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


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Trevally.
01-11-11, 03:37 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

Hi Charles and welcome aboard:salute:

Copy a fresh options.py from your original "patch4" download and paste into :-
C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu

cgbaker@sympatico.ca
01-11-11, 04:38 PM
Hi Charles and welcome aboard:salute:

Copy a fresh options.py from your original "patch4" download and paste into :-
C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu

Thanks
I will do so

Charles

ustahl
01-11-11, 05:00 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

Terve! Kokeile ja kerro toimiiko.:salute:
= Try it and report back wether it works or not.

Stormfly
01-11-11, 05:07 PM
Hi!

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


ohh dont worry, iam the best friend of the options migrator :88)

raymond6751
01-11-11, 08:19 PM
I am using version 6_0_0 as first in mod and a clutch of other mods. On two patrols I have been unable to use my stern torpedo.

It is there, visible, but I cannot select it in the periscope or uzo view and fire it. I can open the tube door.

Any thoughts, anyone. I realize it may have nothing to do with this mod, but someone else may have had this issue. :damn:

Obelix
01-11-11, 11:48 PM
Hi TheDarkWraith
Here (http://www.sukhoi.ru/forum/attachment.php?attachmentid=124825&d=1294807398) is rus translation for your mod v6.3.4

Gauthier
01-12-11, 06:20 AM
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.

Tks a lot.

If TDW could answer to this question, I'd be very happy! ;-)

Nufsed
01-12-11, 07:44 AM
Hi TDW, I am using your Magnum Opus v0.0.1, but I like to keep updating the NewUIs with TDC for SH5. Is it okay to just install after MO v0.0.1?

TheDarkWraith
01-12-11, 09:44 AM
Hi TDW, I am using your Magnum Opus v0.0.1, but I like to keep updating the NewUIs with TDC for SH5. Is it okay to just install after MO v0.0.1?

all changes made to my UIs mod are already incorporated in Magnum Opus. If I update one I update the other :yep:

Gauthier
01-12-11, 09:50 AM
Hi TDW,
please help!
Thank you.

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

Rongel
01-12-11, 10:35 AM
If i put there "0" will it disable the "sub sighted" messages? Or is there another option for it? Thanks!:DLTerve! Kokeile ja kerro toimiiko.:salute:
= Try it and report back wether it works or not.
Moikka ja tervehdys!

Yes, I need to test it soon. I'm in the middle of a exciting mission so can't do it now. Last night I was tring to abush a huge convoy in a thick fog, couldn't see anything, just fired all the torpedos where the sound was and I was sure it was a disasterous attack, but then two great booms! Sunk a big troop transportship! Couldn't see anything but the explosion were the proof! Woo:woot: And then surfaced and ran away to the fog fast as I could! That encounter really made me like the game again!

I switched back to my own mod collection (well I added a few, the list on the first page of the Megamod-thread is great! I used the same order too and no problems!) But now the bad thing is that I need to rip my mod collection open again if I need to change something...

stratisg
01-12-11, 03:44 PM
Ηι, As a new player i need a little help from you....
I just have ''stolen'' the game from my son:oops: and downolading the latest 6_3_0_ByTheDarkWraith mod.
Please let me how i install the patch 4???



Sorry, dumb question.....

raymond6751
01-12-11, 04:29 PM
I am using version 6_0_0 as first in mod and a clutch of other mods. On two patrols I have been unable to use my stern torpedo.

It is there, visible, but I cannot select it in the periscope or uzo view and fire it. I can open the tube door.

Any thoughts, anyone. I realize it may have nothing to do with this mod, but someone else may have had this issue. :damn:

My apologies. I unloaded all mods, installed ONLY Magnus, restarted campaign and was able to fire stern torpedo.

rascal101
01-12-11, 07:12 PM
A quick question - do we still need to use the patch above if we are using the mega mod

Rascal

NewUIs with TDC for SH5 by TheDarkWraith
version 6.3.4

YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!


COPYRIGHT NOTICE:
The code changes made to the .py files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The code changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.

To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_6_3_4_ByTheDarkWraith' via JSGME FIRST then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)

NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my UIs thread. If the automatic mast height function isn't working correctly please start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)

This mod will bring the several new UIs to SH5. Currently the list of UIs are:
- SH3 style
- SH4 style
- SH5 Enhanced

SH3 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- Officer shortcut bar with commands for officers.
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

SH4 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

SH5 Enhanced UI consists of:
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Heading bar integrated into the speed bar. Clicking the heading bar readout will reveal a heading/rudder dial. The dial is switchable from heading mode to rudder mode by clicking on the button under the dial. Clicking on the heading bar readout again will hide the dial (it retains the mode it was in when revealed again). Mousing into the heading bar readout and pressing the appropriate keys will set the ordered heading. You can press and hold the appropriate keys to keep changing the ordered heading. The appropriate keys (and all options) can be changed by editing \MODS\NewUIs_TDC_6_3_4_TheDarkWraith\data\Scripts\ Menu\TheDarkWraithUserOptions.py). Mousing out of the heading bar readout with a new ordered heading will cause this ordered heading to take effect. The dial can also be used to set the ordered heading / rudder angle. A tooltip has been integrated to be shown when you mouse into the heading bar readout. It will either display the current heading or if you have requested a new ordered heading the current ordered heading. Once within 5 degrees of the ordered heading the tooltip will start to display the current heading. The heading/rudder dial can also be cycled on/off using a hotkey. The state of the dial (rudder or heading) can be switched via hotkey also.
- Officer shortcut bar with commands for officers.
- optional integrated levels that gives the user Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

Common to all UIs:
- Option to enable heading display in Binocular view
- Added skwasjer's digital clock to top right

For those UIs that utilize the familiar 3 dials:
- The dials have two states.
- The first dial has the states of: engine order telegraph and speed.
- The second dial has states of heading and rudder angle (though angle displayed on dial doesn't match rudder deflection currently. Still sorting that out).
- The third dial has states of shallow depth and deep depth.
- To change states simply click on the button below the dial.
- The dials will expand when the mouse is inside them and they will contract when mouse is outside them (like zoom in/out). Individual zoom levels can be set for throttle, speed, heading, rudder, depth260, and depth25.
- User can lock out each individual dial (and each state of the dial) from zooming.
- The animation rate of the dials expanding/contracting can also be changed.
- The dials can be customized by using a different .dds file. See the readme.txt file in \Dials.

For those UIs that utilize the TDC:
- There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC
- All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed).
- Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI.
- spread angle only just adds the spread angle dial to the TDC
- No TDC removes the TDC from the mod.
- The TDC interfaces have been included on the obs periscope, attack periscope, and UZO. User has option to disable TDC on each station mentioned.

There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC. All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed). Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI. Spread angle only just adds the spread angle dial to the TDC. No TDC removes the TDC from the mod. The TDC interfaces have been included on the obs periscope, attack periscope, and UZO.
xxx = Attack, Obs, or UZO
To install All dials (for each scope):
In the options file set: xxxTDCMode = TDCAllDials
To install minimal dials (for each scope):
In the options file set: xxxTDCMode = TDCMinimalDials
To install spread angle only dial (for each scope):
In the options file set: xxxTDCMode = TDCSpreadAngle
To install No TDC (for each scope):
In the options file set: xxxTDCMode = NOTDCDials

All user configurable settings can be found in the file '\MODS\NewUIs_TDC_6_3_4_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'. NOTE: When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game!

********** NOTE: ***********
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following is set like the below in your \Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes

This mod also saves and restores position information of certain draggable items. Those draggable items that do not have dragging enabled via the options file will not be updated at game start - they will default to their default position information. The draggable items are:
- Officers
- SH5 Enhanced mode heading/rudder dial
- Clock
- XO TDC Dialog box
- Otto's integrated Chalkboard mod
- Messagebox
- Gramophone
- Radio
- Enhanced Recognition Manual add-on mod
The position information is stored in a file for each page. The files are located in your SH5 install path (...\Silent Hunter 5). The files are named as follows: pagex_Draggables.TDW. The information in the files is stored in binary form and can be viewed using a hex editor if one wishes. To erase all stored position information simply delete the pagex_Draggables.TDW files. Upon restart of the game new files will be created and the items will be at their stock default location.
NOTE: if you are having trouble with items not repositioning or the likes it is probably because Windows is enforcing a privilege level on the game. Simply start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)

Automation has been added to this mod. Automation is exactly as it sounds - the automatic carrying out of orders defined by the user via scripts. All available commands are defined in \data\Automation\TDW_Automation.txt (this file can be opened with Notepad).

A BIG thanks to maerean_m for information and assistance he gave in helping me make the TDC come to life for the obs periscope, attack periscope, and UZO. Thanks again!!
The default text is English. There is a new folder called '\Text'. In it you will find folders of all the different languages I have for the mod. Navigate to you language and then copy the menu.txt file and paste in '\MODS\NewUIs_TDC_6_3_4_TheDarkWraith\data\Menu'. Then copy the 'MODS' folder to your '\Ubisoft\SilentHunter5\' folder (this assumes that you setup JSGME to use the MODS folder as default). Enable via JSGME.

The Attack Disc has been added to the mod. You can find documentation for it in \Documentation\Attack_Disc_Handbook.pdf

Current languages supported by this are:
English
German
French
Polish
Spanish
Russian
Italian

I urge you to play the game with the enhanced SH5 UI. I prefer this UI to even the SH3 UI (familiar 3 dials). I still haven't gotten around to fixing the problems with the SH4 UI command bar yet.
NOTE: The default RAOBF graticules for the scopes are calibrated for the attack, obs, and UZO. Calibrations are:
attack - 1x and 4x
obs - 1x and 4x
UZO - 7x
If you are using a mod that changes the zoom levels of these scopes (i.e. Arclight's periscope mod) then you'll need a patch to change the graticules to the correct 'value'. I've included a patch for periscope mods that change the attack to 1.5x and 6x, obs 1.5x and 6x, and UZO 7x.

NOTE: Teleporting is not perfect! If you find yourself 'outside' of the sub press shift+U to get back inside. Hopefully you never find yourself in this situation.....

See the included documentation for more information about the mod (\data\Documentation)

Change log (see the included documentation for complete change log):

v5.0.0 - added a mission settings box to the Historial missions. With this the user can change the mission settings (hour, minute, clouds, precipitation, etc.) before activating the historic mission
v5.1.0 - added 4 hotkeys to Automation. User can now assign scripts to those 4 hotkeys. The hotkeys are defined in the user options file
- fixed bug of if user defined hotkey had a shift requirement and that hotkey was pressed without shift the key would not be passed 'down the chain'
v5.1.1 - added 'Current hour' and 'Current minute' to the mission settings box
v5.1.2 - added support for Obelix's IO Strategic map mod
v5.1.3 - fixed the 'Error determining contact speed' problem that some users were experiencing
v5.2.0 - gave the in-game Ship's Journal a make-over. You now select entries to edit/add/remove by clicking on them. Fixed a few small bugs also.
- Mission settings box now checks to see if you've made any changes and whether or not you have applied them. If you haven't then a dialog box will appear reminding you when you mouse into 'Start'
- Mission settings box now checks to see if you changed the time. If you did then it will show a dialog box telling you what to do to have the change appear in game when you mouse into 'Start'
- Mission settngs box: anytime you restore a mission you'll need to press 'Back' and then 'Historic Missions' and select the mission again and then press 'Start' for the changes to appear in game
- fixed bug in ShipsJournalEditor app that when opened from the game by clicking the active ship's journal and user edited the journal in the app and then tried to save the changes in the app it would give an error
v5.3.0 - fixed graphical problems with XO TDC dialog box
- added new commands to the Tutorial feature
- fixed problem of torpedo icons in scopes being hidden by camera bar when camera bar is visible and isn't set to scroll
- fixed some problems with the Tutorial feature (internal coding wise)
- added a new tutorial to the mod. This tutorial covers using the speed finder feature (How to use speed finder). This tutorial includes a new single (Historic) mission named TDW_Torp_Tutorial
- added the ability to branch (jump) in tutorials based on gameplay setting values
- added the ability to define variables and pointers in the tutorial feature
- architectural change to the commands in the tutorial feature to accomodate use of variables and pointers
- all commands in the tutorial feature can now take variables/pointers (pointer arithmetic allowed but only + and -)/values for arguments
- fixed bug of python script error being thrown in attack or UZO periscope if ship type wasn't found in mastheights
- automation hotkeys now highlight black when moused over
- when Tutorials is clicked in the main menu a list of tutorials found is shown. An item in that list will not be able to be clicked and chosen (and it's background will not change to black) if the UI style is incorrect, the historic mission was not found, or the associated Automation file was not found
- fixed bug of message sometimes being shown in message box saying 'x (where x is a scope station) - key 'y' not found in mastheights'
- if a tutorial was selected in the main game menu then when the user accesses the Historic Missions page the required historic mission will be brought into view and highlighted with a white border (as long as the historic mission required for the tutorial isn't 'Any')
- fixed bug of Otto's integrated chalkboard mod not staying closed (hidden) when the 'X' is clicked
- added a new feature that will automatically set the TC level to a pre-determined level (TCxOnContactDistanceTCLevel) when a contact is within a pre-determined radius (TCxOnContactDistanceRadius) of the sub. This feature is activated when the current TC level is greater than or equal to a pre-determined level (TCxOnContactDistanceEnabledTCLevel)
- fixed bug of scopes 'dropping out of scroll' and other pages closing for no reason (crew page was one of these pages)
- added missing camera zoom levels to the add-on mod NewUIs_TDC_5_3_0_emtguf_rework_scopes
v5.4.0 - added an add-on mod named 'NewUIs_TDC_5_4_0_Real_Navigation'. When enabled this will enabled the real navigation feature of the mod
- added a new user option that defines the max error (in meters) for the Navigator's calculation of current sub's position (fix). Used only in real navigation. Default value is 8000. This value will be used as the max value in a random function (min value of random function is 0). Used only in real navigation. (NavCalcFixError)
- added a new user option that when enabled shows the Navigator's calculated position on the maps. Default value is False (disabled). Used only in real navigation. (NavShowPositionOnMapsAfterCalc)
- added a new user option that determines how long the navigator's calculated position is shown on the maps. Default value is 20 seconds. Used only in real navigation. (NavShowPositionOnMapsAfterCalcTime)
- fixed bug in CheckGUIDialValueInRange function of the tutorial feature
- fixed some bugs in Otto's chalkboard mod
- added some new commands to the tutorial feature
- added a new icon to the Navigator's reports order bar: Show last fix on maps. This is visible only if real navigation is enabled. When clicked it will show the last calculated fix on the maps
- added a new user option that sets the base time for the Navigator to calculate the current position (fix). Default value is 2700 seconds (45 minutes). Used only in real navigation. (NavCalcFixBaseTime)
- added a new user option that sets the minimum modifier for the Navigator's calculate position (fix) base time. This value is the minimum value in a random function. Default value is 75 (in game will be 0.75). Used only in real navigation. (NavCalcFixBaseTimeMinModifier)
- added a new user option that sets the maximum modifier for the Navigator's calculate position (fix) base time. This value is the maximum value in a random function. Default value is 125 (in game will be 1.25). Used only in real navigation. (NavCalcFixBaseTimeMaxModifier)
- fixed errors in the speed finder feature and in the Navigator's assist of calculating AOB, speed, and course from multiple range readings
- added a new user option that when enabled (True) will have the Navigator report current position (lat and long) in degrees vice meters from game origin (meters from game origin needed for Navigation scripts). Default value is Enabled (True). (NavReportFixAsDegrees)
- more error checking has been enabled for the Tutorials at game start. Now if the tutorial or it's Automation file is corrupt you will not be able to select it from the list of available tutorials from the main menu's Tutorials.
- Real navigation checks the Navigator's health status now. If he is wounded then he is unable to report current position. He will be able to report current position again when he is healthy (not wounded)
- if real navigation is enabled then the regular ships journal entry will not report current position (lat and long)
- added a new order category icon to the Navigator: Sextant. This icon controls the visibility of the Sextant
- added a Sextant tool to the game. The Sextant can be used horizontally or vertically by clicking the Sextant icon located next to the Sextant graduations (when displayed on screen)
- added a new entry to the mission settings box. You can now change your starting location by clicking on the indicated lat and long of the mission's starting position in the Player's sub settings Current location of the mission settings box. When clicked a HUGE world map will become visible. You pan the map by left mouse click and hold and drag. When the map is in the vicinity of where you want your new starting location press the 'Tab' key to take the map out of scroll mode and into click mode. Click where you want your new starting location to be. Once you click on the map it will hide. Press 'Shift' to exit the world map and not select a new starting location. A red X will appear on the world map denoting your current starting location (and the tooltip for it will state the positon in lat and long).
- fixed bug of when no hydrophone on surface is enabled the sonar's hydrophone orders were available. They are now disabled when surfaced and no hydrohpone on surface is enabled
- added a new add-on mod that removes all references to any contacts (NewUIs_TDC_x_x_x_No_contact_shapes_or_colors). i.e. NO contacts will be displayed on the maps. It is up to you to plot their positions
- added a new add-on mod that removes all references to any contacts and makes the hydrophone contact line dashed (NewUIs_TDC_x_x_x_No_contact_shapes_or_colors_dash ed_contact_line). i.e. NO contacts will be displayed on the maps. It is up to you to plot their positions
- added a new add-on mod that removes all references to any contacts and removes the hydrophone contact line (NewUIs_TDC_x_x_x_No_contact_shapes_or_colors_no_c ontact_line). i.e. NO contacts will be displayed on the maps. It is up to you to plot their positions
v5.5.0 - added the 'Ships Of All Nations' (SOAN) ship's reference manual to the mod (a reference recognition manual)
- removed Reaper7's altered sil ship images as not needed anymore with SOAN
v5.6.0 - added filter bar to SOAN
- added more documentation on real navigation. Can be found in \data\Documentation (see also the real nav add-on mod's \data\Documentation folder)
v5.7.0 - clock is now adjusted for timezone (map location)
- clock has been moved from system time to game time for updating of it
- fixed background color problem with SOAN's filter toolbar
- added countries and entry and exit dates to SOAN for the ships
- added another filter to SOAN - you can now filter all ships or only ships that are in service (in service means their entry and exit dates are within the current game date. All ships will show all ships no matter what the entry and exit dates are)
- added Illyustrator's world map (used when selecting new location from the mission settings box)
- if real navigation is enabled fixed game bug of being able to press Ctrl and click on map to reveal location. Now doing this will center you on your last calculated position
- regular ship's journal entry moved from system time to game time for updating of it
- fixed bug created in Reaper7's ERM when I removed his included sil images (bug was ship image clipped in top of ERM) (fixed other visual bugs also)
- ship's journal entries now reflect the correct time (adjusted for timezone)
- added a new user option that specifies whether SOAN is enabled or not. Default value is Enabled (True) (SOANEnabled)
- added the ability to define navigation fixes on the navigation map. You also have the ability to reposition, delete, and edit the text contained in the navigation fixes (real navigation only)
- added a new tool to the map tools - it looks like the marker tool except it has an 'N' in the middle of it. This tool allows you to set navigation fixes on the navigation map by clicking on the map (real navigation only)
- fixed error in in-game Ship's Journal add entry function
- fixed errors in game time calculations for some items (some entries in messagebox would show incorrect times - not adjusted to current timezone)
- if SOAN is enabled, it's visibility is controlled through the show charts button on the top right side bar
- fixed bug of lattitude and longitude identifiers reversed (lattitude was saying W or E and longitude was saying N or S)
- above bug fixed in Otto's integrated chalkboard mod also
- added a new dial to the TDC - Track angle. Track angle shows the angle the torpedo will impact the target
- if an error is encountered while parsing a navigation script command then a dialog box will be shown to user telling them which command is in error and in which file (provided user has modding and debugging scripts enabled in their \documents\SH5\data\cfg\main.cfg file)
- fixed bug where some user's Navigator order category bar wouldn't show after clicking Navigator officer icon
v5.7.1 - fixed bug of navigation fixes not cleared (reset) at game end
- fixed bug of navigation fixes visible on navigation map while receiving new mission orders
- fixed possible game hang when setting new navigation fix close to actual boat's position
- fixed game crash that happens when in campaign and you do a mission then return to base and request a new mission
- added a new Automation command - Report_position. When invoked will cause the Navigator to calculate and report current position (weather and health dependent). For use in real navigation only.
v5.7.2 - fixed intermittent error (with resulting python error) of 'Can't determine current station!' dialog box being shown when teleporting to stations
- added estimated torpedo impact time to scopes. This is a rough estimate of the projected torpedo impact time to target (in mins and seconds) based on current TDC settings. This is useful for convoy attacks
- fixed squashed looking rec manual picture in Reaper7's ERM add-on mod
v5.8.0 - fixed bug of parallel course and/or intercept course buttons enabled and contact is destroyed buttons would still be visible
- fixed bug of when nav fix text edit box visible and user presses 'Escape' the box remained visible on screen
- added super marks to the Navigation map. Super marks are almost identical to navigation fixes except that user defines all text when they are placed
- when adding additional navigation fixes or super marks to the nav map user will be prompted for the text for it once the map is clicked for the location wanted
- if no ship's journal is selected at game start then when mission is over the journal (messagebox) will be cleared so next mission can have 'clean slate'
- fixed bug of python error thrown at start of multiplayer game
- fixed bug of location indicator (top right bar circle) not visible in multiplayer game
- added the ability to change the digital clock readout from local time and GMT time. To toggle click where the time is shown
- added a new user option that specifies whether the digital clock shows local time or GMT time at game start. Default is Enabled (True - local time) (DigitalClockStartsInLocalTime)
v5.9.0 - changed the updating of the digital clock from real-time to nautical time. The clock will be updated every 15 degrees change in longitude
- changed the readout in the digital clock. You can now select to view either GMT (GMT time) or Naut (Nautical time)
- added dead-reckoning to real navigation
- if Navigator is unable to calculate position due to weather or being submerged then he will calculate a dead-reckoning fix (real nav only)
- when repositioning a navigation fix all the fixes after (higher number) than the fix repositioned will reposition by the same amount
- Navigator will calculate current position when submerged using dead-reckoning when asked to calculate current position
- when Navigator calculates position using dead-reckoning it can take him anywhere from 30 seconds to 2 mintues to do so
- fixed bug in GetAngle command of the tutorial feature
- changed format of all lat and long readings. They will now be shown as deg° min'
- changed how sunk ship's timestamp is recorded. It was using local time and now it's using GMT time to avoid a potential bug
- fixed game bug of when submerged and you order crash dive nothing happens (now ahead flank will be ordered and crash depth will be ordered)
- revised the Estimated Torp impact time function of the scopes to Antar's new formula for calculating it
- fixed bug of when multiple navigation fixes and/or multiple supermarks are in close proximity of each other and you mouse into one of them it was possible to 'see' the others through the black background of the one you were viewing
- added a new order to the Navigator's report's orders: report fix by dead-reckoning. Does exactly as it sounds.
- You can now select multiple entries in the Ship's Journal (for deleting entries)
- by clicking the date in the top right corner of the Ship's Journal the journal will 'open' to the current game date
- Ship's Journal now starts at the current game date at game start
- fixed bugs of SOAN and next journal entry time not working correctly if real navigation not enabled
v5.9.1 - fixed bug of TC not dropping to 1 if the user option TC1OnAnyMessageBoxText is enabled (True) and the message for the messagebox didn't come from the game
- revamped the user options for real navigation
- changed calculation of dead-reckoning fix from time based to distance based (real navigation only)
v5.9.2 - fixed bug in high precision timer dealing with looping. This bug could have been causing performance problems on some users computers due to timers being updated every frame (if set to loop) vice their update interval
- changed how the regular ship's journal entry was being called due to a user reporting a crash from it
- changed Automation command Report_position to Report_position_celestial for a celestial fix
- added a new Automation command Report_position_deadreckoning. This will have the navigator calculate a dead-reckoning fix
v5.9.3 - fixed divide by zero error in CalcTorpImpactTime function
v6.0.0 - disabled Navigator's ability to calculate position celestially when at Battlestations
- added a new Automation command - Wait_for_time
- fixed bug of if submerged and Navigator was asked for a celestial fix nothing would happen. Now he will take a dead-reckoning fix if this happens (real navigation only)
- fixed bug of if conditions for a celestial fix weren't satisfied nothing would happen. Now a dead-reckoning fix will be called for if the conditions for a celestial fix aren't satisfied (real navigation only)
- added the ability to save supermarks and navigation fixes to the ship's journal
- some changes to the ship's journal save and import functions
- updated Ship's Journal Editor app with new changes
v6.1.0 - added radio messages to the game. The radio messages are located in \data\RadioMessages\language (where language = language to use - specified in options file!). Currently there is only one language and that is English.
- added a new user option that controls the language of the radio messages. Default value is English (RadioMessageLanguage)
- radio messages are available in historical missions and career. You can not save the radio messages when doing a historical mission. The radio messages will be automatically saved and restored with your career. New radio messages are signified by the radio messages icon in the top right lower bar flashing. When the radio messages UI is opened all new radio messages (and those that haven't been 'read') will be highlighted with a grey background. Click the radio message to acknowledge it and flag it as read thus removing the grey background. Now you have the option to delete the radio message by clicking delete.
v6.1.1 - changed how the mod processes hotkey presses
- fixed errors in the radio messages feature for users whose OS isn't set to en-us region/locale
- fixed error when trying to save radio messages in career at game end
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
- every radio message that comes 'in' from the new radio message feature will now also have an entry in the messagebox saying "New message received"
v6.2.1 - fixed python error that can sometimes occur when the mod generates a report to BDU radio message
- squelched stock 'Radio Message Received' and added my own for the new radio message feature (this prevents the immediate radio message received when sending a status report)
- added my own version of the radio message received message for the messagebox
- added a new user option that lets the user define the color and opacity of the supermarks (in RGBA format). Default value is 0xFFFFFFFF which is white with 100% opacity (SuperMarksColor)
- added a new user option that lets the user define the color and opacity of the navigation fixes (in RGBA format). Default value is 0xFFFFFFFF which is white with 100% opacity (NavFixesColor)
v6.3.0 - added filters to the scopes. The filter color and opacity is user-defined by clicking the HUD button on the torpedo box in the scopes
- added crosshair highlights to the scopes. The highlight color and opacity is user-defined by clicking the HUD button on the torpedo box in the scopes
- added ability to change RAOBF graticule color. This is done by clicking the HUD button on the torpedo box in the scopes and editing the entries for RAOBF
- swapped SO and RO icon graphics in main mod
- added longam's clock graphics to mod to replace stock clock/chrono
- updated lengths of many ships used in the game
- added a new user option that when enabled (True) sets TC to 1 on new radio message received. Default value is disabled (False) (TC1OnNewRadioMessage)

TheDarkWraith

v6.3.0 available here: http://www.filefront.com/17751745/NewUIs-TDC-6-3-0-TheDarkWraith.7z/

The following patch EVERYONE needs even if you are just downloading the mod for the first time!
v6.3.0 patch 4: http://www.filefront.com/17773696/NewUIs-TDC-6-3-0-Patch-4.7z/

Patch 4 fixes the following problems/bugs:
- fixed bug of clicking X in new scope settings box (to close it) didn't uncheck 'HUD' button in associated scope's torpedo box
- fixed bug of any user option that set TC to some value when enabled could cause multiple radio messages of the same message to appear in the radio messages box
- fixed problem with 5:8 (standard) emtguf cameras.cam file (incorrect angular angle for the scopes)
- changed encoding of options file from ANSI to Unicode. When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game
- fixed bug of not showing the highlighted mission for the selected tutorial when the main page's Historical Missions is clicked
- fixed bug of when scope filter or crosshair is enabled in the file it wasn't being enabled at game start (it would finally enable when you opened the scope settings box)
- fixed bug of celestial fix icon of Navigator's report not available when real navigation not enabled
- fixed bug of crash dive only working once and then locking out until game restart
- fixed bug of not being able to move mission map when requesting new mission after returning from previous mission
- fixed bug of timers not working correctly after requesting new mission after returning from previous mission
- fixed some other errors dealing with campaign
- fixed bug of TAI map, heading bar, and messagebox not starting in expanded modes if set in user options in campaign mode
- fixed bug of messagebox not remembering it's status (expanded or collapsed) when TC level causes it to change state
- 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
- added a new user option that specifies the maximum distance at which a ship can start looking for you for purposes of firing off a radio message. Default value is 8000m (RangeShipSendingSubSightedMessage)
- updated scope mods with information/files from Trevally and toniloCoyote


Ensure to check out all the included tutorials. They have changed from previous versions.

Krauter's automation scripts updated by me (for compatibility purposes): http://www.filefront.com/17510032/Krauters-Scripts-Updated-by-TDW.7z/

Note: if you are upgrading from a previous version of the mod or are applying a patch that changes the user options file then don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

Stormfly
01-12-11, 08:23 PM
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




ahem i didnt saw the new menue.txt, my fault.. iam also pretty shure if starting from port and check the realism setting, my second issue is solved also. :oops:

but what still bothers me is...

iam a big friend of the SH3 style UI together with WWII textures. I also edited the options file to auto hide all the UI elemts and bars showing them doing a mouse over.

after switching to external view, or entering the nav map (also by returning from it), the essential gauges (dept,speed,dir) pop up and stay, until i mouse over them. After doing so, the essential gauges return to its normal hide/show functionality.

any ideas ?

Obelix
01-13-11, 04:47 AM
Hi TheDarkWraith!
Very often when working with the periscope has begun to emerge such an error.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3549
This can happen at any time: just when you hover on a target when calculating the distance to the target, or at any other time

ReallyDedPoet
01-14-11, 12:59 PM
Had a CTD during one of the tutorials with the latest version. This was during the Automation Tutorial.

I'll post my mod load-out a little later, I am not at my gaming computer.

PL_Andrev
01-14-11, 01:26 PM
TDW,
How to import ship journal from 5.9.0 ver. to 6.3.4?
This is a problem with open saved journal at 6.3.4 and no possible to save it as new/upgraded.

TheDarkWraith
01-14-11, 06:40 PM
TDW,
How to import ship journal from 5.9.0 ver. to 6.3.4?
This is a problem with open saved journal at 6.3.4 and no possible to save it as new/upgraded.

Use the ship's journal editor app. When at the main menu select the journal you want to convert to new version from list of available journals. Click on journal selected in main menu to edit it with ship's journal editor app. Then click File-->Save and it will be saved as new version type.

TheDarkWraith
01-14-11, 06:52 PM
A quick question - do we still need to use the patch above if we are using the mega mod

Rascal

MO includes all patches from this. If I update one then I turn around and issue an update tfor he other also. Hence is why MO is at patch 2 now and NewUIs is at patch 4.

TheDarkWraith
01-14-11, 06:54 PM
ahem i didnt saw the new menue.txt, my fault.. iam also pretty shure if starting from port and check the realism setting, my second issue is solved also. :oops:

but what still bothers me is...

iam a big friend of the SH3 style UI together with WWII textures. I also edited the options file to auto hide all the UI elemts and bars showing them doing a mouse over.

after switching to external view, or entering the nav map (also by returning from it), the essential gauges (dept,speed,dir) pop up and stay, until i mouse over them. After doing so, the essential gauges return to its normal hide/show functionality.

any ideas ?

Tell me what options (in regards to items that scroll) you have set, UI style, and exactly what actions you do to make this problem appear so I can try and duplicate it and see why it's doing what it's doing.

Silent Steel
01-15-11, 01:06 AM
Tell me what options (in regards to items that scroll) you have set, UI style, and exactly what actions you do to make this problem appear so I can try and duplicate it and see why it's doing what it's doing.


A program I've found useful when checking changes made to a file is WinMerge. With this you can edit two files simultaneously, e.g. two versions of the UserOptionsfile. It even highlights differences between the two files. You can download it here: http://sourceforge.net/projects/winmerge/ (http://sourceforge.net/projects/winmerge/)

//

Nufsed
01-15-11, 04:00 AM
all changes made to my UIs mod are already incorporated in Magnum Opus. If I update one I update the other :yep:

Thanks TDW, I should have known...:salute:

harag
01-15-11, 05:21 AM
Hi

I'm using the Mega mod patch 2 in my game, and I'm out on partrol. I've dived down and found a faint contact over 10k from my position, no other contact. worked out what general direction he's heading...

It's 5pm going dark, and the enviroment looks cloudy, though the weather report says clear. Surfaced the boat and headed off at full speed to flank the contact. Not long after setting off I noticed I have a radio message.

Periscope spotted... WHAT? I'm no where near him and I can't see him. How can he spot me? Can you explain how the periscope spotting works?

Within 10-15 minutes two planes were spotted so I crashed dived...

Confused on the spotting now...

Obelix
01-15-11, 05:45 AM
Hi

Periscope spotted... WHAT? I'm no where near him and I can't see him. How can he spot me? Can you explain how the periscope spotting works?


Besides discouraging exit from the port - every ship in the port of reports seen a submarine.

Stormfly
01-15-11, 11:48 AM
Tell me what options (in regards to items that scroll) you have set, UI style, and exactly what actions you do to make this problem appear so I can try and duplicate it and see why it's doing what it's doing.

...upoaded the current options file i have in use together with a screenshot of my current jsgme mod list. -> http://sahraniradio.armedassault.eu/Stormy/TheDarkWraithUserOptions_stormy.zip

it`s occouring if i switch to external view using "F2" or use the ship external cams or the 2d map screen. Then everytime the essential gauges pop up, so i have to do a mouse over them, hiding them again.

PL_Andrev
01-15-11, 12:09 PM
My friend spotted a problem with Ship Journal:

Ship Journal (old / new) does not save messages excluded radio messages. When other messages are existed file is modified (data of save is changed) but no new messages are added. Creation a new journal does not help.

This problem was spotted when he tried to use old ship journal (from ver. 5.9.0) without journal app support. After that he created the new at new career, but it does not help - problem is still existed.
:hmmm:

--------------------------------------
edited:

Mod + patch = 6.3.4 ver used:

He tried to convert ship journal ver. 5.9.3 to new mod 6.3.4. After SH5 start the old-new journal is empty (one page) - no old entries. Saving the old journal erased the file - before saving my log had 228kB, after saving 22B and is empty.

He created new journal (in ver 6.3.4) and tried to open with JournalShipEditor - unfortunatelly its not possible - the error occured:
http://img824.imageshack.us/img824/610/newuierr.png

Ross59
01-16-11, 01:58 AM
Hi TDW. I am having trouble with the latest version of your UI. 6.3.4. When I try to select a journal or tutorial the Left mouse button action is not detected. I can highlight the Journal or Tutorial I want but can not click on it. I have to revert to 5.9 to restore this function.

pfeillant
01-16-11, 04:16 AM
Hi TDW, my also have trouble with UI 6.3.4.
I made a new installation of SH5
Then i install only your MOD NewUIs_TDC_6_3_0_ByTheDarkWraith and the patch 4.
At the first boat i sink, the application remains blocked, and i had to kill the process
I can not continue with this mod now
best regards

PL_Andrev
01-16-11, 10:16 AM
This is error report with ship's journal:

http://img197.imageshack.us/img197/4458/sh5error.png

Poacher886
01-16-11, 10:34 AM
Im a little confused.

Im using Stock game + Mega_mod / Patch 2. Im wanting to use the RAOBF reticles to find speed / distance to target, but reading the RAOBF thread, all the solutions are based around scope magnifications of 1.5x and 6x.

Now my scopes are im guessing stock mags of 1x and 4x, which clearly wont work with the solution guide i've read. The solution guide in the thread does'nt state the different calculations needed for 1x and 4x mag.

So either i need to know the calculations required for use with the stock mags and indeed do any of the fixed recticle read mark work at all with those, or i need to know how to get my scopes to work with 1.5x and 6x magnification.

I read in TDW Mega-Mod thread that he has included various scope mods which are easy to select, but i cant find any scope selections in the 'useroption' files??

Also, with scope mods turning into there own mod soup, im not sure which scope mod i should be selecting for 1.5x and 6x mag and of course which one will work with the RAOBF mod included.

Guidence is needed...thanks

Trevally.
01-16-11, 11:03 AM
Im a little confused.

Im using Stock game + Mega_mod / Patch 2. Im wanting to use the RAOBF reticles to find speed / distance to target, but reading the RAOBF thread, all the solutions are based around scope magnifications of 1.5x and 6x.

Now my scopes are im guessing stock mags of 1x and 4x, which clearly wont work with the solution guide i've read. The solution guide in the thread does'nt state the different calculations needed for 1x and 4x mag.

So either i need to know the calculations required for use with the stock mags and indeed do any of the fixed recticle read mark work at all with those, or i need to know how to get my scopes to work with 1.5x and 6x magnification.

The RAOBF wheel will only work with x1.5 or x6 zoom - so the stock scope won't work with it.


I read in TDW Mega-Mod thread that he has included various scope mods which are easy to select, but i cant find any scope selections in the 'useroption' files??


They are not in the options.py file. Look in "Magnum_Opus_Patch_2/MODS" for a folder called "Magnum_Opus_Scopes (do not enable - read)"

There are 2 options in there. Pick one and open it. Within there are screen size options. Pick the you you use for the game.
Copy that folder and paste into your SH5/MODS folder and enable with JSGME



Also, with scope mods turning into there own mod soup, im not sure which scope mod i should be selecting for 1.5x and 6x mag and of course which one will work with the RAOBF mod included.


There should be no Scope Soup as you only need one as said above.
To find one that works with RAOBF - they both do.....sort off:arrgh!:
The UZO RAOBF does not work with any.
OBS and Attack scope work but are not accurate with all screen sizes.


There is a 3rd option....Wait for this scope mod. http://www.subsim.com/radioroom/showthread.php?t=179068

This one will work on all screen sizes:up:

TheDarkWraith
01-16-11, 12:19 PM
iam a big friend of the SH3 style UI together with WWII textures. I also edited the options file to auto hide all the UI elemts and bars showing them doing a mouse over.

after switching to external view, or entering the nav map (also by returning from it), the essential gauges (dept,speed,dir) pop up and stay, until i mouse over them. After doing so, the essential gauges return to its normal hide/show functionality.

fixed in patch 5

Hi TheDarkWraith!
Very often when working with the periscope has begun to emerge such an error.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3549
This can happen at any time: just when you hover on a target when calculating the distance to the target, or at any other time

patch 5 includes error handling code for this now so the error won't appear and is handled gracefully

My friend spotted a problem with Ship Journal:

Ship Journal (old / new) does not save messages excluded radio messages. When other messages are existed file is modified (data of save is changed) but no new messages are added. Creation a new journal does not help.

This problem was spotted when he tried to use old ship journal (from ver. 5.9.0) without journal app support. After that he created the new at new career, but it does not help - problem is still existed.
:hmmm:

--------------------------------------
edited:

Mod + patch = 6.3.4 ver used:

He tried to convert ship journal ver. 5.9.3 to new mod 6.3.4. After SH5 start the old-new journal is empty (one page) - no old entries. Saving the old journal erased the file - before saving my log had 228kB, after saving 22B and is empty.

He created new journal (in ver 6.3.4) and tried to open with JournalShipEditor - unfortunatelly its not possible - the error occured:
http://img824.imageshack.us/img824/610/newuierr.png

fixed in patch 5 (that was my error - I forgot to remove something that wasn't supposed to be in the file!)

Hi TDW. I am having trouble with the latest version of your UI. 6.3.4. When I try to select a journal or tutorial the Left mouse button action is not detected. I can highlight the Journal or Tutorial I want but can not click on it. I have to revert to 5.9 to restore this function.

Belieive this is because of what I posted above and thus should be fixed with patch 5

This is error report with ship's journal:

http://img197.imageshack.us/img197/4458/sh5error.png

see above in yellow.

Now just have to finish up with the changes to the radio messages and I'll be releasing patch 5 for UIs mod and patch 3 for MO.

Poacher886
01-16-11, 12:49 PM
The RAOBF wheel will only work with x1.5 or x6 zoom - so the stock scope won't work with it.



They are not in the options.py file. Look in "Magnum_Opus_Patch_2/MODS" for a folder called "Magnum_Opus_Scopes (do not enable - read)"

There are 2 options in there. Pick one and open it. Within there are screen size options. Pick the you you use for the game.
Copy that folder and paste into your SH5/MODS folder and enable with JSGME




There should be no Scope Soup as you only need one as said above.
To find one that works with RAOBF - they both do.....sort off:arrgh!:
The UZO RAOBF does not work with any.
OBS and Attack scope work but are not accurate with all screen sizes.


There is a 3rd option....Wait for this scope mod. http://www.subsim.com/radioroom/showthread.php?t=179068

This one will work on all screen sizes:up:


Thanks again Trevally, i'll get there in the end!

Here's my issue. i've located the "Magnum_Opus_Scopes file as you said, and within are two files. "Arclight_MRP" and "emtguf_rework_scopes".

Firstly what is breifly the difference between the two mods?
Secondly, i recently bought a new 24" IPS 1920x1200 monitor, i decided to get a monitor without the top and bottom cut off thus it is 16:10 aspect ratio and i see no options for this in either...does that mean im out off luck?

Lastly, am i to understand that solutions cannot be reached with the UZO regardless? i.e surface attacks are off the menu.

I'll await your answer before loading any scope mod

Thanks

Trevally.
01-16-11, 01:00 PM
Firstly what is breifly the difference between the two mods?
Secondly, i recently bought a new 24" IPS 1920x1200 monitor, i decided to get a monitor without the top and bottom cut off thus it is 16:10 aspect ratio and i see no options for this in either...does that mean im out off luck?

Not much between them just a slight change in scope viewing size (emtguf_rework_scopes -is a wee bit bigger) and the scope surrounds.

For you screen size - goto main menu page in game and check you graphic setting for this. Then pick the scope mod to match.


Lastly, am i to understand that solutions cannot be reached with the UZO regardless? i.e surface attacks are off the menu.

I'll await your answer before loading any scope mod

Thanks


Just not using the RAOBF it is not set in all scope mods - all other methods are ok

Poacher886
01-16-11, 01:18 PM
For you screen size - goto main menu page in game and check you graphic setting for this. Then pick the scope mod to match.

Buying a nice big monitor to play in a box within it is not an option for me, also you should always use your monitor at its native res and size for quality reasons...I guess RAOBF is a no-no for me.

Lol, i've yet to fire off a single torpedo in this game!!....it does look nice though!

PL_Andrev
01-16-11, 02:50 PM
fixed in patch 5
:yeah:
I used your file which you send me: now it ALMOST works fine.

Problem #1:
Problem occured when saving new journal. When click "accept" sametimes mouse is blocking and standard windows info occured about saving file.
After Esc - all works fine.


Problem #2:
The captain name and uboat number were changed as:
############## Ships Journal #################
# ship's hull number
UboatHullNumber = "U045"
# ship's captain name
UboatCaptainName = " Otto Hoth " Unfortunatelly nothing happens - at the ship's journal U021(THEDARK Wraith) still existed.
At 5.9.3 all works fine.

TheDarkWraith
01-16-11, 03:03 PM
:yeah:
I used your file which you send me: now it ALMOST works fine.

Problem #1:
Problem occured when saving new journal. When click "accept" sametimes mouse is blocking and standard windows info occured about saving file.
After Esc - all works fine.


Problem #2:
The captain name and uboat number were changed as:
############## Ships Journal #################
# ship's hull number
UboatHullNumber = "U045"
# ship's captain name
UboatCaptainName = " Otto Hoth " Unfortunatelly nothing happens - at the ship's journal U021(THEDARK Wraith) still existed.
At 5.9.3 all works fine.

Problem #1 don't understand. What is blocking? Pressing Esc?

Problem #2 you edited the options file to a new uboat number and captain name. Now when you open the ingame ship's journal the incorrect captain name and uboat number are displayed? Or ? :06:

PL_Andrev
01-16-11, 05:29 PM
Problem #3:
Few posts ago I informed you about problem with conversion journal file from 5.9.3 to 6.3.4. This problem still exists.
Here is the file (non-english) which should be converted by ShipsJournalEditor and is converted with error. Could you look at it and check the convertion process to 6.3.4?
http://www.filefront.com/17804967/otto_hoth.zip


Problem #1 don't understand. What is blocking? Pressing Esc?This message is OK? Should be existed?

http://img146.imageshack.us/img146/1088/hoth1.png


Problem #2 you edited the options file to a new uboat number and captain name. Now when you open the ingame ship's journal the incorrect captain name and uboat number are displayed? Or ? :06:

Last 'correction file' solved the problem.
:up:

TheDarkWraith
01-16-11, 05:39 PM
Problem #3:
Few posts ago I informed you about problem with conversion journal file from 5.9.3 to 6.3.4. This problem still exists.
Here is the file (non-english) which should be converted by ShipsJournalEditor and is converted with error. Could you look at it and check the convertion process to 6.3.4?
http://www.filefront.com/17804967/otto_hoth.zip

This message is OK? Should be existed?

That message is excellent! It's informing you that it was able to create and save the ship's journal. It's telling you that it saved the file and the filename and path of where it was saved :up:

Poacher886
01-16-11, 06:18 PM
I've been meaning to ask.

What is the ships journal for, and what are "supermarks"?

TheDarkWraith
01-16-11, 06:29 PM
I've been meaning to ask.

What is the ships journal for, and what are "supermarks"?

the ship's journal is just that, your journal of the ship. It records all events that happens while on patrol. You can edit/add/remove entries in game also to add your own comments.

Supermarks are normal pencil marks (the X mark on the map) with the ability to add text to them.

TheDarkWraith
01-17-11, 12:59 AM
working on patch 5. Here's what patch 5 entails so far:

v6.3.5 - fixed bug of when essential controls scroll is enabled (True) and UIStyle is SH3Style or SH4Style the dials would remain visible until mousing into them when changing to another station, external cam, or another page
- fixed save/load bug of the ingame ship's journal
- updated Ship's Journal Editor application with changes from above
- added error handling code to attack,obs, and UZO scopes to catch possible error when calculating estimated torpedo impact time
- (SH5Enhanced style) fixed bug of tooltip missing in heading bar until user cycled heading bar from closed to expanded
- added a new user option that controls whether ship's radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformShipsRadioMessages)
- added a new user option that controls whether sub sighted radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformSubSightedMessages)
- added a new user option that controls whether BDU messages to your sub are displayed in the radio message box or not. Default value is enabled (True). (InformBDUMessages)
- added a new user option that controls whether unit destroyed radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformDestroyedMessages)
- added a new options box to the radio messages so that users can choose what type of radio messages they want to receive during their game
- radio messages of priority 0 that are to the player's sub are now colored medium red in their background when added to the radio message box
- added a new user option that defines the % chance that the radio operator will intercept radio messages. Default value is 50 (50%) (RadioMessagesInterceptChance)


http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3552

harag
01-17-11, 05:00 AM
TDW

Patch 5 looks good.

For the ship sited messages under 8000m, does this take weather into consideration, also the chance of spotting - is that the same if the shop is 8000m or 1000m or does the change increase the nearer the ship is.

Other day I was spotted at what I thought was a very long way away, I couldn't even see the shop or it's smoke, so think 8000 might be a bit too far as a default, hence the questions above. if it was 8000 and 1% chance, then I guess I was just unlucky. Was it possible to spot subs periscope 8000m away? especially when I couldn't see the ship.

Cheers

Silent Steel
01-17-11, 05:04 AM
TDW

Patch 5 looks good.

For the ship sited messages under 8000m, does this take weather into consideration, also the chance of spotting - is that the same if the shop is 8000m or 1000m or does the change increase the nearer the ship is.

Other day I was spotted at what I thought was a very long way away, I couldn't even see the shop or it's smoke, so think 8000 might be a bit too far as a default, hence the questions above. if it was 8000 and 1% chance, then I guess I was just unlucky. Was it possible to spot subs periscope 8000m away? especially when I couldn't see the ship.

Cheers

Hmm, Patch 5. Where can I find that one?

//

Rongel
01-17-11, 05:11 AM
Hmm, Patch 5. Where can I find that one?I think it's not ready yet, you have to wait a bit longer! :DL But yes, it looks good!

Silent Steel
01-17-11, 05:25 AM
I think it's not ready yet, you have to wait a bit longer! :DL But yes, it looks good!


//Thanks :salute:

Poacher886
01-17-11, 08:23 AM
There seems to be an issue with the TDC dials. The range to target dial does not have a "send to TDC button", but regardless of this when you set the range, and then send data from either the AOB or Speed dial, it automatically re-sets the range to target dial to 3000m, thus denying you of setting a range difference!

Also, im not sure what the "Bearing dial" is next to the AOB dial, but it does not seem to be linked to scope movement...further to that, when you move the bearing dial hand it takes the AOB hand with it, yet moving the AOB hand, does not carry the bearing dail hand with it??

TheDarkWraith
01-17-11, 09:35 AM
TDW

Patch 5 looks good.

For the ship sited messages under 8000m, does this take weather into consideration, also the chance of spotting - is that the same if the shop is 8000m or 1000m or does the change increase the nearer the ship is.

Other day I was spotted at what I thought was a very long way away, I couldn't even see the shop or it's smoke, so think 8000 might be a bit too far as a default, hence the questions above. if it was 8000 and 1% chance, then I guess I was just unlucky. Was it possible to spot subs periscope 8000m away? especially when I couldn't see the ship.

Cheers

The current range to the ship (from your sub) is calculated and that is divided by the range of possibility that the ship can send a sub sighted message (default value of 8000). The result of that is subtracted from 1.
If:
- you are sufaced then your detect factor is 900 (changing to 700 in patch 5)
- you are submerged then your detect factor is 600 (changing to 400 in patch 5)

The detect factor is multiplied by the previous result thus giving the actual detection factor. A random number is generated between 0 and 1000 and if the random number generated is less than your detection factor then you are detected. If you are not detected and are still within the range of possible detection then a random number between 60 and 120 is generated. That random number is the time to wait before the ship can try and detect you again.

If you are submerged and your periscopes are not breaking the surface then the ship is given no chance to detect you and send a radio message about it.

So yes range does play a part in the detection.

harag
01-17-11, 10:09 AM
The current range to the ship (from your sub) is calculated and that is divided by the range of possibility that the ship can send a sub sighted message (default value of 8000). The result of that is subtracted from 1.
If:
- you are sufaced then your detect factor is 900 (changing to 700 in patch 5)
- you are submerged then your detect factor is 600 (changing to 400 in patch 5)

The detect factor is multiplied by the previous result thus giving the actual detection factor. A random number is generated between 0 and 1000 and if the random number generated is less than your detection factor then you are detected. If you are not detected and are still within the range of possible detection then a random number between 60 and 120 is generated. That random number is the time to wait before the ship can try and detect you again.

If you are submerged and your periscopes are not breaking the surface then the ship is given no chance to detect you and send a radio message about it.

So yes range does play a part in the detection.

Thanks for explaining that, appreciated. I do however have a couple more questions about it now.

1. Does weather take a factor in the calculation?
2. What about the time of day, is this in the calculation as well?
3. When is the first detection calculated? ie as soon as you enter 8000m range?
4. 60 to 120 - I'm guessing this is in minutes.
5. is 8000m too far as a default? especially if weather isn't used in the calculation. As I said I couldn't even see the ship so not sure how he could spot me.


EDIT: TDW - Possible BUG: I've just loaded my game up again, using the external camera, I followed the hydrophone line and found the ship - it was 25.8 KM away... not even close to 8000m. Looked at the radio message but it I now don't have any (guess they are not saved).

If it wasn't this ship at 25km away that spotted me, then I'll really confused as what ship spotted my scope as no others are around. If it happens again, I'll report it.

Has anyone else had any problems with radio messages spotting scopes?

TheDarkWraith
01-17-11, 10:15 AM
Thanks for explaining that, appreciated. I do however have a couple more questions about it now.

1. Does weather take a factor in the calculation?
2. When is the first detection calculated? ie as soon as you enter 8000m range?
3. 60 to 120 - I'm guessing this is in minutes.
4. is 8000m too far as a default? especially if weather isn't used in the calculation. As I said I couldn't even see the ship so not sure how he could spot me.

Unfortunately I can't get weather status from the game so weather isn't a factor. The detection is calculated as soon as you enter the default range if you are surfaced or you have a scope up. If you are submerged with scopes down then detection doesn't start until a scope breaks the surface.
60 to 120 is in seconds.
8000 could be too far a default but since range between you and ship is a factor it should be ok.
If range to ship is 5000m then:

5000 / 8000 = 0.625
1 - 0.625 = 0.375
let's say your surfaced then the detect factor is 700. 700 * 0.375 = 262.5
263 / 1000 = 0.263 or the ship has a 26.3% chance of detecting you at 5000m

harag
01-17-11, 10:46 AM
thanks for the calculation explaination. appreciated.

It looks like I edited my post above after you replied (not refreshed my browser). can you please take a quick look at the above post.

ie.. Does TIME of day count in calcualtion? night/day. also possible bug.

cheers

TheDarkWraith
01-17-11, 01:07 PM
EDIT: TDW - Possible BUG: I've just loaded my game up again, using the external camera, I followed the hydrophone line and found the ship - it was 25.8 KM away... not even close to 8000m. Looked at the radio message but it I now don't have any (guess they are not saved).

If it wasn't this ship at 25km away that spotted me, then I'll really confused as what ship spotted my scope as no others are around. If it happens again, I'll report it.

Has anyone else had any problems with radio messages spotting scopes?

This is not a bug but rather a feature. In order to make it appear that there is more than just you out patrolling and to create more immersion for the game as I scan through all the contacts available in the game I 'roll the dice' to see if they spotted a sub/periscope or not. If they did then a radio message is generated from the ship that 'spotted' it. In order for one of these contacts to generate that message they have to be > 20km away from your sub. This gives the illusion that other ships are searching for subs other than yours :yep:
The radio message is generic so it can account for all subs, even yours. If you look at the lat and long they report you can get an idea if they are talking about your sub or another one.

Time of day is not figured into the calculations for sub sighted. I might add that though before I release the next patch.

raymond6751
01-17-11, 01:53 PM
This gives the illusion that other ships are searching for subs other than yours :yep:
The radio message is generic so it can account for all subs, even yours. If you look at the lat and long they report you can get an idea if they are talking about your sub or another one.

Time of day is not figured into the calculations for sub sighted. I might add that though before I release the next patch.

If I read this correctly, the radio messages are not fiction, as I supposed? There are genuine ships at those positions? There are genuine periscopes?

TheDarkWraith
01-17-11, 01:57 PM
If I read this correctly, the radio messages are not fiction, as I supposed? There are genuine ships at those positions? There are genuine periscopes?

the radio messages from the ship is not fiction as the ship does exist. Now whether the sub it sighted exists or not...more than likely not. It's just a random chance that if it just so happens to pass the chance it spawns this message. This is more for illusion of immersion :yep: I can't tell if a contact is a ship, a sub, a plane, I can't tell much about them so I have to do the best with what I've got to use.

harag
01-17-11, 04:18 PM
This is not a bug but rather a feature. In order to make it appear that there is more than just you out patrolling and to create more immersion for the game as I scan through all the contacts available in the game I 'roll the dice' to see if they spotted a sub/periscope or not. If they did then a radio message is generated from the ship that 'spotted' it. In order for one of these contacts to generate that message they have to be > 20km away from your sub. This gives the illusion that other ships are searching for subs other than yours :yep:
The radio message is generic so it can account for all subs, even yours. If you look at the lat and long they report you can get an idea if they are talking about your sub or another one.

Time of day is not figured into the calculations for sub sighted. I might add that though before I release the next patch.

Hi

thanks for clearing that up, it was the first time I saw one so assumed it was me they spotted, but what made it worse was two planes flew over me not long after. Since then I have started the game again and just done the tutorial mission. coming into kiel was a pain as I got so many "sub sighted" messages from my own guys... is there a way to stop this?

Glad to see that your thinking of including time of day into the calculation, would be more realistic.

I'll take note of the locations of the reports from now on :)

TheDarkWraith
01-17-11, 04:20 PM
coming into kiel was a pain as I got so many "sub sighted" messages from my own guys... is there a way to stop this?

patch 5 will give you options for this and other things related to radio messages.

Stormfly
01-18-11, 07:45 AM
patch 5 will give you options for this and other things related to radio messages.

does it also include a customisable sound trigger for incomming radio messages ?

PL_Andrev
01-18-11, 12:24 PM
Is possible to put into sghip's journals logs about time, course and speed?
It can help to use Real Nav...

For example:
1) start mission

2) 1st course change:
15.23, after 17 km course is changed to 090

3) 2nd course change:
18.36, after 103 km course is changed to 080

...

ETsd4
01-18-11, 02:48 PM
Is possible to put into sghip's journals logs about time, course and speed?
It can help to use Real Nav...

For example:
1) start mission

2) 1st course change:
15.23, after 17 km course is changed to 090

3) 2nd course change:
18.36, after 103 km course is changed to 080

...

If you steer manually you get time and course in the log. So it is always there.

And with the distance: The point of doing real navigation is that YOU have to figure out where you are and that YOU have to act and decide under total uncertainty. That is the point.

So the help of your bloody computer (even with inaccuracies) in any real navigation gameplay is counterproductive.

TheDarkWraith
01-18-11, 10:51 PM
v6.3.0 patch 5 released. See post #1 for details.

Unofficially this can be used with Magnum Opus. I'm not going to release patch 3 for MO until this patch is verified and working correctly by you all. If you want to use this with MO then this has to be enabled last.

DrJones
01-19-11, 03:45 AM
Hi @ All,

What about the funtkion to compute a solution to a choosen target by the 1WO. When i have a look at sh3 i can decide if i want to make a solution on my own or i decide i am the captain and my officer is making a solution. TDW do you think it's possible to implement this function?

Another thing which is annoying me is, that whenever you choose to make an attack with yout deck gun, and i let my crew attack the target and i choose another target with the binos always the order is given "man the deck gun". I think it's sounds not very realistic, when the order is given all the time when you choose another target.

I think it's also not very realistic, that you can use the deck gun or the flak when it is not manned before.

I tried to find it out on my own, but i still was not very successful with it.

TDW do you think there is an way to implement these functions.

It would be great.

Thanks!!!

harag
01-19-11, 03:58 AM
TDW,

Thanks for patch 5, though I'm waiting for the one for the MO, but I'll put patch 5 over MO to try it out. :)

Spotted this change though:

-updated scope mods with information/files from Trevally and toniloCoyote

I noticed in the MRP version you have sub folders for the different screens now with the RAOBF files in. Does this now mean we DON'T need the "NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope" mod installed.

So all we need to do is pick the correct one for our resolution, in my case:

Emtgufs Aspect ratio 16_9
or
MRP 16x9 ratio

Looking forward to the offical MO patch.
Thanks.

pascal4541
01-19-11, 06:54 AM
Thanks fot this job TheDarkWraith :salute:

TheDarkWraith
01-19-11, 06:59 AM
I noticed in the MRP version you have sub folders for the different screens now with the RAOBF files in. Does this now mean we DON'T need the "NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope" mod installed.

So all we need to do is pick the correct one for our resolution

the 'NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope ' is not needed unless you are using stock scopes with a modifed cameras.cam file that has the scopes at 6x,6x,7x zoom levels.

Now just pick the correct scope mod from those listed for your resolution and you are good to go :up:

TheDarkWraith
01-19-11, 07:21 AM
Unfortunatelly nothing happens - at the ship's journal U021(THEDARK Wraith) still existed.
At 5.9.3 all works fine.

The ship's journal app has been updated in patch 5. You should be able to take previous journals and have the ship's journal app convert them to the new style way. I was able to take the file (journal) you sent me and convert it to new style with the app.

Silent Steel
01-19-11, 08:48 AM
The ship's journal app has been updated in patch 5. You should be able to take previous journals and have the ship's journal app convert them to the new style way. I was able to take the file (journal) you sent me and convert it to new style with the app.


I can confirm that this works fine! :up:

//

Obelix
01-19-11, 10:45 AM
Rus translation for v6.3.5 (6.3.0 with patch 5) + fixed an inaccurate translation of previous versions.
Link (http://www.sukhoi.ru/forum/attachment.php?attachmentid=125382&d=1295451531)

harag
01-19-11, 11:30 AM
TDW

BUGS FOUND

I'm using MO, but have the UI patch 5 installed. (yes I know it's not official for the MO mod.)

1. On the XO TDC screen, when I click range and use stedimeter then click back the range still says 500, or even if I enter the range manually.
2. on the XO TDC, same for speed, and even AOB.

3. All the settings on the XO TDC screen didnt change. I then clicked on the ship type and got a Crash to desktop

4. Open up the radio report screen, then I press (F3) which is my MAP key. I then close my map (esc) and the radio screen is still open, I try to close the window with the "X" button, but nothing happens, I have to click the radio icon on the top right (bottom one) twice, once to "open" it and again to "close" it.

#4 was in before patch 5, but the 1-3 are since I added patch 5 to my MO mod.

Cheers,


EDIT: - Just reloaded the game after the CTD - and bugs 1-3 don't appear to be there now. they seem to be working as before, strange, but #4 is still the same. cheers.

harag
01-19-11, 11:36 AM
Hi Again TDW,

I was wondering, is it possible to have a "volume" control on Grammaphone. When I'm up on dock or in the control room, the engine noise drowns out the songs. I've tried changing the "music" sound control, but that doesn't work, so I'm guessing they are tied into the "SFX" sound.

If this isn't possible, does anyone know of a way to equalise all the MP3 files to be the same level, and also increase them a little?

Cheers,

harag
01-19-11, 12:13 PM
TDW

Radio messages.

Going down the Kiel Canal I'm at a bend with one ship close by and no others within the 8000 limit. The ship reported me and 3 minutes later I recieved another message with the same location, but this time the ship name is different.

Is the ship name random for each message? or is the name assigned to a ship and never changes. Looking at the two messages I received it appears that it's random.

pfeillant
01-19-11, 12:31 PM
hi TDW
I play 3 hours under the 6.3.5, no problem.
I send you the menu.txt french 6.3.5 for your next release
best regards

Gauthier
01-19-11, 01:04 PM
Hi all,

mission: range AOB practice from Trevally, is it normal that the stadimeter show me 1628m for the tanker at bearing 335?
Secondly, the mast of this ship is given in stadimeter window at 90m! Is it normal?

New UI and patch 5, MRP16/9 and Trevally Range AOB practice

Tks

TheDarkWraith
01-19-11, 03:14 PM
TDW

Radio messages.

Going down the Kiel Canal I'm at a bend with one ship close by and no others within the 8000 limit. The ship reported me and 3 minutes later I recieved another message with the same location, but this time the ship name is different.

Is the ship name random for each message? or is the name assigned to a ship and never changes. Looking at the two messages I received it appears that it's random.

each ship in the game is assigned a ship name. It's possible that a ship spawned close to you while going down the canal.

Trevally.
01-19-11, 03:16 PM
Hi all,

mission: range AOB practice from Trevally, is it normal that the stadimeter show me 1628m for the tanker at bearing 335?
Secondly, the mast of this ship is given in stadimeter window at 90m! Is it normal?

New UI and patch 5, MRP16/9 and Trevally Range AOB practice

Tks

:hmmm:

Yes Gauthier, something is wrong.
That is a Ranger Medium Tanker and is showing a 90m mastheight

This is the CFG file for that ship - Mast=41.4;40.2

You can see the old height (prior to Tonis updates) was 40.2 then changed to 41.4m

Have you noticed any others like this?

TheDarkWraith
01-19-11, 03:26 PM
:hmmm:

Yes Gauthier, something is wrong.
That is a Ranger Medium Tanker and is showing a 90m mastheight

This is the CFG file for that ship - Mast=41.4;40.2

90.0 is a special code I had the mod display for a certain kind of error. I'm out on a jobsite but when I return home I'll look in the code to see what 'throws' the 90.0.

Trevally.
01-19-11, 03:31 PM
90.0 is a special code I had the mod display for a certain kind of error. I'm out on a jobsite but when I return home I'll look in the code to see what 'throws' the 90.0.

Thanks TDW:up:

All the others in that mission are correct.

Gauthier
01-19-11, 05:52 PM
:hmmm:

Yes Gauthier, something is wrong.
That is a Ranger Medium Tanker and is showing a 90m mastheight

This is the CFG file for that ship - Mast=41.4;40.2

You can see the old height (prior to Tonis updates) was 40.2 then changed to 41.4m

Have you noticed any others like this?


No.

But 1628m, is it normal?
I think I have stadimeter problem since 6.3...

Trevally.
01-19-11, 06:03 PM
It looks like this is only an issue for Ranger Medium Tanker.
The 90m mastheight is causing the stadi to give you this wrong range.

All the other ships in that tutorial will work fine with the stadi:up:

Gauthier
01-19-11, 06:54 PM
Does that mean that same problem is present in campaign or mission with medium tanker?

stoianm
01-19-11, 08:08 PM
What is the corect oreder:
- the 'NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope '
- MRP
- MRP patch?

or

-MRP
-MRP patch
-the 'NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope '

TheDarkWraith
01-19-11, 08:44 PM
It looks like this is only an issue for Ranger Medium Tanker.
The 90m mastheight is causing the stadi to give you this wrong range.

All the other ships in that tutorial will work fine with the stadi:up:

A mast height of 90.0 signifies that the mastheight was not found in the ship's .cfg file.

We introduced this problem when we adjusted the mastheights. By putting a ; after the mast height to comment out the old mast height data it screwed up the configuring of mast heights at game start. I'll have to issue another patch for this because every ship we adjusted mast heights on now will be in error (90.0)

TheDarkWraith
01-19-11, 09:45 PM
v6.3.0 patch 6 released. This patch is needed to fix mast height bug introduced when ship lengths and mastheights were updated in their respective .cfg files. See post #1 for details.

This can unofficially be used with Magnum Opus also (must be the last mod installed if doing so) :up:

Gauthier
01-20-11, 06:30 AM
Aaaah, that's better! ;-)
One more thing, it seems I have some problem with hour of the day.
With this same mission (aob practice from Trevally), the clock says 2300 but ext view seems daylight.
Is there something wrong I did set?

Gauthier
01-20-11, 06:59 AM
v6.3.0 patch 6 released. This patch is needed to fix mast height bug introduced when ship lengths and mastheights were updated in their respective .cfg files. See post #1 for details.

This can unofficially be used with Magnum Opus also (must be the last mod installed if doing so) :up:

About this last remark, I don't understand how to merge MO and New UI.
2nd is not included in MO and we have to install the 2 mods as usual?
Tks

TrenchKnife
01-20-11, 11:19 AM
nm, figured it out.

Many thanks,
Trench

BowfinSS287
01-20-11, 11:26 AM
I really like the on the fly options with the scope and radio message
what i'd really like to see is the GUI have similar options
so i could turn on/off the mouse in option,there are times i need
the info from two spots to be shown at the same time
or maybe a clipboard style,like otto's chalkboard but you could
assign what you wanted to see

time
crew messages
battery
radio messages
fuel level

thanks for your time

dakuth
01-21-11, 03:03 AM
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:

Oh yeah, I tried that first. No difference.

Well, I'm about to give up totally - which is largely why it took me so long to respond. I was kind of hoping version 7 would come out so I could download a new zip file, because this one doesn't work for me. But anyway, while I'm typing I might as well see if anyone can help me with all my problems:

1. As described. WinRAR, WinZip, ZipGenius. WinZip won't unzip at all, WinRAR produces an error, and ZipGenius works, but the mod does not.
1a. If I get it all unzipped, either with WinRAR (skipping the error) or ZipGenius, the same thing is produced. Screenshots and so forth earlier in this thread where this is a big "OK" dialog box on loading the game.
1b. I tried using ZipGenius to unzip into an unnested directory. Like C:\. Renaming the extremely long "(don't enable)" directory so it was not so long, and then moving the whole lot into the SH5 MODS directory (if I did not rename it, Windows flat out refused to move it because some of the filenames were too long.) But this made no change either - big dialog with an OK in it.

2. This is something I've found odd with this mod, but never mentioned it. Enabling it seems all sorts of weird. Looking at the directory structure it looks like TDW has designed it so I enable "NewUIs_TDC_6_3_0 by TheDarkWraith" and this in turn extracts all the optional mods. They are then listed on the left, and I can enable to my hearts content. Only problem is, it doesn't work. All the mods are there, but not the BASE mod. I expect this is because "NewUIs_TDC_6_3_0 by TheDarkWraith" is already listed as an activated mod, but if I start SH5, its just the stock game.
2a. I have been able to get it to work by manually copying the mods out of NewUIs_TDC_6_3_0 by TheDarkWraith\MODS\ and placing them in the root \SH5\MODS\ directory. Then I can enable "NewUIs_TDC_6_3_0 by TheDarkWraith" followed by whatever optional mods I want. I see no-one else complain about this, but I can't imagine how no-one else has this problem! I mean, when I enable the optional mods, I don't even get a warning that "NewUIs_TDC_6_3_0 by TheDarkWraith has already changed that file" -- so it seems to me that NewUIs_TDC_6_3_0 by TheDarkWraith is not enabled. The directory NewUIs_TDC_6_3_0 by TheDarkWraith is sitting in \SH5\MODS\ as though it is ready to be enabled, but I can't enable it with JGME because it thinks it already is!

Rongel
01-21-11, 05:08 AM
Well, I'm about to give up totally - which is largely why it took me so long to respond. I was kind of hoping version 7 would come out so I could download a new zip file, because this one doesn't work for me. But anyway, while I'm typing I might as well see if anyone can help me with all my problems:
Before I used zipgenius I had the same freeze at the menu screen, but now everything works. You must remember that TDW (and many others too) use directory system that includes the MODS folder. So you must go to the TDW's Mods folder and copy the mods you want (the basemod is called something like NewUIs_TDC_6_3_0_ByTheDarkWraith) to your own mods folder. This trick is the only thing that caused me gray hairs. After that it's been smooth sailing for me. I don't know if it helps or not... It really shouldn't be that difficult.

And the new patch seems to be working fine! No ctd's in a long time (I'm not using Megamod) Thanks TDW, now the radio reports are just like I want them to be. Oh, one thing, what if I want radio sound effect playing when new message comes, is there a easy way to do that?

Silent Steel
01-21-11, 07:18 AM
Oh yeah, I tried that first. No difference.

Well, I'm about to give up totally - which is largely why it took me so long to respond. I was kind of hoping version 7 would come out so I could download a new zip file, because this one doesn't work for me. But anyway, while I'm typing I might as well see if anyone can help me with all my problems:

1. As described. WinRAR, WinZip, ZipGenius. WinZip won't unzip at all, WinRAR produces an error, and ZipGenius works, but the mod does not.
1a. If I get it all unzipped, either with WinRAR (skipping the error) or ZipGenius, the same thing is produced. Screenshots and so forth earlier in this thread where this is a big "OK" dialog box on loading the game.
1b. I tried using ZipGenius to unzip into an unnested directory. Like C:\. Renaming the extremely long "(don't enable)" directory so it was not so long, and then moving the whole lot into the SH5 MODS directory (if I did not rename it, Windows flat out refused to move it because some of the filenames were too long.) But this made no change either - big dialog with an OK in it.

2. This is something I've found odd with this mod, but never mentioned it. Enabling it seems all sorts of weird. Looking at the directory structure it looks like TDW has designed it so I enable "NewUIs_TDC_6_3_0 by TheDarkWraith" and this in turn extracts all the optional mods. They are then listed on the left, and I can enable to my hearts content. Only problem is, it doesn't work. All the mods are there, but not the BASE mod. I expect this is because "NewUIs_TDC_6_3_0 by TheDarkWraith" is already listed as an activated mod, but if I start SH5, its just the stock game.
2a. I have been able to get it to work by manually copying the mods out of NewUIs_TDC_6_3_0 by TheDarkWraith\MODS\ and placing them in the root \SH5\MODS\ directory. Then I can enable "NewUIs_TDC_6_3_0 by TheDarkWraith" followed by whatever optional mods I want. I see no-one else complain about this, but I can't imagine how no-one else has this problem! I mean, when I enable the optional mods, I don't even get a warning that "NewUIs_TDC_6_3_0 by TheDarkWraith has already changed that file" -- so it seems to me that NewUIs_TDC_6_3_0 by TheDarkWraith is not enabled. The directory NewUIs_TDC_6_3_0 by TheDarkWraith is sitting in \SH5\MODS\ as though it is ready to be enabled, but I can't enable it with JGME because it thinks it already is!


Hi Dakuth

I really can't understand why ZipGenius should not unzip the files. It is a mystery to me. To me it sounds like a corrupt file somewhere.
- (Your point 1) you say ZipGenius works but the mod doesn't.
Do you mean that the mod doesn't extracts?
Or that the extracted mod (Base mod) doesn't work after you have exstracted it?

- (Your point 1a) If there is an OK" it should be OK, or?

- (Your point 1b) You say "moving the whole lot into the SH5 MODS directory".
I suppose you mean the " NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS" folder (with all the included mods) into "C:\Ubisoft\Silent Hunter 5\MODS", right?

- (Your point 2) You say "TDW has designed it so I enable "NewUIs_TDC_6_3_0 by TheDarkWraith" and this in turn extracts all the optional mods". You don't have to!
After you have opened the .7z file extract only the "NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _3_0_ByTheDarkWraith" folder with ZipGenius to a place if your choice e.g. the desktop. Choose only this one! Nothing else.
(If you later after this want one or more of the optional mods included you can unzip them one by one afterwards).

Then you say "it doesn't work".
Don't you find the "Base mod"in JSGME (that it isn't there)?
Or do you mean that not any of the mods work when you enable them?

Since you also say "I was kind of hoping version 7 would come out" I suppose you are talking about the Patch, right?
What you say about 'because "NewUIs_TDC_6_3_0 by TheDarkWraith" is already listed as an activated mod, but if I start SH5, its just the stock game' makes me curious.
I believe what makes you believe it's the stock is that the Patch overwrites the old mod thus resetting the UserOptions.py to what all the options in the UserOptions.py file were before you did your settings in the base mod". Don't do this. Do the following.
When you unzip the new Patch if you look closely among all the mods included in the new "NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS" folder there is the Patch you want. It's called exactly the same as the "Base mod" (NewUIs_TDC_6_3_0_ByTheDarkWraith).
This means the Patch will paste into the "Base mod" (that you already have in your JSGME) when you paste the Patch into "C:\Ubisoft\Silent Hunter 5\MODS".
Before copying the Patch into into "C:\Ubisoft\Silent Hunter 5\MODS" you should use the MigrationTool that you find in: New UIs 6.3.0\NewUIs_TDC_6_3_0_TheDarkWraith\NewUIs_TDC_6_ 3_0_ByTheDarkWraith\data\Applications.
(In the OptionsMigrater "Old options" = the UserOptions.py" in your "Base mod", "New Options"= the UserOptions.py in your Patch.
This will copy the settings in your "Base mod's" UserOptions.py file to the Patch's UserOptions.py. If you after this copy your Patch into "C:\Ubisoft\Silent Hunter 5\MODS" the Patch will overwrite the "Base mod" but since it already has all your settings you've done in the "Base mod's" UserOptions.py file it will not change these settings. Only add the new options that come with this new Patch.
Now if you look through the UserOptions.py file in your "Base mod" you'll find your old settings + these added options that you can set after your taste.

Remember - always deactivate all mods in the JSGME before updating. Then enable the "NewUIs_TDC_6_3_0_TheDarkWraith\NewUIs_TDC_6_3_0_By TheDarkWraith" first.

That's it. You should be ready to enable the "Base mod" in JSGME.
Off you go!
Hope this helps to solve your problem.

//

Defiance
01-21-11, 08:03 AM
I'm in trouble !! lol

Short of it, i forgot to save all my mods for all my silent hunters when setting a raid setup up :(

Lost all screenies of installed mod layouts and small mods i did for 4 and 5 so i'm having to sort each game via memeory (ohh crikey lol)

In a few words "I'm lost at sea" lol

So .......................

Trying my best to get mods sorted etc, i have only this latest 6.3.0 + patches to run with

Now can someone off top of their head answer these Q's ............

My sub now sinks like a brick when no forward propulsion (did somewhat previously at around 100m or so i guess)

My sub seems to engage electric motors after i stop engines/motors on either a submersion or surface (i generally like to slip below surface nice n quiet also saving batteries from needing to be charged)

Running 6.3.0 patched to 6 (correctly i hope)

Will try and show mods i've installed thus far in case its a mod soup problem

RemoveLogoIntroTheDarkWraith
ALTAC
Accurate German Flags
Environment 5.0 MOD
AilDeckwave 1.0
No Umark
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Enhanced FunelSmoke_by HanSolo78
ImprovedWaves_Improved Pitch&Roll
BRF 1.3 full
EngineSoundsImproved_v1.0
MoraleMod
Reduced Mission Tonnage v02
North Atlantic Green 1.1
sobers multi color mod V2
Realistic ammo amount for AA and deck guns
MightyFine Crew Mod 1.2.1 Stock w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
DBSM_Music_1_0_4
SUB_hyd_fix_SH5
sobers no footstep sound mod
Window_Lights_Redone_V1
Open_Horizons
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
NewUIs_TDC_6_3_0_ByTheDarkWraith
NewUIs_TDC_6_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_3_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_3_0_jimimadrids_map_tools
NewUIs_TDC_6_3_0_Real_Navigation
NewUIs_TDC_6_3_0_WWIIInterface_by_naights
Manos Scopes-Core Files
Manos Scopes-patch for 16x9
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_Aircraft_Spotting_At_Depth
IRAI_0_0_29_No_hydrophone_on_surface
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
Reboot's Water Drips 1.1
Dooms Decks for VIIABC41 1.4

Many many Thanks :salute:

Silent Steel
01-21-11, 11:13 AM
I'm in trouble !! lol

Short of it, i forgot to save all my mods for all my silent hunters when setting a raid setup up :(

Lost all screenies of installed mod layouts and small mods i did for 4 and 5 so i'm having to sort each game via memeory (ohh crikey lol)

In a few words "I'm lost at sea" lol

So .......................

Trying my best to get mods sorted etc, i have only this latest 6.3.0 + patches to run with

Now can someone off top of their head answer these Q's ............

My sub now sinks like a brick when no forward propulsion (did somewhat previously at around 100m or so i guess)

My sub seems to engage electric motors after i stop engines/motors on either a submersion or surface (i generally like to slip below surface nice n quiet also saving batteries from needing to be charged)

Running 6.3.0 patched to 6 (correctly i hope)

Will try and show mods i've installed thus far in case its a mod soup problem

RemoveLogoIntroTheDarkWraith
ALTAC
Accurate German Flags
Environment 5.0 MOD
AilDeckwave 1.0
No Umark
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Enhanced FunelSmoke_by HanSolo78
ImprovedWaves_Improved Pitch&Roll
BRF 1.3 full
EngineSoundsImproved_v1.0
MoraleMod
Reduced Mission Tonnage v02
North Atlantic Green 1.1
sobers multi color mod V2
Realistic ammo amount for AA and deck guns
MightyFine Crew Mod 1.2.1 Stock w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
DBSM_Music_1_0_4
SUB_hyd_fix_SH5
sobers no footstep sound mod
Window_Lights_Redone_V1
Open_Horizons
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
NewUIs_TDC_6_3_0_ByTheDarkWraith
NewUIs_TDC_6_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_3_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_3_0_jimimadrids_map_tools
NewUIs_TDC_6_3_0_Real_Navigation
NewUIs_TDC_6_3_0_WWIIInterface_by_naights
Manos Scopes-Core Files
Manos Scopes-patch for 16x9
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_Aircraft_Spotting_At_Depth
IRAI_0_0_29_No_hydrophone_on_surface
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
Reboot's Water Drips 1.1
Dooms Decks for VIIABC41 1.4

Many many Thanks :salute:

Hi there def
For one - I think you should enable the "NewUIs_TDC_6_3_0_ByTheDarkWraith
" first.
About the rest of them - I think it looks OK. Hopefully. :hmmm:

Defiance
01-21-11, 12:10 PM
Hiya,

Chased down my prob

Got to be one of three mods installed

Will sift through them after food :)

Many Thanks :salute:

ps: in hope against hope, has anyone got got sobers sky banding mod ? he pulled it, but i found it great for my needs :)

Silent Steel
01-21-11, 01:31 PM
Hiya,

Chased down my prob

Got to be one of three mods installed

Will sift through them after food :)

Many Thanks :salute:

ps: in hope against hope, has anyone got got sobers sky banding mod ? he pulled it, but i found it great for my needs :)


Would be interesting to know which three mods and which one of these that eventually seems to be the bad guy. :yep:

//

Silent Steel
01-21-11, 01:50 PM
I'm assigned a recon mission to Bergen Naval Base.
When I get to Bergen all I find are several german naval ships + one british ship in the harbour reporting she has sighted me. So I finish her off with my deck gun.

The little bright yellow icon with the camera icon shows on the map so I know I've reached the right position.
At the very top of the screen is the "anchor icon" asking: Dock at Bergen giving me the options 1. Refit 2.End Patrol 3.Postpone. Numbers 1 & 3 are available #2 is not.
In the Captain's Log I can see that my mission is "Not Completed". Just the latest message from BdU to maintain radio silence for two hours.

But the Radio Messages keep coming... So far six or seven british ships have reported they have sighted me. The funny thing is that there are no brits to be found in the vicinity...

What am I missing here? What am I supposed to do to complete my recon mission? I remember from SH4 I could take photos when on recons but in SH5 I haven't found the key. Is that what I'm missing?

Besides - BdU keeps calling me U-45 when it should be U-19.
In the Radio Messages I'm called U-19. :hmmm:


Why? :cry:

Please help me out.

//

Defiance
01-21-11, 01:57 PM
Hiya,

Hehe, as i just read this i'm freshly installing SH5, thought it maybe easier to track culprit down from afresh so to speak

Had another thought, asap game's installed i'll test and report back

As Said, problem is not anything to do with TDW's UI mod :) (just not having any previous versions to fall back on to check i was at a loss as to what was causing problems)

ps: in hope against hope, has anyone got got sobers sky banding mod ? he pulled it, but i found it great for my needs :)

stoianm
01-21-11, 03:38 PM
Bug? Or maybe just me being foolish?
I'm assigned a recon mission to Bergen Naval Base.
When I get to Bergen all I find are several german naval ships + one british ship in the harbour reporting she has sighted me. So I finish her off with my deck gun.

The little bright yellow icon with the camera icon shows on the map so I know I've reached the right position.
At the very top of the screen is the "anchor icon" asking: Dock at Bergen giving me the options 1. Refit 2.End Patrol 3.Postpone. Numbers 1 & 3 are available #2 is not.
In the Captain's Log I can see that my mission is "Not Completed". Just the latest message from BdU to maintain radio silence for two hours.

But the Radio Messages keep coming... So far six or seven british ships have reported they have sighted me. The funny thing is that there are no brits to be found in the vicinity...

What am I missing here? What am I supposed to do to complete my recon mission? I remember from SH4 I could take photos when on recons but in SH5 I haven't found it. Is that what I'm missing?

Besides - BdU keeps calling me U-45 when it should be U-19.
In the Radio Messages I'm called U-19. :hmmm:


Why? :cry:

Please help me out.

//
__________________

What i think you must do: get as close you can for the ,,recon point,, Go to the periscop. Move the scope to have in site one of the enemy ships and the push ,,space,,. That lock the target and in the middle of the scope you must have ,,take photo,,. You push that and you mission must be complete then. I remember you that i only gues that - but just give a try.

stoianm
01-21-11, 04:01 PM
I'm assigned a recon mission to Bergen Naval Base.
When I get to Bergen all I find are several german naval ships + one british ship in the harbour reporting she has sighted me. So I finish her off with my deck gun.

The little bright yellow icon with the camera icon shows on the map so I know I've reached the right position.
At the very top of the screen is the "anchor icon" asking: Dock at Bergen giving me the options 1. Refit 2.End Patrol 3.Postpone. Numbers 1 & 3 are available #2 is not.
In the Captain's Log I can see that my mission is "Not Completed". Just the latest message from BdU to maintain radio silence for two hours.

But the Radio Messages keep coming... So far six or seven british ships have reported they have sighted me. The funny thing is that there are no brits to be found in the vicinity...

What am I missing here? What am I supposed to do to complete my recon mission? I remember from SH4 I could take photos when on recons but in SH5 I haven't found it. Is that what I'm missing?

Besides - BdU keeps calling me U-45 when it should be U-19.
In the Radio Messages I'm called U-19. :hmmm:


Why? :cry:

Please help me out.

//
If you want that in Radio Messages to have the same name like the Bdu call you then must to change the ,,hull number,, in
TheDarkWraithUserOptions.py

1. disable the mod NewUIs_TDC_6_3_0_ByTheDarkWraith
2. open with notepad the TheDarkWraithUserOptions.py (mine is in C:Ubisoft/Silent hunter 5/MODS/NewUIs_TDC_6_3_0_ByTheDarkWraith/Data/Scripts/Menu)
3. Find inside: UboatHullNumber = "U-19" and replace U-19 with wathever you want that you apear in radio messages
4. Save
5. Enable the mod NewUIs_TDC_6_3_0_ByTheDarkWraith

Ross59
01-21-11, 06:32 PM
Hi TDW The patch fixed my problem of not being able to select journals. I now have an issue with not getting a reply when I request a 'Depth under keel' command. I get the navigator confirming the order, hear the ping out and return, but the depth does not show on the logbook. Edit: It seems to have started working again after I installed mod ans started a new Campiagn

THE_MASK
01-21-11, 08:47 PM
Is there something in the options file that i can mark as False so the teleport option doesnt show up ?
http://img214.imageshack.us/img214/5669/teleh.jpg (http://img214.imageshack.us/i/teleh.jpg/)

Silent Steel
01-22-11, 01:51 AM
Hiya,

Hehe, as i just read this i'm freshly installing SH5, thought it maybe easier to track culprit down from afresh so to speak

Had another thought, asap game's installed i'll test and report back

As Said, problem is not anything to do with TDW's UI mod :) (just not having any previous versions to fall back on to check i was at a loss as to what was causing problems)

ps: in hope against hope, has anyone got got sobers sky banding mod ? he pulled it, but i found it great for my needs :)



I've got a Sky Banding Mod but it's made by SteelViking.
Cheers ;)

//

Silent Steel
01-22-11, 01:56 AM
If you want that in Radio Messages to have the same name like the Bdu call you then must to change the ,,hull number,, in
TheDarkWraithUserOptions.py

1. disable the mod NewUIs_TDC_6_3_0_ByTheDarkWraith
2. open with notepad the TheDarkWraithUserOptions.py (mine is in C:Ubisoft/Silent hunter 5/MODS/NewUIs_TDC_6_3_0_ByTheDarkWraith/Data/Scripts/Menu)
3. Find inside: UboatHullNumber = "U-19" and replace U-19 with wathever you want that you apear in radio messages
4. Save
5. Enable the mod NewUIs_TDC_6_3_0_ByTheDarkWraith

Ciao
That's what's funny. I've already changed my hull number to U-19... :hmmm:


//

Sepp von Ch.
01-22-11, 07:37 AM
Will your UI mod include Ruby2000īs german translation of radiomessages, when translated radiomessages for Megamod?

TheDarkWraith
01-22-11, 07:50 AM
Will your UI mod include Ruby2000īs german translation of radiomessages, when translated radiomessages for Megamod?

If he sends me the files I'll include them :up:

stoianm
01-22-11, 12:24 PM
Hi TDW,

I am a using your New_Ui_TDC_ByTheDarkWraith and i want to ask you something about radio messages:

1 - if i use the option to have displayed radio messages on radio message box (INFORM OF SHIP RADIO MESSAGES) then the ,,Radio Contact Report,, from BDU are displayed only in CAPTAIN'S LOG and they are not displayed in messages box (and Ship' Journal). Because of that i miss almost all the ,,Radio Contact Reports,,.

2 - if i use the option to not have displayed radio messages on radio message box then i have ,,Radio Contact Report,, from BDU diplayed in my message box (and Ship' Journal) but i do not have radio messages displayed on radio message box and i do not like that.

Can i have the both situations: all the radio messages displayed on radio message box and ,,radio contact reports,, from BDu displayed in message box (and Ship's Journal).

Thank's

pfeillant
01-22-11, 03:29 PM
hi TDW,
the following problem reappeared during the game.
when I sink a ship, in the events window and in the journal i have 20 or more boats sink.

7/18/1942 8:32 AM WEPS: Croiseur léger Dido coulé en: Long. 12° 17' E, Lat. 37° 01' N. Tonnage: 5600 tonnes.
7/18/1942 8:32 AM WEPS: Croiseur léger Dido coulé en: Long. 12° 17' E, Lat. 37° 02' N. Tonnage: 5600 tonnes.
7/18/1942 8:32 AM WEPS: Croiseur léger Dido coulé en: Long. 14° 10' E, Lat. 36° 21' N. Tonnage: 5600 tonnes.
7/18/1942 8:32 AM WEPS: Destroyer de classe A coulé en: Long. 15° 12' E, Lat. 34° 13' N. Tonnage: 1188 tonnes.
and so ......
otherwise for me everything is ok
best regards

pascal4541
01-23-11, 08:49 AM
Hello TheDarkWraith, hello all :salute:
What is the setting to be changed so that the periscope is not automatically output at periscope depth?

Defiance
01-23-11, 09:09 AM
Well call me mary and spank my bum

Steel, i found main error problem :oops:

Whispered quietly (neglected to install patch ! ) darwin award please

Well i stand here and accept this award tonight in light of my braincell being overworked, ermm ............

Lol

Cheers

TheDarkWraith
01-23-11, 04:23 PM
Hello TheDarkWraith, hello all :salute:
What is the setting to be changed so that the periscope is not automatically output at periscope depth?

which periscope? I don't recall any periscope automatically extending just because you're at periscope depth :hmmm:

pascal4541
01-23-11, 05:07 PM
which periscope? I don't recall any periscope automatically extending just because you're at periscope depth :hmmm:
This is the observation periscope. Unable to get off at periscope depth. No problem with the attack periscope. :hmmm:
NewUIs 6_3_6 with SH3 interface

DarthVrooks
01-23-11, 05:18 PM
Hello TheDarkWraith, hello all :salute:
What is the setting to be changed so that the periscope is not automatically output at periscope depth?
I had that same thing happen several times. I uninstalled the mod and reinstalled it and then all of a sudden the observation scope would not rise above the surface of the water. Very odd but I haven't played around with it much since I rarely use it.

TheDarkWraith
01-23-11, 05:40 PM
I had that same thing happen several times. I uninstalled the mod and reinstalled it and then all of a sudden the observation scope would not rise above the surface of the water. Very odd but I haven't played around with it much since I rarely use it.

The obs scope was set to a historically accurate height and thus you cannot see out of it at periscope depth. Come to snorkel depth to use obs scope.

DarthVrooks
01-24-11, 01:14 AM
The obs scope was set to a historically accurate height and thus you cannot see out of it at periscope depth. Come to snorkel depth to use obs scope.
Well, I was not aware of that at all so that's good to know. However it didn't matter what depth I was at the obs scope never went above the water line. I removed the mod re-downloaded it and reinstalled it and it seems to be working fine now though. I guess it was just one of those things that happens with mod installations from time to time. Thank you for the quick response though, and excellent work on all these mods you do.

pascal4541
01-24-11, 04:36 AM
which periscope? I don't recall any periscope automatically extending just because you're at periscope depth :hmmm:

This is the observation periscope. Unable to get off at periscope depth. No problem with the attack periscope. :hmmm:
NewUIs 6_3_6 with SH3 interface

Hello TheDarkWraith :salute:
I'm sorry because the problem occurs only during a patrol, and that taking over the patrol at the port, everything is ok ... Sorry again ...
So no problems with 6_3_6. Just a mandatory port facility

Silent Steel
01-24-11, 05:51 AM
Well call me mary and spank my bum

Steel, i found main error problem :oops:

Whispered quietly (neglected to install patch ! ) darwin award please

Well i stand here and accept this award tonight in light of my braincell being overworked, ermm ............

Lol

Cheers

:har:

Magic1111
01-25-11, 08:59 AM
Hello TDW !

Can you please answer this question here: http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1581928&postcount=8

Your answer is for me important too ! :D

Many thanks,
Magic:salute:

TheDarkWraith
01-25-11, 09:15 AM
Hello TDW !

Can you please answer this question here: http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1581928&postcount=8

Your answer is for me important too ! :D

Many thanks,
Magic:salute:

my version of it is included in the mod already. Try moving your mouse wheel when you are on external or free cam and see what happens.

Magic1111
01-25-11, 09:19 AM
my version of it is included in the mod already. Try moving your mouse wheel when you are on external or free cam and see what happens.

Many thanks TDW !!! :D:woot::salute:

Silent Steel
01-26-11, 01:37 AM
Just a short one just to avoid confusion.

In the MO v0.0.1 Patch is included the Anti-Lag Patch. The install instruction are wrong.

It says:

"Follow the instructions provided and put the two files (antilag.cfg and antilag.cfg) in your C:\Ubisoft\Silent Hunter file (where the sh5.exe is)."

Should be:

"Follow the instructions provided and put the two files (antilag.cfg and d3d9.dll) in your C:\Ubisoft\Silent Hunter file (where the sh5.exe is)".

//

Silent Steel
01-26-11, 01:42 AM
This is the observation periscope. Unable to get off at periscope depth. No problem with the attack periscope. :hmmm:
NewUIs 6_3_6 with SH3 interface


I have a problem with the obs scope well. :-?
The obs scope is fully risen when I get into it and I can't adjust height at all.

//

TheDarkWraith
01-28-11, 11:12 AM
I have a problem with the obs scope well. :-?
The obs scope is fully risen when I get into it and I can't adjust height at all.

//

Have you disabled all mods except the core UIs mod to see if the problem still exists? Using the arrows on the far upper left in the scope screen doesn't rise/lower the scope?

Silent Steel
01-28-11, 11:38 AM
Have you disabled all mods except the core UIs mod to see if the problem still exists? Using the arrows on the far upper left in the scope screen doesn't rise/lower the scope?


Why can't I be that logical myself...? :oops:

I've tried with and without other mods but...
Will do that right away.
Thanks.
//BRB



Now I've tested it but no luck.

Neither the up/down arrows nor the "fully riser/lower" arrows work. But I hear hear the sound of a moving scope. :hmmm:

//

TheDarkWraith
01-28-11, 12:29 PM
Why can't I be that logical myself...? :oops:

I've tried with and without other mods but...
Will do that right away.
Thanks.
//BRB



Now I've tested it but no luck.

Neither the up/down arrows nor the "fully riser/lower" arrows work. But I hear hear the sound of a moving scope. :hmmm:

//

If you hear the sound that means the scope is moving. Is the scope picture inside the scope height box moving when you hit the arrows? The obs scope will not fully lower with the arrow keys or keyboard keys. In order for it to fully lower you have to leave the obs scope station.

Gravina
01-28-11, 03:13 PM
Want to give thanks to all people doing the work of make this game really awesome.

Hi everyone i follow subsim since sometime ago but never decide to write always read, mostly coz english is not my language, im fan of SH since the first game so i know how to shoot a "eel", y get a bargain with SHV for only 6 euros and decide to mod it from the begining coz i know how good are the mods from the community i played most of mega mods and tweaks in past sims and had a lot of fun :rock:.

So to the point, i have installed 6.3.0 and 6.3.6 patch with default UI SH5 enhanced and have some problems maybe i did something wrong but had to know coz im starting to get :damn: LOL.

http://www.subsim.com/radioroom/%3Ca%20href=http://img225.imageshack.us/i/sub1z.jpg/%20target=_blank%3E[IMG]http://img225.imageshack.us/img225/7136/sub1z.jpghttp://img225.imageshack.us/img225/7136/sub1z.jpg

As you can see in the image there are 3 numbers and those are 3 that wonīt let me play :06:
1 (this is not a mayor problem to play) i canīt know which is the time compression set, there is not number displayed.
2 the speed dial arrow donīt move ahead or backwards so im unable to see which is my dial setup, furthermore the speedmeter still at 00 even giving the order of ahead flank.
3 neither of the orders works, i canīt give dive/surface orders.
4 the advanced options by default LCtrl donīt work so resuming i canīt handle the sub.
5 the SOAN book is only dragable i canīt open it.

http://www.subsim.com/radioroom/%3Ca%20href=http://img25.imageshack.us/i/soana.jpg/%20target=_blank%3E[IMG]http://img25.imageshack.us/img25/1817/soana.jpghttp://img25.imageshack.us/img25/1817/soana.jpg

6 (Not sure of this) orders are not updated in message box so wheni give ahead 1/3 for example the order is not showed in the message box.

And thatīs all, i guess coz i was unable to sail in this conditions, hope you can help me guys :salute:.

Emmm excuse my english i learned it mostly talking with gibraltar fishermen and they speak kinda bad LOL.

TheDarkWraith
01-28-11, 03:29 PM
In order to narrow down what the problem is you need to edit your \Documents\SH5\data\cfg\main.cfg file. Find the section below and make it look exactly like the below:

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

Then restart game. Post any dialog box popups that appear.

Gravina
01-28-11, 04:00 PM
TheDarkWraith says:
In order to narrow down what the problem is you need to edit your \Documents\SH5\data\cfg\main.cfg file. Find the section below and make it look exactly like the below:

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

Then restart game. Post any dialog box popups that appear.Thanks for your fast answer comrade, i did whatyou say, unfortunately no dialog box popup so im going to tell you what i did; i installed the mod yesterday and was working nice even without the patch played like 3 hours, no problems at all was even more smoooth and fluid than with vanilla did like 5 entrys in the shipīs journal, i went to bed and try to play this morning but i had some kind of problem with the shipīs journal subprogram wonīt allow me to play just stuck at the main menu unable to choose any option, then i notice that i forget to add the patch, so i did first with the mod enabler and had this prblem and finally manually and still the problem so thatīs all, hope this help :salute:.

Itkovian
01-28-11, 04:25 PM
What is the proper procedure to update this mod?

I am currently using an earlier version, and would like to update to the current.

Is it safe to just disable mod, plop in new one, and enable it? (after setting the various switches that is).

Itkovian

TheDarkWraith
01-28-11, 04:29 PM
What is the proper procedure to update this mod?

I am currently using an earlier version, and would like to update to the current.

Is it safe to just disable mod, plop in new one, and enable it? (after setting the various switches that is).

Itkovian

depending on how old the version is and whether you have an active ship's journal you may need to use the ship's journal editor app to bring the old journal up to new spec.

The options migrator is also your friend when upgrading to new versions. Both can be found in \data\Applications

Simply disable old version. Install new version. Use options migrator to migrate old options to new options file. Apply any required patches and then enable via JSGME.

Itkovian
01-28-11, 06:03 PM
depending on how old the version is and whether you have an active ship's journal you may need to use the ship's journal editor app to bring the old journal up to new spec.

The options migrator is also your friend when upgrading to new versions. Both can be found in \data\Applications

Simply disable old version. Install new version. Use options migrator to migrate old options to new options file. Apply any required patches and then enable via JSGME.

Does the UI now change something with the AI as well? There's a thread in the SHV forum that mentions the UI somehow affects the AI as well.

Itkovian

TheDarkWraith
01-28-11, 06:04 PM
Does the UI now change something with the AI as well? There's a thread in the SHV forum that mentions the UI somehow affects the AI as well.

Itkovian

The NewUIs mod does nothing to the AI. IRAI does though (obviously).

Magnum Opus (MO) changes the AI. My NewUIs mod is the core part of MO and that is probably where you are getting that from.

Itkovian
01-28-11, 06:07 PM
The NewUIs mod does nothing to the AI. IRAI does though (obviously).

Magnum Opus (MO) changes the AI. My NewUIs mod is the core part of MO and that is probably where you are getting that from.

Very well, thank you.

Also, about the patch... is it installed with mod manager as well (after the main version, natrually).

Itkovian

TheDarkWraith
01-28-11, 06:08 PM
Very well, thank you.

Also, about the patch... is it installed with mod manager as well (after the main version, natrually).

Itkovian

patches are meant to be a permanent fix. Thus you need to copy and paste the folder(s) from the patch to the folder(s) in your MODS folder.

Itkovian
01-28-11, 06:16 PM
Also, one of the reasons I'm interested in using the newer version is Real Navigation.

The only problem is I can't find any information on what this actually entails. Is there a good descriptive post about it somewhere?

Itkovian

TheDarkWraith
01-28-11, 06:18 PM
Also, one of the reasons I'm interested in using the newer version is Real Navigation.

The only problem is I can't find any information on what this actually entails. Is there a good descriptive post about it somewhere?

Itkovian

look back through the pages of this thread. Much information was discussed about it.

Silent Steel
01-28-11, 11:58 PM
If you hear the sound that means the scope is moving. Is the scope picture inside the scope height box moving when you hit the arrows? The obs scope will not fully lower with the arrow keys or keyboard keys. In order for it to fully lower you have to leave the obs scope station.


Here's a description of what I see when I go to the obs scope.

- The sound of a moving scope I hear alright but it doesn't move.
- The animation of the rising scope isn't there. It's simply already at the top.
- The scope height indicator inside the box doesn't move, not at all. It's stuck at the top so the indicator is right - the scope is fully risen but there it stays.
- The four arrow buttons above and under the indicator start the sound. Nothing else.
- When leaving the scope I hear the sound of a moving scope.
- If I go to external cam the scope is fully down.
- When standing on the bridge and use the keyboardbuttons the obs scope moves both up and down and I can control the hight. It stops wherever I like.
- Even in external view the scope reacts on the keyboard commands.

It's just inside when standing at the obs scope it won't move.
Hope this helps. :hmmm:


Cheers

//

Redtail
01-29-11, 08:23 AM
TDW, I dont appear to be able to get the radio message options sreen to appear. There is no toggle switch visable at the bottom right of the radio message screen:hmmm: I have looked to see if its an option inthe TDW options file, but that would not appear to be the case. I am patched up to no6.
Any thoughts:-? Everything else appears to work as it should with your Multiple UIs:)

lesec74
01-29-11, 09:42 AM
TDW, I dont appear to be able to get the radio message options sreen to appear. There is no toggle switch visable at the bottom right of the radio message screen:hmmm: I have looked to see if its an option inthe TDW options file, but that would not appear to be the case. I am patched up to no6.
Any thoughts:-? Everything else appears to work as it should with your Multiple UIs:)

I'm in the same case.

TheDarkWraith
01-29-11, 10:48 AM
TDW, I dont appear to be able to get the radio message options sreen to appear. There is no toggle switch visable at the bottom right of the radio message screen:hmmm: I have looked to see if its an option inthe TDW options file, but that would not appear to be the case. I am patched up to no6.
Any thoughts:-? Everything else appears to work as it should with your Multiple UIs:)

can you post a screenshot of the radio message box so I can see what you have/don't have? :06:

Gravina
01-29-11, 12:42 PM
Was trying to figure out to solve my problem and i find out that not adding the Page Deffault Hud.py solve my problem, also y open both files with WinMerge and see some drastic diferences in both, can you point me to the line where are done modifications in speed,depth dials and time compression bar?, also i need to know wich line are linked someway with shipīs journel to implement this function correctly (seems is not working properlly RN).

:salute:

TheDarkWraith
01-29-11, 01:07 PM
Was trying to figure out to solve my problem and i find out that not adding the Page Deffault Hud.py solve my problem, also y open both files with WinMerge and see some drastic diferences in both, can you point me to the line where are done modifications in speed,depth dials and time compression bar?, also i need to know wich line are linked someway with shipīs journel to implement this function correctly (seems is not working properlly RN).

:salute:

What are you doing? Are you installing the mod or are you trying to piecemeal something of your own works? If the latter I cannot help you.

Gravina
01-29-11, 01:23 PM
LOL,i have the mod installed but have those problems i show you in the others
replys only was trying to solve them and figure out why i have them installing the patch when supposedly the game shoud work better with the patch.

And not, i donīt have the knowledge to make any kind of work but i can compare files and see what are the diferences tbqh.

So if you can help me ill be deeply grateful :salute:.

Redtail
01-29-11, 01:26 PM
TDW, pic as requested of the radio message page.http://www.subsim.com/radioroom/picture.php?albumid=441&pictureid=3607

TheDarkWraith
01-29-11, 01:44 PM
Looks like patch was not applied correctly. Are you sure the patch was installed correctly?

Redtail
01-29-11, 02:03 PM
TDW, Do I just patch over each one or do I just load patch 6? I currantly have all three loaded over writing as each one loads:hmmm: I hope that is the correct way.

TheDarkWraith
01-29-11, 02:10 PM
You only need the latest patch. Open up the MODS folder of the patch and copy the needed folders to your MODS folder allowing it to overwrite the files it needs.

TheDarkWraith
01-29-11, 02:52 PM
got a PM from someone pointing out a problem with the Track Angle dial in the All Dials mode. I've fixed that problem now and am wondering is there any other problems I've missed that I should include in next patch? :06:

EDIT:

this patch will include a new user option that will let you specify the number of times for the radio messages icon to flash when a new radio message is received (use -1 for indefinite)

Redtail
01-29-11, 03:53 PM
Thanks for the info regarding the correct method of patching.I was not doing it that way.However having started again I still cant get it to show correctly:hmmm: Leave me in a dark room to play for a while,to sort the problem out:)

stoianm
01-29-11, 03:58 PM
Hi TDW,

I just tested (for 2 days) the ''real nav'' (learned how to play that with a big help of the sobers side).

I never had such a joy playing the sh5 as i have now (i use Magnum Opus and NewUIs_TDC_6_3_0_Real_Navigation).

So, thank you very much TDW for your wonderful work - you made sh5 a real ,,subsim''.:salute:

As an advice for you guys (from my side) - give a try to the NewUIs_TDC_6_3_0_Real_Navigation (it is not such a hard thing to play like seems to the first look - i started to play sh5 only 3 months ago and i am not a sharp mind - so, if i have learned you will for sure, too)

This thread from here will give you a little idea:http://www.subsim.com/radioroom/showthread.php?t=179643 and http://www.subsim.com/radioroom/showthread.php?t=174400 post #46 and #48

By the way, TDW, maybe you ask sober to make a new tread with full explanations and detalied pictures about ,,real nav,, (he is very good at that:D) or ask Travelly to make a tutorial like the new one very very well made ( i am speaking about travally RAOFB). If we will have somthing like that i am sure a lot more people will enable the ,,NewUIs_TDC_6_3_0_Real_Navigation '' mod.

Best regards and respect:salute:

TheDarkWraith
01-29-11, 06:12 PM
next version of UIs mod will include the following:

- fixed bug of track angle dial in way of FaT/LuT dials when those are enabled
- added new user option that specifies the number of times the radio messages icon in the top right lower bar flashes. Default value is -1 (indefinite) (RadioMessagesFlashTime)
- added new user option that specifies whether the radio messages feature is enabled or not. Default value is True (enabled) (RadioMessagesEnabled)

Should have next patch version (it will be a complete version since people have been having problems with patches) ready here soon.

7thSeal
01-29-11, 06:39 PM
EDIT:

this patch will include a new user option that will let you specify the number of times for the radio messages icon to flash when a new radio message is received (use -1 for indefinite)

Thank you sir... :DL

TheDarkWraith
01-29-11, 07:49 PM
v6.3.7 released. See post #1 for details :|\\

stoianm
01-29-11, 07:52 PM
Nice work TDW! :up:
I am waiting for new MO!
Thanks!

TheDarkWraith
01-29-11, 07:55 PM
Nice work TDW! :up:
I am waiting for new MO!
Thanks!

I have to update IRAI and am waiting for TheGeneral to update the campaign with icebergs before releasing next version of MO.

stoianm
01-29-11, 07:57 PM
I have to update IRAI and am waiting for TheGeneral to update the campaign with icebergs before releasing next version of MO.

No rush! Maybe we will have the new ,,AOB slide ruller'' on it:D

Thanks!

Enshara
01-30-11, 04:15 AM
I have installed TDC 6.3.7, and have loaded it via JSGME and gone into the options and changed the relevant items, but its still not working, what am i missing?

stoianm
01-30-11, 04:25 AM
I have installed TDC 6.3.7, and have loaded it via JSGME and gone into the options and changed the relevant items, but its still not working, what am i missing?

What do you mean by ''still not working'' ? Be more explicite and maybe i can help you!

Bye!

Silent Steel
01-30-11, 08:45 AM
I have installed TDC 6.3.7, and have loaded it via JSGME and gone into the options and changed the relevant items, but its still not working, what am i missing?


Try this:
- Disable the mod in JSGME
- Replace the UserOptions.py with a new one (original, without doing any settings) copied from your downloaded mod.
- Enable the mod again in JSGME

Start SH5 up and let's see if that helps.
If it does - it seems you have to check your settings. :hmmm:

//

stoianm
01-30-11, 11:37 AM
Hi TDW,

Did you had time to think about my ,,AOB zero aproaches slide ruller'' that i spoked to you in my last PM?

I spoked already with Travelly and he found that very good and he will test in game to fully understand.

Best regards!:salute:

Magic1111
01-30-11, 12:19 PM
v6.3.7 released. See post #1 for details :|\\

Many thanks TDW ! Very nice ! :up:

Gravina
01-30-11, 02:23 PM
Looks nice TDW, was playing with it a couple of hours and all the ui works nice but still having problems, the SOAN book donīt want to open, and
the radio message icon seems disabled furthermoore no radio messages at all no options interface to be selected :damn::damn::damn: and this one of the features that gives more reality to the mod.

The debugging is enabled so if you have any idea what i can be missing please point me to the rigth direction will be nice :salute:.

TheDarkWraith
01-30-11, 02:29 PM
Looks nice TDW, was playing with it a couple of hours and all the ui works nice but still having problems, the SOAN book donīt want to open, and
the radio message icon seems disabled furthermoore no radio messages at all no options interface to be selected :damn::damn::damn: and this one of the features that gives more reality to the mod.

The debugging is enabled so if you have any idea what i can be missing please point me to the rigth direction will be nice :salute:.

to me it sounds like you didn't edit the main.cfg file correctly. Obviously python is encountering an error somewhere as scripts are being aborted. And since nothing is being displayed showing the errors it points to the main.cfg file not setup correctly. Can you double check that file? If there are leading semicolons on the entries then they need to be removed.

It's either that or you're running out of memory. Do you have a 32bit OS installed? Have you tried enabling the LAA switch in SH3.exe? My MO thread talks about enabling 3GB of memory.

pascal4541
01-30-11, 02:31 PM
Hello Gravina
Improper installation in my opinion. redownload and reinstall
correctly read the readme for installation

Gravina
01-30-11, 03:17 PM
Ty TDW and Pascal for your answers :up:.
I double cheked the main.cfg and found semicolons then i removed them
and im having debugging windows now here are the screens;
http://img441.imageshack.us/img441/2193/debugg2.jpg

http://img121.imageshack.us/img121/5023/debugg1.jpg


http://img89.imageshack.us/img89/9876/debugg3exit.jpg


The last one is when i was exit of the game and yes im xp 32 sp3 user but im pretty much sure that im not runing out of memory i have a good PC.

So i can make a clue seeing the debug but not sure so will apreciate your help :salute:.

TheDarkWraith
01-30-11, 03:21 PM
what is the install path to your SH5 game? The first dialog box tells you that you need to verify that the file it says exists or not. That's step #1. Does it exist?

You are using the newest version (v6.3.7) yes?

Gravina
01-30-11, 03:30 PM
Yes it exist, im guessing that can be because my windows is setup in spanish then my installation folder is C:\Archivos de programa\Ubisoft\Silent Hunter 5\data\Roster and the names.cfg is there but all names are spanish so guess that could be the problem but no sure.

I also have programs files folder but i donīt use it.

Im using 6.3.7 version

TheDarkWraith
01-30-11, 03:39 PM
Yes it exist, im guessing that can be because my windows is setup in spanish then my installation folder is C:\Archivos de programa\Ubisoft\Silent Hunter 5\data\Roster and the names.cfg is there but all names are spanish so guess that could be the problem but no sure.

I also have programs files folder but i donīt use it.

Im using 6.3.7 version

When you installed the game you must have installed it to c:\Ubisoft\Silent Hunter 5. Is that correct? That first dialog box reads your registry to find the path to SH5 and that's what it read from your registry.

After you installed SH5 did you move the game folder to a new place?

If you 'move' the game to c:\Ubisoft\Silent Hunter 5 you probably will not have any more problems.

Gravina
01-30-11, 04:18 PM
Thank you very much TDW thatīs the problem, i moved the game to C:/Archivos de programa after game installation because i want all my games in that folder, sometimes **** hapens for being so maniatic LOL.

Man all is working perfectly rigth now, thanks again for your time you are a good one :salute:.

Spy Guy
01-30-11, 04:48 PM
I'm having a weird issue where some switches (pistol and salvo toggles) gets logged twice (coupled with voice) when I use them in All Dials mode.

So if I turn on the magnetic detonator, then it says something along these lines in the log:
13:37 Magnetic detonator switched ON
13:37 Magnetic detonator switched ON

Then he says the line twice (immersion killer), while there's a workaround in using minimal dials that's not nearly as much fun as actually turning a little knob to do it (immersion).
Any idea what's causing this?

Also, I can't exactly make a post here in good conscience if I didn't tell you how utterly brilliant this mod is.
Brilliant mod!

TheDarkWraith
01-30-11, 04:49 PM
I'm having a weird issue where some switches (pistol and salvo toggles) gets logged twice (coupled with voice) when I use them in All Dials mode.

So if I turn on the magnetic detonator, then it says something along these lines in the log:
13:37 Magnetic detonator switched ON
13:37 Magnetic detonator switched ON

Then he says the line twice (immersion killer), while there's a workaround in using minimal dials that's not nearly as much fun as actually turning a little knob to do it (immersion).
Any idea what's causing this?

Also, I can't exactly make a post here in good conscience if I didn't tell you how utterly brilliant this mod is.
Brilliant mod!

it's a known bug with the game sorry.

Spy Guy
01-30-11, 05:00 PM
Ah, thanks.

Could you recommend a scope mod that I can use with an aspect ratio of 16:10 so I can use the RAOBF? I looked at Arclight's and Emtguf's scopes, but there's no support for it there. Is there any way for me to get it working short of getting a new screen?

EDIT: Ah, hang on. I can use the 8:5 one, it seems.

TheDarkWraith
01-30-11, 05:02 PM
Ah, thanks.

Could you recommend a scope mod that I can use with an aspect ratio of 16:10 so I can use the RAOBF? I looked at Arclight's and Emtguf's scopes, but there's no support for it there. Is there any way for me to get it working short of getting a new screen?

Look in the add-on mod that contains the scopes. Are you using the newest version of the mod? Manos scopes are the default scopes. In the scopes add-on mod you'll find an aspect ratio for 16:10 :yep:

Gravina
01-31-11, 05:54 PM
Hi people, i have a problem that i donīt even know how it hapened:hmmm:, my
XO TDC dialog box is stuck at the low left edge of the HUD and i canīt drag it anymore like this;

http://img148.imageshack.us/img148/6964/xodialog.jpg

How can i fix this? :ping:.

TheDarkWraith
01-31-11, 06:03 PM
Hi people, i have a problem that i donīt even know how it hapened:hmmm:, my
XO TDC dialog box is stuck at the low left edge of the HUD and i canīt drag it anymore like this;
How can i fix this? :ping:.

Navigate to your \Silent Hunter 5 folder and delete this file:
PageXO_TDC_Dialog_ERM_Draggables.TDW

restart game :up:

Anytime a draggable item becomes a problem you can usually delete all the x_Draggables.TDW files in your \Silent Hunter 5 folder to reset them all to default locations.

Gravina
01-31-11, 06:11 PM
Thanks man, wonder why if i put it there how canīt drag it again? :salute:.

TheDarkWraith
01-31-11, 06:16 PM
Thanks man, wonder why if i put it there how canīt drag it again? :salute:.

Couldn't tell ya. Did you change screen resolutions by chance?

Do you like the new 'All Dials' layout? It should suit those who use lower screen resolutions much better

Gravina
01-31-11, 09:38 PM
I didīt change any resolution seems like when i drop the XO box it got some
inertia otherwhise i canīt explain :haha:.

Do you like the new 'All Dials' layout? It should suit those who use lower screen resolutions much better

I think is nice works smoth for me and saves a lot of space needed when you
are in the periscope and have lot of workload :yeah:.

Love the mode i got a message today was something like S.O.S explosion we are sink.... lol the radio operator dosnīt have the time to slip out the ship:arrgh!:.

trusin
01-31-11, 11:03 PM
same here hot keyes are awesome:rock::rock:

Silent Steel
02-01-11, 01:47 AM
TDW, Do I just patch over each one or do I just load patch 6? I currantly have all three loaded over writing as each one loads:hmmm: I hope that is the correct way.

If you want to keep yoyr settings in the useroptions.py -
Don't forget to use the OptionsMigrater in \data\Applications


//

stoianm
02-01-11, 10:15 AM
HI everyone,

i have 3 quiqs quest:

1)If i use real nav i can find my postion on the map even i am submerged or even the navigator is woonded?:06:

2)how i can have my position displayed on tai-map (in real nav offfcource)?:06:

3) any sugestion about what is better to change in ,,real nav'' in the TheDarkWraithUserOptions.py?:hmmm:

Thanks!:salute:

TheDarkWraith
02-01-11, 10:23 AM
HI everyone,

i have 3 quiqs quest:

1)If i use real nav i can find my postion on the map even i am submerged or even the navigator is woonded?:06:

2)how i can have my position displayed on tai-map (in real nav offfcource)?:06:

3) any sugestion about what is better to change in ,,real nav'' in the TheDarkWraithUserOptions.py?:hmmm:

Thanks!:salute:

1) You can ask the navigator for a fix. If you are submerged then he will give you a dead-reckoning fix. If the Navigator is wounded he cannot perform his duties and thus you cannot get nav fixes or dead-reckoning fixes from him

2) can't. It posed too complex to code in for the small benefits it would give. Navigation map only for real nav displaying of nav fixes and supermarks.

3) personal preference

charognard
02-01-11, 10:29 AM
too many reply, i don t find the answer i m loocking for...

Well, do your mod fix the TDC and Torpedo man ability problems ?

TheDarkWraith
02-01-11, 10:30 AM
too many reply, i don t find the answer i m loocking for...

Well, do your mod fix the TDC and Torpedo man ability problems ?

what problems? You have to be more specific

stoianm
02-01-11, 10:31 AM
1) You can ask the navigator for a fix. If you are submerged then he will give you a dead-reckoning fix. If the Navigator is wounded he cannot perform his duties and thus you cannot get nav fixes or dead-reckoning fixes from him

So well done - close to reality!:rock:

2) can't. It posed too complex to code in for the small benefits it would give. Navigation map only for real nav displaying of nav fixes and supermarks.

Not so big deal if i can not have that!:up:

3) personal preference

I will make some changes and i will test in game!:hmmm:

Thank you for your time!:salute:

stoianm
02-01-11, 10:34 AM
too many reply, i don t find the answer i m loocking for...

Well, do your mod fix the TDC and Torpedo man ability problems ?

:D YES - but not this one - (the magnum opus one) - take a look here:

http://www.subsim.com/radioroom/showthread.php?t=179782

Salute!

rascal101
02-01-11, 10:48 PM
Hi TDW

Just curious I see there is new update re the Multiple UIs for SH5, this is great - and a see some new addition to IRAI mod as well as both of these were also used in MO mod I wondwer if these updated should be imposed over the current MO files or should we uninstall one or the other - or will you be updating the MO mod itself

Can you clarify

Rascal

Kentrat
02-02-11, 04:35 PM
Hi TDW,

not sure if this is a problem or not; using 6.3.7, when I click on the XO toggle on the top bar the recognition manual appears and disappears, dragging the manual and opening it has XO dialogue about tracking the target vessel, not ship recog images in... I have migrated my options using the tool since it became available and just wondering if I have gotten tangled up, mods-wise or missed a new function....

my mod loadout currently..... I have shown only the mods subsequent to UI mod

http://img689.imageshack.us/img689/131/modload.jpg (http://img689.imageshack.us/i/modload.jpg/)

Gravina
02-02-11, 06:23 PM
Hi Kentrat, did you blocked the target? if not do it and enable TDC then you should have the normal XO dialog where you can set all the input to the TDC
:salute:.

rascal101
02-02-11, 06:24 PM
Sorry to ask again, maybe I have missed something but I am wondering if this new version of IRAI should be installed over MO mod, and while we are about it I see that the Multiple UI mod has also been updated, should we also install this over the current version of MO and if so which of the newer mods should be installed first

While we are at it is it possible to get an ETA on any update to MO mod

Regards
Rascal

Bilge_Rat
02-03-11, 10:36 AM
So I finally got around to installing this mod a few days ago (v 6.3.0) and I just wanted to congratulate TDW. This is a work of Art and a must have for SH5. I love the fact that it is so customisable. I have mine setup so every icon around the screen disappears when not in use for a totally clean look.

However, is it possible to further customise options not found in the options text file? I would like to customize/remove certain of the officer orders/other items.

1.For example, I am currently tracking a single merchant in medium fog. I cannot see it and the crew still has not called out "smoke on the horizon...", but if I ask the WO for "nearest visual contact", he will give the exact bearing/range, so far out to 6,600 meters. I would like to either shorten the range at which he can call out sightings or remove the order entirely and rely solely on my Mk 1 eyeball and my somewhat nearsighted crew.

2. In the same vein, I am playing with 100% realistic settings, but when I plot the course and speed of the target, the icon "merchant" will appear if I happen to move the mouse cursor over the spot where the target really is. Is it possible to make this disappear? (I realize this may be hardcoded and not covered by the mod).

TheDarkWraith
02-03-11, 11:21 AM
2. In the same vein, I am playing with 100% realistic settings, but when I plot the course and speed of the target, the icon "merchant" will appear if I happen to move the mouse cursor over the spot where the target really is. Is it possible to make this disappear? (I realize this may be hardcoded and not covered by the mod).

Look in the included documentation file for this. It will say how to remove the text to make it say contact or something to be generic. If you want to totally remove it then comment out (add a leading ; to) those lines in the menu.txt file.

pfeillant
02-03-11, 04:02 PM
Hi TDW
after a 6.3... a little hectic, here with 6.3.7 we are near a very stable version.
Congratulations

Silent Steel
02-04-11, 12:10 PM
First - If I'd like to change the colour of the Supermarks.
By default they are white (RGBA code 0xFFFFFFFF) but is there somewhere a list of colur codes to be found that could help me choosing the correct code for another colour?

The following are some strange things that are puzzling me.

1. When I order speed e.g. 6 knots it goes to 8 knots. The same goes for other speeds as well. Always +2.
2. When I order depth e.g. 19 meters my sub goes to 21 meters. Also + 2...
3. Ordering "Scope depth" takes me to 13 meters. Again +2 meters. :o

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3633

Furthermore, the Obs Scope indicator (upper left corner) and the scope itself don't move all the way up or down. They stop at approx. +/- 1.5 - 2.0 meters from zero.
Consequently the scope just won't reach above the surface.
I can hear the sound of the working scope though. If I hit Shift+PgDn the sound won't stop until I leave the scope.

In order to reach above the surface at "scope depth" I have to go to ~10 meters.

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3635


:hmmm:

Now running NewUIs 6.3.7
OS is Win7 64 bit

Anyone?

//

Gravina
02-04-11, 02:24 PM
Hi silent i guess i can help you about the colours of supermarkers guess those are HTMl colours code so you should have a diferent colour changing the code
if the colour you want is allowed here is a page where you can find diferents colours code : http://www.computerhope.com/htmcolor.htm

The other problem seems to me like a bug maybe if you try to disable and enable the mod again can be fixed not sure of this, do you have the debug option enabled?. :salute:

Kentrat
02-04-11, 03:46 PM
Hi Kentrat, did you blocked the target? if not do it and enable TDC then you should have the normal XO dialog where you can set all the input to the TDC
:salute:.
Thanks, did you mean to lock on to the target? Or unlock :)

Cheers for the idea Gravina, will try both ways!

Silent Steel
02-05-11, 12:05 AM
Hi silent i guess i can help you about the colours of supermarkers guess those are HTMl colours code so you should have a diferent colour changing the code
if the colour you want is allowed here is a page where you can find diferents colours code : http://www.computerhope.com/htmcolor.htm

The other problem seems to me like a bug maybe if you try to disable and enable the mod again can be fixed not sure of this, do you have the debug option enabled?. :salute:


Ciao Gravina

Thanks for your answer. :up:
Yes, I've tried disabling and I have the debug option enbled but... No messages so far.

Cheers
/

NeonsStyle
02-05-11, 08:16 AM
I have been trying to get this working for ages now. I want it
so I have the SH4 like controls. Damned if I can get it to work.

It's driving me nuts, no stadimeter, no control of the torpedoes
at all. Hell, I don't even get the default options for bearing/range etc
with these mods loaded. I only just bought this, and I am close to
just deleting the whole thing. I've had SH4 for ages and loved it,
but sh5 is so screwed up.

Here's a list of the mods loaded. Could someone tell me please
how to just get it so it's like SH4.

Capthelms Remove Mouse Crosshair Mod For SH5
Church's SHV 1.01 Keyboard Commands v1.1
Enhanced Ship Recon Manual V1.02
MightyFine Less Annoying Footsteps 1.0
MoraleMod
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
No Damn Bubbles, No Damn Halo Mod
No Logo Intro Menu_Animation v. 01.00 by AvM
Player Guidance Icons Removed v1.0
Realistic ammo amount for AA and deck guns
sobers realistic hydrophone operator SH5
U-Boat killer AI mod
The Elite Campaign 1.1
New_ Start_VIIB
Danevangs Paint Shop 1.0 Type VIIC Pack
NewUIs_TDC_6_3_7_ByTheDarkWraith - (this is just the dials. I tried the complete 6_3_7 but that didn't work either. The list is exactly the same if
you put in the whole 6_3_7 by TDW.

Also, I tried using the Environmental 5 mod, but ended up with nasty
transparent white screen over everything. Removed it.

Trevally.
02-05-11, 08:33 AM
Sounds like you are not installing the UI mod correctly.
Download it to your desktop and open to here:-

C:####\NewUIs_TDC_6_3_7_ByTheDarkWraith\MODS
Copy this MODS folder and paste it to you main SH5 folder, here:-

C:\Ubisoft\Silent Hunter 5

The MODS folder will want to merge with your MODS folder (check it is in caps). You should click yes to all merges and over writes.

You should now see this in your JSGME (left side):-

NewUIs_TDC_6_3_7_ByTheDarkWraith

Install this one to start with. There will be orthers too that you can install later.

stoianm
02-05-11, 08:48 AM
Hi venus,

i remember that i already explained to you here:

http://www.subsim.com/radioroom/showpost.php?p=1590749&postcount=2 (http://www.subsim.com/radioroom/showpost.php?p=1590749&postcount=2)

Please take a look to the pictures that i posted for you here:

http://www.filefront.com/17898830/sh5 (http://www.filefront.com/17898830/sh5) in sh4 style.rar

If, after you change the option.py like i explained to you, you will not have the same interface like in these pictures than means you did something wrong.

How to install the New uis by tdw tutorial video here:

http://www.youtube.com/watch?v=-Lf8ePjihIo&hd=1 (http://www.youtube.com/watch?v=-Lf8ePjihIo&hd=1)

Bye!

Tilvaltar
02-05-11, 10:04 AM
http://walther.be/kurs.jpg

Short question:
How can I activate the marked button by default in the option file?

HUNterkarabiner
02-06-11, 09:45 AM
Welcome!
I have a problem. The torpedo launch tubes in relation to opening. We noticed that in multiplayer if you shot the first loader to torpedoes. The next re-charge after the switch to open, we can not open the doors of the launch tubes. The display is turned off. If a fire button switches the torpedo launch tubes leaves the door opens automatically. Why can not I open the door of the second after loading the launch tubes?
Sorry bad English. I hope I can.:oops:
Thank you!:salute:

ReallyDedPoet
02-06-11, 12:14 PM
TDW, been trying to figure something out for a while. As I use TC quite a bit, I am finding at certain times during this I am getting slowdown where the game just limps along.

I did not get this with earlier versions of M UIs, and would like to pinpoint this as TC is my friend :yep::DL

@ HUNterharabiner, welcome to SUBSIM :up:

Kentrat
02-06-11, 05:50 PM
So is the XO dialog now linked to the recog manual by default or do I have a modsoup clash?

Silent Steel
02-07-11, 02:47 AM
So is the XO dialog now linked to the recog manual by default or do I have a modsoup clash?

Hi Kentrat

Could be a "modsoup" but check this in your UserOptions.py file:

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3638

Is the "XOTDCDialogDraggable= TRUE"

If not - try it.


//

Kentrat
02-07-11, 04:10 AM
Thanks Silent, just tried it and no difference....

this is what is happening, I have tried deleting the draggables files and also reloading the mods through JSGME using the .mep file and still this happens.... I uploaded my modsoup a little earlier in the thread, wonder if TDW could take a look? I have edited the XO function in the options .py file and no difference....

http://img199.imageshack.us/img199/4854/xooff.jpg (http://img199.imageshack.us/i/xooff.jpg/)

http://img87.imageshack.us/img87/1060/xoonc.jpg (http://img87.imageshack.us/i/xoonc.jpg/)

Hope that it can be resolved :arrgh!::arrgh!:

TheDarkWraith
02-08-11, 11:35 AM
First - If I'd like to change the colour of the Supermarks.
By default they are white (RGBA code 0xFFFFFFFF) but is there somewhere a list of colur codes to be found that could help me choosing the correct code for another colour?

The following are some strange things that are puzzling me.

1. When I order speed e.g. 6 knots it goes to 8 knots. The same goes for other speeds as well. Always +2.
2. When I order depth e.g. 19 meters my sub goes to 21 meters. Also + 2...
3. Ordering "Scope depth" takes me to 13 meters. Again +2 meters. :o

Furthermore, the Obs Scope indicator (upper left corner) and the scope itself don't move all the way up or down. They stop at approx. +/- 1.5 - 2.0 meters from zero.
Consequently the scope just won't reach above the surface.
I can hear the sound of the working scope though. If I hit Shift+PgDn the sound won't stop until I leave the scope.

In order to reach above the surface at "scope depth" I have to go to ~10 meters.

To change color of the supermarks or navigational fixes you specify the color code as follows:

0xFFFFFFFF where:

0x denotes this is a hex value
first FF pair denotes the red value (0-FF which is 0-255 decimal)
second FF pair denotes the green value (0-FF which is 0-255 decimal)
third FF pair denotes the blue value (0-FF which is 0-255 decimal)
last FF pair denotes the alpha (transparency) value (0-FF which is 0-255 decimal)

To have bright red with a lot of transparency you would use 0XFF000020. Green would be 0x00FF0020. Blue would be 0x0000FF20.

1, 2, and 3 I'm not sure of why you are experiencing this.

The obs scope indicator will never move all the way down with you manning the scope. If you notice the obs scope goes down into the floor when you unman the scope. So it would be impossible for it to go all the way down with you at the controls.

The obs scope was set to a historically accurate height. In order to use it you have to come to snorkel depth (or less).

TheDarkWraith
02-08-11, 11:40 AM
http://walther.be/kurs.jpg

Short question:
How can I activate the marked button by default in the option file?

You can't currently. I never added that as an option. I will look into adding that as an option.

TheDarkWraith
02-08-11, 11:45 AM
Thanks Silent, just tried it and no difference....

this is what is happening, I have tried deleting the draggables files and also reloading the mods through JSGME using the .mep file and still this happens.... I uploaded my modsoup a little earlier in the thread, wonder if TDW could take a look? I have edited the XO function in the options .py file and no difference....

In order to get the images of the ships to show so you can select the proper one you have to click the generic classname shown (after you have locked onto a target). In your example it would be tanker. Once tanker was clicked images would show that you could scroll through to select the right one.

TheDarkWraith
02-08-11, 11:48 AM
Hi TDW

Just curious I see there is new update re the Multiple UIs for SH5, this is great - and a see some new addition to IRAI mod as well as both of these were also used in MO mod I wondwer if these updated should be imposed over the current MO files or should we uninstall one or the other - or will you be updating the MO mod itself

Can you clarify

Rascal

I'll be releasing a new version of MO (v0.0.5) once work calms down. I'm being sent on assignment after assignment currently. I'm hoping things calm down soon so I can get back to my home and my computer.

lesec74
02-08-11, 12:49 PM
hello,

I've installed tdw's uis6.3.7 alone with jsme and when the screen of menu appears, the menu of saving ship's journal,supermark etc is under the others?!!
I can't get to submarine school?!!

thanks for your answer and sorry for my english!!(I'm french)

TheDarkWraith
02-08-11, 12:53 PM
hello,

I've installed tdw's uis6.3.7 alone with jsme and when the screen of menu appears, the menu of saving ship's journal,supermark etc is under the others?!!
I can't get to submarine school?!!

thanks for your answer and sorry for my english!!(I'm french)

You installed the mod incorrectly then and/or you edited the options file and corrupted it. Did you make any changes to the options file? How did you install the mod? Did you unzip to desktop then open up that folder and then open up the MODS folder and copy the core UIs mod to your MODS folder?

lesec74
02-08-11, 01:01 PM
hello the darkwaith,

I've disabled all others mods and I've changed some options in tdwusersoptions.py and enable with jsme.All others mods like real navigation etc... are not enbled.

thanks for all;good job:salute:

lesec74
02-08-11, 01:24 PM
hello,

I've enable tdw's ui 6.3.7 without changing anything and now in the start menu ,the submarine school is diseappeared and the saving screen of ship's journal , supermarks too.

thanks for answering

TheDarkWraith
02-08-11, 01:28 PM
hello,

I've enable tdw's ui 6.3.7 without changing anything and now in the start menu ,the submarine school is diseappeared and the saving screen of ship's journal , supermarks too.

thanks for answering

Try to figure out what you changed in the options file that was incorrect. Usually that's where all the problems occur. I'd like to know what you changed that caused the error in the first place.

lesec74
02-08-11, 01:45 PM
Try to figure out what you changed in the options file that was incorrect. Usually that's where all the problems occur. I'd like to know what you changed that caused the error in the first place.

hello,

I've install only the TDW ui's 6.3.7 alone without the others mods with jsme.But when I 've unzipped, there are 3 files:MODS, dials,text.I've only extract tdw 6.3.7 of mods ,copying in mods folder and enabling with jsme.no changes in options and when I start the game,no more school submarine and etc... No more mods in jsme.

I've made an error but where?

Thanks

TheDarkWraith
02-08-11, 01:49 PM
hello,

I've install only the TDW ui's 6.3.7 alone without the others mods with jsme.But when I 've unzipped, there are 3 files:MODS, dials,text.I've only extract tdw 6.3.7 of mods ,copying in mods folder and enabling with jsme.no changes in options and when I start the game,no more school submarine and etc... No more mods in jsme.

I've made an error but where?

Thanks

text and dials are there in case you want to use optional dials or a different language. They are not to be enabled via JSGME.

lesec74
02-08-11, 02:18 PM
hello,

I will re-install all .the menu with subshool and etcc... is in what file?

thanks

TheDarkWraith
02-08-11, 03:48 PM
Makman94 has asked that I remove the RAOBF from the UZO since I'm now using his scopes as default for the UIs mod. As soon as I get back home I'll be releasing another version with this change and some other changes.

Since there is time before that happens, any problems or recommendations that I need to be aware of? I'm looking into adding the option of the heading bar being able to start in it's other mode (button pushed at game start on the far right of the SH5 heading bar)

THE_MASK
02-08-11, 06:12 PM
http://img51.imageshack.us/img51/5425/flashq.jpg (http://img51.imageshack.us/i/flashq.jpg/)

Drewcifer
02-08-11, 08:14 PM
Is there a way to put a button with the '1 tc on message' buttons something like '1 tc on contact' and have it be a toggled on and off type thing...

I've played around with my settings and found a semi bareable middle ground, but it would be neat to have it as a toggle in game, contact that you don't plan to attack, disable, tc away.

A small thing, but would be handy.

TheDarkWraith
02-08-11, 10:17 PM
@ Trevally: figured out how to change text color in a sentence :rock:

Currently I've defined the following:
{{b}} and {{/b}} - used to make bold text
{{green}} and {{/green}} - used to make green text
{{blue}} and {{/blue}} - used to make blue text
{{red}} and {{/red}} - used to make red text
{{yellow}} and {{/yellow}} - used to make yellow text

you surround the text you want displayed with any of the above commands to make it appear that way. i.e:

DisplayText|This is normal text. {{b}}This is bold text. {{/b}}{{green}}This is green text. {{/green}}{{blue}}This is blue text. {{/blue}}{{red}}This is red text.
{{/red}}{{yellow}}This is yellow text.{{/yellow}}|0|0|0|0|<waittime>
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3643

Any other colors I need to define? I'm thinking about removing blue as it's hard to see.

Will be available in next version of the mod :D

EDIT:

I removed blue.

Akula4745
02-08-11, 10:39 PM
TDW - I must be the only one using them because no one else has ever mentioned it near as I can tell... but the rudder angle indicator (American version) is upside down (inverted). I swapped the German rudder angle indicator onto my American dials to fix my own... but you might want to change it in your files.

American dials:

http://www.jimdeadman.com/images/dials.jpg


German dials:
http://www.jimdeadman.com/images/dials2.jpg

Thanks for all you do, TDW!

TheDarkWraith
02-08-11, 10:42 PM
TDW - I must be the only one using them because no one else has ever mentioned it near as I can tell... but the rudder angle indicator (American version) is upside down (inverted). I swapped the German rudder angle indicator onto my American dials to fix my own... but you might want to change it in your files.

American dials:

can you send me the revised files and I'll update the mod :06:

TheDarkWraith
02-08-11, 11:32 PM
Is there a way to put a button with the '1 tc on message' buttons something like '1 tc on contact' and have it be a toggled on and off type thing...

I've played around with my settings and found a semi bareable middle ground, but it would be neat to have it as a toggle in game, contact that you don't plan to attack, disable, tc away.

A small thing, but would be handy.

it's already there. See here: http://www.subsim.com/radioroom/showpost.php?p=1575845&postcount=6056

In that options 'page' you have the ability to select/deselect TC1 on new radio message.\

Or are you talking about something else :06:

Drewcifer
02-09-11, 01:55 AM
I was talking about enemy contacts getting near the boat. I'm having a difficult time getting the game set up so that I can get into tc 1, and then tcX whatever. Its seems its in all or nothing deal.

If I change the settings in the user options I get dropped into tc 1, but then must remain there until a contact leaves the 8000 meter radius of my boat... useless if it was a task force of destroyers and I just wanted to tuck my tail and slip out slowly... this means I have to wait until they are actually gone, instead of TC out.

OR I can have the freedom to TC, but then its a no promises you'll drop into tc 1 when you want type gamble. which is what I'm doing now..

Somtimes I drop into 1, somtimes I drop into 8, sometimes I drop into 32.

I've changed the games actual CFG file to mimic Sobers own settings but its not working as I had desired.

I want an all in one toggle switch. A pretty much, ok, captain is going to his bunk NOTIFY ME OF EMERGENCY!!! button.. that I can switch on or off.

If it can't be done it can't be done, or if there is some setting that you can tell me to change an 8 into a 1 and i'm golden then show me...

but until that happens thats on my wish list.

THE_MASK
02-09-11, 02:07 AM
Use my settings + TC1OnAnyMessageBoxText = True(you can turn this off and on on the hud)
Use the travel mode button to Travel at up to 32X when near a convoy.

Silent Steel
02-09-11, 02:21 AM
To change color of the supermarks or navigational fixes you specify the color code as follows:

0xFFFFFFFF where:

0x denotes this is a hex value
first FF pair denotes the red value (0-FF which is 0-255 decimal)
second FF pair denotes the green value (0-FF which is 0-255 decimal)
third FF pair denotes the blue value (0-FF which is 0-255 decimal)
last FF pair denotes the alpha (transparency) value (0-FF which is 0-255 decimal)

To have bright red with a lot of transparency you would use 0XFF000020. Green would be 0x00FF0020. Blue would be 0x0000FF20.

1, 2, and 3 I'm not sure of why you are experiencing this.

The obs scope indicator will never move all the way down with you manning the scope. If you notice the obs scope goes down into the floor when you unman the scope. So it would be impossible for it to go all the way down with you at the controls.

The obs scope was set to a historically accurate height. In order to use it you have to come to snorkel depth (or less).

Thanks
Excellent description - I now have the brownish colour I wanted. :D
Knowing this about the obs scope is a relief.

//

Drewcifer
02-09-11, 03:15 AM
Use my settings + TC1OnAnyMessageBoxText = True(you can turn this off and on on the hud)
Use the travel mode button to Travel at up to 32X when near a convoy.

grr.. I had adjusted the cfg in the actual game folder.. which is why I was still getting stopped at 8, and 32 and such...

This time I adjusted it in my documents and loaded up a misson and it works flawlessly. Now I just have to wonder if the other cfg will find its way back to haunt me.

Trevally.
02-09-11, 05:26 AM
@ Trevally: figured out how to change text color in a sentence :rock:

Currently I've defined the following:
{{b}} and {{/b}} - used to make bold text
{{green}} and {{/green}} - used to make green text
{{blue}} and {{/blue}} - used to make blue text
{{red}} and {{/red}} - used to make red text
{{yellow}} and {{/yellow}} - used to make yellow text

I removed blue.

Superb:yeah:

Sokolov
02-09-11, 07:31 AM
I still didnt undestand - do i have to install manos scope mode over or its included in core mod and is default?

TheDarkWraith
02-09-11, 07:34 AM
I still didnt undestand - do i have to install manos scope mode over or its included in core mod and is default?

it's included in v6.3.7 and is the default scope mod. You don't need to do anything.

Sokolov
02-09-11, 07:45 AM
tnx

TheDarkWraith
02-09-11, 07:55 AM
http://walther.be/kurs.jpg

Short question:
How can I activate the marked button by default in the option file?

in v6.4.0 you will be able to. The user option is HeadingBarStartAdvanced and you'll want to set it to True.

TheDarkWraith
02-09-11, 09:15 AM
TDW, been trying to figure something out for a while. As I use TC quite a bit, I am finding at certain times during this I am getting slowdown where the game just limps along.

I did not get this with earlier versions of M UIs, and would like to pinpoint this as TC is my friend :yep::DL

@ HUNterharabiner, welcome to SUBSIM :up:

Define slowdowns. Is TC jumping to another value or is it staying the same yet the game seems to poke along? If TC is staying the same but the game seems to poke along sometimes it is probably due to more 'behind the scenes checking' due to the radio messages. If in the presence or near a large convoy this could be happening very easily. CPU speed will play a big part in how bad the game pokes in these situations.

Try disabling radio messages in the options file and see if that helps or not. I don't experience these slowdowns so I can't be of much assistance other than tell you things to try.

ReallyDedPoet
02-09-11, 09:21 AM
or is it staying the same yet the game seems to poke along? If TC is staying the same but the game seems to poke along sometimes it is probably due to more 'behind the scenes checking' due to the radio messages.

This ^^^. If I disable your mod and am basically in the same part of the Atlantic I get no slowdowns.


Try disabling radio messages in the options file and see if that helps or not. I don't experience these slowdowns so I can't be of much assistance other than tell you things to try.

In the py options ( user ) or the in-game stuff? If in py, where exactly. I looked though this and have not disabled the right one.

Thanks for your help DW :yep:

TheDarkWraith
02-09-11, 09:26 AM
In the py options ( user ) or the in-game stuff? If in py, where exactly. I looked though this and have not disabled the right one.

Thanks for your help DW :yep:

################################### Radio Reports and Messages ##################################
....
# are radio messages enabled in game?
# change below to either True or False
RadioMessagesEnabled = False

ReallyDedPoet
02-09-11, 09:34 AM
################################### Radio Reports and Messages ##################################
....
# are radio messages enabled in game?
# change below to either True or False
RadioMessagesEnabled = False

Thanks :up:

TheDarkWraith
02-09-11, 06:00 PM
some exciting things might be happening here soon. While working with Stormfly on adding sounds to the radio messages I discovered that the game wouldn't let you define new .sdl entries for 'Menu' items. Being the determined one I am I wasn't about to give up. So I did what needed to be done - write a custom .dll file to play them for me. What does this have to do with anything? Simple - I now can retrieve the handle to the main SH5 window. This is HUGE :yep: With that handle I can draw on it, play sounds, capture mouse events, basically I can do just about whatever I want :rock:

Time to start really playing with the game now :DL

stoianm
02-09-11, 06:14 PM
sounds promising:woot:

ustahl
02-09-11, 06:18 PM
TDW, that sounds intriguing!:woot:
Would that make it possible to automaticly show the U-Boat's flag only in close vicinity of the home port, and, say 50 miles from home port only an empty flagstaff? :hmmm:
That would get closer to realism, I guess, instead of showing the flag throughout the mission.

TheDarkWraith
02-09-11, 07:37 PM
Wrote a quick .dll to capture the mouse buttons and some code to decipher it:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=3647

:rock: It's telling me that I had the right mouse button down and the center mouse button down (Button0 is left mouse button). It's also telling me I moved the mouse x,y,z pixels since last call to the function (Note: Z is the mousewheel - this means I'll be able to tell when the map zooms in/out now!). Awesome. Yep, I'll be able to do some things I've been wanting to do now :D

Obelix
02-09-11, 07:58 PM
Wrote a quick .dll to capture the mouse buttons and some code to decipher it:

:rock: It's telling me that I had the right mouse button down and the center mouse button down (Button0 is left mouse button). Awesome. Yep, I'll be able to do some things I've been wanting to do now :D
I would place the ubisoft burned with shame.
:rock:

Silent Steel
02-10-11, 01:58 AM
Last night all of a sudden this happened. :o
It didn't influence on gameplay. At least I didn't see anything.

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3649

//

NeonsStyle
02-10-11, 09:31 AM
This is such a powerful mod... thanks TDW.

I really think u should eliminate blue as one of the Automatic colours,
if your glasses are a bit old (as mine are lol), blue can be really hard
to real. I wish ppl would stop using it everywhere on the forums. Same
with black...

Trevally.
02-10-11, 10:33 AM
Blue was removed:up:

ustahl
02-10-11, 03:25 PM
Hi TDW,
Maybe I'm daft, but I have trouble understanding some of the user instructions/explanations in Options.py. Here are two examples:

# AutomationHotKey = [ True, None, False ]
# True = enabled
# None = key used
# False = disabled
#
# if you wanted to enable this without shift required:
# AutomationHotKey = [ True, None, False ]
#
# if you wanted to disable this:
# AutomationHotKey = [ True, None, False ] Different function, yet same command words as above 'without shift required'

And the next one:

# AutomationScriptHotKeyx = [ True, None, False ]
# True = enabled
# None = key used
# False = disabled
#
# if you wanted to enable this without shift required:
# AutomationScriptHotKeyx = [ True, None, False ]
#
# if you wanted to disable this:
# AutomationScriptHotKeyx = [ True, None, False ] Different function, yet same command words as above 'without shift required'

I don't understand how two different functions call for the same syntax (in bold).
There are further occurances of the same kind in the options file (different function - same syntax), but if you can help me understand the above ones, maybe I can understand the others. :timeout:

Now that I have made my ignorance public, it would be great to have your explanation.

Rongel
02-10-11, 03:37 PM
Regarding to that big breakthrough yesterday with Stormfly and the dll-files: Could it be possible that we could have somekind of crew control interface with this?? I don't need exactly something that we had in previous games, but just little something more. I think that this crew management option is the biggest thing that is missing from the game. And i'm in no hurry, the game is pretty good already, but could these new possibilities help fix this??? If I remember right, you said before that it's not a realistic wish...

naights
02-11-11, 08:59 AM
Hi:

Don't know if this is possible but Maybe might be okay somehow to send radio messages (Status radio messages and Attack messages) but with some context written by you, so we'll have something else to do.

For example you can just say that you sunk an enemy carrier in x position, hour of attack, torpedoes used... and then receive a random radio message from a database, in this case from Attack messages database (for example)

Sorry about my poor english.

Bilge_Rat
02-11-11, 09:40 AM
TDW,

How difficult would it be to give the player the option to have the periscope in the stock game position, slightly offset to the right?

When I use the scope, I like to keep the TAI map open on the left to track the target. With the scope in the middle, the TAI map overlaps.
Furthermore, when you use a realistic periscope mod like Arclight's mod, the horizontal graticules to measure height are on the left and are often covered by the TAI map.

Moving the scope back to the stock position solves all these issues (see below). I dont use dials, so the extra space on the right is wasted.






http://img687.imageshack.us/img687/2828/pq17007.jpg (http://img687.imageshack.us/i/pq17007.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

http://img208.imageshack.us/img208/9147/pq17003.jpg (http://img208.imageshack.us/i/pq17003.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

TheDarkWraith
02-11-11, 11:57 AM
TDW,

How difficult would it be to give the player the option to have the periscope in the stock game position, slightly offset to the right?

should be fairly easy.

Bilge_Rat
02-11-11, 12:44 PM
should be fairly easy.

great news TDW.:up:

Hopefully, you will be able to add it to your "to do list" (which I am sure must be quite long by now).:arrgh!: