View Full Version : [REL] Multiple UIs for SH5 with TDC
TheDarkWraith
11-14-10, 01:07 PM
Hello TDW,
I install the new 4_9_3 (thank's for it).
I allways have the same problem, when i search some boat i have the error message :
ERROR DETERMINING CONTACT SPEED.
I test whith the option ShowContactsActualSpeed = True or = False, it's the same.
You should be using the newest version which is v5.1.0. That is not going to cure the problem you are having though. It seems that users of languages other than English are experiencing this problem and I have yet to find a solution to it. In order to find a solution to it I need someone to test some things for me. I would make a test file and send it to you, you would test and report back result, and if needed I would send you another test file. The cycle would keep repeating until I figured out what the problem is. Until someone volunteers to be this test guinea pig I can't fix the problem.
You should be using the newest version which is v5.1.0. That is not going to cure the problem you are having though. It seems that users of languages other than English are experiencing this problem and I have yet to find a solution to it. In order to find a solution to it I need someone to test some things for me. I would make a test file and send it to you, you would test and report back result, and if needed I would send you another test file. The cycle would keep repeating until I figured out what the problem is. Until someone volunteers to be this test guinea pig I can't fix the problem.
Hi TDW,
I'm running SH5 in German. I have not come across that described problem, probably been playing differently, but for the sake of fixing things, I'm ready to help out. In case you accept my offer, I need you to tell me exactly what to to (possibly outside my usual playing habits).:yep:
On a side note: I think the non-English (at least the German) menu.txt needs some refreshing, as it contains more and more English terms, as the game has "grown". This shows up ingame as lingual inconsistency.:doh:
TheDarkWraith
11-14-10, 04:45 PM
Hi TDW,
I'm running SH5 in German. I have not come across that described problem, probably been playing differently, but for the sake of fixing things, I'm ready to help out. In case you accept my offer, I need you to tell me exactly what to to (possibly outside my usual playing habits).:yep:
On a side note: I think the non-English (at least the German) menu.txt needs some refreshing, as it contains more and more English terms, as the game has "grown". This shows up ingame as lingual inconsistency.:doh:
thanks for this but I need someone who has the problem. It won't do me or you any good to test when you don't have the problem.
Updated german menu.txt by Obelix can be found here: http://www.subsim.com/radioroom/showpost.php?p=1535069&postcount=5010
Updated german menu.txt by Obelix can be found here: http://www.subsim.com/radioroom/showpost.php?p=1535069&postcount=5010
No no no! My menu.txt is russian!:DL
TheDarkWraith
11-14-10, 06:21 PM
No no no! My menu.txt is russian!:DL
yes you are correct :oops: Time to get some sleep for me! :zzz:
TheDarkWraith
11-14-10, 07:24 PM
In the .misge files there are two 'times':
Hour=15
Minute=30
CurrentYear=1940
CurrentMonth=1
CurrentDay=1
CurrentHour=0
CurrentMinute=0
The mission settings box allows you to change the CurrentHour and CurrentMinute entries. My questions are:
1) what is the difference in these two times (why are there two time entries)?
2) do I need to include both in the mission settings box? :06:
TheDarkWraith
11-15-10, 07:03 AM
after testing to figure out what the difference is between hour and current hour and minute and current minute I've figured out that the hour and minute specify the world time (like GMT time) and the current hour and current minute specify the current local time. Thus as I see this as important I've made patch 1 for v5.1.0 that includes current hour and current minute in the mission settings box. See post #1 for details :|\\
pfeillant
11-15-10, 08:20 AM
Hello,
I am ok for testing to fix this problem.
Send me your instructions.
New (http://sukhoi.ru/forum/showpost.php?p=1499100&postcount=316) corrected russian translate for v 5.1.1
Edit:
TheDarkWraith, for subsequent versions use this file, the previous does not work correctly.
Do not quite understand:
the world time (like GMT time) and the current hour and current minute specify the current local time.
And what time is meant? While in reality or in-game time?
TheDarkWraith
11-15-10, 09:39 AM
New (http://sukhoi.ru/forum/showpost.php?p=1499100&postcount=316) corrected russian translate for v 5.1.1
Do not quite understand:
And what time is meant? While in reality or in-game time?
all is in-game time. The hour and minute are like a GMT time (world time). The current hour and current minute are the current time zone time. This allows for quazi time zones in game but not really. The quazi time zone is set at game start but doesn't change as you change lattitude or longitude :damn:
And Obelix I have a present coming for you here very soon. Your request for the IO map mod is complete. I'm final testing it now. I couldn't implement all things requested but I was able to do the Dripped and map seal. I also made some modifications to your files. The geometric tools needed to be repositioned and I changed the way the seal is drawn on the map (I made it like I did in my UIs mod). This will allow you to have a feature for disabling nomograph if you want (I included that in the stock version).
...
And Obelix I have a present coming for you here very soon. Your request for the IO map mod is complete...
Oh! Great news! I can not wait! :DL
Thank you.:salute:
TheDarkWraith
11-15-10, 11:12 AM
v5.1.0 patch 2 released. This patch adds support for Obelix's IO Strategic Map mod project I was working on for him. See post #1 for details :|\\
How to move ERM, it closes the menu of management of speed of a submarine? I can not seize by edge ERM and move where I want.Pure installation fashion Multiple UIs for SH5 with TDC and NewUIs_TDC_5_1_0_ERM_Reaper7_NightVision
TheDarkWraith
11-15-10, 04:45 PM
How to move ERM, it closes the menu of management of speed of a submarine? I can not seize by edge ERM and move where I want.Pure installation fashion Multiple UIs for SH5 with TDC and NewUIs_TDC_5_1_0_ERM_Reaper7_NightVision
The little brown tab sticking off the middle right of the manual is where you click and grab it with the mouse:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3262
Sepp von Ch.
11-15-10, 07:25 PM
I have 2 questions:
I) Whenever I come to periscope or UZO, torpedoes are set for each torpedo tube, but the manual setup below are set to "salvo".
II) If you mark the ship, I see the message "Obs key (tanker or cargo) missing in mastheights" (in english even though I am german menu) with the new version 5.1.0 with patch 2.
http://s3.postimage.org/2e191bd6s/SH5_Img_2010_11_16_00_43_53.jpg (http://postimage.org/image/2e191bd6s/)
I´m doing something wrong?
...
II) If you mark the ship, I see the message "Obs key (tanker or cargo) missing in mastheights" (in english even though I am german menu) with the new version 5.1.0 with patch 2.
...
I´m doing something wrong?
+1
Exactly the same thing happened back in 5.0.0 with the Russian and English versions
http://www.subsim.com/radioroom/showpost.php?p=1533837&postcount=4980
Hence the problem remains.
TheDarkWraith
11-15-10, 09:09 PM
I have 2 questions:
I) Whenever I come to periscope or UZO, torpedoes are set for each torpedo tube, but the manual setup below are set to "salvo".
II) If you mark the ship, I see the message "Obs key (tanker or cargo) missing in mastheights" (in english even though I am german menu) with the new version 5.1.0 with patch 2.
http://s3.postimage.org/2e191bd6s/SH5_Img_2010_11_16_00_43_53.jpg (http://postimage.org/image/2e191bd6s/)
I´m doing something wrong?
does this happen to every ship or just certain ones?
Sepp von Ch.
11-16-10, 03:16 AM
I tested it with 4 different ships (tanker Cimmaron class, C2 cargo, Hog island and Liberty ship) and this happen to every ship TDW.
TheDarkWraith
11-16-10, 10:48 AM
I tested it with 4 different ships (tanker Cimmaron class, C2 cargo, Hog island and Liberty ship) and this happen to every ship TDW.
Let's do some troubleshooting #101. Have you disabled every mod except for the UIs mod to see if the problem still exists (including all add-on mods)? I haven't changed anything in that part of the mod since I fixed the mast height problem. So for a problem to suddenly appear would be highly unlikely :06:
TheDarkWraith
11-16-10, 10:52 AM
patch 3 for v5.1.0 released. See post #1 for details :|\\
Special thanks to pfeillant for being my testing guinea pig. He helped me figure out why some users were getting the error 'Error determining contact speed' :up:
PL_Andrev
11-17-10, 07:02 AM
Here are some comments about next upadete.
I don't know why I put it onto other thread...
:shucks:
http://www.subsim.com/radioroom/showpost.php?p=1536659&postcount=71
TheDarkWraith
11-17-10, 10:32 AM
Here is Reaper7's ERM with Magnum's black skin: http://www.filefront.com/17525852/NewUIs-TDC-5-1-3-ERM-Reaper7-NightVision-Black-Skin.7z/
To install unzip straight to MODS folder. You HAVE to have the add-on mod 'NewUIs_TDC_5_x_x_ERM_Reaper7_NightVision' installed first! Then enable this after the above.
Sepp von Ch.
11-17-10, 05:29 PM
does this happen to every ship or just certain ones?
Thank you for patch 3. Now it´s perfect!
is patch 3 accumulative? Do I still need patch 1 and 2?:hmmm:
Sepp von Ch.
11-17-10, 08:45 PM
You do not need anything other than TDW 5.1.0 and patch 3 - see post 1: http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1
THE_MASK
11-18-10, 02:30 AM
You do not need anything other than TDW 5.1.0 and patch 3 - see post 1: http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1
I will wait for the next version , there only about half an hour apart :O:
TheDarkWraith
11-19-10, 08:07 PM
I'm a perfectionist and opportunist, always have been and always will. Thus it was time for the in-game Ship's Journal to have a make over. The old way of pressing shift while over the entry you wanted to select to select/deselect is history! I've made it Automation-ish now. You select the entry to edit/add/remove by clicking on it with the mouse. As you mouse over the entries their background will change color (dark grey is current entry mouse is over). Light grey background is the currently selected entry:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3277
This will make using the in-game Ship's Journal much easier :D
I also had a few minor bugs to fix with the in-game Ship's Journal also (nothing major - just me being a perfectionist).
I have to make a change to the mission settings box. It appears that the game reads the date and time from the mission files when you access the page Historic Missions. If you change the time and 'apply' the change you'll notice that the change doesn't take affect. This is because of what I mentioned before. So what I'm going to do is if you change the time of the mission (and apply change) a flag will be set. When you mouse into the 'Start' button and if the flag is set a dialog box will appear telling you that you need to exit this page and come back to it for the changes to take place. Nothing big.
TheDarkWraith
11-20-10, 01:06 AM
v5.2.0 released. See post #1 for details :|\\
EDIT:
thinking about adding more control over the mission. Thinking about adding the ability to determine the sub's depth and speed before mission start. Anything else you all would want to change before starting a mission?
Also looking into adding ship's sunk and their tonnage to the ship's journal. I have an idea of how to do it and I'll investigate that idea tomorrow.
Anything else you all would want to change before starting a mission?
Sure ! Take a little break, not for you but for the sake of us ! JSGME gets flooding, Sir !
More seriously : from my point of view, YOU did the best suggestion : "adding a page (or adding to an existing page) in the 'Options' of the game where user can configure their UI on the fly without having to exit the game."
JSGME has sunk, Sir ! :arrgh!:
PL_Andrev
11-20-10, 02:55 AM
I'm a perfectionist and opportunist, always have been and always will.
The best info this month!
:yeah:
I have been playing SH5 [patched to 1.2 and modded with the Reaper7 Stadimeter Mod V1.2 and the Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120] for some weeks now. In game, its early January, the first 3 Total Germany missions are completed and I am on 'extra' patrols waiting for the 4th [Weserübung] mission to trigger come march. Using the above mods and getting the AOB and speed from the map I can reliably hit targets up to 5000 metres away. So, all has been good!
Then, in the forums, I came across the NewUIs_TDC_5_1_0_ByTheDarkWraith. It sounded good enough to try. So I installed it and its companion NewUIs_TDC_v5_1_0_patch_3 [having disabled the other 2 mods first] and tweaked the .py file for TDC spread angle only. It seems to have activated properly. All the officer icons ect. appeared and I now have a whole bunch of new commands that I no idea even existed. Great!!! The problem is I now can't hit a target for toffee. I click on the space button to highlight a target, I click on the original XO icon to bring up the original TDC, I id the target with the rec. manual, I then click on one of the new officer icons [Icant remember which one off the top of my head] which then allows me to 'lock' the target and I then press the speed of target icon. I then get the AOB off the map as usual and use the original stadometer as before. The problem seems to be with the speed of the target function. Sometimes it just says calculating speed of the target, but the does nothing. Sometimes, after an age, it will report some nonsense like: 0 Knts or 77 Knts. It also consistantly gives the wrong AOB [as compared to a map measured AOB]. Calculating the AOB and range before pressing the speed of the target function makes no difference at all.
Can anyone tell me where I am going wrong. I would love to use this interface and would loathe going back to my earlier configuration with its reduced [albeit accurate] functionality.
Thanks in anticipation.
Lif.
TheDarkWraith
11-20-10, 01:30 PM
for the auto speed calculation from the follow target function you have to (after target is locked, identified, and follow target enabled):
- take range reading
- set the target's AOB
- ensure your sub is not moving (or is moving very slow)
- click the calculate speed
- wait period of time
- click the calculate speed again
- repeat cycle
btw the current version of the mod is v5.2.0 (soon to be v5.3.0)
TheDarkWraith
11-20-10, 02:01 PM
patch 1 for v5.2.0 will give you the ability to change the player's sub settings before starting a historical mission. This is great for testing things and also for a little variety at the start of the single mission:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3280
As an eminent :-j member of the French Mille-Sabords SH5 forum community, http://www.mille-sabords.com/forum/index.pp?showforum=213 , I have a terrific question to ask you, my dear Fantôme Noir (TDW) : what do you mean when you write on the 1st page :
New features for next version:
- TBD ?
I have been searching for hours on the Internet, and just found : Deutz Marine diesel engine TBD xxx. Is there any connection in there ? :damn:
Or is it just a TDW private joke ? :rotfl2:
Whatever your answer, let me tell you that you are doing a great, great job ! Congratulations : we all of us have adopted your terrific mods (see discussions on our forum). :()1:
Any chance for you to join the Ubisoft SH5 Team ? It would be a outrageous plus for all subsimmers.
- sorry for my poor froggy english -
TheDarkWraith
11-20-10, 02:51 PM
As an eminent :-j member of the French Mille-Sabords SH5 forum community, http://www.mille-sabords.com/forum/index.pp?showforum=213 , I have a terrific question to ask you, my dear Fantôme Noir (TDW) : what do you mean when you write on the 1st page :
New features for next version:
- TBD ?
I have been searching for hours on the Internet, and just found : Deutz Marine diesel engine TBD xxx. Is there any connection in there ? :damn:
Or is it just a TDW private joke ? :rotfl2:
TBD is an english slang for 'To Be Determined' (meaning I haven't figured out yet what it is or what it's going to be)
patch 1 for v5.2.0 released. See post #1 for details :|\\
Shame on me ! Go to bed ! :down:
Patch #1 : excellent ! :yeah: Go sailing !
TheDarkWraith
11-20-10, 10:23 PM
my idea for adding ship's sunk and their tonnage to the ship's journal worked :rock: Here I just decimated a Liberty ship with a spread of 2 torpedoes (notice the entry in the messagebox from WEPS):
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3281
Now some explaining to do about how it works: every 30 seconds of regular time (not game time!) the game moves the captains log offscreen and opens it (has to to update the in-game captain log). This makes it so you don't see what's going on. After it opens it it gets the list of ships sunk and determines if there are any new ones. If so it adds them to the messagebox (and thus the ship's journal). Then it closes the captains log and moves it back onscreen where it was. Now if the captains log was already open when it comes time to check for sunken ships it just does that - checks for sunken ships and that's it.
Patch 2 for v5.2.0 released. See post #1 for details.
divittor
11-21-10, 08:55 AM
TY for this addition.
I was making entries in the journal for sunk ships as this would have be an important event to record :salute:
TDW, Thanks for the advice and the quick reply.
I will update to the latest version and try again using your proceedure for finding the speed of the target.
I know its all been said before but....... Gotta admire you modders!!!
Lif.
TheDarkWraith
11-21-10, 12:23 PM
TDW, Thanks for the advice and the quick reply.
I will update to the latest version and try again using your proceedure for finding the speed of the target.
I know its all been said before but....... Gotta admire you modders!!!
Lif.
I'm writing a tutorial for how to use the determine target speed feature now. Actually writing this tutorial has made me discover new commands I needed for the tutorial feature (WaitForClick, WaitForContactSelected, WaitForContactDeselected, WaitForContactLocked, WaitForContactUnlocked). So there is going to be an update to Automation with this tutorial.
@ Trevally - the tutorials just got a lot more powerful! You can now wait for click and I'm going to add wait for keypress. The above new commands work excellent.
Hi, my Dear Fantôme Noir !
Here, on Mille-sabords forum, are tremendously wondering about the best efficient way to arrange your mods in our JSGME list : starting in directly with NexUIs_TDW_48_24_12 (!) mod or, at the contrary, terminate the list with this mod; what are the needed mods with yours or not needed; and so on. :damn:
I give you here below my current list, it seems presumptuous to do so, but it could be usefuf for all of us, bearing in mind that we almost all of us are using your mods. Please, don't hesitate to bring suuggestions and/or critics. More better, it would be a great plus if you could give us Your main list !
Your help would be much appreciated, :DL
Best Regards,
Pierre Antier, from Paris
Generic Mod Enabler - v2.6.0.157
[F:\SIMU-64\SH5\MODS]
RemoveLogoIntroTheDarkWraith
BRF 1.3 full
Accurate German Flags
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Critical hits 1.1 Torpedos
Critical hits v 1.2
Damage assessment
Environment 4.5 MOD
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_UHS_Fix
FX_Update_NLL_Test
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
IO_StrategicMap_2_0_for_TDW_5.1.2
IO_MapCourseLine_normal pencil_mod
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface
LifeBoat&Debris_GWX_ships_Buoyance&draught_mod
MCCD_1.04
MCCD_1.04_FRA
MightyFine Crew Mod 1.2.1 Alt w beards
MRP 1.3 light
MRP 5x4 patch
No Damn Bubbles, No Damn Halo Mod
North Atlantic Green 1.1
sobers base wave mechanics for SH5 V5
sobers multi color mod V2
sobers realistic hydrophone operator SH5
sobers sky banding fix
sobers talking conning crew mod
sobers_Amanda mod 2
Sub_Exhaust_1_0_5_byTheDarkWraith
U-Boat Ballast Tanks SFX
U-Boat Radio Room Telemetry SFX
Wordeees' ChiefEngineer Mod
Wordeees' Thunder
Krauters Automated Scripts (TDW v5_0_0 compatible)
NewUIs_TDC_5_2_2_ByTheDarkWraith
NewUIs_TDC_5_2_2_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_2_2_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_5_2_2_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_2_2_No_Hydrophone_On_Surface
NewUIs_TDC_5_2_2_U-Jagd_Chrono
NewUIs_TDC_5_2_2_jimimadrids_map_tools
CLAVIER SH5 FR v1.7 STANDARD SP
TheDarkWraith
11-21-10, 01:11 PM
Your help would be much appreciated, :DL
Best Regards,
Pierre Antier, from Paris
RemoveLogoIntroTheDarkWraith
BRF 1.3 full - remove as not needed due to being enabled by FX Update BRF 1_3 full fix
Accurate German Flags
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Critical hits 1.1 Torpedos
Critical hits v 1.2
Damage assessment
Environment 4.5 MOD
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_UHS_Fix
FX_Update_NLL_Test - remove unless you are using the single mission of this. I enabled the ship sounds and starshells for this ship in the main mod
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
IO_StrategicMap_2_0_for_TDW_5.1.2 - activate after UIs mod!
IO_MapCourseLine_normal pencil_mod - activate after UIs mod!
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface - remove because you have this enabled in the UIs mod
LifeBoat&Debris_GWX_ships_Buoyance&draught_mod
MCCD_1.04
MCCD_1.04_FRA
MightyFine Crew Mod 1.2.1 Alt w beards
MRP 1.3 light - activate after UIs mod!
MRP 5x4 patch - activate after UIs mod! Will cause conflict because changes cameras.cam file! I'll have to make you all files for his MRP patches so they can be compatible with UIs mod. The only problem is you lose the zoom capabilities that I gave to the cameras and the ability to get real close to objects.
No Damn Bubbles, No Damn Halo Mod
North Atlantic Green 1.1
sobers base wave mechanics for SH5 V5
sobers multi color mod V2
sobers realistic hydrophone operator SH5
sobers sky banding fix
sobers talking conning crew mod
sobers_Amanda mod 2
Sub_Exhaust_1_0_5_byTheDarkWraith
U-Boat Ballast Tanks SFX
U-Boat Radio Room Telemetry SFX
Wordeees' ChiefEngineer Mod
Wordeees' Thunder
Krauters Automated Scripts (TDW v5_0_0 compatible)
NewUIs_TDC_5_2_2_ByTheDarkWraith
NewUIs_TDC_5_2_2_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_2_2_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_5_2_2_ERM_Reaper7_NightVision - you need to add this in order for the below to work!
NewUIs_TDC_5_2_2_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_2_2_No_Hydrophone_On_Surface
NewUIs_TDC_5_2_2_U-Jagd_Chrono
NewUIs_TDC_5_2_2_jimimadrids_map_tools
CLAVIER SH5 FR v1.7 STANDARD SP
See above in yellow. You can see my list loadout at the mega-mod thread (although I do need to update it)
Captain Can
11-21-10, 01:43 PM
TDW is it possible to make make officer tell us which ship sighted or which ship we are aiming at while using auto TDC? like "Liberty Cargo bearing at ....." rather then "unknown ship bearing at...."
Trevally.
11-21-10, 01:43 PM
I'm writing a tutorial for how to use the determine target speed feature now. Actually writing this tutorial has made me discover new commands I needed for the tutorial feature (WaitForClick, WaitForContactSelected, WaitForContactDeselected, WaitForContactLocked, WaitForContactUnlocked). So there is going to be an update to Automation with this tutorial.
@ Trevally - the tutorials just got a lot more powerful! You can now wait for click and I'm going to add wait for keypress. The above new commands work excellent.
Wow that is spooky - I have just finished taking the dds images required to make my first manual TDC tutorial. :DL
Then I sit back to scratch head - how am I going to do this.
Refresh SH5 modpage and the answer appears.
Excellent news TDW:yeah: and good timing:woot:
Trevally.
11-21-10, 02:19 PM
TDW
Would it be possible to add to the tutorial box a scroll feature that as new text appear, previous text moves up.
This would allow people to scroll up through text and re-read.
Something stops the back command sometimes. Think it might be the "wait for next" command.
TheDarkWraith
11-21-10, 02:29 PM
TDW
Would it be possible to add to the tutorial box a scroll feature that as new text appear, previous text moves up.
This would allow people to scroll up through text and re-read.
Something stops the back command sometimes. Think it might be the "wait for next" command.
anytime the back command is pressed it will go back to the previous displaytext command. I'll think about your suggestion :hmmm:
I see where this could be a problem. What I'll do is when the back command is pressed I'll insert a delay after it goes back to the previous displaytext command thus giving the user time to click the back command again.
See above in yellow. You can see my list loadout at the mega-mod thread (although I do need to update it)
Thanks a lot for your rapidity and your efficiency :up:
Will think about your MP proposal :hmmm:
TheDarkWraith
11-21-10, 03:07 PM
@ Trevally - do you think a command that gets the contact's distance from sub and/or heading (current course) would be of any use? Any other commands I should code in?
Trevally.
11-21-10, 03:53 PM
@ Trevally - do you think a command that gets the contact's distance from sub and/or heading (current course) would be of any use? Any other commands I should code in?
I am trying to think through all the commands I have jotted down for the manual TDC attack.
My approach was :- explain and show with pic- pause, unpause player clicks next after they had copied.
Now with wait for any menu page click, this is a lot easier:up:
Can't think of a circumstance at the moment where I would need range heading etc. How would you use it?
Perhaps this would be useful for later tutorials where stalking target could be done:hmmm:
TheDarkWraith
11-21-10, 03:58 PM
I am trying to think through all the commands I have jotted down for the manual TDC attack.
My approach was :- explain and show with pic- pause, unpause player clicks next after they had copied.
Now with wait for any menu page click, this is a lot easier:up:
Can't think of a circumstance at the moment where I would need range heading etc. How would you use it?
Perhaps this would be useful for later tutorials where stalking target could be done:hmmm:
I was running into the same thing with the pause/unpause/waitfornext when making the speed finder tutorial. Thus I knew it was time to add new commands :D I needed to be able to wait until the user clicked on something to continue....now we can. You'll find the mousein and mouseout commands very useful also...it's not readily apparent now but it will be later.
Try running the new speed finder tutorial I included with the update I sent you (it's not complete yet). Make sure you pick a single mission with a contact nearby cause I forgot to include the single mission I made for it. That tutorial issues some Automation commands....very cool :D
Trevally.
11-21-10, 05:03 PM
I was running into the same thing with the pause/unpause/waitfornext when making the speed finder tutorial. Thus I knew it was time to add new commands :D I needed to be able to wait until the user clicked on something to continue....now we can. You'll find the mousein and mouseout commands very useful also...it's not readily apparent now but it will be later.
Try running the new speed finder tutorial I included with the update I sent you (it's not complete yet). Make sure you pick a single mission with a contact nearby cause I forgot to include the single mission I made for it. That tutorial issues some Automation commands....very cool :D
That was great TDW, I have never used the WEPs officer to do the solution before. I had no idea he could do that. This tutotial you are making is going to be great for those moving up to manual TDC:rock: and a new way for the rest of us. Those at 100% realism can ignore. (felt pretty real to me)
The first few solutions were a bit out as my stadimeter control was poor. But as the target got closer the WEPs was getting better and better as my range callouts improved.
End result- 2 placed hits and less fuel for the dam British.
TDW Mod Manual :O:
http://3.bp.blogspot.com/_lewoAxMRrn8/S3sp4kLfmqI/AAAAAAAAAwo/EXQ4RCKjnZc/s400/thick-book2.jpg
Trevally.
11-21-10, 06:13 PM
:har:
Yes, now I'm wondering what else I'm missing out on.
As, in your answer, you mention the zoom capabilities :
MRP 5x4 patch - activate after UIs mod! Will cause conflict because changes cameras.cam file! I'll have to make you all files for his MRP patches so they can be compatible with UIs mod. The only problem is you lose the zoom capabilities that I gave to the cameras and the ability to get real close to objects.
I have to mention that I loose the zoom capabilities at each time when JSGME loading this sub-mod : NewUIs_TDC_5_2_0_emtguf_rework_scopes (since the 1st NewUI versions). And I have found absolutely no solution (Free Cam for instance) to solve the problem, except this one : not to load this sub-mod...
My current "short list" :
RemoveLogoIntroTheDarkWraith
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_UHS_Fix
NewUIs_TDC_5_2_0_ByTheDarkWraith (in fact, 5_2_2)
NewUIs_TDC_5_2_0_emtguf_rework_scopes
Not essential, indeed, but I would like to understand why it is not working (at least on my PC).
Hi TheDarkWraith!
Here (http://sukhoi.ru/forum/showpost.php?p=1503739&postcount=348) is a new rus translation for your mod v5.2.2 (5.2.0 with patch 2)
Arsenius
11-22-10, 03:41 PM
a question, this mod can works with my 1024 - 768 resolution?
a step by step guide to install would please me as well
i always get myself lost whrn i try do do it in JGSME
SashaKA001
11-22-10, 05:20 PM
a question, this mod can works with my 1024 - 768 resolution?
a step by step guide to install would please me as well
i always get myself lost whrn i try do do it in JGSME
yes:yeah:
letterboy1
11-23-10, 02:03 AM
Hi, I'm using version 5.2.0 of this great UI mod. I am not using any keyboard command mods (i.e. Church's). Is there anything in this mod that might affect the F5 key's ability to order "Man the Deck Gun" or the F6 key's ability to order "Man the flak Gun?" The F7 key seems to work just fine for ordering and un-ordering "Battlestations."
Oddly, I can use F5 to un-man the Deck Gun after using the Watch Officer to Man it, but that is all I can get that F5 key to do. :hmmm: Any clue what I'm doing wrong?
Thanks!
Meldric
11-23-10, 08:13 AM
@Obelix:
As far as I understood 5.2.0 patch 2 does not equal 5.2.2!
Please correct me, if I'm wrong.
TheDarkWraith
11-23-10, 08:45 AM
@Obelix:
As far as I understood 5.2.0 patch 2 does not equal 5.2.2!
Please correct me, if I'm wrong.
Yes it does :yep: They are one in the same.
Meldric
11-23-10, 09:04 AM
Oh, ok!
I stand corrected :)
Thank you!
It is not very obvious to know (remember) wether the mod is patched or not.
That's why, after having applied the patch, I rename only the main one after the number of the patch, the others keeping the original number.
Example :
NewUIs_TDC_5_2_2_ByTheDarkWraith
NewUIs_TDC_5_2_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_2_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_5_2_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_5_2_0_ERM_Reaper7_NightVision
NewUIs_TDC_5_2_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_2_0_jimimadrids_map_tools
NewUIs_TDC_5_2_0_No_Hydrophone_On_Surface
NewUIs_TDC_5_2_0_U-Jagd_Chrono
NewUIs_TDC_5_2_0_WWIIInterface_by_naights
TheDarkWraith
11-23-10, 10:53 AM
It is not very obvious to know (remember) wether the mod is patched or not.
That's why, after having applied the patch, I rename only the main one after the number of the patch, the others keeping the original number.
Example :
NewUIs_TDC_5_2_2_ByTheDarkWraith
NewUIs_TDC_5_2_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_2_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_5_2_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_5_2_0_ERM_Reaper7_NightVision
NewUIs_TDC_5_2_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_2_0_jimimadrids_map_tools
NewUIs_TDC_5_2_0_No_Hydrophone_On_Surface
NewUIs_TDC_5_2_0_U-Jagd_Chrono
NewUIs_TDC_5_2_0_WWIIInterface_by_naights
there's an easy way to tell: open up the documentation and it will say. I always include updated documentation with patches.
letterboy1
11-23-10, 11:55 AM
Hi TDW, seeing as you are here I thought I'd ask one more time about my F5 F6 key problem that I posted above. I just want to eliminate the possibility of it having anything to do with this mod so I can ask in a more appropriate thread. I am searching and reading but so far no luck on finding a solution, otherwise I wouldn't bother you with this as I can see that you have alot on your plate between this and other mods. Thanks for your fine work.
TheDarkWraith
11-23-10, 12:02 PM
Hi TDW, seeing as you are here I thought I'd ask one more time about my F5 F6 key problem that I posted above. I just want to eliminate the possibility of it having anything to do with this mod so I can ask in a more appropriate thread. I am searching and reading but so far no luck on finding a solution, otherwise I wouldn't bother you with this as I can see that you have alot on your plate between this and other mods. Thanks for your fine work.
I don't control any of the function keys, game won't allow me to (even though it says you CAN :nope:). For troubleshooting disable all the mods except for my UIs mod and see if you still have the problem. Let me know if you do or don't because if you do then somehow I've caused it :o
Hi, I'm using version 5.2.0 of this great UI mod. I am not using any keyboard command mods (i.e. Church's). Is there anything in this mod that might affect the F5 key's ability to order "Man the Deck Gun" or the F6 key's ability to order "Man the flak Gun?" The F7 key seems to work just fine for ordering and un-ordering "Battlestations."
Oddly, I can use F5 to un-man the Deck Gun after using the Watch Officer to Man it, but that is all I can get that F5 key to do. :hmmm: Any clue what I'm doing wrong?
Thanks!
Hi,
I recently fixed similar Deck gun and Flak issues by editing following entries in Commands.cfg:
[Cmd438]
Name=Toggle_activate_aa_gun_team
Contexts=1,14
Key0=0x75,,"F6"
HasDelayedExecution=Yes
[Cmd439]
Name=Toggle_activate_deck_gun_team
Contexts=1,14
Key0=0x74,,"F5"
Now these can be toggled on and off, as the command names indicate.:salute:
Make sure to cancel out any other (conflicting) commands containing "F5" and/or "F6" with a ";" up front.
TheDarkWraith
11-23-10, 12:26 PM
just gave the tutorial feature the ability to branch (jump) to different locations in the tutorial. This will allow you to define subroutines to handle whatever. The branching now is determined from a GUI Dial value either in a range or not in a range, whether a gameplay setting is enabled or not (like manual targeting enabled or not), or a Jump command. I plan to add more branching capabilities to it and to add branching to Automation. This will allow the greatest flexibility in both of these :rock:
I had to add this because my new tutorial, How to use speed finder, required checking to see if the user input incorrect values into the TDC dials and whether manual targeting was already enabled or not.
letterboy1
11-23-10, 01:18 PM
Ustahl, thanks! I will try this tonight after work.
TDW, thanks!
Arsenius
11-23-10, 01:53 PM
how i can reposition the bars?
my officer bar is being juxtaposed by the "fuel, battery, compressed air, CO2" bar
if i place the officer bar a bit to left, all culd be fine
why i'm having this problem? hah, just because i use an old 15 inches lcd monitor
col_Kurtz
11-23-10, 03:00 PM
First of all.
@TheDarkWraith - fantastic job, great - impressive - thank you:salute:
@Kylania, thanks for your movie tutorial "How to install..." on youtube. That is what I needed.
@sober thank you for your mods list. Unfortunately I can`t fond out all of your stuff - probably name of *.zip folders are different than file inside.
So... Problems. What I did wrong?
I tried SH4style - I don`t need this bottoms bar from SHIV, so I switch (in python) to SH3style. Full JSGME list is below. I added the screens too `cause one photo can tell you more, than tousands words.
In Python txt changed to SH3style...
Accurate German Flags
Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Alt faces
Shadow Improvement Mod
Environment 4.5 MOD
Lite Campaign LC 1.2
No Ship Wakes 1.2
North Atlantic Green 1.1
sobers 100% underwater FX
sobers ultimate base wave mechanics for SH5
sobers realistic hydrophone operator SH5
IO_MapCourseLine_normal pencil_mod
new_KM_binos
More_crew_commands_dialog_v1.04
NewUIs_TDC_5_2_0_ByTheDarkWraith
NewUIs_TDC_v5_2_0_patch_2
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_POL
This morning I tried all options and found it what I had looked for. Tried on historical mission and everything was fine. Now I turn off your mods add some *dds file from your general mod and turn on again. Start the game and I got this:(
Please correct my list orders if I`m on the wrong way.
http://naforum.zapodaj.net/thumbs/d76353d5eff8.jpg (http://naforum.zapodaj.net/d76353d5eff8.jpg.html)
Next. Chalckboard I can`t switch off this. When I moved or teleported to new station it`s show up. I`m clicking on the cross, closed... to the next click or move:/ again show up:/
http://naforum.zapodaj.net/thumbs/bf140d774732.jpg[/url]
I lost my language in the game. Sometimes I need this `cause my english is bad:P
http://naforum.zapodaj.net/thumbs/fc85f6f45f06.jpg
Thank you for yours great job:rock:
Trevally.
11-23-10, 03:32 PM
just gave the tutorial feature the ability to branch (jump) to different locations in the tutorial. This will allow you to define subroutines to handle whatever. The branching now is determined from a GUI Dial value either in a range or not in a range, whether a gameplay setting is enabled or not (like manual targeting enabled or not), or a Jump command. I plan to add more branching capabilities to it and to add branching to Automation. This will allow the greatest flexibility in both of these :rock:
I had to add this because my new tutorial, How to use speed finder, required checking to see if the user input incorrect values into the TDC dials and whether manual targeting was already enabled or not.
:up: I have been testing a finished one for manual tdc - working well.
Am I right in thinking that with "branching", I can stop sending up messages "please check you are heading blah blah" and instead only post the message if they are not.
letterboy1
11-23-10, 06:21 PM
how i can reposition the bars?
my officer bar is being juxtaposed by the "fuel, battery, compressed air, CO2" bar
if i place the officer bar a bit to left, all culd be fine
why i'm having this problem? hah, just because i use an old 15 inches lcd monitor
Have you tried making the Officers Bar disappear when you are not using it? If you use TDW's Multiple UI mod then look in the "TheDarkWraithUserOptions.py" file which is located in data\scripts\menu folder (you can open it with Notepad). At about line # 791 you will see:
# do the officers scroll down when moused out and scroll up when moused in?
# change below to either True or False
OfficersScroll = False
Change "False" to "True" and save your change.
Now the Officers Bar slides out of sight until you put your mouse cursor at the bottom of monitor where it used to be - it will slide back up and stay there as long as you are using it. When you move your mouse away for more than 5 seconds it will slide down again.
TheDarkWraith
11-23-10, 06:23 PM
Have you tried making the Officers Bar disappear when you are not using it?
or you put the mouse just above the officer icons and the mouse cursor will turn into 4 arrows. Left click the left mouse button and drag where you want. Then release left mouse button.
If you edit the options file to allow the officer icons to be draggable to anywhere on screen (OfficersPinnedToBottomOfScreen = False and they are not scrollable) then you can put them anywhere on screen.
Arsenius
11-23-10, 07:44 PM
thank you all, got my problems all sorted now:yeah:
letterboy1
11-23-10, 07:45 PM
@TDW:
Oh, I love that options file.:rock: I've read through those user-available options about half a dozen times now and can't believe I missed out on all this fun since I took a break from SH5 last Spring.
@Ustahl:
That fixed it! Thanks.:salute:
TheDarkWraith
11-23-10, 11:20 PM
Would it be possible to add to the tutorial box a scroll feature that as new text appear, previous text moves up.
This would allow people to scroll up through text and re-read.
Something stops the back command sometimes. Think it might be the "wait for next" command.
After much thought on how to implement this and after coding in the ability to define functions and call them with Call and Return commands in the tutorial feature I came to realize that my way of displaying text in the tutorial box wasn't very good. So I've made an architectural change to it. The main 'window' of the tutorial box is now a list. As new text is added to the list, it is added a 'window' at a time. Being a list it is scrollable with the mouse like the messagebox is. Unlike the messagebox there is no limit to the number of 'items' it can hold before it starts erasing old items. This means the entire tutorial will be stored in the tutorial box if played to end. The Previous button has been removed as it is no longer needed. Now all one has to do is press Pause and then scroll though the previous text with the mouse if they missed something or want to re-read a previous item.
In the screenshot below I pressed Pause and then scrolled up through the previous items to re-read it. Notice that the slider on the far right of the text 'window' is located in the middle. This shows that there are more items below and above this one:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3298
I'll be giving Automation the same ability to define functions that are callable with Call and Return commands. I'm currently working on coding in the ability to define global variables and to be able to set and retrieve values from them. This will give the ultimate flexibility to Automation and the Tutorials. Automation (and Tutorials) are becoming their own programming languages.
Trevally.
11-24-10, 01:18 PM
Thanks TDW that looks great:up:.
With the scrolling text, is there still a max limit for text within one "displaytext" command?
Im looking forward to seeing the new call and return commands and your finished "speed finder" tutorial:yeah:
TheDarkWraith
11-24-10, 01:48 PM
Thanks TDW that looks great:up:.
With the scrolling text, is there still a max limit for text within one "displaytext" command?
Im looking forward to seeing the new call and return commands and your finished "speed finder" tutorial:yeah:
I had to make some more changes to accomodate the new items and features of the tutorial feature. One major change is the commands. They now take 5 arguments vice 4. Nothing big but it does force everyone who made tutorials to revamp them. I'll send out revised documentation here in a bit. I'm just testing and making sure I don't need to make any other changes. I hate making major changes but this is necessary.
I did not increase the size of the text so yes there is still currently a limit. I might have an idea of how to overcome this easily. I'm testing now currently.
Some of the scrolling text is clickable. When clicked it will take you back to that part of the tutorial and continue from there. This allows you to go back in time. Some text is not clickable and this would be because the callstack wasn't 0 at the time and thus allowing you to go back could lead to undefined behavior.
Trevally.
11-24-10, 02:42 PM
Thanks TDW
Some of the scrolling text is clickable. When clicked it will take you back to that part of the tutorial and continue from there. This allows you to go back in time. Some text is not clickable and this would be because the callstack wasn't 0 at the time and thus allowing you to go back could lead to undefined behavior.
Sorry for the noob question- If the callstack allows a "go back", will that undo all actions post callback point or allow them to be redone going forward?
TheDarkWraith
11-24-10, 08:47 PM
Sorry for the noob question- If the callstack allows a "go back", will that undo all actions post callback point or allow them to be redone going forward?
the callstack is a collection of 'pointers' that point to a position in the tutorial. Each time you issue the command Call x, the current position in the tutorial is saved to the callstack and execution branches to x. When the command Return is encountered, the top of the callstack is popped off and that saved position is set as the current position of the tutorial. This is what allows you to define functions :D For those computer science majors out there, yes, this does model an Intel CPU architecture.
To take modelling of the Intel CPU architecture even further I've given Automation and Tutorial 4 general purpose registers (although each can use each others registers). You can also define your own variables now. Anything can be stored in these registers and your variables. I've also made available commands for copying (MOV), adding, subtracting, dividing, multiplying, equality tests, power, and square root. This will allow for some interesting Automation scripts and Tutorials.
My new Speed Finder tutorial makes use of just about everything new in v5.3.0.
So to answer your question, the callstack isn't what allows the go-back to previous spots in the tutorial. Simply mousing into the text area of the tutorial box and scrolling through the items allows this. If the background of the item is black you can select it and go back in time to that point in the tutorial. If it doesn't turn black then you can't select it (it was probably part of a function call at one time). Once you go back in time to a previous point in the tutorial execution resumes as normal.
Going back in time does not unwind any changes made up to the current point in the tutorial. So if the current point in time made x appear then going back in time will still keep x visible (unless the command you go back in time to hides it).
mr.Kiki
11-25-10, 06:23 AM
Hallo Männer!:salute:
I have a problem. After ~20 min playing some gui textures (almost all) are become white and then (after few mins\secs) CTD :dead:. After that i can`t start the game - it crashes at startup (Ubi-game-launcher loaded good - game crashes at loading game itself - red loading bar does not go through a half) .
Deactivating NewUIs_TDC_5_2_2 mod allows start the game. I have tried to sequental deactivating all mods, but problem is in NewUIs_TDC_5_2_2 mod.. So, how you can know, without this mod game is almost unplayable. :nope:
May be i must edit some options file? I cannot find any log file in the game directory, so i have not got any exact info on this problem.
My PC configuration: C2Quad Q8300 2,5 GHz, Nvidia GeForce 9800GT 1024 Mb (ver. 258.96 driver) , 2 Gb RAM, Windows 7 Ultimate x86 (all last updates).
PS: SH5 ver. 1.2 Russian. I`m using SH5 Enhanced UI. When game was crashed, i have NOT used teleports or any automation.
PPS: Sorry for my English. :oops:
SOLVED problem with CTD on startup - problem was in menu.txt file - i have edited it - because there are some translations errors.
TheDarkWraith, here are some lines with right RUSSIAN translation
In ;Navigation part:
4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=РасстоҐние до конца маршрута - %.0f км!
PPPS: Bug when textures become white and then CTD still there.
...
PS: SH5 ver. 1.2 Russian. I`m using SH5 Enhanced UI. When game was crashed, i have NOT used teleports or any automation.
PPS: Sorry for my English. :oops:
SOLVED problem with CTD on startup - problem was in menu.txt file - i have edited it - because there are some translations errors.
TheDarkWraith, here are some lines with right RUSSIAN translation
In ;Navigation part:
4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=Расстояние до конца маршрута - %.0f км!
Здесь проблема с буквой "я" - "Расстояние ...". Все прописные буквы "я" должны быть заменены знаком "Ґ". Подозреваю, что в игре у Вас отсутствует весь текст, который идёт после строки 4720. Вам нужно открыть menu.txt в любом текстовом редакторе и командой "заменить" произвести замену "я" (с учётом регистра) на значёк "Ґ" или взять этот (http://www.subsim.com/radioroom/showpost.php?p=1539526&postcount=5069) файл: там подобной проблемы нет, файл полностью работоспособный.
PS для нормальной русификации воспользуйтесь Font_patch, идущим в комплекте с NewUIs_TDC из папки texts, там же находится и menu.txt для текущей версии мода.
PPS Sorry for russian :oops: This applies to only part of the translation errors
mr.Kiki
11-25-10, 11:52 AM
Здесь проблема с буквой "я"
Точно, забыл про ту букву..
Все же баг с текстурами и последующим вылетом остался..
4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=РасстоҐние до конца маршрута - %.0f км!
Просто эти строки правильнее тех, что использует TDW, которые затесались еще из прошлых частей игры, над переводом которых как всегда у нас особо не трудились. На самом же деле штурман считает время до посл. точки маршрута, а не до израсходования топлива. И дальность он считает не по топливу а по длине маршрута. А вот макс. дальность считается по топливу, точнее по его расходу.
So, TheDarkWraith, here`s right russian menu.txt file link (http://www.filefront.com/17558805/menu.txt)
col_Kurtz
11-25-10, 06:14 PM
Hello TheDarkWraith,
one question. Is it possible to move these icons to other (in vertical position) localization or made them draggable?:) Or maybe pop up under mouse...?
http://naforum.zapodaj.net/db61ac328851.jpg.html
Thanks:)
[COLOR="DimGray"]
Все же баг с текстурами и последующим вылетом остался..
4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=РасстоҐние до конца маршрута - %.0f км!
Просто эти строки правильнее тех, что использует TDW, которые затесались еще из прошлых частей игры, над переводом которых как всегда у нас особо не трудились. ...
Понятно, спасибо за поправку. Я веду этот файл где то с версии 3.9.0 или с 4.0.0 и всё, что выше строки 9029 я не трогал.
In the bug with textures and crash the game menu.txt not guilty. Here's what else is wrong.
THE_MASK
11-26-10, 05:21 PM
Navigation idea..........
I was mucking around with the S3D editor and noticed that if i go into the scene dat file and go into env sim there is a Debug there . If i tick Debug show info = True then a longitude/latitude coodinate comes up on the screen . What i was thinking was as an option if it was possible to get rid of the sub marker and course plots on the navigation map . In the tools there is a pencil cross that you can select to place on the navmap . Add an extra diffrent mark that i can select to mark where my sub is . This is how it works . At any time the game will show long/lat of my position (with debug on) , long/lat -0.26968/+56.80350 (as an example of my subs current position) . The nav map shows coords in degrees 0deg and 56 deg etc (the coords that are already on the navmap) . I would know approx where i was but not gps style . This would be good as an option i think . So basically you have the coords worked out for you from the crew , you just have to transfer those coords onto the map by hand . What does everyone think .
yeah sober, i like this idea. there should be a button for the nav officer "give my position". this button should have a "cool down time". you can use it twice an hour for example (he needs some time to do the sextant action). while submerged, this option isnt available (same at bad weather). this would be a huge progress in realism, we can add something like navigation action in the game...
THE_MASK
11-26-10, 06:22 PM
yeah sober, i like this idea. there should be a button for the nav officer "give my position". this button should have a "cool down time". you can use it twice an hour for example (he needs some time to do the sextant action). while submerged, this option isnt available (same at bad weather). this would be a huge progress in realism, we can add something like navigation action in the game...Yeah well , its already in this mod LOL . I can ask the navigator for the long/lat .
PJMaybe
11-26-10, 06:36 PM
How do I apply the patch? Do I just overwrite the existing files? If so, do I need to go back in and edite the settings again?
Thanks for all your hard work on this. I'm am for the first time since it's release, looking forward to playing it.
How do I apply the patch? Do I just overwrite the existing files? If so, do I need to go back in and edite the settings again?
Yes, do so. But to transfer settings, use OptionMigrater, he is in achive with mod (data\Applications\OptionsMigrater.exe)
THE_MASK
11-26-10, 07:43 PM
If i use TDW UI and ask the navigator for long/lat i get for my current sub position lat -32218 long 6696262 (is this -3 deg and +66 deg ?) which is way off .
If i use the debug i get lat +55.80198 long -0.26851 which is correct .
TheDarkWraith
11-26-10, 09:05 PM
If i use TDW UI and ask the navigator for long/lat i get for my current sub position lat -32218 long 6696262 (is this -3 deg and +66 deg ?) which is way off .
If i use the debug i get lat +55.80198 long -0.26851 which is correct .
the navigator reports meters from game origin. That is why you are getting those 'weird' readings. I can have him translate those into degrees also very easily. We need the 'weird' numbers because they are used for the automation navigation (like Trevally's pilot scripts).
I can easily remove the sub icon from the maps if you want ultra-realism. I can make that an add-on mod.
I like the idea presented about this 'real' navigation :yep: Let's hammer out all the details and I'll implement it in v5.3.0.
THE_MASK
11-26-10, 09:18 PM
Thankyou very much . I dont know enough about it , so come on fellars , lets have some input :yeah:
would it be possible to let the navigator draw a cross on the nav map when asked to give position? he could do some errors depending on his skills and depending on weather state. while too bad weather, he cant give report.
Trevally.
11-27-10, 06:21 AM
would it be possible to let the navigator draw a cross on the nav map when asked to give position? he could do some errors depending on his skills and depending on weather state. while too bad weather, he cant give report.
If this could be done:-
Yes limit use to weather, time based etc.
When navigator cant give fix, perhaps an extra toggle button for map options that could draw "dead reckoning" on chart since last fix with some errors per skill etc. (no tide or wind affect in game)
If we ever get past 1943 - radio man can call fix using bearings from beacons.
Button "centre on boat" would need to be disabled or the method used to call a fix.
THE_MASK
11-27-10, 06:40 AM
I was thinking of something easily implemented to start off with .
Long and Lat coords via the officers and orders bars .
Disable the sub icon and plotting .
Loituma
11-27-10, 07:04 AM
Some ideas, I don't know how doable that is:
-make the lat/long reading fuzzy depending on conditions: weather, time of day, no reading when submerged.
-if possible, increase the fuzzyness if consecutive readings are made in poor conditions: 1st time have say 25km error radius, 2nd time make it 50, then 100 etc. If you can get a "clean" reading (good weather) at any point, the fuzzyness resets to the lowest value
Maybe also remove waypoints entirely and let the player draw things on the map. If possible, a "TC timer": you draw your stuff on the map, order adequate course, then crank up TC and choose to have it reset to 1 after xx hours so you can make a position fix and plot your next move.
GertFroebe_neu
11-28-10, 09:31 AM
Hello!
I am enjoying this Mod for a while now and I like it very much. The only thing that I could not change is the language of the TDC Dials and the ship's journal. I want it to be german.
I copied the dials.dds from the Mods patch into my SH5, but the languages did not change.
Can someone please help me?
Cheers
Marc
urfisch
11-28-10, 10:11 AM
this i nice work, man!
Kentrat
11-28-10, 10:46 AM
@ Gert Froebe,
*****EDIT*****have a look in the texts folder in the mod and sub folder German, copy/paste menu.txt into the data/menu folder of your game install or better still, deactivate the mod and put it in data/menu folder of the mod in the MODS folder and then reactivate..... that's the clean way!!!
Regards and Gruessen from
GertFroebe_neu
11-28-10, 02:05 PM
@ Gert Froebe,
*****EDIT*****have a look in the texts folder in the mod and sub folder German, copy/paste menu.txt into the data/menu folder of your game install or better still, deactivate the mod and put it in data/menu folder of the mod in the MODS folder and then reactivate..... that's the clean way!!!
Regards and Gruessen from
Hi Kentrat!
Thanks for your help! It worked. The ship's log has a mix of german and english now but I think I can live with that.
Gruss aus Hamburg
Marc
Hi TheDarkWraith!
When I try to determine the type of vessel, an error message appears the script. The definition of war and cargo ships without any problems when I try to also determine the type of tanker got a script error. What is written in Russian: "Адресат вызова создал исключение" - "Recipient are created exception"
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3315
And the tanker was named as the second screenshot.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3316
PS The observation was made by the attac periscope
PPS Tanker "Ranger" determinate no problem. I think problem only with "Cimmaron"
TheDarkWraith
11-29-10, 10:22 AM
Hi TheDarkWraith!
When I try to determine the type of vessel, an error message appears the script. The definition of war and cargo ships without any problems when I try to also determine the type of tanker got a script error. What is written in Russian: "Адресат вызова создал исключение" - "Recipient are created exception"
PS The observation was made by the attac periscope
A script error occurred because page attack periscope was open but it was trying to reference something in page obs periscope :o It appears I created this error somehow. I'll check the code :up:
Found the error. It is my fault and will be corrected. It was going to tell you that key x wasn't found in mastheights for that ship.
Began to seriously annoy a bug: for management of crew often occurs spontaneously closing panel of the crew. The same bug appears also in the management of a periscope - rotating periscope mouse is "jumping" the cursor (Periscope stops spinning and the cursor appears) With what it could be linked?
TheDarkWraith
11-30-10, 07:29 AM
Began to seriously annoy a bug: for management of crew often occurs spontaneously closing panel of the crew. The same bug appears also in the management of a periscope - rotating periscope mouse is "jumping" the cursor (Periscope stops spinning and the cursor appears) With what it could be linked?
Don't quite understand what you're referring to here. You're saying that if you have the crew management page open it will just close on it's own for no reason? Are you changing the size of the TAI map? Are you bringing up the nav map when this happens?
The periscope one I really don't understand what you're asking.
Don't quite understand what you're referring to here. You're saying that if you have the crew management page open it will just close on it's own for no reason? Are you changing the size of the TAI map? Are you bringing up the nav map when this happens?
The periscope one I really don't understand what you're asking.
Sorry
I'm on the bridge, TAI closed. Open the crew management, after 5-10 seconds the panel closes spontaneously.
Periscope:
Right-click - the cursor disappears, you can rotate the periscope to the left or right. 5-10 seconds spontaneously cursor appears and, accordingly, the periscope cannot rotate left and right by mouse. We have to do again right click to turn the periscope.
Maybe I should not bother you. Maybe I should check the mouse. Maybe the whole thing on the right button.
Incidentally, the same thing happens in the bunker when I try to select and load the torpedoes.
mr.Kiki
11-30-10, 09:21 AM
Incidentally, the same thing happens in the bunker when I try to select and load the torpedoes.
+1 Same bug at sea and in the bunker! + bug with white textures and CTD.
I use TDW UI 5.2
I downloaded on single mission with convoy and I have one problem here. There is troop transport which I dont have in recognition manual. Do I need any mod or something?
My second problem is that my boat has one more pole on conning tower. It comes from one hole in the rail and looks similar to periscope. It is always haeded out and breaks surface when I am on periscope depth. It is not obs. periscope.
Has anyone had some problems like this?
TheDarkWraith
11-30-10, 09:56 AM
I use TDW UI 5.2
I downloaded on single mission with convoy and I have one problem here. There is troop transport which I dont have in recognition manual. Do I need any mod or something?
My second problem is that my boat has one more pole on conning tower. It comes from one hole in the rail and looks similar to periscope. It is always haeded out and breaks surface when I am on periscope depth. It is not obs. periscope.
Has anyone had some problems like this?
Ubi removed some ships from recoginition manual with patch 1.2. I have yet to correct this.
The other 'pole' is the antenna. It's behavior that you describe is normal. It will fully retract and hide when you are ~ 30m depth.
So can enemy spot this antena?
And can I get somewhere recognition manual with all ships?
SOLVED!
How do you get the rudder/speed/depth dials to show up in lower right corner? I speak of the nice, round, SH III-esque aparatus. I realize there is a good change this is a fairly stupid question!
Judging from TDC features demo vid, this should be somehow achieved by clicking the lever shaped bearing..thing? Nothing happens when i try clicking around it.
TheDarkWraith
11-30-10, 12:07 PM
How do you get the rudder/speed/depth dials to show up in lower right corner? I speak of the nice, round, SH III-esque aparatus. I realize there is a good change this is a fairly stupid question!
Judging from TDC features demo vid, this should be somehow achieved by clicking the lever shaped bearing..thing? Nothing happens when i try clicking around it.
set the UIStyle to SH3Style in the options file
col_Kurtz
11-30-10, 12:36 PM
@LTD1
http://www.subsim.com/radioroom/showpost.php?p=1396851&postcount=2299
Look at this... This is the best way. This thread should be high priority or sticked...?
Sammi79
11-30-10, 02:41 PM
Hallo TheDarkWraith I shall start by saying that your mods (FX,UI+AI) are truly incredible thankyou kindly for making SH5 into a working simulator.
I have a small problem regarding mouse camera control I am not sure if this is related to your UI mod although I noted a couple of posts earlier in this thread that sound very similar. >
Sorry
I'm on the bridge, TAI closed. Open the crew management, after 5-10 seconds the panel closes spontaneously.
Periscope:
Right-click - the cursor disappears, you can rotate the periscope to the left or right. 5-10 seconds spontaneously cursor appears and, accordingly, the periscope cannot rotate left and right by mouse. We have to do again right click to turn the periscope.
Maybe I should not bother you. Maybe I should check the mouse. Maybe the whole thing on the right button.
(in interior fore cam) When I right click, the cursor dissapears (as it should) and I am then in control of the rotation of the camera (as I should be). The problem is, after a random amount of time, the cursor reappears as if I had right clicked again. Not a major problem though just a little annoying. It becomes more frustrating in external follow cam views where right click no longer works at all, leaving me with limited keyboard control over the camera, and denying me the ability to take screenshots from the angle/elevation I desire.
I realise this is probably a conflict of mods as my modlist is (like many others) 25+ mods long I was just wondering if you had any info on which particular files deal with this mouse control?
Thanx in advance, sorry if this is a dumb/repeated/solved query. Regards, Sam.
col_Kurtz
11-30-10, 03:00 PM
set the UIStyle to SH3Style in the options file
Hello TheDarkWraits...
I got this too... :oops:
http://www.subsim.com/radioroom/showpost.php?p=1536251&postcount=67
And next stupid question. On this original screeny of ERM you can see the visible green horizontal lines. In the game should be visible too...?
http://www.subsim.com/radioroom/showpost.php?p=1441339&postcount=1
Yes... there is this thin green line. I switched off the mods from your NewTDWUi... and activate ERM mod.
AngusJS
11-30-10, 03:43 PM
Great mod, Darkwraith!
I have a bit of a problem, though. I chose to never display the XO, the TAI or the lower left bar, in SH3style. So now I can open the TDC and use the stadimeter, but I don't know how I can access the ship recognition manual, or how I can plot my observations. Have I opted myself out of manual targeting?
Thanks
Hallo TheDarkWraith I shall start by saying that your mods (FX,UI+AI) are truly incredible thankyou kindly for making SH5 into a working simulator.
I have a small problem regarding mouse camera control I am not sure if this is related to your UI mod although I noted a couple of posts earlier in this thread that sound very similar. >
(in interior fore cam) When I right click, the cursor dissapears (as it should) and I am then in control of the rotation of the camera (as I should be). The problem is, after a random amount of time, the cursor reappears as if I had right clicked again. Not a major problem though just a little annoying. It becomes more frustrating in external follow cam views where right click no longer works at all, leaving me with limited keyboard control over the camera, and denying me the ability to take screenshots from the angle/elevation I desire.
I realise this is probably a conflict of mods as my modlist is (like many others) 25+ mods long I was just wondering if you had any info on which particular files deal with this mouse control?
Thanx in advance, sorry if this is a dumb/repeated/solved query. Regards, Sam.
I, too, have this issue with the cursor reappearing soon after right click, especially in external view. Although it's not a show stopper, it is somewhat annoying.
It probably is the cameras.cam from this UI mod that causes it, because I testwhise replaced it with cameras.cam from "Free Cam Tweak 1.1 - Narrow", and the right click issue was gone, but so was the ability to zoom with the mouse wheel, obviously.:shifty:
Speaking of mouse wheel zooming: Sometimes the 1st zoom level is abt 1 m smack on the hull (=too darn close) and not reversable with the mouse wheel. Also, when there is texture flickering from ships in external view, I read somewhere TDW's suggestion to zoom in & out with the mous wheel to get rid of the flickering. Well, this does not work for me. Flicker stays.:shifty:
Maybe cameras.cam needs some further attention to work consistently.:hmmm:
Defiance
12-01-10, 02:19 AM
Hiya's,
I have the same thing happen
Can get annoying when pan-viewing from the bridge etc
Phew, thought it was just me lol
set the UIStyle to SH3Style in the options file
@LTD1
http://www.subsim.com/radioroom/showpost.php?p=1396851&postcount=2299
Look at this... This is the best way. This thread should be high priority or sticked...?
Oh yas, this did the trick. Thank you gentlemen. SH 5 is starting to look like it might be possible to play it afterall.
When moving the main mod file back and forth via Generic Mod Enabler, the "SH3style" changed back to default option. This had me fooled.
TheDarkWraith
12-01-10, 09:40 AM
Thanks TDW that looks great:up:.
With the scrolling text, is there still a max limit for text within one "displaytext" command?
Do I need to add a command to be able to resize the tutorial box?
II) If you mark the ship, I see the message "Obs key (tanker or cargo) missing in mastheights" (in english even though I am german menu) with the new version 5.1.0 with patch 2.
I finally found the source of this bug while making my speed finder tutorial. This bug will be non-existent in v5.3.0 :up:
TheDarkWraith
12-01-10, 09:44 AM
Great mod, Darkwraith!
I have a bit of a problem, though. I chose to never display the XO, the TAI or the lower left bar, in SH3style. So now I can open the TDC and use the stadimeter, but I don't know how I can access the ship recognition manual, or how I can plot my observations. Have I opted myself out of manual targeting?
Thanks
Set this section of your options file like below and see if you like it or not:
##################################### XO TDC Dialog box (SH3/4/5 modes) ###################################
# is the XO and his dialog box visible on the UZO, attack, and obs scopes views?
# change below to either True or False
XOTDCDialogEnabled = False
# if the XO and his dialog box are disabled, are they allowed to pop up when you lock onto a target?
# change below to either True or False
XOTDCDialogAllowedToPop = True
# Is the XO TDC dialog box draggable?
# If the XO TDC dialog box is draggable then the feature of the XO TDC dialog box dynamically repositioning
# based on messagebox visibility is disabled.
# change below to either True or False
XOTDCDialogDraggable = True
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = True
with your setup the plotting will have to be done on the navigation map.
Trevally.
12-01-10, 09:55 AM
Do I need to add a command to be able to resize the tutorial box?
No its ok as is thanks:up:
I came across this when describing the stations. I just kept the text to within what would be shown. The rest appears when clicking next.
I think this is better as it is not too much text to read in one go and a bigger box would need more moving about the screen.
TheDarkWraith
12-01-10, 10:17 AM
No its ok as is thanks:up:
I came across this when describing the stations. I just kept the text to within what would be shown. The rest appears when clicking next.
I think this is better as it is not too much text to read in one go and a bigger box would need more moving about the screen.
exactly. That is why I sized it the way I did and didn't include a command to be able to resize it. It's not so big that you have to move it out of the way and it's not too small that you can't fit a decent amount of text in it :up:
Were you able to understand my speed finder tutorial (script wise)? It makes use of pointers (and pointer arithmetic) and variables which would be hard for someone to understrand that isn't used to programming in C++
I forgot to include the single mission for that speed finder tutorial. I can send it to you if you'd like it.
Trevally.
12-01-10, 10:54 AM
Were you able to understand my speed finder tutorial (script wise)? It makes use of pointers (and pointer arithmetic) and variables which would be hard for someone to understrand that isn't used to programming in C++
I am going through the one I had written for a fast 90 attack. This is allowing me to use some operations and call points.
Between reading the "tutorial notes" and your "how_to_use_speed_finder" I am getting most of it. Wiki is helping too :D
What I cant find is this:-
Operation|mov|<<range_min>>|600.0f|0|0|0
Operation|mov|<<range_max>>|2600.0f|0|0|0
CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<range_max>|None|0|0
I want to use <<heading_min>> and <<heading_max>> but not sure how to do it. Im guessing it needs to be in "GUIDialValue" and im not sure if it is.
I forgot to include the single mission for that speed finder tutorial. I can send it to you if you'd like it.
Yes please. I used one of mine when I tried it last night. As my range etc was for a different mission, I was having to re-do to data to fit within your limits set. (very good for ensuring someone is getting it right:up:)
TheDarkWraith
12-01-10, 11:15 AM
I am going through the one I had written for a fast 90 attack. This is allowing me to use some operations and call points.
Between reading the "tutorial notes" and your "how_to_use_speed_finder" I am getting most of it. Wiki is helping too :D
What I cant find is this:-
Operation|mov|<<range_min>>|600.0f|0|0|0
Operation|mov|<<range_max>>|2600.0f|0|0|0
CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<range_max>|None|0|0
I want to use <<heading_min>> and <<heading_max>> but not sure how to do it. Im guessing it needs to be in "GUIDialValue" and im not sure if it is.
these two commands:
Operation|mov|<<range_min>>|600.0f|0|0|0
Operation|mov|<<range_max>>|2600.0f|0|0|0
create two global variables named range_min and range_max. The << >> mean to use the variable name itself and not to dereference it (get it's value) - required for mov operations. range_min has the value 600.0 (f meaning a float value) stored (mov) into it. range_max has the value 2600.0 (f meaning a float value) stored (mov) into it. The next command:
CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<range_max>|None|0|0
the < > mean dereference (or get the variable's/pointer's vaue). So what the command is doing is getting the value of range_min and range_max and passing them to the CheckGUIDialValueInRange. That command is going to look up the SOL_RANGE dial's value and ensure it's within value of range_min and value of range_max. The None means I want the result of that range check stored in g_TR1 (it will store True or False in it). The None could be a variable name if you want to store the result in one of your variables/pointers.
So to do what you're wanting would be:
Operation|mov|<<heading_min>>|some_valuef|0|0|0
Operation|mov|<<heading_max>>|some_valuef|0|0|0
I just noticed that you cannot get heading from the GUI dials. I'll have to include that. I'll code it in and send you revised files :up: But after I code it this is how you'll be able to check heading in range:
CheckGUIDialValueInRange|Current_Heading|<heading_min>|<heading_max>|None or your variable|0|0
I'll send you the single mission for the speed finder tutorial also.
TheDarkWraith
12-01-10, 11:32 AM
in v5.3.0 if you select a tutorial from the list of available tutorials in the main menu page and the historic mission required for that tutorial isn't 'Any' then when you click on Historic Missions from the main menu page the historic mission needed for the tutorial will be highlighted and brought into view. This makes selecting the correct historic mission for the tutorial much easier to find. You still have to click on the historic mission highlighted to activate it as I cannot do this in code. If the required historic mission is 'Any' then no historic mission will be highlighted (as any of them can be used):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3323
Trevally.
12-01-10, 12:03 PM
these two commands:
Operation|mov|<<range_min>>|600.0f|0|0|0
Operation|mov|<<range_max>>|2600.0f|0|0|0
create two global variables named range_min and range_max. The << >> mean to use the variable name itself and not to dereference it (get it's value) - required for mov operations. range_min has the value 600.0 (f meaning a float value) stored (mov) into it. range_max has the value 2600.0 (f meaning a float value) stored (mov) into it. The next command:
CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<range_max>|None|0|0
the < > mean dereference (or get the variable's/pointer's vaue). So what the command is doing is getting the value of range_min and range_max and passing them to the CheckGUIDialValueInRange. That command is going to look up the SOL_RANGE dial's value and ensure it's within value of range_min and value of range_max. The None means I want the result of that range check stored in g_TR1 (it will store True or False in it). The None could be a variable name if you want to store the result in one of your variables/pointers.
So to do what you're wanting would be:
Operation|mov|<<heading_min>>|some_valuef|0|0|0
Operation|mov|<<heading_max>>|some_valuef|0|0|0
I just noticed that you cannot get heading from the GUI dials. I'll have to include that. I'll code it in and send you revised files :up: But after I code it this is how you'll be able to check heading in range:
CheckGUIDialValueInRange|Current_Heading|<heading_min>|<heading_max>|None or your variable|0|0
I'll send you the single mission for the speed finder tutorial also.
Thanks TDW:up:
Could I trouble you with one more, "gyroangle". This one should be in the GUI dials.
Would this work if I wanted someone to have "zero" gyroangle:-
Operation|mov|<<gyroangle_min>>|-350|0|0|0 (not sure if i need the "-")
Operation|mov|<<gyroangle_max>>|10|0|0|0
CheckGUIDialValueInRange|GyroAngle|<gyroangle_min>|<gyroangle_max>|None|0|0
TheDarkWraith
12-01-10, 12:13 PM
Thanks TDW:up:
Could I trouble you with one more, "gyroangle". This one should be in the GUI dials.
Would this work if I wanted someone to have "zero" gyroangle:-
Operation|mov|<<gyroangle_min>>|-350|0|0|0 (not sure if i need the "-")
Operation|mov|<<gyroangle_max>>|10|0|0|0
CheckGUIDialValueInRange|GyroAngle|<gyroangle_min>|<gyroangle_max>|None|0|0
Operation|mov|<<gyroangle_min>>|358.0f|0|0|0
Operation|mov|<<gyroangle_max>>|2.0f|0|0|0
this will look for a 0 gyro angle with +- 2 degrees spread. If you want to tighten the spread use 359.0f and 1.0f for a +- 1 degree spread or to go even tighter use 359.5f and 0.5f for a +- 0.5 degree spread. the f is required on the end of the numbers to signify they are a float value (a value with a decimal part)
CheckGUIDialValueInRange|SOL_GYROANGLE|<gyroangle_min>|<gyroangle_max>|None|0|0
The result of this check will be stored in g_TR1 since you have None as the 4th parameter.
:up: :|\\
Trevally.
12-01-10, 12:28 PM
Nice one. Thanks:up:
PL_Andrev
12-01-10, 12:44 PM
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3323
Should it be "Multiple UI tutorial" ?
:D
TheDarkWraith
12-01-10, 04:06 PM
Hello TheDarkWraith,
one question. Is it possible to move these icons to other (in vertical position) localization or made them draggable?:) Or maybe pop up under mouse...?
http://naforum.zapodaj.net/db61ac328851.jpg.html
Thanks:)
They can be made scrollable (pop up under mouse) already. You just have to enable the user option for it.
I would love to make these vertical but then users of 1024 X 768 screen resolutions would suffer. So where it is is the best spot to accomodate all screen resolutions. Plus it is draggable so you can move it whereever you want (horizontally). Put the mouse just above where the icons are for the cameras and it will turn into 4 arrows. Left click and hold and drag. Release where you want them :yep:
TheDarkWraith
12-01-10, 04:49 PM
Next. Chalckboard I can`t switch off this. When I moved or teleported to new station it`s show up. I`m clicking on the cross, closed... to the next click or move:/ again show up:/
http://naforum.zapodaj.net/thumbs/bf140d774732.jpg
This bug has been fixed in v5.3.0. Thanks for reporting it :up:
TheDarkWraith
12-01-10, 05:21 PM
Sorry
I'm on the bridge, TAI closed. Open the crew management, after 5-10 seconds the panel closes spontaneously.
Periscope:
Right-click - the cursor disappears, you can rotate the periscope to the left or right. 5-10 seconds spontaneously cursor appears and, accordingly, the periscope cannot rotate left and right by mouse. We have to do again right click to turn the periscope.
Maybe I should not bother you. Maybe I should check the mouse. Maybe the whole thing on the right button.
I have finally found the source of this bug. Yes, I caused it :oops: It will be fixed in v5.3.0. I should be releasing v5.3.0 here soon :yep:
col_Kurtz
12-01-10, 05:21 PM
This bug has been fixed in v5.3.0. Thanks for reporting it :up:
Did my best:salute:
I found one more fantastic thing. I can change in .py file some things, SH5, SH4, SH3 style. For example auto raise for attack periscope. That`s what I needed. Now I`m looking for another auto... I`d like to set my attack periscope view to heading after full raising. Right now is set to 180 I`d like set to 0... Each time I need hit the "-" button... As you know, time is needed and very expensive - sometimes;) What should I change, where to find it?
And... one more. I think this is very important. I can`t go straight to periscope depth because crew on the deck. Is it possible to change that? Hit the periscopre depth, crew leave station and me... as a Kaleun - last man standing... not first escaping?;):arrgh!:
Thanks for your assist:)
col_Kurtz
12-01-10, 05:22 PM
in v5.3.0 if you select a tutorial from the list of available tutorials in the main menu page and the historic mission required for that tutorial isn't 'Any' then when you click on Historic Missions from the main menu page the historic mission needed for the tutorial will be highlighted and brought into view. This makes selecting the correct historic mission for the tutorial much easier to find. You still have to click on the historic mission highlighted to activate it as I cannot do this in code. If the required historic mission is 'Any' then no historic mission will be highlighted (as any of them can be used):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3323
Love it:up:
TheDarkWraith
12-01-10, 08:03 PM
added a new feature to v5.3.0. This feature will set the TC level to a pre-determined level when the current TC level is greater than or equal to a pre-determined TC level AND a contact is within a pre-determined radius of the sub. This should prevent those surprise you're dead at high TC levels because your crew failed to spot a highly visible contact. The three new user options and their default values are:
# the TC level at which the TCx on contact distance is enabled (this will change the TC level to a pre-determined level when a contact gets inside a specified
radius around the sub if the current TC level is greater than or equal to this value)
# below in powers of 2 only!
TCxOnContactDistanceEnabledTCLevel = 1024
# when at TC > 1 and TCxOnContactDistanceEnabled is enabled (True) then this is the radius around your sub to determine when to set TC level to
TCxOnContactDistanceTCLevel
# below in meters
TCxOnContactDistanceRadius = 8000.0
# the TC level to set when TCxOnContactDistanceEnabled is enabled (True) and contact is inside the TCxOnContactDistanceRadius
# below in powers of 2 only!
TCxOnContactDistanceTCLevel = 1
this is checked every 0.25 seconds of regular time (not game time!)
This feature will set the TC level to a pre-determined level when the current TC level is greater than or equal to a pre-determined TC level AND a contact is within a pre-determined radius of the sub.
Thanks, this is what I need!:yeah:
TheDarkWraith
12-01-10, 09:54 PM
v5.3.0 released. See post #1 for details :|\\
@ sober - still trying to figure out how to implement your idea correctly :hmmm:
TheDarkWraith
12-01-10, 10:06 PM
Hello TheDarkWraits...
I got this too... :oops:
http://www.subsim.com/radioroom/showpost.php?p=1536251&postcount=67
And next stupid question. On this original screeny of ERM you can see the visible green horizontal lines. In the game should be visible too...?
http://www.subsim.com/radioroom/showpost.php?p=1441339&postcount=1
You don't need the thin green lines anymore. The stadimeter is fixed (not broken) in my UIs mod. Those thin green lines were for the broken stadimeter and they showed you where to put the prism image to get a correct range reading.
The black skin is included as an add-on mod now in the UIs mod. You need to enable the base ERM add-on mod first and then the black skin add-on.
Where can I find this mod NewUIs_TDC_2_7_0_Twisty_perscope_thingies
col_Kurtz
12-02-10, 09:48 AM
You don't need the thin green lines anymore. The stadimeter is fixed (not broken) in my UIs mod. Those thin green lines were for the broken stadimeter and they showed you where to put the prism image to get a correct range reading.
The black skin is included as an add-on mod now in the UIs mod. You need to enable the base ERM add-on mod first and then the black skin add-on.
OMG... thank you for your patience, I`m completely... noob. I`m still trying to configure good mods and orders... Too much. Sometimes I got low FPS... below 10 (5-9fps) sometimes above 30 - it`s depending of stuff... So, deactive and active new list... Sorry really sorry for questionspack:oops:
And thank you again:)
Downloading NOW!
TheDarkWraith
12-02-10, 09:49 AM
Where can I find this mod NewUIs_TDC_2_7_0_Twisty_perscope_thingies
the twisty periscope thingies are already included in the latest version of the mod
col_Kurtz
12-02-10, 02:32 PM
Great:yeah: I think... got it - at last - I hope:)
Little surprise... I`m using SH3style, SH5 is to modern;) and had to... retype .py. Nevermind:)
She`s gone. Two torpes in:O:
TheDarkWraith
12-02-10, 02:53 PM
Great:yeah: I think... got it - at last - I hope:)
Little surprise... I`m using SH3style, SH5 is to modern;) and had to... retype .py. Nevermind:)
She`s gone. Two torpes in:O:
There is an options migrater app I included with the mod. It is used to migrate options (copy them) from one options file to another. This was made so you don't have to go and continually edit the new options file with each new release or patch.
TheDarkWraith
12-02-10, 03:49 PM
started working on Sober's real navigation idea. Disabled everything that could give away your sub's position (center on sub, bearing overlay, etc.) and also removed the sub's icon from the maps. Result is pretty desolate. I asked the navigation to report our current fix and he gave it to me. So I'm somewhere in the red circle (took him 11 minutes this time to calculate my position - see messagebox):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3325
there is a base time for the navigator to calculate your current position. By default it's set to 20 minutes. Then a random value is picked for the time it takes him to calculate your current position based on this base time (it can be anywhere from 0.5 * base time to 1.5 * basetime). The navigator is only allowed to calculate your position if your are surfaced. If you're in heavy seas and popping underwater he won't be able to get a fix. Any time the sub goes underwater (the underwater icon in the top right of the screen appears) the navigator is reset (and stops) for calculating current position (his papers got washed overboard). If the navigator is calculating your position and you dive then he stops calculating your current position.
There is no dead-reckoning when submerged. That is up to you (you are captain after all).
I'm thinking that I need to remove the contact icons from the maps also in real navigation. Kinda defeats the purpose of real navigation if the contact is updated on the map in real time all the time.
I removed the contact lines and anything that could provide any reference to where your sub is on the map (including waypoints). If you're not plotting your position (via marks) you WILL be lost until the navigator reports your position :D
col_Kurtz
12-02-10, 04:15 PM
There is an options migrater app I included with the mod. It is used to migrate options (copy them) from one options file to another. This was made so you don't have to go and continually edit the new options file with each new release or patch.
Are you talking about this?
Old options file: D:\Games\Silent Hunter 5\MODS\010 NewUIs_TDC_5_3_0_ByTheDarkWraith\data\Scripts\Menu \TheDarkWraithUserOptions.py
5.3.0---> my comments to this.
And... Speed finder will work with SH3 UI? I really like this UI. IMO better than SH4.
TheDarkWraith
12-02-10, 04:17 PM
the apps I included with the mod can be found in \data\Applications
col_Kurtz
12-02-10, 04:26 PM
the apps I included with the mod can be found in \data\Applications
Sorry... A little misunderstanding - my fault:oops: Pardon me... I copied from Migrate and paste over here this line:
Old options file: D:\Games\Silent Hunter 5\MODS\010 NewUIs_TDC_5_3_0_ByTheDarkWraith\data\Scripts\Menu \TheDarkWraithUserOptions.py
5.3.0
Other words - saved my own options:)
Yellow my signs... To many mods I got... Molotovs coctail;)
TheDarkWraith
12-02-10, 04:30 PM
Sorry... A little misunderstanding - my fault:oops: Pardon me... I copied from Migrate and paste over here this line:
Old options file: D:\Games\Silent Hunter 5\MODS\010 NewUIs_TDC_5_3_0_ByTheDarkWraith\data\Scripts\Menu \TheDarkWraithUserOptions.py
5.3.0
Other words - saved my own options:)
Yellow my signs... To many mods I got... Molotovs coctail;)
overwriting the new options file with an older version's option file will cause problems and more than likely CTD's. That is why I made the options migrater app. It's very simple to use.
Anyone wanting to test out the real navigation as I have it now can do so here: http://www.filefront.com/17595021/real-navigation.7z/
Unzip to your mods folder and enable both last.
Feedback would be great. I need to ensure I removed all references to your sub's location. The best way to ensure this is to let you all test it.
started working on Sober's real navigation idea.
That's just what I lacked in SH.:yeah:
PS
TheDarkWraith, please include this (http://sukhoi.ru/forum/attachment.php?attachmentid=121321&d=1289919889) font in \Text\Russian\Fonts_patch\ . It's font FPHunt12 adapted for russian
Brauner
12-02-10, 09:56 PM
DarkWraith what MODs you have installed in your game?
In what order?
TIA
TheDarkWraith
12-02-10, 10:39 PM
DarkWraith what MODs you have installed in your game?
In what order?
TIA
see the mega-mod thread (although I need to update it but it will give you an idea)
THE_MASK
12-03-10, 12:58 AM
Re navigation , yeah the icons should go i guess . Can we have some sort of report on possible contacts ?
col_Kurtz
12-03-10, 02:02 PM
overwriting the new options file with an older version's option file will cause problems and more than likely CTD's. That is why I made the options migrater app. It's very simple to use.
Anyone wanting to test out the real navigation as I have it now can do so here: http://www.filefront.com/17595021/real-navigation.7z/
Unzip to your mods folder and enable both last.
Feedback would be great. I need to ensure I removed all references to your sub's location. The best way to ensure this is to let you all test it.
Actually in .py file I`m changing only two lines.
SH3Style
Attack periscope full raise after entry this station.
TDW, please have a look on this...
http://www.subsim.com/radioroom/showpost.php?p=1546308&postcount=16
leutenant-ottoman
12-04-10, 02:33 AM
its a verry nice mod but when i use it and if i start a new campaign, the whole interface is gone. only the officer icons are there. but when i disable the mod and play the first mission until i'm in the base and the enable the mod its ok again.
and if i'm playing with the mod the information bars are gone to.
i can't see the speed of another ship anymore if you drag your mouse over a ship on the map. can somebody help me?
thx
THE_MASK
12-04-10, 02:43 AM
its a verry nice mod but when i use it and if i start a new campaign, the whole interface is gone. only the officer icons are there. but when i disable the mod and play the first mission until i'm in the base and the enable the mod its ok again.
and if i'm playing with the mod the information bars are gone to.
i can't see the speed of another ship anymore if you drag your mouse over a ship on the map. can somebody help me?
thxThe first mission where you sink the 4 ships and go to kiel is the tutorial and all the features of the game dont appear until you have completed the tutorial exactly as it tells you . After you have reached kiel everything becomes available .
leutenant-ottoman
12-04-10, 02:51 AM
aha thank you for the quick answer. but still there is a problem then.
when i did the first tutorial mission as you say everything shows up but not the information bar with the ship's name nor speed
THE_MASK
12-04-10, 02:57 AM
aha thank you for the quick answer. but still there is a problem then.
when i did the first tutorial mission as you say everything shows up but not the information bar with the ship's name nor speedIts just a tutorial , just point thescope at the ships and press fire . Enable the UI mod after the tutorial or you wont know what to do . You have to do what it says .
TDW, I must thank you for fixing in 5.3 that annoying bug concerning cursor reappearing shortly after having been right clicked off.
This makes admiring all the (especially external) eyecandy so much easier and more comfortable. :up::woot::D
Trevally.
12-04-10, 01:03 PM
Hi TDW,
Sorry but I am getting the following wrong:-
SetAndShowMICircle|PageTDC_Tubessettings_Tubes_Tub eI|None|<blinkcount>|0|0|0
DisplayText|Lets set tube 1. Please select it if it is not already set|0|0|0|0|10
SetAndShowMICircle|PageTDC_Torpsettings_Torpspeed| None|<blinkcount>|0|0|0
DisplayText|Set to fast speed. The ship will be close, therefore we do not need the extra range from a slow setting.|0|0|0|0|0
WaitForMouseOut|PageTDC_Torpsettings_Torpspeed|non e|0|0|0|0
DisplayText|Next we will drag torp depth to the ships keel. Please click next after you have done that.|0|0|0|0|0
WaitForNext|0|0|0|0|0|0
SetAndShowMICircle|PageTDC_Torpsettings_Torppistol |None|<blinkcount>|0|0|0
DisplayText|As this will be a keel shot, we will leave pistol on magnetic. |0|0|0|0|10
SetAndShowMICircle|PageTDC_Tubessettings_TorpDoors _DoorI|None|<blinkcount>|0|0|0
DisplayText|Flood tube 1 by clicking this switch. This finishes setting torp 1 |0|0|0|0|0
WaitForMouseLeftButtonClick|PageTDC_Tubessettings_ TorpDoors_DoorI|None|0|0|0|0
As you can see I am not using the correct items from "page_tdc".
Circles ar blinking off the page.
Could you tell me the correct ones.
Thanks:up:
TheDarkWraith
12-04-10, 01:30 PM
Hi TDW,
Sorry but I am getting the following wrong:-
SetAndShowMICircle|PageTDC_Tubessettings_Tubes_Tub eI|None|<blinkcount>|0|0|0
DisplayText|Lets set tube 1. Please select it if it is not already set|0|0|0|0|10
SetAndShowMICircle|PageTDC_Torpsettings_Torpspeed| None|<blinkcount>|0|0|0
DisplayText|Set to fast speed. The ship will be close, therefore we do not need the extra range from a slow setting.|0|0|0|0|0
WaitForMouseOut|PageTDC_Torpsettings_Torpspeed|non e|0|0|0|0
DisplayText|Next we will drag torp depth to the ships keel. Please click next after you have done that.|0|0|0|0|0
WaitForNext|0|0|0|0|0|0
SetAndShowMICircle|PageTDC_Torpsettings_Torppistol |None|<blinkcount>|0|0|0
DisplayText|As this will be a keel shot, we will leave pistol on magnetic. |0|0|0|0|10
SetAndShowMICircle|PageTDC_Tubessettings_TorpDoors _DoorI|None|<blinkcount>|0|0|0
DisplayText|Flood tube 1 by clicking this switch. This finishes setting torp 1 |0|0|0|0|0
WaitForMouseLeftButtonClick|PageTDC_Tubessettings_ TorpDoors_DoorI|None|0|0|0|0
As you can see I am not using the correct items from "page_tdc".
Circles ar blinking off the page.
Could you tell me the correct ones.
Thanks:up:
It all depends on which scope is currently visible or if the nav map is visible. For the scopes:
x_Torpedoes_Tubesstatus_Tubey where x = Pageattackperiscope, Pageobsperiscope, or PageUZO. y = I, II, III, IV, V, or VI (roman numerals)
for the torp doors it is:
x_Torpedoes_TorpDoors_Doory where x = Pageattackperiscope, Pageobsperiscope, or PageUZO. y = I, II, III, IV, V, or VI (roman numerals)
How did the gyrocompass work out? Can I remove current_heading?
Trevally.
12-04-10, 01:49 PM
Ah so - from the attack scope station, this-
SetAndShowMICircle|PageTDC_Tubessettings_Tubes_Tub eI|None|<blinkcount>|0|0|0
Shoud be this -
SetAndShowMICircle|Pageattackperiscope_Torpedoes_T ubesstatus_TubeI|None|<blinkcount>|0|0|0
I fixed the "<<>>" errors etc but when I tried using Corrent_Heading, I got a script error. As I had introduced erros from the stuff above I havent tested again. I have changed to gyrocompass and will test soon.
Big thanks for the help:up:
TheDarkWraith
12-04-10, 02:00 PM
I fixed the "<<>>" errors etc but when I tried using Corrent_Heading, I got a script error. As I had introduced erros from the stuff above I havent tested again. I have changed to gyrocompass and will test soon.
the gyrocompass one needs to be like this:
CheckGUIDialValueInRange|GYROCOMPASS|<heading_ min>|<heading_max>|None or your variable|0|0
if that doesn't work then the current heading one needs to be like this:
CheckGUIDialValueInRange|Current_Heading|<heading_ min>|<heading_max>|None or your variable|0|0
Trevally.
12-04-10, 02:02 PM
:up:
I will try -
CheckGUIDialValueInRange|GYROCOMPASS|<heading_ min>|<heading_max>|None or your variable|0|0
first.
Trevally.
12-04-10, 02:45 PM
Just tested - CheckGUIDialValueInRange|GYROCOMPASS|<heading_ min>|<heading_max>|None|0|0 I got no script erros but it did not recognise I was on the correct heading.
Trying Current_Heading next.
Trevally.
12-04-10, 03:03 PM
YYeeessss:rock: It all works, Fantastic.:up:
So gryocompass did not work but current_heading did.
TheDarkWraith
12-04-10, 03:04 PM
Just tested - CheckGUIDialValueInRange|GYROCOMPASS|<heading_ min>|<heading_max>|None|0|0 I got no script erros but it did not recognise I was on the correct heading.
Trying Current_Heading next.
just looked at GYROCOMPASSes dial values and it's -180 to 180 so that is why. Current_Heading is the one you'll have to use :up:
col_Kurtz
12-04-10, 04:24 PM
just looked at GYROCOMPASSes dial values and it's -180 to 180 so that is why. Current_Heading is the one you'll have to use :up:
Small problem...
My Uboat turning by self...
I fount the target. So I`m trying set up my uboat 90 degrees to it. So I pushing steer 5 degrees to... sorry, to right. So my U turning to 90 degrees to the target, so I click 0 degree. I can see the dialog in the box: Rudder zero starboard... but after few minutes (all stop or slowly forward - submerged about 2-3Kts) I can spot my U turn to target more as I wish... She is still turning.
I`m using stock keyboards commands.
TheDarkWraith
12-04-10, 04:31 PM
Small problem...
My Uboat turning by self...
I fount the target. So I`m trying set up my uboat 90 degrees to it. So I pushing steer 5 degrees to... sorry, to right. So my U turning to 90 degrees to the target, so I click 0 degree. I can see the dialog in the box: Rudder zero starboard... but after few minutes (all stop or slowly forward - submerged about 2-3Kts) I can spot my U turn to target more as I wish... She is still turning.
I`m using stock keyboards commands.
sounds like you're using the rudder to do this? If so, zero out the rudder by pressing the rudder amidships key (it's 0 on my numpad)
TheDarkWraith
12-04-10, 04:51 PM
working more on this real navigation. I now have the navigator indicate on the map your current position at game start. A dialog box pops up saying that the Navigator has indicated your current position on the map and to mark the map with the Marker map tool. I can't place marks via code so that is why I have to do this. When the dialog box pops up it places the game in pause until OK is clicked. Then TC is set to 1 so you can mark your current position on the map. The navigator's mark will only stay visible for 15 seconds!
The above also applies for when asking the Navigator to report current position.
I've introduced error into the Navigator's current fix calculation. He can be anywhere from 0-10% off in his lat and his long calculations. This should simulate real world conditions. The initial report at game start is without any error as you need to know your exact position at game start.
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3337
Working on trying to read the weather so that if the weather is bad enough the navigator can't calculate a position fix :D
col_Kurtz
12-04-10, 06:30 PM
sounds like you're using the rudder to do this? If so, zero out the rudder by pressing the rudder amidships key (it's 0 on my numpad)
Yes... rudder (SH3 style). Ok. Thanks:yeah:
About real navigation:
Will there be any, or tools and tables to determine the position of his own boat? Navigator sometimes produces a delirium, as if the boat is worn on the Atlantic at a furious pace. So it's better myself to calculate coordinates.
TheDarkWraith
12-05-10, 08:34 AM
About real navigation:
Will there be any, or tools and tables to determine the position of his own boat? Navigator sometimes produces a delirium, as if the boat is worn on the Atlantic at a furious pace. So it's better myself to calculate coordinates.
Sober pointed out that he'd like the auto showing of position from Navigator to be an option and I concur and will make the change. As far as any tools or tables, what do you have in mind?
Sober pointed out that he'd like the auto showing of position from Navigator to be an option and I concur and will make the change. As far as any tools or tables, what do you have in mind?
I think a auto showing of the position should be left (or why the boat navigator?), But do you want to disable this option.
I mean, for example, a sextant, or a table.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3338
http://www.sudno1.ru/22.jpg
TheDarkWraith
12-05-10, 09:46 AM
I think a auto showing of the position should be left (or why the boat navigator?), But do you want to disable this option.
I mean, for example, a sextant, or a table.
http://www.sudno1.ru/22.jpg
the showing of the navigator's calculated position is set via a user option. Some users may want the navigator to show his calculated position and some may not. This gives the most flexibility.
Now as far as charts and all, teach me. If you provide me the documentation and the know how I can (probably) implement it in game. The chart above, what is it? How is it used?
the showing of the navigator's calculated position is set via a user option. Some users may want the navigator to show his calculated position and some may not. This gives the most flexibility.
OK, it's sounds nice :yeah:
Now as far as charts and all, teach me. If you provide me the documentation and the know how I can (probably) implement it in game. The chart above, what is it? How is it used?
That I showed a table snapshot. The first - the definition of azimuth luminaries, the second - definition of range of the visible object, although this table is not so important to mod.
By tomorrow I will prepare more detailed information on this issue.
TheDarkWraith
12-05-10, 10:34 AM
I fixed the errors in Otto's integrated chalkboard mod so that should help with real navigation. The lattitude and longitude are no longer swapped :DL
Just noticed that if I set the navigator's error to 0.0 that the shown position 'was all over the map'. Found a bug in my code and fixed it. Now the shown position is where it should be. I sent out revised Real Navigation to Sober, Trevally, and Obelix for further testing. Anyone else want to test?
Trevally.
12-05-10, 03:47 PM
TDW
Can I run this past you,
Scope has target (tanker) locked.
Operation|mov|<<tas>>|9.0f|0|0|0
;
;
Operation|mov|None|You have targeted a "|0|0|0
GetContactName|<<g_TR2>>|0|0|0|0|0
Operation|+|None|<g_TR2>|0|0|0
Operation|+|None|". Its heading is "|0|0|0
GetContactHeading|<<g_TR3>>|0|0|0|0|0
Operation|+|<g_TR2>|<g_TR3>|0|0|0
Operation|+|None|".|0|0|0
DisplayText|<g_TR2>|0|0|0|0|10
Operation|mov|None|Its AOB is "|0|0|0
GetAngle|1|<<g_TR2>>|0|0|0|0|0
Operation|+|None|<g_TR2>|0|0|0
Operation|+|None|". Range to target is "|0|0|0
GetContactDistance|<<g_TR3>>|0|0|0|0|0
Operation|+|<g_TR2>|<g_TR3>|0|0|0
Operation|+|None|" and is making "|0|0|0
Operation|+|None|<tas>|0|0|0
Operation|+|None|" Knots|0|0|0
AddDisplayText|<g_TR2>|0|0|0|0|10
This would say:-
You have targeted a "Tanker". Its heading is "**". (10 sec later add) Its AOB is "**". Range to target is"**" and is making "9"knots
** = actual values.
TheDarkWraith
12-05-10, 04:23 PM
TDW
Can I run this past you,
Scope has target (tanker) locked.
Operation|mov|<<tas>>|9.0f|0|0|0
;
;
Operation|mov|None|You have targeted a "|0|0|0
GetContactName|<<g_TR2>>|0|0|0|0|0
Operation|+|None|<g_TR2>|0|0|0
Operation|+|None|". Its heading is "|0|0|0
GetContactHeading|<<g_TR3>>|0|0|0|0|0
Operation|+|<g_TR2>|<g_TR3>|0|0|0
Operation|+|None|".|0|0|0
DisplayText|<g_TR2>|0|0|0|0|10
Operation|mov|None|Its AOB is "|0|0|0
GetAngle|1|<<g_TR2>>|0|0|0|0|0
Operation|+|None|<g_TR2>|0|0|0
Operation|+|None|". Range to target is "|0|0|0
GetContactDistance|<<g_TR3>>|0|0|0|0|0
Operation|+|<g_TR2>|<g_TR3>|0|0|0
Operation|+|None|" and is making "|0|0|0
Operation|+|None|<tas>|0|0|0
Operation|+|None|" Knots|0|0|0
AddDisplayText|<g_TR2>|0|0|0|0|10
I add comments so I can 'see' what's going on....
Operation|mov|None|You have targeted a "|0|0|0
GetContactName|<<g_TR2>>|0|0|0|0|0
Operation|+|None|<g_TR2>|0|0|0
Operation|+|None|". Its heading is "|0|0|0
;
;(g_TR1) You have targeted a "x". Its heading is "
;
GetContactHeading|<<g_TR2>>|0|0|0|0|0
; have to convert numerical value into string value
Operation|str|<<g_TR2>>|<g_TR2>|0|0|0
Operation|+|None|<g_TR2>|0|0|0
Operation|+|None|".|0|0|0
;
;(g_TR1) You have targeted a "x". Its heading is "y".
;
DisplayText|None|0|0|0|0|10
;
Operation|mov|None|Its AOB is "|0|0|0
GetAngle|1|<<g_TR2>>|0|0|0|0|0
; have to convert numerical value into string value
Operation|str|<<g_TR2>>|<g_TR2>|0|0|0
Operation|+|None|<g_TR2>|0|0|0
Operation|+|None|". Range to target is "|0|0|0
;
;(g_TR1) Its AOB is "x". Range to target is "
;
GetContactDistance|<<g_TR3>>|0|0|0|0|0
; have to convert numerical value into string value
Operation|str|<<g_TR3>>|<g_TR3>|0|0|0
Operation|+|None|<g_TR3>|0|0|0
Operation|+|None|" and is making "|0|0|0
;
;(g_TR1) Its AOB is "x". Range to target is "y" and is making "
;
; have to convert numerical TAS into string
Operation|str|<<g_TR4>>|<tas>|0|0|0
Operation|+|None|<g_TR4>|0|0|0
Operation|+|None|" Knots|0|0|0
;
;(g_TR1) Its AOB is "x". Range to target is "y" and is making "z" Knots
;
AddDisplayText|None|0|0|0|0|10
That should do it :up:
Trevally.
12-05-10, 05:09 PM
Can I follow g_TR2 through this.
Operation|mov|None|You have targeted a "|0|0|0( Builds string by moving "youhave targeted a"" into g_TR1 in operand 1)
GetContactName|<<g_TR2>>|0|0|0|0|0(this save name in g_TR2)
Operation|+|None|<g_TR2>|0|0|0(This add name(g_TR2) to text in g_TR1, so g_TR2 is free again)??
Operation|+|None|". Its heading is "|0|0|0(this add more text to g_TR1)
;
;(g_TR1) You have targeted a "x". Its heading is "
;
GetContactHeading|<<g_TR2>>|0|0|0|0|0(this gets heading (value))
; have to convert numerical value into string value
Operation|str|<<g_TR2>>|<g_TR2>|0|0|0(<<g_TR2>> (heading value) has been added to operand 2 as g_TR2)
Operation|+|None|<g_TR2>|0|0|0(this add g_TR2 to g_TR1)
Operation|+|None|".|0|0|0(this adds ." to g_TR1)
;
;(g_TR1) You have targeted a "x". Its heading is "y".
;
DisplayText|None|0|0|0|0|10(this displays g_TR1)
:06:
TheDarkWraith
12-05-10, 06:38 PM
don't understand what you're asking. Variables can be assigned anything at anytime. You can overwrite them, add to them, basically do whatever you want.
Trevally.
12-06-10, 04:31 AM
Thanks TDW
I can follow your example now. I will re-read the tutorial notes and write some test scripts until I get the hang of this.
Also looking ahead to some map options - would a command for GetTrueBearing be possible?
Drewcifer
12-06-10, 04:37 AM
Hmm... Why oh why won't this mod install for me.. I'm confused. I put the folder in the MODS folder and enabled it via jsgme.
However it does nothing. No new interface, no added mission. NOTHING. For some reason its not activating. I can't figure out what I've done wrong. I extracted it, and put the thing right into MODS.
THE_MASK
12-06-10, 04:51 AM
Hmm... Why oh why won't this mod install for me.. I'm confused. I put the folder in the MODS folder and enabled it via jsgme.
However it does nothing. No new interface, no added mission. NOTHING. For some reason its not activating. I can't figure out what I've done wrong. I extracted it, and put the thing right into MODS.Extract it and look in the folders for a folder called MODS , the folders inside the MODS folder are the ones you enable in the JSGME MODS folder .
Trevally.
12-06-10, 05:22 AM
I way to check you have put the correct folder in your MODS folder is to right click on it and explore:-
http://img836.imageshack.us/img836/6301/explorev.png
If it is correct, you will always see a "Data" folder.
http://img340.imageshack.us/img340/8213/datapc.png
This is the same for any mod and is now ready to install.
Drewcifer
12-06-10, 05:37 AM
har, har. I'm stupid. Ok I got it working now. I just dragged it out of the MODS folder it came in and put it in my sh5 MODS folder... then it worked. Question is what am I leaving behind in the actual folder the mod came in? There is still folders sitting on my desktop now labeled Dials, Documentation, MODS, and text.
Hi TheDarkWraith!
As I understand it, real navigation will remain separate from NewUIs_TDC_5_4_0_ByTheDarkWraith? If so, what files Page navigation map.py and Page navigation map.ini must be deployed in real navigation. In NewUIs_TDC should return the files to 5.3.0 (if no other changes, except for real navigation). It is necessary to NewUIs_TDC runnable without real navigation. When I tried to deactivate the real navogation game generated an error script.
Here is archive with rus translation for NewUIs_TDC_5_4_0 and for real navigation mod. (Placed in separate archives)
http://www.subsim.com/radioroom/downloads.php?do=file&id=2897
When I installed the latest nightly build I got a lot of script errors. Screenshots can be seen in my photo album.
http://www.subsim.com/radioroom/album.php?albumid=417
I suspect that the cause of the installation. I just copied the file from the previous mod files new mods. Perhaps it was necessary to remove the old version and then install on their new place.
TheDarkWraith
12-06-10, 09:40 AM
Hi TheDarkWraith!
As I understand it, real navigation will remain separate from NewUIs_TDC_5_4_0_ByTheDarkWraith? If so, what files Page navigation map.py and Page navigation map.ini must be deployed in real navigation. In NewUIs_TDC should return the files to 5.3.0 (if no other changes, except for real navigation). It is necessary to NewUIs_TDC runnable without real navigation. When I tried to deactivate the real navogation game generated an error script.
Here is archive with rus translation for NewUIs_TDC_5_4_0 and for real navigation mod. (Placed in separate archives)
http://www.subsim.com/radioroom/downloads.php?do=file&id=2897
When I installed the latest nightly build I got a lot of script errors. Screenshots can be seen in my photo album.
http://www.subsim.com/radioroom/album.php?albumid=417
I suspect that the cause of the installation. I just copied the file from the previous mod files new mods. Perhaps it was necessary to remove the old version and then install on their new place.
no, will not be seperate. It will be an add-on mod to the UIs mod.
Cannot view your screenshots. Says album is invalid.
TheDarkWraith
12-06-10, 01:01 PM
Thanks TDW
I can follow your example now. I will re-read the tutorial notes and write some test scripts until I get the hang of this.
Also looking ahead to some map options - would a command for GetTrueBearing be possible?
I found some errors in those new commands. I found this out while updating my speed finder tutorial. I was having it calculate the AOB min and max dynamically from the target's actual AOB (same thing with the target's range). There was an error in Operation's str command also. When I get all the errors sorted out I'll send you a revised Automation file and my updated speed finder tutorial so you can see what I did.
Explain the true bearing. What does it give and how does it work/supposed to work? What are you wanting true bearing of?
Trevally.
12-06-10, 02:26 PM
I found some errors in those new commands. I found this out while updating my speed finder tutorial. I was having it calculate the AOB min and max dynamically from the target's actual AOB (same thing with the target's range). There was an error in Operation's str command also. When I get all the errors sorted out I'll send you a revised Automation file and my updated speed finder tutorial so you can see what I did.
Thanks:up:
Explain the true bearing. What does it give and how does it work/supposed to work? What are you wanting true bearing of?
This would be for use with chartwork. (Four Bearings Tutorial - hopefully).
So what im thinking is that with no map contacts the sonar man will call a bearing to a sound contact as a relitive bearing. When you plot that on the map you must follow the sound line.
If you use the rule to draw the line, your map aid compass is a true bearing.
There would be no locked target to get info from but would a "Follow Sound Contact" do instead.
As this would only be used to inform user how to draw a line that they can see - it might not be that important. (unless there are other uses I have not thought of yet)
no, will not be seperate. It will be an add-on mod to the UIs mod.
So I understand. It will enable or disable with JSGME?
Cannot view your screenshots. Says album is invalid.
Probably my mistake, try now to look.
But apparently I left something extra from the previous version and reinstall to no longer have time.
A proposal to increase the time required to determine the position of the navigator to 45 minutes. One of the former sailors wrote that they took so much time: measurements, validation of the tables. This ensured the accuracy of 1,5 km.
Cannot view your screenshots. Says album is invalid.
Yes, I corrected it. Not worth paying attention to it. I've been doing the wrong actions. Now the mod is working correctly.
TheDarkWraith
12-06-10, 07:31 PM
So I understand. It will enable or disable with JSGME?
Probably my mistake, try now to look.
But apparently I left something extra from the previous version and reinstall to no longer have time.
A proposal to increase the time required to determine the position of the navigator to 45 minutes. One of the former sailors wrote that they took so much time: measurements, validation of the tables. This ensured the accuracy of 1,5 km.
it will enable\disable with JSGME just like all my add-on mods do
45 minutes will be the base time then. I'm going to add a random amount of time though - somewhere between 0.5 to 1.5 * basetime of 45. Sometimes navigator might determine fix fast, sometimes slow. Do you think this is too much? Should I go with 0.75 to 1.25 * basetime of 45?
So we want an accuracy of 1.5km? To me that seems a little far-fetched. How about between 0 and 8.0km (or more)? This way I can use a Random function to set this. It would be set independently for lat and long.
45 minutes will be the base time then. I'm going to add a random amount of time though - somewhere between 0.5 to 1.5 * basetime of 45. Sometimes navigator might determine fix fast, sometimes slow. Do you think this is too much? Should I go with 0.75 to 1.25 * basetime of 45?
So we want an accuracy of 1.5km? To me that seems a little far-fetched. How about between 0 and 8.0km (or more)? This way I can use a Random function to set this. It would be set independently for lat and long.
Yes, it's a great idea. Everyone will be able to configure the settings for him, as he likes. Here only the accuracy of 0 is on my too. Only modern GPS can give such accuracy:). Need make at least 0,1 - 0,2.
it will enable\disable with JSGME just like all my add-on mods do
I apologize. This configuration is efficient. The need to move files Page navigation map no longer :oops:
In general, currently available configuration works without errors. Only the navigator sometimes all still very wrong.
Without real navigation mod Navigator gives the following figures of latitude and longitude:
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3347
TheDarkWraith
12-06-10, 08:51 PM
Without real navigation mod Navigator gives the following figures of latitude and longitude:
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3347
that is correct. That is how I designed it. That is so people making navigation scripts can get 'fixes'. The navigation scripts need these values above.
TheDarkWraith, do you plan to version 5.4.0 has any changes in the files page navigation map? And then I had already prepared IO_Strategic_map for 5.4.0 :DL
TheDarkWraith
12-07-10, 01:01 AM
TheDarkWraith, do you plan to version 5.4.0 has any changes in the files page navigation map? And then I had already prepared IO_Strategic_map for 5.4.0 :DL
do not plan on making any changes to page navigation map. I'll be sending out revised real navigation test files here soon. I've implemented the changes discussed some posts back (more user options added) :up:
PL_Andrev
12-07-10, 03:19 AM
Without real navigation mod Navigator gives the following figures of latitude and longitude:
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3347
that is correct. That is how I designed it. That is so people making navigation scripts can get 'fixes'. The navigation scripts need these values above.
But it is 'real' only for scripters...
I have other proposal:
At options longitude and latitude as:
- meters
- degrees
(see that at the mission editor are both values)
To fast calculate degress to full angle use:
60.313 deg = 60 deg
minutes of arc: remainder of division: 0.313 * 60; x = 18.78 -> 18'
seconds of arc: remainder of division: 0.78 * 60; x=46.8 = 47"
60.313° = 60°18'47"
I found a little cheat: during a campaign in the message box periodically to display information about the current state of affairs (the batteries, fuel quantity, weather) and, among other things written about the position of the boat.
TheDarkWraith
12-07-10, 09:23 AM
I found a little cheat: during a campaign in the message box periodically to display information about the current state of affairs (the batteries, fuel quantity, weather) and, among other things written about the position of the boat.
ah yes, I forgot about that one! Thank you. I'll correct it :up:
Trevally.
12-07-10, 09:41 AM
While you are looking a Navigation, is there any thing you could do about parallel lines.
With the ruler we can grab a line at either end and adjust.
X------------X
If there could be a way to grab the whole line, say from an extra point in the centre and drag it keeping the same bearing.
X-----X-----X
Possible?
Real navigation:
There is another point: when switching from map to something else, and then when you return to the map, a map centered on the real position of the boat. At high magnification it is a serious hint of real position boats.
While you are looking a Navigation, is there any thing you could do about parallel lines.
With the ruler we can grab a line at either end and adjust.
X------------X
If there could be a way to grab the whole line, say from an extra point in the centre and drag it keeping the same bearing.
X-----X-----X
Possible?
+1 It would be very convenient.
It would not be bad if these marks still remained. But apparently, it's impossible.
Trevally.
12-07-10, 09:51 AM
Ah ok, thanks Obelix
Might be worth opening a separate thread for Real Navigation?
TheDarkWraith
12-07-10, 10:11 AM
Might be worth opening a separate thread for Real Navigation?
being part of the NewUIs mod it's appropriate to be located here :yep:
EDIT:
automation hotkeys now toggle. That means if the script assigned to the hotkey isn't active (started) then a press of the hotkey will start it. If the script assigned to the hotkey is active (started) then a press of the hotkey will stop it.
When real navigation is enabled the regular ship's journal entry will not report the position (lat and long) of your boat anymore
rascal101
12-07-10, 05:05 PM
HI to you
I've been watching the development of the UI mod with interest though I have refrained from installing it due to the fairly constant modifications or upgrades to it - I wonder if its is getting to a stage where it will be more stable without the need to de-install and then install a newer version -
I mean no insult or critisism of this, its nice to see someone so dedicated to quality -
Any way I wonder if its now time to consider this mod - but at the same time I'm looking at the development of the mega-mod on one of the other posts - though this seems to have become bogged down in arguments over the name. I'm worried about installing the UI mod only to find it clashes with the mega mod or vice versa
Can anyone comment on this - I have now got so many mods installed its hard tro keep track of which does what and in what order.
Here's a list of my currently installed mods along with classhing mods indicated in red - any advise re the proper order, or mods that should be deleted is always welcome
Cerberus62 Additional Merchant Ships 1.0
Cerberus62 Historical Ship Equipment 1.2
EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM
Loading Screens Mod 2.0
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
SteelViking's Sky Banding Mod
SV&Com Underwater Mod
Wordeees' Actual Footage Menu V2
U-Boat Watch Crew Routine SFX
German U-Boat Hydrophone SFX
Grossdeutscher Rundfunk
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-boat Historical Specifications 1.4
Old Style Explosions V1.1
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Interior Mod V1.2
AirTorpedoes
ImprovedWaves_Improved Pitch&Roll
Enhanced FunelSmoke_by HanSolo78
Ui-Boat V2.2
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Environment 4.7 MOD
sobers base wave mechanics for SH5 V10
Regards
Rascal
TheDarkWraith
12-07-10, 05:37 PM
HI to you
I've been watching the development of the UI mod with interest though I have refrained from installing it due to the fairly constant modifications or upgrades to it - I wonder if its is getting to a stage where it will be more stable without the need to de-install and then install a newer version -
I mean no insult or critisism of this, its nice to see someone so dedicated to quality -
Any way I wonder if its now time to consider this mod - but at the same time I'm looking at the development of the mega-mod on one of the other posts - though this seems to have become bogged down in arguments over the name. I'm worried about installing the UI mod only to find it clashes with the mega mod or vice versa
the mega-mod I'm working on is based off of my UIs mod. The core of it is my UIs mod. You have nothing to worry about.
Yes I do release updates quite frequently. I'm a perfectionist - nothing I can do about that. I have made updating relatively painless by including an app (written by me) to migrate your options file from old version to new version.
So take it for a spin. If you don't like it uninstall and go back to whatever you were using :yep:
TheDarkWraith
12-07-10, 06:10 PM
But it is 'real' only for scripters...
I have other proposal:
At options longitude and latitude as:
- meters
- degrees
(see that at the mission editor are both values)
okay, new user option added NavReportFixAsDegrees. When enabled (True) Navigator reports fix as degrees instead of meters from game origin. Does not apply if real navigation enabled (real navigation always reports fix in degrees) :up:
TheDarkWraith
12-07-10, 07:14 PM
Real navigation:
There is another point: when switching from map to something else, and then when you return to the map, a map centered on the real position of the boat. At high magnification it is a serious hint of real position boats.
working on this now.
Real navigation now checks to see what the health condition is of the Navigator. If he is wounded or gets wounded while trying to calculate the current position then he will report that he is unable to determine current position. He will not be able to report current position again until he is healthy (not wounded).
Also working on taking the weather into consideration. I'm thinking that if it's cloudy or there is precipitation or fog or wind speed is > 10 knots then the navigator will not be able to report current position. Thoughts on this? :06:
working on this now.
Real navigation now checks to see what the health condition is of the Navigator. If he is wounded or gets wounded while trying to calculate the current position then he will report that he is unable to determine current position. He will not be able to report current position again until he is healthy (not wounded).
Also working on taking the weather into consideration. I'm thinking that if it's cloudy or there is precipitation or fog or wind speed is > 10 knots then the navigator will not be able to report current position. Thoughts on this? :06:
I think it will be correct.
Yesterday I tested the mod and that's what happened: I made a night attack oil tankers. Attack was delayed and I gave the command to the navigator to determine the position of the boat. It took 45 minutes to an hour, two hours, but the navigator did not gave me the position of the boat. I believe that it is correct - there is nothing to do during an attack of observation:D. Immediately after the attack, the navigator without any problems calculate the position of the boat.
may be something to do with the grid coordinates? With the large increase in grid lost for the screen edges and hard to determine that either.
TheDarkWraith
12-07-10, 09:31 PM
may be something to do with the grid coordinates? With the large increase in grid lost for the screen edges and hard to determine that either.
don't understand :06:
don't understand :06:
I mean this: when zoom+ coordinate grid behind the screen edges.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3349
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3350
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3351
TheDarkWraith
12-07-10, 10:20 PM
I mean this: when zoom+ coordinate grid behind the screen edges.
ah yes, unfortunately there's nothing that can be done about that. The drawing of those is hardcoded and depends on zoom level.
Now the little 'cheat' you posted about when at low zoom levels isn't really related to zoom levels at all :o Here's what's happening:
- you have the TAI open and you scroll the map so your sub icon is off the map
- you open up the Nav map
- you close the nav map
- now since the sub icon is off the TAI map and not visible to the player the game automatically centers the map on the player's sub. This is unwanted behavior for real navigation as it gives away your position on the map. So what I've done is intercepted this automatic move and made it reposition the map to your last reported fix :D I couldn't stop the map from moving so giving it your last reported fix was the best option. This way your current position is still unknown until you ask the navigator for the current position.
All the above applies to the nav map also.
All that's left to do is code in checking the weather for real navigation. Would you like to test changes as I have them now? You're giving me great feedback :yep:
I added more text to the menu.txt file also.
TheDarkWraith
12-07-10, 10:55 PM
Only the navigator sometimes all still very wrong.
Are you finding the navigator's calculated fixes to be more believable now? Are the user options I included for the error and time to calculate the fix adequate? Is there anything that I need to look into/add/change/etc.? :06:
Are you finding the navigator's calculated fixes to be more believable now? Are the user options I included for the error and time to calculate the fix adequate? Is there anything that I need to look into/add/change/etc.? :06:
Yes, it calculates the navigator's position correctly. (In yesterday's version of the real navigation)
TheDarkWraith
12-07-10, 11:10 PM
Yes, it calculates the navigator's position correctly. (In yesterday's version of the real navigation)
Excellent :up: It shouldn't give any problems anymore.
One thing to mention is that you can enable the add-on mods if you want (contacts same shape, color, no tails, etc.) The only requirement is that the real navigation add-on mod be the last mod enabled via JSGME
Wishes: I can not yet find a sextant to SH3 - all links are not working. I would like to get a sextant. Look for more. Asked for suggestions on sukhoi.ru, there are a lot of former sailors who will be able to tell that you want to add.
One thing to mention is that you can enable the add-on mods if you want (contacts same shape, color, no tails, etc.) The only requirement is that the real navigation add-on mod be the last mod enabled via JSGME
Ok, I'll have it in mind.
Found a sextant for SH3.
RealNavMod (http://sukhoi.ru/forum/attachment.php?attachmentid=73596&d=1185541792)
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3352 http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3353
THE_MASK
12-08-10, 12:50 AM
Another idea i have for the UI . I play at max 256 TC and so most of the time is spent staring at the navmap . What i would like is for while on TC i can click on a button to show a pdf document that i can read while at TC . Ideally this book would disappear when TC1OnNewRadioContact or TC1OnAnyMessageBoxText=True etc. I havnt really thought it out , maybe i am the only person that would want it . We have gramaphone and radio , why not pdf books .Iideally i could put whatever pdf book i wanted into a game folder the same way you do with gramaphone songs etc .
Another idea i have for the UI . I play at max 256 TC and so most of the time is spent staring at the navmap . What i would like is for while on TC i can click on a button to show a pdf document that i can read while at TC . Ideally this book would disappear when TC1OnNewRadioContact or TC1OnAnyMessageBoxText=True etc. I havnt really thought it out , maybe i am the only person that would want it . We have gramaphone and radio , why not pdf books .Iideally i could put whatever pdf book i wanted into a game folder the same way you do with gramaphone songs etc .
Not a bad idea! :yeah: Only need to implement the inclusion of the book as well and at 1 TC. As a book, you can use some sort of guide, navigational tables, and many other useful for the game instructions, manuals and tables in PDF.
THE_MASK
12-08-10, 01:43 AM
Not a bad idea! :yeah: Only need to implement the inclusion of the book as well and at 1 TC. As a book, you can use some sort of guide, navigational tables, and many other useful for the game instructions, manuals and tables in PDF.Have it appear at any TC you want .
THE_MASK
12-08-10, 01:50 AM
Actually while i am thinking out aloud LOL , it would be good if the radio and gramaphone could pause if TC drops via one of the options buttons to drop TC . There could be options also for the radio to turn on and off at certain TC RadioOnIfTC128OrHigher , RadioOffIfTCAt1TC etc . Actually it would be better if radio pauses at 1TC and resumes at whatever TC you want . Options of course . I love options .
Turtle01
12-08-10, 01:56 AM
Another idea i have for the UI . I play at max 256 TC and so most of the time is spent staring at the navmap . What i would like is for while on TC i can click on a button to show a pdf document that i can read while at TC . Ideally this book would disappear when TC1OnNewRadioContact or TC1OnAnyMessageBoxText=True etc. I havnt really thought it out , maybe i am the only person that would want it . We have gramaphone and radio , why not pdf books .Iideally i could put whatever pdf book i wanted into a game folder the same way you do with gramaphone songs etc .
That is a really great idea i think. Maybe it could be a news paper too with the newest political development so
that we have a better "we are at war feeling".
Simlar Sh3 Commander it does with Radio-Messages that you can hear depending at time/Year etc.
That would be great if it is possible
Updated files for 5.4.0 Russification
http://www.subsim.com/radioroom/downloads.php?do=file&id=2897
TheDarkWraith
12-08-10, 10:01 AM
Found a sextant for SH3.
RealNavMod (http://sukhoi.ru/forum/attachment.php?attachmentid=73596&d=1185541792)
I have studied this mod and there's really nothing to it. A static bitmap is added to the display is all and it's allowed to be dragged :hmmm: So how is this supposed to work?? Obviously SH3 limits what can be done with menu items but with SH5 this is a totally different story. How do you want this thing to behave? How do you want it to function? :06:
Another idea i have for the UI . I play at max 256 TC and so most of the time is spent staring at the navmap . What i would like is for while on TC i can click on a button to show a pdf document that i can read while at TC .
Great idea for a pdf on setting up manual torpedo shots.
TheDarkWraith
12-08-10, 10:58 AM
the Sextant has been added to the mod. I don't think it's setup correctly because a) I don't know how to use it, b) how do I know the scale is correct (graduations?), and c) I have it automatically resizing based on the player's monitor resolution and aspect ratio. Maybe someone can try it out and tell me if it's working correctly?
It is draggable and thus you can move it anywhere on the screen:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3354
:hmmm:
You toggle the Sextant's visibility through the Navigator officer:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3355
Great idea for a pdf on setting up manual torpedo shots.
I second that
PL_Andrev
12-08-10, 12:01 PM
the Sextant has been added to the mod. I don't think it's setup correctly because a) I don't know how to use it, b) how do I know the scale is correct (graduations?)...
:hmmm:
http://en.wikipedia.org/wiki/Sextant
I think that the measurement is connected with the sun (at midday?). If we check the range between sun and horizon we can calculate the current ship's latitude from tables. (so the "0" should be located at horizon line).
The question: we have our current ship's position on map - should we extra check the lattitude or longitude?
:06:
TheDarkWraith
12-08-10, 12:05 PM
The question: we have our current ship's position on map - should we extra check the lattitude or longitude?
:06:
I had a request for the Sextant because there were some who didn't want to ask the Navigator for current position (or if the Navigator was wounded) and they wanted to calculate position on their own (they want real real navigation). Want to play around with it Antar? I can send you v5.4.0 as it is now so you can see and test.
EDIT:
from reading the wikipedia on the Sextant it appears I need to be able to rotate the Sextant so horizontal measurements can be taken also. Have to add now.
PL_Andrev
12-08-10, 02:38 PM
I had a request for the Sextant because there were some who didn't want to ask the Navigator for current position (or if the Navigator was wounded) and they wanted to calculate position on their own (they want real real navigation).
:o
Lol...
I think that I know how to check a longitude (sorry I'm not sure - I'm no seamen):
You have tables with moon/sun rises/sets at GMT - different value with table and GMT shows you where you are:
Sun rises at 7.00 GMT, in "real" at 8.00 - you are at 15°W, between Portugal and Azores.
How does it implement... no idea...
TheDarkWraith
12-08-10, 03:53 PM
letting you use the sextant in the horizontal plane turned out more difficult than I thought :shifty: Finally got it working correctly though. Now I just need someone who is familiar with this tool to see if it's working correctly in game or not. I have a feeling that the scaling isn't correct but I'm not sure.
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3356
Vanilla
12-08-10, 04:07 PM
Wikipedia says that an experienced navigator can make out position with an accuracy up to 460m and that normaly even during hazy days error is not more than several NM.
Ideally to fully simulate a sextant we would need a stadimeter with one picture always holding sun in the view and the other moving up and down with the mouse wheel so the horizon could be brought into view and the lower limb of the sun would be made to touch horizont. Then, providing you were also seeing degrees of the pictures' offset angle and the old good chrono on the screen, you could make out your lat and long simultaneously at noon, as a real navigator would do, hence fully simulating the sighting and navigation calculations (that are quite simple in fact) using a sextant. And for 100% simulation we would need to see the degrees in an inset depicting sextant's index arch.
But that is asking too much I guess the simple 'sextant' band from SH3 although not as convinient and precise still does the job.
There is one fundamental thing, however, to say that sextant is functional we need to prove that sun altitude is actually reflecting lat and long in the game. :)
That was about sextant.
To have full real navigation we also need dead reckoning simulated, i.e. navigator should continuosly draw and calculate the boat's track based solely on course and speed as he does already but with some error to simulate currents, approximations and non-precise instruments (especialy knots indication). Then it would be possible to intersect dead reckoning with sextant's fix and find your position. But that would require correcting the last line of the dead-reckoning path to fit the fix. Which I recon is impossible to do in SH.
TheDarkWraith
12-08-10, 04:15 PM
Ideally to fully simulate a sextant we would need a stadimeter with one picture always holding sun in the view and the other moving up and down with the mouse wheel so the horizon could be brought into view and the lower limb of the sun would be made to touch horizont. Then, providing you were also seeing degrees of the pictures' offset angle and the old good chrono on the screen, you could make out your lat and long simultaneously at noon, as a real navigator would do, hence fully simulating the sighting and navigation calculations (that are quite simple in fact) using a sextant. And for 100% simulation we would need to see the degrees in an inset depicting sextant's index arch.
But that is asking too much I guess the simple 'sextant' band from SH3 although not as convinient and precise still does the job.
There is one fundamental thing, however, to say that sextant is functional we need to prove that sun altitude is actually reflecting lat and long in the game. :)
That was about sextant.
To have full real navigation we also need dead reckoning simulated, i.e. navigator should continuosly draw and calculate the boat's track based solely on course and speed as he does already but with some error to simulate currents, approximations and non-precise instruments (especialy knots indication). Then it would be possible to intersect dead reckoning with sextant's fix and find your position. But that would require correcting the last line of the dead-reckoning path to fit the fix. Which I recon is impossible to do in SH.
I'm going for simple for now and thus have used the sextant 'tape'. Once we prove that the sun altitude does reflect lat and long in the game then I can look into a more functional sextant. But for now there's no use designing something that might not even work. So we go the simple route for now :yep: Quite frankly I don't know how to use the tool....just because I make something doesn't mean I fully understand it :haha:
I can add dead-reckoning to the game. I made a tremendous breakthrough while working on this part of the mod that let's me do things like my super marks idea and dead-reckoning :D
The feedback I'm getting from most is that they don't want dead-reckoning. They want to be the one putting the plots on the map (they want to be Captain and Navigator at same time).
Vanilla
12-08-10, 04:19 PM
I'm going for simple for now and thus have used the sextant 'tape'. Once we prove that the sun altitude does reflect lat and long in the game then I can look into a more functional sextant. But for now there's no use designing something that might not even work. So we go the simple route for now :yep: Quite frankly I don't know how to use the tool....just because I make something doesn't mean I fully understand it :haha:
I can add dead-reckoning to the game. I made a tremendous breakthrough while working on this part of the mod that let's me do things like my super marks idea and dead-reckoning :D
Fully agree, we need to prove that it can function first. And even then it's probably won't worth the time invested - band will do just fine.
Great news about the dead-reckoning! As if I had any doubts that you are genius... :yeah:
PL_Andrev
12-08-10, 04:32 PM
Quite frankly I don't know how to use the tool....just because I make something doesn't mean I fully understand it :haha:
:06:
To measure the lattitude check the range of sun (probably at midday?) over horizon line. If you check it you can calculate the current ship's latitude from tables (different sun max height for day and month).
http://damecarcass.blogspot.com/2009/10/artificial-horizon.html
You can do that with two measures:
1) when sun rises (to check the longitude)
2) max height of sun (to check the latitude)
Vanilla
12-08-10, 04:44 PM
The band itself is very easy to check - very quick and rough check is to check the height of the Polar star in degrees over the horizont that is the angle between the star and the horizon (not the bottom of the screen). And that will give you your latitude (providing you are in northen hemisphere where the star is visible). For example - if the star height is 30, then you are on the 30 latitude. Compare it to the actual posit.
To check the longitude you need to set your position exactly at Greenwich meredian, i.e. long = 0. Then the sun should stop rising (use band to check sun height) exactly at 12:00PM and after it should start to descent. If your posit is 15 degrees westerly - then the sun will be at its zenith at 1:00PM, i.e. every 15 degrees to the W give you +1 hour to the noon time as compared to GMT. 1 degree W gives +4 min.
We must also check if the sun's position corresponds to lat. It is slightly more difficult. I'll explain later.
TheDarkWraith
12-08-10, 04:46 PM
The band itself is very easy to check - very quick and rough check is to check the height of the Polar start in degrees that is the angle between the star and the horizon (not the bottom of the screen). And that will give you your latitude (providing you are in northen hemisphere where the star is visible). For example - if the star height is 30, then you are on the 30 latitude. Compare it to the actual posit.
To check the longitude you need to set your position exactly at Greenwich meredian, i.e. long = 0. Then the sun should stop rising (use band to check sun height) exactly at 12:00PM and after it should start to descent.
We must also check if the sun's position corresponds to lat. It is slightly more difficult. I'll explain later.
I sent you the latest version of the real navigation mod (v5.4.0). I'm hoping you can test it out and provide feedback :yep: The Real navigation add-on mod has to be the LAST mod installed via JSGME. That is the only requirement.
Being that SH5 is based off of SH4 which is based off of SH3 and what you are talking about above is correct in SH3 then it should work in SH5.
Vanilla
12-08-10, 05:09 PM
I sent you the latest version of the real navigation mod (v5.4.0). I'm hoping you can test it out and provide feedback :yep: The Real navigation add-on mod has to be the LAST mod installed via JSGME. That is the only requirement.
Being that SH5 is based off of SH4 which is based off of SH3 and what you are talking about above is correct in SH3 then it should work in SH5.
Will do ASAP. :salute:
Report:
As I understand it now map centered in coordinates, the latter which gave the navigator after the start of the game or the latest calculations of the position. Now it is impossible to guess the real position of the boat:yeah:. That's good:up:. Hints positions in the message box no longer appear. The mod works well. :woot:
It now remains to check the sextant. Sun table - just what need.:yeah:
@Vanilla
Excellent comments on navigation. I, too little competence in matters of navigation. Thank you for your help.
Last update rus for 5.4.0
http://www.subsim.com/radioroom/downloads.php?do=file&id=2897
TheDarkWraith
12-08-10, 10:04 PM
got a PM from sober asking if it was possible to choose your starting location for the historical missions. Before I had discovered the breakthrough when working on the real navigation it was not possible. But since discovering that breakthrough I've been able to make this happen (and discover another important breakthrough :rock:). So a new setting has been added to the mission settings dialog box:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3357
when you click 'Change' a HUGE world map will become visible. It starts out allowing you to pan it with the mouse. It acts just like all draggable items (left click and hold and drag). When you have the world map in the general vicinity of where you want to start you press the 'Tab' key. This takes the world map out of pan mode and into click mode. Now whereever you click on the map will be your new starting location :rock: If you want to re-enable pan mode then press 'Tab' again. Once you click on the map to set your new location the map will hide. If you want to change your decision then click 'Change' again. If you decide you do not want to set a new location then press the 'Shift' key to exit.
In order for the change to persist you have to click 'Apply changes' as usual.
Start the game and you'll find yourself in a new location :D This is great for testing (especially for W_Clear's environment mod to see the different climate zones)
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3358
THE_MASK
12-08-10, 10:28 PM
Absolutely fantastic :rock:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.