View Full Version : [REL] Multiple UIs for SH5 with TDC
karamazovnew
07-14-10, 03:41 AM
Didn't the US Subs in SH4 do this for you? If so, maybe looking at SH4 US boats for example could be useful...
Nope, US subs had a PK. One could an inverted sub course dial around the AOB dial, but you'd still have to correct the AOB by hand after each course change.
TheDarkWraith
07-14-10, 01:27 PM
added the previous unit and next unit commands to the mod. You can safely view the prev and next units now using the arrows when in external camera. These arrows only appear when in external camera mode:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2505
will be in v3.5.0. I'm doing final testing on it now :D
EDIT:
works good! You can get some great still shots from this.
TheDarkWraith
07-14-10, 02:18 PM
v3.5.0 released. See post #1 for details :|\\
reaper7
07-14-10, 02:50 PM
Getting up an error in the option script. RE the directory address is not reading correct, missing the \ between Silent Hunter 5 and Data.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Error.jpg
:up:
EDIT: Ok got it working by changing the following in the options script
(at the install path in front of data add 2 back slashes \\)
# save the install path
SetSH5InstallPath( installpath )
rostersea = List[ Array[ String ] ]()
mastheights = Dictionary[ String, float ]()
# get all the names defined in roster's Sea
namespath = installpath + "\\data\\Roster\\ (file://\\data\\Roster\\)"
rosterfilename = "Names.cfg"
rosterfile.Close()
#msg = ""
#for entry in rostersea:
# msg += "Name=" + entry[ 0 ] + "\tClass=" + entry[ 1 ] + "\n"
#ScriptManagerManaged.ShowPythonError( msg )
# get all the folders in \data\Sea
#msg = "Mast Heights:\n\n"
seapath = installpath + "\\data\\Sea (file://\\data\\Sea)"
TheDarkWraith
07-14-10, 04:15 PM
You're the first person to ever have this error.....things never cease to amaze me with this game :nope: I haven't touched that code in like 12 versions of the mod :hmmm:
On mine and everyone else's that I know of it works correctly as is coded. Sounds like a Python localization issue on your computer. I'll see about making the strings raw strings and see if that helps.
EDIT:
I broke the WEPS-->Identify target automatic mast height in v3.5.0. I'm fixing it now and will be releasing bugfix v3.5.1
reaper7
07-14-10, 05:09 PM
You're the first person to ever have this error.....things never cease to amaze me with this game :nope: I haven't touched that code in like 12 versions of the mod :hmmm:
On mine and everyone else's that I know of it works correctly as is coded. Sounds like a Python localization issue on your computer. I'll see about making the strings raw strings and see if that helps.
EDIT:
I broke the WEPS-->Identify target automatic mast height in v3.5.0. I'm fixing it now and will be releasing bugfix v3.5.1
:haha: Thats what they call a Ghost in the Machine.
Its the first time I've loaded up your Mod in along time to play. :D
Amazed I'm the only one with that error though :hmmm:.
TheDarkWraith
07-14-10, 05:11 PM
:haha: Thats what they call a Ghost in the Machine.
Its the first time I've loaded up your Mod in along time to play. :D
Amazed I'm the only one with that error though :hmmm:.
I changed the way the function makes the file paths now. It shouldn't give you anymore errors about it in v3.5.1. When it releases let me know if it still gives you errors or not.
I'm ensuring the WEPS-->Identify target automatic mast height is working again currently.
I was playing the game and told WEPS to identify target and the mast height showed 99.9.....I was like crap....I tried a new way of getting the ship's name and it worked but forgot to test it with WEPS-->Identify target....
Sepp von Ch.
07-14-10, 05:13 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.
:yeah: Thank you TDW and Reaper7!
reaper7
07-14-10, 05:29 PM
I changed the way the function makes the file paths now. It shouldn't give you anymore errors about it in v3.5.1. When it releases let me know if it still gives you errors or not.
I'm ensuring the WEPS-->Identify target automatic mast height is working again currently.
I was playing the game and told WEPS to identify target and the mast height showed 99.9.....I was like crap....I tried a new way of getting the ship's name and it worked but forgot to test it with WEPS-->Identify target....
Will let you know how it goes on release :up:.
:yeah: Thank you TDW and Reaper7!
No problem, glad you like it and Don't forget Magnum he redid the Graphics for a much Improved look.
He also has a version that includes stadimeter lines if you use it with stock. :)
Sepp von Ch.
07-14-10, 05:34 PM
Don't forget Magnum he redid the Graphics for a much Improved look.
Yes, you´re right. I highly appreciate your work gentlemen (TDW, Reaper and Magnum).
TheDarkWraith
07-14-10, 06:09 PM
v3.5.1 released. This bugfix fixes the bug I introduced in v3.5.0 (WEPS-->Identify target automatic mast height broke) and fixes another bug I just noticed. See post #1 for details.
karamazovnew
07-15-10, 04:50 AM
Is there any way to force the game to allow making inputs to the TDC dials even when Autoupdate is ON? I never could understand why Ubi chose to lock those dials, it doesn't make any sense. :hmmm:
reaper7
07-15-10, 12:04 PM
I changed the way the function makes the file paths now. It shouldn't give you anymore errors about it in v3.5.1. When it releases let me know if it still gives you errors or not.
I'm ensuring the WEPS-->Identify target automatic mast height is working again currently.
I was playing the game and told WEPS to identify target and the mast height showed 99.9.....I was like crap....I tried a new way of getting the ship's name and it worked but forgot to test it with WEPS-->Identify target....
:D Almost but not quite :03:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Error.jpg
This time its missing the 'Silent Hunter 5' part of the path ;)
ChainReaction
07-15-10, 03:45 PM
Greetings,
I'm really interested in trying out this mod. It seems like it would fix a lot of stuff wrong with the vanilla version :).
Although, I've followed these steps, and the mod won't install properly (screenshot: http://img143.imageshack.us/img143/7033/erroreb.jpg)
First, I went into the MODS part of the file. I copied the ByTheDarkWraith folder to my MODS folder in SH5. I booted JSGME, and selected it to be used.
When I go in-game, all the menus are layered on top of eachother and the buttons are not responsive.
Please help! :)
PS: I'm sorry if this has already been asked on this forum, but I don't really feel like reading through 350 pages :D
karamazovnew
07-15-10, 04:17 PM
Greetings,
I'm really interested in trying out this mod. It seems like it would fix a lot of stuff wrong with the vanilla version :).
Although, I've followed these steps, and the mod won't install properly (screenshot: http://img143.imageshack.us/img143/7033/erroreb.jpg)
First, I went into the MODS part of the file. I copied the ByTheDarkWraith folder to my MODS folder in SH5. I booted JSGME, and selected it to be used.
When I go in-game, all the menus are layered on top of eachother and the buttons are not responsive.
Please help! :)
PS: I'm sorry if this has already been asked on this forum, but I don't really feel like reading through 350 pages :D
At the bottom of the first post is this link with a video tutorial, see if it helps:
http://www.youtube.com/watch?v=-Lf8ePjihIo&hd=1
ChainReaction
07-15-10, 04:22 PM
At the bottom of the first post is this link with a video tutorial, see if it helps:
http://www.youtube.com/watch?v=-Lf8ePjihIo&hd=1
Hey, I did follow the instructions in the video. I just copied the map and left all the settings as default.
EDIT: I've also tried changing the settings like in the video, also didn't help.
PL_Andrev
07-15-10, 05:01 PM
EDIT: I've also tried changing the settings like in the video, also didn't help.
Of course, you have game patched to the newest 1.2 ver, right?
:03:
TheDarkWraith
07-15-10, 05:02 PM
Hey, I did follow the instructions in the video. I just copied the map and left all the settings as default.
EDIT: I've also tried changing the settings like in the video, also didn't help.
Either your game isn't patched to v1.2 or your options file is corrupt. If you didn't touch the options file then run the game updater to update your game to v1.2 (\Silent Hunter 5\Support\GameUpdater\gu.exe)
Is this historically correct that attack periscope had any zoom level ?
TheDarkWraith
07-16-10, 02:55 AM
Is this historically correct that attack periscope had any zoom level ?
from what others have posted who made periscope mods, yes. Although the stock SH5 zoom level are incorrect at 1x and 4x (Arclight's periscope mod has them at 1.5x and 6x).
from what others have posted who made periscope mods, yes. Although the stock SH5 zoom level are incorrect at 1x and 4x (Arclight's periscope mod has them at 1.5x and 6x).
Well I don;t know what knows or pretend to know others but I do believe if you ask OLC about this, he would say zoom levels did not existed in Attack Scopes. Even in his latest work OLCGmkII he removed any magnification levels from both attack and observation scopes. If you ever tried his mod with GWX you know what I mean..
joegrundman
07-16-10, 03:14 AM
GMU, if you read OLC's thread carefully you will see that he removed the zoom for graphical reasons, not for realism reasons. OLC is very aware of the actual zoom levels, but he chose a compromise magnification in order to not generate the wave-flattening effect that is normally present in SH3 with the periscope magnification.
GMU, if you read OLC's thread carefully you will see that he removed the zoom for graphical reasons, not for realism reasons. OLC is very aware of the actual zoom levels, but he chose a compromise magnification in order to not generate the wave-flattening effect that is normally present in SH3 with the periscope magnification.
Realy ? Might missed the line about it. Thanks, no further issues on this matter then.
joegrundman
07-16-10, 03:27 AM
@ Dark Wraith wrt the RAOBF
OK there are broadly speaking two kinds of periscope used in U-boats.
The older scope used split-prism system as represented in this game, and also as used in the fleet boats.
The later scope did not have a stadimeter or split-prism but instead was a binocular scope which was considered far superior.
However with present PC technology reproducing a true binocular periscope is a bit beyond us so we are better off recreating the effects of the earlier scope model with the split prism.
In SH4 you could select mastheight through the recog manual, but also move an arm on the stadimeter controller to set your desired mastheight. (Some of us actually preferred to do it this way, since manual id of a target is a faff i think) Once the mastheight was set, and the stadimeter was set correctly, this automatically rotated the stadimeter dial and the correct range read off.
This is exactly the same as how the german one should work, and i think for some it is nice to manually set mastheight without having to go through the recog manual.
In addition, the entire split prism mechanism could be rotated by 90 degree and so used to measure angular length of target. By inputting the known or estimated length of target, the AOB is given automatically by the movement of the split prism.
Alternatively, by inputting AOB if guessed, it should be able to spit out target length in meters. At least i think this is how it should also work.
Anyway, the upshot is, linking the stadimeter directly to the AOB finder to give range automatically would be a great improvement - and check out SH4 for this could work.
Making a stadimeter which works horizontally and can be used for the same automatic operation to generate AOB would be a sort of holy grail for those of us who worked on the AOBfinder from the U-jagd tools onwards.
best of luck
joe
joegrundman
07-16-10, 03:30 AM
Realy ? Might missed the line about it. Thanks, no further issues on this matter then.
no worries:DL
reaper7
07-16-10, 08:15 AM
@ Dark Wraith wrt the RAOBF
OK there are broadly speaking two kinds of periscope used in U-boats.
The older scope used split-prism system as represented in this game, and also as used in the fleet boats.
The later scope did not have a stadimeter or split-prism but instead was a binocular scope which was considered far superior.
However with present PC technology reproducing a true binocular periscope is a bit beyond us so we are better off recreating the effects of the earlier scope model with the split prism.
In SH4 you could select mastheight through the recog manual, but also move an arm on the stadimeter controller to set your desired mastheight. (Some of us actually preferred to do it this way, since manual id of a target is a faff i think) Once the mastheight was set, and the stadimeter was set correctly, this automatically rotated the stadimeter dial and the correct range read off.
This is exactly the same as how the german one should work, and i think for some it is nice to manually set mastheight without having to go through the recog manual.
In addition, the entire split prism mechanism could be rotated by 90 degree and so used to measure angular length of target. By inputting the known or estimated length of target, the AOB is given automatically by the movement of the split prism.
Alternatively, by inputting AOB if guessed, it should be able to spit out target length in meters. At least i think this is how it should also work.
Anyway, the upshot is, linking the stadimeter directly to the AOB finder to give range automatically would be a great improvement - and check out SH4 for this could work.
Making a stadimeter which works horizontally and can be used for the same automatic operation to generate AOB would be a sort of holy grail for those of us who worked on the AOBfinder from the U-jagd tools onwards.
best of luck
joe
Hi Joe, I have intentions to try to Implement this in SH5 I have some graphics (WIP) done up for the RAOBF. They are not great will redo them in Autocad and finish 'em of in Photoshop.
Not sure how to do the Horizontal part via script maybe?
If I can get it working I will make it available for both Mods if wanted.
Mabe TDW would be interested in doing the scripting if needed :03:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Original-RAOBF.jpg
joegrundman
07-16-10, 09:26 AM
Good work Reaper! Very nice looking
I can't imagine how it could possibly be done without scripting. But if creating a horizontal splitscreen stadimeter is too difficult, it's probably unnecessary anyway. Simply a movable vertical line (similar to the SH3 stadimeter but vertical) will be sufficient since for the length measurement the target is typically locked in the center anyway.
Is it normal to not to have recognition manual at all?
TheDarkWraith
07-17-10, 12:12 PM
Is it normal to not to have recognition manual at all?
you don't have the stock XO TDC one? You have to click the XO's picture in one of the scope views to 'bring up' a part of the stock rec manual. If you have the Enhanced Recognition Manual add-on mod enabled then you have to drag it out from the upper left side of the screen to see it initially.
Snake129
07-18-10, 02:42 AM
I am not sure if its because i am using this mod or not, but hopefully someone can help me. Whenever i try to dive below 100meters by clicking, the boat will not stop diving once it gets to my specified depth, and just keeps going down. I hit the button (shift+v i believe) and try to click at a higher depth and it just keeps going down. Anyone have any ideas about what is causing this?
Thanks
Capt Jack Harkness
07-18-10, 04:48 AM
Are you using a sub physics mod? How fast are you going when you go out of control?
TheDarkWraith
07-18-10, 09:44 AM
Updated Spanish menu.txt file for v3.5.1 by b3rnard0c:
http://www.filefront.com/17105817/NewUIs-TDC-v3-5-1-Spanish-menu-byB3rnard0C.7z/
Defiance
07-18-10, 11:15 AM
Hiya's,
In TC the max i use is 1024 but generally stick to 512
Since installing 3.5.1 i am getting a few of these warnings ........ ohh, never had these messages before and have not messed with other mods either, in fact i removed a couple lol
Error Replacing Contacts Actual Speed
Is this anything to worry about ??
Am i right assuming the TC is causing contact updates to become fubar as such ??
Cheers
Def
TheDarkWraith
07-18-10, 11:29 AM
Hiya's,
In TC the max i use is 1024 but generally stick to 512
Since installing 3.5.1 i am getting a few of these warnings ........ ohh, never had these messages before and have not messed with other mods either, in fact i removed a couple lol
Error Replacing Contacts Actual Speed
Is this anything to worry about ??
Am i right assuming the TC is causing contact updates to become fubar as such ??
Cheers
Def
TC has nothing to do with it. These are errors I had the mod put out (to the messagebox) if it encountered a problem doing something it was trying to do. Do you have the user option show contact's actual speed enabled? It appears you don't and thus it's trying to remove the contacts speed (from a radio contact report) and replace it with a something like fast, slow, medium, etc. and it's failing when trying to do it. Which begs me to ask, what version of the .NET framework do you have installed on your computer? The mod uses items from v3.5 of the .NET framework and I would recommend installing v3.5 if you don't have it installed on your computer.
karamazovnew
07-18-10, 05:35 PM
Hi Joe, I have intentions to try to Implement this in SH5 I have some graphics (WIP) done up for the RAOBF. They are not great will redo them in Autocad and finish 'em of in Photoshop.
Not sure how to do the Horizontal part via script maybe?
If I can get it working I will make it available for both Mods if wanted.
Mabe TDW would be interested in doing the scripting if needed :03:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Original-RAOBF.jpg
Reaper, I'll have a few free days soon, I could make a 3d model of it to make it look reaaaal good. But I'd need a really good version of the marks, just the marks in a clean tga file. BTW, why are you keeping the hole for the viewfinder? in SH5 you can make a new screen for the AOBF showing a zoomed out periscope. It would certainly look better and help clean up the view. All you'd need in the periscope view are 2 buttons (or one). You press it and start the stadimeter in "vertical" mode. Then click again to start it in "horizontal" mode. At the end you'd look at the AOB wheel and see the range next to the ship's length and the AOB all in one go. Which brings me to a small problem, maybe Joegrundman can help us out on this one: Where did they read the AOB? :haha:
As for the horizontal stadimeter, I've requested this time and time again: more control over the stadimeter. I doubt that we can make it work horizontally so I'll again suggest the method I wrote a few pages back:
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.
It's simple geometry really. I'll go ahead and create a version for KiUB to see how well it works in practice.
THE_MASK
07-18-10, 05:49 PM
I have the Error Replacing Contacts Actual Speed as well . I have .net 4 installed . Do i need to install .net 3.5 . thanks .
TheDarkWraith
07-18-10, 05:55 PM
I have the Error Replacing Contacts Actual Speed as well . I have .net 4 installed . Do i need to install .net 3.5 . thanks .
nope. Now it sounds like something I need to look into :hmmm:
I am not sure if its because i am using this mod or not, but hopefully someone can help me. Whenever i try to dive below 100meters by clicking, the boat will not stop diving once it gets to my specified depth, and just keeps going down. I hit the button (shift+v i believe) and try to click at a higher depth and it just keeps going down. Anyone have any ideas about what is causing this?
Thanks
Cant help you because Im experiencing the same thing. Any depth set below 100m and the boat just keeps going down. It will only come up if I hit surface and raise engine speed past 2 knots, which of course isnt an ideal fix when you're trying to evade DD's.
panzerschutze12ss
07-18-10, 09:47 PM
Don't know what the issue is but i have no text being input in the message box when i am in a campain game but works fine when in historical mission. Anyone have any ideas on what is wrong.
Meldric
07-19-10, 02:32 AM
Hi TDW!
I just found this today (just before work). I know, it is a matter of readability... still... this looks odd:
http://www.wolfshalle.de/tmp/sh5.jpg
I know that I am talking for a dying minority (using 1280x1024). But still...
:)
Meldric
PL_Andrev
07-19-10, 04:31 AM
Hi TDW,
I have some proposals to small upgrade of this mod:
1) Snorkel depth at menu bar available only if snorkel is available for uboat,
2) Torpedo angle spread available only if more than one torpedo tube is selected to fire,
3) Pistol switcher like in SH3,
4) Torpedo speed selector like in SH3,
you don't have the stock XO TDC one? You have to click the XO's picture in one of the scope views to 'bring up' a part of the stock rec manual. If you have the Enhanced Recognition Manual add-on mod enabled then you have to drag it out from the upper left side of the screen to see it initially.
I tried with and without Enchanced rec manual. With Enchanced manual the manual was empty and without I did not see manual anywhere.
I can't believe I have problems with every single thing in SH3 as well as in SH5. I have fight two weeks against these problems, trying to finally leave the ports and start playing either in SH3 or SH5. But no. Always a new problem appears which prevents me playing. I don't know is it my own incompetence or what :).
TheDarkWraith
07-19-10, 07:56 AM
I tried with and without Enchanced rec manual. With Enchanced manual the manual was empty and without I did not see manual anywhere.
the ERM will be empty until you lock onto a ship. Same with the stock XO TDC one. You have to click the stock XO picture in the scope views to open up the XO TDC Dialog box when not using the ERM.
the ERM will be empty until you lock onto a ship. Same with the stock XO TDC one. You have to click the stock XO picture in the scope views to open up the XO TDC Dialog box when not using the ERM.
It was my incompetence then. Thank you very much!
hey guys i've just downloaded this mode but the game crashes to desktop sometimes. sometimes it happens in 5 minutes, sometimes in 10 seconds after the game starts. what might be the problem?
version: 1.2
reaper7
07-20-10, 04:48 PM
Reaper, I'll have a few free days soon, I could make a 3d model of it to make it look reaaaal good. But I'd need a really good version of the marks, just the marks in a clean tga file. BTW, why are you keeping the hole for the viewfinder? in SH5 you can make a new screen for the AOBF showing a zoomed out periscope. It would certainly look better and help clean up the view. All you'd need in the periscope view are 2 buttons (or one). You press it and start the stadimeter in "vertical" mode. Then click again to start it in "horizontal" mode. At the end you'd look at the AOB wheel and see the range next to the ship's length and the AOB all in one go. Which brings me to a small problem, maybe Joegrundman can help us out on this one: Where did they read the AOB? :haha:
Sorry karamazovnew just noticed your post. Will hopefully get some time in the next few days to do up some marking for you.
I was keeping the viewfinder as I was under the impression from the original pic you posted that it was a viewfinder, is this incorrect :06:.
I haven't tried anything yet, not getting much time for modding these days :wah:.
joegrundman
07-21-10, 02:42 AM
Where did they read the AOB?
I don't know actually - but i think the entire inner ring rotated as part of the procedure. Try PMing Hitman
As for your idea about how to do it - in any case you'll be using scripting. Obviously your approach has advantages if it's too difficult to produce a stadimeter for the x -axis. But i think a true x-axis stadimeter would be better.
joegrundman
07-21-10, 02:57 AM
http://img166.imageshack.us/img166/734/wwheelfz1.jpg
looking at the picture - there are two bugs labelled 50 and 48
The 50 is at basis of 90m and 48 at basis of 21m so you may assume that 48 is showing mastheight and 50 is showing shipslength, but i'd say that it would make more sense if the bugs were the other way around.
Bug 50 covers the Basis ring
Bug 48 covers the Entfernung ring
SO Bug 48 is more useful for reading across to the AOB ring from the Basis ring
So let's say the dial is made to resemble the SH4 stadimeter dial.
You manually set Bug 50 to the ships mast height on the Basis ring, let's say 25 m, and then use the normal stadimeter function, this should automatically rotate the Entfernung ring so that the correct range is read off next to Bug 50.
You then click the button so that stadimeter is now functioning on the x-axis.
You move bug 48 so that the line indicates the ship's length , say 90m, on the Basis ring, but this time when you use the stadimeter, it rotates the inner AOB ring until the correct AOB is shown against this line on Bug 48.
If this is not how it did work, i think it's how it could work.
Tectronus
07-21-10, 01:15 PM
Having problems trying to dl from filefront. Get a file not found on all the links. Might want to check it out.
TheDarkWraith
07-21-10, 01:33 PM
Having problems trying to dl from filefront. Get a file not found on all the links. Might want to check it out.
will do. Will be uploading v3.6.0 here very soon :DL
TheDarkWraith
07-21-10, 02:05 PM
v3.6.0 released. See post #1 for details.
Major enhancements are:
- draggable items position are saved at game end and restored at game start
- messagebox and ship's journal brightness decreased to help with night vision
speedbird
07-21-10, 03:48 PM
Nice one! :yeah:
Is there a guide of how to use RAOBF somewhere in the forum? I think I saw one a while back but cannot remember where...
Cheers!
Webster
07-21-10, 06:38 PM
first let me say thanks for all your hard work with your mods :yeah:
now to my problem, i dont see any instruction on how or what parts of the unzipped files are to be used or not used.
it says there are 3 versions of this mod but i do not see three mod versions when it is unzipped :06:
i also am confused by all the mods in it made by others, am i suposed to install all of them or only what i want and will not installing some of them cause issues? is this mod supposed to be jsgme ready as it is unzipped?
a "read me" file with very basic simple easy to follow instructions would be very helpfull
as near as i can figure out by the install info i read in the first post i am supposed to unzip the mod then open the "NewUIs_TDC_3_6_0_TheDarkWraith" mod folder and copy everything from the unzipped mod file directly into the main sh5 folder, is this correct?
TheDarkWraith
07-21-10, 06:53 PM
first let me say thanks for all your hard work with your mods :yeah:
now to my problem, i dont see any instruction on how or what parts of the unzipped files are to be used or not used.
it says there are 3 versions of this mod but i do not see three mod versions when it is unzipped :06:
i also am confused by all the mods in it made by others, am i suposed to install all of them or only what i want and will not installing some of them cause issues? is this mod supposed to be jsgme ready as it is unzipped?
a "read me" file with very basic simple easy to follow instructions would be very helpfull
as near as i can figure out by the install info i read in the first post i am supposed to unzip the mod then open the "NewUIs_TDC_3_6_0_TheDarkWraith" mod folder and copy everything from the unzipped mod file directly into the main sh5 folder, is this correct?
the mod has a \Documentation folder that contains the readme file for it. It is located in (from where you unzipped it to): \NewUIs_TDC_3_6_0_TheDarkWraith\NewUIs_TDC_3_6_0_B yTheDarkWraith\MODS\NewUIs_TDC_3_6_0_ByTheDarkWrai th\Documentation
If that doesn't answer your questions then PM me please.
Might be releasing v3.7.0 here soon with the fix for the contact lines disappearing in the mini-map when you use the hydrophone station.
TheDarkWraith
07-21-10, 08:04 PM
v3.7.0 released. See post #1 for details :|\\
Webster
07-21-10, 10:05 PM
the mod has a \Documentation folder that contains the readme file for it.
It is located in (from where you unzipped it to): \NewUIs_TDC_3_6_0_TheDarkWraith\NewUIs_TDC_3_6_0_B yTheDarkWraith\MODS\NewUIs_TDC_3_6_0_ByTheDarkWrai th
If that doesn't answer your questions then PM me please.
ah ok i found it, :salute:
im still confused but if i understand correctly, its designed with some assembly required to fit everyones taste
Brauner
07-22-10, 07:43 AM
Chalk Board is integrated. How to get chalk board on screen.
charognard
07-22-10, 09:05 AM
v3.7.0 released. See post #1 for details :|\\
You re too quick DW :)
Defiance
07-22-10, 10:57 AM
Shift + B keys for chalkboard, same keys toggle it
K key to notch up a mark
Hope that helps
Def
hi,
i started a new champaign again and have against trouble with this stupid torpedodoors.A second before i will shoot a torp change the message over the door to "ausser Betrieb" (out of order) with 3 diffrent Versions of your mod.
When i load a game from a older champaign works all fine.
i load the autosave in port without your mod,save it again,go back and enabled the mod with RealisticTorpedoFirings set to False,no chance,cant firering. :-?
spend 2 houres and cant play the game with youre mod.
edit:
Disaster,
i have reinstalled the hole game and now i cant shooting with stock vers.
in the singlemissions works all fine but in champaign i must every tube manualy flood by pressing the "Q" key,so i cant never shot a salvo.
i give up
Krauter
07-22-10, 07:15 PM
Hey TDW,
Just wondering if you managed to implement the key for Crash Dive (for example C) so that when you click the hotkey it will teleport you to the radio station and then crashdive?
TheDarkWraith
07-22-10, 07:24 PM
Hey TDW,
Just wondering if you managed to implement the key for Crash Dive (for example C) so that when you click the hotkey it will teleport you to the radio station and then crashdive?
sure did. That was implemented 3 or 4 revisions ago. You set the key in the options file and I believe by default it's disabled in the options file.
Krauter
07-22-10, 07:31 PM
Same difficulties as before while mapping the keys for hotkey course changes as well as crash diving.. here are the code lines:
##################################### Heading Bar/Heading/Rudder Dial (SH5 Mode) #####################
# the hotkey used to display the heading/rudder dial
# Format:
#
# HeadingRudderKey = [ False, None ]
# False = enabled
# None = key used
#
# if you wanted to enable this:
# HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.C ]
#
# if you wanted to disable this:
# HeadingRudderKey = [ False, MenuKeyManagerWrapper.Keys.C ]
#
HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.F ] # change the C to whatever key you want
# the hotkey used to change the heading/rudder dial mode (heading mode or rudder mode) will be the same key
# used to toggle the display of the dial plus the shift key. So you have to press the shift key first then
# the key used to toggle the display of the dial on/off.
# the key used to increase the desired heading when you mouse into the heading bar
HeadingBarIncreaseHeadingKey = MenuKeyManagerWrapper.Keys.E # change the E to whatever key you want
HeadingBarDecreaseHeadingKey = MenuKeyManagerWrapper.Keys.Q # change the Q to whatever key you want
# some users may want the desired heading to increase slower. Modify this value to add delay (increment in 1's!)
HeadingBarUserDelay = 1
##################################### Crash Dive (SH3/4/5 Modes) #####################################
# 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, True ]
#
# 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, True ]
# 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
TheDarkWraith
07-22-10, 07:40 PM
you have shift enabled for your 'C' crash dive key - so for you it's shift+C to crash dive (that's assuming that nothing in the \data\cfg\commands.cfg file has the 'C' key mapped to anything as it overrides everything)
Krauter
07-22-10, 07:43 PM
OK so how do I disable it? (Sorry stupid question :( )
Also, what about the Q and E keys?
ReallyDedPoet
07-22-10, 07:46 PM
DW what is the file\line to move the Officer Icons horizontally. I have done this before but forget :doh:
The compass is overlapping with it, so I want to move it more to the right.
TheDarkWraith
07-22-10, 07:52 PM
OK so how do I disable it? (Sorry stupid question :( )
Also, what about the Q and E keys?
CrashDiveKey = [ True, MenuKeyManagerWrapper.Keys.C, False ]
will disable the shift being needed for the crash dive key.
For the Q and E keys, ensure the small button on the far right of the heading bar isn't clicked. If it is then you can't change the heading with the Q and E keys, you have to click the heading bar to set your new heading.
TheDarkWraith
07-22-10, 07:54 PM
DW what is the file\line to move the Officer Icons horizontally. I have done this before but forget :doh:
The compass is overlapping with it, so I want to move it more to the right.
to move them horizontally is always enabled. Move the mouse just above the officer pics and it'll turn into the 4 headed cursor which means you can drag it. If you want to move them anywhere on the screen then:
# is the officer bar pinned to the bottom of the screen (if you only want to be able to drag it horizontally then set to True)
# change below to either True or False
OfficersPinnedToBottomOfScreen = False
ReallyDedPoet
07-22-10, 08:02 PM
I must have it set to false as I tried the mouse cursor thing. Thanks :up:
Donkey-Shot11
07-23-10, 05:15 PM
Hi,
I've installed this mod, everything seems to work and I think it's very usefull. However, I can't use the recognition manual. It's there allright: tucked away in the left side of the screen. But when I drag and open it, it's completely blank. I'm I missing some files, have made an error in installing it?
TheDarkWraith
07-23-10, 05:24 PM
Hi,
I've installed this mod, everything seems to work and I think it's very usefull. However, I can't use the recognition manual. It's there allright: tucked away in the left side of the screen. But when I drag and open it, it's completely blank. I'm I missing some files, have made an error in installing it?
not until you lock onto a ship will it show anything :yep:
Donkey-Shot11
07-23-10, 05:28 PM
Aha! That explains that. :)
TheDarkWraith
07-23-10, 07:40 PM
v3.8.0 is the starting version where I start introducing real-time customization of the mod. With this version (v3.8.0) you get to customize the TAI map and the nav map in real time. The new pages are draggable and their positions are saved at game end and restored at game start. Here is a screenshot showing the options that are customizable for the TAI map:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2584
THE_MASK
07-23-10, 07:52 PM
v3.8.0 is the starting version where I start introducing real-time customization of the mod. With this version (v3.8.0) you get to customize the TAI map and the nav map in real time. The new pages are draggable and their positions are saved at game end and restored at game start. Here is a screenshot showing the options that are customizable for the TAI map:
Um , minefields :o
marleymen
07-23-10, 08:15 PM
M-D-Y !!!
:woot:
(modder of the year)
When I return to wilhelmshaven ... keeps gettin´ better !!
Be more aggressive :arrgh!:
shearerc
07-23-10, 08:31 PM
thanks for your superb work:salute:
i'll be trying this out shortly
TheDarkWraith
07-24-10, 12:13 AM
v3.8.0 released. See post #1 for details :|\\
Sepp von Ch.
07-24-10, 05:02 AM
All of you works in this new 3.8.0 version the dragable ERM by Reaper7_night_vision right? I can not draw this ERM.
Brauner
07-24-10, 07:00 AM
All of you works in this new 3.8.0 version the dragable ERM by Reaper7_night_vision right? I can not draw this ERM.
I thought it just me but I can't drag that thing out too.
TheDarkWraith
07-24-10, 08:17 AM
I thought it just me but I can't drag that thing out too.
That is because there is an error in the file! When I edited it to add the version information I added something that shouldn't be there. I'll issue a new bugfix version to fix this.
Capt Jack Harkness
07-24-10, 08:18 AM
I've just noticed that under high TC my boat rapidly fish-tails about 10 degrees to either side of the intended course. :o The problem goes away when TC is lowered below 128x or so.
Not sure it's because of this mod, but has anyone else experienced this?
TheDarkWraith
07-24-10, 08:27 AM
I've just noticed that under high TC my boat rapidly fish-tails about 10 degrees to either side of the intended course. :o The problem goes away when TC is lowered below 128x or so.
Not sure it's because of this mod, but has anyone else experienced this?
I've noticed this too in stock game.
Here is a bugfix for those experiencing the problem of Reaper7's ERM not being able to drag in v3.8.0: http://www.filefront.com/17142053/NewUIs-TDC-v3-8-0-bugfix-1.7z/
Problem was due to bad header info in one of the files :oops:
TheBeast
07-24-10, 08:38 AM
I've noticed this too in stock game.
Here is a bugfix for those experiencing the problem of Reaper7's ERM not being able to drag in v3.8.0: http://www.filefront.com/17142053/NewUIs-TDC-v3-8-0-bugfix-1.7z/
Problem was due to bad header info in one of the files :oops:
The swimming fish effect is a stock game bug caused by over correcting course and is directly related to the Subs current speed. I think it is simular to the rebowned effect whe diving. When diving the boat some times it goes a little deeper then specified then rebowned back up to the specified depth.
The zig-zag when at high TC starts to gobble a lot of fuel. If you need to travel a long way, I advise keeping an eye on this zig-zagging and reducing speed a little. I almost never see this happen when moving at 12 hnots.
Capt Jack Harkness
07-24-10, 10:14 AM
Huh... I usually get from port to patrol zones around 12 knots, but the problem still shows up at 1500x and above and disappears at low TC.
In other news, I just discovered the TAI map settings button and it works like a charm! Perfect if I want to change realism a bit mid-patrol. :yeah:
One small request, though... When using the radio or gramaphone, the player box shows up at your current station but disappears when you change views and reappears when you go back (player is only visible at the station it's activated at); is it possible to make those players visible at all stations when you click to show them and then make them invisible at all stations when you click to hide them?
And could we change "Switching to battery recharge propulsion," to something a bit less clunky like "Charge the batteries!" or "Start the battery charge!" and then for disengaging say something like "Secure the battery charge?"
TheDarkWraith
07-24-10, 10:22 AM
In other news, I just discovered the TAI map settings button and it works like a charm! Perfect if I want to change realism a bit mid-patrol. :yeah:
One small request, though... When using the radio or gramaphone, the player box shows up at your current station but disappears when you change views and reappears when you go back (player is only visible at the station it's activated at); is it possible to make those players visible at all stations when you click to show them and then make them invisible at all stations when you click to hide them?
And could we change "Switching to battery recharge propulsion," to something a bit less clunky like "Charge the batteries!" or "Start the battery charge!" and then for disengaging say something like "Secure the battery charge?"
The whole point of letting you change the TAI and NavMap features was to be able to change realism on the fly :D It also allows you to declutter them if too much information is being displayed at the current time.
Good bug report about the radio and gramophone. I'll have to fix that :up:
As the switching to battery recharge propulsion and the disengaging of it is referenced from strings in the menu.txt file they are easy to change :yep:
Capt Jack Harkness
07-24-10, 11:30 AM
Oh, one other thing... The radio and sound guys still have their portraits swapped on the order bar!
mb5oaks
07-24-10, 01:28 PM
When i start the mission or get into the "game" part, all the options are open and i can't close them. all the help things, maps, EVERYTHING!
i have looked over the directions to install many times and think i did it right.
any ideas guys?
TheDarkWraith
07-24-10, 01:31 PM
When i start the mission or get into the "game" part, all the options are open and i can't close them. all the help things, maps, EVERYTHING!
i have looked over the directions to install many times and think i did it right.
any ideas guys?
you either have a corrupted options file or you aren't patched to v1.2 of the game. Did you modify the options file?
mb5oaks
07-24-10, 01:42 PM
no...i didn't mod the options at all and i did patch to 1.2. how should i fix the options file?
TheDarkWraith
07-24-10, 01:46 PM
no...i didn't mod the options at all and i did patch to 1.2. how should i fix the options file?
can you post a screenshot of the problem you're seeing? When you are at the game's opening screen when you select single mission, campaign, options, etc. does it say v1.2.0 in the top right corner?
mb5oaks
07-24-10, 01:51 PM
http://www.subsim.com/radioroom/C:\Users\Mark\Desktop\Untitled.jpg
not quite sure how to put a pic in but yes, it does say it's patched to 1.2. i looked in the options in game.
thanks for your help on this.
TheBeast
07-24-10, 02:50 PM
http://www.subsim.com/radioroom/C:\Users\Mark\Desktop\Untitled.jpg
not quite sure how to put a pic in but yes, it does say it's patched to 1.2. i looked in the options in game.
thanks for your help on this.
Upload the pic to your user PIctures and Albums then link to it in the message
Great improvements!
http://www.longam.net/sh4/sh5dark.jpg
TheBeast
07-24-10, 10:17 PM
Great improvements!
http://www.longam.net/sh4/sh5dark.jpg
There ya go... Add that image to the data\Menu\Loading\Intro_logo_elem.dds file shown on the loading screen.
wittmann
07-25-10, 01:29 AM
Hi!
Which key activated the "night vision"?
Capt Jack Harkness
07-25-10, 12:29 PM
It's in the floor colors mod: http://www.subsim.com/radioroom/showthread.php?t=166332
PL_Andrev
07-25-10, 02:52 PM
v3.8.0 is the starting version where I start introducing real-time customization of the mod. With this version (v3.8.0) you get to customize the TAI map and the nav map in real time. The new pages are draggable and their positions are saved at game end and restored at game start. Here is a screenshot showing the options that are customizable for the TAI map:
GREAT idea, TheDarkWraith!
Look, I have a small proposal for it.
You know, many people who use this mod do not understand english or use "a little" english only.
Two idea:
1) All options as external text file (to create other language versions as fix/add-on) [sorry if this is done, I do not check the code]
2) Put at the right side aditional checkbox "help". I help is turned on, and user show some option by pointer the next window will be shown with description and/or screenshot:
http://img713.imageshack.us/img713/2783/helpmap.jpg
TheDarkWraith
07-25-10, 05:07 PM
GREAT idea, TheDarkWraith!
Look, I have a small proposal for it.
You know, many people who use this mod do not understand english or use "a little" english only.
Two idea:
1) All options as external text file (to create other language versions as fix/add-on) [sorry if this is done, I do not check the code]
2) Put at the right side aditional checkbox "help". I help is turned on, and user show some option by pointer the next window will be shown with description and/or screenshot:
1) all options (strings) are referenced from the menu.txt file :) I did this so that different languages can be used for them when they are translated
2) can be done even simpler. You know the text that appears over the messagebox when you mouse over some things in game? That can easily be added to these options via more additions to the menu.txt file (and some minor changes to the page files for these options screens). If someone wants to write up what those 'help' strings should be I'll add them.
Brauner
07-25-10, 05:12 PM
Just loading a game and text under the picture says use observation periscope before surfacing because it has higher elevation. When I'm on periscope depth I can't use observation periscope any way it's under water I have to go to snorkel depth to use it.Should observation periscope suppose to be higher than attack periscope?
TheDarkWraith
07-25-10, 05:14 PM
Just loading a game and text under the picture says use observation periscope before surfacing because it has higher elevation. When I'm on periscope depth I can't use observation periscope any way it's under water I have to go to snorkel depth to use it.Should observation periscope suppose to be higher than attack periscope?
nope. According to information posted by BIGREG the obs scope sits lower than the attack scope. So I changed the extended height of the obs scope to what BIGREG posted and added a snorkel depth icon to make it easier to use the obs scope.
Brauner
07-25-10, 05:40 PM
nope. According to information posted by BIGREG the obs scope sits lower than the attack scope. So I changed the extended height of the obs scope to what BIGREG posted and added a snorkel depth icon to make it easier to use the obs scope.
May be BIGREG is right. Thank You.
Wordeee
07-25-10, 08:19 PM
Hi all,
Not sure what im doing wrong here. I am patched to v1.2. When in the Options page where you can set Ui style etc, its not doing what i want it to do. Its most definitely my problem, im just not sure what im doing wrong. IE I want to use the SH3Style for UI, now to i physically type "SH3Style" or do i enter the #1. I've tried both ways and it still will not give me the SH3 Style. Can anyone plz point me in the right direction here. I really wanna use this mod but just cant seem to get things workin right for me.
Thx in advance
Wordeee
Capt Jack Harkness
07-26-10, 12:25 AM
nope. According to information posted by BIGREG the obs scope sits lower than the attack scope. So I changed the extended height of the obs scope to what BIGREG posted and added a snorkel depth icon to make it easier to use the obs scope.
The reason for it is pretty obvious: the attack scope is way up in the conning tower and the obs is 2 or 3 meters down in the control room and both scopes are about the same length. :O:
Another interesting note is that the obs scope can only be used when it's extended enough to reach to the eyepiece (duh!), whereas the attack scope can be used at any length of extension because the eyepiece remains fixed as the scope moves up and down. This was one of the reasons both the British and Americans were amazed by it.
And on that note, is it possible to force the obs scope to be either fully extended or fully retracted to simulate the above fact?
Temujin
07-26-10, 03:22 AM
Some bags that I've noticed on the last (3.81) version.
when loading a saved game, the sub's depth show 000 instead of 004-005 when on surface.
when loading a saved game, the engines, instead "standard ahead" (3) show "all stop" (0)
the TC value is missing (blank)
the L key doesn't hide the notepad anymore.
the TAB key doesn't hide-maximize the TAI anymore.
once you hide the tools with the button, they won't re-appear again,
only when you manually extend the TAI's size.
it seems to me that the game plays as if TC >1 in spite of setting it to TC=1.
BTW, I tried v3.70 just to notice that these bags present on that version as well.
In the meanwhile I've reinstalled version 3.51
Temujin
Kapitan Franz-Josef Lemml
07-26-10, 08:55 AM
For the life of me I can't get the SH3 three dials to work. I have watched the Youtube video...edited the Python file to SH3Style...still nothing. I suck at this mod stuff!
Also, I noticed that when the time compression is turned up, you click on the compass wheel, and the sub will not change course. Only works when TC is way down.
Meldric
07-26-10, 09:37 AM
Double the bug with the compass. I am using Enhanced SH5 Style, but when TC is > 1, a click on the round compass does not change the course.
marleymen
07-26-10, 10:00 AM
Some bags that I've noticed on the last (3.81) version.
when loading a saved game, the sub's depth show 000 instead of 004-005 when on surface.
when loading a saved game, the engines, instead "standard ahead" (3) show "all stop" (0)
the TC value is missing (blank)
the L key doesn't hide the notepad anymore.
the TAB key doesn't hide-maximize the TAI anymore.
once you hide the tools with the button, they won't re-appear again,
only when you manually extend the TAI's size.
it seems to me that the game plays as if TC >1 in spite of setting it to TC=1.
BTW, I tried v3.70 just to notice that these bags present on that version as well.
In the meanwhile I've reinstalled version 3.51
Temujin
TAB key is working for me.
Seems that you have a problem with your mods installed
reaper7
07-26-10, 10:47 AM
looking at the picture - there are two bugs labelled 50 and 48
The 50 is at basis of 90m and 48 at basis of 21m so you may assume that 48 is showing mastheight and 50 is showing shipslength, but i'd say that it would make more sense if the bugs were the other way around.
Bug 50 covers the Basis ring
Bug 48 covers the Entfernung ring
SO Bug 48 is more useful for reading across to the AOB ring from the Basis ring
So let's say the dial is made to resemble the SH4 stadimeter dial.
You manually set Bug 50 to the ships mast height on the Basis ring, let's say 25 m, and then use the normal stadimeter function, this should automatically rotate the Entfernung ring so that the correct range is read off next to Bug 50.
You then click the button so that stadimeter is now functioning on the x-axis.
You move bug 48 so that the line indicates the ship's length , say 90m, on the Basis ring, but this time when you use the stadimeter, it rotates the inner AOB ring until the correct AOB is shown against this line on Bug 48.
If this is not how it did work, i think it's how it could work.
Can this file be usefull in any way :06:
C:\Ubisoft\Silent Hunter 5\data\Filters\Stadimeter.pfx
SuperimposeImage
{
xDisplacement 0.0
yDisplacement 0.25
intensity 0.5
}
Hi Guys,
I'm new on here and I realise that this problem may have come up before and is discussed here but I can't really trawl through 242 pages to find it. Basically, I installed NewUIs_TDC_3_8_1ByTheDarkWraith and the screen goes crazy on loading. Everything is visable...deck gun tutorial, torpedo aiming tutorial, the little white ubisoft trophy bar etc all overlapping each other so i cant see the screen and I can't close them. I only did it because I wanted to be able to access the radio and the only other mods I have installed are radio stations and the IRIA_0_0_12ByTheDarkWraith as well so I would'nt have thought there'd be a compatability issue. I tried to attatch a screenshot but I dont know how on here so apologies for that.
Has anybody had a similar problem? If so I would be grateful if you could let me know how you resolved it!
Thanks in advance.
Ah its ok! I've sorted it out. Just had to restart the old computer...whoops
Hi, please don't kill/sink me guys but Iam totally newbe but really like this sim and want to learn and play...so my question is can I use this great mod with the stock auto TDC? :oops: because I want to familiar with all the other control first and just finally go with manual TDC...
KarlKoch
07-26-10, 04:45 PM
Hi, please don't kill/sink me guys but Iam totally newbe but really like this sim and want to learn and play...so my question is can I use this great mod with the stock auto TDC? :oops: because I want to familiar with all the other control first and just finally go with manual TDC...
As far as i remember, there should be no problem, als long as you keep the appropiate option in the SH5 options ticked (or unticked, dont remember what the setting was, exactly).
thanks for quick reply, but my first experience that I cannot ...because when I switcted off the TDC by XO the 1-2-3 numbers not showing up on the torp path :cry: The manual tdc turned off in game options and in mod options I turned off the forced manual targeting as well
TheDarkWraith
07-26-10, 05:06 PM
thanks for quick reply, but my first experience that I cannot ...because when I switcted off the TDC by XO the 1-2-3 numbers not showing up on the torp path :cry: The manual tdc turned off in game options and in mod options I turned off the forced manual targeting as well
use the new button on the TAI and nav map to edit the map features. Ensure these are checked (you can also edit the options file to make these changes persistent on each game start):
- Torpedo solution line
- Round numbers on torpedo solution line (1, 2, 3)
Then also ensure TDC is off and you don't have manual targeting checked in the game options. That should show the torp line with the 1-2-3 numbers on it.
von faust
07-27-10, 01:26 AM
When I have a new contact, for example with sonar, on navmap I can see it on the map but the sonarman says nothing.
I have a visual comntact on navmap but no ony says anything.
You can improve comunications ?
When a contact appears on navmap force the message "New visual contact"...."I have a sound contact".
Thanks (excuse me for my bad English)
use the new button on the TAI and nav map to edit the map features. Ensure these are checked (you can also edit the options file to make these changes persistent on each game start):
- Torpedo solution line
- Round numbers on torpedo solution line (1, 2, 3)
Then also ensure TDC is off and you don't have manual targeting checked in the game options. That should show the torp line with the 1-2-3 numbers on it.
Thanks, during I found the mentioned option in your TAI menu...and works well. Sorry for my early inquiring and thanks again! :)
b3rnard0c
07-27-10, 04:23 PM
TDW, when I open a saved game, the messages in messagebox are read well but when I start a new campaign can not see any message ... I do not understand.
I use the 3.81 version but in spanish (translated by me) and did not change anything in the TDWUserOptions (in messagebox section of course).
Was not the case with earlier versions.
What's happenig?
Excuse my english but my native language is spanish.
BowfinSS287
07-27-10, 05:57 PM
hello TDW
i just installed "Equipment_Upgrades_Fix_byTheBeast" found here
http://www.subsim.com/radioroom/showthread.php?t=171815&page=4
look at post #48....it conflicts with your GUI 3_8_1
the file in question is "uboot_sensors.sim, i was wondering what
i've lost by using this mode....everything seems to be working
i like his animation of the boats equipment,but i don't want to
mess up my GUI....thanks for any info
TheDarkWraith
07-27-10, 06:07 PM
hello TDW
i just installed "Equipment_Upgrades_Fix_byTheBeast" found here
http://www.subsim.com/radioroom/showthread.php?t=171815&page=4
look at post #48....it conflicts with your GUI 3_8_1
the file in question is "uboot_sensors.sim, i was wondering what
i've lost by using this mode....everything seems to be working
i like his animation of the boats equipment,but i don't want to
mess up my GUI....thanks for any info
the only thing changed currently in my uboot_sensors.sim file is the periscope heights.
BowfinSS287
07-27-10, 06:16 PM
thank you
now i can have both mods installed
THE_MASK
07-28-10, 12:42 AM
Using the latest UI , how do i change the anti aircraft amunition from High Explosive shells to Anti Aircraft shells . thanks .
PL_Andrev
07-28-10, 07:14 AM
TheDarkWright,
What do you think about proposal at this tread?
http://www.subsim.com/radioroom/showthread.php?t=172937
SeaTurtle
07-28-10, 07:34 AM
I have a question for TheDarkWraith, Master of the TDC :sunny:
Do you know if it would be possible to modify the Auto-TDC solution by a script so it will be based on the periscope view, and we can get rid of the 1,2,3 bubbles ? Like the aiming of the old silent hunters 1/2/3/4 ?
Thank you.
TheDarkWraith
07-28-10, 08:06 AM
I have a question for TheDarkWraith, Master of the TDC :sunny:
Do you know if it would be possible to modify the Auto-TDC solution by a script so it will be based on the periscope view, and we can get rid of the 1,2,3 bubbles ? Like the aiming of the old silent hunters 1/2/3/4 ?
Thank you.
if you enable manual TDC mode and edit the map features (via the new button on the TAI/nav map) you can do what you are asking.
Capt Jack Harkness
07-28-10, 03:02 PM
Hey, I just thought of something that'd be nice to fix... When running on the surface the navigator can tell you max range at present speed but he can't tell you max range on batteries, can he be set to calculate range based on fuel for surface running and then batteries when submerged? Furthermore, could we get the navigator to tell you maximum submerged endurance in hours, taking into account both batteries and CO2?
Hans Hansen
07-28-10, 04:21 PM
Hi,
I'm having problems with MultipleUIs (3.8.1) as of late. There are some ships missing in the ERM, it seems. Started some versions ago, but I cannot tell exactly when.
I mean if I ask the XO to identify a ship, it is named correctly (e.g. Truppentransporter/Troop transporter), but it does not show up in the upper part of the ERM. It is not existent. Same is true for the Großes Dampfschiff (Kriegsnachschub)/Steamer (war supply).
I think the draft is not shown correctly for these either.
Also I have a mixture of german/english in the dialog-box when the navigator is calculating course etc. of the target. This is merely cosmetic though.
Any ideas?
reaper7
07-28-10, 04:51 PM
Hi,
I'm having problems with MultipleUIs (3.8.1) as of late. There are some ships missing in the ERM, it seems. Started some versions ago, but I cannot tell exactly when.
I mean if I ask the XO to identify a ship, it is named correctly (e.g. Truppentransporter/Troop transporter), but it does not show up in the upper part of the ERM. It is not existent. Same is true for the Großes Dampfschiff (Kriegsnachschub)/Steamer (war supply).
I think the draft is not shown correctly for these either.
Also I have a mixture of german/english in the dialog-box when the navigator is calculating course etc. of the target. This is merely cosmetic though.
Any ideas?
Started with Patch 1.2 the devs removed the clone ships from the Res manual.
You can edit the cfg files for each clone ship to get them to show up again :up:
Hans Hansen
07-29-10, 03:28 AM
Started with Patch 1.2 the devs removed the clone ships from the Res manual.
You can edit the cfg files for each clone ship to get them to show up again :up:
Hi,
thanks for the explanation, but where do I find these? In names.cfg?
Could you give me an example, please?
reaper7
07-29-10, 09:45 AM
Hi,
thanks for the explanation, but where do I find these? In names.cfg?
Could you give me an example, please?
Sure if you go to the Ship folders: For example the NAGC C2Appalachian
C:\Ubisoft\Silent Hunter 5\data\Sea\NAGC_C2Appalachian
in each folder you'll fing a cfg file so the NAGC_C2Appalachian is:
NAGC_C2Appalachian.cfg
Open up each cfg file and delete the showinrecognitionmanual = False
if that cfg file contains the above value.
(Only some of the ships have that in the cfg file - there the clones) :up:
Hans Hansen
07-29-10, 10:37 AM
Sure if you go to the Ship folders: For example the NAGC C2Appalachian
C:\Ubisoft\Silent Hunter 5\data\Sea\NAGC_C2Appalachian
in each folder you'll fing a cfg file so the NAGC_C2Appalachian is:
:yeah: You're my hero!
Thanks a lot!!
chappyj
07-29-10, 12:40 PM
Hmmm i just bought SH5 and this is the only mod i've installed so far...
The dials for speed, heading, depth dont seem to be functional.
If you click on the bar to set speed, the arrow doesnt shift to that speed, and the knots counter doesnt change from 00
same for depth, it sits on 00 no matter what depth , and also heading, the arrow doesnt point to the correct digits for the heading selected. (although the compass one seems to work)
also, the game time accel digit is missing, i cant see what time i'm on
any ideas?
TheDarkWraith
07-29-10, 03:30 PM
Hmmm i just bought SH5 and this is the only mod i've installed so far...
The dials for speed, heading, depth dont seem to be functional.
If you click on the bar to set speed, the arrow doesnt shift to that speed, and the knots counter doesnt change from 00
same for depth, it sits on 00 no matter what depth , and also heading, the arrow doesnt point to the correct digits for the heading selected. (although the compass one seems to work)
also, the game time accel digit is missing, i cant see what time i'm on
any ideas?
are you patched to v1.2 of the game?
WTE_Cygnus
07-30-10, 01:40 AM
Hi TDW,
Great Mod. Big thanks to you and all who help put it together.
Is there a way to show the actual speed of a vessel in the map when clicked on?
Cheers
Cygnus
chappyj
07-30-10, 02:26 AM
i ended up reinstalling the game and it seemed to solve my issues with the speeds/hdgs/depths.
chappyj
07-30-10, 07:24 AM
excuse my noobness, and this may not be an issue with this mod specifically, im not altogether sure, but when i click on some reports, such as say the weather report or range calculations from the navigator mugshot down the bottom, it doesnt tell me anything .. is that part functional yet? and possibly related, my notepad on the bottom right, nothing much every pops up there except for battery/o2 levels. The weather is also missing from those reports. it just says 'weather:'
PL_Andrev
07-30-10, 09:12 AM
TheDarkWraith,
I think that I can build new function for your mod:
The course and speed of enemy unit calculated from hydrophone data
(without target's visibility).
What I need to calculation:
* Four bearings of contact (read from "follow target" option),
* Time period between bearings,
I think that the period can be choose as:
1st click on follow target - start calculation
2nd click on follow target (or the new option, not active before "follow target" is selected) - period selector (time between 1st and 2nd bearings).
Is it possible and are you interesting to include this function to your mod?
von faust
07-30-10, 09:50 AM
TheDarkWraith,
I think that I can build new function for your mod:
The course and speed of enemy unit calculated from hydrophone data
(without target's visibility).
What I need to calculation:
* Four bearings of contact (read from "follow target" option),
* Time period between bearings,
I think that the period can be choose as:
1st click on follow target - start calculation
2nd click on follow target (or the new option, not active before "follow target" is selected) - period selector (time between 1st and 2nd bearings).
Is it possible and are you interesting to include this function to your mod?
:up:
You use this teory of 4 contact ?
http://www.youtube.com/watch?v=vQD2uZSsekY
PL_Andrev
07-30-10, 11:47 AM
:up:
You use this teory of 4 contact ?
http://www.youtube.com/watch?v=vQD2uZSsekY
Yeah, but full-automat, we have XO and NAV on the deck, right?
:D
Royale-Adio
07-30-10, 01:35 PM
Hi TDW!
Just wondering if you'll eventually implement the Kamarazov Attack Periscope Interface he designed for Operation Monsun?
I know you allready implemented the RAOBF but it doesn't rotate...
I'd LOVE to use his full interface with you allready fine UI.
Thanks.
TheDarkWraith
07-30-10, 01:38 PM
I know you allready implemented the RAOBF but it doesn't rotate...
it does to rotate. It uses the same keys as the heading bar (default is Q and E)
TheDarkWraith
07-30-10, 01:42 PM
one step closer to adding the ability to select crew's abilities to the officers (crew dialog box). I can make the dialog box appear and I can add the 'options' to it but still haven't been able to make the 'option' turn on/off:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2683
I wrote a parser that parses the crew .aix files and extracts the information it needs. Now if I can figure out how to call something like 'Ability_Active_Preheat_Torpedo_Name' I'll be set :yep:
Royale-Adio
07-30-10, 01:45 PM
it does to rotate. It uses the same keys as the heading bar (default is Q and E)
Oh! My bad...
But I'd still love to use his interface. I'm trying to make one for myself but I must admit, the menu editor is quite confusing...
TheDarkWraith
07-30-10, 01:51 PM
TheDarkWraith,
I think that I can build new function for your mod:
The course and speed of enemy unit calculated from hydrophone data
(without target's visibility).
What I need to calculation:
* Four bearings of contact (read from "follow target" option),
* Time period between bearings,
I think that the period can be choose as:
1st click on follow target - start calculation
2nd click on follow target (or the new option, not active before "follow target" is selected) - period selector (time between 1st and 2nd bearings).
Is it possible and are you interesting to include this function to your mod?
anything is possible :DL Yes I could implement something like this and yes I would be interested in adding it to the mod. It wouldn't use follow target though as follow target relies on a contact selected (has to be visible). But what can be done is some new buttons added to the hydro box that would read the bearing off the hydrostation and store it and another button to 'erase' those entries. Each press of the 'store' button would store the bearing info. I could have it store as many as needed. It could be setup as a structure that as each new value is pushed onto it the entries that exceed the max # of entries allowed are clipped and removed thus you always have the latest max # of entries available for use by the code.
TheDarkWraith
07-30-10, 01:53 PM
Oh! My bad...
But I'd still love to use his interface. I'm trying to make one for myself but I must admit, the menu editor is quite confusing...
what's missing? Just the UI layout? I don't like all the big and bulky layout stuff in my way. I like it simple - just the needed info/dials/etc. on screen that I need and that's how I have the mod setup (or at least it gives you the ability to reduce what's displayed in the mod)
PL_Andrev
07-30-10, 02:04 PM
I think that I can build new function for your mod:
The course and speed of enemy unit calculated from hydrophone data
(without target's visibility).
anything is possible :DL Yes I could implement something like this and yes I would be interested in adding it to the mod.
OK, so I start build a math formula...
So guys, wait for new version of this gorgeous mod!
Yaaaa!
:yeah:
TheDarkWraith
07-30-10, 02:24 PM
OK, so I start build a math formula...
So guys, wait for new version of this gorgeous mod!
Yaaaa!
:yeah:
so in mean time what do you need from me to make this work? How many bearing readings will we be taking, etc.? I can start working on it now
bert8for3
07-30-10, 02:30 PM
edit: Ak! please ignore following. Managed to do it a second time, just noticing discussion of topic in UHS thread
Im pretty sure IIRC that somewhere in the 240+ pages of this thread that there's something about compatibility between DW's interface mod and the Uboat Historical Specs mod, but can someone kindly remind me if one should be installed before the other and in what order. IIRC they are compatible even though some common files are affected, but need to enable in particular order.
Tks in advance.
DavyJonesFootlocker
07-30-10, 04:37 PM
The dials are not showing up in game.:damn:
TheDarkWraith
07-30-10, 05:26 PM
The dials are not showing up in game.:damn:
then either the options file isn't setup correctly or the mod isn't installed correctly.
reaper7
07-30-10, 07:15 PM
Oh! My bad...
But I'd still love to use his interface. I'm trying to make one for myself but I must admit, the menu editor is quite confusing...
Hi Royale-Adio, not trying to stop you from trying to do your UI.
But just in case your not aware my UI Mod as basically a remake of Kamarazov Kiub Interface that your attempint to remake ;).
The scopes and panels are reworked from that Mod.
http://www.subsim.com/radioroom/showthread.php?t=169119
TheDarkWraith
07-30-10, 09:34 PM
Fixed the line problem in the messagebox and Ship's journal starting with v3.9.0. The ship's journal is now draggable (the area to grab onto to drag is the top line with the title and date in it). It's position on screen is saved at game end and restored at game start.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2754
THE_MASK
07-30-10, 11:57 PM
What i would like is an option for the game to drop down to 1TC when anything appears on the message box .
TheDarkWraith
07-31-10, 07:28 AM
What i would like is an option for the game to drop down to 1TC when anything appears on the message box .
anything? May I ask why? It can easily be added as an option.
DavyJonesFootlocker
07-31-10, 07:50 AM
I changed the UI to Sh4 and still nothing. I'm I supposed to be docked or something?
TheDarkWraith
07-31-10, 07:56 AM
I changed the UI to Sh4 and still nothing. I'm I supposed to be docked or something?
What does the folder layout of the mod look like in your \MODS folder? It should look like this:
Silent Hunter 5\MODS\NewUIs_TDC_3_8_1_ByTheDarkWraith\data\....
if that's fine then your options file isn't setup correctly. Ensure the following:
##################################### UI Stuff (SH3/4/5 modes) ##################################
#+++++++++++++ UI Style ++++++++++++++
# Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH3Style
DavyJonesFootlocker
07-31-10, 08:54 AM
Yes, got all that setup and still nothing.
TheDarkWraith
07-31-10, 09:18 AM
Yes, got all that setup and still nothing.
you disabled the mod via JSGME and then you edited the options file (in the \Silent Hunter 5\MODS\...) to pick the SH3 or SH4 style and then you re-enabled the mod via JSGME and you don't see any change? If so then the mod isn't installed correctly in the MODS folder. What do you see in game on screen? Can you post a screenshot?
DavyJonesFootlocker
07-31-10, 09:32 AM
Ahh, I uninstalled the mod then re-installed it via the mod enabler and still getting the default controls.:damn:
I'm sure this is probably pretty simple, :oops: but I've exhausted my patience in trying to figure out why clicking the fire button does not fire the darn torpedo :damn:
Is there an option somewhere that I'm missing? I'm running this in the SH4 version.
THE_MASK
08-01-10, 02:09 AM
anything? May I ask why? It can easily be added as an option.Well the main reason was that the game only drops down to 1TC for enemy contacts . What i would like is for the game to drop down for all contacts . I can use the travel mode button while near port so it wont be a bother . At least if it drops down for all contacts then other mods can be added so i have to recognise the flag to know weather its friendly or enemy. Or maybe you can make it so that it only drops down to 1TC if within a certain radius of my sub (user adjustable contact radius) . Anyone have any other ideas .
I totally agree to Sober. It would be cool if you couldn't conclude from the behaviour of the tc, whether it's a friendly or enemy contact.
Moreover it would be great, if there was an option to have all visual contacts the same shape and colour (grey or black), so you have to find out yourself whether it's a friendly or enemy ship, a warship or a merchant.
THE_MASK
08-01-10, 02:58 AM
I totally agree to Sober. It would be cool if you couldn't conclude from the behaviour of the tc, whether it's a friendly or enemy contact.
Moreover it would be great, if there was an option to have all visual contacts the same shape and colour (grey or black), so you have to find out yourself whether it's a friendly or enemy ship, a warship or a merchant.Correct , SH3/4/5 has never had this as far as i know . .
TheDarkWraith
08-01-10, 08:06 AM
I totally agree to Sober. It would be cool if you couldn't conclude from the behaviour of the tc, whether it's a friendly or enemy contact.
Moreover it would be great, if there was an option to have all visual contacts the same shape and colour (grey or black), so you have to find out yourself whether it's a friendly or enemy ship, a warship or a merchant.
figured out how to set all the contacts to one color:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2760
Haven't figured out how to make them all the same shape. It has something to do with the .shp files. Now working on removing the coloring from the contact lines....
EDIT:
okay figured out how to make the contact lines black:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2761
Now just have to figure out how to make all the contacts the same shape......
KarlKoch
08-01-10, 08:23 AM
Great TDW. Absolutly amazing. Can't say how much i appreciate what you are doing with your Mods.
TheDarkWraith
08-01-10, 08:40 AM
well I'm going to have to do more digging to figure out how to make them all the same shape. I tried the SH3 way of doing it and it doesn't work. I'm almost certain it's something to do with the .shp files due to how I figured out how to make all the contacts one color.
It's time to package up v3.9.0 and release it with this change and some other changes I did.
The General
08-01-10, 08:43 AM
Well done DarkWraith :up:
I would like to clone you and put together the ultimate Mod Team :D
You're the man, Dark Wraith! Very cool! :salute:
@sober: No, as far as I remember, there was no such option in sh 3 or sh 4, at least in vanilla game. However, there was a mod (I don't remember the name or who made it) in which all visual signals were black dots.
Maybe, The Dark Wraits can make such black dots as well. The cool thing about them was that there were no "tails" that showed the direction where the ships were heading to.
SteelViking
08-01-10, 09:01 AM
TDW, just go to data/Menu/Gui/Units in that folder are the .dds files used to render all the enemy and friendly units on the nav map and TAI. I believe that simply replacing them all with the same one will accomplish it.
TheDarkWraith
08-01-10, 09:03 AM
TDW, just go to data/Menu/Gui/Units in that folder are the .dds files used to render all the enemy and friendly units on the nav map and TAI. I believe that simply replacing them all with the same one will accomplish it.
that is the SH3 way of doing things. SH5 uses the .shp files to draw the ships, planes, etc. Your sub icon can be changed though by changing the .dds file in the folder you mentioned.
SteelViking
08-01-10, 09:35 AM
that is the SH3 way of doing things. SH5 uses the .shp files to draw the ships, planes, etc. Your sub icon can be changed though by changing the .dds file in the folder you mentioned.
Ah I see, it gets real annoying sometimes how the SHIII and SHIV files are still sitting around along with the SH5 stuff.
TheDarkWraith
08-01-10, 10:31 AM
Ah I see, it gets real annoying sometimes how the SHIII and SHIV files are still sitting around along with the SH5 stuff.
yes it's very annoying. Might have a solution for making all sea contacts (warship and merchant) to use the same 'icon'. If it works then I can do the same for enemy sub contacts also :yep: Oh yeah, removed the tail off of contacts so you can't see direction anymore
No contact tails:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2762
DavyJonesFootlocker
08-01-10, 10:45 AM
I finally got your mod to work but the lag and slow downs are killing me.:dead:
TheDarkWraith
08-01-10, 10:54 AM
I finally got your mod to work but the lag and slow downs are killing me.:dead:
lag and slow downs? That's more likely caused by mods other than mine. I have people using this mod on laptops with no problems.
TheDarkWraith
08-01-10, 11:07 AM
here's what I've accomplished so far: removed the contact's tails so you can't see direction, removed colors from the contacts, removed colors from contact lines, and changed the merchants and warships map symbol to be the same symbol (so you can't tell what's merchant or warship unless you mouse over the symbol). Now I'll change the enemy sub symbol to that of the warship and merchant and then v3.9.0 will be ready for release :rock: (these new features will be available in an add-on mod so that users that want this can enable it)
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2763
DavyJonesFootlocker
08-01-10, 11:24 AM
Actually I disabled your mod and the lags went. Is there a way to disable the dials in the game. Don't really requrire them just the other features.
KarlKoch
08-01-10, 12:29 PM
(so you can't tell what's merchant or warship unless you mouse over the symbol)
Can't remember for now, but that tooltip (i guess you are referencing to that) can be deactivated, correct?
TheDarkWraith
08-01-10, 12:40 PM
Can't remember for now, but that tooltip (i guess you are referencing to that) can be deactivated, correct?
haven't figured out how to do that yet
Capt Jack Harkness
08-01-10, 01:29 PM
I hate to show up with a comment so late in the discussion, but I'm pretty sure the sound officer could tell the difference between a merchant and a warship...
TheDarkWraith
08-01-10, 01:35 PM
I hate to show up with a comment so late in the discussion, but I'm pretty sure the sound officer could tell the difference between a merchant and a warship...
yes that's true but there's no way to change the symbol in game. That's why I made the no tails an add-on mod and the no colors, same symbols an add-on mod. Subs, merchants, and warships all use the same symbol in the TAI and nav map when it's add-on mod is enabled. So actually this tooltip denoting what the symbol is is a good thing.
EDIT:
in order to give the most flexibility to the mod and to the end user I've made the following add-on mods:
- NewUIs_TDC_3_9_0_No_Contact_Colors (removes colors from contacts and contact lines)
- NewUIs_TDC_3_9_0_No_Contact_Tails (removes tails from contacts - you can't tell what direction they are heading by looking at the maps)
- NewUIs_TDC_3_9_0_Sub_Warship_Merchant_Same_Shape (warships, merchants, and subs except your own all use the same 2D symbol on the maps)
- NewUIs_TDC_3_9_0_No_Color_Dashed_Contact_Line (the hydrophone contact line is dashed so as to remove accuracy)
this will give the end-user the most flexibility to the amount of realism they want
Here's a look at the dashed contact lines in game (Note: game does not scale the dashed contact line so considerable error can be had at low zoom levels):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2764
THE_MASK
08-01-10, 02:31 PM
Any luck in getting the message box to drop the game to 1 TC .
TheDarkWraith
08-01-10, 02:39 PM
Any luck in getting the message box to drop the game to 1 TC .
I'm trying to figure out the best way to go about doing this. Do you have any suggestions? Should it trigger on a certain message(s) or ???
THE_MASK
08-01-10, 02:44 PM
I'm trying to figure out the best way to go about doing this. Do you have any suggestions? Should it trigger on a certain message(s) or ???Maybe an option for the player to tick what word you want the message box to drop down to 1TC . Say i tick the word ''ship'' etc . Is there a file somewhere with what comes up on the message box like a localisation file or something .
TheDarkWraith
08-01-10, 02:46 PM
Maybe an option for the player to tick what word you want the message box to drop down to 1TC . Say i tick the word ''ship'' etc . Is there a file somewhere with what comes up on the message box like a localisation file or something .
all available texts to use come from the menu.txt file. If you tell me what items from there you'd like to see this happen on I can make it happen. Trying to filter a specific word would be too tedious and not very efficient game time wise.
TheDarkWraith
08-01-10, 03:26 PM
okay added a new user option that controls whether the TCx on certain texts in the message box happens or not (located in the 'Message Box (SH3/4/5 modes)' section of the options file):
# do we go to TCx when one of the following messages is posted in the messagebox?
# change below to either True or False
TCxOnMessageBoxText = True
# if TCxOnMessageBoxText is enabled then it will trigger on the following numbers from menu.txt:
TCxOnMessageBoxTextNumbers = [
9200,
9201,
9202,
9203,
9204,
9205,
817,
4800,
4801,
9206,
9207,
9208,
9209,
9210,
9211,
9212,
7666,
7667
]
Tectronus
08-01-10, 03:42 PM
Could you put in logic to let use define what we what the tc to drop down too?
TheDarkWraith
08-01-10, 03:58 PM
Could you put in logic to let use define what we what the tc to drop down too?
excellent idea! I'll add a new user option that lets you define what TC value to drop to (or increase to) when one of the aforementioned texts is encountered :yeah:
EDIT:
added:
# if TCxOnMessageBoxText is enabled and one of the texts from TCxOnMessageBoxTextNumbers is found, what TC level do we go to?
TCxOnMessageBoxTextDesiredTCLevel = 1
marleymen
08-01-10, 04:28 PM
yes that's true but there's no way to change the symbol in game. That's why I made the no tails an add-on mod and the no colors, same symbols an add-on mod. Subs, merchants, and warships all use the same symbol in the TAI and nav map when it's add-on mod is enabled. So actually this tooltip denoting what the symbol is is a good thing.
EDIT:
in order to give the most flexibility to the mod and to the end user I've made the following add-on mods:
- NewUIs_TDC_3_9_0_No_Contact_Colors (removes colors from contacts and contact lines)
- NewUIs_TDC_3_9_0_No_Contact_Tails (removes tails from contacts - you can't tell what direction they are heading by looking at the maps)
- NewUIs_TDC_3_9_0_Sub_Warship_Merchant_Same_Shape (warships, merchants, and subs except your own all use the same 2D symbol on the maps)
- NewUIs_TDC_3_9_0_No_Color_Dashed_Contact_Line (the hydrophone contact line is dashed so as to remove accuracy)
this will give the end-user the most flexibility to the amount of realism they want
M - T - Y !! :rock:
Modder of the year :arrgh!:
Tectronus
08-01-10, 04:44 PM
- added a high precision timer class to the game. This class takes into account TC level and thus can be used for timings that involve TC level. The stock animation timers of the game do not account for TC level
See this made me think that a old idea someone once had on the sh3 forums might be possible now. Cool new Bell and Whistle for your awesome UI
TC dependent Dive Control and Sonar Search Feature.
This would at over a certain TC level make your boat dive to lets say periscope depth and search for sonar contacts for X amount of minutes and then return to surface.
You could add the extra icon to the top of your SH5 style UI for a toggle On/off and also one of your cool TC adjustment option for this. - 32 +
Maybe have a hot key or a new button some where that would open up an option window for the Auto dive control. Could be as simple as check boxes for options.
Options like
- how often you would like to dive 30min, 60min, 120min ect..
- how many minutes you would like to search.
- if weather is X stay submerged
- if battery is X surface or don't follow dive schedule
- Set speed to 1/3 2/3 1/2 while submerged.
- Set speed to . . . when returning to surface
- Later war option. Stay submerged during day time.
There are some really cool possibilities here and think most people would dig it. This would help do away with the Fingers on the Dive to periscope, Surface, and 1xTc keys syndrome.
Hope this could some day could make it into UI. :sunny:
TheDarkWraith
08-01-10, 04:54 PM
- added a high precision timer class to the game. This class takes into account TC level and thus can be used for timings that involve TC level. The stock animation timers of the game do not account for TC level
See this made me think that a old idea someone once had on the sh3 forums might be possible now. Cool new Bell and Whistle for your awesome UI
TC dependent Dive Control and Sonar Search Feature.
This would at over a certain TC level make your boat dive to lets say periscope depth and search for sonar contacts for X amount of minutes and then return to surface.
You could add the extra icon to the top of your SH5 style UI for a toggle On/off and also one of your cool TC adjustment option for this. - 32 +
Maybe have a hot key or a new button some where that would open up an option window for the Auto dive control. Could be as simple as check boxes for options.
Options like
- how often you would like to dive 30min, 60min, 120min ect..
- how many minutes you would like to search.
- if weather is X stay submerged
- if battery is X surface or don't follow dive schedule
- Set speed to 1/3 2/3 1/2 while submerged.
- Set speed to . . . when returning to surface
- Later war option. Stay submerged during day time.
There are some really cool possibilities here and think most people would dig it. This would help do away with the Fingers on the Dive to periscope, Surface, and 1xTc keys syndrome.
Hope this could some day could make it into UI. :sunny:
yes this can be implemented now :D :yep:
EDIT:
And actually I would make it 'scriptable' (a script inside a script). I would define what you're allowed to use as commands and then based on your 'script' it executes your commands
Tectronus
08-01-10, 05:00 PM
yes this can be implemented now :D :yep:
EDIT:
And actually I would make it 'scriptable' (a script inside a script). I would define what you're allowed to use as commands and then based on your 'script' it executes your commands
Awesome!
TheDarkWraith
08-01-10, 05:18 PM
GREAT idea, TheDarkWraith!
Look, I have a small proposal for it.
You know, many people who use this mod do not understand english or use "a little" english only.
Two idea:
1) All options as external text file (to create other language versions as fix/add-on) [sorry if this is done, I do not check the code]
2) Put at the right side aditional checkbox "help". I help is turned on, and user show some option by pointer the next window will be shown with description and/or screenshot:
I've added 'notes' to the items in the TAI and Nav Map features. The notes display just like any other item's notes, right above the message box. You have to have item notes enabled (3rd icon from right of left side of top right bar) to have them display:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2765
TheDarkWraith
08-01-10, 08:32 PM
New togglable icon added to top right bar for controlling of the TCx message feature:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2766
and that wraps up v3.9.0.
v3.9.0 released. See post #1 for details :|\\
etheberge
08-02-10, 12:05 AM
Hey TDW, I love the new contacts display options, I've been hoping someone would do this for a long time, thanks!
I've played around with 3.9.0 for a few minutes and here's a quick bug report:
- After dragging the message box to a new location, if you go into the navigation map and then exit the navigation map, the message box position gets reset to default Y axis coordinates. It keeps the new X axis coordinates correctly. I saw this with SH4 and SH3 UI, didn't test with SH5 UI.
- There's some missing descriptions in the item notes for the new TAI/NAV map features screen, i.e. Minefields, etc.
That's all I got so far. Apologies if those are known issues, I've been away for awhile.
TheDarkWraith
08-02-10, 12:43 AM
Hey TDW, I love the new contacts display options, I've been hoping someone would do this for a long time, thanks!
I've played around with 3.9.0 for a few minutes and here's a quick bug report:
- After dragging the message box to a new location, if you go into the navigation map and then exit the navigation map, the message box position gets reset to default Y axis coordinates. It keeps the new X axis coordinates correctly. I saw this with SH4 and SH3 UI, didn't test with SH5 UI.
- There's some missing descriptions in the item notes for the new TAI/NAV map features screen, i.e. Minefields, etc.
I'll look into the messagebox in SH3 and SH4 styles
The descriptions aren't really missing - it's just that I'm not sure what they do exactly and thus I've left them as unknown. Once someone figures out what they do I'll update the descriptions.
Brauner
08-02-10, 09:24 AM
What's a porpoise of this command? When firing deck gun the fire rate is the same with or without battle stations command and to operate deck gun you need crew of 5 or more. If crew is not in battle stations that should affect fire rate diving speed etc.:06:
TheDarkWraith
08-02-10, 10:28 AM
I've played around with 3.9.0 for a few minutes and here's a quick bug report:
- After dragging the message box to a new location, if you go into the navigation map and then exit the navigation map, the message box position gets reset to default Y axis coordinates. It keeps the new X axis coordinates correctly. I saw this with SH4 and SH3 UI, didn't test with SH5 UI.
found the offending code for SH3/4 UI styles. Navigation map isn't the only thing that affects it. It doesn't affect the SH5Enhanced UI style. I'll issue a bugfix for this here soon :up:
PL_Andrev
08-02-10, 10:40 AM
#1
TC reset
My friend reported that at version 3.3.1 he was destroyed very often because the TC level do not reset when enemy was sighted (ship or plane).
#2
The hydrophone contact line is dashed so as to remove accuracy
I prefer the line from sub to TAI border, but don't know that is possible.
Maybe other solution?
http://img338.imageshack.us/img338/8238/contline2.jpg
And this the player do not know where the line is finished (real end point do not match contact point).
The line should have transparent finish as on the screen. And be not 50% to original...
#3
"changed the merchants and warships map symbol to be the same symbol"
I think if you put this option the orange/red fields should be removed because there are like info "hey! I'm warship".
But what about enemy submarines? There are circle sign.
Second issue is "this strange sign" the better way is black dot as:
TheDarkWraith
08-02-10, 11:15 AM
#1
TC reset
My friend reported that at version 3.3.1 he was destroyed very often because the TC level do not reset when enemy was sighted (ship or plane).
#2
The hydrophone contact line is dashed so as to remove accuracy
I prefer the line from sub to TAI border, but don't know that is possible.
Maybe other solution?And this the player do not know where the line is finished (real end point do not match contact point).
The line should have transparent finish as on the screen. And be not 50% to original...
#3
"changed the merchants and warships map symbol to be the same symbol"
I think if you put this option the orange/red fields should be removed because there are like info "hey! I'm warship".
But what about enemy submarines? There are circle sign.
Second issue is "this strange sign" the better way is black dot as:
#1 I added the ability to set the TC level to user desired level based on certain messages posted in the message box. Those certain messages are customizable by the user via the options file. I added some default ones like ship sighted, convoy sighted, airplane spotted, etc.
#2 The contact line is used for other purposes other than as a hydrophone contact line. When the dashed line is enabled look at the TAI map and look what's affected: the view cone limits, the torpedo solution line, and some other things I can't think of off the top of my head. So given how it's used I made the best solution I could think of. If you have a better way I'm all for it :yeah:
#3 You have a valid point but I wanted to give the user the option to control the realism wanted. I didn't want to force something on them when they have the option to control it themselves. If they want the red/orange shading to disappear they can edit the map features to remove it.
Enemy submarines are circle yes when the add-on mod to set merchants/warships/sub to same 2D symbol isn't enabled. If that add-on mod is enabled then all of those use the new 2D symbol (looks like star of David). Now when you refer to 'this strange sign' you must be referring to the new symbol no? If so the reason it looks like it does is because how the game renders symbols for merchants and warships. Merchants and warships use the same symbol but the warships one is rotated 45 degrees. Now you see why the symbol looks like it does? I'm all for a different symbol if it can meet the criteria I posted above :yep:
TheDarkWraith
08-02-10, 11:25 AM
- After dragging the message box to a new location, if you go into the navigation map and then exit the navigation map, the message box position gets reset to default Y axis coordinates. It keeps the new X axis coordinates correctly. I saw this with SH4 and SH3 UI, didn't test with SH5 UI.
Here is the bugfix for this problem: http://www.filefront.com/17166825/NewUIs-TDC-v3-9-0-Bugfix1.7z/
I'm packaging up v3.9.1 with this change for those that would rather download a complete new version. It'll be available shortly at post #1
:|\\
DavyJonesFootlocker
08-02-10, 01:06 PM
Something I noticed. When going to periscope depth both the attack and observation scope is below the waterline, even when fully extended. What is the depth of pericope depth?
TheDarkWraith
08-02-10, 01:14 PM
Something I noticed. When going to periscope depth both the attack and observation scope is below the waterline, even when fully extended. What is the depth of pericope depth?
PeriscopeDepth=12;meters 12.5
SnorkelDepth=9.4;meters 12.5
when I raise the attack scope it's fine. Obs scope requires me to go to snorkel depth. Sounds like a mod has changed where your sub 'sits' in the water.
Tectronus
08-02-10, 01:47 PM
I've added 'notes' to the items in the TAI and Nav Map features. The notes display just like any other item's notes, right above the message box. You have to have item notes enabled (3rd icon from right of left side of top right bar) to have them display:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2765
Hey i saw a small little issue that could stop some people from seen these new messages.
If you have notes toggled off and mouse over any of these map options you will never seen the extra info you applied.
If you added alittle more logic to check state of notes when the either of the new map options windows pop up. Then some people with language barrier problem won't miss these new explanations of the options.
TheDarkWraith
08-02-10, 01:55 PM
Hey i saw a small little issue that could stop some people from seen these new messages.
If you have notes toggled off and mouse over any of these map options you will never seen the extra info you applied.
that's why it says in the documentation (change log) that you have to have item notes enabled to see these :DL To add a mouse in/mouse out for each entry would be too tedious and time consuming.
Hello TDW
Your contact colour and shape mods work fine so far. Great work, thanks a lot! :DL
However there's a little problem with it. When you hover with the mouse over a contact symbol in the TAI or NAV map, a little pop up appears that says merchant or warship. These messages should be either removed or renamed (by something like "ship" or "visual contact"). Otherwise there's no point in using the same shapes for all ships. Could you do this for your next release (I don't think this should be very difficult for you to manage :D).
KarlKoch
08-02-10, 02:43 PM
Already asked this and TDW didn't find a way to remove those tooltips (yet). Let's cross fingers that he will be able to remove them. :)
TheDarkWraith
08-02-10, 02:49 PM
Hello TDW
Your contact colour and shape mods work fine so far. Great work, thanks a lot! :DL
However there's a little problem with it. When you hover with the mouse over a contact symbol in the TAI or NAV map, a little pop up appears that says merchant or warship. These messages should be either removed or renamed (by something like "ship" or "visual contact"). Otherwise there's no point in using the same shapes for all ships. Could you do this for your next release (I don't think this should be very difficult for you to manage :D).
Already asked this and TDW didn't find a way to remove those tooltips (yet). Let's cross fingers that he will be able to remove them. :)
I believe there's a way to do it but it would require you all to edit the menu.txt file at your end. This is because it would be way to much work for me to do 3 simple changes X the number of languages this mod supports X 2. If you want to do it try this:
821=Contact;Warship
822=Contact;Merchant
823=Contact;Submarine
this should change the tooltips used :hmmm:
EDIT:
just tried it and it works! I'll include that little spiel in my documentation so that users can do this if they want.
Stormfly
08-02-10, 02:50 PM
PeriscopeDepth=12;meters 12.5
SnorkelDepth=9.4;meters 12.5
when I raise the attack scope it's fine. Obs scope requires me to go to snorkel depth. Sounds like a mod has changed where your sub 'sits' in the water.
iam asking me what may be the reason for delivering these files with your UI.
With every new version, i have to delete these files, because i use my own personal settings, also for me for example the keypress "D" means always diving for me and not surfacing or holding dept if at or below your setted dive dept, cant understand that ppl set a reachable dept for the diving command, i mean this command means dive or ? :hmmm:
Tectronus
08-02-10, 02:58 PM
I was just making sure you where aware of it. Guess i didn't read them to well late last night.. Was to busy looking at all the cool stuff you added. :up: Yea mouse overs would be crazy and pointless. I thought i was thinking of ezer ways doing it. Really, im surprised that you added then extra info to them at all. Its vary cool to see that your project aim is to help as many people/play styles as you can. Vary cool indeed.
Hey TDW, thanks for this tip. Just changed it and it works perfect! :woot:
TheDarkWraith
08-02-10, 03:10 PM
iam asking me what may be the reason for delivering these files with your UI.
the main reason is because since I changed the obs scope to the historically accurate height I had to add a snorkel icon to the depth bar. That snorkel icon takes you to snorkel depth and snorkel depth was the same as periscope depth in the stock files. Thus I had to change them and include them in the mod.
On a similar note I took v3.9.1 a little beyond the bug fix version. Since I had already modified the UBoot_Sensors.sim file to change the periscope heights I decided to make some more changes to it:
- added my version of the rotating DF loop. My version of it allows for random rotations, ability to stop and pause at certain angle, direction changes, and different speeds of rotations. It is always visible but will not be visible underwater. I've also added the DF sensor to it so it can act like a true DF loop! Also added my version of the radio rod rising when submerging and stowing when surfacing. My version of it does not 'pop' up or down. It slowly rises/falls as you submerge/surface. It also won't start rising until you have already submerged some.
etheberge
08-02-10, 03:17 PM
found the offending code for SH3/4 UI styles. Navigation map isn't the only thing that affects it. It doesn't affect the SH5Enhanced UI style. I'll issue a bugfix for this here soon :up:
You sir, are a lean mean coding machine. Thanks!
TheDarkWraith
08-02-10, 03:35 PM
v3.9.1 released. This is a bugfix for version 3.9.0. The bug is present in the SH3 and SH4 UI styles only. It effects more than the navigation map also. v3.9.1 also went beyond being a bugfix version because I also added my version of the DF loop and the Radio Rod rising/lowering.
It fixes this bug:
- After dragging the message box to a new location, if you go into the navigation map and then exit the navigation map, the message box position gets reset to default Y axis coordinates. It keeps the new X axis coordinates correctly. I saw this with SH4 and SH3 UI, didn't test with SH5 UI.
See post #1 for details :|\\
Stormfly
08-02-10, 04:00 PM
wow, the new DF antenna looks nice, especialy the random turning. But the radio antenna is flickering up and down in heavy weather :timeout:
...any chance for a quick fix ? :D
TheDarkWraith
08-02-10, 04:13 PM
wow, the new DF antenna looks nice, especialy the random turning. But the radio antenna is flickering up and down in heavy weather :timeout:
...any chance for a quick fix ? :D
the one downfall of the radio rod is heavy seas. I'm trying to make it rise/lower another way but it's not working correctly yet. I'll figure it out eventually.
EDIT:
and here that eventually came! I pick up on things really easy and am excellent at figuring things out WHEN it's something hard. Sometimes the blatantly obvious eludes me as in this case. Heavy seas should be no problem anymore for the radio rod. I have to issue another bug fix for the rec manual thing someone posted so I'll include this also.
On a similar note I took v3.9.1 a little beyond the bug fix version. Since I had already modified the UBoot_Sensors.sim file to change the periscope heights I decided to make some more changes to it:
- added my version of the rotating DF loop. My version of it allows for random rotations, ability to stop and pause at certain angle, direction changes, and different speeds of rotations. It is always visible but will not be visible underwater. I've also added the DF sensor to it so it can act like a true DF loop! Also added my version of the radio rod rising when submerging and stowing when surfacing. My version of it does not 'pop' up or down. It slowly rises/falls as you submerge/surface. It also won't start rising until you have already submerged some.
Great !!!!
What are you referring to when you say that you have also added the DF sensor to the DF antenna to make it act like a true DF loop ?? How does it work ?? Does it pick up enemy ships radio transmissions and informs the player about them ? How ?? This new feature sound great !! :yeah:
Txema
TheDarkWraith
08-02-10, 06:41 PM
v3.9.2 released. This is a critical update due to a post in the SH5 forums saying that it's possible to open the stock bugged recognition manual if your mouse in on the far left side of the screen in any of the scope views. This has been fixed in this version along with some changes to the DF loop and radio rod. See post #1 for details :|\\
DavyJonesFootlocker
08-02-10, 10:07 PM
Do you uninstall the last version or overwrite it? I uninstalled the older version and the UI went to default. The dials went missing.
DavyJonesFootlocker
08-02-10, 10:30 PM
Oops nevermind. Got it right now...:D
Meldric
08-03-10, 03:41 AM
Hi!
Was the settings-file changed between 3.9.0 and 3.9.2? As I am not really sure, I do make my settings for each version and sometimes new versions come so fast that I never even used several versions. It would in my eyes be a major improvement if you could note in the changelog for every release if the the settings have been changed so that we would know when we need to re-do all our settings and when we could simply keep using the old file...
What do you think?
Stormfly
08-03-10, 04:11 AM
now it works fine, Thanks for this instand help TDW :yeah:
...btw any chance for finaly implement a popup delay for incomming radio messages (to have the incomming sound before message popup) ?
also triggers regarding opening torp tube doors are still missing.
TheDarkWraith
08-03-10, 06:53 AM
Hi!
Was the settings-file changed between 3.9.0 and 3.9.2? As I am not really sure, I do make my settings for each version and sometimes new versions come so fast that I never even used several versions. It would in my eyes be a major improvement if you could note in the changelog for every release if the the settings have been changed so that we would know when we need to re-do all our settings and when we could simply keep using the old file...
What do you think?
options file did not change from v3.9.0 to v3.9.2. Great idea about noting if the options file changed or not. I'll start including something that says whether the options file is unchanged or not :up:
McHub532
08-03-10, 06:55 AM
I'll start including something that says whether the options file is unchanged or not :up:
Awesome idea !
Kentrat
08-03-10, 08:02 AM
Superb work TDW, I downloaded 3.9.1. and by the time I had edited the 'flavours' to suit it had been superceded by 3.9.2 so a changelog for the options will help immensely! I have been using examdiff and marvelled at the new blocks of data and options that appear with each major release, so thanks for all the efforts you have made that have transformed SH5; I really do not think I would be using it if the stock interface was the only option! I find I use SH3 less with the passing of time and once the remaining mysteries have been unravelled and the present annoyances of the original coding have been remedied by those such as yourself we will have something that will last another five years, even if no other U-Boat sim 'surfaces' (excuse the pun!)
We of the virtual Kriegsmarine salute you!
Hi Dark Wraith
I just noticed that the ghg sound device works with your mod when the boat is on surface. When installing the kdb you cannot receive any sound contacts when on surface. Now I'm not sure if you've done this on purpose.
I think that also the ghg sound device should not work when the boat is on surface.
In German wikipedia I read that only with the balcony device (don't know whether this is available in the game) you were able to receive sound contact when the boat was on surface.
TheDarkWraith
08-03-10, 06:26 PM
Hi Dark Wraith
I just noticed that the ghg sound device works with your mod when the boat is on surface. When installing the kdb you cannot receive any sound contacts when on surface. Now I'm not sure if you've done this on purpose.
I think that also the ghg sound device should not work when the boat is on surface.
In German wikipedia I read that only with the balcony device (don't know whether this is available in the game) you were able to receive sound contact when the boat was on surface.
I made all hydrophone commands available on surface. Reason: there's no way for me to tell what kind of hydrophone is installed in the sub. Now what can be done is a user option could be made that only when enabled allowed hydrophone commands to work on surface. This would entail the user to ensure to change the option though when upgrading equipment. Because of that I found it easier to allow hydrophone commands to always be enabled on surface.
THE_MASK
08-03-10, 08:41 PM
Small request .
any way to move the torp panel down a fraction so it doesnt overlay the FPS typing .
http://img685.imageshack.us/img685/990/sh5img201008041135.jpg (http://img685.imageshack.us/i/sh5img201008041135.jpg/)
I made all hydrophone commands available on surface. Reason: there's no way for me to tell what kind of hydrophone is installed in the sub. Now what can be done is a user option could be made that only when enabled allowed hydrophone commands to work on surface. This would entail the user to ensure to change the option though when upgrading equipment. Because of that I found it easier to allow hydrophone commands to always be enabled on surface.
Hi TDW
Please just leave the hydrophone commands always enabled as it is now. No problem with that.
The problem is something else. When on surface the soundman or you, when sitting yourself on the hydrophone station, ought not to hear anything. That means no sound lines on the TAI-map and and when asking the soundman for contacts he should answer "no sound contact". Thus, not the sound commands but the hydrophon itself should not work, when boat is on surface. I remember there was a small mod called "No Surface hydrophone" that solved this problem by modifying the "U-Boot_sensors.sim", maybe you could have a look at this. As your mod changes this file as well, this mod cannot be used together with yours.
Look here:
http://www.subsim.com/radioroom/showthread.php?t=163213&highlight=no+surface+hydrophone
PL_Andrev
08-04-10, 05:59 AM
Small request .
any way to move the torp panel down a fraction so it doesnt overlay the FPS typing .
http://img685.imageshack.us/img685/990/sh5img201008041135.jpg (http://img685.imageshack.us/i/sh5img201008041135.jpg/)
...or put the FPS report under torp panel?
Some posts ago I asked about changing the speed/pistol switchers form SH5 style to traditional clock-kind switchers on SH5 torpedo panel...
... and turn off spread angle switcher if only one tube is selected.
Any chance to implement it?
The General
08-04-10, 08:51 AM
I'm not sure DarkWraith should be asked to adjust his U.I. to cater to every whim. Having the F.P.S. information displayed is a personal preference and has nothing to do with Gameplay.
On another subject. I love that the map icons are now a neutral black, but there is a problem with SH5 that has been there since stock, atleast for me. Every time I click-n-drag the waypoint tool I get ghost images of all the contacts in the area and they show up in blue and red as before. this kind of undermines the poijnt of having neutral icons in the first place. This ghosting has always been an irratating occurance, is it possible to fix? Does anybody know what I'm talking about?
[/URL]
[URL=http://img837.imageshack.us/i/waypoint.jpg/]http://img837.imageshack.us/img837/8914/waypoint.jpg (http://img256.imageshack.us/i/waypoint.jpg/)
TheDarkWraith
08-04-10, 09:17 AM
On another subject. I love that the map icons are now a neutral black, but there is a problem with SH5 that has been there since stock, atleast for me. Every time I click-n-drag the waypoint tool I get ghost images of all the contacts in the area and they show up in blue and red as before. this kind of undermines the poijnt of having neutral icons in the first place. This ghosting has always been an irratating occurance, is it possible to fix? Does anybody know what I'm talking about?
Yes I know what you're talking about. Yes I think I have a solution for it. Forgot about this problem actually (it's a stock game problem) so I'm glad you brought it up :up:
The General
08-04-10, 09:21 AM
Well you've fixed so much of SH5, I'm not suprised you occasionally lose track. Perhaps it's time Ubisoft put you on the Payroll and gave you your own team :D
Meldric
08-04-10, 09:23 AM
When I understood right, the ghost images stand for the estimated position of this contacts by the time you reach the end of the currently dragged routepoint.
This is per definition only a rough estimation... and of course if the "ghosts" are colored, it will give away if it is a friendly or not... :)
Meldric
08-04-10, 10:31 AM
I will not miss them anyway :) I just thought it might not be clear, what these things try to be... :)
Nevermind...
TheDarkWraith
08-04-10, 10:34 AM
I'm trying to make it so that you can have the options of:
- having them enabled like stock
- having them all the same shape (so you can't tell merchant from warship from sub - your sub will still keep the familiar circle)
- having them enabled like stock but without color
- having them all the same shape without color
- having them not be visible at all
KarlKoch
08-04-10, 10:36 AM
That isn't the case, it's clearly just a mistake, of which there are many in SH5. Even if it was the case, it's poorly executed, unrealistic and unecessary. I say remove it.
What Meldric said is correct, those ghost contacts are the (at least estimated) positions of the contact at the time you reach the last waypoint you actually are defining. Just like a help for people who cannot compute an intercept course. However, i agree to at least have an option to remove them entirely. If not possible, remove them completely. If possible, that is.
TheDarkWraith
08-04-10, 11:29 AM
I call these contacts that appear when you drag a waypoint 'Waypoint contacts'. Here are those waypoint contacts with same shape and no color:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2769
so now I can make them disappear, change shape, basically do whatever I want them to do. I'll be releasing a new version 3.9.3 with this fix.
The General
08-04-10, 11:58 AM
Could an early-war U-Boat detect surface contacts with it's hydrophones?
Sailor Steve has told me categorically 'no'.
Why is there a rotating radar loop on my '39 U-Boat?
My pointer keeps disappearing when the ID manual is brought up, making this U.I. Mod unplayable :cry: I don't wanna have to press Shift+Z several times to bring it back. This is obviously a problem with a lesser than optimum resolution. In the screenshot below you'll see that almost the entire viewport is obscured by this gubbins, can we move it somewhere else? I know there's a toggle to switch it off, but it shouldn't be there in the first place and if you switch off this part of the interface then how the hell do you use the stadimeter?! It's symptomatic of a poorly desgined U.I. I'm talking about the initial design, not the great work you've done DW. Please test your U.I. in the 16:9 Res to see what I mean.
http://img69.imageshack.us/img69/6568/36755876.jpg (http://img69.imageshack.us/i/36755876.jpg/)
simsurfer
08-04-10, 12:11 PM
I like you mod, installed it today with a bunch of other mods I had running at the time, got a whole bunch of Program stopped responding errors and it took me a bit to get it all worked out. Played one game, now when I attempt to load the game again the Program terminates again on loading. I have uninstalled the game and am loading it back on as I type, will report back later on.
In the meantime is there a load order for this mod, I mean what mod do I load first, second, third? Your UI mod wants to be over ridden by some of the other mods that you have added to the overall mod no matter what order I load them.
Any insight, thanks.
Could an early-war U-Boat detect surface contacts with it's hydrophones?
Sailor Steve has told me categorically 'no'.
Why is there a rotating radar loop on my '39 U-Boat?
The loop antenna is a directional antenna used to intercept enemy radio transmissions and find their direction. It is customarily known as direction finding (DF) antenna. However, it has nothing to do with radar systems.
Txema
TheDarkWraith
08-04-10, 12:20 PM
My pointer keeps disappearing when the ID manual is brought up, making this U.I. Mod unplayable :cry: I don't wanna have to press Shift+Z to bring it back everytime. this is obviously a problem with a lesser than optimum resolution. In the screenshot below you'll see that almost the entire viewport is obscured by this gubbins, can we move it somewhere else?
you have two options:
- enable XO TDC Dialog box draggable in the options file so you can drag it wherever you want or
- press the 'L' key to hide the messagebox and move the XO TDC Dialog box to more favorable position on right side of screen
The General
08-04-10, 12:34 PM
enable XO TDC Dialog box draggable in the options file so you can drag it wherever you wantGod bless you DW for your patience with my ranting :salute: I keep getting contact lines when surfaced. Is this information coming from the DF antenna or the Sonar? When in visual range of a surface contact, my sonar guy fails to detect any sonar contacts, why?
Chowhound
08-04-10, 12:46 PM
Just installed the SH5 UI. It is truly a game changer!
Thanks for all of your hard work.
TheDarkWraith
08-04-10, 12:47 PM
God bless you DW for your patience with my ranting :salute: I keep getting contact lines when surfaced. Is this information coming from the DF antenna or the Sonar? When in visual range of a surface contact, my sonar guy fails to detect any sonar contacts, why?
The information is coming from the hydophone station controller in the game. Your sonar guy fails to detect the visual contact because the game either displays hydrophone contact lines or the visual contact symbol, not both for a contact.
I'm looking to add an add-on mod to disable the hydrophone when surfaced.
Krauter
08-04-10, 01:27 PM
Sorry but what do the following files do?
ERM Reaper7 NightVision
TheDarkWraith
08-04-10, 01:30 PM
Sorry but what do the following files do?
ERM Reaper7 NightVision
see here: http://www.subsim.com/radioroom/showpost.php?p=1443507&postcount=3509
it's Reaper7's enhanced rec manual revised by myself
Krauter
08-04-10, 01:31 PM
Ahh, excellent, at the moment I use his Enhanced Recognition manual 2.0
TheDarkWraith
08-04-10, 02:55 PM
http://img837.imageshack.us/img837/8914/waypoint.jpg (http://img837.imageshack.us/i/waypoint.jpg/)
v3.9.3 released. This version adds add-on mods for the problem posted above. It also adds an add-on mod that will prevent hydrophone contacts unless you are at least ~9m depth.
See post #1 for details :|\\
The options file is unchanged in this version.
Well TDW, I know I said it a hundred times, but I need to tell you once again: You're the man! :salute:
I'll just try the new version! Thank you for your great work! :up:
TheDarkWraith
08-04-10, 06:33 PM
- added a high precision timer class to the game. This class takes into account TC level and thus can be used for timings that involve TC level. The stock animation timers of the game do not account for TC level
See this made me think that a old idea someone once had on the sh3 forums might be possible now. Cool new Bell and Whistle for your awesome UI
TC dependent Dive Control and Sonar Search Feature.
This would at over a certain TC level make your boat dive to lets say periscope depth and search for sonar contacts for X amount of minutes and then return to surface.
You could add the extra icon to the top of your SH5 style UI for a toggle On/off and also one of your cool TC adjustment option for this. - 32 +
v4.0.0 work has begun with the main goal of bringing this fabulous idea to life! :yeah: Here is the preliminary file that will define the commands available and the syntax for automation:
; Automation
; Allows for player to automate common tasks while in patrol
;
; Available commands (from \data\cfg\commands.cfg):
;
; format:
; command,x,y,t
; command is the name of the command to execute
; x = parameter 1 of command
; y = parameter 2 of command
; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 1 second to account for code overhead
;
; a press of any key cancels the automation script!
;
;
; Set_depth,x,y,t - Dive to a depth of x meters. If y=0 then don't do a depth under keel check. If y=1 then check depth under keel before diving. If x > depth under keel then x will be set to: current depth < x < depth under keel - 5
; Surface,0,0,t - surface the boat
; Periscope_depth,0,0,t - go to periscope depth.
; Snorkel_depth,0,0,t - go to snorkel depth
; Knuckle_port,0,0,t - 90 degree turn to port
; Double_knuckle_port,0,0,t - 90 degree turn to port followed by a short straight run followed by another 90 degree turn to port
; Knuckle_starboard,0,0,t - 90 degree turn to starboard
; Double_knuckle_starboard,0,0,t - 90 degree turn to starboard followed by a short straight run followed by another 90 degree turn to starboard
; Deploy_decoys,0,0,t - deploys decoys (noise makers)
; Activate_radar,0,0,t - activate radar (turn on) if installed
; Radar_toggle_range - toggle radar range between short and far
; Deactivate_radar,0,0,t - deactivate radar (turn off) if installed
; Rise_whole_periscope,0,0,t - fully raise the attack scope
; Lower_whole_periscope,0,0,t - fully lower the attack scope
; Get_depth_under_sub_keel,0,0,t - get the depth under the sub's keel
; Rise_whole_obs_periscope,0,0,t - fully raise the obs scope
; Lower_whole_obs_periscope,0,0,t - fully lower the obs scope
; Rig_for_silent_running,0,0,t - set silent running (minimal noise)
; Secure_from_silent_running,0,0,t - secure from silent running
; Set_speed,x,0,t - set the current sub's speed
; Ahead_slow,0,0,t - ahead slow bell
; Ahead_one_third,0,0,t - ahead 1/3 bell
; Ahead_standard,0,0,t - ahead standard bell
; Ahead_full,0,0,t - ahead full bell
; Ahead_flank,0,0,t - ahead flank bell
; Back_slow,0,0,t - back slow bell
; Back_standard,0,0,t - back standard bell
; Back_full,0,0,t - back full bell
; Back_emergency,0,0,t - back emergency bell
; All_stop,0,0,t - all stop bell
; Set_course,x,0,t - set course relative to current course
; Set_heading,x,0,t - set new heading
; Return_to_course,0,0,t - return to following waypoints
; Report_depth_under_keel,0,0,t - get the depth under sub's keel
; Report_nearest_visual_contact,0,0,t - get the nearest visual contact spotted by crew
; Report_nearest_radio_contact,0,0,t - report the nearest radio contact received/detected
; Radar_one_sweep,0,0,t - perform one sweep of radar (if installed)
; Radar_continuous_sweep,0,0,t - continuous sweep of radar (if installed)
; Report_nearest_sound_contact,0,0,t - report the nearest sound contact detected.
; Report_nearest_warship_sound_contact,0,0,t - report the nearest warship sound contact detected
; Hydrophone_normal_sweep,0,0,t - perform normal sweeps on hydrophone
;
;
; Additional commands:
;
; Set_Time_Compression,x,0,t - set time compression to x value (x must be a power of 2!)
; Sweep_Scope,x,y,t - sweep the scope from a start of x degrees to an end of y degrees. Time to sweep from x to y determined by t. Next command will be issued after t time
; Activate_Scope_Station,x,0,t - activates a scope station where x = the scope station number (0=attack, 1=obs, 2=UZO)
; Leave_Scope_Station,0,0,t - leaves the scope station and returns to bridge
; Activate_NavMap_Station,0,0,t - activates the navigation map station
; Leave_NavMap_Station,0,0,t - leaves the nav map station and returns to bridge
; Loop,0,0,t - loop this automation script t times before stopping
;
;
; You define an Automation Script by starting with the header [AS] followed by the name of the script on the following line. Then immediately following that the header [COMMANDS]. Then your commands line by line followed finally by [COMMANDS_END]
;
;
[AS]
TDW_Cruise
[COMMANDS]
Return_to_course,0,0,1 ; ensure we're following waypoints and wait 1 second before next command
Activate_NavMap_Station,0,0,5 ; activate the nav map station so we can see the full map and wait 5 seconds before next command
Set_Time_Compression,32,0,3600 ; set time compression to 32 and wait 3600 seconds (1 hour) before next command
Set_Time_Compression,1,0,1 ; set time compression to 1 and wait 1 second before next command
Periscope_depth,0,0,15 ; go to periscope depth and wait 15 seconds before next command
All_stop,0,0,1 ; order all stop and wait 1 second before next command
Hydrophone_normal_sweep,0,0,60 ; tell hydrophone operator to normal sweep listening for contacts. Let him listen for 1 min (60 seconds) before next command
Report_nearest_sound_contact,0,0,10 ; report nearest sound contact heard and wait 10 seconds before next command (this gives time for user to cancel auto)
Rise_whole_periscope,0,0,15 ; fully raise the attack scope and wait 15 seconds before next command (take a look around to ensure it's ok to surface)
Activate_Scope_Station,0,0,5 ; activate the attack scope station and wait 5 seconds before next command
Sweep_Scope,0,360,60 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished
Report_nearest_visual_contact,0,0,10 ; report nearest visual contact found. Wait 10 seconds before next command (this gives time for user to cancel auto)
Leave_Scope_Station,0,0,1 ; leave the scope station thus returning to nav map station and wait 1 second before next command
Lower_whole_periscope,0,0,1 ; fully lower the attack scope and wait 1 second before next command
Ahead_standard,0,0,1 ; order ahead standard and wait 1 second before next command
Surface,0,0,1 ; surface the boat and wait 1 second before next command
Loop,0,0,5 ; loop through all this 5 times before stopping and ending this script
[COMMANDS_END]
Hey TheDarkWraith. Great UI. I've been using it since its inception. :yeah:
One question about all of your new add-ons in 3.9.3. Just for instance, do we need to use both versions of the add-ons? Say, I want to use No_Contact_Colors, do I also need to enable Waypoint_Contacts_No_Color? Or is it an optional thing where you would choose one and use it like:
NewUIs_TDC_3_9_3_No_Contact_Colors - Use this if you just don't want colors
NewUIs_TDC_3_9_3_Waypoint_Contacts_No_Colors - Use this if you don't want contact colors on original contact and the "ghost" images
Thanks, and sorry if this is confusing because I'm confused too. :03:
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