View Full Version : [REL] Multiple UIs for SH5 with TDC
lumat83
04-01-10, 01:12 PM
Hello TheDarkWraith :DL
Have you found a solution for my problem with the "!" icon (helper at the top center of the screen) ? :oops:
TheDarkWraith
04-01-10, 01:16 PM
Hello TheDarkWraith :DL
Have you found a solution for my problem with the "!" icon (helper at the top center of the screen) ? :oops:
It's on my list of things to fix/look into. The list is quite long for the upcoming version (1.2.0) :DL
cothyso
04-01-10, 01:59 PM
today?
rededge
04-01-10, 02:22 PM
Love your work DW, :D
With the upcoming Ubi patch, does this mean you will wait before releasing further enhancements, or simply adapt to what this patch will (maybe) take care of?
TheDarkWraith
04-01-10, 02:39 PM
Love your work DW, :D
With the upcoming Ubi patch, does this mean you will wait before releasing further enhancements, or simply adapt to what this patch will (maybe) take care of?
no patch is stopping my work. I'll see what changed after the patch and adjust as necessary :03:
I'm using your enhanced SH5 UI, and have found a small problem.
You have stopped the "Lock" button coming up which is a good thing but it also stops the "take photo" button appearing for the recon missions.
I don't know if you can get one to work without the other. For now I'll switch to the std ui just to take the photo to complete the mission.
TheDarkWraith
04-01-10, 03:05 PM
I'm using your enhanced SH5 UI, and have found a small problem.
You have stopped the "Lock" button coming up which is a good thing but it also stops the "take photo" button appearing for the recon missions.
I don't know if you can get one to work without the other. For now I'll switch to the std ui just to take the photo to complete the mission.
thanks for the bug report. I'll add it to the list of things to look into.
lumat83
04-01-10, 04:00 PM
It's on my list of things to fix/look into. The list is quite long for the upcoming version (1.2.0) :DL
Ok, thank you, I thought that it was a problem with my system seulement (On your screen, this icon don't appear)
For the new version :DL
7thSeal
04-01-10, 07:09 PM
Hey DarkWraith, I was wondering if you'd might consider increasing the time it takes for the description window (bottom right) that pop-ups when hovering over the sub commands and over ships when on map?
Don't really need a quick pop-up every time hovering over the commands but I can see it being useful for getting the ships speed when on map. Didn't get the exact time it takes for it to pop-up but just guessing that its a little less than a second. Maybe increasing it to 2-3 seconds if possible?
Any thoughts on it?
:)
TheDarkWraith
04-01-10, 07:12 PM
Hey DarkWraith, I was wondering if you'd might consider increasing the time it takes for the description window (bottom right) that pop-ups when hovering over the sub commands and over ships when on map?
Don't really need a quick pop-up every time hovering over the commands but I can see it being useful for getting the ships speed when on map. Didn't get the exact time it takes for it to pop-up but just guessing that its a little less than a second. Maybe increasing it to 2-3 seconds if possible?
Any thoughts on it?
:)
screenshot please? I think I know what you're talking about but not sure one can tinker with that time delay. I'll look into it though after I verify what you're referring to.
THE_MASK
04-01-10, 07:13 PM
Running the enhanced sh5 one . With the rudder dial on 10deg it says i am at 2deg etc . thanks .
AilClouds 3.0
ImprovedWaves_Improved Pitch&Roll
MightyFine Less Annoying Footsteps 1.0
Sobers better crew SH5
MoraleMod
No Surface Hydrophone v2
No Damn Bubbles, No Damn Halo Mod
NewUIs_TDC_1_1_0_ByTheDarkWraith
More crew commands dialog v1.00 ENG
Reboot's Water Drips 1.1
Reboot's Hot Soup 1.1
TheDarkWraith
04-01-10, 07:15 PM
Running the enhanced sh5 one . With the rudder dial on 10deg it says i am at 2deg etc . thanks .
AilClouds 3.0
ImprovedWaves_Improved Pitch&Roll
MightyFine Less Annoying Footsteps 1.0
Sobers better crew SH5
MoraleMod
No Surface Hydrophone v2
No Damn Bubbles, No Damn Halo Mod
NewUIs_TDC_1_1_0_ByTheDarkWraith
More crew commands dialog v1.00 ENG
Reboot's Water Drips 1.1
Reboot's Hot Soup 1.1
yeah for some reason the voice always says the wrong rudder degrees. It's at the right rudder degree though as it's controlled by a game dial it's just the called out speech that's wrong. Haven't been able to nail that one down yet.
7thSeal
04-01-10, 07:25 PM
screenshot please?
You bet, bottom right within the red square.
http://img149.imageshack.us/img149/50/sh52010040119192190.jpg (http://img149.imageshack.us/i/sh52010040119192190.jpg/)
TheDarkWraith
04-01-10, 07:34 PM
okay that's what I thought you were talking about. I'll have to dig for this one....
etheberge
04-01-10, 07:40 PM
okay that's what I thought you were talking about. I'll have to dig for this one....
I would personally love the option to take it out completely if it's do-able. It would remove the temptation to use it to get target speed and type for those of us too weak to resist :-)
kylania
04-01-10, 07:41 PM
2-3 seconds is painful. :) That's a "hey, is my game broken?" length of time, if not "throwing the cat across the room" length of time. I'm sure it'll be made optional, but 1 second is probably more than long enough. Even that will be a noticeable delay. :03:
7thSeal
04-01-10, 07:55 PM
if not "throwing the cat across the room" length of time.
:haha:
I'm probably a bit slower sometimes when deciding to click something. :DL
I already know what its going to do when I click it and pop-ups have a tendency to get on my nerves after awhile. :)
2-3 seconds may be a bit long though... just threw that out there to get it increased a bit. :salute:
TheDarkWraith
04-01-10, 07:55 PM
I would personally love the option to take it out completely if it's do-able. It would remove the temptation to use it to get target speed and type for those of us too weak to resist :-)
now that is easy to do. I can make that an option.
kylania
04-01-10, 08:02 PM
now that is easy to do. I can make that an option.
Leave it in, just make the speed random and constantly changing! :rotfl2:
keith_uk
04-01-10, 10:40 PM
Can someone please tell me how to take photos in recon missions with this mod? I've been reading through lots of posts, but i still have no idea.
Keith.
TheDarkWraith
04-01-10, 10:54 PM
Can someone please tell me how to take photos in recon missions with this mod? I've been reading through lots of posts, but i still have no idea.
Keith.
it appears that you can't with my mod. I'm trying to figure out why.
TheBeast
04-02-10, 01:43 AM
Can someone please tell me how to take photos in recon missions with this mod? I've been reading through lots of posts, but i still have no idea.
Keith.
Can you edit the Commands.cfg and map a key. Maybe Shift-P...
[Cmd350]
Name=WP_Take_photo
Contexts=1
Key0=0x50,s,"Shift+P"
Remember the following:
You must be submerged and target visiable in periscope view.
Take Photo only works with Attack Periscope.
You must be in range of Mission Objective Location.
You must be in range of target vessel. (Can Lock-On to target. You may even need to ID target)
-TheBeast
etheberge
04-02-10, 12:58 PM
now that is easy to do. I can make that an option.
Awesome :yeah:
McHub532
04-02-10, 01:17 PM
I am using this MOD now and I am loving it. All the awesome dials spinning and clicking while my heart is thumping to the thump thump thump of the electric driven screws in the aft. :)
Silent Steel
04-03-10, 07:20 AM
Hi folks,
I've installed this lovely mod and think I've followed the installation instructions but...
On the first page of this thread the TheDarkWraith presents the mod with some pictures of the various UIs (SH 5 Enhanced, SH4 style and SH3 style). At last a mod letting me choose the one I prefer!
The installation instruction says:
'Currently the list of UIs are:
- SH3 style
- SH4 style
- SH5 Enhanced'
But where are these options to find?
Since I can't find any description on how to choose between these UIs I've so far only managed to install the 'SH5 Enhanced UI'. :damn:
This one seems to be default when installing or?
And yes - I enable with JSGME.
I'd rather choose one of the other ones with dials but I don't know how...
I first thought my download was corrupt but I have downloaded three times now and still I see just all the same files and docs. The download must be OK.
To choose between the TDCs hasn't been any problem.
Please help!
mr chris
04-03-10, 07:33 AM
Open up the downloaded file like below.
NewUIs_TDC_1_1_0_TheDarkWraith\NewUIs_TDC_1_1_0_By TheDarkWraith\MODS\NewUIs_TDC_1_1_0_ByTheDarkWrait h\data\Scripts\Menu
Find this file at the bottom of the menu folder
TheDarkWraithUserOptions.py
Open it up with Notepad and change the # the current UI Style
From this
# the current UI Style
UIStyle = SH5Enhanced
Too this
# the current UI Style
UIStyle = SH3Style or SH4Style, depending on what UI you wish to use.
Then save your changes
Hey presto you will now have the UI of your choice.
Silent Steel
04-03-10, 07:40 AM
Open up the downloaded file like below.
NewUIs_TDC_1_1_0_TheDarkWraith\NewUIs_TDC_1_1_0_By TheDarkWraith\MODS\NewUIs_TDC_1_1_0_ByTheDarkWrait h\data\Scripts\Menu
Find this file at the bottom of the menu folder
TheDarkWraithUserOptions.py
Open it up with Notepad and change the # the current UI Style
From this
# the current UI Style
UIStyle = SH5Enhanced
Too this
# the current UI Style
UIStyle = SH3Style or SH4Style, depending on what UI you wish to use.
Then save your changes
Hey presto you will now have the UI of your choice.
THANKS! mr Chris :up:
You've just saved me from calling my shrink.
Thanks again and all my best regards!
mr chris
04-03-10, 07:43 AM
No problem glad to have helped.
Danevang
04-05-10, 04:08 AM
This mod is absolutely great, I'm very impressed. Slowly but steadily a really enjoyable SH5 is emerging. Thanks, full steam ahead sailor! :salute:
Thanks, great mod. I like to operate with the good old TDC dials. :up:
But one question: If I've given the TDC all the data it needs, shouldn't it be auto-updating? I've put in the AOB, speed and distance. But distance stays static. I'm almost certain to remember from the SH3 days, that it should update. Has it to do, that we can't lock the target anymore with this mod? :hmmm:
Oh yeah, before I forget it: The recognition manual doesn't pop up anymore either.
kylania
04-05-10, 03:10 PM
Can't lock in SH5 anymore. The range updating was part of the PositionKeeper or whatever it was from SH4 and the US Fleet boats right?
Can't lock in SH5 anymore. The range updating was part of the PositionKeeper or whatever it was from SH4 and the US Fleet boats right?
Ah, my error then. Thanks. It seems I got used to the PositionKeeper in SHIV too much.
Still leaves me with the recognition manual which doesn't pop up anymore.
cothyso
04-05-10, 03:59 PM
recognition manual is different in SH5. lock on a ship (with auto TDC on) and click on the general class of the locked ship. the recognition manual with the ships of that class will pop up. check whatever ship you think it fits, then click the supposedly identified ship name again, to make it disappear.
recognition manual is different in SH5. lock on a ship (with auto TDC on) and click on the general class of the locked ship. the recognition manual with the ships of that class will pop up. check whatever ship you think it fits, then click the supposedly identified ship name again, to make it disappear.
Yes. But with this mod the recognition manual doesn't pop up anymore. Or to be more precise, the Officer dialog where I could enter all the data isn't there anymore. Except for the ID of the target that wouldn't be a problem since I can enter all the data into the TDC.
Jurgens
04-05-10, 06:01 PM
will the mod still work with the new patch that is being released on the 12th?
cothyso
04-05-10, 06:32 PM
Yes. But with this mod the recognition manual doesn't pop up anymore. Or to be more precise, the Officer dialog where I could enter all the data isn't there anymore. Except for the ID of the target that wouldn't be a problem since I can enter all the data into the TDC.
well, i don't know for you, but for me it works perfectly. and i'm using the SH5 Enhanced setup.
Yoram777
04-05-10, 06:47 PM
question: With the older version UI, I used to change the text on the fire button from FIRE to LOS! by changing the menu.txt.
But now when I change it (number 2013) nothing changes ingame, what am I doing wrong? :06:
Using the UZO and Periscope (1600x1024 Windowed mode) I found that the Crew Warning Text box covers the XO Pic/Button. This is just a PITA and nothing is broken.
Can the XO button and Interactive Dialog window be moved slightly to the left of the Text box?
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1628
-TheBeast
I am running at 1600 x 1200 and I have the same problem. It is the 4:3 monitor ratio. Is there anyway to move the XO and his dialog box to the left? I'm open to making manual configuration changes if you can point me in the right direction regarding what lines to change. Thanks in advance for your help.
kylania
04-06-10, 09:20 PM
Anyone else have trouble issuing a course change using the SH5E heading bar while at higher TC?
I was sailing along at 1024x, changed course to 270. The chat log repeated it back, but I kept sailing ahead. I dropped out of TC, got the voice "new course 270", but still didn't turn. The heading bar reads "Ordered course 270", but I'm remaining on a 300 heading even after 1x.
TheBeast
04-06-10, 09:26 PM
Anyone else have trouble issuing a course change using the SH5E heading bar while at higher TC?
I was sailing along at 1024x, changed course to 270. The chat log repeated it back, but I kept sailing ahead. I dropped out of TC, got the voice "new course 270", but still didn't turn. The heading bar reads "Ordered course 270", but I'm remaining on a 300 heading even after 1x.
Yes, this happens to me all the time as well. I do not beleave it is a MOD issue but rather a Game Bug because it happens to me with or wothout this MOD.
7thSeal
04-06-10, 09:38 PM
I think you have to be at 128x (guessing) or below to do that. I just place a waypoint in front of me and drag it around (right click and hold down on waypoint). You can steer at any rate of TC using this method. Gota be fast though when using 8100x TC. :DL
you need to be lower than 32x.
It's a game issue, not the Mod. You can't even do a "heading to view" turn when at 32x. You have to drop down to 16x or lower... or else nothing happens.
Only way to turn while at high speed TC is to drag the plotted course around on the TAI map.
TheDarkWraith
04-06-10, 10:46 PM
Hey DarkWraith, I was wondering if you'd might consider increasing the time it takes for the description window (bottom right) that pop-ups when hovering over the sub commands and over ships when on map?
Don't really need a quick pop-up every time hovering over the commands but I can see it being useful for getting the ships speed when on map. Didn't get the exact time it takes for it to pop-up but just guessing that its a little less than a second. Maybe increasing it to 2-3 seconds if possible?
Any thoughts on it?
:)
I've added this as an option to the options file. The setting is called ShowItemNotes and it defaults to True (show the notes).
Give you all a little update on v1.2.0 progress:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1675
I've got about half of the orders bars and order category bars rewritten. I like the look of the selected (Gold), not selected (white), and not available icons (dark grey). I think the small white border surrounding the currently selected officer looks good also.
As you can see I'm integrating the Fuel, Battery, Compressed Air, and CO2 level buttons and graph into the bottom bar. This was first attempt to dynamically move them based on UIStyle. When I'm done with it they'll blend in just like the heading bar does.
Tried issuing commands via Toggle commands to see if the crew would still get confused or not when you use the officer bar to issue an order and then go to a crew member to counter that order. Result: they're still confused. So it's a bug with the crew AI. When an order is issued they're not getting updated or something.
dcooper
04-06-10, 10:50 PM
I cannot get this mod to work. I followed the instructions for the All Dials option. I can't really describe the problem, so please take a look at the screenshot.
http://www.subsim.com/radioroom/picture.php?albumid=256&pictureid=1676
I hope someone can help me :DL
TheDarkWraith
04-06-10, 10:53 PM
run your game updater and patch to latest version (\data\Support\GameUpdater\gu.exe).
If already patched to latest version then disable all mods then enable this one and see if you still get problems.
Could you please add this to your UI mod:
http://www.subsim.com/radioroom/showthread.php?t=163587
It's much nicer than the stock ones, and its a pain to merge it since you also edited that .dds file.
TheDarkWraith
04-06-10, 11:01 PM
Could you please add this to your UI mod:
http://www.subsim.com/radioroom/showthread.php?t=163587
It's much nicer than the stock ones, and its a pain to merge it since you also edited that .dds file.
maybe I can make a new .dds file and point the associated icons to it thus allowing the end user to select whether they want those or the stock SH5 style icons for the map tools? That's probably what I'll do :yep:
dcooper
04-06-10, 11:06 PM
run your game updater and patch to latest version (\data\Support\GameUpdater\gu.exe).
If already patched to latest version then disable all mods then enable this one and see if you still get problems.
It worked. Thank you. I thought I already had the latest patch. :D
7thSeal
04-06-10, 11:08 PM
I've added this as an option to the options file. The setting is called ShowItemNotes and it defaults to True (show the notes).
:rock:
kylania
04-07-10, 12:19 AM
Loving the gold and the new fuel icons!
rededge
04-07-10, 12:28 AM
I'm looking forward to the new version of DW's UI mod more than Ubi's patch!
That can't be right can it? :o
Why, Yes It Can! :salute:
TheBeast
04-07-10, 12:44 AM
Could you please add this to your UI mod:
http://www.subsim.com/radioroom/showthread.php?t=163587
It's much nicer than the stock ones, and its a pain to merge it since you also edited that .dds file.
Yes, I added this to my setup as well. I always get confused using the stock tool icons.
TheBeast
04-07-10, 12:45 AM
I cannot get this mod to work. I followed the instructions for the All Dials option. I can't really describe the problem, so please take a look at the screenshot.
I hope someone can help me :DL
I had this issue as well. To resolve it change your Key Mapping. Some keys just can not be used in a script.
SeaWolf U-57
04-07-10, 03:42 AM
It worked. Thank you. I thought I already had the latest patch. :D
I also had this issue because I didn't use a capital S when changing to SH3 mode :hmmm:
TheDarkWraith
04-07-10, 09:37 AM
added another option to the user options file: IntegrateLevels. If you're using the SH5Enhanced UI: If IntegrateLevels is set to False then it's just the same SH5Enhanced UI you know but if it's set to True you'll see this:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1678
TheDarkWraith
04-07-10, 11:05 AM
bug fix for SH5. When you interact with the crew I've made sure everything hides and then returns when you're done talking with them. Have to do the same to SH3/4 UIs.
UI before talking with crew:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1679
talking with crew:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1680
done talking with crew:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1681
notice I've partially fixed the heading/rudder dial disappering bug also. Still working on completely fixing that one.
TheDarkWraith
04-07-10, 11:46 AM
looky here:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1682
finally got it working it appears....:D
kylania
04-07-10, 12:14 PM
There's really nothing more to say about these new fixes and improvements than this:
SQUEEEEEEE!!!!!!!! :O:
Ironcoffin
04-07-10, 12:31 PM
Greetings,
I have the same problem with the dialog boxes in the center of my screen when I load Dark's mod IU (doen't matter which one, they all do it) as dcooper... But unlike dcooper I have the three dials and bar graphs in the LR corner. Not sure if I saw the solution. Did anyone respond with a fix?
http://www.subsim.com/radioroom/picture.php?albumid=256&pictureid=1676
Appreciate the time,
IronCoffin
TheDarkWraith
04-07-10, 12:32 PM
Greetings,
I have the same problem with the dialog boxes in the center of my screen when I load Dark's mod IU (doen't matter which one, they all do it) as dcooper... Not sure if I saw the solution. Did anyone respond with a fix?
see here: http://www.subsim.com/radioroom/showpost.php?p=1350299&postcount=296
SeaWolf U-57
04-07-10, 12:48 PM
I also had this issue because I didn't use a capital S when changing to SH3 mode :hmmm:
# the current UI Style
UIStyle = SH3Style
This bit SH3 S{caps. Lower case }tyle
Its simple as that I was stupid and didn't see the S was capital and I had the same problem Please check this out :salute:
PL_Andrev
04-07-10, 01:32 PM
New Version! v1.1.0
This mod will bring back the missing basic functionality to SH5. It will also give the user multiple UI options to choose from.
Hey TheDarkWraith,
Look, we (as clan) use you multi-UI mod and have very good opinion about it. Unfortunately this mod have one missing thing in multiplayer mode - this a a multiplayer chat:
http://img186.imageshack.us/img186/7703/multicw.jpg
I know that this mod is not designed for multiplayer games, but is it posiible to add this missing functionality to this mod in -maybe- next version of your excellent mod?
TheDarkWraith
04-07-10, 04:55 PM
added two new commands to WEPS. Under his torpedo attack he gets tube status and take photo. Although the game acknowledges the command for tubes status it does nothing (hopefully fixed in next patch - and this command is found in the commands file so it is a valid command). Take photo works but not sure of the conditions for it. Does someone have a single mission that has a take photo as an objective so I can try and make sure this is working correctly?
Under a normal mission I had him take a photo (using the UZO and attack scope) and this is what I got:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1683
far right order is the take photo icon and the icon just to the left of it is tube status.
Ironcoffin
04-07-10, 06:30 PM
Dark...
I copied and pasted "SH5Style" in the .py file so I am confident that is good to go.
However, I feel like an idot because I can't tell if I have the latest vers.:oops: The main screen says v.1.0.5 but if you go to ubi they have a patch v1.1 (64MB) dtd Mar 2nd. What's the scoop?
Ironcoffin
TheDarkWraith
04-07-10, 06:37 PM
While you are working on it, let me ask for something more for the officer's bar: could you add a new order (new icon) for the radio-man to activate the radio, to be able to hear the radio stations?
In the same way, could you add more new orders (new icons) as they did in the "Integrated Orders" mod included in GWX, for example?
activate radio is added. It pops up a little radio on the left hand side of the screen about half way up. It works but not sure if working correctly (radio).
Adding 'view to heading' and 'heading to view' commands to navigator but need someone with more advanced photoshop skills than I to add these as two new icons to this file:
http://www.filefront.com/16057679/Orders3.dds/
the new icons just need to be added to the alpha channel in the two empty 'boxes'. I don't have icons for these orders so someone will have to make them :DL
Greetings,
I have the same problem with the dialog boxes in the center of my screen when I load Dark's mod IU (doen't matter which one, they all do it) as dcooper... But unlike dcooper I have the three dials and bar graphs in the LR corner. Not sure if I saw the solution. Did anyone respond with a fix?
http://www.subsim.com/radioroom/picture.php?albumid=256&pictureid=1676
Appreciate the time,
IronCoffin
I have the same problem. It happens only when playing a long time and often reload savegames. Maybe mods causing this conflict. But maybe itīs a bug with SH5 itself (although this I donīt know, cause Iīve played only a few minutes without mods).
rededge
04-07-10, 11:41 PM
That is defo a mod conflict as I have experienced the same thing. Just try disabling various likely culprits and restarting the game- this obviously takes awhile I know as you have to wait seemingly an age to load up.
Not positive, but I think Drifter's Brown Interface mod was the thing causing problems when I had DW's UI installed.
Webster
04-08-10, 06:54 PM
this is not meant as criticism but in interest of feedback to help improve the mod:
i havent seen it mentioned anywhere (maybe im the only one who uses english guages to play a german sub game) but the english guages arent even close to reading anything correctly. they are different guages and therefore dont line up with the settings as they should.
the speeds are in a reverse image and need to be flipped for a mirror image (green to the left and red to the right) so forward is really forward
the speeds settings are also incorrect for the guage being used (zero depth is around 25 meters?) so maybe the german depth guage images should be used for the english version as well since both use meters.
kylania
04-08-10, 07:12 PM
english guages arent even close to reading anything correctly.
Screenshots? :)
TheBeast
04-09-10, 12:40 AM
this is not meant as criticism but in interest of feedback to help improve the mod:
i havent seen it mentioned anywhere (maybe im the only one who uses english guages to play a german sub game) but the english guages arent even close to reading anything correctly. they are different guages and therefore dont line up with the settings as they should.
the speeds are in a reverse image and need to be flipped for a mirror image (green to the left and red to the right) so forward is really forward
the speeds settings are also incorrect for the guage being used (zero depth is around 25 meters?) so maybe the german depth guage images should be used for the english version as well since both use meters.
Is this a UbiSoft bug?:06: I try to set UI to Imperial and save settings in Game Options. Then I load a saved game and it is still Metric so Imperial Dials dont work. When I return to Main Menu start screen and open Options again, the Measurements are back to Metric.
-TheBeast
conus00
04-09-10, 08:24 AM
TDW, PM'd you.
activate radio is added. It pops up a little radio on the left hand side of the screen about half way up. It works but not sure if working correctly (radio).
Adding 'view to heading' and 'heading to view' commands to navigator but need someone with more advanced photoshop skills than I to add these as two new icons to this file:
http://www.filefront.com/16057679/Orders3.dds/
the new icons just need to be added to the alpha channel in the two empty 'boxes'. I don't have icons for these orders so someone will have to make them :DL
TheDarkWraith,
The integrated orders mod was originally released by Chomu in 2005, but now it is an optional mod integrated in GWX... Do you have GWX?? You can get all the necessary icons from the optional integrated orders mod present in it !!
Txema
Falke_4
04-10-10, 07:24 AM
hello
this mod is quite nice. but it changes some popup-info from german to english. is there a way to change it back in german?
Nauticalwolf
04-10-10, 08:36 AM
I use and recommend TheDarkWraith's Multiple UIs for SH5 with TDC whenever I go to sea on a patrol. :up::up::up::up::up:
Captain Wolfe
04-10-10, 03:15 PM
So wonderful. I tried this mod. Couldn't figure what the hell was going on in game so I dumped it.
Now that I'm back to stock UI I cant change angle on bow to starboard. Its perm stuck on Port. Which means no targeting for me.
Anyone else have this problem after uninstalling this mod?
EDIT: Also now it seems that the angle is perm stuck on 0. It never changes no matter what I do to it.
kylania
04-10-10, 03:17 PM
Never had any problems uninstalling with JSGME, is that how you uninstalled it?
Had you installed any mods or changed any files after you'd installed this Mod?
Captain Wolfe
04-10-10, 03:26 PM
Never had any problems uninstalling with JSGME, is that how you uninstalled it?
Had you installed any mods or changed any files after you'd installed this Mod?
I always use JGSME...learned my lesson many years ago. All I did was install it. Get in...get so lost I said screw it. Exited the game. Uninstalled via JGSME. Went back into the game. Continued my patrol. Came across 2 armed troop transports on the Norther Blockade Line or whatever its called. Got ready to engage. got everything I needed. then AOB comes along and :damn: no go.
It was literally less than 10 minutes of use.
kylania
04-10-10, 03:41 PM
Might be because you were mid patrol. A lot of mods don't like being installed or uninstalled mid patrol (or some even mid campaign!).
Start a new patrol or even just a historical mission and see if it works in there, if so it's just a problem with that save file than.
TheBeast
04-10-10, 06:31 PM
I modified Hud3.dds (http://www.filefront.com/16085521/Hud3.dds) from jimimadrids_Tools MOD to display correctly when used with Multiple UIs for SH5 with TDC MOD. The Emergency Surface button displays correctly now.
:06:Question:06:
I was browsing the 3D Models and noticed that the Radar Antenna and Radio Antenna are both extendaile like Periscope's but there are no GUI controls to Raise/Lower them. Is this even possible?:06:
Yoram777
04-11-10, 06:17 PM
@TheDarkWraith
known problem with SH5 (not a mod problem)
When looking through the scope, the xo has the picture of the watch officer.
I made a little fix for this after a tip from reaper7.
XO TDC picture fix:
http://www.filefront.com/16096231/XO...ture%20fix.rar
If this is not fixed with the soon to be released patch 1.2, could you add this to your mod please? :arrgh!:
@TheDarkWraith
What about this? -> http://www.subsim.com/radioroom/showthread.php?t=166262
Many people waiting for that :up:
McHub532
04-12-10, 04:45 PM
@TheDarkWraith
What about this? -> http://www.subsim.com/radioroom/showthread.php?t=166262
Many people waiting for that :up:
Yeah, my chin is still wet from drool from the above post/link when I read it a couple weeks ago.
kylania
04-12-10, 04:49 PM
That's really fine graphics work. However it looks more like a Fallout 3 interface and wouldn't match anything else in the UI, so a bit jarring for me.
Personally I'm looking forward to the 1.2 stuff DW had posted.
McHub532
04-12-10, 04:51 PM
That's really fine graphics work. However it looks more like a Fallout 3 interface and wouldn't match anything else in the UI, so a bit jarring for me.
Personally I'm looking forward to the 1.2 stuff DW had posted.
Man I love Fallout 3 also.
Another piece of software that has a massive mod following because it came out from the company a pile of crap. I just deleted it from my system recently because I got tired of the CTD even after years now of updates trying to deal with it's issues.
But man.. I love that genre.
TheBeast
04-13-10, 08:39 AM
To me, this is one of the important SH5 MODs, if not the most important. I am scratching a hole in my skull anticipating progress update or update release information.
How are things progressing?:06:
I modified Hud3.dds (http://www.filefront.com/16085521/Hud3.dds) from jimimadrids_Tools MOD to display correctly when used with Multiple UIs for SH5 with TDC MOD. The Emergency Surface button displays correctly now.
?:06:
woot.. thanks.
Nauticalwolf
04-14-10, 01:34 AM
TheDarkWraith,
Could I please gain some assistance from your kind and most hugely knowledgeable self. I have been amending some of your most excellent work for my own tastes but have run into a couple of problems.
I have reorganised the full TDC screen so that target data is on the right hand side and torpedo data/control is on the left.
There are a just a couple of things I havene't been able to work out and it is making me nuts:damn::damn::damn::damn::damn:.
Firstly: I would like to get working the water depth and periscope level that seems to still be there (please see next photo) rescale and put it in place of the SH5 periscope level.
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Changes.jpg
I move this ....................................and it doesn't show up ???? :wah:
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Waterlevel.jpg
Second minor change: at the dials I wish to add a "working" handle to the engine telegraph (I have added it, but it doesn't "scale" or "zoom" with the rest of the dial) :damn: it does work in that It is joined to the New val "hand"
Third point: I am trying to get different and distinct graphics for the dial toggles. I have created and placed the graphics but whenever I "move"/ change the location in the cropping I still only get the "valve type" below which is set for the "depth" toggle.
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Dials.jpg
I have of course read all of karamazovnew tutorials and every thing else so far that I have been able to get my hands on in regard to the menu editor or just plain manual editing the pages.
I am not having much luck :down: so I come seeking your much wisdom :know::up:.
TheDarkWraith
04-14-10, 07:48 AM
@TheDarkWraith
What about this? -> http://www.subsim.com/radioroom/showthread.php?t=166262
Many people waiting for that :up:
He has sent me the files so I just need to add another UI style for it. Thinking about calling it SH3WWII
Great news! :up:
Good to hear (see?) that ;)
TheDarkWraith
04-14-10, 08:10 AM
1) I have reorganised the full TDC screen so that target data is on the right hand side and torpedo data/control is on the left.
2) Firstly: I would like to get working the water depth and periscope level that seems to still be there (please see next photo) rescale and put it in place of the SH5 periscope level.
I move this ....................................and it doesn't show up ???? :wah:
3) Second minor change: at the dials I wish to add a "working" handle to the engine telegraph (I have added it, but it doesn't "scale" or "zoom" with the rest of the dial) :damn: it does work in that It is joined to the New val "hand"
4) Third point: I am trying to get different and distinct graphics for the dial toggles. I have created and placed the graphics but whenever I "move"/ change the location in the cropping I still only get the "valve type" below which is set for the "depth" toggle.
I am not having much luck :down: so I come seeking your much wisdom :know::up:.
1) did you ensure you didn't 'write' over the pattern running torpedo dials? They are located on the left side of the TDC but not visible. They were supposed to show up when you got pattern runners but there appears to be a game bug that prevents this. In lieu of this I've added a button that one can click to show these missing dials.
2) looked at it with menu editor and materials are valid and alphas aren't disabled so the c++ code must be turning it's visibility to 'off'. You could edit the associated .py file for this:
(this example is based off of the stock Page attack periscope.py):
def InitializeScript():
Menu.PageActivated += Menu_PageActivated
Menu.PageDeactivated += Menu_PageDeactivated
Menu_PageActivated( Pageattackperiscope )
def Menu_PageActivated( page ):
if page == Pageattackperiscope:
Pageattackperiscope_Waterlevel.Visible = True
for item in Pageattackperiscope_Waterlevel.Controls:
item.Visible = True
def Menu_PageDeactivated( page ):
if page == Pageattackperiscope:
Pageattackperiscope_Waterlevel.Visible = False
for item in Pageattackperiscope_Waterlevel.Controls:
item.Visible = False
def UnloadScript():
Menu.PageActivated -= Menu_PageActivated
Menu.PageDeactivated -= Menu_PageDeactivated
that should show the old style water level when the page is activated.
3) and 4) need more pictures and/or information as I'm not quite sure what you're trying to do.
TheDarkWraith
04-14-10, 08:24 AM
I modified Hud3.dds (http://www.filefront.com/16085521/Hud3.dds) from jimimadrids_Tools MOD to display correctly when used with Multiple UIs for SH5 with TDC MOD. The Emergency Surface button displays correctly now.
thank you. I'll add this to the mod :up:
TheDarkWraith
04-14-10, 08:25 AM
@TheDarkWraith
known problem with SH5 (not a mod problem)
When looking through the scope, the xo has the picture of the watch officer.
I made a little fix for this after a tip from reaper7.
XO TDC picture fix:
http://www.filefront.com/16096231/XO...ture%20fix.rar
If this is not fixed with the soon to be released patch 1.2, could you add this to your mod please? :arrgh!:
downloaded and reviewing :up:
TheDarkWraith
04-14-10, 11:22 AM
just finishing up with the Radioman
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1701
his new order's bar is as follows from left to right:
- report contacts
- send contact report
- send patrol report
- send weather report (game recognizes command but doesn't do anything - hopefully will be fixed by devs as it's also a valid command in the commands file)
- report nearest radio contact
- user radio (which in this screenshot is the radio box on the left above the mini-map)
added two new user options:
- MessageBoxStartsExpanded - when set to true your message box will start out expanded when the game starts
- TAIModeOnGameStart - you select how you want the mini-map to be when the game starts (minimized, TAI mode, or maximized)
fixed UI elements showing when you interact with crew in the SH3/4 UI modes. They now all disappear and re-appear when you're done conversing with the crew member.
Ablemaster
04-14-10, 11:24 AM
Nice one, getting better and better, good news for us who like to use your UI's, Cheers :yeah:
kylania
04-14-10, 11:50 AM
just finishing up with the Radioman
- send weather report (game recognizes command but doesn't do anything - hopefully will be fixed by devs as it's also a valid command in the commands file)
- report nearest radio contact
Neat about the send weather report. Wonder what it does though? :)
Also, is a radio contact like the single ship and convoy things? Might this be a way of getting a time stamp for single ship contacts?
TheDarkWraith
04-14-10, 12:00 PM
Neat about the send weather report. Wonder what it does though? :)
Also, is a radio contact like the single ship and convoy things? Might this be a way of getting a time stamp for single ship contacts?
good question. Hopefully someone can figure this out if they ever get one. I know the command works just haven't seen it do anything (like get a report out of it). I just keep getting "No radio contacts" in my message box
TheBeast
04-14-10, 12:39 PM
- send weather report (game recognizes command but doesn't do anything - hopefully will be fixed by devs as it's also a valid command in the commands file)
I think the Send Weather Report command if objective orientated.
i.e. Doesn't do anything unless BDU specifically ask's for a weather report when planning an air strike in your patrol area.
I also recall this command has not worked since SHIII.
All I have ever seen Report Radio Contact do is give direction and range of land based radar with the exception of U-Boat Addon for SH4. Once in a while U-Boats could get Bearing and estimated Range of enemy ships using thier radio.
BTW, here is a Screen Capture of the updated Hud3.dds Nav Tools.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=1702
It also shows my weak 850 Meter Bearing Plotter.
Nauticalwolf
04-14-10, 03:53 PM
1) did you ensure you didn't 'write' over the pattern running torpedo dials? They are located on the left side of the TDC but not visible. They were supposed to show up when you got pattern runners but there appears to be a game bug that prevents this. In lieu of this I've added a button that one can click to show these missing dials.
2) looked at it with menu editor and materials are valid and alphas aren't disabled so the c++ code must be turning it's visibility to 'off'. You could edit the associated .py file for this:
(this example is based off of the stock Page attack periscope.py):
def InitializeScript():
Menu.PageActivated += Menu_PageActivated
Menu.PageDeactivated += Menu_PageDeactivated
Menu_PageActivated( Pageattackperiscope )
def Menu_PageActivated( page ):
if page == Pageattackperiscope:
Pageattackperiscope_Waterlevel.Visible = True
for item in Pageattackperiscope_Waterlevel.Controls:
item.Visible = True
def Menu_PageDeactivated( page ):
if page == Pageattackperiscope:
Pageattackperiscope_Waterlevel.Visible = False
for item in Pageattackperiscope_Waterlevel.Controls:
item.Visible = False
def UnloadScript():
Menu.PageActivated -= Menu_PageActivated
Menu.PageDeactivated -= Menu_PageDeactivated
that should show the old style water level when the page is activated.
3) and 4) need more pictures and/or information as I'm not quite sure what you're trying to do.
Many, many thanks for that.
1. I had also moved the Pattern runing torpedo controls, but wasn't aware that they require a "switch" to activate. :salute:
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Dials2.jpg
2. I'll give the code a try. Intent is to to add to both obs and atk periscope views. The alpha channel is good and by the hieght of the water level it appears to be registering a "quantity" from somewhere. I need to just see it where I want it first, then make adjustments.
3. Here is a picture of a telegrapgh that I saw on Reapers WIP UI mod.
I think it looks great but I doesn't appear to be dynamic. I have made my own graphic and "attached it to the dial hand (New val). It now moves as a telegraph should. When you select the new throttle setting the little handle moves there first and then the dial hand follows. Problem is it doesn't scale up when you zoom in, and even the dial hand it is attached to stays at the same small size. I can't figure out how the change to the graphic has "broken" the scalling?
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/telegraph.jpg
4. I'm trying to achieve different looking "stands" for each of the dials and cant figure out why it always reverts to just initial graphic. I have adjusted the cropping area for each "toggle" but they all just revert to the same one :nope:
Again many thanks for your knowledge and wisdom. :up::up::up::up::up:
TheDarkWraith
04-14-10, 04:26 PM
3. Here is a picture of a telegrapgh that I saw on Reapers WIP UI mod.
I think it looks great but I doesn't appear to be dynamic. I have made my own graphic and "attached it to the dial hand (New val). It now moves as a telegraph should. When you select the new throttle setting the little handle moves there first and then the dial hand follows. Problem is it doesn't scale up when you zoom in, and even the dial hand it is attached to stays at the same small size. I can't figure out how the change to the graphic has "broken" the scalling?
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/telegraph.jpg
4. I'm trying to achieve different looking "stands" for each of the dials and cant figure out why it always reverts to just initial graphic. I have adjusted the cropping area for each "toggle" but they all just revert to the same one :nope:
3) instead of creating a new hand and attaching it to the new value, if you substitute what you want the new value to be (graphic wise) then everything should work (scaling, etc.). Since the new value will be a 'needle' that has a handle with it. Make sense? Open the menu editor and look what the graphic used for new value is - make that be what you're trying to do above (give it the correct .dds and crop settings). Because I do animations on the dials you would have to edit all the animation code and all to make the way you're trying to do work - it's not worth it. The easier way is to replace the new value with what you want.
4) It reverts to just initial graphic because the underlying control is a button. The button has 4 materials (not selected, selected, mouse over, ?? - and probably not in that order). Because these are game (c++) controlled, the game isn't updating the VisibleBitmapIndex property of those buttons. What I would do: ensure that each dial's button's materials crop settings are staggered. What was crop settings for material #2 of dial #1 is now crop settings for material #1 of dial #2. What was crop settings for material #3 of dial #1 is now crop settings for material #1 of dial #3. See what that gets you. Basically you don't want the same crop settings for any material of any dial. Material #1 != Material #2 != Material #3 != Material #4 for any dial and Material #1 dial #1 != Material #1 dial #2 != Material #1 dial #3, so on and so forth for the other materials.
McHub532
04-14-10, 04:53 PM
Okay, it's official. I'm just stupid.
I have tried 5 times following this novel (first post) over the last three weeks to install the '3 dials' and I still have never figured it out.
Is there a "3 dials for dummies" version?
Honestly... I am incapable of figuring this out.
TheDarkWraith
04-14-10, 05:02 PM
Okay, it's official. I'm just stupid.
I have tried 5 times following this novel (first post) over the last three weeks to install the '3 dials' and I still have never figured it out.
Is there a "3 dials for dummies" version?
Honestly... I am incapable of figuring this out.
start clean. Unzip the mod to your desktop. Then start following the directions here:
see here: http://www.subsim.com/radioroom/showpost.php?p=1345998&postcount=276
you're wanting the SH3Style.
now open up the folder you unzipped to your desktop. Keep opening up folders till you get to a folder called MODS. Right click on that and select copy. Navigate to your \Ubisoft\Silent Hunter 5\ folder and right click on an empty space and select paste. Enable via JSGME.
McHub532
04-14-10, 05:03 PM
start clean. Unzip the mod to your desktop. Then start following the directions here:
see here: http://www.subsim.com/radioroom/showpost.php?p=1345998&postcount=276
you're wanting the SH3Style.
now open up the folder you unzipped to your desktop. Keep opening up folders till you get to a folder called MODS. Right click on that and select copy. Navigate to your \Ubisoft\Silent Hunter 5\ folder and right click on an empty space and select paste. Enable via JSGME.
Thank you Sir, trying now.
McHub532
04-14-10, 05:28 PM
Darkwraith;
Congratulations. You have done what very few are capable of in this world.
You have bridged the gap between genius modder and the code-clueless happy submariner type and made SH3 dials possible. :)
Working great. Thank you so much.
John Channing
04-14-10, 05:42 PM
Something interesting just happened. See if you can re-create it.
In All Dials, SH 3 Mode, on the surface, go to the conning tower and raise the scope. While you are looking through it right click on any of the crew icons and see what happens.
Might just be my install...
JCC
TheDarkWraith
04-14-10, 05:50 PM
Something interesting just happened. See if you can re-create it.
In All Dials, SH 3 Mode, on the surface, go to the conning tower and raise the scope. While you are looking through it right click on any of the crew icons and see what happens.
Might just be my install...
JCC
that sounds like the infamous right click bug :x It's fixed in upcoming version and somewhere in the first 2 pages of posts for the thread there's a fix for how to get out of it. But one must ask, why are you right clicking them? I'll try it out.
EDIT: I'm using v1.2.0 so I can't get what you report to repeat so I'm thinking it's the infamous right click bug. When you say any of the crew icons you mean the officer icons right?
Webster
04-14-10, 05:56 PM
this is not meant as criticism but in interest of feedback to help improve the mod:
i havent seen it mentioned anywhere (maybe im the only one who uses english guages to play a german sub game) but the english guages arent even close to reading anything correctly. they are different guages and therefore dont line up with the settings as they should.
the speeds are in a reverse image and need to be flipped for a mirror image (green to the left and red to the right) so forward is really forward
the speeds settings are also incorrect for the guage being used (zero depth is around 25 meters?) so maybe the german depth guage images should be used for the english version as well since both use meters.
Screenshots? :)
you can just look at the files to see the images, the zero on the speed guages are in different places (US is straight down 6 o'clock where german is around 8 o'clock position) so that throws the calibration off. (maybe the german speed guage should be used for the american english one too)
the engine telegraph is also backwards and has the same missalignment issue because forward is on the left side for german but the right side for american but again its an image alignment calibration thing as above.
i dont know photo shop well so i dont know how easy it is or even IF it can be done but reversing the images im guessing will bring everything to its proper place to line up again for the american english guages telegraph
reaper7
04-14-10, 06:31 PM
Here is a picture of a telegrapgh that I saw on Reapers WIP UI mod.
I think it looks great but I doesn't appear to be dynamic. I have made my own graphic and "attached it to the dial hand (New val). It now moves as a telegraph should. When you select the new throttle setting the little handle moves there first and then the dial hand follows. Problem is it doesn't scale up when you zoom in, and even the dial hand it is attached to stays at the same small size. I can't figure out how the change to the graphic has "broken" the scalling?
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/telegraph.jpg
In my Mod the Dial handle is Assigned to NewVal while the inner dial Needle is assigned to CurVal.
This way you select speed as normal with the telegraph handel and the inner needle rotates from its current position to your selected position.
Works nice in game compared to the needle been attached to the handle - had tried it that way first. :DL
John Channing
04-14-10, 06:43 PM
that sounds like the infamous right click bug :x It's fixed in upcoming version and somewhere in the first 2 pages of posts for the thread there's a fix for how to get out of it. But one must ask, why are you right clicking them? I'll try it out.
EDIT: I'm using v1.2.0 so I can't get what you report to repeat so I'm thinking it's the infamous right click bug. When you say any of the crew icons you mean the officer icons right?
Officer icons.. right.
What happens is that you are still seeing through the periscope but the sub sails away from you.
As to why I was right clicking... well, let's not rule out stupidity out of hand!
JCC
TheDarkWraith
04-14-10, 07:31 PM
ok what nomograph do you all want added and what to add it to (mini-map, nav map, ?)??
and anyone know a quick way to get a sub with radar for testing purposes? I edited the sns file for the 7c41 giving it radar but doesn't appear....
TheBeast
04-14-10, 09:03 PM
ok what nomograph do you all want added and what to add it to (mini-map, nav map, ?)??
and anyone know a quick way to get a sub with radar for testing purposes? I edited the sns file for the 7c41 giving it radar but doesn't appear....
Definately add it to the NAV Map. That is where it is the most useful.
I suggest not putting it on Mini-Map as really can't use it very well and it will clutter that view.
Nauticalwolf
04-14-10, 09:42 PM
:up: Many thanks to TheDarkWraith and Reaper,
That is exactly what I was trying to achieve with the telegraph. I shall change and assign the new graphic to the NewVal. :know:
Many many thanks :up:
Your mods are amazing :up::up::up:
Thanks
ok what nomograph do you all want added and what to add it to (mini-map, nav map, ?)??
and anyone know a quick way to get a sub with radar for testing purposes? I edited the sns file for the 7c41 giving it radar but doesn't appear....
Both! Nav-map and TAI :up:
Then anyone can use it where it want to ;)
TheBeast
04-15-10, 02:35 AM
Both! Nav-map and TAI :up:
Then anyone can use it where it want to ;)
After reconsidering the flexablility of the SH5 AI, I have to agree with putting the Nomograph in both view locations. I can just imagine MODs changing the AI so ships randomly change speed, course, zig-zag, far more then what was done in previous Silent Hunter releases.
As is right now merchant shipping close to shore or in port deviate for stock SH5 Nav Points. That is why you see them run aground or smashing into barrier walls all the time.
TheBeast
04-15-10, 02:44 AM
anyone know a quick way to get a sub with radar for testing purposes? I edited the sns file for the 7c41 giving it radar but doesn't appear....
You can text edit your UPC files and change availability start dates and renown costs to enable those items when you start a career.
-Data\UPCDataGE\UPCUnitsData\UpgradePacks.UPC
cothyso
04-15-10, 02:56 AM
TDW, there is a mod which enables all updates for the SH5 subs, if I remember right.
Also, shouldn't the Radio man have the "Request Ressuply" icon/order too (even if it's not working right now - maybe because we're still in late 39/early 40?!!) ?
PS: THIS (http://www.subsim.com/radioroom/showthread.php?t=163264&highlight=upgrades) one.
TheBeast
04-15-10, 06:49 AM
TDW, there is a mod which enables all updates for the SH5 subs, if I remember right.
Also, shouldn't the Radio man have the "Request Ressuply" icon/order too (even if it's not working right now - maybe because we're still in late 39/early 40?!!) ?
PS: THIS (http://www.subsim.com/radioroom/showthread.php?t=163264&highlight=upgrades) one.
Are you talking about NauticalWolf's Interior MOD V1.0 (http://www.subsim.com/radioroom/showpost.php?p=1342485&postcount=1)
Nauticalwolf
04-15-10, 07:59 AM
Are you talking about NauticalWolf's Interior MOD V1.0 (http://www.subsim.com/radioroom/showpost.php?p=1342485&postcount=1)
G'day all,
I don't think my interior mod enables anything out of its normal sequence. :o (it wasn't meant to)
I think cothyso means this one: http://www.subsim.com/radioroom/showthread.php?t=163264&highlight=upgrades
TheDarkWraith,
I now have the three different "stands" working, thank you :up: (note to self - think they need to be a little darker)
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Dials3.jpg
But the telegraph still isn't scaling????????
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Dials4.jpg
The graphic I use is now in place of the original "needle". It works as planned except for the zoom scaling above.
In order to get the telegraph handle outside the guage I resized the dimensions for the needle's zone, then changed the cropping. Could this be why it still doesn't scale properly when zoomed??? I notice that it is scaling a little but proportionally it is smaller than it should be. aka its inside the dial :wah::wah:
Any help/suggestions would be most appreciated :yep:
TheBeast
04-15-10, 08:29 AM
G'day all,
I don't think my interior mod enables anything out of its normal sequence. :o (it wasn't meant to)
I think cothyso means this one: http://www.subsim.com/radioroom/showthread.php?t=163264&highlight=upgrades
Those 2 MODs combined give all Torpedo's and All Equipement upgrades at start of War.:-? Not something I would want.:hmmm: I looked at them and the Availablilty dating appears to have errors. If you dont get upgrades right away they may not be available later in game play but not sure.
Nauticalwolf
04-15-10, 08:45 AM
I find that they are good for "testing" things :yeah:
Personally I prefer realism mods. :up::yep:
TheDarkWraith
04-15-10, 09:58 AM
I find that they are good for "testing" things :yeah:
Personally I prefer realism mods. :up::yep:
I just need to be able to give a sub radar capability so that I can test the radioman's radar icons. What's the best way to do this then?
TheDarkWraith
04-15-10, 10:02 AM
TheDarkWraith,
I now have the three different "stands" working, thank you :up: (note to self - think they need to be a little darker)
But the telegraph still isn't scaling????????
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/Dials4.jpg
The graphic I use is now in place of the original "needle". It works as planned except for the zoom scaling above.
In order to get the telegraph handle outside the guage I resized the dimensions for the needle's zone, then changed the cropping. Could this be why it still doesn't scale properly when zoomed??? I notice that it is scaling a little but proportionally it is smaller than it should be. aka its inside the dial :wah::wah:
Any help/suggestions would be most appreciated :yep:
Looks like you're having fun now :up: Now when it comes to the animations they can be tricky to set up right. I see your new 'needle' is scaling somewhat so that points to the animation controllers. As you are not as familiar with my files as I am I would say can you send me what you have done so far and I'll load it up and play with it and look it over? Any changes I make I'll comment on either in the files or in a text file so you can see what I did.
something like the attack disc in the attack periscope would be really great!
TheDarkWraith
04-15-10, 12:00 PM
this is not meant as criticism but in interest of feedback to help improve the mod:
i havent seen it mentioned anywhere (maybe im the only one who uses english guages to play a german sub game) but the english guages arent even close to reading anything correctly. they are different guages and therefore dont line up with the settings as they should.
the speeds are in a reverse image and need to be flipped for a mirror image (green to the left and red to the right) so forward is really forward
the speeds settings are also incorrect for the guage being used (zero depth is around 25 meters?) so maybe the german depth guage images should be used for the english version as well since both use meters.
yeah I took a look at them and they are all screwed up (the american dials). Hopefully someone can fix them for us.
TheDarkWraith
04-15-10, 12:02 PM
@TheDarkWraith
known problem with SH5 (not a mod problem)
When looking through the scope, the xo has the picture of the watch officer.
I made a little fix for this after a tip from reaper7.
XO TDC picture fix:
http://www.filefront.com/16096231/XO...ture%20fix.rar
If this is not fixed with the soon to be released patch 1.2, could you add this to your mod please? :arrgh!:
fixed :yeah:
TheDarkWraith
04-15-10, 12:06 PM
jimimadrid's map tools have been added to the mod as an add-on mod (via JSGME). You can see them in the screenie below. conus00 also provided some new dials (high rez - 1024X1024 - with water drops and without). You can see them also below:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1711
TheDarkWraith
04-15-10, 12:39 PM
finally got the new interface working for the gramophone also (user radio is also enabled in this screenie - both are user draggable to custom location and have memory of that location so that if you open it, move it, then close it and reopen it it will reopen in the last position):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1712
I'm an idiot I know, but I can't figure out how to install this mod
with the SH3 option. I have tried different installs and I always
end up with the SH5 enhanced version. Can you walk me through
how to configure this for SH3 please. SH5 enhanced is great, but
I have to have the 3 guages. Especially the depth guage.
Please come to my rescue. Thanks, Buck28:damn:
TheDarkWraith
04-15-10, 12:43 PM
I'm an idiot I know, but I can't figure out how to install this mod
with the SH3 option. I have tried different installs and I always
end up with the SH5 enhanced version. Can you walk me through
how to configure this for SH3 please. SH5 enhanced is great, but
I have to have the 3 guages. Especially the depth guage.
Please come to my rescue. Thanks, Buck28:damn:
start here: http://www.subsim.com/radioroom/showpost.php?p=1359936&postcount=353
TheDarkWraith
04-15-10, 12:50 PM
TDW, there is a mod which enables all updates for the SH5 subs, if I remember right.
Also, shouldn't the Radio man have the "Request Ressuply" icon/order too (even if it's not working right now - maybe because we're still in late 39/early 40?!!) ?
PS: THIS (http://www.subsim.com/radioroom/showthread.php?t=163264&highlight=upgrades) one.
what does this request resupply icon look like? I haven't seen an order to give for it either :hmmm:
TheDarkWraith
04-15-10, 12:52 PM
You can text edit your UPC files and change availability start dates and renown costs to enable those items when you start a career.
-Data\UPCDataGE\UPCUnitsData\UpgradePacks.UPC
how do you read/tinker with these values? Do you know how to edit them?
robbythesub
04-15-10, 12:54 PM
My radio man has the request resupply icon even in 1939 but every time I ask for it, he says refused!
TheDarkWraith
04-15-10, 12:57 PM
My radio man has the request resupply icon even in 1939 but every time I ask for it, he says refused!
can you show me a screenshot of this?
TheDarkWraith
04-15-10, 01:12 PM
so I started a new campaign to test the radar officer. Has anyone experienced this problem?
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1713
my map tools, depth, speed, etc. are missing from the left side! :hmmm: Is this how it always is with the campaign on the first mission?
panosrxo
04-15-10, 01:16 PM
so I started a new campaign to test the radar officer. Has anyone experienced this problem?
my map tools, depth, speed, etc. are missing from the left side! :hmmm: Is this how it always is with the campaign on the first mission?
yes , because it is a tutorial, it will gradually fill up.
TheDarkWraith
04-15-10, 01:23 PM
yes , because it is a tutorial, it will gradually fill up.
you know some documentation of stuff like this from Ubi will prevent me from pulling my hair out trying to troubleshoot a problem that doesn't exist :arrgh!::damn: Can you tell that the game is just a test platform for me currently? I haven't 'played' the game yet!
But it has shown me a problem with the objectives and all. They should be disabled since I enabled the option to disable them.....
TheBeast
04-15-10, 01:29 PM
you know some documentation of stuff like this from Ubi will prevent me from pulling my hair out trying to troubleshoot a problem that doesn't exist :arrgh!::damn: Can you tell that the game is just a test platform for me currently? I haven't 'played' the game yet!
But it has shown me a problem with the objectives and all. They should be disabled since I enabled the option to disable them.....
After starting that Tutorial I immediately grabbed SH5 and ran back to the store to get my money back. I was PISSED!:damn:
The Store owner convinced me to wait at least a month before returning it.
When you once finish tutorial, you can skip it next time you start new campaign ;)
Nauticalwolf
04-15-10, 04:06 PM
G'day TheDarkWraith, :up:
Here are the altered files (JSGME Ready) Link: http://www.filefront.com/16135273/Nauticalwolf%27s%20Altered%20UI%20Files.7z
As I am not sure if I have included all the files that you will need, in the above, here is a link to my complete UI setup. It contains all the files that make up the UI that I personally use. (It is not a Mod for the general public, {I haven't got permissions yet} and it is not finished) (JSGME Ready) Link: http://www.filefront.com/16135337/Nauticalwolf%27s%20UI%20Mod%20v1.0.7z (not a Mod)
As always, much thaks for all your help :yeah:
ps. the telegraph handle doesn't show up when you first load up. you have to press on the throttle dial and then the telegrapgh handle shows up????
cothyso
04-15-10, 05:12 PM
what does this request resupply icon look like? I haven't seen an order to give for it either :hmmm:
I don't know about such an icon, it is just a command you can access by talking directly with the radio officer, in his dialog. It seems logical to me to also appear in his orders. You can use any of the other radio icons you want to.
Regarding the radar officer, you can use that mod to get a fast access to the radar, and that should be its only purpose. I thought it would be faster than to figure out and tinker the values by yourself (and probably that mod's files won't affect any of your interface mod's files).
And "PS: THIS (http://www.subsim.com/radioroom/showthread.php?t=163264&highlight=upgradeshttp://www.subsim.com/radioroom/showthread.php?t=163264&highlight=upgrades) one" contained a link, in case you guys haven't noticed.. and as I said, only for fast testing :P
Do you mean version 1.1.0 or future versions?
When can we expect the next versions of this mod (few days, weeks, moths)?
I'm a bit confused to what i should load?
NewUI_0_2_0
or NewUIs_TDC_1_1_0
McHub532
04-15-10, 06:10 PM
I'm a bit confused to what i should load?
NewUI_0_2_0
or NewUIs_TDC_1_1_0
I use the latter one.
TheDarkWraith
04-15-10, 06:27 PM
I'm a bit confused to what i should load?
NewUI_0_2_0
or NewUIs_TDC_1_1_0
NewUIs_TDC_1_1_0. NewUI_0_2_0 is not supported anymore (it was incorporated into the NewUIs_TDC_x_x_x).
start here: http://www.subsim.com/radioroom/showpost.php?p=1359936&postcount=353
Thanks a ton DarkWraith. :yeah: I can't believe I couldn't get it
figured out. It was so easy.:oops:
Your mod really brings SH5 to life. Thanks again.
All Hail the KING!
:salute:
Buck28
TheDarkWraith
04-15-10, 08:38 PM
bug fix:
user selects to man the deck and flak guns (user could also select to just man the deck gun or just man the flak gun):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1732
now when you click on the 'watch crew' icon they unman (no more deck gun and/or flak gun manned). They will also unman when submerging. This bug has been fixed!
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1733
TheDarkWraith
04-16-10, 12:31 AM
new feature added: Teleporting!! Yep, finally figured out how to teleport correctly.
Here I'm on the bridge, have my deck gun crew ordered up and they aren't doing so well at their aiming:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1734
so I click on the 'Teleport to DeckGun station' icon and voila:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1735
time for me to take care of the aiming and firing duties :rock::|\\
Adding teleportation to many stations now.....
also forgot to move the orange bar for reloading for deck gun and flak gun. Have to take care of that!
McHub532
04-16-10, 12:35 AM
new feature added: Teleporting!! Yep, finally figured out how to teleport correctly.
Here I'm on the bridge, have my deck gun crew ordered up and they aren't doing so well at their aiming:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1734
so I click on the 'Teleport to DeckGun station' icon and voila:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1735
time for me to take care of the aiming and firing duties :rock::|\\
Adding teleportation to many stations now.....
also forgot to move the orange bar for reloading for deck gun and flak gun. Have to take care of that!
You Rock !
Nauticalwolf
04-16-10, 12:38 AM
Amazing work :up::up::up:
May your modding days be long and happy and your mods plentiful :yeah:
java`s revenge
04-16-10, 01:23 AM
Wow, finally someone has found a fix for unmanning the deckgun.
The teleporting is also a great work.:woot:
Thanks a lot Thedarkwraith :yeah:
I hope teleoprting will be optional as unrealistic? ;)
java`s revenge
04-16-10, 02:59 AM
No trying to get down the ladder in a hurry situation is realistic.
I have had in a crash dive situation that it took at least 20 secs to go
down the ladder. Also that i was stuck behind a crewman and i couldnt
go down the ladder...:wah:
TheDarkWraith
04-16-10, 03:03 AM
I hope teleoprting will be optional as unrealistic? ;)
it is an icon on an order category bar. If you want to use it then click on it. If you don't then ignore the icon and don't click on it :03:
lumat83
04-16-10, 06:14 AM
Congratulation :yeah:
Maybe I've forgot something. Where is the new version ?
Taurolas
04-16-10, 06:37 AM
dude, you make me wanna take up modding :up:
very nice work.
TheDarkWraith
04-16-10, 10:23 AM
Congratulation :yeah:
Maybe I've forgot something. Where is the new version ?
still in my hands :03: I'm putting some finishing touches on it and then I'll be sending it to a few people for pre-release testing and depending on outcome I'll let everyone have it.
Done a lot of work here Dark, im waiting to see what the patch brings, before i get this, but a great help, thanks.
lumat83
04-16-10, 10:49 AM
still in my hands :03: I'm putting some finishing touches on it and then I'll be sending it to a few people for pre-release testing and depending on outcome I'll let everyone have it.
Oh thank you :)
TheDarkWraith
04-16-10, 10:56 AM
Done a lot of work here Dark, im waiting to see what the patch brings, before i get this, but a great help, thanks.
yeah I'm awaiting to see what their 'compass' is like. I'm willing to bet though that us modders can outdo anything that 'they' come up with :03: We have time on our sides, they don't :DL
new feature added: Teleporting!! Yep, finally figured out how to teleport correctly.
LOL amazing how much time and efoort by talented modders is needed ... to revert SH5 to the SH3/4 style of game most of us prefer. :haha:
TheDarkWraith
04-16-10, 11:19 AM
LOL amazing how much time and efoort by talented modders is needed ... to revert SH5 to the SH3/4 style of game most of us prefer. :haha:
yeah it's not realistic but I do like to have the option....and so do others :03: I made it in a way that you can either choose to use it or stick to 100% realism and walk around if you prefer. Did I say I love options? :DL
Currently you can teleport to:
- UZO
- Binocular - removed - binocular can be accessed at any time by mousewheel
- Deck gun
- Flak gun
adding:
- Attack scope
- Obs scope
- Hydrophone (possibly)
- Radar (possibly)
- Captains bed?
TheBeast
04-16-10, 11:47 AM
Not sure if this is just my install or if it even makes a difference. I noticed in any TDC view (UZO, Obs, Attk) that the Set Torpedo Speed does not update correctly and gets out of sync with the currently slected Torpedo Tube loaded Torpedo Type. The Picture below show a Type II(G7e) Torpedo is loaded but the Set Torpedo Speed is still displaying the Type I toperdo options. It also happens in reverse preventing you from selcting fast speed setting for the Type I. Obviously the TDC knows what torpedo type is currently losded in the selcted tube because the Mouse-over Tool Tip is always correct.
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1739
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=1739
naights
04-16-10, 12:40 PM
Hi:
Perfect work, you :rock:
Bye !!
Navarre
04-16-10, 01:05 PM
LOL amazing how much time and efoort by talented modders is needed ... to revert SH5 to the SH3/4 style of game most of us prefer. :haha:
What would have been the outcome, if the developers had spent the development time in real essential areas of the game (gameplay, AI, simulation system depth) instead of invest it into nonsensical interface functionality which are now removed by the modders.:hmmm:
kylania
04-16-10, 01:56 PM
What would have been the outcome, if the developers had spent the development time in real essential areas of the game (gameplay, AI, simulation system depth) instead of invest it into nonsensical interface functionality which are now removed by the modders.:hmmm:
People would have complained even more about the horrible UI and the fact that the devs expected modders to "finish" the game. :) Once 1.2 patch is out the game will be functional, different to be sure, but functional. So really consider 1.2 to be "out of the box" and try to ignore the last two months heh
TheBeast
04-16-10, 02:01 PM
Currently, the only thing I can do in the Sonar UI is send Bearing to TDC. I can't even select ship type(Merchant/War).
There is no Estimate Range to Target option.
There is no Precise Range to Target (ping) option.
There is no Send Range to TDC option.
Not even sure if these were options on U-Boats.
An experienced Sonarman can even esitmate target speed by counting screw RPM.
Working with the Weapons Office Plotting the target the Sonarman and WO update the TDC and should be able to perform submerged Torpedo attacks without visual target confirmation.
As they(you) gather plotting information and update the Map accordingly the Firing Solution slowly developes until YOU pull the trigger.
In the screen capture below, the left side is what is currently available and right side is my wish. The Arrows on rifht would be used to send that information to the TDC
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1740
Really, the entire Sonar UI need to be fixed.
The Sound detection light doesnt even work.
Anyway, Please let me know if I am just wrong or if this actually needs to be fixed...
Also, The only condition that should effect these fuctions is if you are submerged or surfaced. Visual on Target or the Superhuman Abilities should not disable this functionality.
TheDarkWraith
04-16-10, 02:12 PM
Currently, the only thing I can do in the Sonar UI is send Bearing to TDC. I can't even select ship type(Merchant/War).
There is no Estimate Range to Target option.
There is no Precise Range to Target (ping) option.
There is no Send Range to TDC option.
Estimate range to Target is available as an icon under SO (in v.1.1.0)
Precise range to Target is available as an icon under SO (in v.1.1.0)
though I've never gotten these to work (how do you 'select' a target on the hydro?)
Send range to TDC option I can incorporate.
7thSeal
04-16-10, 02:46 PM
yeah it's not realistic but I do like to have the option....and so do others :03: I made it in a way that you can either choose to use it or stick to 100% realism and walk around if you prefer. Did I say I love options? :DL
Options makes anything popular... from a new shiny car to an older sub.. its what makes your mod so popular. :up:
Fantastic job you've done. :DL
TheBeast
04-16-10, 02:50 PM
Estimate range to Target is available as an icon under SO (in v.1.1.0)
Precise range to Target is available as an icon under SO (in v.1.1.0)
though I've never gotten these to work (how do you 'select' a target on the hydro?)
Send range to TDC option I can incorporate.
The way it is supposed to work is, Sonar is tracking the target. Then you click on Estimate or Precise Range to Target and the Sonarman tells you what the range to the target being tracked currently is. One prblem I've noticed is when you are submerged, you can not track a target with sonar if it is within visual range or the Sonarman is using the Total Revealing superhuman ability. The only time Sonar should not be able to track a target is when you are surfaced. And don't get me started on the Radar.:03:
I made it in a way that you can either choose to use it or stick to 100% realism and walk around if you prefer. Did I say I love options? :DL
Realism is a slippery concept when you are trying to put in such a limited environment as a computer game the whole reality including physics, human intelligence, etc.
Fact is, a commander would just need to shout and yell orders, and those would be followed by a competent and well trained crew. No need for doing such things as manning the deck gun yourself, and then obviously no need to to run you ass off from there to the hatch if an aircraft appears while you are shelling a merchant to your heart's content :haha:
So, teleporting is realistic if you consider that by doing it you are actually teleporting to different crew roles, leaving your commander body meanwhile. I don't pretende to call realistic an AI that fails at elementary human decissions/aptitudes, so if I have to substitute them as gunner, IWo or whatever, then I consider teleporting equally realistic.
Anyway ... keep the good work :up: when I move to SH5 in some years (When the DRM is removed) I will sure enjoy your GUIs a lot :rock:
TheDarkWraith
04-16-10, 03:56 PM
got the heading to view command working now I'm trying to get the view to heading working. It's a valid command I'm giving but the game does nothing with it :damn: So now I'm trying to engineer a band-aid for it to make it work.
EDIT: just trying to figure out all the little intricacies to the game will boggle the mind! The View to heading command does work - only with certain cameras. Those cameras are Binocular, UZO, Attack scope, obs scope. Your 'normal' views do not work with this command.
TheDarkWraith
04-16-10, 04:44 PM
as you can see here my photoshop skills are awesome :o:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1745
the WA (watch officer) and the NO (navigator) gain two additional order catergories - heading to view (H -> V) and view to heading (V -> H). They work like they sound. Hopefully someone will come up with better icons than I have made for them :yep:
next to add is a toggle icon that if you have a target locked up the current camera (or I should say active camera if it can do it) will follow the locked target at all times.
maybe its just me.. but why waste time adding view to heading etc. commands to the officers? Is anyone really going to navigate a menu to do such a trivial task such as centering their view? It makes no sense.
I guess though, you are aiming for "completeness" with this.. but the whole concept of those officers is just fluff to me. After a day of learning (& customizing) the hotkeys you never need those silly SH3 style screen wasters.
As for the camera following target thing:
Add a hotkey for it as well please. I dont want to navigate any menus for it.
TheDarkWraith
04-16-10, 05:03 PM
maybe its just me.. but why waste time adding view to heading etc. commands to the officers? Is anyone really going to navigate a menu to do such a trivial task such as centering their view? It makes no sense.
The hotkeys are just fine.
As for the camera following target thing:
Add a hotkey for it as well please. I dont want to navigate any menus for it.
actually quite a few people have asked for these and other commands to be added as icons. I'm adding the clock one currently.
Those that want to use it will click on it, those that want to use hotkeys will assign their \data\Menu\commands file appropriately :DL
TheBeast
04-16-10, 05:06 PM
maybe its just me.. but why waste time adding view to heading etc. commands to the officers? Is anyone really going to navigate a menu to do such a trivial task such as centering their view? It makes no sense.
I guess though, you are aiming for "completeness" with this.. but the whole concept of those officers is just fluff to me. After a day of learning (& customizing) the hotkeys you never meed those silly screen wasters.
As for the camera following target thing:
Add a hotkey for it as well please. I dont want to navigate any menus for it.
I have to agree with Gutted on this matter. There are many commands that just do not belong on a Menu. They should be noted as Key Bindings and the F1 Help images should be updated to reflect all Key Bindings.
ohhh.. fast replier are we? LOL
I sorta had to go back and edit my post to add a thought or two right as i hit "post".
anyway, yeah i guess some will enjoy it, but i would think most people who use hotkeys would have the officers disabled anyway. Each to his own i guess.
TheDarkWraith
04-16-10, 05:17 PM
ohhh.. fast replier are we? LOL
I sorta had to go back and edit my post to add a thought or two right as i hit "post".
anyway, yeah i guess some will enjoy it, but i would think most people who use hotkeys would have the officers disabled anyway. Each to his own i guess.
good thing you just reminded me to add the option to disable the officers...I almost forgot about that one.
I like the officers so do others. Some don't like them. That's fine. The beauty of this is that you can customize to your liking :D
I also like very much the officers. Thank you very much for adding new icons to them. I will use them for sure !! :DL
Txema
Webster
04-16-10, 07:46 PM
ok, apparently i am the only one who wants working english guages since nobody else has mentioned they are unusable as they are now.
i would have thought someone else would have been interested in it :06:
hopefully in some future update for this mod it will be looked at :hmmm:
McHub532
04-16-10, 07:49 PM
ok, apparently i am the only one who wants working english guages since nobody else has mentioned they are unusable as they are now.
i would have thought someone else would have been interested in it :06:
hopefully in some future update for this mod it will be looked at :hmmm:
I spent 3 years in the United States Air Force - working in Germany. You just learn what happens when you push button X.. and remember it. You don't really have to know what the word on the button means. :)
TheDarkWraith
04-16-10, 07:51 PM
coded in the follow selected target feature. I gotta say if there's one cool thing I've added to this mod this is it.
It works two ways: You can have a target 'selected' by just setting your scope, uzo, etc. on it. Once it's selected you toggle the 'Follow Selected Target' icon to track it. Now if you leave that station the 'follow' is broke and turns off. You come back to the station you will not have following.
Second way: same as above except you lock the target by pressing spacebar. Once the target is locked you can exit the station and comeback and the scope, uzo, etc. will rotate to lock on the target and keep tracking it again. Flexibility :D
The 'Follow Selected Target' icons have been added to WEPS (WP) and Watch Officer (WA) via an order category.
The icons are clickable to toggle and a hotkey has also been assigned for this (current key is 'X' but as always is user-customizable).
Here is target following using the non-locking approach:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1746
here is target following using the locking approach:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1747
couple more things to do and v1.2.0 should be ready.....
McHub532
04-16-10, 08:03 PM
(Bow)
I'm not worthy!!
(/Bow)
You rock!
Edit: Give me the thumbs up when I can download the updated/newest copy... and where?
kylania
04-16-10, 09:09 PM
got the heading to view command working now I'm trying to get the view to heading working. It's a valid command I'm giving but the game does nothing with it :damn: So now I'm trying to engineer a band-aid for it to make it work.
EDIT: just trying to figure out all the little intricacies to the game will boggle the mind! The View to heading command does work - only with certain cameras. Those cameras are Binocular, UZO, Attack scope, obs scope. Your 'normal' views do not work with this command.
This makes sense with those stations. It's really saying "This station's view to boat's heading". Otherwise it's a "face forward" which seems odd to have a button for. :)
TheDarkWraith
04-16-10, 09:43 PM
now since there were some of you whose XO TDC dialog box got in the way of the message box sometimes, I've had it dynamically relocate itself so that problem doesn't happen anymore! It's also intelligent so that it knows what UI state you're in what options are applied to that UI state so it can position itself to the best place (it also takes into account the width of the message box)
I also shortened the XO TDC dialog box.
For example:
SH5Enhanced with officer icons enabled:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1748
SH5Enhanced with officer icons disabled:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1749
sirbum69
04-16-10, 09:45 PM
man i so want this new one just for the locking onto target and staying with it functin lol...
I already use your SH5 enhanced version, But so want the locking on target part...
Cant wait for you to release it...Or ill beta test it lol
TheDarkWraith
04-16-10, 09:56 PM
here is the change log for v1.2.0 as I have it now. What am I missing? Users with low screen res issues will be addressed on next version. The original problems with the SH4 style order bar remains unchanged.
v1.2.0 - (SH3/5 UI style) fixed bug when navigator's plot course was picked the 'plot course' wasn't selected at first
- total re-write of officer's bar, order catergories bar, and orders bars. Now when condition isn't met the icon is dark grey. When
condition is met but not selected the icon is white. When condition is met and selected the icon is gold. If the item doesn't display an order
bar or order category then it will never switch to a gold color.
- (SH3/5 UI style) crew will select battery recharge mode when you surface from being submerged and have used some of your battery
capacity. Once batteries are fully charged your crew will switch over to standard propulsion mode. User can switch to standard mode at any
time. If user has switched to standard mode and batteries aren't fully charged, user can switch back to recharge mode.
- fixed more bugs with TAI map not minimizing or restoring when entering/leaving stations
- made new .dds files for order categories, officers, and orders.
- (SH3/5 UI style) when an officer is selected a thin white border will appear around the officer
- added user option to enable/disable the notes from displaying. This is the text that displays above the message box when you mouse
over certain items. Default is True (display the notes) (ShowItemNotes)
- (SH3/5 UI style) fixed the nasty right click bug on the officers
- fixed bug where some items of UI would remain visible when talking with crew
- (SH5 Enhanced) added user option to integrate the fuel, battery, compressed air, and CO2 levels into the bottom bar located just
right of the heading bar (IntegrateLevels)
- gave user option to have the message box start in expanded mode when game starts (MessageBoxStartsExpanded)
- gave user option to have the mini-map start in one of it's three modes when the game starts (TAIModeOnGameStart)
- (SH3/5 UI style) added command to Radioman - report nearest radio contact
- (SH3/5 UI style) added command to Radioman - user radio (user can turn the radio on/off)
- when submerging the sonarman will be given the command 'normal sweep'. This command will appear in the message box.
- added add-on mod 'NewUIs_TDC_1_2_0_jimimadrids_map_tools' thus giving jimimadrid's photo looking icons for the map tools
- utilized new interface for user radio and added missing tooltips
- utilized new interface for gramophone and added missing tooltips
- (SH3/5 UI style) gave user the option as to whether the order categories scrolled or not (OrderCategoriesScroll)
- (SH3/5 UI style) fixed bug where when user had deck gun and/or flak gun manned and clicked on 'watch crew' nothing happened. Now
when one or both of those stations are manned and user clicks on 'watch crew' those stations will unman.
- moved the deck gun and flak gun reloading bars to top middle of the screen so they're not in the way of targeting
- (SH3/5 UI styles) added ability to teleport to obs scope from WE-->Torpedo Attack and WO-->Choose deck gun target
- (SH3/5 UI styles) added ability to teleport to attack scope from WE-->Torpedo Attack and WO-->Choose deck gun target
- (SH3/5 UI styles) added ability to teleport to Hydrophone station from SO-->Hydrophone
- (SH3/5 UI styles) added ability to teleport to Radar station from RA-->Radar
- (SH3/5 UI styles) added ability to teleport to UZO from WO-->Crew on deck
- (SH3/5 UI styles) added ability to teleport to Deckgun from WO-->Deck Gun
- (SH3/5 UI styles) added ability to teleport to Flak gun from WO-->Flak gun
- (SH3/5 UI styles) added heading to view and view to heading icons to Watch Officer as additional order categories (WO)
- (SH3/5 UI styles) added heading to view and view to heading icons to Navigator as additional order categories (NO)
- (SH3/5 UI styles) added clock icon to every officer's order category except Watch Officer (WA)
- added the follow selected target feature. It is togglable via order category icons for WEPS (WP) and Watch Officer (WA). There is
also a hotkey assigned for this with the default value of using key 'X'
- (SH3/5 UI styles) added ability to disable the officer icons (RenderOfficerIcons)
- made the XO TDC dialog box intelligent. It will reposition itself based on the current UI mode and options selected so that it's not
in the way of the message box or anything else.
- resized the XO TDC dialog box to make it slightly smaller in width
there just seems like something I'm overlooking...:hmmm:
kylania
04-16-10, 10:04 PM
Nomograph on Nav Map?
Some wishlist things I'd love to see would be the AoB wheel (http://i545.photobucket.com/albums/hh372/makman94/7-4.jpg) and attack disc (http://i545.photobucket.com/albums/hh372/makman94/8-3.jpg) from MaGui or Hitman's UI. Mind you, I only know how to use the AoB wheel, but the other one is pretty spiffy! (I've problably linked them backwards or incorrectly..) Also dragable speed charts (http://www.kylania.com/sh3/gw_tabs.jpg) like in GWX.
TheDarkWraith
04-16-10, 10:04 PM
Nomograph on Nav Map?
bingo! That's it :DL
TheDarkWraith
04-16-10, 11:16 PM
Nomograph added to nav map:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1750
now just have to think of clever way to integrate nomograph into TAI map....:hmmm:
kylania
04-16-10, 11:31 PM
A few initial quick bugs from 1.2 beta:
http://img94.imageshack.us/img94/7360/wrongtooltip.jpg
All the Clock buttons have "View to heading" as their tooltip, across all officers.
http://img218.imageshack.us/img218/6003/wepsman.jpg
WO's Weapons Management order button opens up to the Sub Systems page instead of Torpedo.
And not really a bug, but a small graphical request to drop the buttons on the Integrated Levels down 2 pixels to frame it better. Left side is stock, right side is dropped 2 pixels down:
http://img59.imageshack.us/img59/3663/drop2b.jpg
Updated:
Plot Course Navigator order button is acting like a Nav map toggle. If you're not on the Nav Map it'll open the Nav Map with the Plot Course tool selected. If you are on the Nav Map it'll close the Nav Map and kick you back to the previous view.
TheDarkWraith
04-16-10, 11:39 PM
A few initial quick bugs from 1.2 beta:
http://img94.imageshack.us/img94/7360/wrongtooltip.jpg
All the Clock buttons have "View to heading" as their tooltip, across all officers.
http://img218.imageshack.us/img218/6003/wepsman.jpg
WO's Weapons Management order button opens up to the Sub Systems page instead of Torpedo.
And not really a bug, but a small graphical request to drop the buttons on the Integrated Levels down 2 pixels to frame it better. Left side is stock, right side is dropped 2 pixels down:
http://img59.imageshack.us/img59/3663/drop2b.jpg
great feedback :up: I'll correct the problems and see what I can do about the rest. Thanks again :yeah:
There is no command to open up the Torpedo one instead of the Sub systems. Best I could do unless someone knows something that I don't.
EDIT:
tooltips fixed. WO's weapon management opens up Torpedoes now. Integrated levels buttons moved down 2 pixels.
kylania
04-16-10, 11:53 PM
This key mapping from Church's SH5 Keys brings up the torpedo screen:
[Cmd112]
; MMaerean: this does not belong here, but there are no available CmdIDs
Name=Guns_control
Contexts=1,14
Key0=0x49,,"I"
Page=0x41000000,3742
Does "guns_control" help at all?
TheDarkWraith
04-16-10, 11:57 PM
Does "guns_control" help at all?
looking into it right now....
Yes I put the wrong command for that. It should be Guns_control. It has been corrected.
kylania
04-17-10, 12:09 AM
The lock feature is pretty sweet! It's a little shake close up though. At farther range it's pretty smooth, but gets very jittery close up. This is especially noticeable with the binoculars.
It also appears to be a global setting. As in if you lock something in the Observation Scope, then go to the bridge and activate the UZO, it'll auto turn to lock and follow your current target.
Here's a quick video that shows both the shakiness and the persistence of the "follow mode".
http://www.youtube.com/watch?v=PJ-K78nZw9E
(It's pretty rough right now, but resolution should increase in a few minutes once YouTube is done working it's magic.)
TheDarkWraith
04-17-10, 12:13 AM
The lock feature is pretty sweet! It's a little shake close up though. At farther range it's pretty smooth, but gets very jittery close up. This is especially noticeable with the binoculars.
It also appears to be a global setting. As in if you lock something in the Observation Scope, then go to the bridge and activate the UZO, it'll auto turn to lock and follow your current target.
Here's a quick video that shows both the shakiness and the persistence of the "follow mode".
http://www.youtube.com/watch?v=PJ-K78nZw9E
(It's pretty rough right now, but resolution should increase in a few minutes once YouTube is done working it's magic.)
it's going to be a little shaky as I made something that didn't exist! It relies on a timer to do it's magic and if I drop the timer value down too low (greater Hz) then it came impact game play and cause stuttering everywhere else. I did the best compromise I could with it. I think it rocks :rock:
tried any teleporting yet?
Was thinking about also moving the Radio from an order to an order category. Radio shouldn't appear in the Radioman's reports.....I'm going to change that. Put it next to Gramophone.
kylania
04-17-10, 12:38 AM
tried any teleporting yet?
Sure did! This happened! :O:
http://img504.imageshack.us/img504/7910/gunsights.jpg
I need to restart to test one final thing, but it appears as if once you teleport to the Deck Gun you enable the fabled "camera locked on OwnShip" mode! :)
Basically man the gun, then unman it with the red X. Then teleport to it. This will enable the "external camera zoom modes" to work and your camera will be locked on the ship, as shown above. You're able to zoom and rotate the camera around the ship and it follows the ship. If you were zoomed in when you exited the gun you'll get that half stage reticle overlay as above also. Still need to test if you're able to do that before teleport or if you teleport to it first without manning it manually.
The other teleport modes seem to just kick you to the stations if they are optical (obs, attack and UZO) and simply teleport your avatar to the waypoint for the station for Sonar and Radio. It's only the Deck Gun that results in the odd camera/overlay mode.
Flakgun did boot me to the DeckGun once when I left the station, but I've been unable to replicate that. :hmmm:
Btw, it's indescribably happy with the new outlined officer buttons, they have a really nice "hovery button" feel to them. I LOVE IT. :)
TheDarkWraith
04-17-10, 12:44 AM
but it appears as if once you teleport to the Deck Gun you enable the fabled "camera locked on OwnShip" mode! :)
Basically man the gun, then unman it with the red X. Then teleport to it. This will enable the "external camera zoom modes" to work and your camera will be locked on the ship, as shown above. You're able to zoom and rotate the camera around the ship and it follows the ship. If you were zoomed in when you exited the gun you'll get that half stage reticle overlay as above also. Still need to test if you're able to do that before teleport or if you teleport to it first without manning it manually.
The other teleport modes seem to just kick you to the stations if they are optical (obs, attack and UZO) and simply teleport your avatar to the waypoint for the station for Sonar and Radio. It's only the Deck Gun that results in the odd camera/overlay mode.
Flakgun did boot me to the DeckGun once when I left the station, but I've been unable to replicate that. :hmmm:
you are correct in that the Sonar and Radio just teleport you to the station - it does not activate the station. Had too many problems with it so I just had it teleport you to the station.
The other teleport modes teleport you to the station AND activate that station (UZO, attack, obs, deck gun, flak).
I haven't had any problems with teleporting to deck gun so I'll give your example a try and see what happens.
kylania
04-17-10, 12:58 AM
Ya know, that might be a stock bug or caused by another mod, since after removing 1.2 the zooming camera while on the default deck gun thing happened just manning the deck gun normally. I don't have any camera mods loaded though, odd. I can't imagine someone not finding that by now though...
TheDarkWraith
04-17-10, 01:14 AM
Radioman's Radio has been moved from an order to an order category (where it should have been in the first place :damn:):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1751
TheDarkWraith
04-17-10, 01:18 AM
and nomograph has been added to the TAI mini-map:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1752
TheDarkWraith
04-17-10, 01:29 AM
Sure did! This happened!
Basically man the gun, then unman it with the red X. Then teleport to it. This will enable the "external camera zoom modes" to work and your camera will be locked on the ship, as shown above. You're able to zoom and rotate the camera around the ship and it follows the ship. If you were zoomed in when you exited the gun you'll get that half stage reticle overlay as above also. Still need to test if you're able to do that before teleport or if you teleport to it first without manning it manually.
tried this 3 times and then another 6 times with varying ways of getting deck gun manned and teleporting and had no problems. I can't duplicate what you saw/had happened. Everything works fine for me.
kylania
04-17-10, 01:58 AM
Did you add a creepy American voice guy? :O: When saving Options and again when applying skill points I heard this really creepy dude say "Yes, lieutenant" in English (I have German voices loaded).
I'd probably remove the Heading To View buttons from most of the officers. Maybe leave it for the WO? It's possible to press it while inside the sub and it'll turn your boat! Personally I have a key mapped to it, and only use it from a scope or on the bridge for a "go that way" type thing. I was in the control room asking my Navigator to check current depth and accidentally turned just now by accidentally clicking the H -> v button. :)
TheDarkWraith
04-17-10, 02:15 AM
I'd probably remove the Heading To View buttons from most of the officers. Maybe leave it for the WO? It's possible to press it while inside the sub and it'll turn your boat! Personally I have a key mapped to it, and only use it from a scope or on the bridge for a "go that way" type thing. I was in the control room asking my Navigator to check current depth and accidentally turned just now by accidentally clicking the H -> v button. :)
I'm partial to the H --> V buttons. I find them really useful for my style of commanding. Maybe I could make them only enabled when you are using the UZO, Binocular, attack, or obs scope? Then you wouldn't be accidently turning to new headings? :hmmm:
TheDarkWraith
04-17-10, 02:20 AM
Updated:
Plot Course Navigator order button is acting like a Nav map toggle. If you're not on the Nav Map it'll open the Nav Map with the Plot Course tool selected. If you are on the Nav Map it'll close the Nav Map and kick you back to the previous view.
that's exactly how it's supposed to work. That's how I designed it. Basically that icon is a toggle but when you enable it it automatically calls up the plotter tool for you.
kylania
04-17-10, 02:23 AM
that's exactly how it's supposed to work. That's how I designed it. Basically that icon is a toggle but when you enable it it automatically calls up the plotter tool for you.
Ahh, I thought it was a handy way to start plotting without having to find your ship and rclick on it just right or having to select the last waypoint which might be off screen or something. Kind of like the old SH3 plotting tool.
Maybe add a new map tool for "Plot Course" that just activates the next waypoint mode?
Three last comments before passing out. :)
The tooltip for "Compressed air" reads "Compress air" in the Integrated Levels.
Would it be possible to auto-enable the Tool Helper on the map pages?
As much as I previously opposed it, an option to remove the yellow [!] thing for objectives would be nice after all. :)
doh, i guess i should have posted my findings here instead of through .pm.
Will do that when i test it more.
TheDarkWraith
04-17-10, 09:54 AM
doh, i guess i should have posted my findings here instead of through .pm.
Will do that when i test it more.
your comments via PM were very helpful :yeah: Here's the changes I've made based on them.
The nomograph was added to the mini-map and was allowed to show based on the state of the map. That was an incorrect way of doing it. Now it's tied to the size of the map which works beautifully :D
EDIT:
giving the nomograph a hotkey and icon thus you can toggle it on/off in the mini-map (will always be visible in nav-map)
mini-map in as loaded state (new game):
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1753
user resizes the mini-map to size needed to start showing nomograph:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1754
mini-map in maximized state:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1755
and once the mini-map is minimized the nomograph is not shown because the size of the mini-map doesn't meet the requirements to show it (the power of scripting :D).
This little bug fix exposed another bug that has gone unnoticed. If you resize the mini-map from a minimized state (by dragging the resize handle), the map tools never expand. I have to fix this now.
and for the nav-map, the nomograph has been moved to the right side and up a little:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1756
Ablemaster
04-17-10, 10:05 AM
Nice touches there Dark, your ui's get more advanced every time i look, like the extra features, cheers mate.
reaper7
04-17-10, 10:28 AM
This little bug fix exposed another bug that has gone unnoticed. If you resize the mini-map from a minimized state (by dragging the resize handle), the map tools never expand. I have to fix this now.
I have just solved that one in The UI mod i'm currently working on with a simple fix (Although it took me the best part of 2 days to get it working - A lot of messing and changing things :hmmm:)
In the Page Default.py Change the following:
From:
maximize = ( map.Width >= MapGroupSizes[ FeedBackModes.Maximized ].Width - 20.0 ) and ( map.Height >= MapGroupSizes[ FeedBackModes.Maximized ].Height - 20.0 )
MakeSureMapToolsGroupIsExtended( maximize )
To:
maximize = ( map.Height >= 270 )
MakeSureMapToolsGroupIsExtended( maximize )
Now the Map tools will appear when the MapTools is dragged above the defined heigth of 270, This is the height of my MapTools in the (Stock would prob be around 220)
http://i236.photobucket.com/albums/ff240/reaper7_bucket/MapTools.jpg
Hope that helps :up:
TheDarkWraith
04-17-10, 10:53 AM
I have just solved that one in The UI mod i'm currently working on with a simple fix (Although it took me the best part of 2 days to get it working - A lot of messing and changing things :hmmm:)
In the Page Default.py Change the following:
From:
maximize = ( map.Width >= MapGroupSizes[ FeedBackModes.Maximized ].Width - 20.0 ) and ( map.Height >= MapGroupSizes[ FeedBackModes.Maximized ].Height - 20.0 )
MakeSureMapToolsGroupIsExtended( maximize )
To:
maximize = ( map.Height >= 270 )
MakeSureMapToolsGroupIsExtended( maximize )
Now the Map tools will appear when the MapTools is dragged above the defined heigth of 270, This is the height of my MapTools in the (Stock would prob be around 220)
http://i236.photobucket.com/albums/ff240/reaper7_bucket/MapTools.jpg
Hope that helps :up:
I'm doing totally different implementation. Totally changing everything so I have to do a different way. Thanks though :up:
mcaa666
04-17-10, 11:18 AM
Wow can't wait for the new version to come out, you're doing an excellent job with this.
I had a small question though; I was doing a recon mission and it seems that the 'take photo' icon doesn't show up anymore. Or did you by any chance move it somewhere else?
I'm using 1.1.0 and SH5 Enhanced UI...
Thnx
TheDarkWraith
04-17-10, 01:07 PM
rewrote the code the mini-map. Much, much better :D
added icon and hotkey to toggle nomograph on the mini-map. Current default key to toggle nomograph on mini-map is key 'B'.
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1757
sirbum69
04-17-10, 02:13 PM
Ok just ran the new UI using:
GWX compuss rose
moral mod
Krup moral fix + torp fix
old style explosions
critical hits
wamphrys plane mod
u_boat_killer AI
I ran the new 1.2 with these mods on cause this is what i play with, and figured most people will have mods enabled... What i saw is below
when installing the UI mod i got a warning that the 20 MM file had already been altered by wamphrys plane mod...This is more just a conflict
when installing the namogrph part it told me of a conflict with Hud3.ini im assuming this is from the 1.2 UI...not sure if it should be installed firt then the 1.2 or other way around. I installed 1.2 UI first then the namograph
This is more of a question, can you make it so that when you change the torp from magnatic to impact that it actully changes the words so you know what it is set to at a glance.
If you teleport to sonar from outside camera view...It sends you to the deck of the sub, even if you are under water...was kinda creepy feeling lol..
only other thing i noticed is i play in 1440x900 and the XO box for imputting everything for a solution is like right in the middle of the scope.
is it possible to lower this down. If not can i do it manually for my UI itself..
TheDarkWraith
04-17-10, 02:18 PM
Ok just ran the new UI using:
GWX compuss rose
moral mod
Krup moral fix + torp fix
old style explosions
critical hits
wamphrys plane mod
u_boat_killer AI
I ran the new 1.2 with these mods on cause this is what i play with, and figured most people will have mods enabled... What i saw is below
when installing the UI mod i got a warning that the 20 MM file had already been altered by wamphrys plane mod...This is more just a conflict
when installing the namogrph part it told me of a conflict with Hud3.ini im assuming this is from the 1.2 UI...not sure if it should be installed firt then the 1.2 or other way around. I installed 1.2 UI first then the namograph
This is more of a question, can you make it so that when you change the torp from magnatic to impact that it actully changes the words so you know what it is set to at a glance.
If you teleport to sonar from outside camera view...It sends you to the deck of the sub, even if you are under water...was kinda creepy feeling lol..
only other thing i noticed is i play in 1440x900 and the XO box for imputting everything for a solution is like right in the middle of the scope.
is it possible to lower this down. If not can i do it manually for my UI itself..
there is no nomograph to install....it's already included in mod. If you get a conflict like this then the 1.2 UI mod has to be installed last.
TheBeast
04-17-10, 02:34 PM
Sorry for the late posts. Had company show up last night right when I received info for the new test build.
OK, I will try to not duplicate things the others have already found.
I am using the SH3Style UI
The Player Guidance Icon is displayed even though it is set to "PlayerGuidanceEnabled = False" in TheDarkWraithUserOptions.py.
Officer Icon Menu's:
Weapons Officer - Torpedo Attack: Missing Menu option to Open/Close selcted Torpedo Tube.(Flood Tube, Open Outter Door)
Navigator: Heading to View is available even while submerged and functional from any camera view at any time.
Sonarman: Missing Menu option to Send Bearing to TDC.
Sonarman: Missing Menu option to Send Range to TDC.
Radioman - Radar - Toggle Radar On: Starts with Constant Bearing and I am unable to click Continuous Sweep. I have to click One Sweep first then I can select Continuous Sweep. This happens almost every time you first toggle the Radar On after surfacing.
Radioman - Radar: Missing Radar Range Toggle (Short Range (4,800 Meters), Medium Range (16,000 Meters)).
Radioman - Request: brings up the Kapitan's Log. Should this send a Resupply Request or is it labeled wrong?
Deck Gun/Flak Gun(s): Currently, the only way to find out how much Ammunition is available is to enter into the Gun(s) View. Is it possible to display Ammo Count some how? Maybe on Sub Systems - Deck Watch report or Weapons Status button for Deck Watch?
kylania
04-17-10, 02:44 PM
Ok just ran the new UI using:
when installing the UI mod i got a warning that the 20 MM file had already been altered by wamphrys plane mod...This is more just a conflict
Yeah, I got the same thing. Checked the files with WinMerge and the differences are only with where the loading bar appears, so it's safe to overwrite that and it won't affect the Plane Mod's features.
only other thing i noticed is i play in 1440x900 and the XO box for imputting everything for a solution is like right in the middle of the scope.
is it possible to lower this down. If not can i do it manually for my UI itself..
This is caused by the XO dialog change (http://www.subsim.com/radioroom/showpost.php?p=1362891&postcount=434). Unfortunately it does result in the dialog covering the bottom corner of the scope since the officer bars are usually open and the message box is usually open as well. Personally I didn't mind it lower and overlapped by the officer buttons as in this picture (http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1683) since A) I rarely use that dialog except to ID a ship and B) the part that was covered up didn't have anything displayed on it anyway.
TheDarkWraith
04-17-10, 03:02 PM
Radioman - Radar - Toggle Radar On: Starts with Constant Bearing and I am unable to click Continuous Sweep. I have to click One Sweep first then I can select Continuous Sweep. This happens almost every time you first toggle the Radar On after surfacing.
Radioman - Radar: Missing Radar Range Toggle (Short Range (4,800 Meters), Medium Range (16,000 Meters)).
Radioman - Request: brings up the Kapitan's Log. Should this send a Resupply Request or is it labeled wrong?
can you send me your files for campaign or whatever so I can test with radar? I haven't been able to activate radar and thus I haven't been able to test anything related to radar.
McHub532
04-17-10, 04:13 PM
can you send me your files for campaign or whatever so I can test with radar? I haven't been able to activate radar and thus I haven't been able to test anything related to radar.
Did I read above that someone is actually using version 1.2 of your mod now? If so.. is there a place I can download it? All these updates you are putting up are killing me seeing and not using them myself. :D
TheDarkWraith
04-17-10, 04:15 PM
Did I read above that someone is actually using version 1.2 of your mod now? If so.. is there a place I can download it? All these updates you are putting up are killing me seeing and not using them myself. :D
I've distributed v1.2.0 to some users for testing and feedback currently.
McHub532
04-17-10, 04:23 PM
I've distributed v1.2.0 to some users for testing and feedback currently.
Every time my blackberry sends me an email alert noise I about drop it in panic as I check to see if DarkWraith has posted 1.2. :)
Edit: Yeah yeah.. being drama queen. Trying to be goofy. :)
java`s revenge
04-17-10, 04:34 PM
It`s indeed a pain in the *** to see this great mod and you
can`t download the newest version. :-?
McHub532
04-17-10, 04:35 PM
It`s indeed a pain in the *** to see this great mod and you
can`t download the newest version. :-?
I am loving the anticipation though.
I wont have time to really dig into it until sunday, but per chance have you made any progress in regards to the torpedo pattern running dials?
If not.. then consideer this a reminder :D
TheDarkWraith
04-17-10, 04:45 PM
I wont have time to really dig into it until sunday, but per chance have you made any progress in regards to the torpedo pattern running dials?
If not.. then consideer this a reminder :D
I'm working on the torpedo open/closing doors and pattern running dials problems now :03:
TheDarkWraith
04-17-10, 04:46 PM
I am loving the anticipation though.
why don't you accept PMs?
I'm working on the torpedo open/closing doors and pattern running dials problems now :03:
:rock:
TheBeast
04-17-10, 05:10 PM
Currently installed MODs in order installed:
Accurate German Flags
No Moral Cooldowns
Remove_Logo_Intro
TheBeasts_Captains_Picture
BRF 1.3 full
Remove_Elec_Torp_Wakes
MightyFine Crew Mod 1.2.1 Stock faces
Sub_Exhaust_1_0_0_byTheDarkWraith
Sky_Texture_byReaper7
Enhanced FunelSmoke_by HanSolo78
Old Style Explosions V1.1
Pascal-sh5-uniforms-Version-2
More crew commands dialog v1.02 ENG MFCM compatible
Gramophone
Detailed Caustics 1.0
Radio MODS
Damage assessment
Impurity blue
BLUE+WHITE CHECK PANTS AND HAT
MiniChrono
No 1-2-3 Torpedo Alignment
Danevangs PS 1.0 VIIC-upg Alberich
Dolphins
JoC-Haifisch-SH4-1.1
TheBeasts_Submarine_CFGs_Plotters
SubFlags_0_0_2_byTheDarkWraith
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
Slower waves MOD 0.5 by Germanator
Menu - Actual Footage Menu byWordeee
AilBubbles 1.0 Micro
AilClouds 3.0
AilRain 1.0
AilSmoke 1.7
North Atlantic Green 1.0
SD_NewMapColors
Lightning Mod
Nauticalwolf's Interior Mod V1.0
Floor Blue
Torpedo Splash
NewUIs_TDC_1_2_0_ByTheDarkWraith - Test copy1
jimimadrids_Tools_modified
TheBeasts_SH5_Command_Keys
So far the NewUIs_TDC_1_2_0_ByTheDarkWraith is very stable.:rock:
Using SH3Style UI @1600x1024 Windowed and all camera view's display correctly.:rock:
I really like the new Nomograph's on both Maps and the ability to turn it off on MiniMap.:rock:
Finished Mare Nostrum usinng new UI. I notice a small performance increase with new mod. Forgot to mention this in earlier post. Both in game play and Load time.
I enabled Key Mapping for Camera on Next/Previous Target to test if the new Teleport buttons would bring me back inside the boat and it worked.:rock:No more getting stuck outside...
Same issue's as posted previously in Post 446.
NOTE: After using the Nomograph to plot intercepts I think the game map Long/Lat lines are not scaled propperly. UbiSoft bug.
TheBeast
04-17-10, 05:18 PM
can you send me your files for campaign or whatever so I can test with radar? I haven't been able to activate radar and thus I haven't been able to test anything related to radar.
I am running a stock Campaing, not using missions to test. I have been enabling the MOD while my sub is in port. Starting the game and Continue Mission.
As I noted earlier though. There is an issue in the Radioman Menu. I think I turned the radar on by going to the Radar UI and doing it there. I will check this again.
UPDATE:
OK, After shutting down game and continue mission. I have to click the Turn Radar On button a couple times in order to turn radar on.
Radar starts on Constant Bearing. I have to click on One Sweep in order to do anything else. Once I do click something else Constant Bearing is now grayed out and can not be selected again. One Sweep and Continuous Sweep both continue to function correctly.
TheDarkWraith
04-17-10, 05:27 PM
I am running a stock Campaing, not using missions to test. I have been enabling the MOD while my sub is in port. Starting the game and Continue Mission.
As I noted earlier though. There is an issue in the Radioman Menu. I think I turned the radar on by going to the Radar UI and doing it there. I will check this again.
let me put it this way, I don't have a campaign started. I have no way to get a sub with radar capability. I'd love to use your player files so I can test radar capabilities.
kylania
04-17-10, 05:30 PM
NOTE: After using the Nomograph to plot intercepts I think the game map Long/Lat lines are not scaled propperly. UbiSoft bug.
The Nomograph is superb! Crisp and clear, unlike the pictures I'd seen of it.
The in game lines are 120km distant from each other. In real life, depending on the latitude, they'll be ~110-112km distant. Just remember to use 120km. :)
reaper7
04-17-10, 05:32 PM
I'm working on the torpedo open/closing doors and pattern running dials problems now :03:
Just a quick reply in regards to Pattern running Torps. They are working in stock, there is a Fat/lut button on the hidden SH4 style Torpedo Panel.
The button is hidden unless the uboat is carrying a stock of Fat or Lut type torpedoes.
When you click the button the 4 Dials are revealed. I had the same problem about a month ago where the dial in my Mod would do nothing.
Until I was informed about the dials being tied to the Fat/Lut torps.
Once one the right track I created my own Dials and also placed the Stock dials on a test TDC Page and using a Torpedo Reown Mod was able to load up with each of the Fat and Lut type torps.
I can confirm that Stock dials appeared when selected and were usable as were the dials I created.
The only problem with the Fat/Lut Dials is in the Campaign they are not available till near the end.
Still I'm Integrating them into my Own UI as I'm sure the short campaign Issue will be addressed at a later date. :up:
TheDarkWraith
04-17-10, 05:43 PM
Ok, this is going to be long and full of pictures but I have figured out the problem with the torp doors opening/closing. First of all, commands are backwards for them. If I want to open the tube I give it a close command and if I want to open the tube I give it a close command :doh: Good work Ubi :nope:
When you have a tube opened (or it opens on it's own after a torpedo fire) you CANNOT close it until the tube is loaded with another torpedo (Great job again Ubi :nope:).
Here's a sequence on shots detailing this and the additional buttons I've added to the torpedo section of UZO, attack, and obs:
loaded up game, all doors are closed:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1758
I click on open tube 1:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1759
verify that the door opened:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1760
fire a torpedo. Now I have to wait until the progress is at 100/100 before I can reclose it :nope: Anyone say MAJOR FLOODING??
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1761
ok tube is reloaded (progress 100/100). Closing tube:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1762
verify tube is closed:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1763
tricky part for me is not allowing you to click on the 'close tube x' until the progress is 100/100.....still trying to figure out a way to do this :hmmm:
kylania
04-17-10, 05:46 PM
tricky part for me is not allowing you to click on the 'close tube x' until the progress is 100/100.....still trying to figure out a way to do this :hmmm:
This feature is being fixed by Ubi on Tuesday as part of the patch, maybe wait till after that to see how best to implement these buttons (i loved the switches in SH3) or perhaps they'll even be added by Ubisoft themselves?
TheDarkWraith
04-17-10, 05:52 PM
This feature is being fixed by Ubi on Tuesday as part of the patch, maybe wait till after that to see how best to implement these buttons (i loved the switches in SH3) or perhaps they'll even be added by Ubisoft themselves?
true, true....ok, I'll wait to see what they do about it :rock:
reaper7
04-17-10, 05:54 PM
This feature is being fixed by Ubi on Tuesday as part of the patch, maybe wait till after that to see how best to implement these buttons (i loved the switches in SH3) or perhaps they'll even be added by Ubisoft themselves?
Oh.. thats good news. Hopefully they do it right. Allow the use of toggle switch to open/close :up:
reaper7
04-17-10, 06:06 PM
Edit: OOPS meant to merge this in with previous Post. And not Double Post. Sorry.
tricky part for me is not allowing you to click on the 'close tube x' until the progress is 100/100.....still trying to figure out a way to do this :hmmm:
If they don't fix the doors in the next patch. I think one way to prevent the Button be clicked is to make the relevant chk box invisible.
I.E the Current Torpedo Selection switch is made up of a few Layers 1, Torp Number 2. Torp Selection (Open Door) 3. Torp Ready State (Counter) 4. Selection State (Light)
If you make the Torp selection Ckeck Button invisible with the xxxxxxxx.visible = False, the counter and Backlight will still display as normal (counting down to torp loaded) but the user can't click the button to select the Open/Close door as its not there untill its scripted back in after the counter finishes.
Not sure if the counter is availabe to us in the script to allow us to make the switch visible and hidden though. I'm sure its there, haven't looked for it yet :)
TheDarkWraith
04-17-10, 06:22 PM
Just a quick reply in regards to Pattern running Torps. They are working in stock, there is a Fat/lut button on the hidden SH4 style Torpedo Panel.
what's the name of this button? You'll save me from digging in the files for it.....
It's supposed to be a button for each tube that lets you select between Fat/Lut mode (mine is probably all screwed up since I have no pattern runners). It's not implemented correctly yet and thus a 'single' button appears even when you have no pattern running torpedoes (probably due to the fact that Tube 6 doesn't exist on the sub I'm using). As a quick insert I've added the row of 'buttons' for this below the torepedo box in UZO, attack, and obs so that you can at least get to the dials for pattern runners. It's not pretty but it's functional until we see what Ubi gives us on Tuesday.
reaper7
04-17-10, 06:57 PM
what's the name of this button? You'll save me from digging in the files for it.....
They should be the:
PageTDC_Tubessettings_Fat/LutI
PageTDC_Tubessettings_Fat/LutII
PageTDC_Tubessettings_Fat/LutIII
PageTDC_Tubessettings_Fat/LutIV
PageTDC_Tubessettings_Fat/LutV
PageTDC_Tubessettings_Fat/LutVI
They use the same switch graphics your using for the TorpDoors Open/Close.
Not sure about the Sixth Torp, is this an upgrade later in the Campaign for 2 Rear Torps - I'm sticking a sixth one in to my UI just in case :03:
reaper7
04-17-10, 07:23 PM
The 'button' you speak of is not correct. It's supposed to be a button for each tube that lets you select between Fat/Lut mode. It's not implemented correctly yet and thus a 'single' button appears even when you have no pattern running torpedoes. As a quick insert I've added the row of 'buttons' for this below the torpedo box in UZO, attack, and obs so that you can at least get to the dials for pattern runners. It's not pretty but it's functional until we see what Ubi gives us on Tuesday.
I seem to remember that that the panel had a button under each switch on the panel that had a fat/lut torp loaded when playing. Are you sure that the button is not just copied for each switch ingame. Its only function is only to bring up the 4 Fat/Lut dials so it will only display under the Torp Select button for a Tube that has a Fat/Lut type torpedo loaded E.g if only Tube 2 has a relevant Torp loaded the Button will appear under Torp switch 2 - I'm sure this is how it worked for me when testing.
I created my own dials using the relevant Dial typed in dials.cfg and these responded once I had fat/lut Torpedoes loaded into the tubes ;).
And the Stock Dials appeared only after clicking on the switch.
Again the button only appears when the correct Torp is loaded so you will need to use the All Torp Mod to get them if early in the game for testing purposes.
TheDarkWraith
04-17-10, 07:37 PM
ok got the Fat/Lut toggle buttons added. It's not the prettiest but functional until we see what Ubi gives us on Tuesday.
getting ready to toggle FaT/LuT mode:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1765
and toggled. Hey look! There's my pattern running dials....
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1766
reaper7
04-17-10, 08:02 PM
Good to see it worked for you too. When I was testing I could only switch the 2ng Gyro Angle from 90 Degrees Port to 90 Degrees Starboard and the Leg from 800m to 1600m - not sure if this is how there meant to work or another thing not working correctly. :nope:
Here's an earlier post with my findings:
Ok did some testing by using the amunition.upc mod to enable all torpedo types.
Loaded up some fatII torps and tried the TDC still was no dials in the Mod. so went back to default TDC and noticed the Fat/Lut button over each torpedo selector.
When clicked it brought up the Fat/Lut dials :up:.
Tried the Dials with the following results:
1. Straight Run, was able to set dial to any value between 0m and 2500m
2. 2nd Gyroangle, could onle select -90 or +90 degrees ?
3. Leg, could only select 800 or 1600 ?
4. Pattern angle, was unable to select a value (Couldn't move needle)
Should all value be selectable on the dial?
TheDarkWraith
04-17-10, 08:27 PM
I am using the SH3Style UI
The Player Guidance Icon is displayed even though it is set to "PlayerGuidanceEnabled = False" in TheDarkWraithUserOptions.py.
Officer Icon Menu's:
Weapons Officer - Torpedo Attack: Missing Menu option to Open/Close selcted Torpedo Tube.(Flood Tube, Open Outter Door)
Navigator: Heading to View is available even while submerged and functional from any camera view at any time.
Sonarman: Missing Menu option to Send Bearing to TDC.
Sonarman: Missing Menu option to Send Range to TDC.
Radioman - Radar - Toggle Radar On: Starts with Constant Bearing and I am unable to click Continuous Sweep. I have to click One Sweep first then I can select Continuous Sweep. This happens almost every time you first toggle the Radar On after surfacing.
Radioman - Radar: Missing Radar Range Toggle (Short Range (4,800 Meters), Medium Range (16,000 Meters)).
Radioman - Request: brings up the Kapitan's Log. Should this send a Resupply Request or is it labeled wrong?
Player Guidance still not working correctly? Hmm...that thing is pissing me off. Noted.
Weapons Officer open/close tube - waiting to see what Ubi comes out with on Tuesday in the patch
Navigator heading to view functional all the time - just checked and this is a bug (Watch officer's is enabled all the time also). Correcting. EDIT: FIXED for both officers
Sonar - need to add. EDIT: Added but not sure working correctly....
Radioman - radar - constant bearing is an indication to you that your radar is not turning (it's facing a constant bearing). It has no other purpose but to inform you of this. The one sweep, continuous sweep I'm looking into. EDIT: looked at code and everything looks fine. Once I know how to get radar capability to my sub at any time for testing I can see what's wrong with this
Radioman - radar - Missing radar range toggle - has to be added. EDIT: short and medium range icons have been added
kylania
04-17-10, 08:33 PM
Player Guidance still not working correctly? Hmm...that thing is pissing me off. Noted.
Is it supposed to remove the "Here's how to move your camera" and "using the map" icons only or also the yellow objective ones? I have seen the "Help" ones since you first added that feature.
reaper7
04-17-10, 08:55 PM
If you figure out the Yellow Icon issue any chance you could let me know the fix. I've tried DestroyOrdersButtons() and SetObjectives( False ) everywhere in that script with no luck same for the SetPlayerGuidance( False ) :nope:.
The only way I can get rid of them is to make there dx and dy cordinates 0,0 in the Menu Editor. I was going to create there graphics as just transparent Alphas so as not to show - but would prefer to work out how to do it via scripting.
kylania
04-17-10, 09:07 PM
http://img405.imageshack.us/img405/4808/ordersevents.jpg
Order Buttons are visible over the full screen Event Camera view and the Order Category bar is as well (I have mine view onMouseOver, so it shows when you mouse over the bottom like in this picture). You're also able to switch from Officer to Officer. Other UI elements are hidden while in this view and clicking doesn't activate the command but instead exits Event Camera.
Reaper, as for removing that objectives icon, check out this mod: http://www.subsim.com/radioroom/showthread.php?t=164726
reaper7
04-17-10, 09:18 PM
Reaper, as for removing that objectives icon, check out this mod: http://www.subsim.com/radioroom/showthread.php?t=164726
Yes, I had done in a similar way using the Editor to move them off screen and crop them so there dimension are 0 by 0 as done in that Mod.
I've since been trying to do it via scripting only as this would allow the user to select if they want them on or off or only allow completed objectives to show and such.
While my scripting knowledge is practically zilch I've been messing alot with the scripts trying to do things that way instead. I've slowly been getting things to work together, but the icon part has been driving me mad to figure out. Its as if the script doesn't actually control the icon but its hard coded - as no matter what I do they just re-appear :nope:.
I may just have to go back to the way I had it working. Crude but works :)
TheDarkWraith
04-17-10, 09:21 PM
http://img405.imageshack.us/img405/4808/ordersevents.jpg
Order Buttons are visible over the full screen Event Camera view and the Order Category bar is as well (I have mine view onMouseOver, so it shows when you mouse over the bottom like in this picture). You're also able to switch from Officer to Officer. Other UI elements are hidden while in this view and clicking doesn't activate the command but instead exits Event Camera.
Reaper, as for removing that objectives icon, check out this mod: http://www.subsim.com/radioroom/showthread.php?t=164726
do me a favor:
when in that view again press:
shift + alt + 6 and let me know what the active camera is (I have debug code embedded in the files with the test copies :03:)
TheDarkWraith
04-17-10, 09:42 PM
short and medium range icons have been added to radar:
http://www.subsim.com/radioroom/picture.php?albumid=233&pictureid=1775
as though I still cannot test anything dealing with radar I have to go by what I see in code as works. Until someone can show me how to enable my sub to have radar at anytime for testing purposes radar is considered untested.
sirbum69
04-17-10, 09:57 PM
Is it possible to have Follow nearest merchant button...Reason i ask is cause we have follow nearest contact and follow nearest warship, But alot of times when i come up on a convoy, i want to track the merchants not the warships...
but i dont see that button...i thought we had that back in SH4
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