if you wanted to enable this:
# DisplayTheMessageBoxHotKey = [ True, MenuKeyManagerWrapper.Keys.L ]
#
# if you wanted to disable this:
# DisplayTheMessageBoxHotKey = [ False, MenuKeyManagerWrapper.Keys.L ]
#
DisplayTheMessageBoxHotKey = [ True, MenuKeyManagerWrapper.Keys.U ] # change the L to whatever key you want

# to toggle the messagebox between minimized and maximized states use the hotkey used to toggle visibility with the shift key

# at what TDC mode do we ensure the messagebox is shown and maximized (it will show when the TC level is greater than or equal to this value)?
ShowMessageBoxAndExpandAtTCLevel = 32

# when we drop below the ShowMessageBoxAndExpandAtTCLevel do we restore the messagebox?
RestoreMessageBoxAfterTCLevel = True

# number of messages to keep in the messageboxlist. After this number is exceeded, the oldest message is removed from the list. Stock value is 20
NumberMessagesToKeepInMessageBox = 20

TheDarkWraith
06-07-10, 10:59 PM
Is there a way to currently toggle lock the updated messages ui popups
on/off? so if there is a way to keep it locked or toggle locked depending on the message height I choose to drag it to that would be great.. I am getting carple tunnel from clicking it. :x I think 3 lines of messages is all I care to see.

There are 2 ways you can do this: 1) there is a toggle button towards the top on the right hand side of the messagebox. This toggle button will set the new maximized state of it. So if you grab the top with your mouse and drag it down to make it smaller and set it to the size you want and then click that toggle it will never grow bigger than that size or 2) you can set the options in the option file like kylania has posted and set ShowMessageBoxAndExpandAtTCLevel to some high TC level like 4096 or something (power of 2's only!). Setting it to that high value will cause the code to ignore the messagebox under that TC level.

pythos
06-07-10, 11:15 PM
The Beast.

Those squares with numbers are windows way of dealing with characters it does not have the fonts for.

On my screen they appear as Japanese Kanji due to the fact I enabled that setting on my windows.

You can google how to enable them and do it yourself. Then, you can say Bye Bye to those squares.

TheBeast
06-08-10, 02:22 AM
The Beast.

Those squares with numbers are windows way of dealing with characters it does not have the fonts for.

On my screen they appear as Japanese Kanji due to the fact I enabled that setting on my windows.

You can google how to enable them and do it yourself. Then, you can say Bye Bye to those squares.
I have multiple language packs installed on my system already. I enable them form habbit even though I am retired now and dont need them any more.

Stormfly
06-08-10, 04:06 AM
...it seams that the UI scripts arent working while the UI is invisible (NUM del key, no automatic recharge or std propullsion switching).

Could someone confirm or is it just me ? :hmmm:

jwilliams
06-08-10, 04:57 AM
Log file for the ship's journal and editor.

Problem solved. :woot:

It's to do with the regional settings. The way the date is displayed (i'm guessing). :hmmm:

NZ = 8/06/2010 and Tuesday, 8 June 2010
notice its (day/month/year)
US = 6/8/2010 and Tuesday, June 08, 2010
notice its (month/day/year)

I had the setting set to English (New Zealand). Changed it to English (United States) and now my files load into the editor.

I'll have to test ingame. dont have time right now. but would think it would load fine. I'll confirm tomorrow.

:woot:

************************************************** ************************************************** ****

Now i just gotta get used to seeing the date displayed wrong. :O::D

ustahl
06-08-10, 08:43 AM
I don't if this has been adressed before in this huge thread... Anyway:

I have customized and remapped some keyboard commands in commands.cfg, heck, I even reworked the graphic help files to display my customized keyboard commands accordingly when pressing F1. It worked like a charme! This was before I started using TDW's UIs mod.
As I'm now running TDW's UIs mod v2.91, some of my customized key commands work strange or not at all. Conflict examples:

I had mapped F5 to toggle man deck gun and F6 to toggle man AA gun. They still toggle manning the guns, But each time I press F5 or F6 the voice alert of surfacing the boat is heard, followed by the relevant surfacing sounds. My F8 for silent running seems defunct. Then again F7 for Battle Station seems intact.:hmmm:

It seems that some settings in some .py files overwrite settings in commands.cfg.
How can such conflicts be fixed?

TheDarkWraith
06-08-10, 08:48 AM
I don't if this has been adressed before in this huge thread... Anyway:

I have customized and remapped some keyboard commands in commands.cfg, heck, I even reworked the graphic help files to display my customized keyboard commands accordingly when pressing F1. It worked like a charme! This was before I started using TDW's UIs mod.
As I'm now running TDW's UIs mod v2.91, some of my customized key commands work strange or not at all. Conflict examples:

I had mapped F5 to toggle man deck gun and F6 to toggle man AA gun. They still toggle manning the guns, But each time I press F5 or F6 the voice alert of surfacing the boat is heard, followed by the relevant surfacing sounds. My F8 for silent running seems defunct. Then again F7 for Battle Station seems intact.:hmmm:

It seems that some settings in some .py files overwrite settings in commands.cfg.
How can such conflicts be fixed?

any hotkeys that are used by the mod can be disabled and/or changed to a different key by editing the options file. I am unable to use the F1-F12 keys though so I can't see how the mod would be causing problems with any of the F keys pressed (none of the F keys are used by the mod).

blkdimnd
06-08-10, 08:49 AM
Any chance you can point me to the beta of your mod? (Ver. 3 I believe)

I'd like to play with it since you have the mast height working.

(Using the mill markings, isn't working for me. I've found 5 different formulas on this thread (http://www.subsim.com/radioroom/showthread.php?t=165408&page=1), and don't know which one is correct.)

TheDarkWraith
06-08-10, 09:19 AM
Any chance you can point me to the beta of your mod? (Ver. 3 I believe)

I'd like to play with it since you have the mast height working.

(Using the mill markings, isn't working for me. I've found 5 different formulas on this thread (http://www.subsim.com/radioroom/showthread.php?t=165408&page=1), and don't know which one is correct.)

the current release, v2.9.1, can be found at post #1 of this thread. The mast height is working in that version.

blkdimnd
06-08-10, 11:06 AM
the current release, v2.9.1, can be found at post #1 of this thread. The mast height is working in that version.


Then it's operator error on my side, I can't seem to get the distances right using the stadimeter. :hmmm:

(Wish there was an actual manual for the game, not just a pdf with guidelines, and a tutorial mission that teaches nothing!! :down:)

TheDarkWraith
06-08-10, 11:12 AM
Then it's operator error on my side, I can't seem to get the distances right using the stadimeter. :hmmm:

(Wish there was an actual manual for the game, not just a pdf with guidelines, and a tutorial mission that teaches nothing!! :down:)

Ensure you have TDC turned on (this is enabled via the XO TDC dialog box). You have to lock onto the target either by pressing the spacebar or clicking the 'lock' button on the scope display. After locking onto the target, you have to identify it. You can either use the XO TDC dialog box or click on WEPS-->Torpedo attack-->Identify target. Once the target is identified the correct mast height will be entered for it. Then you can use the stadimeter to get the range reading. Note: using the stadimeter resets the AOB and speed dials in the TDC. I've not been able to work around this hard code bug yet so you'll have to reset the information you had in them before using the stadimeter.

furby
06-08-10, 11:29 AM
been testing all day...

Sub center on TAI map working fine.

Did a convoy attack and used the new speed finder, targets from 1000m to 4000m all speeds almost spot on(checked with map contacts)...ran the checker for 20 secs 3 times...each time the finder was getting closer....3rd time almost spot on. :yeah:

only thing not working 100% was the open/close tubes...but couldnt pin down what was causing it.

the error seemed a bit random...90% working then 5th tube would not open(i think it was after loading the torp from outside reserve... will check that again).

heres a pic...
http://img411.imageshack.us/img411/3784/torp.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-06-08

apart from that looking great!

TheDarkWraith
06-08-10, 11:44 AM
been testing all day...

Did a convoy attack and used the new speed finder, targets from 1000m to 4000m all speeds almost spot on(checked with map contacts)...ran the checker for 20 secs 3 times...each time the finder was getting closer....3rd time almost spot on. :yeah:

only thing not working 100% was the open/close tubes...but couldnt pin down what was causing it.

the error seemed a bit random...90% working then 5th tube would not open(i think it was after loading the torp from outside reserve... will check that again).

glad to hear the new speed finder is working good :up: Do I need to assign a hotkey for the new speed finder or is clicking the icon sufficient?

What was the message in the messagebox you receive when the tube is ready from loading from outside reserve? If you can send me your ship's journal of that convoy attack that will help me figure out what's wrong with the torp tube doors (tube #5 in your case) :yep:

You know you can press the 'L' key to hide the messagebox and move the XO TDC box over to a more favorable spot right?

furby
06-08-10, 12:19 PM
ok...can you tell me where to find the file cos i cant seem to locate it...and i will send it over.

TheDarkWraith
06-08-10, 12:23 PM
ok...can you tell me where to find the file cos i cant seem to locate it...and i will send it over.

you have to save the ship's journal first. Open up the ship's journal then click on the save icon. Give it a name (without extension) and click Accept. The name you typed plus the extension '.dat' will be found in your \Silent Hunter 5\Logs folder.

furby
06-08-10, 12:50 PM
ahhh....i think i have saved over that attack...bugger...sorry. :wah:

TheDarkWraith
06-08-10, 03:29 PM
Bearing plotter on other than last two zoom levels anyone?? :rock: Yes, with some clever thinking and even more clever scripting I've made a bearing plotter available at ALL zoom levels (but it's not needed at the last two currently - but editing the of the ship file can take away the stock bearing plotter so that this one can be used at all times). Currently it doesn't rotate to keep in sync with sub's heading but that's an easy fix. I just wanted to see if it could even be done.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2214

kylania
06-08-10, 03:47 PM
That's awesome, but I'd suggest this one instead:

http://www.ordre-des-neos-templier.fr/SH5MODS/gisement.rar

Far more useful and detailed. :DL

TheBeast
06-08-10, 04:59 PM
Bearing plotter on other than last two zoom levels anyone?? :rock: Yes, with some clever thinking and even more clever scripting I've made a bearing plotter available at ALL zoom levels (but it's not needed at the last two currently - but editing the of the ship file can take away the stock bearing plotter so that this one can be used at all times). Currently it doesn't rotate to keep in sync with sub's heading but that's an easy fix. I just wanted to see if it could even be done.

Wow this is good news. I luv ya man, is that a bud lite sitting over there?

reaper7
06-08-10, 05:00 PM
Bearing plotter on other than last two zoom levels anyone?? :rock: Yes, with some clever thinking and even more clever scripting I've made a bearing plotter available at ALL zoom levels (but it's not needed at the last two currently - but editing the of the ship file can take away the stock bearing plotter so that this one can be used at all times). Currently it doesn't rotate to keep in sync with sub's heading but that's an easy fix. I just wanted to see if it could even be done.



:haha: Beat me to it, I had been messing about trying to get a bmp control to follow the sub using scripting as well using CenterMapOnSub() and object snap, but only managed errors so far. Well done TDW :up:.

dem
06-08-10, 05:21 PM
Log file for the ship's journal and editor.

Problem solved. :woot:

It's to do with the regional settings. The way the date is displayed (i'm guessing). :hmmm:

NZ = 8/06/2010 and Tuesday, 8 June 2010
notice its (day/month/year)
US = 6/8/2010 and Tuesday, June 08, 2010
notice its (month/day/year)

I had the setting set to English (New Zealand). Changed it to English (United States) and now my files load into the editor.

I'll have to test ingame. dont have time right now. but would think it would load fine. I'll confirm tomorrow.

:woot:

************************************************** ************************************************** ****

Now i just gotta get used to seeing the date displayed wrong. :O::D
what did you Changed it to English How:hmmm:

TheBeast
06-08-10, 06:45 PM
I have the Night Filters enabled "NightFiltersEnabled = True" in the options file and noticed there are no Periscope or UZO night filters for the aiming reticules.
Would it be possible to get night filters for these views changing the day time black lines to green during the night so they are visible at night?:06:

kylania
06-08-10, 07:49 PM
I have the Night Filters enabled "NightFiltersEnabled = True" in the options file and noticed there are no Periscope or UZO night filters for the aiming reticules.
Would it be possible to get night filters for these views changing the day time black lines to green during the night so they are visible at night?:06:

The "night filter" is only a red tint to the Nav Map, nothing else.

TheBeast
06-08-10, 08:21 PM
The "night filter" is only a red tint to the Nav Map, nothing else.
OK but it would be very cool if the Aiming Reticule was linked to the night filter some how. On Dark nights, I have hard time just finding the horizon let alone finding a target in my scope. A reticule visable at night would be nice.

jwilliams
06-08-10, 11:22 PM
what did you Changed it to English How:hmmm:

click [start],
click [control panel],
click [date,time,language, and regional settings],
click [regional and language],
click the drop down menu, and choose the regional setting, In this case [English (United States)].

:salute:

Stormfly
06-08-10, 11:51 PM
OK but it would be very cool if the Aiming Reticule was linked to the night filter some how. On Dark nights, I have hard time just finding the horizon let alone finding a target in my scope. A reticule visable at night would be nice.

it would be very cool if the whole UI is filterable with a press of a button, switching to red light, together with all or parts of the red lights in the sub. These auto switching is unreal, but maybe usefull if tc is in use.

i would also like a "non auto activating UI if switching to external view" example, if i deactivated the UI to have a clear view using "NUM+Del" and press "F2" to go to external view, the UI switches back on automaicaly. Also good would be a "automatic switching UI to OFF if i hit "F2"

reaper7
06-09-10, 12:37 AM
OK but it would be very cool if the Aiming Reticule was linked to the night filter some how. On Dark nights, I have hard time just finding the horizon let alone finding a target in my scope. A reticule visable at night would be nice.

Thats the way I do it in my Mod, the only problem is you can link it to a certain time, but depending on zone time of year etc. It can be dark outside but the time has not been reached - therefore the graticules stay black and visa vers.
Unlees we could find the trigger for lumins as the stock graticules seem to be done it will be hard to control due to hardcoding :nope:.

TheBeast
06-09-10, 01:08 AM
Thats the way I do it in my Mod, the only problem is you can link it to a certain time, but depending on zone time of year etc. It can be dark outside but the time has not been reached - therefore the graticules stay black and visa vers.
Unlees we could find the trigger for lumins as the stock graticules seem to be done it will be hard to control due to hardcoding :nope:.

Can you have a button to manually engage the night filter?:06:

TheDarkWraith
06-09-10, 01:23 AM
the zoom out and zoom in buttons on the bottom right of the TAI are going to disappear now. In their place will be another button like the keep sub centered one that will control the visibility of the new bearing plotter.
I got it rotating with the sub, following the sub, working just like it should. You can zoom in/out and it doesn't move or change size - it just stays centered on the sub. You can move the sub 'offscreen' on the TAI map and the bearing plotter will follow BUT only be rendered inside the TAI (no spillage outside of the TAI :rock:) You can resize the map manually via mouse or via tab key and it still stays locked onto the center of the sub.
You can use the toggle that hides the depth bar thus making the TAI slide over to the left and it doesn't phase the bearing plotter one bit - just stays centered on the sub. Have to test the other UI modes to ensure I didn't miss anything :D

kylania
06-09-10, 01:43 AM
Does it scale with the map scale, so if the bearing overlay is 1000m it's properly scaled at whatever level you're at?

Also, if not, does this new function override the normal bearing overlay function displaying at the lowest two levels?

Because, the overlay shown in that sceenshot above is of no use to me, it's too small and imprecise. If I'm trying to track something using the overlay I need it to be precise, I can't quickly draw a line at 52 degrees with that one. I also can't quickly tell if a plotted path will cross my position at 800m or whatever, as i can with a detailed overlay. Something like this:

http://img532.imageshack.us/img532/3149/bearingj.jpg

TheDarkWraith
06-09-10, 01:49 AM
Does it scale with the map scale, so if the bearing overlay is 1000m it's properly scaled at whatever level you're at?

Also, if not, does this new function override the normal bearing overlay function displaying at the lowest two levels?

Because, the overlay shown in that sceenshot above is of no use to me, it's too small and imprecise. If I'm trying to track something using the overlay I need it to be precise, I can't quickly draw a line at 52 degrees with that one. I also can't quickly tell if a plotted path will cross my position at 800m or whatever, as i can with a detailed overlay. Something like this:

http://img532.imageshack.us/img532/3149/bearingj.jpg

right now I just have it enabled on the TAI map. If you zoom all the way in on the TAI map you don't get the stock bearing overlay - that only appears in the nav map.
Currently it doesn't scale - it's a fixed size but I'm sure I can find a way to scale it correctly with zoom level (may not be in v3.0.0 though). I have to add it to the nav map next.
It doesn't replace the stock bearing overlay on the nav map - this is an entirely new bearing overlay. What will need to be done is each ship's file that has this stock bearing overlay will need to be reworked to remove it so it doesn't render the stock one anymore.

why are you using such an old version of the mod? That screenshot shows a very old version of the mod.

dem
06-09-10, 02:24 AM
click [start],
click [control panel],
click [date,time,language, and regional settings],
click [regional and language],
click the drop down menu, and choose the regional setting, In this case [English (United States)].

:salute:
well done

TheBeast
06-09-10, 06:47 AM
Here is a really good TUTORIAL VIDEO: Advanced Firing Solution using Sonar only (http://www.subsim.com/radioroom/showpost.php?p=505957&postcount=1) by WernerSobe

ENJOY!:yeah:

kylania
06-09-10, 08:32 AM
why are you using such an old version of the mod? That screenshot shows a very old version of the mod.

I don't, that's just the best screenshot I had of the overlay. :)

Der SchattenJager
06-09-10, 08:40 AM
The bearing overlay that Kylania posted is an essential mod to me. If it could be incorporated into TDW's mod, that would be pure sex.

The overlay in that mod is kind of fuzzy, though. I could redraw it as vector art if you need it. Anything to help. Another thing I don't like about that overlay mod is the overlay at the two closest zoom levels (the only two it's available at) is too big for the TAI, and as you can see from Kylania's screenshot of it, it cuts it off, making it hard to use.

If it could be available at all zoom levels (toggleable would be awesome!) in addition to being the proper size for the TAI and scaled correctly at all zoom levels, this would make TDW's mod nearly perfect.

Meldric
06-09-10, 09:02 AM
Hi TDW!

What I would love to see in 3.0.0 (or a later version) would be that the GUI elements (like officers) remember their position. I need to move the officers around even after each load of a savegame... It is not a major thing... but still annoying.

And I realized that the two buttons to completly raise and lower the scope do not show in my GUI, although a click at the place where they should be visible results in the same effect. So the buttons work, but are not visible...

Meldric

TheDarkWraith
06-09-10, 09:25 AM
Hi TDW!

What I would love to see in 3.0.0 (or a later version) would be that the GUI elements (like officers) remember their position. I need to move the officers around even after each load of a savegame... It is not a major thing... but still annoying.

And I realized that the two buttons to completly raise and lower the scope do not show in my GUI, although a click at the place where they should be visible results in the same effect. So the buttons work, but are not visible...

Meldric

If the buttons aren't visible then you have a mod that has overwritten the PeriscopeBasicPanelGE.dds file located in \data\Menu\Gui\Layout

I'm going to include some code to remember the position of draggable items and save them to a file so they can be repositioned at game start. Just haven't gotten to it yet.

Meldric
06-09-10, 09:31 AM
I have Conus' Graphics mod installed. I suspect this mod to override the buttons...

Thank you very much!

TheDarkWraith
06-09-10, 11:13 AM
TAI map bearing overlay working correctly now as far as rotation and staying with sub. Still doesn't scale to zoom level though - that's going to be a tricky one......New button for controlling the visibility of the bearing overlay has been added to bottom right corner of TAI. I switched the bearing overlay used to the one suggested some posts ago.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2220

Gato76
06-09-10, 11:22 AM
Very nice,this mod is the only reason i still play SH5,i hope you release this update soon :salute:

Stormfly
06-09-10, 12:29 PM
..."remember the position of draggable items"

thats nice ! :DL

dem
06-09-10, 03:40 PM
Here is a really good TUTORIAL VIDEO: Advanced Firing Solution using Sonar only (http://www.subsim.com/radioroom/showpost.php?p=505957&postcount=1) by WernerSobe

ENJOY!:yeah:
nice if you have sonar:damn:

kylania
06-09-10, 09:19 PM
Toggle Bearing Overlay button is directly over the "Close Mission Briefing" button while in port.

http://img441.imageshack.us/img441/8477/buttonsk.jpg

TheDarkWraith
06-09-10, 09:35 PM
Toggle Bearing Overlay button is directly over the "Close Mission Briefing" button while in port.

http://img441.imageshack.us/img441/8477/buttonsk.jpg

while in port? Ok, that's an easy one to fix. I'll just disable it until you are 'in mission'. I'll do the same with center on sub (as they should be done already :88) ). Thanks for the heads up :up:

TheBeast
06-09-10, 10:01 PM
The Bearing Plotter overlay is not scale propperly making the 100 meter concentric rings usless. Currently the overlay covers the entire map.
The overlay should stay to scale and as you expand your view the overlay should get smaller. The overlay is really not required on map with zoom level range legend greater then 6000 meters.

kylania
06-09-10, 10:05 PM
It's very handy to place accurate bearings without having to do the three step + math method of using the protractor at larger scale map zooms.

TheDarkWraith
06-09-10, 10:19 PM
The Bearing Plotter overlay is not scale propperly making the 100 meter concentric rings usless. Currently the overlay covers the entire map.
The overlay should stay to scale and as you expand your view the overlay should get smaller. The overlay is really not required on map with zoom level range legend greater then 6000 meters.

It's very handy to place accurate bearings without having to do the three step + math method of using the protractor at larger scale map zooms.

We're going for functionality currently. The big questions are: does it work? does it work properly (stay with sub, rotate with sub, etc.). Scaling is going to take some thought on my part on how to do it correctly. It might take me some time to figure it out also.

@kylania - there was more than just the toggle bearing overlay still visible on that mission briefing map :o I've disabled everything now on the nav map until you are 'in mission' at sea.

TheBeast
06-09-10, 10:21 PM
Here is a screen capture of my Navigation Map view.
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=2223
This Bearing Plotter is 350 miles across, not centered on my sub and if it were centered correctly would only be useful to determine bearing to target that I can just ask my Sonarman to tell me.

TheDarkWraith
06-09-10, 10:22 PM
Here is a screen capture of my Navigation Map view.
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=2223
This Bearing Plotter is 350 miles across, not centered on my sub and if it were centered correctly would only be useful to determine bearing to target that I can just ask my Sonarman to tell me.

how did you get it off the center of your sub? Has yours always been off center? I can't make mine do that....:hmmm: Has anyone else seen this happen to them? I find it almost impossible for it to be off the center of the sub considering the way I coded it. The only way this can happen is if you tried to use a different bearing plotter or you resized the current one (maybe)

kylania
06-09-10, 11:05 PM
Mine jittered while at TC, but was centered.

blkdimnd
06-09-10, 11:08 PM
I think we all can't wait for this mod to come out.
Any time line??

TheDarkWraith
06-09-10, 11:10 PM
Mine jittered while at TC, but was centered.

it will jitter some even when not at TC, especially when at a course other than the cardinal directions. Without access to the C++ code this is the best I could do given what we have. Reason it jitters is due to rounding error when it gets position information. I could make the updating of it more frequent to try and lessen the jitter but then it will start having an impact on FPS and game quality - the game itself will start to jitter. So how I have it now is the best compromise :yep: :D

EDIT:
Actually I don't have center on sub or the bearing overlay updating on my new timer class :eek:.....whoa, that's why it's jittering worse at high TC levels...have to fix this :nope:

EDIT2:
I can make it not jitter but then you'd be locked to the center of the maps - I don't want to lock the sub at the center of the map, I want it and the bearing overlays to follow the sub anywhere on the map. Therefore we'll have to live with a little jitter (it'll be much better when they are being updated on my new timer class. I'll make that code change tomorrow)

TheDarkWraith
06-09-10, 11:11 PM
I think we all can't wait for this mod to come out.
Any time line??

I'm hoping to have v3.0.0 available this weekend :yep:

TheBeast
06-10-10, 01:07 AM
how did you get it off the center of your sub? Has yours always been off center? I can't make mine do that....:hmmm: Has anyone else seen this happen to them? I find it almost impossible for it to be off the center of the sub considering the way I coded it. The only way this can happen is if you tried to use a different bearing plotter or you resized the current one (maybe)
When I first entered the Nav-Map view it looked like it was centered and then it jumped to the side. I didn't click on anything else and I use the F3 key to get to the Nav Map

oscar19681
06-10-10, 04:57 AM
Hello with your latest UI mod when i click on a target on the (map updates on) i doesnt give me a speed estimate anymore. Thus i have nothing to work with in terms of speed. Or is there another way to estimate speed? I have manual targeting on.

TheBeast
06-10-10, 05:13 AM
Hello with your latest UI mod when i click on a target on the (map updates on) i doesnt give me a speed estimate anymore. Thus i have nothing to work with in terms of speed. Or is there another way to estimate speed? I have manual targeting on.
That is a setting configured in the option file.
Some Kapitan's want more realistic play style ability.

Also, there is a button in the Weapons Officer menu for obtaining target speed.

oscar19681
06-10-10, 05:22 AM
That is a setting configured in the option file.
Some Kapitan's want more realistic play style ability.

Also, there is a button in the Weapons Officer menu for obtaining target speed.

thanks ill give it a SHOT!! :har:

oscar19681
06-10-10, 05:27 AM
Tried it. Cant seem to find the button in the weapons officer menu where i can aquire speed estimate. Could you enlight me?

TheBeast
06-10-10, 06:10 AM
Tried it. Cant seem to find the button in the weapons officer menu where i can aquire speed estimate. Could you enlight me?

DOH! My bad... it will be there in version 3.0.0:oops:

oscar19681
06-10-10, 07:19 AM
ok wonderfull . But what will donitz say when i fail to sink any ships because i could not aquire the latest version? How do i estimate speed now?

furby
06-10-10, 07:20 AM
quick test...bearing plotter not centered

http://img809.imageshack.us/img809/4588/bearing.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-06-10

dem
06-10-10, 08:56 AM
I'm hoping to have v3.0.0 available this weekend :yep:

What a weekend to come, formula 1, the world cup and TheDarkWraith v3

great:rock::yeah:

TheDarkWraith
06-10-10, 09:05 AM
quick test...bearing plotter not centered

what screen res are you using? Screen res shouldn't matter at all though :hmmm:

furby
06-10-10, 09:06 AM
1680 x 1050

TheDarkWraith
06-10-10, 09:14 AM
1680 x 1050

was able to duplicate problem :yeah: Now to figure out why :shifty:

longam
06-10-10, 09:22 AM
does the land mass effect it?

TheDarkWraith
06-10-10, 10:27 AM
does the land mass effect it?

Nope. The problem with it not being centered at different screen resolutions is....well a certain phrase comes to mind when I was in the service.....'quit Nuke'n it!!' :rotfl2: I was making things WAY harder than they needed to be :nope: Problem fixed :yeah:

Stormfly
06-10-10, 10:42 AM
...also found a workarround for the periscope sound in 3d space, now its not needed to have an option for diconnect "fully rise obs scope" while entering the 2d obs scope. :O:

posting readme for DBSM 1.2

furby
06-10-10, 12:22 PM
bearing plotter fixed for me with latest fix :)

TheDarkWraith
06-10-10, 01:15 PM
bearing plotter fixed for me with latest fix :)

both the TAI and the nav map? Any UI style? Heading and depth bar visible or not? None of those should cause any issues with it staying centered on the sub now :D

furby
06-10-10, 02:39 PM
will have a closer rumage about. :)

Ducimus
06-10-10, 03:16 PM
I just have to say this UI mod is very well thought out and makes the game VERY accessible. Excellent work. I couldn't imagine attempting to play this game without this UI mod. :up::up:

TheDarkWraith
06-10-10, 03:58 PM
I just have to say this UI mod is very well thought out and makes the game VERY accessible. Excellent work. I couldn't imagine attempting to play this game without this UI mod. :up::up:

you'll really like v3.0.0 then :yep: The new SH3 style speed finder alone is killer.

TheBeast
06-10-10, 04:47 PM
I just have to say this UI mod is very well thought out and makes the game VERY accessible. Excellent work. I couldn't imagine attempting to play this game without this UI mod. :up::up:

@Ducimus (http://www.subsim.com/radioroom/member.php?u=219224)

I know you don't want to MOD any more but would you consider helping at a technical advisory level?

I have always liked TMO (with the exception of Aircraft Depth Charges when I am dived at 100 feet:o) and hope you can help bring that experience to the SH5 environment.

furby
06-10-10, 05:42 PM
Bearing plotter working for me on all maps and zoom and at all TC. :yeah:

Ducimus
06-10-10, 05:51 PM
you'll really like v3.0.0 then :yep: The new SH3 style speed finder alone is killer.

You'll have to refresh my memory, i haven't played SH3 since before SH4 was released. Come to think of it, i haven't actually played much at all since SH4 was released. :har:

Stormfly
06-10-10, 06:09 PM
Bearing plotter working for me on all maps and zoom and at all TC. :yeah:

same here (sh3 UI) :)

...question, does the button "damage report" of the weapons officer have any function ?

...automaticaly following a selected target with the scopes isnt working here. (options set)

...the nomograph wont display on my TAI map (SH3UI), not via hotkey or after gamestart. (options set)

...some labels of the tube panel have only english text:

Salvo = Fächer

TDC Mode = VHR Modus
All = Alle
Minimal = Minimal :D
Spread = Fs-Winkel

TheDarkWraith
06-10-10, 10:41 PM
same here (sh3 UI) :)

...question, does the button "damage report" of the weapons officer have any function ? Currently no. I'm hoping that it will get fixed by Ubi sometime in a patch.

...automaticaly following a selected target with the scopes isnt working here. (options set) Works just fine, just tested it myself. How are you trying to make it work?

...the nomograph wont display on my TAI map (SH3UI), not via hotkey or after gamestart. (options set) TAI map has to be a certain size to 'hold' the nomograph or it won't display it. Grab the edges of the TAI and resize it and then you'll see the nomograph appear.

...some labels of the tube panel have only english text:
Correct. Until I release v3.0.0 for everyone and then when people translate the new menu items into the respective languages only then will you see different languages.

Salvo = Fächer

TDC Mode = VHR Modus
All = Alle
Minimal = Minimal :D
Spread = Fs-Winkel

see above.

Capt Jack Harkness
06-11-10, 12:15 AM
And on that note, in the current version the sound and radio men have their photos reversed on the officer's order bar.

TheDarkWraith
06-11-10, 12:24 AM
And on that note, in the current version the sound and radio men have their photos reversed on the officer's order bar.

do they really? If so I'll have to fix that.

I don't know if I disabled these a LONG time ago or if they have always been disabled but they're back now: the torp icons for when you launch a torpedo. Every torpedo you fire will add another torpedo icon. Clicking on the icon will show the estimated time to impact (based on your solution when you fired the torp) in the chrono with red hands:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2227

Capt Jack Harkness
06-11-10, 02:40 AM
Nice! That's so much more useful than the watch just showing time of impact for one (presumably the first?) torpedo in a salvo.

Mithrandir
06-11-10, 08:22 AM
Hello Darkwraith,
I think it should be a bug. I nstalled you MOD version 2.9.1 without any modification to it (even the parameters).
I noticed that with it installed the following problems:
When underwater the following actions (at least) are performed but not feedback from crew is received (sound is heared but no text appears, even if the rows are added blank):
1) get depth under keel;
2) open/close torp doors;
3) change course;
4) give meteo situation;
5) Sonarman report contacts.
As soon as you surface the commands restart the normal behaviour. Maybe some check you added to remove underwater messages (smoke on the horizon or similar) or the journal had some strange side effect? I clarify that I correctly modified the main.cfg as you described in the txt file...

UPDATE: The feedbacks from crew are present in the *.dat file of the Journal but are not visible in the text window and in the journal in the game...

Bye,
Mith

TheDarkWraith
06-11-10, 09:03 AM
Hello Darkwraith,
I think it should be a bug. I nstalled you MOD version 2.9.1 without any modification to it (even the parameters).
I noticed that with it installed the following problems:
When underwater the following actions (at least) are performed but not feedback from crew is received (sound is heared but no text appears, even if the rows are added blank):
1) get depth under keel;
2) open/close torp doors;
3) change course;
4) give meteo situation;
5) Sonarman report contacts.
As soon as you surface the commands restart the normal behaviour. Maybe some check you added to remove underwater messages (smoke on the horizon or similar) or the journal had some strange side effect? I clarify that I correctly modified the main.cfg as you described in the txt file...

UPDATE: The feedbacks from crew are present in the *.dat file of the Journal but are not visible in the text window and in the journal in the game...

Bye,
Mith

at what depth were you at when this happened? What depth do you have set for not receiving radio contact reports? I'm trying to figure out what could cause this...:hmmm:

Mithrandir
06-11-10, 09:44 AM
Dear Darkwraith,
I opened the log.dat file with the application you provided to edit the journal. What I discovered is that all crew feedbacks reported after having submerged (EVEN AT PERISCOPE DEPTH) are marked in the application. The ones after surfacing are not marked.
This let me understand that you (or UBI?) have marked in some way all the texts received underwater...
Such messages are exactly the ones that are not reported in the text box.
I think that probably you wanted not to have submerged entries in the journal and the side effect was that, being the textbox managed in the same way, they do not happear also on it.... At least this is my feeling.

Let me know,
Bye,
Mith

TheDarkWraith
06-11-10, 10:00 AM
Dear Darkwraith,
I opened the log.dat file with the application you provided to edit the journal. What I discovered is that all crew feedbacks reported after having submerged (EVEN AT PERISCOPE DEPTH) are marked in the application. The ones after surfacing are not marked.

Yes, when viewing the ship's journal saved with the ship's journal editor app entries that are checked are ignored - i.e. not displayed in the messagebox. I know in v3.0.0 everything is working correctly and I might have corrected the error in v2.9.1 about this. I'll look over v2.9.1 to see if it contained that error or not.

TheDarkWraith
06-11-10, 10:14 AM
Torp door switches added to nav map.

Only thing left to do for v3.0.0 is code in the realistic torp firing feature :yeah:

http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2234

oscar19681
06-11-10, 10:39 AM
Torp door switches added to nav map.

Only thing left to do for v3.0.0 is code in the realistic torp firing feature :yeah:

http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2234

Have you ever been considered for the nobile prize by any chance?

ReallyDedPoet
06-11-10, 10:40 AM
Looking good here :yep:

Mithrandir
06-11-10, 10:59 AM
Very good, indeed.
So we will have the new version very soon! :)

Bye,
Mith

blkdimnd
06-11-10, 11:02 AM
For some reson I dont see The Bearing Plotter Overlay on my Nav or TAI map.
It doesn't matter how far in ot out I zoom, no overly.

But when I switch from the TIA to the Nav map for the first time in a game, the plotter pops up for maybe a half second during the switch.

I have disabled all mods except for the the 3.0 Beta version of this mod.

What other information do you require??

SH5 1.2 patch
Windows 7 Ultimate X64
1920X1200 res.

Mithrandir
06-11-10, 11:35 AM
Hi Darkwraith,
I have made a very preliminary test and I can say that:
1) The torp doors work well. The only thing is that if you cycle from a tube to another the game first closes the old tube and then re-opens it. I think this is a workaround you found to assure that the tubes does not closes...
2) The messages work well. No more underwater disabling of text messages;
3) the maximize/minimize button for text MessageBox does not work (only maximizes, no minimization is possible by button). You have to manually drag it to minimum size.
I will continue testing it.

Thank you,
Mith

M1Thompson
06-11-10, 12:04 PM
to enable mods do i have to be in port or what. cant get any to work
( this is my first time moding)

TheDarkWraith
06-11-10, 12:21 PM
For some reson I dont see The Bearing Plotter Overlay on my Nav or TAI map.
It doesn't matter how far in ot out I zoom, no overly.

But when I switch from the TIA to the Nav map for the first time in a game, the plotter pops up for maybe a half second during the switch.

I have disabled all mods except for the the 3.0 Beta version of this mod.

What other information do you require??

SH5 1.2 patch
Windows 7 Ultimate X64
1920X1200 res.

you have to click on the toggle icon to get them to show

blkdimnd
06-11-10, 12:46 PM
you have to click on the toggle icon to get them to show


:damn::damn:
Oh, ya, forgot about that part. :oops:

So far everything is working well.

Stormfly
06-11-10, 01:10 PM
...regarding the last test version and radio contacts, its fully working here. tested at 15 meters with TC. :up:

...still no auto follow for visual targets, tested both tdc on and off, target selected with space or not selected, using the key i bound for target following (Key "U")... still not working.

TheDarkWraith
06-11-10, 02:06 PM
...regarding the last test version and radio contacts, its fully working here. tested at 15 meters with TC. :up:

...still no auto follow for visual targets, tested both tdc on and off, target selected with space or not selected, using the key i bound for target following (Key "U")... still not working.

follow target only works with the icon from the officers or the key command in the options file. I've tested it many times and it works fine. There's something wrong on your end with the key mapping.

Echolot
06-11-10, 02:07 PM
But when I switch from the TIA to the Nav map for the first time in a game, the plotter pops up for maybe a half second during the switch.

Same here.

:salute:

Echolot
06-11-10, 02:21 PM
Hello.

http://img813.imageshack.us/img813/1484/entfernung.jpg (http://img813.imageshack.us/i/entfernung.jpg/)

Greez. Echolot.

TheBeast
06-11-10, 05:37 PM
I found a strange bug but I was unable to scrren cap it. If this is a bug it does not effect game play and should not delay 3.0.0 release. This may be my setup but here is what happened.

Mission Briefing: During the Mission Briefing the map scrolls around showing the various objective locations. The problem I notice is the Land Masses didnt move but the color overlay with city names did.

Here is a list of my MODs in installed order:
RemoveLogoIntroTheDarkWraith
BRF 1.3 full
Sky_Texture_byReaper7
Old Style Explosions V1.1
Gramophone
Detailed Caustics 1.0
Radio MODS
Damage assessment
No 1-2-3 Torpedo Alignment
SubFlags_0_0_2_byTheDarkWraith
AilBubbles 1.0 Micro
AilSmoke 1.7
SD_NewMapColors
Lightning Mod
Nauticalwolf's Interior Mod V1.0
Floor Blue
Torpedo Splash
AilGlassDropsRemoval 1.0
Conus' Graphic Mod 1.1
Nauticalwolf's Torpedo Textures V1.0
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.03RadiomanDialog_BlackMay_Fix2
Reboot's Hot Soup 1.1
sobers multi color mod
BRF 1.1 HP balance
sobers hatch mod
MCCD_1.04_MFCM_1.2.1_compatible
BLUE+WHITE CHECK PANTS AND HAT
AilImpurity 1.2 none
Loading Screens Mod
Pascal-sh5-uniforms-Version-2
Menu - Das Boot Departure Theme
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Sub_Exhaust_1_0_2_byTheDarkWraith
Funelsmoke_Planes_Sounds_by_AOTDMadMax
1000_Meter_Bearing_Plotter
TheBeasts_SH5_Command_Keys
Environment_MOD_2.2_LighterNights_by_W_clear
AilClouds 3.0
The Elite Campaign 1.1
Critical hits 1.1 Torpedos
SD_MapLocationNameFix_v1_2
AilDeckwave 1.0
Feared Hunters 2.1
North Atlantic Green 1.1
SKIN Type VIIC-upg Improved Alberich
SD_MapCourseLine_no_arrows
TheBeasts_Sound_Mod_1.0
TheBeasts_Elite_Camaigns_MODv0.01
U-boat Historical Specifications 1.4
Environmental 2.3 MOD
abyssal depths ClimateZone mod 2.0 for Environmental MOD 2.2
sobers base wave mechanics for SH5 v3
NewUIs_TDC_3_0_0_ByTheDarkWraith_Test_4

Stormfly
06-11-10, 05:49 PM
make shure, at every test that your UI is enabled completly...

switching it often using the NUM DEL key, by switching views, restores sometimes parts of the UI, and you forget maybe to reactivate it using NUM DEL key.

As i wrote allready, UI scripts seams on hold as long as the UI is not fully visible, try if the bearing plotter is centering on the sub, while the UI is partly disabled.

pythos
06-12-10, 12:48 AM
I am having issues after installing the UI mod.

I have the newest version, yet my torpedo screen LACKS the toggle switches shown in the preceding photos. Not sure if this is something to with the UI version being used.

But more disturbing is the lack of radio contact reports. They are not appearing on the map, and they only appear in the captain's log. Which is really inconvenient. Also despite the fact I have set in the option for TC to go to one when a radio contact comes in, this fails to happen I have tried it with the in game option buttons lit and unlit.

I am getting single contacts, but no convoy radio contact reports.

I am sure I have something set wrong, I just don't know what.

Mithrandir
06-12-10, 01:57 AM
Hello Darkwraith,
I've tested something more and I have to correct my previous point on MessageBox.
The messageox has two buttons. One is below the other and minimize/maximize the box. The other appears only after you have manually moved the box and seems to disable the max/min button. then it disappears and you have to resize again the box to make it appear again, press it and so re-enable the max/min button. Is this behaviour the correct intended one?
All other features seems to work well, I've also made an italian translation of the menu.txt, if you want I can send to you so you can add it to the official 3.0.0 version!

Bye,
Mith

TheDarkWraith
06-12-10, 06:27 AM
Hello Darkwraith,
I've tested something more and I have to correct my previous point on MessageBox.
The messageox has two buttons. One is below the other and minimize/maximize the box. The other appears only after you have manually moved the box and seems to disable the max/min button. then it disappears and you have to resize again the box to make it appear again, press it and so re-enable the max/min button. Is this behaviour the correct intended one?
All other features seems to work well, I've also made an italian translation of the menu.txt, if you want I can send to you so you can add it to the official 3.0.0 version!

Bye,
Mith

The messagebox has two buttons on it: one on the bottom that toggles maximized/minimized state and one that's towards the top (sometimes visible - but always visible at game start) that sets the new maximized size. The function of the button that sets the new maximized state is to remember the size you specified for it's maximized state. If you use the mouse and drag the top of the messagebox down to say half it's size and then press the top button, 1) the top button will disappear (until you use the mouse and drag the top of the messagebox again) and 2) you just set the new maximized size of the messagebox. Clicking the bottom button will cycle the messagebox from it's minimized state to this new maximized size.

If you can PM me the link to the Italian version of the menu.txt file I will include it in v3.0.0 release.

TheDarkWraith
06-12-10, 06:34 AM
I am having issues after installing the UI mod.

I have the newest version, yet my torpedo screen LACKS the toggle switches shown in the preceding photos. Not sure if this is something to with the UI version being used.

But more disturbing is the lack of radio contact reports. They are not appearing on the map, and they only appear in the captain's log. Which is really inconvenient. Also despite the fact I have set in the option for TC to go to one when a radio contact comes in, this fails to happen I have tried it with the in game option buttons lit and unlit.

I am getting single contacts, but no convoy radio contact reports.

I am sure I have something set wrong, I just don't know what.

v2.9.1 does not include the torp door switches. Those are in v3.0.0 which hasn't been released yet (it's out being tested currently).

Radio contact reports work but you probably don't have the max radio range set correctly. I've made it so that the radio contact report has to be within a radius of x kms from the sub or it's 'squelched'. The value for the kms radius is entered in the top right bar just to the left of the +- icons for TC level (default value is 250 kms). You can also set the default value for game start in the options file.
Just so you can see for yourself that it does work, set the value to some high value like 5000 (which is very unrealistic). You'll be getting almost every radio contact report that comes across the wire then.
There is also a max depth at which you can't receive radio contact reports or radio messages. Ensure that you don't have that set to some low value like 10 or less (it's in meters). I believe the default value is 30m. The purpose of this setting is to squelch radio reports/messages if you are deeper than the settings. Radio signals can only penetrate through water only so far.

furby
06-12-10, 07:12 AM
DW can u have a look at the AOB in the latest version...think mine is playing up.

with follow contact and after running the speed check it seems the AOB isnt updating as it follows the target...not sure if its the mod or something else.

will test more later today.

cheers.

TheDarkWraith
06-12-10, 07:20 AM
DW can u have a look at the AOB in the latest version...think mine is playing up.

with follow contact and after running the speed check it seems the AOB isnt updating as it follows the target...not sure if its the mod or something else.

will test more later today.

cheers.

do you have the TDC manual update enabled (the button on the TDC to enable you to manually move the needles)? If you do then it won't automatically update the dials.

LeBabouin
06-12-10, 07:40 AM
1°/ In what version did the ship's journal came out? Can't seem to understand from reading #1 post. I don't want this feature :stare: nor have the code that manages it running and would like all the stock messages appear in the bottom right corner notebook. Do I have to keep stuck with 2.5.0 or is the journal and its code toggable from the option file ?

2°/ Actually this mod only interests me for the activation of the commands from the officer bar and for the corner bars features. Couldn't there be a light version released without all the "realistic" features? I'm afraid of game performance dropdown due to all the code needed for the advanced features, as some people mentionned lag along this thread and as I can get only a 30 fps rate despite of high end hardware.

furby
06-12-10, 07:43 AM
cheers will have a look now.