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View Full Version : [REL] Multiple UIs for SH5 with TDC


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TheDarkWraith
06-22-10, 01:46 PM
i solved the problem launching it as admin... or disabling user account protection. seems to be a file permission problem!

bye,
Mith

glad to hear you got it working :yeah: It would've never crossed my mind that it would be a windows privilege level thing. But now that I think about it it makes sense. I'm asking to open up files and read from them. If you have installed the game to the 'protected' folder of \Program Files (x86)\ then yes, windows would invoke a privilege level on those files and I wouldn't have sufficient privileges to open them much less read from them. But if you installed to any other folder then it wouldn't invoke a privilege level on me.
Then just to clarify Mithrandir, you use a version of the game other than English and your automatic mast height is working correctly under admin rights with v3.0.8?

TheDarkWraith
06-22-10, 01:51 PM
How can I reenable the 'Turn TDC Off' option?

Why I ask? I play with manual targeting and disabled (!) TDC. So I don't have to lock on ships to hit them automatically. The trick: The TDC still works in the background and calculates the solution on target, even if it's turned off. But since 3.0.5 I can't disable TDC anymore in the XO's dialog ...

unfortunately I hard coded that. So currently there is no way to get it back other than disabling manual targeting. I see this as a valid complaint and thus I'll add a user option for it so that you can disable it.
I won't be able to make the change until later. I'll issue a new bugfix version (v3.0.9) after I make the change.

PL_Andrev
06-22-10, 01:53 PM
Dark,

Do you want the formula for range calculation with mast height?
:O:

TheDarkWraith
06-22-10, 01:55 PM
Dark,

Do you want the formula for range calculation with mast height?
:O:

Sure, send away :yeah: Now the questions I have to ask are:

- how do I use it?
- how would one implement it in game?

Mithrandir
06-22-10, 02:27 PM
Dear Darkwraith,
I confirm that I run the italian version of SH5 on an italian Windows 7 OS.
I had Vista before but, in the same configuration I did not experienced the problem. This was the consideration that let me think that the problem should have been something related to the OS...
For what concerns the version of your MOD I'm currently trying the test version 3.1.0 but I have also tried the 3.0.4 and its the same...
I re-tested it few seconds ago and I confirm that, running the SH5 executable as administrator it works fine! :rock:

EDITED: without changing anything I restarted the game with my user account and the problem is again there: 0.0 mast height!!!! I think we can definitely say that the problem was a Windows file access permission one!!

... I want also to try taking ownership of the games directory (it was installed as administrator but I did not expected problems, being a member of administrators).

Bye,
Mith

TheDarkWraith
06-22-10, 02:32 PM
Dear Darkwraith,
I confirm that I run the italian version of SH5 on an italian Windows 7 OS.
I had Vista before but, in the same configuration I did not experienced the problem. This was the consideration that let me think that the problem should have been something related to the OS...
For what concerns the version of your MOD I'm currently trying the test version 3.1.0 but I have also tried the 3.0.4 and its the same...
I re-tested it few seconds ago and I confirm that, running the SH5 executable as administrator it works fine! :rock:

Bye,
Mith

Can I ask you to try v3.0.8 and see if it still works? I rewrote the code for getting the mast heights from the files and you would make a great tester for it :yep:

Mithrandir
06-22-10, 02:38 PM
Hello,
without changing anything I restarted the game with my user account and the problem is again there: 0.0 mast height!!!! I think we can definitely say that the problem was a Windows file access permission one!!

Anyway I will also test the 3.0.8. I will let you know something very soon...

Bye,
Mith

PL_Andrev
06-22-10, 02:46 PM
Sure, send away :yeah: Now the questions I have to ask are:

- how do I use it?
- how would one implement it in game?

Formula is very easy:

R = h / TAN (angle)
R - current range [meters]
h - mast height [meters]
TAN - tangent of angle
angle - value read from stadimeter [radians]

Notes:
Value of angle can be read as degree or radian, to test it read the value from stadimeter from very very near ships (ok 100 meters).
If the value is degree, the value will be higher than 2, for radians: less than 1.
:woot:

TheDarkWraith
06-22-10, 02:46 PM
Hello,
without changing anything I restarted the game with my user account and the problem is again there: 0.0 mast height!!!! I think we can definitely say that the problem was a Windows file access permission one!!

Anyway I will also test the 3.0.8. I will let you know something very soon...

Bye,
Mith

curiosity question: what is your SH5 install path?

Mithrandir
06-22-10, 02:50 PM
Ach,
I have my battery depleting rapidly... For now I had finished downloading the 3.0.8 and I was completing the configuration. I have not the possibility to plug the PC at the moment. I will try to test it later this night (if I resist awake) or tomorrow early in the morning.

Disconnecting and powering off... Sorry! :dead:

Bye,
Mith

Mithrandir
06-22-10, 02:51 PM
ooops,
I have seen your last post as I posted mine.

My installation directory is C:\Program Files\Games\Ubisoft\Silent Hunter 5\

Bye,
Mith

TheDarkWraith
06-22-10, 03:03 PM
ooops,
I have seen your last post as I posted mine.

My installation directory is C:\Program Files\Games\Ubisoft\Silent Hunter 5\

Bye,
Mith

that explains the windows privilege level invocation. In Vista and Windows 7 the \Program Files\ and \Program Files (x86)\ folders are 'protected'. Those two folders cause more frustration and aggravation to developers than one can imagine.
I don't install anything into those two folders unless I have to. It's not worth the frustration and aggravation it brings. I run Windows 7 Ultimate 64 bit.

Nausicaa
06-22-10, 06:26 PM
after looking at your screenshots again it occurred to me that something is missing. There's no debug output to the messagebox. Are you running just v3.0.8 and nothing else? If you have anything installed that I sent you via PM please disable them. You only need the new v3.0.8 that I made available at post #1. There should be something in the messagebox if it's unable to determine the correct mast height denoting an error occurred. Your screenshots show nothing of this.
Have you tried selecting the ship from XO TDC dialog by checking the checkbox vice using WEPS-->Identify target? Try selecting random ships from the XO TDC dialog box just to see if the mast height changes. Ensure to mouse away from the checkbox also so the change of mast height takes effect.

During that test that resulted in the "20m" mast heights I was running just v3.0.8 and nothing else. I have other mods running however. Do you want me to disable them and try again ?

TheDarkWraith
06-22-10, 06:31 PM
During that test that resulted in the "20m" mast heights I was running just v3.0.8 and nothing else. I have other mods running however. Do you want me to disable them and try again ?

if you would please. Also run the game under admin rights (Right click the SH5 icon and select RunAs--> Administrator )
Just out of curiosity, what is your SH5 install path?

TheDarkWraith
06-22-10, 06:57 PM
How can I reenable the 'Turn TDC Off' option?

Why I ask? I play with manual targeting and disabled (!) TDC. So I don't have to lock on ships to hit them automatically. The trick: The TDC still works in the background and calculates the solution on target, even if it's turned off. But since 3.0.5 I can't disable TDC anymore in the XO's dialog ...

This will allow you to enforce the Manual Targeting or not. It includes a new user option that controls whether manual targeting is enforced (and thus the option to Turn TDC off is disabled). The default of the new user option is False (Manual targeting not enforced and thus Turn TDC Off is visible and enabled)
http://www.filefront.com/16835389/NewUIs-TDC-v3-0-8-TDCOffEnable.7z/

Krauter
06-22-10, 07:06 PM
For your crash dive key.. can I just set it to C (with no Shift required?)

TheDarkWraith
06-22-10, 07:42 PM
For your crash dive key.. can I just set it to C (with no Shift required?)

sure can. The last entry for the key in the options file should be False for no shift required.

Krauter
06-22-10, 07:43 PM
Excellent,.. hmmm Filefront is down :s...

Krauter
06-22-10, 08:20 PM
Fixed.. Filefront is better now.

TDW, I edited the key for crash dive to C (and compass to F as per Kylanias video ^^)

Now the problem is.. I still can't crash dive when I'm on the conning tower. I must still go down below to get the order through.. give me a minute and I will post my Options file


# teleport on crash dive? If enabled and you are currently submerged then no teleporting will take place
# change below to either True or False
TeleportOnCrashDive = True

# time interval to wait before giving the crash dive command (simulates crew clearing the topside deck) (this value is in seconds - i.e. 5.5 would be 5 and a half seconds). If submerged then there is no delay
TeleportOnCrashDiveWaitTime = 15

# the hotkey used for crash dive
# Format:
#
# CrashDiveKey = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted the teleport to obs scope hot key to be shift + C:
# CrashDiveKey = [ True, MenuKeyManagerWrapper.Keys.P, False ]
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, False ]
CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.C, False ]


Also, what is this???

# Are all night filters enabled?
# change below to either True or False
NightFiltersEnabled = False

TheDarkWraith
06-22-10, 08:25 PM
set the crash dive key to this:

CrashDiveKey = [ True, MenuKeyManagerWrapper.Keys.C, False ]

That first True means that the hotkey is enabled in the game. False means it's disabled.

Krauter
06-22-10, 08:26 PM
aah my bad.. thank you very much for your help and patience :D..

What is the night filter?

TheDarkWraith
06-22-10, 08:31 PM
aah my bad.. thank you very much for your help and patience :D..

What is the night filter?

it currently adds a red filter only to the nav map. It's not complete.

Krauter
06-22-10, 08:53 PM
Still not working... tired of restarting the game.. I will try again tomorrow..


# teleport on crash dive? If enabled and you are currently submerged then no teleporting will take place
# change below to either True or False
TeleportOnCrashDive = True

# time interval to wait before giving the crash dive command (simulates crew clearing the topside deck) (this value is in seconds - i.e. 5.5 would be 5 and a half seconds). If submerged then there is no delay
TeleportOnCrashDiveWaitTime = 15

# the hotkey used for crash dive
# Format:
#
# CrashDiveKey = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted the teleport to obs scope hot key to be shift + C:
# CrashDiveKey = [ True, MenuKeyManagerWrapper.Keys.P, False ]
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, False ]
CrashDiveKey = [ True, MenuKeyManagerWrapper.Keys.C, False ]

PL_Andrev
06-23-10, 09:04 AM
Stupid question:

in sh1 a flooding in the electric motor room cause damage to the motors after some time, as in real life with electric systems

Possible in this mod?

Nausicaa
06-23-10, 09:25 AM
if you would please. Also run the game under admin rights (Right click the SH5 icon and select RunAs--> Administrator )
Just out of curiosity, what is your SH5 install path?

Ok here some test results.

Install path of the game is: computer/C/Ubisoft/Silent Hunter 5 (not in the program folders)
I run Windows Vista 64.

Test 1: Ran as admin, with TDW 3.08 and other mods: stadimeter displays "20.0"

Test 2: Disabled every other mod via JSGME, just ran TDW 3.08 base mod only stadimeter displays "20.0".

:down: No joy...
I am running out of ideas:dead:

Mithrandir
06-23-10, 11:09 AM
Ok,
I report my tests on 3.0.8:
1) Ran once without admin priviledges: incorrect MAST height;
2) Ran with admin priviledges: correct MAST height;
3) Took ownership of the folder "Giochi" and all subfolders/files and ran without admin priviledges: correct MAST heights;
4) with ownership of the directory ran as admin: correct MAST heights.

Windows 7 32-bit - Italian, SH5 Italian.
Directory: "C:\Program Files\Giochi\Ubisoft\Silent Hunter 5"

Bye,
Mith

LeBabouin
06-23-10, 01:30 PM
Win XP. No more 99.9 syndrom with 3.0.8, including for boats with e acurate in name. But I'm still having "ERROR DETERMINING CONTACT SPEED" in log and TAI contact report is always shown as "---".

Bungmiester
06-23-10, 01:35 PM
Just an Idea!!!
Would it be possible to include the shell count for the deck gun and the flack gun as well as the torpedoes via the weapons officer at some point.
:up:




http://www.pandbartworks.co.uk/images%20small/Sig%20copy.jpg

TheDarkWraith
06-23-10, 02:56 PM
Win XP. No more 99.9 syndrom with 3.0.8, including for boats with e acurate in name. But I'm still having "ERROR DETERMINING CONTACT SPEED" in log and TAI contact report is always shown as "---".

so the automatic mast height is working correctly now?

TheDarkWraith
06-23-10, 03:03 PM
Ok here some test results.

Install path of the game is: computer/C/Ubisoft/Silent Hunter 5 (not in the program folders)
I run Windows Vista 64.

Test 1: Ran as admin, with TDW 3.08 and other mods: stadimeter displays "20.0"

Test 2: Disabled every other mod via JSGME, just ran TDW 3.08 base mod only stadimeter displays "20.0".

:down: No joy...
I am running out of ideas:dead:

there's only one thing left I can think of. What version of the .NET framework do you have installed on your computer?

Maltro
06-23-10, 03:26 PM
ah, you're talking about the manual entry that you are able to do with the mast height. Reason is 1) some users still have problem with automatic mast height so this gives them a way to enter the mast height and 2) some ships are missing from the rec manual and thus you have to enter their mast heights.
I've put out some debug stuff for users to use to help me determine why some people still have trouble with the automatic mast height working. I'm still waiting on someone to give me feedback from it.

oh, ok then. Fortunatly I have no bug with it. Unfortunatly I can't help you so... :doh: :DL

What key do you use TheDarkWraith to hide all the interface please? I have tried shift Z (and also shift W...) but it doesn't works...

Again thank you for this great mod.

Krauter
06-23-10, 03:53 PM
Also, TDW, I restarted the game and now just clicking C sends me to radio room and Crash Dives ! :up:

Your Mod is wonderful Mate, it really makes the game.

Cheers,

Krauter

TheDarkWraith
06-23-10, 05:41 PM
Stupid question:

in sh1 a flooding in the electric motor room cause damage to the motors after some time

Possible in this mod?


The mod has the ability to model failures, sabotage, breakdowns, etc. It's just a matter of adding the code to do it :yep:

LeBabouin
06-23-10, 06:45 PM
so the automatic mast height is working correctly now?
Yes it is.
But I'm still having "ERROR DETERMINING CONTACT SPEED" in log and TAI contact report is always shown as "---".

Nausicaa
06-23-10, 06:49 PM
there's only one thing left I can think of. What version of the .NET framework do you have installed on your computer?

.NET Framework 1.1 Configuration
(version 1.1.4322.573)

TheDarkWraith
06-23-10, 07:13 PM
.NET Framework 1.1 Configuration
(version 1.1.4322.573)


I'm fairly certain that version 1.1 of the .NET framework is the culprit of your problems. What are the chances of upgrading to version 3.5?

Nausicaa
06-23-10, 07:28 PM
I'm fairly certain that version 1.1 of the .NET framework is the culprit of your problems. What are the chances of upgrading to version 3.5?
Can do of course -- although I am surprised. My comp normally updates stuff automatically.
I will look into it tomorrow and report back.

TheDarkWraith
06-23-10, 08:01 PM
What key do you use TheDarkWraith to hide all the interface please? I have tried shift Z (and also shift W...) but it doesn't works...

just to verify with you, what are you seeing that is not supposed to be visible? I've looked over the code and found some errors and have corrected them. Just looking for feedback from you on all the items you see in error to ensure I've covered them all.

I found that the chrono, ottos chalkboard, the warnings box, the charts, and the ship's journal didn't toggle visibility with shift + Z. I've corrected them and this fix will be available in bugfix v3.0.9

zack
06-23-10, 09:13 PM
how can i disable the automatic batterie recharging,thats make me mad? :88)

TheDarkWraith
06-23-10, 09:16 PM
v3.0.9 released. This is a bug fix version for v3.0.0. It includes all other bug fixes. See post #1 for details.

v3.0.9 - added new user option that controls whether manual targeting is enforced for the XO TDC Dialog box (XOTDCManualTargetingEnforced)
- fixed bug of Ship's Journal locking out hotkeys when visible. It will now only lockout hotkeys when an editing box is visible
- fixed bug of some UI items failing to toggle visibility with shift + Z (Toggle HUD on/off)
- (SH5Enhanced style) Fixed bug of if heading/rudder dial is visible and user switches to/from external cam the heading/rudder dial wasn't visible anymore

TheDarkWraith
06-23-10, 09:17 PM
how can i disable the automatic batterie recharging,thats make me mad? :88)

Can I ask why you would want to disable this?

zack
06-23-10, 09:29 PM
Can I ask why you would want to disable this?

a destroyer was in my back and i cant go AK,it switched back to recharging and i lost my speed.every time when i switched to standart it goes back to recharging. :dead:

TheDarkWraith
06-23-10, 09:48 PM
a destroyer was in my back and i cant go AK,it switched back to recharging and i lost my speed.every time when i switched to standart it goes back to recharging. :dead:

Were you in heavy seas? If so, what did you have the WaterTD set to in the options file? What version of the mod are you using?
Just to clarify, you're saying that it wanted to go to recharge mode and you selected Standard. It then reselected recharge mode and you selected Standard again. This cycle just kept repeating?
I guess I could add a new user option for automatically selecting recharge mode upon surfacing.

zack
06-23-10, 10:05 PM
Were you in heavy seas? If so, what did you have the WaterTD set to in the options file? What version of the mod are you using?
Just to clarify, you're saying that it wanted to go to recharge mode and you selected Standard. It then reselected recharge mode and you selected Standard again. This cycle just kept repeating?
I guess I could add a new user option for automatically selecting recharge mode upon surfacing.

i use v3.0.6
Windspeed was at 3km
WaterTD is set to 5

and yes,i switched 3 times to standart,every time the speed goes up and then down again because it goes automatically back to recharging mode.

a manuell selecting recharge mode was fine. :yep:

...and many thx for youre effort :salute:

Stormfly
06-23-10, 10:08 PM
Were you in heavy seas? If so, what did you have the WaterTD set to in the options file? What version of the mod are you using?
Just to clarify, you're saying that it wanted to go to recharge mode and you selected Standard. It then reselected recharge mode and you selected Standard again. This cycle just kept repeating?
I guess I could add a new user option for automatically selecting recharge mode upon surfacing.

still have the same problems in heavy seas, also as i mentioned, all UI scripts are paused if the UI is visualy disabled (i only switch it on if i need to command something, a perfect solution for me would controling all of the game via 3d or keystrokes, i also hate all this hands and arrows popping in my way if i mouseover something interactable).

as i switch recharging with a toggeling key command "R" making shure my diesel engine startup sequence is playing in the right moment, making shure always having the right power...

i help me with editing the UI`s options file:

SwitchToRechargePropulsionTD = 99999.0
SwitchToStdPropulsionTD = 99999.0

...this also make shure that it automatical switch to recharging after using TC (UI is on then) more than 28 hours :D

Ragtag
06-24-10, 03:19 AM
Both propellors are turning during recharging in 3.0.8. Can you fix this?

ologuy
06-24-10, 05:47 AM
"v3.0.9 - added new user option that controls whether manual targeting is enforced for the XO TDC Dialog box (XOTDCManualTargetingEnforced)"

What do you mean by this? Could you explain it a little more please?

TheDarkWraith
06-24-10, 05:58 AM
"v3.0.9 - added new user option that controls whether manual targeting is enforced for the XO TDC Dialog box (XOTDCManualTargetingEnforced)"

What do you mean by this? Could you explain it a little more please?

Sure. Let's say you have manual targeting enabled in the game's options. This allows you to still switch off the TDC in the XO TDC Dialog box ('Turn TDC Off'). If you have this user option set to True then the option to 'Turn TDC Off' in the XO TDC Dialog box will not be present. Thus there's no way for you to turn off TDC (and get a perfect firing solution) and cheat with manual targeting enabled.

THE_MASK
06-24-10, 06:00 AM
Sure. Let's say you have manual targeting enabled in the game's options. This allows you to still switch off the TDC in the XO TDC Dialog box ('Turn TDC Off'). If you have this user option set to True then the option to 'Turn TDC Off' in the XO TDC Dialog box will not be present. Thus there's no way for you to turn off TDC (and get a perfect firing solution) and cheat with manual targeting enabled.Nice idea , thanks

TheBeast
06-24-10, 01:22 PM
NewUIs_TDC_3_0_9
SH5EnhanceStyle
Emtguf Reworked Periscope
Twisty Periscope Thingies (helps stop mast from creating water eddies preventing the Periscope from Wobbling in water currents.)

I had the Chrono and Compass open prior to entering Port. When I first enter the Port, both were hidden. After using Dialog window for refitting Torpedo's the Compass shows up and I can not close it.
I had saved game prior to entering Port and I tried reloading saved game and same thing. I even exited the game, rebooted and tried again and same thing.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2311

TheDarkWraith
06-24-10, 01:34 PM
boy that heading/rudder dial is a persistent little bugger :shifty:. I'll look at it when I get back home tonight. Thanks for the info :up:

LeBabouin
06-24-10, 04:11 PM
# when surfacing, the time delay before checking to see if batteries need to be recharged and then automatic sending of the recharge order (in seconds)
# this value must be greater than WaterLevelTD or you will get an error!
SwitchToRechargePropulsionTD = 300.0What should I do if I don't want the battery recharging to be automatic ? I want to manage the recharging myself depending on the charge level I see in the left buttom corner bar.


# when submerging, the time delay before automatic switching to standard propulsion (in seconds):
# this value must be greater than WaterLevelTD or you will get an error!
SwitchToStdPropulsionTD = 300.0What is "standard" propulsion ? Isn't it the Diesel propulsion ? I thought when submerging, the electric propulsion was engaged automatically. Please help me to understand !

kylania
06-24-10, 10:58 PM
Standard propulsion just means both engines are working to move you forward, not recharging the batteries.

Your request to not make recharging the default is just extra work for you. The amount of times you'll surface and WANT to recharge will far outnumber the times you'll surface and NOT want to recharge.

To not recharge simply click the "Standard Propulsion" button from the Cheif's order bar. That'll turn off recharging. When you're done catching up or whatever just click the recharge button again or just surface again since it'll automatically recharge because that makes sense. :)

Capt Jack Harkness
06-25-10, 12:35 AM
Both propellors are turning during recharging in 3.0.8. Can you fix this?

Isn't this how U-boats really charged their batteries? In all the reports I've read the generators drew power from both shafts, meaning a decrease in speed at any given telegraph order but both props keep turning.

TheDarkWraith
06-25-10, 12:52 AM
i use v3.0.6
Windspeed was at 3km
WaterTD is set to 5

and yes,i switched 3 times to standart,every time the speed goes up and then down again because it goes automatically back to recharging mode.

a manuell selecting recharge mode was fine. :yep:

still have the same problems in heavy seas

I really took a good hard look at this section of code that deals with the WaterLevelTD and it's control of the switching to/from standard propulsion and recharge propulsion modes and found that I wasn't latching a condition. This error allows the toggling of the modes to reset every time the sub either surfaces or submerges (which is not the intent). I've corrected it now and it will be available in v3.1.0. So you all have had valid complaints that the WaterLevelTD user option wasn't having any effect on the switching to/from standard and recharge propulsion modes :oops:
I've also added a new user option in v3.1.0 that controls whether the order to recharge batteries (rechage propulsion mode) is automatically given or not when the sub surfaces (AutomaticallyOrderRechargeModeUponSurfacing). I also fixed the bug of if heading/rudder dial (SH5Enhanced UI mode) was visible when entering port (it would hide itself when entering port) and user opens up the torp loading page in port the heading/rudder dial would be visible again in v3.1.0.

TheBeast
06-25-10, 04:43 AM
I really took a good hard look at this section of code that deals with the WaterLevelTD and it's control of the switching to/from standard propulsion and recharge propulsion modes and found that I wasn't latching a condition. This error allows the toggling of the modes to reset every time the sub either surfaces or submerges (which is not the intent). I've corrected it now and it will be available in v3.1.0. So you all have had valid complaints that the WaterLevelTD user option wasn't having any effect on the switching to/from standard and recharge propulsion modes :oops:
I've also added a new user option in v3.1.0 that controls whether the order to recharge batteries (rechage propulsion mode) is automatically given or not when the sub surfaces (AutomaticallyOrderRechargeModeUponSurfacing). I also fixed the bug of if heading/rudder dial (SH5Enhanced UI mode) was visible when entering port (it would hide itself when entering port) and user opens up the torp loading page in port the heading/rudder dial would be visible again in v3.1.0.
I think the same thing is happening to Sornar. My Crew Warning Text box is showing multiple "Normal Sweep" entries. So it appears that every time I encounter rough sea's, the Sonar is switching off/on multiple times.

Sorry I haven't been helping out to much lately with the test builds. Kind of got side tracked when I was looking for infor to fix upgrade packages bug and ended up working on this skin:
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2314

-=[ For additional views click here (http://www.subsim.com/radioroom/album.php?albumid=322) ]=- -=[ Forums Post (http://www.subsim.com/radioroom/showthread.php?t=171478)]=-

TheDarkWraith
06-25-10, 12:12 PM
v3.1.0 released. See post #1 for details. This version adds the fix for the resetting of the AOB and Speed TDC dials when using the stadimeter.

Captain Joe
06-25-10, 12:52 PM
I would like to say what a wonderful mod this is, I have upgraded every version and would really say that without this mod and many others SH5 would not be the game it is. Thank you to all the modders and specially to TheDarkWraith for UI with SH5 Enhanced, Please keep up the excelent work.:yeah:

Admiral Von Gerlach
06-25-10, 12:56 PM
thank you indeed, wonderful work. Much appreciated!:salute:

PL_Andrev
06-25-10, 01:23 PM
Hi Dark,

What do you mean about using electric motors on surface?
:hmmm:

TheDarkWraith
06-25-10, 01:24 PM
Hi Dark,

What do you mean about using electric motors on surface?
:hmmm:

haven't found a way to do it yet......

zack
06-25-10, 03:03 PM
many thanks mate for the (AutomaticallyOrderRechargeModeUponSurfacing) mode,works good!
great work :yeah:

dem
06-25-10, 03:14 PM
New Version! v3.1.0
Thank you good work again,keep it coming:yeah:

:yeah:

303_Michcich
06-25-10, 03:54 PM
TDW, can you explain how to use the stadimeter fix ? I press the red buttons, but first of all when I put cursor onto the red button the needle resets to 0 and after pressing I don`t see effect - is the fix visible in the XO dialog box ? Currently it isn`t....

LeBabouin
06-25-10, 04:35 PM
Standard propulsion just means both engines are working to move you forward, not recharging the batteries.

Your request to not make recharging the default is just extra work for you. The amount of times you'll surface and WANT to recharge will far outnumber the times you'll surface and NOT want to recharge.

To not recharge simply click the "Standard Propulsion" button from the Cheif's order bar. That'll turn off recharging. When you're done catching up or whatever just click the recharge button again or just surface again since it'll automatically recharge because that makes sense. :)

Thank you for your help kylania! I wanted to be able to control recharging in order to go at max speed when having to surface and evade, as I read in a previous post that recharging slows you down. But maybe I didn't understand correctly.

What happened to me last time I synchronized from the server is I continued my campain having my batteries charged at 60% only, don't know why at all. When checking the charge order from Chief's icon, it was permanently blinking without telling if I was recharging or not. Clicking the charge icon didn't make it stop blinking :hmmm:

TheDarkWraith
06-25-10, 04:36 PM
TDW, can you explain how to use the stadimeter fix ? I press the red buttons, but first of all when I put cursor onto the red button the needle resets to 0 and after pressing I don`t see effect - is the fix visible in the XO dialog box ? Currently it isn`t....

Sure. The Speed and AOB TDC dials are each actually two dials now. The ones you see when your mouse is out of them are the 'Sol' dials. When you mouse into them you're seeing the 'TGT' dials. The 'TGT' dials set the 'Sol' Dials if you have the manual input (the pushbutton) enabled. The 'Sol' dials are the parameters used for the firing solution. When you press the red buttons you are setting the parameters you see on the 'TGT' dials into the TDC. That is why when you mouse into the red buttons they show you the 'TGT' values of the dials so you can verify you want to commit those values to the TDC.
Now when you take a stadimeter reading, the AOB 'TGT' dial will be reset. This is a game bug. It only concerns you if you mouse into the AOB dial with manual input enabled because then you need to reset the AOB to the correct value. When you mouse out of the 'TGT' dials they set the 'Sol' dials.
It sounds confusing but it's really very simple once you understand why you have to do what you have to do. And remember this is to fix the problems introduced by Ubi.

furby
06-25-10, 06:27 PM
would be great to watch a short utube vid of you showing just how to do what you just said :)

Stormfly
06-25-10, 07:49 PM
Thank You TDW, with this new release im able to use switching to recharge automaticaly, including diesel engine startup sequence, just set the delay for it to 5.1 seconds. (problems in heavy seas are gone) :DL

there seam to be a little bug regarding help text and mouseover objects, cant switch this off for game start by default (options file).

TheDarkWraith
06-25-10, 09:59 PM
there seam to be a little bug regarding help text and mouseover objects, cant switch this off for game start by default (options file).

not sure what you're talking about here. Can you elaborate on this?

Stormfly
06-25-10, 11:52 PM
not sure what you're talking about here. Can you elaborate on this?

...by pointing your mouse over a useable object (like the periscope) you always get your casual (Bernard) information about it (a little info text pop up in your view :dead:). While ingame you can disable it using one of the buttons from the top options bar. There is also an option for disabeling this in the options file. If this is disabled in the options file, the info pop up is still active at game start.

kylania
06-26-10, 12:13 AM
What happened to me last time I synchronized from the server is I continued my campain having my batteries charged at 60% only, don't know why at all. When checking the charge order from Chief's icon, it was permanently blinking without telling if I was recharging or not. Clicking the charge icon didn't make it stop blinking :hmmm:

When you load a save it should automatically start charging. That's telling you that it's recharging (or that it's active). It will continue to flash till it's full. That's why it didn't seem to stop flashing, since it was still charging. :)

Clicking that icon as you found out won't do anything, but clicking the other Standard Prop icon would stop the flashing and turn the Standard icon gold.

kylania
06-26-10, 12:15 AM
...by pointing your mouse over a useable object (like the periscope) you always get your casual (Bernard) information about it (a little info text pop up in your view :dead:). While ingame you can disable it using one of the buttons from the top options bar. There is also an option for disabeling this in the options file. If this is disabled in the options file, the info pop up is still active at game start.

Make sure you're setting it to "False" with a capital F, "false" with lowercase won't set the value.

303_Michcich
06-26-10, 03:57 AM
Sure. The Speed and AOB TDC dials are each actually two dials now. The ones you see when your mouse is out of them are the 'Sol' dials. When you mouse into them you're seeing the 'TGT' dials. The 'TGT' dials set the 'Sol' Dials if you have the manual input (the pushbutton) enabled. The 'Sol' dials are the parameters used for the firing solution. When you press the red buttons you are setting the parameters you see on the 'TGT' dials into the TDC. That is why when you mouse into the red buttons they show you the 'TGT' values of the dials so you can verify you want to commit those values to the TDC.
Now when you take a stadimeter reading, the AOB 'TGT' dial will be reset. This is a game bug. It only concerns you if you mouse into the AOB dial with manual input enabled because then you need to reset the AOB to the correct value. When you mouse out of the 'TGT' dials they set the 'Sol' dials.
It sounds confusing but it's really very simple once you understand why you have to do what you have to do. And remember this is to fix the problems introduced by Ubi.


Thanks TDW - I`m actually setting the AOB and speed through the XO interface - so when I set them there, should I just press the 2 red buttons and take as many stadimeter readings as I like and fire the torps without worrying about AOB and speed being reset when I click stadimeter (in both XO dialog and on TDC dials) ?

TheDarkWraith
06-26-10, 05:59 AM
Thanks TDW - I`m actually setting the AOB and speed through the XO interface - so when I set them there, should I just press the 2 red buttons and take as many stadimeter readings as I like and fire the torps without worrying about AOB and speed being reset when I click stadimeter (in both XO dialog and on TDC dials) ?

I'll have to get back to you on that one. I'm out of town on work and don't have access to the game to verify something. My gut instinct tells me using the XO dialog box won't work with the red buttons but have to verify. Actually you can verify for me. If you set the AOB in the XO dialog what happens when you mouse into the red button for it with manual input enabled, do you see the same value in the dial as the XO dialog box? how about the AOB dial with manual input enabled? Do you see the same value on the AOB dial as the XO dialog one?

b3rnard0c
06-26-10, 11:38 AM
TDW, in the file "TheDarkWraithUserOptions.py" says 3_0_5 version ... It's OK for the 3_1_0 version?

I sent the file "menu.txt" translated in Spanish for the latest version to your hotmail box.

Thanks .-

Sepp von Ch.
06-26-10, 11:45 AM
Is NewUIs_TDC_v3_0_x_German_menu_by_Paco compatible with NewUIs_TDC_3_1_0 please?

TheDarkWraith
06-26-10, 12:11 PM
TDW, in the file "TheDarkWraithUserOptions.py" says 3_0_5 version ... It's OK for the 3_1_0 version?

I sent the file "menu.txt" translated in Spanish for the latest version to your hotmail box.

Thanks .-

where are you seeing this 3_0_5?
Spanish menu.txt was included in v3.1.0

Is NewUIs_TDC_v3_0_x_German_menu_by_Paco compatible with NewUIs_TDC_3_1_0 please?

v3.1.0 should already include the german menu.txt by Paco.

TheDarkWraith
06-26-10, 04:05 PM
would be great to watch a short utube vid of you showing just how to do what you just said :)

Is there free software I can use/download to make a video? I'd be more than happy to make a video showing a torpedo attack using the mod but don't know what software to use/how to do it :06:

ustahl
06-26-10, 05:10 PM
where are you seeing this 3_0_5?


The 1st line in TheDarkWraithUserOptions.py for 3.1.0 reads:
# Edited by TheDarkWraith for NewUIs_TDC_3_0_5

I think that's what b3rnard0c meant, but I just ignored it...

TheDarkWraith
06-26-10, 05:45 PM
The 1st line in TheDarkWraithUserOptions.py for 3.1.0 reads:
# Edited by TheDarkWraith for NewUIs_TDC_3_0_5

I think that's what b3rnard0c meant, but I just ignored it...

oh yes, I forgot to update the timestamp header in that file. Good catch. All is good, no worries. It's the correct file for version 3.1.0 of the mod :up:

TheDarkWraith
06-26-10, 05:47 PM
...by pointing your mouse over a useable object (like the periscope) you always get your casual (Bernard) information about it (a little info text pop up in your view :dead:). While ingame you can disable it using one of the buttons from the top options bar. There is also an option for disabeling this in the options file. If this is disabled in the options file, the info pop up is still active at game start.

I haven't been able to reproduce said problem. Can you give me some items that are exhibiting this behavior at game start?

kylania
06-26-10, 06:07 PM
Is there free software I can use/download to make a video? I'd be more than happy to make a video showing a torpedo attack using the mod but don't know what software to use/how to do it :06:

I had filmed a "normal attack" I was going to put up as an example of how to do it. But during editing I realized I'd done some things wrong. Then I realized I did pretty much everything wrong. :timeout::haha:

I'll try to film something new using 3.1.0 once I figure out how to use it! :O:

ustahl
06-26-10, 06:22 PM
There is a spelling error on briklebritt's rudder dial (dials.dds), showing manufacturer name "HAGENUG", being briklebritt's initial version of that mod.
Briklebritt made a corrected version of dials.dds shortly afterwards showing the correct manufacturer name as "HAGENUK".:know:

I downloaded the correct (HAGENUK) version when it was still available standalone (seems to be discontinued), and now, each time the Multiple UIs mod is updated, I replace the typo dials.dds with the corrected one. And, at your rate of output, that's quite often.:03:

TDW, could you pls use the correct dials.dds in future updates to spare me the extra file fiddling each time, and everybody else would get it right,too?;)

If you don't have/can get hold of the correct file version, you could get it from me.

TheDarkWraith
06-26-10, 06:36 PM
There is a spelling error on briklebritt's rudder dial (dials.dds), showing manufacturer name "HAGENUG", being briklebritt's initial version of that mod.
Briklebritt made a corrected version of dials.dds shortly afterwards showing the correct manufacturer name as "HAGENUK".:know:

I downloaded the correct (HAGENUK) version when it was still available standalone (seems to be discontinued), and now, each time the Multiple UIs mod is updated, I replace the typo dials.dds with the corrected one. And, at your rate of output, that's quite often.:03:

TDW, could you pls use the correct dials.dds in future updates to spare me the extra file fiddling each time, and everybody else would get it right,too?;)

If you don't have/can get hold of the correct file version, you could get it from me.

if you send me a link or the update I'll update the mod :up:

EDIT:

v3.1.1 includes the new Dials.dds with the fix.

furby
06-26-10, 07:00 PM
I had filmed a "normal attack" I was going to put up as an example of how to do it. But during editing I realized I'd done some things wrong. Then I realized I did pretty much everything wrong. :timeout::haha:

I'll try to film something new using 3.1.0 once I figure out how to use it! :O:


Cheers..that would be great!

raymond6751
06-26-10, 08:34 PM
so any major problems? I have one report of a crash via PM (a bad python error but not so sure I'm the cause of it). Work on the new version starts now with the items from post #2.

Not major, but I liked the idea of the log entries. I'm using the SH5 all option. The readme mentions add & edit buttons at bottom of page but I have no buttons.

I can highlight the log entries but that is it. Cannot change or write.

Ideas?

TheDarkWraith
06-26-10, 08:37 PM
would be great to watch a short utube vid of you showing just how to do what you just said :)

found some free video game recording software to use :rock: I recorded a video in mp4 format (1920 X 1200 resolution - .7z file size of 65Mb for 12 minutes and 36 seconds of video) of a submerged torp attack using v3.1.1. I found a bug in v3.1.0 that causes a python error if you access the nav map before accessing any of the scopes thus is why v3.1.1. I'll be releasing v3.1.1 here soon. The video is uploading now and I'll edit this post when it's ready for download :DL The video shows how to use the new SH3 style speed estimator and the new red buttons on the speed and AOB TDC dials for 'preserving' those values across stadimeter calls.

TheDarkWraith
06-26-10, 08:38 PM
Not major, but I liked the idea of the log entries. I'm using the SH5 all option. The readme mentions add & edit buttons at bottom of page but I have no buttons.

I can highlight the log entries but that is it. Cannot change or write.

Ideas?

what version of the mod are you using? Can you post a screenshot showing that you're trying to edit/add entries so I can possibly see what's going on?

TheDarkWraith
06-26-10, 09:03 PM
ok my post #2 that lists upcoming features, bugs, etc. now also has a videos section. I've added the submerged torp attack video link there and I'll make more videos and they will be posted at post #2. Here's the link to post #2: http://www.subsim.com/radioroom/showpost.php?p=1332670&postcount=2

v3.1.1 uploading now.

Royale-Adio
06-26-10, 09:04 PM
Just to be sure, I always have to manually set the speed right? Because on the dials it is always set to zero.

Sorry, n00b question... :oops:

TheDarkWraith
06-26-10, 09:12 PM
Just to be sure, I always have to manually set the speed right? Because on the dials it is always set to zero.

Sorry, n00b question... :oops:

yes, that is correct. I haven't found a way to set the TDC Speed dial via code yet so when the SH3 style speed estimator tells you the contacts speed in the messagebox put that value into the TDC speed dial. The video I made shows me doing this :yep:. Once I figure out how to change dials values via code it will open up a whole lot of opportunities :D

v3.1.1 released. This is a bugfix version for v3.1.0. See post #1 for details.

Royale-Adio
06-27-10, 01:26 AM
But will it be possible one day to reintegrate the full periscope interface as in sh3/sh4?

PL_Andrev
06-27-10, 02:44 AM
Great work DarkWright!
Thank for mod update and video.

One question: is possible to automatic turn on the clock if I start to determinate target speed? (Of course, clock should be turned off when speed is determinated).

heisig1958
06-27-10, 03:52 AM
:yeah: Super DarkWright, Danke!:salute:

kylania
06-27-10, 03:56 AM
In that video the standimeter was 300-400m off every measurement it seemed, and speed estimate varied widely from 5kts to 8kts! Plus there was an epic amount of changing dial values. :hmmm::timeout:

Think I'll stick to my ol' Fast 90 setup. heh

TheBeast
06-27-10, 04:19 AM
ok my post #2 that lists upcoming features, bugs, etc. now also has a videos section. I've added the submerged torp attack video link there and I'll make more videos and they will be posted at post #2. Here's the link to post #2: http://www.subsim.com/radioroom/showpost.php?p=1332670&postcount=2

v3.1.1 uploading now.

Was wondering why I CTD a few times. Thank you for the speedy fix.:salute:

reaper7
06-27-10, 05:16 AM
Was wondering why I CTD a few times. Thank you for the speedy fix.:salute:

Love the Signature Avatar. Would look nice on the side of my UBoat.


@TDW just wondering is there a way to send a clicked command to a button without physically click it. Would mean we could send a clicked command to the Send AOB to TDC and Send Speed to TDC to get around the reset to zero on the PK Bug.

PL_Andrev
06-27-10, 05:31 AM
In that video the standimeter was 300-400m off every measurement it seemed, and speed estimate varied widely from 5kts to 8kts! Plus there was an epic amount of changing dial values. :hmmm::timeout:

Precision?
If the target is in long range that the error of measurement is higher than closer. Second thing: the first measurement of AoB is wrong, real angle is near 24° - this is the main reason why the value of speed is too small.
:03:

reaper7
06-27-10, 05:40 AM
Wouldn't want to be that captain in the vid when he returned home.
Blowing up one of his own :har:.

Defiance
06-27-10, 05:43 AM
Hiya,

3.1.1

Is it the heat (damn hot in the uk for a change lol) or is it something in 3.1.1 that causes me to ctd everytime i try to save ingame ??

I always save surfaced and in daylight with no contacts around (if that helps)

Cheers

Def

Edited : Removed via jsgme all 3.1.1 and game saves fine

Def

raymond6751
06-27-10, 05:59 AM
what version of the mod are you using? Can you post a screenshot showing that you're trying to edit/add entries so I can possibly see what's going on?

Here is my mod list:
Conus' Graphic Mod 1.1
MightyFine Crew Mod 1.2.1 Alt w beards
Player Guidance Icons Removed v1.02
Dialog indicator
2no morale system
AilClimateZones 1.0
AilClouds
AilRain 1.0
AilSmoke 1.7
Capthelms SH5 Audio Mod
Advanced Shift Keys 1.6
NewUIs_TDC_3_0_9_ByTheDarkWraith
NewUIs_TDC_3_0_9_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_3_0_9_ColoredShippingChart_by_reaper7

and screenie url to download. I don't know how to post screen here. The url is to a file share but you have to download it.

http://www.4shared.com/photo/J68DIC_d/SH5Img2010-06-27_064700.html
http://www.4shared.com/photo/J68DIC_d/SH5Img2010-06-27_064700.html

TheDarkWraith
06-27-10, 09:42 AM
In that video the standimeter was 300-400m off every measurement it seemed, and speed estimate varied widely from 5kts to 8kts! Plus there was an epic amount of changing dial values. :hmmm::timeout:

Think I'll stick to my ol' Fast 90 setup. heh

Well the distance to the target was > 2000m when taking the readings and I'm not really good at precisely using the stadimeter. I line up the prism where I think it's supposed to be and click the mouse.
I'm also not very good at judging starting AOB when I lock onto a ship. If it's close to broadside then I'm able to judge AOB pretty well (90 :88)), anything other than that is a crap shoot for me. I'm pretty decent at judging 45 also though. The speed finder's accuracy is dependent upon initial range and initial AOB when you start it thus is why the speed readings were varied.
The epic amount of changing dial values was to demonstrate that the speed and AOB TDC dials didn't reset to 0 when using the stadimeter or any other dials. It was also needed because the speed finder is more accurate if you redo the range and AOB for the target before taking another speed determination (if you know your AOB was correct then there's no need to redo the AOB. I'm always updating my AOB because I'm a poor judger of it. Range has to be updated because the target's range has changed from when you last took a speed determination)
I have fixed one minor error that appears in that video though. Did you notice that when I moused into the AOB TDC dial after taking a stadimeter reading that it's TGT value was WAY off? I've fixed it now so that the value goes to the value last set by the red button push. Now someone may ask why does it change at all? Ubi bug! :nope: They always reset the AOB after a stadimeter reading. I'm trying to minimize the 'damage' of it. Once I figure out how to set dial's current value and new value via code this bug will be a thing of the past.

Precision?
If the target is in long range that the error of measurement is higher than closer. Second thing: the first measurement of AoB is wrong, real angle is near 24° - this is the main reason why the value of speed is too small.
:03:

How are you able to tell the initial AOB so well? I have a very hard time judging that :06:

TheDarkWraith
06-27-10, 09:48 AM
Wouldn't want to be that captain in the vid when he returned home.
Blowing up one of his own :har:.

it was a training exercise. Drone ship....:o

TheDarkWraith
06-27-10, 09:51 AM
Great work DarkWright!
Thank for mod update and video.

One question: is possible to automatic turn on the clock if I start to determinate target speed? (Of course, clock should be turned off when speed is determinated).

I will see what I can do with this. Should be really easy to implement. Great idea also :up:

TheDarkWraith
06-27-10, 09:53 AM
@TDW just wondering is there a way to send a clicked command to a button without physically click it. Would mean we could send a clicked command to the Send AOB to TDC and Send Speed to TDC to get around the reset to zero on the PK Bug.

I'm trying to figure out how to extract the 'delegates' from a control. Not quite there yet though.....

TheBeast
06-27-10, 10:04 AM
Love the Signature Avatar. Would look nice on the side of my UBoat.


@TDW just wondering is there a way to send a clicked command to a button without physically click it. Would mean we could send a clicked command to the Send AOB to TDC and Send Speed to TDC to get around the reset to zero on the PK Bug.

I just made it. If you want it for a Tower Emblem, I can redo it as TGA. I really made it for TDW. Was wondering if TheDarkwraith would want it for his Signature...:06:

One question: is possible to automatic turn on the clock if I start to determinate target speed? (Of course, clock should be turned off when speed is determinated).
Should the Clock start automatically as soon as you fire a Torepedo?:06:

Speaking of the clock. I made a new chrono.dds if you want to put it in the NewUIs_TDC builds. Have 3 versions, Normal Size and Mini.

reaper7
06-27-10, 11:39 AM
it was a training exercise. Drone ship....:o

In that case, you've earned your sea legs :)

I just made it. If you want it for a Tower Emblem, I can redo it as TGA. I really made it for TDW. Was wondering if TheDarkwraith would want it for his Signature...:06:.

Thats ok, will give TDW first dibs on it - lovely work though.
I've been meaning to do up a new Grim Reaper for my avatar.
Hence the nickname reaper7 (The seven I picked because it looks like the reapers syth) :D

7thSeal
06-27-10, 02:00 PM
I've been meaning to do up a new Grim Reaper for my avatar.
Hence the nickname reaper7

Now this I'm interested in seeing, you do have to make it dled able though.... :DL

TheDarkWraith
06-27-10, 06:11 PM
v3.1.2 released. This is a bugfix for v3.1.0. See post #1 for details :|\\

reaper7
06-27-10, 06:18 PM
v3.1.2 released. This is a bugfix for v3.1.0. See post #1 for details :|\\

Hi TDW just uploaded my version of the stadimeter fix, if you want to have a look at it. If theres anything in it of use to you feel free :up:.

reaper7
06-27-10, 06:51 PM
Now this I'm interested in seeing, you do have to make it dled able though.... :DL


How's this:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Reaper7.png

DL: http://i1004.photobucket.com/albums/af168/reaper7_SH5/Reaper7.png

And the Original Artwork I Used.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/GrimReaper.jpg

TheDarkWraith
06-27-10, 07:00 PM
I just made it. If you want it for a Tower Emblem, I can redo it as TGA. I really made it for TDW. Was wondering if TheDarkwraith would want it for his Signature...:06:


Should the Clock start automatically as soon as you fire a Torepedo?:06:

Speaking of the clock. I made a new chrono.dds if you want to put it in the NewUIs_TDC builds. Have 3 versions, Normal Size and Mini.

Send me the clocks, I'll look them over :up:

v3.1.2 adds a new user option for the clock to start automatically when a torp is fired :DL

Got any pictures of the wraiths from The Lord of The Rings trilogy? I need a custom avatar and need to make a sig. My avatar name comes from the aforementioned Wraiths :D

reaper7
06-27-10, 07:20 PM
Got any pictures of the wraiths from The Lord of The Rings trilogy? I need a custom avatar and need to make a sig. My avatar name comes from the aforementioned Wraiths :D

Here's one I made for you TDW. :D

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/CONCEPT_RINGWRAITH.png


DL: http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/CONCEPT_RINGWRAITH.png

PL_Andrev
06-28-10, 12:40 PM
Precision?
If the target is in long range that the error of measurement is higher than closer. Second thing: the first measurement of AoB is wrong, real angle is near 24° - this is the main reason why the value of speed is too small.
:03:

How are you able to tell the initial AOB so well? I have a very hard time judging that :06:

It is hard without map update contact.
At you video you should use a protractor from map tools:

http://img806.imageshack.us/img806/2026/protractor.jpg

... or use SH4 method do determinate AoB and speed by two range measuremets ...

TheDarkWraith
06-28-10, 01:01 PM
... or use SH4 method do determinate AoB and speed by two range measuremets ...

You've given me a great idea here. I should have the navigator or WEPS output a line to the messagebox denoting contact's AOB (and possibly course) after two range readings have been taken and each subsequent range reading thereafter.....this can help alleviate the AOB error like I have when trying to guess the contact's initial AOB :hmmm:

I've also started working on the AI.....time to take my scripting skills and 'beef up' the AI to make them more intelligent and more random. I'm tired of the AI being predictable - I want unpredictable (randomness)

reaper7
06-28-10, 01:10 PM
You've given me a great idea here. I should have the navigator or WEPS output a line to the messagebox denoting contact's AOB (and possibly course) after two range readings have been taken and each subsequent range reading thereafter.....this can help alleviate the AOB error like I have when trying to guess the contact's initial AOB :hmmm:

I've also started working on the AI.....time to take my scripting skills and 'beef up' the AI to make them more intelligent and more random. I'm tired of the AI being predictable - I want unpredictable (randomness)

Thats great news on the AI TDW, it needs a massive overhaul.
Do you like the avatar I made you :03:. AI firing a Starshell when dark and they know there's a threat would be a good place to start :).

TheDarkWraith
06-28-10, 01:15 PM
Thats great news on the AI TDW, it needs a massive overhaul.
Do you like the avatar I made you :03:. AI firing a Starshell when dark and they know there's a threat would be a good place to start :).

sorry haven't downloaded the avatar yet. I'll download it when I get home tonight :up:
Sounds like a great place to start with the Starshell. I'll work on it first :up:

raymond6751
06-28-10, 01:43 PM
You've given me a great idea here. I should have the navigator or WEPS output a line to the messagebox denoting contact's AOB (and possibly course) after two range readings have been taken and each subsequent range reading thereafter.....this can help alleviate the AOB error like I have when trying to guess the contact's initial AOB :hmmm:

I've also started working on the AI.....time to take my scripting skills and 'beef up' the AI to make them more intelligent and more random. I'm tired of the AI being predictable - I want unpredictable (randomness)

You are on a roll, man. Follow your dream!

reaper7
06-28-10, 01:50 PM
sorry haven't downloaded the avatar yet. I'll download it when I get home tonight :up:
Sounds like a great place to start with the Starshell. I'll work on it first :up:

Excellent. :yeah:

If you want to keep the Avatar and want any changes like Text etc let me know.
I can change it easy enough. :up:

PL_Andrev
06-28-10, 02:03 PM
You've given me a great idea here. I should have the navigator or WEPS output a line to the messagebox denoting contact's AOB (and possibly course) after two range readings have been taken and each subsequent range reading thereafter.....this can help alleviate the AOB error like I have when trying to guess the contact's initial AOB :hmmm:

The two range measurements is better method than single measurement and AoB, because by two measurements you can calculate real AoB and speed - this method is implemented in SH4 and is more precisious than SH3...
Of course you can take a mistake with range...

Did I send you SH4's AoB and speed formulas?

Look, I think that the good idea to implementation this method is this way:
1) Take a distance from target, set the AoB and speed like classical SH3...
2) If you do not reset TDC, first range is still in memory (what about big waves and unlock the target by flodded/hide periscope?)
3) Take second time a new distance...
4) If the SH4's AoB or speed do not equal first AoB and speed measurement with 20% error...
5) After "calculation time" (30 sec?) you have a comment in log:
6) "Sir, in my opinion the correct AoB is XXX" and "Sir, for me the real speed of target is XXX"

What do you think?
:smug:

TheDarkWraith
06-28-10, 02:13 PM
The two range measurements is better method than single measurement and AoB, because by two measurements you can calculate real AoB and speed - this method is implemented in SH4 and is more precisious than SH3...
Of course you can take a mistake with range...

Did I send you SH4's AoB and speed formulas?

Look, I think that the good idea to implementation this method is this way:
1) Take a distance from target, set the AoB and speed like classical SH3...
2) If you do not reset TDC, first range is still in memory (what about big waves and unlock the target by flodded/hide periscope?)
3) Take second time a new distance...
4) If the SH4's AoB or speed do not equal first AoB and speed measurement with 20% error...
5) After "calculation time" (30 sec?) you have a comment in log:
6) "Sir, in my opinion the correct AoB is XXX" and "Sir, for me the real speed of target is XXX"

What do you think?
:smug:

I like it :up: Makes it look like the crew member (WEPS or Navigator) is actively participating.....I should be able to pull this off.....:hmmm:

2) is not a concern because I can 'store' information with the contact. That's how the contact spotted gets it's information. All that contact spotted info is stored with each contact.

If you would, resend the SH4 speed and AOB formulas please.

longam
06-28-10, 05:10 PM
Go man go.....http://www.longam.net/sh4/dw.jpg Doing great on fixing what need to be fixed....http://www.longam.net/sh4/dw2.jpg

BowfinSS287
06-30-10, 08:47 PM
thanks for your help TheDarkWraith ,i have your new version
installed and its fantastic....now its time to sink some tonnage:yeah:

TheDarkWraith
07-01-10, 08:05 PM
working on v3.2.0. Antar has been helping me with some formulas for calculating AOB and speed from range readings. This version will have a new user option (NavigatorAssistAOBSpeedCalcs) that when enabled will have the navigator calculate the AOB, speed, and avg speed from range readings taken on a contact. When you have taken a second range reading and then each subsequent range reading will have the navigator calculating these values. There is a delay from when the navigator says he's calculating the values to when the values show up in the messagebox (it takes him some time to do the calculations and plot it :D). If you select a new contact and use the stadimeter then the old contact's avg speed value is cleared. This allows you to 'redo' the avg speed for contacts with it.
I'm horrible at guessing a contact's starting AOB. With this navigator assist all you have to do is take two range readings (with some time inbetween them) and then you have the starting AOB to plug into the AOB TDC dial :rock:. Each range reading from them on you can use to verify the AOB on the AOB TDC dial.
The SH3 style speed estimator now outputs avg speed for the contact also in the messagebox. Selecting a new contact and asking for the SH3 style speed estimator on the new contact will cause the old contact's avg speed to be cleared. This allows you to 'redo' the avg speed for contacts with it.

http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2380

THE_MASK
07-01-10, 08:23 PM
Any chance in having the periscope go all the way up in this mod .
http://img651.imageshack.us/img651/9186/peri.jpg (http://img651.imageshack.us/i/peri.jpg/)

Fattysbox
07-01-10, 08:35 PM
So I re-installed the mod recently and when i go to the hydrophone station to turn the mouse wheel, with home and end keys, my persiscopes raise along with a motor noise. This makes listening quite impossible.

Any way to change this?

J

TheDarkWraith
07-01-10, 08:37 PM
So I re-installed the mod recently and when i go to the hydrophone station to turn the mouse wheel, with home and end keys, my persiscopes raise along with a motor noise. This makes listening quite impossible.

Any way to change this?

J

I don't have anything mapped to the home and end keys. Sounds like a mod of yours has mapped them to the raise and lower keys for the scopes. Have you tried disabling all mods except for this one and seeing if the problem still exists? If so, let me know but I can't think of why I would be causing this.

TheDarkWraith
07-01-10, 08:38 PM
Any chance in having the periscope go all the way up in this mod .

if you're talking automatically when you enter the station then yes. By default it's disabled in the options file:

# when entering the attack scope station does the scope fully raise automatically?
# change below to either True or False
AutomaticallyRaiseAttackScope = False

set the False to True in the options file :DL

THE_MASK
07-01-10, 09:02 PM
if you're talking automatically when you enter the station then yes. By default it's disabled in the options file:

# when entering the attack scope station does the scope fully raise automatically?
# change below to either True or False
AutomaticallyRaiseAttackScope = False

set the False to True in the options file :DLNo , i think it may be a resolution thing , thats as far up as it goes .

TheBeast
07-01-10, 10:12 PM
Any chance in having the periscope go all the way up in this mod .
Periscopes are working fine for me.
The Twisty_periscope_thingies MOD increases the Attack Periscope Max_Height. Making it appear as though the OBsScope is not going up all the way but it is.
If your Periscope is not going up at all, it may be a MOD soup issue.

Capt Jack Harkness
07-01-10, 11:12 PM
And the periscope height issue was fixed by BIGREG for both sets of scopes.

THE_MASK
07-02-10, 10:12 PM
Request please . While looking thru the observation periscope , if i click on the fully lower icon it puts me back out of the periscope view and into the control room and lowers the periscope . What i would like is the attack periscope to do the same thing . At the moment it just lowers the periscope fully and i stay in the periscope view . Iwould like to be back in the control tower .
http://img4.imageshack.us/img4/5038/periscope.jpg (http://img4.imageshack.us/i/periscope.jpg/)

TheDarkWraith
07-03-10, 12:04 AM
looked over BIGREG's periscope height change to figure out how he did it and realized it was done really easily with Goblin Editor app so I changed the attack scope/attack wire scope to 5.3m and the obs scope/obs wire scope to 2.7m :DL
Also been tinkering with the directional antenna and the radio antenna making them automatically extend/retract and for the directional antenna, rotate. Here is the radio antenna extended (it's not fully functional but just wanted to see if it was even possible to make it extend via key commands):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2391

Stormfly
07-03-10, 01:02 AM
So I re-installed the mod recently and when i go to the hydrophone station to turn the mouse wheel, with home and end keys, my persiscopes raise along with a motor noise. This makes listening quite impossible.

Any way to change this?

J

seams that you`ve installed my dbsm sound collection, without reading the documentation... would it be possible using the mouse wheel for turning the hydrophone ?

Capt Jack Harkness
07-03-10, 03:16 AM
looked over BIGREG's periscope height change to figure out how he did it and realized it was done really easily with Goblin Editor app so I changed the attack scope/attack wire scope to 5.3m and the obs scope/obs wire scope to 2.7m :DL
Also been tinkering with the directional antenna and the radio antenna making them automatically extend/retract and for the directional antenna, rotate. Here is the radio antenna extended (it's not fully functional but just wanted to see if it was even possible to make it extend via key commands):


Speaking of periscope mods, is there a way to raise the eyepiece of the obs scope? When the scope is fully raised it's really only at belly button level compared to the chief and xo, and I can hardly imagine a captain crouching that far down to see through it...

TheDarkWraith
07-03-10, 09:19 AM
now that the obs scope/obs wire scope and attack scope/attack wire scope have new values for their heights (5.3m and 2.7m), the obs scope doesn't break the water at periscope depth. Thus I have added a new icon to the depth bar - snorkel depth. It's value is set to periscope depth - 2.6m in the sub's .cfg file. I edited all the sub's .cfg files to set the snorkel depth. This is also in preps for getting the snorkel working (which I don't currently have it working yet). Here's a screenshot showing the obs wire scope poking through the water at snorkel depth along with the new snorkel depth icon highlighted in the depth bar (notice that the message box says 'Snorkel Depth' when I clicked the new icon):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2424

PL_Andrev
07-03-10, 09:42 AM
the obs scope doesn't break the water at periscope depth.
It's really a great idea, now I see that obs scope is very useful...
...but does it affect by some way to the detectability of our uboat?
:06:

TheDarkWraith
07-03-10, 09:52 AM
It's really a great idea, now I see that obs scope is very useful...
...but does it affect by some way to the detectability of our uboat?
:06:

I'm not really sure. I would say yes in a way only because your depth is less at snorkel depth.

TheBeast
07-03-10, 11:36 AM
It's really a great idea, now I see that obs scope is very useful...
...but does it affect by some way to the detectability of our uboat?
:06:
From some of the articles I have read. The Observation Periscope is made using a Thicker or Wider Tube and a much Larger Head allowing more light to travel down the tube to your Eyepiece. Because this Periscope is wider, it can be spotted on the surface much faster and was intended for use at night.
Also, the ObsScope does not rise very high. This forces you to come closer to the surface to use it and again increasing the chance your submarine can be spotted as well.

Temujin
07-03-10, 12:03 PM
it seems that the switch between 'charge the batteries' and 'standard propulsion' doesn't work right.

On previous surface, I switched to 'standard propulsion'. The yellow marked moved to the propeller's icon, and the gages showed about 300 RPM each. However, switching back to 'charge the batteries' did not work. The battery icon started to flash (white) but the gages didn't show any change as it shows when it actually charges the batteries.

Then I had to dive again, and when surface, the situation is flipped. Now the battery icon is yellow, the gages show 'charge mode' but I can't switch to 'standard propulsion'. The propeller's icon flashes in white, but not actual change is happening.

Am I missing something?

Temujin

TheBeast
07-03-10, 12:10 PM
looked over BIGREG's periscope height change to figure out how he did it and realized it was done really easily with Goblin Editor app so I changed the attack scope/attack wire scope to 5.3m and the obs scope/obs wire scope to 2.7m :DL
Also been tinkering with the directional antenna and the radio antenna making them automatically extend/retract and for the directional antenna, rotate. Here is the radio antenna extended (it's not fully functional but just wanted to see if it was even possible to make it extend via key commands):

This is good news. Now that you can see that the Communications Antenna extends slightly high then the Attack Periscope, you might be able to hard code the depth to receive radio messages. Possibley in the future, you can fix the radio so we can transmit radio messages when at Periscope Depth and the Antenna is Extended.
Maybe 18-20 meters Submerged Transmit/Receive Radio.

TheDarkWraith
07-03-10, 12:24 PM
it seems that the switch between 'charge the batteries' and 'standard propulsion' doesn't work right.

On previous surface, I switched to 'standard propulsion'. The yellow marked moved to the propeller's icon, and the gages showed about 300 RPM each. However, switching back to 'charge the batteries' did not work. The battery icon started to flash (white) but the gages didn't show any change as it shows when it actually charges the batteries.

Then I had to dive again, and when surface, the situation is flipped. Now the battery icon is yellow, the gages show 'charge mode' but I can't switch to 'standard propulsion'. The propeller's icon flashes in white, but not actual change is happening.

Am I missing something?

Temujin

there are time delays associated with switching to and from standard and recharge propulsion. By default each is 5 mins (game time). You can change the delays in the options file.

PL_Andrev
07-03-10, 01:38 PM
it seems that the switch between 'charge the batteries' and 'standard propulsion' doesn't work right.
(...) Then I had to dive again, and when surface, the situation is flipped. Now the battery icon is yellow, the gages show 'charge mode' but I can't switch to 'standard propulsion'. The propeller's icon flashes in white, but not actual change is happening.

Am I missing something?
there are time delays associated with switching to and from standard and recharge propulsion. By default each is 5 mins (game time). You can change the delays in the options file.

Good point Temujin!
The new user of this mod can ask: what happens?
:doh:

DarkWright,

Maybe good advice is add new text command from diesel room?
Something like: "Captain, chief reported that the engines standard mode will be ready in about 5 minutes."

Maybe I'm wrong but these comment create a "living boat"... who knows, maybe in the near future some a German friend will record a voice command for officers...

TheDarkWraith
07-03-10, 02:06 PM
Good point Temujin!
The new user of this mod can ask: what happens?
:doh:

DarkWright,

Maybe good advice is add new text command from diesel room?
Something like: "Captain, chief reported that the engines standard mode will be ready in about 5 minutes."

Maybe I'm wrong but these comment create a "living boat"... who knows, maybe in the near future some a German friend will record a voice command for officers...

I like it :D:yeah: I'll add some text to the messagebox denoting something of the likes you posted

PL_Andrev
07-03-10, 02:52 PM
DarkWright, I'm really sorry that I give you additional extra work to an already closed threads in your mode, thank you!

"To be perfect?"
:D

TheDarkWraith
07-03-10, 03:02 PM
DarkWright, I'm really sorry that I give you additional extra work to an already closed threads in your mode, thank you!

"To be perfect?"
:D

I took everything one step further and gave timedelays randomness. You specify the base time delay and a real time delay is calculated based on a random number between 0.0 and 1.0 and that random number is multiplied by the base TD and added to it for the real time delay. This will make it look like the actions being taken aren't 'scripted' - maybe they ran into problem switching modes, maybe the navigator is having a hard time doing the calculations, etc. :D

TheDarkWraith
07-03-10, 05:08 PM
Request please . While looking thru the observation periscope , if i click on the fully lower icon it puts me back out of the periscope view and into the control room and lowers the periscope . What i would like is the attack periscope to do the same thing . At the moment it just lowers the periscope fully and i stay in the periscope view . Iwould like to be back in the control tower .

request granted :up: New user option added that controls this - AttackFullyLowerButtonLeavesStationForBridge.

That wraps up v3.2.0. Here's the change log for v3.2.0:

v3.2.0 - added a new user option that enables the navigator to calculate speed and AOB of the target from range readings taken. It works this way: if you have a target selected or locked and you take a range reading then that range reading is stored with the target. If you take another range reading and each subsequent range reading taken will cause the navigator to calculate the target's AOB and speed from the range reading just taken and the prior one. If the calculated difference between range readings is less than 50m or the calculated speed comes out < 2 knots then he tells you he doesn't have enough information to determine AOB and speed. If both the calculated range difference is less than 50m and calculated speed is < 2 knots and the time difference between readings is less than 9 secs then he tells you he doesn't have enough information to calculate AOB and Speed for target else he tells you the AOB and the speed as 0.0 knots. This information is displayed in the messagebox. If you select a different target AND take a range reading for that target then the values stored for the previous target are cleared. (NavigatorAssistAOBSpeedCalcs)
- if the user option NavigatorAssistAOBSpeedCalcs is enabled (True) then the time (in seconds) it takes the Navigator to compute the AOB and Speed of a target from 2 range measurements is computed from a new user option that specifies the base time it takes him. There is a random amount added to this that is in the range (0, 1.0) * value (i.e. realtimedelay = NavCalcTimeAOBSpeedBaseFromRangeMeasurements + (Random * NavCalcTimeAOBSpeedBaseFromRangeMeasurements) (NavCalcTimeAOBSpeedBaseFromRangeMeasurements)
- when you stop timing of the SH3 style speed estimator, the navigator will calculate the speed of the target from that time measurement. The base time (in seconds) it takes the Navigator to compute the Speed of a target from the time measurements is a new user option. There is a random amount added to this that is in the range (0, 1.0) * value (i.e. realtimedelay = NavCalcTimeSpeedFromTimeMeasurements + (Random * NavCalcTimeSpeedFromTimeMeasurements) (NavCalcTimeSpeedFromTimeMeasurements)
- SH3 style speed estimator now also gives the avg speed for the target in the messagebox. If you change targets and use the SH3 style speed estimator on the new target, the old target's avg speed will be cleared
- added a snorkel depth icon to the standard depth menu bar. Clicking the icon will take the sub to snorkel depth. Snorkel depth is periscope depth - 2.6m. This periscope depth is found in the sub's .cfg file. I've edited all the sub's .cfg files snorkel depth to the correct value.
- changed the extended heights of the pericopes. The attack/attack wire is now 5.3m. The obs/obs wire is now 2.7m.
- the twisty periscope wire thingies are enabled by default now in the mod
- added a new user option that controls the mini-map's TAI mode width at game start (TAIInitialWidth)
- added a new user option that controls the mini-map's TAI mode height at game start (TAIInitialHeight)
- more code optimization done
- fixed bug of XO TDC Dialog box not repositioning correctly when it's not draggable and the messagebox visibility changes in the SH3/4 UI styles
- added a new user option that controls whether the user is teleported to the bridge upon pressing the attack scope's fully lower button. Default value is False (disabled) (AttackFullyLowerButtonLeavesStationForBridge)
- switch to recharge and std propulsion user options time delays are now base times. A final delay time is calculated using a random number added to the base (the random number is a number between 0.0-1.0 and it's multiplied by the base time and the result is added to the base time)

I'll be packaging it up now and making it available for release here soon.

TheDarkWraith
07-03-10, 05:29 PM
Good point Temujin!
The new user of this mod can ask: what happens?
:doh:

DarkWright,

Maybe good advice is add new text command from diesel room?
Something like: "Captain, chief reported that the engines standard mode will be ready in about 5 minutes."

Maybe I'm wrong but these comment create a "living boat"... who knows, maybe in the near future some a German friend will record a voice command for officers...

how's this for starters:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2425

if StormFly or someone has some sounds for this or can make some new speech sounds I can play them with these events :D

TheDarkWraith
07-03-10, 06:12 PM
v3.2.0 released. See post #1 for details :|\\

naights
07-03-10, 06:36 PM
Hi:

Awesome work :03:

greyrebel
07-03-10, 06:44 PM
after i downloaded this mod, and activated it via JSGME i have alot of stuff in the center of my screen when i start up the game. how can i get this stuff off the screen?

the stuff on the screen looks like tutorials or something.

TheDarkWraith
07-03-10, 06:56 PM
after i downloaded this mod, and activated it via JSGME i have alot of stuff in the center of my screen when i start up the game. how can i get this stuff off the screen?

the stuff on the screen looks like tutorials or something.

you either have a corrupted download, your options file is corrupted (did you edit it?), or the mod is not installed correctly, or you are not patched to v1.2 of the game.

kemeri
07-03-10, 07:22 PM
v3.2.0 - added a new user option that enables the navigator to calculate speed and AOB of the target from range readings taken ...

Thank you for your job and thanks God that you exist! :D

Just a little question: does the navigator take into account own U-boat movement during target's AOB and speed calculations or the U-boat should stand still for correct results?

7thSeal
07-03-10, 07:31 PM
- added a new user option that controls the mini-map's TAI mode width at game start (TAIInitialWidth)
- added a new user option that controls the mini-map's TAI mode height at game start (TAIInitialHeight)


Like this option which has been added, took a few tries to get an ideal of how much to increase/decrease the settings for getting my desired size but got it set and no longer have to adjust it after every game start. :)

TheDarkWraith
07-03-10, 07:33 PM
Thank you for your job and thanks God that you exist! :D

Just a little question: does the navigator take into account own U-boat movement during target's AOB and speed calculations or the U-boat should stand still for correct results?

I can say that there's no direct input of the uboat's speed or heading into the calculations but Antar would be the best one to ask that question to. He provided the formulas and I provided the code :D I haven't even tried a running 'calc' with it - try it and report back results :yep: I can see that the speed would be thrown off as it relies on the time between stadimeter readings and the difference in bearings to the target to calculate the speed. AOB I'm not too sure about :hmmm: When I use the SH3 style speed finder or the new AOB and Speed finder from range readings my sub is always stopped or moving very slow.

greyrebel
07-03-10, 07:36 PM
yes, I must have edited something that i dont remember, i took out the mod folder and made a new one, i didnt edit anything this time and the ui looks fine now. funny thing is i followed your youtube video to the letter the first time. Im not sure what i did wrong.

TheDarkWraith
07-03-10, 07:38 PM
yes, I must have edited something that i dont remember, i took out the mod folder and made a new one, i didnt edit anything this time and the ui looks fine now. funny thing is i followed your youtube video to the letter the first time. Im not sure what i did wrong.

if you want, send me your options file from the first time you edited it and I'll look it over to see what's arai :)

TheDarkWraith
07-03-10, 09:18 PM
v3.3.0 work has begun. Just added ArcLight's scopes and started adding a RAOBF to the mod.

TheDarkWraith
07-04-10, 12:05 AM
all coded in and working......but I don't understand how to use it :hmmm: The inner ring rotates but that's about all I know to do with it (uses the same keys as the heading bar and navmap draggable compasses - Q and E. Shift + Q or Shift + E causes it to rotate faster). I added a new button to the torpedo panel that controls the RAOBF visibility. Each scope (attack, obs, and UZO) has the ability to display the RAOBF. You can see the button in the screenshot below for the Obs scope:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2431
Now all that needs to be done is to make graticules for it. Who's up for the task??

ologuy
07-04-10, 04:37 AM
since those are not my .dds files for the RAOBF I need to know who is the author for proper crediting. Does anyone know who it is? I pulled them from Reaper7's UI mod :06:

Think Reaper7 got them from karamazovnew.

java`s revenge
07-04-10, 06:09 AM
This becomes great with the included "reaper7" mod.

Waited all the time for these 2 great mods working together.

reaper7
07-04-10, 06:19 AM
Thoes Graticules Are my Work (And there the bit that makes the whole thing work). And there calibrated to work with my Camera.cam files. They will not work in your current UI, it took me weeks of messing (A lot of rework in Photoshop) to get them calibrated.

It would have been nice to have been asked first about using them. :nope:
I would have given permission.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Day1.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Obs-Station-2.jpg

Changing the colour to yellow doesn't make them any less mine.
And I also got Permission from karamazovnew before using his work also.

kemeri
07-04-10, 07:47 AM
I can say that there's no direct input of the uboat's speed or heading into the calculations but Antar would be the best one to ask that question to. He provided the formulas and I provided the code :D I haven't even tried a running 'calc' with it - try it and report back results :yep: I can see that the speed would be thrown off as it relies on the time between stadimeter readings and the difference in bearings to the target to calculate the speed. AOB I'm not too sure about :hmmm: When I use the SH3 style speed finder or the new AOB and Speed finder from range readings my sub is always stopped or moving very slow.

After checking the feature here is some feedback.
While U-boat is standing still the navigator is rather correct :DL. But while moving all the things are messed. So the U-boat should be at least as slow as possible to achieve rather good calculation results (the navigator is an old, tired man.... :D).

Also it would be better, IMHO, to receive not the target's AOB, but it's actual course instead. Because the course and the speed are the main parameters of the target, AOB is secondary and depends upon U-boat position.

Anyway it's an excellent addition, it simplifies targeting/plotting with map updates option off.

TheDarkWraith
07-04-10, 09:39 AM
After checking the feature here is some feedback.
While U-boat is standing still the navigator is rather correct :DL. But while moving all the things are messed. So the U-boat should be at least as slow as possible to achieve rather good calculation results (the navigator is an old, tired man.... :D).

Also it would be better, IMHO, to receive not the target's AOB, but it's actual course instead. Because the course and the speed are the main parameters of the target, AOB is secondary and depends upon U-boat position.

Anyway it's an excellent addition, it simplifies targeting/plotting with map updates option off.

Antar is working with me to try and get the target's course also :yep: He gave me some formulas to use but I haven't had the time to sit down and code it yet.

7thSeal
07-04-10, 09:49 AM
I ran into a bit of oddity with the latest version. I had been using tubes 3 and 4 for most of my fish and after some period of time (3-4 ships were sunk) I could no longer open the doors prior to launching the fish. As you can see in this screenshot I used the first tube after seeing that the switches to open the doors still worked on all other tubes except tubes 3 and 4 which I'd been using. Notice also in the screen when I'm moused over the switch it shows it disabled. :hmmm:

http://img294.imageshack.us/img294/1593/65742191.jpg (http://img294.imageshack.us/i/65742191.jpg/)

TheDarkWraith
07-04-10, 09:52 AM
Thoes Graticules Are my Work (And there the bit that makes the whole thing work). And there calibrated to work with my Camera.cam files. They will not work in your current UI, it took me weeks of messing (A lot of rework in Photoshop) to get them calibrated.

It would have been nice to have been asked first about using them. :nope:
I would have given permission.Changing the colour to yellow doesn't make them any less mine.
And I also got Permission from karamazovnew before using his work also.

When you give blanket permission to use anything of your mod as in this post: http://www.subsim.com/radioroom/showpost.php?p=1386091&postcount=33 then one only needs to add credits in the mod to the original author.
Since his graticules are calibrated to his cameras file (which explains why they seemed off and not working correctly) in his mod and I'm using ArcLight's scopes now, who wants to make a new graticule file for this RAOBF based on ArcLight's camera file :06:

TheDarkWraith
07-04-10, 09:55 AM
I ran into a bit of oddity with the latest version. I had been using tubes 3 and 4 for most of my fish and after some period of time (3-4 ships were sunk) I could no longer open the doors prior to launching the fish. As you can see in this screenshot I used the first tube after seeing that the switches to open the doors still worked on all other tubes except tubes 3 and 4 which I'd been using. Notice also in the screen when I'm moused over the switch it shows it disabled. :hmmm:

interesting :hmmm: You should still be able to fire those tubes. What happens if you fire that tube? When it's reloaded does it become enabled again?

reaper7
07-04-10, 09:58 AM
When you give blanket permission to use anything of your mod as in this post: http://www.subsim.com/radioroom/showpost.php?p=1386091&postcount=33 :06:

That was not a blanket permission to use any of the Individual bits of the UI Mod. But a permission to use the Mod in full.
It was an offer to merge My complete UI into yours as requested by others in the previous posts of that thread.

A bit of common courtesy would have gone a lot further.

7thSeal
07-04-10, 09:59 AM
Haven't tried firing it yet after the switch stopped working, I just saved the game and was going to try restarting it to see if that fixes it. I'll let you know and if restarting doesn't fix it I'll fire the tube and see what happens. :)

TheDarkWraith
07-04-10, 10:02 AM
That was not a blanket permission to use any of the Individual bits of the UI Mod. But a permission to use the Mod in full.
It was an offer to merge My complete UI into yours as requested by others in the previous posts of that thread.

A bit of common courtesy would have gone a lot further.

simple misunderstanding then :salute: I'll use the RAOBF .dds files from the original author. Your graticule .dds file has been removed and I'll update my screenshot a couple posts above to reflect your .dds file removed :up:

reaper7
07-04-10, 10:14 AM
You can use them. But in future a PM first would be appreciated. Its just a shock to see your work elsewhere without prior notice. As you should be aware, You have stated that you are copyrighting yours as its has happened you in the Past.

I will let this slide, as I see you could have misread that quote.
By the way all the RAOBF Files were reworked by me from the Originals. Originalls were TGA with no Alpha's, but you can use mine since you have them.

Also you may want to look at the layer order of the RAOBF. Outer dial should be on top of Inner.

TheDarkWraith
07-04-10, 10:24 AM
Also you may want to look at the layer order of the RAOBF. Outer dial should be on top of Inner.

In mine inner dial is on top of outer because I have some ideas to improve the RAOBF :D

reaper7
07-04-10, 10:30 AM
In mine inner dial is on top of outer because I have some ideas to improve the RAOBF :D

just it cuts off the 3 tabs that go over the inner dial for geting the readouts.

TheDarkWraith
07-04-10, 10:32 AM
just it cuts off the 3 tabs that go over the inner dial for geting the readouts.

oh I see. I might have to make that a new .dds file just for those tabs then :hmmm:

7thSeal
07-04-10, 10:53 AM
You should still be able to fire those tubes. What happens if you fire that tube? When it's reloaded does it become enabled again?

No worries, simply restarting the game has straightened it out... all switches are working again to open the doors. :up:

TheDarkWraith
07-04-10, 10:59 AM
No worries, simply restarting the game has straightened it out... all switches are working again to open the doors. :up:

Do we know why it was disabled? Or how it happened? I haven't coded in malfunctions, breakdowns, or sabotage yet so that's not it. If it happens again please save your ship's journal and send it to me. It might tell me why what you experienced happened.

7thSeal
07-04-10, 11:40 AM
Do we know why it was disabled? Or how it happened?

Didn't notice anything out of the ordinary, just brought up the Obs scope getting ready to attack a ship and then noticed I could no longer open the doors for those two tubes. There was an auto save just before this but not sure if that would affect anything. Let you know if it happens again. :)

TheDarkWraith
07-04-10, 01:33 PM
Since Arclight's scopes have graticules that he calibrated I used a little photoshopping to make my own graticules for the RAOBF from those graticules. This documents how to use the new tool in my UIs mod. Thanks to Reaper7 for providing the reworked RAOBF .dds files from the original author (credits to him too) :up: And also thanks to Arclight for his scopes mod :up:

We're at 1.5x zoom level. Note the height of the ship using the RAOBF. In this example it's ~2 so we'll call it 1.9. To calculate range move the middle ring till 1.9 on the inner part of the middle ring lines up with the bottom right hand black mark. On the outer ring find the ship's mast height. In this example it's 28.2. Read down from 28.2 and you'll have the range to the ship. In this example it's 15 or 1500m (outer middle ring is in 100's of meters).
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2435


Now to get the AOB, read the horizontal span of the ship from ONLY one of the sides of center scope! In this example it's ~2.5 on either side of center scope. Now rotate the middle ring till the range of the ship (outer middle ring) aligns with the ship's length (outer ring). In this example we rotate the middle ring till 15 on the outer part lines up with 140 on the outer ring (from the XO TDC dialog box we see the ship's length is 139.6m so we'll call it 140m). Now since we're at 1.5X zoom level we have to multiply the 2.5 value by 4. 2.5 X 4 = 10. Now on the outer part of the middle ring find 10 and read down from it onto the inner ring. That's the AOB. In this example reading down from 10 yields > 90 degrees AOB so we'll call it 90 degrees. Now the ship is stationary so that is it's AOB. If it was moving away then you would have to subtract the value found from 180 to find it's true AOB.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2434


We're at 6x zoom level. Note the height of the ship using the RAOBF. In this example it's ~7.5. To calculate range move the middle ring till 7.5 on the inner part of the middle ring lines up with the top center black mark. On the outer ring find the ship's mast height. In this example it's 28.2. Read down from 28.2 and you'll have the range to the ship. In this example it's ~15 so we'll call it 15 or 1500m (outer middle ring is in 100's of meters).
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2433


Now to get the AOB, read the horizontal span of the ship from ONLY one of the sides of center scope! In this example it's 10 on either side of the scope. Now rotate the middle ring till the range of the ship (outer middle ring) aligns with the ship's length (outer ring). In this example we rotate the middle ring till 15 on the outer part lines up with 140 on the outer ring (from the XO TDC dialog box we see the ship's length is 139.6m so we'll call it 140m). Now on the outer part of the middle ring find 10 and read down from it onto the inner ring. That's the AOB. In this example reading down from 10 yields > 90 degrees AOB so we'll call it 90 degrees. Now the ship is stationary so that is it's AOB. If it was moving away then you would have to subtract the value found from 180 to find it's true AOB.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2432

and that wraps up v3.3.0. I'll be packing it up and releasing it here soon :D

Forgot to mention that other scope mods can be used with this but you'll have to do some math. The graticules I made for the RAOBF finder work with 1.5x and 6x zoom levels. If you are using a scope mod with zoom levels different than those then you'll have to adjust values accordingly. The UIs mod does not include anyone's periscope mod, it's uses the default scopes so you'll have to adjust values accordingly for the 1x and 4x zoom levels. The RAOBF was made to be used with Arclight's periscope mod as that is what I use on my setup on my computer. Maybe someone like naights can make different graticule .dds files for all the different periscope mods and for stock values......

ologuy
07-04-10, 02:42 PM
RAOBF looks great, but you forgot to show how to get the speed of the target.

TheDarkWraith
07-04-10, 02:45 PM
RAOBF looks great, but you forgot to show how to get the speed of the target.

oops, I did. I'll have to made another tutorial for that. Thanks for pointing that out :up: v3.3.0 uploading now....

EDIT:

I'll make a video showing how to use the new RAOBF and what it can do.

TheDarkWraith
07-04-10, 02:46 PM
Dear TheDarkWraith today installed your mod and saw his opportunity was happy as a child. Thank you for your Herculean labors. :yeah: I have observed a small nuance in the style icons SH5 Enhanced acoustics and radio operator on the panel of officers below are mixed. I hope you fix this in future versions of your wonderful mod . Sorry for my English. :oops:

can you explain this some more? How about a screenshot showing what you're referring to?

ologuy
07-04-10, 02:53 PM
Waiting for 3.3.0....

TheDarkWraith
07-04-10, 04:02 PM
http://www.subsim.com/radioroom/picture.php?albumid=209&pictureid=2438

Swap these icons

need to see screenshot to see what you're referring to as needed swapped

TheDarkWraith
07-04-10, 04:03 PM
v3.3.0 released. See post #1 for details. The RAOBF graticules included in the mod are calibrated for 1.5x and 6x zoom levels. There is a patch available for those using the stock zoom levels (1x and 4x). It's available at post #1 also. :|\\

TheDarkWraith
07-04-10, 04:18 PM
just realised I made an error in v3.3.0. The stock UZO is a different zoom power than the stock scopes and the stock attack scope is a different zoom power than the stock obs scope. I'm going to make a bugfix that let's each scope use a different .dds for the RAOBF graticules so that in the future one can change scope powers and all that needs to be done is update that scope's RAOBF graticule file :D If you use a scope mode like Arclight's then this 'error' does not apply to you because his attack and obs are at 6x zoom power.

TheDarkWraith
07-04-10, 04:30 PM
Swap images("fotos").

http://www.subsim.com/radioroom/picture.php?albumid=209&pictureid=2440http://www.subsim.com/radioroom/picture.php?albumid=209&pictureid=2439

I understand that part but I don't understand what you're wanting swapped. That is why I'm asking for a screenshot pointing out the items you're saying need to be swapped.

karamazovnew
07-04-10, 04:32 PM
Excuse me for butting into the AOBF discussion. First of all, those 3 tabs look weird. THere's something wrong with the alpha channel. The originals were tga files WITH alpha channels and were done in such a way as to mimic shadows. The inner moving dial has to be manually rotated in photoshop to make it correct for the periscope camera settings. It's easy work but requires a bit of calculations. Check the "New Interface for Uboats" thread in the ATO section for all details regarding my periscope reticule. I wrote there how I adjusted it.

But to be honest, TDW, you can do better than a simple AOBF. THe concept was first used way before OLC's interface to mimic this:

http://img166.imageshack.us/img166/734/wwheelfz1.jpg

Since nobody had access to scripts in SH3 and SH4, simulating the real aob wheel was impossible.
As you can see the real deal didn't have the milirad readings. The stadimeter was linked directly to the device and it moved automatically. All the captain had to do was set in the target height (it's the transparent thing on the inner part) and the length (same thing but on the outer part). Which brings me to an important question. Can you make the stadimeter also work horizontally? I did imagine a fake way but didn't use it in KiUB. Here's how....

In a square triangle that has one angle of 26.565 degrees, the Tangent of the angle being 0.5, it means that one of the sides is twice as big as the other side. If we apply this to the stadimeter:

http://img717.imageshack.us/img717/9829/fakestadi.jpg

where A is an angle of (90-26.565 degrees) all the player needs to do is center the ship and then move the stadimeter until the fake ship touches the two green lines. The stadimeter will thenshow how many degrees the LENGTH of the ship occupies. With a bit of scripting, you could create 2 variables, StadiVertical and StadiHorizontal which move the inner dial and create a button that switches which variable is actually moving it. :up: And the diagonal lines would only show when working in horizontal mode.

TheDarkWraith
07-04-10, 04:45 PM
If people provide me the information and how something functions I can usually make it. This is very interesting what you have posted :up: Have to play with that idea of yours tomorrow :yep: But for now this simple RAOBF will work until then.

madmex
07-04-10, 05:13 PM
TheDarkWraith

version 3.3.0 available here: downloaded suspended pending v3.3.1 that allows different RAOBF graticule .dds files for each scope.......

but there is no working link to see ??


Jack

TheDarkWraith
07-04-10, 05:17 PM
TheDarkWraith

version 3.3.0 available here: downloaded suspended pending v3.3.1 that allows different RAOBF graticule .dds files for each scope.......

but there is no working link to see ??


Jack

v3.3.1 will be releasing here soon. I had to make a change for the better and to future proof the mod :DL

EDIT:

Changes made. I needed to give each scope it's own .dds file for the RAOBF graticule to future proof it and so that if user decides to use a periscope mod all that needs to be done is a patch made for the .dds files for the RAOBF graticules so they're 'calibrated' to the scope.

Uploading now....filefront is slow today on uploads...says 39 minutes left.....

TheDarkWraith
07-04-10, 06:33 PM
v3.3.1 released. See post #1 for details :|\\

EDIT:

for the UZO, when using the RAOBF you have to take the readings you get from the graticule and divide them by 2. So if the height is read off as 15 it's actually 7.5. If one side of center reads 20 then it's actually 10.

Capt Jack Harkness
07-04-10, 07:13 PM
Do we know why it was disabled? Or how it happened? I haven't coded in malfunctions, breakdowns, or sabotage yet so that's not it. If it happens again please save your ship's journal and send it to me. It might tell me why what you experienced happened.

This has happened to me a few times, too, on both scopes and the UZO. Torpedoes can still be fired and when the doors say disabled the torps fire instantly instead of following the preset delay...

Brauner
07-04-10, 07:29 PM
I couldn't get it to work installed all UI Modes and still cant see new scopes :damn:

Capt Jack Harkness
07-04-10, 07:36 PM
There aren't new scopes in this mod, just the RAOBF.

THE_MASK
07-04-10, 08:13 PM
These are the scopes i use .
http://www.subsim.com/radioroom/showthread.php?t=165408

TheDarkWraith
07-04-10, 08:20 PM
These are the scopes i use .
http://www.subsim.com/radioroom/showthread.php?t=165408

I use the same ones - light version of them :DL RAOBF works perfectly with them and the patch I provided (6x 6x 7x)

THE_MASK
07-04-10, 08:26 PM
I use the same ones - light version of them :DL RAOBF works perfectly with them and the patch I provided (6x 6x 7x)Yes they do work perfectly , thanks .

ologuy
07-05-10, 02:00 AM
Hey there TDW,
love the RAOBF, works great! But maybe it would be better to rotate it with the mouse?

madmex
07-05-10, 05:57 AM
I love your work TheDarkWraith and everything is working fine but only one thing how can we move the XO face and info from the middle off the scope.
Is it possible to move the XO face to the right bottom abd when we push on the face we see the info then also on the right site bottom so we have a free site in the middle.


Thanks,
madmex

TheDarkWraith
07-05-10, 06:47 AM
I love your work TheDarkWraith and everything is working fine but only one thing how can we move the XO face and info from the middle off the scope.
Is it possible to move the XO face to the right bottom abd when we push on the face we see the info then also on the right site bottom so we have a free site in the middle.


Thanks,
madmex

press the 'L' key to hide the messagebox and move the XO TDC Dialog box over to a more favorable position :yep: You could also edit the options file and enable the XO TDC Dialog box draggable and thus you can drag it whereever you want it.

TheDarkWraith
07-05-10, 06:49 AM
Hey there TDW,
love the RAOBF, works great! But maybe it would be better to rotate it with the mouse?

there's lots of things I would like to use the mouse wheel for but I haven't figured out how to 'trap' the mousewheel yet. Once I do I will change the RAOBF, heading bar, and draggable compasses rotations to be controlled via mouse wheel.

ologuy
07-05-10, 07:02 AM
there's lots of things I would like to use the mouse wheel for but I haven't figured out how to 'trap' the mousewheel yet. Once I do I will change the RAOBF, heading bar, and draggable compasses rotations to be controlled via mouse wheel.

I dont mean the mousewheel but just to drag the middle circle of the RAOBF with the mouse.

TheDarkWraith
07-05-10, 07:12 AM
I dont mean the mousewheel but just to drag the middle circle of the RAOBF with the mouse.

I haven't perfected that method yet. When I do it'll be done :up:

Holin
07-05-10, 08:02 AM
If I click on the navigation map TDS button:
http://www.subsim.com/radioroom/picture.php?albumid=209&pictureid=2449

TheDarkWraith
07-05-10, 10:33 AM
working on v3.4.0. The navigator now also calculates the target's course and avg course from the range readings if the user option for navigator assist is enabled. In the screenie below the target's course was plotted to be 237 and the nav reports avg course of 230 from 3 range readings ( initial, calc, calc ):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2450

dem
07-05-10, 05:03 PM
working on v3.4.0. The navigator now also calculates the target's course and avg course from the range readings if the user option for navigator assist is enabled. In the screenie below the target's course was plotted to be 237 and the nav reports avg course of 230 from 3 range readings ( initial, calc, calc ):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2450Hi liking this way to go :rock:

Michal788
07-06-10, 11:28 AM
Really cool. :yeah:

pascal4541
07-06-10, 04:23 PM
Un grand merci pour ton excellent travail ...impossible d'utiliser SH5 sans le newUIs ;)

TheBeast
07-06-10, 08:44 PM
Here is a list of a few bugs I found in the Sonar Station UI. I have listed these issue's in the past so I included a Picture for ref. I hope this helps you to fix these bugs.
The light is supposed to illuminate when you can hear a Sonar Contact. You do not have to be perfectly aligned for it to light up, just being able to hear it is all that is needed for it to work.
The bearing reported by the Sonar man does not match the bearing the Sonar Station is indicating with Needle or Notes. The Sonar man report is more accurate when compared to Periscoep visual but the Sonar Station Needle/Notes appears to be off by 5-6 degree's. Making it kind of hard to do Sonar only Torpedo attacks with any accuracy.
Sonar Station ability to set Target Type (unknown, Warship, Merchant) currently requires you to be spot on, If you are 1 degree off, you can not use this function. Previous Silent Hunter releases had a Tolerance of +/- 5-10 degrees off actual bearing.
Before I enter the Sonar Station, my TAI-Map is displaying Sonar Contacts but after I leave the Sonar Station the TAI-Map no long displays Sonar Contacts.
The Sonar Station commands "Estimate Range to Target" and "Precise Range to Target" do not work correctly. Both require visual contact to function. If these worked correctly it would also help for Sonar Only Deck Gun attacks in heavy fog where you are unable to get a visual on the target.
The Red Button (hidden behind the TAI-Map in picture) should be linked to the Sonar Station command "Precise Range to Target".
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=2471

BIGREG
07-06-10, 09:33 PM
:salute:

Ok , i have see for the hydrophone

1 - no 3d mesh in .GR2 for the light :down:
2 - for the needle there is a dial in QR1.sim :up: ,but we need to see ,what happend with the " spring needle bug " ( when not used by the player )-> in sensors.sim is a dial to "auto rotation " for the hydro antenna and I think the wheel is connected to,but this dial make also hydro search angle too :hmmm:
3 - no idea :06:
4 - idem 3 :-?
5 - idem 3-4 :shifty:
6 - no mouse mask in .GR2 :damn: to make it workable in game , but we can try to illuminate it in place of the other light :06:

BIGREG
07-06-10, 10:03 PM
:yeah:

:D for the needle just change the needle visual value in QR1.sim

min 0 max 360 to -> min -180 max 180 :03: , but i am not sure that resolve the all dial bug

My QR1.sim : http://dl.dropbox.com/u/8655607/Hydrophone%20needle.zip

Stormfly
07-07-10, 07:01 AM
for some reason and the latest version, i cant toggle the message box anymore (is set to "K" key via options file).

dem
07-07-10, 02:51 PM
for some reason and the latest version, i cant toggle the message box anymore (is set to "K" key via options file).

same here, had to make it dragerble to get it move :hmmm:

TheDarkWraith
07-07-10, 03:17 PM
for some reason and the latest version, i cant toggle the message box anymore (is set to "K" key via options file).

same here, had to make it dragerble to get it move :hmmm:

which UI style? And by togglable you mean visibility or location?

Stormfly
07-07-10, 08:57 PM
which UI style? And by togglable you mean visibility or location?

yes, dragable would be awesome. Problem occours with SH3 style, all other mods enabled.

TheDarkWraith
07-08-10, 07:48 AM
yes, dragable would be awesome. Problem occours with SH3 style, all other mods enabled.

I can't duplicate your problem. I tried the latest version using all UI styles and the messagebox works perfectly. Have you tried disabling all mods except for UIs mod and seeing if the problem still exists?

Added a new user option that controls whether the messagebox is draggable (MessageBoxIsDraggable). Will be in v3.4.0. There's a small 'window' in the top left corner of the messagebox where the cursor changes to the all arrows allowing you to click and drag it.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2475

THE_MASK
07-09-10, 02:57 AM
Is there any way to have the 4 gauges showing at the same time.
http://img824.imageshack.us/img824/5302/fuel.jpg (http://img824.imageshack.us/i/fuel.jpg/)

TheDarkWraith
07-09-10, 07:42 PM
Messagebox is now mouse draggable on the left side. This user option, MessageBoxWidthFactor, sets the maximum width that the messagebox can be dragged to. When messagebox is maximized, only the height will go to the max value. Width will stay at user dragged (or game start if hasn't been dragged) value.
If you drag the width of the messagebox and the messagebox isn't draggable and the XO TDC dialog box isn't draggable then the XO TDC dialog box will follow the left edge of the messagebox:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2483

and on that note v3.4.0 is released. See post #1 for details :|\\

ologuy
07-10-10, 05:43 AM
Messagebox is now mouse draggable on the left side. This user option, MessageBoxWidthFactor, sets the maximum width that the messagebox can be dragged to. When messagebox is maximized, only the height will go to the max value. Width will stay at user dragged (or game start if hasn't been dragged) value.
If you drag the width of the messagebox and the messagebox isn't draggable and the XO TDC dialog box isn't draggable then the XO TDC dialog box will follow the left edge of the messagebox:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2483

and on that note v3.4.0 is released. See post #1 for details :|\\

Nice work!
What about the video how to use the RAOBF?

SeamanStaines
07-10-10, 07:36 AM
where are the dial options in jsgme?
had been using 2.2 until today. disabled and removed it. copied the 3.4 Mods folder to my sh5 folder. Enabled NewUIs_TDC_3_4_0_ByTheDarkWraith in jsgme, but cant see the options for alldials, minimal dials etc

Sepp von Ch.
07-10-10, 07:51 AM
Here:03::
http://s3.postimage.org/h1lgr.jpg (http://www.postimage.org/image.php?v=Pqh1lgr)

SeamanStaines
07-10-10, 08:03 AM
mkay,
got confused with the install instructions:
"To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_3_4_0_ByTheDarkWraith' via JSGME FIRST. Then enable your preferred TDC style then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)"

its war n peace that 1st post.

cheers

TheDarkWraith
07-10-10, 08:23 AM
mkay,
got confused with the install instructions:
"To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_3_4_0_ByTheDarkWraith' via JSGME FIRST. Then enable your preferred TDC style then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)"

thanks for pointing that out. I'll have to correct that error in my documentation :up:

Kenzo
07-10-10, 12:55 PM
Hi,

your MOD is a great work !

Is it normal when i click on the navigation map the TDS button it shows up the RAOBF ? :o

TheDarkWraith
07-10-10, 01:06 PM
Hi,

your MOD is a great work !

Is it normal when i click on the navigation map the TDS button it shows up the RAOBF ? :o

sounds like you found a bug! was the RAOBF visible in one of the scopes prior to going to the navigation map?

Kenzo
07-10-10, 03:07 PM
no, i did not use the RAOBF in one of the scopes before.

so it looks by me :

http://img28.imageshack.us/img28/6427/sh52010071021583913.th.jpg (http://img28.imageshack.us/i/sh52010071021583913.jpg/)

(http://imageshack.us)

TheDarkWraith
07-10-10, 07:48 PM
no, i did not use the RAOBF in one of the scopes before.

so it looks by me :

http://img28.imageshack.us/img28/6427/sh52010071021583913.th.jpg (http://img28.imageshack.us/i/sh52010071021583913.jpg/)

(http://imageshack.us)

I'll fix it and release a bug fix version :up:

SeamanStaines
07-10-10, 08:57 PM
hello again.
not sure when the little silver toggles were introduced to flood/open tube doors. Had a play with them in a single mission...all worked fine.

Finished mission, then chose 'continue campaign'. None of the silver toggles would work. Hovering over all of them said 'disabled' regardless of single/salvo, selecting tubes etc.

That was yesterday.

Today i did Continue campaign again (first sh5'ing for the day), and the toggles worked fine. I got run over by a destroyer however and got sunked. I selected continue capaign again without quitting game altogether.
The tube 1 silver flood tube toggle was disabled (despite there being a torp fully loaded in it), but other ones would work (some had torp in tube, others reloading).

Is there a trick to these toggles/switches, or they just dont work quite right unless you quit out of sh5 and start again fresh?

was using viic sub in all scenarios.

cheers

TheDarkWraith
07-10-10, 09:22 PM
hello again.
not sure when the little silver toggles were introduced to flood/open tube doors. Had a play with them in a single mission...all worked fine.

Finished mission, then chose 'continue campaign'. None of the silver toggles would work. Hovering over all of them said 'disabled' regardless of single/salvo, selecting tubes etc.

That was yesterday.

Today i did Continue campaign again (first sh5'ing for the day), and the toggles worked fine. I got run over by a destroyer however and got sunked. I selected continue capaign again without quitting game altogether.
The tube 1 silver flood tube toggle was disabled (despite there being a torp fully loaded in it), but other ones would work (some had torp in tube, others reloading).

Is there a trick to these toggles/switches, or they just dont work quite right unless you quit out of sh5 and start again fresh?

was using viic sub in all scenarios.

cheers

it sounds like you've discovered some bugs with the torp door switches that I'll have to look into :up: Irregardless of whether they say disabled or not, if there's a torp in the tube you can fire it.

TheBeast
07-10-10, 09:51 PM
hello again.
not sure when the little silver toggles were introduced to flood/open tube doors. Had a play with them in a single mission...all worked fine.

Finished mission, then chose 'continue campaign'. None of the silver toggles would work. Hovering over all of them said 'disabled' regardless of single/salvo, selecting tubes etc.

That was yesterday.

Today i did Continue campaign again (first sh5'ing for the day), and the toggles worked fine. I got run over by a destroyer however and got sunked. I selected continue capaign again without quitting game altogether.
The tube 1 silver flood tube toggle was disabled (despite there being a torp fully loaded in it), but other ones would work (some had torp in tube, others reloading).

Is there a trick to these toggles/switches, or they just dont work quite right unless you quit out of sh5 and start again fresh?

was using viic sub in all scenarios.

cheers

I have seen this issue as well. I think this is a SH5 bug because if I exit the game and restart it again everything is OK.
How long was SH5 running before you encountered this issue and how many ships did you sink. I think these are related to a memory leak type issue. Not sure if linked to DirectX Display Vedio Drivers or not.
Wish I had a good Perfmon Tool to track this down.

THE_MASK
07-10-10, 09:55 PM
hello again.
not sure when the little silver toggles were introduced to flood/open tube doors. Had a play with them in a single mission...all worked fine.

Finished mission, then chose 'continue campaign'. None of the silver toggles would work. Hovering over all of them said 'disabled' regardless of single/salvo, selecting tubes etc.

That was yesterday.

Today i did Continue campaign again (first sh5'ing for the day), and the toggles worked fine. I got run over by a destroyer however and got sunked. I selected continue capaign again without quitting game altogether.
The tube 1 silver flood tube toggle was disabled (despite there being a torp fully loaded in it), but other ones would work (some had torp in tube, others reloading).

Is there a trick to these toggles/switches, or they just dont work quite right unless you quit out of sh5 and start again fresh?

was using viic sub in all scenarios.

cheers
Does it happen with steam or electric torps ? or both types ?

SeamanStaines
07-10-10, 10:04 PM
hmmm, yesterday was only a few minutes in the single mission (was one i created with 3 ships only to practice targeting). sunk two of them. Then went into campaign.

This morning i was in capaign for maybe 15-30mins. found a convoy, sunk just 1 ship and trying to get a 2nd when the destroyer tried to use me as a speed hump.

do these modified scripts all get re-loaded/re-initialised at the start of each game, or only once when starting the application ?

----

only tried steam so far...had just got my new viic and all the torps were pre-populated with steam ones...couldnt figure out how to swap some out for electric. pretty sure in my single mission they are all steam too. will try to get some electric into the mix...

----

just loaded single mission again (all steam torps). i flicked tube 1,2,5 switches up and down. i flicked switch 4 up only. i exited to main menu. re-started same single mission from scratch, went to attack scope again and the switches were down, down, down, up, down (exactly as i left them from prev mission). didnt fire any torps 1st or 2nd time. all were enabled 1st n 2nd time around.

SeamanStaines
07-10-10, 10:55 PM
sequence of events to replicate the remembering of switch state & disabling of switchs.

scenario: loaded single mission (fresh after loading sh5 application). Its viic/magnetic detonation/slow torp speed/steam, all done from attack scope.

1) tube1 was selected by default (yellow/brown circle on).
i flicked silver switch1 up.
pressed fire.
game made silver switch1 go down after torp launch

2) i flicked silver switch2 up. i then pressed torp2 circle button. did not fire

3) flicked silver switch 3 up, then down. I then clicked the circle tube3 button. pretty sure the last voice sound file played was 'flooding tube2'. I pressed fire. the game put the silver switch3 up before firing, then put it back down after firing.

4) i pressed silver switch5 up, then down. I pressed the circle tube 5 button. Did not fire.

So before exiting this game, the switches (down/up) were:
DUDDD

Switches 1 & 3 (the ones fired) were disabled.

And one ship was sunk (cause it was at 0degrees)

Exited to main menu.
Loaded same mission fresh.

Initial state of silver switches is:
DUDDD

Number 1 and 3 are still disabled !

I can fire all of them.

However, regardless of me flicking the enabled switches up or down before firing...after they have been fired: ALL ARE DISABLED !!

that should keep you busy for a while DW :)

---

actually...seems to get disabled the instant FIRE is pressed, regardless of switch being up/down...even first mission after sh5 app started

BowfinSS287
07-11-10, 06:29 AM
hello

i also found the torpedo doors sometimes don't work,i exited the
game and restarted...all was fine....then it happened again
but this time i looked at the bottom of my screen....i had no
crew icons....my GUI was up but crew icons were missing
i pressed shift-Z and they popped up and torpedo doors worked fine
shift-Z is what i use to display or hide HUD, so if your doors don't
work sometimes,dbl check you have the full HUD displayed

Bowfin

7thSeal
07-11-10, 08:00 AM
Have had it happen to me again as well, seems to happen outa the blue nothing different that I do just open doors and fire but then they're disabled.

Can still use my torpedoes though. :DL

TheDarkWraith
07-11-10, 10:08 AM
Hi,

your MOD is a great work !

Is it normal when i click on the navigation map the TDS button it shows up the RAOBF ? :o

this bug has been fixed in v3.4.1

sequence of events to replicate the remembering of switch state & disabling of switchs.

scenario: loaded single mission (fresh after loading sh5 application). Its viic/magnetic detonation/slow torp speed/steam, all done from attack scope.

1) tube1 was selected by default (yellow/brown circle on).
i flicked silver switch1 up.
pressed fire.
game made silver switch1 go down after torp launch

2) i flicked silver switch2 up. i then pressed torp2 circle button. did not fire

3) flicked silver switch 3 up, then down. I then clicked the circle tube3 button. pretty sure the last voice sound file played was 'flooding tube2'. I pressed fire. the game put the silver switch3 up before firing, then put it back down after firing.

4) i pressed silver switch5 up, then down. I pressed the circle tube 5 button. Did not fire.

So before exiting this game, the switches (down/up) were:
DUDDD

Switches 1 & 3 (the ones fired) were disabled.

And one ship was sunk (cause it was at 0degrees)

Exited to main menu.
Loaded same mission fresh.

Initial state of silver switches is:
DUDDD

Number 1 and 3 are still disabled !

I can fire all of them.

actually...seems to get disabled the instant FIRE is pressed, regardless of switch being up/down...even first mission after sh5 app started


1) yes, game will automatically close the torp door upon torp firing. The time delay for it is set in the options file.

2) pressing the torp circle button just selects/deselects the tube. It does not cause it to fire.

3) if torp door is not open when you're asking for that tube to be fired it first has to be opened (if the user option for realistic torp firing is enabled)

4) see #2 above

the bug of switches not being reset to 'closed' position and the bug of torp tubes disabled when exiting to menu and then starting another single mission or campaign mission has been fixed in v3.4.1.

and on that note....

v3.4.1 released. See post #1 for details :|\\

SeamanStaines
07-11-10, 05:48 PM
this bug has been fixed in v3.4.1


2) pressing the torp circle button just selects/deselects the tube. It does not cause it to fire.




i realise that. was just trying a combination of events i.e. pressing fire for somet tubes, not firing others, to narrow down what was causing the disablement, i.e. switch, tube selector or fire button.

look forward to trying 3.4.1 after work

can we keep the same DarkwraithverylongnameOptionsfile.py file from 3.4, or do we need to set it up from scratch?

TheDarkWraith
07-11-10, 06:02 PM
i realise that. was just trying a combination of events i.e. pressing fire for somet tubes, not firing others, to narrow down what was causing the disablement, i.e. switch, tube selector or fire button.

look forward to trying 3.4.1 after work

can we keep the same DarkwraithverylongnameOptionsfile.py file from 3.4, or do we need to set it up from scratch?

I had to change some code in the options file so unfortunately no.

TheBeast
07-11-10, 07:01 PM
MORE INFO - Disable Outter Torpedo Door Switches

NewUIs_TDC_3_4_1
SH5Enhanced
Realistic Torpedo Firing

I found my switches to open Torpedo Tube Outter Doors disabled again.
#1 = Type-1
#2 = Type-IX
#3 = Type-III
#4 = Type-III
#5 = Type-IX

This Time I think I know why. I was in shallow water at 15 Meters and the Depth Below Keel warning Icon was present and flashing. After I moved into deeper water the switches were working again.
I did not restart the game or reload a saved instance of the game. I simply moved into deeper water and the torpedo door switches started working again.

NOTE: Water was just deep enough to dive to 15 Meters and still be a few Meters above the sea floor.

Capt Jack Harkness
07-12-10, 01:15 AM
Still getting intermittent issues with the torpedo doors... :hmmm:

And on a seperate note, after starting a new patrol, the message box started reseting to default size every time I dropped from high TC back down to 1x.

TheDarkWraith
07-12-10, 06:51 AM
Still getting intermittent issues with the torpedo doors... :hmmm:

And on a seperate note, after starting a new patrol, the message box started reseting to default size every time I dropped from high TC back down to 1x.

What are the intermittent issues? do these intermittent issues have some kind of pattern to them? Like happens when I'm at high TC or something?

There are user options that control the messagebox visibility and size based on TC level. It sounds like it's acting like it should based on those user option values set. Look under the section messagebox for the values.

Capt Jack Harkness
07-12-10, 03:59 PM
What are the intermittent issues? do these intermittent issues have some kind of pattern to them? Like happens when I'm at high TC or something?


Well I attacked a convoy last night and all the tube door switches were disabled. I fired two torpedoes and when they got reloaded all of the door switches worked, even though I only fired 2/4 torpedoes (alternating between 1x and 32x while reloading). As far as I can remember they worked fine after that.

Message box weirdness has since disappeared. :hmmm:

THE_MASK
07-12-10, 11:24 PM
CTD just out of lorient in the happy times .Travelling at 256 TC .
I might have minimised the TAI map , i cannot remember .
http://img9.imageshack.us/img9/467/bugiv.jpg (http://img9.imageshack.us/i/bugiv.jpg/)

karamazovnew
07-13-10, 02:54 PM
Quite a while ago, there had been discussions on weather the AOB dial on the TDC was linked to the sub's course. The consensus was the germans did have such technology so they'd be crazy not to use it. Here's why...

Say you have a target at bearing 040 with an AOB of 90. You set them into the TDC and you change course to starboard by 40 degrees. The target is now at your 000 and its AOB hasn't changed much.. it's still 90. But on the TDC the AOB shows 130. In other words, every time you need to change course, you also need to correct the AOB by the amount of degrees you have turned. I've dealt with this in my tutorial on manual targeting. But I've been wondering... TDW, can you make a scripted aob dial that's linked to both the Bearing and the Compass so that changes in either one would affect the AOB too?

TheDarkWraith
07-13-10, 03:04 PM
Quite a while ago, there had been discussions on weather the AOB dial on the TDC was linked to the sub's course. The consensus was the germans did have such technology so they'd be crazy not to use it. Here's why...

Say you have a target at bearing 040 with an AOB of 90. You set them into the TDC and you change course to starboard by 40 degrees. The target is now at your 000 and its AOB hasn't changed much.. it's still 90. But on the TDC the AOB shows 130. In other words, every time you need to change course, you also need to correct the AOB by the amount of degrees you have turned. I've dealt with this in my tutorial on manual targeting. But I've been wondering... TDW, can you make a scripted aob dial that's linked to both the Bearing and the Compass so that changes in either one would affect the AOB too?

good question. I'll play with it and see what I can come up with :yep:

TheBeast
07-13-10, 04:39 PM
Quite a while ago, there had been discussions on weather the AOB dial on the TDC was linked to the sub's course. The consensus was the germans did have such technology so they'd be crazy not to use it. Here's why...

Say you have a target at bearing 040 with an AOB of 90. You set them into the TDC and you change course to starboard by 40 degrees. The target is now at your 000 and its AOB hasn't changed much.. it's still 90. But on the TDC the AOB shows 130. In other words, every time you need to change course, you also need to correct the AOB by the amount of degrees you have turned. I've dealt with this in my tutorial on manual targeting. But I've been wondering... TDW, can you make a scripted aob dial that's linked to both the Bearing and the Compass so that changes in either one would affect the AOB too?

Didn't the US Subs in SH4 do this for you? If so, maybe looking at SH4 US boats for example could be useful...

TheDarkWraith
07-13-10, 05:53 PM
Reaper7 gave permission for me to use his Enhanced Recognition Manual in my UIs mod. I had to modify it to make it work and I enhanced it some. Those enhancements are:

- clicking anywhere on the top cover opens up the rec manual
- the close button for the rec manual has been moved to the top of the bottom page. Clicking it closes the rec manual at any time and shows the front cover (even is ship pictures are shown in top page. Reopening the rec manual will show it just as it was before closing it)
- the arrows to scroll through the ships has been moved to the bottom of the bottom page
- fixed locations of state items
- made it night vision friendly
- rewrote the PageXO_TDC_Dialog.py file
- the tab attached to the right of the rec manual is used to 'drag' the rec manual now. You can only 'drag' the rec manual using this
- removed unused menu items from the PageXO_TDC_Dialog.ini file

You use the togglable XO icon in the top right expanded bar to control it's visibility just like the XO TDC Dialog box. It behaves just like the XO TDC dialog box does (if it's not visible and the user option for it to become visible on contact lock is enabled and you lock onto a contact then it pops up on screen).

It'll be included in versions > 3.4.1 and I'll release a stand-alone add-on mod for those users using v3.4.1 currently.

http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2500

See post #1 for details and downloading add-on mod for v3.4.1

zack
07-13-10, 06:53 PM
first,many thanks for youre effort :up:

second,i have still the bug with the torpedodoors.
After starting a new champaign and firering the first fish and reloding,the door is labeled at "out of order".
any reasons to fix it?

i use v 3.4.1.

TheDarkWraith
07-13-10, 06:57 PM
first,many thanks for youre effort :up:

second,i have still the bug with the torpedodoors.
After starting a new champaign and firering the first fish and reloding,the door is labeled at "out of order".
any reasons to fix it?

i use v 3.4.1.

check the \data\Menu\menu.txt file for correct entries of this:

; the next two below come from entry 659 and should match!
9025=Tube
9026=ready!

so if you look at entry 659 the first part of it is 9025 and the second part of it is 9026. Do they agree?
What depth were you at when you fired them? What depth were you at when it was reloaded? When it reloaded were you in any of the scope views (attack, obs, or UZO) or did you have the nav map shown?

zack
07-13-10, 07:05 PM
check the \data\Menu\menu.txt file for correct entries of this:

; the next two below come from entry 659 and should match!
9025=Tube
9026=ready!

so if you look at entry 659 the first part of it is 9025 and the second part of it is 9026. Do they agree?
What depth were you at when you fired them? What depth were you at when it was reloaded? When it reloaded were you in any of the scope views (attack, obs, or UZO) or did you have the nav map shown?

yes,the menu.txt works correct.

now i found out,during reload the torpedos and save the game comes this bug.
when the torps ready reload and then save/load the game works all correct.
i can ile with this,thanks. :DL

edit:
no,I was mistaken :/