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TheDarkWraith
01-01-11, 05:28 PM
Other languages (german) for these messages will be supported?

it's already coded in. All someone has to do is (simply) translate all the radio messages to the required language. Here is the folder structure:

-Silent Hunter 5\data\RadioMessages\language\year\month

Currently the only language is "English"
As people translate them I'll add them to the mod.

Captain Can
01-01-11, 05:47 PM
it's quazi-simulated interaction currently :yep: There are some things I can do and some things I can't do (game limited)

TDW my compliments and congratulations!:yeah: although i dont know anything about modding stuff , if you seek any help just send a pm.

col_Kurtz
01-01-11, 05:59 PM
well that would be more into a random message thing. So let's define a list of random messages that BDU can send back when you send in a status report:

- nothing
- be more agressive
- ??? :06:

Hmm... Good question.
1. Good work.
2. Be more agressive.
3. Continue your patrol (as it is).
4. Back home.
5. Back immediately! (if the Uboot is demaged)
6. Change your patrol area/square to...
7. Task completed. Come back home Kaleun!
8. Great work we are waiting.
9. You better not come back yet... Wait for orders. (when resuply at sea will be possible).
10. Go immediately to St. Lazzaire for resuply.
I don`t know what else but I think more messages more life:) I think the others have some ideas too.

col_Kurtz
01-01-11, 06:11 PM
it's already coded in. All someone has to do is (simply) translate all the radio messages to the required language. Here is the folder structure:

-Silent Hunter 5\data\RadioMessages\language\year\month

Currently the only language is "English"
As people translate them I'll add them to the mod.

I`m looking into right now... and I can see some strange letters. Is it possible to change this to regular letters?
Oberkommando der Kriegsmarine Deutsche Kr�fte auf See Agents Report
Forum changed fonts:shifty: So have a look on this screen. From Notepad.
http://naforum.zapodaj.net/thumbs/5741f54ccf56.jpg (http://naforum.zapodaj.net/5741f54ccf56.jpg.html)
I`m not sure what is this... Germans letters?

TheDarkWraith
01-01-11, 06:21 PM
I`m looking into right now... and I can see some strange letters. Is it possible to change this to regular letters?
Oberkommando der Kriegsmarine Deutsche Kr�fte auf See Agents Report
Forum changed fonts:shifty: So have a look on this screen. From Notepad.
http://naforum.zapodaj.net/thumbs/5741f54ccf56.jpg (http://naforum.zapodaj.net/5741f54ccf56.jpg.html)
I`m not sure what is this... Germans letters?

I think Danurve inserted some 'garbage' into the messages to simulate poor radio transmissions and/or poor deciphering. Just a guess on my part. I use his files, I didn't make them :yep:

col_Kurtz
01-01-11, 06:38 PM
I think Danurve inserted some 'garbage' into the messages to simulate poor radio transmissions and/or poor deciphering. Just a guess on my part. I use his files, I didn't make them :yep:

Yeah... I tought about this too :D Yeah. Ok:yeah:

dakuth
01-01-11, 07:10 PM
http://img251.imageshack.us/img251/3517/sh5img20101230113738.png

Match ship lenght YELLOW (147m) to range RED (1800m)
Read 5.5 clicks GREEN to AOB BLUE = 45deg

Have you tried my tutorials?
http://www.subsim.com/radioroom/showthread.php?t=177725
There is one for AOB that has a lot of ships you can test on:up:

Edit: hmmm I think I have this wrong also I need to do some more tests

I am having problems testing this - I have lost my SOAN and RM is not giving me ship lenght.

http://img6.imageshack.us/img6/1618/sh5img20101230134423.png

hmmm here is another way to get the four numbers to match ? LOL

I've been practicing with your tutorials.... and not getting a single AOB.

Let's take this liberty cargo I'm looking at right now.

Length 147m
Range 1000m
ticks @ 4x zoom 12
Real AOB 130deg
RAOBF says 178deg

Here's what I did using your second method:

Move the dial so 10 (red arrow) lines up with 147 (yellow arrow.) Then look for 12 along the dial (green arrow) and look at the AOB (blue arrow.) Answer: 178-180??? I'm not looking at his stern. No sir. The true AOB is 130.

So I thought I'd try it at 1x zoom. Afterall, it makes no sense to me the ticks don't move with zoom (so essentially the ship changes from 12 ticks to 3.5 ticks without any change in scale?) Answer with 3.5 ticks is 50deg.
:wah:

Wait a sec.... 180-50 = 130. It would probably count as "moving away." Hmm. Maybe that one worked. has to be at 1x zoom then, huh? I need to test some more.

EDIT: More testing and no luck. I'm pulling up AOBs that just aren't working.

The hog at bearing 130. True AoB about 55deg
Length: 120m
Range: 1400m
Ticks: 2(x1 zoom), 8(4x zoom)

move the 14 to 120... look at the 2... AOB = 17 (180-17=163). Look at the 8... AOB = 69 (180-69=111)

None of these answers are within 10deg of 55. How does this damn thing work???

TheDarkWraith
01-01-11, 07:19 PM
just finished coding in the contact reports from BDU. When you send in a status report there is a chance (defined in options file) that they will send you back a contact report if there is a contact within the radius specified in the options file. :rock:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3500

Now the kicker to this contact report is you don't know if it's a friendly contact or hostile contact. You don't know if it's a merchant or a warship. You don't get speed because game doesn't give me speed information on contacts. They are telling you to investigate it to figure out these things :D

I have to adjust some other little things but basically v6.2.0 is done.

Here are the new options:

# when you send in a contact report to BDU what is the percentage chance that they will send you a contact report back?
# below is a percentage value (0 - 100)
RadioMessagesContactReportChance = 15

# the radius (in meters) from your sub that a contact can be considered for a contact report from BDU
# below is in meters
RadioMessagesContactReportRadius = 15000

:|\\

col_Kurtz
01-01-11, 07:34 PM
So... I got bad news from BdU:nope:
Problems aka CTD
At first contact, 4 DCs. Passed (dark night).
Next after 5mins Merchant spotted.
For the second time today (same patrol 20/09/1939) game crashes to Windows. It's hard to tell me what is the cause of what I do, that this is happening. I have contacted on the map. I am asking for your nearest contact. I get a reply. I have a view of the ship in the UZO. I give the command, follow it. Click on the map and suddenly ... I'm back to Windows.

Near Scapa Flow. Heading from NNW - me.
And... Sorry. Where is the SOAN book?:cry:

Trevally.
01-02-11, 04:14 AM
I've been practicing with your tutorials.... and not getting a single AOB.

None of these answers are within 10deg of 55. How does this damn thing work???

Hi Dakuth

I was way out using the RAOBF in those pics. Please see this thread. Some very good tips on how to use from joegrundman and Pisces. Read whole thread to see the errors I was making:-

http://www.subsim.com/radioroom/showthread.php?t=178545

It also shows that there are issues with the scales (reticule) on the scopes.
I have made new ones and testing now. So far attack is done and testing uzo next. For obs Im sure the attack scale will work but an unable to test.

Silent Steel
01-02-11, 07:41 AM
I think Danurve inserted some 'garbage' into the messages to simulate poor radio transmissions and/or poor deciphering. Just a guess on my part. I use his files, I didn't make them :yep:


I'm pretty sure it should be the letter ä (a with two dots above it) :03:

col_Kurtz
01-02-11, 09:26 AM
I'm pretty sure it should be the letter ä (a with two dots above it) :03:
kräfter - forces:salute: same with führer - leader;)
[source: google translator]

I found some problems about U-27. So Sept 20 1939 sunked, Radios messages from txt file:
19390920 0729 19390921 1029 0 20 Intercept ALL Received the entire crew of U.27 four officers and 34 ratings from HMS FAULKNOR, and HMS FURY|HMS FEARLESS
19390920 0800 19390921 2300 0 60 Bdu All U-boats We regret to have to report that U-27 has been sunk by warships. With total loss of 38 crewmen.|Career 1 patrol|2 ships sunk for a total of 624 GRT
http://www.subsim.com/radioroom/showpost.php?p=1564698&postcount=5748
After nine days... BdU looking for this U-boot :haha:
BdU U-27 1939/09/29|U-27 REPORT POSISTION.
And here is the real history of this U;)
2 ships sunk for a total of 624 GRT
Sunk 20 Sept, 1939 west of Scotland, in position 58.35N, 09.02W, by depth charges from the British destroyers HMS Fortune and HMS Forester. 38 survivors (no casualties).

(source: http://www.uboat.net/boats/u27.htm)

PL_Andrev
01-02-11, 09:49 AM
I found some problems about U-27. So Sept 20 1939 sunked, Radios messages from txt file:
19390920 0729 19390921 1029 0 20 Intercept ALL Received the entire crew of U.27 four officers and 34 ratings from HMS FAULKNOR, and HMS FURY|HMS FEARLESS

After nine days... BdU looking for this U-boot :haha:
BdU U-27 1939/09/29|U-27 REPORT POSISTION.


This is simple to avoid it - game should check which number is player's uboat and protect from messages concerning this uboat number (new column 'tell about' or 'concern'). So, if player use U-27 this message should be locked, if player uses U-28 this messages should be shown.

TheDarkWraith
01-02-11, 09:51 AM
just a few more loose ends to tidy up (menu.txt entries for all the languages) and I'll be releasing v6.2.0.

Coded in random responses back from BDU when you send in a status report. Possible responses are:

"Be more aggressive!",
"",
"Good job. Keep up the good work",
"",
"Continue with your current objective",
"",
"Maintain radio silence for 2 hours"

There are 'blank' entries there so that sometimes the random function can choose for BDU to not send a response back.

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3501

Stock radio message display (the white message that sat in center of screen) is history :yeah: It's been replaced with the new style radio messages.

In all, here are the changes with v6.2.0:
v6.2.0 - fixed some errors in the radio messages
- added BDU asking you to report in and possibility of sending a contact report back when you send in a status report
- added support for enigma messages in the radio messages
- added a new user option that defines the maximum radius a contact can be from your sub to be considered for a contact report (contact must be less than this distance). Default value is 45000m (RadioMessagesContactReportMaxRadius)
- added a new user option that defines the minimum radius a contact can be from your sub to be considered for a contact report (contact must be greater than this distance). Default value is 15000m (RadioMessagesContactReportMinRadius)
- added a new user option that defines the chance that when you send a status report to BDU they will send a contact report back. Default value is 20 (meaning 20%). (RadioMessagesContactReportChance)
- added a new user option that defines whether travel mode is enabled at game start or not. Default value is enabled (True). (TravelModeEnabled)
- added a new Automation command - Set_travel_mode. When enabled it will activate travel mode.
- Radioman's 'Send patrol report' icon is now limited to use every 2 hours (i.e. if clicked you won't be able to click it again for another 2 hours)
- removed stock radio message display and replaced it with new radio message

:|\\

col_Kurtz
01-02-11, 10:00 AM
This is simple to avoid it - game should check which number is player's uboat and protect from messages concerning this uboat number (new column 'tell about' or 'concern'). So, if player use U-27 this message should be locked, if player uses U-28 this messages should be shown.
Misunderstanding. The problem is that in one message that U-boat is sunk, a few days later asking for his location. The second issue, but regardless of the modding (they /dev team/ did not think we will add our messages) that you get as a player U-27.

Sorry for any inconvenience - my english is really poor:oops:

col_Kurtz
01-02-11, 10:01 AM
just a few more loose ends to tidy up (menu.txt entries for all the languages) and I'll be releasing v6.2.0.

Coded in random responses back from BDU when you send in a status report. Possible responses are:

"Be more aggressive!",
"",
"Good job. Keep up the good work",
"",
"Continue with your current objective",
"",
"Maintain radio silence for 2 hours"

There are 'blank' entries there so that sometimes the random function can choose for BDU to not send a response back.

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3501

Stock radio message display (the white message that sat in center of screen) is history :yeah: It's been replaced with the new style radio messages.

In all, here are the changes with v6.2.0:
v6.2.0 - fixed some errors in the radio messages
- added BDU asking you to report in and possibility of sending a contact report back when you send in a status report
- added support for enigma messages in the radio messages
- added a new user option that defines the maximum radius a contact can be from your sub to be considered for a contact report (contact must be less than this distance). Default value is 45000m (RadioMessagesContactReportMaxRadius)
- added a new user option that defines the minimum radius a contact can be from your sub to be considered for a contact report (contact must be greater than this distance). Default value is 15000m (RadioMessagesContactReportMinRadius)
- added a new user option that defines the chance that when you send a status report to BDU they will send a contact report back. Default value is 20 (meaning 20%). (RadioMessagesContactReportChance)
- added a new user option that defines whether travel mode is enabled at game start or not. Default value is enabled (True). (TravelModeEnabled)
- added a new Automation command - Set_travel_mode. When enabled it will activate travel mode.
- Radioman's 'Send patrol report' icon is now limited to use every 2 hours (i.e. if clicked you won't be able to click it again for another 2 hours)
- removed stock radio message display and replaced it with new radio message

:|\\

Great! :yeah:

TheDarkWraith
01-02-11, 10:12 AM
I found some problems about U-27. So Sept 20 1939 sunked, Radios messages from txt file:
19390920 0729 19390921 1029 0 20 Intercept ALL Received the entire crew of U.27 four officers and 34 ratings from HMS FAULKNOR, and HMS FURY|HMS FEARLESS
19390920 0800 19390921 2300 0 60 Bdu All U-boats We regret to have to report that U-27 has been sunk by warships. With total loss of 38 crewmen.|Career 1 patrol|2 ships sunk for a total of 624 GRT
After nine days... BdU looking for this U-boot :haha:
BdU U-27 1939/09/29|U-27 REPORT POSISTION.
And here is the real history of this U;)
2 ships sunk for a total of 624 GRT
Sunk 20 Sept, 1939 west of Scotland, in position 58.35N, 09.02W, by depth charges from the British destroyers HMS Fortune and HMS Forester. 38 survivors (no casualties).

entry changed to:

19390920 0800 19390921 2300 0 60 Bdu All U-boats We regret to report that U-27 has been sunk west of Scotland, in position 58.35N, 09.02W, by depth charges from the British destroyers HMS Fortune and HMS Forester. 38 survivors (no casualties).|Career 1 patrol|2 ships sunk for a total of 624 GRT

col_Kurtz
01-02-11, 10:24 AM
entry changed to:

19390920 0800 19390921 2300 0 60 Bdu All U-boats We regret to report that U-27 has been sunk west of Scotland, in position 58.35N, 09.02W, by depth charges from the British destroyers HMS Fortune and HMS Forester. 38 survivors (no casualties).|Career 1 patrol|2 ships sunk for a total of 624 GRT

Yeah. That is possible to change this. And next entry to delete: U-27 Report position:)
But I`m thinking about this...

http://naforum.zapodaj.net/thumbs/926a37d69803.jpg (http://naforum.zapodaj.net/926a37d69803.jpg.html)
But I`m not sure is the game can "read" for example germans letter: umlaut ü

Edited... And this entry should changed too...
19390929 1800 19390930 2200 0 20 BdU U-27 1939/09/29|U-27 REPORT POSISTION.
At this moment changed to this:
19390929 1800 19390930 2200 0 20 BdU U-22 1939/09/29|U-22 REPORT POSISTION.
Eariler message
19390928 1156 19390929 1800 0 20 U-22 BdU 1939/09/28|68 AN. ATTACKED BRITISH S-CLASS SUBMARINE. FIRED THREE TORPEDOES. NO OBSERVED HITS.
So ask for position looking logical ;)

TheDarkWraith
01-02-11, 10:39 AM
Yeah. That is possible to change this. And next entry to delete: U-27 Report position:)
But I`m thinking about this...

http://naforum.zapodaj.net/thumbs/926a37d69803.jpg (http://naforum.zapodaj.net/926a37d69803.jpg.html)
But I`m not sure is the game can "read" for example germans letter: umlaut ü

The mod can read any special character of any language from the text files :up:

TheDarkWraith
01-02-11, 10:53 AM
v6.2.0 released. See post #1 for details :|\\

col_Kurtz
01-02-11, 11:01 AM
The mod can read any special character of any language from the text files :up:

I`m in November 1939 Looking for:
Seeverb�nde chnage to Seeverbände
F�hrer vs. Führer
Kr�fte vs. Kräfte
:oops:

TheDarkWraith
01-02-11, 11:07 AM
I`m in November 1939 Looking for:
Seeverb�nde chnage to Seeverbände
F�hrer vs. Führer
Kr�fte vs. Kräfte
:oops:

Here is a single mission I use for radio message testing: http://www.filefront.com/17739568/TDW-SM-RadioMessageTesting.7z/

You can also use the mission settings to do the same thing ingame (much faster!)

If you open up the file \data\SingleMissions\RadioMessageTesting\RadioMess ageTesting.misge and edit the highlighted entries you can test any year/day/month/time combo:

[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1943
Month=1
Day=20
Hour=18
Minute=0
CurrentYear=1939
CurrentMonth=09
CurrentDay=20
CurrentHour=07
CurrentMinute=50


I set the date and time close to the message I want to view in game

You can also use the mission settings to do the same thing ingame (much faster!)


:|\\

col_Kurtz
01-02-11, 11:16 AM
Here is a single mission I use for radio message testing: http://rapidshare.com/files/440411394/TDW_SM_RadioMessageTesting.7z

You can also use the mission settings to do the same thing ingame (much faster!)

If you open up the file \data\SingleMissions\RadioMessageTesting\RadioMess ageTesting.misge and edit the highlighted entries you can test any year/day/month/time combo:

[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1943
Month=1
Day=20
Hour=18
Minute=0
CurrentYear=1939
CurrentMonth=09
CurrentDay=20
CurrentHour=07
CurrentMinute=50

You can also use the mission settings to do the same thing ingame (much faster!)


:|\\

Rapidshare isn`t my best friend;)
Too many parallel downloads from your IP address or the limit for free downloads has been reached.
This is usually a temporary problem and can be solved by retrying the same URL at a later time or by becoming a RapidPro-user.
Do you want to upgrade to RapidPro? Can`t DL this:oops:

TheDarkWraith
01-02-11, 11:20 AM
Rapidshare isn`t my best friend;)
Too many parallel downloads from your IP address or the limit for free downloads has been reached.
This is usually a temporary problem and can be solved by retrying the same URL at a later time or by becoming a RapidPro-user.
Do you want to upgrade to RapidPro? Can`t DL this:oops:

retry the post above. I changed the link to my filefront account :up:

col_Kurtz
01-02-11, 11:24 AM
retry the post above. I changed the link to my filefront account :up:
So put this SM into Single Player folder? And than start the game, right?

TheDarkWraith
01-02-11, 11:27 AM
So put this SM into Single Player folder? And than start the game, right?

extract it to your MODS folder. Then you can enable/disable with JSGME as needed :up:

Silent Steel
01-02-11, 11:55 AM
BTW.
Can anyone tellme why I can't raise/lower my obs periscope with this latest version?
Whenever I go to the obs periscope it simply raises to the top and there it stays...

I'm running the TDW NewUIs TDC 6.1.0

Hmmmm :hmmm:

TheDarkWraith
01-02-11, 12:00 PM
BTW. Can anyone tellme why I can't raise/lower my obs periscope with this latest version?

I'm running the TDW NewUIs TDC 6.1.0

Hmmmm :hmmm:

How are you trying to raise/lower? I'm using the latest version (v6.2.0) and I can raise/lower using keyboard and also by using the icons in the top left of the scope screen (just tested in game)

I don't touch the commands.cfg file so there's no reason it shouldn't work with the keyboard. Sounds like a mod has overwritten the stock commands.cfg file to me (and changed the keys).

Captain Can
01-02-11, 03:15 PM
TDW i have just went a patrol with 6.2.0. when i report patrol there is no reply to me although 'radio message recieved' written there. is it normal ?

TheDarkWraith
01-02-11, 03:42 PM
TDW i have just went a patrol with 6.2.0. when i report patrol there is no reply to me although 'radio message recieved' written there. is it normal ?

is normal. There is a random function that picks what message BDU responds back to you. If it picks a blank one then BDU had nothing to say to you :DL

Notice that the stock white one didn't appear :rock: Good riddens to it!!

PL_Cmd_Jacek
01-02-11, 04:23 PM
TDW i have just went a patrol with 6.2.0. when i report patrol there is no reply to me although 'radio message recieved' written there. is it normal ?

You received a message, but you have to read it in Captain's Log.

dakuth
01-02-11, 06:01 PM
Hi Dakuth

I was way out using the RAOBF in those pics. Please see this thread. Some very good tips on how to use from joegrundman and Pisces. Read whole thread to see the errors I was making:-

http://www.subsim.com/radioroom/showthread.php?t=178545

It also shows that there are issues with the scales (reticule) on the scopes.
I have made new ones and testing now. So far attack is done and testing uzo next. For obs Im sure the attack scale will work but an unable to test.

Oh thank god. I thought I was going to go insane. I started to suspect those little reticules....:shifty:

TheDarkWraith
01-02-11, 07:21 PM
Sober reported a bug in the new version. It's a valid bug and will affect everyone at some point in time therefore I have to release a patch (again). Sorry you all but this sometimes happens when you make something totally new :oops:

So in this coming patch I'm also going to disable the stock radio message received message that appears in the messagebox so that you don't get it immediately when you send a status report. I'll replace it with my own version.

I'm also looking at adding sound to the new radio message received (voice). Anyone know which file is responsible in the stock game for the radioman saying 'Radio message received' or something along those lines? :06:

Finally, are there any other bugs or things that need to be addressed with v6.2.0? :hmmm:

THE_MASK
01-02-11, 08:24 PM
we recieved a message from the BDU
C:\Ubisoft\Silent Hunter 5\data\Sound\Speech\RadioMan\Normal\MC_RR_RADIO_27
captain i am recieving something
MC_RR_RADIO_17
We recieved a message from U*****
MC_RR_RADIO_26
hold on i am recieving a message
MC_RR_RADIO_18
enemy radio messages intercepted
MC_RR_RADIO_19
yes captain,contact report on the way
MC_RR_RADIO_07
we recieved a distress message from U******
MC_RR_RADIO_25
nothing to report captain all is good
SR_RR_RADIO_01
i am getting a distress signal its a friendly
MC_RR_RADIO_23
i am picking up something but i carnt make it out
MC_RR_RADIO_42
captain i carnt send radio messages at this depth
MC_RR_RADIO_03
new message coming in its captains eyes only
MC_RR_RADIO_14
im getting an uncodes distress signal from an enemy ship
MC_RR_RADIO_24
captain right now would be a good time to send a contact report
HI_RR_RADIO_02
hey captain when can we surface there may be orders waiting for us
HI_RR_RADIO_01
heaps of others as well

BowfinSS287
01-02-11, 09:14 PM
great work on the radio mod.....looking good
is there a way to change the colour of the nav
markers N1 ect to another colour,white blends
in with the land,also could you look into a bigger
version of the compass,with real nav its difficult
to set course on small compass.....thanks

TheDarkWraith
01-02-11, 09:23 PM
great work on the radio mod.....looking good
is there a way to change the colour of the nav
markers N1 ect to another colour,white blends
in with the land,also could you look into a bigger
version of the compass,with real nav its difficult
to set course on small compass.....thanks

I've got a great idea for the color of the nav map markers and supermarks...let you define the color and opacity! I should've done this the first time.......You'll define the color in the options file via the RGBA format (i.e. white with 50% opacity would be 0xFFFFFF7F. White with 100% opacity would be 0xFFFFFFFF)

EDIT:

patch 1 will include these changes:

# the super marks color and opacity (specified as RGBA format)
# default color is white 0xFFFFFF with 100% opacity FF
SuperMarksColor = 0xFFFFFFFF

# the navigation fixes color and opacity (specified as RGBA format)
# default color is white 0xFFFFFF with 100% opacity FF
NavFixesColor = 0xFFFFFFFF

TheDarkWraith
01-02-11, 10:34 PM
patch 1 for v6.2.0 released. See post #1 for details :|\\

Thanks to sober (again) for being my bug reporter/bug fix tester :up:

Silent Steel
01-03-11, 05:05 AM
How are you trying to raise/lower? I'm using the latest version (v6.2.0) and I can raise/lower using keyboard and also by using the icons in the top left of the scope screen (just tested in game)

I don't touch the commands.cfg file so there's no reason it shouldn't work with the keyboard. Sounds like a mod has overwritten the stock commands.cfg file to me (and changed the keys).


The way it noticed this is was when going to the obs - it's rising all the way to the top automatically. After that there is no way to lower it.
But when joining the watch on deck I can raise/lower the obs. :hmmm:
I haven't messed around with the .cfg so I'll start by updating to your new v6.2.0.
If this doesn't do the trick I'll replace the .cfg with a fresh one.

THE_MASK
01-03-11, 05:12 AM
The way it noticed this is was when going to the obs - it's rising all the way to the top automatically. After that I there is no way to lower it.
But when joining the watch on deck I can raise/lower the obs. :hmmm:
I wouldn't think of messing with the .cfg so I'll start by updating to your new v6.2.0.
If this doesn't do the trick I'll replace the .cfg with a fresh one. The obs scope rises all the way when you click on it . Thats what it does . With the UI mod you click on the Snorkel depth button on the hud and use the obs scope for a quick pan for aircraft before surfacing . Its the attack scope that you can lower or raise from the con tower.

Vanilla
01-03-11, 05:21 AM
I have noticed, that with SOAN enabled it completely replaces XO dialog box. It is great though I am greatly missing XO icon. I feel lonely without my trusty XO - nobody advises me and support me now when preparing an attack. Can he be made back? Placed somewhere in SOAN if TDC is enabled? :)

Silent Steel
01-03-11, 05:29 AM
The obs scope rises all the way when you click on it . Thats what it does . With the UI mod you click on the Snorkel depth button on the hud and use the obs scope for a quick pan for aircraft before surfacing . Its the attack scope that you can lower or raise from the con tower.


Thank for your quick answer!
I'll check this before doing anything else.
Thanks again :salute:

Torpedo
01-03-11, 06:23 AM
How can I change the color of the bar percentage of fuel, battery, CO2 in WWIIInterface?
Thanks!
Torpedo

TheDarkWraith
01-03-11, 09:14 AM
How can I change the color of the bar percentage of fuel, battery, CO2 in WWIIInterface?
Thanks!
Torpedo

what item specifically are you wanting to change the color of?

TheDarkWraith
01-03-11, 09:16 AM
I have noticed, that with SOAN enabled it completely replaces XO dialog box. It is great though I am greatly missing XO icon. I feel lonely without my trusty XO - nobody advises me and support me now when preparing an attack. Can he be made back? Placed somewhere in SOAN if TDC is enabled? :)

SOAN is an addition only. It does not remove the XO TDC dialog box. You must have a user option set that removed the XO TDC dialog box.

Torpedo
01-03-11, 09:51 AM
what item specifically are you wanting to change the color of?

This is the item that i want change its color with one of my taste, maybe in orange.

http://i728.photobucket.com/albums/ww281/Torpedo_01/S5barrapercentuali.jpg

Thanks!
Torpedo

TheDarkWraith
01-03-11, 10:06 AM
This is the item that i want change its color with one of my taste, maybe in orange.

I'll see what I can do/come up with :salute:

EDIT:

it appears that by editing\changing the Silent Hunter 5\data\Menu\Skins\American\Gui\Layout\HUD.dds file you change the color of that item

Torpedo
01-03-11, 10:53 AM
what item specifically are you wanting to change the color of?

I'll see what I can do/come up with :salute:

EDIT:

it appears that by editing\changing the Silent Hunter 5\data\Menu\Skins\American\Gui\Layout\HUD.dds file you change the color of that item

Thanks TDW!
I've tried it, but without success. I think that the color of the item is in hexadecimal in some files that I do not know. In SH4 I managed to change the color but I do not remember how.
Tnx! Torpedo

TheDarkWraith
01-03-11, 11:05 AM
Thanks TDW!
I've tried it, but without success. I think that the color of the item is in hexadecimal in some files that I do not know. In SH4 I managed to change the color but I do not remember how.
Tnx! Torpedo

ah, what I gave you was for stock version of game. I see you're using my UIs mod. Therefore the file that you edit is hud.dds in \data\menu\gui. Texture coordinates are 69,66 in that file (of the NewUIs_TDC_x_x_x_WWIIInterface_by_naights add-on mod).

[G3F I566]
Name=ProgressValue
Type=1030;Static bmp
ItemID=0x3F01001E
ParentID=0x3F010000
Pos=32,-229,30,14
Zone= 599 21 30 14 2 1 0x3F01000D 0 -0.5 0x3F01001E 0 0.5 0 0
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/hud.dds
Crop 0=0.213867,0.78125,0.000976563,0.0078125
MatFlags=0x9
TexFmt=0x0

Torpedo
01-03-11, 11:12 AM
Hi TDW!
I made a change in the compass, in the depth gauge, in the obscope and in the icons of SO and RA.
If you are interested you have my permission (with my great pleasure) to use them in a future release of NewUIs.


http://i728.photobucket.com/albums/ww281/Torpedo_01/mynewobscopewithorangefilter.jpg

http://i728.photobucket.com/albums/ww281/Torpedo_01/mynewcompassfromConusGraphic.jpg

http://i728.photobucket.com/albums/ww281/Torpedo_01/exchangebetweenicons.jpg

They are small changes that I use with your fantastic NewUIs_TDC and I've made the single mods JSGME compatible.
Hi!!! :salute:
Torpedo

Meldric
01-03-11, 11:18 AM
When exactly does the crosshair go green? For me, it seems to always be black (also in the darkest night), and that is kind of hard to use...
I can post my mods list tonight (after I am back home)
Thank you (also in case the question has been up before!)

TheDarkWraith
01-03-11, 11:27 AM
When exactly does the crosshair go green? For me, it seems to always be black (also in the darkest night), and that is kind of hard to use...
I can post my mods list tonight (after I am back home)
Thank you (also in case the question has been up before!)

it seems the game engine controls when it goes green. This and the scope filters dropped off my radar somehow. Seems like I need to revisit them now :up:

TheDarkWraith
01-03-11, 11:30 AM
Hi TDW!
I made a change in the compass, in the depth gauge, in the obscope and in the icons of SO and RA.
If you are interested you have my permission (with my great pleasure) to use them in a future release of NewUIs.
They are small changes that I use with your fantastic NewUIs_TDC and I've made the single mods JSGME compatible.
Hi!!! :salute:
Torpedo

I've been meaning to getting around the swapping of the RO and SO so I'll gladly incorporate that change into next version :up:

As far as the new needles I can make an entry into the dials part of the mod so that users can choose your new style of dials (and needles) if they want.

Do you have a link to the changes?

Silent Steel
01-03-11, 11:30 AM
Hi again

I just upgraded to the latest version 6.2.0 and ended up with this:

To test this new version I first enabled it with JSGME without any editing in otions.py or anything else.
Without any other MODs applied.

When launching the game I get stuck on the first picture -
(the one with the options to save "New entries"/"No"/Cancel)
Tried about everything, I think, even applying the patch but still the same...


I just don't know what to do. :-?

TheDarkWraith
01-03-11, 11:33 AM
Hi again

I just upgraded to the latest version 6.2.0 and ended up with this:

To test this new version I first enabled it with JSGME without any editing in otions.py or anything else.
Without any other MODs applied.

When launching the game I get stuck on the first picture -
(the one with the options to save "New entries"/"No"/Cancel)
Tried about everything, I think, even applying the patch but still the same...


I just don't know what to do. :-?

I'm not sure what you are referring here to. Can you show me a screenshot?

Also, have you ever saved a ship's journal before? If not, when you get 'stuck' press alt+tab and see if the game is telling you something via dialog box. If you never saved a journal before there's probably a dialog box saying that the logs folder was created successfully.

Silent Steel
01-03-11, 01:05 PM
I'm not sure what you are referring here to. Can you show me a screenshot?

Also, have you ever saved a ship's journal before? If not, when you get 'stuck' press alt+tab and see if the game is telling you something via dialog box. If you never saved a journal before there's probably a dialog box saying that the logs folder was created successfully.

I've saved journals before, yes.
Now I have tried alt+tab but got nothing from any dialog box.

I haven't done any screenshots before (actually) but it doesn't work for me - I tried by pressing:
1. Prt Scr
2. Alt+ Prt Scr

But noop, no luck, it doesn't copy the SH5 screen but just any other active screen on the computer.

What is even more funny is that even after disabling the MOD and then launching the game the same picture is there...

God, give me strength :yawn:

TheDarkWraith
01-03-11, 01:21 PM
I've saved journals before, yes.
Now I have tried alt+tab but got nothing from any dialog box.

I haven't done any screenshots before (actually) but it doesn't work for me - I tried by pressing:
1. Prt Scr
2. Alt+ Prt Scr

But noop, no luck, it doesn't copy the SH5 screen but just any other active screen on the computer.

God, give me strength :yawn:

ctrl+F11 is your friend for screenshots in SH5 :yep:

Can you explain more by what you mean by gets stuck? At exactly which point is it getting stuck?

col_Kurtz
01-03-11, 01:36 PM
When exactly does the crosshair go green? For me, it seems to always be black (also in the darkest night), and that is kind of hard to use...
I can post my mods list tonight (after I am back home)
Thank you (also in case the question has been up before!)

That`s my problem too. Loosing the green crosshair. At begining or Historical mission, there is... After week on the patrol... no:nope:

Silent Steel
01-03-11, 01:40 PM
ctrl+F11 is your friend for screenshots in SH5 :yep:

Can you explain more by what you mean by gets stuck? At exactly which point is it getting stuck?


OK, tried the ctrl+F11 but no luck. Do these pics end up somewhere?

I'll try to be more specific -
What I mean by getting "stuck" is that when I:
1. Launch SH5 it loads and synchronizies alright
2. When I get to the first menu there is this window over it showing options for saving new entries etc.
3. I've tried pressing "Yes"/"No"/"Cancel" with the same result - this window doesn't close.

But, I can click next to this window and choose for instance Historical Missions and it lets me go on to that menu.
If i choose a Historical Mission I don't get the window where I can select between the alternatives for wind, time etc.

What I find puzzling is that even if I disable all MODS this window still shows up.

TheDarkWraith
01-03-11, 01:44 PM
OK, tried the ctrl+F11 but no luck. Do these pics end up somewhere?

I'll try to be more specific -
What I mean by getting "stuck" is that when I:
1. Launch SH5 it loads and synchronizies alright
2. When I get to the first menu there is this window over it showing options for saving new entries etc.
3. I've tried pressing "Yes"/"No"/"Cancel" with the same result - this window doesn't close.

But, I can click next to this window and choose for instance Historical Missions and it lets me go on to that menu.
If i choose a Historical Mission I don't get the window where I can select between the alternatives for wind, time etc.

What I find puzzling is that even if I disable all MODS this window still shows up.

yes the screenshots show up in \Silent Hunter 5 folder.

Now I understand what you're saying by getting stuck. The bad part is you have a corrupt SH5 install now. Don't know how it happened but if you disabled all MODS and you still have the problem your SH5 install is corrupt :down: Looks like a re-install time unless you can salvage it somehow.

Torpedo
01-03-11, 01:58 PM
Hi TDW!

this are the links for the Officer Icons:

http://www.filefront.com/17745386/Alt-officer-by-Torpedo.zip/

this for the Compass and Indicators:

http://www.filefront.com/17745385/Alt-Compass-Indicators-by-Torpedo-high-rez.zip/

and this for the periscope:

http://www.filefront.com/17745433/Alt-Peri-and-Obs-Orange-by-Torpedo.zip/

Cheers!

Torpedo

TheDarkWraith
01-03-11, 03:58 PM
today, after much thought on how to implement, I've decided to tackle adding filters to the scopes. After jotting my ideas down on paper and coming up with a plan of action for it I've come up with the following:

- I didn't want a 'fixed' color filter. That does no good when the lighting conditions change. Filter has to be color changeable on the fly
- user should be able to turn filter on/off

Based on those ideas I'm going to implement a filter for each scope that you define the color of and the opacity (alpha) via input boxes. You would have something like:

Filter

Enabled: (checkbox)
Red: ____ |------|
Green: ____ | |
Blue: ____ | color |
Alpha: ____ |_____|

where color would be the color result of those input boxes so you can see what color you're defining and it's opacity.

Sound OK? :06:

Sepp von Ch.
01-03-11, 04:16 PM
and this for the periscope:

http://www.filefront.com/17745433/Alt-Peri-and-Obs-Orange-by-Torpedo.zip/

Cheers!

Torpedo


This is a new periscope skin? Any screenshot please?

col_Kurtz
01-03-11, 04:17 PM
Hi TDW!

this are the links for the Officer Icons:

http://www.filefront.com/17745386/Alt-officer-by-Torpedo.zip/

this for the Compass and Indicators:

http://www.filefront.com/17745385/Alt-Compass-Indicators-by-Torpedo-high-rez.zip/

and this for the periscope:

http://www.filefront.com/17745433/Alt-Peri-and-Obs-Orange-by-Torpedo.zip/

Cheers!

Torpedo
I tried to find out another clock... No results:/ Could you change the stock clock to more... real not so paper/plastic?:shifty:

http://naforum.zapodaj.net/thumbs/c87031576895.jpg (http://naforum.zapodaj.net/c87031576895.jpg.html)

Tried to do something in GIMP, but...
http://naforum.zapodaj.net/thumbs/3cd7ad2081ec.jpg (http://naforum.zapodaj.net/3cd7ad2081ec.jpg.html)
...honestly I`m not familiar with graphic software and I can`t find out this what looking for.
In SH4 Omegu looks ok.
http://naforum.zapodaj.net/thumbs/5a01ac1dd9b8.jpg (http://naforum.zapodaj.net/5a01ac1dd9b8.jpg.html)

col_Kurtz
01-03-11, 04:18 PM
This is a new periscope skin? Any screenshot please?

http://www.subsim.com/radioroom/showpost.php?p=1565661&postcount=5812

longam
01-03-11, 06:33 PM
I tried to find out another clock... No results:/ Could you change the stock clock to more... real not so paper/plastic?:shifty:

http://naforum.zapodaj.net/thumbs/c87031576895.jpg (http://naforum.zapodaj.net/c87031576895.jpg.html)

Tried to do something in GIMP, but...
http://naforum.zapodaj.net/thumbs/3cd7ad2081ec.jpg (http://naforum.zapodaj.net/3cd7ad2081ec.jpg.html)
...honestly I`m not familiar with graphic software and I can`t find out this what looking for.
In SH4 Omegu looks ok.
http://naforum.zapodaj.net/thumbs/5a01ac1dd9b8.jpg (http://naforum.zapodaj.net/5a01ac1dd9b8.jpg.html)

Will this do? I modified the SH4 chrono and added some flare.

http://dc237.4shared.com/download/2rGvF40a/lg_chrono.jpg

Mod file link: install with JSGME, replaces clock.dds

http://dc234.4shared.com/download/xII_xD_o/Chrono_ivoire_gui.rar

Free to anyone to use and or modify.

Jaeger
01-03-11, 06:57 PM
hi tdw,

any chance of getting an grafic overhaul for the journal? would be nice to have a possibility to print out the journal and having a "real" look of it (different colums for input like weather, position or events). is this still on your to do list?

TheDarkWraith
01-03-11, 07:05 PM
hi tdw,

any chance of getting an grafic overhaul for the journal? would be nice to have a possibility to print out the journal and having a "real" look of it (different colums for input like weather, position or events). is this still on your to do list?

on the list :up:

Obelix
01-03-11, 09:51 PM
today, after much thought on how to implement, I've decided to tackle adding filters to the scopes. After jotting my ideas down on paper and coming up with a plan of action for it I've come up with the following:

- I didn't want a 'fixed' color filter. That does no good when the lighting conditions change. Filter has to be color changeable on the fly
- user should be able to turn filter on/off

Based on those ideas I'm going to implement a filter for each scope that you define the color of and the opacity (alpha) via input boxes. You would have something like:

Filter

Enabled: (checkbox)
Red: ____ |------|
Green: ____ | |
Blue: ____ | color |
Alpha: ____ |_____|

where color would be the color result of those input boxes so you can see what color you're defining and it's opacity.

Sound OK? :06:
It sounds very good:rock:. This is something that has long been lacking in your mod and what many have long waiting!:woot:
Periscope need filters

TheDarkWraith
01-03-11, 10:05 PM
filter added to the scopes. You set the RGBA values for the desired color and opacity, simple as pie and you can change colors on the fly :D (hey that rhymed :O:)

unfiltered:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3509

filtered:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3510
:|\\

THE_MASK
01-03-11, 10:49 PM
Could we have an option in the options file
Obs scope filter =True or False
Attack scope filter =True or False

ReallyDedPoet
01-03-11, 11:32 PM
What is the option to get rid of the various camera settings that appear at the top middle of the main hud screen ?

Tried to do a screen-shot of this but for some reason Ctrl + F11 did
not work :doh:

TheDarkWraith
01-03-11, 11:37 PM
What is the option to get rid of the various camera settings that appear at the top middle of the main hud screen ?

Tried to do a screen-shot of this but for some reason Ctrl + F11 did
not work :doh:

If you edit your options file like below the camera bar will not be visible:

# Is the camera bar visible?
# change below to either True or False
CameraBarVisible = False

ReallyDedPoet
01-03-11, 11:43 PM
If you edit your options file like below the camera bar will not be visible:

# Is the camera bar visible?
# change below to either True or False
CameraBarVisible = False

Found it, thanks :up:

Now to figure out why my screen-shots are not saving :hmm2:
Edit: Problem solved.

TheDarkWraith
01-04-11, 12:19 AM
Could we have an option in the options file
Obs scope filter =True or False
Attack scope filter =True or False

the mod creates a new file "TDW_ScopeSettings.txt" that houses all the settings for the scopes (filter settings, color, enabled, etc.). Upon game load it reads this files and applies the settings to the scopes. At game end it writes the current settings to the file for next game load.

Here is what the contents of that file looks like:

[ATTACK]
RED=15
GREEN=220
BLUE=122
ALPHA=10
ENABLED=1
CROSSHAIRS=0

[OBS]
RED=255
GREEN=0
BLUE=50
ALPHA=10
ENABLED=1
CROSSHAIRS=0

[UZO]
RED=255
GREEN=255
BLUE=255
ALPHA=0
ENABLED=0
CROSSHAIRS=0

The RED, GREEN, BLUE, and ALPHA entries have valid values of 0-255. ENABLED and CROSSHAIRS have valid values of 0 (disabled) and 1 (enabled). CROSSHAIRS isn't working yet :03:

Rongel
01-04-11, 04:16 AM
Hi, just a little dumb question!

How to apply the v6.2.0 patch? Is it JSGME ready? I would love to test the new radio traffic feature, but i'm bit confused..

Jaeger
01-04-11, 07:53 AM
on the list :up:

thx, very appreciated! :up:

col_Kurtz
01-04-11, 08:38 AM
Will this do? I modified the SH4 chrono and added some flare.

http://dc237.4shared.com/download/2rGvF40a/lg_chrono.jpg

Mod file link: install with JSGME, replaces clock.dds

http://dc234.4shared.com/download/xII_xD_o/Chrono_ivoire_gui.rar

Free to anyone to use and or modify.
Yes! Great, looks fantastic for me. Thank you very much! Good work. I think TheDarkWraith should add this clock too to his Great Mod:up:
Going to download and try it now:salute:

Yes, it`s working! Now this is my clock! Thank you very much one more time:)

col_Kurtz
01-04-11, 09:05 AM
support (code wise) for enigma coded messages added. They will be colored a light purple. In the screenshot below I have a new enigma coded message, a new regular message, and a new message from BDU:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3499

Now to add the contact reports from BDU and v6.2.0 will be ready :up:

TheDarkWraith...

Radio messages trafic, work fine... but the colors are too bright. That`s my impression of course. What do you think about something like this?

http://naforum.zapodaj.net/thumbs/46752f5ae449.jpg (http://naforum.zapodaj.net/46752f5ae449.jpg.html)

Two screens for colors and for received messages. For receieved and after reading message you can click on the envolope. Done!

http://naforum.zapodaj.net/thumbs/3759b1528165.jpg (http://naforum.zapodaj.net/3759b1528165.jpg.html)

And open freq leave as it is - very nice, I like this color:) Not so intense.

Illyustrator
01-04-11, 09:05 AM
Hi, TheDarkWraith. Where to search?
1.... A file "coordinates". It is necessary for me to move them.
2.... A file which is responsible for a black background.
I apologise, that disturb on the question.:oops:

http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3511

ReallyDedPoet
01-04-11, 09:42 AM
Hi, just a little dumb question!

How to apply the v6.2.0 patch? Is it JSGME ready? I would love to test the new radio traffic feature, but i'm bit confused..

Be in port. Extract the mod to your JSGME Mods Folder ( it is JSGME ready ). Enable this after v6.2. Then enable other ( if you choose to ) UI related Mods after this.

Silent Steel
01-04-11, 11:24 AM
This latest version 6.2.0 enabled with both the patch and Real Navigation brings this game to a completely new level!

Outstanding to have this real navigation and the more vivid radio messages.

I'm stunned.

Torpedo
01-04-11, 01:10 PM
Hi all!!!
I tried to create a good look at the periscope and obscope.
The look that could be improved was that of the crosshair of the scope, often too large, black or with different sizes by comparing the vertical and the horizontal hair especially at night when the vertical hair was too thin to be almost not see it.
I ask you to give me your opinion on this idea and let me know the magnification of the German periscopes:
1x - 4x
1.5 -6x
to give the right values of magnification in the camera.cam.
Thanks to all who give me an help and also an opinion.

Periscope at day
http://i728.photobucket.com/albums/ww281/Torpedo_01/Periscopewithnewcrosshairatdaylight.jpg

Obscope at day
http://i728.photobucket.com/albums/ww281/Torpedo_01/Obscopewithnewcrosshairatdaylight.jpg

Obscope at night
http://i728.photobucket.com/albums/ww281/Torpedo_01/Obsscopewithnewcrosshairatnightlight.jpg

This little mod is compatible (the obscope is without filter) for the TDW 6.3.0 and the link:
http://www.filefront.com/17752782/Periscopes-by-Torpedo.zip/

Thanks!! Torpedo

TheDarkWraith
01-04-11, 02:16 PM
Just putting the final touches on v6.3.0. There is a new button on the torpedo box of each scope screen. It is labeled 'HUD' and it controls the visibility of the scope settings box. The scope settings box allows you to set the color and opacity of the filter for the scope and also the color and opacity of the crosshair highlight for the scope (so you can see the crosshair in darkness). Each scope has it's own settings for these and they are stored and read to a file at game end and game start.

Here I've set the highlight color for the UZO's crosshair to a yellow with a good amount of transparency:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3513

TheDarkWraith
01-04-11, 04:49 PM
Will this do? I modified the SH4 chrono and added some flare.

http://dc237.4shared.com/download/2rGvF40a/lg_chrono.jpg

Mod file link: install with JSGME, replaces clock.dds

http://dc234.4shared.com/download/xII_xD_o/Chrono_ivoire_gui.rar

Free to anyone to use and or modify.

Excellent :yeah:

harag
01-04-11, 04:50 PM
Since Arclight's scopes have graticules that he calibrated I used a little photoshopping to make my own graticules for the RAOBF from those graticules. This documents how to use the new tool in my UIs mod. Thanks to Reaper7 for providing the reworked RAOBF .dds files from the original author (credits to him too) :up: And also thanks to Arclight for his scopes mod :up:

We're at 1.5x zoom level. Note the height of the ship using the RAOBF. In this example it's ~2 so we'll call it 1.9. To calculate range move the middle ring till 1.9 on the inner part of the middle ring lines up with the bottom right hand black mark. On the outer ring find the ship's mast height. In this example it's 28.2. Read down from 28.2 and you'll have the range to the ship. In this example it's 15 or 1500m (outer middle ring is in 100's of meters).
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2435


Now to get the AOB, read the horizontal span of the ship from ONLY one of the sides of center scope! In this example it's ~2.5 on either side of center scope. Now rotate the middle ring till the range of the ship (outer middle ring) aligns with the ship's length (outer ring). In this example we rotate the middle ring till 15 on the outer part lines up with 140 on the outer ring (from the XO TDC dialog box we see the ship's length is 139.6m so we'll call it 140m). Now since we're at 1.5X zoom level we have to multiply the 2.5 value by 4. 2.5 X 4 = 10. Now on the outer part of the middle ring find 10 and read down from it onto the inner ring. That's the AOB. In this example reading down from 10 yields > 90 degrees AOB so we'll call it 90 degrees. Now the ship is stationary so that is it's AOB. If it was moving away then you would have to subtract the value found from 180 to find it's true AOB.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2434


We're at 6x zoom level. Note the height of the ship using the RAOBF. In this example it's ~7.5. To calculate range move the middle ring till 7.5 on the inner part of the middle ring lines up with the top center black mark. On the outer ring find the ship's mast height. In this example it's 28.2. Read down from 28.2 and you'll have the range to the ship. In this example it's ~15 so we'll call it 15 or 1500m (outer middle ring is in 100's of meters).
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2433


Now to get the AOB, read the horizontal span of the ship from ONLY one of the sides of center scope! In this example it's 10 on either side of the scope. Now rotate the middle ring till the range of the ship (outer middle ring) aligns with the ship's length (outer ring). In this example we rotate the middle ring till 15 on the outer part lines up with 140 on the outer ring (from the XO TDC dialog box we see the ship's length is 139.6m so we'll call it 140m). Now on the outer part of the middle ring find 10 and read down from it onto the inner ring. That's the AOB. In this example reading down from 10 yields > 90 degrees AOB so we'll call it 90 degrees. Now the ship is stationary so that is it's AOB. If it was moving away then you would have to subtract the value found from 180 to find it's true AOB.
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2432

and that wraps up v3.3.0. I'll be packing it up and releasing it here soon :D

Forgot to mention that other scope mods can be used with this but you'll have to do some math. The graticules I made for the RAOBF finder work with 1.5x and 6x zoom levels. If you are using a scope mod with zoom levels different than those then you'll have to adjust values accordingly. The UIs mod does not include anyone's periscope mod, it's uses the default scopes so you'll have to adjust values accordingly for the 1x and 4x zoom levels. The RAOBF was made to be used with Arclight's periscope mod as that is what I use on my setup on my computer. Maybe someone like naights can make different graticule .dds files for all the different periscope mods and for stock values......


Thanks for this TDW. I'm reading the RAOBF thread and noticed that someone has found a problem with the range finder so currently waiting for a fix. but reading the above how to has helped... I do have a question however

Both your examples showed the target ship at about 90 AOB, but in some tests I've been doing when I've viewing a shop say at 30 AOB the number on the left of the scope is larger than the one on the right - which reading do I take? or do i take the middle reading?

cheers

Sepp von Ch.
01-04-11, 04:50 PM
TheDarkWraith: It would be possible to give this radio messages trafic
mod as stand-alone mod? I use Reaper´s UI mod, but I use all yours famous others mod as FX, IRAI etc. Radio messages trafic mod for SH5 is great idea and looks really beautiful!
PLEASE!;)

TheDarkWraith
01-04-11, 05:05 PM
Thanks for this TDW. I'm reading the RAOBF thread and noticed that someone has found a problem with the range finder so currently waiting for a fix. but reading the above how to has helped... I do have a question however

Both your examples showed the target ship at about 90 AOB, but in some tests I've been doing when I've viewing a shop say at 30 AOB the number on the left of the scope is larger than the one on the right - which reading do I take? or do i take the middle reading?

cheers

In that situation I would take the average of both readings and use that. That's just an educated guess on my part though. Maybe the included RAOBF documentation in \Documentation says something about this? :06:

Trevally sent me revised graticules for the RAOBF tool. I'm going to let you be able to choose the graticule color (like the new scope filter and crosshair highlights) so I've got a little more work to do on v6.3.0 before I can release it.

SashaKA001
01-04-11, 05:17 PM
Thanks for this TDW. I'm reading the RAOBF thread and noticed that someone has found a problem with the range finder so currently waiting for a fix. but reading the above how to has helped... I do have a question however

Both your examples showed the target ship at about 90 AOB, but in some tests I've been doing when I've viewing a shop say at 30 AOB the number on the left of the scope is larger than the one on the right - which reading do I take? or do i take the middle reading?

cheers

that is, when the ship away you are relying on x6, when the ship is close to you counting on the x 1.5, the speed is the same. all
http://i1.imageban.ru/out/2011/01/05/9315f33504f4f88aea67736a6c939cb2.jpg (http://imageban.ru)

TheDarkWraith
01-04-11, 07:09 PM
Added the ability to change the RAOBF graticule's color on the fly:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3514

All I have left to do is update Arclight's MRP mod's camera files for v6.3.0 :DL

SashaKA001
01-04-11, 07:17 PM
Added the ability to change the RAOBF graticule's color on the fly:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3514

All I have left to do is update Arclight's MRP mod's camera files for v6.3.0 :DL

aaaaaaaaaaaaaaaaaaaa cool:rock::rock::rock:

Dissaray
01-04-11, 07:55 PM
Both your examples showed the target ship at about 90 AOB, but in some tests I've been doing when I've viewing a shop say at 30 AOB the number on the left of the scope is larger than the one on the right - which reading do I take? or do i take the middle reading?

cheers

I have found that the best practice is to only use the mesurment from the center of the ship to the bow of the ship. The logic here is you are working on geting the angle on the bow so the TDC can calculate the lead angle on your target so mesuring the angle on the ship from mid to stern realy won't help you any, and in fact could give you a backwords lead angle on target if you are not cairful.

In short if your target is traveling from the left to the right in your scope only take the reading on the right side of the verticle line for the AOB and obviosly the oposite it true if the target is traveling from right to left. if the measurment isn't the same from mid to bow and mid to stern all it means is that you are not close to 90deg AOB.

TheDarkWraith
01-04-11, 09:10 PM
v6.3.0 released. See post #1 for details :|\\

Harmsway!
01-04-11, 10:42 PM
I just got done screwing around with that patch for v6.2.0 and moments later this.:har:

Downloading now.

The past hour with v6.2.0 has been my first experience with your UI mod. I was staying away from it because there were things and didn't want that I thought would be force on me if I installed it. But man I was shock to see how customizable it is. Outstanding!

Do I use the tool for keeping my options before installing the new version or dose it matter?

TheDarkWraith
01-04-11, 11:13 PM
I just got done screwing around with that patch for v6.2.0 and moments later this.:har:

Downloading now.

The past hour with v6.2.0 has been my first experience with your UI mod. I was staying away from it because there were things and didn't want that I thought would be force on me if I installed it. But man I was shock to see how customizable it is. Outstanding!

Do I use the tool for keeping my options before installing the new version or dose it matter?

I would unless you want to manually edit that beast by hand again. I would extract the new version to desktop then run the options migrater to update the new version's options file from the old version.

marleymen
01-04-11, 11:31 PM
Where is that options migrater? :o

I do manually every new version you release.

:dead:

TheDarkWraith
01-04-11, 11:43 PM
Where is that options migrater? :o

I do manually every new version you release.

:dead:

\data\Applications

PL_Andrev
01-05-11, 03:16 AM
Added the ability to change the RAOBF graticule's color on the fly.

TDW, is possible to add color & opacity slicers to filter / graticule's color?

Rongel
01-05-11, 07:14 AM
Hi, I have the same problem using UI 6.3 than Silent Steel had! :damn:

1. Launch SH5 it loads and synchronizies alright
2. When I get to the first menu there is this window over it showing options for saving new entries etc.
3. I've tried pressing "Yes"/"No"/"Cancel" with the same result - this window doesn't close.
I have never saved a log before, I tried creating a Log folder myself but it didn't help (don't know if i did it right). I went to desktop to see if there is some dialog box asking something but there wasn't. When I uninstalled the mod, everything was fine again. So could you Silent Steel please tell how did you manage to solve the problem? Or anyone else?

ReallyDedPoet
01-05-11, 08:05 AM
Where is that options migrater? :o



It's a great little app :yep:

TheDarkWraith
01-05-11, 08:49 AM
TDW, is possible to add color & opacity slicers to filter / graticule's color?

you can change the color and opacity of the scope's filter, crosshair highlight, and RAOBF graticules. Are you not able to do this?

Captain Can
01-05-11, 08:58 AM
TDW i am running 6.1.0 and when Bdu wants me to report "contact and position" i send them. but reply drops into my ' captains logs ' box not to ' radio messages ' box like 2 screenshots of col_Kurtz's post here (http://www.subsim.com/radioroom/showpost.php?p=1566325&postcount=5841). Do i have to edit something from options.py to drop replies to my radio messages box? seems like radio contact messages are dropping into my captains log and i miss those critical messages.

TheDarkWraith
01-05-11, 09:05 AM
TDW i am running 6.1.0 and when Bdu wants me to report "contact and position" i send them. but reply drops into my ' captains logs ' box not to ' radio messages ' box like 2 screenshots of col_Kurtz's post here (http://www.subsim.com/radioroom/showpost.php?p=1566325&postcount=5841). Do i have to edit something from options.py to drop replies to my radio messages box? seems like radio contact messages are dropping to my captains log and i miss those critical messages.

You have to pretend the stock captain's log doesn't exist anymore in the game (don't open it). It's junk to me and I'd love to get rid of it but currently can't.
Any radio message you get will be shown in the new radio message feature. If BDU has something to say to you when you submit a status report it will come, just not immediately (there is a time delay unlike stock). There is a good probability that they will have nothing to say to you also. That is probably why you are not seeing any 'responses' back from BDU.
By you saying that BDU is telling you to report position tells me the radio message feature for you is working correctly :yep:

You need to update to v6.3.0 of the mod. There were some errors in previous versions of the new radio message feature.

Captain Can
01-05-11, 09:13 AM
You have to pretend the stock captain's log doesn't exist anymore in the game (don't open it). It's junk to me and I'd love to get rid of it but currently can't.
Any radio message you get will be shown in the new radio message feature. If BDU has something to say to you when you submit a status report it will come, just not immediately (there is a time delay unlike stock). There is a good probability that they will have nothing to say to you also. That is probably why you are not seeing any 'responses' back from BDU.
By you saying that BDU is telling you to report position tells me the radio message feature for you is working correctly :yep:

You need to update to v6.3.0 of the mod. There were some errors in previous versions of the new radio message feature.

Ah okey TDW. well i am gonna just ignore captain's log from now on. thanks again for radio messages feature ! :rock:

Rongel
01-05-11, 10:11 AM
Okay, seems that my problem is solved! :DL

When I started the game with this new version, there was a dialog box on top of the menu about saving log entries. No matter what I clicked nothing happened.

It seems that this was because of bad unpacking od the .7z-file! My unpacking software couldn't extract some files because the path was too long, too many digits or something. I just renamed the "NewUIs_TDC_6_3_0_TheDarkWraith.7z" to shorter "1.7z" and the extraction worked well! Hooray, finally I can test this!

Silent Steel
01-05-11, 10:29 AM
Hi, I have the same problem using UI 6.3 than Silent Steel had! :damn:

I have never saved a log before, I tried creating a Log folder myself but it didn't help (don't know if i did it right). I went to desktop to see if there is some dialog box asking something but there wasn't. When I uninstalled the mod, everything was fine again. So could you Silent Steel please tell how did you manage to solve the problem? Or anyone else?

Hi Rongel

What caused this was a corrupt JSGME install. I have no idea why it went south. :hmmm:
Downloading and installing a new JSGME did the trick!
If that doesn't help I'd suspect that your current SH5 install is wrong. If you aren't aware of some changes you've done in a file and can correct it I think you should consider a re-install of SH5. :cry:
Feel free to PM me if you want more info from me!

P.S. Just saw you've solved your problem. :up:
Exactly what you are describing happened to me when I wasn't unpacking with WinZip.
Could you please tell what zip-program you are using?

TheDarkWraith
01-05-11, 10:48 AM
I zip the mod up using ZipGenius (free download from internet) in the .7z format using maximum compression if that helps any

Rongel
01-05-11, 11:07 AM
I had the same problem unpacking with Winzip and 7-Zip! Renaming the file to something shorter worked for me! Okay, here is what the winzip said (7-Zip said nothing):

Extracting NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _3_0_Scopes (do not enable - open and read)\emtguf_rework_scopes\emtguf_rework_scopes_5_ 8_ratio\data\Menu\Skins\German\Gui\Layout\Periscop e_Mask_1024_SH5.dds Unable to create file

so that was the one that caused the problem and stopped the whole extraction!

PL_Andrev
01-05-11, 11:18 AM
you can change the color and opacity of the scope's filter, crosshair highlight, and RAOBF graticules. Are you not able to do this?

:D
Not by real-value but as sliders:
http://img810.imageshack.us/img810/3391/slicers.png

TheDarkWraith
01-05-11, 11:22 AM
:D
Not by real-value but as sliders:
http://img810.imageshack.us/img810/3391/slicers.png

I tried using the sliders the game has built-in but everytime I did it would CTD. So I said screw it and just gave edit boxes to input the data.

Silent Steel
01-05-11, 11:29 AM
I zip the mod up using ZipGenius (free download from internet) in the .7z format using maximum compression if that helps any


It think it will. Give it a try.
Thanks :up:

Gauthier
01-05-11, 12:21 PM
Hello,
same window trying to save journal.
Never saved before...
Nothing to do but quit...
Help!

Tks
G

TheDarkWraith
01-05-11, 12:23 PM
Hello,
same window trying to save journal.
Never saved before...
Nothing to do but quit...
Help!

Tks
G

press alt+tab to see if there's a dialog box open or not. If not, can you post a screenshot of what you see on the screen?

Gauthier
01-05-11, 12:42 PM
http://img710.imageshack.us/img710/8500/sh5img20110105183148.jpg
Nothing behind alt-tab...
Some garbagge in bottom left

TheDarkWraith
01-05-11, 12:52 PM
ctrl + F11 takes screenshot of game

From the looks of it it appears that:
- you edited your options file and corrupted it or
- you have a corrupt install

It has to be one of the two. More than likely a corrupt install :yep:

Gauthier
01-05-11, 12:58 PM
Never did anything else apart install/uninstall mods.
When I deactivate ui mod, all seems to work flawlessly.
But I never saved journal.

Must say I don't use french menu file; despite I should cause version is Fr?

TheDarkWraith
01-05-11, 01:00 PM
Never did anything else apart install/unsinstall mods.
When I deactivate ui mod, all seems to work flawlessly.
But I never saved journal.

are you getting this right after starting the game? If so, it's a corrupt install.
I see that some people are having problems extracting the new version from it's compressed format. What are you using to extract the mod?

Gauthier
01-05-11, 01:05 PM
Right after synchronisation. But it seems to work right without mods.
7zip/liberkey

TheDarkWraith
01-05-11, 01:24 PM
Right after synchronisation. But it seems to work right without mods.
7zip/liberkey

exactly, the mod was corrupted during extraction from compressed format. Try using ZipGenius to unzip the mod (free download from internet)

Gauthier
01-05-11, 01:52 PM
Despite the 2 extracted folders seem the same, ZipGenius did the trick...
Tks a lot.
Pity we have to install it, because liberkey works without install... but anyway, thank you!

col_Kurtz
01-05-11, 03:51 PM
For any zipped thing;) archived. I`m using this and work excellent for any type, WinRAR, WinZip, doesn`t matter.

http://www.7zipdownload.com/

pfeillant
01-05-11, 03:58 PM
hello,
happy year 2011 to everyone.
Since i go in holidays to Marakech for the new year, i see you allready upgrade to v6.3.0 !!
I send you the menu.txt french.
Happy new year specially to TDW for his work here

tahir81112
01-05-11, 04:21 PM
Frst sorry for my english, very much tankyou for your hard work and good hunt...

Jaeger
01-05-11, 04:58 PM
hi TDW,

the "gibraltar bug" i reported some days ago was my failure: i had set my starting point to a land location. now i changed it to a point in the middle of the atlantic: result: ctd. perhaps you can reproduce this? i only set a new starting position in the middle of the atlantic in the historical mission gibraltar. no other mods were set, your ui with real navigation.

Jaeger out

col_Kurtz
01-05-11, 05:03 PM
Hi TDW...

New mod loaded and... Don`t understand one thing, my hulls number now is U-31, but I received message to U-32:hmmm:
Next. I can`t find out the SOAN - why? In the .py file is visible=True.
############################################ SOAN ################################################## ##
# is SOAN visible in game?
# change below to either True or False
SOANEnabled = True
The message received in Captains log? I tought in main Radio message box.
And... this not a problem just noticed that. German letters, look on the "ss" - Nooo;) ü = ? (game - whats that?)

http://naforum.zapodaj.net/thumbs/c45d85d40407.jpg (http://naforum.zapodaj.net/c45d85d40407.jpg.html)

Meldric
01-05-11, 06:07 PM
Hi TDW!

I like the new scope options! But I managed to click the X to close it (instead of using the toggle button)... is there any chance to get it back but to restart the game?

Mel

Harmsway!
01-05-11, 07:01 PM
Now that the scope has options in game, is there any reason to choose no TDC, minimal dials or all dials in the user options file any longer?

TheDarkWraith
01-05-11, 08:03 PM
Hi TDW!

I like the new scope options! But I managed to click the X to close it (instead of using the toggle button)... is there any chance to get it back but to restart the game?

Mel

you just found something I forgot about! I forgot to 'unclick' the HUD button when you click the X in the scope settings box.

You can click the HUD button to unset it then click it again to reset it to get the scope settings box to show.

TheDarkWraith
01-05-11, 08:06 PM
Hi TDW...

New mod loaded and... Don`t understand one thing, my hulls number now is U-31, but I received message to U-32:hmmm:
Next. I can`t find out the SOAN - why? In the .py file is visible=True.
############################################ SOAN ################################################## ##
# is SOAN visible in game?
# change below to either True or False
SOANEnabled = True
The message received in Captains log? I tought in main Radio message box.
And... this not a problem just noticed that. German letters, look on the "ss" - Nooo;) ü = ? (game - whats that?)

http://naforum.zapodaj.net/thumbs/c45d85d40407.jpg (http://naforum.zapodaj.net/c45d85d40407.jpg.html)

I have no control over the captain's log page - that is game hardcoded. To me that page doesn't exist as I never open it. You should do the same.

As far as the special characters I'll look into why they aren't displaying correctly.

Is your u-boat hull number displaying correctly in the new radio messages feature? That's the only one that matters.

SOAN's visibility is now controlled via the charts icon in the right side bar.

letterboy1
01-05-11, 08:37 PM
you just found something I forgot about! I forgot to 'unclick' the HUD button when you click the X in the scope settings box.

You can click the HUD button to unset it then click it again to reset it to get the scope settings box to show.

Once the HUD disappeard from pressing the "X" I could not make it come back no matter how many times I pressed "HUD." In fact, restarting the game didn't work. I had to disable the whole mod, delete it, and then reinstall it fresh. However, if I stick to using only the "HUD" button then I have no problem. BTW, I am using the Arclight scope mod using your new scope mod system of installation.

PS. I almost forgot, this is a brilliant addition to the UI mod! :)

TheDarkWraith
01-05-11, 08:46 PM
Once the HUD disappeard from pressing the "X" I could not make it come back no matter how many times I pressed "HUD." In fact, restarting the game didn't work. I had to disable the whole mod, delete it, and then reinstall it fresh. However, if I stick to using only the "HUD" button then I have no problem. BTW, I am using the Arclight scope mod using your new scope mod system of installation.

PS. I almost forgot, this is a brilliant addition to the UI mod! :)

I'm already working on patch 1 for v6.3.0. It contains the fix for this problem and some others reported :up:

letterboy1
01-05-11, 09:07 PM
I'm already working on patch 1 for v6.3.0. It contains the fix for this problem and some others reported :up:

Wow! When do you sleep? I mean, which day of the year?:rotfl2:

TheDarkWraith
01-05-11, 09:42 PM
Wow! When do you sleep? I mean, which day of the year?:rotfl2:

I get 8-10 hours of sleep a day :D

Just found a HUGE bug :eek: Started a new campaign to watch the changes I made to the radio messages feature. Got out into the channel and saved game. Exited game. Restarted game and loaded where I left off. Checked radio messages and I had none (I did have 2 before I exited game) :nope: Problem fixed. Probably none of you all's radio messages were being saved at game exit in campaign.

TheDarkWraith
01-05-11, 11:22 PM
v6.3.0 patch 1 released. See post #1 for details :|\\

Meldric
01-06-11, 04:03 AM
Just thinking about it:

I had some strange encoded messages in the radio messages. Looks like some wrong displayed UTF-8 in case of Umlauts or something related... (I am using german version).

col_Kurtz
01-06-11, 02:24 PM
I get 8-10 hours of sleep a day :D

Just found a HUGE bug :eek: Started a new campaign to watch the changes I made to the radio messages feature. Got out into the channel and saved game. Exited game. Restarted game and loaded where I left off. Checked radio messages and I had none (I did have 2 before I exited game) :nope: Problem fixed. Probably none of you all's radio messages were being saved at game exit in campaign.
I noticed that in the first mod with new Radio messges. Few days patrol, saved, back and I got from first day and the current day new massages -just received 2 or 3. No more massege on 2-3 sites.

col_Kurtz
01-06-11, 02:34 PM
Just thinking about it:

I had some strange encoded messages in the radio messages. Looks like some wrong displayed UTF-8 in case of Umlauts or something related... (I am using german version).

You right. Look into D:\Games\Silent Hunter 5\data\RadioMessages\English\1939\08\radiomessages .txt

I tried to retype each German word correctly... but after that I received only first message - not retyping... than radio go to absolutely silent.
Septembers messages:

19390920 0729 19390921 1029 0 20 Intercept ALL Received the entire crew of U.27 four officers and 34 ratings from HMS FAULKNOR, and HMS FURY|HMS FEARLESS
19390920 0800 19390921 2300 0 60 Bdu All U-boats We regret to report that U-27 has been sunk west of Scotland, in position 58.35N, 09.02W, by depth charges from the British destroyers HMS Fortune and HMS Forester. 38 survivors (no casualties).|Career 1 patrol|2 ships sunk for a total of 624 GRT
19390920 1210 19390921 2300 0 20 U-30 FdU 1939/09/20|PUT INTO REYKJAVIK ON THE 19TH AND IS AT PRESENT SE OF ICELAND.
19390920 1500 19390921 1600 0 20 U-47 BdU 1939/09/20|2 MERCHANTS SUNK FOR 6000 TONS. BF 4124
19390920 1500 19390921 1800 0 20 U-34 BdU 1939/09/20|2 STEAMERS SUNK FOR 11000 TONS. BF 1695.
19390921 0646 19390922 2300 0 20 BdU U-39 1939/09/21|U-39 REPORT POSISTION.
19390921 0646 19390922 2300 1 20 BdU ALL U-39||1939/09/21|U-39 REPORT POSITION.
19390921 0857 19390922 1157 0 20 Open Frequency ALL SSS. . .Steamer TEAKWOOD torpedoed and damaged south of Land's End at 49-39N, 06-39W.
19390921 0921 19390922 1257 0 20 Oberkommando der Kriegsmarine Deutsche Kr�fte auf See Agents Report 1939.09.21:||MB.6 of seven cargo ships, escorted by destroyers departed Southampton, for Brest on the 23rd.
Over here this letter is changed from small cubick to this [?].
Retype Kräfte and from this message no more in the game. So I leave that work:/

TheDarkWraith
01-06-11, 02:35 PM
I noticed that in the first mod with new Radio messges. Few days patrol, saved, back and I got from first day and the current day new massages -just received 2 or 3. No more massege on 2-3 sites.

should be working correctly now. Let me know if it isn't :up:

col_Kurtz
01-06-11, 03:00 PM
should be working correctly now. Let me know if it isn't :up:

Of course:salute:
By the way... Could you tell me... explain this. Some mods going outside the MODS folder JSGME - why?


http://naforum.zapodaj.net/thumbs/44906f603c61.jpg (http://naforum.zapodaj.net/44906f603c61.jpg.html)

And actually I`m not sure is it IN... - work ok or OUTside - not work:oops:

TheDarkWraith
01-06-11, 03:15 PM
Of course:salute:
By the way... Could you tell me... explain this. Some mods going outside the MODS folder JSGME - why?


http://naforum.zapodaj.net/thumbs/44906f603c61.jpg (http://naforum.zapodaj.net/44906f603c61.jpg.html)

And actually I`m not sure is it IN... - work ok or OUTside - not work:oops:

The reason is because you didn't install the scope mod correctly. This add-on mod 'NewUIs_TDC_6_3_1_Scopes (do not enable - open and read)' needs to be opened and then the scope mod you want to use has to be opened also. Either:
- Arclight_MRP
- emtguf_rework_scopes
- stock

Now contained in the folders above are the mods you put into your MODS folder. The folder 'patches' are patches that you have to apply to the folders above for your screen resolution before enabling.

Is this not clearly explained in the text fle How_to_enable_a_scope_mod?

col_Kurtz
01-06-11, 05:46 PM
The reason is because you didn't install the scope mod correctly. This add-on mod 'NewUIs_TDC_6_3_1_Scopes (do not enable - open and read)' needs to be opened and then the scope mod you want to use has to be opened also. Either:
- Arclight_MRP
- emtguf_rework_scopes
- stock

Now contained in the folders above are the mods you put into your MODS folder. The folder 'patches' are patches that you have to apply to the folders above for your screen resolution before enabling.

Is this not clearly explained in the text fle How_to_enable_a_scope_mod?
Sorry... I read this above look into mod, choose what I wanted and than put into MODS.
OMG... Now I've done it again. I have written here is what I did (delete the text) and I got what I did wrong. Sorry... To exciting probably - too fast, forgive me :oops:
Back to beginning if you get lost.

BowfinSS287
01-06-11, 07:48 PM
outstanding new filter mod for the scope....:yeah:
is there a way to save you settings for scope,crosshair,RAOBF
i don't see it in TheDarkWraithUserOptions.py ,after i set them
ingame they stay,but every restart of game they go back to default

TheDarkWraith
01-06-11, 08:08 PM
outstanding new filter mod for the scope....:yeah:
is there a way to save you settings for scope,crosshair,RAOBF
i don't see it in TheDarkWraithUserOptions.py ,after i set them
ingame they stay,but every restart of game they go back to default

they save automatically to a file: \Silent Hunter 5\ScopeSettings.TDW

Every restart they go back to default due to error in my code. I have put together patch 2 but am waiting on Trevally's work on the RAOBF graticules before releasing. Patch 2 addresses this problem and some others that I've found while starting a new campaign.
They go back to default because at game start I'm not applying what I read from the file to the scopes. So the information is getting saved and read from the file correctly just not applied at game start.

BowfinSS287
01-06-11, 08:26 PM
thanks for your continued efforts in creating a great sim:yeah:

col_Kurtz
01-06-11, 08:56 PM
I have no control over the captain's log page - that is game hardcoded. To me that page doesn't exist as I never open it. You should do the same.

As far as the special characters I'll look into why they aren't displaying correctly.

Is your u-boat hull number displaying correctly in the new radio messages feature? That's the only one that matters.

SOAN's visibility is now controlled via the charts icon in the right side bar.

Yes:salute: U-30 recived message to U-30. Tried in the Hist mission:)
And I found the SOAN book:)

Harmsway!
01-06-11, 10:49 PM
Is there any way to change the command keys using this mod?

TheDarkWraith
01-06-11, 11:21 PM
Is there any way to change the command keys using this mod?

If you're talking about something to edit the commands.cfg file then no. I leave that file alone as many people have many different 'tastes' for it.

titidinca
01-07-11, 06:14 AM
after 9 days at sea we did not receive any radio message, just reply to the patrol report. Why? :cry:

Generic Mod Enabler - v2.6.0.157
[D:\SH 5\MODS]

RemoveLogoIntroTheDarkWraith
SteelViking&Com Underwater ModV1.0
Environment 5.0 MOD
sobers base wave mechanics for SH5 V11
Compatible Conus00's Graphic Mod+SV's work
SteelViking's Interior Mod V1.2
Shadow Improvement ModLR
U-boat Historical Specifications 1.4
FX_Update_0_0_11_ByTheDarkWraith
FX_Update_0_0_11_BARF_1_3_Full_Fix
FX_Update_0_0_11_UHS_Fix
NewUIs_TDC_6_3_0_ByTheDarkWraith
NewUIs_TDC_6_3_1_ByTheDarkWraith
NewUIs_TDC_6_3_0_jimimadrids_map_tools
NewUIs_TDC_6_3_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_3_0_No_contact_shapes_or_colors_no_co ntact_line
NewUIs_TDC_6_3_0_WWIIInterface_by_naights
NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope
Arclight_MRP_4_3_ratio
MRP 8x5 patch
Trevally Harbour & Kiel Canal Pilot v2.4
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.3
Patrol Routine Scripts v. 01.02 by AvM
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
SUB_hyd_fix_SH5
SubFlags_0_0_6_byTheDarkWraith
Sub_Exhaust_1_0_5_byTheDarkWraith
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
IO_StrategicMap_2_2_for_TDW_6_0_0
Terrain_harbour_flags_Mod_v1_2_1
Dooms Decks for VIIABC41 1.4
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Elite German Black & Copper Torpedo
data
Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
AilBubbles 1.0
AilClouds 3.0
AilSmoke 1.7
Speech fixes and additions (german version)
German U-Boat Hydrophone SFX
Unterseeboot II SFX
U-Boat Propulsion SFX
Enhanced FunelSmoke_by HanSolo78
Open_Horizons
sobers base fog mechanics for SH5 V1
DBSM_Speech_1_0_4
NewUIs_TDC_6_3_0_Real_Navigation

TheDarkWraith
01-07-11, 06:25 AM
after 9 days at sea we did not receive any radio message, just reply to the patrol report. Why? :cry:

what's the date range of those nine days (start date and end date)?

Supra
01-07-11, 08:52 AM
Being pretty new to SH5, I'm getting used to DarkWraith's excellent mod. Big thanks for that, it has returned my faith to SH5 (I was dissapointed first after SH5 with wolf-modpack).:yeah:

But, I seem to have an issue with speed finder-tutorial. All goes well, after target is recognized (playing tutorial with last historical mission). When tutorial instructs me to "send AOB to TDC" and I press the red button aside of the dial, I always get error "I'm thinking the target's AOB is somwhere between -138 and -98 (-means port side). Please try setting the target's AOB again". When I move mouse over dial, the small dial at the bottom is always reseted to 00. Nothing helps, I've never gotten through that...:damn:

My bad or bug?

Cheers,

Supra

EDIT: newest mod 6.3.0 with patch1...

TheDarkWraith
01-07-11, 09:19 AM
Being pretty new to SH5, I'm getting used to DarkWraith's excellent mod. Big thanks for that, it has returned my faith to SH5 (I was dissapointed first after SH5 with wolf-modpack).:yeah:

But, I seem to have an issue with speed finder-tutorial. All goes well, after target is recognized (playing tutorial with last historical mission). When tutorial instructs me to "send AOB to TDC" and I press the red button aside of the dial, I always get error "I'm thinking the target's AOB is somwhere between -138 and -98 (-means port side). Please try setting the target's AOB again". When I move mouse over dial, the small dial at the bottom is always reseted to 00. Nothing helps, I've never gotten through that...:damn:

My bad or bug?

Cheers,

Supra

EDIT: newest mod 6.3.0 with patch1...

are you setting the AOB in the dial? You mouse into the dial and then you left click and hold and drag the needle to AOB you determine. Release left mouse button. Mouse out of the dial and click the red button to 'save' it.

titidinca
01-07-11, 09:33 AM
what's the date range of those nine days (start date and end date)?

1-9 sep. 1939

TheDarkWraith
01-07-11, 09:36 AM
1-9 sep. 1939

Lots of messages in that date range :hmmm: Are you able to access the radio messages feature? Does the radio message icon in the right side bar ever flash? Do you ever see 'New radio message received' in your messagebox?

Supra
01-07-11, 10:24 AM
are you setting the AOB in the dial? You mouse into the dial and then you left click and hold and drag the needle to AOB you determine. Release left mouse button. Mouse out of the dial and click the red button to 'save' it.

Yep, pressed red too fast without actually setting AOB correct, so my bad :salute:

Cheers TDW,

Sup

titidinca
01-07-11, 10:41 AM
Lots of messages in that date range :hmmm: Are you able to access the radio messages feature? Does the radio message icon in the right side bar ever flash? Do you ever see 'New radio message received' in your messagebox?

-yes radio message icon flash and see New radio message received in my messagebox , just messages like good job, be more aggressive.

TheDarkWraith
01-07-11, 10:44 AM
-yes radio message icon flash and see New radio message received in my messagebox , just messages like good job, be more aggressive.

open your Silent Hunter 5\Logs\Campaign-xxxx-xx-xx_xxxx file with a hex editor and see what you see in it. What is the size of that file? If you can't view it send it to me and I'll view it.

urfisch
01-07-11, 02:18 PM
hey tdw. we need your opinion in our discussion about the perfect sim...please join!

:)

you did great work for sh5...but sh5 has its limits. sh4 seems not to have them...

:up:

Meldric
01-07-11, 02:31 PM
Hi!

Today I intended to use the crashdive... the button didn't work (nothing, no flashing of the button, no teleport, no dive)... I restartet the campaign (because I disabled and enabled some mods inbetween) and tried crashdive in the harbour. It worked (with the right sound (DBSM "ALLLLLAAARRMMM!")).

But when I was out at sea, the button just did nothing again. When I restarted the game and reloaded, the crashdive worked, but without the expected sound. After surfacing again, the button again refused to do anything. Am I missing something or is the crashdive broken? My delay is now 5 seconds to test. It seems to me that crashdive just works at the first try each time I load a game (?). Does that make any sense?

---

My mods:

Generic Mod Enabler - v2.6.0.157
[C:\Spiele\Silent Hunter 5\MODS]

001_00_RemoveLogoIntroTheDarkWraith
001_01_CommandKeys v1.02
002_01_Detailed Caustics v1.0
002_01_ShadowImprovement LR
002_03_ConusGraphicMod v1.1
002_04_OldStyleExplosions V1.1
002_05_SH3_to_SH5_sub_physics
002_06_NoDamnBubblesNoDamnHalo
002_07_Dooms Decks for VIIABC41 1.4
002_08_AilRain 1.0
002_99_CustomEmblem - Wolf
003_00_MightyFineCrewMod v1.2.1 - Alt w beards
003_01_MoraleMod
003_03_LiteCampaign v1.21
003_05_CriticalhitsTorpedos v1.1
004_00_CapthelmsAudioMod
004_01_DBSM_Speech_1_0_5
004_02_DBSM_Music_1_0_5
004_03_GrossdeutscherRundfunk
004_04_MightyFineLessAnnoyingFootsteps v1.0
005_00_FX_Update_0_0_11_ByTheDarkWraith
005_01_FX_Update_0_0_11_BARF_1_3_Full_Fix
006_00_NewUIs_TDC_6_3_0_ByTheDarkWraith
006_01_NewUIs_TDC_6_3_0_Das_Boot_Crew_Mod_by_Illyu strator
006_02_NewUIs_TDC_6_3_0_emtguf_rework_scopes_5_8_r atio
006_03_NewUIs_TDC_6_3_0_ERM_Reaper7_NightVision
006_03_NewUIs_TDC_6_3_0_ERM_Reaper7_NightVision_Bl ack_Skin
006_05_NewUIs_TDC_6_3_0_No_Aircraft_Spotting_At_De pth
006_50_Sub_Exhaust_1_0_4_byTheDarkWraith
006_51_SubFlags_0_0_5_byTheDarkWraith
007_00_IO_StrategicMap_2_2_for_TDW_6_0_0
007_01_IO_MapCourseLine_normal pencil_mod

I have grouped the mods to different sections by the numbers. That helps me in keeping track of installing orders and stuff. I am not sure about "002_05_SH3_to_SH5_sub_physics" (if I need it). I thought that this might be included in one of TDWs mods. And I am not sure if "007_00_IO_StrategicMaP_2_2_for_TDW_6_0_0" is compatible with NewUIs 6.3.0 (I have not applied Patch 1 yet).

TheDarkWraith
01-07-11, 03:55 PM
just tried the crash dive....first time it worked....second time nothing :nope: Let me look into it :up:

EDIT:

that was a good one....it's fixed now. Will be available in patch 2 for v6.3.0.

ETsd4
01-07-11, 04:10 PM
1-9 sep. 1939
Works for me. I am at Sep. 02 1939.
Playing with TDW-mod v6.1 .

TheDarkWraith
01-07-11, 04:46 PM
v6.3.0 patch 2 released. See post #1 for details :|\\

titidinca
01-07-11, 04:46 PM
open your Silent Hunter 5\Logs\Campaign-xxxx-xx-xx_xxxx file with a hex editor and see what you see in it. What is the size of that file? If you can't view it send it to me and I'll view it.


http://www.filefront.com/17762977/Campaign-2011-01-05_1527.zip

TheDarkWraith
01-07-11, 04:52 PM
http://www.filefront.com/17762977/Campaign-2011-01-05_1527.zip

file looks good :up: So now let's see if you have the radio message folder. See if you have the following folder:

\Silent Hunter 5\data\RadioMessages

Inside of that folder is another folder English (\Silent Hunter 5\data\RadioMessages\English)

Inside of that folder you should have folders for the years of the war. Inside of each year folder you should have month folders for the months there were messages. And inside the month folder should be a file called radiomessages.txt

Do you have all of them?

If so, then did you edit your options file and change the below:
# the language for the random radio messages in game
# Current supported languages are: English
# Note: language MUST be enclosed in quotation marks!
RadioMessageLanguage = "English"

If so, put it back as the only supported language is English currently.

titidinca
01-07-11, 05:03 PM
file looks good :up: So now let's see if you have the radio message folder. See if you have the following folder:

\Silent Hunter 5\data\RadioMessages

Inside of that folder is another folder English (\Silent Hunter 5\data\RadioMessages\English)

Inside of that folder you should have folders for the years of the war. Inside of each year folder you should have month folders for the months there were messages. And inside the month folder should be a file called radiomessages.txt

Do you have all of them?

If so, then did you edit your options file and change the below:
# the language for the random radio messages in game
# Current supported languages are: English
# Note: language MUST be enclosed in quotation marks!
RadioMessageLanguage = "English"

If so, put it back as the only supported language is English currently.

Radio message folder is ok and in the TheDarkWraithUserOptions is written how you said!

TheDarkWraith
01-07-11, 05:07 PM
Radio message folder is ok and in the TheDarkWraithUserOptions is written how you said!

:hmmm: Are you using the latest version of the mod (v6.3.0 with now patch 2 formerly patch 1)? Try with patch 2.

If that doesn't work then I would disable all mods except the core UIs mod and patch 2. Test again to see if you get radio messages or not.

titidinca
01-07-11, 05:17 PM
:hmmm: Are you using the latest version of the mod (v6.3.0 with now patch 2 formerly patch 1)? Try with patch 2.

If that doesn't work then I would disable all mods except the core UIs mod and patch 2. Test again to see if you get radio messages or not.

Ok, I will try to patch 2 .Thanks!

TheDarkWraith
01-07-11, 05:25 PM
Ok, I will try to patch 2 .Thanks!

if that doesn't work then you need to enable script debugging so we can see what's going on. To do that you have to edit your \documents\SH5\data\cfg\main.cfg file. Find the entry below and make it look exactly like below:

[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes

This will allow dialog boxes to pop up and display information if/when an error occurs. If they do pop up then I'll need screenshots of what they say in order to figure out why you're having problems.

titidinca
01-07-11, 06:03 PM
if that doesn't work then you need to enable script debugging so we can see what's going on. To do that you have to edit your \documents\SH5\data\cfg\main.cfg file. Find the entry below and make it look exactly like below:

[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes

This will allow dialog boxes to pop up and display information if/when an error occurs. If they do pop up then I'll need screenshots of what they say in order to figure out why you're having problems.

when I tried to keep this campaign I received the error:
Unable to DateTime.Parse fromdate:19390913 0007 19390914 0800 0 20 U-26 FdU 1939/09/13 / OPERATION CARRIED OUTAT POSITIONBF 1828.NO FUEL PROBLEMS. 6 TORPEDOES . BF 2573.:down:

col_Kurtz
01-07-11, 06:06 PM
Briefly. I give up. Now I have a problem with a green cross in the night view scopes. I do not see a vertical line at. The UZO is all good. I made screen shots. They also do not see - sometimes.
No ideas, no strength. Sorry.:dead:
http://naforum.zapodaj.net/thumbs/eede16c3ca77.jpg (http://naforum.zapodaj.net/eede16c3ca77.jpg.html)

http://naforum.zapodaj.net/thumbs/8f4b6392e2b2.jpg (http://naforum.zapodaj.net/8f4b6392e2b2.jpg.html)

In total, I have this problem a long time. I tried with different mods, MRPs, Emtgufs still the same.

My screen nativ res 1024x1280 so it`s a 5:4 aspect ratio. I`m using patch 5x4 - nothing. Graphic card HD ATI 4850 - it`s pretty good.
TheDarkWraith - filters are great - fantastic, using R:20, G:255, B: 0 and Alpha about 10-20 looks really good. Good work as usual:rock:

TheDarkWraith
01-07-11, 06:06 PM
when I tried to keep this campaign I received the error:
Unable to DateTime.Parse fromdate:19390913 0007 19390914 0800 0 20 U-26 FdU 1939/09/13 / OPERATION CARRIED OUTAT POSITIONBF 1828.NO FUEL PROBLEMS. 6 TORPEDOES . BF 2573.:down:

This is good news :up: Now I have something to work on to figure out why. Next question, what country are you in?

TheDarkWraith
01-07-11, 06:09 PM
Briefly. I give up. Now I have a problem with a green cross in the night view scopes. I do not see a vertical line at. The UZO is all good. I made screen shots. They also do not see - sometimes.
No ideas, no strength. Sorry.:dead:
http://naforum.zapodaj.net/thumbs/eede16c3ca77.jpg (http://naforum.zapodaj.net/eede16c3ca77.jpg.html)

http://naforum.zapodaj.net/thumbs/8f4b6392e2b2.jpg (http://naforum.zapodaj.net/8f4b6392e2b2.jpg.html)

In total, I have this problem a long time. I tried with different mods, MRPs, Emtgufs still the same.

My screen nativ res 1024x1280 so it`s a 5:4 aspect ratio. I`m using patch 5x4 - nothing. Graphic card HD ATI 4850 - it`s pretty good.
TheDarkWraith - filters are great - fantastic, using R:20, G:255, B: 0 and Alpha about 10-20 looks really good. Good work as usual:rock:

Click the HUD button in the scope's torpedo box. Enable the Crosshairs. This will add a highlight to the crosshairs in the scope so you can see them. I added this specifically for the problem you are experiencing.

titidinca
01-07-11, 06:14 PM
This is good news :up: Now I have something to work on to figure out why. Next question, what country are you in?

ROMANIA :yeah:

TheDarkWraith
01-07-11, 06:47 PM
ROMANIA :yeah:

I'm putting something together for you to try. I'll send you a PM with it here in a few :up:

col_Kurtz
01-07-11, 07:17 PM
Click the HUD button in the scope's torpedo box. Enable the Crosshairs. This will add a highlight to the crosshairs in the scope so you can see them. I added this specifically for the problem you are experiencing.

Yeah, I know that. I saw this crosshair. It is like a double, though the original crosshair had its outline.

letterboy1
01-08-11, 01:05 AM
TDW, as far as you know, is there anything about your mod that would in any way cause problems if installed mid-patrol? For the past couple of months I've been updating without waiting to be in base and had no problems. Since about 3.6.0 I've begun running almost completely dry of contacts . . . and I am in Happy Times! The only mods I'm running are UI with Arclight Scopes and W Clear's Environment. The messages come in regarding convoys being spotted and 99% of the time I see no updates on the map to indicate this. Is it just the game?

Meldric
01-08-11, 03:53 AM
Crashdive button works again with patch 2! Excellent!
:yeah:

Torpedo
01-08-11, 04:57 AM
@ col Kurtz
see the http://www.subsim.com/radioroom/showpost.php?p=1566477&postcount=5845
Torpedo

Meldric
01-08-11, 05:51 AM
Hi!

I would like to put in the idea to change the colorable crosshair in the way that we can change the color of the lines instead of having the crosshair "surrounded" by colored lines. These make the stadimeter harder to use in darkness...

Thank you!

antier
01-08-11, 07:06 AM
Hi all,

According to your own experiences of TDW NewUis 6_3_2 and Environment 5.0 mods, what should be the good place for Environment 5.0 in JSGME : before or after TDW NewUi ? :hmmm:

Gauthier
01-08-11, 08:00 AM
Hi!

I would like to put in the idea to change the colorable crosshair in the way that we can change the color of the lines instead of having the crosshair "surrounded" by colored lines. These make the stadimeter harder to use in darkness...

Thank you!

+1:rock:

letterboy1
01-08-11, 08:37 AM
Hi all,

According to your own experiences of TDW NewUis 6_3_2 and Environment 5.0 mods, what should be the good place for Environment 5.0 in JSGME : before or after TDW NewUi ? :hmmm:

When you install two mods with JGSME and you don't get an overwrite warning, then it makes no difference which one goes in first.

col_Kurtz
01-08-11, 08:43 AM
@ col Kurtz
see the http://www.subsim.com/radioroom/showpost.php?p=1566477&postcount=5845
Torpedo

You have messagio:03:

TheDarkWraith
01-08-11, 08:56 AM
Hi!

I would like to put in the idea to change the colorable crosshair in the way that we can change the color of the lines instead of having the crosshair "surrounded" by colored lines. These make the stadimeter harder to use in darkness...

Thank you!

I would love to be able to change the color of the crosshair lines itself but the game's hardcode controls it and thus I can't get to it.

titidinca
01-08-11, 08:56 AM
I'm putting something together for you to try. I'll send you a PM with it here in a few :up:


Radio now works perfectly! Thanks a lot! :salute:

col_Kurtz
01-08-11, 08:57 AM
Click the HUD button in the scope's torpedo box. Enable the Crosshairs. This will add a highlight to the crosshairs in the scope so you can see them. I added this specifically for the problem you are experiencing.
Ok. Torpedos small mod for scopes is the solution for me. I used it and sunk succesfully the vessel in your Historical mission - without auto-tutorial - using stadimeter, AOB etc and your filters. Works fine:yeah:
Back to the course!:salute:
And more think. When set the speed to 7.5kts (Mostefficient from your .py) it`s working, I can see the speeds value 7kts set, U-boot decraesing or increasing speed, but on the speed clock the needle is on the Ahead standard position.

http://naforum.zapodaj.net/thumbs/3cf14469e62a.jpg (http://naforum.zapodaj.net/3cf14469e62a.jpg.html)

antier
01-08-11, 09:12 AM
When you install two mods with JGSME and you don't get an overwrite warning, then it makes no difference which one goes in first.

Thanks for such a kind of reply... :up:

If I ask the question, it is because from one way or from another, you do get an overwrite warning !

pascal4541
01-08-11, 10:50 AM
Hello TheDarkWraith
Firstly, Happy New Year 2011 and thanks for your very good job :salute:

I have a problem with the officer Weapon, icon recognition of the vessel and the firing solution is more active than the target by locking and locking, the torpedo can never intended ... this in easy mode.
what are the settings to change the file py?
http://data.imagup.com/multi/1109174260_SH5Img@2011-01-08_16.29.20.jpg (http://www.imagup.com)

TheDarkWraith
01-08-11, 11:10 AM
you have to lock onto the target first before those become available.

pascal4541
01-08-11, 11:21 AM
yes but by locking the line of fire hangs over the ship and no torpedoes will reach it unless it is stopped

letterboy1
01-08-11, 12:33 PM
Thanks for such a kind of reply... :up:

If I ask the question, it is because from one way or from another, you do get an overwrite warning !

I'm sorry, I meant to say the other warning that JSGME gives if one mod attempts to overwrite files from another mod. Are you talking about the warning that Windows gives when attempting to overwrite files? Or the JSGME warning?

By the way, I just reinstalled both Environment Mod 5 (from W_Clear) and the latest UI Mod from TDW version 6.3.2 and I got no conflict messages.

TheDarkWraith
01-08-11, 02:15 PM
brainstorming for ideas on the radio messages. Currently I'm thinking about implementing the following additions to the radio messages:

- if you are stalking a ship and you come within a certain range of it there's a chance the ship might fire off a radio message saying submarine sighted at location x y. If you were submerged at the time it would say periscope sighted location x y.
- whenever a ship is destroyed there might be a chance that it fires off an SOS message stating it's location and that it's sinking
- ??? :06:

jwilliams
01-08-11, 03:08 PM
Small Bug with the U-Jagd_chrono mod. Atleast i think it is.... I'm not sure how the clock is surposed to work. thought i'd try it to see.

The minute hand stops turning after 12mins. The second hand continues to turn, but the min hand stays at 12 mins. Should the minute hand not turn to say 1 min again?

TheDarkWraith
01-08-11, 03:11 PM
Small Bug with the U-Jagd_chrono mod. Atleast i think it is.... I'm not sure how the clock is surposed to work. thought i'd try it to see.

The minute hand stops turning after 12mins. The second hand continues to turn, but the min hand stays at 12 mins. Should the minute hand not turn to say 1 min again?

You must have clicked the top and started the chrono then? If so, known game bug.

jwilliams
01-08-11, 03:12 PM
brainstorming for ideas on the radio messages. Currently I'm thinking about implementing the following additions to the radio messages:

- if you are stalking a ship and you come within a certain range of it there's a chance the ship might fire off a radio message saying submarine sighted at location x y. If you were submerged at the time it would say periscope sighted location x y.
- whenever a ship is destroyed there might be a chance that it fires off an SOS message stating it's location and that it's sinking
- ??? :06:

This sounds great.... would really add to the tension.

Is it possible to have the message ONLY if u have been spotted? or would this be random. meaning this message may be sent even if you've not been spotted??

TheDarkWraith
01-08-11, 03:16 PM
This sounds great.... would really add to the tension.

Is it possible to have the message ONLY if u have been spotted? or would this be random. meaning this message may be sent even if you've not been spotted??

due to limitations of the game and not being able to 'read' whether the ship in question has spotted you or not it would be a random chance thing.
There are other side effects of this too - I can't tell if the contact is friendly, neutral, or enemy. So you could theoretically have a friendly spotting you and radoing it in :doh:

jwilliams
01-08-11, 03:20 PM
You must have clicked the top and started the chrono then? If so, known game bug.


Sorry not sure i understand.... how are you surposed to start the chrono if you dont click the top of it??? I was using the chrono to time (measure) between sound checks to get position of a contact. i had not fired any torps to get the chronos up.

Is this a random bug (default game) with the chronos ? as i've never noticed this bug with the default chrono in ur UI mod.

jwilliams
01-08-11, 03:28 PM
due to limitations of the game and not being able to 'read' whether the ship in question has spotted you or not it would be a random chance thing.
There are other side effects of this too - I can't tell if the contact is friendly, neutral, or enemy. So you could theoretically have a friendly spotting you and radoing it in :doh:

Yes as i thought.... not perfect but would still add alot to the immersion.

The part about the friendly radio'n you in is not a biggy as the friendly wouldn't know that you were a friendly, so this could add to the gameplay.

TheDarkWraith
01-08-11, 03:30 PM
Sorry not sure i understand.... how are you surposed to start the chrono if you dont click the top of it??? I was using the chrono to time (measure) between sound checks to get position of a contact. i had not fired any torps to get the chronos up.

Is this a random bug (default game) with the chronos ? as i've never noticed this bug with the default chrono in ur UI mod.

You never notice it before because the scale in the 'stock' clock is 60 minutes. The scale in the U-jagd one is I think 12. Hardly no-one ever times to 60 minutes and that's why you've never seen it.

ETsd4
01-08-11, 06:49 PM
http://i714.photobucket.com/albums/ww143/snDf1/SH5Img07.jpg
- As described in above picture left field has to be a 2-digit field, right field has to be a 3-digit field.



http://i714.photobucket.com/albums/ww143/snDf1/SH5Img06.jpg
Question: What is the meaning of the red-marked numbers?

Info: - Sunset/sunrise/moonset is slightly off reality (maybe it fits for the game, dont know that. but i doubt it):
Sunrise for Sep 03 1939 @55°00N 015°00E is 05:08 Local time = 04:08 GMT.
Sunset for Sep 03 1939 @55°00N 015°00E is 18:50 local time = 17:50 GMT. (http://www.srrb.noaa.gov/highlights/sunrise/sunrise.html)
Moonset for Sep 03 1939 @55°00N 015°00E is 10:07 local time = 09:07 GMT.

BowfinSS287
01-08-11, 07:11 PM
i would greatly appreciate someone giving a detailed explanation
of how to correct for time zones,I've had limited success with it
I don't fully understand how much time to place in the lower boxes
and when should i tick the latitude or longitude boxes

the red circles in the above post....i believe that to be the compass direction of sun/moon

TheDarkWraith
01-08-11, 07:19 PM
i would greatly appreciate someone giving a detailed explanation
of how to correct for time zones,I've had limited success with it
I don't fully understand how much time to place in the lower boxes
and when should i tick the latitude or longitude boxes

the red circles in the above post....i believe that to be the compass direction of sun/moon

Well you don't really need to correct for time zones anymore. As the clock shows your current time (in the current nautical time zone) there's no reason to use those boxes (unless you are playing the game in GMT time).
The clicking of the lattitude and longitude boxes is really simple. Look at the map and are you north of center? Are you west of center? What it says above the box is the current direction. So if it says north and you have 10 and 38 entered in the boxes you're telling the mod that you are at 10'38" degrees north lattitude.

kiwi_2005
01-08-11, 07:51 PM
This is an excellent UI, I have the SH3 UI enabled, one problem though how do I minimize the messages window its always up to the right of the screen and quite large there is a minimize button on the bottom of the window but clicking that does nothing.

ETsd4
01-08-11, 08:02 PM
the red circles in the above post....i believe that to be the compass direction of sun/moon


Thanks for the Info.
The default screen of the "ChalkBoard" gives your position away. So when you play with real navigation ( and without the help of your navi-officer) you have to jump directly to the 2. page (thats the edit-screen) of the ChalkBoard and enter your assumed position data in Lat/Long.
Then you get the sunset/sunrise data for your assumed position.

TheDarkWraith
01-08-11, 08:03 PM
Thanks for the Info.
The default screen of the "ChalkBoard" gives your position away. So when you play with real navigation ( and without the help of your navi-officer) you have to jump directly to the 2. page (thats the edit-screen) of the ChalkBoard and enter your assumed position data in Lat/Long.
Then you get the sunset/sunrise data for your assumed position.

Not so. I changed it so that the displayed position is your last fix position :yep: When you click update it also displays your last fix position.

ETsd4
01-08-11, 08:06 PM
Not so. I changed it so that the displayed position is your last fix position :yep: When you click update it also displays your last fix position.

Wow. Thats great.

Stormfly
01-08-11, 09:25 PM
hi TDW, thank you for the new Radio Message System, very great addition !

...would it be possible to trigger the incomming event with the "new message received" sound ?

of course, a random trigger for maybe up to 10 different sounds would be great :D

TheDarkWraith
01-09-11, 01:21 AM
patch 3 for v6.3.0 released. See post #1 for details :|\\

EVERYONE needs this patch as it addresses some issues with campaign mode discovered in Magnum Opus.

PL_Andrev
01-09-11, 03:33 AM
brainstorming for ideas on the radio messages. Currently I'm thinking about implementing the following additions to the radio messages:

- if you are stalking a ship and you come within a certain range of it there's a chance the ship might fire off a radio message saying submarine sighted at location x y. If you were submerged at the time it would say periscope sighted location x y.
- whenever a ship is destroyed there might be a chance that it fires off an SOS message stating it's location and that it's sinking
- ??? :06:

Why only "a chance"? If ship is attacking by submarine should always send info about "unidentyfied submarine spotted" or "we're attacked by unidentyfied submarine".
This same with submerged submarine - if torpedo trial is spotted ship will try to zigzag or avoid torpedo direction. This is great time to send message like "mayday, mayday, we're attacked by unidentyfied submarine".
Maybe good option is a time when message is sent - my proposal is 2-10 minutes. If ship was attacked and ship is in "alert" mode should send the meessage in 2-10 minutes.
The question about damages and fire on ship - is possible to add cntrol about attacked ship? I think that the message should't be send if whole ship is on fire or radio room on ship is damaged.

harag
01-09-11, 06:15 AM
Chalkboard - This looks cool, where is it from, which mod.

allso I've noticed an extra mod in the TDW mods folder called "real navigation" I've not seen or heard about this so never installed it... Can someone please explain what it is?

Thanks

TDW - Will you be stopping support on the UI now the mega mod is in beta - excellent work by the way!

Silent Steel
01-09-11, 07:37 AM
I have a question about the obs scope -
Whenever I enter the obs scope it fully raises and stays there no matter what I do...
The obs scope doesn't react when I press the PgUp or PgDn :hmmm:
Even the scope depth meter in the upper left corner doesn't move.

The attack scope works just fine.

The options.py file is set up like this:

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3533


I don't know if my problem is related to the following but in the option.py file you find:
- options for both "entering"and "leaving" the attack scope but
- option only for "leaving" the obs scope. No for "entering" it.
Don't get it.

Can anyone please help me out of this?

TheDarkWraith
01-09-11, 10:02 AM
Why only "a chance"? If ship is attacking by submarine should always send info about "unidentyfied submarine spotted" or "we're attacked by unidentyfied submarine".
This same with submerged submarine - if torpedo trial is spotted ship will try to zigzag or avoid torpedo direction. This is great time to send message like "mayday, mayday, we're attacked by unidentyfied submarine".
Maybe good option is a time when message is sent - my proposal is 2-10 minutes. If ship was attacked and ship is in "alert" mode should send the meessage in 2-10 minutes.
The question about damages and fire on ship - is possible to add cntrol about attacked ship? I think that the message should't be send if whole ship is on fire or radio room on ship is damaged.

There are some limitations in the game regarding contacts (code wise).

1. A script can only read heading, whether destroyed or not, and current location from the contact and nothing else
2. No other information can be gathered from the contact (I can't tell the current crew state, whether it's in alert state or not, etc. etc.)

Now based on that information, it's very limited what one can do with those contacts. Therefore it has to be a 'chance' thing since we can't tell if the contact has spotted the sub or not, can't tell is the contact is damaged or not, can't tell if the contact is neutral, friendly, or hostile, can't tell if they have detected torpedoes or not, etc. etc.

TheDarkWraith
01-09-11, 10:06 AM
Chalkboard - This looks cool, where is it from, which mod.

allso I've noticed an extra mod in the TDW mods folder called "real navigation" I've not seen or heard about this so never installed it... Can someone please explain what it is?

Thanks

TDW - Will you be stopping support on the UI now the mega mod is in beta - excellent work by the way!

The chalkboard mod is Otto's chalkboard mod that has been integrated into the UI mod.

Real navigation is just that, real navigation. All visual cues of where your sub is on the map are gone. If you're not plotting your position you'll never know where you are. The navigator is there to assist you with plotting by taking dead-reckoning fixes or celestial fixes.

Do you think I'm Ubisoft or something? Of course there will always be support for any of my mods :yep: Magnum Opus's basis IS my UIs mod - it's the very core of the mod.

TheDarkWraith
01-09-11, 10:10 AM
I have a question about the obs scope -
Whenever I enter the obs scope it fully raises and stays there no matter what I do...

The obs scope doesn't react when I press the PgUp or PgDn :hmmm:
Even the scope depth meter in the upper left corner doesn't move.

The attack scope works just fine.
I don't know if my problem is related to the following but in the option.py file you find:
- options for both "entering"and "leaving" the attack scope but
- option only for "leaving" the obs scope. No for "entering" it.
Don't get it.

Can anyone please help me out of this?

Sounds like you have a corrupt file somewhere. Are you getting any error messages (dialog box pop ups)? Do you have modding and script debugging enabled? If not, please turn them on so that any error messages being 'thrown' can be caught and displayed to the screen.
To enable them you have to edit your \documents\SH5\data\cfg\main.cfg file.
Have you tried disabling ALL mods except the core UIs mod and seeing if you still have the problem(s)?
There is no option for entering the obs scope because it's animated. Ever noticed that when you click on the obs scope in game it goes through an animation sequence (turning and raising)? That would be why.

harag
01-09-11, 10:28 AM
The chalkboard mod is Otto's chalkboard mod that has been integrated into the UI mod.

How do I view chalkboard? what key/icon?

Real navigation is just that, real navigation. All visual cues of where your sub is on the map are gone. If you're not plotting your position you'll never know where you are. The navigator is there to assist you with plotting by taking dead-reckoning fixes or celestial fixes.

Cool, though I think this might be a step too far for me. I'm still having trouble with the RAODF dialog and the periscope from torpedo in 16:9 screen res... Tried following the instructions, I seem to get the range right, but the AOB always seems wrong.

Have I got the right mods installed for the RAODF thing - see below.

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

Gramaphone_One
Gramaphone_Two
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch_1

Periscopes by Torpedo
ArcLight_MRP 16x9 patch
NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope


Do you think I'm Ubisoft or something? Of course there will always be support for any of my mods :yep: Magnum Opus's basis IS my UIs mod - it's the very core of the mod.

Of course not, your nothing like Ubi. :) I ment now that the mega mod is live (beta) and your UI is in there, then I thought you might be just supporting that. But if it's easier enough for you to support both and make modifications for both - cudos to you! a job we all appreciate you doing!

Keep up the EXCELLENT Work :yeah:

TheDarkWraith
01-09-11, 10:41 AM
How do I view chalkboard? what key/icon?

Cool, though I think this might be a step too far for me. I'm still having trouble with the RAODF dialog and the periscope from torpedo in 16:9 screen res... Tried following the instructions, I seem to get the range right, but the AOB always seems wrong.

You view the chalkboard by pressing Shift+B. If you peruse the options file you'll find all the hotkeys used in the mod (along with some other gems you probably didn't know existed).

Trevally is working hard at revising the RAOBF graticules. The problem might be the graticules and not your algorithm of using the tool.

harag
01-09-11, 11:21 AM
You view the chalkboard by pressing Shift+B. If you peruse the options file you'll find all the hotkeys used in the mod (along with some other gems you probably didn't know existed).

Trevally is working hard at revising the RAOBF graticules. The problem might be the graticules and not your algorithm of using the tool.

Thanks for the key code. I'll try that next time I'm in there. Up until installing the Mega Mod I've used the following Mod:

Church's SHV 1.01 Keyboard Commands v1.1

Is this compatible with the Mega Mod or even the UI mod? I've not had any problems with the UI mod.

For the mega mod can you update the F1 help graphics to show all the keys? e.g. I found it useful to have the gramaphone on the G key.

Cheers

TheDarkWraith
01-09-11, 11:25 AM
Church's SHV 1.01 Keyboard Commands v1.1

Is this compatible with the Mega Mod or even the UI mod? I've not had any problems with the UI mod.

For the mega mod can you update the F1 help graphics to show all the keys? e.g. I found it useful to have the gramaphone on the G key.

Cheers

I'm not a graphics artist sorry. Maybe one of the community members here can do that for us :06:

I don't use any keyboard mods so I'm not a good resource of information on the subject. I can tell you that none of my mods modify the commands.cfg file though.

Trevally.
01-09-11, 11:28 AM
@harag

If you are using MRP scope with a screen of 16:9 your mos list should look like this:-

Arclight_MRP_4_3_ratio
MRP 16x9 patch

swordfish1
01-09-11, 12:15 PM
Hi all! Have just updated TDW's UI's to version 6.3.3. including the patch and now getting CTD's when leaving on a career patrol! Anyone else getting similar problems with this update?? Have had no problems with earlier versions of the mod.

Any help on this appreciated.

TheDarkWraith
01-09-11, 12:35 PM
Hi all! Have just updated TDW's UI's to version 6.3.3. including the patch and now getting CTD's when leaving on a career patrol! Anyone else getting similar problems with this update?? Have had no problems with earlier versions of the mod.

Any help on this appreciated.

Load your career with the mod enabled. While still in the bunker save it. Exit game. Restart game. Should fix the problem.

swordfish1
01-09-11, 12:55 PM
Hi all! Have just updated TDW's UI's to version 6.3.3. including the patch and now getting CTD's when leaving on a career patrol! Anyone else getting similar problems with this update?? Have had no problems with earlier versions of the mod.

Any help on this appreciated.

You're a star sir! Many thanks, keep your good stuff coming.

Silent Steel
01-09-11, 01:52 PM
Sounds like you have a corrupt file somewhere. Are you getting any error messages (dialog box pop ups)? Do you have modding and script debugging enabled? If not, please turn them on so that any error messages being 'thrown' can be caught and displayed to the screen.
To enable them you have to edit your \documents\SH5\data\cfg\main.cfg file.
Have you tried disabling ALL mods except the core UIs mod and seeing if you still have the problem(s)?
There is no option for entering the obs scope because it's animated. Ever noticed that when you click on the obs scope in game it goes through an animation sequence (turning and raising)? That would be why.



I'll turn the debugging options on and see what I get.
Previously I actually tried disabling all mods but the 6.3.0 and it's patch. Everything seemed to be running fine.
Strikes me now - of course I've seen the animated sequence :oops:

Back as soon I've got the time to test the debugging.

Thanks again :up:

TheDarkWraith
01-09-11, 03:50 PM
Added the periscope sighted/sub sighted to the radio messages. There is a new user option that specifies the maximum distance a ship can have any chance of sending a radio message saying they detected you. Default value is 8000m.

I have compiled over 100+ ship names from WWII that the mod can use as the ship name.

The mod 'rolls the dice' when you are within that range and if you are spotted a radio message goes out from ship. If you are not spotted a random amount of time is assigned before the ship can 'look' for you again. The chance that it can spot you surfaced is 70%. The chance that it can spot your periscope is 35%.

Now I took this one step further :D I also go through ALL the ship contacts in game and 'roll the dice' with them to see if they spotted a sub/periscope whereever they are. If so, they fire off a radio message :rock: The percent chance that one of these contacts will spot a submarine is 5%.

What I'm not sure of is what to put in the From line of the radio message. Currently I just have the ship's name that sent it:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3534

Next is to add radio messages for sinking/destroyed ships :DL

Jaeger
01-09-11, 04:00 PM
very nice, tdw. one question: can we trigger a sound to this action? there are some voice files like "i got a radio message from another ship" or something like that. can we hear this file when a radio message is caught?

TheDarkWraith
01-09-11, 04:19 PM
very nice, tdw. one question: can we trigger a sound to this action? there are some voice files like "i got a radio message from another ship" or something like that. can we hear this file when a radio message is caught?

sure I can add sounds to the messages. Will cause some problems down the line though as I'll have to edit the Sh.sdl file to add them so they are registered with the game. Once I touch that file then any sound mod that modifies it also will be broken (or they break the sounds with this mod depending on how the mod order is in JSGME)

Trevally.
01-09-11, 04:50 PM
I'll have to edit the Sh.sdl file to add them


Would it be possible for you to add a merge app like you did for the options.py:06:

TheDarkWraith
01-09-11, 05:20 PM
This poor soul didn't spot me fast enough. Sent out his radio report of periscope sighted and one second later his ship was toast :D
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3535

possible radio messages that a ship can give off when destroyed/sinking:

SOS....SOS.....SOS.....We're going down at (lat, long)
Abandoning ship at (lat, long)
Massive damage. Ship is taking on water. Abandoning ship at (lat, long)
Unable to control flooding. Abandoning ship at (lat, long)

Jaeger
01-09-11, 06:20 PM
they also should send out the reason why they are taking damage. perhaps: attacked by an uboat. unable to stop flooding. abandon ship

TheDarkWraith
01-09-11, 07:55 PM
patch 4 released for v6.3.0. See post #1 for details :|\\

Walle
01-10-11, 07:03 AM
I downloaded the Multiple UIs for SH5 with TDC, got the new patch 4, and then added it to the game with JSGME, but the game will crash to desktop right before mission (any really, tried loading saved games, tried historic missions) starts. I have no other mods installed and the game is patched to 1.2.
Unloading the Multiple UI's patch fixes the problem, so I don't think my game is broken.

What might be wrong? :)

Gauthier
01-10-11, 07:04 AM
I'd like a little help.
I want to use these mods, is the order correct and do I need the 3rd, knowing my resolution is 1920*1080 16/9?

NewUIs_TDC_6_3_0_ByTheDarkWraith
MRP 16x9 ratio
NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope
NewUIs_TDC_6_3_0_Real_Navigation

Tks

Stormfly
01-10-11, 07:25 PM
sure I can add sounds to the messages. Will cause some problems down the line though as I'll have to edit the Sh.sdl file to add them so they are registered with the game. Once I touch that file then any sound mod that modifies it also will be broken (or they break the sounds with this mod depending on how the mod order is in JSGME)

ohh, i think merging sounds of different mods into the sdl file is allready a well known and easy practice for nearly everyone who is able to use S3D, just a bit more work then using JSGME but without loosing something ;)

7thSeal
01-10-11, 09:38 PM
TDW, on the radio message icon at the top right bar... I was curios if you could set a limit as to how long it flashes when showing that you have received a message? Unless you click on it and close out the message box every time then it never stops flashing.

TheDarkWraith
01-10-11, 09:53 PM
TDW, on the radio message icon at the top right bar... I was curios if you could set a limit as to how long it flashes when showing that you have received a message? Unless you click on it and close out the message box every time then it never stops flashing.

That's the intent...never stop flashing until you open it. That way you know when you have new messages you haven't reviewed yet.

7thSeal
01-10-11, 10:00 PM
I see, would it be possible to have an option for this intent to be enabled or not in the options file? Its just that I don't read every message that's received when playing and get kinda annoyed by always having this icon flashing to get my attention. :)

dakuth
01-10-11, 11:51 PM
I had the same problem unpacking with Winzip and 7-Zip! Renaming the file to something shorter worked for me! Okay, here is what the winzip said (7-Zip said nothing):

Extracting NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _3_0_Scopes (do not enable - open and read)\emtguf_rework_scopes\emtguf_rework_scopes_5_ 8_ratio\data\Menu\Skins\German\Gui\Layout\Periscop e_Mask_1024_SH5.dds Unable to create file

so that was the one that caused the problem and stopped the whole extraction!

Holy crap I'm having the same problem. It's not just the extraction though. My actual path is too long!!!

C:\Games\Steam\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS\NewUI s_TDC_6_3_0_Scopes (do not enable - open and read)\emtguf_rework_scopes\emtguf_rework_scopes_5_ 8_ratio\data\Menu\Skins\German\Gui\Layout

I extracted the whole mod to somewhere basic, then tried to windows-move it, and it fails because c:\games\steam\etc\etc\etc\ that path is too long!!!! I can work around it... I hope.

Can I suggest you rename the very lengthy brackets bit, TDW?

dakuth
01-11-11, 12:06 AM
Holy crap I'm having the same problem. It's not just the extraction though. My actual path is too long!!!

C:\Games\Steam\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS\NewUI s_TDC_6_3_0_Scopes (do not enable - open and read)\emtguf_rework_scopes\emtguf_rework_scopes_5_ 8_ratio\data\Menu\Skins\German\Gui\Layout

I extracted the whole mod to somewhere basic, then tried to windows-move it, and it fails because c:\games\steam\etc\etc\etc\ that path is too long!!!! I can work around it... I hope.

Can I suggest you rename the very lengthy brackets bit, TDW?

No... no not working :wah: I'm not getting any errors extracting now, but I'm still having the same problems. HELP

Silent Steel
01-11-11, 01:22 AM
No... no not working :wah: I'm not getting any errors extracting now, but I'm still having the same problems. HELP


I got the piece of advice from our guru himself (TDW) to use ZipGenius. Google and download it.
Works just fine for me anyway.
Try it! :up:

Silent Steel
01-11-11, 01:33 AM
I'd like a little help.
I want to use these mods, is the order correct and do I need the 3rd, knowing my resolution is 1920*1080 16/9?

NewUIs_TDC_6_3_0_ByTheDarkWraith
MRP 16x9 ratio
NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope
NewUIs_TDC_6_3_0_Real_Navigation

Tks


Salut Gauthier

I think you should try to activate these Mods in the following order:

NewUIs_TDC_6_3_0_ByTheDarkWraith
NewUIs_TDC_6_3_0_Real_Navigation
NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope
MRP_4_3_ratio
MRP 16x9 ratio

Please note yoy must activate the MRP_4_3_ratio before you activate the. Otherwise it won't work.

I'm using these Mods in this order myself.

BTW, a very nice Mod worth trying.

PurpleCity
01-11-11, 02:10 AM
Quick question, I use the SH3 interface and I the "MessageBox" is currently pinned underneath the 3 dials.

Is there an option that I missed in the config file to move the MessageBox to the left side of the screen?

titidinca
01-11-11, 06:01 AM
how did you solved this problem?
when I'm under water can not mark target! Lock-break does not work ( though it is enabled to appear ) and target can not mark with the key space.

PL_Andrev
01-11-11, 07:13 AM
v6.3.0 patch 4:
- added the ability for ships to send out radio messages when they have spotted a sub/periscope
- added the ability for ships to send out radio messages when they are destroyed/sinking

These messages are possible only for player's submarine or for other: spotted enemy german AI or enemy british AI submarines?


6004th post in this thread...
:o

Congratulations TDW and we thank you for your work....

TheDarkWraith
01-11-11, 08:54 AM
These messages are possible only for player's submarine or for other: spotted enemy german AI or enemy british AI submarines?

It's all simulated. I can't really tell if another ship has sighted a sub or not, I can't even tell if another ship has sighted another ship. To give the illusion of radio traffic I iterate over all the ships and 'roll the dice' to see if it has sighted a submarine or not. If it does then I 'roll the dice' to see if it spotted a surfaced or submerged one.
Now for the player's sub I just look at distance to contact. If it's within the distance range we 'roll the dice' to see whether the sub was spotted or not. If not, we wait a random amount of time and check again. Cycle repeats until player's sub is spotted or we are greater than the maximum distance the contact can spot the sub.

Stormfly
01-11-11, 11:40 AM
for some reason after 6.3.0 patch 4,

- the manual targeting cheat bug is present again (manual targeting is enforced via tdw options)

- the entire menue has changed from german to english


EDIT: ...never mind, my fault

Meldric
01-11-11, 11:53 AM
Hi!

I think in the patch the optionfile was included... maybe you overwrote yours?

pfeillant
01-11-11, 12:33 PM
Hello,
Now i have a big problem.

I have a current campaign.

If i start the game without any mod, i can continue the campaign, so after the loading music and screen, the game start for this campaign.

If i install this mod, for example 6.3.0, without or with patch 4, if i select continue the campaign, after the loading music and screens , i have a black screen (5 minutes ...), and i had to kill the process in windows.

If i start for example an historical campaign, the game start normally.

Ideas for this problem, i can't continue my campaign.

pascal4541
01-11-11, 01:10 PM
Salut pfeillant
Je rencontre systématiquement des coupures quasi instantanées ce soir particulièrement... Egalement en chargeant ma campagne en cours...Tout a bien fonctionner cet après-midi et ce soir impossible de jouer...Je me demande quand même si il ne s'agit pas de problèmes au niveau du serveur Ubi :hmmm:

Rongel
01-11-11, 02:39 PM
Hi and thanks again for the life saving mods! There is one thing that bothers me still and it's the radio reports. I really like all other aspects of the radio, but the constant periscope sighted messages are too much. In a long patrol there must be hundreds or thousands of them! So I found this option on the UserOptions.py:

# when stalking or approaching a ship this is the range at which the possibility exists that the ship could spot the sub and send a radio report about it
# below is in meters
RangeShipSendingSubSightedMessage = 8000

If i put there "0" will it disable the "sub sighted" messages? Or is there another option for it? Thanks!:DL

pfeillant
01-11-11, 03:23 PM
Hello, pascal , grand salut et meilleurs voeux,

my problem is systematic

without the mod it is ok
with the mod i always have the black screen

it is a problem between the mod and the campaign save

in this case, i have to lost my campaign (many reals weeks)!!

cgbaker@sympatico.ca
01-11-11, 03:25 PM
I am faced with crashes when activating 6.3.0 and then patch 6.3.4....
which I feel relates to sequence and choosing options (True, false etc)

Help
Charles

pascal4541
01-11-11, 03:29 PM
Meilleurs voeux également pfeillant :03:
Now that's good, I took my current campaign normally, without changing anything and I have more cuts :hmmm: