View Full Version : [REL] Multiple UIs for SH5 with TDC
1) the compass rose is tied to your current uboat heading. This way it's automatically updated whenever you change course.
I am much too much newcomer now with Attack disc, to judge if this is a better solution. Maybe later, but hopefully, you should know, don't you ?
2) fixed with patch #1
Correct !
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.
Sorry, it was my fault ! I tested with my modified scripts, which allow AD without the need to set "TDC on". All is working well, with original scripts. It mean my modifications to allow AD with "TDC off" are still incomplete.
ACS
joegrundman
09-15-10, 02:05 PM
thanks for pointing that out. I will update the credits accordingly :up:
cheers:salute:
great work btw, simply great:yep:
TheDarkWraith
09-15-10, 02:05 PM
I am much too much newcomer now with Attack disc, to judge if this is a better solution. Maybe later, but hopefully, you should know, don't you ?
actually not really. I was sent a pdf document detailing the attack disk and how it works/functions and given a link to the necessary graphics for it and was asked if I could make it. So I did. Haven't used it much in game yet.
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?
Yes, this is a problem of key mapping. I deactivated my mod which alter "Commands.cfg" and it work.
I will see what happen here.
The XO TDC Dialog box problem I have fixed now.
Great !!!
ACS
TheDarkWraith
09-16-10, 12:42 AM
version 4.3.1 patch 2 available here and post #1: http://www.filefront.com/17293867/NewUIs-TDC-4-3-1-Patch-2.7z/
patch 2 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
- changed code for calculating determining contact speed when user option ShowContactsActualSpeed is set to False
- fixed bug of when user option XOTDCDialogEnabled is set to False and the first time you lock onto a target the XO TDC Dialog box is shown
- removed restriction of attack disc only available when TDC was on
- removed restriction of TDC Autoupdate button only available when TDC was on
- fixed bug of the no hydrophone on surface add-on mods not having the correct value for RPM detection of 0.075
actually not really. I was sent a pdf document detailing the attack disk and how it works/functions and given a link to the necessary graphics for it and was asked if I could make it. So I did. Haven't used it much in game yet.
Could-you (we) ask to the peoples who ask you to implement this Attack disk, to give their opinions about the two following questions:
1) Could it be a problem, in some circumstances, that the AD disc "B" (Compass Rose) is coupled with the UBoat actual heading ?
2) Could it be a problem that the disc "D" (Bearing & Lead Angle) can be only moved independently from the other discs, by turing one of the periscope ?
This is probably the two main questions actually.
ACS
patch 2 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
- changed code for calculating determining contact speed when user option ShowContactsActualSpeed is set to False
- fixed bug of when user option XOTDCDialogEnabled is set to False and the first time you lock onto a target the XO TDC Dialog box is shown
- removed restriction of attack disc only available when TDC was on
- removed restriction of TDC Autoupdate button only available when TDC was on
- fixed bug of the no hydrophone on surface add-on mods not having the correct value for RPM detection of 0.075
Thanks for this patch !!!
I really appreciate that you decided to remove the 2 restrictions.
As we say in French (and maybe in English too ?): Who can the most, can the less !!!
ACS
Abd_von_Mumit
09-16-10, 07:24 AM
Could-you (we) ask to the peoples who ask you to implement this Attack disk, to give their opinions about the two following questions:
I suppose you mean me and... me as well. http://img822.imageshack.us/img822/4344/crazy2.gif
1) Could it be a problem, in some circumstances, that the AD disc "B" (Compass Rose) is coupled with the UBoat actual heading ?
2) Could it be a problem that the disc "D" (Bearing & Lead Angle) can be only moved independently from the other discs, by turning one of the periscope ?
This is probably the two main questions actually.
In hardly any circumstances a less flexible solution would be better than more flexible one - as a general rule.
In case of the Compass Rose, it obviously has some pros (one doesn't have to move it around manually) and cons (one has to chnge course in order to take his measurements). Although I think the cons of this solution are heavier, I don't consider it a major issue. Usually when in heavy need of taking measurements you are already heading in the proper bearing you think is the best, and when there's no rush and you just want to play around with Attack Disc, changing bearing is not so heavy burden.
Being able to rotate the Compass Rose freely when AD is unlocked would be nice, but would also have a drawback - when switching to Locked it would instantly move back to true heading position, thus possibly confusing newbie users or just plain frustrating you, and making you reposition it anew after switching back to Unlocked.
The D-Ring movable only by periscope and changing its position in Unlocked state "randomly" is a more important issue. Makes you constantly switch between Locked/Unlocked to fix its position and is simply irritating. Just a very user-unfriendly solution. But well, if TDW left it as it is, and he's the one that knows best what can be done here and how, then I suppose it couldn't be done better, at least not for now and here. :)
TDW, Like probably other "Kaleun" here around, I am not very happy to have to "sacrify" the standard Chronometer for this strange "U-Jagd chrono".
OK, I can understand you put it in, because it is a part of the famous SHIII mod from "Joegrundman", that you decided to include now in your own mod. But should we loose the standard SH5 Clock for that ? Therefore, I would like to propose to you, some other possible solutions and personnaly, I vote for any of them:
1) The luxury version would be you make the clock "switchable". By just clicking on it, we toggle between Standard and U-Jagd type.
2) You implement this U-Jagd chronograph as a separate tool and not over the SH5 Clock (like it is implemented in SHIII).
3) You do like in 2), but make it also an optional additional mod.
And you, estimated other "Kaleun" around what are-you voting for ?
ACS
I suppose you mean me and... me as well. http://img822.imageshack.us/img822/4344/crazy2.gif
:rotfl2::haha::rotfl2:
...
But well, if TDW left it as it is, and he's the one that knows best what can be done here and how, then I suppose it couldn't be done better, at least not for now and here. :)
Of course, I am sure TDW always do his best and even more sometimes !!! :salute:
In any cases, thanks to have given your feeling about that matter. I am sure it will be precious for TDW.
ACS
blakjak
09-16-10, 10:50 AM
Hi, I love this mod but I'm having a small problem with it. More than likely it's from my own stupidity.
I installed per the instructions, copying the MOD folder to my Silent Hunter 5 folder. I then installed the patch, copying the MOD folder to my Silent Hunter 5 folder. I then enabled via JSGME. At the moment it is the only MOD that is enabled and I am in port at the start of a brand new career. So brand new I needed to do the tutorial again.
The problem I'm having is the little notepad in the lower right corner does not display any text. For example, if an officer reports a nearby contact or changes course no text at all shows up there. Out of curiosity I disabled this UI and tried another one and the notepad contained text repeating what the officers said.
I'm sure I'm missing something obvious. Any suggestions?
Thanks!
TheDarkWraith
09-16-10, 10:57 AM
I installed per the instructions, copying the MOD folder to my Silent Hunter 5 folder. I then installed the patch, copying the MOD folder to my Silent Hunter 5 folder. I then enabled via JSGME. At the moment it is the only MOD that is enabled and I am in port at the start of a brand new career. So brand new I needed to do the tutorial again.
The problem I'm having is the little notepad in the lower right corner does not display any text. For example, if an officer reports a nearby contact or changes course no text at all shows up there. Out of curiosity I disabled this UI and tried another one and the notepad contained text repeating what the officers said.
I'm sure I'm missing something obvious. Any suggestions?
Thanks!
did this happen during the tutorial or after the tutorial?
blakjak
09-16-10, 11:02 AM
did this happen during the tutorial or after the tutorial?
It was after the tutorial. Initially I had that completed, and had just started a campaign. I had no mods as I recently purchased SH5. I installed the UI and started a new campaign. That's when I first had the problem. I was thinking maybe my original campaign was causing some sort of conflict so I deleted everything in my docs folder and started from scratch (no big loss as I've just started playing and hadn't sunk a thing yet).
TheDarkWraith
09-16-10, 11:16 AM
It was after the tutorial. Initially I had that completed, and had just started a campaign. I had no mods as I recently purchased SH5. I installed the UI and started a new campaign. That's when I first had the problem. I was thinking maybe my original campaign was causing some sort of conflict so I deleted everything in my docs folder and started from scratch (no big loss as I've just started playing and hadn't sunk a thing yet).
go into your career and when it's loaded save the game and exit. Restart the game and load your saved career. Does that work?
TheDarkWraith
09-16-10, 11:23 AM
TDW, Like probably other "Kaleun" here around, I am not very happy to have to "sacrify" the standard Chronometer for this strange "U-Jagd chrono".
OK, I can understand you put it in, because it is a part of the famous SHIII mod from "Joegrundman", that you decided to include now in your own mod. But should we loose the standard SH5 Clock for that ? Therefore, I would like to propose to you, some other possible solutions and personnaly, I vote for any of them:
1) The luxury version would be you make the clock "switchable". By just clicking on it, we toggle between Standard and U-Jagd type.
2) You implement this U-Jagd chronograph as a separate tool and not over the SH5 Clock (like it is implemented in SHIII).
3) You do like in 2), but make it also an optional additional mod.
And you, estimated other "Kaleun" around what are-you voting for ?
ACS
adding a button to switch between the U-Jagd chrono and the regular clock would be nice but it's not possible because the dials.cfg file had to be changed to work with the u-jagd chrono. These changes can not be made via python code. Thus I'm putting together patch 3 that will make the u-jagd chrono an add-on mod for those that want it.
blakjak
09-16-10, 11:57 AM
go into your career and when it's loaded save the game and exit. Restart the game and load your saved career. Does that work?
That did it! Thanks so much for the help and quick response!
Trevally.
09-16-10, 12:17 PM
Thus I'm putting together patch 3 that will make the u-jagd chrono an add-on mod for those that want it.
This is good news, thanks:up:
TheDarkWraith
09-16-10, 12:46 PM
patch 3 released. You can find it here and at post #1: http://www.filefront.com/17294891/NewUIs-TDC-4-3-1-Patch-3.7z/
patch 3 includes all changes from previous patches along with the following changes:
- restored stock clock back and made the U-Jagd Chrono an add-on mod (NewUIs_TDC_4_3_1_U-Jagd_Chrono)
Abd_von_Mumit
09-16-10, 02:11 PM
The subfolder names in patch 3 are the same as in 4.3.1 base, which makes it hard to install the patch via JSGME.
TheDarkWraith
09-16-10, 02:16 PM
The subfolder names in patch 3 are the same as in 4.3.1 base, which makes it hard to install the patch via JSGME.
That is correct. They are meant to overwrite the originals with the changes they contain. Disable the mod via JSGME. Copy the MODS folder from patch 3 to your \Silent Hunter 5 folder. Re-enable mod via JSGME.
Abd_von_Mumit
09-16-10, 02:32 PM
That is correct. They are meant to overwrite the originals with the changes they contain. Disable the mod via JSGME. Copy the MODS folder from patch 3 to your \Silent Hunter 5 folder. Re-enable mod via JSGME.
If so, then the installation instruction in readme is misleading:
To install this patch correctly do the following:
Unzip. Copy MODS folder to your \Silent Hunter 5 folder. Enable via JSGME AFTER the UIs mod (this assumes you setup JSGME to use the 'MODS' folder as default)
Either way it seems you'll need a patch to this patch. http://img822.imageshack.us/img822/4344/crazy2.gif
EDIT:
After last patch: despite
PeriscopeLevelSH5Visible = False
indicator is visible in ObsScope (not in AttScope), it lacks "fully rise/lower" buttons, has the "lower/rise" though.
Kirby_TFS
09-16-10, 10:34 PM
If we already have a MODS folder in the main SH5 directory do we just copy the contents of the MODS folder in the patch to our other MODS folder in SH5?
THE_MASK
09-17-10, 06:05 PM
Just thought of something i would like , could we have a teleport function to the galley/cook . I get sick of going down the ladder to ask him to cook a meal all the time . It would be easier to teleport if i want to .
TDW, have a look on this thread I just have created http://www.subsim.com/radioroom/showthread.php?t=175061
You might feel concerned :03:
ACS
Abd_von_Mumit
09-18-10, 08:23 PM
Went back to enjoying the game, tired of fiddling with files. :)
Found a funny bug: after fixing the stopwatch (so that the minutes pointer it does a full circle in 12 minutes instead of 30) it now works, but only for the first 12 minutes. For next 18 minutes the minutes pointer is frozen, then starts moving again.
TheDarkWraith
09-19-10, 04:58 AM
Went back to enjoying the game, tired of fiddling with files. :)
Found a funny bug: after fixing the stopwatch (so that the minutes pointer it does a full circle in 12 minutes instead of 30) it now works, but only for the first 12 minutes. For next 18 minutes the minutes pointer is frozen, then starts moving again.
how did you fix the stopwatch?
Abd_von_Mumit
09-19-10, 05:13 AM
how did you fix the stopwatch?
"After the fix" means "After your latest patch". :) I didn't fiddle with your mod files.
TheDarkWraith
09-19-10, 05:16 AM
"After the fix" means "After your latest patch". :) I didn't fiddle with your mod files.
ah ok. Yes that is a game bug. Whatever I tell the dials.cfg entry for the chrono's minute hand to use it will use but will only 'reset' at the game's 30 minutes.
Abd_von_Mumit
09-19-10, 05:19 AM
ah ok. Yes that is a game bug. Whatever I tell the dials.cfg entry for the chrono's minute hand to use it will use but will only 'reset' at the game's 30 minutes.
The moment you're absolutely certain it can't be fixed and 30 minute scale is needed back, I'll try to redo the U-Jagd chrono dds. This would be a bad news though, as 30 minutes is too much for such a small circle.
pickinthebanjo
09-19-10, 05:21 PM
I downloaded this mod but when I went to read the readme it confused me pretty good. I just want the tdc dials, what do I have to do to set it up?
TheDarkWraith
09-19-10, 05:27 PM
I downloaded this mod but when I went to read the readme it confused me pretty good. I just want the tdc dials, what do I have to do to set it up?
nothing. Just enable it via JSGME. You'll see pushbuttons for each TDC mode in each scope view.
pickinthebanjo
09-20-10, 09:05 AM
nothing. Just enable it via JSGME. You'll see pushbuttons for each TDC mode in each scope view.
oh, thats easy then. Thanks
caymanlee
09-20-10, 03:56 PM
don't know what is the problem. no matter how I try, can't fire the torpedo :damn: could any body tell me how to do that?:ping: using the latest patch 3 for 4.3.1
THE_MASK
09-20-10, 04:13 PM
don't know what is the problem. no matter how I try, can't fire the torpedo :damn: could any body tell me how to do that?:ping: using the latest patch 3 for 4.3.1Sounds like your torp man has no morale . Enable the cook to make a special meal .
Ugh. Im lost.
Just downloaded and installed using JGSME but when I load it (with or without other mods) my screen is a jumble of different menus piled one on top of another. The little screen in the bottom left which is usually a minimap of the nav map is just white. It's quite a mess.
I would have put in a screenshot yet I dont know how to take one.
My game is updated to 1.2 btw. Any help would be apprecited. Thanks.
TheDarkWraith
09-20-10, 04:48 PM
Ugh. Im lost.
Just downloaded and installed using JGSME but when I load it (with or without other mods) my screen is a jumble of different menus piled one on top of another. The little screen in the bottom left which is usually a minimap of the nav map is just white. It's quite a mess.
I would have put in a screenshot yet I dont know how to take one.
My game is updated to 1.2 btw. Any help would be apprecited. Thanks.
you are either not patched to latest version or your options file is corrupt. Did you edit the options file? What version of the mod are you using? Have you ran your game updater to ensure you are patched to latest version?
Abd_von_Mumit
09-20-10, 04:49 PM
Ugh. Im lost.
Just downloaded and installed using JGSME but when I load it (with or without other mods) my screen is a jumble of different menus piled one on top of another. The little screen in the bottom left which is usually a minimap of the nav map is just white. It's quite a mess.
I would have put in a screenshot yet I dont know how to take one.
My game is updated to 1.2 btw. Any help would be apprecited. Thanks.
I know this bug (?). It happenes to me whenever I:
- try to load any non-SH5-UI-style modlet (I chose SH5Style UI in my config file),
- when there is a conflict of two keyboard shortcuts in the config file (note: a keyboard shortcut with "False" as first value also can cause conflicts, which puzzled me initially).
you are either not patched to latest version or your options file is corrupt. Did you edit the options file? What version of the mod are you using? Have you ran your game updater to ensure you are patched to latest version?
I am at 1.2.0 in the top right of the main screen.And the updater didnt do anything special.
I downloaded your 4.3.1 patch3 from the link in the first post.
I cant remember ever messing with the Options file, but it's been so long since I've messed with the game, it is a possibility.
Perhaps a full reinstall is in order?
Edit: OkI'm thinking I messed up in what I downloaded. The patch vs. the full mod. Going to test.
Thanks for the quick reply.
TheDarkWraith
09-20-10, 05:13 PM
I am at 1.2.0 in the top right of the main screen.And the updater didnt do anything special.
I downloaded your 4.3.1 patch3 from the link in the first post.
I cant remember ever messing with the Options file, but it's been so long since I've messed with the game, it is a possibility.
Perhaps a full reinstall is in order?
Thanks for the quick reply.
4.3.1 patch 3 requires you to have v4.3.1 installed first
Abd_von_Mumit
09-20-10, 05:13 PM
Perhaps a full reinstall is in order?
Before you undertake such serious and time consuming steps, give us a list of New UI mods you installed. Also tell us what interface you're using (SH3/4/5).
EDIT: TDW was faster. :)
Ok was a moron and had only downloaded the patch. Rectified that with the full mod, then applied patch over that , yet I still have the issue. I have no other mod loaded while testing this.
Some more info on what the screen looks like: There are "tan" ship commands along the left of the window. All the tutorial windows are open on top of each other and there is also an object which looks like a button. It is white circle with a big blue "U" on it. To the right is another version of the but with a white "u" on a blue circle.
Is this due to me not specifying a particular style?
The only ui im am testing with is: NewUIs_TDC_4_3_1_ByTheDarkWraith
Abd_von_Mumit
09-20-10, 05:31 PM
Ok was a moron and had only downloaded the patch. Rectified that with the full mod, then applied patch over that , yet I still have the issue. I have no other mod loaded while testing this.
Some more info on what the screen looks like: There are "tan" ship commands along the left of the window. All the tutorial windows are open on top of each other and there is also an object which looks like a button. It is white circle with a big blue "U" on it. To the right is another version of the but with a white "u" on a blue circle.
Is this due to me not specifying a particular style?
The only ui im am testing with is: NewUIs_TDC_4_3_1_ByTheDarkWraith
Did you unpack the mod, then browse to ITS inner MODS folder, pick up the main mod and install it (without the rest of the mods), or did you just unpack the mod and install it as a whole?
Did you unpack the mod, then browse to ITS inner MODS folder, pick up the main mod and install it (without the rest of the mods), or did you just unpack the mod and install it as a whole?
Argh!! Did not do that. Will use just the main one (431 by the Dark Wraith) and try that.
It got a little better. The minimap is now part of a compass if i was zoomed in 200%. Got some new buttons in the top right of the window and the tan command buttons moved to the top left of the window. But verything else stayed the same.
Abd_von_Mumit
09-20-10, 06:00 PM
It got a little better. The minimap is now part of a compass if i was zoomed in 200%. Got some new buttons in the top right of the window and the tan command buttons moved to the top left of the window. But verything else stayed the same.
A screenshot? And a list of installed mos, please, generated by JSGME?
Not sure how to take a screenshot. And how do you get the list genereated by JGSME. I looked under tasks but didnt see an export option for all mods, just activated ones.
Abd_von_Mumit
09-20-10, 06:16 PM
Not sure how to take a screenshot. And how do you get the list genereated by JGSME. I looked under tasks but didnt see an export option for all mods, just activated ones.
Only activated ones are of interest to us, so this is the right option.
To take a screenshot: Ctrl+F11 (will be stored in your main game folder). If this doesn't work due to bugged keyboard shortcuts, just press PrtScr on your keyboard, then switch to Paint, press Ctrl+V to paste it, save.
Then go to www.imageshack.us and read on screen instructions to upload the file. Then just give us a link to it.
Only activated ones are of interest to us, so this is the right option.
To take a screenshot: Ctrl+F11 (will be stored in your main game folder). If this doesn't work due to bugged keyboard shortcuts, just press PrtScr on your keyboard, then switch to Paint, press Ctrl+V to paste it, save.
Then go to www.imageshack.us (http://www.imageshack.us) and read on screen instructions to upload the file. Then just give us a link to it.
Activated: NewUIs_TDC_4_3_1_ByTheDarkWraith
Ok well never mind about the screenshot. It seems to be working now. Just a few restarts for everything seemed to flush the problem.
Only question now is: How do i bring up the tutorial he made for this?
Thanks for being patient and for your help Abd.
Abd_von_Mumit
09-20-10, 06:49 PM
Activated: NewUIs_TDC_4_3_1_ByTheDarkWraith
Ok well never mind about the screenshot. It seems to be working now. Just a few restarts for everything seemed to flush the problem.
Only question now is: How do i bring up the tutorial he made for this?
Thanks for being patient and for your help Abd.
There is no in game tutorial. There's only a video and some infos, links are in the first post of this thread, at the very end of the post. You shouldn't have troubles opening those, and if you do, let us know in details where you got stuck.
Activated: NewUIs_TDC_4_3_1_ByTheDarkWraith
Ok well never mind about the screenshot. It seems to be working now. Just a few restarts for everything seemed to flush the problem.
Only question now is: How do i bring up the tutorial he made for this?
Thanks for being patient and for your help Abd.
That's weird, are you sure you have the mod loaded?
TheDarkWraith
09-20-10, 06:58 PM
ran into a little problem with Automation's Navigate from file. Problem deals with calculating an offset heading to add to the sub's current heading so that the sub will head to the current/new waypoint. The waypoints are stored in a file as x,y meters from game origin (I added a new order to the nav officer's order bar that will show the sub's current position in the messagebox so that one can 'plot' a pattern/navigation). The code gets the sub's current fix as x,y meters from game origin. It then calculates the distance between the sub's fix and the current waypoint. That part is fine - distance shows perfect. The problem is this offset heading. When the sub is < 250m from the waypoint or when the half distance to the waypoint is reached it's supposed to calculate the offset to add to the current heading to keep it heading to the current/new waypoint. Something is wrong with my math and I'm not sure what it is. What would the formula be for calculating this offset given sub's current heading, current fix (x,y) and current waypoint (x,y)?? Using trig I tried using offset = atan2( fix.X - waypoint.X / fix.Y - waypoint.Y ) and adding this offset to the sub's current heading. Everything works fine as long as the waypoint is north of the sub. Any waypoints to the west or east are screwed up :hmmm:
Abd_von_Mumit
09-20-10, 07:50 PM
ran into a little problem with Automation's Navigate from file. Problem deals with calculating an offset heading to add to the sub's current heading so that the sub will head to the current/new waypoint. The waypoints are stored in a file as x,y meters from game origin (I added a new order to the nav officer's order bar that will show the sub's current position in the messagebox so that one can 'plot' a pattern/navigation). The code gets the sub's current fix as x,y meters from game origin. It then calculates the distance between the sub's fix and the current waypoint. That part is fine - distance shows perfect. The problem is this offset heading. When the sub is < 250m from the waypoint or when the half distance to the waypoint is reached it's supposed to calculate the offset to add to the current heading to keep it heading to the current/new waypoint. Something is wrong with my math and I'm not sure what it is. What would the formula be for calculating this offset given sub's current heading, current fix (x,y) and current waypoint (x,y)?? Using trig I tried using offset = atan2( fix.X - waypoint.X / fix.Y - waypoint.Y ) and adding this offset to the sub's current heading. Everything works fine as long as the waypoint is north of the sub. Any waypoints to the west or east are screwed up :hmmm:
A wild guess - you lose a minus sign when powering. Now starting an analyze of what you wrote.
TheDarkWraith
09-20-10, 07:54 PM
A wild guess - you lose a minus sign when powering. Now starting an analyze of what you wrote.
I figured it out. Wasn't taking quadrants into account and I switched to atan vice atan2. Being able to navigate from files is working :D Being able to navigate search patterns and all is just about complete :up:
Abd_von_Mumit
09-20-10, 07:58 PM
I figured it out. Wasn't taking quadrants into account and I switched to atan vice atan2. Being able to navigate from files is working :D Being able to navigate search patterns and all is just about complete :up:
Ah, you spoiled the fun. http://img822.imageshack.us/img822/4344/crazy2.gif
TheDarkWraith
09-20-10, 09:49 PM
new command added to Automation: Navigate_from_file. Parameter 3 of the command specifies the file to be used (without extension). The code will automatically add the .SHN extension.
You define the waypoints to navigate from in the file. The waypoints are specified as x,y meters from game origin. A new order has been added to the navigator's order bar that will allow you to get the current x,y position in meters from game origin for 'mapping' out a navigation route or pattern. When the order is pressed the current x,y position will be displayed in the messagebox.
The code will create a new folder in your \Silent Hunter 5\data folder. The folder will be named Navigation. All your navigation 'scripts' need to be stored here as that is where parameter 3 of the command will find them.
Here are the contents of a test navigation script that will do a box search pattern (these are absolute coordinates):
3039731,9004347,1,5,0
3041023,9004587,1,5,0
3041234,9003242,1,5,0
3039943,9003011,1,5,0
3039740,9004364,1,5,0
the first entry is the X position. Second entry is Y position. Third entry is TC level to use. Fourth entry is speed to use. Fifth entry is depth to use.
Looking into being able to define relative coordinates. These relative coordinates would be relative to your sub for defining things like search patterns.
Robin40
09-21-10, 02:25 AM
Can someone tell me about the interaction of
U-boat Historical Specifications 1.4
with
NewUIs_TDC_4_3_1_ByTheDarkWraith
and
IRAI_0_0_25_TheDarkWraith?
caymanlee
09-21-10, 04:25 AM
Sounds like your torp man has no morale . Enable the cook to make a special meal .
thanks, I'll give it a try. but in the historical mission, how can't my torp man has no morale?:06:
Abd_von_Mumit
09-21-10, 05:03 AM
Can someone tell me about the interaction of
U-boat Historical Specifications 1.4
with
NewUIs_TDC_4_3_1_ByTheDarkWraith
and
IRAI_0_0_25_TheDarkWraith?
This works for me:
U-boat Historical Specifications 1.4
NewUIs_TDC_4_3_1_ByTheDarkWraith
New_UIs_TDC_4_3_1_Patch_3_ByTheDarkWraith
NewUIs_TDC_4_3_1_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
IRAI_0_0_25_ByTheDarkWraith
IRAI_0_0_25_No_hydrophone_on_surface_No_Aircraft_s potting
caymanlee
09-21-10, 06:54 AM
Sounds like your torp man has no morale . Enable the cook to make a special meal .
still, no good. and I check the torp man has 3 star morale, any other solution? thanks in advanced
Robin40
09-21-10, 08:45 AM
This works for me:
U-boat Historical Specifications 1.4
NewUIs_TDC_4_3_1_ByTheDarkWraith
New_UIs_TDC_4_3_1_Patch_3_ByTheDarkWraith
NewUIs_TDC_4_3_1_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
IRAI_0_0_25_ByTheDarkWraith
IRAI_0_0_25_No_hydrophone_on_surface_No_Aircraft_s potting
Does you mean that U-boat Historical Specifications 1.4 comes last?
I have U-boat Historical Specifications 1.4 as last item due to exhaustive research made by ddrgn as TheDarkWraith files overwrite ddgrn files if they come afterwards
Abd_von_Mumit
09-21-10, 10:23 AM
Does you mean that U-boat Historical Specifications 1.4 comes last?
I have U-boat Historical Specifications 1.4 as last item due to exhaustive research made by ddrgn as TheDarkWraith files overwrite ddgrn files if they come afterwards
No, they come first - it goes from top to bottom.
DavyJonesFootlocker
09-21-10, 09:57 PM
I tried out SH4 style UI but ended up with overlapping icons.
Abd_von_Mumit
09-21-10, 10:01 PM
I tried out SH4 style UI but ended up with overlapping icons.
See my and TDW's posts on previous page - same problem was reported.
DavyJonesFootlocker
09-21-10, 10:35 PM
OK. I'll revert back to SH5Enhanced.
Abd_von_Mumit
09-22-10, 10:19 AM
Haven't been testing Attack Disc a lot, but enough to have some feedback: it is not usable in NavMap mode. This is why:
- TDC dials are of too low resolution (degreess wise, not pixels) to be able to set them to proper heading, unless with huge effort.
- The AOB and bearing pointers are connected, so anytime AOB pointer moves, one has to readjust bearing one (see above).
- To be able to set AOB properly one has to first adjust bearing, and then AOB. However after locking TDC the AOB pointer always changes position on me (I failed to understand why or how it choses which position to change to).
For me AD is only usable at scope/UZO station now, gave up on NavMap. IMO it would be a HUGE advantage to have it untied from dials when TDC is unlocked.
As to new scripting commands: any chance to have not only "plot relative to sub position", but also "plot relative to last waypoint"?
TheDarkWraith
09-22-10, 09:39 PM
Haven't been testing Attack Disc a lot, but enough to have some feedback: it is not usable in NavMap mode. This is why:
- TDC dials are of too low resolution (degreess wise, not pixels) to be able to set them to proper heading, unless with huge effort.
- The AOB and bearing pointers are connected, so anytime AOB pointer moves, one has to readjust bearing one (see above).
- To be able to set AOB properly one has to first adjust bearing, and then AOB. However after locking TDC the AOB pointer always changes position on me (I failed to understand why or how it choses which position to change to).
For me AD is only usable at scope/UZO station now, gave up on NavMap. IMO it would be a HUGE advantage to have it untied from dials when TDC is unlocked.
As to new scripting commands: any chance to have not only "plot relative to sub position", but also "plot relative to last waypoint"?
The game connects the AOB and bearing TDC dials. There's no way to unlock them. What can be done is assign movement of the individual discs of the Attack Disc to keys instead of being mouse draggable.
Locking the TDC will cause the AOB to move because if you changed the AOB by using the attack disc you are only adjusting the sol value. The sol value is like a temp value. In order for it to be permanent you must click the red button on the AOB dial before locking the TDC dials.
Plot relative to last waypoint is currently not doable at the moment. I'm still looking into this though.
v4.4.0 released. See post #1 for details :|\\
see here for additional information on the new Automation command Navigate_from_file: http://www.subsim.com/radioroom/showpost.php?p=1500114&postcount=20
DrJones
09-23-10, 02:44 AM
Hi TDW,
I made a change to yours dials.cfg.
Now the RAOBF_AOB works without unlock TDC and i added the value RelativeDrag and made a change to the DialVal and RealVal.
Now when you drag the Mouse on the wheel the wheel is not always jumping to the new point.
If you don't mind i will put my hand also on the Attack Disk. May be i can get them work as we want them.
[Dial81]
Name=RAOBF_AOB
Type=42; DIAL_TGT_ANG_ON_BOW
Cmd=Set_tgt_sel_value
Dial=0x3B210002
CrtVal=0x3B210006
NewVal=0x0
DialVal=0,360
RealVal=0,360; degrees
RelativeDrag=Yes
Circular=Yes
CmdOnDrag=Yes
Kind regards and thank you for your great work.
DrJones
Abd_von_Mumit
09-23-10, 05:18 AM
DrJones - sounds very promising. Keep up trying! :up:
TDW - thanks for the new version. http://img822.imageshack.us/img822/4344/crazy2.gif
SashaKA001
09-23-10, 06:03 AM
Hi TDW,
I made a change to yours dials.cfg.
Now the RAOBF_AOB works without unlock TDC and i added the value RelativeDrag and made a change to the DialVal and RealVal.
Now when you drag the Mouse on the wheel the wheel is not always jumping to the new point.
If you don't mind i will put my hand also on the Attack Disk. May be i can get them work as we want them.
[Dial81]
Name=RAOBF_AOB
Type=42; DIAL_TGT_ANG_ON_BOW
Cmd=Set_tgt_sel_value
Dial=0x3B210002
CrtVal=0x3B210006
NewVal=0x0
DialVal=0,360
RealVal=0,360; degrees
RelativeDrag=Yes
Circular=Yes
CmdOnDrag=Yes
Kind regards and thank you for your great work.
DrJones
Thanks now works as expected. :salute::salute::salute: Problem solved.
TheDarkWraith
09-23-10, 06:13 AM
Hi TDW,
I made a change to yours dials.cfg.
Now the RAOBF_AOB works without unlock TDC and i added the value RelativeDrag and made a change to the DialVal and RealVal.
Now when you drag the Mouse on the wheel the wheel is not always jumping to the new point.
If you don't mind i will put my hand also on the Attack Disk. May be i can get them work as we want them.
[Dial81]
Name=RAOBF_AOB
Type=42; DIAL_TGT_ANG_ON_BOW
Cmd=Set_tgt_sel_value
Dial=0x3B210002
CrtVal=0x3B210006
NewVal=0x0
DialVal=0,360
RealVal=0,360; degrees
RelativeDrag=Yes
Circular=Yes
CmdOnDrag=Yes
Kind regards and thank you for your great work.
DrJones
Don't mind at all :up:
pascal4541
09-23-10, 06:30 AM
when you sleep TheDarkWraith? :DL
Abd_von_Mumit
09-23-10, 06:33 AM
@TDW: Does DrJones' post mean that there's some progress as to draggable/key'able AD/tools or unlocking AD from TDC?
when you sleep TheDarkWraith? :DL
He doesn't. The Sleep of TDW Produces Delays.
http://img840.imageshack.us/img840/408/410pxgoyacaprichos43sle.jpg
TheDarkWraith
09-23-10, 06:37 AM
finally found the right combination to unlock the bearing from the AOB dials....partly thanks to DrJones's input :yeah: I'll be releasing a patch here soon :DL This will allow the AD to operate as independent discs.
Abd_von_Mumit
09-23-10, 06:49 AM
finally found the right combination to unlock the bearing from the AOB dials....partly thanks to DrJones's input :yeah: I'll be releasing a patch here soon :DL This will allow the AD to operate as independent discs.
:woot:
Very, very good news. Thanks gentlemen (DrJones and TDW), oh yes, thanks.
Does it also change your answer from the TEC thread regarding the slipstick tool (1 base element + elements moving horizontally to base element, independently of each other)?
TheDarkWraith
09-23-10, 06:54 AM
:woot:
Very, very good news. Thanks gentlemen (DrJones and TDW), oh yes, thanks.
Does it also change your answer from the TEC thread regarding the slipstick tool (1 base element + elements moving horizontally to base element, independently of each other)?
I'll have to go back and look at that.
Now before I release a patch for the AD, do I need to unlink the front side's compass rose from the current sub's heading and assign it to keys instead? I heard some people complaining that they can't rotate it because it's locked to the current sub's heading.
The front side's inner disc (bearing and lead angle) doesn't 'jump' anymore either due to adding the relative drag command to it (thanks for the input DrJones!)
Abd_von_Mumit
09-23-10, 07:01 AM
Now before I release a patch for the AD, do I need to unlink the front side's compass rose from the current sub's heading and assign it to keys instead? I heard some people complaining that they can't rotate it because it's locked to the current sub's heading.
IMO unlinking it has both pros and cons. But I'd say - take a chance and unlink it, we'll test it and if that doesn't work well, we'll certainly let you know. :)
If you don't mind i will put my hand also on the Attack Disk. May be i can get them work as we want them.
That would be great, if you succeed.
ACS
DrJones
09-23-10, 07:17 AM
I'll have to go back and look at that.
Now before I release a patch for the AD, do I need to unlink the front side's compass rose from the current sub's heading and assign it to keys instead? I heard some people complaining that they can't rotate it because it's locked to the current sub's heading.
The front side's inner disc (bearing and lead angle) doesn't 'jump' anymore either due to adding the relative drag command to it (thanks for the input DrJones!)
Yes, the compass rose of the front side has to be locked to the current course of the sub.
Also the back side of the attack disk, the circular sliderrule, has the outer ring to be moveable.
greetz
DrJones
TheDarkWraith
09-23-10, 07:17 AM
That would be great, if you succeed.
ACS
already fixed. They are now unlinked. You still have to enable TDC manual input but the AD AOB is no longer linked to the bearing and lead angle disc.
finally found the right combination to unlock the bearing from the AOB dials....partly thanks to DrJones's input :yeah: I'll be releasing a patch here soon :DL This will allow the AD to operate as independent discs.
Great news !!!
ACS
TheDarkWraith
09-23-10, 07:19 AM
Yes, the compass rose of the front side has to be locked to the current course of the sub.
Also the back side of the attack disk, the circular sliderrule, has the outer ring to be moveable.
greetz
DrJones
any particular reason why the compass rose has to be linked to the current course of the sub? Wouldn't that decrease some functionality of the front side of the AD?
I need to make the outer ring of the back side moveable also?
already fixed. They are now unlinked. You still have to enable TDC manual input but the AD AOB is no longer linked to the bearing and lead angle disc.
Fantastic !!!
Maybe, before to publish the patch, have a look on my private messages. Perhaps, you will be able to also solve the Speech & Contacts problems already with this patch ?
ACS
Abd_von_Mumit
09-23-10, 07:24 AM
I need to make the outer ring of the back side moveable also?
IMO it's a wrong idea. Like with any slide rule, it's just more user friendly when the base stays in the same position all the time. Having it move would not increase accuracy/functionality of the back-sede, but it would definitely increase difficulty of learning/using it.
TheDarkWraith
09-23-10, 07:28 AM
IMO it's a wrong idea. Like with any slide rule, it's just more user friendly when the base stays in the same position all the time. Having it move would not increase accuracy/functionality of the back-sede, but it would definitely increase difficulty of learning/using it.
well there's two sides to this. It can be moveable but requires keys to do so and thus wouldn't move unless you used the right key combination. This allows those to move it that want to and allows it to be fixed for those that want it fixed. I'm going to enable it to be movable by the key combination of Ctrl + heading bar keys (default Q and E). Adding shift to the key combination will increase the rotation rate.
The front side compass rose has been unlinked from the sub's current heading. It requires the key combination of Ctrl + heading bar keys (default Q & E) to rotate it. Adding shift to the key combination will increase the rotation rate.
SashaKA001
09-23-10, 07:42 AM
well there's two sides to this. It can be moveable but requires keys to do so and thus wouldn't move unless you used the right key combination. This allows those to move it that want to and allows it to be fixed for those that want it fixed. I'm going to enable it to be movable by the key combination of Ctrl + heading bar keys (default Q and E). Adding shift to the key combination will increase the rotation rate.
The front side compass rose has been unlinked from the sub's current heading. It requires the key combination of Ctrl + heading bar keys (default Q & E) to rotate it. Adding shift to the key combination will increase the rotation rate.
No:damn:, No:damn:, No:damn:, mouse and the current mouse, or a choice of keyboard or mouse, or both, and then:ping:
TheDarkWraith
09-23-10, 07:44 AM
No:damn:, No:damn:, No:damn:, mouse and the current mouse, or a choice of keyboard or mouse, or both, and then:ping:
wish it could be possible to rotate the compass rose with mouse but it's not. There's too many overlapping images to make this happen already. It's either keyboard to control it or linking it to bearing TDC dial. You all decide here quick cause I'll be finishing up the patch here soon.
Backside will be moveable as stated. The key combination changed though from Ctrl + heading bar keys to Alt + Heading bar keys. Ctrl was just too clumsy to use while pressing the heading bar keys.
SashaKA001
09-23-10, 07:50 AM
Backside will be moveable as stated. The key combination changed though from Ctrl + heading bar keys to Alt + Heading bar keys. Ctrl was just too clumsy to use while pressing the heading bar keys.
ок:up:
TheDarkWraith
09-23-10, 07:56 AM
using alt + another key causes the 'bell' of the computer to sound. Very annoying. Looks like it's back to Ctrl + keys....:shifty:
Just discovered a problem with RAOBF:
When RAOBF is ON, some buttons of the TDC, like for example the red "Fire" button, do not work anymore, even if they are visible.
It is probably all TDC buttons overlapped by the RAOBF bitmap.
ACS
TheDarkWraith
09-23-10, 09:03 AM
Just discovered a problem with RAOBF:
When RAOBF is ON, some buttons of the TDC, like for example the red "Fire" button, do not work anymore, even if they are visible.
It is probably all TDC buttons overlapped by the RAOBF bitmap.
ACS
you are correct. Trying to fix it now :up:
TheDarkWraith
09-23-10, 09:49 AM
version 4.4.0 patch 1 available here: http://www.filefront.com/17313596/NewUIs-TDC-4-4-0-patch1.7z/
This patch contains the following fixes:
- from input from DrJones I was able to make the Attack Disc's discs independently controlled. The Bearing and Lead Angle disc is no longer linked to the AOB disc
- the Attack disc front side compass rose is no longer linked to the sub's current heading. It is now controlled via keys. The keys are Ctrl + the heading bar keys (default is Q & E). Adding shift to the keypress will cause the compass rose to rotate faster
- the Attack disc back side degrees outer disc is now controlled via keys. The keys are Ctrl + the heading bar keys (default Q & E). Adding shift to the keypress will cause the backside outer disc to rotate faster
- the Attack disc front side bearing and lead angle disc no longer 'jumps' to position when clicked on
- from input from DrJones the operation of the RAOBF has been made more user friendly. Clicking on it no longer makes it 'jump' to the new position
- removed most of sync commands this mod was giving at game start to ensure sync between mod and game
- due to the above the mod no longer suppresses messages from the messagebox at game start
- changed Z order of RAOBF so that it doesn't interfere with any items on the scopes/nav map
- resized the RAOBF inner graticules to match the RAOBF size to prevent interference with any items on the scopes/nav map
:|\\
TheDarkWraith
09-23-10, 11:35 AM
forgot to update the U-Jagd add-on mod with the changes from patch 1 thus patch 1.1 released: http://www.filefront.com/17313933/NewUIs-TDC-4-4-0-patch-1-1.7z/
- changed Z order of RAOBF so that it doesn't interfere with any items on the scopes/nav map
Unfortunately interference is still there:
http://www.acsoft.ch/tmp/RAOBF-problem.jpg
EDIT: On the Attack Disk, now, how do-you turn the disc "C" (Target disc) ?!?
ACS
TheDarkWraith
09-23-10, 12:07 PM
Disc A (Relative bearing) - fixed
Disc B (Compass rose) - Ctrl + heading bar keys (default Q & E keys)
Disc C (Target disc) - mouse draggable - grab the end of pointer
Disc D (Bearing and lead angle) - mouse draggable - grab the inside of the ring
Disc E (Attack course pointer) - heading bar keys (default Q & E keys)
Now the problem reported above about buttons not being able to be pushed is due to screen resolution. The TDC page has a higher Z order (more visible) than the scopes pages. Thus any overlapping of images will render the below unusable. I can't move the TDC page Z order lower because it will cause problems other places.
Disc A (Relative bearing) - fixed
Disc B (Compass rose) - Ctrl + heading bar keys (default Q & E keys)
Disc C (Target disc) - mouse draggable - grab the end of pointer
Disc D (Bearing and lead angle) - mouse draggable - grab the inside of the ring
Disc E (Attack course pointer) - heading bar keys (default Q & E keys).
OK with A, B, D, E, but in my case, Disc "C" won't move AT ALL. I tried to grab it with the mouse, at the top of the transparent pointer, inside the brown area, but it does not work.
Could it be a question of resolution settings (4:3, not 16:9) ?
Please help.
Now the problem reported above about buttons not being able to be pushed is due to screen resolution. The TDC page has a higher Z order (more visible) than the scopes pages. Thus any overlapping of images will render the below unusable. I can't move the TDC page Z order lower because it will cause problems other places.
I see.
But in this case, I wonder if you cannot make a 4:3 version with all RAOBF a bit smaller, so it does not overlap these buttons. If you have a look, you will see it should be perfectly possible to do it (I mean, the size of it will still be acceptable).
ACS
TheDarkWraith
09-23-10, 02:11 PM
OK with A, B, D, E, but in my case, Disc "C" won't move AT ALL. I tried to grab it with the mouse, at the top of the transparent pointer, inside the brown area, but it does not work.
Could it be a question of resolution settings (4:3, not 16:9) ?
Please help.
are you using patch 1.1? Disable all add-on mods and just leave the base UI mod and see if you can't rotate it
EDIT:
is the middle button of the attack disc green? If it's red then yes, you can't rotate it
pocatellodave
09-23-10, 02:55 PM
I get an unexpected error has occurred(-1) at File Front when trying to download the patch.
TheDarkWraith
09-23-10, 02:57 PM
I get an unexpected error has occurred(-1) at File Front when trying to download the patch.
the link here works just fine: http://www.subsim.com/radioroom/showpost.php?p=1500519&postcount=4356
pocatellodave
09-23-10, 03:07 PM
thanks,that worked
are you using patch 1.1? Disable all add-on mods and just leave the base UI mod and see if you can't rotate it
EDIT:
is the middle button of the attack disc green? If it's red then yes, you can't rotate it
No, My game is patched with 1.2 as required.
I have just tested now with ALL mods removed, except yours and no changes. Can't move disc "C".
Speaking of the reverse side, I can move disc "X" (brown) and "Y" (yellow) with keys, but I can't move "Z" (inner disc). But maybe this is correct ?
EDIT: And all this, what ever state is the center button (green or red).
ACS
TheDarkWraith
09-23-10, 03:46 PM
No, My game is patched with 1.2 as required.
I have just tested now with ALL mods removed, except yours and no changes. Can't move disc "C".
Speaking of the reverse side, I can move disc "X" (brown) and "Y" (yellow) with keys, but I can't move "Z" (inner disc). But maybe this is correct ?
ACS
when I say patch 1.1 I mean the patch 1.1 I released for the mod.
front side and back side inner discs move. Trying dragging them counter-clockwise. Due to changing to the different dial there is a point where you cannot drag them clockwise anymore. What screen res are you using? I'll try setting mine to that to see if I can duplicate the problem you are experiencing
jwells0504
09-23-10, 04:43 PM
Right off the bat let me say that you made one hell of a mod. The best subsim has to offer right now.
I just have this one annoying problem with the external camera. Everytime I use it long range to look at a ship or a building the textures just won't load correctly. It just looks extremely choppy. I started a new game with just the UI mod enabled, running SH5 with admin rights and it is still choppy. So its not a mod conflict or any interference from Windows. Do you guys have any solutions to my problem? I have the latest display drivers and SH5 is using the latest patch.
Thanks.
TheDarkWraith
09-23-10, 05:01 PM
Right off the bat let me say that you made one hell of a mod. The best subsim has to offer right now.
I just have this one annoying problem with the external camera. Everytime I use it long range to look at a ship or a building the textures just won't load correctly. It just looks extremely choppy. I started a new game with just the UI mod enabled, running SH5 with admin rights and it is still choppy. So its not a mod conflict or any interference from Windows. Do you guys have any solutions to my problem? I have the latest display drivers and SH5 is using the latest patch.
Thanks.
try zooming in/out with mousewheel while in external camera. For some reason external camera exhibits some very strange anomolies when used and you haven't zoomed in/out via mousewheel first. This all started when I added multiple zoom levels to the external cam (1X, 2X, 4X, 8X, 16X, and 32X)
jwells0504
09-23-10, 05:30 PM
Alright I'll test it out right now and post back to let you know the outcome.
jwells0504
09-23-10, 05:35 PM
Hey! All Right it works perfectly now. Now I have zero complaits about your UI mod. Thanks
jwells0504
09-23-10, 06:12 PM
Actually I just got one final question. Does your mod do anything to the AI's behavior? I'm only asking because after installing your mod all of the ships seem to move quite a bit faster. About like 20 knots or so often faster.
Ships moving at those speeds make it difficult to hit with just a standard torp well atleast for me. Got any suggestions?
Thanks again.
TheDarkWraith
09-23-10, 06:27 PM
Actually I just got one final question. Does your mod do anything to the AI's behavior? I'm only asking because after installing your mod all of the ships seem to move quite a bit faster. About like 20 knots or so often faster.
Ships moving at those speeds make it difficult to hit with just a standard torp well atleast for me. Got any suggestions?
Thanks again.
no it doesn't. IRAI does though :03:
Abd_von_Mumit
09-23-10, 06:37 PM
Started testing new AD. This is my complaints:
1. Parts of TDC interface are on top of AD:
http://img42.imageshack.us/img42/4773/eksperymentygimp.jpg
2. When dragging on the B-Disk area (Compass rose) the pointers are very shaky and move random, sometimes stop. One needs to be as close to middle or edge to move them more smoothly.
3. Could the Attack rose go back to locked state when locking the AD - I thought this was how you wanted to do it. Now it's unlocked in either state. :shifty:
EDIT:
4. Max Compass Rose resolution when moving with keys is 1 degree. Feels smewhat low when you can't set it to desired bearing. This is 1 more argument for rant #3. http://img822.imageshack.us/img822/4344/crazy2.gif
jwells0504
09-23-10, 07:13 PM
no it doesn't. IRAI does though :03:
Yeah that's what makes it so weird. I disabled it. The only mod I have running is yours. :06:. Naturally I restarted the game after uninstalling it but the ships in a task force are are still moving at around 25knots.
BowfinSS287
09-23-10, 08:52 PM
great new version,the radio antenna is perfect,but why is the DF loop raised at periscope depth, can the DF loop be set back to old style or maybe set to raise at 10 meters. will it be possible in future versions that the user could deploy the radio antenna and DF loop manually via a key or like the torpedo doors....add a toggle switch
TheDarkWraith
09-23-10, 10:17 PM
great new version,the radio antenna is perfect,but why is the DF loop raised at periscope depth, can the DF loop be set back to old style or maybe set to raise at 10 meters. will it be possible in future versions that the user could deploy the radio antenna and DF loop manually via a key or like the torpedo doors....add a toggle switch
there was a post here in this thread that said the DF loop was usually raised up until ~ 20m. So I made it visible down to ~14m. It's very easy to adjust to whatever depth I want it to. The question is, at what depth is it supposed to be hidden then?
The radio antenna was something I was thrilled to get working the way I wanted it to. I think it's darn cool the way it works now :cool:
I'm still looking for a way to have them and my flags mod controlled via key or toggle switch but still haven't been able to make it work yet.
TheDarkWraith
09-23-10, 10:21 PM
Started testing new AD. This is my complaints:
1. Parts of TDC interface are on top of AD
2. When dragging on the B-Disk area (Compass rose) the pointers are very shaky and move random, sometimes stop. One needs to be as close to middle or edge to move them more smoothly.
3. Could the Attack rose go back to locked state when locking the AD - I thought this was how you wanted to do it. Now it's unlocked in either state. :shifty:
EDIT:
4. Max Compass Rose resolution when moving with keys is 1 degree. Feels smewhat low when you can't set it to desired bearing. This is 1 more argument for rant #3. http://img822.imageshack.us/img822/4344/crazy2.gif
1) will look into
2) never noticed this problem. I always grab the pointers near the tips except for the bearing and lead angle one. That one you have to grab inside the disc area preferably towards the outer edge of it.
3) not following you on this one. Can you elaborate on it?
4) if you press the shift key also it will increase the rotation rate. Or are you wanting the non-shift key resolution to be less than 1 degree?
when I say patch 1.1 I mean the patch 1.1 I released for the mod.
front side and back side inner discs move. Trying dragging them counter-clockwise. Due to changing to the different dial there is a point where you cannot drag them clockwise anymore. What screen res are you using? I'll try setting mine to that to see if I can duplicate the problem you are experiencing
I found what is the bug:
It work ONLY IF XO OFFICER DIALOG BOX IS SET TO "TDC ON".
ACS
TDW, as you are working hard on this mod actually and you probably missed this request I made earlier, may I ask you to improve your "TC1 on radio contact" feature ?
For me, all these "Contacts" red icons which pop up all over the navigation map, which are NOT also reported by a radio message, ARE NON-SENSE, EXCEPT THOSE WHO ARE WITHIN A REASONABLE RANGE, because, as explain "Abd Von Mumit" here:
http://www.subsim.com/radioroom/showthread.php?t=174343
These contacts might represent radio emissions intercepted directly by your sub crew.
OK, why not ? But in this case, I don't understand WHY THESE KIND OF CONTACTS ARE NOT TAKEN IN ACCOUNT for this TC1 feature ?!?
To my view, ANY contacts which are within this modifiable range set by default to 250 km (range who might represent the reasonable radio interception range for the sub crew), should cancel immediately the accelerated time and not only those also reported by a radio messages.
TDW, Can-you do this ?
ACS
Robin40
09-24-10, 04:39 AM
Plz tell me in what folder the UserOptions.py file is?
I lost my XO officer dialog box
I have to change this
# 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
TheDarkWraith
09-24-10, 06:28 AM
Plz tell me in what folder the UserOptions.py file is?
I lost my XO officer dialog box
I have to change this
# 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
\data\Scripts\Menu
I looked and when I released this version I had the XO disabled and I also had XO allowed to pop set to False also.
Abd_von_Mumit
09-24-10, 06:37 AM
3) not following you on this one. Can you elaborate on it?
4) if you press the shift key also it will increase the rotation rate. Or are you wanting the non-shift key resolution to be less than 1 degree?
3. My suggestion: let Compass Rose move freely when AD is unlocked, but make it behave like in previous versions (indicate boat's true bearing) when AD/TDC is locked. Before last version it was locked in both AD states, now Compass Rose it's unlocked in both AD states.
5. Yes, an additional key combination for "precise movement" would solve this.
TheDarkWraith
09-24-10, 06:40 AM
I found what is the bug:
It work ONLY IF XO OFFICER DIALOG BOX IS SET TO "TDC ON".
ACS
It's not a bug. It's a game enforced requirement.
TheDarkWraith
09-24-10, 06:43 AM
3. My suggestion: let Compass Rose move freely when AD is unlocked, but make it behave like in previous versions (indicate boat's true bearing) when AD/TDC is locked. Before last version it was locked in both AD states, now Compass Rose it's unlocked in both AD states.
5. Yes, an additional key combination for "precise movement" would solve this.
The compass rose is either tied to the sub's heading at all times or it's not. There's no way to change this union once set. So you all have to decide whether it's rotatable by keys or always locked to the sub's current heading. That's the only two ways it can work.
5. how precise a movement are you wanting? 0.5 degree? I can set the default movement to 0.5 degree and then if you want bigger movement use the shift key also
Abd_von_Mumit
09-24-10, 07:06 AM
The compass rose is either tied to the sub's heading at all times or it's not. There's no way to change this union once set. So you all have to decide whether it's rotatable by keys or always locked to the sub's current heading. That's the only two ways it can work.
5. how precise a movement are you wanting? 0.5 degree? I can set the default movement to 0.5 degree and then if you want bigger movement use the shift key also
As to Compass Rose locked/unlocked - if that's the only choice, I'd have it unlocked rather... Will test more.
As to movement: there's another glitch that hasn't been reported to you: when using keys to rotate tool elements (AD, draggable compass), you have to press the key (Q, E, Shift+Q, Shift+E, Ctrl+Q, Ctrl+E) repeatedly to make it move to desired position. When you just press and hold pressed your key combination, the tool does a few steps (randomly, sometimes less, sometimes more), but then stops and doesn't move until you press your combination again. If this didn't get stuck like that, using key combinations would be much easier/friendlier and compass basic movement resolution could be as low as reasonable, even down to 0.1-0.25 degree.
It's not a bug. It's a game enforced requirement.
What do-you mean by this ?!?
Do you mean it is technically impossible to do ?
If it is NOT the case, sorry, but this is again to my view, A BAD DESIGN, like when the whole Attack Disk device was accessible only with "TDC ON".
I explained this already here. It is perfectly possible to fire torpedoes with full manual or automatic settings, WITHOUT TO SEE OR USE EVEN ONCE this horrible XO officer Dialog box. This is almost the way I am playing myself.
ACS
TheDarkWraith
09-24-10, 10:53 AM
version 4.4.0 patch 2 released: http://www.filefront.com/17316325/NewUIs-TDC-4-4-0-patch2.7z/
This patch contains the following fixes:
- from input from DrJones I was able to make the Attack Disc's discs independently controlled. The Bearing and Lead Angle disc is no longer linked to the AOB disc
- the Attack disc front side compass rose is no longer linked to the sub's current heading. It is now controlled via keys. The keys are Ctrl + the heading bar keys (default is Q & E). Adding shift to the keypress will cause the compass rose to rotate faster
- the Attack disc back side degrees outer disc is now controlled via keys. The keys are Ctrl + the heading bar keys (default Q & E). Adding shift to the keypress will cause the backside outer disc to rotate faster
- the Attack disc front side bearing and lead angle disc no longer 'jumps' to position when clicked on
- from input from DrJones the operation of the RAOBF has been made more user friendly. Clicking on it no longer makes it 'jump' to the new position
- removed most of sync commands this mod was giving at game start to ensure sync between mod and game
- due to the above the mod no longer suppresses messages from the messagebox at game start
- changed Z order of RAOBF so that it doesn't interfere with any items on the scopes/nav map
- resized the RAOBF inner graticules to match the RAOBF size to prevent interference with any items on the scopes/nav map
- for the Automation command Navigate_from_file fixed the following bugs: user can specify 9999 for speed, depth, and TC level to use current values
- for the Automation command Navigate_from_file added the ability to specify a description for the navigation script. This description will be shown in the messagebox each time the script is activated (played).
- for the Automation command Navigate_from_file added the ability to specify a description for each waypoint. This description will be shown in the messagebox when that waypoint is activated
- for the Automation command Navigate_from_file added the ability to specify a precondition for the navigation script
TheDarkWraith
09-24-10, 03:13 PM
version 4.4.0 patch 3 released: http://www.filefront.com/17317052/NewUIs-TDC-4-4-0-patch3.7z/
This patch contains the following fixes:
- from input from DrJones I was able to make the Attack Disc's discs independently controlled. The Bearing and Lead Angle disc is no longer linked to the AOB disc
- the Attack disc front side compass rose is no longer linked to the sub's current heading. It is now controlled via keys. The keys are Ctrl + the heading bar keys (default is Q & E). Adding shift to the keypress will cause the compass rose to rotate faster
- the Attack disc back side degrees outer disc is now controlled via keys. The keys are Ctrl + the heading bar keys (default Q & E). Adding shift to the keypress will cause the backside outer disc to rotate faster
- the Attack disc front side bearing and lead angle disc no longer 'jumps' to position when clicked on
- from input from DrJones the operation of the RAOBF has been made more user friendly. Clicking on it no longer makes it 'jump' to the new position
- removed most of sync commands this mod was giving at game start to ensure sync between mod and game
- due to the above the mod no longer suppresses messages from the messagebox at game start
- changed Z order of RAOBF so that it doesn't interfere with any items on the scopes/nav map
- resized the RAOBF inner graticules to match the RAOBF size to prevent interference with any items on the scopes/nav map
- for the Automation command Navigate_from_file fixed the following bugs: user can specify 9999 for speed, depth, and TC level to use current values
- for the Automation command Navigate_from_file added the ability to specify a description for the navigation script. This description will be shown in the messagebox each time the script is activated (played).
- for the Automation command Navigate_from_file added the ability to specify a description for each waypoint. This description will be shown in the messagebox when that waypoint is activated
- for the Automation command Navigate_from_file added the ability to specify a precondition for the navigation script
- added the ability to define non-precision navigation for the Automation command Navigate_from_file
- added TITLE header to the navigation files and this is required for Automation's Navigate_from_file command
- when Automation's Navigate_from_file command is started the title will be displayed in the messagebox along with "started". If the title and "stopped" is seen then there is a problem with that Navigate_from_file's navigation file. The next entry in the messagebox will be the description of the command's DESCRIPTION header. When the Navigate_from_file has navigated all waypoints an entry of title + "completed" will be seen in the messagebox
THE_MASK
09-24-10, 06:16 PM
What i would like if possible .
##################### Officers and Orders Bars and Order Categories (SH3/5 modes) #####################
# are the officers enabled (are the officer icons allowed to be rendered)?
# change below to either True or False
RenderOfficerIcons = False
Here i would like ability to render individual officers or not render them .
I might just want the hydrophone officer and no one else .
schnorchel
09-24-10, 09:22 PM
Hi Guys. where Can i find a recong manual? when I clickthe identify tatget butten of XO no manual displayed.:damn: I have long time not to play this game. Did I miss something? :hmmm:
schnorchel
09-24-10, 10:59 PM
I just found that after instaledl the mod "NewUIs_TDC_4_4_0_ByTheDarkWraith" by Generic Mod Enabler on stock 1.2V. a preiscope is raising from the anttna housing when the uboot is at periscope depth.
http://i1221.photobucket.com/albums/dd465/schnorchel/sh52010-09-2511-42-06-42.jpg
Abd_von_Mumit
09-25-10, 03:36 AM
I just found that after instaledl the mod "NewUIs_TDC_4_4_0_ByTheDarkWraith" by Generic Mod Enabler on stock 1.2V. a preiscope is raising from the anttna housing when the uboot is at periscope depth.
http://i1221.photobucket.com/albums/dd465/schnorchel/sh52010-09-2511-42-06-42.jpg
:har: :D :rotfl2: http://img822.imageshack.us/img822/4344/crazy2.gif
The funniest find I've seen for SH5 so far.
Torpedo
09-25-10, 05:50 AM
Hi all!
with the TDW 4.4.0 I have not the command "Identify" (Shift+I) a ship. It's a hidden or cancelled command?
It's possible restore this command? This command was in version 3.9.3 but I like have it in 4.4.0 and in the next versions.
Thanks for the help!
Torpedo
TheDarkWraith
09-25-10, 06:33 AM
I just found that after instaledl the mod "NewUIs_TDC_4_4_0_ByTheDarkWraith" by Generic Mod Enabler on stock 1.2V. a preiscope is raising from the anttna housing when the uboot is at periscope depth.
that is not a periscope. That is the radio antenna. It will be fully risen at ~ 14m depth and will start to hide at ~23m depth. Check the top of it and you'll see it's a long pointed end - the radio antenna
TheDarkWraith
09-25-10, 06:34 AM
Hi all!
with the TDW 4.4.0 I have not the command "Identify" (Shift+I) a ship. It's a hidden or cancelled command?
It's possible restore this command? This command was in version 3.9.3 but I like have it in 4.4.0 and in the next versions.
Thanks for the help!
Torpedo
I don't change the default key commands so you have a mod enabled that has done that. You can find identify ship under WEPS-->Torpedo attack-->Identify target
TheDarkWraith
09-25-10, 06:37 AM
Hi Guys. where Can i find a recong manual? when I clickthe identify tatget butten of XO no manual displayed.:damn: I have long time not to play this game. Did I miss something? :hmmm:
Target has to be locked first (space bar). Then when you click on identify target the stock recognition manual will appear above the XO TDC dialog box. There is an add-on mod included that is Reaper7's Enhanced recognition manual that is a big improvement over the stock recognition manual.
schnorchel
09-25-10, 08:17 AM
Target has to be locked first (space bar). Then when you click on identify target the stock recognition manual will appear above the XO TDC dialog box. There is an add-on mod included that is Reaper7's Enhanced recognition manual that is a big improvement over the stock recognition manual.
Thank your reply DarkWraith, I just did as what you instructed but no XO TDC box displayed. :damn: that's wierd! I just use historical mission to check it now.
TheDarkWraith
09-25-10, 08:55 AM
Thank your reply DarkWraith, I just did as what you instructed but no XO TDC box displayed. :damn: that's wierd! I just use historical mission to check it now.
is the XO picture shown in the scopes? If not, ensure that the XO is enabled in the top right bar (his picture should be highlighted)
Torpedo
09-25-10, 10:56 AM
Many thanks DarkWraith! :DL
the path WEPS-->Torpedo attack-->Identify target works perfectly!
Torpedo
TheDarkWraith
09-25-10, 11:11 AM
What i would like if possible .
##################### Officers and Orders Bars and Order Categories (SH3/5 modes) #####################
# are the officers enabled (are the officer icons allowed to be rendered)?
# change below to either True or False
RenderOfficerIcons = False
Here i would like ability to render individual officers or not render them .
I might just want the hydrophone officer and no one else .
Excellent idea Sober!
It has been implemented and will be available in v4.5.0 :up:
BowfinSS287
09-25-10, 11:22 AM
I'm having radio troubles,i have set my options to receive radio message at 13 meters
but as soon as i get to 8 meters i lose my radio (one that plays radio stations)
is this a new feature? and do i still receive contact reports until 13 meters?
NewUIs with TDC for SH5 by TheDarkWraith version 4.4.0
TheDarkWraith
09-25-10, 11:26 AM
I'm having radio troubles,i have set my options to receive radio message at 13 meters
but as soon as i get to 8 meters i lose my radio (one that plays radio stations)
is this a new feature? and do i still receive contact reports until 13 meters?
NewUIs with TDC for SH5 by TheDarkWraith version 4.4.0
do you have patch 3 installed? If not, see post #1 for download.
BowfinSS287
09-25-10, 11:52 AM
yes i have the 3rd patch installed,the folder name is the same
as your main mod NewUIs_TDC_4_4_0_ByTheDarkWraith so i
copied the files over,does patch 3 inculde patch 1 and 2 also?
do i have to use JSGME to re-enable
TheDarkWraith
09-25-10, 11:57 AM
yes i have the 3rd patch installed,the folder name is the same
as your main mod NewUIs_TDC_4_4_0_ByTheDarkWraith so i
copied the files over,does patch 3 inculde patch 1 and 2 also?
do i have to use JSGME to re-enable
to install the patch:
- disable the UIs mod via JSGME
- copy the MODS folder from the patch to your \Silent Hunter 5\MODS folder (say yes to all warnings)
- re-enable UIs mod
BowfinSS287
09-25-10, 12:29 PM
i just wanted to see what would happen it i reinstalled an older version
so i loaded up NewUIs_TDC_4_3_1_ByTheDarkWraith and the radio
is the same, at 8 meters it starts to play....low volume and as i move
up to surface it gets louder and louder,i going to try 4.4.0 with all
3 patches....will install the way you said...will report back
BowfinSS287
09-25-10, 12:55 PM
i tried 4.2.0 and the radio does the same thing, shuts off at 8 meters
i guess its been like this for awhile...i never noticed it before
i know i was still getting contact info with this version at 12 meters
but i guess i never tried to listen to the radio
TheDarkWraith
09-25-10, 12:57 PM
i tried 4.2.0 and the radio does the same thing, shuts off at 8 meters
i guess its been like this for awhile...i never noticed it before
i know i was still getting contact info with this version at 12 meters
but i guess i never tried to listen to the radio
I think you have discovered an undocumented feature of the game :up: You will receive radio contact reports up to the depth specified in the user options file.
TheDarkWraith
09-25-10, 01:37 PM
I'm just finishing up v4.5.0. It has many new user options to help reduce visible clutter in the UI:
v4.5.0 - added a new user option that allows the messagebox to scroll out of view when not moused in. Default value is False (disabled) (MessageBoxScrolls)
- added a new user option that allows the Officers to scroll out of view when not moused in. Default value is False (disabled) (OfficersScroll)
- added a new user option that allows the user to select which officers are rendered in the officer bar. Default value is all officers rendered
(OfficersToRender)
- added a new user option that allows the top right bars to scroll out of view when not moused in. Default value is False (disabled)
(TopRightBarsScroll)
In the screenshot below, the top right bar was not disabled, the officers were not disabled, and the messagebox was not hidden. They were all set to scroll into view when you moused into their 'areas' and to hide when you moused out of their 'areas':
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3073
All that is left in view are the essential items needed to control the boat plus all warning and information icons :D
I'll be packaging up v4.5.0 for release here soon.
speedbird
09-25-10, 03:33 PM
All that is left in view are the essential items needed to control the boat plus all warning and information icons :D
I'll be packaging up v4.5.0 for release here soon.
I think I am in love with you man... ;):|\\
Brauner
09-25-10, 03:46 PM
I have problems with this too,
When I select to identify a destroyer I get msg. that masts height is not found...
And of course no recognition manual.
TheDarkWraith
09-25-10, 04:03 PM
wasn't satisfied during testing of changes made of the instant off when you mouse out of the messagebox, top right bars, officers, and essential controls (I added this - essential controls are the heading, depth, etc.). Thus I gave them user definable time delays:
v4.5.0 - added a new user option that allows the messagebox to scroll out of view when not moused in. Default value is False (disabled) (MessageBoxScrolls)
- added a new user option that when MessageBoxScrolls is enabled controls the time delay before the messagebox scrolls out of view. Time is in seconds
and default value is 5.0 seconds (MessageBoxHideTD)
- added a new user option that allows the Officers to scroll out of view when not moused in. Default value is False (disabled) (OfficersScroll)
- added a new user option that when OfficersScroll is enabled controls the time delay before the officers scroll out of view. Time is in seconds and
default value is 5.0 seconds (OfficersHideTD)
- added a new user option that allows the user to select which officers are rendered in the officer bar. Default value is all officers rendered
(OfficersToRender)
- added a new user option that allows the top right bars to scroll out of view when not moused in. Default value is False (disabled)
(TopRightBarsScroll)
- added a new user option that when TopRightBarsScroll is enabled controls the time delay before the top right bars scroll out of view. Time is in
seconds and default value is 5.0 seconds (TopRightBarsHideTD)
How's this for uncluttered UI? Everything that is usually visible is still visible just scrolled away from view until you mouse into it's area:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3074
Just have to make changes to the SH3 and SH4 UI styles and v4.5.0 will be ready :D
SashaKA001
09-25-10, 04:25 PM
Just have to make changes to the SH3 and SH4 UI styles and v4.5.0 will be ready :D
wait. just do not sleep:yeah::yeah::yeah:
TheDarkWraith
09-25-10, 06:30 PM
v4.5.0 released. See post #1 for details :|\\
Venatore
09-25-10, 06:41 PM
v4.5.0 released. See post #1 for details
TheDarkWraith,
Just downloaded & read your update notes, thank you for your continued endeavors in developing this mod.
Kind Regards
Ven
THE_MASK
09-25-10, 06:55 PM
Very fine work . Value of 0x3F will display all officers , so what value is for showing sonar only . I havnt a clue .
TheDarkWraith
09-25-10, 07:12 PM
Very fine work . Value of 0x3F will display all officers , so what value is for showing sonar only . I havnt a clue .
# this is a bit pattern to show them (has to be in hex). You can use the Windows Calculator to configure the bit pattern and transform to Hex
# bit 0 = chief engineer
# bit 1 = navigation
# bit 2 = weapons
# bit 3 = sonar
# bit 4 = radio
# bit 5 = watch officer
sonar is bit 3 so the bit pattern would be: 1000 (binary). Convert that to hex and it's 0x8 (0x tells the computer that the value is a hex value) :DL
BowfinSS287
09-25-10, 08:29 PM
i just loaded up 4.5.0....once again i now have a feature i can't
play without....the auto hide of the HUD is fantastic....woot:yeah:
request : is it possible to hide the TAI square bottom left ?
since i use Tab to open it,i really don't need it on screen
then i would have a 100% clean HUD....thanks again
SashaKA001
09-25-10, 09:09 PM
The video shows that with the right to left I could at least ten speed range to do, and from left to right turns only to the numbers 4 and all how to do so that you can twist and back and forth as it is not necessary to figure 4.
And is it possible to reduce the mini-map at least half as in the figure, if it can be done.
Thanks for the mod.:yeah::yeah::yeah:
TheDarkWraith version 4.5.0
video (http://www.filefront.com/17321211/Rec01.zip)
very bad:down:
http://i2.imageban.ru/thumbs/2010.09.26/5cfc6732220a4e03939f7292959a98f9.jpg (http://imageban.ru/show/2010/09/26/5cfc6732220a4e03939f7292959a98f9/jpg)
good:up:
http://i1.imageban.ru/thumbs/2010.09.26/6c7ca95f6af8810fb34bcf35ffeb1f23.jpg (http://imageban.ru/show/2010/09/26/6c7ca95f6af8810fb34bcf35ffeb1f23/jpg)
What's this? :))) Or is it just me:wah:
http://i1.imageban.ru/thumbs/2010.09.26/a5594ca8c4b27ee8e307048a6fd49311.jpg (http://imageban.ru/show/2010/09/26/a5594ca8c4b27ee8e307048a6fd49311/jpg)
TheDarkWraith
09-25-10, 09:12 PM
So # bit 4 = radio would be 0x16
0x10. 2 to the 4th power is 16 decimal. 16 decimal is 0x10 hex.
TheDarkWraith
09-25-10, 09:25 PM
The video shows that with the right to left I could at least ten speed range to do, and from left to right turns only to the numbers 4 and all how to do so that you can twist and back and forth as it is not necessary to figure 4.
And is it possible to reduce the mini-map at least half as in the figure, if it can be done.
Thanks for the mod.:yeah::yeah::yeah:
TheDarkWraith version 4.5.0
video (http://www.filefront.com/17321090/Rec01.avi/#01.avi)
very bad:down:
http://i2.imageban.ru/thumbs/2010.09.26/5cfc6732220a4e03939f7292959a98f9.jpg (http://imageban.ru/show/2010/09/26/5cfc6732220a4e03939f7292959a98f9/jpg)
good:up:
http://i1.imageban.ru/thumbs/2010.09.26/6c7ca95f6af8810fb34bcf35ffeb1f23.jpg (http://imageban.ru/show/2010/09/26/6c7ca95f6af8810fb34bcf35ffeb1f23/jpg)
What's this? :))) Or is it just me:wah:
http://i1.imageban.ru/thumbs/2010.09.26/a5594ca8c4b27ee8e307048a6fd49311.jpg (http://imageban.ru/show/2010/09/26/a5594ca8c4b27ee8e307048a6fd49311/jpg)
I'm having a very hard time understanding what you're trying to convey. Looking at your very bad and good pictures doesn't shed any light on what you're trying to convey either. I am also unable to view your avi file (can't download it).
the picture showing the TAI in the bunker looks like a bug. What options did you have set? Can you send me your options file so I can try to recreate the problem?
SashaKA001
09-25-10, 10:08 PM
I'm having a very hard time understanding what you're trying to convey. Looking at your very bad and good pictures doesn't shed any light on what you're trying to convey either. I am also unable to view your avi file (can't download it).
the picture showing the TAI in the bunker looks like a bug. What options did you have set? Can you send me your options file so I can try to recreate the problem?
You can download:
Here video (http://www.filefront.com/17321211/Rec01.zip)
What kind of files you have to give?:ping: I do not I just changed the look of the interface and it's everything. Can mod any way?:hmmm:
changed:
# the current TDC mode
# change below to either NOTDCDials, TDCSpreadAngle, TDCMinimalDials, or TDCAllDials
AttackTDCMode = TDCMinimalDials
ObsTDCMode = TDCMinimalDials ---- is changed:hmmm:
UZOTDCMode = TDCSpreadAngle
and as for the good or bad, I would like if possible to reduce the mini map
I'm going to sleep, tomorrow I will give the files:yawn::yawn::yawn:
noeliaka
09-26-10, 12:17 AM
http://i1.imageban.ru/thumbs/2010.09.26/fb927fc199834ec9b66a02b902302b78.jpg
http://i1.imageban.ru/thumbs/2010.09.26/a3277fd33e7b8a2a49b3a539cdcf3cf8.jpg
http://i1.imageban.ru/thumbs/2010.09.26/4f59bf135dc8f5b4a211ecde6f21d725.jpg
http://imageban.ru/show/2010/09/26/fb927fc199834ec9b66a02b902302b78/jpg
http://i1.imageban.ru/out/2010/09/26/a3277fd33e7b8a2a49b3a539cdcf3cf8.jpg (http://i1.imageban.ru/out/2010/09/26/a3277fd33e7b8a2a49b3a539cdcf3cf8.jpg)
http://i1.imageban.ru/out/2010/09/26/4f59bf135dc8f5b4a211ecde6f21d725.jpg
Sorry for my English.
TheDarkWraith Hi, I have the same problem (TAI in the bunker).
And the icons do not work for me either teleportation.
(I work teleportation icons still on deck)
With your version 4.4 if I worked all.
I've installed it as is with the (JSGME) without any configuration tweak.
Could you help me please? thanks.
Greetings from Canary Islands.
PL_Andrev
09-26-10, 02:15 AM
TDW,
Could you put a small improvement to your mod?
It is not nocessary to show spread angle clock. This clock shoud be activated when more than one tube is selected only (salvo fire).
that is not a periscope. That is the radio antenna. It will be fully risen at ~ 14m depth and will start to hide at ~23m depth. Check the top of it and you'll see it's a long pointed end - the radio antenna
Thanks for the info, TDW, I was just about to ask to you, how should work normally this antenna, because, by me, it raise when going submerged, but simply never hide, when you go deeper (I dived under 160 meters deep to test).
For you information, I used Single Mission "The Pedestral" with UBoat type VII-C and your mod 4.4.0 Patch 3 for the test, because in my Campaign, I am still in early days, with an UBoat type without this antenna.
ACS
Abd_von_Mumit
09-26-10, 04:11 AM
wasn't satisfied during testing
If that means EVERY part of GUI can be scrolled out of view and my screen can be clear, that's a marvellous improvement. Thank you. :salute:
The video shows that...
Саша - если не возражаете, просто скажите по русски, я переведу на буржуйский. Но будьте любезны толковать точно и помедленнее. http://img822.imageshack.us/img822/4344/crazy2.gif
TheDarkWraith
09-26-10, 04:59 AM
You can download:
Here video (http://www.filefront.com/17321211/Rec01.zip)
What kind of files you have to give?:ping: I do not I just changed the look of the interface and it's everything. Can mod any way?:hmmm:
the video shows a known 'problem' that has appeared since switching to the other TDC dials for splitting the AD disc operation and allowing the RAOBF to rotate without TDC manual mode enabled. Since you can still rotate the RAOBF I didn't consider it anything that was game breaking. This is something minor in nature in compared to the gains of being able to split the AD disc and being able to rotate the RAOBF without TDC in manual mode. If enough people find it annoying I can switch the RAOBF back to the other TDC dial for operation but then you would need to have TDC manual mode enabled before being able to rotate the RAOBF.
TheDarkWraith
09-26-10, 05:00 AM
Thanks for the info, TDW, I was just about to ask to you, how should work normally this antenna, because, by me, it raise when going submerged, but simply never hide, when you go deeper (I dived under 160 meters deep to test).
For you information, I used Single Mission "The Pedestral" with UBoat type VII-C and your mod 4.4.0 Patch 3 for the test, because in my Campaign, I am still in early days, with an UBoat type without this antenna.
ACS
it appears one of my mods then doesn't have the correct information in uboat sensors file for this new change. Can you disable everything except the core UI mod and see if it works as intended? It's possibly my IRAI or FX update mod that is causing this problem.
TheDarkWraith
09-26-10, 05:04 AM
http://imageban.ru/show/2010/09/26/fb927fc199834ec9b66a02b902302b78/jpg
http://i1.imageban.ru/out/2010/09/26/a3277fd33e7b8a2a49b3a539cdcf3cf8.jpg (http://i1.imageban.ru/out/2010/09/26/a3277fd33e7b8a2a49b3a539cdcf3cf8.jpg)
http://i1.imageban.ru/out/2010/09/26/4f59bf135dc8f5b4a211ecde6f21d725.jpg
Sorry for my English.
TheDarkWraith Hi, I have the same problem (TAI in the bunker).
And the icons do not work for me either teleportation.
(I work teleportation icons still on deck)
What screen resolution do you use? Did this TAI in bunker problem appear with v4.5.0? Did it work fine in previous versions?
What's wrong with the teleportation icons?
Abd_von_Mumit
09-26-10, 05:09 AM
SashaKA sent me his questions in Russian by PM. Translation follows:
1. The video shows that when you turn the disc anti-clockwise, you can do it as many times as you want, even 5-10 and more. When you try to turn it clock-wise, it gets stuck at number 4. How to fix that?
2. As to the MiniMap, when I enter the game and enter my periscope station, the MiniMap is very large. Is there any way to make it smaller as shown on the screenshot?
TheDarkWraith
09-26-10, 05:12 AM
SashaKA sent me his questions in Russian by PM. Translation follows:
1. The video shows that when you turn the disc anti-clockwise, you can do it as many times as you want, even 5-10 and more. When you try to turn it clock-wise, it gets stuck at number 4. How to fix that?
2. As to the MiniMap, when I enter the game and enter my periscope station, the MiniMap is very large. Is there any way to make it smaller as shown on the screenshot?
I replied to 1. to him
as for 2. he can set what size the TAI map is when he enters a scope station. There is a user option for this (minimized, TAI mode, or maximized)
Abd_von_Mumit
09-26-10, 06:11 AM
Just launched the game with 4.5. 2 bugs noticed so far:
1. My TAI map is open and cannot be hidden. My default is "don't show TAI map", and then I have it raised (compared to its default position), like on the below screenshot. If I switch it to "show TAI map", it goes back to its default position. Even if I minimize it, the buttons for Mini_map are still visible, even if all the other GUI elements are out of the screen.
http://img839.imageshack.us/img839/3062/sh5img20100926130242.jpg
2. Game doesn't remember to keep the bottom bar compass open anymore. After launching the game it was closed. EDIT2: After I saved my game with compass open and restarted the game the compass was open. So it seems the issue is only valid for first game launch after transition to 4.5 version.
EDIT:
3. A request: Could you make bottom-left bar appear also when mouse over the bottom part of left screen edge (not only if mouse over left part of bottom edge?)? This is for plotting on Nav Map - after my NavMap tools bar dissapears, I have to go with my coursor all the way down, so that it appears again, and then move it up again to select another tool. It would be easier to get rid of the all-way-down and back-up movements.
noeliaka
09-26-10, 06:34 AM
What screen resolution do you use? Did this TAI in bunker problem appear with v4.5.0? Did it work fine in previous versions?
What's wrong with the teleportation icons?
My resolution is 1360x768 (4.4.0 version not failed me.)
Sorry, the icons of teleportation if they work, was my mistake.
The TAI to try to close it stays open in the top left.
The TAI is left open in the bunker (I can minimize it)
Video Error.
http://www.youtube.com/watch?v=qgiT1TrEjCs
it appears one of my mods then doesn't have the correct information in uboat sensors file for this new change. Can you disable everything except the core UI mod and see if it works as intended? It's possibly my IRAI or FX update mod that is causing this problem.
With the default mod file "UBoot_Sensors.sim" (size: 17161 bytes) it work. But when you use the one included in your optional mod "NewUIs_TDC_4_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting" (size: 17002 bytes), the antenna do not retract under 24 meters.
REMARK: Apparently, the retraction animation is tied with something I would call "the instantaneous depth". A value which vary with waves. As a result, you can see the antenna "hesitating to retract" (it goes in and out and in and out, etc... all the way the sub reach a suffisant depth that the depth fluctuation can't anymore influence the animation). Is-it not possible to use this depth information to just trigger the deployment/retraction animation ?
ACS
There seems to be a problem using this basic mod:
NewUIs_TDC_4_3_1_ByTheDarkWraith
I had the same problem with a previous version 4_0_4, in campaign mode selecting a mission then starting a new patrol all is fine but if I choose to select a patrol without selecting a new mission then the message board remains blank, giving orders or receiving updates such as "ship spotted" doesn't show, weird!!:hmmm: If I disable the mod then it works fine!:oops::cry:
TheDarkWraith
09-26-10, 08:22 AM
I'll have a patch for v4.5.0 here soon to fix the errors reported. It will even include the fix for an error reported by Sober via PM (actually his error reported applied to everything that can scroll in the new version :o)
TheDarkWraith
09-26-10, 08:40 AM
REMARK: Apparently, the retraction animation is tied with something I would call "the instantaneous depth". A value which vary with waves. As a result, you can see the antenna "hesitating to retract" (it goes in and out and in and out, etc... all the way the sub reach a suffisant depth that the depth fluctuation can't anymore influence the animation). Is-it not possible to use this depth information to just trigger the deployment/retraction animation ?
ACS
there is no deployment/retraction animation. The antenna is raised/lowered through some trickery (a dial controls it)
Trevally.
09-26-10, 09:11 AM
Hi TDW
With v4.5.0 there are some test nav files and automations within.
The nav file KielCanalOutbound and the auto file Kiel are preventing the Harbour Pilot from loading correctly. :cry:
2 are missing.
When I remove them prior to install, all works well.
Any chance you can take them out.
Thanks
TheDarkWraith
09-26-10, 09:41 AM
Hi TDW
With v4.5.0 there are some test nav files and automations within.
The nav file KielCanalOutbound and the auto file Kiel are preventing the Harbour Pilot from loading correctly. :cry:
2 are missing.
When I remove them prior to install, all works well.
Any chance you can take them out.
Thanks
oh yeah I was testing you problem.....will take them out :up:
TheDarkWraith
09-26-10, 01:47 PM
v4.5.1 released. This is a bugfix for v4.5.0. See post #1 for details :|\\
BowfinSS287
09-26-10, 05:20 PM
i get a major error with new version 4.5.1
"Display driver stopped responding NV4_DIS
i have to reboot system
i went back to version 4.5.0 to make sure it
wasn't my PC...and all is fine with this version
TheDarkWraith
09-26-10, 05:54 PM
i get a major error with new version 4.5.1
"Display driver stopped responding NV4_DIS
i have to reboot system
i went back to version 4.5.0 to make sure it
wasn't my PC...and all is fine with this version
interesting...at what point in the game does it happen? What scroll options do you have enabled?
BowfinSS287
09-26-10, 06:29 PM
it happens at load up....i see both screens at start then
i hear the click.....screen stays black....messages pops
up "display driver has stopped responding"
my options file link
http://www.filefront.com/17324187/Bowfin_TheDarkWraithUserOptions.rar
thanks for your help
TheDarkWraith
09-26-10, 07:01 PM
it happens at load up....i see both screens at start then
i hear the click.....screen stays black....messages pops
up "display driver has stopped responding"
my options file link
http://www.filefront.com/17324187/Bowfin_TheDarkWraithUserOptions.rar
thanks for your help
I'm 5hrs into a 9hr drive so I've had time to think about your problem. Disable all new options that deal with scrolling and see if you still have problem
BowfinSS287
09-26-10, 07:02 PM
i got new version working with your default options
going to try a few setting changes and see what happens
BowfinSS287
09-26-10, 07:53 PM
i disabled all new options that deal with scrolling and no video crash
thanks for your help.......have a safe trip
TheDarkWraith
09-26-10, 11:52 PM
is anyone else experiencing what BowfinSS287 is with the video crash? :06:
Hi DarkWraith
Any idea as to what would cause this. I have just installed via JGSME you latest UI 4.5.1 and the screen looks nasty. I use the SH3 option. I do not have this problem with ver 4.3.1 of your UI
Ross
http://img839.imageshack.us/img839/4879/sh5screen.jpg
I had the same problem while ago...
To eliminate that you must install all TDW UI patches,right after the main TDW UI mod.
:salute:
Abd_von_Mumit
09-27-10, 05:15 AM
Hi DarkWraith
Any idea as to what would cause this. I have just installed via JGSME you latest UI 4.5.1 and the screen looks nasty. I use the SH3 option. I do not have this problem with ver 4.3.1 of your UI
Ross
http://img839.imageshack.us/img839/4879/sh5screen.jpg
Similar bug has been reported quite a few times on the few last pages of this thread. From my experience I can say:
- it happens when you install wrong add-on-mod (for example an SH5 Style mod on top of SH4 style interface),
- or wher you change your settings file so that there are conflicts between keyboard shortcuts.
A tip: Install only main NEWUIs mod, check if this happens again. If it does, try using default settings file - problem will be gone. Then add new settings/mods step by step and check which one causes your interface to look rubbish. The procedure may be time consuming, but with no doubt will let you find what causes the problem.
Check also carefully that you didn't miss-typed something in your file:
"TheDarkWraithUserOptions.py".
Such kind of behavior is often the sign of a Python script (.py) with "illegal" content.
ACS
Which of these should I use since I am using both mods::hmmm:
IRAI_0_0_25_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_4_5_1_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
BTW, this new version fixed the problem I was having!:yeah:
TheDarkWraith
09-27-10, 10:15 AM
Which of these should I use since I am using both mods::hmmm:
IRAI_0_0_25_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_4_5_1_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
BTW, this new version fixed the problem I was having!:yeah:
if you're using my UIs mod then use the one from the UIs mod. Reason: it contains the controllers for controlling the DF Loop and radio antenna properly. I haven't adjusted IRAI's yet to match what is in my UIs mod.
Does anyone else have the problem of map tools sometimes not appearing in the Nav map? The Tai map is ok as with everything else.
von faust
09-27-10, 02:21 PM
At hydrophone I listen sound contact from about 20 meters of deep. It's correct ???? :hmmm:
At periscope dept I dont listen nothing.
TheDarkWraith
09-27-10, 04:29 PM
Does anyone else have the problem of map tools sometimes not appearing in the Nav map? The Tai map is ok as with everything else.
If you can tell me specific instances when the map tools didn't open up that can help me track down any possible problems.
BowfinSS287
09-27-10, 04:31 PM
TDW
is it possible for you to provide the info that would be required to make the TAI
disappear from the HUD,then i could patch it into version 4.5.0, all my scroll functions
work perfect in this version and i can set depth...i had no problems with this version
except the TAI remained visible,as this problem is unique.......thanks for your time
TheDarkWraith
09-27-10, 04:35 PM
TDW
is it possible for you to provide the info that would be required to make the TAI
disappear from the HUD,then i could patch it into version 4.5.0, all my scroll functions
work perfect in this version and i can set depth...i had no problems with this version
except the TAI remained visible,as this problem is unique.......thanks for your time
from the info you gave me I'm working on a hopeful solution to the problem you are experiencing with v4.5.1. I hope to have something for you to test here soon :DL
In the meantime can you try enabling all the new features that scroll except for the essential controls. I believe the essential controls one is causing your problem because several mouse out events are taking place all at the same time and your computer is having troubles with it. I had to use some trickery to let you be able to mouse into the depth and map tools group when they were scrolled out of view to make them be visible again.
BowfinSS287
09-27-10, 04:40 PM
ok....thanks :D
I cant click on the UZO anymore to access it, is there a shortcut key now?
TheDarkWraith
09-27-10, 05:22 PM
I cant click on the UZO anymore to access it, is there a shortcut key now?
nope. Just tried it in my game and it works fine. Mod conflict? You're talking about clicking the UZO in the officer's hands topside right?
if you're using my UIs mod then use the one from the UIs mod. Reason: it contains the controllers for controlling the DF Loop and radio antenna properly. I haven't adjusted IRAI's yet to match what is in my UIs mod.Thanks for that!:yep:
TheDarkWraith
09-27-10, 08:24 PM
ok....thanks :D
sent you a present via PM. Let me know how it works or doesn't work :DL
TheDarkWraith
09-27-10, 09:13 PM
thinking about adding another UI style to this mod. It would be called SHVoiceStyle and would be used primarily for those using voice commands for the game. My question is this: if I were to make this additional UI (it would be part of the mod and selectable like the others are) what would those of you using voice commands like to see for your UI? The heading bar? Compass? MessageBox? Be specific about what items you want to see in your HUD and what items you wouldn't want to see.
Abd_von_Mumit
09-27-10, 09:32 PM
thinking about adding another UI style to this mod. It would be called SHVoiceStyle and would be used primarily for those using voice commands for the game. My question is this: if I were to make this additional UI (it would be part of the mod and selectable like the others are) what would those of you using voice commands like to see for your UI? The heading bar? Compass? MessageBox? Be specific about what items you want to see in your HUD and what items you wouldn't want to see.
If I may: don't you think that an additional UI Style is an excess? Did you consider my recent suggestion to make every single component of SH5 Style permanently "hideable"? My post with detailed explanation here:
http://www.subsim.com/radioroom/showthread.php?p=1487079#post1487079
TheDarkWraith
09-27-10, 09:51 PM
- the TDC in scope mode (it can be switched off with options file, but not in game),
and also
It can be switched off in game. Say you have TDC Minimal dials selected. If you click that button in the scopes it will unselect TDC minimal dials and take you to no TDC dials :yep:
I wouldn't say additional UI style is an excess. Due to the way I have coded this whole mod it's relatively easy to add additional UI styles, especially different TDC setups.
SteelViking
09-27-10, 10:00 PM
thinking about adding another UI style to this mod. It would be called SHVoiceStyle and would be used primarily for those using voice commands for the game. My question is this: if I were to make this additional UI (it would be part of the mod and selectable like the others are) what would those of you using voice commands like to see for your UI? The heading bar? Compass? MessageBox? Be specific about what items you want to see in your HUD and what items you wouldn't want to see.
AvM has a point TDW. Plus, Skwasjer already has a very good quality voice command mod out.
I am not saying that you should not make a voice command mod strictly because someone else has already done it(heck, if I had followed that rule I would not have made any of my mods:haha:). I just think that your talents would be more useful in other areas. The crew animations could still use a lot of work(Heretic's work is a good start but there is still room for improvement), Wolfling04 could use help with the campaign for sure, there's the issue of random ship skin assignments not working(as found by Reaper7), and that's just to name a few. All these things are scripting intensive, and you are the best scripter we have by far.
I don't want to impose upon you, you have to do whatever you enjoy the most. This is just some food for thought. Cheers mate.:salute:
SteelViking
09-27-10, 10:23 PM
Crew animations , the biggest unfinished piece in SH5 .
Aye, I took a look at them to get an idea of how much they could be improved, and I really think we have the resources in the game files to do a lot. It looks like it takes a fair amount of scripting though(tried to work on it a bit but failed:haha:). There are a ton of animations that go totally unused on the boat(even by Heretic). Also, on my machine, Heretic's mod tends to cause the crew to do the jumping jack thing pretty often.:-? I mean no slight to him, his mod is still great, like I said it would be a great base to work on.
TheDarkWraith
09-27-10, 10:28 PM
I'm not going to make a voice command mod (that's already been done and no sense re-inventing the wheel [even though I love doing that for the challenge part of it] because skwasjer's is good)....I'm thinking about making another UI style for people using voice command mods......a UI for them....We have an SH5 Enhanced, an SH3 and 4 style, so I was thinking about making a bare-bones UI style for those using voice commands :yep:
SteelViking
09-27-10, 10:39 PM
I'm not going to make a voice command mod (that's already been done and no sense re-inventing the wheel [even though I love doing that for the challenge part of it] because skwasjer's is good)....I'm thinking about making another UI style for people using voice command mods......a UI for them....We have an SH5 Enhanced, an SH3 and 4 style, so I was thinking about making a bare-bones UI style for those using voice commands :yep:
Oh:doh: Sorry, I completely misunderstood, my bad.
A bare bones UI made for VR folks is a great idea IMO.
But.....ahh......how about improving the crew animations too:D
TheDarkWraith
09-27-10, 10:50 PM
But.....ahh......how about improving the crew animations too:D
ok, I'll give it a look-see :DL
THE_MASK
09-27-10, 11:05 PM
ok, I'll give it a look-see :DL
I think the problem is adding more waypoints for the crew to follow on the sub .
Thanks for the reply's guys. I found my problem to be a typo.
Great mod. I use the speach recognition and find this mode gives great visual feedback on your voice commands. It helps to confirm the correct was order was recieved.
thinking about adding another UI style to this mod. It would be called SHVoiceStyle and would be used primarily for those using voice commands for the game. My question is this: if I were to make this additional UI (it would be part of the mod and selectable like the others are) what would those of you using voice commands like to see for your UI? The heading bar? Compass? MessageBox? Be specific about what items you want to see in your HUD and what items you wouldn't want to see.
This is my major pain in the game. So far there is only 2 UI mod and both (more or less) bring back the SH3 flavour in SH5. I know and I realize this is what the conservative majority want, so that's why I don't wanna go into a debate why SH5 UI is and it should be different. My personal problem with you UI is that is over stuffed with the community wishes. Some ppl want automation buttons, some more dials, some more commands for the crew etc.. so this mod is more like a christmas tree already.
Regarding the UI for voice command, thats should be extremely simple and clean. A UI without UI. A UI with nothing on except the chatbox. I need nothing to click, I give out my orders by voice. For the scope view the only adition I would need is a fuel/energy bar as there is no way to gather this info if I'm into the attack scope room, as far as I know is no dial for this there. So it should look like this
http://farm5.static.flickr.com/4110/4950540779_95b4bd0a94_z.jpg
The nav map UI is what need most of the attention because the stock one lack in drawing tools. But I supose you have all the tools needed already included, what I think it needs (from what I saw in screenshots) is to be organized. I'm sure you know about that artwork called MaGui (http://www.subsim.com/radioroom/showthread.php?t=166320) from SH3. Now that is my dream work table. It has every tool I could need and is very well organised. When I work, I like to have my table clean and organized so I will find my tools with ease.
So basically this UI should be simple to make, get rid of everything and have more focus on nav map as there is where I cannot use the voice command.
Thank you for considering to make such a UI.
TheDarkWraith
09-28-10, 08:30 AM
what about the scopes? The torpedo box and water level in the top left corner should be visible? Ability to use RAOBF and attack disc?
Ref the Nav map tools not appearing all the time it seems if you switch out and back again they normally work. It is as if a switch is not pressed hard enough, as I say the Tai map is not affected.
I used the standard 451 and AVM mod. The other bits from the UI are from 431 and would this cause it? I have never had any probs before though.
TheDarkWraith
09-28-10, 08:52 AM
Ref the Nav map tools not appearing all the time it seems if you switch out and back again they normally work. It is as if a switch is not pressed hard enough, as I say the Tai map is not affected.
I used the standard 451 and AVM mod. The other bits from the UI are from 431 and would this cause it? I have never had any probs before though.
do you have the user option essential controls scroll enabled by chance? If not, are they visible but just minimized?
what about the scopes? The torpedo box and water level in the top left corner should be visible? Ability to use RAOBF and attack disc?
I believe the half/half interface design is the best. Half of the UI for the scope, half for tools, same as is in SH3 and in SH5. That way my eyes are not stressed with all kinda stuff and I can concentrate to my target. Also this way is plenty of room to set up a cool RAOBF, like in MaGui, which will not interfere with any other tool.
Maybe you remember this:
http://farm2.static.flickr.com/1249/4732527506_0dc302e651_b.jpg
The rec manual and all we have now in the XO dialog panel can be integrated in the extendable panel with the torpedoes. It's an elegant solution and is a plenty of room there for this. And it can be minimized, so you will not have to force your eyes at night when the visibility is very reduced. Ofc, for voice command UI I dont need everything, like those buttons for deepth control, only the chatbox, fuelbar ... and maybe the speedbar for quick check on speed in tense situations. Every other dials are next to the periscope on the wall, no need to fill my UI with it.
Truth is that with voice command we can play with no interface at all, all the commands from the game are there, but I think that is a bit way to hardcore.. we still need a minimal UI for the very basic things.
Wish that others who use voice command have an opinion too, but I supose is not many of those around....
PL_Andrev
09-28-10, 10:05 AM
http://farm2.static.flickr.com/1249/4732527506_0dc302e651_b.jpg
:yeah:
No I have essential scroll enabled, very good idea:salute:. I will change all my other bits to 451 and see how it goes.
Update
Changed it all to 451 and it cured That problem sorry about that and thank you for your time.
http://farm2.static.flickr.com/1249/4732527506_0dc302e651_b.jpg
Magnum,
1) Is this UI mod available to download somewhere ?
2) There is a button "Automatic" on the panel. Does this button correspond to an "Automatic solution" WHICH WORK ? I mean, something like in SH3 where you asked to your officer to set the solution at your place ?
In the actual TDW UI set in SH3 mode, you have this button to ask to the officer this solution. But this function is broken. If you try to use it with "TDC ON", it send something to the TDC parameters, but range could be wrong and both speed & AOB will always be zero.
ACS
DavyJonesFootlocker
09-28-10, 04:10 PM
I think auto means the targeting method with numbered circles where you line them up for solutions.
Magnum,
1) Is this UI mod available to download somewhere ?
2) There is a button "Automatic" on the panel. Does this button correspond to an "Automatic solution" WHICH WORK ? I mean, something like in SH3 where you asked to your officer to set the solution at your place ?
...
1. No. This was an old project/dream of mine after SH5 release when I intended to "adjust" the stock UI. The main idea was to organize and add functions to the UI but in the SH5 style/flavour. A crew bar with dialog, fuel bar, the XO panel and rec manual moved into the torpedo panel etc. But I had to give up as there is no good tutorial for noobs for working with the menu editor and this project was too big for my noose. It also involve a lot of scripting and that's just way over my head. So right now is just a fantasy/dream.
2. Yes. The Automatic button was intented for auto tracking like in SH3. Soon as u enable it, all data will be gathered and computed by the officers &crew, all you need to do is just to hit the "Fire" button.
DavyJonesFootlocker
09-28-10, 05:30 PM
Yes. The Automatic button was intented for auto tracking like in SH3. Soon as u enable it, all data will be gathered and computed by the officers &crew, all you need to do is just to hit the "Fire" button.
http://www.subsim.com/radioroom/smartdark/user_online.gif http://www.subsim.com/radioroom/smartdark/report.gif (http://www.subsim.com/radioroom/report.php?p=1504997) http://www.subsim.com/radioroom/smartdark/quote.gif (http://www.subsim.com/radioroom/newreply.php?do=newreply&p=1504997)
I didn't think that was possible in SH5:hmmm:
1. No. This was an old project/dream of mine after SH5 release when I intended to "adjust" the stock UI. The main idea was to organize and add functions to the UI but in the SH5 style/flavour. A crew bar with dialog, fuel bar, the XO panel and rec manual moved into the torpedo panel etc. But I had to give up as there is no good tutorial for noobs for working with the menu editor and this project was too big for my noose. It also involve a lot of scripting and that's just way over my head. So right now is just a fantasy/dream.
2. Yes. The Automatic button was intented for auto tracking like in SH3. Soon as u enable it, all data will be gathered and computed by the officers &crew, all you need to do is just to hit the "Fire" button.
Thanks for these informations, Magnum.
Sad you had to give up !
ACS
TheDarkWraith
09-28-10, 11:31 PM
In keeping with the scrolling theme, I've made the scope's depth indicators and torpedo boxes scrollable. Now you can have a totally clean scope view except for the warnings icons. If you mouse into the depth indicator area or the torpedo box area then they become visible again until you mouse out (then they disappear after a time delay set in the user options file):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3091
hopefully v4.5.2 will be ready in the next couple of days :DL
v4.5.2 - if EssentialControlsScroll is enabled (True): changed how the EssentialControlsScroll determines if mouse is in area or not for controlling visibility
- for all the new items that can scroll: changed their operation when the HUD is hidden or a dialog is opened with crew member. When one of these events happens the item will be hidden and will be restored when the event is done IF the mouse is still in the item's area
- added a new user option allows the depth level indicator in the attack and obs scopes to scroll out of view when not moused in. Default value is False (disabled) (ScopesDepthIndicatorScrolls)
- added a new user option that when ScopesDepthIndicatorScrolls is enabled controls the time delay before the scope's depth indicator scrolls out of view. Time is in seconds and default value is 5.0 seconds (ScopesDepthIndicatorScrollsTD)
- added a new user option allows the torpedo box in the scopes to scroll out of view when not moused in. Default value is False (disabled) (ScopesTorpedoBoxScrolls)
- added a new user option that when ScopesTorpedoBoxScrolls is enabled controls the time delay before the scope's torpedo box scrolls out of view. Time is in seconds and default value is 5.0 seconds (ScopesTorpedoBoxScrollsTD)
I didn't think that was possible in SH5:hmmm:
Is possible. All commands & functions from the older versions are still in the game. The challenge is to trigger multiple functions with 1 command.
@TDW
Just thinking loud.. is not possible to keep the Shift+Z function "älive" all the time? Is how I play the game most of the time and I'm already used to push the combo every time when I change the view except nav map. Simple. Problem with your solution is that the game is still loaded with all the function from your UI, they are just hidden now. And I just don't need these functions, I control them by voice.
Tbh, I tried to build such a UI, but somehow seems like I cannot just delete the Page that control the main and scope view, it crash the game.
Speaking about voice control &offtopic... few months ago I had the unique chance to play SH5 for few hours at a friend of mine who got a image projector. That was an awesome xperience. Having the monitor projected on a huge wall and play it with voice command.. is just crazy. With the UI hidden, surround sound and voice command with a wifi microphone, you have a very strong feeling that you are there for real.. is just fantastic, the mother of all sims.
teambmw
09-29-10, 01:24 PM
Hi
When i click on my crewman to talk with him i get an error (Display driver stopped responding NV4_DIS) how can i fix that or where can i download older 4.5.0 version.
TheDarkWraith
09-29-10, 07:46 PM
Hi
When i click on my crewman to talk with him i get an error (Display driver stopped responding NV4_DIS) how can i fix that or where can i download older 4.5.0 version.
I know why this is happening and v4.5.2 will fix it. Hope to have it released here very soon.
TheDarkWraith
09-29-10, 10:06 PM
v4.5.2 released. See post #1 for details :|\\
teambmw
09-30-10, 12:50 AM
:yeah:
Hmm the new mouse in/out features is set to "True#False".
Is that correct?...if so, what is the value for disabled?
THE FUTURE ULTIMATE TDW NEW-UI VERSION 453-1-0
http://www.acsoft.ch/tmp/TDW-newUI.jpg
Have fun guys !
ACS
PL_Andrev
09-30-10, 03:38 AM
Is possible to hide this menu?
http://img196.imageshack.us/img196/7180/hiddenq.jpg
THE FUTURE ULTIMATE TDW NEW-UI VERSION 453-1-0
Have fun guys !
Can you suggest something better?
SashaKA001
09-30-10, 07:29 AM
v4.5.2 released. See post #1 for details :|\\
Uncle where devices? which button is responsible for them, the mouse does not work to open them:damn::damn::damn:
where the appliances, a ruler, where they float?
http://i3.imageban.ru/out/2010/09/30/3488bc91d33f63561fd3681b978d1698.jpg (http://imageban.ru)
TheDarkWraith
09-30-10, 07:30 AM
Hmm the new mouse in/out features is set to "True#False".
Is that correct?...if so, what is the value for disabled?
the # symbol means a comment. The value for disabled is False, value for enabled is True. Anything after the # is ignored.
Sepp von Ch.
09-30-10, 07:32 AM
Version 4.5.2 is excellent. Thanks TDW!
TheDarkWraith
09-30-10, 07:39 AM
Uncle where devices? which button is responsible for them, the mouse does not work to open them:damn::damn::damn:
where the appliances, a ruler, where they float?
http://i3.imageban.ru/thumbs/2010.09.30/3488bc91d33f63561fd3681b978d1698.jpg (http://imageban.ru/show/2010/09/30/3488bc91d33f63561fd3681b978d1698/jpg)
can't view the picture embedded. The map tools and depth group bar are 'scrolled' out of view. If you mouse into the area where they would be they will re-appear. You can disable this in the user options file. See the changelog to find which items are able to scroll.
TheDarkWraith
09-30-10, 07:40 AM
Is possible to hide this menu?
http://img196.imageshack.us/img196/7180/hiddenq.jpg
Yes it is. But why would you want to do that? It's responsible for showing all warnings/abilities set.
Abd_von_Mumit
09-30-10, 07:44 AM
Yes it is. But why would you want to do that? It's responsible for showing all warnings/abilities set.
To increase immersion of course. These icons kill it. Isn't hiding the GUI parts all about immersion? :)
SashaKA001
09-30-10, 08:57 AM
No I do not need that they are always on the lead, hidden well, but when I poke it with the mouse, where there were once the tools are not there? where to find them?
http://i3.imageban.ru/out/2010/09/30/3488bc91d33f63561fd3681b978d1698.jpg (http://imageban.ru)
Abd_von_Mumit
09-30-10, 10:20 AM
No I do not need that they are always on the lead, hidden well, but when I poke it with the mouse, where there were once the tools are not there? where to find them?
Move your mouse to the bottom-left corner. :)
EDIT:
Sasha just PMd me, that even if he moves his mouse to bottom-left corner, no tools appear. Also it seems his periscope view TDC buttons are missing:
http://i3.imageban.ru/out/2010/09/30/0942812bf2baacd1f02e6bcef30cd694.jpg
PL_Andrev
09-30-10, 02:13 PM
Is possible to hide this menu?
http://img196.imageshack.us/img196/7180/hiddenq.jpgYes it is. But why would you want to do that? It's responsible for showing all warnings/abilities set.
160% REAL fans hate it.
http://fortysixty.invisionzone.com/style_emoticons/default/devil.gif
TheDarkWraith
09-30-10, 02:55 PM
Move your mouse to the bottom-left corner. :)
EDIT:
Sasha just PMd me, that even if he moves his mouse to bottom-left corner, no tools appear. Also it seems his periscope view TDC buttons are missing:
very strange :hmmm: What screen res is he using? Has he tried disabling all mods except the core UI mod and see if he has the same problem? Is this problem on all scopes or isolated to one scope? I'd like to get a hold of his options file so I can use it and test his configuration and screen res on my laptop when I get back in my hotel room tonight.
160% REAL fans hate it.
http://www.forum.polishseamen.pl/images/smiles/devil.gif
ok then, it's easy to make it disappear :DL I'll make the change to be able to do this.
Arnevisk
09-30-10, 03:55 PM
I got the same !!
My observations:
your mod is compatible with others mods
The sh5enhanced works
The sh3 and 4 style dont work: the deeptools and maptools rulers are missing from kylania's screens
version 4.5.2
SashaKA001
09-30-10, 04:21 PM
I got the same !!
My observations:
your mod is compatible with others mods
The sh5enhanced works
The sh3 and 4 style dont work: the deeptools and maptools rulers are missing from kylania's screens
version 4.5.2
I totally agree.
Tools appeared when edited with SH3Style on SH5Enhanced
Another mod is conflicting with the mod MRP 1.3 + OPCF light, no buttons on the Obs on fire control.
before the application of MRP 1.3 + OPCF light and stood SH3Style
http://i4.imageban.ru/out/2010/10/01/b2ae8e4f4d548912911373cbbcb1c0d1.jpg (http://imageban.ru)
after removal of the MRP 1.3 + OPCF light of scripture and SH5Enhanced
http://i3.imageban.ru/out/2010/10/01/4f8598443a72f25e9bfaffb9a38579bc.jpg (http://imageban.ru)
screen resolution of 1280x960
TheDarkWraith
09-30-10, 04:45 PM
so it is a mod causing the conflict? It appears MRP 1.3 + OPCF light is the culprit? :06:
SashaKA001
09-30-10, 05:08 PM
so it is a mod causing the conflict? It appears MRP 1.3 + OPCF light is the culprit? :06:
put modes MRP 1.3 + OPCF light and patch MRP 16x9 patch
just put the mod and no devices
http://i4.imageban.ru/out/2010/10/01/1a187f6ad4662d77f0cd247e78a87df2.jpg (http://imageban.ru)
no only here
http://i4.imageban.ru/out/2010/10/01/36d2df732e8b8f60f9a4991a817daf9e.jpg (http://imageban.ru)
No additional device UZO Salve
http://i2.imageban.ru/out/2010/10/01/de7292f309ad81fce91a0b5eb07221cd.jpg (http://imageban.ru)
TheDarkWraith
09-30-10, 06:44 PM
The spread angle dial will not be visible now until the Salvo mode is selected. Once salvo mode is deselected the spread angle dial will once again hide.
ok then, it's easy to make it disappear :DL I'll make the change to be able to do this.
It is coming to a point where a third party program needs developed to turn on and off all the possible features in your mod before we run the game. :hmmm:
TheDarkWraith
09-30-10, 06:47 PM
put modes MRP 1.3 + OPCF light and patch MRP 16x9 patch
just put the mod and no devices
any mod that modifies the Page attack periscope.ini, Page attack periscope.py, Page obs periscope.ini, Page obs periscope.py, Page UZO.ini, Page UZO.py, Page XO TDC.ini, Page XO TDC.py, Page TDC.ini, or Page TDC.py will break my UIs mod and cause conflicts. There are other pages also that will break my UIs mod but since he posted scope views I just listed those.
TheDarkWraith
09-30-10, 06:49 PM
It is coming to a point where a third party program needs developed to turn on and off all the possible features in your mod before we run the game. :hmmm:
I was thinking about writing some software just for that very thing.....
TheDarkWraith
09-30-10, 08:10 PM
v4.5.2 patch 1 released: http://www.filefront.com/17337574/NewUIs-TDC-4-5-2-Patch-1.7z/
patch 1 fixes the following bugs:
- fixed bugs in UI Styles SH3 and SH4 when EssentialControlsScroll is Enabled (True)
PL_Andrev
10-01-10, 01:14 AM
No additional device UZO Salve
http://img197.imageshack.us/img197/9715/spreada.jpg
@SashaKA001
Try to select more than one tube to fire.
@The DarkWraith
SashaKA001 has right, if spread selector is turned on automatically when more than one torpedo is selected that is not necessary to kepp extra button to show spread selector.
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