View Full Version : [REL] Multiple UIs for SH5 with TDC
Wolfling04
08-24-10, 10:34 PM
If you were charging your batteries at the time then the navigator will give you that message. He will also give ya that message when submerged :salute:
Capt Jack Harkness
08-25-10, 12:19 AM
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
As far as I know it's a carry-over from SH4, possibly SH3. It would be pretty awesome, though, if we could get a fix. Or perhaps it should give hours of endurance at present speed?
Hi all!
How do I change the color of the torpedo solution line in nav map?
Please help my!
TheDarkWraith
08-25-10, 06:59 AM
Hi all!
How do I change the color of the torpedo solution line in nav map?
Please help my!
it's a .dds file that controls it. Changing the color of it will change the color of many other things that use that .dds file also. They (devs) did not use a seperate .dds file for this. I don't recommend changing the color of it to anything but black or it's stock color.
Hi TDW,
In ur useroptions.py I found:
# Are all night filters enabled?
# change below to either True or False
NightFiltersEnabled = True
is there any way to change filters like with the Hidef Realistic interface mod? in the game that is, by clicking some button? :D
thanks, Trebb.
amiraljean
08-25-10, 11:38 AM
bonjour
désolé je ne parle pas Anglais ! mais je voulais te remercier pour tous ces mods que tu crées. :yeah: ils permettent au jeu d'être plus vivant .ils sont géniaux !.
J'aimerai poser une question : serai t'il possible de mettre un filtre sur le périscope , l'uzo pour mieux voir la nuit ? car parfois on voit mal les navires !
Voilà encore mille merci pour tes mods ...........
Amicalement
Amiraljean
bonjour
désolé je ne parle pas Anglais ! mais je voulais te remercier pour tous ces mods que tu crées. :yeah: ils permettent au jeu d'être plus vivant .ils sont géniaux !.
J'aimerai poser une question : serai t'il possible de mettre un filtre sur le périscope , l'uzo pour mieux voir la nuit ? car parfois on voit mal les navires !
Voilà encore mille merci pour tes mods ...........
Amicalement
Amiraljean
Le mod de Reaper7 appelé "NightVision" (inclus dans le mod de TDW) ne concerne que le manuel d'identification de navires.
Pour un mod qui corrige les filtres des périscopes, il y a le mod de Arclight appelé "OCPF" (http://www.subsim.com/radioroom/showthread.php?t=164812).
Bonne chance!!
TDW, would it be possible to correct bug regarding the number of remaining decoys (not showing)?
When looking at the damage control screen, one can see the description of the decoy launcher and the number of remaining decoys. But there is no number showing, just "-" ... :cry: Would be great to know how many decoys one still can use to dodge the escorts!
TheDarkWraith
08-26-10, 12:32 AM
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.
sure can. Who is the author so I can list them in the credits?
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.
fixed :up:
While you're at it, please don't forget to switch Benno (sound) and Wolfi's (radio) portraits on the order bar!
will look into it tomorrow
Hi TDW,
In ur useroptions.py I found:
# Are all night filters enabled?
# change below to either True or False
NightFiltersEnabled = True
is there any way to change filters like with the Hidef Realistic interface mod? in the game that is, by clicking some button? :D
thanks, Trebb.
not yet. It's on my list of things to do/add to the mod.
A couple of more things to do with Automation and then v4_0_4 will be ready.
Capt Jack Harkness
08-26-10, 12:44 AM
On the note of filters and periscopes and such, are you going to include the MRP Mod in future releases, or will you be making your own integrated periscope mod?
TDW, would it be possible to correct bug regarding the number of remaining decoys (not showing)?
When looking at the damage control screen, one can see the description of the decoy launcher and the number of remaining decoys. But there is no number showing, just "-" ... :cry: Would be great to know how many decoys one still can use to dodge the escorts!
And the answer is .... ?
TheDarkWraith
08-26-10, 11:06 AM
And the answer is .... ?
investigating....
oscar19681
08-26-10, 02:15 PM
Is there a way to turn off the periscope twisted thingy? I think it causes the obs periscope to not fully extent.
TheDarkWraith
08-26-10, 02:16 PM
Is there a way to turn off the periscope twisted thingy? I think it causes the obs periscope to not fully extent.
It doesn't fully extend because I set the periscope heights to realistic values.
Abd_von_Mumit
08-26-10, 03:48 PM
I just installed SH5 today. I went through school mission and startd a campaign, but then decided to scratch it and look for some mods - I'm a "100% realism" SH3 freak. Your mod seems excellent, will start using it in about 5 minutes (configuration was painful). So excited... Thanks! :salute:
TheDarkWraith
08-26-10, 03:52 PM
(configuration was painful). So excited... Thanks! :salute:
why was configuration painful?
v4.0.4 is going to release here shortly. Just doing final testing of it. It's an update to Automation and some minor bug fixes.
Abd_von_Mumit
08-26-10, 03:58 PM
why was configuration painful?
v4.0.4 is going to release here shortly. Just doing final testing of it. It's an update to Automation and some minor bug fixes.
Painful, as I went through almost all the options in your config file, tweaking it here and there - imagine a guy that wants to start playing NOW!! but has 1300 lines of options more to check. :D
oscar19681
08-26-10, 06:35 PM
It doesn't fully extend because I set the periscope heights to realistic values.
Really? Is it realistic that the obs peri only extends half way? I mean since the periscope shaft is the same lenght as the attack scope why would it only extend so short? Please could i see some sources for your settings?
THE_MASK
08-26-10, 06:45 PM
Really? Is it realistic that the obs peri only extends half way? I mean since the periscope shaft is the same lenght as the attack scope why would it only extend so short? Please could i see some sources for your settings?Just go to snorkel depth and look around for aircraft/ ships with the obs scope before surfacing .
TheDarkWraith
08-26-10, 06:46 PM
Really? Is it realistic that the obs peri only extends half way? I mean since the periscope shaft is the same lenght as the attack scope why would it only extend so short? Please could i see some sources for your settings?
it's pretty simple if you look at it. Look where the obs scope is located - it's on the bottom floor of the sub. Look where the attack scope is located - in the con. There's an obvious height difference there.
Capt Jack Harkness
08-26-10, 06:49 PM
It doesn't extend halfway, it extends exactly as far as it should. The scope tubes are about the same length overall and the difference in height is about 2 meters (difference between conning tower height and control room).
Here is a link to a scan of U-570's actual blueprints: http://www.uboatarchive.net/U-570GeneralPlanDavidTaylorBW.htm
EDIT: Seems I wasn't quite quick enough there...
TheDarkWraith
08-26-10, 07:45 PM
v4.0.4 released. See post #1 for details :|\\
THE_MASK
08-26-10, 09:03 PM
Thanks for 4_0_4 , very nice . Regarding automation , would it be possible for me to travel at 128TC in navmap view then start automation (say the surface search) . It does the search at 1TC in 3D view and then goes back to navmap at 128TC once finished . And could i have this repeated at what ever time interval i choose ?
Capt Jack Harkness
08-26-10, 10:21 PM
Found a typo in the type VIIC's cfg file: SurfaceDepth=5;6;meters
The VIIB's file reads:
SurfaceDepth=5;meters
As such, the VIIC appears to ride too low in the water.
THE_MASK
08-26-10, 11:59 PM
Is there anyway to drop the game to 1TC when any message box messages appears ? TCxOnMessageBoxText doesnt quite do what i wanted it to which is drop the game to 1TC when friendly ships/planes appear . It works great though for other things like dropping down to 1TC when warnings appear etc so it is great but just not what i specifically wanted it for .
charognard
08-27-10, 02:15 AM
TDW, thx for this new update. I have a little suggestion... Can be possible to set the deck gun usage as it was in GWX ?
When i m in bad weather ( wind 15m/s ) i can send my crew to deckgun, or use it directly. It ll be great if the deckgun was disable during storm...
Sry for my poor english, i hope you ll understand :)
TheDarkWraith
08-27-10, 06:32 AM
TDW, thx for this new update. I have a little suggestion... Can be possible to set the deck gun usage as it was in GWX ?
When i m in bad weather ( wind 15m/s ) i can send my crew to deckgun, or use it directly. It ll be great if the deckgun was disable during storm...
should be an easy change in the sub's .cfg file. At what wind speed and sea state is the GWX version set to in the sub's .cfg file?
TheDarkWraith
08-27-10, 06:35 AM
Is there anyway to drop the game to 1TC when any message box messages appears ? TCxOnMessageBoxText doesnt quite do what i wanted it to which is drop the game to 1TC when friendly ships/planes appear . It works great though for other things like dropping down to 1TC when warnings appear etc so it is great but just not what i specifically wanted it for .
I could easily add something that will drop you to TC1 on any messagebox entry. Wouldn't that get annoying though?
It sounds like there is a problem with the TCxOnMessageBoxText feature if it's not doing what you want it to do. Can you tell me what messages (the actual number from the menu.txt file would be great if possible) you're trying to get the feature to set TC1 on? I'd like to investigate why it isn't triggering on those messages.
TheDarkWraith
08-27-10, 06:43 AM
Thanks for 4_0_4 , very nice . Regarding automation , would it be possible for me to travel at 128TC in navmap view then start automation (say the surface search) . It does the search at 1TC in 3D view and then goes back to navmap at 128TC once finished . And could i have this repeated at what ever time interval i choose ?
have you checked the script to see if it's setting the TC to 1 during the search? I can tell you that the scope won't rotate fast enough at TC128 if you have a short sweep time (< 240.0) set.
Now the repeat at certain time interval can certainly be done. Right before the Loop command insert a Wait command with the desired value to wait to get the time interval you want.
Sepp von Ch.
08-27-10, 06:52 AM
TDW, thx for this new update. I have a little suggestion... Can be possible to set the deck gun usage as it was in GWX ?
When i m in bad weather ( wind 15m/s ) i can send my crew to deckgun, or use it directly. It ll be great if the deckgun was disable during storm...
:agree:
charognard
08-27-10, 07:11 AM
should be an easy change in the sub's .cfg file. At what wind speed and sea state is the GWX version set to in the sub's .cfg file?
don t remember it exactly, but i think a 10m/s wind must disable the deckgun.
Marcus Redshift
08-27-10, 05:52 PM
Where do i get the full version. New to the game and i dont know how to install a z7 file when i have no previous version of this mod. ty
TheDarkWraith
08-27-10, 05:58 PM
Where do i get the full version. New to the game and i dont know how to install a z7 file when i have no previous version of this mod. ty
the mod is packaged in a compressed file format, 7zip. You can download the free app called ZipGenius to decompress it. Do a google search for ZipGenius.
Marcus Redshift
08-27-10, 06:11 PM
the mod is packaged in a compressed file format, 7zip. You can download the free app called ZipGenius to decompress it. Do a google search for ZipGenius.
ahh ty newbie mistake :0) :arrgh!:
THE_MASK
08-27-10, 08:22 PM
I could easily add something that will drop you to TC1 on any messagebox entry. Wouldn't that get annoying though?
It sounds like there is a problem with the TCxOnMessageBoxText feature if it's not doing what you want it to do. Can you tell me what messages (the actual number from the menu.txt file would be great if possible) you're trying to get the feature to set TC1 on? I'd like to investigate why it isn't triggering on those messages.Could you give us another button ,
TCx1OnMessageBoxAllText On/Off .
TheDarkWraith
08-27-10, 08:24 PM
Could you give us another button ,
TCx1OnMessageBoxAllText On/Off .
I'm guessing in the top right bar is where you'd like it?
THE_MASK
08-27-10, 08:27 PM
I'm guessing in the top right bar is where you'd like it?Yes please .
Fearless
08-27-10, 09:22 PM
- updated Automation's Sweep_Scope command. It now has greater functionality and use
- added new commands to Automation: Advanced_knuckle, Activate_hydrophone_station, Leave_hydrophone_station, Sweep_hydrophone
Hi TDW,
When I activate the Automation command, It will only do a sweep scope. I don't have any new commands that I can select.
Any ideas?
TheDarkWraith
08-27-10, 09:27 PM
Hi TDW,
When I activate the Automation command, It will only do a sweep scope. I don't have any new commands that I can select.
Any ideas?
You should make your own custom script. What script were you running?
Fearless
08-27-10, 09:50 PM
The sweep script that was already available when I Installed v404.
TheDarkWraith
08-27-10, 10:24 PM
The sweep script that was already available when I Installed v404.
navigate to \data\Automation and open up the file TDW_Automation.SHA (you can open it up with notepad). In that file contains everything you'll want to know about Automation :yep:
TheDarkWraith
08-28-10, 09:27 AM
from a post in another thread:
Not sure if this comment would best be posted here or in TDW's UI thread because it involves a bit of both, but could we first implement a delay between ordering a speed change and the engine room answering (SH4 had this) and then get the little red light on the telegraph repeater in the hydrophone room (the one in the bottom of that pic) to flash between the two?
Actually, it'd be even cooler if TDW could make the delay before the engines answer slightly random, perhaps dependent on battlestations and/or morale...
I have the code in place to do the delay and it works. When you order up a new bell or speed the speed graph or the new bell flashes to let you know you ordered a new bell/throttle and then it computes the delay before actually giving the command.
Now what I need to define is the delay:
here's what I have so far:
newbelldelay = PDH_RndNumGen.Next( GetNewSpeedThrottleDelayMin(), GetNewSpeedThrottleDelayMax() )
if GetBattlestationsActivated():
newbelldelay /= 2.0
newbelldelay gets a random value between the min and max delay times allowed. If battlestations are activated then this time is cut in half. Now the crew morale part I was going to let have a 50% influence on the delay:
((newbelldelay * 0.5) * (1 - officercurrentmorale)) + newbelldelay = the final delay time
if the random number picked was 5 and officer's morale was 0.75:
(5 * 0.5) * (1 - 0.75) + 5 = new bell delay
2.5 * 0.25 + 5 = new bell delay
new bell delay = 5.625 seconds
NOTE: this delay will only work in SH5 Enhanced mode as I can 'trap' the command before it's given
charognard
08-28-10, 03:54 PM
DW i m using your mod, it work fine, but a little thing will be cool, hi have hide the information popup, and activated same color for contact and same shame for all boat, but on map, when the mouse is over a contact, there is allways a popup with boat type ( marchant, warship ). Can u disable it too in your next release ?
TheDarkWraith
08-28-10, 04:21 PM
DW i m using your mod, it work fine, but a little thing will be cool, hi have hide the information popup, and activated same color for contact and same shame for all boat, but on map, when the mouse is over a contact, there is allways a popup with boat type ( marchant, warship ). Can u disable it too in your next release ?
see here: http://www.subsim.com/radioroom/showpost.php?p=1458384&postcount=3718
Abd_von_Mumit
08-28-10, 05:15 PM
Just installed 4.0.4. Noticed a tiny bug: my thingy (lever?) for floodoing/closing tube 1 doesn't work and says "disabled" in attack periscope view. Tubes 2-5 work just fine. Tube 1 used to work in 4.0.3 as well.
Another bug that drives me mad is: my UZO randomly switches from normal state to unzoomed state. Now I know UZO doesn't zoom, but this one does it on itself. Graticules are then tiny and in the very middle of the UZO, and it comes back to its normal state after I scroll my mouse wheel. Happens often, about every 15-60 seconds of using UZO. I think that may be caused by objects appearing in the view that are very close (Watch Officer hand, parts protruding from the conning tower: scopes, antennas). Very frustrating. I had this in 4.0.3 as well. In case of need I'll post screens of how it looks normally and when bugged.
This is my set of mods that could be related to it (the only other mod that could cause that bug is MRP i think):
NewUIs_TDC_4_0_4_ByTheDarkWraith
NewUIs_TDC_4_0_4_6x_6x_7x_RAOBF_patch
MRP 1.3 light
MRP 16x9 patch
NewUIs_TDC_4_0_4_ERM_Reaper7_NightVision
NewUIs_TDC_4_0_4_No_Contact_Colors
NewUIs_TDC_4_0_4_No_Contact_Tails
Advanced Shift Keys 2.1
EDIT: After I CTD and restarted tube 1 lever is operational again. Seems it was non-MUI bug.
TheDarkWraith
08-28-10, 05:39 PM
Just installed 4.0.4. Noticed a tiny bug: my thingy (lever?) for floodoing/closing tube 1 doesn't work and says "disabled" in attack periscope view. Tubes 2-5 work just fine. Tube 1 used to work in 4.0.3 as well.
Another bug that drives me mad is: my UZO randomly switches from normal state to unzoomed state.
for the UZO, disable all MODS except UIs mod and see if problem still exists.
As for tube 1 not sure. Were you loading a tube at the time? Had you just fired a torpedo? Irregardless of whether it says disabled or not if there's a torp in it you can fire it.
charognard
08-28-10, 06:29 PM
see here: http://www.subsim.com/radioroom/showpost.php?p=1458384&postcount=3718
Great !! Thx !
TheDarkWraith
08-28-10, 07:53 PM
v4.1.0 released. See post #1 for details :|\\
Venatore
08-28-10, 08:00 PM
v4.1.0 released. See post #1 for details :|\\
TheDarkWraith,
I thank you for your hard work and dedication for delivering a high quality mod with excellent enhancements for us in the Silent Hunter V realm.
Kind Regards
Ven
Capt Jack Harkness
08-28-10, 08:15 PM
from a post in another thread:
I have the code in place to do the delay and it works. When you order up a new bell or speed the speed graph or the new bell flashes to let you know you ordered a new bell/throttle and then it computes the delay before actually giving the command.
Now what I need to define is the delay:
here's what I have so far:
newbelldelay = PDH_RndNumGen.Next( GetNewSpeedThrottleDelayMin(), GetNewSpeedThrottleDelayMax() )
if GetBattlestationsActivated():
newbelldelay /= 2.0
newbelldelay gets a random value between the min and max delay times allowed. If battlestations are activated then this time is cut in half. Now the crew morale part I was going to let have a 50% influence on the delay:
((newbelldelay * 0.5) * (1 - officercurrentmorale)) + newbelldelay = the final delay time
if the random number picked was 5 and officer's morale was 0.75:
(5 * 0.5) * (1 - 0.75) + 5 = new bell delay
2.5 * 0.25 + 5 = new bell delay
new bell delay = 5.625 seconds
NOTE: this delay will only work in SH5 Enhanced mode as I can 'trap' the command before it's given
Definitely moving in the right direction, but I think 5 seconds is a bit too much... Maybe something more like 2 seconds on average? 5 seems more like the throttle men are playing cards in the motor room and have to run out to the engines when a new bell is rung... :har:
TheDarkWraith
08-28-10, 08:50 PM
Definitely moving in the right direction, but I think 5 seconds is a bit too much... Maybe something more like 2 seconds on average? 5 seems more like the throttle men are playing cards in the motor room and have to run out to the engines when a new bell is rung... :har:
you can change the base min and max time in the options file. And it does take into account battlestations and the chief engineer's morale for overall time :up:
Capt Jack Harkness
08-28-10, 09:31 PM
Right, just noticed that when reading the notes before downloading, thanks! :salute:
THE_MASK
08-28-10, 09:57 PM
v4.1.0 released. See post #1 for details :|\\Well , i have wanted drop to 1TC on friendly/enemy contacts since SH3 . N ow i have a way to do it , and i can disable it whenever i want in game , thankyou so much :rock:
BowfinSS287
08-29-10, 09:44 AM
your GUI keeps getting better and better, i really like the engine speed delay
another feature that adds to the realism. i have one question about the
hydrophone rotation speed.....did you speed up the 360 rotation time?
i noticed the hydrophone spinning faster now.....very fast
thanks again for your great mod :salute:
Abd_von_Mumit
08-29-10, 10:36 AM
for the UZO, disable all MODS except UIs mod and see if problem still exists.
I went even further - disabled all mods including yours and the problem still existed. Sorry for trouble, seems I had played vanilla for too short to notice it.
As for tube 1 not sure. Were you loading a tube at the time? Had you just fired a torpedo? Irregardless of whether it says disabled or not if there's a torp in it you can fire it.
The tube problem appeared right after I sailed away from port, so no weapons were used, all torpedoes were loaded and no damage whatsoever done to any systems. As I mentioned above, the problem dissapeared after a restart, and then came back after another restart - disabling tubes 1, 3-5 this time (almost all). However it's not only the lever - flooding/closing doesn't work at all when I press "/" for the affected tubes. If I launch them, the door will auto open. I didn't find any regularity yet, no idea what might cause it.
A question: is there any way to quickly apply modified setting from your .py file after update to newer version of your mod? You've been releasing a new version each day since I play SH5. :)
A question for TDW.
Is there any simple way to turn off my crew spotting aircraft when Im at periscope depth 30 m 40 m 50 m or a hundred meters or any depth
day or night ? And by the way my periscope is down.
It just is so aggravating when you're at those depths that you get annoyed with a stupid watch crew.
I thank you very much in advance.
And by the way you should be getting paid by UBsoft for the job you are doing with this software.
The 8ball
TheDarkWraith
08-29-10, 07:18 PM
i have one question about the
hydrophone rotation speed.....did you speed up the 360 rotation time?
i noticed the hydrophone spinning faster now.....very fast
thanks again for your great mod :salute:
it was in error a couple of versions ago...I'll have to check it to see if I re-introduced the error.....I'll edit this with findings
EDIT:
everything is just like stock. Now what I can do is slow it down to sweep slower.......
TheDarkWraith
08-29-10, 07:33 PM
A question for TDW.
Is there any simple way to turn off my crew spotting aircraft when Im at periscope depth 30 m 40 m 50 m or a hundred meters or any depth
day or night ? And by the way my periscope is down.
there is a way I can do it but it will disable your crew spotting ANYTHING visually when submerged - periscope up or not. It'll be your responsibility to do the detecting.
Yes your attack periscope is down. There are options in the options file you can set if you want it automatically raised/lowered.
EDIT:
I'm looking into something that will probably work for the spotting aircraft problem....give me a little time......
BowfinSS287
08-29-10, 07:54 PM
thanks for looking into hydrophone spin....i would like it
slowed down.....say 20 to 30 sec for full rotation...do you think
this is closer to the real time a full sweep would take?
can it be made user choice? in your TheDarkWraithUserOptions.py
TheDarkWraith
08-29-10, 07:57 PM
thanks for looking into hydrophone spin....i would like it
slowed down.....say 20 to 30 sec for full rotation...do you think
this is closer to the real time a full sweep would take?
can it be made user choice? in your TheDarkWraithUserOptions.py
unfortunately can't make it user choice per se but you can edit the uboat sensors file in goblin to make the sweep time be whatever you want
TheDarkWraith
08-29-10, 09:24 PM
A question for TDW.
Is there any simple way to turn off my crew spotting aircraft when Im at periscope depth 30 m 40 m 50 m or a hundred meters or any depth
day or night ?
Yes, I have found a way to do it. But here's what you lose if I release this fix:
- the aircraft symbol will not appear on the TAI map anymore when at depth even if you, the captain, have it spotted and in your crosshairs (this is very realistic!). If you are surfaced, or you surface from being submerged, then once your crew spots the aircraft the aircraft symbol will appear on the TAI map. If you re-submerge then it will fade away to nothing again.
- crew will not detect aircraft once you submerge (good thing!)
It appears to have no other side effects :D
So if I release this fix and you are at periscope depth with scope raised you'll never know when an aircraft has spotted you and is making an attack run unless you are sweeping your scope and notice it incoming.
EDIT:
went ahead and made an addendum to v4.1.0 that will enable the player to disable aircraft spotting by crew at depth
Addendum #1 for v4.1.0 (Adds the ability to disable aircraft spotting by crew at depth). Unzip straight to MODS folder: http://www.filefront.com/17247096/NewUIs-TDC-4-1-0-TheDarkWraith-Addendum-1.7z/
BowfinSS287
08-29-10, 10:11 PM
apologies to TheDarkWraith, i have been playing around with the
different IRAI mods and when i reinstalled the mods after the new GUI
i clicked on a older version ,sorry to have wasted your time....hydrphone works fine
Thank you very much Sir For your quick response I can work around that.
Addendum #1 for v4.1.0 (Adds the ability to disable aircraft spotting by crew at depth). Unzip straight to MODS folder: http://www.filefront.com/17247096/Ne...Addendum-1.7z/ (http://www.filefront.com/17247096/NewUIs-TDC-4-1-0-TheDarkWraith-Addendum-1.7z/)
Highbury
08-30-10, 04:47 PM
Kind of an odd problem, I haven't seen it by browsing this thread but it is almost 300 pages.. lol
I recently had to switch to a smaller monitor (my good one died and having just spent ALOT on a car I didn't want to push my wife too much :O:). Anyways, this POS only does 1360 x 768 , which is actually fine, but when I target someone the weps officer window is right in the middle of my periscope and I can't see a thing.
Is there a text file I can edit, or whatever to fix that?
Thanks again for the massive amount of work that has gone into your mods. :rock:
TheDarkWraith
08-30-10, 04:52 PM
Kind of an odd problem, I haven't seen it by browsing this thread but it is almost 300 pages.. lol
I recently had to switch to a smaller monitor (my good one died and having just spent ALOT on a car I didn't want to push my wife too much :O:). Anyways, this POS only does 1360 x 768 , which is actually fine, but when I target someone the weps officer window is right in the middle of my periscope and I can't see a thing.
Is there a text file I can edit, or whatever to fix that?
Thanks again for the massive amount of work that has gone into your mods. :rock:
you have 2 options:
option 1:
press the 'L' key to hide the messagebox and move the XO TDC dialog box to more favorable position or
option 2:
edit the options file to enable the XO TDC dialog box draggable. Then move it whereever you want it.
Highbury
08-30-10, 05:01 PM
Awesome, thx for the quick reply :)
You're a bloody legend mate!
Abd_von_Mumit
08-30-10, 06:29 PM
Awesome, thx for the quick reply :)
You're a bloody legend mate!
Legends are by definition dead. :D But yes, he deserves it (to be called a legend I mean). If not this mod I wouldn't play SH5 already.
jwilliams
08-30-10, 11:40 PM
If not this mod I wouldn't play SH5 already.
Yes same. This mod is what gave this game back its playability. :yeah:
:salute:
Abd_von_Mumit
08-31-10, 06:32 AM
TheDarkWraith, I got a few suggestions/issues/questions. Some of them may not apply to your mod, then I'll move with them to the general forums.
Major issues:
1. I'd like to be able to use stadimeter to estimate range just for my information, without auto sending data to TDC. Now the stadimeter sends data to TDC as soon as I use it, screwing up my TDC settings (all manual), i.e. changes bearing and so on. I must rearrange the setting every time I use stadimeter, which is risky in close shooting situations, when there's not much time (I then use stadimeter mainly to check if I'm not too close to target).
2. Flooding/closing tubes is a major issue - when I switch to another tube the tubes are closed (wasted quite a few torpedoes this way). When planning an attack I open all the tubes I want to use, and I want them to remain flooded until I order them to close or until I launch. Also the voice telling me that tube was closed/flooded every time I switch tubes is very, very annoying.
3. Other major issue for me is that I need to remain inside the sub (so that I may dive for a hydrophone check and resurface every 2 hours when patrolling at x128 TC). However if I'm not on the bridge I don't hear the WO yelling about visuals - it only drops TC down and doesn't make a sound. This is dangerous, especially when the game runs at x128 TC while I'm doing dishes in the kitchen... :)
4. For long journeys I travel at 7.5 knots, which is the most fuel efficient speed. It would be very, very comfortable to have:
a) ability to specify the "normal speed" (button 3) in options to be the optimum speed instead of much less fuel efficient 10 knots, or
b) to have a new shortcut key to order the optimal speed (6 would be ok).
5. Would be excellent to have a shortcut key for "cruising TC" (set in the options to suit one's needs). Mine would be 128.
6. Could the game save changes to your UI setting to the UserOptions file?
Normal issues:
A. Would be comfortable to have a new key for decks awash depth (2m under surface depth).
B. Could you make the speed order delay work also when the speed order is given through keyboard numbers? (now it only works when I use the UI clicking).
Minor issues:
a. The "switch TDC on/off" button on my Nav Map is stretched and is an elipse instead of a circle. Looks bad.
b. My "hide WO icon in scope view" button seems to have no effect. Same with "Show/hide Lock/Break Lock".
c. I have all contacts disabled on maps (through main game options and your setting file). It partially works, as no contacts are shown on the map, but when I hover my mouse button over a spot on the map it sometimes gives me a pop-up text info, for example "Merchant". As I use map plotting extensively to intercept targets and so on I end up hovering over actual targets quite a lot. Could these ghost also be removed from the map?
d. Could you exclude the user-set options from TheDarkWraithUserOptions.py and have them in the main mod folder instead as a separate file? These thousands of lines of defs intimidate me. :D More seriously speaking, I think it would make the configuring process much more user friendly.
UserConfing important typoes:
There is:
# change below to either Minimized, TAI, or Maximized
There should be:
# change below to either TAIModeMinimized, TAIModeTAI, or TAIModeMaximized
Abd_von_Mumit
08-31-10, 09:55 PM
A few issues:
1. I sometimes get "ERROR REPLACING CONTACT'S ACTUAL SPEED" message, which - I assume - is your mod related (most probably speed out of set range).
2. On the Chalkboard Latitude and Longitude are reversed. Also West/East and South/North are reversed (i.e. displayed improperly).
3. Despite
AutomationHotKey = [ True, MenuKeyManagerWrapper.Keys.G, True ]
pressing Shift + G only toggles script selection window, it doesn't switch the script on/off.
4. Add a new script command: Set_new_waypoint and we'll have an easy way to script Kiel Kanal in/out.
5. I'd love to have a setting for the compass (bottom bar) to be visible on game start. Same applies to Advance Submarine Controls Toggle.
6. What value should I use to have message box as wide as possible (almost half a screen) on game start? When I tried to set
MessageBoxWidthFactor = 3
whole game went crazy.
7. I'd kill to use the same map on every patrol, i.e. to have my map marks stored and displayed, not being erased on every load as it is now. I think many, many others would like it too. :88)
8. When in TC mode the game doesn't play some voice commands and stores them in memory instead to play them later. When there's a command stored for later, some features function improperly or don't function at all, so you have to switch to TC1, wait till the stored voice commands are finished and then all works again.
To confirm: go to 128 TC, then check depth under keel. You hear ping, you get a message box message, but you don't hear the navigator announcement. Now check depth under keel again - you only hear the ping, no message displayed though. Now wait a few game minutes, switch to TC1 - you hear the voice message, depth under keel works again.
9. When in TC > 1 some UI buttons don't work at all: clicking on the round compass doesn't change the course (rudder works though), using keys (Q, E) on bottom bar compass doesn't work either.
10. K button conflict: Otto's Chalkboard uses it and it's a game key to display Captain's Log.
10 is enough for 1 evening. :)
TheDarkWraith
09-01-10, 12:53 AM
1. I sometimes get "ERROR REPLACING CONTACT'S ACTUAL SPEED" message, which - I assume - is your mod related (most probably speed out of set range).
Still trying to figure out why some of you get this. Any info on it would be great
2. On the Chalkboard Latitude and Longitude are reversed. Also West/East and South/North are reversed (i.e. displayed improperly).
I'll have to verify this
3. Despite
AutomationHotKey = [ True, MenuKeyManagerWrapper.Keys.G, True ]
pressing Shift + G only toggles script selection window, it doesn't switch the script on/off.
That is correct. That hotkey only toggles the main Automation window on/off
4. Add a new script command: Set_new_waypoint and we'll have an easy way to script Kiel Kanal in/out.
Still trying to figure out how to add new waypoint to existing ones via code
5. I'd love to have a setting for the compass (bottom bar) to be visible on game start. Same applies to Advance Submarine Controls Toggle.
Finally figured out how to make the heading bar expanded at game start and working also :yeah: Two new user options were added to v4.2.0: AdvancedHudIsEnabled, HeadingBarIsExpanded. These control the state of the headingbar and AdvancedHUD at game start.
6. What value should I use to have message box as wide as possible (almost half a screen) on game start? When I tried to set
MessageBoxWidthFactor = 3
whole game went crazy.
I set this to 3 and everything was fine.
7. I'd kill to use the same map on every patrol, i.e. to have my map marks stored and displayed, not being erased on every load as it is now. I think many, many others would like it too. :88)
It's on my list to do.
8. When in TC mode the game doesn't play some voice commands and stores them in memory instead to play them later. When there's a command stored for later, some features function improperly or don't function at all, so you have to switch to TC1, wait till the stored voice commands are finished and then all works again.
Game bug. Haven't found out why or how to get around it.
To confirm: go to 128 TC, then check depth under keel. You hear ping, you get a message box message, but you don't hear the navigator announcement. Now check depth under keel again - you only hear the ping, no message displayed though. Now wait a few game minutes, switch to TC1 - you hear the voice message, depth under keel works again.
9. When in TC > 1 some UI buttons don't work at all: clicking on the round compass doesn't change the course (rudder works though), using keys (Q, E) on bottom bar compass doesn't work either.
Wasn't able to duplicate this problem. Everything worked fine.
10. K button conflict: Otto's Chalkboard uses it and it's a game key to display Captain's Log.
Key can be changed in options file:
IncreaseChalkBoardCountHotKey = [ True, MenuKeyManagerWrapper.Keys.K, False ]
10 is enough for 1 evening. :)
See above in yellow.
Hope to have v4.2.0 available here soon. Here's the change log so far:
v4.2.0 - fixed bug of high precision timer not updating it's TC level on certain station exits or ESC key presses
- added new commands to Automation (from Trevally recoded by myself): Crash_dive_now, Set_guns
- changed how Automation updates active scripts (visual feedback)
- (SH5Enhanced style) added a new user option that controls whether the heading bar is expanded at game start. Default is enabled (True) (HeadingBarIsExpanded)
- adjusted options file for upcoming options migrater
- added a new user option that controls whether Advanced HUD is enabled at game start. Default is disabled (False) (AdvancedHudIsEnabled)
PL_Andrev
09-01-10, 01:53 AM
What about automatic procedure with finding target data via hydrophone?
Capt Jack Harkness
09-01-10, 03:29 AM
A few issues:
1. I sometimes get "ERROR REPLACING CONTACT'S ACTUAL SPEED" message, which - I assume - is your mod related (most probably speed out of set range).
After attacking a ship or convoy then returning to course I almost always get this error after jumping to high TC.
The show nav map TDC dials button on the nav map at the top of the screen is not circular.
I suppose this is because my display is 16:10 ?
Is there anyway to make it a circle?
Also how can I revert back to the original map tools?
Thanks.
Abd_von_Mumit
09-01-10, 06:31 AM
Still trying to figure out why some of you get this. Any info on it would be great
Will pay special attention to these.
That is correct. That hotkey only toggles the main Automation window on/off
Then the description is misleading: "# the hotkey used to toggle the currently selected Automation script on/off"
Finally figured out how to make the heading bar expanded at game start and working also Two new user options were added to v4.2.0: AdvancedHudIsEnabled, HeadingBarIsExpanded. These control the state of the headingbar and AdvancedHUD at game start.
:rock:
I set this to 3 and everything was fine.
Will retest.
It's on my list to do.
:arrgh!:
9. When in TC > 1 some UI buttons don't work at all: clicking on the round compass doesn't change the course (rudder works though), using keys (Q, E) on bottom bar compass doesn't work either.
Wasn't able to duplicate this problem. Everything worked fine.
Anybody who also has this issue please post and let us know. This could help to learn when/why this happens.
Key can be changed in options file:
I know, I changed it. Just letting you know - this is for sure that most of users of your mod, now and in the future, will run on default settings (especially if your mod eventually becomes as popular as SH3 GWX was, which is likely IMHO). Thus it would be best to avoid such conflicts.
You answered my post, but you didn't answer my previous one (just 1 post earlier in the thread) - just letting you know in case you simply missed it.
Thanks for your mod and the amount of effort you put in it. :up:
TheDarkWraith
09-01-10, 01:10 PM
Due to an excellent suggestion by Abd_von_Mumit, v4.2.0 will include a change to Automation. Besides some new commands, Automation will allow you to include a description with each script. In this version I will not enforce a description to be present. In subsequent versions I will enforce the description to be present. The description can be multi-lined but it has to be text only (no markups or tags or anything)
The description will follow the [COMMANDS_END] header. If you want a description simply add this after [COMMANDS_END]:
[DESCRIPTION]
Testing
Testing 2
Test again
...
[DESCRIPTION_END]
If you do not want a description (it will default to a value) simply do the following:
[DESCRIPTION]
[DESCRIPTION_END]
Here is a test script I made to test this:
[AS]
TDW_Testing3
[CATEGORY]
Testing
[COMMANDS]
Print_message,0,0,Hello from TheDarkWraith,0,0,0,1
Set_Time_Compression,1,0,0,0,0,1,0
Advanced_knuckle,90,-50,15,9999,9999,0,5
Advanced_knuckle,-90,9999,5,2,11,0,5
[COMMANDS_END]
[DESCRIPTION]
Testing script 3 by TheDarkWraith
Line 2 - Test
Line 3 - Test again
[DESCRIPTION_END]
Here is a screenshot showing no description tags present or no description given:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2990
and here is a screenshot with my test script above:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2989
The description tooltips will also appear in the Activated scripts column when you mouse over a script in it
now v4.2.0 is complete. Uploading now.
Abd_von_Mumit
09-01-10, 01:17 PM
What happens if player installs a script that has a description in version 4.1 of your mod?
TheDarkWraith
09-01-10, 01:30 PM
What happens if player installs a script that has a description in version 4.1 of your mod?
I let this version be compatible with old scripts (before v4.2.0). Subsequent versions you will have to add the correct description headers to your scripts. I did this so you all can use your existing scripts now to test this version for bugs.
The script parser isn't very efficient if I don't enforce the descriptions headers. That's why in versions later than 4.2.0 you will have to update your existing scripts to include those headers in your scripts.
TheDarkWraith
09-01-10, 01:40 PM
v4.2.0 released. See post #1 for details :|\\
Abd_von_Mumit
09-01-10, 01:41 PM
You misunderstood my question - I asked for reverse situation - a new script, old UI mod.
TheDarkWraith
09-01-10, 01:45 PM
You misunderstood my question - I asked for reverse situation - a new script, old UI mod.
not compatible. Script parser will fail on encountering the [DESCRIPTIONS] or [DESCRIPTIONS_END] headers with versions prior to v4.2.0
Abd_von_Mumit
09-01-10, 01:52 PM
not compatible. Script parser will fail on encountering the [DESCRIPTIONS] or [DESCRIPTIONS_END] headers with versions prior to v4.2.0
Ok, so I'll update my mod (hihi) for version 4.2, but will also keep old version avaiable for thos who still use 4.1.
4.2 updates are awesome. :salute:
Abd_von_Mumit
09-01-10, 04:40 PM
A new set of issues:
1. Wrong info in Automation docs: "; a press of any key cancels the automation script!"
2. There's 1 option too few for flak in Set_guns:
; if c=
;Deck guns:
; 0 = Aim command deck
; 1 = Aim weapons
; 2 = Aim waterline
; 3 = Aim hull
;
;Flak guns:
; 0 = Aim fighters
; 1 = Aim bombers
; 2 = Aim any
; 3 = Closing targets
; 4 = any targets
I can't set "Aim any" and "any targets" in the same time.
3. As for now no script descriptions ±re displayed in my game (for no scripts, including yours).
4. The below script is not shown in Automation window at all. I wonder why:
; To learn more about scripts check ./data/Automation/TDW_Automation.SHA
[AS]
Test ; Script name
[CATEGORY]
Patrol routine ; Script category name
[COMMANDS]
Set_new_depth,20,0,0,0,0,0,60 ; Go to 20 metres depth, after 60 seconds execute next line
All_stop,0,0,0,0,0,0,120 ; Stop all engines, after 120 seconds execute next line
Sweep_hydrophone,0,359,180,4099,60
Report_nearest_sound_contact,0,0,0,0,0,0,60 ; Report nearest sound contact, after 60 seconds execute next line
Surface,0,0,0,0,0,0,0 ; Surface, then immediately execute next line
Ahead_slow,0,0,0,0,0,0,120 ; Engines slow ahead bell, after 120 seconds execute next line
Set_new_speed,7.4,0,0,0,0,0,0 ; Set speed as 7.4 knots (most fuel efficient)
Set_guns,2,1,0,1,4,0,0
Print_message,0,0,Will order a crash dive in 20 seconds. Better hide now,0,0,0,20
Crash_dive_now,0,0,0,0,0,0,0
[COMMANDS_END] ; End of the script
[DESCRIPTION]Test 0
Test 1
Test 2[DESCRIPTION_END]
5. Game refuses to run any script at all (after pressing "play" button scripts are still just red).
My settings file:
http://pastebin.com/6RNWisMp
EDIT: Seems the script I pasted above screwed whole script engine - when I removed it and installed old version 1.0 of my scripts all went back to normal: scripts work, a tool tip is displayed win "No description available". Testing further.
EDIT2: --
EDIT3: Now I confirmed that the very existence of the script pasted above breaks the script engine - no other scripts can be used, and the one pasted above is not even being displayed.
This could be cause by
; Sweep_hydrophone,x,y,a,b - sweep the hydrophone from a start of x degrees to an end of y degrees. Time to sweep from x to y determined by a. Next command will be issued after time t (time t doesn't start until sweeping complete). b is a decimal number representing the bits set for the following options (use windows calc to input binary number then convert to decimal):
which lacks t argument, though you mention t in description, so I used it as fifth. Will check later.
TheDarkWraith
09-01-10, 05:40 PM
[DESCRIPTION_END] has to be on it's own line
Trevally.
09-01-10, 05:50 PM
Sweep_hydrophone,0,359,180,4099,60
Im sure this should be Sweep_hydrophone,0,359,180,4099,0,0,60
No others below this will work.
Abd_von_Mumit
09-01-10, 05:54 PM
Sweep_hydrophone,0,359,180,4099,60
Im sure this should be Sweep_hydrophone,0,359,180,4099,0,0,60
No others below this will work.
Documentation only mentions 4 parameters to this command, as I mentioned in my previous post. Hilfe! :wah:
TheDarkWraith
09-01-10, 05:55 PM
Sweep_hydrophone,0,359,180,4099,60
Im sure this should be Sweep_hydrophone,0,359,180,4099,0,0,60
No others below this will work.
I agree.
Capt Jack Harkness
09-01-10, 09:10 PM
Hey TDW, is it possible to get the navigator to calculate submerged range or endurance?
On another note, is it possible to make the radio antenna extended (or possibly permanently stowed) on the surface and retracted on dive while leaving the DF loop extended until passing periscope depth or so (or radio reception depth)?
"The boat would have to be surfaced to transmit or receive messages on HF but could receive messages on VLF when submerged at shallow depth using the DF-loop antenna."
from: http://www.uboatarchive.net/KTBNotesCommunications.htm
"VL/F. Enables U-boats to receive instructions and situation reports when proceeding at periscope depth through danger areas. For submerged reception the D/F loop and the VL/F band of the D/F receiver are used. For normal reception there may be between 5-10 ft. of water above the actual D/F loop. When "Goliath," a 1,000 kilowatt V/LF transmitter is operating, there may be between 15-20 ft. of water above the loop in both North and South Atlantic. The Germans attach great importance to VL/F." This also means that it should be possible to radio contact and status reports while at periscope depth. Oh, and I'm assuming the report meant "1KW" or "1,000 Watts," not the 1 megawatt that was stated.
I've also found evidence that the rod antenna was dismantled/removed while on patrol: "VH/F. A rod antenna is used, about 4' high, on the port side of the conning tower. It is presumably dismantled, when the set is removed before operational patrol."
All from: http://www.uboatarchive.net/KTBNotesCommunicationsCumulativeEdition.htm
Thanks for the mods and keep up the good work! :yeah:
DavyJonesFootlocker
09-02-10, 06:59 AM
The new version rocks, dude!:yeah:
Abd_von_Mumit
09-02-10, 08:44 AM
A new set of issues:
1. A major issue for me is the game not displaying some messages (from scripts and from orders I give manually) when in TC x128. This renders some scripts I wanted to include in my mod useless, as their base role would be to print a message in the message box, this is also a big gameplay killer. A solution for this vanilla bug would be a big step ahead.
This bug is also an immersion killer, as when in high TC the game doesn't play some sound files when it should and saves them for later instead - every time I drop TC to 1 I hear n "Auftauchen!" command... from before a few hours.
Also the bug I reported before that you couldn't replicate (round compass and bottom bar compass clicking doesn't change course) is most probably related to this.
Also some script command won't work when in high TC, like Set_new_course (if this command follows after another command that is "stored").
2. Would love to have Sweep_Scope and Sweep_hydrophone version that doesn't require the station to be manned.
3. Would be nice to have a silent clock option (clicking kills my ears when doing sonar checks).
4. Would make a good use of a command that picks a random value from a list of values or takes a random line from the list of lines (for scripts).
5. Would make a good use of
IfTCHigherLowerEqualThenElse,0,0,...
line for then
line for else
This request could be less needed if issue 1 was solved.
This could be developed even further:
IfValueHigherLowerEqualThenElse,0,0,...
line for then
line for else
where Value would be one of a list of values predefined for scripting, like: depth, speed, TC, course, number of torps, fuel, battery, compressed air, CO2 level and so on.
6. Would be nice to have a key to reset the draggable compass wheels to 0-0 position. :D
7. Would be nice to have a key to start/stop or pause/unpause the last selected script.
8. Would be so much easier to develop scripts if they could be added/exchanged on the fly (by JSGME, not in game interface). :D
To be continued.
Your mods rocks. :rock:
BTW, after 23 days of search in total panic I just found and sank the fifth armored merchant from Blockade of Germany - 7 days before the deadline. Oh yeah! :arrgh!:
[J4F] Thunder666
09-04-10, 01:50 PM
Hi Guys,
you showing at your SH3 Mode Pictures for the UI and TDC the Officers at the Bottom of the Sreen.
I installed this Mode and all works fine, but i havent my Officers.
Someone can help me please ?
Installed without other Mods and with other Mods, same Result.
Greetings
TheDarkWraith
09-04-10, 02:33 PM
Thunder666;1485001']Hi Guys,
you showing at your SH3 Mode Pictures for the UI and TDC the Officers at the Bottom of the Sreen.
I installed this Mode and all works fine, but i havent my Officers.
Someone can help me please ?
Installed without other Mods and with other Mods, same Result.
Greetings
See post #1 and read the documentation included with the mod.
[J4F] Thunder666
09-04-10, 02:53 PM
ok found the documentation and read them, my install Procedure is ok.
cant find nothing about a missing officers Bar ?
and the Options for Officers Bar all set correct in the options File ?!
Post #1(last Site) says nothing about my Problem ? !st post is abaout Camera problems right ? i miss complete the Officers bar in the middle(Bottom) of the Screen.
thx in advance
DavyJonesFootlocker
09-04-10, 03:00 PM
One question. I installed the Night Filter Mod. Is that the light on the Nav Map only? I was hoping the scopes could have a filter that makes visibility better but I don't know if that was historically done.
TheDarkWraith
09-04-10, 03:03 PM
One question. I installed the Night Filter Mod. Is that the light on the Nav Map only? I was hoping the scopes could have a filter that makes visibility better but I don't know if that was historically done.
nav map only currently.
DavyJonesFootlocker
09-04-10, 03:24 PM
I see. I did install a mod but that was for the Obs Scope only and still hard to make things out in the dark.
How do I disable the real map tools?
Much appreciated.
[J4F] Thunder666
09-04-10, 03:55 PM
so i read the 1st Post and your Manual, ther is nothing about a hidden Officer Bar. There is a Option to make this Bar unpinned.
SH 3 Mode has a Officers Bar or not at this Moment ??
thx
TheDarkWraith
09-04-10, 04:33 PM
Thunder666;1485073']so i read the 1st Post and your Manual, ther is nothing about a hidden Officer Bar. There is a Option to make this Bar unpinned.
SH 3 Mode has a Officers Bar or not at this Moment ??
thx
SH3Style or SH5Enhanced will give you the officers.
ReallyDedPoet
09-04-10, 07:37 PM
DW, looked around for this in 4.2 but could not find it. On default is the message box set to not display friendly contacts. It's blank when starting, I am guessing that is why.
TheDarkWraith
09-05-10, 08:21 PM
DW, looked around for this in 4.2 but could not find it. On default is the message box set to not display friendly contacts. It's blank when starting, I am guessing that is why.
don't understand what you're asking here. Can you explain it more?
ReallyDedPoet
09-05-10, 08:40 PM
don't understand what you're asking here. Can you explain it more?
My message box is blank. If I ask for a weather update nothing appears as far as text in the message box. The only other mod I have installed is German Voices. I uninstalled everything else. Without UI the Message box is fine, I have only seen this with the last couple of versions. At least with my install.
TheDarkWraith
09-05-10, 08:52 PM
My message box is blank. If I ask for a weather update nothing appears as far as text in the message box. The only other mod I have installed is German Voices. I uninstalled everything else. Without UI the Message box is fine, I have only seen this with the last couple of versions. At least with my install.
interesting. I wonder if anyone else is experiencing this problem? Do you remember what version this problem started? I could go back and see what has changed starting with that version :hmmm:
ReallyDedPoet
09-05-10, 08:58 PM
interesting. I wonder if anyone else is experiencing this problem? Do you remember what version this problem started? I could go back and see what has changed starting with that version :hmmm:
4.1. I was thinking I had a bit of a mod soup on the go so I deactivated everything. I am sure I did not mess with files before that.
Strange.
Edit: These were the mods I was running. Plus as mentioned it happened with 4.2
German Voices
Wamphyri's Plane Mod1.01
MightyFine Crew Mod 1.2.1 Alt w beards
Lite Campaign LC 1.2
MoraleMod
Enhanced FunelSmoke_by HanSolo78
BRF 1.3 full
BRF 1.1 HP balance
NewUIs_TDC_4_1_0_ByTheDarkWraith
IRAI_0_0_22_ByTheDarkWraith
IRAI_0_0_22_No_hydrophone_on_surface
GWX Compass Rose Grid for SH5
Various Radio
Emblems
External Zoom
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Krauters Automated Scripts
Environment 3.5MOD
SteelViking's Interior Mod V1.1
SV&Com Underwater Mod
German U-Boat Routine SFX
German U-Boat Hydrophone SFX
TheDarkWraith
09-05-10, 09:21 PM
Do you have the user option TCxOnMessageBoxText enabled? If so, try disabling it. Try opening the Ships Journal and see if it's blank also.
ReallyDedPoet
09-05-10, 09:29 PM
Do you have the user option TCxOnMessageBoxText enabled? If so, try disabling it
No, when I came across this I thought it was perhaps a new option so I checked user options for the Message Box. Did not see anything. I checked both 4.1 and 4.2 as far the Changelog, but saw nothing referencing this.
I'll try deactivating and running again see what happens, and post back when I can. Thanks for the help.
TheDarkWraith
09-05-10, 09:36 PM
No, when I came across this I thought it was perhaps a new option so I checked user options for the Message Box. Did not see anything. I checked both 4.1 and 4.2 as far the Changelog, but saw nothing referencing this.
I'll try deactivating and running again, see what happens, post bak when I can. Thanks for the help.
someone posted that if you save your game and then exit and reload it it brings the messagebox back. This is very bizarre to me as to why it works and why the messagebox quit working in the first place :hmmm:
ReallyDedPoet
09-05-10, 09:41 PM
someone posted that if you save your game and then exit and reload it it brings the messagebox back. This is very bizarre to me as to why it works and why the messagebox quit working in the first place :hmmm:
That is strange, I do save quite often. But since this happened I did not re-load as I did not know that would fix it. Should have tried it as this works for other SH glitches, thinking more of 3 & 4.
DavyJonesFootlocker
09-07-10, 05:53 AM
Is it possible to have a tracking system where the scope follows the target just like in SH4?
Is it possible to have a tracking system where the scope follows the target just like in SH4?
press X
DavyJonesFootlocker
09-07-10, 05:59 AM
seriously the x key?:o
TheDarkWraith
09-07-10, 08:47 AM
seriously the x key?:o
You can change the key used in the options file for this (it's called follow target). You can also access it by the officers: WEPS-->Follow Target
Abd_von_Mumit
09-07-10, 10:23 AM
New set of comments/suggestions/reports for this unbelievable mod.:
No UI mode
First, there are some differences between keyshortcuts behaviours between UI mode and no UI mode, i.e. after I hide my UI using Shift+Z, some keys do other things than they used to. Example: When in UI mode, my Y key orders fuel efficient speed, thanks to
MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.Y, False ]
but when I hide UI (Shift+Z), Y key launches bolds instead, doesn't change speed. I believe it's a common sense that this is very undesirable behaviour. :)
This also affects scrips, for example TDW Surface Search script is not working if UI is hidden with Shift+Z.
I found this when I tried to command with UI hidden, for more realism/immersion. However I think right now switching off UI completely is not possible for longer periods, because of quite a few issues:
1. Changed key shortcuts behaviour (above).
2. No key shourtcut for going deeper. When I'm below 100 m depth and I order "deeper", boat actually rises instead of diving, because there's a "deep depth" defined somewhere at around 100 m (as I suppose). SH3 behaviour would be much more natural here: "deeper" always means going deeper, no matter the current depth. Thus with UI hidden there is no way to order "deeper".
3. With UI hidden all its elements dissapear, including:
- clock,
- Otto's Chalkboard,
- message box,
which makes one switch UI back in order to be able to use the above.
My suggestion for this is:
A. Make every part of UI hideable, just as depth gauge and map tools now can be hidden. This would allow to hide all unwanted parts of GUI without switching off those one needs. It would be very flexible solution suiting any needs, also it wouldn't stay in conflict with any new additions to UI. The UI elements that can't be hidden now, but IMO should be:
- speed bottom bar (plus fuel/battery... indicators),
- bottom bar compass (it can be hidden now, but only using the toggle button on speed bar),
- officer icons,
- the top right menu (camera modes button, the vertical and the horizontal bars),
- the TDC in scope mode (it can be switched off with options file, but not in game),
and also
- depth gauge and map tools should be separated, so that each one can be switched on/off individually (I often don't need depth, but I still need map tools for plotting when in NavMap mode).
Other UI related issues
1. I find the clock illegible, especially when used as stopwatch (I can never tell if five or six minutes passed already and so on). Is it possible to use the one we had in SH3 GWX? (you can see it on screenshots here: http://www.subsim.com/radioroom/showpost.php?p=1477868&postcount=8132).
It would be even better to have the stopwatch from SH3 mod "U-Jagd tools" (check: http://www.subsim.com/radioroom/showthread.php?t=147667), which was excellent and had many additional uses:
http://img29.imageshack.us/img29/2491/sh508.jpg
2. Speed tables cover some elements of the UI when dragged to the bottom of the screen, whereas the convoy map behaves properly here. The 2 below screenshots should be descriptive enough:
http://img819.imageshack.us/img819/3951/sh5img20100906231449.th.png (http://img819.imageshack.us/i/sh5img20100906231449.png/) http://img812.imageshack.us/img812/504/sh5img20100906231548.th.png (http://img812.imageshack.us/i/sh5img20100906231548.png/)
3. reaper7's "HiDef Realistic Interface" has some very useful features I miss a lot from SH3, your interface would get from excellent to terrific if you included them: Angriffscheibe aka Attack Disc and Tri-Ring Compass. I think they are too small in his mod (these tools are intended to be used for very exact measurements), but they were implemented with success in bigger versions in many SH3 mods, for example here:
http://www.subsim.com/radioroom/showthread.php?t=166320
4. In my opinion the default map tolls quality is too bad to be left as it is. In the link above (http://www.subsim.com/radioroom/showthread.php?t=166320) you will see MUCH better map tools that (seems to me) could be easily included - they look much better and provide much better accuracy for plotting (I'm a heavy plotter myself).
The chalkboard:
1. Could it have the "Toggle views" button all the time, not only when a mark is made on the counting view?
2. Could it display last known weather instead of current weather? It's a pain when you switch the chalkboard on when 100 under surface and it tells you current weather (also gives you a message in the message box). Unrealistic (BTW switching weather reports off when submerged would be a good idea as well :D).
3. A tiny bug: When loading a save where there were counting marks on the chalkboard, the marks are not displayed (only every fifth stroke is visible, the vertical ones are not).
Other:
1. Could the sonar guy have the "Depth charges in the water!" panic scream back? ("back" when compared to SH3, not SH5 vanilla).
EDIT:
2. Could we have a button to activate Recognition manual without locking on a target? It's so frustrating... I want just to see the pictures from time to time. :)
TheDarkWraith
09-07-10, 01:56 PM
found MaGUI_3 and found the necessary images for the attack disk. I scaled the images up to 120% of their original size. I've added it and am looking over his dials.cfg entries and menu_1024_768.ini entries and it appears that OLC wanted the attack disk to be movable? Movable as in user is able to drag each part (course, aob, etc.) to new values? Is this correct? Or was it meant to be purely visual feedback from the existing dials in the TDC?
Abd_von_Mumit
09-07-10, 02:03 PM
found MaGUI_3 and found the necessary images for the attack disk. I scaled the images up to 120% of their original size. I've added it and am looking over his dials.cfg entries and menu_1024_768.ini entries and it appears that OLC wanted the attack disk to be movable? Movable as in user is able to drag each part (course, aob, etc.) to new values? Is this correct? Or was it meant to be purely visual feedback from the existing dials in the TDC?
Absolutely movable, though only 2 patrs/rings, the third is fixed and shows current course.
TheDarkWraith
09-07-10, 02:14 PM
Absolutely movable, though only 2 patrs/rings, the third is fixed and shows current course.
I understand that there's two movable parts but are you, the user, supposed to be able to move them or are they controlled by a TDC dial or both?
And lastly, how does this thing work and what does it do? If I understand it's purpose I can make it/make it better.
Describe which rings are movable and which ones are not.
Abd_von_Mumit
09-07-10, 02:23 PM
I understand that there's two movable parts but are you, the user, supposed to be able to move them or are they controlled by a TDC dial or both?
And lastly, how does this thing work and what does it do? If I understand it's purpose I can make it/make it better.
Describe which rings are movable and which ones are not.
Instead of devising the wheel anew I'll point you to excellent manual with examples:
http://www.subsim.com/radioroom/showpost.php?p=719271
I'll be happy to answer any questions though if that manual is not enough.
TheDarkWraith
09-07-10, 02:31 PM
Instead of devising the wheel anew I'll point you to excellent manual with examples:
http://www.subsim.com/radioroom/showpost.php?p=719271
I'll be happy to answer any questions though if that manual is not enough.
got it. Have the menu editor open in one monitor and document explaining operation in other monitor. Love multi-monitor setups :D Here we go, let's make this thing!
TheDarkWraith
09-07-10, 03:03 PM
the MaGUI doesn't include enough graphics to make the attack disk. The long pointer which OLC calls attackdiscbearing is actually the attack course pointer :hmmm:
Mechanically, how does this thing work? If I rotate the inner dial (the gold disc - Compass rose) does the Target Disc (AOB) and Attack course pointer move with it? If I move the Target Disc (AOB) is it only the Attack course poiinter that moves with it?
Abd_von_Mumit
09-07-10, 03:06 PM
the MaGUI doesn't include enough graphics to make the attack disk. The long pointer which OLC calls attackdiscbearing is actually the attack course pointer :hmmm:
Mechanically, how does this thing work? If I rotate the inner dial (the gold disc - Compass rose) does the Target Disc (AOB) and Attack course pointer move with it? If I move the Target Disc (AOB) is it only the Attack course poiinter that moves with it?
Let me know which naming scheme you use (and point me to it if it's not the manual), so that we're sure we talk about the same thing. If need be I'll launch my SH3, if it still works and can answer doubts on the fly. If you prefer, we can skype/XFire/IRC/whatever suits you
TheDarkWraith
09-07-10, 03:14 PM
Let me know which naming scheme you use (and point me to it if it's not the manual), so that we're sure we talk about the same thing. If need be I'll launch my SH3, if it still works and can answer doubts on the fly. If you prefer, we can skype/XFire/IRC/whatever suits you
I'm using the naming scheme from the pdf document. I'm just going to make each 'dial' or disc independent. Someone who knows how this thing works can test it and tell me if it works or not. If you read the manual, part D (or pointer D - Bearing and Lead Angle) doesn't exist in graphic. I need this graphic to complete the attack disk.
Abd_von_Mumit
09-07-10, 03:43 PM
I'm using the naming scheme from the pdf document. I'm just going to make each 'dial' or disc independent. Someone who knows how this thing works can test it and tell me if it works or not. If you read the manual, part D (or pointer D - Bearing and Lead Angle) doesn't exist in graphic. I need this graphic to complete the attack disk.
In general this works like that. :) The only point of choice here is:
a) leave all rings moving independently all around, thus simulating a tool that one holds in his hands, in no way connected to the submarine and its equipment,
b) fix some rings so that at least the current course of the sub is indicated on the tool.
Option b) is easier in later use, as one doesn't have to check the course and manually set it on the wheels, this option was used by all the mods I know. This can be achieved by two ways, both equally intuitive in my opinion:
A) "A. Relative Bearing" fixed so that 0 always points up, "B. Compass Rose" moving to indicate current course, or
B) "B. Compass Rose" fixed so that N always points up, "A. Relative Bearing" moving to indicate current course.
The rest should be just moving around independently. Attaching them to any sub dials would be problematic, as one often uses the wheels to calculate this and that, and this would result in TDC being constantly messed up by the wheel settings.
A Flash version of the wheel:
http://www.filefront.com/8651549/Whizz-Wheel---German/
TheDarkWraith
09-07-10, 04:05 PM
In general this works like that. :) The only point of choice here is:
a) leave all rings moving independently all around, thus simulating a tool that one holds in his hands, in no way connected to the submarine and its equipment,
b) fix some rings so that at least the current course of the sub is indicated on the tool.
Option b) is easier in later use, as one doesn't have to check the course and manually set it on the wheels, this option was used by all the mods I know. This can be achieved by two ways, both equally intuitive in my opinion:
A) "A. Relative Bearing" fixed so that 0 always points up, "B. Compass Rose" moving to indicate current course, or
B) "B. Compass Rose" fixed so that N always points up, "A. Relative Bearing" moving to indicate current course.
The rest should be just moving around independently. Attaching them to any sub dials would be problematic, as one often uses the wheels to calculate this and that, and this would result in TDC being constantly messed up by the wheel settings.
A Flash version of the wheel:
http://www.filefront.com/8651549/Whizz-Wheel---German/
the outer ring, or Relative Bearing, will be fixed with 180 up just like the manual states. The other rings will be independent of each other as far as rotation.
I made a new graphic for the missing Bearing and Lead Angle ring.
Now there are two ways to control the rings. There are 4 rings to control - I can either assign keys to rotate them or tie them to TDC dials. I'm leaning on tieing them to TDC dials except for the Attack course pointer. I'll see if I can tie it to a dial or it might have to use a key to control it.
Abd_von_Mumit
09-07-10, 04:14 PM
Now there are two ways to control the rings. There are 4 rings to control - I can either assign keys to rotate them or tie them to TDC dials. I'm leaning on tieing them to TDC dials except for the Attack course pointer. I'll see if I can tie it to a dial or it might have to use a key to control it.
Couldn't they be dragged & rotated instead of key rotated?
And if you intend to lock them to TDC dials, would you consider an option toggle lock/unlock Attack Disc (lock: turning things changes TDC settings, unlocked: turning changes nothing).
TheDarkWraith
09-07-10, 04:20 PM
Couldn't they be dragged & rotated instead of key rotated?
And if you intend to lock them to TDC dials, would you consider an option toggle lock/unlock Attack Disc (lock: turning things changes TDC settings, unlocked: turning changes nothing).
I wish. Haven't been able to figure that one out yet. Also there aren't enough 'spare' dials that I can use to make each ring able to be dragged and rotated. Currently there is only one spare dial and I'm not sure yet if it can be used the way I want to use it.
There's no way to lock/unlock them from TDC dials. If I assign them to TDC dials then they are forever stuck to them :nope: If I don't assign them then they have to have a means to rotate them - currenty the only way to do that is tying them to a dial or key.
Just about ready to see what this thing looks like in game. Just a little more menu items to add......
Abd_von_Mumit
09-07-10, 05:01 PM
Another pair of shoes - how do I rotate RAOBF wheel?
TheDarkWraith
09-07-10, 05:06 PM
Another pair of shoes - how do I rotate RAOBF wheel?
Q and E keys - same keys for heading bar. Firing up game to see how this attack disk looks......
Abd_von_Mumit
09-07-10, 05:22 PM
Q and E keys - same keys for heading bar. Firing up game to see how this attack disk looks......
Both RAOBF and Attack Disc were drag-rotatable in SH3. Is there a chance that you just didn't find the way to make them like that? Or is it that SH5 is a step backwards compared to SH3 "drag-rotatability"? :hmmm:
TheDarkWraith
09-07-10, 05:52 PM
Both RAOBF and Attack Disc were drag-rotatable in SH3. Is there a chance that you just didn't find the way to make them like that? Or is it that SH5 is a step backwards compared to SH3 "drag-rotatability"? :hmmm:
yes they were drag-rotatable because they were tied to TDC dials. I plan on doing the same for now.
TheDarkWraith
09-07-10, 06:06 PM
Attack Disk is added and almost 100% functional. Have to make the Attack Course Pointer movable yet. It functions just like the real thing - I even added the Bearing and Lead angle pointer. It is also draggable and it's position will be remembered at game end and restored at game start. It is available at each scope station and is controlled by a button under the RAOBF button labeled 'Attack Disc'. Did I make it too big??
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3011
Abd_von_Mumit
09-07-10, 06:44 PM
Attack Disk is added and almost 100% functional. Have to make the Attack Course Pointer movable yet. It functions just like the real thing - I even added the Bearing and Lead angle pointer. It is also draggable and it's position will be remembered at game end and restored at game start. It is available at each scope station and is controlled by a button under the RAOBF button labeled 'Attack Disc'. Did I make it too big??
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3011
No you didn't make it too big - I'm used to much bigger version covering whole my scope view. Marvefreakinglous! Man, you are fast.
When can we test it?
Planning on adding the second side?
Thought about Tri-ring compass yet?
:up:
DavyJonesFootlocker
09-07-10, 06:53 PM
How do you modify or set a key for efficient fuel speed?
TheDarkWraith
09-07-10, 06:56 PM
No you didn't make it too big - I'm used to much bigger version covering whole my scope view. Marvefreakinglous! Man, you are fast.
When can we test it?
Planning on adding the second side?
Thought about Tri-ring compass yet?
:up:
It will be available for testing here soon. Still adding necessary code for it.
I will add the second side later. I'm an incremental programmer and thus I'll release this first, let people test and use it, verify there are no bugs, then I'll do the other side.
TheDarkWraith
09-08-10, 12:37 AM
Attack Disk has been added to all scopes (Attack, Obs, and UZO) and has been added to NavMap. Here is the new button for the scopes to control the Attack Disk visibility (located right below the RAOBF button):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3018
I fixed the button for the scopes in the NavMap and also added another button for controlling the Attack Disk visibility. In the screenshot below I have not updated the button for the Attack Disk with the correct image, it's a clone of the NavMap features button.
There are 4 rotating portions of the attack disk. Two of them are draggable by mouse or by TDC dial (Target Disc and Bearing and Lead Angle). Target disc is linked to the AOB TDC dial. Bearing and Lead angle is linked to the Bearing TDC dial. The other two rotating portions are the Compass Rose and the Attack Course Pointer. The Compass rose is tied to your current heading and will auto update on course changes. The Attack course pointer is rotated using the same keys for the heading bar (default is Q & E keys with shift making it rotate faster). The Relative bearing is fixed with 180 up.
The text draggable areas in the screenshot below denotes the areas where you can grab with the mouse and drag the attack disk whereever you want it. It's position will be saved at game end and restored at your next game start.
TDC has to be on to be able to use the attack disc (XO Turn TDC on). In order to set the rotating portions you have to have TDC manual update enabled (the button for manual enable in the TDC).
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3019
Just a little more work to do and version 4.3.0 will be ready. Here are the additional changes to v4.3.0 as of now:
v4.3.0 - added sound to the torp door switches. When they change position a sound will be played (sound is \data\Sound\periscope_rotary_Up.wav)
- fixed some messagebox errors (some messages weren't being displayed in the messagebox - i.e. Tube x ready!)
- adjusted Uboat hydrophones rpm detection level from 0.25 to 0.075 (sonarman will be able to pick up contacts that are at slower speed)
- added my version of free cam tweak. Free cam max camera elevation raised to 1500m, zoom levels added (1,2,4,8,16, and 32x), clip distance set to 0.01m, and terrain collider distance set to 0m
DrJones
09-08-10, 03:00 AM
Hey cool Job...this is something i really missed. It would be fantasic when the back side is also included.
Another point for more realism.
Do you think it's possible, that the using of the deck gun and aa gun is only possible, when the order over the menu bar has been given to man the deck or aa gun? :arrgh!:
Abd_von_Mumit
09-08-10, 06:58 AM
TDW: looks good. Can't wait to get it to use. :)
Do you think it's possible, that the using of the deck gun and aa gun is only possible, when the order over the menu bar has been given to man the deck or aa gun? :arrgh!:
Hmm... :06: Why would you want to make something that is more flexible now make much less flexible in the future? It's just comfortable to just man the gun yourself so that the rest of the gun crew come ASAP, instead of issuing an order, waiting till they come and then manning it yourself.
raymond6751
09-08-10, 07:29 AM
Hi Darkwraith
Love your new UI mods. I also love the automation scripting. Three issues there:
I can't see the scripting stopping when a key is pressed.
If I add in other 'automation' mod scripts by others, for intance, Krauter there is an error that TDW script (yours) is already loaded. After that none work.
Finally, the command Print_Message doesn't work at all. I am assuming the message should appear in the message panel (log)?
Luv this stuff though. :rock:
TheDarkWraith
09-08-10, 09:55 AM
Hi Darkwraith
Love your new UI mods. I also love the automation scripting. Three issues there:
I can't see the scripting stopping when a key is pressed.
If I add in other 'automation' mod scripts by others, for intance, Krauter there is an error that TDW script (yours) is already loaded. After that none work.
Finally, the command Print_Message doesn't work at all. I am assuming the message should appear in the message panel (log)?
Luv this stuff though. :rock:
I forgot to add key press stopping Automation. Will be fixed in v4.3.0.
I don't understand this error you speak of about Automation. Can you be more specific?
Print_Message does work. Where are you putting your 'message'? It has to be parameter 3
TheDarkWraith
09-08-10, 09:55 AM
Where can I find the Attack Disk backside? I'm needing the .dds files for it :hmmm:
DrJones
09-08-10, 09:58 AM
Where can I find the Attack Disk backside? I'm needing the .dds files for it :hmmm:
Hey TDW,
for this you should visit des SH3 Mod Workshop in this Forum and you have to look after Ma Gui 3.4 Interface mod.
In this Mod you can find the files for it.
TheDarkWraith
09-08-10, 10:10 AM
Hey TDW,
for this you should visit des SH3 Mod Workshop in this Forum and you have to look after Ma Gui 3.4 Interface mod.
In this Mod you can find the files for it.
he he...had that mod all along....I just didn't look in the U-jagd folder :oops:
DrJones
09-08-10, 10:20 AM
he he...had that mod all along....I just didn't look in the U-jagd folder :oops:
Sometimes things just happens :salute:
DrJones
09-08-10, 10:21 AM
Here I found a handbook what you are able to do with front and the back side of the attack disk.
http://www.filefront.com/13402461/Angriffsscheibe-Handbuch-3.pdf/
DrJones
09-08-10, 10:30 AM
TDW: looks good. Can't wait to get it to use. :)
Hmm... :06: Why would you want to make something that is more flexible now make much less flexible in the future? It's just comfortable to just man the gun yourself so that the rest of the gun crew come ASAP, instead of issuing an order, waiting till they come and then manning it yourself.
Ok let describe me another way. When you mark a target with the binoc the oder man the deck gun is always given although the crew is still on deck. I think it is still not correct. When you want to use the deck gun on your own it dosn't matter.
@TDW: May you have a look for it? :yeah:
TheDarkWraith
09-08-10, 10:35 AM
Ok let describe me another way. When you mark a target with the binoc the oder man the deck gun is always given although the crew is still on deck. I think it is still not correct. When you want to use the deck gun on your own it dosn't matter.
@TDW: May you have a look for it? :yeah:
I'm confused now. Are you saying you don't want the order given to man the deck gun when a target is marked with the binocs?
raymond6751
09-08-10, 10:38 AM
I forgot to add key press stopping Automation. Will be fixed in v4.3.0.
I don't understand this error you speak of about Automation. Can you be more specific?
Print_Message does work. Where are you putting your 'message'? It has to be parameter 3
The error comes on loading the game, before main menu. It is actually a python error and is not on screen. You have to use Task Manager to switch to it and read.
It indicates "TDW_Automation.SHA is already loaded." or " TDW_Search is already loaded"
Note that this only happens when other scripts mods are added, using JSGME, after yours.
As for the Print_Message, I refer to Bearings4.sha, which I didn't write. The lines read Print_Message,0,0,Plot First bearing,0,0,0,20
I have tried single and double quotes around the text, but nothing shows.
TheDarkWraith
09-08-10, 11:10 AM
The error comes on loading the game, before main menu. It is actually a python error and is not on screen. You have to use Task Manager to switch to it and read.
It indicates "TDW_Automation.SHA is already loaded." or " TDW_Search is already loaded"
Note that this only happens when other scripts mods are added, using JSGME, after yours.
As for the Print_Message, I refer to Bearings4.sha, which I didn't write. The lines read Print_Message,0,0,Plot First bearing,0,0,0,20
I have tried single and double quotes around the text, but nothing shows.
Because of the Python error Automation is halted.
Can you show me a screenshot of this python error and all other errors? And what scripts were you using at the time?
EDIT:
just looked over the code and those errors are due to trying to load the same script more than once (you have scripts with duplicate names!). When this happens Automation is halted and will not work in game.
raymond6751
09-08-10, 01:41 PM
I'll have a look at the names. I have Trevally and Krauter scripts, each with the same result.
Then I'll try the screen cap, but I never knew how to upload anything to this forum.
TheDarkWraith
09-08-10, 02:59 PM
The RAOBF is now draggable via mouse. It's tied to the TDC AOB dial. Finally figured out why I was having problems with making it drag - the dial images must be bitmap arrays not static bitmaps :DL When you drag the RAOBF you are changing the sol value - not the actual AOB value so you won't screw up your shot. Same thing with the Attack Disc - when you change the AOB it's the sol that changes, not the actual AOB used for the torp calc.
Backside of attack disc is done. The inner disc with the arrow pointer is draggable via mouse and tied to TDC AOB dial (sol not the actual AOB). The middle disc is turned via the same keys for the heading bar (default is Q & E keys). Where I have the mouse pointer is where you click to change front/back of attack disc (that grey circle area). I really need better graphics for these images on the back side. They have problems (not perfectly round and oblong shaped) which manifests as graphical problems that look ok but not good. If someone can point me to better graphics that are 'square' that would be excellent.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3020
Abd_von_Mumit
09-08-10, 03:17 PM
:/\\k:
The above expresses obviously my love for triangulation that I'll do using the wheels, not to TDW. I don't love him, even if it looks so it's just Soviet propaganda. I only abuse his uberpowers. :88)
Looks smashing. :up:
EDIT:
Would to to help with some research. Could you tell which mods you checked for the back side graphics already? What size are they? (trying to learn what would be "better" - as far as I understand they should be not only perfectly round/square, but also bigger).
TheDarkWraith
09-08-10, 03:57 PM
Where can I find the images for the U-jagd chrono to replace the stock clock? Found the ugajd chronos in SH3....now what needles go where on it?
Abd_von_Mumit
09-08-10, 04:48 PM
Where can I find the images for the U-jagd chrono to replace the stock clock? Found the ugajd chronos in SH3....now what needles go where on it?
Found it in OLC GUI files:
clock: \data\Menu\OLC\UZO.tga
needles: \data\Menu\Gui\Chrono.tga
Uploading somewhere for you.
Looking for backside graphics.
EDIT:
http://www.filefront.com/17275197/for_TDW.7z
DrJones
09-08-10, 04:59 PM
I'm confused now. Are you saying you don't want the order given to man the deck gun when a target is marked with the binocs?
Yes because it is not very logical, when you change the target and the order to man the deck gun will given always again.
You can try it on your own and have a look at the messageboard.
Can you imagine what your crew in real life will think of you, while they are still on duty working on the gun? :har:
TheDarkWraith
09-08-10, 07:17 PM
Got the U-Jagd chrono working. Wow, that one kicked by butt big time :nope: I didn't like all the small needles so I made them all big. In the screenshot below is a torp fire. Red needles indicate time for torp to reach target, black needles are accumulated torp run time. I like these big needles much better :D
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3022
Abd_von_Mumit
09-08-10, 07:56 PM
Got the U-Jagd chrono working. Wow, that one kicked by butt big time :nope: I didn't like all the small needles so I made them all big. In the screenshot below is a torp fire. Red needles indicate time for torp to reach target, black needles are accumulated torp run time. I like these big needles much better :D
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3022
EDIT: Looks good... You got even more sophisticated version of this clock than I ever knew. Excefreakinglent.
TheDarkWraith
09-08-10, 10:27 PM
v4.3.0 released. See post #1 for details :|\\
Abd_von_Mumit
09-08-10, 10:35 PM
v4.3.0 released. See post #1 for details :|\\
Excellent. Thanks. Can't wait to test it tomorrow - time to sleep now. Good new thingies. New thingies are always good. :88)
EDIT: Download and options editing time.
EDIT2:
Issues
1. Is-Was visible in mission briefing screen (talk to the officer in docks)
2. Stop watch shows 2 seconds as each 1 seconds passes (goes twice too fast).
3. Stop watch has eliptic shape instead of circled (my resolution is 1920 x 1080).
4. Stop watch lacks the little arrows/indicators/needles.
5. Call the attack disc Is-Was, and the button lettering won't be so squeezed.
6. Graphics is pixelized, no antialiasing applied to stopwatch/Is-Was.
7. Could "Angle on the bow" and "Bearing" TDC dials be unchained (separated... not cooperative) when TDC is UNlocked?
9. I can't turn my optics when RAOBF is on. Could it work that clicking in the glass (view) turns scope, when clicking on the RAOBF ring turns RAOBF?
10. TDC small dial of "Angle on the bow" doesn't work when turning the TDC dial itself, but works when turning Is-Was.
Below the look of all new thingies in 1920 x 1080 resolution.
http://a.imageshack.us/img413/4668/sh5img20100909140618.png
TheDarkWraith
09-09-10, 09:59 AM
Excellent. Thanks. Can't wait to test it tomorrow - time to sleep now. Good new thingies. New thingies are always good. :88)
EDIT: Download and options editing time.
EDIT2:
Issues
1. Is-Was visible in mission briefing screen (talk to the officer in docks)
2. Stop watch shows 2 seconds as each 1 seconds passes (goes twice too fast).
3. Stop watch has eliptic shape instead of circled (my resolution is 1920 x 1080).
4. Stop watch lacks the little arrows/indicators/needles.
5. Call the attack disc Is-Was, and the button lettering won't be so squeezed.
6. Graphics is pixelized, no antialiasing applied to stopwatch/Is-Was.
7. Could "Angle on the bow" and "Bearing" TDC dials be unchained (separated... not cooperative) when TDC is UNlocked?
9. I can't turn my optics when RAOBF is on. Could it work that clicking in the glass (view) turns scope, when clicking on the RAOBF ring turns RAOBF?
10. TDC small dial of "Angle on the bow" doesn't work when turning the TDC dial itself, but works when turning Is-Was.
Below the look of all new thingies in 1920 x 1080 resolution.
1. Is-was? I'm assuming this is the attack disc? If so, yes I can see how this could be possible now. I'll have to fix :up: Should also apply to RAOBF so I'll have to verify it doesn't show in mission briefing screen also.
2. Stop watch is the same stopwatch with different graphics. I didn't change it's speed (it's hard coded). Fire up the vanilla game and compare the 'tick' of the stopwatches and you'll see they both move the same angular movement with each tick.
3. Not sure why it would be elliptical....I'll have to look at this in the menu editor to see if I didn't set something right.
4. The little arrow/indicators/needles were taken out and made to be big arrow/indicators/needles. All the minute needles were small needles rotating on the small 3,6,9,12 dial. I found it hard to read so I made them big. You want them back as small needles??
5. Not sure what you are talking about here. Are you talking about the 'Attack disc' lettering on the buttons in the scope views? If so, you would like to see them labeled as 'As-Was'? Why that name?
6. Don't know of any way to 'make' the game anti-alias the images. At least I haven't found a setting in the menu editor for it.
7. Angle on bow and heading are chained together via hard code. I haven't found any way to unlink them. I can see why the devs did this - if you're doing a fast 90 torp shot then this chaining is perfect for it.
9. That would be correct, you can't. If you want the RAOBF to be draggable via mouse then it's 'image' overlays on the image used to capture mouse for the current view. I would have to make the RAOBF work via keys to be able to move your scope view (that's one reason why I had it moveable via keys in the first place)
10. Never noticed this problem when testing. I'll have to verify this. EDIT: ah yes, I know why now. I used the 'sol' AOB via the 'tgt' AOB for this. The TDC AOB dial will move, it's just that moving the TDC dial will not move the Attack Disc disk linked to it until you mouse out of the TDC AOB dial. I did this so that you could move the Attack disc and not disturb your torp shot if you had one set up. So which way do you all want this to work? Do you want to be able to move the attack disc via the TDC AOB dial or leave it as it is (same thing goes for RAOBF)?
4. The little arrow/indicators/needles were taken out and made to be big arrow/indicators/needles. All the minute needles were small needles rotating on the small 3,6,9,12 dial. I found it hard to read so I made them big. You want them back as small needles??
That smaller dial above the main shaft is at half scale, or it was on the old chrono, this could be what he is referring too when he is talking about clicking at 2 second increments. If you'll notice it only goes to 30.
http://ihc185.infopop.cc/eve/forums/a/ga/ul/9411098972/inlineimg/Y/Briet_main_dial_7.jpg
Abd_von_Mumit
09-09-10, 12:46 PM
1. Is-was? I'm assuming this is the attack disc? If so, yes I can see how this could be possible now. I'll have to fix :up: Should also apply to RAOBF so I'll have to verify it doesn't show in mission briefing screen also.
2. Stop watch is the same stopwatch with different graphics. I didn't change it's speed (it's hard coded). Fire up the vanilla game and compare the 'tick' of the stopwatches and you'll see they both move the same angular movement with each tick.
3. Not sure why it would be elliptical....I'll have to look at this in the menu editor to see if I didn't set something right.
4. The little arrow/indicators/needles were taken out and made to be big arrow/indicators/needles. All the minute needles were small needles rotating on the small 3,6,9,12 dial. I found it hard to read so I made them big. You want them back as small needles??
5. Not sure what you are talking about here. Are you talking about the 'Attack disc' lettering on the buttons in the scope views? If so, you would like to see them labeled as 'As-Was'? Why that name?
6. Don't know of any way to 'make' the game anti-alias the images. At least I haven't found a setting in the menu editor for it.
7. Angle on bow and heading are chained together via hard code. I haven't found any way to unlink them. I can see why the devs did this - if you're doing a fast 90 torp shot then this chaining is perfect for it.
9. That would be correct, you can't. If you want the RAOBF to be draggable via mouse then it's 'image' overlays on the image used to capture mouse for the current view. I would have to make the RAOBF work via keys to be able to move your scope view (that's one reason why I had it moveable via keys in the first place)
10. Never noticed this problem when testing. I'll have to verify this. EDIT: ah yes, I know why now. I used the 'sol' AOB via the 'tgt' AOB for this. The TDC AOB dial will move, it's just that moving the TDC dial will not move the Attack Disc disk linked to it until you mouse out of the TDC AOB dial. I did this so that you could move the Attack disc and not disturb your torp shot if you had one set up. So which way do you all want this to work? Do you want to be able to move the attack disc via the TDC AOB dial or leave it as it is (same thing goes for RAOBF)?
1&5. Yes, Is-Was was a commonly used name for the Attack Disc among SH3 folk (for most of you Anglo-Saxons Angriffsscheibe is impossible to pronounce, and Attack Disc sounds too much like Death Star I assume :D). I suggested it instead of "Attack Disc" on the button in periscope view, because it's shortwer and will fit better, unlike squeezed hardly legible "Attack Disc".
2/4. If it's hard coded then we may have a problem. More details in an update to this post in 30 minutes (or in my another post).
6. However it seems that the rest of your dials, like TDC dials and their arrows, are anti-aliased, so it obviously can be done. How - no idea.
7. Copy that.
9. I COULD in OLC GUI's mod, and that was terrificly Kaleun-friendly. :) I'm in no position to tell you what can and what can't be done, but I suppose if it could be done in SH3, it can be also done in SH5. :hmmm:
10. Before asking me questions let me learn what 'sol' and 'tgt'a are. :) Can you point me to place where I could read about it?
EDIT:
As seen on the screenshot below the old clock and new stopwatch have different scales:
1. Outer (bigger) scale is same, 60 seconds.
2. Inner, smaller scale used to be 30 minutes (pure stupidity) and is now 12 minutes (excellent).
Thus the arrow you moved from old small scale to new big scale, that indicates minutes, does 12 degrees a minute/step, but should only do 6 deg (current speed x 0.5). If you move it back to the small scale (which is my suggestion), it should do 30 deg a minute/step (current speed x 2.5).
In my opinion the clock would look better if you moved the minutes-arrow back to small scale, where it belongs by design. Then the small scale would have 2 minutes-arrows (black + red), and the big scale 2 seconds-arrows (black + red). With 4 large arrows on the same scale the chronometer can be hard to decipher.
Also, as the clock doesn't serve as a clock (it doesn't show what time it is), the user option AboveThisTCLevelShowClock doesn't make much sense anymore.
http://img251.imageshack.us/img251/7906/clockchrono.png
Also - is it possible that file formats or color formats (RGB/CMYK, indexed) decide if a graphic file is anti-aliased or not? As you see on the picture above, the old clock is smooth, while the new is not.
TheDarkWraith
09-09-10, 04:07 PM
I'll look into the .dds files for the clock and Attack disc. Currently I'm getting everything ready for my trip to Osterode, Germany this Saturday (be there for 7 days). Getting my mobile powerhouse up to speed with all apps and files I'll need to continue work on the road :DL If I have time after getting everything ready before I leave for airport I'll dig into this and what you posted above.
Which leads me to ask, does anyone live near Osterode, Germany??
KarlKoch
09-09-10, 04:37 PM
I'll look into the .dds files for the clock and Attack disc. Currently I'm getting everything ready for my trip to Osterode, Germany this Saturday (be there for 7 days). Getting my mobile powerhouse up to speed with all apps and files I'll need to continue work on the road :DL If I have time after getting everything ready before I leave for airport I'll dig into this and what you posted above.
Which leads me to ask, does anyone live near Osterode, Germany??
Wolfsburg here, about 100km NNE of Osterode, if you are talking about the Osterode at the "Harz".
While using this mod i have a very uncomfortable and annoying issue - CO2, fuel and battery indicator overlaps the speed indicator. Screenshot link: http://yfrog.com/0696190046p Please, give me a piece of advice and help to fix that somehow. Thanks!
TheDarkWraith
09-10-10, 09:14 AM
While using this mod i have a very uncomfortable and annoying issue - CO2, fuel and battery indicator overlaps the speed indicator. Screenshot link: http://yfrog.com/0696190046p Please, give me a piece of advice and help to fix that somehow. Thanks!
wild. First time I've seen that one. Try disabling the integrate levels in the options file, restarting the game, exit game, and then re-enable the integrated levels and see if that helps.
#+++++++++++++ SH5 specific UI Items +++++++++++++++
# integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
# change below to either True or False
IntegrateLevels = True
TheDarkWraith
09-10-10, 10:14 AM
6. Graphics is pixelized, no antialiasing applied to stopwatch/Is-Was.
found the source of this problem. Menu editor doesn't give you any options for applying any type of filtering to the image. All my new images were just transparent. I've added bilinear filtering to them now :up:
Abd_von_Mumit
09-10-10, 10:24 AM
found the source of this problem. Menu editor doesn't give you any options for applying any type of filtering to the image. All my new images were just transparent. I've added bilinear filtering to them now :up:
No idea what this is, but if it helps the picture to be antialiased, that just awesome. :D
wild. First time I've seen that one. Try disabling the integrate levels in the options file, restarting the game, exit game, and then re-enable the integrated levels and see if that helps.
#+++++++++++++ SH5 specific UI Items +++++++++++++++
# integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
# change below to either True or False
IntegrateLevels = True
nope, unfortunately it didn't affect anything(
now, temporarily i'm using that mod without that panel...
Abd_von_Mumit
09-10-10, 12:43 PM
now, temporarily i'm using that mod without that panel...
Did you install the mod localization files? If not, try them. If yes, try English version. You may be actually the first user that installed the Russian version and discovered a bug in it - just wild guessing. :hmmm:
Hello TheDarkWraith,
Long time I didn't played to SH5 ! So, I first patched the game to version 1.2 and then started to update & check my Mods.
Speaking of UI, I made the huuuudge jump from "OldStyleSHControls 1.3.1", to this new UIs, version 4.2.0 first and now, 4.3.0.
Congratulations, what an incredible work you have done, since the OldStyleSHControls mod !!! :salute: By the way, did-you still sleep at night ?!? :haha: Sooo much work in a relative short time !!!
Ok, For somebody who left your project at the stage of OldStyleSHControls 1.3.1, to "re-synchronize", especially with a thread having now more than 270 pages (!!!), it is a bit like a "big punch" in the face !!! I was a bit KO, some days ago, when I started this upgrade !!! So, please, everybody, pardon me in case I ask for things which might be obvious for you, or which have an answer already written elsewhere. In such a circumstance, you can easily miss some info's, even by using the search tool.
Like I said, I use 4.3.0 with UIStyle = SH3Style.
1- XO TDC Dialog box settings
I wanted to fully disable this feature, at least for now. So I altered the default settings this way:
XOTDCDialogEnabled = False
XOTDCDialogAllowedToPop = False
With these settings, I was expecting not to see anymore the SH5 dialog. But, the first time I lock a target with the spacebar, I got the dialog box, without the icon. Fortunately, if I avoid to click anything in this dialog box and select/deselect my target twice after that, I come to the wanted result: The dialog isn't anymore displayed in any circumstances (desel,resel, change sel). But, if I have the bad idea to use some of the dialog box items, it could lead to something which seem then really broken (dialog box always coming on selection, the mark on the target always missing, etc...).
Is this behaviors "normal" (I mean maybe no way to improve) ?
2- Nomograph
Is-it normal that the nomograh can be toggled with the hotkey only in the combat map, but not into the navigation map mode, where the nomograph is always ON ?
3- Crash dive
Apparently, changing "CrashDiveKey" settings may totally brake the functionnality. Even lowering too much "TeleportOnCrashDiveWaitTime" seem to cause problems. In fact, the only times I successfully got the finctionnality, was with the default settings. But sometimes, I had to click several times on the crash dive icon.
I was in the meaning to isolate the problem(s), but couldn't succeed after many tries (sorry). What is sure, I was NEVER able to get a working "CrashDiveKey" key other than the one defined into "Commands.cfg". I also remarked that a "long click" on the crash dive icon is recommended , to get the teleportation each time and avoid the misses I mentionned before.
4- Free camera
Personnaly, I had to remove this one from your mod and restore the one I was using before (Free Cam Tweak 1.1.zip), because yours, cause flickering artefact's over my submarine, when I look at it, in free camera mode.
5- Attack disk
With 4.3.0, I expected to see it.
But buttons which are supposed to allow me to activate it, are all missing in any modes ?!? Even with these settings:
AttackAttackDiskEnabled = True
ObsAttackDiskEnabled = True
UZOAttackDiskEnabled = True
NavMapAttackDiskEnabled = True
Am-I supposed to do something else ?
EDIT1: Found why: with my default start settings, I am "TDC off" (in SH5 XO Dialog box) and in this mode, the Attack disk function is fully disabled. I will probably understand why, when I will know how work this disk.
6- New clock
Personnaly, I am not very happy with the new clock. I think I remember I read somewhere that, for now, you just changed the graphic. So it will be easy for me now, to restore the old SH5 clock. But...
Are-you going to make this new clock optional, in the future ?
REMARKS
R1- When you write in your TheDarkWraithUserOptions.py file, for example, into the Crash Dive section:
# CrashDiveKey = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required
Don't you mean in fact ?
# CrashDiveKey = [ True, None, True ]
# True = enabled
# None = no key used
# True = shift key required
Assuming it is the case, then be aware that you have the same type of problems in several other places in your file.
R2- Personnaly, I regret that you started to include in your mod, modifications which have nothing to do with UIs & TDC interface, like for example the free camera tweak or the submarine hydrophone CTD correction. More you do so, more your mod will potentially enter in conflict with other mods and cause problem for peoples who are maybe not so goog in tweaking mods, like I do myself.
R3- I also regret that you didn't sliced all this incredible work into several "logical units", so users can choose the functionalities they really want to use. Like it is now, SH5 load a hudge amount of suplementary ressources which might be never used (even if deactivated in TheDarkWraithUserOptions.py). Being a developer myself, I know this is a very "theoretical wish", because pratically, they are many technical restrictions to succeed in doing so, especially when thinking to your nice "UserOptions" design. Nevertheless, it might be nice of you, if you can put some more comments in your modded files or even into a separate doc file, on "what belong to what". This way, peoples who master mods tweaking, can tweak more easily and more safely too. An other idea would be to make, in the future, several versions of this mod. The complete version, along with different "lite" versions.
Sorry for the long message, but it was an hudge re-sync, as I said before !!!
Again, all my best compliments for your tremendous work and thanks in forward for your answers to my numerous questions.
Regards,
ACS
Did you install the mod localization files? If not, try them. If yes, try English version. You may be actually the first user that installed the Russian version and discovered a bug in it - just wild guessing. :hmmm:
Yeah, I use localization files for this mod. but without them the issue is still there. I'm going to try english version of SH and try the mod there soon...
Abd_von_Mumit
09-10-10, 05:37 PM
Testing Is-Was heavily. Have some suggestions, still gathering them though, will post later, possibly tomorrow. Encountered one bug that drives me absolutely mad - I should have reported it earlier, but I've been ignoring it: after right clicking in UZO/scope view the game sometimes doesn't let you to UNclick and get your coursor free again. The only way to fix that is to leave the UZO/scope station. Please, have a look at that, this is annoying beyond my patience. :D
If this is stock bug... I'll go to Romania to do some cleaning. :arrgh!:
EDIT1:
Found the missing pointer, it looks like that:
http://img716.imageshack.us/img716/8006/vorhalt.png
Also noticed, that other parts of Is-Was are more detailed (they, for example, have some good-looking writings on them), like this one:
http://img3.imageshack.us/img3/8351/attackdiskindicator.png
so you might consider using them instead of the current ones, that lost some details in their long travel between numerous mods using Joe's files. I uploaded the full set of his original TGAs for you:
http://www.filefront.com/17280240/U-jagd1.3-TGAs-ONLY.7z
EDIT2:
As you may know, a printable version with .bmp files was released too:
http://www.subsim.com/radioroom/showthread.php?p=529806#post529806
SashaKA001
09-10-10, 07:40 PM
Since installing the mod, acoustician ceases to hear the merchant ships. Has anyone encountered such problem and how it can solve?
With computer all the rules, the machine is a beast. We see and hear everything perfectly, except for commercial vessels ... And the acoustics ignores them both underwater and surface condition. Military hearing. This greatly complicates the hunt, especially in the fog.
Abd_von_Mumit
09-10-10, 07:50 PM
Since installing the mod, acoustician ceases to hear the merchant ships. Has anyone encountered such problem and how it can solve?
With computer all the rules, the machine is a beast. We see and hear everything perfectly, except for commercial vessels ... And the acoustics ignores them both underwater and surface condition. Military hearing. This greatly complicates the hunt, especially in the fog.
I guess you don't dive deep enough. For your sonar/hydrophone operator the boat must be constantly below 9 m depth. If you have bad weather and only went to periscope depth, you probably hear nothing (and that's quite historically accurate). If that's the case, go deeper, to 20 metres, some prefer even 30 metres.
Sonar is not supposed to be working when on the surface.
It may also be a game bug - sometimes your boat and crew just ignore being submerged and behave like the boat was surfaced. This could also be the case. [Sometimes reverse happens - on the surface boat still thinks it's submerged]
SashaKA001
09-10-10, 08:12 PM
I guess you don't dive deep enough. For your sonar/hydrophone operator the boat must be constantly below 9 m depth. If you have bad weather and only went to periscope depth, you probably hear nothing (and that's quite historically accurate). If that's the case, go deeper, to 20 metres, some prefer even 30 metres.
Sonar is not supposed to be working when on the surface.
No, I do not dive too deep dive to periscope depth 9 - 12 meters, I know that Sonar does not work on the surface, but when I was at periscope depth sonar hears only the military ships, and trade can not hear.
I'll try to fall below, but the current is not tonight, sleep should be placed me.
It may also be a game bug - sometimes your boat and crew just ignore being submerged and behave like the boat was surfaced. This could also be the case. [Sometimes reverse happens - on the surface boat still thinks it's submerged]
And about the error until the game was not like this, if there is something I just saved, come out of the game and download, no errors.
Abd_von_Mumit
09-10-10, 08:41 PM
Did you install the "no hydrophone on surface" add on mod?
THis is the right time to copy and paste list of your mods, either here on in the list your mods (http://www.subsim.com/radioroom/showthread.php?t=173193) thread - if there are any conflicts, our gurus will tell you how to avoid them.
TheDarkWraith
09-10-10, 09:38 PM
Testing Is-Was heavily. Have some suggestions, still gathering them though, will post later, possibly tomorrow. Encountered one bug that drives me absolutely mad - I should have reported it earlier, but I've been ignoring it: after right clicking in UZO/scope view the game sometimes doesn't let you to UNclick and get your coursor free again. The only way to fix that is to leave the UZO/scope station. Please, have a look at that, this is annoying beyond my patience. :D
If this is stock bug... I'll go to Romania to do some cleaning. :arrgh!:
Also noticed, that other parts of Is-Was are more detailed (they, for example, have some good-looking writings on them), like this one:
so you might consider using them instead of the current ones, that lost some details in their long travel between numerous mods using Joe's files. I uploaded the full set of his original TGAs for you:
Thank you! :yeah: These are much better images than I was able to find. I'll use these to update the Attack disc (Is-Was) and the RAOBF :up:
The unclick problem is more than likely stock bug :yep:
Abd_von_Mumit
09-10-10, 09:47 PM
Thank you! :yeah: These are much better images than I was able to find. I'll use these to update the Attack disc (Is-Was) and the RAOBF :up:
WARNING! Check the RAOBF scale - it is different than in your mod. You'd also need to change the raticules to correspond to new scale.
The unclick problem is more than likely stock bug :yep:
Don't say that. :damn: :damn:
TheDarkWraith
09-11-10, 12:14 AM
Frontside of attack disc using new images and anti-aliased:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3029
working on backside now.....
Abd_von_Mumit
09-11-10, 12:20 AM
Frontside of attack disc using new images and anti-aliased:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3029
working on backside now.....
Now this looks good! This is a huge difference. :up:
TheDarkWraith
09-11-10, 01:07 AM
backside of attack disc using new graphics and anti-aliased:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3030
historically the speed calc (above) did not have a pointer on the inner disc (according to pdf document I have) so I left it off.
another stupid newbish question) How to enable the automatic aiming system in this mod (the numbers in circles, which are used for aiming at the target)
Sepp von Ch.
09-11-10, 04:13 AM
This new look of Angriffsscheibe is very good. And i liked your alt Kriegsmarine watch.
Abd_von_Mumit
09-11-10, 10:52 AM
Well... that pointer was useful - readings were more exact thanks to it. Could we "roleplay" it in, like "crew modified"..? It's not an unrealistic feature, anyone could attach something to help him read the scales. Id doesn't change how the tool works in any way - it only makes it more user friendly.
Still testing Is-Was heavily and gathering my thought. This is a powerful tool, but relearning it after SH3 is a harder task than learning it anew was once.
TheDarkWraith
09-11-10, 10:55 AM
Well... that pointer was useful - readings were more exact thanks to it. Could we "roleplay" it in, like "crew modified"..? It's not an unrealistic feature, anyone could attach something to help him read the scales. Id doesn't change how the tool works in any way - it only makes it more user friendly.
Still testing Is-Was heavily and gathering my thought. This is a powerful tool, but relearning it after SH3 is a harder task than learning it anew was once.
I can add a pointer to it - it's just a graphical addition. I'll add one as I'm waiting in the airport for my flight to Germany.
joegrundman
09-11-10, 04:51 PM
I can add a pointer to it - it's just a graphical addition. I'll add one as I'm waiting in the airport for my flight to Germany.
sure the pointer should go back, since historically the backside of the Attack Disk wasn't there at all - it is a Hitman creation inspired by the Speed Omnimeter side of the USN's Submarine Attack Course Finder (the original Is-Was).
It's useful, and you shouldn't worry too much about it's historical accuracy since it is simply a sliderule, and the KM had plenty of those.
Anther point: when i made those tgas of the pointer arms that you are discussing, i made a small mistake with the two small boat images on the long thin arm.
Note the boats have a small line protrusion - on the back for the boat labelled Vorh.Heck and on the front for the boat labelled Vorh.Bug.
Those boats should be so placed that that protrusion neatly indicates a number on the funny shaped pointer when it passes over it.
At present you notice that those boats are not perfectly placed for this.
If you want to do some graphical work, then you can change it, but it's a lot of work for a pretty small adjustment!
Abd_von_Mumit
09-11-10, 05:19 PM
sure the pointer should go back, since historically the backside of the Attack Disk wasn't there at all - it is a Hitman creation inspired by the Speed Omnimeter side of the USN's Submarine Attack Course Finder (the original Is-Was).
It's useful, and you shouldn't worry too much about it's historical accuracy since it is simply a sliderule, and the KM had plenty of those.
Anther point: when i made those tgas of the pointer arms that you are discussing, i made a small mistake with the two small boat images on the long thin arm.
Note the boats have a small line protrusion - on the back for the boat labelled Vorh.Heck and on the front for the boat labelled Vorh.Bug.
Those boats should be so placed that that protrusion neatly indicates a number on the funny shaped pointer when it passes over it.
At present you notice that those boats are not perfectly placed for this.
If you want to do some graphical work, then you can change it, but it's a lot of work for a pretty small adjustment!
Wow, what a visit! :salute: Hello Joe, very nice to see you here with us.
Now that I look at the pointers by the half-ship silhouettes, I see what you mean. As I learn working with graphics recently, I could try to move them a bit further from the center. If the result is satisfactory, I'll share it.
Is there any chance you could share your original set of files (the curves, layers and so on) of the disc?
I must say your Attack Disc was one of the most important additions to SH3 for me. I enjoyed learning and using it, admired effort of those who made it possible and I am still plain astonished by the quality of this work. Compared to ANY US Is-Was I saw in download section (and there are a few) the Kriegsmarine one is a masterpiece. Thank you for that, very much. :salute:
EDIT:
I have learned more about modding, graphics and movies for last 2 weeks of playing SH5 and harassing TDW than in whole my previous life. That's still not much, but at least I can send a sharp movie on YouTube. :88) So I did this one (boring for everyone except TDW I suppose, as it's a bug report):
http://www.youtube.com/watch?v=LDaSfxEmSTo
(for more details watch in HD; ping sounds marks the moments where compass misbehaves).
The behaviour shown in the movie is a major bug making it difficult to use the Attack Disc - the Compass Rose refuses to turn with the boat and blocks on positions 0 or 180 degrees.
As to anti-aliasing, I see at least 2 more graphics that need tweaking:
RAOBF,
bearing overlay,
radio/gramophone (aren't they stock? :hmmm:).
Looking for more.
Does anyone know the reason why the attack disk can only be activated and used, when TDC has been set to "ON" in the XO dialog box ?!?
I mean, I use TDW UI 4.3.0, in "SH3Style" mode and by default on start, you are in a mode I call the "Periscope automatic TDC", which is also a kind of "TDC ON" mode, isn't it ?
ACS
EDIT1:
If someone (for example a specialist of Attack Disk), would like to try the attack Disk in this "Periscope automatic TDC" mode, here is a simple temporary cheat modif he can do into "TheDarkWraithUserOptions.py":
##################################
def StartGame():
#ScriptManagerManaged.ShowPythonError( "StartGame" )
global TDCIsOn
###TDCIsOn = Game.GetGameplaySettings( GameWrapper......
TDCIsOn = True
##################################
Abd_von_Mumit
09-12-10, 02:38 PM
Does anyone know the reason why the attack disk can only be activated and used, when TDC has been set to "ON" in the XO dialog box ?!?
I mean, I use TDW UI 4.3.0, in "SH3Style" mode and by default on start, you are in a mode I call the "Periscope automatic TDC", which is also a kind of "TDC ON" mode, isn't it ?
Isn't "PerisopeAutomaticTDC = True" equal to "auto fire my torps, I don't want to set them manually"? If so, TDC is switched off because you told your game you are not going to use it - just like TDC. In fact the Attack Disc as it is implemented now is just another interface for TDC.
TheDarkWraith
09-12-10, 03:30 PM
plane flight to Germany was brutal...very tired...internet connection is weak in hotel in Osterode am Harz...too tired to mess with anything. I'll work on this and others tomorrow (Monday) :zzz:
jwilliams
09-12-10, 03:34 PM
plane flight to Germany was brutal...very tired...internet connection is weak in hotel in Osterode am Harz...too tired to mess with anything. I'll work on this and others tomorrow (Monday) :zzz:
OMG, he does need sleep!!! Cant be the real TDW, he's superhuman.:O:
Isn't "PerisopeAutomaticTDC = True" equal to "auto fire my torps, I don't want to set them manually"? If so, TDC is switched off because you told your game you are not going to use it - just like TDC. In fact the Attack Disc as it is implemented now is just another interface for TDC.
To my opinion, you can perfectly do automatic or manual TDC with or without activating the TDC variable of this Horrible XO Dialog box. Therefore, if I am right, it would be nice not to be obliged to use this dialog box and to have to activate this TDC variable, to gain access to the Attack disk. Maybe it can either be an alternative to this catastophic XO dialog box, can't it ?
To my view, the only valid reason to forbid the access to this disk in this "periscope auto/manual TDC" mode, would be if it cannot work properly in this mode. Otherwise, who can more can the less.
Maybe you should try to implement the small cheat modification I have mentionned, it should be helpful for you to understand what I mean and you can probably test yourself, better than me, if my hypothesis is correct.
I mean, you are an Attack disk specialist as far as I know, not me. I have totally a newbie to it, be I am very motivated to learn it !!!
ACS
Hey there TDW,
will there be a manual for the proper use of the RAOBF and the Attack Disc, like a PDF or something?
Would be really great!
DrJones
09-13-10, 09:06 AM
Hey there TDW,
will there be a manual for the proper use of the RAOBF and the Attack Disc, like a PDF or something?
Would be really great!
A manual for using the front and the back side of the Attack Disk is mounted to the last relase. Look at the first post.
Robin40
09-13-10, 09:20 AM
Hi all!
How do I get the torpedo solution line (1,2,3)? I edited the TAI Map Features checking torpedo solution line...then.....
In stock I click on the XO icon and then click on TDC on/off
And here?:damn:....when I click the XO icon, I get only the Never mind option
Trevally.
09-13-10, 11:06 AM
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = True
This is in the TheDarkWraithUserOptions.py file.:up:
TheDarkWraith
09-14-10, 01:13 AM
v4.3.1 released. This is a bugfix for version 4.3.0. See post #1 for details :|\\
Abd_von_Mumit
09-14-10, 01:42 AM
v4.3.1 released. This is a bugfix for version 4.3.0. See post #1 for details :|\\
Long list of fixes. Thank you. :salute:
Did you also manage to fix the compass rose bug? :hmmm:
Robin40
09-14-10, 01:46 AM
Hi all!
How do I get the torpedo solution line (1,2,3)? I edited the TAI Map Features checking torpedo solution line...then.....
In stock I click on the XO icon and then click on TDC on/off
And here?:damn:....when I click the XO icon, I get only the Never mind option
Plz, help me
I would like to play this mod:DL
v4.3.1 released. This is a bugfix for version 4.3.0. See post #1 for details :|\\This is good:yep: but, the current version I am using is 4.0.4, will I have to replace (edit again) the "TheDarkWraithUserOptions.py" script file or can I keep the old one?:oops:
Abd_von_Mumit
09-14-10, 02:45 AM
This is good:yep: but, the current version I am using is 4.0.4, will I have to replace (edit again) the "TheDarkWraithUserOptions.py" script file or can I keep the old one?:oops:
You need to edit it. Your old one lacks quite a few vital user options. I found this can be done in a very user-friendly fashion using one of my favourite text editors: Notepad++. You open 2 files, press Alt + D and they open side by side, with differences highlighted. Then you just copy/paste what's needed and voila.
EDIT: @TDW:
As you are probably aware, some bugs I reported before were not fixed:
- stopwatch minute arrows is "desynched" with the minute scale,
- Attack Disc's Compass Rose (B-Ring) is only able to indicate bearings of range 180-360, for any 0 < bearing < 180 it stops on 0.
Both above are IMO major issues.
Nice job with the anti-aliasing, things look way better now. The Attack Disc however looks too clean and bright for my taste. :O: The new pointers are fantastic. Generally awesome job. :up: Still needs some fixes though. :88)
eon850aye
09-14-10, 06:13 AM
Hi all!
How do I get the torpedo solution line (1,2,3)? I edited the TAI Map Features checking torpedo solution line...then.....
In stock I click on the XO icon and then click on TDC on/off
And here?:damn:....when I click the XO icon, I get only the Never mind option
Hi Robin,
are you editing the map features within the game or in the "TheDarkWraithUserOptions.py file"?
I'd do it in game, and I do, just press TAB to open the TAI map (if not already open),
(1) click on the configure TAI map options button
(2) check the 1,2,3 box
)3) click the configure options button again to close.
http://i165.photobucket.com/albums/u56/eon850aye/Silent%20Hunter%205/TAIfeatures.jpg
TheDarkWraith
09-14-10, 11:21 AM
version 4.3.1 patch 1 available here and at post #1: http://www.filefront.com/17290087/NewUIs-TDC-4-3-1-Patch-1.7z/
patch 1 fixes the following bugs:
- fixed bug of attack disc compass rose not showing heading from 0-180 degrees
- fixed bug of all clock minute hands incorrectly scaled for time (was 0-30 minutes, now it's 0-12 minutes)
- made line darker on attack disc Bearing and Lead angle
Robin40
09-14-10, 11:52 AM
Hi Robin,
are you editing the map features within the game or in the "TheDarkWraithUserOptions.py file"?
I'd do it in game, and I do, just press TAB to open the TAI map (if not already open),
(1) click on the configure TAI map options button
(2) check the 1,2,3 box
)3) click the configure options button again to close.
http://i165.photobucket.com/albums/u56/eon850aye/Silent%20Hunter%205/TAIfeatures.jpg
thx buddy
I had already done all that
However,. when I click the XO icon I get only the 2. Never mind option. so no 1,2,3 line:damn:
I think I found a bug:
In both navigation map and combat map, when I select a waypoint inside a path made of multiple waypoints and then, I press the keyboard key "delete" to remove it, the waypoint is removed as expected, but I loose almost all the UI interface.
By the way, I am still wondering why (my message: http://www.subsim.com/radioroom/showpost.php?p=1489834&postcount=4183 point #1), with all option set to avoid the horrible XO officer Dialog box, I have to select-deselect several times a target, to finally not see anymore this dialog box poping around.
By the way #2, I continue to think that there is no valid reason(s) to restrict the availability of the Attack disk, only when TDC toggle option of the XO Dialog box has been set to ON. It is perfectly possible to switch in a manual mode, WITHOUT being "TDC On" into XO Dialog box. As far as I understand, this mean that the Attack disk could be also used in this SH5 "default periscope mode". To toggle between auto/manual in this mode, is achieved by using SH5 variable "Toggle_TDC_autoupdate" (implemented on key "Shift-O" in my modified "Commands.cfg"). But, in fact, this keyboard command is even not necessary, because the central button on the attack disk will do exactly the same. I have modified TDW scripts and to my view, all is working perfectly (here is a modified 4.3.1 version of the script "Page attack periscope.py" http://www.acsoft.ch/tmp/PAP.zip).
ACS
eon850aye
09-14-10, 12:23 PM
thx buddy
I had already done all that
However,. when I click the XO icon I get only the 2. Never mind option. so no 1,2,3 line:damn:
You will only see them when TDC is turned "OFF".
If TDC is turned"ON" (XO option 1) you wont see them.
Wolfling04
09-14-10, 12:26 PM
I hope you got permission?
New Version! v4.3.1
COPYRIGHT NOTICE:
The code changes made to the .py files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The code changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.
TheDarkWraith
I hope you got permission?
Are-you asking this to me ?
ACS
Wolfling04
09-14-10, 12:37 PM
Yes sir
edit: lol by one minute
eon850aye
09-14-10, 12:38 PM
Are-you asking this to me ?
ACS
I think it was, with regards to your other post that you linked to in post#4218.
edit: damn, he beat me.
Robin40
09-14-10, 01:02 PM
You will only see them when TDC is turned "OFF".
If TDC is turned"ON" (XO option 1) you wont see them.
yep...but I don't see the XO option 1:)
Yes sir
edit: lol by one minute
I don't think I violate TDW Copyrights in any way, I just give access to one of my PRIVATE file, to anyone who might be interested to test what I am talking about.
By PRIVATE, I mean these modified files still belong to TDW and will NEVER be published in a mod I would sign. I don't need to ask permission to anyone to modify these scripts for my personnal usage.
If I take the time, already several times, to write message here, it is in the meaning to help this community, not to rob anything.
ACS
Wolfling04
09-14-10, 01:14 PM
I was looking at the fact that you edited one of TDW's files, then published the download link here in his thread.
I was just looking out for ya, but I guess TDW will be the ultimate judge on it.
Anyways happy hunting
eon850aye
09-14-10, 01:27 PM
yep...but I don't see the XO option 1:)
Well you sunk my battleship with that torpedo :haha:
not sure what else it could be...:hmmm:
Edit: @ Robin
I think I've found it...
open up the UserOptions.py file
scroll down to the "XO TDC Dialog box (SH3/4/5 modes)" section,
look for
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = True
If that is True, then I think that is your problem, mine is set at False.
I was looking at the fact that you edited one of TDW's files, then published the download link here in his thread.
I was just looking out for ya, but I guess TDW will be the ultimate judge on it.
Anyways happy hunting
The law is the law, like say the stupid decerebrated policeman walking on the street.
By the way, are-you a policeman ?
edit: lol by one minute
ACS
Wolfling04
09-14-10, 02:19 PM
No I am not a policeman, I was simply trying to help you out. With no bad intentions intended.
Instead I will say this, then leave this subject for TDW to make the final determination.
By modifying one of his files, then publishing your modified file in his thread with out his permission, unless you have it and just have not stated so, is a blatant and utter disregard and violation of his copyright.
This is how I see this if I am wrong please correct me.
joegrundman
09-14-10, 02:28 PM
Wow, what a visit! :salute: Hello Joe, very nice to see you here with us.
Now that I look at the pointers by the half-ship silhouettes, I see what you mean. As I learn working with graphics recently, I could try to move them a bit further from the center. If the result is satisfactory, I'll share it.
Is there any chance you could share your original set of files (the curves, layers and so on) of the disc?
I must say your Attack Disc was one of the most important additions to SH3 for me. I enjoyed learning and using it, admired effort of those who made it possible and I am still plain astonished by the quality of this work. Compared to ANY US Is-Was I saw in download section (and there are a few) the Kriegsmarine one is a masterpiece. Thank you for that, very much. :salute:
Thanks for the greetings Abd_von_Mumit - it's good to see you around again too:DL
Unfortunately the original photoshop files for the Attack Disk, sliderule and RAOBF are long gone, as a result of a severe PC crash a couple of years ago.
The U-jagd tools mod, even though surprisingly few know it by that name, has proven to be very influential!
But for some reason, TDW has decided to use my files without any siginificant changes, except stuck a sort of WoW central knob on it. Also the sliderule files he's used were not the 'weathered' ones used in U-jagd, but seem to be the simple colour files made by Hitman for printing. It looks strange like that on screen, much better to use the weathered ones from U-jagd, like the Attack Disk
No I am not a policeman, I was simply trying to help you out. With no bad intentions intended.
Instead I will say this, then leave this subject for TDW to make the final determination.
By modifying one of his files, then publishing your modified file in his thread with out his permission, unless you have it and just have not stated so, is a blatant and utter disregard and violation of his copyright.
This is how I see this if I am wrong please correct me.
I totally disagree with you.
What I have done is NOT a "blatant and utter disregard and violation of his copyright". This is how I see this and if I am wrong, the last person who has the right to correct me, is not you, but TDW.
If TDW feel offended by the fact I gave access to just one modified script for obvious tests purpose reasons, maybe, even for the benefit of his newUIs TDC mod future developments, he will tell me. If this happen, I will appologize and immediately delete this test zip.
Sorry, but I also have great doubts that your real intention behind your intervention was to help me, as you pretend.
Now, if you are the kind of person who always wan't to have the last word, feel free to add a further answer claiming I am wrong and you are right. For me, personnaly, the incident is closed. I have better things to do than to loose my time on that.
ACS
TheDarkWraith
09-14-10, 03:20 PM
I'm ok with the modifying of my files for testing purposes as long as they are posted in the same thread that they were found and contain my copyright info and starting headers as found. What ACS did was ok with me since he posted his change in this thread. There might be some people who would prefer to use the attack disc without TDC on and he made that available to those people to test. If the results of this test are that many people want this then I would have to consider changing the code to reflect this :DL
TheDarkWraith
09-14-10, 03:35 PM
I think I found a bug:
In both navigation map and combat map, when I select a waypoint inside a path made of multiple waypoints and then, I press the keyboard key "delete" to remove it, the waypoint is removed as expected, but I loose almost all the UI interface.
By the way, I am still wondering why (my message: http://www.subsim.com/radioroom/showpost.php?p=1489834&postcount=4183 point #1), with all option set to avoid the horrible XO officer Dialog box, I have to select-deselect several times a target, to finally not see anymore this dialog box poping around.
I will look into this tomorrow :up:
Meldric
09-14-10, 03:37 PM
I do not see the button for the Attack-Disc... I am wondering if I am doing something wrong. I have enabled it in the optionfile but I do not even see it anywhere... Is it only visible when there is an enemy locked?
TheDarkWraith
09-14-10, 03:49 PM
I do not see the button for the Attack-Disc... I am wondering if I am doing something wrong. I have enabled it in the optionfile but I do not even see it anywhere... Is it only visible when there is an enemy locked?
it is located below the RAOBF button in the torpedo extra controls box. It will only be visible if you have TDC on (XO TDC Dialog box 1. Turn TDC On)
Wolfling04
09-15-10, 12:39 AM
I'm ok with the modifying of my files for testing purposes as long as they are posted in the same thread that they were found and contain my copyright info and starting headers as found. What ACS did was ok with me since he posted his change in this thread. There might be some people who would prefer to use the attack disc without TDC on and he made that available to those people to test. If the results of this test are that many people want this then I would have to consider changing the code to reflect this :DL
I stand corrected,
Therefore I must apologize to you ACS and hope there are no hard feelings as there are none on this side.
TheDarkWraith
09-15-10, 01:03 AM
I stand corrected,
Therefore I must apologize to you ACS and hope there are no hard feelings as there are none on this side.
thanks for looking out for me also. I don't think ACS will have any hard feelings as I'm sure he'd appreciate others looking out for him and pointing out something that they feel is possibly incorrect/wrong also :up:
thanks for looking out for me also. I don't think ACS will have any hard feelings as I'm sure he'd appreciate others looking out for him and pointing out something that they feel is possibly incorrect/wrong also :up:
Wolfling04, I don't have any hard feelings. Anybody, starting with me, can do an error.
I am a freeware developer myself (see for example: http://www.acsoft.ch/amso/amso.html, my current work). So I am sensitive to these Copyrights matters. Like say TDW, I would appreciate, if others are looking this out for me.
Wolfling04, in this case, what was wrong, to my modest opinion, was the method you employed. Next time, be more cautious and give the benefit of the doubt. Use private messaging to warn him or even directly the owner of the Copyrights. The owner is the right person to intervent publically on the forum thread.
ACS
Robin40
09-15-10, 04:19 AM
Well you sunk my battleship with that torpedo :haha:
not sure what else it could be...:hmmm:
Edit: @ Robin
I think I've found it...
open up the UserOptions.py file
scroll down to the "XO TDC Dialog box (SH3/4/5 modes)" section,
look for
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = True
If that is True, then I think that is your problem, mine is set at False.
thx buddy...it was set at True, I set it at False
....but it doesn't work (line 1,2,3 box checked):D
Now I say: why was it set at True, when you check the 1,2,3 line?
It looks like a bug
Moreover, why was it your Pyton line set at False and mine at True?
Moreover, I don't see the lock icon in the TDC when I press the spacebar to lock on target
- Attack Disc's Compass Rose (B-Ring) is only able to indicate bearings of range 180-360, for any 0 < bearing < 180 it stops on 0.
Hi Abd_von_Mumit,
In the meaning trying to figure out what's wrong with the Attack Disc and how it is working, I printed the "Kriegsmarine Angriffsscheibe Handbuch", red the beginning and tried to do "Example 1".
It was OK with point 1 (disc C to point 135 deg), then, they say to turn pointer D to 22.5 deg, but I can't figure out how to do that !!! When I try, "everything" is moving ?!?
The problem is that the manual do not explain how should work "mechanically" this device (which part should move and how), so I have no idea if the actual behaviors, where obviously only indicators and none of the disc themselves can move, are correct.
As you are apparently the "Attack disc specialist" can-you enlight us a bit about these matters ?
Thanks in forward !
ACS
Robin40
09-15-10, 05:27 AM
Well you sunk my battleship with that torpedo :haha:
not sure what else it could be...:hmmm:
Edit: @ Robin
I think I've found it...
open up the UserOptions.py file
scroll down to the "XO TDC Dialog box (SH3/4/5 modes)" section,
look for
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = True
If that is True, then I think that is your problem, mine is set at False.
gotcha it! gotcha it!
I was using the the 4.0.3 version (well the only available in the download section....but why not posting the new version in the dowload section?:o)
downloaded version 4.3.1
modified Python line XOTDCManualTargetingEnforced = False
modified Python line to ShowLockBreakLock = True
checked box 1,2,3 line in TAI Features
thx buddy for your help
you got me emerged to a new SH5 life:DL
Robin40
09-15-10, 05:29 AM
Plz upload new version 4.3.1 in the download section
eon850aye
09-15-10, 07:14 AM
gotcha it! gotcha it!
I was using the the 4.0.3 version (well the only available in the download section....but why not posting the new version in the dowload section?:o)
downloaded version 4.3.1
modified Python line XOTDCManualTargetingEnforced = False
modified Python line to ShowLockBreakLock = True
checked box 1,2,3 line in TAI Features
thx buddy for your help
you got me emerged to a new SH5 life:DL
:arrgh!: np :up:
TheDarkWraith
09-15-10, 07:22 AM
The problem is that the manual do not explain how should work "mechanically" this device (which part should move and how), so I have no idea if the actual behaviors, where obviously only indicators and none of the disc themselves can move, are correct.
Due to the SH5 coupling of heading with AOB, if you move the 'heading' disc it will also move the 'bearing' disc. That's the only thing to be aware of with the attack disc I implemented.
Abd_von_Mumit
09-15-10, 07:24 AM
It was OK with point 1 (disc C to point 135 deg), then, they say to turn pointer D to 22.5 deg, but I can't figure out how to do that !!! When I try, "everything" is moving ?!?
Pointer D shows your view optics bearing (so you can only move this pointer when in scope/UZO - no way to change it when in map view and using Attack Disc). To move it, set your optics to desired bearing, then click the Attack Disc Lock Toggle Button (in the middle of the Disc) twice - your D ring will be set to proper bearing.
EDIT: As TDW explained in his post above mine, moving C-ring will also move the D-ring - so after any changes in rings setting it's wise to click the Toggle button twice again, so that D-ring is put in its right position before taking measurements.
TheDarkWraith
09-15-10, 07:29 AM
Pointer D shows your view optics bearing (so you can only move this pointer when in scope/UZO - no way to change it when in map view and using Attack Disc). To move it, set your optics to desired bearing, then click the Attack Disc Lock Toggle Button (in the middle of the Disc) twice - your D ring will be set to proper bearing.
EDIT: As TDW explained in his post above mine, moving C-ring will also move the D-ring - so after any changes in rings setting it's wise to click the Toggle button twice again, so that D-ring is put in its right position before taking measurements.
you should be able to change pointer D using the bearing TDC dial. Is this not true in the nav map? Or did I remove the bearing TDC dial from the nav map? If so, I'll need to restore that dial.
Abd_von_Mumit
09-15-10, 07:31 AM
you should be able to change pointer D using the bearing TDC dial. Is this not true in the nav map? Or did I remove the bearing TDC dial from the nav map? If so, I'll need to restore that dial.
This solution simply didn't come to my head before, this is why I said it can't be done in map view. Will check that and will let you know if I encounter any issues.
Meldric
09-15-10, 08:31 AM
Is the old clock still in the game? Or was it replaced by the U-Jagd one completly?
Abd_von_Mumit
09-15-10, 08:35 AM
Is the old clock still in the game? Or was it replaced by the U-Jagd one completly?
It's not available through the interface, if that's what you ask for. The file might have been left by TDW in the game data folder though, and if not - you will find them in JSGME BACKUP folder.
Thanks guys for these precious infos. I will see if they help me to understand how all this is working. Not evident to say !!!
Abd_von_mumit, it would be great if you can write here a step by step procedure, to do the "Example 1" of the manual (you know, something like 1) Click here to rotate the disc C, 2)...., etc...). So, while executing this "kitchen recipe", it could help to understand how things works. Thanks in forward.
ACS
joegrundman
09-15-10, 08:58 AM
I was just looking at the list of credits on the front page.
Although I'm not surprised you didn't ask for permission for the U-jagd tools mod TDW (since i'm not concerned about that), I am surprised to see I'm not even accredited, considering you have used almost all my work.
TheDarkWraith
09-15-10, 09:28 AM
I was just looking at the list of credits on the front page.
Although I'm not surprised you didn't ask for permission for the U-jagd tools mod TDW (since i'm not concerned about that), I am surprised to see I'm not even accredited, considering you have used almost all my work.
thanks for pointing that out. I will update the credits accordingly :up:
Meldric
09-15-10, 09:33 AM
TDW, Do you think it would be possible to switch between U-Jagd and the other clock? Because in some situations I would prefer the old clock... Maybe a button at the top to switch?
This is not at all a necessity, but it would be appreciated...
Thanks to your infos, I start to understand a bit more this Attack disc and therefore, was able to make the following observations:
EDIT: Update after 4.3.1 patch #1
1) "B" yellow disc (Compass Rose) is always coupled to UBoat heading, in whatever mode (man or auto). Maybe this is wanted, but as far as I understand, this make, for example, exercise "Example 1" of the manual impossible to do as it is documented, unless you sail the boat full North ?!?
Still the same. Is this really wanted ?!?
2) With AD activated, in either UZO/Peri/Obs, if you left click (or even right click) AD "D" disc will effectively turn according to the direction (only in "auto" mode), but in any cases, you will loose the mouse (you can't recuperate the mouse pointer) and if you left click, it will toggle the AD man/auto center button. Only the ESC key will "save" you.
This one disappeared now with the patch
3) With the AD active (visible), If you quit any stations (Nav,UZO,AttackP,ObsP), with ESC Key or by clicking the cross icon, you don't get AD back ,when you return there, even if the AD button state still reflect an active AD. To re-synchronize and get the AD back, you have to click twice the AD button.
Still the same and I must add that you got the same refresh missing problem, when you use the TDC mode buttons ("ALL", "Minimum", etc...).
Hope these observations might help to improve this feature.
I continue to test and will report if necessary.
ACS
Abd_von_Mumit
09-15-10, 10:42 AM
Good points ACSoft. :up:
As to your earlier request of a tutorial, I won't write it, at least not now for sure, for 2 reasons:
- I don't consider myself an Attack Disc specialist, I'm still waiting for Compass Rose to work properly before I refresh my knowledge about the tool (I've forgotten it all since SH3 playing times),
- I'm bit busy now with my other mod which gives me hard time (for a newbie modder like me a slightest change can turn into a chaLLEnge).
But as I see you already got how to do it, so you're no more in need of additional instructions. Keep up the good work! http://img251.imageshack.us/img251/6329/crazy1.gif
TDW, Do you think it would be possible to switch between U-Jagd and the other clock? Because in some situations I would prefer the old clock... Maybe a button at the top to switch?
This is not a all necessary, but it would be appreciated...
Yes, I agree.
Personnaly, I would go back to the standard stock clock (so you get this clock, when you use standard clock commands) and implementing the U-Jagd chronometer as a SEPARATE ADDITIONAL feature, with its own commands.
Why not to add a further button, just under the "Attack Disc" button ?
ACS
TheDarkWraith
09-15-10, 10:53 AM
I don't consider myself an Attack Disc specialist, I'm still waiting for Compass Rose to work properly before I refresh my knowledge about the tool (I've forgotten it all since SH3 playing times)
patch 1 was released to address this issue and some others.
Good points ACSoft. :up:
As to your earlier request of a tutorial, I won't write it, at least not now for sure, for 2 reasons:
- I don't consider myself an Attack Disc specialist, I'm still waiting for Compass Rose to work properly before I refresh my knowledge about the tool (I've forgotten it all since SH3 playing times),
- I'm bit busy now with my other mod which gives me hard time (for a newbie modder like me a slightest change can turn into a chaLLEnge).
But as I see you already got how to do it, so you're no more in need of additional instructions. Keep up the good work! http://img251.imageshack.us/img251/6329/crazy1.gif
OK Abd_von_Mumit ! No problems :yeah: !!!
Personnaly, I have a bit available time these days, this is why I came back to SH5 and now, I would be happy if I can help TDW to debug and improve this nice newUIs mod.
ACS
TheDarkWraith
09-15-10, 11:00 AM
Thanks to your infos, I start to understand a bit more this Attack disc and therefore, was able to make the following observations:
1) "B" yellow disc (Compass Rose) is always coupled to UBoat heading, in whatever mode (man or auto). Maybe this is wanted, but as far as I understand, this make, for example, exercise "Example 1" of the manual impossible to do as it is documented, unless you sail the boat full North ?!?
2) With AD activated, in either UZO/Peri/Obs, if you left click (or even right click) AD "D" disc will effectively turn according to the direction (only in "auto" mode), but in any cases, you will loose the mouse (you can't recuperate the mouse pointer) and if you left click, it will toggle the AD man/auto center button. Only the ESC key will "save" you.
3) With the AD active (visible), If you quit any stations (Nav,UZO,AttackP,ObsP), with ESC Key or by clicking the cross icon, you don't get AD back ,when you return there, even if the AD button state still reflect an active AD. To re-synchronize and get the AD back, you have to click twice the AD button.
Hope these observations might help to improve this feature.
I continue to test and will report if necessary.
ACS
Are you using patch 1? It sounds like you have not installed patch 1 yet to fix these issues. See post #1 for download link
OK Abd_von_Mumit ! No problems :yeah: !!!
Personnaly, I have a bit available time these days, this is why I came back to SH5 and now, I would be happy if I can help TDW to debug and improve this nice newUIs mod.
ACS
I can always use testers to test things/help sort out bugs.
Torpedo
09-15-10, 11:26 AM
@Meldric
Sorry for my english:
the old clock is still in game.
The file that modifies the clock in U-Jagd clock is: Page Clock.ini in v. 4.3.1 also in 4.3.0.
In version 4.2.0 of TDW mod there is the file without the U-Jagd chrono, so find the file Page Clock.ini in:
Data\Menu\Pages\Page Clock.ini of that version.
Now in TDW 4.3.0 or 4.3.1 rename the Page Clock.ini in i.e. Page Clock_ORIG.in or in what you want and copy the file Page Clock.ini from TDW 4.2.0. and paste.
Now with JSGME you can install the latest version of TDW 4.3.0 or 4.3.1
But for the original clock you can make your little mod with the path: OriginalClock or whateveryouwant\Data\Menu\Pages\Page Clock.ini (from v. 4.2.0) and install that mod with JSGME after TDW 4.3.1 not modified.
Don't install the patch 1 for TDW 4.3.1 that change the little dial of the minutes in the original clock.
I think that DarkWraith can put a switch for the two types of chrono in his oustanding work.
Torpedo
Are you using patch 1? It sounds like you have not installed patch 1 yet to fix these issues. See post #1 for download link
Yup, I tested without the patch.
Look now my original message for update (in red) after the 4.3.1 patch #1.
I can always use testers to test things/help sort out bugs.
Fine !
ACS
TheDarkWraith
09-15-10, 12:10 PM
Thanks to your infos, I start to understand a bit more this Attack disc and therefore, was able to make the following observations:
EDIT: Update after 4.3.1 patch #1
1) "B" yellow disc (Compass Rose) is always coupled to UBoat heading, in whatever mode (man or auto). Maybe this is wanted, but as far as I understand, this make, for example, exercise "Example 1" of the manual impossible to do as it is documented, unless you sail the boat full North ?!?
Still the same. Is this really wanted ?!?
2) With AD activated, in either UZO/Peri/Obs, if you left click (or even right click) AD "D" disc will effectively turn according to the direction (only in "auto" mode), but in any cases, you will loose the mouse (you can't recuperate the mouse pointer) and if you left click, it will toggle the AD man/auto center button. Only the ESC key will "save" you.
This one disappeared now with the patch
3) With the AD active (visible), If you quit any stations (Nav,UZO,AttackP,ObsP), with ESC Key or by clicking the cross icon, you don't get AD back ,when you return there, even if the AD button state still reflect an active AD. To re-synchronize and get the AD back, you have to click twice the AD button.
Still the same and I must add that you got the same refresh missing problem, when you use the TDC mode buttons ("ALL", "Minimum", etc...).
Hope these observations might help to improve this feature.
I continue to test and will report if necessary.
ACS
1) the compass rose is tied to your current uboat heading. This way it's automatically updated whenever you change course
2) fixed with patch #1
3) just tested this and it works as designed. If you enable the AD at a station and leave that station then return the AD is made visible again. Changing the TDC modes does not affect the visibility of the AD. If it was visible and you change TDC mode it will stay visible. Realize that each scope station (attack, obs, UZO) and nav map has it's own AD. If you enable the AD at the attack scope and then switch to nav map it will not be displayed if you haven't enabled the AD for the nav map. If you had previously enabled the AD for the nav map then it would remain visible.
If you cannot duplicate the above then please list the steps you did so that I can repeat them to see if I can duplicate the problem.
TheDarkWraith
09-15-10, 12:24 PM
I think I found a bug:
In both navigation map and combat map, when I select a waypoint inside a path made of multiple waypoints and then, I press the keyboard key "delete" to remove it, the waypoint is removed as expected, but I loose almost all the UI interface.
By the way, I am still wondering why (my message: http://www.subsim.com/radioroom/showpost.php?p=1489834&postcount=4183 point #1), with all option set to avoid the horrible XO officer Dialog box, I have to select-deselect several times a target, to finally not see anymore this dialog box poping around.
the waypoint thing I'm unable to duplicate. When I press the del key the waypoint is deleted as expected and nothing abnormal happens. Maybe you have a keymapping to the del key that's causing problems?
The XO TDC Dialog box problem I have fixed now.
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