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


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Trevally.
03-13-11, 08:23 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.

//

Check here, I have made some that work within the game.
http://www.subsim.com/radioroom/showthread.php?t=177725

The "fast90" will take you through most of the TDC use.
Also the "range aob practice tutorial will cover more.

When you get used to that try "RAOBF"
:up:

TheDarkWraith
03-13-11, 10:33 AM
Since I can now read mouse buttons and the mousewheel I'm thinking about redoing what controls the RAOBF wheel. Currently it's linked to the AOB TDC dial and I'm thinking about changing that to the mousewheel. This way you can rotate the inner dial with the mousewheel and not screw up the AOB TDC dial. Thoughts :06:

Trevally.
03-13-11, 11:10 AM
Since I can now read mouse buttons and the mousewheel I'm thinking about redoing what controls the RAOBF wheel. Currently it's linked to the AOB TDC dial and I'm thinking about changing that to the mousewheel. This way you can rotate the inner dial with the mousewheel and not screw up the AOB TDC dial. Thoughts :06:

:yep:
:up:

TheDarkWraith
03-13-11, 11:14 AM
I agree Trevally. Rotating the RAOBF inner dial via mousewheel is much better (shift + mousewheel to rotate faster) :yeah: Just coded and tested it and it works excellent!

Going to do the attack disc the same way :yep:

I'll send you and Magnum v10 as of now.

TheDarkWraith
03-13-11, 11:31 AM
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:

Added a new user option that controls this. Will be available in test version 10 (TorpedoAutoloadingEnabled)

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.

//

Was due to error in my code. Fixed in test version 10.

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

What's probably happening is you have SOAN open (you clicked the cover and opened it) and you have dragged it so that the middle part of it is offscreen. Now you exit the game in that condition. Am I correct? If so, I can see how this can be a problem and I'll have to look for a solution.

TheDarkWraith
03-13-11, 12:23 PM
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 Unpress "find speed icon"


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

repeat 4-8 for additional speed measurements. Everytime you use the speed estimator it calculates the average speed (from all previous speed measurements since you locked onto the contact). So multiple speed measurements will give you an average speed that you can use (would be more accurate)

NOTE: After the first time you use the stadimeter on a contact (that you have locked on), each additional time you use the stadimeter the navigator will calculate speed and aob from that range reading and the previous range reading. This speed value has nothing to do with the value given by the speed estimator.

The XO TDC dialog box disappearing I can't duplicate. I went to both the attack and obs scope and did the following:
- turned TDC on
- locked onto a contact (did not identify it)
- brought up nav map
- moved nav map around with mouse
- exited navmap which brought me back to the scope I was using
- XO TDC dialog box still visible :hmmm:

I found a solution to the SOAN disappearing problem when user leaves it open and drags it offscreen and exits game. It will be available in test version 10 (for those I just sent test version 10 to it does not contain this fix)

TheDarkWraith
03-13-11, 12:45 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:

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.

I'm sending you all revised test version 10 to see if it cures the missing SOAN problem. Let me know whether it does or doesn't.

The stock ERM I cannot manipulate to keep the ship centered that you selected. Same goes for Reaper7's ERM (because he uses the stock ERM)

stoianm
03-13-11, 12:56 PM
I'm sending you all revised test version 10 to see if it cures the missing SOAN problem. Let me know whether it does or doesn't.

The stock ERM I cannot manipulate to keep the ship centered that you selected. Same goes for Reaper7's ERM (because he uses the stock ERM)
k ... but for example you can udate your dds base for stock ERM with the new and correct informations from your SOAN?... and you can add also more information pls... for example like now you have displayed the ship draft, ship max speed and ship tonnage... i woul like to have ship mast height and ship lenght displayed... i know i can found that on SOAN but i think will be good to have this in ERM also

Trevally.
03-13-11, 12:59 PM
I think that if possible you should remove the XO ERM and go
with the SOAN only:arrgh!:

TheDarkWraith
03-13-11, 01:00 PM
k ... but for example you can udate your dds base for stock ERM with the new and correct informations from your SOAN?... and you can add also more information pls... for example like now you have displayed the ship draft, ship max speed and ship tonnage... i woul like to have ship mast height and ship lenght displayed... i know i can found that on SOAN but i think will be good to have this in ERM also

The whole reason I made SOAN was because of the limitations of the stock ERM. There were things I wanted to add to the stock ERM but it was next to impossible, if not impossible, to do. So I did what any good programmer would do and make his own :D

stoianm
03-13-11, 01:14 PM
The whole reason I made SOAN was because of the limitations of the stock ERM. There were things I wanted to add to the stock ERM but it was next to impossible, if not impossible, to do. So I did what any good programmer would do and make his own :D
:)... i understand...the reason because i started to use ERM last time was because of SOAN problem in last test version of new uis... but now if the problem is solved i do not need enymore the ERM (like trevally said also:))... i will go to check if is ok now:yep:

Vympel
03-13-11, 07:23 PM
Is there a way to disable teleport option? Thank you TDW for keeping this game alive:D

TheDarkWraith
03-13-11, 07:27 PM
Is there a way to disable teleport option? Thank you TDW for keeping this game alive:D

Yes. Don't bring up the teleport bar or press any of the teleport icons in the officer's bars. Or are you referring to something else :06:

Vympel
03-13-11, 07:45 PM
Yes. Don't bring up the teleport bar or press any of the teleport icons in the officer's bars. Or are you referring to something else :06:

I know that , but I am tempted to press it just because its there and I lack self control or so my girlfriend tells me.It's ok I might have to turn the entire hud off so I don't see it.

stoianm
03-13-11, 07:47 PM
I know that , but I am tempted to press it just because its there and I lack self control or so my girlfriend tells me.
:haha:

Vympel
03-13-11, 10:45 PM
An off topic question , Is there a way to unlock different camo types early in game? I installed a black skin for VIIC I got the sub but no option to install the skin just red and blue stripe available.

Obelix
03-13-11, 11:02 PM
Hi TheDarkWraith!
Can you help me with add supermarker in geometric tools? I've tried, but so far I do not succeed, add a tool to make it workable can not. Also possible inclusion of geometric tools without IO_Strategic map.
Thank you :salute:

Silent Steel
03-14-11, 02:05 AM
Check here, I have made some that work within the game.
http://www.subsim.com/radioroom/showthread.php?t=177725

The "fast90" will take you through most of the TDC use.
Also the "range aob practice tutorial will cover more.

When you get used to that try "RAOBF"
:up:

Thank you Trevally.
As always quick, reliable and helpful!

:salute:

Magic1111
03-14-11, 04:19 AM
Hi TheDarkWraith!
Can you help me with add supermarker in geometric tools? I've tried, but so far I do not succeed, add a tool to make it workable can not. Also possible inclusion of geometric tools without IO_Strategic map.
Thank you :salute:

Thank you for asking this ! :up:

That would be great (as I wrote in another thread), when we could have the big Maptools (geometric tools) with an additional Button for the Super-Marks !

@ Obelix: An Idea: Can the Button for the Super-Marks are an additional Pencil-Design are (at the moment we have two pencils lying on map, a blue and red one) ?

Best regards,
Magic:salute:

Obelix
03-14-11, 05:39 AM
@ Obelix: An Idea: Can the Button for the Super-Marks are an additional Pencil-Design are (at the moment we have two pencils lying on map, a blue and red one) ?

Best regards,
Magic:salute:
Yes, it will need an extra pencil, but it's little things, we must get it to work correctly. For the experiment of adding a tool I just cloned CGSelect and changed its color.

stoianm
03-14-11, 05:41 AM
@TDW... do you think that with the new dll insertion you can change to be able to use our mousewheel when we add data in the TDC dials?.. like you did for heading, scope filter, RAOFB etc?

stoianm
03-14-11, 11:25 AM
@TDW... the part that i still not like in the game is the color of the drawings... it is so less visible that somethimes i must concentrate to really see the numbers of drawings... and the lines are so thin also
You think will be posible to make an option or something to change the gray fade color for drawing lines with an much visible color?

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

regards

TheDarkWraith
03-14-11, 11:31 AM
@TDW... the part that i still not like in the game is the color of the drawings... it is so less visible that somethimes i must concentrate to really see the numbers of drawings... and the lines are so thin also
You think will be posible to make an option or something to change the gray fade color for drawing lines with an much visible color?

that is something that has annoyed me also but I haven't been able to figure out how to change it yet.

PL_Andrev
03-14-11, 11:48 AM
The error is spotted at the REAL NAV mod:
At the W directory the supermarks description have incorrect E directory:

http://img714.imageshack.us/img714/9219/realnav.jpg

pascal4541
03-14-11, 12:39 PM
that is something that has annoyed me also but I haven't been able to figure out how to change it yet.

http://www.subsim.com/radioroom/showpost.php?p=1618722&postcount=19

stoianm
03-14-11, 12:41 PM
http://www.subsim.com/radioroom/showpost.php?p=1618722&postcount=19
we spoked about drawing ... in that thread is about the ploting course lines and arows;)

stoianm
03-14-11, 01:16 PM
I just playied around and tryied to not use anymore the stock ERM... i found the option to display the ship name when is lockek and identified ..very cool... now i can play only with tdc dials and with SOAN... give me an immersive feeling... but i have just one little problem: the AOB dial is not so precise (i dunno how was the AOB dials in reality - i will like to be a little much bigger and to have more precise reading... now is a little space to count form 10 to 10 and i can not put the number that i really want to put inside of dial)... will be posible to rework this AOB DIAL ?.... maybe someone who like graphics ... like Church Subsim or like Nights:hmmm:

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

thanks tdw for your interface - i can not play sh5 without:yep:

PL_Andrev
03-14-11, 02:50 PM
A question:

Is possible to add more groups of ships like merchants and warships?
At this screen is civilian ship with british war flag (as warship)...

http://img233.imageshack.us/img233/3897/warship.png

7thSeal
03-14-11, 09:09 PM
Added a new user option that controls this. Will be available in test version 10 (TorpedoAutoloadingEnabled)


Just got your message concerning the fix in test version 10. DL it now but it'll be tomorrow before I get a chance to try it out. Thanks again for adding the option. :salute:

Ross59
03-15-11, 04:23 AM
Hi I have a problem with Version 6.4.0 release 9. I can not get SOAN to be visible and how do I enable or use supermarks.
Thanks for any help
Ross

stoianm
03-15-11, 04:38 AM
Hi I have a problem with Version 6.4.0 release 9. I can not get SOAN to be visible Thanks for any help
Ross
this problem was fixed in v6.4 test10 (i think is not released yet) ... in mean time just do like here:

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

regards

d3vnu11
03-15-11, 06:56 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

Strange I clicked it and still don't get the speed of the reported contact. I'm running test 9 with real nav

stoianm
03-15-11, 07:02 AM
Strange I clicked it and still don't get the speed of the reported contact. I'm running test 9 with real nav
is because you installed real nav... with this the game is like in real... no item notes enymore:DL

d3vnu11
03-15-11, 08:00 AM
is because you installed real nav... with this the game is like in real... no item notes enymore:DL

Well that doesn't seem right. If an Allie reports a contact I would think it's reasonable that they calculated Target course and speed when they made the report :) Wonder if it could be faked with a super mark instead without breaking Real Nav.
Kev

stoianm
03-15-11, 08:03 AM
Well that doesn't seem right. If an Allie reports a contact I would think it's reasonable that they calculated Target course and speed when they made the report :)
that is calculate auto by your navigator and apear in message box after you receive and reported convoy from BDU... i was speaking about the items that are not been displayed infromation when you put your mouse on them

TheDarkWraith
03-15-11, 02:53 PM
That would be great (as I wrote in another thread), when we could have the big Maptools (geometric tools) with an additional Button for the Super-Marks !

:damn: I completely forgot about adding more pencils in the geometric tools for the supermarks and navigation fixes :o I'll fix this and it will be in test version 10.

The error is spotted at the REAL NAV mod:
At the W directory the supermarks description have incorrect E directory:

http://img714.imageshack.us/img714/9219/realnav.jpg

does this happen at any longitude or just around the 0 degree?

A question:

Is possible to add more groups of ships like merchants and warships?
At this screen is civilian ship with british war flag (as warship)...

http://img233.imageshack.us/img233/3897/warship.png

In order to filter civilian from military we'd need to add more entries in the ship's .cfg file. We could define an entry like:
IsCivilian=True or False
Then I could read this entry and display the appropriate flag for it. I could also add a filter to SOAN to filter military and civilian ships by adding this entry to every ship.

PL_Cmd_Jacek
03-15-11, 03:01 PM
Hi TDW,

just a question, is it possible to add a precise tool for course setting like on the following picture ?

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Compass.jpg

It could be very helpful with Real Navigation mod, where you need to set an exact value. Now it is very difficult.

Thanks

Jacek

TheDarkWraith
03-15-11, 03:13 PM
Hi TDW,

just a question, is it possible to add a precise tool for course setting like on the following picture ?

It could be very helpful with Real Navigation mod, where you need to set an exact value. Now it is very difficult.

Thanks

Jacek

In the SH5Enhanced UI style I added the ability for the heading/rudder dial to zoom (to access the heading/rudder dial press 'C' or click the heading bar at the bottom left). This allows you to set a precise course.
The SH3Style and SH4Style UIs already zoom the heading/rudder dial when moused in.
You can control how much zoom (enlargement) the dial has by editing the options file.
Were you aware of this? If so, is this not enough to set a precise course? :06:

PL_Cmd_Jacek
03-15-11, 03:33 PM
I was aware of that, but this is not enough. When I use Real Nav I have to point an exact course, based on my calculation. For example I calculated to go 225.

Today I have to click several times on the compass, observing the message box, if I click correctly.

With the tool I showed on the picture, it will be very precise.

I would like to command precisely " Navigator, 225 please" :D

Today is:
me: "Navigator 225 please"
Nav: "Is 223"
me: " I said, 225
Nav: "Is 226"
me: "Navigator, WTF, I SAID 225"
Nav: " Ok, ok is 225"

:arrgh!:

TheDarkWraith
03-15-11, 03:36 PM
I was aware of that, but this is not enough. When I use Real Nav I have to point an exact course, based on my calculation. For example I calculated to go 225.

What UI style are you using? If SH5Enhanced, mouse into the heading bar at the bottom left and use the mousewheel to set the desired course. When the desired course is met mouse out of the heading bar for the new desired course to be the new ordered course :up: Press shift + mousewheel to either increase or decrease (can't remember what it does) the desired heading increase multiple per mousewheel movement.

PL_Cmd_Jacek
03-15-11, 03:50 PM
I use SH3 Style (my favorite)

regards

TheDarkWraith
03-15-11, 03:52 PM
I use SH3 Style (my favorite)

regards

I'll see what I can do to add the SH5Enhanced style of mousewheel heading to the heading/rudder dial of SH3/4 styles :up:

PL_Cmd_Jacek
03-15-11, 03:54 PM
Ok TDW, thank you. I will wait.

sirbum69
03-15-11, 04:51 PM
Dark is there a way to get the old XO box back. I see now that its a book like that sits off my screen at first till i bring it out. I was kinda wanting the old style one. I use the sh5enhanced ui from yours.

Trevally.
03-15-11, 04:56 PM
Yes. The new compass heading zoom in sh5enhanced UI is very good:up:

TheDarkWraith
03-15-11, 05:44 PM
Dark is there a way to get the old XO box back. I see now that its a book like that sits off my screen at first till i bring it out. I was kinda wanting the old style one. I use the sh5enhanced ui from yours.

I never removed the old XO TDC Dialog box. It's still there. Click the XO's picture in the scopes to see it.

7thSeal
03-15-11, 07:21 PM
He may have to click on the small icon located on the top right bar before he can see the XO's picture.

sirbum69
03-15-11, 10:16 PM
ahh thanks...ill have to look again next time in in there. Dont remember seeing a picture of the xo, but i have clicked that picture up in the top right corner, thats how i got the book to show up at the left.

TheDarkWraith
03-15-11, 10:28 PM
ahh thanks...ill have to look again next time in in there. Dont remember seeing a picture of the xo, but i have clicked that picture up in the top right corner, thats how i got the book to show up at the left.

do you have the add-on mod Reaper7 ERM installed from the mod :06:

Silent Steel
03-15-11, 11:15 PM
I'll see what I can do to add the SH5Enhanced style of mousewheel heading to the heading/rudder dial of SH3/4 styles :up:


Though, I'd like to go a little further and ask if it would be possible to make a .py option to set the values with the mouse wheel (or zoomable)?
Like he ones we already have, to set the draggable compass you set the value for the compass around degree by degree or like in the lovely HUD feature to set the values for the lens and the crosshairs with the mouse wheel. (the feature to do this in real time is teriffic).
I like to use a screen rez. of 1920/1080 but of course there is one disadvantage - all dials become rather small and hard to set...
I'm using the SH3 style so I already have set the .py to zoom the speed/course/depth to 350 to be more readable and that is good for those three but even so - I'm mostly thinking of the dials in the scopes.
An option that makes it possible to choose this for all dials in the scopes screens I would appreciate very much. :yep:

BTW, one remark about the 6.4.0 Test 10: I get my message box (at the bottom right corner) behind the SH3 dials I'm using... Haven't had that before this version :o

Cheers

deuys
03-16-11, 06:09 AM
thanks a lot dark wraith your mod makes this game a lot enjoyable. while iwas playing sh3 i tried to make an attack disk from images but i could never understand how it works.
now i cant tell u how i got excited when i saw your attack disk and its documentation really great work.
but what ever i did i could not make compass rose move , by that i mean its not moving looks like its tuck.
what may i bee doing wrong.

TheDarkWraith
03-16-11, 06:16 AM
thanks a lot dark wraith your mod makes this game a lot enjoyable. while iwas playing sh3 i tried to make an attack disk from images but i could never understand how it works.
now i cant tell u how i got excited when i saw your attack disk and its documentation really great work.
but what ever i did i could not make compass rose move , by that i mean its not moving looks like its tuck.
what may i bee doing wrong.

compass rose is tied to the sub's current heading. That's why you can't get it to move. When you change heading it will follow.

I'm redoing the attack disk to use the mousewheel as the device to control movement of it vice keyboard.

deuys
03-16-11, 06:35 AM
compass rose is tied to the sub's current heading. That's why you can't get it to move. When you change heading it will follow.

I'm redoing the attack disk to use the mousewheel as the device to control movement of it vice keyboard.
Thnaks for your fast reply but what i am trying to say is its not following my heading , whatever my heading is it stays always same N to 180 .

PL_Andrev
03-16-11, 03:47 PM
The error is spotted at the REAL NAV mod:
At the W directory the supermarks description have incorrect E directory:

http://img714.imageshack.us/img714/9219/realnav.jpg
does this happen at any longitude or just around the 0 degree?

Only between 0 and 1,

TheDarkWraith
03-16-11, 04:56 PM
Thnaks for your fast reply but what i am trying to say is its not following my heading , whatever my heading is it stays always same N to 180 .

just downloaded my own mod and looked at the code for this. I changed the way the compass rose worked some versions ago. It is no longer tied to the heading of the uboat but rather controlled by keys - the Q and E keys. Shift + Q or E to increase/decrease faster.

sirbum69
03-16-11, 05:50 PM
ill have to look and see if i have that mod installed all though i dont think i do. Dont think i have any of reapers mods installed.

But yeh i dont have a picture i just have that book...its red color and has german writing on the front of it. It works just fine but i cant just hit L to move it out of the way...

And tho i love using the dials, everytime i mouse over them they move on me and then i miss because i didnt notice the AOB move or the speed.

EDIT: oh yes i do have that mod installed because it says nightvision...so i thought it was for night vision lol...ill take it off and see how it goes

TheDarkWraith
03-16-11, 06:11 PM
And tho i love using the dials, everytime i mouse over them they move on me and then i miss because i didnt notice the AOB move or the speed.

You can make the Speed and AOB TDC dials persists by clicking the red button attached to them. This will also make them persist across stadimeter uses.

sirbum69
03-16-11, 06:20 PM
You can make the Speed and AOB TDC dials persists by clicking the red button attached to them. This will also make them persist across stadimeter uses.

persist as in you mean they wont change unless i actully change them? I just figured the dials changing was a glitch from mousing over them

TheDarkWraith
03-16-11, 06:24 PM
persist as in you mean they wont change unless i actully change them? I just figured the dials changing was a glitch from mousing over them

They twitch because of the way the mod works with them. It's something I had to do to make them able to persist across stadimeter calls. If you mouse into them and set the dial to what you want and then mouse out and click it's red dial it will 'save' the dial's value in the TDC.

stoianm
03-17-11, 03:18 AM
i run the same version and no CTDs on my side... i started new campaign manny times to run some tests and everything is fine

Silent Steel
03-17-11, 04:39 AM
i run the same version and no CTDs on my side... i started new campaign manny times to run some tests and everything is fine


Thanks Soianm

I'm up and running again. Replaced the mod with a new one... :yeah:
God maybe knows what happened.

//

kakemann
03-17-11, 06:18 AM
Hi,

First of all, I would like to say thank you for bringing us this great "upgrade" for the game. It is a great addition to the game.

I have a little issue, though.
I'm running on SH5 enhanced version of the UI, but sometimes I have problems with changing course in the "compass UI" in the navigation map.
When i press the course bar on the bottom of the screen and the compass comes up, It doesn't always respond when i click on it to change course.

Is there something I have missed here?

Thanks anyway, and again, fantastic work!!!

Magic1111
03-17-11, 07:53 AM
Hi Folks !

I´ve a question: Why does the contact speed not shown on the NavMap ?
Here comes two screens from what I mean:

http://img402.imageshack.us/img402/2271/sh5img20110316221953.jpg (http://img402.imageshack.us/i/sh5img20110316221953.jpg/)


http://img638.imageshack.us/img638/338/sh5img20110316230953.jpg (http://img638.imageshack.us/i/sh5img20110316230953.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)


On both screens you see all other information from the contact, only the speed of the contact does not shown !

The speed is only shown above the Message Box similar as in stock-SH5 !

Why not above the NavMap, there are only --- by Speed ?

Okay, both Contacts are friendly (german) ships, but make this an difference ?

Here come my settings from options file:

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
NavContactSpottedEnabled = True

# Are the contact's actual speed shown or is a relative speed shown (slow=2-6 knots, medium=7-12 knots, fast=13+ knots)?
# change below to either True or False
ShowContactsActualSpeed = False

# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = False

I think the settings are okay to show the relative speed shown above on the NavMap, and not only the stripes --- !

Any solution please ?

Best regards,
Magic:salute:

stoianm
03-17-11, 07:58 AM
Hi Folks !

I´ve a question: Why does the contact speed not shown on the NavMap ?
Here comes two screens from what I mean:

[/URL]


[URL="http://img638.imageshack.us/i/sh5img20110316230953.jpg/"] (http://img402.imageshack.us/i/sh5img20110316221953.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)


On both screens you see all other information from the contact, only the speed of the contact does not shown !

The speed is only shown above the Message Box similar as in stock-SH5 !

Why not above the NavMap, there are only --- by Speed ?

Okay, both Contacts are friendly (german) ships, but make this an difference ?

Here come my settings from options file:

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
NavContactSpottedEnabled = True

# Are the contact's actual speed shown or is a relative speed shown (slow=2-6 knots, medium=7-12 knots, fast=13+ knots)?
# change below to either True or False
ShowContactsActualSpeed = False

# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = False

I think the settings are okay to show the relative speed shown above on the NavMap, and not only the stripes --- !

Any solution please ?

Best regards,
Magic:salute:
TDW explained me once:
this lane must be like this
ShowContactsActualSpeed = True

the speed wil apear after you will calculate like... indentify target etc... the metode explainded by tdw in his speed finder tutorial

Magic1111
03-17-11, 09:15 AM
TDW explained me once:
this lane must be like this
ShowContactsActualSpeed = True

the speed wil apear after you will calculate like... indentify target etc... the metode explainded by tdw in his speed finder tutorial

You mean, ONLY after identify the target the speed does shown on NavMap ? :hmmm: But I thought I have the target identify, nevertheless the target speed doesn´t shown on NavMap (with this setting: ShowContactsActualSpeed = False) ?!

But what I want is, that the relative speed (slow, fast...) of a target is shown on NavMap, and you mean this doesn´t work ? :hmmm:

Best regards,
Magic

stoianm
03-17-11, 09:17 AM
You mean, ONLY after identify the target the speed does shown on NavMap ? :hmmm: But I thought I have the target identify, nevertheless the target speed doesn´t shown on NavMap (with this setting: ShowContactsActualSpeed = False) ?!

But what I want is, that the relative speed (slow, fast...) of a target is shown on NavMap, and you mean this doesn´t work ? :hmmm:

Best regards,
Magic
i mean you must to calculate the speed using the metode explained by tdw in his ,,speed finder tutorial'' and after that the speed will pop up in nav and tai map

Magic1111
03-17-11, 02:33 PM
i mean you must to calculate the speed using the metode explained by tdw in his ,,speed finder tutorial'' and after that the speed will pop up in nav and tai map

Also as "relative speed", when I have this in options.py File selected ? :hmmm:

stoianm
03-17-11, 02:48 PM
Also as "relative speed", when I have this in options.py File selected ? :hmmm:

did not tested with ,,relative speed'' ... so dunno
read here pls:

http://www.subsim.com/radioroom/showpost.php?p=1600375&postcount=6361

maybe you will make an better ideea

regards

Trevally.
03-17-11, 02:56 PM
@ Magic

see this thread here http://www.subsim.com/radioroom/showthread.php?t=178501&highlight

This was more for headings but speed was talked about too.

If your options are set, speed will only show when in visual range.

Magic1111
03-17-11, 03:00 PM
did not tested with ,,relative speed'' ... so dunno
read here pls:

http://www.subsim.com/radioroom/showpost.php?p=1600375&postcount=6361

maybe you will make an better ideea

regards

Thanks, link is very interesting ! :up:

Magic1111
03-17-11, 03:06 PM
@ Magic


If your options are set, speed will only show when in visual range.

Okay, but in my two screen above the ships were in visual range ?!

stoianm
03-17-11, 03:09 PM
Okay, but in my two screen above the ships were in visual range ?!
:D - if you increase the ,,range from what crew can recalculate range from spoted contact'' than you can have displayed this info in nav and tai map even you can not see the ship somethime in scope but you put the scope in the bearing reported by crew watch..:arrgh!:

Magic1111
03-17-11, 03:12 PM
:D - if you increase the ,,range from what crew can recalculate range from spoted contact'' than you can have displayed this info in nav and tai map even you can not see the ship somethime in scope but you put the scope in the bearing reported by crew watch..:arrgh!:

My current setting is 10km ! What do you mean must I set?:hmmm:

Trevally.
03-17-11, 03:14 PM
Okay, but in my two screen above the ships were in visual range ?!

Ah ok:oops:

There are two visual ranges:-

1- you can see the target. (3d world)
2- your crew can see the target. (script world)

You can set your crews visual range in the options.py

stoianm
03-17-11, 03:16 PM
My current setting is 10km ! What do you mean must I set?:hmmm:
8 km... but 10 must be ok also

Magic1111
03-17-11, 03:18 PM
Ah ok:oops:

There are two visual ranges:-

1- you can see the target. (3d world)
2- your crew can see the target. (script world)

You can set your crews visual range in the options.py

You mean, when my crew see the target, then the speed of the target shows on the NavMap ? Understand I this right ?

Silent Steel
03-18-11, 02:22 AM
Since I've had a problem for some time now with my obs scope not reaching above the surface I decided to make a re-install.
I saved the Ship's journal files and my campaign files (I hope).
Now after the re-install I obviously don't remember where to put them back... I simply don't know which folder to put them back into. :oops:
At the moment I can't start my campaign and I don't find my ship's journal in the menu.
Could you please tell proper folder where they should be?
- C:\Users\My documents\SH5\.. and/or to
- C:\Ubisoft\Silent Hunter 5\... ?

I'd even like to know how many and type of files there should be in each place.
(If I missed to save all necessary files I just have one option left - start a new campaign :wah: )

Please help.
//

stoianm
03-18-11, 02:29 AM
Since I've had a problem for some time now with my obs scope not reaching above the surface I decided to make a re-install.
I saved the Ship's journal files and my campaign files (I hope).
Now after the re-install I obviously don't remember where to put them back... I simply don't know which folder to put them back into. :oops:
At the moment I can't start my campaign and I don't find my ship's journal in the menu.
Could you please tell proper folder where they should be?
- C:\Users\My documents\SH5\.. and/or to
- C:\Ubisoft\Silent Hunter 5\... ?

I'd even like to know how many and type of files there should be in each place.
(If I missed to save all necessary files I just have one option left - start a new campaign :wah: )

Please help.
//
go to:
C:\Ubisoft\Silent Hunter 5\Logs

and paste here the saved journal... must to be an sje file... go in game and load the pasted journal in game...dunno for sure if will work this way ...is just an gues... i never tryied

EDIT: as for the saved campaigns they sould be in the C:\Users\My documents\SH5\ - but if you did a new install of game and mods i think you will not suceed to use an older saved game... i will start a new campaign in your place

Silent Steel
03-18-11, 02:31 AM
Could you please tell why my message box is stuck behind my SH3 dials at the bottom right corner?
I don't get it. I've tried to set the UserOptions.py with both MessageBoxIsDraggable = True and False
But... it's still stuck down there. :cry:

Cheers

Silent Steel
03-18-11, 02:41 AM
go to:
C:\Ubisoft\Silent Hunter 5\Logs

and paste here the saved journal... must to be an sje file... go in game and load the pasted journal in game...dunno for sure if will work this way ...is just an gues... i never tryied

EDIT: as for the saved campaigns they sould be in the C:\Users\My documents\SH5\ - but if you did a new install of game and mods i think you will not suceed to use an older saved game... i will start a new campaign in your place

Thanks for being that quick Stoianm
Could you please check in your computer where you find these files?
Should the saved campaign be in C:\Users\My documents\SH5\ itself or should there be a folder named something?
//

stoianm
03-18-11, 02:48 AM
Thanks for being that quick Stoianm
Could you please check in your computer where you find these files?
Should the saved campaign be in C:\Users\My documents\SH5\ itself or should there be a folder named something?
//
the files for the saved game are in the C:\Users\My documents\SH5\ but is to complicate to make the older ones to work in the new games because of main.cfg and so on and probably you will have ctds...
to use the saved campaigns you must copy the whole saved SH5 folder in the C:\Users\My documents\ but as i told you most of the time will not working

the old saved journals - if you not saved before the sje files from the Logs folder from the C:\Ubisoft\Silent Hunter 5 path then you lost them

Silent Steel
03-18-11, 02:53 AM
the files for the saved game are in the C:\Users\My documents\SH5\ but is to complicate to make the older ones to work in the new games because of main.cfg and so on and probably you will have ctds...
to use the saved campaigns you must copy the whole saved SH5 folder in the C:\Users\My documents\ but as i told you most of the time will not working

the old saved journals - if you not saved before the sje files from the Logs folder from the C:\Ubisoft\Silent Hunter 5 path then you lost them


OK, thanks :up:
I'll give it a try

Magic1111
03-18-11, 05:04 AM
Hi TDW !

Is it possible to have a hotkey (or hotkey-combination like "shift+xxx" or "CTRL+xxx") to show up the Funkmessage screen ? Because I doesn´t find a hotkey for that (I must always click on the blinked button with mouse when a new message received) ? Maybe a new option in Options.py ?

Is it possible please ?

Best regards,
Magic:salute:

TheDarkWraith
03-18-11, 03:58 PM
Hi TDW !

Is it possible to have a hotkey (or hotkey-combination like "shift+xxx" or "CTRL+xxx") to show up the Funkmessage screen ? Because I doesn´t find a hotkey for that (I must always click on the blinked button with mouse when a new message received) ? Maybe a new option in Options.py ?

Is it possible please ?

Best regards,
Magic:salute:

I'll add a hotkey for this, great idea!

Added two pencils to the geometric tools so that you can add supermarks and navigational fixes (if real nav enabled) when you have these geometric tools enabled:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3802

All will be available in v6.4.0

Magic1111
03-18-11, 04:25 PM
I'll add a hotkey for this, great idea!

Added two pencils to the geometric tools so that you can add supermarks and navigational fixes (if real nav enabled) when you have these geometric tools enabled:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3802

All will be available in v6.4.0

Hi TDW !

Thank you very much for these two things, I´m very happy !!!! :yeah:

THANKS !!!!!:up:

Best regards,
Magic:salute:

TheDarkWraith
03-18-11, 05:35 PM
v6.4.0 released. See post #1 for details :|\\

NOTE: read the release notes! This is a major revision to this mod

Magic1111
03-18-11, 05:43 PM
v6.4.0 released. See post #1 for details :|\\

NOTE: read the release notes! This is a major revision to this mod

Many, many, many THANKS TDW ! I´m very happy !!!!!!!!!!!!!!!!!! :yeah:

Best regards,
Magic:salute:

charognard
03-19-11, 09:26 AM
hi, i have a little bug with radio message since 6.4 release :

http://img863.imageshack.us/img863/6843/screenc.jpg

Any idea about this probleme or someone else have it ?

Rongel
03-19-11, 09:35 AM
hi, i have a little bug with radio message since 6.4 release :Wow, I was just about to report the same bug myself. I have had that problem for some time now, maybe after test version 9. Only the first three lines of the radio message are shown, no actual message. I tried reinstalling the mod, and checking useroptions.py, but no luck. So any help is appreciated!

Feuer Frei!
03-19-11, 09:48 AM
Thank you TDW, for your excellent work and continued support of this supermod!

TheDarkWraith
03-19-11, 10:16 AM
hi, i have a little bug with radio message since 6.4 release :

Any idea about this probleme or someone else have it ?

switch the radio message language back to English and see if you still have the problem. You set it back to English by editing the user options file.

# the language for the random radio messages in game
# Current supported languages are: English
# Note: language MUST be enclosed in quotation marks!
RadioMessageLanguage = "English"

Meldric
03-19-11, 10:30 AM
I have "English" in my settings file (was not aware that there was another option, as the comment clearly says there is only english :) ) --> Have the same issue.

TheDarkWraith
03-19-11, 10:34 AM
I have "English" in my settings file (was not aware that there was another option, as the comment clearly says there is only english :) ) --> Have the same issue.

This user option let's others make different language versions of the radio messages. I know a German version has been done. Wasn't aware of a French version or any other language version for that matter.

For those having this problem, please post what language your computer is using and what language the radio message user option is set to. That might possibly shed some light on what the problem could possibly be. You can have the OS setup to use French language with the user option set to English and there will be no problems. This is because in \data\RadioMessages there is an English folder already. If you wanted to use French radio messages then a folder (and resulting data) needs to exist in \data\RadioMessages for French.

charognard
03-19-11, 10:38 AM
my message language setting is on English too, i have just check now. At this time i have desable radio message... :/

I m testing now creat a French directory into RadioMessage folder and tell u if it solve the bug.

The good news is i haven t SOAN desapear bug anymore :)

Meldric
03-19-11, 10:38 AM
My system is german and the setting is "English".

Something else (sorry, if I missed it in the documentation):
Heading overlay is not yet zooming with the mousewheel, right? (at least for me it does not change size according to zoom level).

Silent Steel
03-19-11, 10:44 AM
If some of you all would like to have the radio messages translated to swedish just PM me so I can see if it's worth the effort.

If so, I'm happy to do this. :D

/

TheDarkWraith
03-19-11, 10:49 AM
Something else (sorry, if I missed it in the documentation):
Heading overlay is not yet zooming with the mousewheel, right? (at least for me it does not change size according to zoom level).

Which heading overlay? Which UI style? The SH5Enhanced UI style's heading/rudder dial does zoom.

Meldric
03-19-11, 10:57 AM
Hi!

No, I mean the heading overlay on the map and the TAI... The one that is enabled by the small blue triangular button to the bottom right of the TAI...

SH5Encanced Style.

And that reminds me of something else I found: If I switch to free camera or the next/previous units view (toolbar to the top) I have very ofter the issue that the right mousebutton does not work (to switch to camera movement mode).

charognard
03-19-11, 11:03 AM
Well i m running on a french game, german voices.

Just test now to create a Frenh folder, i have test with English and French setting into TDWoption.py

All test are bad, no message text appear.

I m using New UI since age, i haven t this issue with any old version incluing 6.40 test 9...

TheDarkWraith
03-19-11, 11:06 AM
Hi!

No, I mean the heading overlay on the map and the TAI... The one that is enabled by the small blue triangular button to the bottom right of the TAI...

SH5Encanced Style.

And that reminds me of something else I found: If I switch to free camera or the next/previous units view (toolbar to the top) I have very ofter the issue that the right mousebutton does not work (to switch to camera movement mode).

You must be talking about the bearing overlay then for the map and the TAI? If so, no I haven't been able to get that to zoom according to the map's zoom level yet. Still working on it.

If you use the camera bar to enable external cam, free cam, or next/previous object view you need to use it to get back to the sub via the interior cam view also. Not doing so can cause some strange behavior with the game.

TheDarkWraith
03-19-11, 11:07 AM
Well i m running on a french game, german voices.

Just test now to create a Frenh folder, i have test with English and French setting into TDWoption.py

All test are bad, no message text appear.

I m using New UI since age, i haven t this issue with any old version incluing 6.40 test 9...

With the release version of v6.4.0 I changed the radio messages to scale to only the size needed. I'm currently looking into why this would be a problem to some and not all :hmmm:

Meldric
03-19-11, 11:11 AM
You must be talking about the bearing overlay then for the map and the TAI? If so, no I haven't been able to get that to zoom according to the map's zoom level yet. Still working on it.

If you use the camera bar to enable external cam, free cam, or next/previous object view you need to use it to get back to the sub via the interior cam view also. Not doing so can cause some strange behavior with the game.

1/
Yes, I was talking about the bearing overlay. Thank you for clarification!

2/
If I use the toolbar to switch to free camera, I am not able to use the right mouse button (and because of that I am not able to rotate the camera at all). I can move it by the cursor keys, but no rotation. Sometimes it will work if I change the camera back to normal and try again (not always helps). And I am always using the toolbar to change cameras (and it very often does give me this behaviour from the beginning).

Anyone else?

EDIT: Just tested. It seems to work if I switch from external view to free camera but not from the normal camera to free camera... That is basicly solving the issue as it is a usable workaround. But maybe there is a reason for this that a modder could see.
:)

TheDarkWraith
03-19-11, 11:20 AM
ok, I think I know why some of you are missing the message portion of the radio messages. Ensure you install the latest version of v6.4.0 LAST (i.e. the last mod to enable via JSGME). See if that solves the problem or not. If it does then the restriction to enable it last is lifted but heed the below:
If it does or doesn't solve the problem then what you have to ensure is that nothing is overwriting the following file:
\data\Menu\StyleSheets\German.SHSS

If that file is overwritten then you will never see the message part of any radio message.

Meldric
03-19-11, 11:24 AM
Hi!

My mods:

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

000_00_sh5.exe patch (hydro) v0.0.1(german version)
001_00_RemoveLogoIntroTheDarkWraith
001_02_SD_MapLocationNameFix_v1_2
002_00_Real Environment MOD Reworked
002_02_EnhancedFunnelSmoke1.2_SH5
002_03_ShadowImprovement LR
002_04_Detailed Caustics v1.0
002_04_OldStyleExplosions V1.1
002_05_ConusGraphicMod v1.1
002_06_SH3_to_SH5_sub_physics
002_07_NoDamnBubblesNoDamnHalo
002_08_Dooms Decks for VIIABC41 1.4
002_20_AilRain 1.0
002_21_AilClouds 3.0
002_99_CustomEmblem - Wolf
003_00_MightyFineCrewMod v1.2.1 - Alt w beards
003_03_LiteCampaign v1.21
003_05_CriticalhitsTorpedos v1.1
004_00_CapthelmsAudioMod
004_03_Stormys DBSM SH5 v1.3 Basemod
004_04_Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
004_05_Stormys DBSM SH5 v1.3 optional NavMap babelling
004_06_Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
004_07_Stormys DBSM SH5 v1.3 HOTFIX 3
004_08_DBSM Music 1_0_5
004_10_MightyFineLessAnnoyingFootsteps v1.0
004_12_GrossdeutscherRundfunk
005_10_BRF 1.3 full
006_00_NewUIs_TDC_6_4_0_ByTheDarkWraith
006_01_NewUIs_TDC_6_4_0_Das_Boot_Crew_Mod_by_Illyu strator
006_03_NewUIs_TDC_6_4_0_Manos Scopes-patch for 5x4
006_05_NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision
006_06_NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision_Bl ack_Skin
006_07_NewUIs_TDC_6_4_0_New_radio_messages_German
006_08_Trevally Automated Scripts v0.5
006_15_Krauters Automated Scripts (v5_0_0 compatible)
006_20_IRAI_0_0_30_ByTheDarkWraith
006_21_IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
006_23_SUB_hyd_fix_SH5
006_24_AirTorpedoes
006_50_Sub_Exhaust_1_0_5_byTheDarkWraith
006_51_SubFlags_0_0_5_byTheDarkWraith
006_52_Sobers_3D_DeckSpray Mod V7
007_00_IO_StrategicMap_4_0_for_TDWv640&MO
007_01_IO_MapCourseLine_sharp pencil_mod
007_03_IO_ShapeTexturesColor
007_04_EQuaTool 01.01 by AvM - double set - Large plus Flat Style
007_10_Trevally Harbour & Kiel Canal Pilot v2.4
020_00_Stoianm EnvNights compatible blue Atlantic water for MO (low)v1
020_03_Stoianm Color (Gray)

In yellow are the mods installed after 6.4.0, possibly overwriting files (I have not checked exactly which ones are overwritten).

Meldric

Obelix
03-19-11, 12:45 PM
Hi!

My mods:

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

...
007_00_IO_StrategicMap_4_0_for_TDWv640&MO
...
In yellow are the mods installed after 6.4.0, possibly overwriting files (I have not checked exactly which ones are overwritten).

Meldric
Hi Meldric!
Unfortunately you have to renounce the use of IO_StrategicMap_4_0_for_TDWv640 & MO. This version is not designed to work with the latest version 6.4.0, version 4.0 has been tested with 6.4.0 test 9. The latest version 6.4.0 has a small difference in the files Page navigation map.ini and Page navigation map.pay. You need to wait a little while to be ready version IO_StrategicMap for the current version 6.4.0

Obelix

TheDarkWraith
03-19-11, 12:46 PM
Unfortunately you have to renounce the use of IO_StrategicMap_4_0_for_TDWv640 & MO. This version is not designed to work with the latest version 6.4.0, version 4.0 has been tested with 6.4.0 test 9. The latest version 6.4.0 has a small difference in the files Page navigation map.ini and Page navigation map.pay. You need to wait a little while to be ready version IO_StrategicMap for the current version 6.4.0

Obelix

Yes sorry Obelix. I meant to tell you that I made some small changes to the Pagenavigationmap.py and .ini files. I had to to add the small pencils for the supermarks and navigation fixes :oops:

Obelix
03-19-11, 12:50 PM
Yes sorry Obelix. I meant to tell you that I made some small changes to the Pagenavigationmap.py and .ini files. I had to to add the small pencils for the supermarks and navigation fixes :oops:
Yes, that's why I expect these changes, so it's not a surprise to me:DL. So everything is fine.:up:

Rongel
03-19-11, 01:58 PM
ok, I think I know why some of you are missing the message portion of the radio messages. Ensure you install the latest version of v6.4.0 LAST (i.e. the last mod to enable via JSGME). See if that solves the problem or not. If it does then the restriction to enable it last is lifted but heed the below:
If it does or doesn't solve the problem then what you have to ensure is that nothing is overwriting the following file:
\data\Menu\StyleSheets\German.SHSSI made a quick test mod and installed \data\Menu\StyleSheets\German.SHSS with JSGME and the messages were allright. It didn't seem like there was any other mod using German.SHSS than UI mod 6.4. though.

Anyway, thanks TDW for the help, and thanks for the new UI mod version!

TheDarkWraith
03-19-11, 02:02 PM
I made a quick test mod and installed \data\Menu\StyleSheets\German.SHSS with JSGME and the messages were allright. It didn't seem like there was any other mod using German.SHSS than UI mod 6.4. though.

Anyway, thanks TDW for the help, and thanks for the new UI mod version!

Good to know that was the problem :up: I couldn't see any other way the message portion of the radio messages wouldn't be showing.

charognard
03-19-11, 02:21 PM
new ui 6.4 and IO map, playing since this morning, except radio message, i haven t notice any bug on IO map.
I have overwritte the file .ssh by the one includ in new ui 6.4 and all run fine now. Thx you :)

TDW, i have notice one thing, i think it s maybe the SH5.exe modification, but i must be under 15 meters for my hydrophone contact appear on map ( navmap and TAI )

stoianm
03-19-11, 02:22 PM
new ui 6.4 and IO map, playing since this morning, except radio message, i haven t notice any bug on IO map.
I have overwritte the file .ssh by the one includ in new ui 6.4 and all run fine now. Thx you :)

TDW, i have notice one thing, i think it s maybe the SH5.exe modification, but i must be under 15 meters for my hydrophone contact appear on map ( navmap and TAI )
this is irai no hydrofone at surface

PL_Andrev
03-19-11, 02:50 PM
No solution for incorrct longitude (E value only) close to 0°E line at 6.4.0?

TheDarkWraith
03-19-11, 05:09 PM
No solution for incorrct longitude (E value only) close to 0°E line at 6.4.0?

:o Forgot about it. It's now marked on my list of things to do :up:

Dignan
03-19-11, 05:36 PM
Darkwraith,

I sort of asked this question before in another thread but thought I would bring it up here too. I'm using this mod and installed the additional files that give map contacts no color and no shape. However, it appears that now I can't see any "blips" or dots to represent contacts in visual range.

I figured out how to turn off all the Pacman looking sonar cones and visual detection range circles through the game menu options. How do have visual contacts show up as only black (non direction indicating) dots? Sort of like in Trigger Maru for SH4?

Even after many years of playing SH4 I'm finding SH5 to be a huge learning curve without the position keeper or radar. Makes for a challenging game though.

TheDarkWraith
03-19-11, 05:49 PM
Darkwraith,

I sort of asked this question before in another thread but thought I would bring it up here too. I'm using this mod and installed the additional files that give map contacts no color and no shape. However, it appears that now I can't see any "blips" or dots to represent contacts in visual range.

that would be correct since you enabled the add-on mod for no color and no shape. The add-on mod for no color same shape will allow you to see the contacts on the map at all times (including visual range). I cannot make contacts not appear and then all of a sudden reappear when in x range of sub. Game doesn't allow this. It's either one or the other.

Dignan
03-19-11, 05:57 PM
that would be correct since you enabled the add-on mod for no color and no shape. The add-on mod for no color same shape will allow you to see the contacts on the map at all times (including visual range). I cannot make contacts not appear and then all of a sudden reappear when in x range of sub. Game doesn't allow this. It's either one or the other.


Alright. Thanks for your efforts regardless. I assume most "real subsimers" just play with contacts all the way off, huh?

TheDarkWraith
03-19-11, 06:00 PM
Alright. Thanks for your efforts regardless. I assume most "real subsimers" just play with contacts all the way off, huh?

I made all the add-on mods so that you can decide the level of realism you want to play at. Maybe today you want very low realism, maybe tomorrow you want maximum realism. It's up to you :up: I play at maximum realism most of the time.

Stormfly
03-20-11, 12:41 AM
great news with this release, and Thank You so much developing and integrating my radio message sound wishes, cant test the final version right now, HD is crashed... :88)

Did you include the special sound files i mixed for it, or do you use other ones ? (i see nothing about it in post 1)

Feuer Frei!
03-20-11, 01:25 AM
Ok, having some trouble activating the mod...
I have enabled 'SH3Style' in UserOptionscfg file,
here is mod loadout:

http://i51.tinypic.com/2eejwjt.jpg

What am i missing here?
I've loaded the mod and loaded savegame. That wouldn't matter would it?
In fact, when i do load savegames no dials show up at all.
Nothing except for the stock icons, no officer icons style sh3 etc etc.

Feuer Frei!
03-20-11, 01:47 AM
Now i'm getting this:
http://i53.tinypic.com/2v34uh1.jpg

What the? No conflict before.

Zedi
03-20-11, 03:51 AM
Compatibility is a big issue... 99% of the conflicts on every mod here is around the .sim file. And because I need to overwrite them, most of the time I dont even know what the moder did with the .sim file. I removed completely UHS as there is no file left in that mod that is not overwritten by other mods.

charognard
03-20-11, 04:15 AM
ok a little bug with super mark for sunk ship.

In all my patrol, i have sunk 15 ship, all goodly marked un a 30km radius range, but the last ( a cimmaron ) was marked near bergen, and was really sunk in Irish sea lol

deuys
03-20-11, 06:44 AM
just downloaded my own mod and looked at the code for this. I changed the way the compass rose worked some versions ago. It is no longer tied to the heading of the uboat but rather controlled by keys - the Q and E keys. Shift + Q or E to increase/decrease faster.

:) thanks once again, and from your answer the only way i could rotate compass rose is with pressing keys ctrl+Q and ctrl+E :) im so happy now to solve this shift+q and shift +e makes me to rotate pointer E (attack course pointer )
cheers :)

Feuer Frei!
03-20-11, 07:22 AM
So any solutions to my plight, gentlemen?

Feuer Frei!
03-20-11, 07:58 AM
Ok, this is weird now, have just uninstalled all mods, re-activated mods and started new career with mods enable, plus this one, and i get this:

http://i54.tinypic.com/2ds4f93.jpg

what is this blue everywhere?

kakemann
03-20-11, 08:29 AM
Hi!

Does anyone know where I can find a overview of the keyboard hotkeys?

Thanks :DL

Magic1111
03-20-11, 08:31 AM
Hi!

Does anyone know where I can find a overview of the keyboard hotkeys?

Thanks :DL

Ingame press F1 ! ;)

Feuer Frei!
03-20-11, 08:31 AM
Ok, i have it all working now, sorry to all and in particular TDW for what seems like spamming his thread, even though it was related to the mod.
Apologies, all in working order now.

303_Michcich
03-20-11, 09:52 AM
Hi TDW - thanks for your fantastic mod !

I have a question though - I can`t see SOAN upon installing mod. Why is that ?

Also, what is the best way to get target speed in manual targetting ? So far I was getting ship lenght from `Erkennugsbuch` and divided it by time ship passes the scope in seconds * 1,94 = speed in knots. Worked perefectly almost every time. Now that ship data are gone from Ship recognition manual, I was looking for it in SOAN - but I can`t see SOAN in my interface :(

I found speed estimation by navigator not as precise - btw, how do you guys estimate speed then ?

Thanks for your help in advance TDW

stoianm
03-20-11, 09:54 AM
Hi TDW - thanks for your fantastic mod !

I have a question though - I can`t see SOAN upon installing mod. Why is that ?

Also, what is the best way to get target speed in manual targetting ? So far I was getting ship lenght from `Erkennugsbuch` and divided it by time ship passes the scop in seconds * 1,94 = speed in knots. Worked perefectly almost every time. Now that ship data are gon from Ship recognition manual, I was looking for it in SOAN - but I can`t see SOAN in my interface :(

I found speed estamation by navugator not as precise - btw, ho do yopu guys estmate speed then ?

Thanks for your help in advance TDW
i will make today an tutorial how to find speed, course and aob for a ship using the TDW interface

303_Michcich
03-20-11, 09:58 AM
thnx, but I`m not sure why I can`t see SOAN anyway...

TheDarkWraith
03-20-11, 10:03 AM
thnx, but I`m not sure why I can`t see SOAN anyway...

SOAN is only visible when the charts are enabled (click the charts icon on the top right bottom side bar). If charts are enabled and SOAN still isn't visible you need to reset it's draggable position by deleting the Pagelayout_Draggables.TDW in your \Silent Hunter 5 folder.

kakemann
03-20-11, 10:47 AM
Hi,
I can't seem to find the option for "request for friendly escort" when close to base.
I'm running the SH3 version of this fantastic mod.

Have I missed it?

Feuer Frei!
03-20-11, 10:57 AM
How do i bypass conflict with Real Env Mod?
Uboat .sim files are in great disagreement with each other.

Silent Steel
03-20-11, 11:25 AM
i will make today an tutorial how to find speed, course and aob for a ship using the TDW interface

Thanks Stoianm,
Looking forward to this. :up:

/

stoianm
03-20-11, 11:27 AM
Thanks Stoianm,
Looking forward to this. :up:

/
wlk... in meantime you can watch the tutorials that i made here:

http://www.subsim.com/radioroom/showthread.php?t=181538

303_Michcich
03-20-11, 01:37 PM
Thaks TDW, I got my SOAN now.

Stoianm - look forward to tutorial. From my experience so far it looks like navigator gets fairly accurate speed upon locking in the target on scope, asking for speed estimation and 3-4 range readings with stadimeter, but AOB estimates he is giving seem to vary wildy...not sure why that is..

stoianm
03-20-11, 01:42 PM
Thaks TDW, I got my SOAN now.

Stoianm - look forward to tutorial. From my experience so far it looks like navigator gets fairly accurate speed upon locking in the target on scope, asking for speed estimation and 3-4 range readings with stadimeter, but AOB estimates he is giving seem to vary wildy...not sure why that is..
using manul TDC and realism 100% the results are not acurate all the time... you can have errors ... but like this was in real life... i do not like playing games that are not immersive especials simulations games... i will have errors in my tutorials also... you will see... but this is the fun of the game... in the time when ours results will be 100% acurate then probably we will be in space age:haha: (like trevally told me once when i asked him what is thinking if i make my navigator to have 0 errors in his position fixes)

303_Michcich
03-20-11, 01:51 PM
yes, alternatively you can do speed esstimation and AOB yourself doing triangulation and use clock to estimate tsrget ship. I think best mix is to estimate AOB yourself and ask navigator for asistance with speed estimation as he is fairly precise withv this

charognard
03-20-11, 05:39 PM
i have just found it now... Into XO dialogue, when i identify a target, there isn t any Large Steamer Thumbnails... My officier goodly identify it, but no Thumbnails...

Magic1111
03-21-11, 05:41 AM
Hi TDW !

The Add-On "No_hydrophone_on_surface_No_Aircraft_spotting" comes with the new UI 6.4.0 Package and it is in the Package with the IRAI_0_0_30 MOD.

But the file that comes with UI 6.4.0 has a newer Time-Stamp ! So what for an file / Add-On should we use, when we your UI 6.4.0 and IRAI use (the "No_hydrophone_on_surface_No_Aircraft_spotting from UI 6.4.0 or from IRAI 030) ?

Best regards,
Magic:salute:

stoianm
03-21-11, 05:48 AM
i think they are the same but i use the one from IRAI

charognard
03-21-11, 05:49 AM
what is time-stamp plz...??

Magic1111
03-21-11, 06:21 AM
what is time-stamp plz...??

When I click in Windows Explorer (File Manager) with the left mouse button on the file to mark they and then I can see the date and time where is created ! :know:

Do you now know what I mean ?

Best regards,
Magic

Zedi
03-21-11, 12:33 PM
TDW, can you please make some time and set up a documentation about the features in this mod and post it in the first or second post of this topic. I find it extremely hard to find detailed info about how these features work and how they can be accessed. For example the chalkboard mod, real navigation, automation and so on.

Also, Im a shortcut freak and I use the mouse only to move the avatar.. are any shortcuts implemented in this mod? Like accessing the radio messages, journal, SOAN and so on? I really dislike to do so many clicks to call a simple function.

stoianm
03-21-11, 12:36 PM
TDW, can you please make some time and set up a documentation about the features in this mod and post it in the first or second post of this topic. I find it extremely hard to find detailed info about how these features work and how they can be accessed. For example the chalkboard mod, real navigation, automation and so on.

Also, Im a shortcut freak and I use the mouse only to move the avatar.. are any shortcuts implemented in this mod? Like accessing the radio messages, journal, SOAN and so on? I really dislike to do so many clicks to call a simple function.
i am using an key commands mod by church and almoust all the commands that you are accesing by mouse you can acces by keys... and you can see the keys function by poressing F1 in game:

http://www.subsim.com/radioroom/showpost.php?p=1296884&postcount=1

regards

Magic1111
03-21-11, 01:53 PM
TDW, can you please make some time and set up a documentation about the features in this mod and post it in the first or second post of this topic. I find it extremely hard to find detailed info about how these features work and how they can be accessed. For example the chalkboard mod, real navigation, automation and so on.


We have a documention (tips & tricks guide) in our german ubi-forum made by a forum member & moderator "Ruby2000", look here and scroll through: http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6511078809

Okay, in german language, but better than nothing...!:yep:

Best regards,
Magic:salute:

stoianm
03-21-11, 01:55 PM
We have a documention (tips & tricks guide) in our german ubi-forum made by a forum member & moderator "Ruby2000", look here and scroll through: http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6511078809

Okay, in german language, but better than nothing...!:yep:

Best regards,
Magic:salute:
When you use Otto chalkboard magic1111?- i can not read in german... you count your cockteils and apart of that?
thanks

Magic1111
03-21-11, 02:16 PM
When you use Otto chalkboard magic1111?- i can not read in german... you count your cockteils and apart of that?
thanks

For the moment I use the chalkboard only to watch the timezone, Moon- and Sun rise and -sunset and so on. It means only for information. But I remember that I read, we can with the chalkboard count the water bomb (is this the right english word?) with chalk stripes ?!

What do you mean with "cocktail" ? :hmmm:

stoianm
03-21-11, 02:22 PM
For the moment I use the chalkboard only to watch the timezone, Moon- and Sun rise and -sunset and so on. It means only for information. But I remember that I read, we can with the chalkboard count the water bomb (is this the right english word?) with chalk stripes ?!

What do you mean with "cocktail" ? :hmmm:
i read somewhere that they used to count the cocktails... it is a sort of a drink made by mixing stuffs like... alchool, soda etc... or maybe Trevally told me that he use for this ... i do not remember well:DL
Yes i saw in das boot that they used also to count the bearings when they were attacked by the DDs. But personally i do not use

Why you need the time zone and where you use the information about the Sun and Moon in the sh5?

Magic1111
03-21-11, 02:41 PM
i read somewhere that they used to count the cocktails... it is a sort of a drink made by mixing stuffs like... alchool, soda etc... or maybe Trevally told me that he use for this ... i do not remember well:DL
Yes i saw in das boot that they used also to count the bearings when they were attacked by the DDs. But personally i do not use

Why you need the time zone and where you use the information about the Sun and Moon in the sh5?

Yes, I know that a cocktail is a alcohol drink, but why is the name of the chalkboard "This is an Uboat cocktail...." ? Why in this context "cocktail" ?

I need the time zone and the dates of moon- and sun rising and -sunset to plan my attacks on convoys, that I know for example when is night (= dark = good for start the attack) and is this a bright night, because the moon is shining or a dark night because the moon is not shining...and so on. And from what for a side I start the attack, for example the moon behind my sub or behind the merchant ships....!

Zedi
03-21-11, 02:44 PM
We have a documention (tips & tricks guide) in our german ubi-forum made by a forum member & moderator "Ruby2000", look here and scroll through: http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6511078809

Okay, in german language, but better than nothing...!:yep:

Best regards,
Magic:salute:

Das ist etwa MO nicht TDW UI, aber ja.. es ist besser als nichts. Vielen dank.

Actually I try to figure out the relation between the real nav and the chalkboard. This topic is just too big and searching for info is a real pain.

I had read that in SH4 they managed to import Stellarium.. is that true or I was missunderstand things?

stoianm
03-21-11, 02:45 PM
Yes, I know that a cocktail is a alcohol drink, but why is the name of the chalkboard "This is an Uboat cocktail...." ? Why in this context "cocktail" ?

I need the time zone and the dates of moon- and sun rising and -sunset to plan my attacks on convoys, that I know for example when is night (= dark = good for start the attack) and is this a bright night, because the moon is shining or a dark night because the moon is not shining...and so on. And from what for a side I start the attack, for example the moon behind my sub or behind the merchant ships....!
A... ok... i see now... i did not thinked at that... nice information.. i will use it from now... thanks

about the cocktails i think that they were counted with this chalboard by crew member for fun.. i do not exactly.. it is only an suposition:DL

Magic1111
03-21-11, 02:52 PM
about the cocktails i think that they were counted with this chalboard by crew member for fun.. i do not exactly.. it is only an suposition:DL

Maybe you´ve right, but means this really the drinks that counted, or is "cocktail" in this context only another word for "water bombs" that comes from an DD and these bombs were counted on a chalkboard (similiar as in reallife) ?

stoianm
03-21-11, 02:57 PM
Maybe you´ve right, but means this really the drinks that counted, or is "cocktail" in this context only another word for "water bombs" that comes from an DD and these bombs were counted on a chalkboard (similiar as in reallife) ?
dunno magic1111.. i will ask trevally... i do not count the wasserbomben with chalckboard... i use the sound from stormys sound colection for that... i reworked the mod a bit and i increased the the probability that the waserbomben are reported by sonnar guy at 100%:D

ustahl
03-21-11, 05:12 PM
Usually I tend to get things working OK, but for some reason I have never been able get the Destroyed marks working that TDW introduced in 6.4.0 Test 5 (I think it was). :cry:

In the Nav map options screen I have no option to select/deselect the Destroyed marks. It is missing.
When I sink a ship there is no sunk ship mark on the map like in earlier days. At the sinking spot nothing remains visible on the map, it's empty. The sunk ship is recorded in the captain's log, though.

What is required to get the Destroyed marks working? Is there some special setting(s) in the UsersOptions.py file? Anything else? Ship's Journal?
I feel so dumb abt this. :oops: :wah:

TheDarkWraith
03-21-11, 05:18 PM
Usually I tend to get things working OK, but for some reason I have never been able get the Destroyed marks working that TDW introduced in 6.4.0 Test 5 (I think it was). :cry:

In the Nav map options screen I have no option to select/deselect the Destroyed marks. It is missing.
When I sink a ship there is no sunk ship mark on the map like in earlier days. At the sinking spot nothing remains visible on the map, it's empty. The sunk ship is recorded in the captain's log, though.

What is required to get the Destroyed marks working? Is there some special setting(s) in the UsersOptions.py file? Anything else? Ship's Journal?
I feel so dumb abt this. :oops: :wah:

If you have real nav or an add-on mod installed of mine you may be missing these marks. The destroyed marks that you are referring to only appear when you load a saved game so you can see where you 'killed' ships. The stock game never showed these past kills on a game load.

Magic1111
03-21-11, 05:57 PM
Hi TDW !

The Add-On "No_hydrophone_on_surface_No_Aircraft_spotting" comes with the new UI 6.4.0 Package and it is in the Package with the IRAI_0_0_30 MOD.

But the file that comes with UI 6.4.0 has a newer Time-Stamp ! So what for an file / Add-On should we use, when we your UI 6.4.0 and IRAI use (the "No_hydrophone_on_surface_No_Aircraft_spotting from UI 6.4.0 or from IRAI 030) ?

Best regards,
Magic:salute:

---BUMP---:D

Magic1111
03-21-11, 06:01 PM
Hi TDW !

When I have the big Map-Tools in UserOptions.py enabled, the Super-Mark Pencil doesn´t work for me ?! :hmmm:

See the screenshot please, I click with the left Mouse Button on the pencil and nothing happened !

http://img703.imageshack.us/img703/1106/sh5img20110321235339.jpg (http://img703.imageshack.us/i/sh5img20110321235339.jpg/)

Can you check this please ? :D Any solution ? :wah:

Best regards,
Magic:salute:

TheDarkWraith
03-21-11, 06:11 PM
Hi TDW !

When I have the big Map-Tools in UserOptions.py enabled, the Super-Mark Pencil doesn´t work for me ?! :hmmm:

See the screenshot please, I click with the left Mouse Button on the pencil and nothing happened !

Can you check this please ? :D Any solution ? :wah:

Best regards,
Magic:salute:

it's working. When you click the pencil you have enabled the supermark to be placed. Click on the map to set the supermark. Same goes for the navigational fixes.

stoianm
03-21-11, 07:35 PM
@ TDW

It is posible to have an proper cronometer in the game... i mean my cronometer do not show me the minutes... only the seconds .. and when i use i forgot how manny minutes has pased:DL

thanks

pascal4541
03-21-11, 08:15 PM
@ TDW

It is posible to have an proper cronometer in the game... i mean my cronometer do not show me the minutes... only the seconds .. and when i use i forgot how manny minutes has pased:DL

thanks

stoianm, You take a paper and pencil and you make small cross :haha:
But yes, it's a great idea...

TheDarkWraith
03-21-11, 08:17 PM
@ TDW

It is posible to have an proper cronometer in the game... i mean my cronometer do not show me the minutes... only the seconds .. and when i use i forgot how manny minutes has pased:DL

thanks

show me a screenshot of the chronometer that's missing minutes :hmmm:

Kapitan_Kaput
03-21-11, 10:14 PM
love this ui (6.4.0. SH5enhanced) but what ever happened to the twisty periscope thingies? :hmmm: would really like them on my boat

TheDarkWraith
03-21-11, 10:26 PM
love this ui (6.4.0. SH5enhanced) but what ever happened to the twisty periscope thingies? :hmmm: would really like them on my boat

should be there with v6.4.0. Yep, just checked and they are there :up:

Kapitan_Kaput
03-21-11, 10:37 PM
hrmm...just re-dl'd and unzipped...no twisty option folder...is it integrated now? if so then another mod must be blocking it

TheDarkWraith
03-21-11, 10:41 PM
hrmm...just re-dl'd and unzipped...no twisty option folder...is it integrated now? if so then another mod must be blocking it

Yes, there is no add-on mod for them anymore. They are integrated into the main mod.

Kapitan_Kaput
03-21-11, 11:21 PM
ok it was another mod...they are there now....thanks...


mebbe an iceberg option in the mission settings would be nice tho :yeah:


great work on this mod btw

robbythesub
03-22-11, 02:49 AM
If you have real nav or an add-on mod installed of mine you may be missing these marks. The destroyed marks that you are referring to only appear when you load a saved game so you can see where you 'killed' ships. The stock game never showed these past kills on a game load.

Thanks for the latest update TDW- the pre saved game sinkings are a great addition, however after starting a saved game yesterday and them showing, a new kill failed to show on the map despite showing in the figures, strange eh?
Not seen that happen prior to 6.40

Anyone else had that?

pfeillant
03-22-11, 04:39 AM
hello,
I never see the destroyed marks, even in the windows parameters the 'display destroyed mark' is checked.

the last time i sink a ship, the design of the boat disappears on the map, but after 10 seconds, the ship is not listed as destroyed in the events box, and i have a general crash without any error window.
bye

charognard
03-22-11, 05:03 AM
hello,
I never see the destroyed marks, even in the windows parameters the 'display destroyed mark' is checked.

the last time i sink a ship, the design of the boat disappears on the map, but after 10 seconds, the ship is not listed as destroyed in the events box, and i have a general crash without any error window.
bye

I have sometimes the same issue, but many times, mark appear at 100,000km from where i have sunk the ship...

stoianm
03-22-11, 09:59 AM
show me a screenshot of the chronometer that's missing minutes :hmmm:
i figured this out... the cronometer is not missing the dials for minutes (it is the dial from the top of my crono)... it is only my attention that is missing something:DL

gap
03-22-11, 02:06 PM
Hi TDW,
just found a possible bug in Multiple UIs 6.4.0 final release:

after installing it, it is not possible anymore to change via mousewheel the angle of navigation map draggable compass outer ring, neither swiching inner ring by right mouse click. It was correctly working until test version 9, if I remember well.

I've tested it with vanilla game and no other mod than .exe patch and a "fresh" copy (no options files edited) of Multiple UI's 6.4.0 enabled.

Hope it helps for improving your great work! :salute:

TheDarkWraith
03-22-11, 04:57 PM
Hi TDW,
just found a possible bug in Multiple UIs 6.4.0 final release:

after installing it, it is not possible anymore to change via mousewheel the angle of navigation map draggable compass outer ring, neither swiching inner ring by right mouse click. It was correctly working until test version 9, if I remember well.

I've tested it with vanilla game and no other mod than .exe patch and a "fresh" copy (no options files edited) of Multiple UI's 6.4.0 enabled.

Hope it helps for improving your great work! :salute:

You must not have tested the mod just by itself then because I just did and it works perfectly. Before posting a perceived problem disable all mods and only enable the mod you think has the problem and see if the problem still persists. If not then another mod was causing a conflict. I suspect that you had an un-updated version of IO strategic map enabled after my UIs mod which would cause the perceived problem.

Magic1111
03-22-11, 05:39 PM
it's working. When you click the pencil you have enabled the supermark to be placed. Click on the map to set the supermark. Same goes for the navigational fixes.

After a few tests I found the solution ! First let me say, the Super-Mark Pencil doesn´t work really for me, I click on the pencil and then on the map and nothing happened !

So, the solution is: I must run the SH5.exe with administrator-rights (I´ve Win7 64 bit), it means right mouse-click on sh5.exe to show up the context menu, then select "Run as administrator". When I do this, the Super-Mark works when I click on the pencil and then on the map; when I the sh5.exe run without administrator rights the super-marks doesn´t work !!!

Best regards,
Magic:salute:

gap
03-22-11, 08:51 PM
You must not have tested the mod just by itself then because I just did and it works perfectly. Before posting a perceived problem disable all mods and only enable the mod you think has the problem and see if the problem still persists. If not then another mod was causing a conflict. I suspect that you had an un-updated version of IO strategic map enabled after my UIs mod which would cause the perceived problem.

Hi again TDW,
I would like my problem (and its fix) being so simple but, as I wrote some hours ago, when I did my first test the only mods enable were your latest NewUIs 6.4.0 and SH5.exe patched with your 0.0.1 and 0.0.2 patches. Eventually I carried out several other tests. Here are some facts I discovered:

1) problem is not only related to maptool compass rotation, but to any imput by mousewheel (heading bar and RAOBF are affected too);
2) disabling the patched .exe fixed the issue;
3) enabling again patch 0.0.1 alone, restored the problem;
4) with any version of NewUIs not featuring mosewheel imputs, like v 6.4.0 test 1, mouse click (heading bar), mouse drag (RAOBF) and keyboard imput (compass tool) did their work perfectly, even with patched exe v. 0.0.1 enabled.

My two pennies guess is that the patch may interfere in the way you are injecting your custom dlls into the .exe code, preventing mousewheel imputs from working properly. But why do I should be the only one having this problem?

Incidentally, I've discovered another issue, not related to the first one: starting with NewUIs v 6.4.0 test 2 onward, RAOBF is misplaced only for obs. periscope. It is shifted on the scope's left side. I can post a screenshot, if you need it.
Again, maybe I'm doing something wrong but, believe, it or not :D I've tested it with no other mod enabled ;)

Thank you for your time and attention!
gap

charognard
03-23-11, 01:09 AM
really strange, my mouseweel work perfectly on my install with sh5.exe fix 1

brandtryan
03-23-11, 08:47 AM
Not sure what status of working sextant is--but have done some more research on subject. I'm using a program called Stellarium (www.stellarium.org (http://www.stellarium.org)), inputing exact time, date and position of when and where sub was located in sim. Two seperate times were recorded (0240 and 0340) in both SHV and Stellarium. I then measured angle between Polaris and tip of big dipper in each of the various modes listed below.
Stellarium can render the viewpoint in many different ways, which I thought might be relevant to a discussion of the challenges of representing a 3d sky on a display. I’m pretty sure SHV uses some kind of “perspective” type rendering, since it seems to be the only one with a level horizon. Here's what the stellarium manual says about the different views:

cylinder
The full name of this projection mode is cylindrical equidistant projection. The maximum field of view in this mode is 233◦
equal area
The full name of this projection method is, Lambert azimuthal equalarea projection. The maximum field of view is 360◦.
fisheye
Stellarium draws the sky using azimuthal equidistant projection. In fisheye projection, straight lines become curves when they appear a large angular distance from the centre of the field of view (like the distortions seen with very wide angle camera lenses). This is more pronounced as the user zooms out.
The maximum field of view in this mode is 180◦
Hammer-Aitoff
The Hammer projection is an equal-areamap projection, described by Ernst Hammer in 1892 and directly inspired by the Aitoff projection. The maximum field of view in this mode is 360◦.
mercator
Mercator projection preserves the angles between objects, and the scale around an object the same in all directions. The maximum field of view in this mode is 233◦.
orthographic
Orthographic projection is related to perspective projection, but the point of perspective is set to an infinite distance. The maximum field of view is 180◦.
Perspective
Perspective projection keeps the horizon a straight line. The maximum field of view is 150◦. The mathematical name for this projection method is gnomonic projection.
stereographic
This mode is similar to fish-eye projection mode. The maximum field of view in this mode is 235◦

The image includes screenshots from Stellarium in perspective mode.
Any thoughts/ideas on how we could somehow use this information to get a sextant working?
http://thephotonwrangler.com/galleries/collage.jpg

Zedi
03-23-11, 11:04 AM
I asked once if Stellarium is already implemented in SH4 real nav but is very hard to get an answer in this topic. If is, how hard would be to implement it in SH5?

Silent Steel
03-23-11, 11:06 AM
Just downloaded the Stellarium and I think I'll be sitting here for the next few hours. :o
At least.

Fascinating.
//

Didd
03-23-11, 03:07 PM
I asked once if Stellarium is already implemented in SH4 real nav but is very hard to get an answer in this topic. If is, how hard would be to implement it in SH5?


As far as I am aware stellarium has never been part of any SH game. It is however used alongside SH3 as follows:

When you want to take a fix, save the game. Run a script which extracts your exact position, date and time from the save game file, formats this so stellarium can read it, and fires up stellarium at his position, date and time. You then perform your voodoo on sun, moon, stars etc to determine a position. Return to game and plot said position. Continue on your way with manual dead reckoning until time for next fix. I believe it has been used with SH4 in the same way but I could easily be wrong.

Hmmm all these fixes I'm starting to feel a little light headed.

I was going to try this in SH5 just to learn more about celestial navigation, but couldn't make head nor tail of the save game structure and gave up.

brandtryan
03-23-11, 03:12 PM
any idea on where to find/how to write this script? Sounds like an intriguing solution!

Didd
03-23-11, 03:23 PM
any idea on where to find/how to write this script? Sounds like an intriguing solution!

Try this thread http://www.subsim.com/radioroom/showthread.php?t=163113&highlight=stellarium

von faust
03-23-11, 05:14 PM
I have activate this:

- New UIs TDC 6_4_0 by TDW
- New UIs TDC 6_4_0 Real Navigation
- IRAI 0_0_30 by TDW
- IRAI 0_0_30 No hydrophone No aircraft spotted

There is 2 problem

http://img228.imageshack.us/img228/4729/primor.png

and

http://img713.imageshack.us/img713/5815/secondo.png

etheberge
03-23-11, 05:46 PM
Hi TDW,

Just wondering if there is any chance of the SH4style interface getting some love soon. I know it's probably not the most used interface but for SH4 die-hards like me it's like an old comfortable pair of slippers, it's really hard to let go of it.

Basically the way I see it the most important changes would be:

1) To try to implement the teleport functions currently in the separate teleport toolbar into the SH4 toolbar.

2) Remove the non-functional icons.

Alternatively depending on amount of work involved fixing the non-functional icons and/or adding more functions to the toolbar would be even more awesome.

So what do you say my friend, is there any hope for me? Or should I just give up and get myself a new pair of slippers? :D

Zedi
03-24-11, 02:16 AM
I have activate this:

- New UIs TDC 6_4_0 by TDW
- New UIs TDC 6_4_0 Real Navigation
- IRAI 0_0_30 by TDW
- IRAI 0_0_30 No hydrophone No aircraft spotted

There is 2 problem

...

and

...
Your italian and most probable your using the Italian version of the game. Merchantile grande is actually the Large steamer, so there is no error. Only problem is that you will need a Italian localization for SOAN to match the description of the ships between SOAN and the default recon manual. And I dont think we have something like that so far. But you can be the first to make one.

d3vnu11
03-24-11, 07:43 AM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_Real_Navigation
NewUIs_TDC_6_4_0_New_radio_messages_German
NewUIs_TDC_6_4_0_alt_officer_wounded_by_Torpedo
Manos Scopes-Core Files
Manos Scopes-patch for 16x9


When I tried to use the TDC Tutorial sh5 locks up but I noticed it seems like there is a dialog popping up behind the SH5 app. When I try to alt tab back I see a dialog but it also gets minimized with sh5. I noticed also in the game if I hit tab then enter the game starts to respond again. This happens also just using MO. Anyone have this happen to them is there a fix ?

Trevally.
03-24-11, 07:52 AM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_Real_Navigation
NewUIs_TDC_6_4_0_New_radio_messages_German
NewUIs_TDC_6_4_0_alt_officer_wounded_by_Torpedo
Manos Scopes-Core Files
Manos Scopes-patch for 16x9


When I tried to use the TDC Tutorial sh5 locks up but I noticed it seems like there is a dialog popping up behind the SH5 app. When I try to alt tab back I see a dialog but it also gets minimized with sh5. I noticed also in the game if I hit tab then enter the game starts to respond again. This happens also just using MO. Anyone have this happen to them is there a fix ?

This sound like the game is writing the mission to mission backups.
Shouls only happen the first time you use a new mission.
press escape to continue:up:

d3vnu11
03-24-11, 08:06 AM
This sound like the game is writing the mission to mission backups.
Shouls only happen the first time you use a new mission.
press escape to continue:up:
Ah haaaa ok Thanks! So what about the radioman ? I also get something similar when outside I ask the watch officer to have the radioman send a patrol report it goes through it's sequence radioman talks, talks again, you hear morse code radioman speaks, then it locks up you hit enter the game responds again and see report sent in the log. Any clue about that ? :)

Trevally.
03-24-11, 08:08 AM
Ah haaaa ok Thanks! So what about the radioman ? I also get something similar when outside I ask the watch officer to have the radioman send a patrol report it goes through it's sequence radioman talks, talks again, you hear morse code radioman speaks, then it locks up you hit enter the game responds again and see report sent in the log. Any clue about that ? :)

now that does sound like an error report being sent to your desktop.
Can you not see one if you alt-tab:06:

d3vnu11
03-24-11, 08:38 AM
now that does sound like an error report being sent to your desktop.
Can you not see one if you alt-tab:06:

Nope. Also noticed I have to press ESC everytime I use certain missions.

d3vnu11
03-24-11, 09:08 AM
Nope. Also noticed I have to press ESC everytime I use certain missions.

Well there is a dialog but when I alt tab out of SH5 it minimizes with it. Then I can't get back into the game since it's stuck on the dialog which I can't see :)
Kev

MiTon
03-24-11, 10:36 AM
Hi guys,

I'm having two problems with MO and NewUI 6.4 and need a little help!

Here my modlist (already disabled most)

Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Games\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_15_UHS_Fix
FX_Update_0_0_15_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
A Fistful of Emblems v1.51
Church's Compass Dials Mod v2.2 - Option One
Chart Colour Scheme 1
EQuaTool 01.01 by AvM - Large Style
MCCD_1.04_GER
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_6_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
Speech Recognition_v1.4_MiTons_NewUI_Editon _deutsch
Magnum_Opus_V0_0_1_DEUTSCHMOD_0.2A
NewUIs_TDC_6_4_0_Real_Navigation
NewUIs_TDC_6_x_x_Progress Bar_by_Torpedo v2
NewUIs_TDC_6_4_0_New_radio_messages_German


First thing is that the options form the radiomessages aren't displayed as you can see here:

http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=3839

Second is a translation error. I installed a translation for MO.
But I'm still getting this.

http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=3838.

I allready looked at the coressponding files in
data\LngGameData\Texts\German\Data\UPCDataGE\UPCLo calization\
and
data\UPCDataGE\UPCLocalization\

and I can't find Wintergarden, Conning...

It's all german like it should be!


Any clues??

Thanks in advance!

MiTon

brandtryan
03-24-11, 04:57 PM
Try this thread http://www.subsim.com/radioroom/showthread.php?t=163113&highlight=stellarium

Thanks Didd--this looks promising. I'm having trouble though, finding the right file to use, as in SHV, there are no ".map" files. I think it might be the playersettings.cfg but I'm not sure. Here's what's in it:

[PLAYER_SUBMARINE]
PatrolArea=0
CrtYear=1939
CrtMonth=9
CrtDay=3
CrtHour=15
CrtMin=0
DeparturePointLong=1217736.875000
DeparturePointLat=6518668.500000
DeparturePointHeading=328.940399
ClassName=SSTypeVIIA
UnitName=U-30
Origin=German
TextureName=NULL
LightmapTextureName=NULL
NormalmapTextureName=NULL
Z01=Conning_7a_01,data\Submarine\NSS_Uboat7a\Subma rine Parts\Conning_7A_01
BLD=BoldType1,data\Objects\Sensors\UBoot_Sensors
M01=88mm_UDeck_Gun_High,data\Objects\Guns\Deck_Gun _GE88mm
A01=20mm_C30_Soclu,data\Objects\Guns\20mm_C30
H01=NULL
H02=KDB_type9,data\Objects\Sensors\UBoot_Sensors
TAR=coating_01,data\Objects\Sensors\coatings
E01=NULL
D02=Dummy_Rod_Antena,data\Objects\Sensors\UBoot_Se nsors
C02=NULL
C01=NULL

brandtryan
03-24-11, 05:00 PM
MiTon---

FYI, I'm having the same issue with the options screen for the messages.

Didd
03-25-11, 01:49 AM
Thanks Didd--this looks promising. I'm having trouble though, finding the right file to use, as in SHV, there are no ".map" files. I think it might be the playersettings.cfg but I'm not sure. Here's what's in it:

[PLAYER_SUBMARINE]
PatrolArea=0
CrtYear=1939
CrtMonth=9
CrtDay=3
CrtHour=15
CrtMin=0
DeparturePointLong=1217736.875000
DeparturePointLat=6518668.500000
DeparturePointHeading=328.940399
ClassName=SSTypeVIIA
UnitName=U-30
Origin=German
TextureName=NULL
LightmapTextureName=NULL
NormalmapTextureName=NULL
Z01=Conning_7a_01,data\Submarine\NSS_Uboat7a\Subma rine Parts\Conning_7A_01
BLD=BoldType1,data\Objects\Sensors\UBoot_Sensors
M01=88mm_UDeck_Gun_High,data\Objects\Guns\Deck_Gun _GE88mm
A01=20mm_C30_Soclu,data\Objects\Guns\20mm_C30
H01=NULL
H02=KDB_type9,data\Objects\Sensors\UBoot_Sensors
TAR=coating_01,data\Objects\Sensors\coatings
E01=NULL
D02=Dummy_Rod_Antena,data\Objects\Sensors\UBoot_Se nsors
C02=NULL
C01=NULL


That's why I gave up. I couldn't fathom the save game files at all. The data must be there somewhere though.

Maybe somebody around here knows how these things work?

stoianm
03-26-11, 07:37 PM
@TDW... i want to use this 3 mods:

NewUIs_TDC_6_4_0_Real_Navigation
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Symbols
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Tails

what is the corect order that i must to install them?

thanks

TheDarkWraith
03-26-11, 07:40 PM
@TDW... i want to use this 3 mods:

NewUIs_TDC_6_4_0_Real_Navigation
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Symbols
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Tails

what is the corect order that i must to install them?

thanks

Real nav first then the order of the other two doesn't matter.

stoianm
03-26-11, 07:40 PM
Real nav first then the order of the other two doesn't matter.
thank you

brandtryan
03-26-11, 08:00 PM
DW--or anyone else. Is anyone getting blank text next to check marks in the radio message options screen? Also, I'm getting a blank text box next to last (bottom right) checkmark upon exiting to main menu (save journal entries, points, etc.) I've notices too, that upon reloading a saved game, it always retains "N1", even if you have re-started back in the bunker. I was in the bunker, went to the nav-map, and it auto scrolled me all the way across the channel to a nav-fix I had done off the English coast in a previous game! And for some reason--I can't seem to delete this "N1" point. It only gives me the option for "V".

The sonar guy has been been my nemesis since SHIII. It totally discourages me. I don't understand how he can "follow" the nearest contact and report bearings, but then when you click on "nearest contact" (not follow) he reports no contacts. Sometimes he does, sometimes he doesn't.

Also--I watched a tutorial on using the "estimate range" from the sonar station--but I never hear a "ping" ala the US fleetboats. Did the u-boats have active pinging to determine range? If not, what is the "estimate range" button simulating? How loud the contact is?

TheDarkWraith
03-26-11, 08:06 PM
open your data\menu\menu.txt file and see if the following entries exist or not:

9866=Inside this range (in meters) the possibility exists that a ship could send a sub sighted radio message
9867=Increase range (- 5m, Shift - 50m, Ctrl - 500m)
9868=Decrease range (- 5m, Shift - 50m, Ctrl - 500m)
9869=Inform of ship radio messages
9870=Inform of sub sighted messages
9871=Inform of BDU messages
9872=Inform of destroyed messages
9873=Close Options
9874=Click to toggle Options visibility

Teiwaz
03-26-11, 08:26 PM
2 short questions (using v6.4.0):

1.) I don't have jimimadrid's map tools enabled regardless I have them IG. Is it possible that some other optional part has them added?

2.) Is there a minimum distance or minimum speed for a hydrophone line to show up? Had a german '34 destroyer 90° starboard at very close range moving at my speed (5-6 knots) but it didn't show a hydro line. I had 2 merchants at ~15km distance in front of me, so I know that my hydrophone was working and my sonar guy didn't fall asleep ;) Just passed Brunsbüttel after leaving Kiel for a new patrol.


Oh, third question:
I love the U-Jagd chrono but when I fire my torpedoes I'm missing the red clock hands. Is this working as intended?
My fault, they are there. I think I didn't have the target locked when I observed this.

brandtryan
03-26-11, 08:42 PM
open your data\menu\menu.txt file and see if the following entries exist or not:

9866=Inside this range (in meters) the possibility exists that a ship could send a sub sighted radio message
9867=Increase range (- 5m, Shift - 50m, Ctrl - 500m)
9868=Decrease range (- 5m, Shift - 50m, Ctrl - 500m)
9869=Inform of ship radio messages
9870=Inform of sub sighted messages
9871=Inform of BDU messages
9872=Inform of destroyed messages
9873=Close Options
9874=Click to toggle Options visibility

Last two lines of my menu.txt:

9863=Unable to control flooding. Abandoning ship at
;END OF FILE

Can I go ahead and add the lines you mentioned above then?

I'm thinking I installed my mods in the wrong order? Basically it looks like:

MO (patched)
UI 6.4.0
FX
FX Barf
FX UHS
IRAI
Depth Keeping
Water Disturbances
Real Nav

TheDarkWraith
03-26-11, 10:19 PM
why not just redownload v6.4.0? It appears you either have a corrupted download or :06:

THE_MASK
03-28-11, 09:12 PM
Would you be interested in putting the commands from the bottom officers bar into the dialogue boxes for the crew ?
example.
If you have no interest in it then thats fine , just thought i would ask .
http://img850.imageshack.us/img850/9460/92710003.jpg (http://img850.imageshack.us/i/92710003.jpg/)
http://img713.imageshack.us/img713/8233/51945447.jpg (http://img713.imageshack.us/i/51945447.jpg/)

blind0wl
03-29-11, 01:29 AM
TDW, I know you answered this earlier in the post, but is there really only one way of defaulting the SOAN and charts. I always make the mistake of pulling the SOAN out opening it and the right hand side positions off the screen...I believe it can only be dragged from that right side and so it ends up being stuck there.

Fair enough with deleting the draggable file...but I'm assuming I need to close the game to do this, unless you know otherwise.

Thanks

titidinca
03-29-11, 01:46 AM
Would you be interested in putting the commands from the bottom officers bar into the dialogue boxes for the crew ?
example




yes, officers bar should removed:rock:

robbythesub
03-29-11, 02:09 AM
Would you be interested in putting the commands from the bottom officers bar into the dialogue boxes for the crew ?
example
http://img850.imageshack.us/img850/9460/92710003.jpg (http://img850.imageshack.us/i/92710003.jpg/)
http://img713.imageshack.us/img713/8233/51945447.jpg (http://img713.imageshack.us/i/51945447.jpg/)

Yes this for me would be a great addition if at all possible.

Also, the request for Battle Stations amongst the XO dialogue would also be good with the Watch Officer so that you can order this from the bridge instead of having to go down the ladder.

I realise you can order this from the command bar at the bottom but not sure if it works since the red bell doesnt come up if done that way?

;)

Jester_UK
03-29-11, 02:43 AM
If TDW does decide to do this it would be great if he could base it on the MCCD mod

http://www.subsim.com/radioroom/showthread.php?t=166236&highlight=mccd

Zedi
03-29-11, 03:25 AM
Also, is possible to do something with the radar? Using real nav, the radar is not working.. I mean I dont get any reports of radar contact and is no way to ask the radio guy if we have something on the screen.

I find it almost impossible to play with real nav in this conditions, I always run into convoys when is fog out there nor the escorts detects me first. I had to remove real nav just because of this.

Dignan
03-29-11, 06:12 AM
TDW, I know you answered this earlier in the post, but is there really only one way of defaulting the SOAN and charts. I always make the mistake of pulling the SOAN out opening it and the right hand side positions off the screen...I believe it can only be dragged from that right side and so it ends up being stuck there.

Fair enough with deleting the draggable file...but I'm assuming I need to close the game to do this, unless you know otherwise.

Thanks

I did the same thing. I haven't seen the SOAN in two patrols. I restarted my save and even came back to port, got a new sub and the SOAN is still off screen to the right where I can't get at it. Anyone know how to fix this?

stoianm
03-29-11, 06:14 AM
I did the same thing. I haven't seen the SOAN in two patrols. I restarted my save and even came back to port, got a new sub and the SOAN is still off screen to the right where I can't get at it. Anyone know how to fix this?
read here pls:

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


regards

Dignan
03-29-11, 06:16 AM
read here pls:

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


regards

Thanks stoianm once again. Do you ever sleep?:haha:

stoianm
03-29-11, 06:20 AM
Thanks stoianm once again. Do you ever sleep?:haha:
nope... i am an romanian vampire:03:

Dignan
03-29-11, 06:21 AM
nope... i am an romanian vampire:03:

Well played.... :har:

TheDarkWraith
03-29-11, 07:25 AM
Also, is possible to do something with the radar? Using real nav, the radar is not working.. I mean I dont get any reports of radar contact and is no way to ask the radio guy if we have something on the screen.

I find it almost impossible to play with real nav in this conditions, I always run into convoys when is fog out there nor the escorts detects me first. I had to remove real nav just because of this.

The radar works you're just not receiving anything from the crew about contacts right? Real nav does nothing to inhibit the radar.
Radar is something I've never been able to play with because I haven't even come close to that point in the game where one can get radar. So until I can get a sub with radar enabled I can't see what's going on with it and thus I can't attempt to fix or even try to tweak it. My thoughts are probably something in the \data\Cfg\Sensors.cfg needs to be tweaked.

Zedi
03-29-11, 08:34 AM
The radar works you're just not receiving anything from the crew about contacts right? Real nav does nothing to inhibit the radar.
Radar is something I've never been able to play with because I haven't even come close to that point in the game where one can get radar. So until I can get a sub with radar enabled I can't see what's going on with it and thus I can't attempt to fix or even try to tweak it. My thoughts are probably something in the \data\Cfg\Sensors.cfg needs to be tweaked.

Thats correct. Even if I have an enemy ship right next to me, there is no report about her if there is no visual contact too. And compared to the sonar, the radio man have no command to report contacts on officer bar. Only useless stuff.. like radio, gramophone, send weather report etc.

Actually, the radar is a bigger problem than the sonar was. Here is a working radar:

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5%20misc/SH5Img2011-03-28_003500.jpg

I dont remeber having these types of radar on similar boats in SH3. Notice the digital display of "Contacte: 0". As far as I remember we had circular display radar. Also, when the game start, the radar is working, but the antena is not rotating.. the animation is stuck on halt. Same after surfacing.. I always need to switch on the radar to start the animation. And in the picture shown above I should have a lot of contacts, I was like 6km away from a big convoy, seems like anything under 14km will not show up on the radar.

And this is a big problem starting late 41 when the enemy also have radars and to make it worst.. even radar detectors. So if I sail in fog and bad weather, I always get my ass kicked before I realize whats going on. So I had to remove real nav for now until this issue can be fixed somehow... I have no other options.

PS: I feel kinda weird being the only one around playing the late campaigns with real nav on.

stoianm
03-29-11, 08:39 AM
PS: I feel kinda weird being the only one around playing the late campaigns with real nav on.
:DL - i am in the first campaign but i hope untill i will be in the late ones... the radar will be fixed:D... now i am using only the hydro with real nav

TheDarkWraith
03-29-11, 08:43 AM
Also, when the game start, the radar is working, but the antena is not rotating.. the animation is stuck on halt. Same after surfacing.. I always need to switch on the radar to start the animation. And in the picture shown above I should have a lot of contacts, I was like 6km away from a big convoy, seems like anything under 14km will not show up on the radar.

Good feedback. Gives me something to look into :up:
Did you try switching the radar range to the short/long ranges? There is a sweep switch and a range switch on the radar display (and also for the officers)

Dignan
03-29-11, 08:52 AM
Well crap! The radar doesn't work either?

No magnetic torps, no radar....the bugs are mounting.

Teiwaz
03-29-11, 09:30 AM
Well crap! The radar doesn't work either?

No magnetic torps, no radar....the bugs are mounting.

As a developer I would be embarassed if I managed to produce the same bugs (not working hydro/radar, magnetic impact not working,...) over and over again in every new version of the series - thx UbiCrap :nope:

Well, for something else.
I seem to have some problems with the TDC dials (using MRP 8x5), namely speed & AOB dials.

1.) When I try to set AOB clockwise (or starboard side) it will stop at 180°. When I try to set it counter clockwise (or port side) it moves all the way round.

2.) Speed dial seems to be somewhat linked to the AOB dial which means that at some point when I move the AOB dial the speed dial will move the same way.

3.) Probably just a GFX glitch but I noticed that the torpedo speed in the speed dial is always 0 when I mouse over, and the AOB sometimes jumps to 180 if moused over.

Can this issues be fixed via configuration file (except for the GFX glitches, I can live with that)?

Hm, now that I think about it... it could be that I took the scopes from MO patch #2 and not the ones provided with TDW UI v6.4.0. So it's definitely possible that those versions are not fully compatible and this is the source of all the dial-bolicalness ;) Have to test this when I'm back home.

Zedi
03-29-11, 09:34 AM
Good feedback. Gives me something to look into :up:
Did you try switching the radar range to the short/long ranges? There is a sweep switch and a range switch on the radar display (and also for the officers)

Yes. I remember seeing clear signal on targets being around 30km away, but at close range the radar show nothing on screen. I was shadowing a convoy in medium fog and I found it very frustrating to have no clue where they are. Every 15 minutes I needed to dive and listen with the hydro to make an ideea about their position. Until they changed course and the escorts detected my presence on their radar. They came out of the fog at max speed with all the guns on me.. no time to even order crash dive. This is not a fair fight.

If I remove real nav, at least I can see on the map the radar signals, even if there is no report on targets.

Dignan, the radar is working, is just the radio man being retard. He is the brother of the sonar guy... and my boat is a hospital ship, I carry only zombies and slow people.

Dignan
03-29-11, 09:47 AM
Dignan, the radar is working, is just the radio man being retard. He is the brother of the sonar guy... and my boat is a hospital ship, I carry only zombies and slow people.

Don't forget the Chief Engineer who gets a paper cut and therefore can't order the crew to repair damage.

Dignan
03-29-11, 09:48 AM
As a developer I would be embarassed if I managed to produce the same bugs (not working hydro/radar, magnetic impact not working,...) over and over again in every new version of the series - thx UbiCrap :nope:

Well, for something else.
I seem to have some problems with the TDC dials (using MRP 8x5), namely speed & AOB dials.

1.) When I try to set AOB clockwise (or starboard side) it will stop at 180°. When I try to set it counter clockwise (or port side) it moves all the way round.

2.) Speed dial seems to be somewhat linked to the AOB dial which means that at some point when I move the AOB dial the speed dial will move the same way.

3.) Probably just a GFX glitch but I noticed that the torpedo speed in the speed dial is always 0 when I mouse over, and the AOB sometimes jumps to 180 if moused over.

Can this issues be fixed via configuration file (except for the GFX glitches, I can live with that)?

Hm, now that I think about it... it could be that I took the scopes from MO patch #2 and not the ones provided with TDW UI v6.4.0. So it's definitely possible that those versions are not fully compatible and this is the source of all the dial-bolicalness ;) Have to test this when I'm back home.

It could be the schopes from the MO patch but have you tried clicking the red buttons on the AOB and SPeed dials after you set them? When I do this in my game they lock in the data.

Teiwaz
03-29-11, 10:18 AM
It could be the schopes from the MO patch but have you tried clicking the red buttons on the AOB and SPeed dials after you set them? When I do this in my game they lock in the data.

I'll try that. But even if I haven't locked the speed setting yet, it shouldn't move by me adjusting the AOB value ;)

By now I'm pretty convinced that the MO patch scopes are not compatible with UI 6.4.0. We'll see, but it sounds just to logical/obvious.

stoianm
03-29-11, 10:21 AM
I'll try that. But even if I haven't locked the speed setting yet, it shouldn't move by me adjusting the AOB value ;)

By now I'm pretty convinced that the MO patch scopes are not compatible with UI 6.4.0. We'll see, but it sounds just to logical/obvious.
Use the Manos scopes ... you will find them in the UI 6.4... install the pacth scope related to your resolution after the UI 6.4

Silent Steel
03-29-11, 10:53 AM
Could someone please give me a link to a comprehensible manual for the attack disc?
Seems I never get it... :damn:

stoianm
03-29-11, 11:00 AM
Could someone please give me a link to a comprehensible manual for the attack disc?
Seems I never get it... :damn:
download the last tdw uis v 6.4

go to the path where you downloaded:

C:\NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TD C_6_4_0_ByTheDarkWraith\Documentation

here you will find an pdf folder called: Attack_Disc_Handbook.pdf

this is what are you looking for:up:

ual002
03-29-11, 12:49 PM
I lost the recognition manual in game. I moved it over the button to make all the documents show up. Couldn't close them after they were opened as the button was covered by the manual. I went back to port to have it reset. Manual is now gone. Any suggestions. Do i need to edit a file somewhere to reset the location of the Recog manual in the GUI. Will UAL002 ever solve his issue? Tune in next time to find out. lol

stoianm
03-29-11, 12:51 PM
I lost the recognition manual in game. I moved it over the button to make all the documents show up. Couldn't close them after they were opened as the button was covered by the manual. I went back to port to have it reset. Manual is now gone. Any suggestions. Do i need to edit a file somewhere to reset the location of the Recog manual in the GUI. Will UAL002 ever solve his issue? Tune in next time to find out. lol

read here pls:

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


regards

Teiwaz
03-29-11, 04:35 PM
I did some tests with the following scopes:

-) MRP 8x5 from MO patch #2
-) MRP 8x5 from TDW UI v6.4.0
-) Manos Optics (Stock TDW UI v6.4.0) + 8x5 patch

Tested with single mission "TDW Target"(? - the one with the tanker ;))

Results regarding "linked TDC dials":
-) Manos Optics: not reproducable
-) MRP 8x5 from TDW UI v6.4.0: not reproducable
-) MRP 8x5 from MO patch #2: I only managed to reproduce it 1 time so there has to be an additional parameter which I'm not aware of right now, but it was the behaviour I experienced before. Target & vision locked, TDC manual input on, set speed via dial, send speed to TDC --> AOB dial moves speed dial

Since the not working version is out of date anyways I don't care any more. Maybe it has something to do with the NO calculating speed, AOB, etc.? Anyway I've seen some crazy values being calculated - f.e. AOB 6553 ;)

Results regarding "AOB dial stops at 180° clockwise rotation":
-) Reproduced 100% with every version.

Just curious on this one why it happens, it's not that disruptive.

stoianm
03-29-11, 04:44 PM
I did some tests with the following scopes:

-) MRP 8x5 from MO patch #2
-) MRP 8x5 from TDW UI v6.4.0
-) Manos Optics (Stock TDW UI v6.4.0) + 8x5 patch

Tested with single mission "TDW Target"(? - the one with the tanker ;))

Results regarding "linked TDC dials":
-) Manos Optics: not reproducable
-) MRP 8x5 from TDW UI v6.4.0: not reproducable
-) MRP 8x5 from MO patch #2: I only managed to reproduce it 1 time so there has to be an additional parameter which I'm not aware of right now, but it was the behaviour I experienced before. Target & vision locked, TDC manual input on, set speed via dial, send speed to TDC --> AOB dial moves speed dial

Since the not working version is out of date anyways I don't care any more. Maybe it has something to do with the NO calculating speed, AOB, etc.? Anyway I've seen some crazy values being calculated - f.e. AOB 6553 ;)

Results regarding "AOB dial stops at 180° clockwise rotation":
-) Reproduced 100% with every version.

Just curious on this one why it happens, it's not that disruptive.
i am using the tdw interface and manos scope mod... and i have very acurate readings... see here:

http://www.subsim.com/radioroom/showpost.php?p=1623102&postcount=1

regards

Teiwaz
03-29-11, 05:00 PM
i am using the tdw interface and manos scope mod... and i have very acurate readings... see here:

http://www.subsim.com/radioroom/showpost.php?p=1623102&postcount=1

regards

I might be misunderstood. I have no problems with readings or calculating a solution - I hit my targets. Well, mostly :D I'm just curious why dial A moves when I adjust dial B, and why my XO window sometimes has a AOB way above +/-180° (after the NO calculation found in the messagebox) ;)

I'll take a screenshot next time I see it.

longam
03-29-11, 05:13 PM
The radar works you're just not receiving anything from the crew about contacts right? Real nav does nothing to inhibit the radar.
Radar is something I've never been able to play with because I haven't even come close to that point in the game where one can get radar. So until I can get a sub with radar enabled I can't see what's going on with it and thus I can't attempt to fix or even try to tweak it. My thoughts are probably something in the \data\Cfg\Sensors.cfg needs to be tweaked.

Does the Silentotto trick get you where you want?

Dignan
03-29-11, 06:29 PM
I might be misunderstood. I have no problems with readings or calculating a solution - I hit my targets. Well, mostly :D I'm just curious why dial A moves when I adjust dial B, and why my XO window sometimes has a AOB way above +/-180° (after the NO calculation found in the messagebox) ;)

I'll take a screenshot next time I see it.

I'm still trying to figure out how to use the TDC dials to enter the AOB data without it reseting every time I re-enter range. Once you set AOB it ideally SHOULD update itself along with the bearing of the target but every time I take a new bearing/range reading the AOB resets.

TDW, I see there is a video on the second post that is supposed to explain how to successfully do this. I downloaded it but it seems to be corrupt. It plays for about 4 seconds then the windows media player closes. I've tried re-downloading with no success. Is this on youtube anywhere?

stoianm
03-29-11, 09:30 PM
@TDW.. the navigator from your UI... if we put an acurate range and AOB .. i saw he calculated an acurate speed... he is doing in all situations like this or only when the uboat heading is 90 degree on the ship course?

TheDarkWraith
03-29-11, 09:37 PM
@TDW.. the navigator from your UI... if we put an acurate range and AOB .. i saw he calculated an acurate speed... he is doing in all situations like this or only when the uboat heading is 90 degree on the ship course?

All situations :up: He knows algebra and trig and some calculus :cool: :DL

ingsoc84
03-30-11, 02:25 AM
Outstanding mod! Don't know how I played so long without it! thanks!:)

Dignan
03-30-11, 07:49 AM
################################################## #############################################
Videos:

- submerged torp attack using v3.1.1. Shows how to use the SH3 style speed estimator and how to use the new red buttons attached to the speed and AOB TDC dials for 'setting' the speed and AOB into the TDC so they persist across stadimeter calls
http://www.filefront.com/17358841/Torp-attack-TDW-NewUIs-TDC-v3-1-1.avi/

TDW, I'm trying to view this video you have posted but the files seems to be corrupt. Is it on youtube or accessible anywhere else? It downloads but when played it closes after 4 seconds.

I'm trying to figure out what I'm doing wrong with setting the AOB so it persists and this video sounds like it holds the answer. Thanks.

ual002
03-30-11, 08:53 AM
read here pls:

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


regards

Thanks, I'll take a gander. Good hunting.

Trevally.
03-30-11, 11:21 AM
TDW, I'm trying to view this video you have posted but the files seems to be corrupt. Is it on youtube or accessible anywhere else? It downloads but when played it closes after 4 seconds.

I'm trying to figure out what I'm doing wrong with setting the AOB so it persists and this video sounds like it holds the answer. Thanks.

Click the "send to TDC" button on the AOB dial,
You can then move your scope and the AOB will match target AOB based on range setting.
You can also then use the stadi and it will not change the AOB.

The second use of the Stadi will reset it to before you moved your scope.
I think this is a bug.

@TDW - not sure if this has been reported before or if it can be fixed.

Dignan
03-30-11, 11:46 AM
Click the "send to TDC" button on the AOB dial,
You can then move your scope and the AOB will match target AOB based on range setting.
You can also then use the stadi and it will not change the AOB.

The second use of the Stadi will reset it to before you moved your scope.
I think this is a bug.

@TDW - not sure if this has been reported before or if it can be fixed.

Hmmm... I'll try this when I'm home tonight but I tried every conceivable combination of range/aob/speed and even using XO data screen instead of the red buttons on the dials. Every time I entered a new range, it reset AOB to the last number I input.

So you're saying that if I set the AOB and then just move the scope a little bit it will it will in effect "lock" the AOB to the periscope to the point where I can enter a range reading again without reseting it?

Thanks for the reply.

Trevally.
03-30-11, 12:33 PM
Ok, here is what I have noticed.

I set my scope to 90deg to ship heading.
Enter AOB at 90 and click send to TDC.
Turn scope to meet ship.
AOB will track this change in scope bearing and adjust AOB.
I can then use stadi to get range and AOB will stay correct.:up:

I then move my scope to next target.
AOB will track this scope move and adjust correctly.
(:hmmm: try send to TDC again)
When I use stsdi on this second target - AOB dial will jump to 90deg where I set it at the start.

stoianm
03-30-11, 12:35 PM
see here:

http://www.youtube.com/watch?v=Zg4OEq5vuZs

MiTon
03-30-11, 01:48 PM
Hi guys,

I'm having two problems with MO and NewUI 6.4 and need a little help!

...

First thing is that the options form the radiomessages aren't displayed as you can see here:

http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=3839


Thanks to your help, this one resolved for me. Like you suggested, it was a corrupted menu.txt. Looked ok, but behaved like :arrgh!:



http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=3838.

I allready looked at the coressponding files in
data\LngGameData\Texts\German\Data\UPCDataGE\UPCLo calization\
and
data\UPCDataGE\UPCLocalization\

and I can't find Wintergarden, Conning...

It's all german like it should be!

This one still exists, but I think it is related to MO_deutschmod. http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309




Thanks

Dignan
03-30-11, 02:07 PM
Ok, here is what I have noticed.

I set my scope to 90deg to ship heading.
Enter AOB at 90 and click send to TDC.
Turn scope to meet ship.
AOB will track this change in scope bearing and adjust AOB.
I can then use stadi to get range and AOB will stay correct.:up:

I then move my scope to next target.
AOB will track this scope move and adjust correctly.
(:hmmm: try send to TDC again)
When I use stsdi on this second target - AOB dial will jump to 90deg where I set it at the start.

I'll give that a try. With this method though you HAVE to be at 90 degrees to the target track, right? usually if I have time to do that I'm going to just use a constant bearing method but I'll play around with your sequence of data entry and see if it works for me.

Dignan
03-30-11, 02:08 PM
see here:

http://www.youtube.com/watch?v=Zg4OEq5vuZs

Thanks stoianm. At work now but will look at this video tonight. I should have figured you had a tutorial on this.

EDIT: Stoianm, I just watched your video and I still don't understand how to get around this bug. In fact, your video seems to show exactly the problem I am talknig about. At about 1:27 in the video, when you enter a new range reading the AOB resets itself just as I've been talking about. That's the problem. It shouldn't do that.

stoianm
03-30-11, 04:50 PM
Thanks stoianm. At work now but will look at this video tonight. I should have figured you had a tutorial on this.

EDIT: Stoianm, I just watched your video and I still don't understand how to get around this bug. In fact, your video seems to show exactly the problem I am talknig about. At about 1:27 in the video, when you enter a new range reading the AOB resets itself just as I've been talking about. That's the problem. It shouldn't do that.
This is the ideea.. the AOb reset at the first locked value after you take range with stadi... tdw will fix this soon

stoianm
03-30-11, 04:56 PM
20) How to use the MO or the TDW interface in SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1631622&postcount=36)

SashaKA001
03-30-11, 07:43 PM
where can I change the color of the periscope, RAOBF grid and color crosshairs, in what file it should be done? please reply.:arrgh!::arrgh!::arrgh!: