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Tectronus
08-04-10, 07:28 PM
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:




Sweet.. Can't wait. Wish it was my idea but its a great one none the less.

TheDarkWraith
08-04-10, 07:35 PM
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:

I gave you all the option to choose if you wanted both of them without colors, same shapes, etc. So if you want both of them to not have colors then you have to enable no colors for both. Same for the shapes. Make sense? There might be some person who wants the contacts to be colorless and the same shape but if they drag a waypoint they want to 'cheat' and see what the color is and what kind of contact it is.

Krauter
08-04-10, 08:15 PM
Hey TDW, I don't know if this would be possible; but I know you mentioned earlier in this thread (dont wanna go through 300 pages to find it..) that all dials in the sub were linked to a certain function.

With this in mind, would it be possible to make the TDC in the conning tower interactive? Or would this beyond the scope of this Mod or the game itself?

TheDarkWraith
08-04-10, 08:18 PM
Hey TDW, I don't know if this would be possible; but I know you mentioned earlier in this thread (dont wanna go through 300 pages to find it..) that all dials in the sub were linked to a certain function.

With this in mind, would it be possible to make the TDC in the conning tower interactive? Or would this beyond the scope of this Mod or the game itself?

I can't answer that as I haven't tried to see/make them work yet. In time I will get to that. It's on my list :DL

Krauter
08-04-10, 08:21 PM
Your the man :)

Also, I remember back in the times of 2.0 to 2.6 or so you had one your ToDo list of making seperate throttle controles (port/starboard). Is this off the drawing board as not workable?

TheDarkWraith
08-04-10, 08:47 PM
Your the man :)

Also, I remember back in the times of 2.0 to 2.6 or so you had one your ToDo list of making seperate throttle controles (port/starboard). Is this off the drawing board as not workable?

it's not workable. They still haven't fixed this from SH3 days :damn:

Krauter
08-04-10, 08:48 PM
bah; well thanks for all the work you've done all the same :woot:

Sudo
08-04-10, 09:16 PM
I gave you all the option to choose if you wanted both of them without colors, same shapes, etc. So if you want both of them to not have colors then you have to enable no colors for both. Same for the shapes. Make sense? There might be some person who wants the contacts to be colorless and the same shape but if they drag a waypoint they want to 'cheat' and see what the color is and what kind of contact it is.

Got ya! :03: Makes perfect sense. I just wanted to make sure I was getting everything installed that I wanted. Thank you kind sir, and great mod. :yeah:

TheDarkWraith
08-04-10, 10:02 PM
The parser for the automation files is complete. Now I have to take the commands and break them down into their components: command, parameter 1, parameter 2, and time. Then finish the automation code :D
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2770

TheDarkWraith
08-05-10, 01:17 AM
Automation works :rock::rock: This is going to open up a whole slew of possibilities.....I've made it so that you can define multiple scripts. All these scripts reside in a single file and are read in at game start. You will be able to select the script you want to use during the game. You'll have options to start, stop, and pause the script. You can even change scripts on the fly (say you have one running and you want to start another one now - done!).
I see the following possibilities for this:
- custom evasive maneuver scripts
- custom navigation scripts
- scripts to automate 'daily' tasks during long distance travels (run on surface 1 hr, dive, all stop, listen for sound contacts, ahead standard, surface, repeat)

There's really endless possibilities for this :D

I'm going to add the teleport commands as commands available to the scripts. This will allow you to dive when surfaced (teleport to radio or hydrophone).

The script currently running is stopped when you press any key. Once a script is stopped and you want to start it again it will start from the beginning. Pause can be used to stop a script midstream and then restart where it was.

This is awesome :D :|\\

simsurfer
08-05-10, 05:14 AM
I like the idea of creating a daily schedule as in dive in the morning for a trim dive, surface, crash dive auto on plane sighting ect...

THE_MASK
08-05-10, 07:48 AM
check depth before diving .

wittmann
08-05-10, 08:04 AM
Hi TDW!

I really like the new UI!
However, there is a problem.RAOBF calculate range not accurate!
For example, RAOBF calculated range 850 meters ,nav map measured range 600 meters,
RAOBF calculated range 2600 meters ,nav map measured range 1450 meters.
I used RAOBF in SH3,i know use.
Installed mods: Multiple UI,RAOBF patch,scope rework
What's wrong?

TheDarkWraith
08-05-10, 08:32 AM
Hi TDW!

I really like the new UI!
However, there is a problem.RAOBF calculate range not accurate!
For example, RAOBF calculated range 850 meters ,nav map measured range 600 meters,
RAOBF calculated range 2600 meters ,nav map measured range 1450 meters.
I used RAOBF in SH3,i know use.
Installed mods: Multiple UI,RAOBF patch,scope rework
What's wrong?

I can guarantee that the RAOBF will calculate the correct range. The problem for you is either:
- not using the correct add-on mod for RAOBF to account for different scope powers
- using a scope mod that doesn't have a RAOBF graticule calibrated for it yet
- not using the correct numbers off of the RAOBF graticule based on zoom level

Are you using a scope mod? What are the mag powers of the scopes?

wittmann
08-05-10, 09:21 AM
I can guarantee that the RAOBF will calculate the correct range. The problem for you is either:
- not using the correct add-on mod for RAOBF to account for different scope powers
- using a scope mod that doesn't have a RAOBF graticule calibrated for it yet
- not using the correct numbers off of the RAOBF graticule based on zoom level

Are you using a scope mod? What are the mag powers of the scopes?

I tried 1,5x and 6x zoom level.( 1,5x zoom right,bottom nomination.6x zoom top,middle nomination)
I do not use other scope mod.
May be that other mod contain some scripts for scopes?Historical specifications,etc?
I Inactivated all other mod,and try again!

SeaTurtle
08-05-10, 11:24 AM
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.

Hello TheDarkWraith,

Back from hollidays... Tested your solution but it doenst seems to work.

I would like to launch torpedoes in "arcade mode" like the old SH3 just to have fun.

In the old SH3 you just lock and aim the ship with the periscope, wait for a good angle, set the depth of the torpedoe just under the keel, set speed and magnetic and then fire. It was a precise aiming with the scope (front or back of the ship).

But now this is impossible. If I use auto-TDC and aim the ship, it will just shoot straight ahead or miss the boat each time.

If I use the icon for the recognition/solution/fire it will miss, the torpedoes is not precise... :dead: Even in manual tdc.

Maybe im not understanding something... But is it possible to aim&shoot like SH3 without the bubbles or the manual TDC ?

Of course I can learn manual TDC, but im just playing for fun, and the ambiant of the SH. :yep:

Thanks,

Tectronus
08-05-10, 11:40 AM
Automation works :rock::rock: This is going to open up a whole slew of possibilities.....I've made it so that you can define multiple scripts. All these scripts reside in a single file and are read in at game start. You will be able to select the script you want to use during the game. You'll have options to start, stop, and pause the script. You can even change scripts on the fly (say you have one running and you want to start another one now - done!).
I see the following possibilities for this:
- custom evasive maneuver scripts
- custom navigation scripts
- scripts to automate 'daily' tasks during long distance travels (run on surface 1 hr, dive, all stop, listen for sound contacts, ahead standard, surface, repeat)

There's really endless possibilities for this :D

I'm going to add the teleport commands as commands available to the scripts. This will allow you to dive when surfaced (teleport to radio or hydrophone).

The script currently running is stopped when you press any key. Once a script is stopped and you want to start it again it will start from the beginning. Pause can be used to stop a script midstream and then restart where it was.

This is awesome :D :|\\

This is beond awesome TDW.... Good news.. Great work!

Tectronus
08-05-10, 11:50 AM
Hello TheDarkWraith,

Back from hollidays... Tested your solution but it doenst seems to work.

I would like to launch torpedoes in "arcade mode" like the old SH3 just to have fun.

In the old SH3 you just lock and aim the ship with the periscope, wait for a good angle, set the depth of the torpedoe just under the keel, set speed and magnetic and then fire. It was a precise aiming with the scope (front or back of the ship).

But now this is impossible. If I use auto-TDC and aim the ship, it will just shoot straight ahead or miss the boat each time.

If I use the icon for the recognition/solution/fire it will miss, the torpedoes is not precise... :dead: Even in manual tdc.

Maybe im not understanding something... But is it possible to aim&shoot like SH3 without the bubbles or the manual TDC ?

Of course I can learn manual TDC, but im just playing for fun, and the ambiant of the SH. :yep:

Thanks,


I got this working the way you want it the other day by accident.. You have to change a opt in the thedarkwraith.py script.. Let me go look.

TheDarkWraith
08-05-10, 11:56 AM
This is beond awesome TDW.... Good news.. Great work!

Automation just made a turn to being even more powerful. Anything you can do in a script, and I mean anything, you can do in a custom command. You define a custom command like so:

# a TC command
class AutomationTCCommand( TDWAutomation.AutomationScriptInFile.BaseAutomatio nCommandUndefined ):
def Initialize( self ):
self.complete = True
def Execute( self ):
Menu.TimeCompression = self.param1
return self.complete

then your custom command has to be added to the undefined commands so Automation will recognize it:

# these are commands either made by user or not defined in commands.cfg
# these commands will use the BaseAutomationCommandUndefined class
#
undefinedcommands = [
[ "Set_Time_Compression", AutomationTCCommand ]
#,[ "Loop", AutomationLoopCommand ]
]

Once defined and 'registered' with undefinedcommands you are free to use those commands in your automation script!

Now those that are unfamiliar with programming and classes will not see the great power I have given here. What I've done is allowed you all to extend the commands Automation 'knows' and the commands in the game by defining custom commands. These custom commands can only be used currently in Automation but there's no reason they couldn't be used outside of it also (with some supporting code).

Tectronus
08-05-10, 01:37 PM
Hello TheDarkWraith,

Back from hollidays... Tested your solution but it doenst seems to work.

I would like to launch torpedoes in "arcade mode" like the old SH3 just to have fun.

In the old SH3 you just lock and aim the ship with the periscope, wait for a good angle, set the depth of the torpedoe just under the keel, set speed and magnetic and then fire. It was a precise aiming with the scope (front or back of the ship).

But now this is impossible. If I use auto-TDC and aim the ship, it will just shoot straight ahead or miss the boat each time.

If I use the icon for the recognition/solution/fire it will miss, the torpedoes is not precise... :dead: Even in manual tdc.

Maybe im not understanding something... But is it possible to aim&shoot like SH3 without the bubbles or the manual TDC ?

Of course I can learn manual TDC, but im just playing for fun, and the ambiant of the SH. :yep:

Thanks,

I got this working the way you want it the other day by accident.. You have to change a opt in the thedarkwraith.py script.. Let me go look.


Never mind. You don't have to change any opt in the script. I was thinking of something else. This works right now with his ui out of the box. I never notice because i don't use auto.

The TDC has to be off and you can't lock the target with space. You can use x key to keep the target locked with the scope. Aob and speed and range are calculated auto just like sh3. Just have the periscope over any portion of the target and fire.

To check if the gyro angle is good your going to have to watch it your self. Turn minimal or all dial on.. you will see the gyro angle. + or - 10 deg is good angle.

TheDarkWraith
08-05-10, 03:20 PM
Have to write a few more custom commands and make an interface for automation and then v4.0.0 will be ready for release :rock: Looping works :D
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2771

Stormfly
08-05-10, 04:05 PM
Any chance to integrate Reaper7`s HiDef TDC & HiDef Alt 3D Periscope`s into your UI, its looking so fantastic... i mean it would give a real blast for the game if you guys could work together for it :yeah:

SeaTurtle
08-05-10, 08:24 PM
Never mind. You don't have to change any opt in the script. I was thinking of something else. This works right now with his ui out of the box. I never notice because i don't use auto.

The TDC has to be off and you can't lock the target with space. You can use x key to keep the target locked with the scope. Aob and speed and range are calculated auto just like sh3. Just have the periscope over any portion of the target and fire.

To check if the gyro angle is good your going to have to watch it your self. Turn minimal or all dial on.. you will see the gyro angle. + or - 10 deg is good angle.

Thank you Tectronus.

I see when you lock with X then ask for solution it will be correct.

Do you know why the lock with taskbar (green arrow) doesnt make a good solution ? I can now see the difference. Speed stay at 0 with taskbar + solution, where it will be correct with X key + solution...

Sudo
08-05-10, 09:29 PM
TDW, I was tracking down a merchant and decided to try the "Determine target speed" option, so I locked on to the target with the "Follow selected target" and then clicked the "Determine target speed". I run the stopwatch for 3 minutes and clicked the "Determine target speed" again. The message window said "Navigator: Calculating target's speed and avg speed... then it says Navigator: Target speed is 0Kts, avg speed 0Kts. He's certainly moving and after timing him another 3 minutes use the trusty pencil and compass it appears that he's traveling somewhere around 12Kts. Did I miss a step as to setting up the Determine target speed? Thanks.

TheDarkWraith
08-05-10, 09:32 PM
TDW, I was tracking down a merchant and decided to try the "Determine target speed" option, so I locked on to the target with the "Follow selected target" and then clicked the "Determine target speed". I run the stopwatch for 3 minutes and clicked the "Determine target speed" again. The message window said "Navigator: Calculating target's speed and avg speed... then it says Navigator: Target speed is 0Kts, avg speed 0Kts. He's certainly moving and after timing him another 3 minutes use the trusty pencil and compass it appears that he's traveling somewhere around 12Kts. Did I miss a step as to setting up the Determine target speed? Thanks.

it relies on the initial range to target and initial AOB. Did you have those setup before enabling the determine target speed?

Sudo
08-05-10, 09:39 PM
it relies on the initial range to target and initial AOB. Did you have those setup before enabling the determine target speed?

Nope, I didn't! :03: But I will the next time. Thanks. :salute:

McHub532
08-06-10, 04:45 AM
Sorry for being so hard to find lately TheDarkWraith.

My work has updated their firewall and now it's blocking the Ubisoft server.

So... I don't even get to play the game anymore.

Before my wife moved from Michigan to join me here in Arizona.. at least I could play from home. :)

wittmann
08-06-10, 09:35 AM
Hi!

I inactivated all mods.Only Multiple UI 3.9.3,and RAOBF patch active.
I do not understand....

http://kepfeltoltes.hu/100806/603164357n_vtelen_www.kepfeltoltes.hu_.jpg

TheDarkWraith
08-06-10, 09:44 AM
Hi!

I inactivated all mods.Only Multiple UI 3.9.3,and RAOBF patch active.
I do not understand....

see here to see if you are using it correctly: http://www.subsim.com/radioroom/showpost.php?p=1435215&postcount=3440

zoom level has to be taken into account.

zenai
08-06-10, 12:36 PM
compass doesn't accept new course after TC 16

Is it possible stop the TCx when I receive a new radio contact?

Is it possible have a button for a search pattern like SH4?

tnx

PL_Andrev
08-06-10, 02:29 PM
Small bug spotted on wittmann's screenshot:

http://img44.imageshack.us/img44/2121/raobf.jpg

Drakhun
08-07-10, 11:58 AM
I have a question: how to use ShipJournal Editor? It is possible to view journals not in the game? Everytime I try to launch SJEditor it says that he can't locate journal folder:hmmm:

Sorry for my ignorance.

TheDarkWraith
08-07-10, 12:05 PM
I have a question: how to use ShipJournal Editor? It is possible to view journals not in the game? Everytime I try to launch SJEditor it says that he can't locate journal folder:hmmm:

Sorry for my ignorance.

you have to first save a journal in game so that the folder needed is created. After you've saved your first journal you won't have that problem anymore :DL

Drakhun
08-07-10, 03:03 PM
you have to first save a journal in game so that the folder needed is created. After you've saved your first journal you won't have that problem anymore :DL

The problem is that I've saved journals in game, now in C:\Ubisoft\Silent Hunter 5Logs I have 2 of my journals with .DAT extension. But still SJEditor refuses to work.

KarlKoch
08-08-10, 11:12 AM
e:This post is no longer of any interest, didn't look properly.


Just found a bug in your Mod when entering target data manually. AOB and bearing dials have their positions (and functions) mixed up. See following screenshots for explanation:

Step 1: UZO lined up with 0°, so bearing dial should indicate 0°, whatever i may enter as AOB. Note the green "manual input" button.
http://www.abload.de/img/step1ucmk.jpg

Step 2: Grab AOB needle and pull to 90° starboard (or whatever). Note that the bearing needle also shows 90° starboard now. UZO still pointing to 0° ahead.
http://www.abload.de/img/step2uhp9.jpg

Step 3: Turn "manual input" off (note red button) and see what happens:
Bearing-labeled Dial (it actually is the AOB dial) jumping back to 0° (what should not happen), but AOB-labeled dial stays at 90° starboard (what shouldn't happen either).
http://www.abload.de/img/step3mg22.jpg

Conclusion: AOB and bearing dials function AND appearance are swapped, labels are NOT.
Plus, both needles are moving, when only AOB needle should be moving.

e: Bearing should be placed on the left side, in my opinion. AOB on the right. So only labels to change and function.

reaper7
08-08-10, 12:35 PM
Just found a bug in your Mod when entering target data manually. AOB and bearing dials have their positions (and functions) mixed up. See following screenshots for explanation:

Step 1: UZO lined up with 0°, so bearing dial should indicate 0°, whatever i may enter as AOB. Note the green "manual input" button.


Step 2: Grab AOB needle and pull to 90° starboard (or whatever). Note that the bearing needle also shows 90° starboard now. UZO still pointing to 0° ahead.


Step 3: Turn "manual input" off (note red button) and see what happens:
Bearing-labeled Dial (it actually is the AOB dial) jumping back to 0° (what should not happen), but AOB-labeled dial stays at 90° starboard (what shouldn't happen either).


Conclusion: AOB and bearing dials function AND appearance are swapped, labels are NOT.
Plus, both needles are moving, when only AOB needle should be moving.


Sorry deleted my Original post in error as I was editing it :oops:.

Anyway Karl this is actually the correct mode of operation for those dials.

Just as a side note If your playing in Automated Mode (Shoot by numbers) the auto TDC functions differentaly to that to auto TDC is Full Manual TDC mode.
Also if your used to the AOB and Bearing dial in stock SH3/4/5 these were always incorrect the Bearing dial used to have the Vernier dial in it and not the AOB which is the one that should have had it (This may lead to the confussion).

Ok back to you question.

Step 1: UZO lined up with 0°, so bearing dial should indicate 0°, whatever i may enter as AOB. Note the green "manual input" button.

This is correct (While in Auto TDC bearing will always matct the scope bearing).

Step 2: Grab AOB needle and pull to 90° starboard (or whatever). Note that the bearing needle also shows 90° starboard now. UZO still pointing to 0° ahead.

Correct also (Due to you being in Maual TDC mode the Bearing is no longer tied to the Scope Bearing but is being affected by the AOB as you Rotate it). You can manually rotate the Bearing Dial at this point without effecting the AOB Dial.

The Bearing is rotating when you adjust the AOB as the targetting solution is updating the Topr trajectory for the new AOB.

Step 3: Turn "manual input" off (note red button) and see what happens:
Bearing-labeled Dial (it actually is the AOB dial) jumping back to 0° (what should not happen), but AOB-labeled dial stays at 90° starboard (what shouldn't happen either).

Correct also (Due to you switching back to Auto TDC the Bearing Dial has now being tied to the Scope bearing again).
The AOB has not changed as that is the manual AOB you set for the TDC.
Manual TDC allows you to manualy enter the Torpedo solution for Target speed, range, AOB, Torp depth, salvo spread etc.
These values are locked into the solution when you switch back to Auto TDC.
Now here's the bit about the Bearing - after switching back to manual the AOB is still the same as the ship is travelling along the same path (We wouldn't want that to change) but the Bearing dial as you nothed has jumped back to the direction of the scope. OK look at your solution on the TAI map and move the scope see how the solution rotates to match where you looking (Well the bearing dial rotate to match also).
What this allows for is changing our hit point on the target witout having to reate a new solution.
So for the first Torp get your solution, say dead centre of the target. Fire 1
Now move the scope to the rear of the target (Bearing Dial and solution on TAI move). Fire 2
Now move the scope to the front of the target (Bearing Dial and solution on TAI move). Fire 3

We now got three different torpedo paths from the one solution. :up:

On another side note. You can using Manual only set up the solution without ever using the scope.
This way you would rotate the bearind dial to the correct bearing for the solution.
This is usefull if doing attacks using Hydrophone or radr only.

Hope this explains it ok. Good hunting.

KarlKoch
08-08-10, 12:46 PM
Also if your used to the AOB and Bearing dial in stock SH3/4/5 these were always incorrect the Bearing dial used to have the Vernier dial in it and not the AOB which is the one that should have had it (This may lead to the confussion).


This is what lead me to assuming there was a bug. So it actually isn't. Sorry for that. But i always thought i installed GWX3.0. Isn't that fixed there?

However, thanks for pointing me in the right direction.

But one thing still is on my mind. Could Bearing and AOB dials be swapped? Usually, one enters AOB, not bearing. Therefore, it would suit better on the right side.

TheDarkWraith
08-08-10, 03:46 PM
Automation nearly complete. Just a few bug to work out and I have to make the interface for it. Here are the commands currently available:

; Automation
; Allows for player to automate common tasks while in patrol
;
; format:
; command,x,y,a,b,c,d,t
; command is the name of the command to execute
; x = parameter 1 of command (has to be an UInt32 value!)
; y = parameter 2 of command (has to be an UInt32 value!)
; a = parameter 3 of command
; b = parameter 4 of command
; c = parameter 5 of command
; d = times to execute command (0=no limit)
; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 0.1 second to account for code overhead
;
; a press of any key cancels the automation script!
;
;
; Do not use the below as they cause problems!
; Activate_radar,0,0,0,0,0,0,t - activate radar (turn on) if installed
; Deactivate_radar,0,0,0,0,0,0,t - deactivate radar (turn off) if installed
; Radar_continuous_sweep,0,0,0,0,0,0,t
; Radar_one_sweep,0,0,0,0,0,0,t
;
; If you want to switch between radar constant bearing and radar sweep modes you have to know the current mode and use the toggle command:
; NOTE: game starts in radar continuous sweep mode
; Radar_toggle_sweep_focus,0,0,0,0,0,0,t
;
; Available commands (from \data\cfg\commands.cfg):
;
; Surface,0,0,0,0,0,0,t - surface the boat
; Periscope_depth,0,0,0,0,0,0,t - go to periscope depth.
; Snorkel_depth,0,0,0,0,0,0,t - go to snorkel depth
; Get_depth_under_sub_keel,0,0,0,0,0,0,t - get the depth under the sub's keel
; Knuckle_port,0,0,0,0,0,0,t - 90 degree turn to port
; Double_knuckle_port,0,0,0,0,0,0,t - 90 degree turn to port followed by a short straight run followed by another 90 degree turn to port
; Knuckle_starboard,0,0,0,0,0,0,t - 90 degree turn to starboard
; Double_knuckle_starboard,0,0,0,0,0,0,t - 90 degree turn to starboard followed by a short straight run followed by another 90 degree turn to starboard
; Deploy_decoys,0,0,0,0,0,0,t - deploys decoys (noise makers)
; NOTE: radar turn on is located below in additional commands
; Radar_turn_off,0,0,0,0,0,0,t - turns the radar off
; Radar_toggle_on_off,0,0,0,0,0,0,t - toggles the radar on/off
; Radar_toggle_range,0,0,0,0,0,0,t - toggle radar range between short and far
; Radar_toggle_sweep_focus,0,0,0,0,0,0,t - toggles the radar between constant bearing and sweep mode
; NOTE: radar one sweep is located below in additional commands
; Rise_whole_periscope,0,0,0,0,0,0,t - fully raise the attack scope
; Lower_whole_periscope,0,0,0,0,0,0,t - fully lower the attack scope
; Rise_whole_obs_periscope,0,0,0,0,0,0,t - fully raise the obs scope
; Lower_whole_obs_periscope,0,0,0,0,0,0,t - fully lower the obs scope
; Rig_for_silent_running,0,0,0,0,0,0,t - set silent running (minimal noise)
; Secure_from_silent_running,0,0,0,0,0,0,t - secure from silent running
; Ahead_slow,0,0,0,0,0,0,t - ahead slow bell
; Ahead_one_third,0,0,0,0,0,0,t - ahead 1/3 bell
; Ahead_standard,0,0,0,0,0,0,t - ahead standard bell
; Ahead_full,0,0,0,0,0,0,t - ahead full bell
; Ahead_flank,0,0,0,0,0,0,t - ahead flank bell
; Back_slow,0,0,0,0,0,0,t - back slow bell
; Back_standard,0,0,0,0,0,0,t - back standard bell
; Back_full,0,0,0,0,0,0,t - back full bell
; Back_emergency,0,0,0,0,0,0,t - back emergency bell
; All_stop,0,0,0,0,0,0,t - all stop bell
; Return_to_course,0,0,0,0,0,0,t - return to following waypoints
; Report_nearest_visual_contact,0,0,0,0,0,0,t - get the nearest visual contact spotted by crew
; Report_nearest_radio_contact,0,0,0,0,0,0,t - report the nearest radio contact received/detected
; Report_nearest_sound_contact,0,0,0,0,0,0,t - report the nearest sound contact detected.
; Report_nearest_warship_sound_contact,0,0,0,0,0,0,t - report the nearest warship sound contact detected
; Hydrophone_normal_sweep,0,0,0,0,0,0,t - perform normal sweeps on hydrophone
;
;
; Additional commands:
;
; format:
; command,x,y,a,b,c,t
; command is the name of the command to execute
; x = parameter 1 of command (has to be something that can convert to float value!)
; y = parameter 2 of command (has to be something that can convert to float value!)
; a = parameter 3 of command
; b = parameter 4 of command
; c = parameter 5 of command
; d = times to execute command (0=no limit)
; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 0.1 second to account for code overhead
;
;
; Set_Time_Compression,x,0,0,0,0,0,t - set time compression to x value (x must be a power of 2!)
; Sweep_Scope,x,y,z,zz,0,0,t - sweep the scope from a start of y degrees to an end of z degrees. Time to sweep from y to z determined by zz. Next command will be
issued after time t (time t doesn't start until sweeping complete). x = the scope station number (0=attack, 1=obs, 2=UZO)
; Activate_Scope_Station,x,0,0,0,0,0,t - activates a scope station where x = the scope station number (0=attack, 1=obs, 2=UZO)
; Leave_Scope_Station,0,0,0,0,0,0,t - leaves the scope station and returns to bridge
; Activate_NavMap_Station,0,0,0,0,0,0,t - activates the navigation map station
; Leave_NavMap_Station,0,0,0,0,0,0,t - leaves the nav map station and returns to bridge
; Set_new_depth,x,0,0,0,0,0,t - Dive to a depth of x meters. NOTE: whole positive numbers only!
; Set_new_course,x,0,0,0,0,0,t - set course relative to current course. NOTE: whole positive numbers only
; Set_new_heading,x,0,0,0,0,0,t - set new heading. NOTE:
; Set_new_speed,x,0,0,0,0,0,t - set the new speed (+ or - value and can be a float)
; Radar_turn_on,0,0,0,0,0,0,t - turns the radar on
; Radar_make_one_sweep,0,0,0,0,0,0,t - perform one sweep of radar (if installed)
; Radar_set_continuous_sweep_mode,0,0,0,0,0,0,t - sets the radar to continuous sweep mode
; Radar_set_constant_bearing_mode,0,0,0,0,0,0,t - sets the radar to constant bearing mode
; Loop,x,0,0,0,0,0,0 - loop this automation script x times before stopping

THE_MASK
08-09-10, 05:26 AM
If you have TCxOnMessageBoxText = True in the TheDarkWraithUserOptions then you might want to add
7636 to 7645 as well . If you have no idea what i am talking about then dont worry about it .

raven1309
08-09-10, 08:02 AM
Hi first of all great mod:yeah:
Now for one quick question how do i activate the night filters:06:

Tectronus
08-09-10, 10:59 AM
If you have TCxOnMessageBoxText = True in the TheDarkWraithUserOptions then you might want to add
7636 to 7645 as well . If you have no idea what i am talking about then dont worry about it .

thx.

Krauter
08-09-10, 11:33 AM
OK.. wth.. just had a ruined firing solution because the torpedo tube doors wont open.. when I mouse over the switch it says disabled.. wtf.. no damage on the tubes either?

Tectronus
08-09-10, 11:43 AM
Thank you Tectronus.

I see when you lock with X then ask for solution it will be correct.

Do you know why the lock with taskbar (green arrow) doesnt make a good solution ? I can now see the difference. Speed stay at 0 with taskbar + solution, where it will be correct with X key + solution...

I hope i understand you correctly. Im alittle unsure about the (green arrow) part.

Locking with task bar icon is probably tied to the newer sh5 point and shoot style.

X key lock is the old shIII lock method
space bar lock is now the new SH5 point and shoot method.

TDW put both methods in so the user could play the way they would like to.

PL_Andrev
08-09-10, 11:58 AM
###################################
Videos:

- submerged torp attack using v3.1.1. Shows how to use the SH3 style speed estimator and how to use the new red buttons attached to the speed and AOB TDC dials for 'setting' the speed and AOB into the TDC so they persist across stadimeter calls
http://www.filefront.com/16878549/Torp-Attack-TDW-3-1-1.7z/

Hmmm...
It looks like this file is available at FF but direct link is broken (unable to download).

SeaTurtle
08-09-10, 12:22 PM
TDW put both methods in so the user could play the way they would like to.

Thank you.

I now have a new problem with the TDW auto-TDC solution. I've upgraded my torpedo man to get more efficiency and damage, but now the torpedoes miss the target all the time. I think upgrading the torpedo man is not a good idea.

I've taken some screenshots :

1/ with TDC OFF, lock with X, eveyrthing is set correctly and data are updated automatically in real time. I used to have a good shot like this.

http://tof.canardpc.com/preview2/701f2574-1604-4127-b76a-51dcba1cbea9.jpg (http://tof.canardpc.com/view/701f2574-1604-4127-b76a-51dcba1cbea9.jpg)


But now you can see that torpedoes will hit only the front of the target. In salvo shooting I have somme miss and some hit. With single shooting, the torpedoe will just miss and run in front of the target.

http://tof.canardpc.com/preview/3cfc2621-fff7-4bf0-921c-6b66b0c8bae8.jpg (http://tof.canardpc.com/view/3cfc2621-fff7-4bf0-921c-6b66b0c8bae8.jpg)

2/ Manual TDC is not working with "solution" by XO the speed will not be entered. Not working.

3/ The trick i'm using now it to tun TDC ON, then push the button for manual entry, then turn TDC OFF. Then when I ask for a solution all the data including speed will be set like automatic TDC from TDW but NOT UPDATED.

If I fire the torpedo it will miss the target or hit the front. So because it is not updated, I count 5 or 6 seconds before launch, and the torpedo will do a quite correct hit :

http://tof.canardpc.com/preview/21201f01-4c88-409d-8b5a-a88b1d4afa42.jpg (http://tof.canardpc.com/view/21201f01-4c88-409d-8b5a-a88b1d4afa42.jpg)

reaper7
08-09-10, 12:29 PM
Thank you.

I now have a new problem with the TDW auto-TDC solution. I've upgraded my torpedo man to get more efficiency and damage, but now the torpedoes miss the target all the time. I think upgrading the torpedo man is not a good idea.



Yes this is a stock bug. If you ungrade the Torps you increase there speed and the TDC does not account for this. Therefore all the solutions are incorrect.

There are mods to fix this issue that get rid of the Torp speed increase.

KarlKoch
08-09-10, 12:30 PM
Thank you.


Thats a game problem, workaround: don't use (or train) the ability to enhance torpedo speed.

SeaTurtle
08-09-10, 12:43 PM
Damn. :D Wanted the better performance promised by the upgrade. :arrgh!:

But yes. That was clear my new promoted torpedoman had become alcoholic or something like that. :nope:

You talked about a fix mod, I'll try to look for it, because now I cannot downgrade the torpedoman.

Thank you for your help. :up:

reaper7
08-09-10, 01:02 PM
Damn. :D Wanted the better performance promised by the upgrade. :arrgh!:

But yes. That was clear my new promoted torpedoman had become alcoholic or something like that. :nope:

You talked about a fix mod, I'll try to look for it, because now I cannot downgrade the torpedoman.

Thank you for your help. :up:


Look for a Mod called "No more abilities" :03:

Sudo
08-09-10, 01:24 PM
Look for a Mod called "No more abilities" :03:

I need to add this to my loadout too. I'm only on my second "mission" so I assume no one had gotten "special abilities" yet? :-?

Also, are there any good video's showing this UI with manual targeting? Kind of like a tutorial vid? Youtube has some vids but it doesn't appear anyone is using TDW's UI's in those. Thanks. :yeah:

lavr
08-09-10, 01:37 PM
Hey mates.
Could somebody help me out here? How do I rotate RAOBF scales? Manual TDC is on, I tried every button on my keyboard but it didn`t move.
I have reinstalled sh v , patched to v.1.2 and installed NewUIs_TDC_3_9_3_TheDarkWraith only. Do I need to install something else to get RAOBF scales to rotate?
Thank you.

Krauter
08-09-10, 01:39 PM
use E and Q to rotate it, Shift Q/E to rotate it slightly

reaper7
08-09-10, 02:20 PM
Also, are there any good video's showing this UI with manual targeting? Kind of like a tutorial vid? Youtube has some vids but it doesn't appear anyone is using TDW's UI's in those. Thanks. :yeah:

I did one a while back using an early verion of TDW's UI.
you can see it at http://www.youtube.com/watch?v=ZejK46JamFE
It's a bit outdated now, but you may find it usefull.

I plan on doing some proper Manual Targeting with No Contats soon for my own UI. So keep an eye out for them. They'll be just as useable with TDW Ui as he has similar commands and functions that I'll be using.

Sudo
08-09-10, 02:56 PM
I did one a while back using an early verion of TDW's UI.
you can see it at http://www.youtube.com/watch?v=ZejK46JamFE
It's a bit outdated now, but you may find it usefull.

I plan on doing some proper Manual Targeting with No Contats soon for my own UI. So keep an eye out for them. They'll be just as useable with TDW Ui as he has similar commands and functions that I'll be using.

Thanks reaper7. I will certainly keep my eye out for your vids when you get them ready. :yeah: And thanks for the link. :salute:

SeaTurtle
08-09-10, 04:57 PM
Look for a Mod called "No more abilities" :03:

Thank you, could find some threads and fix it directly in the SpecialAbilities file located in \silent hunter 5\data\UPCDataGE\UPCCrewData

;TORPEDOMAN - Passive abilities
[SpecialAbility 15]
ID=Ability-Increase-Torpedo-SpeedDamage
NameDisplayable=Ability-Increase-Torpedo-SpeedDamage-Name
Description=Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description
Levels= 5
AbilityType=TorpedoSpeed, TorpedoDamage ;increase in torpedo speed and damage (in percents)
AbilityValue= 0, 4, 0, 8, 0, 12, 0, 16, 0, 20

Going to test now, but it should be working I hope !

I like the abilities in this game, nice feature to make patrols more interesting... I see the values in the files, there are good improvements for the submarine. So you come back from a patrol and says "hmmm I really need a better gunner for the deck gun ! last time this merchant nearly started to shoot at us and this damn clumsy gunner was just messing everything up !" then ask you chief for some promotions, train your personnel and grow up the hunter team. :arrgh!::arrgh!:

reaper7
08-09-10, 05:03 PM
Thank you, could find some threads and fix it directly in the SpecialAbilities file located in \silent hunter 5\data\UPCDataGE\UPCCrewData

;TORPEDOMAN - Passive abilities
[SpecialAbility 15]
ID=Ability-Increase-Torpedo-SpeedDamage
NameDisplayable=Ability-Increase-Torpedo-SpeedDamage-Name
Description=Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description
Levels= 5
AbilityType=TorpedoSpeed, TorpedoDamage ;increase in torpedo speed and damage (in percents)
AbilityValue= 0, 4, 0, 8, 0, 12, 0, 16, 0, 20

Going to test now, but it should be working I hope !

I like the abilities in this game, nice feature to make patrols more interesting... I see the values in the files, there are good improvements for the submarine. So you come back from a patrol and says "hmmm I really need a better gunner for the deck gun ! last time this merchant nearly started to shoot at us and this damn clumsy gunner was just messing everything up !" then ask you chief for some promotions, train your personnel and grow up the hunter team. :arrgh!::arrgh!:

Yes that should do the trick. You'll gain the damage percentage but not the speed.
Which will keep the TDC happy pumping out correct solutions :03:.

Capt Jack Harkness
08-09-10, 07:47 PM
Whatever happened to the crew competency ratings from SH4? If you were lucky you could snag good men before you shipped out, but if not, they gained experience at sea automatically... Perhaps we could put in a similar system in SH5, instead of the RPG-style xp that get allocated to whatever skills the captain wishes.

nodlew
08-09-10, 08:19 PM
Hey guys. I've just recently got the new TDW UI and I think it's really matured, gone from a great mod to a nearly perfect one. I am having a problem though, and I hope someone can set me straight.

I was thrilled to find that TDW added the RAOBF to the mod--it was the thing I missed the most having come to rely on it so in SH3. However, I am having trouble getting it to work. The problem might be a lack of understanding on my part, but I doubt it. I have a series of three screenshots to illustrate my difficulties.

First, here are my enabled mods:

Generic Mod Enabler - v2.5.0.150
[C:\Ubisoft\Silent Hunter 5\MODS]

MoraleMod
RealSizeMoon
RemoveLogoIntroTheDarkWraith
Realistic ammo amount for AA and deck guns
ImprovedWaves_Improved Pitch&Roll
Electric torp wake removal - wamphyri
Detailed Caustics 1.0
Critical hits 1.1 Torpedos
Capthelms Lighting Effects mod for sh5
AilSmoke 1.7
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilRain 1.0
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
Rel_SH4_BBC_1939_to_1945
Capthelms Remove Mouse Crosshair Mod For SH5
SteelViking's Interior Mod V1.1
Accurate German Flags
R7 HiRes Mithrandirs Alt Clock
NewUIs_TDC_3_9_3_ByTheDarkWraith
NewUIs_TDC_3_9_3_ERM_Reaper7_NightVision
NewUIs_TDC_3_9_3_ColoredShippingChart_by_reaper7
NewUIs_TDC_3_9_3_No_Hydrophone_On_Surface
MRP 1.3+OPCF light
MRP 8x5 patch

Now. This first screenshot shows a C2-S-B1 Large Merchant which I have placed as close to 1500 m distant from me as the mission editor will allow. I was trying to recreate the exact conditions that TDW used in his tutorial on how to use the RA0BF--somewhere in this thread. In the picture you can see that the RAOBF finder is working, the graticules are correct. RAOBF gives me correct range (1500m) and AOB (90deg) for this target.

http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2851


So far so good. In the next picture, I have placed another identical Merchant again at 1500 m, but this time I have canted it to 45 degs, and suddenly I can't read the RAOBF:


http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2849


The 8 is on the wrong side. It looks like if it were on the reverse side, the angle might be close, but as it is, I have no degrees to determine AOB.

The final picture is another more extreme example of the above. This time I placed another identical Merchant at very close to 1500 meters but placed it facing me turned at a 20 deg angle. AOB should be 20 deg. The following is what I get:

http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2850


Again, it looks like if the dial were reversed--if the 4 were on the other side in the same relative position, then the reading would be 20. But as it is, I don't have a tool with which to verify that, and attempting to do such geometric gymnastics in game would be tedious and frustrating in the extreme and shouldn't be necessary in a sane universe. The RAOBF is supposed to make things more immersive and to simplify AOB calculations.

So. What is wrong with this picture? Is it something I am doing wrong? I honestly don't think so. I have been over the prescribed procedure numerous times for hours on end. I know how to use it, which scales to take readings from, etc.

Help?

Obelix
08-09-10, 08:50 PM
nodlew
+1 The same problem.
What about full manual RAOBF?

Krauter
08-09-10, 10:15 PM
TDW; following a revelation in W_clears Environment thread that the clocks do not adjust to your positioning in-game (ex: Operation drumbeat.. so confusing with time change and what the weather is like outside)

I thought that perhaps we could make a function allowing the player (or the game to automatically) adjust the clocks in your u-boat and in-game to you're relative position in relation to time zones?

TheDarkWraith
08-09-10, 10:29 PM
TDW; following a revelation in W_clears Environment thread that the clocks do not adjust to your positioning in-game (ex: Operation drumbeat.. so confusing with time change and what the weather is like outside)

I thought that perhaps we could make a function allowing the player (or the game to automatically) adjust the clocks in your u-boat and in-game to you're relative position in relation to time zones?

something like this could be done. I believe there is a way to set the clock in game to a user defined time. What info I would need is what lines of longitude are time zones and what +x they give. After getting that I could see if I could make it.

Capt Jack Harkness
08-10-10, 12:36 AM
something like this could be done. I believe there is a way to set the clock in game to a user defined time. What info I would need is what lines of longitude are time zones and what +x they give. After getting that I could see if I could make it.

Done: http://www.geographicguide.com/planet/time-zones.htm

Of course, the time zones rarely follow straight lines of longitude... :rotfl2:

TheDarkWraith
08-10-10, 01:20 AM
The UI for Automation is almost complete. What's left to do is add code for when you mouse over an activated script it highlights in black (and stays highlighted). Then if it's highlighted to add controls to allow you to start, stop, and pause that activated script. Clicking an activated script deactives it and removes it from the activated scripts list.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2852

tuore
08-10-10, 04:12 AM
Hmm.. I got this mod, installed the SH5Enhanced. It looks wonderful, and I especially like the shipping chart and the ship log.

However, when I'm trying to aim a torpedo and I hover the mouse over the ship's map symbol to see its speed, no pop up comes up. Why? Is it disabled in the mod? Because I suck at calculating it manually.
That's the only downside for me, and I'm not even sure if it's a downside (maybe the speed is shown elsewhere?)

Hooch
08-10-10, 04:54 AM
TDW don't know if Ubisoft have changed anything but since yesterday when i open the captains hat and click on a signal it freezes that screen in place even though the rest of the sub reacts accordingly, ie change speed with
hotkeys etc.

Turtle01
08-10-10, 09:54 AM
The UI for Automation is almost complete. What's left to do is add code for when you mouse over an activated script it highlights in black (and stays highlighted). Then if it's highlighted to add controls to allow you to start, stop, and pause that activated script. Clicking an activated script deactives it and removes it from the activated scripts list.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2852



mmmmh :o amazing !
Thank you for your work i am speechless.

Greets Turtle

PL_Andrev
08-10-10, 11:59 AM
What's left to do is add code for when you mouse over an activated script it highlights in black (and stays highlighted). Then if it's highlighted to add controls to allow you to start, stop, and pause that activated script. Clicking an activated script deactives it and removes it from the activated scripts list.

Mhmmm, good way.
But I suggest other solution for these scripts:
Click on officer icon -> teleport to this officer -> (or click on officer at his station) -> choose the correct script and check status from officer's dialog menu.

Adventages of this proposal:
- next step for "uboat's real life"
- no additional "unrealistic" dialog box for scripts menagement
- usying uboat officers dialog boxes
- no stupid dialogs (scripts instead "Herr kaleun, let's talk about my dog.")

Of course, this is only proposal...
:03:

Krauter
08-10-10, 02:16 PM
I'm curious to see what you are trying to do with this automation.. I don't quite understand what you are trying to achieve

TheDarkWraith
08-10-10, 02:23 PM
I'm curious to see what you are trying to do with this automation.. I don't quite understand what you are trying to achieve

Let's say you're crossing the pond. Now while crossing the pond you usually do what? You stop every so often, dive, listen for sound contacts, surface, sweep the periscope looking for contacts, etc. Well what if all that was automated for you? Then you just sit back and let your 'XO' do all the work. It can be used for just about anything :D

For example here is one of the included scripts:

[AS]
TDW_Search
[CATEGORY]
Long Distance Travel
[COMMANDS]
Set_Time_Compression,1,0,0,0,0,0,0 ; set time compression to 1 and wait 1 second before next command
Return_to_course,0,0,0,0,0,0,0 ; ensure we're following waypoints and wait 1 second before next command
Activate_NavMap_Station,0,0,0,0,0,0,0 ; activate the nav map station so we can see the full map and wait 5 seconds before next command
Set_Time_Compression,32,0,0,0,0,0,3600 ; set time compression to 32 and wait 3600 seconds (1 hour) before next command
Set_Time_Compression,1,0,0,0,0,0,0 ; set time compression to 1 and wait 1 second before next command
Periscope_depth,0,0,0,0,0,0,60 ; go to periscope depth and wait 15 seconds before next command
All_stop,0,0,0,0,0,0,0 ; order all stop and wait 1 second before next command
Hydrophone_normal_sweep,0,0,0,0,0,0,60 ; tell hydrophone operator to normal sweep listening for contacts. Let him listen for 1 min (60 seconds) before next command
Report_nearest_sound_contact,0,0,0,0,0,0,10 ; report nearest sound contact heard and wait 10 seconds before next command (this gives time for user to cancel auto)
Rise_whole_obs_periscope,1,0,0,0,0,0,15 ; 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,1,0,0,0,0,0,10 ; activate the attack scope station and wait 5 seconds before next command
Sweep_Scope,1,0,360,90.0,0,0,60 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished
Report_nearest_visual_contact,0,0,0,0,0,0,10 ; report nearest visual contact found. Wait 10 seconds before next command (this gives time for user to cancel auto)
Lower_whole_obs_periscope,0,0,0,0,0,0,5 ; fully lower the attack scope and wait 1 second before next command
Leave_Scope_Station,0,0,0,0,0,0,15 ; leave the scope station thus returning to nav map station and wait 1 second before next command
Ahead_standard,0,0,0,0,0,0,0 ; order ahead standard and wait 1 second before next command
Surface,0,0,0,0,0,1,90 ; surface the boat and wait 1 second before next command
Activate_Scope_Station,2,0,0,0,0,0,120 ; activate the UZO scope
Sweep_Scope,2,0,360,90.0,0,0,5 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished
Leave_Scope_Station,2,0,0,0,0,0,0
Loop,2,0,0,0,0,0,0 ; loop through all this 2 times before stopping and ending this script
[COMMANDS_END]

so when you select the category Long Distance Travel and then you enable (start) the TDW_Search script in Automation the following happens:

- time compression is set to 1
- return to course order is given
- nav map is called up
- time compression is set to 32
- 1 hr of game time passes
- time compression set back to 1
- periscope depth is then ordered up
- all stop is ordered up
- hyrdophone operator is told to perform normal sweep of hydrophone looking for contacts
- hydrophone operator is asked for nearest sound contact
- obs pericope is risen and obs scope station activated
- obs scope is swept from bearing 0 to bearing 360 in 90 seconds
- nearest visual contact is requested
- obs scope then lowered and obs scope station if left
- ahead standard ordered up
- surface order given
- UZO scope station activated
- UZO swept from bearing 0 to bearing 360 in 90 seconds
- UZO station left
- loop everything done again

Automation.....beautiful....sit back and be Captain!

tuore
08-10-10, 03:11 PM
Hmm.. I got this mod, installed the SH5Enhanced. It looks wonderful, and I especially like the shipping chart and the ship log.

However, when I'm trying to aim a torpedo and I hover the mouse over the ship's map symbol to see its speed, no pop up comes up. Why? Is it disabled in the mod? Because I suck at calculating it manually.
That's the only downside for me, and I'm not even sure if it's a downside (maybe the speed is shown elsewhere?)

Anyone?

TheDarkWraith
08-10-10, 03:14 PM
Anyone?

open the expanded top right bar (click the little circle below the clock) and ensure item notes is highlighted

TheDarkWraith
08-10-10, 03:16 PM
The UI for Automation is complete. There's a legend that tells you what each color means. In the activated scripts column the black border signifies the currently selected script (for issuing commands to). The commands should be pretty familiar - start, pause, stop. The little arrows between available scripts and activated scripts allows you to select which scripts are activated (works like the JSGME tool for enabling/disabling mods).
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2854

doing final testing on v4.0.0 now :|\\

Schultzy
08-10-10, 03:45 PM
After having my UI white screen problem, I was in the market for a new UI. I just discovered this thread. One word: Incredible.

I don't quite understand how you're doing all this DarkWraith, but my God I'm glad you are; it's brilliant, pure and simple. As for this new automation thing, well it is just mind bogglingly brilliant. Great job, sir. :salute:

Hans Hansen
08-10-10, 04:23 PM
Automation.....beautiful....sit back and be Captain!

hmm, sounds like this could heal the missing searchpattern-functionality as well... :hmmm:

brilliant anyway! :yeah:

TheDarkWraith
08-10-10, 04:35 PM
hmm, sounds like this could heal the missing searchpattern-functionality as well... :hmmm:

brilliant anyway! :yeah:

sure can. You can define ANY kind of search pattern(s) you want now :D

Hans Hansen
08-10-10, 04:45 PM
sure can. You can define ANY kind of search pattern(s) you want now :D

:yep: amazing. Kudos!

von faust
08-10-10, 05:09 PM
Mhmmm, good way.
But I suggest other solution for these scripts:
Click on officer icon -> teleport to this officer -> (or click on officer at his station) -> choose the correct script and check status from officer's dialog menu.

Adventages of this proposal:
- next step for "uboat's real life"
- no additional "unrealistic" dialog box for scripts menagement
- usying uboat officers dialog boxes
- no stupid dialogs (scripts instead "Herr kaleun, let's talk about my dog.")

Of course, this is only proposal...
:03:

Great idea. If it is possible it would be fantastic !!!

Tanks TDW !!!!

BowfinSS287
08-10-10, 06:36 PM
this is completely off the hook.....i would say you have out done
yourself.....but something tells me your going to do it again
its funny when i play SH5 (with your GUI) i feel....this is the way
it should be....but it wasn't out of the box...thanks to you SH5
will stay on my PC for a very long time....thank-you

TheDarkWraith
08-10-10, 06:44 PM
this is completely off the hook.....i would say you have out done
yourself.....but something tells me your going to do it again
its funny when i play SH5 (with your GUI) i feel....this is the way
it should be....but it wasn't out of the box...thanks to you SH5
will stay on my PC for a very long time....thank-you

they game me the power to program via scripting....that opens up unlimited possibilities :D

Final testing on v4.0.0 is complete. Packaging up and getting it ready for release now :rock:

etheberge
08-10-10, 06:56 PM
sure can. You can define ANY kind of search pattern(s) you want now :D

Mmm, do you think there will be a way to use this feature to automatically plot an inbound/outbound course through the Kiel canal ?

TheDarkWraith
08-10-10, 07:12 PM
Mmm, do you think there will be a way to use this feature to automatically plot an inbound/outbound course through the Kiel canal ?

it's possible but not for sure. I'll have to write some new commands for it to do that. But that relies on whether I can add waypoints via scripting to the sub or not. If I can then yes it can be done.

TheDarkWraith
08-10-10, 07:38 PM
v4.0.0 released :rock: The major feature in this version is Automation. Automation is a powerful tool that allows the player to define custom scripts that will be carried out by the crew with NO interaction required by the player. A powerful feature of Automation that I programmed in is that it can be extended - the commands 'known' can be increased by simply defining the command and adding it to the list of Automation's known commands. Once it's defined and registered it can be used in any Automation script.

The Automation scripts can use ANY command known by the game and it also uses custom commands defined by the user. The powerful feature of being able to define custom commands is that they are script code and thus you have access to anything you can do in a script.

Now I know there are going to be many questions regarding Automation so bring 'em on :D

Krauter
08-10-10, 07:38 PM
Would it be possible to create our own automated sequences on the fly (ie: in the game) by combining or choosing a set/sequence of predetermined actions/options?

Kind of a crappy way to explain, ask if you don't understand and I'll try to explain better :)

TheDarkWraith
08-10-10, 07:40 PM
Would it be possible to create our own automated sequences on the fly (ie: in the game) by combining or choosing a set/sequence of predetermined actions/options?

Kind of a crappy way to explain, ask if you don't understand and I'll try to explain better :)

in the next version I was going to try and add an editor that would allow you to define new scripts and edit existing scripts on the fly. You won't be able to define new commands on the fly with the editor though, only new scripts.

I'll also look into adding a command that will allow you to 'call' another script from within a script.

Krauter
08-10-10, 07:42 PM
Basically what I meant was that:

First, you have your original scripts and automated actions (that came with v.4.0.

Afterwards, you can have an option to combined and alter the scripts in a manner that you go step by step and select pre determined scripts by you to make custom scripts.

In the sense:

Instead of diving listening poking the scope up and then surfacing, I want to simply dive listen and then do a spiral search for 2 hours on 1/3.

So you could have options like:

Opening phase:

A) Submerge Periscope Depth <-- Selected
B) Submerge 40M
C) etc, etc

Middle:

A)Scope up, listen, at 1/3
B)Scope down, listen at 1/3
C)1/3 spiral search for two hours, (scope up/down)

End:

A)Scope up, surface
B) Scope down, listen, surface

OR (if I chose dive to 40M say, a different set of options would appear. such as in the "middle phase" I have options of all stop, spiral search at 1/3 or straight run at 1/3, etc etc)

Hopefully this is clearer :)

Also, what changes did you do to the Submarine folder?

TheDarkWraith
08-10-10, 08:49 PM
Hopefully this is clearer :)

Also, what changes did you do to the Submarine folder?

The sub's snorkel depth was adjusted and the rotating DF loop was added and the radio rod rises when submerging.

Now as far as what you're asking regarding custom scripts I guess I still don't understand. You can create your own custom scripts. It's just a simple matter of editing the TDW_Automation.SHA file. If you really want to get creative and you're familiar with programming and classes then you can make you own commands to use in the automation scripts.
I think what you're asking above is for something like triggers to be added. You're looking for decision making to be added. Decision making is there but not per se. The 'decision making' would have to be coded in to a custom command or an existing command edited.

Krauter
08-10-10, 08:51 PM
Aaah ok, thank you for those two additions (I was wondering who changed them and wanted to thank whoever did :D)

Nono, basically what I mean is that someone (like me) who does not have experience scripting has the option to make their own automated actions by picking from a list of predetermined scripts/automations as defined by you. All in game of course

TheDarkWraith
08-10-10, 08:55 PM
Aaah ok, thank you for those two additions (I was wondering who changed them and wanted to thank whoever did :D)

Nono, basically what I mean is that someone (like me) who does not have experience scripting has the option to make their own automated actions by picking from a list of predetermined scripts/automations as defined by you. All in game of course

you don't need experience in scripting to make your own custom scripts! I made the adding and defining of user custom scripts a simple matter. Have you opened up and looked at \data\Automation\TDW_Automation.SHA? It's documented with comments by me. You'll see it's a snap to make your own custom script.
In the next release I'll try and code in an editor that will allow you to define/edit scripts in game.

Krauter
08-10-10, 09:04 PM
No I haven't taken a look.. lol I'll have to take a look under the hood to see if I can understand anything :D

TheDarkWraith
08-10-10, 09:07 PM
No I haven't taken a look.. lol I'll have to take a look under the hood to see if I can understand anything :D

there's really nothing to understand. You type in some headers, give your script a name, give it a category, and list the commands you want carried out (along with the values for the commands parameters). Done.

I even listed all the commands known by Automation in the file. Simple copy and paste is all that's needed to make the commands part of your custom script. And you can use my included custom scripts as a reference too.

The Automation UI is draggable also (position saved at game end and restored at game start). The place to 'grab' it is in the top title area.


Updated Spanish menu.txt file for v4.0.0 by B3rnard0C: http://www.filefront.com/17191229/New-UIs-TDC-v4-0-0-Spanish-menu-byB3rnard0C.7z/

Krauter
08-10-10, 09:16 PM
:stare: :stare: :arrgh!: :arrgh!: :arrgh!: :damn: :damn: :damn:


FFFFFFYeargh.. Servers are down :(

TheDarkWraith
08-10-10, 10:31 PM
Krauter just pointed out that I forgot to add an icon for Automation in the top right bar (it would be located under Ships Journal). I'll add that tomorrow and release v4.0.1 with this fix. For now, the default key used to bring up the Automation screen is Q. You can change the key used in the options file.

I also noticed something else that I will change in v4.0.1. Currently the code reads in only the TDW_Automation.SHA file. I'm going to change it to read in any .SHA file it finds in the \Automation folder. This way users can create their own files with specific names (with the only requirement being that it ends in .SHA).

EDIT:

made the change so that the code reads in any .SHA file found in the \Automation folder. This allows the user to make their own files with descriptive names. I've included some already in the mod's \Automation folder. Link at post #1 has been revised (only 37 people had downloaded it prior to this so I didn't make a new revision out of it)

THE_MASK
08-11-10, 03:54 AM
Would it be possible to incorperate an enigma machine into the game . Also is it possible to add a scrip so we have radio messages .

ambarata
08-11-10, 06:14 AM
Hello fellow mates!

Great Mod, keep the good work.
One thing I've found so far, when i press F5 F6 and F7, the game crashes.
Hope this helps to improve!

Cheers

TheDarkWraith
08-11-10, 06:28 AM
Hello fellow mates!

Great Mod, keep the good work.
One thing I've found so far, when i press F5 F6 and F7, the game crashes.
Hope this helps to improve!

Cheers

those sound like ability keys. As I do not have anything to do with those keys I would have to say that something else is causing your CTD other than I.

I take it that you've already tried disabling every mod except this one and seeing if the error still occurs?

Schultzy
08-11-10, 06:35 AM
Hi Dark Wraith,

I have encountered a small but odd problem, and it must be something I'm doing, as no one else is reporting it, but for the life of me, I don't know what it is:

After I'd been enabling/disabling for a while, I decided to remove all my mods and then enabled just the new UI v4 via JGSME onto a vanilla SH5 and this is what I get when starting a new career.

http://img683.imageshack.us/img683/3369/sh5img20100811120332.th.jpg (http://img683.imageshack.us/i/sh5img20100811120332.jpg/)

I can move around the sub-pen, but can't interact with either the officer or the upgrades man, as that message is all I get presented with. The "Go to game" option is not clickable and to get out of the dialogue screen I have to use the wasd keys.

I know you're doing a great job and what with just putting v4 out of the door, I'm sure you want and deserve a rest, so I understand if you don't reply straight away, I can revert back to 393 which worked perfectly, so no rush, but if you can think of anything that I might be doing wrong to cause this, I'd appreciate the help.

Thanks for all your work on this mod so far, it really is amazing. :up:

THE_MASK
08-11-10, 07:12 AM
Same thing here TDW . cheers .

ambarata
08-11-10, 07:19 AM
those sound like ability keys. As I do not have anything to do with those keys I would have to say that something else is causing your CTD other than I.

I take it that you've already tried disabling every mod except this one and seeing if the error still occurs?



Tks for replying so soon.
Yes, I´ve tried just with this mod only, result the same

Cheers

PL_Andrev
08-11-10, 08:11 AM
Hydrophone_normal_sweep,0,0,0,0,0,0,60 ; tell hydrophone operator to normal sweep listening for contacts. Let him listen for 1 min (60 seconds) before next command

Sweep_Scope,1,0,360,30.0,0,0,1 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished

Is hydrophone working without sweeping?
:o

Krauter
08-11-10, 08:45 AM
That command just tells him to go back to normal sweep mode instead of always reporting the nearest contact or warship, etc

TDW May I ask what the problem is in your Automation folder with the Silent Running on/off command as well as the radar on/off, etc commands?

SeaTurtle
08-11-10, 09:32 AM
Hello again,

I have a small problem, i wanted to drag the journal between the officers icon and the SH3 dials as you see on this screenshot :

http://tof.canardpc.com/preview/2cb8726a-0760-4f8e-8e8c-71bbf25faec3.jpg (http://tof.canardpc.com/view/2cb8726a-0760-4f8e-8e8c-71bbf25faec3.jpg)

But each time I click on a dialog the journal will be reset some pixels up :

http://tof.canardpc.com/preview/a5f509a0-a664-4570-820f-34f05d4da8e6.jpg (http://tof.canardpc.com/view/a5f509a0-a664-4570-820f-34f05d4da8e6.jpg)

is there anyway to fix it on the bottom ?

(tried to search this thread but couldnt find any clue on this issue :-?)

thank you !

Krauter
08-11-10, 09:49 AM
There should be Options to fix this in the Scripts/Menu/TheDarkWraithUserOptions.py file

KarlKoch
08-11-10, 10:02 AM
Is hydrophone working without sweeping?
:o

Follow contact orders are possible.

SeaTurtle
08-11-10, 10:18 AM
There should be Options to fix this in the Scripts/Menu/TheDarkWraithUserOptions.py file

I've been to that menu to activate the draggable journal option, but except the maxi width and max height didnt see any option for that ? I will try to look again... but didnt see... :cry:

lavr
08-11-10, 11:30 AM
Hey TheDarkWraith,
I have a little problem. I created training mission for myself to get use to AOBF but can not use function - follow target. Could you suggest me how to activate this option? It is really difficult for me to make measurement and rotate the periscope at the same time. You mode is working perfect if I am into compain or doing SH V default single missions though.
Thank you.

TheDarkWraith
08-11-10, 11:35 AM
Hey TheDarkWraith,
I have a little problem. I created training mission for myself to get use to AOBF but can not use function - follow target. Could you suggest me how to activate this option? It is really difficult for me to make measurement and rotate the periscope at the same time. You mode is working perfect if I am into compain or doing SH V default single missions though.
Thank you.

Follow target only works if you have a target in your crosshairs. You don't have to have it locked. Once it's in your crosshairs the follow target icon should turn to available which then you can click it to enable it. Does it not do this?

TheDarkWraith
08-11-10, 11:41 AM
TDW May I ask what the problem is in your Automation folder with the Silent Running on/off command as well as the radar on/off, etc commands?

Silent Running on/off is only allowed when submerged. You can only enable when submerged but you can disable at any time (submerged or surfaced).

Radar on/off is only available when surfaced.

So what problems are you referring to? Oh you must be referring to the stock commands where I said don't use these. They cause very strange things to happen with automation. I found that out through testing. So what I did was create 'wrappers' for them in the form of new commands. The new commands are located below the known commands in the automation file.

Krauter
08-11-10, 11:55 AM
Perfect, OK I thought they caused problems like CTDs :D

So I'll just be careful with using those commands where appropriate (only when submerged/surfaced, etc)

TheDarkWraith
08-11-10, 01:29 PM
Perfect, OK I thought they caused problems like CTDs :D

So I'll just be careful with using those commands where appropriate (only when submerged/surfaced, etc)

You can use any of the new commands at any time. They will 'fail' gracefully if they are either not allowed or don't meet the conditions. I programmed them that way. This includes the new radar and silent running commands. What actually happens is if the conditions are not met for the command it issues a 'skip' which causes the next command in the chain to be executed in it's place.

TheDarkWraith
08-11-10, 01:44 PM
Hello again,

I have a small problem, i wanted to drag the journal between the officers icon and the SH3 dials as you see on this screenshot :
But each time I click on a dialog the journal will be reset some pixels up :

what version of the mod are you using? I remember this being a problem in v3.9.0,1, or 2.

And what do you mean by dialog? Clicking on an officer? I'm trying to recreate the problem but not having any success using v4.0.0

TheDarkWraith
08-11-10, 02:16 PM
After I'd been enabling/disabling for a while, I decided to remove all my mods and then enabled just the new UI v4 via JGSME onto a vanilla SH5 and this is what I get when starting a new career.
I can move around the sub-pen, but can't interact with either the officer or the upgrades man, as that message is all I get presented with. The "Go to game" option is not clickable and to get out of the dialogue screen I have to use the wasd keys.
I know you're doing a great job and what with just putting v4 out of the door, I'm sure you want and deserve a rest, so I understand if you don't reply straight away, I can revert back to 393 which worked perfectly, so no rush, but if you can think of anything that I might be doing wrong to cause this, I'd appreciate the help.

I can't reproduce the problem you report. It appears you have a corrupted game because the only files that changed from v3.9.3 to v4.0.0 were ones for Automation. Nothing was changed dealing with crew and/or dialogs.
I just ran v4.0.0 in campaign and was able to interact with the crew on the dock without any problems.

TheDarkWraith
08-11-10, 02:23 PM
One thing I've found so far, when i press F5 F6 and F7, the game crashes.

just ran v4.0.0 with historic missions and in campaign and had no problems pressing the F5, F6, or F7 keys. Sounds like you have a corrupted game somehow.

lavr
08-11-10, 02:33 PM
TheDarkWraith, yes it is active and turn yellow when I press it, but nothing is happening after that. Periscope does not follow my target. One more thing I did not mention. Torpedo fire button does not function either. I have to use combination shift+space to fire.
I used missioneditor2 which is provided with the game. I might be doing something wrong but have no idea what. Any advise?
Thank you.

TheDarkWraith
08-11-10, 02:47 PM
got a new idea for v4.1.0. Decks awash. Going to try and implement it. What I'm thinking of doing is adding another icon to the left side depth bar that when pressed will take you to decks awash. It would be located under the surface icon. Because of automation I can do this BUT anyone using voice commands will have problems with it. Reason: the surface command will take you to decks awash and the new surface command via automation will take you to surfaced. What do you think?

EDIT:

Think I can do this without screwing up those using voice commands. I'll just have to make you teleport to radio (it will do this automatically) when asking for anything other than surface when decks awash

KarlKoch
08-11-10, 03:32 PM
EDIT:

Think I can do this without screwing up those using voice commands. I'll just have to make you teleport to radio (it will do this automatically) when asking for anything other than surface when decks awash

This would be good.

Capt Jack Harkness
08-11-10, 03:48 PM
Small bug report on 4.0.0, clicking the torpedo icons after firing no longer brings up the stop watch with the predicted time of impact.

And on the note of running with decks awash, would it actually be tactically useful (particularly when combined with IRAI) to cruise that way when near enemy ships?

TheDarkWraith
08-11-10, 06:13 PM
Small bug report on 4.0.0, clicking the torpedo icons after firing no longer brings up the stop watch with the predicted time of impact.

And on the note of running with decks awash, would it actually be tactically useful (particularly when combined with IRAI) to cruise that way when near enemy ships?

just tried the torpedo icons and they work fine. There's something screwy going on because there's a rash of people reporting errors that don't exist. What version of JSGME are you using? The latest? I'm still using v2.5.0.150 so I wonder if that's the reason for these false errors?

Yes decks awash would be tactically useful. Anything that reduces your submarine's footprint above water will lower the enemy's visual range of being able to detect you.

Capt Jack Harkness
08-11-10, 06:43 PM
Hmm... I'm using 2.5.0.150 as well. I'll try another attack and see if the problem persists.

TheDarkWraith
08-11-10, 06:44 PM
I just reinstalled sh5 so i see how a fresh install goes .

Please let me know. Everything works fine on my end and I'm really puzzled as to how things that worked in previous versions now are causing problems, especially when those items are untouched (code wise). It sounds more like JSGME was updated and directions weren't followed by the maker when upgrading to the newest version and thus has caused corrupted game files.

EDIT:

just found something that I didn't think would ever exist but someone managed to do it. lavr sent me his training mission that he was using that he couldn't get follow target to work. I loaded up his training mission and was immediately given python errors. This had me a bit puzzled. I tracked down the offender and it was due to the sub in his training mission not having a flak gun. It's fine that the sub doesn't have a flak gun but it's not fine that my code doesn't handle this. I've corrected it and I'll have to issue a bugfix version, v4.0.1, because of this.

Schultzy
08-11-10, 06:48 PM
I can't reproduce the problem you report. It appears you have a corrupted game because the only files that changed from v3.9.3 to v4.0.0 were ones for Automation. Nothing was changed dealing with crew and/or dialogs.
I just ran v4.0.0 in campaign and was able to interact with the crew on the dock without any problems.

Ahhh, blast.

I fear you're probably right, I will un-install and see what happens on a fresh version and report back over the weekend. Thanks very much for trying to recreate the problem your end though, the modders in this community never cease to amaze and impress me.

:salute:

TheDarkWraith
08-11-10, 07:01 PM
Tried jsgme ver 2.5 , stillthe same . Fresh install but with out deleting the sh5 data folder in my documents didnt work . I will delete that folder and try again .

what problem are you experiencing?

THE_MASK
08-11-10, 07:07 PM
what problem are you experiencing?When i go to the guys in the bunker to upgrade or go to the guy to get my mission orders there is that blank grey panel that says enter game , all i can do is move away from him so it dissapears . I will try to reupload your mod again .

TheDarkWraith
08-11-10, 07:17 PM
When i go to the guys in the bunker to upgrade or go to the guy to get my mission orders there is that blank grey panel that says enter game , all i can do is move away from him so it dissapears . I will try to reupload your mod again .

wait. I just found a major problem that has gone unnoticed for many revisions now that I just got to rear it's ugly head because of something from makman94:

the stadimeter is working fine via the dialog box of wo BUT if you use it(the stadimeter) via its button at range dial of tdc ...i think that is stopping working !(something is going messed when you activate-deactivate the tdc via its button-the one that is between the four dials of tdc). definetely is showing wrong ranges from this button!
then ,if you switch back to dialog box in order to make the stadimeter working properly again....you will see that is showing wrong ranges from there too .the strange thing is that the correct mast height is showing but stadi doesn't seem to take it .you have to manually retype the mast value ,press accept and then it is working again .
have a look at it ....if you can fix it ...it will be great !

Because of what he wrote to me I started investigating this. I found the problem he reported along with a silent killer that was just waiting to explode and cause all sorts of havoc (it would basically cause the page default hud script to stop working - major problems then). I'll be issuing v4.0.1 here very soon now.

TheDarkWraith
08-11-10, 07:27 PM
okay for those of you experiencing problems with the crew dialogs in dock try this and tell me what happens:

http://rapidshare.com/files/412426593/NewUIs_TDC_v4_0_0_bugfix1.7z
MD5: A8855CC86E29DDCAA28753CB965A9851

Also when in game at game start (when you're in mission) press the Q key to bring up Automation. Do you see anything listed in it? If every box is blank that will help me figure out what the problem is for those of you that can't get the crew dialog to work in the bunker.

Also with the mod enabled check your \Silent Hunter 5\data folder to see if there's a folder in it named Automation.

Quince99
08-11-10, 07:35 PM
Many thanks for creating this masterpiece of a Mod - sadly haven't been able to get it working in SH5. This also may be down to not doing the right thing(s) to get it working.

First off, SH5, brand new install and patched to v1.2 EU. Used latest JGSME 2.6.xxx from the JoneSoft website, installed directly to SH5 folder.

Using v4.0.0 of your mod, I notice it contains several sub-folders: Applications, Backups, Dials, Included Mods from Others, Mods and Text. Current path is SH5/Mods/NewUIs_TDC_4_0_0_TheDarkWraith/Applications etc. Should the Mods folder contents be copied to SH5/Mods to work or should this remain nested within NewUIs_TDC... folder?

That said, I seem not to be able to get the Accurate German Flags, Steel Viking's Interior Mod (do the screens really look that good?!) and Environment 3.1 to work. I realise these mods are nothing to do with your own work and the UIs mod should have no bearing upon their working successfully, but if NONE of these is working is there something more fundamental that needs to be addressed in SH5 config?

With much confusion and thanks for listening...

TheDarkWraith
08-11-10, 07:41 PM
Many thanks for creating this masterpiece of a Mod - sadly haven't been able to get it working in SH5. This also may be down to not doing the right thing(s) to get it working.

First off, SH5, brand new install and patched to v1.2 EU. Used latest JGSME 2.6.xxx from the JoneSoft website, installed directly to SH5 folder.

Using v4.0.0 of your mod, I notice it contains several sub-folders: Applications, Backups, Dials, Included Mods from Others, Mods and Text. Current path is SH5/Mods/NewUIs_TDC_4_0_0_TheDarkWraith/Applications etc. Should the Mods folder contents be copied to SH5/Mods to work or should this remain nested within NewUIs_TDC... folder?

That said, I seem not to be able to get the Accurate German Flags, Steel Viking's Interior Mod (do the screens really look that good?!) and Environment 3.1 to work. I realise these mods are nothing to do with your own work and the UIs mod should have no bearing upon their working successfully, but if NONE of these is working is there something more fundamental that needs to be addressed in SH5 config?

With much confusion and thanks for listening...

take the MODS folder from my mod and 'paste' it into your \Silent Hunter 5 folder (assuming your MODS folder is located in \Ubisoft\Silent Hunter 5). You don't need anything else but that MODS folder.

SeaTurtle
08-11-10, 08:30 PM
what version of the mod are you using? I remember this being a problem in v3.9.0,1, or 2.

And what do you mean by dialog? Clicking on an officer? I'm trying to recreate the problem but not having any success using v4.0.0

Thank you i'm using v3.8.1 so I will update with your latest v4 and see if it fix the journal position problem (moving up when using dialogs). I'm quite sure that's because I'm using an old version.

By the way, I'm having the depth bug, my sub is not able to keep it's depth... do you fix it in your mod and latest version ? Would be great. Damn bug. :nope:


Thank you :)

TheDarkWraith
08-12-10, 01:42 AM
Here is a bug fix for v4.0.0. To use: extract and open. Copy the folder MODS to your MODS folder. Here is what it fixes:
- fixed bug of the code not handling a sub without a flak gun
- fixed bug of multiple range readings taken on a target and then new target selected and range reading taken causes unknown problems (typo of a command in the script file Page Default Hud.py by me)
- added the Automation icon to the top right bar
- set the color of LineExt, ProtractorExt, and SquareExt (map tools used on the maps) to black so they can be readable on the maps
- fixed bug discovered by makman94. This bug was when you had a target locked and identified (mast height was automatically entered for you) and then you toggled TDC on/off (or vice versa) the mast height value would be reset.

http://www.filefront.com/17194324/NewUIs-TDC-v4-0-0-bugfix1.7z/

nodlew
08-12-10, 03:43 AM
I thought the Q Key was for rotating the RAOBF Counter-Clockwise. So now it will bring up the Automation Screen? So now you can only rotate the RAOBF Clockwise using the E key? Any way to manually assign keys to the RAOBF to circumvent the issue?

Sepp von Ch.
08-12-10, 05:54 AM
I ended yesterday "Mare nostrum" campaign and in the bunker i could not continue with your UI version 4.0.0.

After deactivation of this mod everything was fine.

http://s2.postimage.org/pYvei.jpg (http://www.postimage.org/image.php?v=TspYvei)
http://s4.postimage.org/FycNJ.jpg (http://www.postimage.org/image.php?v=aVFycNJ)

Schultzy
08-12-10, 06:17 AM
okay for those of you experiencing problems with the crew dialogs in dock try this and tell me what happens:

http://rapidshare.com/files/412426593/NewUIs_TDC_v4_0_0_bugfix1.7z
MD5: A8855CC86E29DDCAA28753CB965A9851

Hi again TDW,

I re-installed SH5 and applied TDW UI 4 and the bugfix to vanilla SH5 using the latest JSGME and sadly, the latest fix didn't appear to have any effect.

The game still loads as normal, then after starting a new career in the bunker (using silentotto to get access to the happy times) I arrive in the bunker.

http://img517.imageshack.us/img517/5875/sh52010081211450130.th.jpg (http://img517.imageshack.us/i/sh52010081211450130.jpg/)

I navigate to the officer, click on him and the same thing happens as in the picture from my previous post.
The dialog box is empty other than a non-clickable phrase "go to game" and a non-clickable message reading "injured". The only thing I noticed that may offer a clue? Is that if I hover over the magnifying glass, there is a tooltip saying ‘Abilities Panel’.

http://img441.imageshack.us/img441/6835/sh52010081211471409.th.jpg (http://img441.imageshack.us/i/sh52010081211471409.jpg/)

To exit dialog screen you have to wasd away from the character.

Also when in game at game start (when you're in mission) press the Q key to bring up Automation. Do you see anything listed in it? If every box is blank that will help me figure out what the problem is for those of you that can't get the crew dialog to work in the bunker.

I can't actually get into a game, as I can't ask the officer for a mission but I tried to press q in the dock screen and nothing happened at all. I also clicked on the different toggle buttons of the UI and I noticed there were no crew faces but rather silver white boxes.

http://img822.imageshack.us/img822/835/crewboxes.th.jpg (http://img822.imageshack.us/i/crewboxes.jpg/)

Also with the mod enabled check your \Silent Hunter 5\data folder to see if there's a folder in it named Automation.

Yes, it’s there and there are four files inside:

Submerged_Scripts.sha
Surfaced_Scripts.sha
TDW_Automation.sha
Testing_Scripts.sha

Thanks for looking into this problem.

THE_MASK
08-12-10, 06:35 AM
I use silentotto as well and have the same problem , probably unrelated though .

TheDarkWraith
08-12-10, 09:56 AM
I am very puzzled as to why the latest version is causing so many problems for many people, especially this crew dialog one. I have no problems and I can't get the problem to manifest so trying to troubleshoot it is challenging to say the least.
There's only one way I can think of to try and troubleshoot and narrow down the problem some of you are experiencing - I have to enable little pieces of v4.0.0 into v3.9.3 and release test versions for you all to try until the problem manifests itself :yep:

PL_Andrev
08-12-10, 10:50 AM
I ended yesterday "Mare nostrum" campaign and in the bunker i could not continue with your UI version 4.0.0.


What mods do you use, excluded UI 4.0.0?

TheDarkWraith
08-12-10, 12:04 PM
What mods do you use, excluded UI 4.0.0?

I take it you have no problems also Antar?

For those of you experiencing problems with the crew dialog box with v4.0.0 here is a test version of v3.9.3 with some parts of v4.0.0 added to it. I'm looking to see if the crew dialog works or not now. This is test version 1: http://www.filefront.com/17195380/NewUIs-TDC-3-9-3-TheDarkWraith-tv1.7z/

if test version 1 works then try test version 2: http://www.filefront.com/17195445/NewUIs-TDC-3-9-3-TheDarkWraith-tv2.7z/

if test version 2 works then try test version 3: http://www.filefront.com/17195577/NewUIs-TDC-3-9-3-TheDarkWraith-tv3.7z/

if test version 3 works then try test version 4: http://www.filefront.com/17195627/NewUIs-TDC-3-9-3-TheDarkWraith-tv4.7z/

if test version 4 works then you just used v4.0.1 in its entirety.

Has anyone made it through all 4 test versions?

BowfinSS287
08-12-10, 12:38 PM
i've have had no problems with new version, have you guys
tried installing it with the default setting and see if maybe
your doing something wrong, i once installed TDW GUI and
my screen was a mess of boxes and shapes. i deleted the
file TheDarkWraithUserOptions.py and copied the file back
and everything was fine....just a thought:hmmm:

PL_Andrev
08-12-10, 12:53 PM
I take it you have no problems also Antar?

Not exactly...
My SH5 is CtD when mission starts, without mods & fresh after re-install...
:dead:

Hans Hansen
08-12-10, 02:13 PM
I am very puzzled as to why the latest version is causing so many problems for many people

I am not sure if these problems are related to your mod at all.

I had disabled all mods in order to build a new list based on what Sober had posted the other day. After that I could not start SH5 anymore. CTD right away - no mods involved.

As I always have modlists as backup I enabled the newly built modlist. No more CTD at gamestart, but I was unable to load any saved game - and I tested a few from the list.

So I renamed the SH5-folder (where the saved games are), reinstalled and started the game with nod mods at all. Immediate CTD ...

Then I loaded/imported an older modlist and SH5 started normally and I could carry one with my current mission. Weird...

All this happened after the UBI-server had been down for a while.

Tectronus
08-12-10, 03:38 PM
wait. I just found a major problem that has gone unnoticed for many revisions now that I just got to rear it's ugly head because of something from makman94:

the stadimeter is working fine via the dialog box of wo BUT if you use it(the stadimeter) via its button at range dial of tdc ...i think that is stopping working !(something is going messed when you activate-deactivate the tdc via its button-the one that is between the four dials of tdc). definetely is showing wrong ranges from this button!
then ,if you switch back to dialog box in order to make the stadimeter working properly again....you will see that is showing wrong ranges from there too .the strange thing is that the correct mast height is showing but stadi doesn't seem to take it .you have to manually retype the mast value ,press accept and then it is working again .
have a look at it ....if you can fix it ...it will be great !

Because of what he wrote to me I started investigating this. I found the problem he reported along with a silent killer that was just waiting to explode and cause all sorts of havoc (it would basically cause the page default hud script to stop working - major problems then). I'll be issuing v4.0.1 here very soon now.

Hey TDW i don't know if this is a related but it might. When you use the sh3 timer to calculate speed and take your multiple readings and your wo starts to calculate the extra info like ship course, avg course, (witch is an awesome welcomed feature with the random delay btw) it seems like ship course is always way off. Speed and aob are always pretty close but i never can get him to give me a good true ship course answer. I love that there is fug factor built into this, and there should be, but right now it seems off. Maybe later if possible we can see this fug factor/delay time get tied into skills so we can send him for lessons in between patrols to refine his craft. :DL

Great job with the automation. You put alot of coolness in with the mouse overs and all. :03:

TheDarkWraith
08-12-10, 03:42 PM
Hey TDW i don't know if this is a related but it might. When you use the sh3 timer to calculate speed and take your multiple readings and your wo starts to calculate the extra info like ship course, avg course, (witch is an awesome welcomed feature with the random delay btw) it seems like ship course is always way off. Speed and aob are always pretty close but i never can get him to give me a good true ship course answer.

the problem you are expressing is caused by the error I posted that you quoted. Is it still not working with the bugfix for v4.0.0?

Tectronus
08-12-10, 03:50 PM
the problem you are expressing is caused by the error I posted that you quoted. Is it still not working with the bugfix for v4.0.0?

will try it out later.

Tectronus
08-12-10, 04:00 PM
Thank you i'm using v3.8.1 so I will update with your latest v4 and see if it fix the journal position problem (moving up when using dialogs). I'm quite sure that's because I'm using an old version.

By the way, I'm having the depth bug, my sub is not able to keep it's depth... do you fix it in your mod and latest version ? Would be great. Damn bug. :nope:


Thank you :)

The sub.sim files from UHS, Env Mod, and one other ( Pitch and waves??? something like that )all help fix this problem in one way or another.. There all abit different though and you should try them out and pick witch one works best for you.

Krauter
08-12-10, 04:30 PM
Can I make a request to either TDW or anyone else using this Mod?

After so much has gone in, can someone make a short list of features and how to use them?

For example: I know that you can calculate speed and AOB from the Navigator.. but don't know how.. etc

TheDarkWraith
08-12-10, 04:36 PM
Can I make a request to either TDW or anyone else using this Mod?

After so much has gone in, can someone make a short list of features and how to use them?

For example: I know that you can calculate speed and AOB from the Navigator.. but don't know how.. etc

I'm actually developing a tutorial class to add to the mod. This class will let me define a tutorial: it will highlight the feature, show you text on the screen about it, etc. It will be based on text files so others can make tutorials also. It will use a UI similar to Automation.

Sepp von Ch.
08-12-10, 04:46 PM
What mods do you use, excluded UI 4.0.0?

I send you a PM.

Sepp von Ch.
08-12-10, 09:01 PM
It is possible to upload alt version 3.9.3 - works fine.

TheDarkWraith
08-12-10, 09:33 PM
It is possible to upload alt version 3.9.3 - works fine.

you tried all the test versions and they don't work? Which test version 'broke' the crew dialogs for you?

The test versions are located here: http://www.subsim.com/radioroom/showpost.php?p=1465881&postcount=3898

Freelanca
08-13-10, 01:05 AM
Not exactly...
My SH5 is CtD when mission starts, without mods & fresh after re-install...
:dead:

This happened to me the other day as well and I followed the instructions as shown below which I got from another guy on the steam forums that had the same problem

1. Uninstall VC++ 2008 Redistributable 9.0.30729.4974.

Hope this helps

THE_MASK
08-13-10, 02:08 AM
Enabled 4_0_0 and the bug fix and enabled debugging .
http://img94.imageshack.us/img94/4826/wrongw.jpg (http://img94.imageshack.us/i/wrongw.jpg/)

PL_Andrev
08-13-10, 02:46 AM
This happened to me the other day as well and I followed the instructions as shown below which I got from another guy on the steam forums that had the same problem

1. Uninstall VC++ 2008 Redistributable 9.0.30729.4974.

Hope this helps

:o :o :o
OMG...
Thanks for help...

von faust
08-13-10, 04:02 AM
1) I've tested the version 4.0.0 and everythink works perfectly. Great TDW !!! :yeah:
2) What is the real name of RAOBF instrument ? Have we a photo ? I try to modify the instrument whith real image (and I condivide it whit You)

Thanks

Captain Joe
08-13-10, 04:18 AM
okay for those of you experiencing problems with the crew dialogs in dock try this and tell me what happens:

http://rapidshare.com/files/412426593/NewUIs_TDC_v4_0_0_bugfix1.7z
MD5: A8855CC86E29DDCAA28753CB965A9851

Also when in game at game start (when you're in mission) press the Q key to bring up Automation. Do you see anything listed in it? If every box is blank that will help me figure out what the problem is for those of you that can't get the crew dialog to work in the bunker.

Also with the mod enabled check your \Silent Hunter 5\data folder to see if there's a folder in it named Automation.


I had both problems, I tried all sorts of things till I saw Sobers post no. 3912 and realised what "I" think my and maybe others have as problem. I have moved game from original installed location to another drive where I keep my games. So I remade C:\Ubisoft\Silent Hunter 5\data\Scripts "and all its contents just in case it looks for something else and it sorted out the Bunker problem as well as the Automation problem.

If anyone is having this problem it could be due to moving the games original position and some files in TDW's Mod is still looking in that location.:yeah:

BTW Exelent work TDW and all other modders for making SH5 from a flop to one of my most Enjoyable games I play. Please keep it up.

Sepp von Ch.
08-13-10, 04:48 AM
This happened to me the other day as well and I followed the instructions as shown below which I got from another guy on the steam forums that had the same problem

1. Uninstall VC++ 2008 Redistributable 9.0.30729.4974.

Hope this helps

I have not this version (only these 2:
http://s4.postimage.org/Io7Gi.jpg (http://www.postimage.org/)
http://s4.postimage.org/IocFA.jpg (http://www.postimage.org/)
), but CtD when i playing SH5.

Sepp von Ch.
08-13-10, 05:08 AM
I take it you have no problems also Antar?

For those of you experiencing problems with the crew dialog box with v4.0.0 here is a test version of v3.9.3 with some parts of v4.0.0 added to it. I'm looking to see if the crew dialog works or not now. This is test version 1: http://www.filefront.com/17195380/NewUIs-TDC-3-9-3-TheDarkWraith-tv1.7z/

if test version 1 works then try test version 2: http://www.filefront.com/17195445/NewUIs-TDC-3-9-3-TheDarkWraith-tv2.7z/

if test version 2 works then try test version 3: http://www.filefront.com/17195577/NewUIs-TDC-3-9-3-TheDarkWraith-tv3.7z/

if test version 3 works then try test version 4: http://www.filefront.com/17195627/NewUIs-TDC-3-9-3-TheDarkWraith-tv4.7z/

if test version 4 works then you just used v4.0.1 in its entirety.

Has anyone made it through all 4 test versions?

Yes, but it is a strange.
If I run SH5 for the first time, all seems to be ok, but by the other time if I run it again with this mod, it breaks down or the list of icons that normally should be next to the toolbar overwrites itself in the toolbar.

Example:
http://s3.postimage.org/21FA0.jpg (http://www.postimage.org/)


I do not know. I had any problems with previous versions (i really love this mod), i installed now only (the only thing I changed by the deactivation of the mods is their order) this version 4.0.0 and now i have many problems with SH5. I´m not saying it´s fault of this mod. I will be grateful for any help.

I use the german verison and the german text in your mod.

My list of mods (except your UI´s mod, of course) - all enabled with older version of Generic Mod Enabler - v2.3.1.132)
:
http://s3.postimage.org/21Kzi.jpg (http://www.postimage.org/image.php?v=Pq21Kzi)

TheDarkWraith
08-13-10, 07:40 AM
Yes, but it is a strange.
If I run SH5 for the first time, all seems to be ok, but by the other time if I run it again with this mod, it breaks down or the list of icons that normally should be next to the toolbar overwrites itself in the toolbar.

Example:
http://s3.postimage.org/21FA0.jpg (http://www.postimage.org/)

so you had the crew dialog problem with v4.0.0 but you were able to use all 4 test versions with no problems? If so, I'm even more puzzled than before. The icon problem is due to the adding of v4.0.0 items into v3.9.3. These test version were just that - test versions to possibly determine why people were having the crew dialog problem.
If everyone is able to make through all 4 test versions then I'll make test version 4 the new v4.0.0 and fix what needs to be fixed in it to be releasable.

TheDarkWraith
08-13-10, 07:43 AM
Enabled 4_0_0 and the bug fix and enabled debugging .
http://img94.imageshack.us/img94/4826/wrongw.jpg (http://img94.imageshack.us/i/wrongw.jpg/)

Here's what the above is telling me: you don't have a Silent Hunter 5 folder. The mod builds the path to the file it needs by accessing your computer's registry and reading keys. It reads the install path key for Silent Hunter 5 and that is it's base folder. But in your post above, according to your registry, you don't have a Silent Hunter 5 folder.

Schultzy
08-13-10, 07:51 AM
If anyone is having this problem it could be due to moving the games original position and some files in TDW's Mod is still looking in that location.:yeah:


I moved mine too, so that could well be what's up with my installation too. I won't be able to mess with it as I'm not going to be back home until Sunday, <grumble, grumble> but I do think you may just have found the problem.

So, a big tentative thank you. Can't wait to see if it works.

Nufsed
08-13-10, 07:56 AM
Hi mate, further to that problem with the UI vis a vi when trying to access a new mission and all it says is injured. I uninstalled UI 4.0 and reinstalled Reapers HIDef mod, it all worked fine, I then took a mission and set sail, saved and then reinstalled UI 4.0 it works fine! so it's just when returning to base. I am going to try an earlier version, but to be honest I never had any trouble before UI 4.0.

TheDarkWraith
08-13-10, 07:58 AM
I moved mine too, so that could well be what's up with my installation too. I won't be able to mess with it as I'm not going to be back home until Sunday, <grumble, grumble> but I do think you may just have found the problem.

So, a big tentative thank you. Can't wait to see if it works.

There's an underlying problem here though. One should be able to move their game to whatever folder they want whenever they reinstall AND the registry should be updated to reflect this. It appears that the step of updating the registry is not being performed by the installer (.exe file). Sober's post is an excellent example of this.
It appears that the very first time you install the game the installer writes the correct value to your computer's registry. The next time, and it appears every other time, you re-install it doesn't update the registry. So if you move the game to a new folder it's going to cause problems with my mod. Not because I'm looking for specific places for files but because I use the registry to tell me where to find those files - and the registry is wrong.

TheDarkWraith
08-13-10, 08:02 AM
Hi mate, further to that problem with the UI vis a vi when trying to access a new mission and all it says is injured. I uninstalled UI 4.0 and reinstalled Reapers HIDef mod, it all worked fine, I then took a mission and set sail, saved and then reinstalled UI 4.0 it works fine! so it's just when returning to base. I am going to try an earlier version, but to be honest I never had any trouble before UI 4.0.

majority of people don't have any problems with v4.0.0. Some do. I can't put my finger on what the problem is though. Only thing that strikes me now is that maybe v4.0.0 needs to be installed when you are inport? Maybe installing it in mid-patrol is causing the crew dialog problem?

Nufsed
08-13-10, 08:18 AM
Just installed version TDC 3.9.3 and it works perfectly, I'm gonna save in port with 3.9.3 and then install 4.00, I'll let you know what happens

Captain Joe
08-13-10, 08:19 AM
TDW I did a bit of testing myself last night and cant tell you what the problem but can pinpoint where it is maybe for you. I installed ver 4.0.0 a little bit at a time and eventually installed Scripts\Menu\Page Default Hud and bunker gave the problem of officers being injured, so I knew problem was in there, then I used win merge to see what you changed in it, noticed you changed(added near inbunker this line: " GetAutomation().StopAllScripts()"

I took it out to see what happens and installed ver 4.0.0 without it and could talk to officer in bunker perfectly.

Sorry for just editing your files without your permission but just tried to help. Hope this can help you sort it out as this is first time I have found game not finding my game files.

Nufsed
08-13-10, 08:34 AM
I think Capt jo might have cracked it, I also noticed that the HUD was present in the bunker, and when you click for a new mission it just comes up with the box which says "injured", also the only way to exit is to click on the outside view button, this then allows you to use esc to bring up the exit menu. I'll use 3.9.3 until this is sorted, cheers mate.

TheDarkWraith
08-13-10, 08:35 AM
TDW I did a bit of testing myself last night and cant tell you what the problem but can pinpoint where it is maybe for you. I installed ver 4.0.0 a little bit at a time and eventually installed Scripts\Menu\Page Default Hud and bunker gave the problem of officers being injured, so I knew problem was in there, then I used win merge to see what you changed in it, noticed you changed(added near inbunker this line: " GetAutomation().StopAllScripts()"

I took it out to see what happens and installed ver 4.0.0 without it and could talk to officer in bunker perfectly.

Sorry for just editing your files without your permission but just tried to help. Hope this can help you sort it out as this is first time I have found game not finding my game files.

no problem editing the files to help determine cause of problem :up: You may have just figured out the root cause. That function call may be causing problems IF the mod didn't find any automation files at game start :hmmm: Anyways, error handling code should've been placed around that function call by me :nope:

Just looked up Dictionary in the MSDN documentation again. I now know why there are problems. The function call of GetAutomation().StopAllScripts() does the following:

- gets a list of all keys contained in the dictionary
- then using those keys it finds the scripts active and tells them to stop

Now from the MSDN documentation:
Getting the value of this property is an O(1) operation.

What this means is that if there are no keys nothing is returned. Well one can not iterate over None - exception is caused by this. So those users that moved their game to a new folder, coupled with registry not updating correctly, coupled my no error checking code on my part results in crew dialog problem :DL At least I know why it's happening now.
I'll have a fix for it soon. Have to do some work today in downtown Chicago but will be home later.

PL_Andrev
08-13-10, 08:40 AM
This happened to me the other day as well and I followed the instructions as shown below which I got from another guy on the steam forums that had the same problem

1. Uninstall VC++ 2008 Redistributable 9.0.30729.4974.

Hope this helpsI have not this version (only these 2:
http://s4.postimage.org/Io7Gi.jpg (http://www.postimage.org/)
http://s4.postimage.org/IocFA.jpg (http://www.postimage.org/)
), but CtD when i playing SH5.

I hadn't too... but it works! Really works!
:yeah:

PL_Andrev
08-13-10, 11:22 AM
That function call may be causing problems IF the mod didn't find any automation files at game start :hmmm: Anyways, error handling code should've been placed around that function call by me :nope:

Many mods for SH3 create a problem if user installs mods non at the port...

TDW, I have a idea,
MAybe you should reorganize your mod do better problem detection:
3.9.4 as version 3.9.3 with all new fixes
4.0.0 as add-on with automation scripts
...

TheDarkWraith
08-13-10, 03:23 PM
Many mods for SH3 create a problem if user installs mods non at the port...

TDW, I have a idea,
MAybe you should reorganize your mod do better problem detection:
3.9.4 as version 3.9.3 with all new fixes
4.0.0 as add-on with automation scripts
...

There's no need to do. I figured out the problem from posts here by others and I've been able to duplicate the problem (which is always good) :DL I've changed the code to account for the fact that folders may not be there that it's looking for (registry bug from game installer). v4.0.2 will be releasing here shortly :D

Trevally.
08-13-10, 04:29 PM
TDW I am having the same problems with this new version as others.

Hud in the bunker, icons in wrong place, automation screen is blank and cant talk to officer in bunker.

I have not moved my sh5 folder like others are reporting. I am using vista.

I have also noticed that there are files being created in my ubisoft folder. "Pagelayout_Draggables.TDW" and others. I have not noticed this until v4.0

TheDarkWraith
08-13-10, 04:35 PM
v4.0.2 released. This is a bugfix version for v4.0.0. It fixes the problem of crew dialog box not functioning correctly when in the bunker by some users. See post #1 for details.

NOTE: if you open up Automation in game and nothing is in the boxes (categories, available scripts, activated scripts) then you have re-installed your game at some point and changed where you had originally installed it. This is an installer bug present in the game's installer. What the game installer fails to do when you do this is to update the registry with the new path. You'll have to update this registry key with the correct path to your SH5 folder: HKEY_LOCAL_MACHINE\Software\Ubisoft\Silent Hunter 5\GameUpdate. I read this key to get to the game files I need to read.

TheDarkWraith
08-13-10, 04:38 PM
I have also noticed that there are files being created in my ubisoft folder. "Pagelayout_Draggables.TDW" and others. I have not noticed this until v4.0

Those files are for storing the position information of the draggable items for each page. I then read these at game start to reposition the items back to where you had them when you ended the game :DL

Trevally.
08-13-10, 05:14 PM
TDW I have updated to v4.02 and this has fixed all they problems listed above:yeah:

I still however have a blank automation screen. I checked the reg as you discribed but it was correct.

TheDarkWraith
08-13-10, 05:20 PM
TDW I have updated to v4.02 and this has fixed all they problems listed above:yeah:

I still however have a blank automation screen. I checked the reg as you discribed but it was correct.

with the mod enabled:

check to see if you have a folder labeled 'Automation' under your \Silent Hunter 5 folder. If you do then open it up. Are there any files inside it?

What was the value of the installdir in that reg key? Does it match your actual Silent Hunter 5 installation?

Trevally.
08-13-10, 05:29 PM
Yes i have that folder and there are the four files inside.

In the reg the installdir says "installdir REG_SZ C:Ubisoft\Silent Hunter 5" This is where sh5 is installed

TheDarkWraith
08-13-10, 05:40 PM
Yes i have that folder and there are the four files inside.

In the reg the installdir says "installdir REG_SZ C:Ubisoft\Silent Hunter 5" This is where sh5 is installed

was the Automation folder located in your \Silent Hunter 5 or \Silent Hunter 5\data folder? Also try right clicking the SH5 icon and selecting runas-->Administrator

Trevally.
08-13-10, 05:55 PM
The folder is in the Silent hunter 5\data.

I ran as administrator and still empty.

Thanks for helping with this:up:

TheDarkWraith
08-13-10, 06:25 PM
The folder is in the Silent hunter 5\data.

I ran as administrator and still empty.

Thanks for helping with this:up:

I'm making a test file for you all to run to gather info for me to help figure out why Automation is blank for some of you.

Barso
08-13-10, 06:31 PM
I love your mods DW but I have a problem with your mod enabled.
I cannot move the map around with the mouse on the mission select screen in the subpen.
If I click left mouse button it changes to a hand but I cannot move map.

TheDarkWraith
08-13-10, 06:35 PM
I love your mods DW but I have a problem with your mod enabled.
I cannot move the map around with the mouse on the mission select screen in the subpen.
If I click left mouse button it changes to a hand but I cannot move map.

this is with v4.0.2? I'm checking now in game....Wow, how long has this been a bug? No one has ever reported this....okay, looking for solution.

Barso
08-13-10, 06:43 PM
Much appreciated my friend.

TheDarkWraith
08-13-10, 06:50 PM
Much appreciated my friend.

okay fixed....now just ensuring the fix didn't 'break' anything else :DL

EDIT:

fix appears good. Sent to Barso for testing. He'll report here with his results. If results are good I'll issue a standalone bug fix for v4.0.2 just for this.

Still wandering how long this has been a problem???

longam
08-13-10, 07:09 PM
okay fixed....now just ensuring the fix didn't 'break' anything else :DL

EDIT:

fix appears good. Sent to Barso for testing. He'll report here with his results. If results are good I'll issue a standalone bug fix for v4.0.2 just for this.

Still wandering how long this has been a problem???

Not to worry mate, this is the process and your doing an excellent job. :salute:

THE_MASK
08-13-10, 07:10 PM
okay fixed....now just ensuring the fix didn't 'break' anything else :DL

EDIT:

fix appears good. Sent to Barso for testing. He'll report here with his results. If results are good I'll issue a standalone bug fix for v4.0.2 just for this.

Still wandering how long this has been a problem???quite a long time but i just used the arrow keys instead of the mouse LOL .

TheDarkWraith
08-13-10, 07:15 PM
quite a long time but i just used the arrow keys instead of the mouse LOL .

Any other problems like this I should be aware of?? :hmmm: I can't attempt to fix it if I don't know about it :DL

steel62
08-13-10, 07:37 PM
:yeah: Well... another thank to my myth (TheDarkWraith). You learned to Ubi what is the passion to simulations. Every day I find a new improvement to your mod. It's not a technical suggestion or complain about an eventual bug... just a thank you. We (Italian subsim community) love you. Keep the good work.

TheDarkWraith
08-13-10, 07:42 PM
been helping Sober with his Automation problem (showing blank boxes when he opens up Automation) and found a problem with my code. Well not really a problem in my code per se but more of a Windows localization problem that manifests itself in my code. This explains why to this day some people still have automatic mast height problems. Sober is testing it now and if it works then it fixes the Automation problem and the automatic mast height problem for some people.

EDIT:

with Sobers help (testing my changes) I've been able to fix the Automation problem that some users are having. Now I'm having him test the change for the mast heights to ensure his mast heights are working. If all comes back good I'll have to release v4.0.3 as there's too many changes made to the files. But this v4.0.3 will fix the automation problem for those who were having the problem of the boxes being blank and it will fix the problem that some users have of automatic mast height still not working.

EDIT2:

appears Sober's mast height data is working correctly so I'm going to release v4.0.3 now.

TheDarkWraith
08-13-10, 09:25 PM
v4.0.3 released. See post #1 for details.
I'm hoping that I can finally put the automatic mast height issue for some people to rest for good with this release. If you are one of the ones who were still experiencing automatic mast height problems and this version cures it please let me know.
This release also fixes the Automation boxes being empty for some people.
I added a new command to Automation - Set_new_depth_relative. When used parameter 1 specifies the depth to add to your current depth for the new depth to be ordered up.

TopcatWA
08-13-10, 11:32 PM
This mod will be very useful .
Thanks:up:

Freelanca
08-14-10, 02:13 AM
Just had to say that the automation feature that you added is great. I have started to play with making my own and find it very useful. Now all it needs is the addition of writing scripts in game :DL

von faust
08-14-10, 04:36 AM
Hi DTW !!!
Do You think is possible in the future launch the scripts from dialog box of varius Officer ?

Barso
08-14-10, 04:43 AM
Apologies for the late repy DW but that fix worked perfect.
Thanks.

sentenc3
08-14-10, 05:36 AM
thanks for v4.0.3 ;), and I have no error in the game.:yeah:

Nufsed
08-14-10, 06:18 AM
Hi TDW, a million thanks, works perfectly, one really small glitch I am having though is the message box disappearing...is it somthing I'm doing?

Aniuk
08-14-10, 06:55 AM
this is with v4.0.2? I'm checking now in game....Wow, how long has this been a bug? No one has ever reported this....okay, looking for solution.

I had this bug. Don't know when it started but I think v4.0.0.

BUT: so many great features and getting better all the time. It was just a little inconvenience and didn't dare to report it. :damn: There is so much to enjoy! and it is getting better all the time. Is missing a torpedo shot also a bug :rotfl2:. It happens to me (sometimes):woot:
thanks for a great mod. Only reason to play SH5.

kind regards,

Aniuk

Love Ducimus SH4 mod a lot!

Trevally.
08-14-10, 06:57 AM
Thanks TDW this new version has fixed all:yeah:

I have working automation and now correct mast heights. Superb.

TheDarkWraith
08-14-10, 07:47 AM
Hi TDW, a million thanks, works perfectly, one really small glitch I am having though is the message box disappearing...is it somthing I'm doing?

disappearing? When and what causes it to disappear? Is it TC level or ?? By default the L key is used to toggle the messagebox visibility and shift+L to toggle it's size vertically. Does it happen when pressing the L key?

TheDarkWraith
08-14-10, 08:06 AM
Just had to say that the automation feature that you added is great. I have started to play with making my own and find it very useful. Now all it needs is the addition of writing scripts in game :DL

I documented the TDW_Automation.SHA file with the current functions available to Automation and the new functions I have created for it. I didn't document how to make your own scripts or own commands though. Making your own scripts is probably pretty obvious from viewing the automation files but making new commands is not. The real power of Automation is the ability to make new commands - these new commands are script code and thus ANYTHING that one can do in a script can be done in Automation.
I also didn't document that multiple scripts can be running in Automation at the same time.
An Automation command in a script is defined as so:

command,1,2,3,4,5,6,t

where:

command = name of command
1 = parameter 1 passed to the command (has to be able to convert to float value)
2 = parameter 2 passed to the command (has to be able to convert to float value)
3 = parameter 3 passed to the command
4 = parameter 4 passed to the command
5 = parameter 5 passed to the command
6 = number of times to execute. If set to 0 then there's no limit. I'll explain this one more.
t = time in seconds to wait after command is given before next command is given. If 0 then the wait time will be 0.1 second. If command is the last command in the script then the wait time is ignored (it's 0)

Automation contains a Loop command that does what it sounds like - loop through the section of code defined by it x times. The times to execute parameter can control how many times a certain command is executed in this looping cycle. Maybe you want a command only given once during the loop cycle. i.e.:

[AS]
Test_Loop
[CATEGORY]
Testing
[COMMANDS]
Set_Time_Compression,1,0,0,0,0,1,0 ; set time compression to 1 and wait 1 second before next command
Rise_whole_obs_periscope,0,0,0,0,0,0,6 ; fully raise the obs scope. Wait 6 seconds before issuing next command
Activate_Scope_Station,1,0,0,0,0,0,0 ; activate the obs scope
Sweep_Scope,1,0,360,120.0,0,0,1 ; sweep the scope from 0 to 360 in 120 seconds. Next command will be issued 1 second after sweep is finished
Lower_whole_obs_periscope,0,0,0,0,0,0,0 ; fully lower the obs scope
Leave_Scope_Station,1,0,0,0,0,0,0 ; leave the obs scope
Wait,0,0,0,0,0,0,600 ; wait 10 mins
Loop,5,0,0,0,0,0,0 ; loop through everything 5 times
[COMMANDS_END]

this entire script will loop 5 times BUT the command Set_Time_Compression will only be given the first time through the loop. You can also have a Loop inside a Loop for some interesting effects ;)

Once you understand Automation and the power it brings to the game you'll see the uses for it. And Automation was needed to lay the foundation for my next big idea.....

PL_Andrev
08-14-10, 09:36 AM
And Automation was needed to lay the foundation for my next big idea.....
Next big idea? :hmmm:

I looked at 2nd post at this thread, but it was not updated lately...
Menage mod's option panel?
New SH5 options at main menu?
:hmmm:

Brumete
08-14-10, 10:43 AM
Every day new version of the mod, for when the final version? 10.0? jejejeje
thanks for everything :damn:

Schultzy
08-14-10, 12:10 PM
Oh dear, Brumete. It looks like you've become a little too accustomed to Ubi's own unique brand of troubleshooting and bug squashing. :/\\k:

I guess in comparison, TDW is a breath of fresh air, yep.

Anyway, I got home early, installed the new version and can happily report it works perfectly. I can now sail and automate to my heart's content. :yeah:

Thank you for all the hard work trying to track this down and ultimately fix it TDW and thanks also to Captain Joe for the initial hint.

Great job guys.

:salute:

TheDarkWraith
08-14-10, 12:14 PM
Thank you for all the hard work trying to track this down and ultimately fix it TDW and thanks also to Captain Joe for the initial hint.

Sober was my testing guinea pig while trying to figure this out so big thanks to him also for putting up with my testing files I kept sending to him to test :D

Schultzy
08-14-10, 12:18 PM
Ahh, yeah, I knew I'd overlook someone... :oops:

Sober, good job mate, patience of a saint. ;)

von faust
08-14-10, 01:22 PM
Continue to appear the board in the right when I go to nav map or exit from dialog box whith my officer.
What is it ???? :hmmm:

http://img85.imageshack.us/img85/3390/strano.jpg

Krauter
08-14-10, 01:29 PM
It is Ottos Chalkboard Mod

Unless you altered the Keys click Shift+B to get rid of it, K adds chalk tallies

eon850aye
08-14-10, 04:22 PM
TDW, is this a bug or an option to change I have missed?

I only use the New UIs mod-enhanced sh5 with all dials, none of the extras...
I have the latest JSGME 2.6 and New UIs 4.0.3.

This has been bugging me for a while now, and I have finally found the culprit, sorry TDW, it seems to be this mod.

Now I don't use the obs scope much, but every now and then I like to take the odd external screenshot. A while ago now, I noticed that the obs scope didn't appear to be as high as usual.
This didn't really bother me at first, but then it burrowed in, and looking through my screenies I could see it sticking out like a sore thumb.
I've spent an hour or so tonight, installing my mods one by one, till it happened again, and it is just this mod.
It happens with all the mods I've been using and also when Im just using the New UIs on its own.
If I do want to use it, the sea has to be dead calm, the sub at snorkel depth and preferably stationary, to be able to just break the surface!
As you can see from the pics, it's quite a difference.
(appologises in advance if this has been mentioned before).

http://i165.photobucket.com/albums/u56/eon850aye/Silent%20Hunter%205/ob-scope-prob.gif

TheDarkWraith
08-14-10, 04:31 PM
that is correct. The periscopes were adjusted to more historically accurate values for height. In lieu of that I added the snorkel depth icon to the depth bar so one had an easy way to get to the depth for the obs scope. You can use goblin editor to change it if it really bothers you.

eon850aye
08-14-10, 04:38 PM
Okey dokey, thanks mate, but I think I'll leave it, now that I know it was intentional, I can forget about it and concentrate on playing the game.:salute:

Nufsed
08-14-10, 04:55 PM
disappearing? When and what causes it to disappear? Is it TC level or ?? By default the L key is used to toggle the messagebox visibility and shift+L to toggle it's size vertically. Does it happen when pressing the L key?

Oops, must read the notes more carefully, sorry TDW my bad. Great work though mate.:up:

THE_MASK
08-15-10, 05:56 AM
I tried getting anti aicraft ammo to work but i couldnt .
http://www.subsim.com/radioroom/showthread.php?t=173629

303_Michcich
08-15-10, 06:44 AM
one more TDW - current IRAI 0.16 seems to be conflicting with UIs mod 4.03...I guess it`s simply to overwrite in JGSME ?

TheDarkWraith
08-15-10, 07:29 AM
one more TDW - current IRAI 0.16 seems to be conflicting with UIs mod 4.03...I guess it`s simply to overwrite in JGSME ?

Yes you can ignore the JSGME warning when installing IRAI. Just be sure to install IRAI after the UI mod. IRAI contains the changes made in the UIs mod to the file(s) it's giving warnings about.

marleymen
08-15-10, 11:15 AM
I have lost the function of F5,F6,F7 and F8 keys automation when installing your 4.0.3 mod and loading my savegame at Base.

When playing with 3.9 i had no problem. What could cause it?

TheDarkWraith
08-15-10, 11:24 AM
I have lost the function of F5,F6,F7 and F8 keys automation when installing your 4.0.3 mod and loading my savegame at Base.

When playing with 3.9 i had no problem. What could cause it?

no clue. Checking in game now to see if I can't use them either. I'll edit this post with results.

EDIT:

just checked in game and F5, F6, F7, and F8 working correctly. Sounds like you got a mod conflict somewhere.

Sepp von Ch.
08-15-10, 06:38 PM
2 TDW: Thank you VERY much for your new version! No more problems with this great mod.

thanks!:salute:

Btw Your IRAI mod should I install always before or after your UI mod?

TheDarkWraith
08-15-10, 07:50 PM
2 TDW: Thank you VERY much for your new version! No more problems with this great mod.

thanks!:salute:

Btw Your IRAI mod should I install always before or agter your UI mod?

IRAI needs to be installed after the UIs mod.

lavr
08-15-10, 07:57 PM
Hey TheDarkWraith,
Any chance for response to my personal message?

TheDarkWraith
08-15-10, 08:01 PM
Hey TheDarkWraith,
Any chance for response to my personal message?

in this folder data\Menu\Gui\Layout\ are:

RAOBFMiddle_attack.dds
RAOBFMiddle_obs.dds
RAOBFMiddle_UZO.dds

they make the marks onscreen for the RAOBF

The torpedo-stopwatch problem I haven't been able to duplicate yet.

lavr
08-15-10, 11:21 PM
Thank you for responce. I am sorry if I was not clear. I`ve checked those files before. Are you sure that their color is related to my question? I was looking for distance between marks, and not the color of scale.
I need to shrink vertical scale and I am willing to keep your yellow collor.
Could you help me out?

Sepp von Ch.
08-16-10, 05:04 AM
TDW: thank you:up:

Paris_England
08-16-10, 09:56 AM
Another Fantastic Mod! Thank you very much for all your works TDW!

I have a quick question -- maybe I missed a post somewhere while looking and you could point me in the right direction).

I'm trying to set up some voice command software (shoot 1.6.4 working on windows 7) which emulates keypresses, but it seems that the majority of commands don't have corresponding keypresses.

In an ideal world what I'd like to be able to do is this:

Say "Watch officer" and the watch officer menu is brought up
Say "man deck" and the man deck menu is brought up
Say "man flak gun" and the command is issued.

The same for all the other crew menus.

This would mean a very granular approach to keymapping, and essentially making a keymap for every command available.

So here's my question(s): Is this possible with your interface? Where can I find out where to modify which files?

Finally, is there any way to get commands like "Set course bearing 321 degrees" or "set speed 6 knots" or "dive to 64 meters" (i.e. the commands you'd normally click on the direction/depth ribbons) to work through a sequence of keypresses?

It's really very immersive using voice commands -- it makes it seem like the crew is more alive but with the severely limited keymap it's a bit thin. Even with 'advanced shift keys' mod or similar, there are a lot of commands that aren't exposed -- especially when using your wonderful interface.

If I missed something let me know -- I'm still new to this and I don't want to rehash something if there's already a thread on it somewhere.

Many thanks

P

KarlKoch
08-16-10, 10:06 AM
I'm trying to set up some voice command software (shoot 1.6.4 working on windows 7) which emulates keypresses, but it seems that the majority of commands don't have corresponding keypresses.


Did you already see Skwasjer's Voice Recognition Mod (http://www.subsim.com/radioroom/showpost.php?p=1316060&postcount=1)? German translation incoming, others might follow.

Paris_England
08-16-10, 10:51 AM
I did ... but I thought it wasn't compatible with TDW UI ... should have read the entire thread :oops:

Will give it a try.

Thanks :)

lavr
08-16-10, 02:03 PM
Sorry TDW.
My mistake. I`ve missed Alpha1. Working on my scale.
Cheers

Obelix
08-16-10, 05:47 PM
Hi Dark, thank you for this mod.
Here (http://sukhoi.ru/forum/showpost.php?p=1451065&postcount=106) is the file menu.txt with a complete translation into Russian.
Could you include it in the next version of mods?

TheDarkWraith
08-16-10, 06:07 PM
Hi Dark, thank you for this mod.
Here (http://sukhoi.ru/forum/showpost.php?p=1451065&postcount=106) is the file menu.txt with a complete translation into Russian.
Could you include it in the next version of mods?

sure can. Next version should be releasing here soon. It's going to be an update on Automation. I was a little short-sighted on where I placed the Automation code so I had to move it to prevent you all from having to redo your options file on every Automation update. I'm also updating Automation commands and adding new ones.

Obelix
08-16-10, 06:53 PM
Thank you :up:

Fearless
08-17-10, 03:48 AM
Greetings TDW,

The only thing I've found was that when I press the teleport arrow or the 'M' key, It brings up the chalkboard weather info and the voice advising the weather condition each time.

Ragtag
08-17-10, 04:03 AM
Is there any way to get the OBS scope to get abit longer?
At periscope depth it doesn't go over the waterline.
Or did i miss something in the option file? :)

THE_MASK
08-17-10, 04:24 AM
Is there any way to get the OBS scope to get abit longer?
At periscope depth it doesn't go over the waterline.
Or did i miss something in the option file? :)
Thats what the snokel depth icon on the left panel is for i believe . Go to snorkel depth before you surface and have a good look around for planes and ships , works well .

Ragtag
08-17-10, 04:44 AM
Thats what the snokel depth icon on the left panel is for i believe . Go to snorkel depth before you surface and have a good look around for planes and ships , works well .

Ah thanks :)

Kromus
08-17-10, 06:56 AM
Is there any way to get the OBS scope to get abit longer?
At periscope depth it doesn't go over the waterline.
Or did i miss something in the option file? :)

Under "Objects/Sensors" open UBoot_Sensors.gr2 and merge with UBoot_Sensors.sim. There you can find normal/wire scopes and adjust their length (obj_extensible @ atack_periscope_wire for wire attack scope)

oscar19681
08-17-10, 08:59 AM
I get a strange bug after installing this mod (in port) . I get a 3rd periscope sticking out of the black whole on the left side of the conning tower and with a tip of an antenna. I guess this has to simulate some sort of antenna but how the hell do i retract the the damn thing. I dont want it sticking out. And i did nothing to make it do so.

TheDarkWraith
08-17-10, 09:31 AM
I get a strange bug after installing this mod (in port) . I get a 3rd periscope sticking out of the black whole on the left side of the conning tower and with a tip of an antenna. I guess this has to simulate some sort of antenna but how the hell do i retract the the damn thing. I dont want it sticking out. And i did nothing to make it do so.

that is the radio antenna. It should only rise when you submerge and it should retract to not being visible when you surface. Is it not exhibiting this behavior?

oscar19681
08-17-10, 11:48 AM
Yes but why have it stick out when i,m on 100 meters? It looks funny .

Nufsed
08-17-10, 05:12 PM
Yes but why have it stick out when i,m on 100 meters? It looks funny .

it seems you can't please all of the people all of the time..........!:cry:

Schultzy
08-17-10, 05:52 PM
it seems you can't please all of the people all of the time..........!

True, but I think 99.9% recurring is pretty good going. ;)

Capt Jack Harkness
08-18-10, 12:00 AM
that is the radio antenna. It should only rise when you submerge and it should retract to not being visible when you surface. Is it not exhibiting this behavior?

Is it possible to tie the antenna to two depths instead of one? For example: extend below 8m then retract below 15m? Either way, I believe that antenna was primarily used for VHF line-of-sight comms to nearby u-boats in the wolfpack while running on the surface; I'll keep looking for confirmation.

EDIT: Found most of what I needed to know here: http://www.uboatarchive.net/KTBNotesCommunications.htm

The rod antenna was used for VHF ship-to-ship voice transmissions (and was rarely, if ever, used), most comms were transmitted on the forward jumping wire and recieved on the aft jumping wires. U-boats could receive VLF communications at shallow depth (presumably around periscope depth) using the DF loop antenna.

So perhaps the rod antenna should just be stowed all the time and the DF antenna should be present on the surface and down to periscope depth or 20 meters or so...

PL_Andrev
08-18-10, 11:12 AM
4,000th reply, ho-ho-ho!

marleymen
08-18-10, 01:25 PM
4,000th reply, ho-ho-ho!

Fail! 4001 :arrgh!:

nervouspete
08-20-10, 01:28 PM
I really hate to be doing this...

In fact I'm utterly mortified...

After a long break from SH5, I downloaded the latest version of the excellent Dark Wraith mod, installed and started a new campaign, and immediately managed to break the Journal and Message Box system again. All was working fine, and then I tried to save it under a new name 'Garland' and exited for lunch. Came back and had the old problem of the game now failing to add any messages at all to the journal box, unless manually typed in.

I thought it could be because I forgot to check the main.cfg to make sure that it had been set to the "Yes" "No" "Yes". So I fixed that and started another new campaign... still the same problem. Uninstalled and reinstalled the mod, still nothing.

I might uninstall and reinstall the full game, see if that fixes it. I just wish I knew how I was managing to break something that everyone else seems to enjoy trouble-free, and also wish that I wasn't rewarding Dark Wraith's tireless efforts and helpfulness with wrong-headed game-breaking clickery.

Any thoughts of a solution that doesn't require a reinstall, folks? And tips on avoiding doing the same thing again?

nervouspete
08-20-10, 07:53 PM
Argh.

Tried uninstalling everything including the document SH5 folder, and reinstalling afresh. Reinstalled a fresh version of this mod, plus the old combo. Changed the main.cfg to the "YES NO YES" as advised. Started a new career.

Still not working from the get-go. This is hugely baffling. Wonder if its a clash with one of my activated mods? Here's a list of what I use...

850_Meter_Bearing_Plotter_byTheBeasts1.0
A Fistful of Emblems v1.51
AiBubbles 1.0
Ailclouds 3.0
AilDeckwave 1.0
AilMoon 1.5
AilRain 1.0
AilSmoke 1.7
BRF 1.3 lite
BRF 1.1 HP balance
Carotio_IntercontinentalRadioPack
Enhanced FunelSmoke_by HanSolo78
Floor Blue
Free Cam Tweak 1.1 - Regular
Loading Screens Mod
MightyFine Crew Mod 1.2.1 Stock w beards
More_Crew_Commands_Dialog_v1.04
Nauticalwolf's_poster_Mod_v1.0
No Damn Bubbles, No Damn Halo Mod
No Umark
Old Stly Explosions V1.1
Pacos_Sound_Mod_1.0
sobers talking conning crew mod
Pacos_Sound_mod_1.0-_noBell
NewUIs_TDC_4_0_3_ByTheDarkWraith
NewUIs_TDC_4_0_3_AltAdvSpeedGraphics
NewUIs_TDC_4_0_3_ColoredShippingChart
NewUIs_TDC_4_0_3_jimimadrids_map_tools
Damage assesment

Any known conflicts between that little lot? :cry:

Tectronus
08-21-10, 03:15 AM
After you start new campaign. Just save it right away and reload.. Same thing happens to me..

nervouspete
08-21-10, 08:52 AM
After you start new campaign. Just save it right away and reload.. Same thing happens to me..

Ahh. That has feexed it, thanks mate! :DL

Obelix
08-22-10, 07:20 PM
Hi Dark.
Here (http://www.sukhoi.ru/forum/showpost.php?p=1453805&postcount=1095) is mod Das Boot Crew Mod for TheDarkWraith by Illyustrator.
Can you include this mod in folder MODS of your mod?
The author of the mod gives its consent.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=2961

Trevally.
08-23-10, 05:22 PM
Hi TDW

I am using UI SH5 and have noticed that my compass keeps moving about when it is clicked off.

Today I found that this was happening in the map view when I am moving the map by dragging. The compass movement icon is draggable when the compass is off.

Thanks again for your mod:up:

TheDarkWraith
08-23-10, 05:27 PM
Hi TDW

I am using UI SH5 and have noticed that my compass keeps moving about when it is clicked off.

Today I found that this was happening in the map view when I am moving the map by dragging. The compass movement icon is draggable when the compass is off.

Thanks again for your mod:up:

not quite sure what you're talking about here. Is it possible you can post a screenshot of the problem?

Trevally.
08-23-10, 06:00 PM
With the compass on I can highlight the movement icon.
http://img214.imageshack.us/img214/5018/compasson.jpg
With the compass off I can still move it.
http://img819.imageshack.us/img819/6731/compassoff.jpg

If I dont notice this and click to drag the map, I am dragging the compass instead.

TheDarkWraith
08-23-10, 06:16 PM
With the compass on I can highlight the movement icon. With the compass off I can still move it. If I dont notice this and click to drag the map, I am dragging the compass instead.

ah, gotcha. Good catch. I'll have to fix this :up:

Capt Jack Harkness
08-24-10, 12:54 AM
ah, gotcha. Good catch. I'll have to fix this :up:

While you're at it, please don't forget to switch Benno (sound) and Wolfi's (radio) portraits on the order bar!

Kapitan Franz-Josef Lemml
08-24-10, 08:47 AM
I have noticed that the game locks up with this mod everytime I try to click on Captain's Log via the officer shortcut. Anyone else have this problem? Also, it still won't change course if you are over 16x TC.

Krauter
08-24-10, 09:39 PM
Donno if anyone has seen this before but.

While patrolling and being forced under by constant air patrols and attacks (courtesy of IRAI :D). I dove and decided to proceed submerged until nightfall.

Now I was travelling at Ahead Standard and wanted to know the distance I could travel at the speed I was going. However, when I asked my Navigator to privy me to that information, he said "Information Unavailable".

Any clues if this is just a stock bug or what?

Cheers,

Krauter