Log in

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


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 [27] 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47

TheDarkWraith
02-27-11, 07:56 PM
nice:up:... the general finished the mines and subs job?

haven't heard anything from him yet

stoianm
02-27-11, 07:58 PM
haven't heard anything from him yet
probably is working to take the snow out from his courtyard:)

mobucks
02-27-11, 08:28 PM
This means the new style of destroyed ship icons are visible all the time.


That is super awesome man! That means that i get them while playing with no map updates right?!


It also adds in an error amount for both the lattitude and longitude of the ship's destroyed icon of a random amount between -1000 and 1000 (meters) to detemine final ship's destroyed icon position on nav map


IMO, it would end up more realistic not having the above step: If sinking multiple ships near each other (<5km) the icons should show up relative to each other. 1km error would make them hard to identify individually.

TheDarkWraith
02-27-11, 08:30 PM
5th test version of v6.4.0 available at post #1 :|\\

Silent Steel
02-28-11, 01:31 AM
http://www.subsim.com/radioroom/showthread.php?t=164552

...plz be so kind and read the instructions :D


Thanks Stormfly :up:

//

Zedi
02-28-11, 07:36 AM
TDW, I started to use your mod just to have access to the radio messages and journal features. Now, I'm having hard time to figure out in what way is this journal better or different that the captain log in stock version. So far, the only difference I see is that you are able to write/add notes and delete entries. Is that all or Im missing something? Because I was expecting something different than a ship journal, more like a personal journal where all the trash event is filtered out and only my notes are registered.

The radio messages. I had imagined that when radio messages are received, they pop up on your screen, like the default radio messages in stock game. Instead, Im getting only info about messages received and when I check them, there is a lot of spam in there... like periscope sighted, convoy leaving from Malta etc, but less about real important stuff like enemy convoy spotted in my area of operation. And the messages from Bdu are treated like "message received". Because of this massive spam, I tend to not bother very much with the messages, so I missed few important reports. Can you filter more these messages and show only those that are from activity in my patrol area and messages from Bdu make them pop up on screen. Im not really interested to hear about a spotted scope near England when I sail on the coast of Africa...

What I absolutley love in this mod is that finally there is a option to hide my UI and let only the message box on. I love this feature so much, that I intend to use this mod. But there are several visual things in this UI that bothers me very much. First one is the recon manual. It looks ugly and gives me a strong oldish SH3 flavour. Beside that, when is opened, Im not sure what it is.. if is a book, there should be pages, not only a plain sheet. So first thing was to skin the book and make it to fit better the SH5 style, but on the internal pages.. it require more than replacing some dds.

My question is, can please you make it to look like in the images bellow? Of course, I can give you all the dds required.
Also is that possible to move all those dials under the torpedo control and move the scope back to right. All those dials floating on the screen seems so unnatural..

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/TDW-UI1.jpg?t=1299153660
http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/TDW-UI2.jpg?t=1299153664

One last question, how is the stadimeter work in this mod? I know that I can use the TDC panel or the button from the distance dial, but where should I put the stadimeter line? On top of the mast, funnel.. or.. ? I just cant figure out the right position.

Thanks.

Jaeger
02-28-11, 07:59 AM
Because I was expecting something different than a ship journal, more like a personal journal where all the trash event is filtered out and only my notes are registered.


Good point here. i was also talking about this some days ago: what we need is a layout of a real journal where entries could be put in by the player in different columns. would be cool to have the option to chose, which report is automatically written in the journal and which is not. i also dont need these spam messages like "tube one reloaded", i only want to see info about course, attack action, weather and position in it. and i dont want to see this in a list, but in different columns like a real journal.

magnum, looks like you have skills in photoshop. if you also have a real journal layout, perhaps you can do the grafic-job? tdw only needs to put in a filter and the possibility to write in the columns (depending on the layout)

i would like to help, but my skills are limited...

here is a site, where pictures of a real journal are visible: http://www.thestrathallan.com/commanders.htm

greetz, Jaeger

TheDarkWraith
02-28-11, 09:13 AM
TDW, I started to use your mod just to have access to the radio messages and journal features. Now, I'm having hard time to figure out in what way is this journal better or different that the captain log in stock version. So far, the only difference I see is that you are able to write/add notes and delete entries. Is that all or Im missing something? Because I was expecting something different than a ship journal, more like a personal journal where all the trash event is filtered out and only my notes are registered.

The radio messages. I had imagined that when radio messages are received, they pop up on your screen, like the default radio messages in stock game. Instead, Im getting only info about messages received and when I check them, there is a lot of spam in there... like periscope sighted, convoy leaving from Malta etc, but less about real important stuff like enemy convoy spotted in my area of operation. And the messages from Bdu are treated like "message received". Because of this massive spam, I tend to not bother very much with the messages, so I missed few important reports. Can you filter more these messages and show only those that are from activity in my patrol area and messages from Bdu make them pop up on screen. Im not really interested to hear about a spotted scope near England when I sail on the coast of Africa...

What I absolutley love in this mod is that finally there is a option to hide my UI and let only the message box on. I love this feature so much, that I intend to use this mod. But there are several visual things in this UI that bothers me very much. First one is the recon manual. It looks ugly and gives me a strong oldish SH3 flavour. Beside that, when is opened, Im not sure what it is.. if is a book, there should be pages, not only a plain sheet. So first thing was to skin the book and make it to fit better the SH5 style, but on the internal pages.. it require more than replacing some dds.

My question is, can please you make it to look like in the images bellow? Of course, I can give you all the dds required.
Also is that possible to move all those dials under the torpedo control and move the scope back to right. All those dials floating on the screen seems so unnatural..

One last question, how is the stadimeter work in this mod? I know that I can use the TDC panel or the button from the distance dial, but where should I put the stadimeter line? On top of the mast, funnel.. or.. ? I just cant figure out the right position.

Thanks.

The ship's journal gives you the ability to edit/delete/add new entries. This allows you to add your own notes or thoughts to it. You can save it also. Via an application I wrote (ShipsJournalViewer included with the mod - data\Applications) you can view/edit/add your journal outside of the game. That's what makes it different from the captain's log. Filters can be added to the journal to filter out unwanted entries - some are hard to filter out due to use of formatting by the devs.

For the radio messages see here: http://www.subsim.com/radioroom/showpost.php?p=1608509&postcount=5 That shows you how to select what filters are enabled. Now you have to realize that the game provides very little information to use for radio messages. I did my best to provide the illusion of radio traffic to the game. I can't tell if a ship is friendly or enemy, the game doesn't provide that information.

The rec manual you are using is the included Reaper7 ERM. He just took the stock rec manual and made visual changes to it. It's very hard to change the stock ERM as the game doesn't 'give' much to work with. I made something called SOAN which you can find if you enable the charts. You'll probably like SOAN better. SOAN resembles what you have in mind for a rec manual.

For the dials it's very hard to get a good layout. Some people want the TAI open when in scope view and thus having all the dials under the torpedo box wouldn't be good. You're also forgetting about the FaT/LuT dials that aren't visible until you have pattern running torpedoes loaded onboard. This is why I added the buttons in the torpedo box for the dials. You can enable/disable dials at will to reduce clutter. Via the scope settings (HUD button on torpedo box) you can shift the scope 'view' to the right if you wish. You can also set your scope filters in the scope settings box.

To use the stadimeter correctly one must put the prism image on the tallest structure of the vessel. Here's how I use it:
- I ensure that the scope horizontal line is right at the intersection of the hull with the water
- I click use stadimeter or press the stadimeter button above the range dial
- I then move the green line to tallest item on ship (usually a mast)

Zedi
02-28-11, 09:44 AM
...
The rec manual you are using is the included Reaper7 ERM. He just took the stock rec manual and made visual changes to it. It's very hard to change the stock ERM as the game doesn't 'give' much to work with. I made something called SOAN which you can find if you enable the charts. You'll probably like SOAN better. SOAN resembles what you have in mind for a rec manual.
...

Nope, what you see is the SOAN. Soon as I saw the old SH4 ori 3 recon book layout I just urgently skined the cover. Right now, here is how the SOAN cover looks like at me:

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/TDW-UI3.jpg?t=1299153756

But for the inside part I cannot work out the visual layout just because my skill in editing is poor. As you can see, in my proposal the info is what we got now in SOAN. But organised on pages, instead of a simple sheet. So the main structure is you SOAN and only the ship sil is a bit scaled down to fit better on the left page. I tried to make the modifications by myself, but your mod is so complicated that I had to give up and only imagine how would look like with a SH5 style cover and colors.


...
For the dials it's very hard to get a good layout. Some people want the TAI open when in scope view and thus having all the dials under the torpedo box wouldn't be good. You're also forgetting about the FaT/LuT dials that aren't visible until you have pattern running torpedoes loaded onboard. This is why I added the buttons in the torpedo box for the dials. You can enable/disable dials at will to reduce clutter. Via the scope settings (HUD button on torpedo box) you can shift the scope 'view' to the right if you wish. You can also set your scope filters in the scope settings box.
...

What you see in the images are the minimal dial setting. For the full dial option can be used a simple SH5 style popup screen. Or you can add an arrow at the bottom that can switch the panel and show more dials. I know is easy to imagine things and hard to make them happen, but I try to find a way to make this mod to look like SH5, not SH3 or 4. Point is that those dials just floating all over the screen look weird.

Actually.. why is so important to have dials? SH5 introduced a new way to compute data by forms. If we drop those dials and introduce forms (exactly like is on the stock TDC) there were plenty of space to fill in. We could use dials only for AOB, the rest can be filled with the SH5 style forms.

Thanks for the clarification about the stadimeter. So this means that you really fixed the stadimeter and no matter of what ship I measure, always the tallest point on the ship will give me the right result. Thats awesome, I thought that you mod cheat by just making the stadimeter jumping on the right spot, so there is no room for human errors. This is just great, really great! Thanks.

TheDarkWraith
02-28-11, 09:54 AM
Nope, what you see is the SOAN. Soon as I saw the old SH4 ori 3 recon book layout I just urgently skined the cover. Right now, here is how the SOAN cover looks like at me:

But for the inside part I cannot work out the visual layout just because my skill in editing is poor. As you can see, in my proposal the info is what we got now in SOAN. But organised on pages, instead of a simple sheet. So the main structure is you SOAN and only the ship sil is a bit scaled down to fit better on the left page. I tried to make the modifications by myself, but your mod is so complicated that I had to give up and only imagine how would look like with a SH5 style cover and colors.

There's only one problem with your cover - how do you choose between merchants, warships, tankers, etc? :06: I could move that to the 'inside' of SOAN but where would I put it?

I can change the layout of SOAN to be anything I want. I like your proposal and it's doable but we must resolve the issue raised above. Do you have the .dds files for your proposed version of SOAN?

RibaR
02-28-11, 10:06 AM
GREAT WORK TDW!!! :yeah:

Send mast height to TDC (via SOAN) works now with the 4th test version of your new mod.

There's only one issue: the rec. manual... I really like the idea of Magnum but also understand your point.

It would really be great to have all the ships and all data in one manual.

If it can be done I know you can do it man.

Zedi
02-28-11, 10:07 AM
There's only one problem with your cover - how do you choose between merchants, warships, tankers, etc? :06: I could move that to the 'inside' of SOAN but where would I put it?

I can change the layout of SOAN to be anything I want. I like your proposal and it's doable but we must resolve the issue raised above. Do you have the .dds files for your proposed version of SOAN?
Oke.. you got me on this one. What do you mean by .. "choose between merchants, warships, tankers, etc" Is there an option for that? Sorry, but playing with you mod only for a day, did not saw an option like you describe. Actually Im looking to a screenshot with SOAN and I dont see anything like you say. In my proposal I took over every info You put on the page, nothing left out or put in, except you data...

Yes, I got the dds as Im using the black cover already. Got me a long time to remove the "All nations ships" and target name display from the cover :)

TheDarkWraith
02-28-11, 10:12 AM
There's only one issue: the rec. manual... I really like the idea of Magnum but also understand your point.

It would really be great to have all the ships and all data in one manual.

The whole purpose of SOAN was to have the ability to reference every ship (and it's data) used in game. That was accomplished. SOAN's cover had some arrows and a box inbetween them that showed you which class of ships you were going to view. Options were: merchants, warships, tankers, escorts, and some others. After selecting the class of ships you wanted to view you would click the cover to open up the manual. Now you could view every ship in that class by using the arrows.

Zedi
02-28-11, 10:19 AM
Huh.. and I deleted that part.. thought that appears only when I lock on target and just inform me about what type of target I have selected.

Oke, very valid point, back to drawings /brb.

Zedi
02-28-11, 11:15 AM
SOAN big cover:
http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/soan.jpg?t=1299153545


SOAN smaller cover
http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/soan2.jpg?t=1299153546

The position of the ship type display area is the same as it was until now. Question.. in game the image is scaled up? Because in the dds is much more smaller than in game...

TheDarkWraith
02-28-11, 11:26 AM
The position of the ship type display area is the same as it was until now. Question.. in game the image is scaled up? Because in the dds is much more smaller than in game...

Yes the image is scaled up using linear style scaling (to keep proportions). I like the small cover :up: Using the small cover and then clicking the cover could 'open' the manual to have the view you showed with pages :yep:

Zedi
02-28-11, 12:13 PM
Here (http://www.zumodrive.com/share/aNmnYmFjOT) is the modified .dds. Had to reorganize a bit the dds file to make place for booth cover, hope is not a big problem reworking the coordinates.

I got few things to ask regarding the "hide on mouse out" UI option. Is possible to make booth part to hide/show at the same time? Or at least to be visible all the time on nav map? When on nav map I need all the info from these bar. Speed, clock is pretty vital and with the mouse over I can bring on only 1 part to show, so I need to move the mouse a lot.

Also I have one bug to report on your latest version, the left part of the bar with the speed and depth info is reversed now. On start I see what it usually show when the Control button si pressed, the detailed view.

Thanks.

RibaR
02-28-11, 12:16 PM
I like the small cover too!

But could we get rid of the old rec. manual completely?

Zedi
02-28-11, 12:22 PM
I like the small cover too!

But could we get rid of the old rec. manual completely?

What old manual, what do you mean?

TheDarkWraith
02-28-11, 12:26 PM
I like the small cover too!

But could we get rid of the old rec. manual completely?

if you disable the XO (XO icon in top right bar) you'll never have to look at the old rec manual ever again.

TheDarkWraith
02-28-11, 12:28 PM
Here (http://www.zumodrive.com/share/aNmnYmFjOT) is the modified .dds. Had to reorganize a bit the dds file to make place for booth cover, hope is not a big problem reworking the coordinates.

I got few things to ask regarding the "hide on mouse out" UI option. Is possible to make booth part to hide/show at the same time? Or at least to be visible all the time on nav map? When on nav map I need all the info from these bar. Speed, clock is pretty vital and with the mouse over I can bring on only 1 part to show, so I need to move the mouse a lot.

Also I have one bug to report on your latest version, the left part of the bar with the speed and depth info is reversed now. On start I see what it usually show when the Control button si pressed, the detailed view.

Thanks.

What size did you set for the small rec manual? I'd like to duplicate what you did with the menu editor to make the small rec manual.

Zedi
02-28-11, 12:41 PM
I used a bigger size, similar to what you put in the game. Dimensions: width 412, height 327 for cover, w812 and h337 for pages. Now, normally would be to multiply the content part, so the pages would be w824 x h327.

Magic1111
02-28-11, 02:39 PM
SOAN big cover:
http://i1232.photobucket.com/albums/ff366/Zhedi/soan.jpg?t=1298909418


SOAN smaller cover
http://i1232.photobucket.com/albums/ff366/Zhedi/soan2.jpg?t=1298909416

The position of the ship type display area is the same as it was until now. Question.. in game the image is scaled up? Because in the dds is much more smaller than in game...

Hi Magnum !

I like the style very much, looks nice ! :up:

But is it possible, that you create a version with swastica, similar in this both posts:

http://www.subsim.com/radioroom/showpost.php?p=1608576&postcount=6519

http://www.subsim.com/radioroom/showpost.php?p=1608687&postcount=6522

That would be great ! :yeah:

Best regards,
Magic:salute:

Sepp von Ch.
02-28-11, 03:01 PM
This version:

http://www.subsim.com/radioroom/showpost.php?p=1608576&postcount=6519


looks absolutely perfect!:yep:

Zedi
02-28-11, 03:21 PM
That was not intended :oops: I was rushing to post and just missed that I have left a swastica on the outgoing image instead of the iron cross :/

I cannot officially release something with the swastica on as in most of the countries is illegal and could be taken as nazi propaganda. So I dont wanna get myself and also subsim.com in serious trouble just for the sake of realism.

TheDarkWraith
02-28-11, 03:26 PM
Converted SOAN into the style posted by Magnum:

SOAN closed:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3723

SOAN open:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3724

I like the smaller closed version :rock:

stoianm
02-28-11, 03:28 PM
i like it:up: - good ideea magnum&tdw (magnum@tdw)

Zedi
02-28-11, 04:17 PM
Converted SOAN into the style posted by Magnum:

SOAN closed:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3723

SOAN open:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3724

I like the smaller closed version :rock:


Looks just perfect, awesome! When it will be available for download?

Question.. what else can you insert in SOAN? I did not followed this topic, but I remember something that you can put up in the book whatever you want. This include more details about the ship, like history, crew members, engine power etc? Is there a separate file from where you read the data, or you extract it from the cfg file? Also, SOAN is compatible with Cerberus Additional Merchant Ships Mod?

Regarding the mod, is there any shortcut for show/hide the officers bar? I love how my UI got clean now, but seems like the officer bar have no option to hide on mouse out. Actually, is there a list of available shortcuts for this mod? When Im not using the voice command, I use shortcuts and Im pretty addicted to this as I hate clicking.

marleymen
02-28-11, 04:25 PM
Nice. One of the things I didnīt like of SOAN is that it was huge in the screen.

This little version is perfect for me.

:up:

PS. Can I install 6.4.0 over MO?

TheDarkWraith
02-28-11, 04:29 PM
Looks just perfect, awesome! When it will be available for download?

Question.. what else can you insert in SOAN? I did not followed this topic, but I remember something that you can put up in the book whatever you want. This include more details about the ship, like history, crew members, engine power etc? Is there a separate file from where you read the data, or you extract it from the cfg file? Also, SOAN is compatible with Cerberus Additional Merchant Ships Mod?

Regarding the mod, is there any shortcut for show/hide the officers bar? I love how my UI got clean now, but seems like the officer bar have no option to hide on mouse out. Actually, is there a list of available shortcuts for this mod? When Im not using the voice command, I use shortcuts and Im pretty addicted to this as I hate clicking.

This new style (Magnum style SOAN) will be available in test version 6 of v6.4.0 which will be available at post #1 here very soon. All test versions of v6.4.0 can be installed after MO.

I can put anything into SOAN. I read data from each ship's .cfg file but I can also read data from other files if necessary for additional info. What would you like to add to SOAN? SOAN reads the game's roster file so any additional ships added to the game will show up in SOAN.

To enable the officers to scroll look for the following options in the options file:

# do the officers scroll down when moused out and scroll up when moused in?
# change below to either True or False
OfficersScroll = False

# if OfficersScroll is enabled, this is the time delay before hiding the officers when moused out:
# below is in seconds
OfficersHideTD = 5.0

Magic1111
02-28-11, 04:29 PM
PS. Can I install 6.4.0 over MO?

I do it without any problems ! :up:

Zedi
02-28-11, 04:43 PM
Well, when I was working on Reaper's ERM I had a dream about writing more than some cold technical data about a ship and add few words about the ship history. Like the company who built it, how many crew member serve on the ship, cargo hold... you know, stuff like this. For example something like this:

Liberty Cargo:
Five cargo holds, three forward of the engine room and two aft (in the rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for cargo and passengers). The crew quarters were located amidships (the middle portion of the ship).

Crew of between 38 and 62 civilian merchant sailors, and 21 to 40 naval personnel to operate defensive guns and communications equipment.

Its good to know something more than speed and mast about our targets and can be a nice lecture on long travels. So how can this be implemented? What type of file can be used for this extra info and how can you embed the data? It will require to preformat the text, or it will show as wall of text ?

Thanks for the tips for the officer bar, I really needed that.

TheDarkWraith
02-28-11, 04:44 PM
text version 6 of v6.4.0 available at post #1.

Anyone noticed any problems with the new destroyedmarks? Are they working correctly? :06: It was introduced in test version 5 of v6.4.0.

:|\\

TheDarkWraith
02-28-11, 04:47 PM
Well, when I was working on Reaper's ERM I had a dream about writing more than some cold technical data about a ship and add few words about the ship history. Like the company who built it, how many crew member serve on the ship, cargo hold... you know, stuff like this. For example something like this:

"Liberty Cargo:
Five cargo holds, three forward of the engine room and two aft (in the rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for cargo and passengers). The crew quarters were located amidships (the middle portion of the ship).

Crew of between 38 and 62 civilian merchant sailors, and 21 to 40 naval personnel to operate defensive guns and communications equipment."

It good to know something more than speed and mast about our targets and can be a nice lecture on long travels. So how can this be implemented? What type of file can be used for this extra info and how can you embed the data? It will require to preformat the text, or it will show as wall of text ?

I would read the text from a text file. We could define a structure for the file like so:

shipname=the ingame shipname
additionalinfo=additional info for SOAN
??=??
...

Feel free to edit the structure to what you have in mind. After we agree on a structure for it then I can code it in.

I could add a button right under the current list of width, height, mast, etc. saying 'Additional Info' or something of the likes. When the user clicks that button it would display the additional info.

EDIT:

actually adding another/more entry/entries into the ship's .cfg file would be best! Since I read those files already this would be the perfect setup

Jaeger
02-28-11, 04:55 PM
seems to be a new symbiotic modding team is born here :rock:

Zedi
02-28-11, 05:08 PM
I would read the text from a text file. We could define a structure for the file like so:

shipname=the ingame shipname
additionalinfo=additional info for SOAN
??=??
...

Feel free to edit the structure to what you have in mind. After we agree on a structure for it then I can code it in.

I could add a button right under the current list of width, height, mast, etc. saying 'Additional Info' or something of the likes. When the user clicks that button it would display the additional info.

EDIT:

actually adding another/more entry/entries into the ship's .cfg file would be best! Since I read those files already this would be the perfect setup
Just perfect. I will set up tomorrow a test file for Liberty then lets see how can this be implemented. It will require a lot of time to gather up all these info for the whole fleet, but worth the try. So, SOAN is compatible with Cerberus mod?

Thanks for your effort.

TheDarkWraith
02-28-11, 05:23 PM
Just perfect. I will set up tomorrow a test file for Liberty then lets see how can this be implemented. It will require a lot of time to gather up all these info for the whole fleet, but worth the try. So, SOAN is compatible with Cerberus mod?

Thanks for your effort.

Just add the new data to the ship's .cfg file. Send me the file when you're done so I can 'read' the format and code in how to read it. Here's the NKL .cfg file:

[Unit]
ClassName=KL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=10
Length=147
Width=18.1
Mast=24
Draft=5.8
Displacement=7000
DisplacementVariation=30
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=No;it is a clone. the player will identify it as another single ship

[AdditionalInfo]
....

;*************** THE END **************


Add a new header like above in yellow and then add your new data after that header.

SOAN is compatible with Cerberus's mod. SOAN reads the game's roster file which defines all the ship's used in game (and which countries have which ships). As long as the additional ships are registered in the roster file they will show up in SOAN.

Jester_UK
02-28-11, 05:37 PM
Sorry if this is in the wrong thread. Using 6.3.7 I have a problem with depth keeping at any depth below about 40m. The sub (currently in a 7b) doesn't stop at the set depth and just keeps descending. It will only rise if I order a depth above 40m and even then it won't go the the ordered depth but to between 2 and 5, below the ordered depth.

I've heard about a fix for deep diving. Would that fix my issue as well? Or is this something different?

TheDarkWraith
02-28-11, 05:41 PM
Sorry if this is in the wrong thread. Using 6.3.7 I have a problem with depth keeping at any depth below about 40m. The sub (currently in a 7b) doesn't stop at the set depth and just keeps descending. It will only rise if I order a depth above 40m and even then it won't go the the ordered depth but to between 2 and 5, below the ordered depth.

I've heard about a fix for deep diving. Would that fix my issue as well? Or is this something different?

Yes you need my depth keeping fix. There is a thread for it here in the SH5 mods forum.

Jester_UK
02-28-11, 05:43 PM
Thanks for the quick reply TDW.

Your work is fantastic.... But I have to ask: With all your modding and answering posts on here, do you ever sleep....?? :salute:

Zedi
02-28-11, 05:55 PM
Do I need to get back to base to enable the new test version? I loaded the UI update while being on patrol and the SOAN is not showing up when clicking on Charts.

TDW, you said that I can move the scope to the right by enabling the offset in the HUD menu, but the offset is dead.. I cannot enter a new value. Is this also related to enabling the update while on patrol?

TheDarkWraith
02-28-11, 05:59 PM
Do I need to get back to base to enable the new test version? I loaded the UI update while being on patrol and the SOAN is not showing up when clicking on Charts.

TDW, you said that I can move the scope to the right by enabling the offset in the HUD menu, but the offset is dead.. I cannot enter a new value. Is this also related to enabling the update while on patrol?

SOAN is not showing up because you probably need to reset its draggable position. Delete the file \Silent Hunter 5\Pagelayout_Draggables.TDW to reset Pagelayout's draggable items (and SOAN).

You cannot enter a new value for the scope settings because you don't do it via keyboard anymore! Mouse over the value you want to change and scroll the mousewheel to change the value :up:

You can enable the update while on patrol no problem.

Vympel
02-28-11, 06:14 PM
Nice. One of the things I didnīt like of SOAN is that it was huge in the screen.

This little version is perfect for me.

:up:

PS. Can I install 6.4.0 over MO?

What the hell is MO? Yes i am a noob.

7thSeal
02-28-11, 06:17 PM
What the hell is MO? Yes i am a noob.

Magnum Opus, the beta version of the mega mod. :)

stoianm
02-28-11, 06:17 PM
What the hell is MO? Yes i am a noob.
No you are not a nob...MO is from Magnum Opus - it is a mega-mod used for a lot of people who make the sh5 to look like a new game

you can find this great megamod here:

http://www.subsim.com/radioroom/showthread.php?t=176123

cheers

Vympel
02-28-11, 07:42 PM
Magnum Opus, the beta version of the mega mod. :)

I see , a question after installing new 6.4 I no longer hear verbal contact reports is that normal?

stoianm
02-28-11, 07:46 PM
I see , a question after installing new 6.4 I no longer hear verbal contact reports is that normal?

Save and reload the save... it is happend sometimes... not because tdw uis - it is a game bug

7Infanterie19
02-28-11, 10:35 PM
What the hell is MO? Yes i am a noob.

ROFL .. you know Vympel, I too didn't know what MO meant and didn't want to look like a noob either. Then, after some hard luck searching, I stumbled on a post referring to it. But, sometimes, we just gotta ask, you know! :D

Well, I still don't know what SOAN means. oops! Did I just say that out loud? hehehehe!

Have a good one!

stoianm
02-28-11, 10:38 PM
ROFL .. you know Vympel, I too didn't know what MO meant and didn't want to look like a noob either. Then, after some hard luck searching, I stumbled on a post referring to it. But, sometimes, we just gotta ask, you know! :D

Well, I still don't know what SOAN means. oops! Did I just say that out loud? hehehehe!

Have a good one!
SOAN it is the book where you can find the ships specifications - an manual recognition:up:

Drewcifer
02-28-11, 10:43 PM
ROFL .. you know Vympel, I too didn't know what MO meant and didn't want to look like a noob either. Then, after some hard luck searching, I stumbled on a post referring to it. But, sometimes, we just gotta ask, you know! :D

Well, I still don't know what SOAN means. oops! Did I just say that out loud? hehehehe!

Have a good one!

There is no such thing as a stupid question. And nobody is going to treat you look a fool for asking one. We might harass you a little about things you post, but seriously... subsims are very complex VERY complex. I learn something new on every patrol out.. and at the rate these mods come out or get updated you never fully educated! So ASK ASK ASK!

Its much better to ask and get a quick response on the forum then struggle thru on your own and get frustrated.

Zedi
03-01-11, 02:15 AM
Truth is that is very hard to be/stay informed on large mods, so I may suggest TDW to better organize this thread. My suggestions is to move every patch/release info on the second post and keep the first one for direct links to the posts where the new features included in this mod were announced, like Venatore did in his mod topic.

For example SOAN. I would like to have a link on the first post of this topic to the post where the feature was released, so I can read more about it and keep track of the discussions and changes. Same with the other features. Is really hard to search this topic and see how these features are working.

What I really start to like here is that TDW gave us some powerful tools. If we build a standardization for SOAN, anybody will be able to change the info displayed in the book, make new skins etc. This is really awesome.. a mod that can be constantly improved by the users/community :P

Silent Steel
03-01-11, 03:14 AM
Does anyone know if The Ubi server currently is down? :hmmm:

It's nagging about "an internet connection needed" and then offers me to log in using mu user and password.
When I try this it still won't let me in.

I think I have a connection tight now. Or?

///

SORTED:


It was just my Internet Provider that fu**ed up for a while... :nope:

//

Zedi
03-01-11, 11:37 AM
Lets see if is possible to do something like this. Clicking on Additional Info we can open an extra page with more info about the ship. Dunno if we can make multiple extra info pages or we should restrict to only 1 page. Clicking on X we close this page and return to the technical detail page or by adding a [ return ] link.

Personally, I was pretty frustrated by the lack of contrast on recon manual when looking at the ship sil, so here is few attempt to improve this part too. If you guys like it, I can place an order to Otto & Toto Print GmbH for reworking the fleet sil.dds

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/soan-1.jpg?t=1299153831

TheDarkWraith
03-01-11, 11:48 AM
Lets see if is possible to do something like this. Clicking on Additional Info we can open an extra page with more info about the ship. Dunno if we can make multiple extra info pages or we should restrict to only 1 page. Clicking on X we close this page and return to the technical detail page or by adding a [ return ] link.

Yes it is very possible to do something like that. I can even add additional pages if necessary via the arrows at the bottom like you have. I could add a Page x at the top denoting what page you are currently viewing.

Now here's another idea: We can leave the ship image on the left side of the page and on the right side add a listbox. The list box is scrollable and thus we can put an unlimited amount of text in it and the user can scroll it to read everything. You can see an example of the listbox with the flags and countries on the right side of the page currently.

RibaR
03-01-11, 11:49 AM
The whole purpose of SOAN was to have the ability to reference every ship (and it's data) used in game. That was accomplished. SOAN's cover had some arrows and a box inbetween them that showed you which class of ships you were going to view. Options were: merchants, warships, tankers, escorts, and some others. After selecting the class of ships you wanted to view you would click the cover to open up the manual. Now you could view every ship in that class by using the arrows.

Sorry, didn't know that.. :oops:

But on the other hand that's great. I really like your new version with smaller SOAN. Great job you two! :up:

You keep producing new mods faster than we can test them... :haha:

Zedi
03-01-11, 11:53 AM
Yes it is very possible to do something like that. I can even add additional pages if necessary via the arrows at the bottom like you have. I could add a Page x at the top denoting what page you are currently viewing.

Now here's another idea: We can leave the ship image on the left side of the page and on the right side add a listbox. The list box is scrollable and thus we can put an unlimited amount of text in it and the user can scroll it to read everything. You can see an example of the listbox with the flags and countries on the right side of the page currently.


Yep, sound good and it's more easy to implement than adding multiple pages.

This is what I added in the NLL cfg now:

-----------------------------------
[AdditionalInfo]
2,718 built by 17 shipyards located along the Atlantic, Pacific and Gulf coasts. Highest number (385) were built by Bethlehem-Fairfield Shipyards, Inc. in Baltimore.The Liberty ships are between 400 and 450 feet long (120 - 140 m) and 56 feet (17.3 m) wide. They use a 2,500 horsepower steam engine to push them through the water at 11 knots at a range of 23,000 miles (37,000 km). Liberty ships have five cargo holds, three forward of the engine room and two aft (in the rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for cargo and passengers).

The crew quarters are located amidships (the middle portion of the ship). Crew consist of between 38 and 62 civilian merchant sailors, and 21 to 40 naval personnel to operate defensive guns and communications equipment.The first of these new ships was launched on September 27, 1941. Based on a British design, modified by the United States Maritime Commission to conform to American construction practices and to make it even quicker and cheaper to build. The US version was designated 'EC2-S-C1': 'EC' for Emergency Cargo, '2' for a ship between 400 and 450 feet (120 and 140 m) long (Load Waterline Length), 'S' for steam engines, and 'C1' for design C1.
-----------------------------------
This should be enough for now to make the template.

mobucks
03-01-11, 12:34 PM
Sank an inland freighter, the DMmarker showed it sank onland. (random offset?)

Not using RealNav.

TheDarkWraith
03-01-11, 12:35 PM
This is something I should've done a long time ago. The draggable SH5 heading/rudder dial doesn't zoom like the dials do in the SH3/4 styles. Now it does. You can now specify if it zooms and also the zoom level:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3728

Jaeger
03-01-11, 01:49 PM
@magnum: impressive work. i like it :up:

@tdw: do we have high res images for the zoomed dials? the compass needs some high res textures for a better reading. i think we can take them from antoher sh3/sh4 mod???

Zedi
03-01-11, 01:55 PM
Thanks.

Church just released today a compass (http://www.subsim.com/radioroom//showthread.php?t=180843), maybe he has some high res textures too.

Trevally.
03-01-11, 02:53 PM
This is something I should've done a long time ago. The draggable SH5 heading/rudder dial doesn't zoom like the dials do in the SH3/4 styles. Now it does. You can now specify if it zooms and also the zoom level

This is great news TDW:DL

@Magnum
New SOAN is looking great. very good idea adding the info:up:

TheDarkWraith
03-01-11, 03:14 PM
Sank an inland freighter, the DMmarker showed it sank onland. (random offset?)

Not using RealNav.

It's possible this can happen due to rounding and floating point errors (which I can't control). Can you post a screenshot of it though?

TheDarkWraith
03-01-11, 06:01 PM
Yep, sound good and it's more easy to implement than adding multiple pages.

This is what I added in the NLL cfg now:

-----------------------------------
[AdditionalInfo]
2,718 built by 17 shipyards located along the Atlantic, Pacific and Gulf coasts. Highest number (385) were built by Bethlehem-Fairfield Shipyards, Inc. in Baltimore.The Liberty ships are between 400 and 450 feet long (120 - 140 m) and 56 feet (17.3 m) wide. They use a 2,500 horsepower steam engine to push them through the water at 11 knots at a range of 23,000 miles (37,000 km). Liberty ships have five cargo holds, three forward of the engine room and two aft (in the rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for cargo and passengers).

The crew quarters are located amidships (the middle portion of the ship). Crew consist of between 38 and 62 civilian merchant sailors, and 21 to 40 naval personnel to operate defensive guns and communications equipment.The first of these new ships was launched on September 27, 1941. Based on a British design, modified by the United States Maritime Commission to conform to American construction practices and to make it even quicker and cheaper to build. The US version was designated 'EC2-S-C1': 'EC' for Emergency Cargo, '2' for a ship between 400 and 450 feet (120 and 140 m) long (Load Waterline Length), 'S' for steam engines, and 'C1' for design C1.
-----------------------------------
This should be enough for now to make the template.

Ok, coded in and working :rock:

Notice the ADDITIONAL INFO button located below the stats (length, width, mast, etc.):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3730

Clicking that button will show the additional info:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3729

The additional info text scrolls. To scroll the text place mouse in text and use mousewheel. Press CLOSE to close additional info and go back to stats.

@Magnum: here's how the NLL.cfg file looks now:

[Unit]
ClassName=LL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=13
Length=140.91
Width=21.35
Mast=26.18
Draft=8.20
Displacement=7170
DisplacementVariation=5
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=Yes

[AdditionalInfo]
AIText=2,718 built by 17 shipyards located along the Atlantic, Pacific and Gulf coasts. Highest number (385) were built by Bethlehem-Fairfield Shipyards, Inc. in
Baltimore.| |The Liberty ships are between 400 and 450 feet long (120 - 140 m) and 56 feet (17.3 m) wide. They use a 2,500 horsepower steam engine to push them
through the water at 11 knots at a range of 23,000 miles (37,000 km). Liberty ships have five cargo holds, three forward of the engine room and two aft (in the
rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for
cargo and passengers).| |The crew quarters are located amidships (the middle portion of the ship). Crew consist of between 38 and 62 civilian merchant sailors,
and 21 to 40 naval personnel to operate defensive guns and communications equipment.| |The first of these new ships was launched on September 27, 1941. Based on a
British design, modified by the United States Maritime Commission to conform to American construction practices and to make it even quicker and cheaper to build.
The US version was designated 'EC2-S-C1': 'EC' for Emergency Cargo, '2' for a ship between 400 and 450 feet (120 and 140 m) long (Load Waterline Length), 'S' for
steam engines, and 'C1' for design C1.

;************ THE END ***********

Notice the AIText= entry. Any text after the equals sign will be shown in the additional info
Notice the | | entries. Those signify a blank line. A single | signifies new line (carriage return + linefeed)

:|\\

EDIT:

I see one problem with our configuration: different languages! We should move this additional info to it's own file (something like NLL.ait located in the same folder as the NLL.cfg) so that users of other languages can make their own additional info texts. I'm going to change the code to do this. The new file should have the class name and .ait as the extension. So in this example the new file would be NLL.ait and it's contents would be:

[AdditionalInfo]
AIText=2,718 built by 17 shipyards located along the Atlantic, Pacific and Gulf coasts. Highest number (385) were built by Bethlehem-Fairfield Shipyards, Inc. in
Baltimore.| |The Liberty ships are between 400 and 450 feet long (120 - 140 m) and 56 feet (17.3 m) wide. They use a 2,500 horsepower steam engine to push them
through the water at 11 knots at a range of 23,000 miles (37,000 km). Liberty ships have five cargo holds, three forward of the engine room and two aft (in the
rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for
cargo and passengers).| |The crew quarters are located amidships (the middle portion of the ship). Crew consist of between 38 and 62 civilian merchant sailors,
and 21 to 40 naval personnel to operate defensive guns and communications equipment.| |The first of these new ships was launched on September 27, 1941. Based on a
British design, modified by the United States Maritime Commission to conform to American construction practices and to make it even quicker and cheaper to build.
The US version was designated 'EC2-S-C1': 'EC' for Emergency Cargo, '2' for a ship between 400 and 450 feet (120 and 140 m) long (Load Waterline Length), 'S' for
steam engines, and 'C1' for design C1.

stoianm
03-01-11, 06:03 PM
congrat guys... the things changes in better every day... :rock:

THE_MASK
03-01-11, 06:12 PM
Noob question , is 1920 x 1080 = 16x9 ?
Is Manos Scopes-patch for 16x9 the base file ?

stoianm
03-01-11, 06:13 PM
Noob question , is 1920 x 1080 = 16x9
yes ( i do like this 1920/1080=16/9=1.77)
nope - you must put this one after manos scope core

TheDarkWraith
03-01-11, 06:20 PM
@Magnum: code changed to use class name.ait for the additional info. So if you take the folder name of the ship and add .ait to it I'll find the file and read in the info :up:

Drewcifer
03-01-11, 06:24 PM
I LOVE the new SOAN!! tdw, Magnum GREAT job its a sleek new look and the additional info just adds that lil bit extra that makes your mod a better experience. :rock:

TheDarkWraith
03-01-11, 06:35 PM
I can add more info to SOAN. I'd like to see info on weapons onboard along with the kind of ASW the ship has. These can be added via more entries in the x.ait file and I can read them in and display.

We could add formatting to the text to say that x text can only be displayed during y timeperiod.

Zedi
03-01-11, 06:52 PM
Just brilliant. Too tired to follow all info posted now, but I will tommorow. This is really cool.

Just discovered the tutorial tool in this mod and saw few made by Trevally. This gave me an idea... to make a tutorial that will be pure lecture for long travels. Like u-boot/war stories with rich image feedback. Is the next stuff 2 do for me after SOAN. Great tools you had built here TDW, they just need to be used a bit better than now.

Thanks

etheberge
03-01-11, 07:23 PM
Ok, coded in and working :rock:

Notice the ADDITIONAL INFO button located below the stats (length, width, mast, etc.):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3730

Clicking that button will show the additional info:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3729

The additional info text scrolls. To scroll the text place mouse in text and use mousewheel. Press CLOSE to close additional info and go back to stats.

@Magnum: here's how the NLL.cfg file looks now:

[Unit]
ClassName=LL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=13
Length=140.91
Width=21.35
Mast=26.18
Draft=8.20
Displacement=7170
DisplacementVariation=5
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=Yes

[AdditionalInfo]
AIText=2,718 built by 17 shipyards located along the Atlantic, Pacific and Gulf coasts. Highest number (385) were built by Bethlehem-Fairfield Shipyards, Inc. in
Baltimore.| |The Liberty ships are between 400 and 450 feet long (120 - 140 m) and 56 feet (17.3 m) wide. They use a 2,500 horsepower steam engine to push them
through the water at 11 knots at a range of 23,000 miles (37,000 km). Liberty ships have five cargo holds, three forward of the engine room and two aft (in the
rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for
cargo and passengers).| |The crew quarters are located amidships (the middle portion of the ship). Crew consist of between 38 and 62 civilian merchant sailors,
and 21 to 40 naval personnel to operate defensive guns and communications equipment.| |The first of these new ships was launched on September 27, 1941. Based on a
British design, modified by the United States Maritime Commission to conform to American construction practices and to make it even quicker and cheaper to build.
The US version was designated 'EC2-S-C1': 'EC' for Emergency Cargo, '2' for a ship between 400 and 450 feet (120 and 140 m) long (Load Waterline Length), 'S' for
steam engines, and 'C1' for design C1.

;************ THE END ***********

Notice the AIText= entry. Any text after the equals sign will be shown in the additional info
Notice the | | entries. Those signify a blank line. A single | signifies new line (carriage return + linefeed)

:|\\

EDIT:

I see one problem with our configuration: different languages! We should move this additional info to it's own file (something like NLL.ait located in the same folder as the NLL.cfg) so that users of other languages can make their own additional info texts. I'm going to change the code to do this. The new file should have the class name and .ait as the extension. So in this example the new file would be NLL.ait and it's contents would be:

[AdditionalInfo]
AIText=2,718 built by 17 shipyards located along the Atlantic, Pacific and Gulf coasts. Highest number (385) were built by Bethlehem-Fairfield Shipyards, Inc. in
Baltimore.| |The Liberty ships are between 400 and 450 feet long (120 - 140 m) and 56 feet (17.3 m) wide. They use a 2,500 horsepower steam engine to push them
through the water at 11 knots at a range of 23,000 miles (37,000 km). Liberty ships have five cargo holds, three forward of the engine room and two aft (in the
rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for
cargo and passengers).| |The crew quarters are located amidships (the middle portion of the ship). Crew consist of between 38 and 62 civilian merchant sailors,
and 21 to 40 naval personnel to operate defensive guns and communications equipment.| |The first of these new ships was launched on September 27, 1941. Based on a
British design, modified by the United States Maritime Commission to conform to American construction practices and to make it even quicker and cheaper to build.
The US version was designated 'EC2-S-C1': 'EC' for Emergency Cargo, '2' for a ship between 400 and 450 feet (120 and 140 m) long (Load Waterline Length), 'S' for
steam engines, and 'C1' for design C1.

//SECURE SILENT RUNNING

@TDW
I've been away for a few months and it's mind blowing to try to catch up on all the work you're doing to mod the game, really incredible work.

@Magnum
Love your ideas for the new rec manual and the final product TDW coded seems great.

Two suggestions: 1) Any chance of a red filter at night on the manual pages? This may be already in, haven't played SH5 enough.
2) Regarding the additional info, this is great stuff, will be nice to read on long patrols. For the warships it would be cool to have stuff in there like commissioning date, critical battles the ship was involved in if any, if it was sunk and under what circumstances, what happened to it at the end of the war, etc.

That's it for me, back under for a while

//RIG FOR SILENT RUNNING

TheDarkWraith
03-01-11, 08:38 PM
The new zoomable SH5 Enhanced heading/rudder dial looks superb zoomed with Church's new .dds for the dials (below is option 1) :rock:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3731

Test version 7 of v6.4.0 is available at post #1. Magnum needs this for adding the 'additional info' to all the ships so I thought I'd go ahead and let everyone use it for now. It includes the revised zoomable SH5E heading/rudder dial.

:|\\

Drewcifer
03-01-11, 09:31 PM
TDW you are amazing, and taking into consideration the ideas of others, that you've implemented into the game, SH5 is quickly shaping into something special.

Jester_UK
03-01-11, 11:07 PM
Just done a quick test run with 6.4.0 (test 7) and it's looking fantastic. The new SOAN is excellent as is the new functionality.

Just one (possibly silly!) question: In the Readme file it mentions there being a 6.4.0 version of the "No hydrophones on the surface" fix. Is this to be added later because I can't find it anywhere?

Thanks

TheDarkWraith
03-02-11, 12:09 AM
Just done a quick test run with 6.4.0 (test 7) and it's looking fantastic. The new SOAN is excellent as is the new functionality.

Just one (possibly silly!) question: In the Readme file it mentions there being a 6.4.0 version of the "No hydrophones on the surface" fix. Is this to be added later because I can't find it anywhere?

Thanks

Use v6.3.7 add-on mods as they're unchanged (the ones I didn't include that is). When I release v6.4.0 as a full release it will include all the add-on mods. These test versions are just that - for testing to ensure no major errors or bugs.

Meldric
03-02-11, 03:51 AM
Hi!

Question about the config-file:
I am using Stormys DBSM Sound-Mod and he has provided an enhanced version of the settings-file for "Multiple UIs with TDC". If I start using this, will the options migrater for the next release remove the settings for the sound mod or keep them?

Meldric

Zedi
03-02-11, 03:55 AM
//SECURE SILENT RUNNING

@TDW
I've been away for a few months and it's mind blowing to try to catch up on all the work you're doing to mod the game, really incredible work.

@Magnum
Love your ideas for the new rec manual and the final product TDW coded seems great.

Two suggestions: 1) Any chance of a red filter at night on the manual pages? This may be already in, haven't played SH5 enough.
2) Regarding the additional info, this is great stuff, will be nice to read on long patrols. For the warships it would be cool to have stuff in there like commissioning date, critical battles the ship was involved in if any, if it was sunk and under what circumstances, what happened to it at the end of the war, etc.

That's it for me, back under for a while

//RIG FOR SILENT RUNNING

I can make a extra redish interior page into the .dds, but implementing it depend on the coding part. Dunno if is possible to switch the image when the red light are turned on, or just apply a red filter ingame. Thats TDW's call.

I intend to add some heavy literature about every ship and any help would be appreciated as this is pretty time consuming. I already have my hands full with reworking the .sil for the whole fleet.

What is fantastic in SOAN now that we have a template, is that in the future anyone can skin it and add/change content to fit his personal taste. This is what I really love here just because I hate stuff that cannot be customized ... in time it gets boring. But if you can customize it, it will never gets old. :up:

stoianm
03-02-11, 03:58 AM
@Magnum... very interesting ideea to complete the soan with historical inf... i like a lot the ideea:up:
btw... are you tired today?:D

Gandalfi2005
03-02-11, 07:31 AM
How can activate or open the SOAN ? I didnt find it anywhere.
Is there an option i have to activate ? Help please ... :timeout:

stoianm
03-02-11, 07:43 AM
How can activate or open the SOAN ? I didnt find it anywhere.
Is there an option i have to activate ? Help please ... :timeout:

http://www.subsim.com/radioroom/showpost.php?p=1605002&postcount=6430

TheDarkWraith
03-02-11, 09:10 AM
How can activate or open the SOAN ? I didnt find it anywhere.
Is there an option i have to activate ? Help please ... :timeout:

You have to enable the charts first (chart icon in right side bar) then you can drag SOAN out from left side of screen.

TheDarkWraith
03-02-11, 09:19 AM
I can make a extra redish interior page into the .dds, but implementing it depend on the coding part. Dunno if is possible to switch the image when the red light are turned on, or just apply a red filter ingame. Thats TDW's call.

I intend to add some heavy literature about every ship and any help would be appreciated as this is pretty time consuming. I already have my hands full with reworking the .sil for the whole fleet.

What is fantastic in SOAN now that we have a template, is that in the future anyone can skin it and add/change content to fit his personal taste. This is what I really love here just because I hate stuff that cannot be customized ... in time it gets boring. But if you can customize it, it will never gets old. :up:

I'm trying to find an efficient way to recognize when the 'red light' is turned on. I can poll the scopes to see if their red light is on but that is very inefficient. Currently that is the only way I've found to do it. I would need a 'red light' mask for SOAN (cover and opened book) in a .dds in order to add it to SOAN.

I can either add a red mask to the image or swap out the images for a different .dds (I figured out a way to swap images for menu items some versions ago :D). Code wise it's easier to just turn on a red mask than to change every item's pointer to the .dds.

The heavy literature for every ship sounds great. I have other ideas for SOAN that I would like to see implemented. Some of those are:
- a critical section list like was done in SH3. The ship's image was colored in different colors for each compartment denoting what the compartment was and where to hit for a critical hit
- an ASW/weapons page that shows (by month/year) what ASW/weapons were onboard the unit

stoianm
03-02-11, 09:23 AM
- a critical section list like was done in SH3. The ship's image was colored in different colors for each compartment denoting what the compartment was and where to hit for a critical hit

sounds very cool... this wil be related by real in game... i mean if i place my torpedo in the most sensibil part of the ship i will have more chances to sunk the ship with less torpedoes?

Zedi
03-02-11, 09:43 AM
...

- a critical section list like was done in SH3. The ship's image was colored in different colors for each compartment denoting what the compartment was and where to hit for a critical hit
...

But... is this working in the game? I mean, there are hot spots on ships where if hit by torpedoes it will crack and blow in tinny pieces? I thought the crit hit depend by the the torpedo tunning, not by the ships hot spots.

After the sil is done, I will try to make a red mask for soan and fit it into a dds. For now, Im still working on sil files because I work each of them them manually.. very time consuming.

ASW/weapons means.. anti sub weapons, right?

TheDarkWraith
03-02-11, 09:47 AM
But... is this working in the game? I mean, there are hot spots on ships where if hit by torpedoes it will crack and blow in tinny pieces? I thought the crit hit depend by the the torpedo tunning, not by the ships hot spots.

After the sil is done, I will try to make a red mask for soan and fit it into a dds. For now, Im still working on sil files because I work each of them them manually.. very time consuming.

ASW/weapons means.. anti sub weapons, right?

yes, ASW mean anti sub weapons. Basically I was thinking of adding something like the additional info button that when clicked would list (and possibly show) each weapon onboard the vessel. We could limit the showing to those only in the current month/year.

Gandalfi2005
03-02-11, 12:04 PM
Thank you, you guys are great :DL

RibaR
03-02-11, 12:28 PM
TDW and Magnum what can I say... :yeah:

I haven't even tested the 6th ver. and I'm downloading the 7th.

I :salute: to you both.

The add. info in SOAN is great idea, especially if there will be info on ship's ASW!

Keep up the good work but don't forget to live!!!

ReallyDedPoet
03-02-11, 02:23 PM
Awesome mod :yep:
A must have for anyone playing SH5....

THE_MASK
03-02-11, 03:58 PM
A couple of little suggestions or maybe not so little re the compass .
Could we have it so that we can move it around with a curser and stay there on reload a save game .
Is there a way to have the compass expand but stay in resolution ?

TheDarkWraith
03-02-11, 04:10 PM
A couple of little suggestions or maybe not so little re the compass .
Could we have it so that we can move it around with a curser and stay there on reload a save game .
Is there a way to have the compass expand but stay in resolution ?

you can drag the compass now. Just above it you'll see the cursor change into 4 arrows. That means you can drag it. It's position is saved at game end and restored at game start.
The last one I'm not following you...expand but stay in resolution?

THE_MASK
03-02-11, 07:39 PM
Can i have this expanded dial in ths position
http://img848.imageshack.us/img848/6978/dial1.jpg (http://img848.imageshack.us/i/dial1.jpg/)
while having the regular size dial in the red circle position ?
http://img339.imageshack.us/img339/5470/dial2u.jpg (http://img339.imageshack.us/i/dial2u.jpg/)

TheDarkWraith
03-02-11, 07:51 PM
Would it be possible to have the large expanded dial offset to where the small dial is ?

Sorry, still not following what you're asking :06:

THE_MASK
03-02-11, 08:02 PM
edited my last post .

TheDarkWraith
03-02-11, 08:05 PM
edited my last post .

ah ok, I'll have to code in a user defined offset then. No problem.

etheberge
03-02-11, 10:41 PM
I can make a extra redish interior page into the .dds, but implementing it depend on the coding part. Dunno if is possible to switch the image when the red light are turned on, or just apply a red filter ingame. Thats TDW's call.

I intend to add some heavy literature about every ship and any help would be appreciated as this is pretty time consuming. I already have my hands full with reworking the .sil for the whole fleet.
:up:

I might be willing to help with the descriptions, I did something similar in my U-Boat emblem mod and it was kinda fun learning about the history of each boat. PM me if you want and we can discuss further.

I know what you mean about the .sil, did it once for OM/SH4 and it was a real pain in the balls. And I didn't even have to do all the ships...

Drewcifer
03-03-11, 01:14 AM
I've got a ZERO success rate with the harbor pilot automations so far in Kiel.

I've loaded it up now five times.. and every time leaving it gets me about 30 min game time into the canal and then just stops turning, and runs a ground.

stoianm
03-03-11, 01:20 AM
I've got a ZERO success rate with the harbor pilot automations so far in Kiel.

I've loaded it up now five times.. and every time leaving it gets me about 30 min game time into the canal and then just stops turning, and runs a ground.
works fine for me... do you use an higher tc?

Drewcifer
03-03-11, 01:35 AM
I was standing on the bridge at 32 tc when it just stopped turning.

stoianm
03-03-11, 01:40 AM
I was standing on the bridge at 32 tc when it just stopped turning.
did you changed speed? - did you hit ground at the exit from the kanal? - if yes it is a patch for that http://www.gamefront.com/files/17796895/Trevally-Harbour--Kiel-Canal-Pilot-patch.7z/

install anytime after the stand allone mod:up:

Drewcifer
03-03-11, 01:45 AM
I changed speed at the begining of the canal to avoid hitting a ship, however the boat turned into the canal under its own navigation and began a rather safe trip... then at some point in the canal it just stops turning and we run aground.

Zedi
03-03-11, 02:59 AM
I might be willing to help with the descriptions, I did something similar in my U-Boat emblem mod and it was kinda fun learning about the history of each boat. PM me if you want and we can discuss further.

I know what you mean about the .sil, did it once for OM/SH4 and it was a real pain in the balls. And I didn't even have to do all the ships...

Please hop in if you think you can help. Reworking every single sil manually took me very much time, maybe way too much. Here (http://www.zumodrive.com/share/aReZNjM0YT) is the reworked sil packed as a mod. I had to increase the height of every dds because I needed more space for the background drawing, so now the original sil dds have 512x320. To fit SOAN should have 375x234 px. In the small TDC manual it scales almost good, is a bit stretched horizontal, but is readable.

When I was testing SOAN found some kinda bug/problem that dunno how can be fixed. I dragged the book at the left side leaving only half of the page visible to see if I can have a good view at the scope and by mistake I clicked on X.. puff.. no more SOAN :| The book closed and was outside of the UI. Now I have to reset the draggables setting to have the book back. Also.. isn't this book still too big? On a 1024 resolution this will fill almost the whole screen.. and there are a lot of people playing at this resolution.

Anyway, next is to try making a red mask then go for the content part. So etheberge, if you wanna help with this lemme know, so we can avoid mistakes like booth working on the same ship info. Or you just go with the warships, Im on the merchant fleet.

Trevally.
03-03-11, 12:51 PM
I've got a ZERO success rate with the harbor pilot automations so far in Kiel.

I've loaded it up now five times.. and every time leaving it gets me about 30 min game time into the canal and then just stops turning, and runs a ground.

Sorry about this Drewcifer, I will test and try to find a fix.

Is this happening to anyone else:06:

Magic1111
03-03-11, 03:14 PM
Sorry about this Drewcifer, I will test and try to find a fix.

Is this happening to anyone else:06:

Yes, but only when Iīm beeing in NavMap view and higher than TC256 !

I drive through Kiel-Canal at the last 4times without any problems and with average TC64 (navmap view).

Best regards,
Magic

marleymen
03-03-11, 03:35 PM
Sorry about this Drewcifer, I will test and try to find a fix.

Is this happening to anyone else:06:

It happens to me always at the end of channel near to Brunsbüttel coming from Kiel.

Trevally.
03-03-11, 03:42 PM
It happens to me always at the end of channel near to Brunsbüttel coming from Kiel.

This was due to MO having a great mod that added the gates to
that end of the canal that was not there when I made the script:wah:

There is a patch to correct that http://www.gamefront.com/files/17796...ilot-patch.7z/ (http://www.gamefront.com/files/17796...ilot-patch.7z/)
This patch will update to miss the canals new gates:arrgh!:

Trevally.
03-03-11, 03:44 PM
Yes, but only when Iīm beeing in NavMap view and higher than TC256 !

I drive through Kiel-Canal at the last 4times without any problems and with average TC64 (navmap view).

Best regards,
Magic

Thanks Magic,

I think that any higher that 128 is risky:arrgh!:

Rongel
03-03-11, 03:47 PM
Sorry about this Drewcifer, I will test and try to find a fix.

Is this happening to anyone else:06:Same here, passing through Kiel canal has ended in catastrophe several times using TDW's 6.4.0 test number 4 and your harbour pilot. It has just stopped working, boat goes straight ahead and boom! Haven't tried the patch yet.

EDIT: Okay, once I was going at TC 256, maybe my own fault.

Trevally.
03-03-11, 03:50 PM
Same here, passing through Kiel canal has ended in catastrophe several times using TDW's 6.4.0 test number 4 and your harbour pilot. It has just stopped working, boat goes straight ahead and boom! Haven't tried the patch yet.

Thanks Rongel, I will get number 4 and test.

Did this happen at the new gate (Brunsbüttel )or just anywhere in the canal:06:

Edit: just saw your edit:)

Drewcifer
03-03-11, 04:10 PM
Strange... is there perhaps a connection to me still being on the bridge in TC? hmm I'm going to fire up the game and run thru the canal in nav map and I'll report back to you.

Trevally.
03-03-11, 05:16 PM
Strange... is there perhaps a connection to me still being on the bridge in TC? hmm I'm going to fire up the game and run thru the canal in nav map and I'll report back to you.

Just tried the canal on the bridge at tc32 with no issues:hmmm:

For best results with this mod, got to map and reduce speed to
about 7knots and set TC to 64 after you enter the canal.
This low speed will give ships time to get out of your path and reduces
any effect from weather that may cause a heading drift with long waypoints.
I think this drift effect only happens when TC is 32 or under.

Captain Can
03-03-11, 08:12 PM
TDW may sound off topic but as you are familiar with game folders ,

is it possible to make gramaphone's and radio's volume up by editing something from a folder ? although i maxed it from options menu i am not satisfied and i want to hear it louder.

TheDarkWraith
03-03-11, 08:21 PM
TDW may sound off topic but as you are familiar with game folders ,

is it possible to make gramaphone's and radio's volume up by editing something from a folder ? although i maxed it from options menu i am not satisfied and i want to hear it louder.

I'd have to look into it as never done it before.

Test version 8 of v6.4.0 released. See post #1 for details :|\\

THE_MASK
03-03-11, 08:35 PM
My navigator stuffed up . Luckily for him i took over and found my way to Bergen in light fog .

http://img9.imageshack.us/img9/8463/navqi.jpg (http://img9.imageshack.us/i/navqi.jpg/)

Drewcifer
03-03-11, 08:38 PM
Thats exactly what I'm affraid of! I have no idea how to locate my own boat without the navigator, and if he is telling me we are parked in land i'm boned.

stoianm
03-03-11, 08:38 PM
Thats exactly what I'm affraid of! I have no idea how to locate my own boat without the navigator, and if he is telling me we are parked in land i'm boned.:haha:

TheDarkWraith
03-03-11, 08:40 PM
My navigator stuffed up . Luckily for him i took over and found my way to Bergen in light fog .

That is just awesome :rock: The navigator is only human.....er AI...and can make mistakes also :D

stoianm
03-03-11, 08:42 PM
That is just awesome :rock: The navigator is only human.....er AI...and can make mistakes also :D
the game become so immersive that i think that one day we will be able to really controll an uboat:DL

Drewcifer
03-03-11, 08:43 PM
TDW may sound off topic but as you are familiar with game folders ,

is it possible to make gramaphone's and radio's volume up by editing something from a folder ? although i maxed it from options menu i am not satisfied and i want to hear it louder.

I actually would like to see something done with this like the engine noises.. The gramphone and radio should be loud right by the radio man/captains bed, but as you move further away it should fade.

Thats just my vision on it though.

THE_MASK
03-03-11, 09:17 PM
I actually would like to see something done with this like the engine noises.. The gramphone and radio should be loud right by the radio man/captains bed, but as you move further away it should fade.

Thats just my vision on it though. It does fade , It might be realistic sound travel option in game sound options .

Drewcifer
03-03-11, 09:20 PM
If it does its not enough, lol.

I don't want to be able to hear anything clearly when I'm standing on the bridge waves smashing into the bow and wind howling in my ear.

I suppose it probably does fade, but not enough then for my tastes, like the engines, I can't hear them unless I'm in the engine room, or the door is open. Or ahead flank of course.

Silent Steel
03-04-11, 11:22 AM
I'm currently running the latest Multiple UIs 6.4.0. Test 8 and today I noticed the scales in my scopes were gone. In the attack as well as the obs... Both magnifications. No other mods.
One thing that might be of interest is that the very moment I enter the scope I see the scales for a fraction of a second. Then they are gone and nowhere to find.

ATTACK

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3739

OBS


http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3745

Another funny thing I've been wondering about is why the radar antenna won't lower when turning off the radar. Just goes on spinning around and around all the time.
Even if my boat isn't equipped with a radar the antenna is still up there spinning.
These pics are taken without any other mods.
In stock the antenna lowers alright.

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3744

Anyone got an idea what to do about this?
Any help much appreciated. :yep:

//

mobucks
03-04-11, 12:19 PM
Looks like you wanted to show some pics SS but i dont see any.


In stock the antenna lowers alright.



really?

Church SUBSIM
03-04-11, 01:35 PM
Running 6.4.0 test 8 ...

When I click on the charts icon in the upper right, I am unable to see the little tab for the SOAN on the left side. Has this changed? It's still enabled or is there something I need to alter in the PlayerOptions.py?

Thanks,
Church

Zedi
03-04-11, 01:39 PM
After a few day tryout, my opinion is this: TDW is a brilliant developer who is interested in breaking new frontiers, but none will secure these frontiers. He is just keep pushing things without looking back. The community is just about: "can you add this and that plz?!" and when is done, none take the responsibility to develop things.

Trevally jumped in and done some very nice tutorials but thats it.. nobody else helped him out. Now.. making mods is fun, but not that much. I asked help on extending the last campaign but on release the topic got sunk like a lame Liberty ship. Also requested help on SOAN, still .... people come here just to complain and ask TDW new features. Maybe is time to realize that the moders are only fans, not developers.

TheDarkWraith
03-04-11, 01:48 PM
Running 6.4.0 test 8 ...

When I click on the charts icon in the upper right, I am unable to see the little tab for the SOAN on the left side. Has this changed? It's still enabled or is there something I need to alter in the PlayerOptions.py?

Thanks,
Church

you need to reset SOAN's draggable position. Delete the file \Silent Hunter 5\Pagelayout_Draggables.TDW

There is an option in the option file that controls SOAN's visibility:

############################################ SOAN ################################################## ##
# is SOAN visible in game?
# change below to either True or False
SOANEnabled = True

so check that is enabled also :up:

TheDarkWraith
03-04-11, 01:49 PM
After a few day tryout, my opinion is this: TDW is a brilliant developer who is interested in breaking new frontiers, but none will secure these frontiers. He is just keep pushing things without looking back. The community is just about: "can you add this and that plz?!" and when is done, none take the responsibility to develop things.

I provide you all the means and the tools. What everyone does with those tools and means is up to you all :up: I've made some tutorials and automation scripts for Automation.

Zedi
03-04-11, 02:09 PM
I provide you all the means and the tools. What everyone does with those tools and means is up to you all :up: I've made some tutorials and automation scripts for Automation.

Thats bothers me. People come an go, mods stay. At the end of the day is.. TDW UI is a must have. But none give a damn to develop the mod & to improve it. Is all about "you great modders plz make me feel good".

TheDarkWraith
03-04-11, 02:23 PM
Thats bothers me. People come an go, mods stay. At the end of the day is.. TDW UI is a must have. But none give a fuk to develop the mod & to improve it. Is all about "you great modders plz make me feel good".

unfortunately most people don't want to take the time to invest into modding a game. They either don't have the time to, don't have the knowledge, or feel intimidated by the thought. I'm a thrill seeker and adventurer and love being challenged and thus modding/developing is a perfect hobby for me.

Church SUBSIM
03-04-11, 03:04 PM
After a few day tryout, my opinion is this: TDW is a brilliant developer who is interested in breaking new frontiers, but none will secure these frontiers. He is just keep pushing things without looking back. The community is just about: "can you add this and that plz?!" and when is done, none take the responsibility to develop things.

Trevally jumped in and done some very nice tutorials but thats it.. nobody else helped him out. Now.. making mods is fun, but not that much. I asked help on extending the last campaign but on release the topic got sunk like a lame Liberty ship. Also requested help on SOAN, still .... people come here just to complain and ask TDW new features. Maybe is time to realize that the moders are only fans, not developers.

you need to reset SOAN's draggable position. Delete the file \Silent Hunter 5\Pagelayout_Draggables.TDW

There is an option in the option file that controls SOAN's visibility:

############################################ SOAN ################################################## ##
# is SOAN visible in game?
# change below to either True or False
SOANEnabled = True

so check that is enabled also :up:

Thanks TDW!

Magic1111
03-04-11, 04:00 PM
Thanks TDW!

Many thanks for all work from me too !!! :woot:

THE_MASK
03-04-11, 09:26 PM
When i send a message such as report my postion , i get a voice which says " radio message recieved'' . It should say ''radio message sent'' .

There is no voice when a radio message is recieved .

http://img7.imageshack.us/img7/1355/radiomessages.jpg (http://img7.imageshack.us/i/radiomessages.jpg/)

Stormfly
03-04-11, 11:37 PM
When i send a message such as report my postion , i get a voice which says " radio message recieved'' . It should say ''radio message sent'' .

There is no voice when a radio message is recieved .



...it may be that your missing a soundmod ? :D

iam not shure if vanilla plays a radio message sending sample, but for shure using the vanilla radio comminication script (is there one ?) leads also to a problem that BDU is answering "on the fly", so maybe in your case it plays only the "radio message received'' sample.

preventing against such unrealistic and stupid casual game behavior :know::D, i would recommend installing MCCD, and maybe additional a soundmod which make it even more enjoyable :smug:

Silent Steel
03-05-11, 01:50 AM
Looks like you wanted to show some pics SS but i dont see any.



really?

Well, I see 'em here anyway

Obelix
03-05-11, 01:52 AM
Hi TheDarlWraith
Here (http://www.sukhoi.ru/forum/attachment.php?attachmentid=128188&d=1299307749) is rus translate for 8-th test version 6.4.0

Silent Steel
03-05-11, 02:19 AM
After a few day tryout, my opinion is this: TDW is a brilliant developer who is interested in breaking new frontiers, but none will secure these frontiers. He is just keep pushing things without looking back. The community is just about: "can you add this and that plz?!" and when is done, none take the responsibility to develop things.

Trevally jumped in and done some very nice tutorials but thats it.. nobody else helped him out. Now.. making mods is fun, but not that much. I asked help on extending the last campaign but on release the topic got sunk like a lame Liberty ship. Also requested help on SOAN, still .... people come here just to complain and ask TDW new features. Maybe is time to realize that the moders are only fans, not developers.


It's sad to read this but nevertheless too true, I think.
I try to express my gratitude as often as I can but I'm aware of my limited knowledge about modding to be of any assistance and only wish I could do more.
I regret this and I do really hope not any of you all modders think I'm ungrateful and don't realize how much hard work modding entails.

At least I'm a big fan of TDW and his unselfish, dedicated work!
(Not to mention all the other modders around here)

I'm stunned by the pace of the progress and the quality of the unlimited knowlege we all benefit from.

Wish I could do more than just say "thanks" to express my gratitude. :cry:


//

THE_MASK
03-05-11, 02:24 AM
Feedback on mods is the most important thing if you cannot mod :yep:

Silent Steel
03-05-11, 03:41 AM
Any help much appreciated. :yep:

//

Could anyone please confirm that the picture show in my post 6634 above?
So far I got one reply saying they don't show... :hmmm:

//

WillyVic
03-05-11, 03:44 AM
I do not see any pics, only bold title.

WV

Silent Steel
03-05-11, 04:13 AM
I do not see any pics, only bold title.

WV

Thanks Willy :up:

Strange that I see them. Let's see if I can find a solution to that.

//

EDITED:

Please help.
Can someone see my pics above in post 6634 now? At least I can see them.

Gandalfi2005
03-05-11, 04:43 AM
I have tested the new build.

Maybe there is an issue .... when my cursor get over the compass bar down left , sometimes there is a course change without clicking the mouse.

No other issue found currently ....

Greetings and thanks for your great work.

harag
03-05-11, 04:44 AM
I'm currently running the latest Multiple UIs 6.4.0. Test 8 and today I noticed the scales in my scopes were gone. In the attack as well as the obs... Both magnifications. No other mods.
One thing that might be of interest is that the very moment I enter the scope I see the scales for a fraction of a second. Then they are gone and nowhere to find.

ATTACK

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3739

OBS

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3740

Another funny thing I've been wondering about is why the radar antenna won't lower when turning off the radar. Just goes on spinning around and around all the time.
Even if my boat isn't equipped with a radar the antenna is still up there spinning.
These pics are taken without any other mods.
In stock the antenna lowers alright.

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3741

Anyone got an idea what to do about this?
Any help much appreciated. :yep:

//

Nope, no pictures shown for me...

Obelix
03-05-11, 04:45 AM
Could anyone please confirm that the picture show in my post 6634 above?
So far I got one reply saying they don't show... :hmmm:

//
There (http://www.subsim.com/radioroom/showpost.php?p=1612116&postcount=6634) should be a photo? Do I understand correctly? If so, then there really is no photo, I do not see them.

Obelix
03-05-11, 04:48 AM
After a few day tryout, my opinion is this: TDW is a brilliant developer who is interested in breaking new frontiers, but none will secure these frontiers. He is just keep pushing things without looking back. The community is just about: "can you add this and that plz?!" and when is done, none take the responsibility to develop things.

Trevally jumped in and done some very nice tutorials but thats it.. nobody else helped him out. Now.. making mods is fun, but not that much. I asked help on extending the last campaign but on release the topic got sunk like a lame Liberty ship. Also requested help on SOAN, still .... people come here just to complain and ask TDW new features. Maybe is time to realize that the moders are only fans, not developers.
Forced to accept all that way. TheDarkWraith a great programmer, the DOE we only ask it to make and to add something, as a result often turns out not good. Unfortunately my poor knowledge of English can not fully participate in discussions about what is needed and what is unnecessary in the game.

Silent Steel
03-05-11, 04:51 AM
Please help.

Can someone see my pics above in post 6634 now? At least I can see them.
Changed format to .png and size (width 800x356, res. 72)
If they don't show I find it funny that I can load them up... :o

Anyway, what I mean is:
In both the obs and the attack scope I can't see scales that you use to determine the distance to a target. There should be one on the left side, right?
I just get a glimpse for less that a second the moment I come into the scope.

Secondly:
The radar antenna.
When standing on deck the antenna is up and rotating no matter what I do. If I switch the radar off makes no difference, it just stays up rotating.
Plus this - even if 'my boat doesn't have a radar is the antenna up and rotating

In stock the antenna is down if the radar isn't used or the boat isn't equipped with a radar.

Is it possible to load up pics to my album and then they are not possible to use in the forum?


// :hmmm:

Zedi
03-05-11, 05:04 AM
No. Make sure ur album is not set on private, or else none except you will see it.

TDW, the .ait can be formated? I mean with stuff like "bold, italic, font size and color"?

Silent Steel
03-05-11, 05:11 AM
No. Make sure ur album is not set on private, or else none except you will see it.

TDW, the .ait can be formated? I mean with stuff like "bold, italic, font size and color"?

Thanks Magnum

Silly me :oops:
Accidently I must have changed this ...
Now I've changed this. Did it help?
//

Trevally.
03-05-11, 05:14 AM
Yes and we can now see your sig:yeah:

The scopes are manos scopes, so no scales unless you use RAOBF.

Jester_UK
03-05-11, 05:48 AM
I have tested the new build.

Maybe there is an issue .... when my cursor get over the compass bar down left , sometimes there is a course change without clicking the mouse.

No other issue found currently ....

Greetings and thanks for your great work.


I've had the same thing.

THE_MASK
03-05-11, 06:05 AM
I've had the same thing. I noticed that as well .

Silent Steel
03-05-11, 07:47 AM
Yes and we can now see your sig:yeah:

The scopes are manos scopes, so no scales unless you use RAOBF.

Thanks Trevally

I better go activate the RAOBF. :up:

/

TheDarkWraith
03-05-11, 08:17 AM
Secondly:
The radar antenna.
When standing on deck the antenna is up and rotating no matter what I do. If I switch the radar off makes no difference, it just stays up rotating.
Plus this - even if 'my boat doesn't have a radar is the antenna up and rotating

In stock the antenna is down if the radar isn't used or the boat isn't equipped with a radar.

that's not a radar antenna. That's the DF (direction finder) loop. It is supposed to be up and rotating when surfaced. It'll lower itself after you submerge some (I believe around 12m).

TheDarkWraith
03-05-11, 08:19 AM
I have tested the new build.

Maybe there is an issue .... when my cursor get over the compass bar down left , sometimes there is a course change without clicking the mouse.

No other issue found currently ....

Greetings and thanks for your great work.

Can't say I've noticed this but I can see how this could possibly happen. If the course change does happen, it's probably a very small value that the course is changed to? :06: I'll look into the TDWMouse.dll and see if something can be done to mitigate that.

EDIT:

ok, figured out why this is happening to some of you. Basically I wasn't clearing some values when the mousewheel events were enabled. It has been fixed and will be available in test version 9.

Bilge_Rat
03-05-11, 11:39 AM
I tried test version 8, but noticed the scope offset feature no longer worked.

TheDarkWraith
03-05-11, 12:00 PM
I tried test version 8, but noticed the scope offset feature no longer worked.

How did you try to 'change' the values? Keyboard? Keyboard is a no go now, mousewheel is the answer! :yep:

Bilge_Rat
03-05-11, 12:02 PM
How did you try to 'change' the values? Keyboard? Keyboard is a no go now, mousewheel is the answer! :yep:

thanks, will try again.


tried it, it is cool with the mousewheel. :up:

Church SUBSIM
03-05-11, 01:51 PM
Maybe there is an issue .... when my cursor get over the compass bar down left , sometimes there is a course change without clicking the mouse.


I have experienced this as well, and I am almost sure it's not when the mouse is over the compass or the degree bar that is at the bottom. (I was looking through the SOAN the last time I noticed it happen) I'll keep looking out for it. It only changes the course by 10 to 15 degrees.

TheDarkWraith
03-05-11, 01:57 PM
I have experienced this as well, and I am almost sure it's not when the mouse is over the compass or the degree bar that is at the bottom. (I was looking through the SOAN the last time I noticed it happen) I'll keep looking out for it. It only changes the course by 10 to 15 degrees.

I've fixed the problem and it will be available in next test version.

7Infanterie19
03-05-11, 03:28 PM
@TDW

FYI: Just loaded Test 8 and found problems with the speed and depth guages on the lower left. The triangle under the commanded speed doesn't move, regardless of what speed is requested. The depth number and speed number do not change after a depth or speed change request, despite the boat changing depth or speed, which I can see in the guages while sitting in the conning tower. Flipping out of map or con screens, etc., seems to change those numbers sometimes, but they aren't accurate, regardless. Reloaded Test 7 and things are back to normal, so it's definitely something related to Test 8.

As a side note, I have noticed that the time it takes to load a save from the initial menu takes longer since Test 6. Reloading a save, though, is as fast as normal.


What do you think of the idea of having the fuel/batteries guage change automatically to reflect when you are surfaced (fuel guage selected) or submerged (battery guage selected)? Can that be done within this mod or is that possible and better suited to an automated task?

Cheers!

7Infanterie19
03-05-11, 04:13 PM
After a few day tryout, my opinion is this: TDW is a brilliant developer who is interested in breaking new frontiers, but none will secure these frontiers. He is just keep pushing things without looking back. The community is just about: "can you add this and that plz?!" and when is done, none take the responsibility to develop things.

Trevally jumped in and done some very nice tutorials but thats it.. nobody else helped him out. Now.. making mods is fun, but not that much. I asked help on extending the last campaign but on release the topic got sunk like a lame Liberty ship. Also requested help on SOAN, still .... people come here just to complain and ask TDW new features. Maybe is time to realize that the moders are only fans, not developers.

Magnum, I just wanted to take a moment to tell you that you have a lot of people who support you on this thought, whether it relates to SH or in another completely different game that uses mods. It reminds me of a childhood story entitled "The Little Red Hen" (you can google it). Stuff like this is just going to happen whether we like it or not (unfortunately!).

I believe the key is to ignore the parasites (the "gimme gimme gimme" and complaining crowd), so they don't bring you down, and just remember that you are also sharing your joy with those who appreciate what modders do, and believe me, there are A LOT of us who appreciate them (and you!!).

As for requests, in a mod such as this one, there's an unwritten invitation to make requests and so, people are going to ask for them, some reasonable and doable, some not. As long as respect for the modder is shown, that should be fine.

As for helping, there are people (like me) who would like to help, but don't often have enough time or energy to do so. To tell you the truth, when I read your other post where you said "Please hop in if you think you can help", I thought "I wonder if I can help this guy out?", but then reality kicked in and I realized that I'm not in a position to help you properly at the moment, despite any altruistic intent, so I didn't say anything. A lot has to do with timing. At the very least, we help out through play-testing and the occasional feedback.

And as for your Erkennungshandbuch, I really like it. You did a nice job! I hope you keep doing what you're doing!:salute:

TDW - sorry to go off track here. I hope you understand.

d3vnu11
03-05-11, 06:21 PM
Hey is anyone running a git repository for their mods ?
Regards,
Kev

Drewcifer
03-05-11, 10:52 PM
Currently running test 8, and I notice when you first goto the attack scope it has a difference set of grids on the glass, once you zoom in and back out however it changes and stays that way until you leave the scope and come back.

I'm not sure if thats an issue, or some left over scope from previous mods, or something else, it doesn't effect the game in anyway so its not a huge concern, but just thought i'd bring it to your attention. :salute:

Zedi
03-06-11, 04:03 AM
@7Infanterie19
I dont wanna talk about it anymore, my post was made as a result of the high level of frustration when I saw how much work it required in developing nor polishing mods. In general, people just come here and ask for new features almost every day, but less are interested in actually helping to develop mods even when they are asked so. Was not intended to hurt anybody, just had to vent my boilers, sorry.

/end_offtopic

Bilge_Rat
03-06-11, 08:57 AM
I was tracking a ship and was happy to see I spotted her before my "eagle eye" watch officer. In fact, he kept calling out "no visual contact" until it was close enough to be tracked by the XO, around 5,000 meters. This was in 15 meter winds, no fog, 6 in the morning.

http://img52.imageshack.us/img52/6417/visualsighting0001.jpg
By captain_joch (http://profile.imageshack.us/user/captain_joch) at 2011-03-06

now, if only there was a way for him to not give us the exact range, maybe just bearing or an approximate range (i.e. short, medium, long range?). :D

TheDarkWraith
03-06-11, 08:58 AM
now, if only there was a way for him to not gie us the exact range, maybe just bearing or an approximate range (i.e. short, medium, long range?). :D

You get bearing info from the contact spotted info in the maps.

Bilge_Rat
03-06-11, 09:00 AM
@7Infanterie19
I dont wanna talk about it anymore, my post was made as a result of the high level of frustration when I saw how much work it required in developing nor polishing mods. In general, people just come here and ask for new features almost every day, but less are interested in actually helping to develop mods even when they are asked so. Was not intended to hurt anybody, just had to vent my boilers, sorry.

/end_offtopic

Just one last comment on this. There are also some here who would like to help, but unfortunately don't have the skills. I would love to mod the early war torpedoes (39-42) to be more realistic, but I can't even figure out how to operate the Goblin Editor. :oops:

Bilge_Rat
03-06-11, 09:04 AM
You get bearing info from the contact spotted info in the maps.

what I meant is that if I ask the WO for nearest visual contact, he will give me the exact range, say "4900 meters". I would rather if he just tells me, there is a ship at say "bearing 270", and let me figure out the range on my own.

TheDarkWraith
03-06-11, 09:05 AM
what I meant is that if I ask the WO for nearest visual contact, he will give me the exact range, say "4900 meters". I would rather if he just tells me, there is a ship at say "bearing 270", and let me figure out the range on my own.

we can't do that yet (involves changing game code)

mobucks
03-06-11, 09:46 AM
Someone made a 110% difficulty mod for your UIs that worked one or 2 versions ago that did what BildgeRat is describing.

Bilge_Rat
03-06-11, 01:15 PM
we can't do that yet (involves changing game code)


the sighting with no range exists in SH4:

http://img200.imageshack.us/img200/9712/visualsighting0002.jpg


which leads me to believe the order may still be buried in the sh5 code, since from what I understand a lot of the old sh3 and sh4 code is still in sh5.

Is'nt the current "nearest visual contact" order a leftover of the sh3 code? I have not played sh3 for a long time, but I think that's how it worked.

THE_MASK
03-06-11, 03:33 PM
Installed the test V8 . Pretty sure i wasnt getting any smoke on the horizon messages . Can anyone else confirm this .

Bilge_Rat
03-06-11, 03:54 PM
Installed the test V8 . Pretty sure i wasnt getting any smoke on the horizon messages . Can anyone else confirm this .

Yes, i noticed the same thing.

THE_MASK
03-07-11, 01:39 AM
[REQ] health bars for crew members .
Just looked at the GraphHitPointsAll.dat for ships .
Looks way too complicated .

stoianm
03-07-11, 05:28 AM
Installed the test V8 . Pretty sure i wasnt getting any smoke on the horizon messages . Can anyone else confirm this .
i have test8 installed also and i am in total germany...and i had the smoke on the horizon message

here is the picture

http://i1124.photobucket.com/albums/l568/stoianm/smoke.jpg

i started a new campaign btw... maybe is from there:hmmm:... you playied an old campaign?

Magic1111
03-07-11, 04:59 PM
Has anybody notice that:

http://img820.imageshack.us/img820/7813/sh5img20110307224444.jpg (http://img820.imageshack.us/i/sh5img20110307224444.jpg/)

I use test version 8 and I canīt get the Obs-Scope higher than on the screen-shot ! It means, I canīt get the obs-scope over the water, I press every button, but the obs-scope will not raise over the water (Iīm on periscope-depth)? Any suggestions ?

Best regards,
Magic

TheBeast
03-07-11, 05:37 PM
Has anybody notice that:

I use test version 8 and I canīt get the Obs-Scope higher than on the screen-shot ! It means, I canīt get the obs-scope over the water, I press every button, but the obs-scope will not raise over the water (Iīm on periscope-depth)? Any suggestions ?

The Observation Perisope does not raise as high as Attack Periscope. I think you need to be at 11 or 12 meters to use Obs Scope. From blueprints I have read this is correct.

The Obs Scope is used when patroling and when trying to avoid depth charges because of the verticle view angle.

ustahl
03-07-11, 05:49 PM
@Magic1111:salute:

Your periscope depth is too deep (14m).

Magic1111
03-08-11, 03:07 AM
The Observation Perisope does not raise as high as Attack Periscope. I think you need to be at 11 or 12 meters to use Obs Scope. From blueprints I have read this is correct.

The Obs Scope is used when patroling and when trying to avoid depth charges because of the verticle view angle.

@Magic1111:salute:

Your periscope depth is too deep (14m).

Hi Folks !

Thanks for replies ! And yes, my periscope depth was set in the cfg. file too deep ! Iīve set higher and the problem was solved !:yeah:

Sorry for my question....,:oops:

Best regards,
Magic

Silent Steel
03-08-11, 05:31 AM
Hi Folks !

Thanks for replies ! And yes, my periscope depth was set in the cfg. file too deep ! Iīve set higher and the problem was solved !:yeah:

Sorry for my question....,:oops:

Best regards,
Magic


Which .cfg are you referring to?
I'm having the same issue. :nope:

//

stoianm
03-08-11, 05:55 AM
Which .cfg are you referring to?
I'm having the same issue. :nope:

//
read here:

http://www.subsim.com/radioroom/showpost.php?p=1612823&postcount=2

regards

Magic1111
03-08-11, 07:32 AM
Which .cfg are you referring to?
I'm having the same issue. :nope:

//

read here:

http://www.subsim.com/radioroom/showpost.php?p=1612823&postcount=2

regards

Yes, itīs the "NSS_Uboatxx.cfg" (xx stand for your current use sub type) in the data\Submarine folder !

Bilge_Rat
03-08-11, 09:04 AM
Thanks for replies ! And yes, my periscope depth was set in the cfg. file too deep ! Iīve set higher and the problem was solved!



In stock, both the obs and attack scope work at periscope depth which is why you only have one periscope icon on the depth controls.

TDW changed it in his mod so the heights are different, which is apparently the way it was in RL and also why his mod has two(2) periscope icons on the depth controls.

The attack scope works at "periscope depth". The obs scope works at "snorkel depth". The bottom scope icon is the correct depth for the "attack scope" and the top scope icon is the correct depth for the "obs scope".


http://img713.imageshack.us/img713/6910/periscope0001.jpg (http://img713.imageshack.us/i/periscope0001.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

Silent Steel
03-08-11, 10:03 AM
Terrific, thanks a lot Stoianm and Bilge Rat und dazu vielen Dank zu Dir Magic.:up:



//

Tord Hoppe
03-08-11, 10:34 AM
Iīve just started with SHV and have enabled the Magnum Opus mod-collection.
1. Are there any recommended mods to use with MO? I know itīs most likely a very difficult question to answer since it is largely a matter of personal taste. I also realize that itīs slightly OT in this thread. :arrgh!:

2. When I first looked at the Multiple UI mod it also contained a number of optional mods that were largely for setting how/if map contacts should be displayed etc. Are they somehow incorporated into the MO collection, if not can I simply enable them one at a time after first enabling MO?

stoianm
03-08-11, 10:39 AM
Iīve just started with SHV and have enabled the Magnum Opus mod-collection.
1. Are there any recommended mods to use with MO? I know itīs most likely a very difficult question to answer since it is largely a matter of personal taste. I also realize that itīs slightly OT in this thread. :arrgh!:

2. When I first looked at the Multiple UI mod it also contained a number of optional mods that were larege for setting how/if map contacts should be displayed etc. Are they somehow incorporated into the MO collection, if not can I simply enable them one at a time after first enabling MO?

I will sugest you to use after MO the new version of IRAI, the FIX v.13, and of cource the new version of this mod... you can enable the optional mods founded in multiple ui mod - one at tine after MO like you already supoused

cheers

Antiacus
03-08-11, 02:03 PM
I had a heck of a time getting RAOBF wheel to work with this. Either the scope would revert back to stock, or the "wheel" part of the gizmo would not spin for me.

I ended up trying quite a few combinations and finally got things working by uninstalling sh5 and all mods, reinstalling with only MO (stock 1x - 4x scope appeared). Manually installed the mano's scopes mod on top of MO and got that part working.

As for the wheel, it initially worked in a historical mod so i got excited and started my long awaited campaign. No worky. Rats :)

So i sat there and fiddled with it in the harbor and finally got it to work by clicking on the "manual input" button on the TDC. Voila! The funny thing is that it now works whether on or off, i just had to "kick start" it by clicking the button.

I initially had ERM & toniloCoyote's "real dimensions" installed but now i just use "soan" and haven't had the nerve to installed real dimensions since fouling up my last install of the game. So now i just have MO (patched) and Mano's scopes.

Hope this helps others!

Antiacus

TheDarkWraith
03-08-11, 06:13 PM
@TDW

FYI: Just loaded Test 8 and found problems with the speed and depth guages on the lower left. The triangle under the commanded speed doesn't move, regardless of what speed is requested. The depth number and speed number do not change after a depth or speed change request, despite the boat changing depth or speed, which I can see in the guages while sitting in the conning tower. Flipping out of map or con screens, etc., seems to change those numbers sometimes, but they aren't accurate, regardless. Reloaded Test 7 and things are back to normal, so it's definitely something related to Test 8.

Just fired up test version 8 and I can't duplicate the problems you mentioned. Sounds like you have a corrupt install somehow. I click on speed and depth and they respond.

TheDarkWraith
03-08-11, 06:23 PM
Currently running test 8, and I notice when you first goto the attack scope it has a difference set of grids on the glass, once you zoom in and back out however it changes and stays that way until you leave the scope and come back.

I'm not sure if thats an issue, or some left over scope from previous mods, or something else, it doesn't effect the game in anyway so its not a huge concern, but just thought i'd bring it to your attention. :salute:

Can't reproduce this either. When I first go to the attack scope the grids are there (at low zoom). When I zoom in the grids disappear (result of mano's scope mod). When I zoom out the grids reappear. I leave the attack scope station. I re-enter the attack scope station and everything is working as previously described.

TheDarkWraith
03-08-11, 06:27 PM
I had a heck of a time getting RAOBF wheel to work with this. Either the scope would revert back to stock, or the "wheel" part of the gizmo would not spin for me.

I ended up trying quite a few combinations and finally got things working by uninstalling sh5 and all mods, reinstalling with only MO (stock 1x - 4x scope appeared). Manually installed the mano's scopes mod on top of MO and got that part working.

As for the wheel, it initially worked in a historical mod so i got excited and started my long awaited campaign. No worky. Rats :)

So i sat there and fiddled with it in the harbor and finally got it to work by clicking on the "manual input" button on the TDC. Voila! The funny thing is that it now works whether on or off, i just had to "kick start" it by clicking the button.

currently the RAOBF cannot be rotated unless:
- you have TDC turned on
- you have manual input enabled

TheDarkWraith
03-08-11, 08:42 PM
Test version 9 of v6.4.0 released. See post #1 for details :|\\

@ Trevally and Magnum: see \data\Sea\NLL\NLL.ait for changes to the additional info text of the ships

Obelix
03-08-11, 08:58 PM
Test version 9 of v6.4.0 released. See post #1 for details :|\\

@ Trevally and Magnum: see \data\Sea\NLL\NLL.ait for changes to the additional info text of the ships
TheDarkWraith, you kidding?! I've just released version of the map for the eighth test version:damn: :haha::har:

stoianm
03-08-11, 08:59 PM
thanks... going to test
@TDW... in each test version untill now when i order an cource all the time the uboat is headin 1 degree less... for example if i order heading 15 degrees... he will point at the 14 degrees

EDIT: here i ordered 008 degrees and he is at 007 - you think that this can be fixed?

http://i1124.photobucket.com/albums/l568/stoianm/heading.jpg

Jester_UK
03-08-11, 09:03 PM
Thanks for the new test version TDW.

I was just going to report a couple of small things I've noticed with the previous test version(V8):

Destroyed marks: Twice I have come across unescorted four ship convoys and sunk them all. In both cases only three destroyed marks were entered on the map. Don't know if this is will help but in both cases I sank two of the ships in very quick succession (ie within less than five minutes).

Also I just sank an Armed Merchant Cruiser and no destroyed mark was generated at all (checked the entire map to be sure).

Second point also relates to Armed Merchant Cruisers. I have noticed that they are not recorded as such in the ships log (seems they report as being of the previous type of ship you've sunk. Tonight I sank one after sinking a Liberty ship and the AMC was recorded as such. On a previous occassion I sank one after previously singing a Hog Island Steamer and the same thing occurred - AMC redorced as the Hog Island). Ship types sunk and tonnage are reported properly in the vanilla captains log.

Finally the ships log will often not only record the ship you've just sunk but will re-report all teh ships sunk so far on that patrol (or at least those sunk during that particular gaming session.... Could this be related to the AMC's being recorded as the previous types sunk?)

Not major issues by any means. Just thought I'd let you know.

Obelix
03-08-11, 09:07 PM
Test version 9 of v6.4.0 released. See post #1 for details :|\\

I can only hope that the files Page navigation map.ini and Page navigation map.py remained unchanged;)

TheDarkWraith
03-08-11, 09:10 PM
I can only hope that the files Page navigation map.ini and Page navigation map.py remained unchanged;)

unchanged :up:

Obelix
03-08-11, 09:12 PM
unchanged :up:
Phew! Thank you.:yeah:

Church SUBSIM
03-09-11, 03:12 AM
Prior to installing the new test (v9) I ran JSGME and uninstalled all the mods. I ran your Migration tool and selected my settings from v8 to v9. Ran smoothly.

Installed all the mods and launched the game. Encountered and sunk 2 ships.
Neither of them produced a sinking icon nor am I able to produce a SM on the nav map.

I don't think it's so much an issue with the new test as much as perhaps something didn't go well with the migration. (I did check the options .py prior to installing the mod and it seems it converted the Captain's Name and u-boat number correctly. Once I saw that I assumed all went well. I have a feeling it did but given there were some changes to the destroyed icon something may have been overwritten.)

Reinstalling the mod without migration and will test it out and follow up.

===============

Follow up ...

It seems that was the issue. SM and Destroyed Icons are now visible once again.

Magic1111
03-09-11, 03:23 AM
I ran your Migration tool and selected my settings from v8 to v9.


I do this ONLY via "WinMerge", look here: http://winmerge.org/?lang=en

This tool allow me to check and comprehend the changes by myself, it means, I load me the new file option.py in the left window site of WinMerge, and on the right side my current option.py file. Now all new entries from the left file I copy via WinMerge to my current file on the right side ! :up:
Thatīs all, it cost me 5 minutes and I can all changes see and comprehend!

Best regards,
Magic:salute:

Church SUBSIM
03-09-11, 03:30 AM
I do this ONLY via "WinMerge", look here: http://winmerge.org/?lang=en

This tool allow me to check and comprehend the changes by myself, it means, I load me the new file option.py in the left window site of WinMerge, and on the right side my current option.py file. Now all new entries from the left file I copy via WinMerge to my current file on the right side ! :up:
Thatīs all, it cost me 5 minutes and I can all changes see and comprehend!

Best regards,
Magic:salute:

Oh I like that program from the looks of it. I use ConTEXT all the time and it has a compare feature. I will check this one out. Thanks for the heads up!

Obelix
03-09-11, 09:44 AM
Hi TheDarkWraith!
I see you have a serious shift in the management of sound. Is there any possibility to fix the sound of diesel engines? In SH5 changing speed diesels frequency of the sound of diesel engines is not changed, only the sound volume. Although the SH3 and SH4, together with the speed diesel engines changed, and the sound frequency.

TheDarkWraith
03-09-11, 09:47 AM
Hi TheDarkWraith!
I see you have a serious shift in the management of sound. Is there any possibility to fix the sound of diesel engines? In SH5 changing speed diesels frequency of the sound of diesel engines is not changed, only the sound volume. Although the SH3 and SH4, together with the speed diesel engines changed, and the sound frequency.

I've been looking into it but so far nothing :shifty:

stoianm
03-09-11, 10:01 AM
@TDW have you an ideea wy i have this?

http://i1124.photobucket.com/albums/l568/stoianm/problem.jpg

what i did... after installed last FIX and last ui test 9 i observed that in game afetr i run tc 32 (uboat 0 knots) and i come back at tc1 - the water image is shaking (very bad - even is the calm sea - it is like glitches)

i unninstalled all the mods and i keept only MO (forgot to tell you that i deleted all the TDW dragables from sh5 folder)

What do you think? - i have some corupted file in game or in MO:hmmm:

thanks

TheDarkWraith
03-09-11, 10:07 AM
What do you think? - i have some corupted file in game or in MO:hmmm:

thanks

corrupted options file is possibility or you have files left over calling for my .dlls that don't exist.

stoianm
03-09-11, 10:25 AM
corrupted options file is possibility or you have files left over calling for my .dlls that don't exist.
i enabled the new ui 6.4 and the problem is gone... seems that problem was because of i have files that called your .dlls - thanks

you have made in MO or in new uis something that is changing the uboat behavior when order crush for example? - now if fo example the deept under keel is 15 metters and i order crash then my subs stop at 14 metters and keep going paralel with the bottom of sea.. i remember tha one time in the past i hit the botom by mistake and i had damages:hmmm:

TheDarkWraith
03-09-11, 10:27 AM
i enabled the new ui 6.4 and the problem is gone... seems that problem was because of i have files that called your .dlls - thanks

you have made in MO or in new uis something that is changing the uboat behavior when order crush for example? - now if fo example the deept under keel is 15 metters and i order crash then my subs stop at 14 metters and keep going paralel with the bottom of sea.. i remember tha one time in the past i hit the botom by mistake and i had damages:hmmm:

nope, nothing changed with that.

Silent Steel
03-09-11, 10:48 AM
Oh I like that program from the looks of it. I use ConTEXT all the time and it has a compare feature. I will check this one out. Thanks for the heads up!

WinMerge is a very good tool when it comes to find all additions/changes in the .py file.
At one glance you see what's been changed and at once get to grips with the new options and possible other changes.
"Alt+down arrow" jumps down the page to the next discrepancy (the red lines) between the two versions of the .py.
I've used it for two months now and can only recommend it. :yeah:

//

stoianm
03-09-11, 11:08 AM
what i did... after installed last FIX and last ui test 9 i observed that in game afetr i run tc 32 (uboat 0 knots) and i come back at tc1 - the water image is shaking (very bad - even is the calm sea - it is like glitches)

thanks the problem of flickering image solved... had nothing to do with new ui or the FIX 14 - i just deleted the antilag and everything camed back to normal

Trevally.
03-09-11, 12:36 PM
Test version 9 of v6.4.0 released. See post #1 for details :|\\

@ Trevally and Magnum: see \data\Sea\NLL\NLL.ait for changes to the additional info text of the ships

Thanks TDW, I will get back to updating the SOAN:up:

7Infanterie19
03-09-11, 01:26 PM
Just fired up test version 8 and I can't duplicate the problems you mentioned. Sounds like you have a corrupt install somehow. I click on speed and depth and they respond.

I loaded up Test 9. On start, things look normal. Clicking or voicing speed or depth changes work initially.

Here's how I duplicated the problem (one way):

-went to nav map in order to access higher time compression
-issued speed change commands through both voice and keys (no problems)
-changed compression to tx512
-changed speeds again (no apparent problems)
-changed below-surface depths (no apparent problems)
-surfaced the boat - all frozen

Where the problem appears to happen is in tx512 (there are no apparent problems in compressions up to tx256). It doesn't always happen immediately after surfacing the first time. At tx512, through different tests where I reloaded any random save, I have to go through the motions of moving between periscope depth, mid depths and dive depths (in any sequence), changing speeds between all that, then surfacing. It may happen on first surface, or after a few or several attempts, or even after going below the surface after a surface or two. The key that triggers it, to me, is the act of surfacing.

The only thing that still works normally is the little light above the speed dial number, meaning if you select ahead standard, the light above "3" lights up. Select ahead slow, and the light above "1" lights up. The triangle, and the speed and depth indicator numbers remain frozen in the position that last worked.

Test 7 works fine (as did all the iterations prior to that). I didn't migrate my settings to Test 9 this time, but went in to change them manually instead. I also deleted all draggables.

In regards to a corrupt install, do you mean SH5 or the mod itself? I would imagine the latter since SH5 is the common denominator between all test iterations, and hasn't changed.

Trevally.
03-09-11, 02:18 PM
@TDW


AIText=| |<img>180,70,c:\\games\\Ubisoft\\Silent Hunter 5\\data\\Menu\\Gui\\Tutorial Images\\TutorialImage_Test2.dds</img>| |


:hmmm: sorry cant test as servers are down but will this work if users have SH5 (c:\Ubisoft) rather than in a game folder. Or Steam users.:06:

TheDarkWraith
03-09-11, 03:21 PM
:hmmm: sorry cant test as servers are down but will this work if users have SH5 (c:\Ubisoft) rather than in a game folder. Or Steam users.:06:

you'll see the changes when you look in to NLL.ait file. You only need to specify the filename now as the rest is filled in via reading the computer's registry.

Trevally.
03-09-11, 03:35 PM
you'll see the changes when you look in to NLL.ait file. You only need to specify the filename now as the rest is filled in via reading the computer's registry.

:up:Thanks TDW

TheDarkWraith
03-09-11, 09:08 PM
One thing that bothered me about the radio messages was the amount of blank space between them. I've now figured out how to resize them (based on the text of the message) and this looks much better:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3754
:rock:

mobucks
03-09-11, 09:15 PM
Indeed it does TDW my man!

Speaking of which, i just blew a biplane out of the sky, and could swear I got a radio message about a ship taking on water. Like if i had just destroyed a ship. But this was a plane. :06:

Captain Can
03-10-11, 10:17 AM
TDW it has been long since my last update of UI. i wanna ask you which one should i install? 6.4 seems like a test version for now so i have doubts to install it. shall i get 6.3.7 for now until full version of 6.4 released or do you recommend 6.4 ?

TheDarkWraith
03-10-11, 10:48 AM
TDW it has been long since my last update of UI. i wanna ask you which one should i install? 6.4 seems like a test version for now so i have doubts to install it. shall i get 6.3.7 for now until full version of 6.4 released or do you recommend 6.4 ?

v6.4.0 is test version because I won't release full version until next version of MO is ready (it's dependent upon this mod). I'm still updating v6.4.0 and that's why it's labeled as test version.

stoianm
03-10-11, 12:29 PM
@TDW... abot the radio messages... i know that krauter made some ,,remainder scripts'' and there is like ,,sugested to report to BDU at every 24 hours'':hmmm: - these reports radio messages change something in game? - like gives you a convoy or ship coordonate in your area? (somethismes bdu sugested my that a ship was spoted in my area and gived my the coordonates by i ignore each time the messages like this)
When the Bdu send you an radio message to send the radio report it is a ''penalty for you - like in game'' if you ignore the BDU messages sometime?

thanks

Rongel
03-10-11, 01:51 PM
I'm testing the newest Ui version (number 9) and I can't find my Soan! There is nothing anymore on the left side of the screen that I can drag. Anybody else experiencing this? Maybe corrupt install? I tried starting the game again and tried historical missions but no Soan....

stoianm
03-10-11, 01:52 PM
I'm testing the newest Ui version (number 9) and I can't find my Soan! There is nothing anymore on the left side of the screen that I can drag. Anybody else experiencing this? Maybe corrupt install? I tried starting the game again and tried historical missions but no Soan....
read here pls

http://www.subsim.com/radioroom/showpost.php?p=1612227&postcount=6638

regards

Rongel
03-10-11, 03:12 PM
read here pls

http://www.subsim.com/radioroom/show...postcount=6638 (http://www.subsim.com/radioroom/showpost.php?p=1612227&postcount=6638)

Thanks for the tip, works now. And what a beauty the new Soan is, great work! :yeah:

TheDarkWraith
03-10-11, 03:28 PM
@TDW... abot the radio messages... i know that krauter made some ,,remainder scripts'' and there is like ,,sugested to report to BDU at every 24 hours'':hmmm: - these reports radio messages change something in game? - like gives you a convoy or ship coordonate in your area? (somethismes bdu sugested my that a ship was spoted in my area and gived my the coordonates by i ignore each time the messages like this)
When the Bdu send you an radio message to send the radio report it is a ''penalty for you - like in game'' if you ignore the BDU messages sometime?

thanks

There is random chance Bdu can ask you to report in. Anytime you report in to Bdu there is a chance they can give you a contact report back.

stoianm
03-10-11, 03:38 PM
There is random chance Bdu can ask you to report in. Anytime you report in to Bdu there is a chance they can give you a contact report back.
i increased the chance at 100% in the option.py now - thanks - but if i not respond somethimes when the BDU ask me to search an area for an reported contact is ok? - no changes in game? - when i come back they not put me in martial court:) - just jocking .. thanks:salute:

stoianm
03-10-11, 09:30 PM
@TDW .... each time when i enter in game i must to reset my SOAN (tested more than 5 times) ... and would be posible to keep the position of the ship centered on the ERM after we did identification... if i close and i want to reopen the ERM i must to search again in the list until i find the ship checked with green like un the pictures:

http://i1124.photobucket.com/albums/l568/stoianm/erm-1.jpg

you can also observe that my SOAN is missing again:hmmm:

Rongel
03-11-11, 03:09 AM
you can also observe that my SOAN is missing again:hmmm:I can confirm that, yesterday I deleted the correct.TDW file and got it working, today it's gone again.

FoxtrotF
03-11-11, 03:26 AM
Hi, Can someone help with my issue
Where read contact speed? On TAI or Map screen I'm always getting "Speed ---" but without mod when I highlighting contact info displayed on top of log.

stoianm
03-11-11, 03:54 AM
Hi, Can someone help with my issue
Where read contact speed? On TAI or Map screen I'm always getting "Speed ---" but without mod when I highlighting contact info displayed on top of log.
Same place like before but first you must to click on the ,,show item notes'' button ... or you can change that also from the option.py

see in the picture how you can change this in game:

http://i1124.photobucket.com/albums/l568/stoianm/item.jpg


regards

FoxtrotF
03-11-11, 03:59 AM
Same place like before but first you must to click on the ,,show item notes'' button ... or you can change that also from the option.py

see in the picture how you can change this in game:



regards

Thank You!!! :salute:

Adalbert_Schmitt
03-11-11, 04:57 AM
@Stoian

Please, give me a link if u can for that new deck please...i love it

stoianm
03-11-11, 05:08 AM
@Stoian

Please, give me a link if u can for that new deck please...i love it
sorry but i can not... it is sobers ideea but i think it will be in the next version of MO:yep:

Adalbert_Schmitt
03-11-11, 05:12 AM
ok, no problem, i will wait, thnx

TheDarkWraith
03-11-11, 09:20 AM
I can confirm that, yesterday I deleted the correct.TDW file and got it working, today it's gone again.

you need to be using minimum test version 9. I found a problem in my .dll file that controls the draggable positions. That problem was corrected starting in test version 9.

charognard
03-12-11, 06:13 AM
I have just test the new 6.4 test9, and after a convoy attack :

- SOAN disapear after loading saved game, must re-init it.
- All ship sunk don t appear on the navmap, i have sunk 16 ships, and get only 6 have icon like super navpoint for sunk ships. Other are count but, no map icon displayed.
- It appear, the icon to find the target speed ( lock, follow, stadimeter it, wait and stadimeter again, give totaly false values )
- Sometimes, XO dialogue background disapear, must unlock, lock again target to make it come back
- Except that, it seem all run fine for me, no CTD, no damaged hull after some boat explosing ( using FX 0.14 too )

http://www.conect-one.com/Charo%20SH5/Test/Untitled-3.jpg

mancu30
03-12-11, 06:15 AM
Hi:

I'm looking the MOD NewsUI's with TDC I see on this page:

http://www.simulacionbelica.com/foros/index.php?topic=405.0

Can help me to find (where download it) it and some intructions to install and work?

Thanks

Greentings from Barcelona (Spain)

Obelix
03-12-11, 06:21 AM
Hi:

I'm looking the MOD NewsUI's with TDC I see on this page:

http://www.simulacionbelica.com/foros/index.php?topic=405.0

Can help me to find (where download it) it and some intructions to install and work?

Thanks

Greentings from Barcelona (Spain)
See post #1 (http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1) this thread.

Silent Steel
03-12-11, 12:31 PM
Anyone seen this? Happened to me just a minute ago...

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3780

I've checked my internet connection and everything is fine or am I not writing this on the forum now? :o

Is the server down? :nope:

//

7thSeal
03-12-11, 12:56 PM
Just tried it and its working fine on my end.

TheDarkWraith
03-12-11, 02:21 PM
I have just test the new 6.4 test9, and after a convoy attack :

- SOAN disapear after loading saved game, must re-init it.

Define re-init. Anytime you exit to main menu or load a saved game SOAN will hide. When you click the charts icon to show SOAN it should re-appear back to where you last left it. Is this not happening?

Also, the problems being reported about SOAN I cannot duplicate. I see no problems with SOAN's operation.

- All ship sunk don t appear on the navmap, i have sunk 16 ships, and get only 6 have icon like super navpoint for sunk ships. Other are count but, no map icon displayed.

This I will have to investigate. Your saved game would be nice to have so I can see what's going on. Can you send me the saved game that you were using where you encountered this problem?

- It appear, the icon to find the target speed ( lock, follow, stadimeter it, wait and stadimeter again, give totaly false values )

Are you setting the target's AOB and range before using this feature? You have to update the AOB and range everytime before using this feature. Failing to do so will give totally false values.

- Sometimes, XO dialogue background disapear, must unlock, lock again target to make it come back

What causes it to disappear? It sounds like you have the options file set to disable the XO TDC Dialog box but allow it to pop.

- Except that, it seem all run fine for me, no CTD, no damaged hull after some boat explosing ( using FX 0.14 too )

See above in yellow.

MRV
03-12-11, 03:12 PM
Any ways to make that message history smaller in SH3 style version? Its too huge for my tastes...

TheDarkWraith
03-12-11, 03:16 PM
Any ways to make that message history smaller in SH3 style version? Its too huge for my tastes...

Define message history. Screenshot would help also to help clarify what you are referring to.

ustahl
03-12-11, 03:45 PM
Any ways to make that message history smaller in SH3 style version? Its too huge for my tastes...

You can determine exact message box measurements in the UserOptions file.

Silent Steel
03-12-11, 04:30 PM
Just tried it and its working fine on my end.


Up and running again. :yeah:
Turned out to be my IP messing things up :nope:

/

7thSeal
03-12-11, 04:52 PM
TDW, I have another request that you fix often when I post them.:D

Ok here it is, when deselecting autoload of torpedoes and saving. Well the autoload is always checked and needing correction once loaded. Is there a way to make the choice of auto loading disabled permanent by unticking the option?

I want to select which torps are loaded based on the situation without having to remember changing this each loaded game and firing torps. :salute:

TheDarkWraith
03-12-11, 05:19 PM
TDW, I have another request that you fix often when I post them.:D

Ok here it is, when deselecting autoload of torpedoes and saving. Well the autoload is always checked and needing correction once loaded. Is there a way to make the choice of auto loading disabled permanent by unticking the option?

I want to select which torps are loaded based on the situation without having to remember changing this each loaded game and firing torps. :salute:

I'll look into it :up:

Added a new icon (and command) to the depth bar on the left side - Maintain depth. Say you ordered a depth of 100m and as you're descending you want to maintain the current depth you're passing through. By clicking this icon you will maintain the depth currently displayed in the depth box:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3781

stoianm
03-12-11, 05:24 PM
very useful the new command... cool:up:... and the part with autoloading is making me problem also after i realod a save and i forgot to uncheck the option again:yep:

7thSeal
03-12-11, 05:40 PM
and the part with autoloading is making me problem also after i realod a save and i forgot to uncheck the option again:yep:

I knew I wasn't the only one... :DL

Stormfly
03-12-11, 10:01 PM
with the last test version 9, my message log window is gone... using SH3 UI, allready deleted all "TDW dragables" config files and switched to maximum res, Its still gone...

Silent Steel
03-13-11, 01:44 AM
I run New UIs TDC 6.4.0 test 9. Great progress. :yeah:

So far the only thing I've noticed is this:

Every time I start up the game and enter any scope I have to open the settings for the HUD and tick the settings for the crosshairs.
I.e. they got deactivated when I exited the game last time.

//

charognard
03-13-11, 05:07 AM
I have found a bug, but i m not 100% sure it come from New Uis but, I m surfaced, ordered to take external torpedo, if during it i dive, it don t stop the external torpedo load.

stoianm
03-13-11, 05:10 AM
I have found a bug, but i m not 100% sure it come from New Uis but, I m surfaced, ordered to take external torpedo, if during it i dive, it don t stop the external torpedo load.
this behavior of loading external torpedo was from begining.. even when i played with vanilla was the same:yep:

charognard
03-13-11, 05:22 AM
Also, the problems being reported about SOAN I cannot duplicate. I see no problems with SOAN's operation.


Originally Posted by charognard
I have just test the new 6.4 test9, and after a convoy attack :

- SOAN disapear after loading saved game, must re-init it.

Define re-init. Anytime you exit to main menu or load a saved game SOAN will hide. When you click the charts icon to show SOAN it should re-appear back to where you last left it. Is this not happening?


Just tested again now, any time a load my game, i must delete the Pagelayout_Draggables.TDW if i want find the SOAN

- All ship sunk don t appear on the navmap, i have sunk 16 ships, and get only 6 have icon like super navpoint for sunk ships. Other are count but, no map icon displayed.

This I will have to investigate. Your saved game would be nice to have so I can see what's going on. Can you send me the saved game that you were using where you encountered this problem?

I have delete it before read your answer and haven t any saved game with the problem :/ If i encounter it again, i ll kept a save for U

- It appear, the icon to find the target speed ( lock, follow, stadimeter it, wait and stadimeter again, give totaly false values )

Are you setting the target's AOB and range before using this feature? You have to update the AOB and range everytime before using this feature. Failing to do so will give totally false values.

Do the correct action order is :
1 Lock
2 identify
3 follow the target
4 find AOb
5 Use stadimeter
6 Press "find speed icon"
7 Wait at least 1 min
8 Use stadimeter again
9 Unpress "find speed icon"

????

- Sometimes, XO dialogue background disapear, must unlock, lock again target to make it come back

What causes it to disappear? It sounds like you have the options file set to disable the XO TDC Dialog box but allow it to pop.

XO is enable, It happen if i m lock a target, Move on navmap and come again on Periscope view.

Silent Steel
03-13-11, 08:01 AM
Since I felt I need to improve my knowledge about the use of the TDC I downloaded the tutorial by TDW in post 2.

Still I don't really get it. :-?
I watch the video and I've even made a document with notes on step by step.
I see that I must swith the TDC to Manual and then set speed and AoB + send the values to the TDC. Then switch man. off.
But, when I watch the video I really don't get how to determine the AoB...
When I use the Stadimeter my XO returns to me with ridiculous values like speed 145 Kts and AoB e.g. -54 even if I in the scope visually can estimate it to be approx. 125... :o

Is there any other tutorial to really teach me about how to properly operate the TDC?
I've lokoed around for one but I don't find any.

Could someone assist me please.

//