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View Full Version : [REL] Multiple UIs for SH5 with TDC


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Obelix
12-08-10, 11:10 PM
Ja ja! Das ist fantastish!:rock::D
Sorry, It's really fantastic! :yeah:
Just one question: while other units operating in the mission move to new position with the boat or not? Or it will be an excellent tool for testing (not just for the environment)?

rascal101
12-08-10, 11:20 PM
OK finally ready to try this - downloaded and now I cant make out what goes where - your mod references mod options for SH3 style, SH4 and SH5 I cannot fine any of these in the mod file - instead there are a bunch of other mods some of which I already have and others I'm not so interested in - Obviously I've missed something, I also am working in XP so the intructions for installations dont reference my operating system or at least they dont seem to - can some one help

Current Mod load out listed below with clashing mods in red - any advise re the order or redundant mods is always accepted

Cerberus62 Additional Merchant Ships 1.0
Cerberus62 Historical Ship Equipment 1.2
Loading Screens Mod 2.0
sobers talking conning crew mod
SteelViking's Sky Banding 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
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
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
AirTorpedoes
Environment 4.8 MOD
SteelViking's Interior Mod V1.2
Shadow Improvement Mod
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
sobers base wave mechanics for SH5 V10
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Ui-Boat V2.2

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
12-08-10, 11:24 PM
Ja ja! Das ist fantastish!:rock::D
Sorry, It's really fantastic! :yeah:
Just one question: while other units operating in the mission move to new position with the boat or not? Or it will be an excellent tool for testing (not just for the environment)?

Other units will not move. Only the player's sub will move to new location. This is to be used for testing. I could code in moving all the units but don't see the need to. You can use the mission editor to do that.

Main reason I made it is for testing the Sextant. This will allow you to quickly move to different starting locations so you can verify the Sextant is working correctly.

Noticed while testing it that I forgot to code in current location. So it's been added. A red boxed X will denote your current position on the world map (you are at the center of the X)
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3360

I quickly made the world map so I'm hoping someone with better Photoshop skills than I will make a better one. The map used came from \data\Terrain\Maps\Map1 (I kept the full size of the map - 4320 X 2160. Now this map is unloaded from video memory before the mission starts to avoid video memory problems :D)

TheDarkWraith
12-08-10, 11:31 PM
OK finally ready to try this - downloaded and now I cant make out what goes where - your mod references mod options for SH3 style, SH4 and SH5 I cannot fine any of these in the mod file - instead there are a bunch of other mods some of which I already have and others I'm not so interested in - Obviously I've missed something, I also am working in XP so the intructions for installations dont reference my operating system or at least they dont seem to - can some one help


all user options are located in \data\Scripts\Menu\TheDarkWraithUserOptions.py file. You can open and edit the file with Notepad.

If you go back to posts #1 - 5 of this thread there are instructions for how to edit the options file and how to install the mod.

Obelix
12-09-10, 12:12 AM
Other units will not move. Only the player's sub will move to new location. This is to be used for testing. I could code in moving all the units but don't see the need to. You can use the mission editor to do that.
I have nothing against it, just may need and the unexpected.:DL
I quickly made the world map so I'm hoping someone with better Photoshop skills than I will make a better one. The map used came from \data\Terrain\Maps\Map1 (I kept the full size of the map - 4320 X 2160. Now this map is unloaded from video memory before the mission starts to avoid video memory problems :D)

I will try to appeal to Illyustrator, sure, he can draw a good map. (Unless there is another handy and do not draw a map before:))

TheDarkWraith
12-09-10, 12:24 AM
I will try to appeal to Illyustrator, sure, he can draw a good map. (Unless there is another handy and do not draw a map before:))

If Illyustrator can take the map from \data\Terrain\Maps\Map1 and color in the blue water and give the land color that would be excellent :yep: We have to stay with the map stated as that is one of the maps the game uses. It also needs to stay at the same dimensions of Map1. If he would like to use a bigger map we could use \data\Terrain\Maps\Map2 and I can adjust the code for it.

Obelix
12-09-10, 12:34 AM
If Illyustrator can take the map from \data\Terrain\Maps\Map1 and color in the blue water and give the land color that would be excellent :yep: We have to stay with the map stated as that is one of the maps the game uses. It also needs to stay at the same dimensions of Map1. If he would like to use a bigger map we could use \data\Terrain\Maps\Map2 and I can adjust the code for it.
OK, We consider this:up:Maybe I myself can make a map - the experience of work in photoshop I do not have small, only an artist out of me no! :D

New update rus translation for v5.4.0
http://www.subsim.com/radioroom/downloads.php?do=file&id=2897

Obelix
12-09-10, 02:48 AM
There was a proposal to remove the contacts on the navigation map. That is to say that they do not appear on the map spontaneously (intelligence, etc.) and to map his own according to radio intercepts.

Obelix
12-09-10, 06:06 AM
During heavy rain, the navigator determine the position of the boat.:hmmm:

Edit
In the screenshot:
Information at the top map of the contact makes it easy to determine the position of the boat on bearing of the contact
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3361

TheDarkWraith
12-09-10, 08:31 AM
During heavy rain, the navigator determine the position of the boat.:hmmm:

Edit
In the screenshot:
Information at the top map of the contact makes it easy to determine the position of the boat on bearing of the contact

I haven't coded in weather yet for real navigation.

Any ideas on how to solve/resolve the bearing of the contact issue?

Obelix
12-09-10, 08:56 AM
Any ideas on how to solve/resolve the bearing of the contact issue?
Or disable the display of contacts on the navigation map and put a mark on the contacts manually. Or remove the top of the navigation map contact information.

PL_Andrev
12-09-10, 11:28 AM
During heavy rain, the navigator determine the position of the boat.:hmmm:

If you have last position and you know the current speed and bearing it is no problem to calculate your new position.

Maybe good idea is put the error +/- 2° to bearing and +/- 1 kt to current speed - these errors can be described as the "human error" (and effects of the wind, sea currents) and user should use sextant & chronometer to determine his 'real' position.

What do you mean?

TheDarkWraith
12-09-10, 11:33 AM
If you have last position and you know the current speed and bearing it is no problem to calculate your new position.

Maybe good idea is put the error +/- 2° to bearing and +/- 1 kt to current speed - these errors can be described as the "human error" (and effects of the wind, sea currents) and user should use sextant & chronometer to determine his 'real' position.

What do you mean?

Obelix was saying that the Navigator was able to calculate current position during heavy rains. Which is correct because I hadn't coded in weather to real navigation yet.

But I just finished that part of real navigation :D Here are the conditions when the navigator cannot calculate position based on weather:
- clouds overcast
- any type of rain
- heavy fog

TheDarkWraith
12-09-10, 12:34 PM
the mission settings box's change location's 'Change' didn't look very professional to me and it was too generic so I changed it to show your current location in lat and long degrees. Did the same thing to the world map current location:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3363

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3364

@ Obelix - maybe Illyustrator can add lat and long lines to the world map? :D :hmmm: The world map I made for this can be found in \data\Menu\Gui\Layout\WorldMap.dds

TheDarkWraith
12-09-10, 01:24 PM
if no hydrophone on surface is enabled and your sub is surfaced then the sonarman's hydrophone orders will all be disabled now:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3365

PL_Andrev
12-09-10, 01:25 PM
But I just finished that part of real navigation :D Here are the conditions when the navigator cannot calculate position based on weather:
- clouds overcast
- any type of rain
- heavy fog

I meant situation which you described but at these conditions navigator CAN calculate the current position based at current speed and bearing.
So, "navigator cannot calculate position" is non-real situation - this is not a real navigation...
But at the second side, the current position (claculated with bearing and sub speed) is approximate position only. After that this calculated position should be checked and corrected with chrono and sextant...

The navigator should have option: check the sub position
But if the weather conditions are bad, the nav should ask to calculate approximate position only...

Real navigation with non-real navigate conditions?
:doh:

PL_Andrev
12-09-10, 01:28 PM
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3363


Is this 22 minutes and 36 angle seconds? Where are degrees?
To show degree use combination:
NumLock on: ALT+248 /degrees - °/

TheDarkWraith
12-09-10, 01:29 PM
I meant situation which you described but at these conditions navigator CAN calculate the current position based at current speed and bearing.
So, "navigator cannot calculate position" is non-real situation - this is not a real navigation...
But at the second side, the current position (claculated with bearing and sub speed) is approximate position only. After that this calculated position should be checked and corrected with chrono and sextant...

The navigator should have option: check the sub position
But if the weather conditions are bad, the nav should ask to calculate approximate position only...

Real navigation with non-real navigate conditions?
:doh:

When I mean by navigator can't calculate position due to weather I'm talking about when user clicks on Navigator-->Calculate current position. Yes he could do it by dead-reckoning but I haven't included that in the mod yet :DL Dead-reckoning can also be done by the player so I'm not sure that I will code dead-reckoning in :hmmm:

PL_Andrev
12-09-10, 02:13 PM
Dead-reckoning can also be done by the player so I'm not sure that I will code dead-reckoning in :hmmm:

It's simple:
1. Order to navigator: put our position on map
2. Select options: (a) now (calculated), or (b) by check the real position.
2. If (b) is selected, he answers that longitude will be checked when sun rises/sets and lattitude at noon (or midnight for the polar star).
3. Two minutes before sun sets/rises or noon/midnight he reminds about your order but unfortunatelly the weather is bad.
4. Nav gives you info that the weather is bad and he cannot check the current position - he ask that he can calculate it. Yes or no?
5. Decision: yes or not.
6. If yes, he put 'calculated' position on map.

How to calculate current position:
Read all bearings each 1 hour (+-2°), and speed at each hour (+-1kt) from last position. After that show the calculated position.
The +- values are mistakes with human errors, wind, sea currents etc.

Jaeger
12-09-10, 02:21 PM
Yeah, for number 3, we need an automation script. the nav guy tries to get position by using the sextant each morning and each evening. if he has success, the tc drops to 1 and you can paint in the position on the map. if he doesnt have success, tc also drops to 1 and he reminds you to paint in the dead reckoning position.

TheDarkWraith
12-09-10, 02:26 PM
just upped the available realism to another level :D For those hard-core realism junkies I've added 3 more add-on mods:

- 'NewUIs_TDC_5_4_0_No_contact_shapes_or_colors' - removes all references to any contacts. i.e. NO contacts will be displayed on the maps. It is up to you to plot their positions

- 'NewUIs_TDC_5_4_0_No_contact_shapes_or_colors_dash ed_contact_line' - removes all references to any contacts and makes the hydrophone contact line dashed. i.e. NO contacts will be displayed on the maps. It is up to you to plot their positions

- 'NewUIs_TDC_5_4_0_No_contact_shapes_or_colors_no_c ontact_line' - removes all references to any contacts and removes the hydrophone contact line. i.e. NO contacts will be displayed on the maps. It is up to you to plot their positions

When I say NO contacts I mean NOTHING will appear contact wise on the maps (no airplanes, no subs, no ships). The only thing appearing on the map is your sub icon (which can be removed by other add-on mods).

With this addition the user can select any form of realism they want map wise :rock:

v5.4.0 is now complete. I'll be packaging up for release here soon.

@ Obelix - this fixes the problem you posted some posts back about knowing position from contact or from the contact info displayed on the maps

TheDarkWraith
12-09-10, 03:30 PM
v5.4.0 released. See post #1 for details :|\\

Note: Sextant was added but hasn't been verified that it's calibrated correctly. I do not know how to use the tool so I'm a poor tester of it :yep:

PL_Andrev
12-09-10, 03:46 PM
Reading change log... each next version puts more and more updates to this mod...
:o

You are... a marvellous genius...
Salute to you...
:up:

THE_MASK
12-09-10, 05:05 PM
Great work , is the new map that you use to change the subs starting location zoomable ?

TheDarkWraith
12-09-10, 05:26 PM
Great work , is the new map that you use to change the subs starting location zoomable ?

No. Does it need to be? :06:

THE_MASK
12-09-10, 05:35 PM
No. Does it need to be? :06:If its possible thanks , i like to be able to check out my home port etc . Thanks .

Vanilla
12-09-10, 06:01 PM
Have had a quick sextant band test - longtitude can be measured with 1-2 degree precision, unfortunately that makes 60-120NM. But the problem is that the band is very difficult to use due to very rough scale and rocking of the boat, probably with better tools we can get it more precise. At least I can say that the sun behaves correctly at noon, at least up to 2 minutes precision (30 minutes of a degree - 30NM).

Latitude measurements by sun-horizont method are way off. I suppose the sun does not reflect lat at all always following the same pattern on the sky. :damn: I will check the polar star :ping: tomorrow. It was really quick check - so it is not yet a conclusions but rather a wild guess. More tomorrow.

TheDarkWraith
12-09-10, 06:32 PM
See the great thing about where I have the mod now is that I have my support functions defined and tested. I have basically built my 'support library' of functions and classes so that I basically have a RMD (rapid mod development - just coined that one :D) platform built into the mod. This allows me to make things - and make them fast.

Someone posted they would like to see a type of recognition manual available when a target isn't locked. Great idea! So I turned to my RMD and within 15 minutes already had the database coded for the recognition manual:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3366

Now all I have to do is use the menu editor to make a recognition manual and then add a little code to scroll through the images and voila - we will have a recognition manual available at any time.

Now you won't be able to set the mast height of the target from this. This is PURELY reference only. I call it the 'Ships Of All Nations reference manual'. Being that I'm creating this I am free to do with it as I please. So I'm going to include the basics - ship length, mast height, pictures of it, speed, etc. What else do you all want with it?? :06:

As you can see from above there will be categories to pick from to view the ships. You'll click on a category and then scroll through all the ships of that category :rock:

Obelix
12-09-10, 06:40 PM
@ Obelix - maybe Illyustrator can add lat and long lines to the world map? :D :hmmm: The world map I made for this can be found in \data\Menu\Gui\Layout\WorldMap.dds
OK, I tell him about it. He has already begun work on the map.
just upped the available realism to another level :D For those hard-core realism junkies I've added 3 more add-on mods:
How many times is asked to implement.

Obelix
12-09-10, 07:13 PM
At least I can say that the sun behaves correctly at noon, at least up to 2 minutes precision (30 minutes of a degree - 30NM).

The same can be said about the North Star. Because injection failed to make an accurate measurement but approximate measurements showed an error 3-4 degrees.

Illyustrator
12-09-10, 08:14 PM
Grid of co-ordinates I will try to put tomorrow (at me already night)...
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3369

TheDarkWraith
12-09-10, 08:20 PM
Grid of co-ordinates I will try to put tomorrow (at me already night)...

Excellent work :rock:

THE_MASK
12-09-10, 08:28 PM
This is a dumb question , because i am sure you already would have used it if you could but can you use the actual copy of the navmap instead of that one you use now for the change sub position ?

TheDarkWraith
12-09-10, 08:36 PM
This is a dumb question , because i am sure you already would have used it if you could but can you use the actual copy of the navmap instead of that one you use now for the change sub position ?

What actual copy? The map I'm using now came from \data\Terrain\Maps\Map1

Admiral Von Gerlach
12-09-10, 09:13 PM
This looks to be a remarkable mod..looking forward to trying it..

Is the Sextant fully functional? i saw you hoped for checks on it....still need that?

danke for much working hard.

TheDarkWraith
12-09-10, 09:16 PM
This looks to be a remarkable mod..looking forward to trying it..

Is the Sextant fully functional? i saw you hoped for checks on it....still need that?

danke for much working hard.

so far yes but the accuracy needs to be improved. Still awaiting more feedback :yep:

TheDarkWraith
12-09-10, 09:35 PM
Ok the Ships Of All Nations (SOAN) idea has become reality :rock: How's less than 2 hrs for rapid development? :D I love my library of functions and classes :rock:

This is preliminary just to see if it would work. Here is the cover:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3370

You use the arrows to scroll through the different categories of ships. There are like 5 or 6 different categories (they were shown a few posts back). You click the cover to open it:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3371

I have more information to add to it but it works :D

Obelix
12-09-10, 09:42 PM
Ok the Ships Of All Nations (SOAN) idea has become reality :rock: How's less than 2 hrs for rapid development? :D I love my library of functions and classes :rock:

An excellent recmanual:rock::yeah:!

THE_MASK
12-09-10, 10:35 PM
What actual copy? The map I'm using now came from \data\Terrain\Maps\Map1 Can i use map 2 ?

TheDarkWraith
12-09-10, 10:36 PM
Can i use map 2 ?

Not that easy to do. I have to adjust the code for the size of that map then.

THE_MASK
12-09-10, 10:44 PM
Not that easy to do. I have to adjust the code for the size of that map then.If its not easy dont worry about it . cheers .

TheDarkWraith
12-09-10, 11:18 PM
The 'Ships Of All Nations' (SOAN) mod is complete :rock: It is draggable to anywhere on the screen by grabbing the tab sticking out on the right side of it. The game will remember it's position at game end and restore it game start. ALL ships are in the reference manual.
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3372

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3373

that does it for v5.5.0. I'll be packaging up and releasing here soon. Two versions in one day - awesome :rock:

TheDarkWraith
12-10-10, 12:19 AM
v5.5.0 released. See post #1 for details :|\\

@ Magnum - I can now do the idea you were wanting to do with the ERM you made. I can add more pictures, more text, I can do anything I want with it now :D Our imagination is the only thing holding us back.

Maybe you all don't see the potential in SOAN. We can add critical hit sils (pictures) to denote critical areas of the ships. I can add a text input so you can record notes with each ship. Basically I can do anything with it - just start throwing the ideas and suggestions :yep:

Zedi
12-10-10, 02:14 AM
v5.5.0 released. See post #1 for details :|\\

@ Magnum - I can now do the idea you were wanting to do with the ERM you made. I can add more pictures, more text, I can do anything I want with it now :D Our imagination is the only thing holding us back.

Maybe you all don't see the potential in SOAN. We can add critical hit sils (pictures) to denote critical areas of the ships. I can add a text input so you can record notes with each ship. Basically I can do anything with it - just start throwing the ideas and suggestions :yep:

Awesome work TDW, if you are not nominated as moder of the year, I would be really pissed off.. the amount of work and passion you put in moding this year is just incredible.

Anyway, is any chance you can release this as standalone mod? And as an extreme.. is possible to even fetch/embed data from uboat.net?

PL_Andrev
12-10-10, 04:10 AM
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3371


I know that stock game is very poor but has few interesting improvement too. One of them is a unit's (hull's) filter to faster shape searching.
Is possible to add this filter to this recognition book?

http://img46.imageshack.us/img46/9320/manrec.jpg

I see that at the huge resolutions my filter's button are too small, but it is no problem.

TheDarkWraith
12-10-10, 08:42 AM
I see that at the huge resolutions my filter's button are too small, but it is no problem.

what are each of those buttons (name)? What is each filtering? Yes it could be added. I just have to understand purpose and meaning of those buttons so I can adjust code. Where did you find those button images (as I'll need to add them to SOAN)?

@ Magnum - it is probably possible to 'pull' information from internet and add to game. Unfortunately that is beyond my abilities at the current moment :cry: Maybe in the future but not at the current moment. To release as stand-alone mod would be a challenge - everything is so tightly interconnected with my UIs mod (support classes and functions)

I do want to expand SOAN. There are so many possibilites that can be done with this. I would love for someone to make a critical hits sil (like we had in SH3) denoting where the engine room is, the fuel, ammo, etc. I think I'm going to add that text box to it so user can add 'notes' to each ship.

Jaeger
12-10-10, 09:15 AM
hello tdw,

there are some problems while using manual navigation: first, we need a possibility to paint in a time stamp on map. for dead reckoning, you have to put in a timestamp, when sub speed changes due to weather for example.

second: you can get your position by pressing ctrl and clicking on the map.

can you adjust this?

thanks in advance, Jaeger

brandtryan
12-10-10, 09:59 AM
Is there any manual for how to use the sextant? Or how to navigate for real? I've been wondering about this for years!

TheDarkWraith
12-10-10, 10:06 AM
Is there any manual for how to use the sextant? Or how to navigate for real? I've been wondering about this for years!

you'll find information in the \data\Documentation folder. I'm not sure I have documentation on how to use the Sextant as a tool though......Maybe some can post a link to some and I can include with the mod :yep:

col_Kurtz
12-10-10, 10:22 AM
v5.5.0 released. See post #1 for details :|\\

@ Magnum - I can now do the idea you were wanting to do with the ERM you made. I can add more pictures, more text, I can do anything I want with it now :D Our imagination is the only thing holding us back.

Maybe you all don't see the potential in SOAN. We can add critical hit sils (pictures) to denote critical areas of the ships. I can add a text input so you can record notes with each ship. Basically I can do anything with it - just start throwing the ideas and suggestions :yep:

TDW what you do is faster than my playing... :haha:
This rec book is great (screenie). That`s what I needed :yeah:
Thanks a lot:salute:

brandtryan
12-10-10, 10:29 AM
from wikipedia:
Taking a sight
To sight (or measure) the angle between the sun (http://www.subsim.com/wiki/Sun), a star (http://www.subsim.com/wiki/Star), or a planet (http://www.subsim.com/wiki/Planet), and the horizon (http://www.subsim.com/wiki/Horizon) the 'star telescope (http://www.subsim.com/wiki/Telescope)' should be fitted to the sextant. The horizon should also be visible. On a vessel (http://www.subsim.com/wiki/Watercraft) at sea, this is usually no problem; on misty (http://www.subsim.com/wiki/Mist) days, sighting from a low height above the water may give a more definite, better horizon. The sextant is removed from its box and held by the handle in the right hand, without ever touching the arc with the fingers.[2] (http://www.subsim.com/radioroom/#cite_note-Dixon68-1)
For a sun sight, the shades (http://www.subsim.com/wiki/Filter_(optics)) of the sextant overcome glare (http://www.subsim.com/wiki/Glare_(vision)). One method of starting is to use both index mirror and horizon mirror shades, of sufficient darkness that the sun appears through either as a solid disk and does not hurt the eyes. By setting the index bar to zero, the sun can be viewed through the telescope. Releasing the index bar (either by releasing a clamping screw, or on modern instruments, using the quick-release button), the image of the sun can be brought down to about the level of the horizon. It is necessary to flip back the horizon mirror shade to be able to see the horizon, and then the fine adjustment screw on the end of the index bar is turned until the bottom curve (the lower limb (http://www.subsim.com/wiki/Limb_darkening)) of the sun just touches the horizon. 'Swinging (http://www.subsim.com/wiki/Rotation_around_a_fixed_axis)' the sextant about the axis of the telescope ensures that the reading is being taken with the instrument held vertically. The angle of the sight is then read from the scale on the arc, making use of the micrometer or vernier scale provided. The exact time of the sight must also be noted simultaneously, and the height of the eye above sea-level recorded.[2] (http://www.subsim.com/radioroom/#cite_note-Dixon68-1)
An alternative method is to estimate the current altitude (http://www.subsim.com/wiki/Horizontal_coordinate_system) (angle) of the sun from navigation tables, then set the index bar to that angle on the arc, apply suitable shades only to the index mirror, and point the instrument directly at the horizon, sweeping it from side to side until a flash of the sun's rays are seen in the telescope. Fine adjustments are then made as above. This method is less likely to be successful for sighting stars and planets.[2] (http://www.subsim.com/radioroom/#cite_note-Dixon68-1)
Star and planet sights are normally taken during twilight (http://www.subsim.com/wiki/Twilight#Nautical_twilight) at dawn (http://www.subsim.com/wiki/Dawn) or dusk (http://www.subsim.com/wiki/Dusk), while both the heavenly bodies and the sea horizon are both visible. There is no need to use shades or to distinguish the lower limb as the body appears as a mere point (http://www.subsim.com/wiki/Point_source) in the telescope. The moon (http://www.subsim.com/wiki/Moon) can be sighted, but it appears to move very fast, appears to have different sizes (http://www.subsim.com/wiki/Lunar_distance) at different times, and sometimes only the lower or upper limb can be distinguished due to its phase (http://www.subsim.com/wiki/Lunar_phase).[2] (http://www.subsim.com/radioroom/#cite_note-Dixon68-1)
Sextants can be used very accurately to measure other visible angles, for example between one heavenly body and another and between landmarks (http://www.subsim.com/wiki/Landmark) ashore. Used horizontally, a sextant can measure the apparent angle between two landmarks such as a lighthouse (http://www.subsim.com/wiki/Lighthouse) and a church (http://www.subsim.com/wiki/Church_(building)) spire, which can then be used to find the distance off or out to sea. Used vertically, a measurement of the angle between the lantern (http://www.subsim.com/wiki/Lighthouse#Components) of a lighthouse and the sea level (http://www.subsim.com/wiki/Sea_level) at its base can also be used for distance off.[2] (http://www.subsim.com/radioroom/#cite_note-Dixon68-1)

TheDarkWraith
12-10-10, 10:43 AM
TDW what you do is faster than my playing... :haha:
This rec book is great (screenie). That`s what I needed :yeah:
Thanks a lot:salute:

People need to understand that this is not a recognition manual. It is a ship reference manual. It's to be used in addition to the game's recognition manual.

So as a reference manual I would like to know what other information do you want added to it? :06:

PL_Andrev
12-10-10, 11:06 AM
what are each of those buttons (name)? What is each filtering? Yes it could be added. I just have to understand purpose and meaning of those buttons so I can adjust code. Where did you find those button images (as I'll need to add them to SOAN)?.

:o Did you forget how the stock game looks like? :DL

http://img121.imageshack.us/img121/2772/filterso.png

The libraries are available at: data\Menu\Gui\RecManual\RecManualXO.dds

Txema
12-10-10, 11:08 AM
Is there any manual for how to use the sextant? Or how to navigate for real? I've been wondering about this for years!

you'll find information in the \data\Documentation folder. I'm not sure I have documentation on how to use the Sextant as a tool though......Maybe some can post a link to some and I can include with the mod :yep:


In this post you can find some very good documents about real navigation and about how to use the sextant:

http://www.subsim.com/radioroom/showthread.php?t=113975

I think it could be very interesting to include some of them as documentation in the "Multiple UI mod". Anyway, check them, they are very good !!


Txema

brandtryan
12-10-10, 11:14 AM
FYI found some good links for celestial navigation (including a game on nova.org to find your longitude!

http://www.subsim.com/radioroom/showthread.php?p=1551192#post1551192

TheDarkWraith
12-10-10, 11:22 AM
:o Did you forget how the stock game looks like? :DL

yep, had a brain fart there for awhile :D Not used to stock game :cool:

Here's what I've come up with so far:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3374

brandtryan
12-10-10, 11:23 AM
Ok--I'm trustng my 1st grade teacher here in that "any question is a good question"

What freaking time zone is the ingame clock set to?

TheDarkWraith
12-10-10, 11:34 AM
Ok--I'm trustng my 1st grade teacher here in that "any question is a good question"

What freaking time zone is the ingame clock set to?

You know I've been wondering that since the game came out :hmmm:

brandtryan
12-10-10, 11:37 AM
You know I've been wondering that since the game came out :hmmm:

maybe someone who actually knows how to use the sextant can troubleshoot it by going to a known location on a known date.

col_Kurtz
12-10-10, 03:40 PM
Hi TDW...

Still to many problems... And I have no idea what is wrong.

Cant spot the target... "Merchant" at bearing 63 (it`s look like the ship is exactly at 63.25738920 degrees and the scale is 62, 63, 64?!?) is flashing only... It should be visible at spread 15-20 degrees (yellow triangle on my screen), am I right? This is your tutorial mission with SH3Style.
No working...
http://naforum.zapodaj.net/thumbs/4abf0dad8db1.jpg (http://naforum.zapodaj.net/4abf0dad8db1.jpg.html)

Next thing. When can I use this button... I mean solution to target. I got AOB, range... bearing and speed...
http://naforum.zapodaj.net/thumbs/477771e13367.jpg (http://naforum.zapodaj.net/477771e13367.jpg.html)
And... my uboat at Wilhelmshaven dock is... underwater... than surfaced. What`s going on? Mods activated on the fresh reinstalled game. I just copy folders from My documents - saved game and main cfg.
http://naforum.zapodaj.net/thumbs/583f4a86cd46.jpg (http://naforum.zapodaj.net/583f4a86cd46.jpg.html)

Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\SH5 MODS]

000 RemoveLogoIntroTheDarkWraith
001 Accurate German Flags
002 Environment 4.8 MOD
004 Enhanced FunelSmoke_by HanSolo78
005 Shadow Improvement ModLR
006 U-boat Historical Specifications 1.4
007 FX_Update_0_0_9_ByTheDarkWraith
008 FX_Update_0_0_9_UHS_Fix
009 FX_Update_0_0_9_BARF_1_3_Full_Fix
010 NewUIs_TDC_5_5_0_ByTheDarkWraith
010a NewUIs_TDC_5_5_0_6x_6x_7x_RAOBF_patch
010b NewUIs_TDC_5_5_0_ERM_Reaper7_NightVision
010c NewUIs_TDC_5_5_0_alt_officer_wounded_by_naights
010d NewUIs_TDC_5_5_0_emtguf_rework_scopes
011 Krauters Automated Scripts (v5_0_0 compatible)
012 Trevally Harbour & Kiel Canal Pilot v2.4
013 Patrol Routine Scripts v. 01.02 by AvM
014 IRAI_0_0_29_ByTheDarkWraith
015 IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
016 AirTorpedoes
017 SUB_hyd_fix_SH5
019 MightyFine Crew Mod 1.2.1 Alt faces
019a MCCD_1.04
019b MCCD_1.04_MFCM_1.2.1_compatible
020 Dooms Decks for VIIABC41 1.4
021 IO_StrategicMap_2_1_for_TDW_5.4.0
021a IO_ShapeTextures_NO_mod
022 Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
023 No magic skills v1.5 MCCD compatible
024 Cerberus62 Historical Ship Equipment 1.3
025 Critical hits 1.1 Torpedos
028 Speech fixes and additions (german version)
029 German U-Boat Hydrophone SFX
030 U-Boat Propulsion SFX
031 Unterseeboot II SFX
032 sobers talking conning crew mod
033 SubFlags_0_0_6_byTheDarkWraith
040 Lite Campaign LC 1.2
041 U-Boat R & R
Critical hits v 1.2
sobers realistic hydrophone operator SH5

TheDarkWraith
12-10-10, 03:49 PM
Cant spot the target... "Merchant" at bearing 63 (it`s look like the ship is exactly at 63.25738920 degrees and the scale is 62, 63, 64?!?) is flashing only... It should be visible at spread 15-20 degrees (yellow triangle on my screen), am I right? This is your tutorial mission with SH3Style.
No working...

That is a game bug problem that I've been trying to fix for months now. The hydrophone only gives you like 0.01 degrees of hysteresis from the actual detection point. It's almost impossible to detect a contact with it using the mouse. If you use Automation and set the sweep speed very slow it works.

Next thing. When can I use this button... I mean solution to target. I got AOB, range... bearing and speed...

Honestly I have no idea. Maybe someone can answer this :06: I'm a manual target shooter and thus have no need for that button.

And... my uboat at Wilhelmshaven dock is... underwater... than surfaced. What`s going on? Mods activated on the fresh reinstalled game. I just copy folders from My documents - saved game and main cfg.

Another game bug it appears. I see this happen also. Does stock do that? If not it's probably a mod causing it.



see above in yellow

Illyustrator
12-10-10, 03:52 PM
... That's what I did.
I do not understand, i must put "0 *,5*,10 *,15*, 20 *...." on the edge of cards or not ...?
(The step in 5* is enough?)

http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3375

Captain Can
12-10-10, 04:03 PM
TheDarkWraith are there any tutorials around that explains your new feature , 'real navigation' , and how to use it ?

TheDarkWraith
12-10-10, 04:20 PM
TheDarkWraith are there any tutorials around that explains your new feature , 'real navigation' , and how to use it ?

not yet. It's too new. I'm sure a tutorial will show up in the not too distant future though :yep:

PL_Andrev
12-10-10, 04:34 PM
I noticed that someone tells about checking the polar star angle at midnight.
But which one is the polar star?
:doh:

I found it!

Circled - stars always visible
Points - stars flashing when camera is moving
http://img574.imageshack.us/img574/8472/plrstar.png

Question:
How to improve the accuracy of sextant?
:06:

TheDarkWraith
12-10-10, 04:38 PM
I know that stock game is very poor but has few interesting improvement too. One of them is a unit's (hull's) filter to faster shape searching.
Is possible to add this filter to this recognition book?

done (was a lot of work to do but it was fun to do at the same time :DL).

This obviously means some changes have happened to SOAN. There is now a filter bar at the top that you can set filter options (number of funnels, superstructure type, bow type, and kind of islands). I've also included a 'Reset' button to reset all the filters to disabled (not checked). This filter bars works just like the in-game's XO TDC dialog box one does EXCEPT for the funnels. I gave you options of filtering 1 funnel, 2 funnels, or 3 or more funnels only.

When you first open up SOAN you'll see this:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3376

if you click on a filter button then a box at the bottom of the manual will allow you to choose which filters to enable. Click the same filter button again to hide this box:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3377

and clicking Reset clears all the filters (but it doesn't hide the box at the buttom if it's visible. In the screenie below I had closed the filter box already):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3378

Now it's possible that you will set filter options so that no ship of the current category can be displayed. If that happens then the picture will be blank for the ship and all the text (draft, mast, speed, height, etc.) will be blank also.

This change warrants a new version so I'll be packaging up v5.6.0 and releasing here soon :D :|\\

THE_MASK
12-10-10, 05:24 PM
Sorry to be a pest , move sub to any position mod would be greatly enhanced if it used map 2 .

TheDarkWraith
12-10-10, 05:37 PM
v5.6.0 released. See post #1 for details :|\\

col_Kurtz
12-10-10, 05:42 PM
see above in yellow
Ok... ok.

About Solution button. I don`t remember well but I saw this working, not very good, but I saw. After hit this button I received full info about target. But now can`t do that again.

Anyway, thank you very much I thought my order about mods is wrong.

TheDarkWraith
12-10-10, 05:49 PM
Question:
How to improve the accuracy of sextant?
:06:

if might be just a graphical (texture) issue :06: What kind of accuracy are you getting? I can't speak intelligently about the Sextant yet as I have much reading to do on it so I can learn about it :yep:

col_Kurtz
12-10-10, 05:57 PM
http://www.filefront.com/17632522/NewUIs_TDC_5_6_0_TheDarkWraith.7z/

This file upload is still being processed, please check back shortly to download.
:woot:
Ok, downloading. TDW is it means I don`t need anymore this NewUIs_TDC_5_5_0_ERM_Reaper7_NightVision?

TheDarkWraith
12-10-10, 06:07 PM
http://www.filefront.com/17632522/NewUIs_TDC_5_6_0_TheDarkWraith.7z/

This file upload is still being processed, please check back shortly to download.
:woot:
Ok, downloading. TDW is it means I don`t need anymore this NewUIs_TDC_5_5_0_ERM_Reaper7_NightVision?

SOAN is not a recognition manual (for the game) and it does not replace the XO TDC dialog box in game. It is purely a reference manual. It allows you to view/study the ships at any time in the game.

Illyustrator
12-10-10, 06:10 PM
For TheDarkWraith: Map_DDS_4320x2160 (http://rghost.ru/3561751)

TheDarkWraith
12-10-10, 06:17 PM
For TheDarkWraith: Map_DDS_4320x2160 (http://rghost.ru/3561751)

Excellent work :rock: Looks great in game :up: Many thanks :D

col_Kurtz
12-10-10, 06:18 PM
SOAN is not a recognition manual (for the game) and it does not replace the XO TDC dialog box in game. It is purely a reference manual. It allows you to view/study the ships at any time in the game.

:salute: Got it :)

Illyustrator
12-10-10, 06:22 PM
Excellent work :rock: Looks great in game :up: Many thanks :D

Please! Always glad to help!:salute:

pelucho25
12-10-10, 07:27 PM
I downloaded the file several times and it fails to unpack. Is not he due?

THE_MASK
12-10-10, 07:38 PM
I downloaded the file several times and it fails to unpack. Is not he due?
winrar extractor
http://www.rarlab.com/download.htm

brandtryan
12-10-10, 08:12 PM
had to to try it:
http://www.appstorehq.com/sextant-iphone-9489/app

Then my wife dutifully reminded me that my location will never change since I'll be on the COUCH, and not REALLY roaming the Atlantic. In fiction writing we call this "killing the suspension of belief"

pelucho25
12-10-10, 09:13 PM
winrar extractor
http://www.rarlab.com/download.htm
I used winrar and IZArc and file I keep going as daņado.Alguien can upload to megaupload or another download site? Thank you very much.

TheDarkWraith
12-10-10, 09:49 PM
I used winrar and IZArc and file I keep going as daņado.Alguien can upload to megaupload or another download site? Thank you very much.

It was zipped using ZipGenius (free download - google it)

PL_Andrev
12-11-10, 01:56 AM
Smoetimes when my ZIP and RAR extractors give error during unpacking I use 7zip and unpacking works fine...

PL_Andrev
12-11-10, 03:04 AM
if might be just a graphical (texture) issue :06: What kind of accuracy are you getting? I can't speak intelligently about the Sextant yet as I have much reading to do on it so I can learn about it :yep:

There are telescope and the micrometer head:
http://www.clipperlight.com/SEXTANTARTICLE/sextant2.jpg

I think that it can be reslolved with standard binocular zoom + sextant scale.
Then we can read the scale with more presicion (fe. 75.45°).
After that we need new navigator function like "read lattitude by hand" - player inputs this read value (75.45) and navigator change it to degree angle (degrees, minutes, seconds) and put the straight lattitude line by 20 sec on map.
Now the player should stop the ship and wait for sun rise to read longitude.

But I'm afraid that the game time is not GMT time but "standard game time" and we have problem with longitude measurement here...
:hmmm:

Vanilla
12-11-10, 04:48 AM
Well, according to my testing the underlying game time IS the GMT time. However there is a different time shown on the clock.
If I get it right I guess it is called 'current time' (see historical mission options kindly modded-in by TDW) and this time is whatever you set it to. So if you set your time to X:XX then it is X:XXGMT and noon will happen at 12:00 of that time if you are on the Grenwitch meredian, but the 'current time', the time shown on the clock, can be completely off, so you can get 0:00 time in the middle of the day. The question is - what is set to when leaving port in campaign and how it changes during your travel? :hmmm: My wild guess is that it is always adjusted to the local time (i.e. noon will be always at 12:00) But I guess you can easly mode-in asking your navigator for GMT or just code into UI a second clock showing GMT.

Regarding modding full sextant in - my oppinion so far it doesn't worth it given the issues with clock time and sun not reflecting current latitude. We should not force TDW to make useless job since for out tests we can use our trusty sex(tant)-band untill we fully understand the game-mechanics regarding the celestial navigation. Only then should we ask for more precise tools.

rascal101
12-11-10, 05:24 AM
Hi to you and to all sub simmers

OK I must admit to be not all that botheredf abot how to use a sextant - however I would like to rase a paralel discussion if I may

I now have the Multiple Ui's working and am very pleased with the result an excellent mod -

My problem is with the effectivness of the surface escort AI - it seems to be tweaked way too high - I am playing in Oct 1939 - I am in fog off NE Coast of Scotland - ran right into a Ging GeorgeV Battle Ship and four or five destroyers - was able to crash dive before they hit me, though only just went right down to 120m silent running - and no matter what I did those guys just dumped right on top of me eache time - no manouvers nothing could shake them and they made short work of me in about five hours

Dont get me wrong I appreciate the challenge but this is the sort of behaviour I'd expect about mid 1943 onwards, not 1 month into the war - Interestingly one of the loading screen quotes says the Allies where surprised to find the Uboast could go to 180m when their depth charges max depth was 90m - so if this discovery took place later in the war - how come these guys were aqble to hit me with pinpoint accuracy at 120m - and were not even talking about more developed ASDIC

Seems this mod is great but AI Escorts behavior is set too high, too soon in the war - any way of grading it so the Allied AI gets a twek every 6 months

Any comments from other modders - here's a list of my activated mods - clashing mods in RED if anyone notices some mods out of order or that should be lost or that duplicate other mods please advise.

Cerberus62 Historical Ship Equipment 1.2
Loading Screens Mod 2.0
sobers talking conning crew mod
SteelViking's Sky Banding 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
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
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
AirTorpedoes
Environment 4.8 MOD
SteelViking's Interior Mod V1.2
Shadow Improvement Mod
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
sobers base wave mechanics for SH5 V10
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Cerberus62 Additional Merchant Ships 1.1
NewUIs_TDC_5_4_0_ByTheDarkWraith
NewUIs_TDC_5_4_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_4_0_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_5_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting

PL_Andrev
12-11-10, 05:53 AM
When I tested the mission options I didn't know why I see the sunny day when I set the midnight time...
:rotfl2:

So that is the reason of two clock-systems in game...
Great work, Vanilla...


It is strange that we can set different GMT time, different 'current time' and different longitude, so the single missions are not good idea to test the longitude...
:hmmm:

PL_Andrev
12-11-10, 05:58 AM
My problem is with the effectivness of the surface escort AI (...) Seems this mod is great but AI Escorts behavior is set too high

IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting


This is UI thread, not AI. Read this thread:
http://www.subsim.com/radioroom/showthread.php?t=171973

Trevally.
12-11-10, 06:12 AM
@ Rascal

These are overwriting each other.

NewUIs_TDC_5_4_0_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_5_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting

From your list, the bottom part should look like this after shadow improv:-

Cerberus62 Additional Merchant Ships 1.1
sobers base wave mechanics for SH5 V10
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
NewUIs_TDC_5_4_0_ByTheDarkWraith
NewUIs_TDC_5_4_0_ERM_Reaper7_NightVision_Black_Ski n
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting

If you keep TDWs mods at the end and in this order - it makes it easier to update when new versions are made:up:

Jaeger
12-11-10, 08:24 AM
for a good use of manual navigation, we need tghe possibility to write down numbers in the map (or time stamps)

could this be done?

TheDarkWraith
12-11-10, 08:55 AM
for a good use of manual navigation, we need tghe possibility to write down numbers in the map (or time stamps)

could this be done?

working on it ;)

PL_Andrev
12-11-10, 09:04 AM
It is part of my save from campaign:
[Mission]
Year=1939 <<< when start
Month=9 <<< when start
Day=3 <<< when start
Hour=21 <<< when start
Minute=0 <<< when start

CurrentYear=1939 <<< when saved
CurrentMonth=9 <<< when saved
CurrentDay=7 <<< when saved
CurrentHour=10 <<< when saved
CurrentMinute=36 <<< when savedIt looks like the 1st time is mission / patrol start, and 2nd - current game time.
So it looks like we have 'game time' only... and the sun always rises at 6.00, apart from real longitude.

The longitude can be calculated like:
read current position -> change it to current time -> calculate real GMT time -> show difference -> calculate longitude
:down:

TheDarkWraith
12-11-10, 09:19 AM
It is part of my save from campaign:
[Mission]
Year=1939 <<< when start
Month=9 <<< when start
Day=3 <<< when start
Hour=21 <<< when start
Minute=0 <<< when start

CurrentYear=1939 <<< when saved
CurrentMonth=9 <<< when saved
CurrentDay=7 <<< when saved
CurrentHour=10 <<< when saved
CurrentMinute=36 <<< when savedIt looks like the 1st time is mission / patrol start, and 2nd - current game time.
So it looks like we have 'game time' only... and the sun always rises at 6.00, apart from real longitude.

The longitude can be calculated like:
read current position -> change it to current time -> calculate real GMT time -> show difference -> calculate longitude
:down:

I can make the digital clock in the top right bar say anything I want. How should I calculate the real time to display then?

What about Otto's integrated chalkboard mod? Does it give any useful information??

PL_Andrev
12-11-10, 11:04 AM
I can make the digital clock in the top right bar say anything I want. How should I calculate the real time to display then?


Its simple:
At 0 (London) X on map is +/- zero time (GMT or UTC)

Checked on map coordinations:
21600000 is -12 hours
-21600000 is +12 hours

each +500m longitude = - 1 sec to current 'game' time
each -500m longitude = + 1 sec to current 'game' time

Test:
Sankt Petersburg (east end of Baltic Sea) is at 30° 16' E at game is: +3620600 [m].

+3620600 / 500 is 7241.2 sec = 2 hours and 41 sec (2x3600 + 41.2)

GMT (or UTC) for this position is: current game time - 2h. 41 sec
if current time is 12.00 then GMT/UTC time is 12.00.00 - 2.00.41 = 9.59.19

To check it:
UTC+2.00 is f.e. Russia (Kaliningrad near Baltic Sea)
when GMT/UTC is 9.59.19 at Kaliningrad is +2.00 = 11.59.19
we test it for real game time is: 12.00.00

correct calculations :up:

second to time:
8743 sec = ?
8743/3600 = 2.42... hours = 2 hours (7200sec)
8743 - 7200 sec = 1543 sec
1543/60 = 25.71 minutes = 25 minutes (1500 sec)
1543 - 1500 = 43 sec
8743 sec = 2h 25min 43sec

_____________________________

If you show me screen with real time and GMT time we'll think about longitude for real nav.
:03:

TheDarkWraith
12-11-10, 11:45 AM
Its simple:
At 0 (London) X on map is +/- zero time (GMT or UTC)

Checked on map coordinations:
21600000 is -12 hours
-21600000 is +12 hours

each +500m longitude = - 1 sec to current 'game' time
each -500m longitude = + 1 sec to current 'game' time

Test:
Sankt Petersburg (east end of Baltic Sea) is at 30° 16' E at game is: +3620600 [m].

+3620600 / 500 is 7241.2 sec = 2 hours and 41 sec (2x3600 + 41.2)

GMT (or UTC) for this position is: current game time - 2h. 41 sec
if current time is 12.00 then GMT/UTC time is 12.00.00 - 2.00.41 = 9.59.19

To check it:
UTC+2.00 is f.e. Russia (Kaliningrad near Baltic Sea)
when GMT/UTC is 9.59.19 at Kaliningrad is +2.00 = 11.59.19
we test it for real game time is: 12.00.00

correct calculations :up:

second to time:
8743 sec = ?
8743/3600 = 2.42... hours = 2 hours (7200sec)
8743 - 7200 sec = 1543 sec
1543/60 = 25.71 minutes = 25 minutes (1500 sec)
1543 - 1500 = 43 sec
8743 sec = 2h 25min 43sec

_____________________________

If you show me screen with real time and GMT time we'll think about longitude for real nav.
:03:

I'll do better than that. I'll send you a test file here shortly :up:

TheDarkWraith
12-11-10, 12:13 PM
Working more on SOAN. Decided to add the countries that the ship served in along with the entry and exit dates for it:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3380
:rock: :|\\

PL_Andrev
12-11-10, 12:43 PM
Working more on SOAN. Decided to add the countries that the ship served in along with the entry and exit dates for it


Entry: In service: from 1941.11.12
Exit:
if current date is before exit date: (none)
if not: ... to 1942.02.03

Is possible to insert 'dot' between years-month-day or change the format of these dates?
I don't that it is NOV-12 or DEC-11...
:doh:

BowfinSS287
12-11-10, 12:45 PM
hello TheDarkWraith

I've been away for a time, and i see you have been very busy
the SOAN is welcome addition and looks great,but the real
navigation add-on is........speechless, i come to know you never
do anything small, outstanding work, I'm sure you will polish RN
until its off the hook,this is one mod i have been waiting for since
SH5 shipped, its steps the game up into whole new level:salute:

TheDarkWraith
12-11-10, 01:06 PM
Ok Antar, I used your formula and now have the clock adjusting in real time to your current position. This is from my TDW Torp Tutorial mission. The game time was 18:00 (as specified by the mission settings box) but now that location is factored in look at what the time is now:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3383

Like I said it's real time. So every 500m distance you travel longitudally the clock is adjusted.

How's this for the dates in SOAN:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3384

@ Antar - sending you test files now for your time idea :D

TheDarkWraith
12-11-10, 02:26 PM
hello TheDarkWraith

I've been away for a time, and i see you have been very busy
the SOAN is welcome addition and looks great,but the real
navigation add-on is........speechless, i come to know you never
do anything small, outstanding work, I'm sure you will polish RN
until its off the hook,this is one mod i have been waiting for since
SH5 shipped, its steps the game up into whole new level:salute:

Real navigation is 'teething' currently. I'll get it all sorted out here soon. There's so many new things (and some things that I don't understand) that I just have to work out the bugs/make corrections as people report them. I think Antar's time suggestion just corrected a major problem with the game (and thus real navigation also). Awaiting feedback from him on the test files I sent.

PL_Andrev
12-11-10, 02:51 PM
Like I said it's real time. So every 500m distance you travel longitudally the clock is adjusted.

Looks good for me. But I think that the better idea is every 5 minutes. Why?
Max speed is near 20kt and it is 10m/s...
Now, after 5 minutes we have distance 3km (with max spped)
Difference between GMT and CGT (current game time) is 6 seconds only...

Now you can check the X map coordinate much much often, right?

About SOAN:
Entry/Exit mean Entry to game / Exit from game
That is the reason why I suggest "Service time" without end of service date if unit is still in service at CGT.
(Player does not know that this ship will be available only 2 days...)

rascal101
12-11-10, 04:13 PM
Not sure if this is the right forum for this but any way I am assuming the folowing comes from some part of the Multiple UI mod - or at least the author Mr TDW may know what to do

I've noticed that when attacking on the surface close enough for the suface ships to fire at you they set up a barage of machine gun or cannon fire - this in conjunction with the flares seems to slow down my PC to almost run a frame at a time.

Seems to be a real draain on the system and my PC is not a lightweight - is there a remedy for this - when I do eventually get my sub to submerge then the game returns to normal speed - this affect also seems to happen when surfaced but below decks so it may also have something to do with sound as well as graphics

Hope some one knows what this might be and how to deal with it

Best Regards

Rascal

THE_MASK
12-11-10, 04:39 PM
Is local time base time ?
http://img823.imageshack.us/img823/1729/timedd.jpg (http://img823.imageshack.us/i/timedd.jpg/)

col_Kurtz
12-11-10, 06:20 PM
Hum...:hmmm:
Don`t you think this 88s is very fast? Too fast? I didn`t measure the time but I think it is about 1 shots per 2-3 seconds - almost chains gun... Boom... boom... boom... boom... Maybe I`m wrong.

Obelix
12-11-10, 09:25 PM
Hum...:hmmm:
Don`t you think this 88s is very fast? Too fast? I didn`t measure the time but I think it is about 1 shots per 2-3 seconds - almost chains gun... Boom... boom... boom... boom... Maybe I`m wrong.
Yes, very fast. The deck gun has become a heavy machine gun.:D

TheDarkWraith
12-11-10, 10:14 PM
Looks good for me. But I think that the better idea is every 5 minutes. Why?
Max speed is near 20kt and it is 10m/s...
Now, after 5 minutes we have distance 3km (with max spped)
Difference between GMT and CGT (current game time) is 6 seconds only...

Now you can check the X map coordinate much much often, right?

About SOAN:
Entry/Exit mean Entry to game / Exit from game
That is the reason why I suggest "Service time" without end of service date if unit is still in service at CGT.
(Player does not know that this ship will be available only 2 days...)

Don't understand about the 5 minutes.
I can check the X map coordinate whenever I want. I can check it every 0.25 seconds, every minute, every 5 minutes, whatever I want. What are you proposing?

Good idea about SOAN. Didn't think of that. I'll make the change tomorrow night. Heading out snowboarding again tomorrow :rock: Fresh now and more snow coming :D

PL_Andrev
12-12-10, 03:06 AM
Don't understand about the 5 minutes.
I can check the X map coordinate whenever I want. I can check it every 0.25 seconds, every minute, every 5 minutes, whatever I want. What are you proposing?

How many time do we need to move 500m at max speed EW direction?
50 sec game time at 1x TC. So is no reason to check it much often than 1 minute.
My proposal is 5 minutes because it is rarely situation when player use max speed with EW direction and needs extremal accuracy GMT time.
So, each 5-10 minutes?

But the question:
What kind of time is this "every 0.25 seconds, every minute, every 5 minutes"? It is game time or system time?

So, if we have current time and GMT time let's think about longitude measurement...
:03:

PL_Andrev
12-12-10, 05:41 AM
Is local time base time ?


Cut your screen:
http://img35.imageshack.us/img35/2173/timesys.png

1) Why do you have three different times?
Clock time: 18.49
GMT: 18.46
Local time: 17.46

2) Navigator speak with error: Long is 17°14' W, not Lattitude (maybe only position is: 17°14' E, 41°33' N)

3) Why do you have 17 minutes and 14 seconds (17' 14") ?

4) The GMT time is a little incorrect, it should be:
1° = 4 min
17° = 68 min = 1h 8 min (at real the 14' = 1 min more, but calculates with degree only)
Local = GMT - 1h8m
GMT = Local + 1h8m
GMT = 17.46 + 1.08 = 18.54

Of course, maybe I'm wrong...

Petr
12-12-10, 06:26 AM
I have a little bit problem with ERM since SOAN appeared in TDW UI. Images in ERM are the same size as in SOAN and therefore I have just one half of image of the ship in ERM. It is starnge, that when I use default RM images are OK. Does anyone knows what couses this issue?

antier
12-12-10, 10:53 AM
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)

That sounds very great, and it is indeed ! :up::yeah:

Except that the elements of te current mission are no longer implemented, I mean no enemy vessel(s) in the vicinity as it is with the default starting location. It would be far better ! Too diificult to develop/apply, I guess ?

marleymen
12-12-10, 02:17 PM
Is local time base time ?
http://img823.imageshack.us/img823/1729/timedd.jpg (http://img823.imageshack.us/i/timedd.jpg/)

Wich Enviro Mod are u using? That screenshoot is superb :arrgh!:

rascal101
12-12-10, 04:54 PM
HI to you

TDW can you comment on the below - I still have the graphics issue I describe and wondering what might be the cause - only seems to have happened since I installed Multiple UI mod

See below

Not sure if this is the right forum for this but any way I am assuming the folowing comes from some part of the Multiple UI mod - or at least the author Mr TDW may know what to do

I've noticed that when attacking on the surface close enough for the suface ships to fire at you they set up a barage of machine gun or cannon fire - this in conjunction with the flares seems to slow down my PC to almost run a frame at a time.

Seems to be a real draain on the system and my PC is not a lightweight - is there a remedy for this - when I do eventually get my sub to submerge then the game returns to normal speed - this affect also seems to happen when surfaced but below decks so it may also have something to do with sound as well as graphics

Hope some one knows what this might be and how to deal with it

Best Regards

Rascal

col_Kurtz
12-12-10, 05:17 PM
Yes, very fast. The deck gun has become a heavy machine gun.:D

Ok... In other words. Can someone tell me how fast this reload should be, and next, most important - how to change that to "more" real loading:cool: Right now it looks like the gun crew are throwing not shells... only tomatoes:O:
I`m not sure... but maybe about 5-6 shells per minute? Maybe it should increased with crew`s skills to 7-8 per minute?

TheDarkWraith
12-12-10, 10:21 PM
I have a little bit problem with ERM since SOAN appeared in TDW UI. Images in ERM are the same size as in SOAN and therefore I have just one half of image of the ship in ERM. It is starnge, that when I use default RM images are OK. Does anyone knows what couses this issue?

The ERM I have no control over. That is an add-on mod from another author (Reaper7). I would suggest sending PM to him asking him this question. But are you saying that a problem has appeared because of SOAN? I would highly doubt SOAN causes any problems as it's independent from everything. The way I make SOAN work is through file manipulations and a little clever 'magic' of my own.

TheDarkWraith
12-12-10, 10:23 PM
That sounds very great, and it is indeed ! :up::yeah:

Except that the elements of te current mission are no longer implemented, I mean no enemy vessel(s) in the vicinity as it is with the default starting location. It would be far better ! Too diificult to develop/apply, I guess ?

That is correct. This is mainly used for quickly checking out different parts of the world without having to open up the SH5 Mission editor. There's no point coding in the movement of all the other units when the SH5 mission editor is perfectly capable of doing this (allbeit not ingame).

TheDarkWraith
12-12-10, 10:29 PM
How many time do we need to move 500m at max speed EW direction?
50 sec game time at 1x TC. So is no reason to check it much often than 1 minute.
My proposal is 5 minutes because it is rarely situation when player use max speed with EW direction and needs extremal accuracy GMT time.
So, each 5-10 minutes?

But the question:
What kind of time is this "every 0.25 seconds, every minute, every 5 minutes"? It is game time or system time?

So, if we have current time and GMT time let's think about longitude measurement...
:03:

It was tied into the updating of the digital clock (logical place) and that update happened every 0.25 seconds of system time. I have since moved it to my high precision timer with the same update interval so that it's now on game time vice system time.

Since there's really no harm in updating it every 0.25 seconds (with the clock) I'll leave it as I have it now on the HPT :yep:

TheDarkWraith
12-12-10, 10:35 PM
HI to you

TDW can you comment on the below - I still have the graphics issue I describe and wondering what might be the cause - only seems to have happened since I installed Multiple UI mod

See below

In the game Options-->Graphics settings try setting Particles Density to a lower value. It appears your system can't handle the amount of particles and all being rendered at that time. I have an AMD X4 965BE OC'd to 3.9GHz on an Asus Crosshair Formula III MB with 8GB ram with an EVGA GTX480 and have no problems at all (and I have everything cranked to max with a 1920 X 1200 screen res in windowed mode). I constantly get 60fps (v-sync enabled).

Obelix
12-13-10, 05:08 AM
Hi TheDarkWraith
SOAN superb:yeah:
Here (http://www.sukhoi.ru/forum/attachment.php?attachmentid=123238&d=1292233988) is rus translate for v5.6.0

TheDarkWraith
12-13-10, 09:51 AM
from some feedback from Antar I've decided how I'll show the countries and dates of service of the unit. If the unit hasn't entered into service at the current game date and time then no country flag or dates of service information will be shown for it. For instace, take below:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3391

Notice that it doesn't have any country information or dates of service info because the ship didn't exist at the current game date and time.

Now if the ship entered into service before the current game date and time then the From: property will be populated. If the ship's end of service date is before the curent game's date and time then the To: property will be populated. If not, the To: property will say 'Unknown'.
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3392

As this is a reference document it should reflect the current intel of the time. These changes will accomplish this. If we wanted to be really accurate I could disable showing of ships that didn't exist at the current game date and time (i.e. in this example the Evarts Destroyer Escort wouldn't show up in SOAN until it entered into service). What do you all think about that? :hmmm:

I've also made the From: and To: dates regional independant and thus the date will show according to your regional settings (i.e. the date will show as month/day/year for US but will show differently for European countries)

SashaKA001
12-13-10, 10:37 AM
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3391

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3392



better not turn off. and write when it comes into operation, so I think it would be better, and all some can be. for example, the papers do not have one and he now he is.:rock:

лучше не надо отключать. а написать когда он выйдет в строй, я думаю так лучше будет, а то все кое может быть. например по бумагам его еще нет а он вот он есть.:rock:

PL_Andrev
12-13-10, 11:08 AM
:hmmm:
Hmm... I have another idea:

Is possible to put next filter as 'in service' ?

In service only: with this filter all ships will be shown if they are still in service (current date is between entry and exit date) with description 'from' only. Or without 'from' comment - only flags (more flags possible at this same area).
For example: the "Town Land-Lease DD" at 9/10/1940 will exists at 'in service' but with British flag only.

All ships: with three sub-filters:
old: 'from-to'
current / in service: 'from'
futured (on project / on build) if the entry data is older than current.

I think that the description like "to: unknown" still looks not good.
The better one is "still in service" or no description...

But this is only proposal, of course...
:03:


Is possible to match the filters background to page color?
Did you use original data\Menu\Gui\RecManual\RecManualXO.dds file?
Which one? (there are 4 symbols for this same filter's buttons)


I've also made the From: and To: dates regional independant and thus the date will show according to your regional settings (i.e. the date will show as month/day/year for US but will show differently for European countries)
Thanks, the US system is too much magic for me.
But I'm sure that US citizens cay say these same worlds about EU system...
:rotfl2:

partyboy
12-13-10, 11:22 AM
Alright, am I doing something wrong? The stadimeter doesn't seem to be accurate when I use this UI. I've tried 5.3.0 and 5.6.0 and they both yield the same results. I've disabled all other mods except for the UI and I run SH5 with admin privileges. This is on the TDW Torpedo test map -


http://i56.tinypic.com/9hsyti.jpg



To get the right range I have to line the stadimeter up with the deck. The stadimeter in reaper's UI mod works fine for me, but I find it quite frustrating that it won't work in this UI even though no one else seems to be having a trouble with it. Is there anything else left to try?

PL_Andrev
12-13-10, 01:09 PM
v5.4.0
- Real navigation checks the Navigator's health status now. If he is wounded then he is unable to report current position. He will be able to report current position again when he is healthy (not wounded)

Sorry, I cannot find post about it...

Is Real navigation checking for current weather status?
Bad weather like foggy or overcast should give small accuracy of current position. It can be connected with real distance from last position:
long, lat +-5%

It means: If NE dist from last point (not real position!) at bad weather is only 10.000m the error is 9.500-10.500.
For max range (20kt per 45min) 27km error is +- 1.350m. If bad weather is a long time the mistakes will be cumulated...

But how to avoid the situation when player use high TC at real-nav and will crash with the land "at center of Atlantic" ?


Hm, hm, hm..
This error can be a variable data connected with navigator's fatigue or experience...
:hmmm:

TheDarkWraith
12-13-10, 02:44 PM
Sorry, I cannot find post about it...

Is Real navigation checking for current weather status?
Bad weather like foggy or overcast should give small accuracy of current position. It can be connected with real distance from last position:
long, lat +-5%

yes it is. If the weather is any kind of precipitation or heavy fog navigator cannot calculate current position.

As far as error goes, error is already factored in. The default error the navigator can incur is +- 8000m to his calculation.

Added the filter for all units or in service units:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3393

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3395

PL_Andrev
12-13-10, 04:19 PM
As far as error goes, error is already factored in. The default error the navigator can incur is +- 8000m to his calculation.

Does it mean that if ship is stopped the next error is +- 8000m to previous - known position?

TheDarkWraith
12-13-10, 04:44 PM
Does it mean that if ship is stopped the next error is +- 8000m to previous - known position?


First off, I fixed the toolbar background colors:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3396

second, great question you asked. The code takes the exact position of the boat and applies error to it.

Ogre
12-13-10, 04:53 PM
hallo,

i have some problems after installing the mod: I can't talk to the crew in the dockyard to receive mission or make some technical changes. Both crew members were signed as hurt so i have not the possibility to choose anything or leave the dockyard for mission.

any idea what's the problem?

thx for help

TheDarkWraith
12-13-10, 05:00 PM
hallo,

i have some problems after installing the mod: I can't talk to the crew in the dockyard to receive mission or make some technical changes. Both crew members were signed as hurt so i have not the possibility to choose anything or leave the dockyard for mission.

any idea what's the problem?

thx for help

either corrupt options file, mod not installed correctly, or corrupt mod. It has to be 1 of those 3. I'm guessing that you see no text in those dialog boxes when you try and talk to the crew? If so, then it's definitely one of the three problems listed.

Vanilla
12-13-10, 05:03 PM
TDW,

Do you recon it is possible to change the sun's path on the sky without major heavy coding / hex-editing?

Edit: correcting myself - is it possible to change in-game sky sphere rotation/position?

Ogre
12-13-10, 05:14 PM
either corrupt options file, mod not installed correctly, or corrupt mod. It has to be 1 of those 3. I'm guessing that you see no text in those dialog boxes when you try and talk to the crew? If so, then it's definitely one of the three problems listed.

yes you are right. i can not see text in the boxes. hmmm what i make wrong? i have downloaded the file by using your fileplanet link and enabled it with JSGME. I have the same problem with older versions of your mod. any ideas?

TheDarkWraith
12-13-10, 05:21 PM
yes you are right. i can not see text in the boxes. hmmm what i make wrong? i have downloaded the file by using your fileplanet link and enabled it with JSGME. I have the same problem with older versions of your mod. any ideas?

Did you take the MODS folder from the mod and place in your \Silent Hunter 5 folder or did you unzip the mod straight to your MODS folder? It can't be unzipped straight to mods folder.

Ogre
12-13-10, 05:43 PM
Did you take the MODS folder from the mod and place in your \Silent Hunter 5 folder or did you unzip the mod straight to your MODS folder? It can't be unzipped straight to mods folder.

i have unziped it directly. now i have tried the other way: first unziped it and then moved the mod folder but i have still the same problem :-( its really strange.

TheDarkWraith
12-13-10, 05:45 PM
i have unziped it directly. now i have tried the other way: first unziped it and the moved the mod folder but i have still the same problem :-( its really strange.

if you don't see about 20 items on the left side of your JSGME starting with 'NewUIs_TDC_' then the mod isn't installed correctly.

TheDarkWraith
12-13-10, 05:58 PM
hello tdw,

there are some problems while using manual navigation: first, we need a possibility to paint in a time stamp on map. for dead reckoning, you have to put in a timestamp, when sub speed changes due to weather for example.

second: you can get your position by pressing ctrl and clicking on the map.

can you adjust this?

thanks in advance, Jaeger

For the first I'm still working on it. Once I can read the map zoom level I'll be able to do what I'm wanting to do.

For the second one, the pressing ctrl thing, that has been fixed. That was a tricky one to do but I managed to intercept it and reroute it to your last calculated position :up:

BigBANGtheory
12-13-10, 06:02 PM
I have noticed an unsual effect in v5.6.0 (I can't honestly say whether it was in the vanilla game or not), which could very well be a problem elsewhere e.g. the additional scope graphics.

When I look through the attack periscope I can see ever so slightly through the black sections of the UI to the environment i.e. more than just through the scope. Or to put it another way the UI is partially transparent where parhaps it shouldn't be.

TheDarkWraith
12-13-10, 06:17 PM
I have noticed an unsual effect in v5.6.0 (I can't honestly say whether it was in the vanilla game or not), which could very well be a problem elsewhere e.g. the additional scope graphics.

When I look through the attack periscope I can see ever so slightly through the black sections of the UI to the environment i.e. more than just through the scope. Or to put it another way the UI is partially transparent where parhaps it shouldn't be.

are you using any additional mods? I can't see anything through the black surrounding the scopes. Have you tried your experiment with just the base UIs mod installed? That's what I just tried and couldn't see diddly-squat except through the hole where the scope is.

partyboy
12-13-10, 07:10 PM
To get the right range I have to line the stadimeter up with the deck. The stadimeter in reaper's UI mod works fine for me, but I find it quite frustrating that it won't work in this UI even though no one else seems to be having a trouble with it. Is there anything else left to try?

Re-installing SH5 fixed this. I guess maybe it was a "mod soup" problem? Shrug, glad it's working now anyway!

Thanks for all your hard work, TDW. You've done a great job in making the game very playable and fun. :up:

Obelix
12-13-10, 09:34 PM
Rus translation for NewUIs_TDC_5_7_0_ByTheDarkWraith
http://www.subsim.com/radioroom/downloads.php?do=file&id=2898

rascal101
12-14-10, 01:13 AM
Message for TDW

Tried adjusting particles - no affect - I would stress this issue with the square explosions when using the deck gun - hits in the distance produce a square flash with streight edges not the more natural circular flash -

Also when engaged closely with a convoy who set to with their guns my frame rate dives to one or two frames a second - impossible to play until I submerge, or change the view to the subs interior or map then it returns to normal

My machine is not exactly primitive, but setting particles options does not seem to have any affect

Here are my machine specs

Intel Quad CPC Q6600 @ 2,40GHZ
Frequency 2,400 MHZ
L 1 Cache 64 KB
L2 Cashe 4,096 kb
Direct X9.c
Video Card NVIDIA GeForce GTX 260
Resolution 1680x1050 32 bit

Hope you might be able to nail the issue

Regards
Rascal
PS Dont forget to dontate to SubSim - I placed $10 on the weekend - donate now to keep subsim afloat


In the game Options-->Graphics settings try setting Particles Density to a lower value. It appears your system can't handle the amount of particles and all being rendered at that time. I have an AMD X4 965BE OC'd to 3.9GHz on an Asus Crosshair Formula III MB with 8GB ram with an EVGA GTX480 and have no problems at all (and I have everything cranked to max with a 1920 X 1200 screen res in windowed mode). I constantly get 60fps (v-sync enabled).

THE_MASK
12-14-10, 01:16 AM
Message for TDW

Tried adjusting particles - no affect - I would stress this issue with the square explosions when using the deck gun - hits in the distance produce a square flash with streight edges not the more natural circular flash -

Also when engaged closely with a convoy who set to with their guns my frame rate dives to one or two frames a second - impossible to play until I submerge, or change the view to the subs interior or map then it returns to normal

My machine is not exactly primitive, but setting particles options does not seem to have any affect

Here are my machine specs

Intel Quad CPC Q6600 @ 2,40GHZ
Frequency 2,400 MHZ
L 1 Cache 64 KB
L2 Cashe 4,096 kb
Direct X9.c
Video Card NVIDIA GeForce GTX 260
Resolution 1680x1050 32 bit

Hope you might be able to nail the issue

Regards
Rascal
PS Dont forget to dontate to SubSim - I placed $10 on the weekend - donate now to keep subsim afloatThe square exposions are not from environment mod are they ?

rascal101
12-14-10, 01:20 AM
I dont think to as I have had the Enviro mod for a while in all its many versions - never encountered the square flashes before until I loaded the UI mod - since then I have encountered the square explosons and also a massive hit on frame rates once Mr TDW's flares go up or if a number of surface ships let loose with surface fire then my frame rate dives to almost zero - it may be that TDW's mos is clashing with something else

I've posted a list of currently activated mods

Cerberus62 Historical Ship Equipment 1.2
Loading Screens Mod 2.0
sobers talking conning crew mod
SteelViking's Sky Banding 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
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
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
AirTorpedoes
Environment 4.8 MOD
SteelViking's Interior Mod V1.2
Shadow Improvement Mod
Cerberus62 Additional Merchant Ships 1.1
sobers base wave mechanics for SH5 V10
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
U-boat Historical Specifications 1.4
FX_Update_0_0_9_UHS_Fix
NewUIs_TDC_5_4_0_ByTheDarkWraith
NewUIs_TDC_5_4_0_ERM_Reaper7_NightVision_Black_Ski n
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting

The square exposions are not from environment mod are they ?

Ogre
12-14-10, 03:59 AM
if you don't see about 20 items on the left side of your JSGME starting with 'NewUIs_TDC_' then the mod isn't installed correctly.

i can see more that 20 items. but i have only to activate the main mod if i dont want to use the other mods, havn't i? i have tried many ways but every time the same effect. i have no futher ideas whats the problem is. im very sad because your mod looks very good and it seems like a great job you have done. :(

Defiance
12-14-10, 06:19 AM
Hiya's,

To remove the square explosions from E-Mod, remove these two critters ...


Environment 4.x MOD\data\Textures\TNormal\tex\expl_hallo.dds

Environment 4.x MOD\data\Textures\TNormal\tex\expl_hallo_add.dds

PL_Andrev
12-14-10, 11:45 AM
Filters: :up:

In service units: :up:

All units: I thought something like it:
http://img441.imageshack.us/img441/2232/soan.png

No future units
And only one text line.

TheDarkWraith
12-14-10, 12:34 PM
Filters: :up:

In service units: :up:

All units: I thought something like it:

No future units
And only one text line.

ah ok, now I understand what you were saying. I hope that's an older picture and not the newest version I sent you. The filter toolbar commands have the wrong background color.

PL_Andrev
12-14-10, 01:58 PM
ah ok, now I understand what you were saying. I hope that's an older picture and not the newest version I sent you. The filter toolbar commands have the wrong background color.
Yeap, this is only edit of your last screenshot. Filter's background is correct.
:D

Is any reason to no order menu for navigator (bottom)?
http://img255.imageshack.us/img255/5792/nawigator1.jpg
No REAL NAV mod.

TheDarkWraith
12-14-10, 02:54 PM
Yeap, this is only edit of your last screenshot. Filter's background is correct.
:D

Is any reason to no order menu for navigator (bottom)?

shouldn't be. What happens if you click him to deselect and then click him to reselect? How did the order category bar disappear? Did you click on something when it disappeared?

BigBANGtheory
12-14-10, 05:58 PM
are you using any additional mods? I can't see anything through the black surrounding the scopes. Have you tried your experiment with just the base UIs mod installed? That's what I just tried and couldn't see diddly-squat except through the hole where the scope is.

I did some quick tests, I think I have narrowed it down to:
NewUIs_TDC_5_6_0_emtguf_rework_scopes as the culprit.

The base UI mod seemed ok by itself as you said.

col_Kurtz
12-14-10, 05:59 PM
Hi TDW...

I got this. Since the newest - NewUIs 560 loaded... Ships on the pages are to short:cry:
http://naforum.zapodaj.net/thumbs/7d1dfc173982.jpg (http://naforum.zapodaj.net/7d1dfc173982.jpg.html)

And the next question, maybe this is wrong place... But. The color of the crosshair in the scope depends on time or... darkness outside?

http://naforum.zapodaj.net/thumbs/6f0980028b34.jpg (http://naforum.zapodaj.net/6f0980028b34.jpg.html)

Thanks:salute:

TheDarkWraith
12-14-10, 06:15 PM
Hi TDW...

I got this. Since the newest - NewUIs 560 loaded... Ships on the pages are to short:cry:
http://naforum.zapodaj.net/thumbs/7d1dfc173982.jpg (http://naforum.zapodaj.net/7d1dfc173982.jpg.html)

And the next question, maybe this is wrong place... But. The color of the crosshair in the scope depends on time or... darkness outside?

http://naforum.zapodaj.net/thumbs/6f0980028b34.jpg (http://naforum.zapodaj.net/6f0980028b34.jpg.html)

Thanks:salute:

First one I know why. It's something I caused when I removed the sil images with the writing on them. It'll be fixed.

Second, unsure. I'm not controlling it.

col_Kurtz
12-14-10, 06:51 PM
First one I know why. It's something I caused when I removed the sil images with the writing on them. It'll be fixed.

Second, unsure. I'm not controlling it.
So at first, thank you, at second, ok.:salute:

SashaKA001
12-14-10, 07:14 PM
And the next question, maybe this is wrong place... But. The color of the crosshair in the scope depends on time or... darkness outside?

http://naforum.zapodaj.net/thumbs/6f0980028b34.jpg (http://naforum.zapodaj.net/6f0980028b34.jpg.html)

Thanks:salute:

Yes halt.:up: at night it turns green.:ping:

rascal101
12-14-10, 11:22 PM
Hi to you and thanks - did not seem to make any difference - there is a graphics glitch in the UI mod I suspect

Regards

Rascal

Hiya's,

To remove the square explosions from E-Mod, remove these two critters ...


Environment 4.x MOD\data\Textures\TNormal\tex\expl_hallo.dds

Environment 4.x MOD\data\Textures\TNormal\tex\expl_hallo_add.dds

col_Kurtz
12-15-10, 04:23 AM
Yes halt.:up: at night it turns green.:ping:
"Blockade of Germany"
So this is a problem. This screen came frome my mission Dec 1939 and in real the darkness is normal this is near Iceland and at 14.00 (2 PM) is getting to dark at 17.00 is almost night and I can`t see this green lines in the scope:cry:
So... maybe it should turn to green visible lines with darkness not the time?
By the way. Yestarday night (real night ;) ) I noticed after relaod save game (spotted task force with two big warships) degrees in the scope green but the crosshair was black. Something IMO crashing this. The same about TAI map. At start (after load save game) ruller and others are visible than dissapear.
This is my last mods list. I`m going to change some elements - remove some mods.


Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\SH5 MODS]

000 RemoveLogoIntroTheDarkWraith
001 Accurate German Flags
002 Environment 4.8 MOD
002a Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
004 Enhanced FunelSmoke_by HanSolo78
005 Shadow Improvement ModLR
006 U-boat Historical Specifications 1.4
007 FX_Update_0_0_9_ByTheDarkWraith
008 FX_Update_0_0_9_UHS_Fix
009 FX_Update_0_0_9_BARF_1_3_Full_Fix
010 NewUIs_TDC_5_6_0_ByTheDarkWraith <---- this will be changed in .py settings.http://www.subsim.com/radioroom/showpost.php?p=1491655&postcount=1 I`m going back to regular tools SH5 not SH4 style.this will add support for the IO Strategic Map mod by Obelix
# change below to either True or False
MapToolsAsObjects = False
010a NewUIs_TDC_5_6_0_6x_6x_7x_RAOBF_patch
010b NewUIs_TDC_5_6_0_ERM_Reaper7_NightVision
010c NewUIs_TDC_5_6_0_emtguf_rework_scopes
010d NewUIs_TDC_5_6_0_alt_officer_wounded_by_naights
010d NewUIs_TDC_5_6_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
011 Krauters Automated Scripts (v5_0_0 compatible)
012 Trevally Harbour & Kiel Canal Pilot v2.4
013 Patrol Routine Scripts v. 01.02 by AvM
014 IRAI_0_0_29_ByTheDarkWraith
015 IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
016 AirTorpedoes
017 SUB_hyd_fix_SH5
019 MightyFine Crew Mod 1.2.1 Alt faces
019a MCCD_1.04
019b MCCD_1.04_MFCM_1.2.1_compatible
019c NDB,NDH OM#1 - No Dialog Indicator
020 Dooms Decks for VIIABC41 1.4
021 IO_StrategicMap_2_1_for_TDW_5.4.0
021a IO_MapCourseLine_sharp pencil_mod
022 Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
023 No magic skills v1.5 MCCD compatible
024 Cerberus62 Historical Ship Equipment 1.3
025 Critical hits 1.1 Torpedos
028 Speech fixes and additions (german version)
029 German U-Boat Hydrophone SFX
030 U-Boat Propulsion SFX
031 Unterseeboot II SFX
032 sobers talking conning crew mod
033 SubFlags_0_0_6_byTheDarkWraith
040 Lite Campaign LC 1.2
041 U-Boat R & R
sobers realistic hydrophone operator SH5
Trevally Tutorials Basic v0.4 (for TDW UI)
Trevally Tutorials Fast 90 TDC v0.5


Thanks:salute:

SashaKA001
12-15-10, 12:00 PM
"Blockade of Germany"
So this is a problem. This screen came frome my mission Dec 1939 and in real the darkness is normal this is near Iceland and at 14.00 (2 PM) is getting to dark at 17.00 is almost night and I can`t see this green lines in the scope:cry:


Thanks:salute:

in file TheDarkWraithUserOptions.py try to change
#+++++++++++++ SH3/4/5 specific UI items ++++++++++++++++
#
# Does the tool helper default to on state at game start (map tools)?
# Change below to either True or False
ToolHelperOnAtGameStart = False to True
total
ToolHelperOnAtGameStart = True
it turns around at 19:30 pm
http://i4.imageban.ru/out/2010/12/15/d982a09bd9f8f04843aab891245611ca.jpg (http://imageban.ru)

TheDarkWraith
12-15-10, 12:37 PM
in file TheDarkWraithUserOptions.py try to change
#+++++++++++++ SH3/4/5 specific UI items ++++++++++++++++
#
# Does the tool helper default to on state at game start (map tools)?
# Change below to either True or False
ToolHelperOnAtGameStart = False to True
total
ToolHelperOnAtGameStart = True
it turns around at 19:30 pm

don't understand what you mean by turns around :06:

SashaKA001
12-15-10, 12:52 PM
don't understand what you mean by turns around :06:

included, that is, begins to act at 19:30 pm. fu...ng translate.google.ru not correctly translate:damn::damn::damn:

PL_Andrev
12-15-10, 01:30 PM
shouldn't be. What happens if you click him to deselect and then click him to reselect? How did the order category bar disappear? Did you click on something when it disappeared?

After deselect / again select nothing happend.
Problem exists form 4.9.3 version. First one installed.
When select/deselect all works fine excluded nav order bar.

Installed mods:
http://img812.imageshack.us/img812/1843/jgme2.th.jpg (http://img812.imageshack.us/i/jgme2.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
(http://imageshack.us)

antier
12-15-10, 02:22 PM
Strange ! I was convinced that, according to TDW himself, FX_Update had to be installed before NewUis in JSGME... :rock:

TheDarkWraith
12-15-10, 02:28 PM
After deselect / again select nothing happend.
Problem exists form 4.9.3 version. First one installed.
When select/deselect all works fine excluded nav order bar.

this has been a problem since v4.9.3? :o

You click on nav officer to deselect and then you click him again to reselect and no order category bar? I haven't been able to reproduce this. Is there a certain order of events that causes this to happen? :hmmm:

PL_Andrev
12-15-10, 02:44 PM
this has been a problem since v4.9.3? :o

You click on nav officer to deselect and then you click him again to reselect and no order category bar? I haven't been able to reproduce this. Is there a certain order of events that causes this to happen? :hmmm:

None. This problem exists without special order/events.
The most strange thing is that other orders works fine...
Maybe reinstall helps...

TheDarkWraith
12-15-10, 02:51 PM
None. This problem exists without special order/events.
The most strange thing is that other orders works fine...
Maybe reinstall helps...

is it an intermittent problem (i.e. sometimes happens and sometimes doesn't happen)? or does it never work?

PL_Andrev
12-15-10, 03:15 PM
is it an intermittent problem (i.e. sometimes happens and sometimes doesn't happen)? or does it never work?
Nav order bar never works.

Cerberus62
12-15-10, 05:31 PM
Hi,

how do I get rid of the "Ships Of All Nations" manual in v5.6.0? There is already a recognition manual available, and I don't like redundant code slowing down system's performance. :D

But I couldn't find an option to deactivate the SOAN manual in "TheDarkWraithUserOptions.py".

Thank you!

col_Kurtz
12-15-10, 06:07 PM
in file TheDarkWraithUserOptions.py try to change
#+++++++++++++ SH3/4/5 specific UI items ++++++++++++++++
#
# Does the tool helper default to on state at game start (map tools)?
# Change below to either True or False
ToolHelperOnAtGameStart = False to True
total
ToolHelperOnAtGameStart = True
it turns around at 19:30 pm
http://i4.imageban.ru/out/2010/12/15/d982a09bd9f8f04843aab891245611ca.jpg (http://imageban.ru)

I`m not going to argue with you my Mate but... at 19.30 in this zone it is a black night and I think, I`m not sure at this moment the crosshair will change to green by itself - because it`s a night. On my screen it is 16.37! 3 hours earlier and as you can see... this is almost night;) After a few minutes darkness covered the whole world and my task force missed too ;) Sorry for this digression;) I`m thinking about dependence between time, darkness and visibility of the crosshair:)
And at the end... Maybe you think about this:
#+++++++++++++ SH3/4/5 specific UI items ++++++++++++++++
#
# does the tool helper default to on state at game start (map tools)?
# change below to either True or False
ToolHelperOnAtGameStart = True

# Are all night filters enabled?
# change below to either True or False
NightFiltersEnabled = False <---- and this set to True?
I hope I`m beeing precise:oops: ( My girlfriend helps a bit with my english so apologize and forgive me)

TheDarkWraith
12-15-10, 06:09 PM
Hi,

how do I get rid of the "Ships Of All Nations" manual in v5.6.0? There is already a recognition manual available, and I don't like redundant code slowing down system's performance. :D

But I couldn't find an option to deactivate the SOAN manual in "TheDarkWraithUserOptions.py".

Thank you!

I'll add a user option so you can disable it.

v5.7.0 is going to be quite an update to Real navigation :D I've been really busy lately and have overcome some HUGE obstacles so that I can do what I've been wanting to do.

First off, if real navigation is enabled then the Navigator will calculate the current position of the boat at game start. He will mark this location on the map as 'N1' (has to and can't be disabled). I've added the ability to set navigation fixes on the map and that's what the navigator did with 'N1'. You can add navigation fixes by clicking the navigation marker tool:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3398

Anytime you ask the navigator to calculate the current position he will add a navigation mark to the map (provided the user option NavShowPositionOnMapsAfterCalc is enabled - if not you'll get the position in the messagebox and you'll have to add it yourself)

@ Antar - made the changes to SOAN

When a navigation marker is added (as of now) the current date and time, lattitude, longitude, course, and speed will be recorded in the text portion of it. To dispaly the text portion of a navigation fix simply mouse into the 'Nx' label:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3399

As you can see there are ways to delete navigation fixes, edit their text (has yet to be coded in), and to reposition them.

If you want to declutter the map and not show the navigation fixes simply call up the nav map features and deselect 'Display navigation fixes':
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3400

the bug of Reaper7's ERM manual has been fixed (but I noticed another bug with the black skin verison of it - no arrows on bottom!):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3401

Either in this version or next version I'll add super marks. Super marks are like navigation fixes except that you specify the text for them. They can be placed anywhere on the map and act just like the navigation fixes.

Navigation fixes and upcoming super marks can only be placed and viewed on the navigation map. If you zoom, unzoom, or reposition the map the navigation fixes will follow accordingly (that was one HUGE obstacle to overcome!)

:rock: :|\\

TheDarkWraith
12-15-10, 07:21 PM
fixed the arrows and check mark problems with Reaper7's ERM (especially the black skin version). Now the arrows for selecting next and previous ship in the recoginition manual are green and so is the check mark for when you select the ship to use:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3402

SashaKA001
12-15-10, 07:29 PM
fixed the arrows and check mark problems with Reaper7's ERM (especially the black skin version). Now the arrows for selecting next and previous ship in the recoginition manual are green and so is the check mark for when you select the ship to use:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3402

super:rock::arrgh!::woot:

BowfinSS287
12-15-10, 07:30 PM
really looking forward to v5.7.0, will it include a tutorail on how to use
the sextant to calculate our position manually?

SashaKA001
12-15-10, 07:34 PM
really looking forward to v5.7.0, will it include a tutorail on how to use
the sextant to calculate our position manually?

+100000000000
only if it is possible for examples of how it was with RAOBF in Pictures:rock:

Vanilla
12-15-10, 08:38 PM
As of now sextant is useless. It gives an error from 200 and up to 5000km, depending how you take your site. We are currently researching if celestial navigation is at all possible with in-game tools in SH5.

TheDarkWraith
12-15-10, 09:19 PM
you know what I just realized? I have the lattitude and longitude reporting in error :eek: Lattitude reports as E or W and longitude reports as N or S. The numbers are correct but the identifiers aren't :nope: At least it's an easy fix :oops: Wow....it's been this way for some time now :-?

THE_MASK
12-16-10, 01:02 AM
Could we have the soan included in the toggle charts visibility button please .

col_Kurtz
12-16-10, 06:24 AM
Could we have the soan included in the toggle charts visibility button please .

Yes, I`m in. Good idea:yeah:

col_Kurtz
12-16-10, 07:39 AM
Can anybody help me with this? Now I`m sure I got some problem but I don`t know what exactly... Help needed.


http://naforum.zapodaj.net/thumbs/b0ecbb7ef901.jpg (http://naforum.zapodaj.net/b0ecbb7ef901.jpg.html)

Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\SH5 MODS]

000 RemoveLogoIntroTheDarkWraith
001 Accurate German Flags
002 Environment 4.8 MOD
002a Compatible Conus00's Graphic Mod+SV's work
002b SteelViking's Interior Mod V1.2
004 Enhanced FunelSmoke_by HanSolo78
005 Shadow Improvement ModLR
006 U-boat Historical Specifications 1.4
007 FX_Update_0_0_9_ByTheDarkWraith
008 FX_Update_0_0_9_UHS_Fix
009 FX_Update_0_0_9_BARF_1_3_Full_Fix
010 NewUIs_TDC_5_6_0_ByTheDarkWraith
010a NewUIs_TDC_5_6_0_6x_6x_7x_RAOBF_patch
010b NewUIs_TDC_5_6_0_ERM_Reaper7_NightVision
010c NewUIs_TDC_5_6_0_emtguf_rework_scopes
010d NewUIs_TDC_5_6_0_alt_officer_wounded_by_naights
010d NewUIs_TDC_5_6_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
011 Krauters Automated Scripts (v5_0_0 compatible)
012 Trevally Harbour & Kiel Canal Pilot v2.4
013 Patrol Routine Scripts v. 01.02 by AvM
014 IRAI_0_0_29_ByTheDarkWraith
015 IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
016 AirTorpedoes
017 SUB_hyd_fix_SH5
019 MightyFine Crew Mod 1.2.1 Alt faces
019a MCCD_1.04
019b MCCD_1.04_MFCM_1.2.1_compatible
019c NDB,NDH OM#1 - No Dialog Indicator
020 Dooms Decks for VIIABC41 1.4
021 IO_StrategicMap_2_1_for_TDW_5.4.0
021a IO_MapCourseLine_sharp pencil_mod
022 Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
023 No magic skills v1.5 MCCD compatible
024 Cerberus62 Historical Ship Equipment 1.3
025 Critical hits 1.1 Torpedos
028 Speech fixes and additions (german version)
029 German U-Boat Hydrophone SFX
030 U-Boat Propulsion SFX
030a U-Boat Ballast Tanks SFX
031 Unterseeboot II SFX
032 sobers talking conning crew mod
033 SubFlags_0_0_6_byTheDarkWraith
040 Lite Campaign LC 1.2
041 U-Boat R & R
R7 HiRes Mithrandirs Alt Clock
sobers realistic hydrophone operator SH5
Trevally Tutorials Basic v0.4 (for TDW UI)
Trevally Tutorials Fast 90 TDC v0.5

PL_Andrev
12-16-10, 08:32 AM
the bug of Reaper7's ERM manual has been fixed (but I noticed another bug with the black skin verison of it - no arrows on bottom!):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3401


Which images are used to ship's shapes at ERM XO book?
They are looks scretched too much (pushed? pressed? sueezed?)

Should look like it, I think (resized original *.sil files):
http://img703.imageshack.us/img703/1873/flowerz.jpg


Second issue for weather report:
http://img683.imageshack.us/img683/8316/weatherr.png

My tiny proposal:
00:21 [ship status]
00:21 Weather report will be ready at several minutes.
00:26 Weather report: Clouds clear...

Is possible to put a dash between reports?
cloud - clear, precipitations - none, fog - none.
Why use "meters per second" formula this same but shorter is m/s
If there are no cloud then I'm sure that there are no rain (precipitations).

brandtryan
12-16-10, 10:28 AM
Expensive hobby though. And I don't even have a vessel!!! Got StarPilot for my iphone--as you can set time to, e.g., 02/14/1940 13:51.11

I "roughed" in position at N53 and W05. The sun appeared bearing 240 (true) at roughly 20 deg above horizon. See screenies.

https://brandtryan.homeserver.com/gallery/sample%20photos/sh5img@2010-12-16_09.55.jpg

Now what I input:


https://brandtryan.homeserver.com/gallery/sample%20photos/input.jpg


And after computing I get the following:

https://brandtryan.homeserver.com/gallery/sample%20photos/after_calculating.jpg


I basically have no idea what I'm doing--just now trying to learn basics about celestial nav. But from what I can tell--does this mean I am basically 90 nm east of where I thought I was?(assuming SHV is not introducing problems, etc.)

Also--if it was working okay--shouldn't the sun be bearing 200 True, instead of my 240 True?

Also--I don't know what value to put for He--it defaults to 10 feet, and one would think if that is off, then it will hose all my data?

For me, this is what sims are all about :)

TheDarkWraith
12-16-10, 10:46 AM
Could we have the soan included in the toggle charts visibility button please .

Done. Will be available in v5.7.0 :up:

Fixed problem with lattitude and longitude mixed up (lattitude was saying W or E instead of N or S )

@ SashaKA001 - time problems you reported via PM have been fixed. Editing of navigation fix text hasn't been coded in yet.

PL_Andrev
12-16-10, 10:51 AM
1) For polar star the latitude should be = sextant meter.
For sun it should be 90-sextant meter.

(At north pole the polar star should be 90, sun 0)

But... looking on your screen I'm not sure that "0" at sextant meter is on horizon. It looks like "0" is at bottom on screen...

2) I'm not sure that SH series keep Earth inclination, and different heigh for sun at summer/winter, so the our "technology toys" are not good idea to use.

3) We should calculate the height of sun at noon, not at 13.51 (to keep max height of sun).

4) Finally I think about zoom for sextant scale to keep more precision for horizon line and sun/polar star height. It should looks like binocular.
Possible? I don't know...

TheDarkWraith
12-16-10, 10:54 AM
4) Finally I think about zoom for sextant scale to keep more precision for horizon line and sun/polar star height. It should looks like binocular.
Possible? I don't know...

anything is possible but I don't understand what you mean by zoom for sextant scale :06:

TheDarkWraith
12-16-10, 11:11 AM
Which images are used to ship's shapes at ERM XO book?
They are looks scretched too much (pushed? pressed? sueezed?)

Should look like it, I think (resized original *.sil files):

Is possible to put a dash between reports?
cloud - clear, precipitations - none, fog - none.
Why use "meters per second" formula this same but shorter is m/s
If there are no cloud then I'm sure that there are no rain (precipitations).

in the \data\Sea\ folder lists all the ships. If you open up a ship's folder you'll find a x_sil.dds (x being class of ship). This image is used (same image used for SOAN).

Dash can be added. Simple edit of menu.txt can accomplish this. Same thing for m/s. Can't remove the rain as it's part of the string in the menu.txt file.

brandtryan
12-16-10, 11:14 AM
[QUOTE=Antar;1554693]1) For polar star the latitude should be = sextant meter.
For sun it should be 90-sextant meter.

(At north pole the polar star should be 90, sun 0)

But... looking on your screen I'm not sure that "0" at sextant meter is on horizon. It looks like "0" is at bottom on screen...

The "0" is always at bottom of screen--so I just look up until 0 is lined up with horizon. Is there another way to move/scroll the sextant?

TheDarkWraith
12-16-10, 11:16 AM
[QUOTE=Antar;1554693]1) For polar star the latitude should be = sextant meter.
For sun it should be 90-sextant meter.

(At north pole the polar star should be 90, sun 0)

But... looking on your screen I'm not sure that "0" at sextant meter is on horizon. It looks like "0" is at bottom on screen...

The "0" is always at bottom of screen--so I just look up until 0 is lined up with horizon. Is there another way to move/scroll the sextant?

put your mouse in the middle of it (on the tape), left click and hold and move to new position. Click on the sextant image to rotate horizontally/vertically

brandtryan
12-16-10, 11:49 AM
[QUOTE=brandtryan;1554716]

put your mouse in the middle of it (on the tape), left click and hold and move to new position. Click on the sextant image to rotate horizontally/vertically
thanks!

Sammi79
12-16-10, 11:53 AM
anything is possible but I don't understand what you mean by zoom for sextant scale :06:

To be at all accurate it needs to be able to measure at least to within 0.1 of a degree. ideally even more precision is required - 0.01

It would obviously need an optic zoom function to achieve this, although having to maintain the horizon in view would further limit the observable altitude.

So, aswell as a optic function, a vertical moving scale that indicates the angle (of your eye as it were) in degrees is also needed - this would negate the need to keep the horizon in view.

The vertical scale could work like the stadimeter, only returning the angle instead of calculating range with it. Any idea if this is possible?

PL_Andrev
12-16-10, 01:02 PM
When game start (3 IX 1939, Kiel, little cloud) I check the latitude at 55° N at midnight.

In my opinion the polar star should be visible at 55°, but it was at 72°...
:doh:

But wait a moment... there are different resolution of game. All menus are in this same resolution, with the sextant scale. Only "view" is represented in higher or smaller area.
Now I check latitude for:
1280x1024 (my default) - polar star was at 72° - ab UMa dist - 94.03px
1024x768 (windowed) - polar star was at 53° - ab UMa dist - 65.10px
In real - 55°

BTW. because the scale was too small ta catch the polar star or catch the horizon line and polar star at the same time I used screenshots and put the sextant scale to screenshot with stars. So is possible that my conclusions are incorrect.

@TDW:
NAV order bar does not work with 5.7.0.

TheDarkWraith
12-16-10, 03:49 PM
When game start (3 IX 1939, Kiel, little cloud) I check the latitude at 55° N at midnight.

In my opinion the polar star should be visible at 55°, but it was at 72°...
:doh:

But wait a moment... there are different resolution of game. All menus are in this same resolution, with the sextant scale. Only "view" is represented in higher or smaller area.
Now I check latitude for:
1280x1024 (my default) - polar star was at 72° - ab UMa dist - 94.03px
1024x768 (windowed) - polar star was at 53° - ab UMa dist - 65.10px
In real - 55°

BTW. because the scale was too small ta catch the polar star or catch the horizon line and polar star at the same time I used screenshots and put the sextant scale to screenshot with stars. So is possible that my conclusions are incorrect.

@TDW:
NAV order bar does not work with 5.7.0.


I don't know why your nav order bar doesn't work. I can't duplicate the problem no matter what I try. Have you tried disabling all mods except the core UIs mod and seeing if you still have the problem? :hmmm:

Have an idea on how we can make the sextant accurate. Instead of the sextant tape as it is now I could make it a small, thin line across the screen. You 'zero' the line with the horizon then move it up until it's centered on the item you want the reading for (if you use external camera then the horizon will be stable). As you move it up and down I show you the angle in degrees. If we think of it as a triangle (viewed from side):


z (line on screen)
|
|
|___________________________________x (viewer position)
fixed length y

The angle I'd be displaying is tan-1(z distance/ fixed length y). The only variable is z distance and that is changed by moving the line up and down on the screen. We make the fixed length y a value of 250 (meaning 250 pixels). z distance would be measured in screen pixels. In essence this would be like using the real sextant :DL Or am I totally hosed in my thinking here :06:

PL_Andrev
12-16-10, 04:35 PM
The angle I'd be displaying is tan-1(z distance/ fixed length y). The only variable is z distance and that is changed by moving the line up and down on the screen. We make the fixed length y a unit vector (value of 1). z distance would be measured in screen pixels. In essence this would be like using the real sextant :DL Or am I totally hosed in my thinking here :06:

You are genius - you gave me extra idea (obs periscope used):

http://img143.imageshack.us/img143/5971/polard.jpg

:D

TheDarkWraith
12-16-10, 04:39 PM
You are genius - you gave me extra idea (obs periscope used):

not following you here. Are you saying to use my line idea :06:

Vanilla
12-16-10, 04:50 PM
It is not a bad idea with the line...

I wrote before that ideally we should have a stadimeter with high zoom (modded UZO, for example), with stabilized view (just look at the deck gun always stabilized at horizont) and with the ability to tilt stadimeter ghost picture up to 90 degrees (up to the zenith). I.e. you will have two pictures on the same screen, one of those pictures is stabilized with horizont in the middle and the other can be tilted up up to 90 degrees. Precise tilt angle and bearing should be indicated as well. Then all that you will need to do is make the sun lower limb in the ghost picture touch the horizon in the 'real' picture at 12:00PM and take angle and bearing readings. Then you just look up those numbers in tables and you're done basically. And that will be full simultation of sextant and readings taking.

PL_Andrev
12-16-10, 04:56 PM
As you see on the screenshot I used the observation periscope.

So is possible find horizontal line by periscope... and the polar star too.
But question is how to read angle between these two views of periscope.

I think that is possible. If you have "bearing scale" in periscope eye maybe is possible put the "angle scale" ?
This works similar to stadimeter: 1st line (periscope head) and 2nd line (periscope head). After that read the angle with six points accuracy.

TheDarkWraith
12-16-10, 05:04 PM
It is not a bad idea with the line...

I wrote before that ideally we should have a stadimeter with high zoom (modded UZO, for example), with stabilized view (just look at the deck gun always stabilized at horizont) and with the ability to tilt stadimeter ghost picture up to 90 degrees (up to the zenith). I.e. you will have two pictures on the same screen, one of those pictures is stabilized with horizont in the middle and the other can be tilted up up to 90 degrees. Precise tilt angle and bearing should be indicated as well. Then all that you will need to do is make the sun lower limb in the ghost picture touch the horizon in the 'real' picture at 12:00PM and take angle and bearing readings. Then you just look up those numbers in tables and you're done basically. And that will be full simultation of sextant and readings taking.

The big problem I have is I can't hold and use one (Sextant). It's hard to model something you don't understand and can't use to see how it works.
I won't be able to do a split image. The best I can do is the current tape or a line on the screen that you move up and down. It seems like screen resolution would play a part in the line one but I'm not grasping how....or would it? :hmmm:

rascal101
12-16-10, 05:05 PM
Tried this does not have any affect also seems now there are others folks meeting up with the same problem refer to the following

http://www.subsim.com/radioroom/showthread.php?t=178063
When firing deckgun at night, explosions have "box" graphics

TWD please can you take a look into this

R


Hiya's,

To remove the square explosions from E-Mod, remove these two critters ...


Environment 4.x MOD\data\Textures\TNormal\tex\expl_hallo.dds

Environment 4.x MOD\data\Textures\TNormal\tex\expl_hallo_add.dds

TheDarkWraith
12-16-10, 05:07 PM
Tried this does not have any affect also seems now there are others folks meeting up with the same problem refer to the following

http://www.subsim.com/radioroom/showthread.php?t=178063
When firing deckgun at night, explosions have "box" graphics

TWD please can you take a look into this

R

I don't do anything with event graphics (particles). I'm strictly 2D with the UIs mod. It's more than likely the environment mod or some other mod causing the problem. Any mod that modifies the particles.dat file, materials.dat file, or includes new .dds files located in \data\Textures\TNormal\tex are suspect.

Trevally.
12-16-10, 05:26 PM
For the Sextant you need the zoom and precision of the obs or uzo scope.
But you dont need a split screen or double image.

If you can click the horizontal scope line on horizon to start reading the angle and then tilt up to north star and click again. Read the angle.

TheDarkWraith
12-16-10, 05:32 PM
For the Sextant you need the zoom and precision of the obs or uzo scope.
But you dont need a split screen or double image.

If you can click the horizontal scope line on horizon to start reading the angle and then tilt up to north star and click again. Read the angle.

what is the max angle we'd be looking for? I think I just had a euraka moment :rock:

EDIT: eueka moment shattered :wah: I thought the solution box could be the answer:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3404

I was thinking about grabbing the angle (marks) but it's not correct (angle too small). Though it does make me think that there is a game dial associated with this. It has to be getting and determining the angle from some kind of dial (hopefully) :hmmm:

Trevally.
12-16-10, 05:44 PM
only from one small spot on the planet would you need 90 deg

TheDarkWraith
12-16-10, 06:22 PM
I just love how I stumble upon things while trying to figure something else out. While looking to see if the angle reported in the solution box was coming from a dial or not I stumbled upon 3 dials:
- SOL_TRACKANGLE
- TORP_ESTIM_SEC
- TORP_ESTIM_MIN

Now these are very interesting because of the data they give. The trackangle gives the torpedo's impact angle to the target - very useful. I'll be adding a new dial to the TDC that will be this dial.

The torp_estim_sec and torp_estim_min give the estimated time to impact of the torpedo based on your TDC settings. By setting different tubes to different speeds one can see these values change. How is this useful? Convoy attack. You set up a fast 90 solution. You can synchronize torpedo impacts for all the tubes based on these times given. One tube per ship. I'll be adding these to the Torpedo box as digital readouts (most likely located right under the tube buttons).

:D

Trevally.
12-16-10, 07:40 PM
I just love how I stumble upon things while trying to figure something else out. While looking to see if the angle reported in the solution box was coming from a dial or not I stumbled upon 3 dials:
- SOL_TRACKANGLE
- TORP_ESTIM_SEC
- TORP_ESTIM_MIN

Now these are very interesting because of the data they give. The trackangle gives the torpedo's impact angle to the target - very useful. I'll be adding a new dial to the TDC that will be this dial.

The torp_estim_sec and torp_estim_min give the estimated time to impact of the torpedo based on your TDC settings. By setting different tubes to different speeds one can see these values change. How is this useful? Convoy attack. You set up a fast 90 solution. You can synchronize torpedo impacts for all the tubes based on these times given. One tube per ship. I'll be adding these to the Torpedo box as digital readouts (most likely located right under the tube buttons).

:D

Great news, I was still thinking about 1knot=0.5m/s. and how to work this in:up:

TheDarkWraith
12-16-10, 08:46 PM
Track angle dial added to TDC:

all dials mode:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3405

Minimal dials mode:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3406

Nav map mode:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3407

now to add the digital estimated torpedo impact time readouts :DL

PL_Andrev
12-17-10, 03:01 AM
now to add the digital estimated torpedo impact time readouts :DL

I thought that it is realised by red needle at the clock after torpedo firing...
:06:

PL_Andrev
12-17-10, 05:35 AM
what is the max angle we'd be looking for? I think I just had a euraka moment :rock:

Near 90° - it is available for binacular and head of observation periscope.

I was thinking about grabbing the angle (marks) but it's not correct (angle too small). Though it does make me think that there is a game dial associated with this. It has to be getting and determining the angle from some kind of dial (hopefully) :hmmm:

Could you read the periscope head angle when looking for these two points?

At the obs periscope (at lower deck) you can move head to both sides and move the view to top/bottom too. The one problem is reading current angle of periscope head:
http://img692.imageshack.us/img692/8269/sextant1.jpg

Now we should know the angle of obs persicope head:
http://img687.imageshack.us/img687/8088/sextant2.jpg

Try it with obs periscope head to take any star angle over horizon line.
Additionally we have good accuracy with obs periscope (6x zoom).

TheDarkWraith
12-17-10, 08:12 AM
I thought that it is realised by red needle at the clock after torpedo firing...
:06:

after firing yes. But what if you wanted to time the firing of the torpedoes to hit targets all at the same time? With this readout you'll be able to.

EDIT:

doesn't work. Game only updates those dials (Torp estimated seconds and minutes) after you fire a torpedo :damn:. So no torp estimated impact time in the torpedo box :wah:

PL_Andrev
12-17-10, 12:02 PM
after firing yes. But what if you wanted to time the firing of the torpedoes to hit targets all at the same time? With this readout you'll be able to.

EDIT:

doesn't work. Game only updates those dials (Torp estimated seconds and minutes) after you fire a torpedo :damn:. So no torp estimated impact time in the torpedo box :wah:

I think I can calculate it....
:hmmm:

At your screen: Is the track angle changing when you change the torpedo speed?

Could you show me three screens with track angle for three torpedo speeds when you are parallel to target?
It looks like:

|...... |

sub ship (with any speed)

TheDarkWraith
12-17-10, 12:04 PM
I think I can calculate it....
:hmmm:

At your screen: Is the track angle changing when you change the torpedo speed?

Could you show me three screens with track angle for three torpedo speeds when you are parallel to target?
It looks like:

|...... |

sub ship (with any speed)

I sent you latest version with track angle dial. And yes track angle does change when you change torpedo speed, AOB, or target speed.

PL_Andrev
12-17-10, 12:20 PM
And yes track angle does change when you change torpedo speed, AOB, or target speed.

t_torp - time when torpedo is hit to target
v_ship - target speed
r_ship - last calculated distance to target
AoB - AoB
t_angle - track angle

'calculate all angles in triangle (uboat-target-hit.point)
aux.angle = 180-AoB- (90-t_angle)

'law of sine to calculate intervals (ways) of ship/torpedo
s_ship = r_ship * sin(aux.angle) / sin(90-t_angle)
s_torp = r_ship * sin(AoB) / sin(90-t_angle)

'to hit torp.time = ship.time
t_torp = s_ship / v_ship

When you change the torpedo speed the track angle is changed, so v_speed value is included at t_angle.

TheDarkWraith
12-17-10, 03:38 PM
t_torp - time when torpedo is hit to target
v_ship - target speed
r_ship - last calculated distance to target
AoB - AoB
t_angle - track angle

'calculate all angles in triangle (uboat-target-hit.point)
aux.angle = 180-AoB- (90-t_angle)

'law of sine to calculate intervals (ways) of ship/torpedo
s_ship = r_ship * sin(aux.angle) / sin(90-t_angle)
s_torp = r_ship * sin(AoB) / sin(90-t_angle)

'to hit torp.time = ship.time
t_torp = s_ship / v_ship

When you change the torpedo speed the track angle is changed, so v_speed value is included at t_angle.

I see one problem with this - what happens when target speed is 0 (division by 0 not allowed) :hmmm:

Plus I think this is overcomplicated - we should be able to simply take distance to target / torp speed to find time to impact

EDIT:

ok, after thinking it over we do need to calculate like you posted Antar in order to take into account target's speed.

I don't see how you are factoring in torp speed into this calculation?

EDIT2:

Seems to be a problem with this calculation. Time value is going positive and negative like a sin function...

track angle and angle on bow are values of -180 to 180 (not 0 to 360). That might be why.

EDIT3:

math functions don't like it when you pass them angles instead of radians...so now time is steady but the time increases as the target gets closer.....

Are we not doing anything with s_torp?? The division by 0 is still a problem also

PL_Andrev
12-17-10, 04:27 PM
1. I see one problem with this - what happens when target speed is 0 (division by 0 not allowed) :hmmm:

2. Plus I think this is overcomplicated - we should be able to simply take distance to target / torp speed to find time to impact

EDIT:

ok, after thinking it over we do need to calculate like you posted Antar in order to take into account target's speed.

3. I don't see how you are factoring in torp speed into this calculation?

EDIT2:

4. Seems to be a problem with this calculation. Time value is going positive and negative like a sin function...

5. track angle and angle on bow are values of -180 to 180 (not 0 to 360). That might be why.

See my comments in yellow.

1. When the target speed is 0 these calculations have no sense,
and the time impact = range / torp_speed

2. There is no easy way to calculate it, this is the reason why torpedo electromechanical computer was on uboats...

3. The torpedo speed create a different track angle, so we do not need special calculations for torpedo speed,

4. First you calculate ship and torp distance, they should be positive both.
Check the angles they should be positive. Check the angle calculations. Aux.angle should be positive.
AoB + aux.angle + (180-torp.angle) = 180

5. AoB and track angle on my calculations should be 0-180 only.
Keep positive only (AoB, track_angle) - the sign +/- depend from target's direction course. They should be positive or negative both together.

6. There are mistake in calculations:
aux.angle = 180 - AoB - (180 - t_angle)
s_ship = r_ship * sin(aux.angle) / sin(180-t_angle)
s_torp = r_ship * sin(AoB) / sin(180-t_angle)

For me the 'degree' are more natural than radians, (but you have AoB, tarck angle in degrees too).
It is no problem to use radians - only change is: 180° = 3,1415rad (pi number)

Trevally.
12-17-10, 05:16 PM
The game has "torp run time" already.

If you look at mav map (torp solution line on) and adjust any range setting, a time is displayed at end of line.

Could this be used?

TheDarkWraith
12-17-10, 05:20 PM
v5.7.0 released. See post #1 for details :|\\

to those who tested this, you'll need to download this as more errors/bugs were fixed.

I'll be out snowboarding this weekend so I'll attend to any bugs/errors/etc. when I return :D

SashaKA001
12-17-10, 08:39 PM
if very close to put a marker on the boat, the game freezes.:woot::woot::woot:
and the markers are put through again.

Flash_1208
12-18-10, 03:18 AM
i'm new here and have one question.

i downloaded your fantastic ui_tdc mod for sh5, but how can i change the sh5 style in sh4 style.

greetings

flash

THE_MASK
12-18-10, 03:22 AM
i'm new here and have one question.

i downloaded your fantastic ui_tdc mod for sh5, but how can i change the sh5 style in sh4 style.

greetings

flash

NewUIs_TDC_5_7_0_ByTheDarkWraith\data\Scripts\Menu \TheDarkWraithUserOptions.
Dont have a heart attack when you realise the amount of changes you can make :O: Make changes before enabling with the mod enabler JSGME .

pfeillant
12-18-10, 04:17 AM
Hello,
I have a problem launching SH5, the error "error parsing c:\.....\Data\Tutorials\News_features_Commands.SHT at line number 0

With the 5.7.0, don't install IO_StrategicMap_2_1_for_TDW_5.4.0 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2878)
because he destroy the files \Data\Scripts\menu\Page Navigation Map.*, and all is KO.
Wait for a next IO_StategicMap

TheDarkWraith
12-18-10, 04:22 AM
Hello,
I have a problem launching SH5, the error "error parsing c:\.....\Data\Tutorials\News_features_Commands.SHT at line number 0

With the 5.7.0, don't install IO_StrategicMap_2_1_for_TDW_5.4.0 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2878)
because he destroy the files \Data\Scripts\menu\Page Navigation Map.*, and all is KO.
Wait for a next IO_StategicMap

the error parsing new_features_commands.sht can be ignored. I thought for sure I removed that before releasing v5.7.0 :hmmm:

pfeillant
12-18-10, 05:47 AM
hello,
a problem with aircraft and flag
An aircraft is detected
The crew is at the flag
Each time i switch on the screen flag, by teleporting or closing navigation screen, i have this error, I can reproduce it on demand :
A little window "Can't determine current position (OK)"
then a big window "error invoking raise_resized function in class control group wrapper".
May be this problem was also in previous version

TheDarkWraith
12-18-10, 06:31 AM
hello,
a problem with aircraft and flag
An aircraft is detected
The crew is at the flag
Each time i switch on the screen flag, by teleporting or closing navigation screen, i have this error, I can reproduce it on demand :
A little window "Can't determine current position (OK)"
then a big window "error invoking raise_resized function in class control group wrapper".
May be this problem was also in previous version

can you give me a screenshot of the big window? and real nav enabled or not?

Vanilla
12-18-10, 07:19 AM
See my comments in yellow.

1. When the target speed is 0 these calculations have no sense,
and the time impact = range / torp_speed

2. There is no easy way to calculate it, this is the reason why torpedo electromechanical computer was on uboats...

3. The torpedo speed create a different track angle, so we do not need special calculations for torpedo speed,

4. First you calculate ship and torp distance, they should be positive both.
Check the angles they should be positive. Check the angle calculations. Aux.angle should be positive.
AoB + aux.angle + (180-torp.angle) = 180

5. AoB and track angle on my calculations should be 0-180 only.
Keep positive only (AoB, track_angle) - the sign +/- depend from target's direction course. They should be positive or negative both together.

6. There are mistake in calculations:
aux.angle = 180 - AoB - (180 - t_angle)
s_ship = r_ship * sin(aux.angle) / sin(180-t_angle)
s_torp = r_ship * sin(AoB) / sin(180-t_angle)

For me the 'degree' are more natural than radians, (but you have AoB, tarck angle in degrees too).
It is no problem to use radians - only change is: 180° = 3,1415rad (pi number)

Don't forget that torpedo makes an initial run-away then turns and only then it heads towards ship, so it is not a straight line from you to the ship unless you are shooting straight ahead. I guess we don't know the run-away distance and the turn radius however the error is not going to be huge, 5 secs at max.

Here are the formulae to convert degrees into radians and back:
radians = degrees * pi() / 180
degrees = radians * 180 / pi()

EDIT: I guess the game takes the run-away and the turn into account when showing the tracking angle so we can consider that the path is straight. Then there is no error in Antar's calculations.

EDIT2: Can the torpedo run time be reflected by the red needle on the chrono? I.e. the same as in vanilla when you fire it but before the launch?

TheDarkWraith
12-18-10, 07:27 AM
just noticed a crash when returning from a mission and then going to request a new mission (campaign). I found the cause of it and I'll have to release a new version to fix it. So I'll be releasing v5.7.1 here soon.

Here are some of the other things I have noticed and fixed also:
v5.7.1 - fixed bug of navigation fixes not cleared (reset) at game end
- fixed bug of navigation fixes visible on navigation map while receiving new mission orders
- fixed possible game hang when setting new navigation fix close to actual boat's position
- fixed game crash that happens when in campaign and you do a mission then return to base and request a new mission

These navigation fixes are kicking my butt. Price to pay for adding something entirely new to the game :D But once these are sorted out adding the super marks will be a breeze.

Patch 1 released for v5.7.0. See post #1 for details.

PL_Andrev
12-18-10, 09:11 AM
I do not see the link to newest 5.7.0, the patch (97kB) only...

Vanilla
12-18-10, 09:51 AM
BTW, forgot to mention - there is another division by zero issue - if the tracking angle is 0 or 180 then sine of it is zero as well.

In the cases of zero divisions we need to use torpedo speed and that returns us to the problems with torpedo run away and turn times.

TheDarkWraith
12-18-10, 09:55 AM
BTW, forgot to mention - there is another division by zero issue - if the tracking angle is 0 or 180 then sine of it is zero as well.

In the cases of zero divisions we need to use torpedo speed and that returns us to the problems with torpedo run away and turn times.

True true. But I still can't get Antar's formula to work correctly. Comparing the values it returns to the torp line's time doesn't even come close :hmmm:

Here's the code I have for it:


# get the target's speed
ts = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_SPEED )
if ts == 0:
ts = 0.000001
# get the distance to target
td = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_RANGE )
# get the target's AOB from the TDC dial
taob = abs( Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_ANGONBOW ) )
# get the track angle
tangle = abs( Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_TRACKANGLE ) )
# calculate 3rd angle of triangle
auxangle = radians( 180 - taob - ( 180 - tangle ) )
s_ship = td * ( sin( auxangle ) / sin( radians( 180 - tangle ) ) )
s_torp = td * ( sin( radians( taob ) ) / sin( radians( 180 - tangle ) ) )
#to hit torp.time = ship.time
impacttime = int( round( s_ship / ts ) )
impacttimemins = impacttime / 60
impacttimesecs = impacttime - ( impacttimemins * 60 )


I don't understand why we're calculating s_torp when we never use it :06:

Using the TDW_Torp_Tutorial single mission when I set up the shot the torp line says ~2:33 to impact and the caculated values above say 0:35

PL_Andrev
12-18-10, 10:15 AM
I don't understand why we're calculating s_torp when we never use it :06:

Right, it is not necessary.
But you can use to check the torpedo time:
s.ship/v.ship = s.torpedo/v.torpedo

Using the TDW_Torp_Tutorial single mission when I set up the shot the torp line says ~2:33 to impact and the caculated values above say 0:35

I have a idea. I prepare the attack mission and give you all data from my hand calculation in radians/degrees. You can check it step_by_step in UI directly.

Why do you use ts=0 => ts = 0.000001 ?
I wrote that if the v=0 these calculations have no sense and at this conditions t.torp = dist/v.torp

What about missing source to 5.7.0 at first post?

TheDarkWraith
12-18-10, 10:35 AM
Right, it is not necessary.
But you can use to check the torpedo time:
s.ship/v.ship = s.torpedo/v.torpedo



I have a idea. I prepare the attack mission and give you all data from my hand calculation in radians/degrees. You can check it step_by_step in UI directly.

Why do you use ts=0 => ts = 0.000001 ?
I wrote that if the v=0 these calculations have no sense and at this conditions t.torp = dist/v.torp

What about missing source to 5.7.0 at first post?

I'll be releasing v5.7.1 as soon as I fix the remaining errors (mainly pfeillant's post). pfeillant posted about some kind of error but what he said doesn't make much sense (and I need to see a screenshot of the big error). I've been combing through the files looking for anything like he reported and have come up empty handed :hmmm:

I'd like to include this estimated impact time in v5.7.1 also.

I use ts = 0.0000001 just to avoid the division by 0 for now.

pfeillant
12-18-10, 10:41 AM
hello,
here the error window
http://www.cijoint.fr/cjlink.php?file=cj201012/cijeRAUuIH.png

i don't know how enable real nav.

In this exemple, i just
1- start the game
2- put the crew at the flag
3- teleport at the flag

and i have the problem, without any aircraft

TheDarkWraith
12-18-10, 10:57 AM
hello,
here the error window
http://www.cijoint.fr/cjlink.php?file=cj201012/cijeRAUuIH.png

i don't know how enable real nav.

In this exemple, i just
1- start the game
2- put the crew at the flag
3- teleport at the flag

and i have the problem, without any aircraft

Put the crew at the flag....you must mean you are topside ondeck? Where do you teleport to? This only happens when you teleport to this place? Any add-on mods enabled?

What do you have for these user options:

# minimum value for below is 1
MessageBoxWidthFactor = 2.25 # stock is 2

# minimum value for below is 1
MessageBoxHeightFactor = 5.0 # stock is 3

# this will cause the message box to start in the expanded mode (vertically) when the game starts
# change below to either True or False
MessageBoxStartsExpanded = True

# this will cause the message box to start in widened mode (horizontally) when the game starts
# change below to either True or False
MessageBoxStartsWidened = False

# is the message box displayed at game start?
# change below to either True or False
DisplayTheMessageBox = True

# is the messagebox draggable?
# change below to either True or False
MessageBoxIsDraggable = False

# does the messagebox show when moused in and hide when moused out?
MessageBoxScrolls = False

pfeillant
12-18-10, 11:21 AM
It's a very very vicious problem.
Now I can not reproduce it.
this morning i have 10 times the problem, but without restarting the game.
one hour ago, i have the problem immediatly at starting game.
Now i can't reproduce it.
I need to understand this problem, it is a context problem.

But it is always entering the flak gun screen, teleport to flak or other entry. It's an initializing problem.

EXCUSE ME, it's the FLAK GUN screen, and not flag !!!!!

pfeillant
12-18-10, 11:38 AM
My mods are

NewUIs_TDC_5_7_0_ByTheDarkWraith
CLAVIER SH5 FR v1.7 STANDARD SP
SeaWolf torpedo tweak

i don't change any of the options of your previous message

TheDarkWraith
12-18-10, 11:42 AM
My mods are

NewUIs_TDC_5_7_0_ByTheDarkWraith
CLAVIER SH5 FR v1.7 STANDARD SP
SeaWolf torpedo tweak

i don't change any of the options of your previous message

I figured out why you're getting the error :D I was able to reproduce it. It happens when:
- messagebox starts small
- you are in Navigation map
- you increase TC level to > level messagebox expands (and messagebox expands)
- you teleport to any station
- error thrown because TC level drops to 1 and messagebox shrinks back to previous height. An update request is sent to the XO_TDC_Dialog to reposition itself but it says there's no scope activated so why should it. I'll fix the problem :up:

pfeillant
12-18-10, 12:10 PM
Curious, curious.
I am not sure it's that.
so, we see at use.
Thank's

TheDarkWraith
12-18-10, 12:34 PM
Curious, curious.
I am not sure it's that.
so, we see at use.
Thank's

well that was one instance it could happen. Anytime the messagebox resizes (without user input) and you're not at a scope station that error would be thrown. But not anymore :up:

NONONO
12-18-10, 03:41 PM
TheDarkWraith
Why you delete link for NewUIs with TDC v5.7.0?

TheDarkWraith
12-18-10, 03:42 PM
TheDarkWraith
Why you delete link for NewUIs with TDC v5.7.0?

Because some errors were found one of which caused a CTD. I'm just about ready to release v5.7.1 as I'm testing all fixes now :up:

col_Kurtz
12-18-10, 03:55 PM
TDW...

I got an idea. Maybe SOAN and charts could be printable... maybe ERM too? I`m thinking about 3-4 shpis on the page (A4 210x297mm or 8.25x11.7inches).

pfeillant
12-18-10, 03:59 PM
hello,
go to your snowboarding.
Whe, in france, whe go to sleep under the snow.
bye

TheDarkWraith
12-18-10, 04:30 PM
hello,
go to your snowboarding.
Whe, in france, whe go to sleep under the snow.
bye

temp is 6F today with windchills in the -9F. Too cold for snowboarding :wah: Tomorrow is high of 22F, good conditions for snowboarding :yeah: v5.7.2 will be releasing here soon. You'll have to let me know if it cures the problem you reported or not :yep:

TheDarkWraith
12-18-10, 05:59 PM
v5.7.2 released. See post #1 for details :|\\

Krauter
12-19-10, 02:41 AM
Just wondering if you could do a quick run down of some of the major features added in this Mod?

I'm back home and updating from v 4.x and I don't really want to page through 100+ pages to find what's new.

Perhaps a short Youtube video like kylania's old video?

pfeillant
12-19-10, 05:33 AM
hello,
no problem after 1 hour under the v 7.5.2.
I send you the menu.txt french v 5.7.2 for your next release.

I try to test this two buttons to understand them
NavParallelCourseButtonEnabled = True # stock False
NavInterceptCourseButtonEnabled = True # stock False
they don't appear
neither when change the parameters in live on the nav map.

Vanilla
12-19-10, 07:07 AM
hello,
no problem after 1 hour under the v 7.5.2.
I send you the menu.txt french v 5.7.2 for your next release.

I try to test this two buttons to understand them
NavParallelCourseButtonEnabled = True # stock False
NavInterceptCourseButtonEnabled = True # stock False
they don't appear
neither when change the parameters in live on the nav map.

Did you have a target locked? AFAIR you need a target for those to appear but I can be wrong on that.
By the way it is funny to see those buttons working still after your target has already sunk. :)

PL_Andrev
12-19-10, 07:13 AM
To obtain optimum performance from G7e torpedoes, batteries had to be withdrawn from the torpedo tubes and serviced every few days. In addition, the battery had to be heated to 30°C just prior to firing (if not, only 28 knots at 3,300 m could be obtained).

Is possible to add as external sub-mod the additional panel for electric torpedoes to pre-heating them and 'circled' torpedo function for rear torpedos?

The pre-heated function was real at Atlantic war and the pre-heating maybe should take 10-20 minutes and 1-2% of battery energy. The circled torpedo was known malfunction of American torpedoes and I think that is is good option for it. The question - is possible any impact to torpedo speed/range?

Haet electric torpedo button:
http://img525.imageshack.us/img525/2476/heat1.png

Heating electric torpedo status:
http://img534.imageshack.us/img534/7461/heat2.png

Circle rear torpedo option:
http://img217.imageshack.us/img217/5066/heat3.png

Vanilla
12-19-10, 07:28 AM
True true. But I still can't get Antar's formula to work correctly. Comparing the values it returns to the torp line's time doesn't even come close :hmmm:

Here's the code I have for it:


# get the target's speed
ts = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_SPEED )
if ts == 0:
ts = 0.000001
# get the distance to target
td = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_RANGE )
# get the target's AOB from the TDC dial
taob = abs( Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_ANGONBOW ) )
# get the track angle
tangle = abs( Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_TRACKANGLE ) )
# calculate 3rd angle of triangle
auxangle = radians( 180 - taob - ( 180 - tangle ) )
s_ship = td * ( sin( auxangle ) / sin( radians( 180 - tangle ) ) )
s_torp = td * ( sin( radians( taob ) ) / sin( radians( 180 - tangle ) ) )
#to hit torp.time = ship.time
impacttime = int( round( s_ship / ts ) )
impacttimemins = impacttime / 60
impacttimesecs = impacttime - ( impacttimemins * 60 )
I don't understand why we're calculating s_torp when we never use it :06:

Using the TDW_Torp_Tutorial single mission when I set up the shot the torp line says ~2:33 to impact and the caculated values above say 0:35

I guess we forgot to convert knots to m/s. :) Do you get knots from the speed dial? if yes - multiply it by 0.514444 to get m/s.
Another thing: impacttimemins is int or float/double? If float - then you will always get zero seconds.

TheDarkWraith
12-19-10, 08:33 AM
I guess we forgot to convert knots to m/s. :) Do you get knots from the speed dial? if yes - multiply it by 0.514444 to get m/s.
Another thing: impacttimemins is int or float/double? If float - then you will always get zero seconds.

No we didn't. Pulled torp speed from dial in knots and multiplied by 0.5145 to convert to m/s. impacttime is an int and integer division used to find impacttimemins so we're all good there also :up:

TheDarkWraith
12-19-10, 08:35 AM
Did you have a target locked? AFAIR you need a target for those to appear but I can be wrong on that.
By the way it is funny to see those buttons working still after your target has already sunk. :)

now that sounds like a bug that needs to be fixed. You have to have either a target selected or locked for those buttons to appear. I'll have to correct them being visible when target is destroyed :yep:

EDIT:

updated menu.txt file for v5.7.2 for French uses by pfeillant: http://www.filefront.com/17670290/v5-7-2-French-menu-update-by-pfeillant.7z/

mobucks
12-19-10, 01:11 PM
Good day gentleman. A quick question if I may?

Must i disable the mod in JSGME to make changes to TDWuseroptions.py?

I know, i know, i should search, but I'm bad at that.

TheDarkWraith
12-19-10, 01:15 PM
Good day gentleman. A quick question if I may?

Must i disable the mod in JSGME to make changes to TDWuseroptions.py?

I know, i know, i should search, but I'm bad at that.

if you don't then changes will be temporary and will be deleted when you disable the mod via JSGME. If you want them to be permanent then yes you need to disable first then edit.

TheDarkWraith
12-19-10, 03:14 PM
just finishing up v5.8.0. This version adds the ability to add supermarks to the navigation map. Supermarks are identical to navigation fixes except that no navigation information is stored in them (you have the whole thing to add text to). They are also different in that they can be used without real navigation enabled. As with navigation fixes, supermarks can only be placed and viewed on the navigation map. Supermarks are like the regular map tools marker except that you get to add text to it. I've also included a small 'X' to the navigation fixes and supermarks so you can definitively see where the actual position of it is:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3429

If toolhelper is enabled then supermarks are available (if navigation map is open).

v5.8.0 will be releasing here soon :|\\

Sammi79
12-19-10, 04:18 PM
Hi TDW,

I noticed something curious whilst using the real nav mod in your NewUI 5.7.2. The digital clock top right shows updated local time yes? This is very cool but in reality our ability to fix longitude would be the only way to guess exact local time - in fact knowing exact local time is unimportant unless trying to guess when local noon is to make a sun fix.

What I noticed however was that the stopwatch also keeps time, but it is seemingly set to GMT. I loaded a saved game and the Navigator fixes my position at start, showing my longitude to be 1.5 degrees East or 1 degree, 2 minutes East, roughly. (for longitude 1 degree = 4 minutes or 240 seconds of arc) Therefore my local time should be 6 minutes ahead of GMT and sure enough, the digital clock reads 16:48 while the stopwatch reads 16:42

Here is a screenshot to describe it better :

http://img255.imageshack.us/img255/3623/sh5img201012191828.jpg

So is the stopwatch actually keeping GMT, or is this just a coincidence? I hope it is though, the stopwatch has a second hand (small dial bottom) for accuracy of seconds and longitude measurements are commonly made east or west from 0 degrees (Greenwich Meridian)

I think if this is the case then the digital clock should keep Base Time while the stopwatch should keep GMT. Having the clock update itself to local time constantly makes it hard to time long journeys. The digital clock is currently not suitable for measurements as no seconds are displayed. It should remain purely as a quick travelling time reference.

Anyway, I hope that explains my query. Other thoughts on real navigation :-

Sun and moon angular size should be 0.5 degrees rather than 2.5 or whatever they are at now. The trouble is they will look very small so perhaps decrease the angular value of the camera to offset. The bonus would be that the sunrise sunset times (time from start to rise - end to rise and start to set - end to set) would be accurate and sun measurements could be tested.

Navigator could have an extra 'dead reckoning' style fix with no weather or time limits, smaller errors (+-500m?) but always works from last fixed position including any error.

Phew I bet you wish you never added that real nav mod!:D but I gotta tell you it is totally making the game for me, SH4 inadequacies in this department were frustrating. Thankyou TDW and contributors for your outstanding work.

Regards,

Sam.

Trevally.
12-19-10, 04:36 PM
Hi TDW

I am using the following in a tutorial file to check user TDC setting on multipule target AOB using the TDC dial:-


Operation|mov|<<aob_delta>>|15.0f|0|0|0
;blah blah (whole tutorial here)
; Functions:
Label|SetTargetAOB|0|0|0|0|0
GetAngle|3|None|0|0|0|0
Operation|mov|<<aob_min>>|<g_TR1>|0|0|0
Operation|-|<<aob_min>>|<aob_delta>|1|0|0
Operation|int|<<aob_min>>|<aob_min>|0|0|0
Operation|mov|<<aob_max>>|<g_TR1>|0|0|0
Operation|+|<<aob_max>>|<aob_delta>|1|0|0
Operation|int|<<aob_max>>|<aob_max>|0|0|0
CheckGUIDialValueInRange|SOL_ANGONBOW|<aob_min>|<aob_max>|None|0|0
Operation|rtrue|None|0|0|0|0
DisplayText|Your AOB is more than 15 Deg out!|0|0|0|0|5
Jump|WrongAOB|0|0|0|0|0

I have set the + - operations to 1 for dials 180 to -180.

Some target check work fine and others dont.
The ones that dont are out by 180 deg.:hmmm:

Any ideas:06:

TheDarkWraith
12-19-10, 04:36 PM
Hi TDW,

I noticed something curious whilst using the real nav mod in your NewUI 5.7.2. The digital clock top right shows updated local time yes? This is very cool but in reality our ability to fix longitude would be the only way to guess exact local time - in fact knowing exact local time is unimportant unless trying to guess when local noon is to make a sun fix.

Digital clock does indeed show updated local time. The reason the digital clock does and not the analog stopwatch is that I have control of the digital clock. The game, via hardcode, controls the updating of the stopwatch. As I can't set the stopwatch's time the only way I could show local time was via the digital clock. Do I need to add seconds display to the digital clock?

What I noticed however was that the stopwatch also keeps time, but it is seemingly set to GMT. I loaded a saved game and the Navigator fixes my position at start, showing my longitude to be 1.5 degrees East or 1 degree, 2 minutes East, roughly. (for longitude 1 degree = 4 minutes or 240 seconds of arc) Therefore my local time should be 6 minutes ahead of GMT and sure enough, the digital clock reads 16:48 while the stopwatch reads 16:42

Stopwatch will always read GMT time.

So is the stopwatch actually keeping GMT, or is this just a coincidence? I hope it is though, the stopwatch has a second hand (small dial bottom) for accuracy of seconds and longitude measurements are commonly made east or west from 0 degrees (Greenwich Meridian)

I think if this is the case then the digital clock should keep Base Time while the stopwatch should keep GMT. Having the clock update itself to local time constantly makes it hard to time long journeys. The digital clock is currently not suitable for measurements as no seconds are displayed. It should remain purely as a quick travelling time reference.

What I'll do is let you be able to select the digital clock to display GMT time or local time. How's that? :D I was just about to release v5.8.0 but that's ok, I'll incorportate this change :up:

Anyway, I hope that explains my query. Other thoughts on real navigation :-

Sun and moon angular size should be 0.5 degrees rather than 2.5 or whatever they are at now. The trouble is they will look very small so perhaps decrease the angular value of the camera to offset. The bonus would be that the sunrise sunset times (time from start to rise - end to rise and start to set - end to set) would be accurate and sun measurements could be tested.

Wouldn't this be suited more to the environment mod (or an environment mod)? Sorry but I'm not well versed in celestial navigation. How are you getting the sun and moon angular sizes? :hmmm:

Navigator could have an extra 'dead reckoning' style fix with no weather or time limits, smaller errors (+-500m?) but always works from last fixed position including any error.

Hmm...I'll think about it :hmmm:

Phew I bet you wish you never added that real nav mod!:D but I gotta tell you it is totally making the game for me, SH4 inadequacies in this department were frustrating. Thankyou TDW and contributors for your outstanding work.

I think you'll find the addition of supermarks in v5.8.0 a welcome addition. The regular marker tool that makes X's on the map is useless. It needed an overhaul :yep: I still left that map tool available though as I see some uses for it.



See above in yellow.

Dissaray
12-19-10, 04:47 PM
I've been flaowing your mod here for some time and have been enjoying it very much when I find the time to play. One thing I noticed in the mod is the in-scope targeting wheels; like those form the OLC and MaGUI mods from SH3. I realy liked these tools from those mods and was wondering if they worked in the same way in your mod? As it stands now I have trubble hiting things useing the tools provided in the game, it is mostly a speed and AOB thing and that in-scope wheel is marvolus for figureing that stuf out.