PDA

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


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

stoianm
03-30-11, 07:50 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!:
http://www.youtube.com/watch?v=e5rFeE03Zrk

SashaKA001
03-30-11, 07:57 PM
http://www.youtube.com/watch?v=e5rFeE03Zrk

mouse wheel can rotate? yes

Silent Steel
03-31-11, 12:08 AM
see here:

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

Hi Stoianm
Could you please tell which language mod you use in this video and maybe a link?
I love it. :yep:
Thanks in advance!
/

Silent Steel
03-31-11, 12:28 AM
mouse wheel can rotate? yes

Just click on the figure you want to change, keep the mouse there and roll the mouse wheel.
/ :up:

stoianm
03-31-11, 02:02 AM
Hi Stoianm
Could you please tell which language mod you use in this video and maybe a link?
I love it. :yep:
Thanks in advance!
/
Can you be more clear please... what do you mean by ,,language mod''?

Silent Steel
03-31-11, 02:14 AM
Can you be more clear please... what do you mean by ,,language mod''?

Ciao,
I mean the spoken conversation between the officers (orders and so on) that I hear when I watch this video.

//

stoianm
03-31-11, 03:49 AM
Ciao,
I mean the spoken conversation between the officers (orders and so on) that I hear when I watch this video.

//
http://www.subsim.com/radioroom/showthread.php?t=164552

Silent Steel
03-31-11, 11:08 AM
http://www.subsim.com/radioroom/showthread.php?t=164552


Thanks again, Stoianm :up:

BowfinSS287
04-03-11, 06:26 AM
little help

i have version 6.4.0 GUI and i just tried to change the filter colour of the scope, all the funtions....filter....crosshair....and so on, can't be changed anymore. in another version of this GUI you could change these values on the fly, do i have to enable this in TDW options file or has this feature been removed.....thanks for any help

stoianm
04-03-11, 06:29 AM
little help

i have version 6.4.0 GUI and i just tried to change the filter colour of the scope, all the funtions....filter....crosshair....and so on, can't be changed anymore. in another version of this GUI you could change these values on the fly, do i have to enable this in TDW options file or has this feature been removed.....thanks for any help
now you can change by mousewheel... it is not like before when you was supouse to writte the values by keyboard.. so put your mouse on the value of an RGB color for example and scroll the mousewheel

BowfinSS287
04-03-11, 06:45 AM
TDW made it easier to use,that's why i couldn't figure it out,i have to do things the hard way....lol

thanks

303_Michcich
04-03-11, 11:36 AM
TDW, take a look into here:

http://forum.1cpublishing.eu/showthread.php?p=250916&posted=1#post250916

You`re becoming high profile and quite a role model for a MODDER :)

Congrats man, I wish we ever had someone like you to turn Il2 Cliifs of Dover into what you have done out of SH5.

Cheers !

TheDarkWraith
04-03-11, 08:24 PM
TDW, take a look into here:

http://forum.1cpublishing.eu/showthread.php?p=250916&posted=1#post250916

You`re becoming high profile and quite a role model for a MODDER :)

Congrats man, I wish we ever had someone like you to turn Il2 Cliifs of Dover into what you have done out of SH5.

Cheers !

Pretty cool :up: For me it's all about the challenge, the see if I can do it thing. I love challenges especially the ones where everyone sees no hope in it. If you never challenge yourself and push yourself beyond your comfort zone you will never grow as a person :yep: It's like a natural high figuring out something that eludes most everyone else.

stoianm
04-03-11, 08:53 PM
:salute:

Silent Steel
04-04-11, 03:07 AM
Pretty cool :up: For me it's all about the challenge, the see if I can do it thing. I love challenges especially the ones where everyone sees no hope in it. If you never challenge yourself and push yourself beyond your comfort zone you will never grow as a person :yep: It's like a natural high figuring out something that eludes most everyone else.

:salute:
/

Kentrat
04-04-11, 04:11 AM
Interesting, I had never heard of the Cliffs of Dover sim; obviously spending far too much time underwater :salute::salute: We are very lucky to have TDW and all the other guys who have made SH5 the sim it is now....

So anyway, I checked out the COD website and thought 'Wow, this looks excellent'

Then I saw the Ubi logo. Such a shame. :cry::cry::cry:

Dzib
04-05-11, 02:10 PM
Hi, just reinstalled sh5 today and i've downloaded this great mod. I have to admit that i've never been in too much realism, I'm used to auto TDC and I'm a bit confused with the mod.
When I lock a target (with auto TDC activated), it seems to ignore the speed of the target (stays at 0 on the dial).
I've also tried the manual TDC but i thought that after locking a target, a message from the 2nd was supposed tu pop up, where I have to enter speed, range, aob, etc.... am I missing something?
Btw, here's the load order af jsgme, in case something have to be changed:

NewUIs_TDC_6_4_0_ByTheDarkWraith=1
NewUIs_TDC_6_4_0_alt_officer_wounded_by_Torpedo=2
NewUIs_TDC_6_4_0_AltAdvSpeedGraphics_by_naights=3
NewUIs_TDC_6_4_0_jimimadrids_map_tools=4
NewUIs_TDC_6_4_0_New_radio_messages_German=5
NewUIs_TDC_6_4_0_U-Jagd_Chrono=6
A Fistful of Emblems v1.51=7
A Fistful of Emblems v1.51 (Weathered)=8
Accurate German Flags=9
BRF 1.3 full=10
Capthelms Lighting Effects mod for sh5=11
DBSM_Speech_1_0_4=12
Capthelms SH5 Audio Mod=13
Free Cam Tweak 1.1 - Regular=14
ImprovedWaves_Improved Pitch&Roll=15
MightyFine Less Annoying Footsteps 1.0=16
Old Style Explosions V1.1=17
Real Environment - Revision_2=18
Shadow Improvement Mod=19
SteelViking's Interior Mod V1.2=20
Environment Sounds=21
SIM FOR::::TDW_Depth_Keeping_Problem_UHS_patch_HB_1_0_ 0=22

I guess that my questions surely could fond answers in this thread but... 460 pages to read..... :cry:

Thanks

nembo
04-06-11, 02:20 AM
Hallo, have installed the MO with the iter as described by Stoianm, but the
attack disk doesn't work ... The mod NewUIs, as you can see, doesn't open correctly. Maybe is corrupted ... by the way could these errors make the MO, as Stoianm kindly suggests, doesn't work?
Thanks
Nembo

! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\Dials\Any\Metric\ Church's Compass Dials Mod v2.1\Church's Compass Dials Mod v2.1 - Option Four (Dark Comp. Light Rud)\documents\Church's Compass Dials Mod v2.1 Graphic.jpg
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\Dials\Any\Metric\ Church's Compass Dials Mod v2.1\Church's Compass Dials Mod v2.1 - Option Four (Dark Comp. Light Rud)\documents\Church's Compass Dials Mod v2.1 Read Me.txt
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 16_9\data\Menu\Skins\German\Gui\Layout\Periscope_M ask_1024_SH5.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 16_9\data\Menu\Skins\German\Gui\Layout\Periscope_M ask_1024_SH5_OBS.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 4_3\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 4_3\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5_OBS.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 5_4\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 5_4\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5_OBS.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 8_5\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 8_5\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5_OBS.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\Manos scope mod\Manos Scopes-Optional-Black BackGround\data\Menu\Skins\German\Gui\Layout\Peris cope_Mask_1024_SH5.dds
! C:\Documents and Settings\Alby\Desktop\sh5\NewUIs_TDC_6_4_0_TheDark Wraith.7z: Impossibile aprire NewUIs_TDC_6_4_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _4_0_Scopes (do not enable - read)\Manos scope mod\Manos Scopes-Optional-Black BackGround\data\Menu\Skins\German\Gui\Layout\Peris cope_Mask_1024_SH5_OBS.dds

SashaKA001
04-06-11, 06:14 AM
Hallo, have installed the MO with the iter as described by Stoianm, but the
attack disk doesn't work ... The mod NewUIs, as you can see, doesn't open correctly. Maybe is corrupted ... by the way could these errors make the MO, as Stoianm kindly suggests, doesn't work?
Thanks
Nembo



RAOBF can rotate the mouse wheel:yeah::yeah::yeah:

Ruby2000
04-06-11, 09:30 AM
Hi TDW,

in which file can I find this text?

http://www.osibisi.de/developer/AndySites/sh5/images/Rec-Manual.jpg

And where can I find the text for additional info?

And then a little bug ;)
If you move the closed rec-manual to the right side and then open the book. You can't close or move the book, because the close-button is out of the window. How can I move the manual to the left-side again?

best regards

Ruby

stoianm
04-06-11, 09:32 AM
Hi TDW,

in which file can I find this text?

http://www.osibisi.de/developer/AndySites/sh5/images/Rec-Manual.jpg

And where can I find the text for additional info?

And then a little bug ;)
If you move the closed rec-manual to the right side and then open the book. You can't close or move the book, because the close-button is out of the window. How can I move the manual to the left-side again?

best regards

Ruby

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

Ruby2000
04-06-11, 10:07 AM
Hi stoianm,

thanks. :DL I have also found the additional info.

Where ist the ship-category :06:

best regards

Ruby

Trevally.
04-06-11, 11:59 AM
Hi stoianm,

thanks. :DL I have also found the additional info.

Where ist the ship-category :06:

best regards

Ruby

Hi Ruby, all info is in this thread http://www.subsim.com/radioroom/showthread.php?t=181007 :up:

nembo
04-06-11, 12:09 PM
RAOBF can rotate the mouse wheel:yeah::yeah::yeah:

Tried but it doesn't work :damn:
Have I to reinstall anything again?

SashaKA001
04-06-11, 12:20 PM
Tried but it doesn't work :damn:
Have I to reinstall anything again?

try reinstalling and fashion and the game helped me, I have not opened SOAN. then it worked.:yeah:

JiMeS
04-06-11, 12:31 PM
Hi guys got a few probs trying to install the UI.
For a few days now i've been watching the progress u guys made with SH5 and decided to give it a try again now that i have free time. But I stuck trying installing this mod :S

The following screen comes up and the button's don't work :S I think its the journal interface right? I haven't tweaked the mod i just installed NewUIs_TDC_6_4_0_ByTheDarkWraith with jsgme.

Any help?

http://img851.imageshack.us/img851/9960/inteface.jpg

stoianm
04-06-11, 12:33 PM
Hi guys got a few probs trying to install the UI.
For a few days now i've been watching the progress u guys made with SH5 and decided to give it a try again now that i have free time. But I stuck trying installing this mod :S

The following screen comes up and the button's don't work :S I think its the journal interface right? I haven't tweaked the mod i just installed NewUIs_TDC_6_4_0_ByTheDarkWraith with jsgme.

Any help?

http://img851.imageshack.us/img851/9960/inteface.jpg
you have a corupt file... unninstall the New ui mod and delete it ... dowload again the New UI 6.4 and reinstall

MiTon
04-06-11, 12:42 PM
Hi guys got a few probs trying to install the UI.
For a few days now i've been watching the progress u guys made with SH5 and decided to give it a try again now that i have free time. But I stuck trying installing this mod :S

The following screen comes up and the button's don't work :S I think its the journal interface right? I haven't tweaked the mod i just installed NewUIs_TDC_6_4_0_ByTheDarkWraith with jsgme.

Any help?
....



I had nearly the same problem when runnning SH5 as normal user!
Try to run it as admin and see if that helps!

regards

MiTon

JiMeS
04-06-11, 01:02 PM
Thanx guys u are the best!!
Tried both and they worked:)
Good job on your mods too i'll be using them:)

MiTon
04-06-11, 01:12 PM
Thanx guys u are the best!!
Tried both and they worked:)
Good job on your mods too i'll be using them:)

So what helped? Have you tried??

Only reinstalling and admin rights!
or
Just reinstall!
or
Just start with admin rights!


Could be helpfull to other people too!!

JiMeS
04-06-11, 01:22 PM
Tried both at the same time and can't be sure:S

But to be honest i had downloaded the file at least two times today and i think rar files have some kind of protection to prevent corrupt data right? So it should be the admin rights. But to be sure try both:) No harm done to download another 50 mbs :P

MiTon
04-06-11, 01:26 PM
Tried both at the same time and can't be sure:S

But to be honest i had downloaded the file at least two times today and i think rar files have some kind of protection to prevent corrupt data right? So it should be the admin rights. But to be sure try both:) No harm done to download another 50 mbs :P

For testing purpose, would you try again without admin rights and see if the error comes back again?

JiMeS
04-06-11, 01:55 PM
Tried it again without the admin rights no problem did come up so i guess stoainm was right after all :)

Still can't understand how a compressed file can be corrupt, thought they had some measures to prevent that :S

gap
04-06-11, 02:13 PM
Tried it again without the admin rights no problem did come up so i guess stoainm was right after all :)

Still can't understand how a compressed file can be corrupt, thought they had some measures to prevent that :S

It depends:I may be wrong, but I remember that saving checksums together with archives is optional with winrar.

stoianm
04-06-11, 02:16 PM
Tried it again without the admin rights no problem did come up so i guess stoainm was right after all :)

Still can't understand how a compressed file can be corrupt, thought they had some measures to prevent that :S
I had the same problem like yours few weeks ago and TDW helped me... se here:

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

gap
04-06-11, 02:27 PM
I remember I had the very same problem when I tried enabling debug mode within TDWuseroptions.py.

Ruby2000
04-06-11, 03:00 PM
Hi Ruby, all info is in this thread http://www.subsim.com/radioroom/showthread.php?t=181007 :up:

Hi Trevally,

thanks for the link. But I can not find the solution. I will post in this thread.

best regards

Ruby

sirbum69
04-06-11, 06:27 PM
so i just migrated from 6.3 to 6.4 and now when i click on charts i cant find my SOAN...it use to be on the left side just off screen, but its not there anymore lol...

Is there a new place that its hiding

TheDarkWraith
04-06-11, 07:43 PM
so i just migrated from 6.3 to 6.4 and now when i click on charts i cant find my SOAN...it use to be on the left side just off screen, but its not there anymore lol...

Is there a new place that its hiding

You need to reset it's draggable position. Delete \Silent Hunter 5\Pagelayout_Draggables.TDW :up:

sirbum69
04-06-11, 09:42 PM
k thanks i did that...ill see tommorow when i log back in and run some more...

Teiwaz
04-07-11, 06:11 PM
Something strange happened to me...

http://img863.imageshack.us/img863/6179/sh5img20110408010200.jpg (http://img863.imageshack.us/i/sh5img20110408010200.jpg/)

I think I should be dead :hmmm:

I was watching my boat going down to periscope depth on external camera, then I wanted to go further down but couldn't (as you can see in the message box). When I returned from external view I was still on the bridge...abandoned by my crew.
http://img863.imageshack.us/i/sh5img20110408010200.jpg/http://img863.imageshack.us/i/sh5img20110408010200.jpg/

stoianm
04-07-11, 06:14 PM
Something strange happened to me...



I think I should be dead :hmmm:

I was watching my boat going down to periscope depth on external camera, then I wanted to go further down but couldn't (as you can see in the message box). When I returned from external view I was still on the bridge...abandoned by my crew.
http://img863.imageshack.us/i/sh5img20110408010200.jpg/http://img863.imageshack.us/i/sh5img20110408010200.jpg/

:DL - seems you have 9 lives like the cats... it is hapend somethime when you use teleporting i think... or when you play with cameras buttons... just teleport you again in the periscop or another place... or you can walk inside the uboat.... do not forget to close tha hatch:DL

Teiwaz
04-07-11, 06:30 PM
do not forget to close tha hatch:DL

Well, my brave crew made sure that the hatch was closed when they left me at the bridge - well trained german sailors, always work to rule ;)

sirbum69
04-07-11, 07:56 PM
ive also noticed in 6.4 that you can actully order dive even if you are on the bridge still....never use to be able to, now weather or not you will dive i never found out as i didnt stay up top long enough to see....

On another note, Dark if you didnt see my post in Freeze bug i left you one there pertaining to this new bug possibly in UI 6.4

Stormfly
04-07-11, 09:26 PM
Something strange happened to me...

I think I should be dead :hmmm:

I was watching my boat going down to periscope depth on external camera, then I wanted to go further down but couldn't (as you can see in the message box). When I returned from external view I was still on the bridge...abandoned by my crew.
http://img863.imageshack.us/i/sh5img20110408010200.jpg/http://img863.imageshack.us/i/sh5img20110408010200.jpg/

if you have such a problem, just put your hand in your pocket and grap the german "Momsen Lung" a "Tauchretter", after that hit "U" to enter the interrior and think about who was it giving the dive order :DL.

sirbum69
04-07-11, 09:38 PM
if you have such a problem, just put your hand in your pocket and grap the german "Momsen Lung" a "Tauchretter", after that hit "U" to enter the interrior and think about who was it giving the dive order :DL.

and actully isnt it Shift-U, think just hitting u wont do anything

Stormfly
04-07-11, 10:10 PM
and actully isnt it Shift-U, think just hitting u wont do anything

ohh, may be... you know keyb. is hghly customize able :)

Ooruim
04-08-11, 12:45 AM
http://www.subsim.com/radioroom/picture.php?albumid=484&pictureid=4006
What is this?

stoianm
04-08-11, 12:46 AM
http://www.subsim.com/radioroom/picture.php?albumid=484&pictureid=4006
What is this?

It is called Gyroangle... very useful when you want to use fast 90 attack method or when you want to attack by hydro only

jwilliams
04-08-11, 01:58 AM
The gyroangle is the angle that your torpedo's will travel to your target. You want this to be as close to zero as possible. I usually fire torps within 10 degrees of zero. :yep:

Oh and welcome to Subsim Ooruim. :salute:

JiMeS
04-08-11, 05:29 AM
Hi guys got a few probs trying to install the UI.
For a few days now i've been watching the progress u guys made with SH5 and decided to give it a try again now that i have free time. But I stuck trying installing this mod :S

The following screen comes up and the button's don't work :S I think its the journal interface right? I haven't tweaked the mod i just installed NewUIs_TDC_6_4_0_ByTheDarkWraith with jsgme.

Any help?

http://img851.imageshack.us/img851/9960/inteface.jpg

Finally found out why i had this problem. When i tried to play with the settings of the mod i changed the boats number and captain's name to better suit me. I put in U-525 and captain JiMeS. But as i reloaded the game again the same problem happened again. I left it as TDW default cause i don't have time to play around.
So i guess the problem arises as i input wrong data in the settings file:)

Silent Steel
04-09-11, 06:04 AM
:hmmm:

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4009

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4010

//

stoianm
04-09-11, 06:05 AM
:hmmm:




//

nope... this affect only the vertical and horizontal line of the scope... not the gradations

Silent Steel
04-09-11, 07:23 AM
nope... this affect only the vertical and horizontal line of the scope... not the gradations

Thanks,
Good to know things are in order.
//

TheDarkWraith
04-09-11, 09:23 AM
Incorrect UI style means the tutorial is expecting a certain UI style and you are not using the correct one. Looks like you were using SH3 style and it was probably wanting SH5Enhanced.

Silent Steel
04-09-11, 10:15 AM
Incorrect UI style means the tutorial is expecting a certain UI style and you are not using the correct one. Looks like you were using SH3 style and it was probably wanting SH5Enhanced.


Thanks!
I'll try that. :up:

/

sirbum69
04-09-11, 10:52 AM
on the gyro angle question i dont think he was asking what the gyro was i believe he was asking why his scope it pointed at 0 and one gyro is off just a bit from 0. Another words calibrated off just a bit...

Ive noticed that the scope is off like 1 degree....I think its always been that way tho hasnt it. cause i know if you want 259 degrees course you have to give it 258.

stoianm
04-09-11, 11:04 AM
is not big deal... maybe scope visual is a bit deplaced (like lees than 1 degree...) ... just hit the view to heading key... and watch the numbers on the XO dialog or the giroangle... i thinks the Bearing.dds is not well calibrate from stock... also the 1000 metters bearing ploter is deplaced with 1 degree

sirbum69
04-09-11, 11:14 AM
yep. and i hate that i have to zoom in so far before my bearing plotter even shows, or for it to be accurate.

Trevally.
04-09-11, 11:30 AM
If he had matched his giro angle to zero - scope bearing would then have
been exactly on zero.

stoianm
04-09-11, 11:33 AM
If he had matched his giro angle to zero - scope bearing would then have
been exactly on zero.
mine is like a milimeter on left.. i speak about scope bearing

sirbum69
04-09-11, 12:03 PM
If he had matched his giro angle to zero - scope bearing would then have
been exactly on zero.

yeh i match mine all the time on 0 when i do fast 90 and my scope bearing will always be just off to the right of 0. has been this way sence i started playing the game.

So if you have yours exactly on 0 then tell me how pls lol....All tho the amount that it is off never really messes with my shots. Only time i seem to miss is when i have the speed off...if im off by 1 Knt i can miss from 3Km on fast 90. I hate that.

on another note, stoain have you done a video that teaches you how to lead a boat? another words say i want to lead the boat by 10 degrees with my shot, what i set my AOB too...i know there use to be a video for this but i cant seem to find it

stoianm
04-09-11, 12:05 PM
yeh i match mine all the time on 0 when i do fast 90 and my scope bearing will always be just off to the right of 0. has been this way sence i started playing the game.

So if you have yours exactly on 0 then tell me how pls lol....All tho the amount that it is off never really messes with my shots. Only time i seem to miss is when i have the speed off...if im off by 1 Knt i can miss from 3Km on fast 90. I hate that.

on another note, stoain have you done a video that teaches you how to lead a boat? another words say i want to lead the boat by 10 degrees with my shot, what i set my AOB too...i know there use to be a video for this but i cant seem to find it
see real navigation... and in all the videos i lead my boat to put myself in 90 degrees with the target course... it is the same principe for anny degrees

Trevally.
04-09-11, 12:38 PM
yeh i match mine all the time on 0 when i do fast 90 and my scope bearing will always be just off to the right of 0. has been this way sence i started playing the game.

So if you have yours exactly on 0 then tell me how pls lol....All tho the amount that it is off never really messes with my shots. Only time i seem to miss is when i have the speed off...if im off by 1 Knt i can miss from 3Km on fast 90. I hate that.

on another note, stoain have you done a video that teaches you how to lead a boat? another words say i want to lead the boat by 10 degrees with my shot, what i set my AOB too...i know there use to be a video for this but i cant seem to find it

See pic
http://img832.imageshack.us/img832/9616/sh5img20110409183147.png

Try loading a mission and raise your scope without moveing it.
It your is off there nay be a vertical in your scope mod a pixel to the left.

watch the tdc settins also.

stoianm
04-09-11, 12:58 PM
i think my scope bearing is a little bit to left because of the mod 1 degree bearing RibAr that i am using:hmmm:

Teiwaz
04-09-11, 01:31 PM
Can someone tell me what "Brg." stands for on radio map contacts?

http://img808.imageshack.us/img808/6435/sh5img20110409201458.jpg

I think I'm right with scope and true bearing. In this case I have "Brg. -205" which means...what? :)
http://img808.imageshack.us/i/sh5img20110409201458.jpg/

stoianm
04-09-11, 01:40 PM
Can someone tell me what "Brg." stands for on radio map contacts?

http://img808.imageshack.us/img808/6435/sh5img20110409201458.jpg

I think I'm right with scope and true bearing. In this case I have "Brg. -205" which means...what? :)
http://img808.imageshack.us/i/sh5img20110409201458.jpg/
360 - 105 = 205... you are confused because in your picture the contact spoted is not the one that you show us on your map... that one is to far away

Teiwaz
04-09-11, 01:47 PM
360 - 105 = 205... you are confused because in your picture the contact spoted is not the one that you show us on your map... that one is to far away

Ahm...no, that's 100% the contact ;)

Given your info I got what it stands for (verified with another radio contact) - it's the course I have to take. In the given example 205° to port.

Thx stoianm.

Zedi
04-09-11, 02:12 PM
Can someone tell me what "Brg." stands for on radio map contacts?

I think I'm right with scope and true bearing. In this case I have "Brg. -205" which means...what? :)


Bearing.

Meldric
04-10-11, 04:36 PM
Don't know if anyone else have this... I see the SOAN, but cannot open it. Don't know since when this happens, because I wasn't using SOAN on a regular basis, but now it doesn't seem to open for me...

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

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_1_for_TDWv640&MO
007_01_IO_MapCourseLine_normal 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 BlueWaterAndEnvNightsCompatibleRealEnvironment-Revision
020_03_Stoianm Color (Gray)
100_00_Open_Horizons
100_01_Stoianm Upgrade available mod
020_10_Underwater_Stoianm
020_11_Fog For Campaigns

stoianm
04-10-11, 04:40 PM
i think i had this problem once:hmmm:... dunno if was because i had a corupted file at installation...
try this first:

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

and if will not fix the problem than delete the tdw uis... download again and install the new downloaded mod

Meldric
04-10-11, 04:42 PM
Hi!

Think you got me wrong (?)... I actually see the SOAN perfectly in the middle of my UI... Its draggable, I can choose the ships types, but a doubleclick does nothing (e.g. open the book and show me the ships)...

So, I think resetting the position would not solve this issue?

stoianm
04-10-11, 04:46 PM
Hi!

Think you got me wrong (?)... I actually see the SOAN perfectly in the middle of my UI... Its draggable, I can choose the ships types, but a doubleclick does nothing (e.g. open the book and show me the ships)...

So, I think resetting the position would not solve this issue?
i undertood and i know that problem is for dragable... but if not need much time for this you never know.... somethimes when i worked as computer technician and i had had trouble fixing a computer ... i just open and closed the case and i solved the problem:DL... just jocking... than try the other solution... maybe TDW will have a better ideea

Meldric
04-10-11, 04:48 PM
Ok, thanks for your quick reply, Stoianm!
I am trying this then!

Adooo
04-11-11, 12:43 PM
Hey, hows it going? I have a question about real navigation. Can i change some settings or is there a way that the navigator always calculate a 100% correct position for me when i ask for report fix via celestial or dead reckoning?

When i stop my submarine and after few mins when i ask for report fix 5-10 times for example the position on map is always different but should be the same since my sub is not moving...Is there a way to remove these errors from the calculations? Because when i am using only hydrophone to calculate target course or position if my sub position on the map is wrong all calculations will be wrong...well not big errors but trying to get it as much accurate as possible...

stoianm
04-11-11, 12:46 PM
Hey, hows it going? I have a question about real navigation. Can i change some settings or is there a way that the navigator always calculate a 100% correct position for me when i ask for report fix via celestial or dead reckoning?

When i stop my submarine and after few mins when i ask for report fix 5-10 times for example the position on map is always different but should be the same since my sub is not moving...Is there a way to remove these errors from the calculations? Because when i am using only hydrophone to calculate target course or position if my sub position on the map is wrong all calculations will be wrong...well not big errors but trying to get it as much accurate as possible...
You can change from the option.py.... but if you will put no errors in navigator calculations will be like you are in the SPACE AGE ... and the immersivity of the game is gone

Adooo
04-11-11, 12:59 PM
You can change from the option.py.... but if you will put no errors in navigator calculations will be like you are in the SPACE AGE ... and the immersivity of the game is gone

Yeap i know that real navigation is about realism but i am a beginner and still need to learn and practice a lot to be able to play it and in the same time enjoy it at 100%.

Trevally.
04-11-11, 02:00 PM
As Stoianm said you can change this in the options.py
You can also change the time setting for how long a fix will take.:salute:

This is one of the reasons why this Ui is so good. It can be changed to whatever you want:up:

Adooo
04-11-11, 03:07 PM
Thanks found it :up: Do i need to disable/enable the mod if i change it directly from SH5/data/scripts/menu/TheDarkWraithUserOptions.py?

stoianm
04-11-11, 03:29 PM
Thanks found it :up: Do i need to disable/enable the mod if i change it directly from SH5/data/scripts/menu/TheDarkWraithUserOptions.py?
yes.. disable the mod... do the changes... enable the mod

Budds
04-11-11, 04:07 PM
And actually it wont matter if your sub's position is off a little on the map !
As long as all measurements are applied to the same mark.... it dont matter if you draw it on a piece of paper totally unrelated to the sim.

275 deg. of your position, is 275 deg. of your mark,,, no matter WHERE the mark is !
So....
1400 meters out, on brg. 275 will be the same no matter where you draw it.

You can plot without being Exact on the map..... and still get an accurate solution.

Make Sense ?
:)

Adooo
04-11-11, 05:00 PM
And actually it wont matter if your sub's position is off a little on the map !
As long as all measurements are applied to the same mark.... it dont matter if you draw it on a piece of paper totally unrelated to the sim.

275 deg. of your position, is 275 deg. of your mark,,, no matter WHERE the mark is !
So....
1400 meters out, on brg. 275 will be the same no matter where you draw it.

You can plot without being Exact on the map..... and still get an accurate solution.

Make Sense ?
:)

Target ship would be 275 deg, 1400 m from my sub and not my mark but maybe u are right should be same target course/speed calculated just a bit differently positioned on map...:hmmm:

stoianm
04-11-11, 05:08 PM
Target ship would be 275 deg, 1400 m from my sub and not my mark but maybe u are right should be same target course/speed calculated just a bit differently positioned on map...:hmmm:
after you get visual with target it does not matter... and if you use 4 bearing method ... even you make some misteakes because of the navigator erors when you move between berings you can corect them when you get visual with the target

Budds
04-11-11, 05:35 PM
Target ship would be 275 deg, 1400 m from my sub and not my mark but maybe u are right should be same target course/speed calculated just a bit differently positioned on map...:hmmm:


If you plot correctly, and are accurate with your measurements....
They will be true to your MARK.... Thats what matters... the plot.
If your Real-Nav mark is off 200 meters on the map, then all you measurements will be off by the same... making them correct to your MARK.

If you plan to take your shot a 350 deg. and his speed his 10 knots, and his range is 2000 meters, and you have his AOB from plotting...
It all shakes out the same as long as you use the MARK as a constant.
And as was said..... once/if you can get a visual.... then its all Good.
But you could just as well take the shot "Heads Down" without looking as long as your Plotting was correct.

The plot is the plot...... no matter where you put it on the map.
The math works the same as long as you use the MARK as a constant, and you are not moving.

Just sayin...........
:cool:

jwilliams
04-12-11, 02:54 AM
Yes.... I only ask for a celestrel positional fix at sun rise and sun set. And only if i can see the sun. Between these times I plot a line in the direction of travel and estimate using time and speed where I am.

When i find a contact..... I just place and X (pencil mark) anywhere on the map and then take all marks from this place.

Sure I get errors.... but I feel this is realistic.... As sometimes uboats had no idea where they were due to cloudy days and storms.

This is the whole Idea of using a Real Nav mod.

:salute:

Meldric
04-12-11, 10:37 AM
Re-downloading and re-installing the mod did not fix my problem. I am still unable to open SOAN. it's showing properly, can be moved around, ship types can be changed, but a doubleclick does exactly ... nothing.

Any other ideas?

Trevally.
04-12-11, 12:02 PM
Re-downloading and re-installing the mod did not fix my problem. I am still unable to open SOAN. it's showing properly, can be moved around, ship types can be changed, but a doubleclick does exactly ... nothing.

Any other ideas?

You do not doubleclick - just one will do and it should open.
Ensure you click on the cover and not any writing etc

Meldric
04-12-11, 01:02 PM
I will test when I am at home! It is actually possible that this might be the reason, because I installed a SSD a few days ago and everything is so freakin' fast that I actually might have opened and instantly closed it again (although it sounds a bit unlikely). I'll let you know!

EDIT: No. The cursor does become yellow, indicating that there is some kind of action behind a click, but it does not do anything. SOAN stays closed.

EDIT 2: Reinstalled again... now it opens. Don't know what went wrong the first time... Now the X button and movecontrol of SOAN is out of reach (out of screen to the right). I red something about reseting positions, I'll try to find that again...

EDIT 3: Found it. Deleted the draggables.TDW file and that worked. Tested it again and immediatly rendered the SOAN to be unmoveable again (opened it up to far to the right and controls were out of reach again. Am I missing something here? (Sorry if this was already answered!)

--> Could the SOAN be also moved by clicking to an additional "moving-knob" at the left? So that I can get it back if it jumps out of reach?

OR: If it would just expand to the left direction, the problem would also be solved!

MiTon
04-12-11, 02:53 PM
Hi TDW!

I'm getting following python errors when I want to select a historical mission!
The crew won't show on the bridge now!


http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=4028



http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=4029


http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=4030




EDIT:

After reboot the second and third error only showed after starting a second historical mission.

Crew inside the boat behaves like this!

http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=4032



I've seen a picture like this in the forum, but can't remember where!

Anybody a clue??

regards


MiTon

von faust
04-13-11, 05:08 AM
With 'Real Nav' activated when I ask to Navigator Officer to calculate my position on map when it show my position is this the exact position or it have an error percentage ?

(I'm sorry for my English !!!! :O::cry:)

stoianm
04-13-11, 05:10 AM
With 'Real Nav' activated when I ask to Navigator Officer to calculate my position on map when it show my position is this the exact position or it have an error percentage ?

(I'm sorry for my English !!!! :O::cry:)
Have an error... you go in option.py and asearch there... the game pick a random number... by default the max is 8 km if i am remember well... you can increse there the min and the max that the error can be in game

von faust
04-13-11, 06:46 AM
Have an error... you go in option.py and asearch there... the game pick a random number... by default the max is 8 km if i am remember well... you can increse there the min and the max that the error can be in game

Ok, thanks !!!! I've found it :yeah:
I did not know if it was introduced a calculation error but it is.
I asket to a real submariner if this value could be corrected


Is this section :

######################################### Real Navigation ############################################
# the error (expressed as decimal) for the Navigator's calculation of current position (fix) using celestial navigation (used in real navigation only). This is the max error in meters. It will be used as the -min value and max value of a random function
# below is an float value only! (in meters)
NavCelestialMaxCalcFixError = 5000.0

# the minimum time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCelestialCalcFixMinTime = 900.0

# the maximum time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCelestialCalcFixMaxTime = 2700.0

# does navigator show position on the maps after he calculates current position (plots a new navigation fix)?
# change below to either True or False
NavShowPositionOnMapsAfterCalc = True

# if NavShowPositionOnMapsAfterCalc enabled, how long does the navigator show the calculated position on the map?
# below in seconds
NavShowPositionOnMapsAfterCalcTime = 20.0

# the max error (expressed as %) a dead-reckoning fix occurs based on distance between fixes (used in real navigation only). This value is fed into a random function as a -min value and max value:
NavDeadReckoningMaxCalcFixError = 15

# minimum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMinCalcTime = 15.0

# maximum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMaxCalcTime = 60.0

gap
04-13-11, 08:02 AM
I asket to a real submariner if this value could be corrected

So, what did he reply? :hmmm:

von faust
04-13-11, 08:49 AM
So, what did he reply? :hmmm:

I'm waiting for a reply :03:
Initially I don't know if was possible to have an error on the report (position of U-boot) of Navigation Officer.

stoianm
04-13-11, 08:52 AM
I'm waiting for a reply :03:
Initially I don't know if was possible to have an error on the report (position of U-boot) of Navigation Officer.
in my opinion is verry realistic... errors is human... so in real life you can do error when you try to calculate your position celestial... starting from this error after you mouve is logical that you are all the time in error if you are making calculation from dead recoign ... so until next celestial fix you keep doing errors:)

d3vnu11
04-13-11, 10:49 AM
in my opinion is verry realistic... errors is human... so in real life you can do error when you try to calculate your position celestial... starting from this error after you mouve is logical that you are all the time in error if you are making calculation from dead recoign ... so until next celestial fix you keep doing errors:)

I've toned down error margins in Real Navigation based off some loose research on Celestial Fix Navigation I did. Don't remember values off the top of my head but a bit lower. Dead Rec fix should be more accurate but still based on the errors inherent in the Celestial Fix. What would be real cool is thinking about how to make land based navigation better what would be nice would be able to take range readings for landmarks not just ships. If you know the height of a lighthouse you can really tune in a fix. I guess you could use the mils method but does anyone know the height of the light houses in game ? The only other thing would be to add more details to the map. or a map.
Kev

d3vnu11
04-13-11, 11:02 AM
Think I found my new first mod project I'll need to pick TDW's brain on how super marks work but if it works how I think, I'll write some python code with a database of nav marks then just post them to the Nav map with what it is and heights and other useful for navigation info.
Kev

stoianm
04-13-11, 11:09 AM
I've toned down error margins in Real Navigation based off some loose research on Celestial Fix Navigation I did. Don't remember values off the top of my head but a bit lower. Dead Rec fix should be more accurate but still based on the errors inherent in the Celestial Fix. What would be real cool is thinking about how to make land based navigation better what would be nice would be able to take range readings for landmarks not just ships. If you know the height of a lighthouse you can really tune in a fix. I guess you could use the mils method but does anyone know the height of the light houses in game ? The only other thing would be to add more details to the map. or a map.
Kev
you can find the exact value of the lighthouses in game using the tonilocoyote tool... i guess:hmmm:

http://www.subsim.com/radioroom/showthread.php?t=179718&page=3


http://www.subsim.com/radioroom/showpost.php?p=1586561&postcount=3

Silent Steel
04-13-11, 11:30 AM
Hi TDW!
Crew inside the boat behaves like this!




http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=4032

MiTon


I've seen this too once some time ago but after a re-boot everything was fine again. Don't know what was the matter.

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3621

Maybe some secret drill. Spooky anyway. :o

//

harag
04-13-11, 11:47 AM
Would be even more spookier if the Dambusters theme was playing as well... :haha:

MiTon
04-13-11, 12:24 PM
I've seen this too once some time ago but after a re-boot everything was fine again. Don't know what was the matter.



Maybe some secret drill. Spooky anyway. :o

//

Rebooted several times, disabled all mods and now all of the crew behave like scarecrows!!! This is realy driving me mad!!

stoianm
04-13-11, 12:28 PM
Rebooted several times, disabled all mods and now all of the crew behave like scarecrows!!! This is realy driving me mad!!
i wish to have this in my computer... it is very rare eveniment.. you are lucky to see this... is so rare like an sun eclipse:)... maybe is the time to reinstal again the game:hmmm:

gap
04-13-11, 12:49 PM
Crew inside the boat behaves like this!

http://www.subsim.com/radioroom/picture.php?albumid=471&pictureid=4032



I've seen a picture like this in the forum, but can't remember where!

Anybody a clue??

C'mon guys, everything seems plain to me. Dont'cha recognize people doing yoga?

MiTon, apparently lately you have overstressed your zombie crew (too many vocal commands :D), and they are just trying to relax a bit...
Give them a leave or send them to martial court :rotfl2:

MiTon
04-13-11, 01:19 PM
C'mon guys, everything seems plain to me. Dont'cha recognize people doing yoga?

MiTon, apparently lately you have overstressed your zombie crew (too many vocal commands :D), and they are just trying to relax a bit...
Give them a leave or send them to martial court :rotfl2:


Maybe the cook forgot to wash his hands and venomed the soup??

Sent the hole crew to hell (reinstalled) and now the new crew behaves like expected, at leas for the stockgame.

Activating my modsoup right now, let's hope for the best!

sirbum69
04-13-11, 04:32 PM
C'mon guys, everything seems plain to me. Dont'cha recognize people doing yoga?

MiTon, apparently lately you have overstressed your zombie crew (too many vocal commands :D), and they are just trying to relax a bit...
Give them a leave or send them to martial court :rotfl2:

Actully for the people who have ever done 3D rendering for a game, that is the pose that the 3d char are in when they are set into a game. Then the code takes over and makes them move are look normal. So i would say that you have some code messed up somewhere so its not rendering there movement correctly

MiTon
04-13-11, 04:40 PM
Actully for the people who have ever done 3D rendering for a game, that is the pose that the 3d char are in when they are set into a game. Then the code takes over and makes them move are look normal. So i would say that you have some code messed up somewhere so its not rendering there movement correctly

That's what I would have guessed too, but which codes? And how to solve it without reinstalling, that would have been the question!
If anybody knows, I'm still curious!

Anyway, problem solved!

Dignan
04-13-11, 06:52 PM
I have "map contact updates on" in the options menu but am using NewUIs_TDC_6_4_0_No_contact_shapes_or_colors to turn off all surface contacts. For some reason I still see a little "target icon" on the map when I select a target with my peri.

Why do I have "map contact updates" on? Because I still want to see sonar contact lines. I think not having them is not totally realistic in the sense that your sonarman would be giving you costant updated and your target tracking team would be drawing them or calling them out. The lines represent this assistance. So, anyone know how I can mod out the "selected target icon" on the navmap?

sirbum69
04-13-11, 07:18 PM
I have "map contact updates on" in the options menu but am using NewUIs_TDC_6_4_0_No_contact_shapes_or_colors to turn off all surface contacts. For some reason I still see a little "target icon" on the map when I select a target with my peri.

Why do I have "map contact updates" on? Because I still want to see sonar contact lines. I think not having them is not totally realistic in the sense that your sonarman would be giving you costant updated and your target tracking team would be drawing them or calling them out. The lines represent this assistance. So, anyone know how I can mod out the "selected target icon" on the navmap?

There is a mod in 6.4 that does no contact_dashed line or no contacts colored line etc....you want to install that one instead of the no contact or colors one...

Dignan
04-13-11, 07:19 PM
There is a mod in 6.4 that does no contact_dashed line or no contacts colored line etc....you want to install that one instead of the no contact or colors one...

I'll try that. Thanks.

stoianm
04-14-11, 07:57 PM
I have "map contact updates on" in the options menu but am using NewUIs_TDC_6_4_0_No_contact_shapes_or_colors to turn off all surface contacts. For some reason I still see a little "target icon" on the map when I select a target with my peri.

Why do I have "map contact updates" on? Because I still want to see sonar contact lines. I think not having them is not totally realistic in the sense that your sonarman would be giving you costant updated and your target tracking team would be drawing them or calling them out. The lines represent this assistance. So, anyone know how I can mod out the "selected target icon" on the navmap?
if you install what sirbum69 was thinking at you will take out what you think is realistic... the lines from hydro... in my opinion the lines are not realistic... you can draw them from what the sonar guy report or from listening the hydro by yourself... but here is about taste and if you like more like this than i have no comment (but is not realistic:O:)

sirbum69
04-14-11, 08:46 PM
I have "map contact updates on" in the options menu but am using NewUIs_TDC_6_4_0_No_contact_shapes_or_colors to turn off all surface contacts. For some reason I still see a little "target icon" on the map when I select a target with my peri.

Why do I have "map contact updates" on? Because I still want to see sonar contact lines. I think not having them is not totally realistic in the sense that your sonarman would be giving you costant updated and your target tracking team would be drawing them or calling them out. The lines represent this assistance. So, anyone know how I can mod out the "selected target icon" on the navmap?

Also if you are wanting to get rid of the circle it gives you when you target something and all you want is the dashed line or sonar line to the target you can click on the map or TIA map, there is a button to configure each of them....In there you will see check marks next to hydro contact, sonar contact, visual contact etc...uncheck them all untill you see the target circle disappear....I found this the other day because i have no contacts on at all yet i would still get the target reticule on the map...

stoianm
04-14-11, 09:04 PM
Also if you are wanting to get rid of the circle it gives you when you target something and all you want is the dashed line or sonar line to the target you can click on the map or TIA map, there is a button to configure each of them....In there you will see check marks next to hydro contact, sonar contact, visual contact etc...uncheck them all untill you see the target circle disappear....I found this the other day because i have no contacts on at all yet i would still get the target reticule on the map...
nice... i did not know that about the selected target circle:up:

sirbum69
04-14-11, 10:24 PM
nice... i did not know that about the selected target circle:up:
yes it makes it very nice...this way you have nothing on your map. You can actully go into the user.py file in TDW and set all those to false so that you dont have to change them every time you enter the game.

Other wise it will revert back to normal each time you restart game.

Dieselglock
04-15-11, 01:37 AM
Hello,

I am having trouble finding soan. I get the charts and such when I toggle them but I do not see the tab for the rec book. Soan is enabled in the py file.

I have MO and all the latest TDW stuff enabled.

Any help would be much appreciated thanks.

jwilliams
04-15-11, 02:00 AM
Hello,

I am having trouble finding soan. I get the charts and such when I toggle them but I do not see the tab for the rec book. Soan is enabled in the py file.

I have MO and all the latest TDW stuff enabled.

Any help would be much appreciated thanks.

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

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

Dieselglock
04-15-11, 02:29 AM
Thanks that fixed it.

stoianm
04-15-11, 02:37 AM
yes it makes it very nice...this way you have nothing on your map. You can actully go into the user.py file in TDW and set all those to false so that you dont have to change them every time you enter the game.

Other wise it will revert back to normal each time you restart game.
i had not this problem because i play realistic 100% with real nav... but i wanted to know... i was thinking that even you install some tdw mods you still can not move the circle from selected target from the map

von faust
04-15-11, 04:38 AM
So, what did he reply? :hmmm:

He confirmed to me that all values ​​are reliable :yeah:
He suggests increasing the values below to a maximum of 2 min (from 60 to 120).

# minimum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMinCalcTime = 15.0

# maximum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMaxCalcTime = 60.0

Dignan
04-15-11, 06:23 AM
Also if you are wanting to get rid of the circle it gives you when you target something and all you want is the dashed line or sonar line to the target you can click on the map or TIA map, there is a button to configure each of them....In there you will see check marks next to hydro contact, sonar contact, visual contact etc...uncheck them all untill you see the target circle disappear....I found this the other day because i have no contacts on at all yet i would still get the target reticule on the map...

Thanks. I figured this out last night. Good work around. :up:

Dignan
04-15-11, 06:29 AM
if you install what sirbum69 was thinking at you will take out what you think is realistic... the lines from hydro... in my opinion the lines are not realistic... you can draw them from what the sonar guy report or from listening the hydro by yourself... but here is about taste and if you like more like this than i have no comment (but is not realistic:O:)

You are correct stoianm, it is definitely not realistic to have the sonar lines on the map. I'm comfortable with no surface map contacts. This I can do. But when you have six DDs overhead trying to kill you, it's a bit to time consuming trying to draw all their positions on the map while they are constantly moving with a sonarman that doesn't always call out targets. :o I have so little time to play the game that I when I do, I don't want to end up playing "trig/geometry" and connect the dots the whole time. :haha: And as I said before, I think the lines "simulate" the assistance you would get from your sonarman and tracking party.

Environment mod is looking good by the way. :yeah:

farranda
04-15-11, 05:12 PM
I have a problem with the installation of your mod, I'm all the way to your call and the game does not recognize your mod NewUIs_TDC_6_4_0_ByTheDarkWraith. Is patched to 1.2, is in Spanish, the other mod work. I tested your mod installation only, no other mod. Copy the mod in ...\Games\Silent Hunter 5 \ MODS and then used the JSGME. 2.6.

Greetings from Argentina thanks.

jwilliams
04-15-11, 05:23 PM
I have a problem with the installation of your mod, I'm all the way to your call and the game does not recognize your mod NewUIs_TDC_6_4_0_ByTheDarkWraith. Is patched to 1.2, is in Spanish, the other mod work. I tested your mod installation only, no other mod. Copy the mod in ...\Games\Silent Hunter 5 \ MODS and then used the JSGME. 2.6.

Greetings from Argentina thanks.


Have you looked inside this folder..... TDW added a few mods to the main folder.... you need first use jsgme to remove mod from your list. then to open the folder. and inside is a mods folder, open this folder and drag the NewUI's from this folder into your SH5\mods folder. Then enable with jsgme.

Silent Steel
04-16-11, 12:41 PM
I'm trying hard to drop off a spy (infiltrate) near Londonderry but it seems this guy has come to second thoughts about this or maybe he finds it nice and cosy aboard with several hot meals a day.
He simply won't get into the dinghy... :o

Well, here I am, right on spot about 700 meters from the icon.
I came here about 01.00 AM submerged to avoid some destroyers circling around.
Stopped all engines and surfaced.

Now, what should I do to get rid of this fella?
Is there a way to just kick him off the boat into the water so I can proceed or? :hmmm:

//


SOLVED

This is weird but maybe this is related to autosaved games. In my case it seems my problem might have been so.
Anyhow, I thought it could be worth trying to do a manual save and see what happens.
So I did and re-booted SH5, loaded this manually saved one and all of a sudden... I got this question if I'd like to launch the dinghy with the spy... :o
So, now my mission is completed and I'm off trying to sneak out from the bay.
These destroyers are a pain in the *ss when running the IRAI.

//

sirbum69
04-16-11, 12:44 PM
there should be a button that pops up that you click to depart him....Check all the interface buttons...Im sure TDW has it part of his UI, its been awhile sence i did that...

Silent Steel
04-16-11, 01:01 PM
there should be a button that pops up that you click to depart him....Check all the interface buttons...Im sure TDW has it part of his UI, its been awhile sence i did that...


I'll go check all the buttons.
Thanks. :salute:
/

Silent Steel
04-17-11, 09:53 AM
there should be a button that pops up that you click to depart him....Check all the interface buttons...Im sure TDW has it part of his UI, its been awhile sence i did that...

See my post 7136 above

//

renthewog
04-19-11, 12:46 AM
Hi, i hope im posting this in the right thread as I think its to do with this UI mod..

Was just doing my campaign when i intercepted a radio message about a U-boat being attacked by destroyers, it gave its map grid position eg: DJ 17 but how do i locate this on the navigation map? cant find anyway to bring up map grid showing the letters and numbers, only have longtitude and latitude markings..:hmmm:

Please help,

thanks

stoianm
04-19-11, 12:50 AM
Hi, i hope im posting this in the right thread as I think its to do with this UI mod..

Was just doing my campaign when i intercepted a radio message about a U-boat being attacked by destroyers, it gave its map grid position eg: DJ 17 but how do i locate this on the navigation map? cant find anyway to bring up map grid showing the letters and numbers, only have longtitude and latitude markings..:hmmm:

Please help,

thanks
http://www.subsim.com/radioroom/downloads.php?do=file&id=3120

Silent Steel
04-19-11, 01:11 AM
Hi, i hope im posting this in the right thread as I think its to do with this UI mod..

Was just doing my campaign when i intercepted a radio message about a U-boat being attacked by destroyers, it gave its map grid position eg: DJ 17 but how do i locate this on the navigation map? cant find anyway to bring up map grid showing the letters and numbers, only have longtitude and latitude markings..:hmmm:

Please help,

thanks

Maybe this one..

http://www.subsim.com/radioroom/showthread.php?t=182069&highlight=Kriegsmarine+grid+map (http://www.subsim.com/radioroom/showthread.php?t=182069&highlight=Kriegsmarine+grid+map)

/

Dignan
04-19-11, 06:01 AM
Hi, i hope im posting this in the right thread as I think its to do with this UI mod..

Was just doing my campaign when i intercepted a radio message about a U-boat being attacked by destroyers, it gave its map grid position eg: DJ 17 but how do i locate this on the navigation map? cant find anyway to bring up map grid showing the letters and numbers, only have longtitude and latitude markings..:hmmm:

Please help,

thanks

I think that is a Kriegsmarine map coordinate. There are mods that will put these grids on your map for you. Now whether or not the game actually puts the destroyers and uboat at that position for you to interact with is another question.

gap
04-19-11, 08:14 AM
Now whether or not the game actually puts the destroyers and uboat at that position for you to interact with is another question.

I don't think so. They are just standard messages based on real historical events, not on game events. I think it's an old SH3 project that was implemented by TheDarkWraith in his Multiple UIs. If you want to see them, look in data/RadioMessages/English folder. They are txt files organized by years and months.
By the way, it would be really cool if the game could give us records of ingame AI battles!

Dignan
04-19-11, 08:21 AM
I don't think so. They are just standard messages based on real historical events, not on game events. I think it's an old SH3 project that was implemented by TheDarkWraith in his Multiple UIs. If you want to see them, look in data/RadioMessages/English folder. They are txt files organized by years and months.
By the way, it would be really cool if the game could give us records of ingame AI battles!

We need an RSRDC mod for SH5. For those who don't know, RSRDC (RUn Silent Run Deep Campaign) is a mod for SH4 that COMPLETELY overhauls the campaign layers to be historically accurate. Want to see the second battle of Savo Island? Just be in the right place at the right time and you will see it. It's an enormous undertaking but would be a great addition to SH5.

renthewog
04-19-11, 10:52 AM
Aww damn...just when I thought there was a way to interact with AI battles! that would be awesome..Hope they do something like that in the next silent hunter 6 or something :D

Thanks for letting me know in advance..otherwise i would of been going full ahead to these reported sites where some actions going on and go all the way to find nothing there..:cry:

Well theres a mod idea if someone here knows if its possible to do it, you'd think it would have been part of the stock sh5 seeing as its a so called "dyanmic" campaign..:doh:

unionemerald
04-19-11, 01:32 PM
Hope they do something like that in the next silent hunter 6 or something :D

:doh:

Sweet dreams!

TheDarkWraith
04-20-11, 08:21 AM
For those wishing to change the category names and country names in SOAN you now have that ability (maybe you want to use different names or you want to translate into different languages or both).

I read the information from the \data\Roster\Names.cfg file. If the information is not found then the stock (default) values are used for the categories and country names. Here is the modified Names.cfg file included with this mod (I'm only showing the changes made to the file):

[Countries]
American=United States of America
Argentina=Argentina
Australian=Australia
Belgium=Belgium
Brazil=Brazil
British=United Kingdom
Canadian=Canada
Cuba=Cuba
Denmark=Denmark
Iceland=Iceland
India=India
Ireland=Ireland
Italian=Italy
France=France
FreeFrench=Free French
German=Germany
Greece=Greece
Japan=Japan
Lithuania=Lithuania
Mexico=Mexico
Netherlands=Netherlands
NewZealand=New Zealand
Norway=Norway
Panama=Panama
Poland=Poland
Romania=Romania
Russia=Soviet Union
SouthAfrica=South Africa
Spain=Spain
Sweden=Sweden
[Countries_End]

[SOANCategories]
Freighter=Freighters
LargeWarship=Warships
TroopTransport=Troop Transports
Tanker=Tankers
EscortShip=Escorts
AircraftCarrier=Aircraft Carriers
[SOANCategories_End]

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

The highlighed in yellow text are the new additions to the file. By changing the value after the equals sign you can assign whatever name you want for them. Will be available in v6.5.0.

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4077

also added a left side draggable tab to SOAN to facilitate easier dragging:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4078

Magic1111
04-20-11, 09:21 AM
For those wishing to change the category names and country names in SOAN you now have that ability (maybe you want to use different names or you want to translate into different languages or both).

I read the information from the \data\Roster\Names.cfg file. If the information is not found then the stock (default) values are used for the categories and country names. Here is the modified Names.cfg file included with this mod (I'm only showing the changes made to the file):

[Countries]
American=United States of America
Argentina=Argentina
Australian=Australia
Belgium=Belgium
Brazil=Brazil
British=United Kingdom
Canadian=Canada
Cuba=Cuba
Denmark=Denmark
Iceland=Iceland
India=India
Ireland=Ireland
Italian=Italy
France=France
FreeFrench=Free French
German=Germany
Greece=Greece
Japan=Japan
Lithuania=Lithuania
Mexico=Mexico
Netherlands=Netherlands
NewZealand=New Zealand
Norway=Norway
Panama=Panama
Poland=Poland
Romania=Romania
Russia=Soviet Union
SouthAfrica=South Africa
Spain=Spain
Sweden=Sweden
[Countries_End]

[SOANCategories]
Freighter=Freighters
LargeWarship=Warships
TroopTransport=Troop Transports
Tanker=Tankers
EscortShip=Escorts
AircraftCarrier=Aircraft Carriers
[SOANCategories_End]

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

The highlighed in yellow text are the new additions to the file. By changing the value after the equals sign you can assign whatever name you want for them. Will be available in v6.5.0.

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4077

also added a left side draggable tab to SOAN to facilitate easier dragging:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4078

Wonderful, many thanks TDW ! :up:

Makes translation now very easier ! :yeah:

Best regards,
Magic:salute:

Ruby2000
04-20-11, 10:33 AM
Hi TDW,

thank you very much :yeah:

also added a left side draggable tab to SOAN to facilitate easier dragging: That ist also a very good idea of yours!

Best Regards

Ruby :salute:

TheDarkWraith
04-20-11, 06:41 PM
Started working on adding support for Speech Recognition to this mod. If this file, skwas.SHSpeechEngine.dll, is found in your \Silent Hunter 5 folder then the speech recognition icon will be added to the right bottom bar:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4079

I will build the UI for Speech Recognition tomorrow. This will be based on MiTon's speech recognition mod.

stoianm
04-20-11, 06:43 PM
awsome addition... i like very much that mod:rock:

TheDarkWraith
04-20-11, 07:10 PM
Here are the current changes/additions to v6.5.0:

v6.5.0 - added the ability to change the country names and category names used by SOAN. To change the values used edit the \data\Roster\Names.cfg file
- added a draggable tab to the left side of SOAN
- added updated version of Magnum's and Trevally's additional info files for SOAN
- changed depth at which the add-on mods dealing with no_hydrphone_on_surface allow hydrophone to start working as per Stoianm's recommendation
- added changes to Uboat_sensors.sim recommended by TheBeast for Anti-Sensor Coatings
- changed surfaced draught of subs according to recommendations by oscar19681
- added code to TDWMouse.dll to be able to handle left mouse button events
- changed navigator assist functions from polling to left mouse button click events
- changed timer for show crew abilities page when an officer is right clicked when selected (shows faster)
- added support for Speech Recognition

If I'm missing something please let me know. Since I've been working on many other things lately I don't remember everything that needed fixing/adding to this mod.

sirbum69
04-20-11, 07:57 PM
this speech rec, will it work on windows xp or is it mitons only, so its win 7 only?

I really dont want to migrate to win 7 yet lol, only have 3 gigs so no real need for it yet

TheDarkWraith
04-20-11, 07:58 PM
this speech rec, will it work on windows xp or is it mitons only, so its win 7 only?

I really dont want to migrate to win 7 yet lol, only have 3 gigs so no real need for it yet

If MiTon and Skwasjer have it working for XP then it will work.

PL_Andrev
04-21-11, 12:58 AM
If I'm missing something please let me know. Since I've been working on many other things lately I don't remember everything that needed fixing/adding to this mod.

This one:
http://www.subsim.com/radioroom/showpost.php?p=1620757&postcount=6817

sentenc3
04-21-11, 05:05 AM
Started working on adding support for Speech Recognition to this mod. If this file, skwas.SHSpeechEngine.dll, is found in your \Silent Hunter 5 folder then the speech recognition icon will be added to the right bottom bar:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4079

I will build the UI for Speech Recognition tomorrow. This will be based on MiTon's speech recognition mod.

TDW Hi, could you tell me how to do so they will not see the icon of speech recognition in this new version, thanks

jwilliams
04-21-11, 05:13 AM
TDW Hi, could you tell me how to do so they will not see the icon of speech recognition in this new version, thanks

I believe that you will only see the speech recognition icon if you have the speech recognition mod installed.

So if you don't use speech recognition then there will not be an icon for it.

sentenc3
04-21-11, 05:19 AM
I believe that you will only see the speech recognition icon if you have the speech recognition mod installed.

So if you don't use speech recognition then there will not be an icon for it.


Ok thanks, did not know that this came as an addition mods:03:

MiTon
04-21-11, 09:18 AM
Started working on adding support for Speech Recognition to this mod. If this file, skwas.SHSpeechEngine.dll, is found in your \Silent Hunter 5 folder then the speech recognition icon will be added to the right bottom bar:
...
I will build the UI for Speech Recognition tomorrow. This will be based on MiTon's speech recognition mod.


Thanks TDW, looks great!

What will this button do? Toggle the Speech Recognition on/off??


regards

MiTon

MiTon
04-21-11, 09:25 AM
this speech rec, will it work on windows xp or is it mitons only, so its win 7 only?

I really dont want to migrate to win 7 yet lol, only have 3 gigs so no real need for it yet

I'm sorry to say that all versions of skwasjer's speech recognition relies on the MS speech recognition of Windows Vista to 7. Currently I don't know of any plans to port it to XP.
For XP you can use this http://knepfler.com/shSpeech/

regards

MiTon

TheDarkWraith
04-21-11, 10:18 AM
What will this button do? Toggle the Speech Recognition on/off??

That microphone button in the top right bottom bar will show/hide the Speech Recognition UI when clicked:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4100

It is draggable. Grab anywhere in the title text to reposition.
I have yet to code in the handling of:
- toggling speech recognition enabled/disabled
- using mousewheel to set current confidence level
- handlers for load and save

:|\\

TheDarkWraith
04-21-11, 11:50 AM
Had to make a small change to the Speech Recognition UI:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4101

Apply was added. This was needed because the 'rebooting' of skwasjer's speech recognition module takes a couple of seconds even on my fast system. Apply is not visible until you change the current confidence level. This is like a reminder saying hey you need to click Apply to have this applied. So to set new confidence level:
- mouse into the current confidence level value
- use mousewheel to increase/decrease
- when satisfied with new value click Apply to have it applied to Speech Engine (will 'reboot' the Speech Engine with new confidence level - you will see game freeze while this happens - this is ok)

Also changed how the Microphone icon works. It is only displayed if:
- skwasjer's speech recognition dll is found AND
- Speech Recognition.py is found in \data\Scripts\Menu

Just have to code in saving and loading of current confidence level to/from file.

Thinking about adding in a control that will let you select the language also. Thoughts :06: For those who might want to try giving commands in another language a try. If not successful then you could go back to another language.

:|\\

stoianm
04-21-11, 12:08 PM
Had to make a small change to the Speech Recognition UI:
Thinking about adding in a control that will let you select the language also. Thoughts :06: For those who might want to try giving commands in another language a try. If not successful then you could go back to another language.

:|\\ I can not follow you here... so you think you can make that i can choose to define new words and to relate from commands lines in game... like if i want to spell bla bla for fire torpedo i will be able to do that?:hmmm:

TheDarkWraith
04-21-11, 12:12 PM
I can not follow you here... so you think you can make that i can choose to define new words and to relate from commands lines in game... like if i want to spell bla bla for fire torpedo i will be able to do that?:hmmm:

I'm not familiar with the Speech Engine as I don't use it. What I was thinking is this: you are giving commands in English and decide you want to try giving German commands. You simply select German as the language and try it. If you can't give German commands you select English back.

stoianm
04-21-11, 12:16 PM
I'm not familiar with the Speech Engine as I don't use it. What I was thinking is this: you are giving commands in English and decide you want to try giving German commands. You simply select German as the language and try it. If you can't give German commands you select English back.
Will be posible only if the user will swich back to the german language grammar corection... this program is related to the language pack that is installed on the computer... i do not know if can be used 2 language pack in same time but i supouse yes... because MiTon worked both version - german and english in same time - if is not posible than i think the user must change his language pack first and after that he can change the program in game... i dunno for sure... i am supousing:hmmm:

TheDarkWraith
04-21-11, 12:17 PM
Will be posible only if the user will swich back to the german language grammar corection... this program is related to the language pack that is installed on the computer... i do not know if can be used 2 language pack in same time but i supouse yes... because MiTon worked both version - german and english in same time - if is not posible than i think the user must change his language pack first and after that he can change the program in game... i dunno for sure... i am supousing:hmmm:

Sounds like more trouble than it's worth. I'll leave it alone.
Should be wrapping this up here soon. I'll send it out to some for testing :up:

Scorcher2
04-21-11, 05:37 PM
Greetings!

First I must apologize if I am posting this question in the wrong area. I am running New UI TDC 6.4.0 and everything runs great. My question is when looking on the forums I noticed screen shots of the scope with surrounding dials and all of the dials wording was in German. Mine currently is English. How do I change the this? Any assistance would be appreciated.

Thank you.

TheDarkWraith
04-21-11, 10:39 PM
Greetings!

First I must apologize if I am posting this question in the wrong area. I am running New UI TDC 6.4.0 and everything runs great. My question is when looking on the forums I noticed screen shots of the scope with surrounding dials and all of the dials wording was in German. Mine currently is English. How do I change the this? Any assistance would be appreciated.

Thank you.

change the menu.txt file to use the german one. I include all the languages supported in \Text of the mod.

TheDarkWraith
04-22-11, 09:47 AM
Finally finalized the Speech Recognition UI:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4106

will be in v6.5.0 :up:

TheDarkWraith
04-22-11, 10:48 AM
The error is spotted at the REAL NAV mod:
At the W directory the supermarks description have incorrect E directory:

Fixed in v6.5.0 :up:

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4107

TheDarkWraith
04-22-11, 04:45 PM
v6.5.0 released. See post #1 for details :|\\

NOTE: READ THE RELEASE NOTES!

stoianm
04-22-11, 04:50 PM
@TDW... so the corect order will be like this?:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith


tnx

Dignan
04-22-11, 04:51 PM
Damn. Just started a new patrol. I'll have to wait until I get back. Nice work

Dagoland
04-22-11, 04:53 PM
Hello, a query for TDW, I have a problem with recognition manual that every time you opened it, it ran a little to the right of the screen, and I have not sight nor I can drag, that is hidden to I guess right, and I see the tab and drag. My question is there anyway to bring it to the original position?
By the way, the MOD 640 TDC newUis By The Dark Wraith is amazing how well made ​​this, and I can also say all the others, another very excellent MOD is IRAI 0.0.30, this mod installed reminds me at SH3 had an excellent A.I.
I think the SH5 now with this mod is much better than the old SH3.

Greetings:salute:

TheDarkWraith
04-22-11, 05:07 PM
Hello, a query for TDW, I have a problem with recognition manual that every time you opened it, it ran a little to the right of the screen, and I have not sight nor I can drag, that is hidden to I guess right, and I see the tab and drag. My question is there anyway to bring it to the original position?
By the way, the MOD 640 TDC newUis By The Dark Wraith is amazing how well made ​​this, and I can also say all the others, another very excellent MOD is IRAI 0.0.30, this mod installed reminds me at SH3 had an excellent A.I.
I think the SH5 now with this mod is much better than the old SH3.

Greetings:salute:

Can you show me a screenshot of the problem?

TheDarkWraith
04-22-11, 05:09 PM
@TDW... so the corect order will be like this?:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith


tnx

Yes that is good. If you want to use MiTon's speech recognition is has to be installed before v6.5.0.

Depth_Keeping_Problem is not needed anymore also :up:

stoianm
04-22-11, 05:15 PM
Yes that is good. If you want to use MiTon's speech recognition is has to be installed before v6.5.0.

Depth_Keeping_Problem is not needed anymore also :up:
I installed MiTon after and worked:hmmm:... but this was in beta ... i will do like you said... thank you

VWFKamikaze
04-22-11, 05:55 PM
With 6.5.0 taking a lot of the .sim measurements from UHS 1.7 (If I read correctly from your first page) is UHS 1.7 necessary as a stand-alone mod still?

Dagoland
04-22-11, 10:08 PM
Can you show me a screenshot of the problem?

http://img825.imageshack.us/i/sh52011042223201828.jpg/
http://img825.imageshack.us/i/sh52011042223201828.jpg/

Every time I would have the Soan, this was running more to the right of the screen, I think that is hidden on the right side, I do not see the edge of recognition manual, on the right side of the screen, which was for the side that moved.

I hope you can understand my explanation. My English is not very good.
I'm testing with the new NewUIs_TDC_6_5_0_ByTheDarkWraith, but it happens the same with the v637, v640:damn:

Thank you very much for your help.:salute:

jwilliams
04-22-11, 10:45 PM
http://img825.imageshack.us/i/sh52011042223201828.jpg/
http://img825.imageshack.us/i/sh52011042223201828.jpg/

Every time I would have the Soan, this was running more to the right of the screen, I think that is hidden on the right side, I do not see the edge of recognition manual, on the right side of the screen, which was for the side that moved.

I hope you can understand my explanation. My English is not very good.
I'm testing with the new NewUIs_TDC_6_5_0_ByTheDarkWraith, but it happens the same with the v637, v640:damn:

Thank you very much for your help.:salute:


You need to delete the TDWDraggables.dll from your Silent Hunter folder.
Then when you relaunch SH5 it will be created again. And all draggable items will be reset.

blkdimnd
04-22-11, 11:08 PM
Hello all,

I just reinstalled SH5 after not playing it for over 6 months. I'm glade to see that the modding community is still going strong.

I came across this post looking for which mods I should install.
But I can't seem to find the ones I've quoted below in SubSim. Can someone please point me in the right direction?

Thanks,

BlkDimnd


@TDW... so the corect order will be like this?:

FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast

jwilliams
04-22-11, 11:53 PM
Hello all,

I just reinstalled SH5 after not playing it for over 6 months. I'm glade to see that the modding community is still going strong.

I came across this post looking for which mods I should install.
But I can't seem to find the ones I've quoted below in SubSim. Can someone please point me in the right direction?

Thanks,

BlkDimnd


FX_Update_0_0_16_2_ByTheDarkWraith Here ----> LINK (http://www.subsim.com/radioroom/showthread.php?t=174511)
FX_Update_0_0_16_2_UHS_Fix Not Needed anymore
AirTorpedoes Here ---> LINK (http://www.subsim.com/radioroom/showthread.php?t=175789)
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith Not needed anymore
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Here ---> Link (http://www.subsim.com/radioroom/showthread.php?t=181539)
Equipment_Upgrades_Fix_1_0_byTheBeast Here ---> LINK (http://www.subsim.com/radioroom/showthread.php?t=182194)


:salute:

Dagoland
04-22-11, 11:55 PM
http://img825.imageshack.us/i/sh52011042223201828.jpg/
http://img825.imageshack.us/i/sh52011042223201828.jpg/

Every time I would have the Soan, this was running more to the right of the screen, I think that is hidden on the right side, I do not see the edge of recognition manual, on the right side of the screen, which was for the side that moved.

I hope you can understand my explanation. My English is not very good.
I'm testing with the new NewUIs_TDC_6_5_0_ByTheDarkWraith, but it happens the same with the v637, v640:damn:

Thank you very much for your help.:salute:


And solve it, follow the instructions in the readme of NewUIs_TDC_6_5_0.
Clear all pagex_Draggables.TDW, and all returned to the original sites.:up:

Thank you very much, and we apologize for the inconvenience.

By the way, NewUIs_TDC_6_5_0. work very well, great job!:yeah:

Dagoland
04-22-11, 11:58 PM
You need to delete the TDWDraggables.dll from your Silent Hunter folder.
Then when you relaunch SH5 it will be created again. And all draggable items will be reset.

I followed the instructions in the readme of NewUIs_TDC_6_5_0.
Clear all pagex_Draggables.TDW, and all returned to the original sites.

Thank you very much JWilliams:salute:

TheDarkWraith
04-23-11, 07:13 AM
With 6.5.0 taking a lot of the .sim measurements from UHS 1.7 (If I read correctly from your first page) is UHS 1.7 necessary as a stand-alone mod still?

Yes an No. No if you like what you see of mine. Yes if you want the draft of the subs to be lower and other changes he made to the .zon files of each sub (I haven't looked into those .zon files of his)

Meldric
04-23-11, 08:12 PM
Installed 6.5.0 today. I can see the GUI for Speech recognition, but it has no strings. Did I miss something?

TheDarkWraith
04-23-11, 08:14 PM
Installed 6.5.0 today. I can see the GUI for Speech recognition, but it has no strings. Did I miss something?

Nope. Check your \data\Menu\Menu.txt file and see if there is anything at the very end of it dealing with Speech Recognition. Sounds like something overwrote it.

Meldric
04-24-11, 03:16 AM
Hi!

The menu.txt contains this (using the german version):

; Speech recognition
9900=Speech Recognition
9901=Speech recognition enabled
9902=Toggles speech recognition enabled/disabled
9903=Confidence level
9904=Apply
9905=Save
9906=Saves the Speech Recognition settings to file
9907=Load
9908=Loads the Speech Recognition settings from file
9909=Applies the current confidence level to the speech engine
9910=Speech recognition disabled
9911=Decks awash depth

Meldric

Silent Steel
04-24-11, 03:51 AM
This info is given in post 1 where we download the latest New UIs

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4116

Now, after installing the latest New Uis...6.5.0 this happened to me for the very first time ever.
But when I hit F3 (NavMap) and then leave the NavMap I was back where I was before. :D

//

Ruby2000
04-24-11, 04:31 AM
Hi,

the DeutschMod Version 0.5 for Magnum Opus 0.0.1 and Multiple UIs 6.5.0 is available. Include Speech recognition :03: Older DeutschMod versions are not compatible with the UI-Mod!


DeutschMod Version 0.5

Antilag
deutsche Menüführung
deutsche Funktelegramme (Danke an LSHIII-Team und Empier)
deutsche Schiffsbezeichnungen
deutsche Kriegsschiffe
deutsche Sprachausgabe
deutsche Dialoge aus dem Dialog-Mod MCCD 1.04 von Athlonic
Anpassung der TheDarkWraithUserOptions.py für deutsche Ausgabe
keine HK´s
Automationen und Tutorials in deutsch
SOAN Erkennungshandbuch in deutsch (mit englsichen Zusatztinfromationen zu bestimmten Schiffen)
deutsche Dialoge aus dem Dialog-Mod (MCCD 1.04 von Athlonic)
deutscher Radiosounds aus UI6.4.0 (Mod von TDW)
Hafenautomation Kiel aktualisiert (Mod von Trevally)
KarlKochs fix for Bearing Sound (German) (Mod von KarlKoch)


http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309

Viel Spaß :DL

Gruß Ruby

Magic1111
04-24-11, 05:30 AM
Hi,

the DeutschMod Version 0.5 for Magnum Opus 0.0.1 and Multiple UIs 6.5.0 is available. Include Speech recognition :03: Older DeutschMod versions are not compatible with the UI-Mod!



DeutschMod Version 0.5

Antilag
deutsche Menüführung
deutsche Funktelegramme (Danke an LSHIII-Team und Empier)
deutsche Schiffsbezeichnungen
deutsche Kriegsschiffe
deutsche Sprachausgabe
deutsche Dialoge aus dem Dialog-Mod MCCD 1.04 von Athlonic
Anpassung der TheDarkWraithUserOptions.py für deutsche Ausgabe
keine HK´s
Automationen und Tutorials in deutsch
SOAN Erkennungshandbuch in deutsch (mit englsichen Zusatztinfromationen zu bestimmten Schiffen)
deutsche Dialoge aus dem Dialog-Mod (MCCD 1.04 von Athlonic)
deutscher Radiosounds aus UI6.4.0 (Mod von TDW)
Hafenautomation Kiel aktualisiert (Mod von Trevally)
KarlKochs fix for Bearing Sound (German) (Mod von KarlKoch)

http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309

Viel Spaß :DL

Gruß Ruby

Many, many thanks Ruby ! :yeah::yeah::yeah:

Wonderful work as ever ! :up:

Best regards,
Magic:salute:

Meldric
04-24-11, 09:42 AM
Hi!

Another comment on the integration of the speech recognition in newUI 6.5.0.

The gui for the speech rec does not work together with the controls very well... if I am on the bridge and try to change values with the mousewheel, it conflicts with the controls of the binoculars...

And I still do not see any strings although the strings are present in the file. Any ideas?

My mods (enabled speech rec before newUI as mentioned in the thread):

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

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
005_50_Speech Recognition_v1.4_MiTons_NewUI_Editon _deutsch
006_00_NewUIs_TDC_6_5_0_ByTheDarkWraith
006_01_NewUIs_TDC_6_5_0_Das_Boot_Crew_Mod_by_Illyu strator
006_03_NewUIs_TDC_6_5_0_Scopes - Patch for 5x4
006_05_NewUIs_TDC_6_5_0_ERM_Reaper7_NightVision
006_06_NewUIs_TDC_6_5_0_ERM_Reaper7_NightVision_Bl ack_Skin
006_07_NewUIs_TDC_6_5_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_2_for_TDWv640&MO
007_01_IO_MapCourseLine_normal 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 BlueWaterAndEnvNightsCompatibleRealEnvironment-Revision
020_03_Stoianm Color (Gray)
020_10_Underwater_Stoianm
020_11_Fog For Campaigns
100_00_Open_Horizons

TheDarkWraith
04-24-11, 09:49 AM
Hi!

Another comment on the integration of the speech recognition in newUI 6.5.0.

The gui for the speech rec does not work together with the controls very well... if I am on the bridge and try to change values with the mousewheel, it conflicts with the controls of the binoculars...

And I still do not see any strings although the strings are present in the file. Any ideas?

I cannot take exclusive control of the mouse. If I do the game will wig out thus I share the mouse with the game. What you report is a minor side effect of this and I deem it acceptable.

For the missing strings, what trouble shooting steps have you taken to try and figure out why? Have you disabled every mod except v6.5.0 of the UIs mod and tried it to see if the problem still exists? Have you enabled debugging and ran the DbgView before starting the game?

Meldric
04-24-11, 09:58 AM
Hi TDW!

For the mouse. Maybe minor but hard to control. I did not manage to type a value by keyboard and so wasn't able to change a value at all.

Have I disabled all other mods? No, I did not. I'll try that.

I have checked all mods to find if another mod is overwriting the file you mentioned. None did. I checked if the strings were present in the effective file, they are.

Don't know what to see in DebugView... (?)

TheDarkWraith
04-24-11, 10:07 AM
Hi TDW!

For the mouse. Maybe minor but hard to control. I did not manage to type a value by keyboard and so wasn't able to change a value at all.

Have I disabled all other mods? No, I did not. I'll try that.

I have checked all mods to find if another mod is overwriting the file you mentioned. None did. I checked if the strings were present in the effective file, they are.

Don't know what to see in DebugView... (?)

DbgView you can send the output to me so I can review it :up:

The values for the Speech Recognition UI don't use keyboard. Mousewheel only.

Meldric
04-24-11, 10:29 AM
I have now disabled all other mods but speech rec and newUI. The problem stays the same. maybe it is related with the german menu.txt?
I have ran DebugView in the background, but it produced tons of output.
Here is what it says:

@TDW: please tell me if you don't need the log, then I can delete it here again...

Screenshot first:
http://www.wolfshalle.de/screenshots/sh5%20speech.png


[616] ..\..\..\..\launcher\main.cpp(213) :
[616] ..\..\..\..\launcher\main.cpp(214) : -- Starting Ubisoft Game Launcher --
[616] ..\..\..\..\launcher\main.cpp(218) : Platform: PC.
[616] ..\..\..\..\launcher\main.cpp(220) : Version: 0268.
[616] ..\..\..\..\launcher\main.cpp(221) : Built: Mar 30 2011.
[616] ..\..\..\..\launcher\main.cpp(232) : Arguments: "-orbit_product_id" "3" "-orbit_game_version" "3" "-orbit_exe_path" "QzpcU3BpZWxlXFNpbGVudCBIdW50ZXIgNVxzaDUuZXhl" "-orbit_working_directory" "QzpcU3BpZWxlXFNpbGVudCBIdW50ZXIgNQ==" "-orbit_arguments" "QzpcU3BpZWxlXFNpbGVudCBIdW50ZXIgNQ==" "-orbit_cookie" "4223508489" "-orbit_language_code" "de-DE"
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\Configuration.cpp(135) : Proxy type is automatic. No proxy detected.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\Session.cpp(61) : Remember me present. Username is Meldrik2000
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\DebugOverrides.cpp(124) : failed to read debugoverrides from disk
[616] ..\..\..\..\launcher\launcher\views\MainViewQt.cpp (106) : Log level is set to info.
[616] ..\..\..\..\launcher\launcher\views\MainViewQt.cpp (216) : Environment is PROD.
[616] ..\..\..\..\launcher\launcher\views\MainViewQt.cpp (293) : Started with product id 3, game version 3, exe path C:/Spiele/Silent Hunter 5/sh5.exe, arguments C:\Spiele\Silent Hunter 5 -orbit_cookie 4223508489, working directory C:/Spiele/Silent Hunter 5/, cookie 4223508489.
[616] Object::connect: No such signal QWidget::shown()
[616] Object::connect: (sender name: 'GameView')
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitFacade.cpp(1034) : Downloading Satellite list from URL http://static3.cdn.ubi.com/orbit/satellitelist/satellitelist.txt.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\ProductConfiguration.cpp(148) : Reading file C:/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/data/3/config/product_config.yml.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\PatchDownloader.cpp(681) : No lingering files. Skipping creation of lingering files file
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\PatchDownloader.cpp(681) : No lingering files. Skipping creation of lingering files file
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\ProductConfiguration.cpp(148) : Reading file C:/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/data/3/config/product_config.yml.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\Profile.cpp(112) : Logging in user Meldrik2000.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\AdFacade.cpp(45) : Bad root type in ad configuration, should be KeyValue
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(74) : Starting game with product id 3.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(146) : A game connected to the pipe.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(190) : Start game request. Cookie is 4223508489
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(207) : Sending game start accepted to game.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(386) : Incoming get OSI request. Product id is 3, subproduct id is 13.
[5356] mg\common\AutoDumper.cpp (66): Auto dumper init
[5356]
[5356] SH_OSI.cpp (50): SH5 online OSI Started
[5356] SH_OSI.cpp (68): Ready for Messages
[5356] orbit\helpers\DistLogBackend.cpp (51): No logbal_host specified. Distlogging disabled
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(488) : Incoming handle get login request.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(437) : OSI Pipe ubisoftosipipe_3_13 created for game.
[5356] SH_ServerOrbitProtocol.cpp (89): Got incomming connection to orbit spawn.
[5400] 32bit Key found. Value='C:\Spiele\Silent Hunter 5\'
[5400] TDWMastHeights: \ found as last character in install path from registry!
[5400] InstallPath=C:\Spiele\Silent Hunter 5
[5400] rosterfilepath=C:\Spiele\Silent Hunter 5\data\Roster\Names.cfg
[5400] seapath=C:\Spiele\Silent Hunter 5\data\Sea
[5400] Mast height not found for C:\Spiele\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg!
[5400] Mast height not found for C:\Spiele\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg!
[5400] Mast height not found for C:\Spiele\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg!
[5400] Mast height not found for C:\Spiele\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg!
[5400] Mast height not found for C:\Spiele\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg!
[5400] Mast Heights:
[5400]
[5400] Large Iceberg : 0.0
[5400] Medium Iceberg : 0.0
[5400] Medium Iceberg : 0.0
[5400] Medium Iceberg : 0.0
[5400] Small Iceberg : 0.0
[5400] Queen Elizabeth Battleship : 49,36
[5400] Royal Sovereign Battleship : 44,76
[5400] King George V Battleship : 50,76
[5400] HMS Duke Of York : 50,76
[5400] Nelson Battleship : 54,85
[5400] Hood Battlecruiser : 46,96
[5400] Renown Battlecruiser : 51,64
[5400] New York Battleship : 48,63
[5400] North Carolina Battleship : 41,73
[5400] Littorio Battleship : 47,92
[5400] Duilio Battleship : 47,92
[5400] Bismarck Battleship : 51,03
[5400] Schleswig-Holstein Pre-Dreadnought : 45,55
[5400] Scharnhorst Battleship : 47,92
[5400] Deutschland Pocket Battleship : 34,72
[5400] Northampton Heavy Cruiser : 47,79
[5400] Kent Heavy Cruiser : 47,45
[5400] HMS Suffolk : 47,45
[5400] Trento Heavy Cruiser : 34,89
[5400] Admiral Hipper Heavy Cruiser : 48,15
[5400] Dido Light Cruiser : 37,17
[5400] Brooklyn Light Cruiser : 31,29
[5400] Montecuccoli Light Cruiser : 38,68
[5400] Di Giussano Light Cruiser : 34,86
[5400] Emden Light Cruiser : 35,02
[5400] K Class Light Cruiser : 35,65
[5400] Auxiliary Cruiser Komet : 35,93
[5400] Auxiliary Cruiser Penguin : 34,98
[5400] Patroclus Armed Merchant Cruiser : 39,69
[5400] Rawalpindi Armed Merchant Cruiser : 39,69
[5400] Dithmarschen Supply Ship : 29,12
[5400] Carl Peters Fleet Tender : 26,87
[5400] Ark Royal Fleet Carrier : 49,69
[5400] Illustrious Fleet Carrier : 51,39
[5400] Glorious Fleet Carrier : 45,64
[5400] Furious Fleet Carrier : 45,64
[5400] Hermes Fleet Carrier : 51,39
[5400] Eagle Fleet Carrier : 51,39
[5400] Bogue Escort Carrier : 30,55
[5400] Sangamon Escort Carrier : 30,55
[5400] Attacker Escort Carrier : 30,55
[5400] Long Island Escort Carrier : 34,25
[5400] Archer Escort Carrier : 34,25
[5400] Charger Escort Carrier : 30,55
[5400] Avenger Escort Carrier : 30,55
[5400] Audacity Escort Carrier : 34,25
[5400] Soldati Destroyer : 26,74
[5400] Flower Corvette : 19,75
[5400] Type 34 Destroyer : 26,56
[5400] Fletcher Destroyer : 28,31
[5400] A Class Destroyer : 19,64
[5400] B Class Destroyer : 20,14
[5400] V&W Class Destroyer : 19,33
[5400] HMS Walker : 19,33
[5400] Tribal Destroyer : 25,83
[5400] R Class Destroyer : 19,39
[5400] Clemson Destroyer : 28,15
[5400] Town Lend-Lease Destroyer : 28,15
[5400] Somers Destroyer : 31,58
[5400] Evarts Destroyer Escort : 25,9
[5400] Buckley Destroyer Escort : 20,99
[5400] Black Swan Sloop : 27,91
[5400] HMS Stork : 27,91
[5400] Armed Trawler : 24,33
[5400] Landing Ship Tank : 23,91
[5400] 165-foot "B" Cutter : 24,33
[5400] SC-497 Sub Chaser : 24,33
[5400] Middeleton Attack Transport : 38,61
[5400] Large Liner : 43,09
[5400] Large Italian Liner : 43,09
[5400] Huge European Liner : 57,86
[5400] Liberty Cargo : 26,18
[5400] Liberty Ship (War Supplies) : 26,18
[5400] Victory Cargo : 29,49
[5400] N3SA1 Small Merchant : 17,96
[5400] C1-B Type Medium Merchant : 27,92
[5400] C2-S-B1 Hull Large Merchant : 29,95
[5400] Large Steamer : 26,18
[5400] Large Steamer (War Supplies) : 26,18
[5400] Hog Island Type A Freighter : 28,37
[5400] Hog Island Medium Freighter (War supplies) : 28,37
[5400] Cimmaron Class Tanker : 29,87
[5400] Ranger Medium Tanker : 40,97
[5400] Troop Transport : 39,69
[5400] Amphibious Group Command Ship : 37,54
[5400]
[5400] Loading all WWII ship names
[5400] Retrieving all countries and their equivalent names
[5400] # countries=31
[5400] Retrieving all categories and their equivalent names
[5400] # of new categories=6
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(136) : Game connected to OSI pipe.
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f81d265f9e768652d405e155efad10fd number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 43d3a039e136d580c717233f0debe195 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 012b9d0f96888320c44b08bf11ce41b4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 34a0095e8aa011ef71316aeb8eb1ecc8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 7b8359d86baeee8e40383dedf1e01c58 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a7546c44df03e8c71466cf39c5560a69 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 372ee1f2c73b7fd4f1bdc8bcd31454e0 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2fdab733d820b651a26cb888e1d8ecb0 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3ef309a6a48f6387b59684d07b564934 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8baa37f817b9b303ae0e18324adf2de3 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: fb6008267647a2c7549a23dfdef66b1d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 07ee06eecf71c203b8f06f2a029b65c2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a32bf30f35afb6bdeb6cdc9d37c89659 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 42ca0874d05c3a4a9bee2b2260f9b83c number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: d7e1622ddc804b058ab3ae2f56bbb06c number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5f4ee18ed2fa4573b8a8256c774febf8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 54517b928f9074ff9ee401a164927214 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 024082f80dc664a822691e9d6cb699d4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: d4d41be34ec9a4a43d97fd61d07de350 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b4e7b078b869df5ab8d53b54f640f146 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 90e9361071b24e01d0aa2f1009ed997d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b51e8e3e3a4aab9b3829b91aa6dfad13 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e1bb1020758262636d9d003371083898 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: fad0cc80615bf1b1d4b8c8a64a8f1535 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 380686791c67437ac333b4b10ccee8bc number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: d4125f36e9d554b39b318cb588290a74 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6f0d1e71bc26b11e117ce1fdc153b830 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2b571f293cdfd9ff716b8541ef629e63 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 83c8715d82d5938c1d8f5936a62bf146 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3d8b830ad3182a0b0b9297860a6980b3 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 12e35f3b008051d411d5d217ba1b1f66 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: c5894d6d9e0c53baf3c008c469fc945d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: aef27e2eea19093b54f7231dbe5c0269 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 77e0ab9790bec8673ac7a68f125c40e0 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 15e919923e5636b09c4bc3d654e457b1 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b117b9b018f32f4a25da9a8178c46129 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5d111611a787b3be198a7d280b01b048 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3c4bb23fc10364a811470b6aba55cd0e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e0005b884c4e4728478cc344a061f018 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 9a943044382c477e26b23bb34219e09e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 9d1b33d766df4a319c6ab61c34a38f36 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6a2bec04f4e681c83592af2a56800276 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5da9c70f964e8226be56caa8fc28692b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ee97423facb42a33a5de631c6a68655e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8b9c36505030fc83aaeec591b897256f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 24248d293bef07f7ed00278bf4cb19b2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 56966758a6b7c2e7f9139b25af866fab number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: c42751d4075836c2fa684acfc77f444b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ed7d03819747f30f36ee44437992e09b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 33a2cbf763be4b2938c298d8a40fd2bd number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 42bfad22b90dcaf0bd741f420637434b number of bytes: 14137
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e38fbd889c60790801e9a56e8ab6de83 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ed2f46b86e793b3f3478196b53c96300 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f46a226193a2a0722088f90e99e55238 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 7f36cde755ebaa5975311c7767c95b01 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b701bc090ef3e79a00b0c112b44f4aa3 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1150c24d61aed69f84b9a0e616136501 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: bf8d04edaa6a463c32bf6b72ca398322 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b6d7fcb9e4d785f0bf72dda6c5d9d1cf number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 4df5d882f560f18eed8a9aef346f0427 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 81853516fba6e79a346b469821d03e2d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2a111c947a28ddc0ac21b0832faeee5f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5128bba85c759add46dacd9b2b1fea3e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b832af20925d26065f6f522ffebaf82b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2e9e57aba12d40a6fe43c113ff213f70 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 9ad0eff5134492681c3d46e69107d606 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 95d80a8602e6fa6d98106cdce48d7b50 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 520c308017bb845ead630e709e0ce512 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5aea52e2569a7708a05ef4c52709ac8d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e72f4ce39336ce3a4d2d30e42d2a52a4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2d6d70c4c9810904082895261bf883ac number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 422aebe1d3a08553dbf6cb8c5e8e82a1 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 85682f8d59599cf7996938bd9d4d6086 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a7db75ec1605a6ba8d4842e898032b44 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2f6f646839dc2cb3deba6f55013e6eb2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5c3772371f2f6815f30034474a823c4b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2061301f84bc939c51fd81f3059e2bac number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e80fc7454b05e0d91c45784fe0cf67f0 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 0eabe1be9e4655412e105d832064c36a number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a68cd6932bb119824401636ac62a88a1 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 663a321ecc08c2b9ffdff10955b15f02 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 10bd2732cfa09250939e4fdfa0315fd8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: dfc18efc793e3ffd53a356de6ad2b6cf number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 30d4bbf3bffa6574191d6de9bf0cdcd3 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 11e17f8a8933825636672181dd6be1c7 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f760a290d1bdb9013d4055e509c216c2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 7a42968cc5bc220a66d9979e36304354 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b04d7047af3a5f072041d9fad625703a number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: bc5edc14d7ba5ad1aa9da7500f82284e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 0b93ba07107e80e1604982628d43431b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3ebb255d5ecbfde9a64e7c74ab0adb56 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f15cec850dfd3c90653a84bb07b2a6ed number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 23363bf927491487a2c34983f98b5fb2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 4335c766eceae21f9f4eab46c748e5e8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 0d54179260663fc0ce59ae59daf055db number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 185bf950398435168cb080a9b1d06fe6 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 373b02e75520f0d5fdd7beaa2b7117e8 number of bytes: 4126
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 178da9229bc50a2f6dd7d9a27938f381 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 457738006ab23beba9f29e0b4637ae84 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8022bda499c2744138631b93b52ceb2d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ab7839add8933ec2e3b7316dbc69143b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: eeb70950d69079acd1332fb4b4cfc6b4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ffe7f5310d93242771380a3027c89eaa number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: cb7dd36ec9b50c4905e9fbe9c63e2a4b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3de940c895c6ba62d88e21632779556b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e5a324287a45f6a49b36679ce34efc5f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a44445329a03a439129f2cc8e8bcc9dc number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: bc904d7015c268f0209d4c998878cd2e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6e5d7e92655d40ba7809740ee16d0df8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 82709b8a42e35e06d72fb5be5f9a23d4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1c7f4a56d5701301cbdce4c3fd0e0853 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a3be9a66f5502e8272f1ea079460dafa number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: bda3eea49e9c5fad6cbfcdcea56adcbc number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2edbdeaa6f598066582c46c864683488 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e6e0ab4912e38293a6bcf75b55bc6b1f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 724762c177eca26dc292ce63bbb6f2d2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: fd1bbe32646bbd0c88cbbd849321eb69 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6ec665d5e7793f922b79653846b67f51 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2980f5776242066570345bcaefc4ab90 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 47f02e7509e499457bad88160b7ca80d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 476c16f95ebe0ee4fd1059b1f9a37270 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b3c26696d3b58eb7957ffac16303d131 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f7826dc8d5d2d2a24ae457f08f7052db number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: c06c32ceaa0e5a6bab38c4c11471102b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5036e86f44458640665ab8ab8effabab number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: dac46f3fc7aa3b693449bc2392919144 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 40efc40d18aa4b1bdd41cd5c80d31727 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1f481e0fbdfde3748db076f42e2c1b4c number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5982fc234acb8f388941f9ab06e6ff80 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 84dd61b8c8a4f14a2e600660eeba913e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 7c2a8aeea4b9ef75ad6ccafd699a200e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 4b5fc6733c59a79b09f1e57b06f08872 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 9bb390874eb354644b24ee5d0982e626 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3309a5c3fe9fc89953d209433cafede2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 40b26200eb3dd7a2588804915c4765f2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 03d0cb159875c4d95abd746a30ed3fa5 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: badb1d9675c570df1a69222a9c149cca number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 506900adcc56b9fd9c41d4b97ca5cb32 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 17d2749a719309131798c4a6da0956de number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ca4f6c95b70d4a7270d9f52fbecffcbe number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 07312e99b1443e79f4c1dbdbc0aab4e8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ee665b671958c775a7658824e98e1513 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: dcf9d5c2ab847d537b6e6251350ff7f2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1a95d6e68fb1044acb01f4d94d9946c2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8a8686afd1b698f089a4c1d77729c3f0 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 35059469a1dbc6065fabe45b13a76f14 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 446f6cda833c2b70bc8f617a56e66447 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2e9cd763e90695c10e7c3380445ecea5 number of bytes: 92
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: daf05ac815c3414ae4e1759d0af41352 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 7b35528f83dfa010465db17acd0eaeff number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 705f1d9fd12d3fe0e0d07d499e9714e6 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: df94485dbaa6d00e1cd4b0701d1fb1b2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 4b9e28afc32d50da959f48fbdd264447 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: d7264aa0b31572e85271b16a1053f7a5 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: dcaae5517e8d54d94dcc1f30b1369c81 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 7a02b3d28a62ab166d63671fc04e15d8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 52013a6c71a3c153867ee0890ffac093 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 183b4f1c0e10a8fab6b7a16b017a5b6e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8c894bebe78dc8ffd63d3f190b5ff534 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6501c416fd9c440041abd489891be889 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 99f00c04f40fb75c63a667615962822d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 58007abf7eb3846a42a73d0f3503ead5 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8782df0ea2c2a3043f1962cc2ba6bbf2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 61e417580649eec9ac311574139d7be8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 519d24c6898e58ca16b7174a65aef8e9 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ff0d76a6f3c58a0b989efc89e46e4521 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 979688559f0830ddaf34a0902d876c42 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 572bbceab838e74f730487531735542b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1963a7c9b0417e481d5936972e25f5bb number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5140090dc55ba43193e4f988001e8362 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1fa5dd8a052e05a2d542b8b2eb8fb272 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a40c58b5ae4d9b94fe685702c4497c54 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 916c81036573e2f5c921ed84833f16a8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5624eaa7be28412a96f343aad49b42a2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 954d0c700507c3a79f14517e12299ce6 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8fc3f65b6dd870f4efb11df54906db88 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 4cde86291f336c380782fb95c68e93c4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: aba638a1c459080db23c3aa3f47c69f4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5e68bd4ea7f4db5aec2cfc6788c97b1c number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 802613f1270fcf466481b2067793dde0 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e65f37f9fa8973b18b05efb42a2f174f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1771d3bc7b1ff7162fc4a0ff0fc753fd number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 259639d23f67e1ef91bde781e1cca0a4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6d865c779fd460823bc386d0a4a4a1c5 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3ad317bdc025bc50e3aadeb95496b6bb number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 4e67b873a945d197e50a0a16209a183a number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b84c0acc7669e5a955094ba059f426a1 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f92fb5e2706c747b16489e3f5426a229 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 10ed06267a389317f04118d8bbcb8823 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ef04044ea7c2fa85dd3ef47151da18b3 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: cab6d8e3567e5ce90cbbed776021616e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f4db379e350d404ad27907da16f6a655 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 9e50b3e85121043312367dd183fb7275 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3b2d5bb2179d5534505eb7275f335b99 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ef49f6f715be55539ddc092af71fa5a7 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 28c4960ea271056f57a1b85800ddfe22 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 042cebca1e44536623446e9c2d94d77c number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 0d09f2f1918fd6063587f13851e23c2d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f4f2b82e95b960597d78cb74c75abbf5 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 67d8b19f96442160d14b26391ffb8171 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5616255141ef403c5270f5c3686e9130 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e68f24a3d449fafe23853b0e189ec735 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e73262517c60e4017ef2d00164e328a2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1a50e02a1f61329d2c015c86b144901b number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 9bc8233aa4b2f9e8ae2fb970df69f5c4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 9994686682b0e16261341d1c11b2234f number of bytes: 11040
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: aa2c63d7a5ccde4852a61e04755f0215 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6eac562b078ef47ca4ab9f03ebb53d4d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ad47f5021e2206dc36374a8e0ee27d0c number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 488b1cdede7732be92695ac448d01ebc number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: e20201de587db3e4fc63db1b44c7fb49 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 62e34c2e3ae7f049ee7c3735a926d153 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: c401217e083db1264c0c29f237241d7a number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2765696f5ce3c06262b85765a1d101b7 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6ed74b74580160a7819953a2f77c2e17 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5f3ca7b91cc3866a61eeee1c083ddf65 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ebc5c694cb91b95cf0fedf2c58ee3abd number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 544e39051a267f1b06a17fcb92efeacf number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b65eb96497454ec33c0f9b956ba060c6 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2cadf059e44c87b946d6190ccf598751 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6650623e1d54442fceb41aa60bdcc4f2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ef7a0631651176c5f54c0ba5cb82139f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5a247f06902b5919f4330aceb9c08526 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3b1ea426346767467efcdbabec4775cf number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a314ca8c36d0de253443e40c2a33de0f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 87aa9a33ec3c2f1d0490637674418393 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 91e3428f1fe3f81bae38569f34561ed3 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1c5e514d59abcf7c09bdff4accd218f2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 78e8d542330d20a14ba5a04a2456ad2c number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 0973886603edb2ca08edefb9ecc7ddde number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 3cfb750317f15b3bbe6e1c594cfa76e2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8af5df5608add28934a386593ed58133 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f7da41401f471da46c5dc291d44d1f4e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 444866631d6c3d7bfda297a96d849ed2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 47ee344d567e173739b7fd33c83f4acf number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 21c9d1b84abdd9b4e53078dab2c3dfce number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6c0d7ac7ed516b07e154de5911a25561 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 768bce9ce1a92e8522e4560f24c5d2c3 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 48ff8056869186119aa7d2e67d610f4f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b9acd8aaa965c73dca27aae29f44735e number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1cdd0dad20a124c7d877eb38c1017959 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 7b9d3563a9ea8d86fe060331183d0681 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: cab421229f5850afe6d041b18b3f2932 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 8e5dbd9c0103b049f69ae33b93308677 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 1da9bbdd53c59be84f4eecf698b59889 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: c70dd3d95eb84524e1c79b6ee5b3c079 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a63ce639b6b6562ecb9eef9c23766825 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b41b7dcf7d80876cb4515b92b09111a4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 5bbd34b701ebbb2a20a04e554a2e8af8 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 2781587020a6e8625a5481af72ab04c9 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: b7d8a199bcf06f24173d031f199c4917 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: f8f18535f5da69d74cef46fa76e5facc number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 06da2a746682fa7957b3ccd3251662f4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 6bd320fe9be1101c5238a040a94224bf number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: cd1de61bc92cc430612b24846e45bcc4 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 17c60fed88ccea0f56444c6507244c69 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 04220bf38879f55bc04f78165a80d322 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 9a355f24bec2065dcc0a251f0ac17713 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: fccd8425b863f59138b361a1b3ed8aa2 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: a6203654dd4c3ebdd4c7fe8d617d673c number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 951aa621d5986491bb44c38aa9056ee5 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 37adda5cd915658f4df2b3fd06942a6d number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 89c33c3f4ac48c0ce283e438590fd529 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 75e88fe36ceba996d2f027332ebba9fb number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 30da7e2cdbd26f9aca5b7d313a881898 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 20c15b60d8414c59c45f1fe509a26d5f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: d046b969fb7add737ca450f13410bf14 number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 766788710b81d61781b1c900dc63fa1f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 7fb9a5c3cb4299f043de22f97f47523f number of bytes: 16384
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: ba4869f5a4c33bf9c8fde5c25530af81 number of bytes: 14821
[5400] SenviromentMgr::Serialize
[5400] Ensuring Speech Recognition is initialized
[5400] Speech Recognition is initialized
[5400] Retrieving WWII ship names
[5400] Speech engine found!
[5400] PageSpeechRecSettings's draggables restored!
[5400] Speech Recognition current confidence is 70,00
[5400] Speech Recognition decks awash depth is 75,0
[5400] Speech Recognition enabled
[5400] Setting Speech Recognition enabled
[5400] Speech Recognition settings loaded from file
[5400] PageTutorial's draggables restored!
[5400] Pagelayout's draggables restored!
[5400] high precision timer reset
[5400] Stopping high precision timer
[5400] Timer stopped
[5400] Timer started
[5400] PageDefaultHud's draggables restored!
[5400] Adding an available radio message for day
[5400] Adding an available radio message for day
[5400] Adding an available radio message for day
[5400] LoadCareerRadioMessages: loadfile=C:\Spiele\Silent Hunter 5\Logs\Campaign-2010-12-24_2308.dat
[5400] Loading career radio messages
[5400] Retrieving career radio messages from file. Version is 2
[5400] All radio messages read from career. Number of radio messages read=0
[5400] PageTDC's draggables restored!
[5356] Entities.cpp (83): Process Message:
[5356] Entities.cpp (91): Init OSI user profile
[5356] Entities.cpp (123): succeeded
[5356] Entities.cpp (83): Process Message:
[5356] Entities.cpp (94): Init OSI campaign objective
[5356] Entities.cpp (123): succeeded
[5356] Entities.cpp (83): Process Message:
[5356] Entities.cpp (97): Init OSI map zones
[5356] Entities.cpp (123): succeeded
[5356] Entities.cpp (83): Process Message:
[5356] Entities.cpp (100): Init OSI campaign named entities
[5356] Entities.cpp (123): succeeded
[5356] Entities.cpp (83): Process Message:
[5356] Entities.cpp (114): OSI Ping
[5356] Entities.cpp (123): succeeded
[5400] Z=0.00 TAI Map zoom out
[5400] PageChalkBoard's draggables restored!
[5356] Entities.cpp (83): Process Message:
[5356] Entities.cpp (109): OSI Eval campaign objectives
[5356] Entities.cpp (123): succeeded
[5400] SOAN_GetUnitInfo
[5400] SOAN_GetUnitInfo
[5356] Entities.cpp (83): Process Message:
[5356] Entities.cpp (114): OSI Ping
[5356] Entities.cpp (123): succeeded
[5400] PageSpeechRecSettings's draggables saved successfully to C:\Spiele\Silent Hunter 5\PageSpeechRecSettings_Draggables.TDW
[5400] PageTutorial's draggables saved successfully to C:\Spiele\Silent Hunter 5\PageTutorial_Draggables.TDW
[5400] PageChalkBoard's draggables saved successfully to C:\Spiele\Silent Hunter 5\PageChalkBoard_Draggables.TDW
[5400] high precision timer reset
[5400] Stopping high precision timer
[5400] Timer stopped
[5400] Pagelayout's draggables saved successfully to C:\Spiele\Silent Hunter 5\Pagelayout_Draggables.TDW
[5400] PageDefaultHud's draggables saved successfully to C:\Spiele\Silent Hunter 5\PageDefaultHud_Draggables.TDW
[5400] Saving career radio messages
[5400] All career radio messages saved successfully to C:\Spiele\Silent Hunter 5\Logs\Campaign-2010-12-24_2308.dat
[5400] PageTDC's draggables saved successfully to C:\Spiele\Silent Hunter 5\PageTDC_Draggables.TDW
[5400] Destroying TDWMastHeights
[5400] Destroying Automation
[5400] Destroying TDWSoan
[5400] Destroying TDWSound
[5400] Destroying TDWRadioMessages
[5400] Destroying TDWMouse
[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(276) : Game disconnected.
[5356] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.

Ruby2000
04-24-11, 01:02 PM
Hi Meldric,

have you tried using the DeutschMod 0.5?

@TDW
The german menu.txt in UI 6.5.0 is not correct. Follow ID´s are missing:

; Edited by TheDarkWraith
2500=Show/Hide Notepad
2501=Determine ship range
2502=Determine ship angle on bow
2503=Determine ship speed
2504=Targeting style
2505=Use stadimeter
2506=Start timing
2507=Accept
2508=Exit
2509=Send data to TDC
2510=Clear all

5821=Ihnen wurde das Kommando über ein neues U-Boot übertragen. Nehmen Sie an?
5822=Ihnen wurde das Kommando über ein neues U-Boot übertragen.

6804=Dadurch gehen alle nicht gespeicherten Fortschritte verloren. Vorgang fortsetzen?

Is this perhaps the problem?:hmmm:



@Meldric
Check the Speech recognition with the DeustchMod.

Best regards

Ruby

TheDarkWraith
04-24-11, 01:05 PM
I have now disabled all other mods but speech rec and newUI. The problem stays the same. maybe it is related with the german menu.txt?
I have ran DebugView in the background, but it produced tons of output.
Here is what it says:

@TDW: please tell me if you don't need the log, then I can delete it here again...

Log looks fine. Install speech rec mod BEFORE my UIs mod (so UIs mod is AFTER speech rec mod).

TheDarkWraith
04-24-11, 01:09 PM
Hi Meldric,

have you tried using the DeutschMod 0.5?

@TDW
The german menu.txt in UI 6.5.0 is not correct. Follow ID´s are missing:

; Edited by TheDarkWraith
2500=Show/Hide Notepad
2501=Determine ship range
2502=Determine ship angle on bow
2503=Determine ship speed
2504=Targeting style
2505=Use stadimeter
2506=Start timing
2507=Accept
2508=Exit
2509=Send data to TDC
2510=Clear all

5821=Ihnen wurde das Kommando über ein neues U-Boot übertragen. Nehmen Sie an?
5822=Ihnen wurde das Kommando über ein neues U-Boot übertragen.

6804=Dadurch gehen alle nicht gespeicherten Fortschritte verloren. Vorgang fortsetzen?

Is this perhaps the problem?:hmmm:



@Meldric
Check the Speech recognition with the DeustchMod.

Best regards

Ruby

Missing entries don't affect the game. It just ignores them or inserts "" (blank) in game for them.

I've added the missing entries you posted to the German.txt file :up:

Meldric
04-24-11, 01:48 PM
what is the deutschmod (link)? german fixes for newui? i have installed in the order you said tdw, but the problem stays... also with only newui and speech rec installed...

TheDarkWraith
04-24-11, 02:10 PM
what is the deutschmod (link)? german fixes for newui? i have installed in the order you said tdw, but the problem stays... also with only newui and speech rec installed...

figured out what the problem is. Problem is because of me :oops: Open up the \data\Menu\Menu.txt file and at the very top change the following to below:

MaxStrings=9999

:up:

Ruby2000
04-24-11, 04:52 PM
Hi Meldric,

Look here
http://www.subsim.com/radioroom/showpost.php?p=1649761&postcount=7191


@TDW
oh yes, I must also change the MaxStrings:up:

Best Regards

Ruby

Obelix
04-24-11, 10:06 PM
Hi TheDarkWraith!
Here (http://www.sukhoi.ru/forum/attachment.php?attachmentid=133028&d=1303700465) is Russian translate for your mod v6.5.0

Silent Steel
04-25-11, 01:35 AM
Hi,

the DeutschMod Version 0.5 for Magnum Opus 0.0.1 and Multiple UIs 6.5.0 is available. Include Speech recognition :03: Older DeutschMod versions are not compatible with the UI-Mod!



DeutschMod Version 0.5

Antilag
deutsche Menüführung
deutsche Funktelegramme (Danke an LSHIII-Team und Empier)
deutsche Schiffsbezeichnungen
deutsche Kriegsschiffe
deutsche Sprachausgabe
deutsche Dialoge aus dem Dialog-Mod MCCD 1.04 von Athlonic
Anpassung der TheDarkWraithUserOptions.py für deutsche Ausgabe
keine HK´s
Automationen und Tutorials in deutsch
SOAN Erkennungshandbuch in deutsch (mit englsichen Zusatztinfromationen zu bestimmten Schiffen)
deutsche Dialoge aus dem Dialog-Mod (MCCD 1.04 von Athlonic)
deutscher Radiosounds aus UI6.4.0 (Mod von TDW)
Hafenautomation Kiel aktualisiert (Mod von Trevally)
KarlKochs fix for Bearing Sound (German) (Mod von KarlKoch)

http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309

Viel Spaß :DL

Gruß Ruby


Servus Ruby,

Wurde dieses auch mit DBSM von Stormy funktionieren oder beeinflusst es irgendwie?
Falls ja - vor oder nach dem DBSM aktivieren.

Gruesse aus Schweden :salute:

//

Ruby2000
04-25-11, 03:05 AM
Hi Silent Steel,

kannst du problemlos nutzen.

Aktiviere DBSM von Stormy nach dem DeustchMod, da im DeustchMod einige Audiofiles enthalten sind und die dann vom DBSM überschrieben werden. :03:

Gruß Ruby

Silent Steel
04-25-11, 03:23 AM
Hi Silent Steel,

kannst du problemlos nutzen.

Aktiviere DBSM von Stormy nach dem DeustchMod, da im DeustchMod einige Audiofiles enthalten sind und die dann vom DBSM überschrieben werden. :03:

Gruß Ruby


Vielen Dank, das ist echt nett! :yeah:

Ich werde es heute probieren.
Falls irgendwelche Fragen aufwerfen melde Ich mich wieder.

Bis dann

Freundliche Gruesse
Silent Steel :salute:

//

stoianm
04-25-11, 05:21 AM
@ TDW using New UI 6.5 and editing the option.py in some computers we will have something like this:

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

I made some test last night with 2 diferent people... they had the game installed in french... so even if they tryied to modify only one line inside the optyon.py they have this problem

If they are usying the option.py by default ne problem... you have an ideea wy?:hmmm:

I can edit my option.py for example with NEw UI 6.5 and i do not have any problem... my game is installed in english

TheDarkWraith
04-25-11, 05:40 AM
I made some test last night with 2 diferent people... they had the game installed in french... so even if they tryied to modify only one line inside the optyon.py they have this problem

If they are usying the option.py by default ne problem... you have an ideea wy?:hmmm:

I can edit my option.py for example with NEw UI 6.5 and i do not have any problem... my game is installed in english

No idea why. If you/they can send me their modified options file that causes this problem so I can test with it I can probably figure out why though :yep:

stoianm
04-25-11, 05:47 AM
No idea why. If you/they can send me their modified options file that causes this problem so I can test with it I can probably figure out why though :yep:
here: http://www.mediafire.com/?vlv4yy0kas163ec

but is not concludent... i am using this one in my computer is ok... if they are using they have the problem... or if they enter in the option.py and change only a line inside they have the problem... i remember that in the past somebody had the same problem... see here:

http://www.subsim.com/radioroom/showpost.php?p=1638314&postcount=7064

I dunno for sure but if i am looking at his nick name seems to be french also... maybe is only for game french install or some other languages diferent from english:hmmm:

TheDarkWraith
04-25-11, 05:57 AM
here: http://www.mediafire.com/?vlv4yy0kas163ec

but is not concludent... i am using this one in my computer is ok... if they are using they have the problem... or if they enter in the option.py and change only a line inside they have the problem... i remember that in the past somebody had the same problem... see here:

http://www.subsim.com/radioroom/showpost.php?p=1638314&postcount=7064

I dunno for sure but if i am looking at his nick name seems to be french also... maybe is only for game french install or some other languages diferent from english:hmmm:

Did you try having them enable debugging and running the DbgView app? Usually this kind of thing is the result of a Python error and turning on debugging will capture this error.

stoianm
04-25-11, 06:02 AM
Did you try having them enable debugging and running the DbgView app? Usually this kind of thing is the result of a Python error and turning on debugging will capture this error.
No... i will do this evening and i will send you the errors reported there... i do not rememer what they must do:
1) enter in main.cfg from my documents and comments the 3 lines... and after that?

Meldric
04-25-11, 11:38 AM
@Ruby:
Kann die DeutschMod auch verwendet werden, wenn ich MO nicht benutze? Ich verwende nur die NewUI (siehe Liste oben).

stoianm
04-25-11, 12:00 PM
@TDW... also another wired efects... game in italian or game in french (windows also in same languages):

1) in french in hystorical mission if you change the wind speed you get game not responding... the wind speed values are in milions... like if you want to put wind speed 5.s ... in french is wind speed 5000000.0 ... if you change this you have game freeze

2) in both in italian and french if you are in hystorical mission and you want to change map position.... you are not able... position will stay the same like the mission was made by default:hmmm:

robbythesub
04-25-11, 12:01 PM
@ TDW using New UI 6.5 and editing the option.py in some computers we will have something like this:

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

I made some test last night with 2 diferent people... they had the game installed in french... so even if they tryied to modify only one line inside the optyon.py they have this problem

If they are usying the option.py by default ne problem... you have an ideea wy?:hmmm:

I can edit my option.py for example with NEw UI 6.5 and i do not have any problem... my game is installed in english

Is this mod available yet? I must have missed something along the way!

Meldric
04-25-11, 12:08 PM
@TDW:

The strings are visible now after I changed the menu.txt. But still the mousewheel control does not work at all (for me). I can change the value once (it'll jump to 0.99) and I can click on apply. But then the mousewheel does not give any reaction on the number fields anymore. Simply nothing.

And I cannot go below 0.99 in this way. Simply impossible...

And another bug:
If I change the value "Decks awash depth" (which I have no idea what it might be related to), and save values... and then reload them, they are multiplied. So after loading, I had a confidence level of 9900.00...
Changing SpeechRecognition.TDW manually... Could not get it to work otherwise.
:(

EDIT:
Changed the value in the file to 0,55. If I load that in Game, it becomes 55,00!

IDEA:
Might this be related in my german system using "," instead of "." for the numeric values?

Speech recognition doesn't work ingame, although the values are now 0.55 (manually changed) and the test application does understand me. But ingame nothing happens. I also do not see the small hanging of the game when stopping and restarting the recognition engine...

(Everything worked perfectly with 6.4.0.

MiTon
04-25-11, 12:33 PM
@ TDW using New UI 6.5 and editing the option.py in some computers we will have something like this:

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

I made some test last night with 2 diferent people... they had the game installed in french... so even if they tryied to modify only one line inside the optyon.py they have this problem

If they are usying the option.py by default ne problem... you have an ideea wy?:hmmm:

I can edit my option.py for example with NEw UI 6.5 and i do not have any problem... my game is installed in english


Hi TDW,

same issues for a player on german ubiforums (http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309/p/21) after installing "Deutschmod for MO"

He's getting this PythonError:
http://img585.imageshack.us/img585/6735/fehlermeldung.jpg

Asked him to start the debugger but no response till now.


regards

MiTon

MiTon
04-25-11, 12:50 PM
@TDW:

The strings are visible now after I changed the menu.txt. But still the mousewheel control does not work at all (for me). I can change the value once (it'll jump to 0.99) and I can click on apply. But then the mousewheel does not give any reaction on the number fields anymore. Simply nothing.

And I cannot go below 0.99 in this way. Simply impossible...

And another bug:
If I change the value "Decks awash depth" (which I have no idea what it might be related to), and save values... and then reload them, they are multiplied. So after loading, I had a confidence level of 9900.00...
Changing SpeechRecognition.TDW manually... Could not get it to work otherwise.
:(

EDIT:
Changed the value in the file to 0,55. If I load that in Game, it becomes 55,00!

IDEA:
Might this be related in my german system using "," instead of "." for the numeric values?

The Confidence Level values have to have a "." as sepperator

Speech recognition doesn't work ingame, although the values are now 0.55 (manually changed) and the test application does understand me. But ingame nothing happens. I also do not see the small hanging of the game when stopping and restarting the recognition engine...

(Everything worked perfectly with 6.4.0.


In the current german version of Speech Recognition (version 0.2) , these functions aren't implemented yet, so they probably won't work, sorry!

I haven't had time to work on Speech Recognition for the last one and a half week so you'll have to wait one or two days, till i release the new version, supporting these functions!


regards

MiTon

Ruby2000
04-25-11, 01:55 PM
@Ruby:
Kann die DeutschMod auch verwendet werden, wenn ich MO nicht benutze? Ich verwende nur die NewUI (siehe Liste oben).
Teste es einfach, es könnte funktionieren. :up:

Gruß Ruby

jwilliams
04-25-11, 03:21 PM
@ TDW using New UI 6.5 and editing the option.py in some computers we will have something like this:

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



I also encounted this. I changed all options to how I liked and got this screen.

I deleted the New UI's folder and reinstalled NEWUI's from the zip,then changed one option at a time and tested. But then never got that screen again. :hmmm:

Meldric
04-25-11, 03:35 PM
Hi!

So, I understood that Rec Engine 0.2 (? Version says 1.4?) does not support the new features of newGUI 6.5.0. But it should still work like in 6.4.0, no? Because for me now, it is doing nothing anymore.

Or am I completly wrong and need to wait until a new version of the speech mod to work with 6.5.0 in general?

Sorry for maybe asking stupid things, I just was not sure...

Templar
04-25-11, 05:03 PM
Speech recognition 1.4 is working for me, but I instaled it after newUI 6.5.0 like this.

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

Anti-Lag
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
Magnum_Opus_v0_0_1+patch_2
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Equipment_Upgrades_Fix_1_0_byTheBeast
Equip_Upgrades_AFFOE
NewUIs_TDC_6_5_0_ByTheDarkWraith
NewUIs_TDC_6_5_0_New_radio_messages_German
NewUIs_TDC_6_5_0_U-Jagd_Chrono
NewUIs_TDC_6_5_0_ERM_Reaper7_NightVision
Officers skin by Naights
MRP 8x5 ratio
sobers 3D deck spray mod V7
sobers base sky mechanics V1
sobers base wave mechanics V15 SH5
sobers smaller water drops
U-boat Historical Specifications 1.7 for TDW Mods
Church's SHV 1.01 Keyboard Commands v1.1
Enhanced FunelSmoke1.2_by HanSolo78
IO_StrategicMap_4_2_for_TDWv640&MO
IO_StrategicMap_4_2_for_TDWv650&MO patch 1
IO_MapCourseLine_normal pencil_mod
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
SD_MapLocationNameFix_v1_2
gap - HD 1 deg Scope Bearing v 1.0
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
new_KM_binos
nVidia missing lights
Window_Lights_Redone_V1
Torpedo Splash
TDW Round Fire Button v2 by Torpedo
Reboot's Water Drips 1.1
Icebergs v2.4
Lite Campaign with Ice
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional louder engine sounds
Dynamic Environment SH5 (high - dark nights)
Dynamic Environment sky correction
Dynamic environment SH5 Undersea (temperate and polar)
Dynamic Environment SH5 Sleet for winter campaigns
Speech Recognition_MiTons_NewUI_Editon_v0.3_english
Church's Compass Dials Mod v2.2 - Option Four (Dark Comp. Light Rud)

Ruby2000
04-26-11, 04:26 AM
@jwilliams
I deleted the New UI's folder and reinstalled NEWUI's from the zip,Have you checked before install the folder-structure?

The UI-mod is in the folder "NewUIs_TDC_6_5_0_ByTheDarkWraith\MODS"
The main-mod is NewUIs_TDC_6_5_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _5_0_ByTheDarkWraith


Best Regards

Ruby

MiTon
04-26-11, 05:10 AM
Hi TDW,

same issues for a player on german ubiforums ...

He's getting this PythonError:
http://img585.imageshack.us/img585/6735/fehlermeldung.jpg

Asked him to start the debugger but no response till now.

regards

MiTon


Issue is resolved!

Everything is fine with your mod, he just didn't install it correctly.



@everybody using my edition of SpeechRecognition and TDW's NewUI 6.5, please have a look here:


englisch version (http://www.subsim.com/radioroom/showpost.php?p=1651135&postcount=350)
german version (http://www.subsim.com/radioroom/showpost.php?p=1651128&postcount=31)




Sorry, that I post this info this late!

EDIT:
Version 0.4 released!

greetings

MiTon

Ruby2000
04-26-11, 08:30 AM
Hi TDW,

same issues for a player on german ubiforums (http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309/p/21) after installing "Deutschmod for MO"

He's getting this PythonError:
http://img585.imageshack.us/img585/6735/fehlermeldung.jpg

Asked him to start the debugger but no response till now.


regards

MiTon
Hi,

that was only a wrong MOD-installation!

The UI-Mod 6.5.0 with DeutschMod ist running now. :up:

Best regards

Ruby

TheDarkWraith
04-26-11, 08:40 AM
@Ruby2000: I should have a patch ready here soon for the problems you reported to me via PM. I recoded how the hotkeys are handled so that you can do what you were wanting :up:

Ruby2000
04-26-11, 08:50 AM
Hi TDW,

GREAT :yeah:

Best Regards

Ruby

Silent Steel
04-26-11, 01:06 PM
Teste es einfach, es könnte funktionieren. :up:

Gruß Ruby


Funktioniert hier! :up:

//

TheDarkWraith
04-26-11, 10:43 PM
And another bug:
If I change the value "Decks awash depth" (which I have no idea what it might be related to), and save values... and then reload them, they are multiplied. So after loading, I had a confidence level of 9900.00...
Changing SpeechRecognition.TDW manually... Could not get it to work otherwise.
:(

EDIT:
Changed the value in the file to 0,55. If I load that in Game, it becomes 55,00!

Fixed. Will be available in upcoming patch 1 for v6.5.0 :up:

List of changes/additions/bug fixes coming in patch 1 are:
v6.5.1 - changed how all hotkeys are defined in the options file. They are now defined as follows in the options file: [ enabled, key, shift required, ctrl required, alt required, handled ]. enabled, shift required, ctrl required, alt required, and handled are all boolean (True/False) values. Setting handled to True will cause the keystroke to be 'eaten' and not passed onto anything else. With this new format for the hotkeys one can have multiple combinations for the hotkeys. i.e. shift+key, shift+alt+key, just key, etc. If the options file has None for one of the values it cannot be used and must stay as None.
- changed how checking of hotkey pressed is processed to allow the keypress to be passed onto many items (depending on how handled is set in the hotkey)
- fixed hardcoding of Latitude and Longitude directions (N, S, W, and E). They are now specified in Menu.txt file.
- added the ability to use existing text when editing a supermark, navigation fix, or destroyed mark. The key for this is defined in the options file. You can still edit the supermark, destroyed mark, or navigation fix the old way where the existing text is replaced with the new text if you want.
- fixed bug in Speech Recognition where if values are displayed non-American style (, used for decimal seperator instead of .) the value would be multiplied by 100 when changed or loaded from file

http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4133

marleymen
04-28-11, 02:42 AM
About this option in the TDW User Options file:

# when you send in a contact report to BDU what is the percentage chance that they will send you a contact report back?
# below is a percentage value (0 - 100)
RadioMessagesContactReportChance = 75

-Is it working right? The percent is for True or False? I send messages but never receive an answer from BdU.

-I also send reports of the patrol when BdU request in blue color, but never have an answer from BdU like "keep the good work" .. "Be more aggressive".

Don´t know what happened, until 6.3.x was working for me like this, if i remember well.

Zedi
04-28-11, 02:56 AM
I noticed a python error when sending patrol report using the radio guy using the latest test build.

Speaking about the radio messages.. can this script be extended to the campaign? I mean, sending out messages to the player at a fixed date inform them about a new mission availability? But this time, using a stock radio message that will pop up in the middle of the screen. I just cannot make this happen using the campaign tools, its bugged.

PL_Andrev
04-29-11, 09:41 AM
A new bug is spotted at v.6.5.0:

When game is reloaded the nav gives several notes for one position on map:

http://img40.imageshack.us/img40/1348/navmz.png

This situation is always after Win exit and reload a game.
This is real / current uboat position.
Positions already existed are not duplicated.

marleymen
04-29-11, 12:49 PM
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3500

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

(I repost to ask everyone if is having this issue. No contact messages reply from BdU , and no BdU reply message when sending the patrol message, pics above.)

About this option in the TDW User Options file:

# when you send in a contact report to BDU what is the percentage chance that they will send you a contact report back?
# below is a percentage value (0 - 100)
RadioMessagesContactReportChance = 75

-Is it working right? The percent is for True or False?

Now I send messages but NEVER receive an answer from BdU of contacts.

-I also send reports of the patrol when BdU request in blue color, but never have an answer from BdU like "keep the good work" .. "Be more aggressive".
Don´t know what happened, until 6.3.x was working for me like this, if i remember well.

Thanks and sorry for been repetitive.

PS. Actually using 6.5.0. Probably is I don´t get any contact in the range (45Km). Going to test setting a new max to distance of contact report from 45 to something bigger.

Stormfly
04-29-11, 02:07 PM
same problem here, but sometimes after i send the normal report (very rare) i got a answer from BDU (in TDW radio window). my setting regarding anwers from convoi reports is also at 75 answer or no answer persantage but never got a answer from BDU ! I would also like to have the time compression set to 1 if BDU send a radio message, together with the allready present working sound for it when comming out of TC.

same for that yellow Invstigate message from BDU above, saw that never in game.

TheDarkWraith
04-29-11, 11:37 PM
I noticed a python error when sending patrol report using the radio guy using the latest test build.

(I repost to ask everyone if is having this issue. No contact messages reply from BdU , and no BdU reply message when sending the patrol message, pics above.)

About this option in the TDW User Options file:

# when you send in a contact report to BDU what is the percentage chance that they will send you a contact report back?
# below is a percentage value (0 - 100)
RadioMessagesContactReportChance = 75

-Is it working right? The percent is for True or False?

Now I send messages but NEVER receive an answer from BdU of contacts.

-I also send reports of the patrol when BdU request in blue color, but never have an answer from BdU like "keep the good work" .. "Be more aggressive".
Don´t know what happened, until 6.3.x was working for me like this, if i remember well.

Thanks and sorry for been repetitive.

PS. Actually using 6.5.0. Probably is I don´t get any contact in the range (45Km). Going to test setting a new max to distance of contact report from 45 to something bigger.

There was a problem in TDWRadioMessages.dll. I've corrected the problem and it will be available in patch 1 for v6.5.0 :up:

marleymen
04-29-11, 11:43 PM
Thank you very much Maestro!!

I was going crazy testing higher max range for the Contacts Message without success.

:arrgh!:

Silent Steel
04-30-11, 02:19 AM
same problem here, but sometimes after i send the normal report (very rare) i got a answer from BDU (in TDW radio window). my setting regarding anwers from convoi reports is also at 75 answer or no answer persantage but never got a answer from BDU ! I would also like to have the time compression set to 1 if BDU send a radio message, together with the allready present working sound for it when comming out of TC.

same for that yellow Invstigate message from BDU above, saw that never in game.

Never seen it :o

Husksubsky
04-30-11, 02:26 AM
Finally got my mods set and started a compaign.The hole UI (or HUD) was gone).After sinking the first ship I gor some of the SH 5 controls but not those in upper right corner. Seem like it wants me to finish some tutorial like missions before things settles, but I can t finish objective "click on u boat on map and set waypoint since I use realnav. can t I just cut through this nonsense? or do I have to deactivate realnav for getting along:hmmm:?.
I use MO, TDW 6_5_0, realnav and stormys soundmod

jwilliams
04-30-11, 03:43 AM
Finally got my mods set and started a compaign.The hole UI (or HUD) was gone).After sinking the first ship I gor some of the SH 5 controls but not those in upper right corner. Seem like it wants me to finish some tutorial like missions before things settles, but I can t finish objective "click on u boat on map and set waypoint since I use realnav. can t I just cut through this nonsense? or do I have to deactivate realnav for getting along:hmmm:?.
I use MO, TDW 6_5_0, realnav and stormys soundmod


It's the tutorial.

See here.... http://www.subsim.com/radioroom/showpost.php?p=1653603&postcount=1424

pelucho25
04-30-11, 09:50 AM
Hello Friends reason because I can not read the radio messages when I receive?
I get the blank message when I open it.
This is my configuration:

Accurate German Flags
North Atlantic Green 1.1
Mighty Fine Crew Mod 1.2.1 Stock With Beards
MCCD 1.04 MFCM 1.2.1 Compatible
MCCD 1.04 Spanish
Loading Screens Mod 2.0
FX Update 0.0.15 By The DarkWraith
FX Update 0.0.15 BARF 1.3 Full Fix
FX Update 0.0.15 UHS Fix
NewUIs TDC 6.5.0 By TheDarkWraith
NewUIs TDC 6.5.0 Sub Warship Merchant Same Shape
NewUIs TDC 6.5.0 Waypoint Contacts Same Shape No Color
NewUIs TDC 6.5.0 No Color Dashed Contact Line
NewUIs TDC 6.5.0 No Contact Colors
NewUIs TDC 6.5.0 No Contact Tails
NewUIs TDC 6.5.0 Das Boot Crew Mod by Illyustrator
NewUIs TDC 6.5.0 Jimimadrids Map Tools
IO Strategic Map 2.2
IO Map Course Line Sharp Pencil Mod
ShapeTextures Color
Manos Scopes-Patch For 16 x 9
Pascal Crew Uniforms
Elite German Black & Copper Torpedo
Ambient Underwater SFX
Sobers 100% Underwater FX
Sobers Base Wave Mechanics For SH5 Ver. 12
Realistic Ammo Amount For AA And Deck Guns
Sobers No Footstep Sound Mod
U-Boat Ballast Tanks SFX
Sobers Realistic Hydrophone Operator SH5
German U-Boat Crew Language Pack
Cerberus 62 Historical Ship Equipment 1.3
Cerberus 62 Additional Merchant Ships 1.1 (Part 1)
Cerberus 62 Additional Merchant Ships 1.1 (Part 2)
Critical Hits 1.2
Critical Hits 1.1 Torpedos
Dark Interior 1.0
SUB Hyd Fix SH5
Sub Flags 0.0.6 by TheDarkWraith
Krauters Automated Scripts Compatible
Lite Campaign LC 1.2
Trevally Harbour & Kiel Canal Pilot 2.4
IRAI 0.0.30 ByTheDarkWraith
IRAI 0.0.30 No Hydrophone On Surface And No Aircraft Spotting At Depth
Air Torpedoes
Test Iceberg
German U-Boat Hydrophone SFX
U-Boat Radio Room Telemetry SFX
Capthelms SH5 Audio Mod
German U-Boat Internal Routine SFX
Stoianm BrighterNights Mod 1.0
Stoianm Realistic Color Exterior Mod Low Version 1.0
Stoianm BrighterNights Mod 1.0 LOW Compatible Dark Interior Mod
Stoianm BrighterNights Mod 1.0 (LOW) Compatible Colored Exterior Low
A Fistful of Emblems 1.51
Wasserbomben Sound Mod 1.2
Grossdeutscher Rundfunk
Old Style Explosions 1.1
U-Boat Propulsion SFX
Stoianm Atlantic Blue Water Color For MO
Stoianm EnvNights Compatible Blue Atlantic Water For MO
Torpedo Splash
Sobers & Stoianm Base Fog Mechanics 16 SH5
Depth Keeping Problem HB 1.0.0 The DarkWraith
Stormys DBSM SH5 1.3 Basemod (1)
Stormys DBSM SH5 1.3 Optional -6db Damped Sonarguy (2)
Stormys DBSM SH5 1.3 Optional Remaining Orig Sounds Converted to 22Khz (3)
Stormys DBSM SH5 1.3 Additional Crew Sounds Beta 6 (4)
Stormys DBSM SH5 1.3 Optional Louder Engine Sounds (5)
Stormys DBSM SH5 1.3 HOTFIX 3
Stormys DBSM SH5 1.3 Optional NavMap Babelling

farranda
04-30-11, 10:05 AM
@ TDW using New UI 6.5 and editing the option.py in some computers we will have something like this:

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

I made some test last night with 2 diferent people... they had the game installed in french... so even if they tryied to modify only one line inside the optyon.py they have this problem

If they are usying the option.py by default ne problem... you have an ideea wy?:hmmm:

I can edit my option.py for example with NEw UI 6.5 and i do not have any problem... my game is installed in english

Sorry I'm using a translator.
I too feel the same. Changing a single line of option.py. If I leave the default error does not happen.
My game is in Spanish and use New UI 6.5.
I could not take a picture of the game so I use this quote
thanks

Stormfly
04-30-11, 12:03 PM
Stormys DBSM SH5 1.3 Basemod (1)
Stormys DBSM SH5 1.3 Optional -6db Damped Sonarguy (2)
Stormys DBSM SH5 1.3 Optional Remaining Orig Sounds Converted to 22Khz (3)
Stormys DBSM SH5 1.3 Additional Crew Sounds Beta 6 (4)
Stormys DBSM SH5 1.3 Optional Louder Engine Sounds (5)
Stormys DBSM SH5 1.3 HOTFIX 3
Stormys DBSM SH5 1.3 Optional NavMap Babelling

hi pelucho25,

just wanted to tell you that there is an error regarding this mod order, you overwriting Beta 6 using HOTFIX 3 :o

...you dont need hotfix 3, becuase all its changes are included in Beta 6 ;)

TheDarkWraith
04-30-11, 12:24 PM
Sorry I'm using a translator.
I too feel the same. Changing a single line of option.py. If I leave the default error does not happen.
My game is in Spanish and use New UI 6.5.
I could not take a picture of the game so I use this quote
thanks

Anytime you have any kind of error or problem you have to enable debugging in \Documents\SH5\data\cfg\Main.cfg
You also need to run the DbgView application found in \data\Applications (this has to be ran before the game is started).
When the problem(s) happen I need screenshots of all the dialog boxes that pop up and the output of DbgView. Without this information I can't fix, or attempt to fix, the problem(s).

Stevepine
04-30-11, 02:33 PM
just changed from 6.4 to 6.5 and Im having a problem trying to find the ship recognition manual / SOAN. I feel like an idiot! lol I have clicked on the 'make chart visible icon' but that only brings up the distance and flag charts.

TheDarkWraith
04-30-11, 09:27 PM
just changed from 6.4 to 6.5 and Im having a problem trying to find the ship recognition manual / SOAN. I feel like an idiot! lol I have clicked on the 'make chart visible icon' but that only brings up the distance and flag charts.

Delete \Silent Hunter 5\Pagelayout_Draggables.TDW thus resetting all the draggable items for that page to their default positions. Restart game :up:

Obelix
05-01-11, 02:57 AM
Hello Friends reason because I can not read the radio messages when I receive?
I get the blank message when I open it.
This is my configuration:

...
NewUIs TDC 6.5.0 By TheDarkWraith
...
IO Strategic Map 2.2
...
IO Strategic Map 2.2 is not compatible with NewUIs TDC 6.5.0 By TheDarkWraith! With version 2.2 you will lose a large number of functions included in NewUIs TDC 6.5.0, even possible glitches. You need to install IO_StrategicMap_4_2_for_TDWv640 & MO and IO_StrategicMap_4_2_for_TDWv650 & MO patch 1.

Husksubsky
05-01-11, 08:17 AM
It's the tutorial.

See here.... http://www.subsim.com/radioroom/showpost.php?p=1653603&postcount=1424
Thx m8 :). I had this question as part of other post too since I was so frustrated.you answered on both:salute:
sorry for that btw
regards

Husksubsky
05-01-11, 08:19 AM
hi pelucho25,

just wanted to tell you that there is an error regarding this mod order, you overwriting Beta 6 using HOTFIX 3 :o

...you dont need hotfix 3, becuase all its changes are included in Beta 6 ;)
that goes for me too thx:salute:

samwangyan
05-01-11, 10:09 AM
Dark Wraith, thanks for the great mod, however here is a problem by me...I've used 6.4.0 for a while, everything works fine...but after switching to 6.5.0, i got CTD (right after the loading screen) constantly. When I switch back to 6.4.0, everything is fine again.


The Mod order is as below:

Magnum_Opus_v0_0_1 (with patch2)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_0_byTheBeast
NewUIs_TDC_6_5_0_ByTheDarkWraith

How can I fix it...pls help!!!

Stevepine
05-01-11, 11:48 AM
Delete \Silent Hunter 5\Pagelayout_Draggables.TDW thus resetting all the draggable items for that page to their default positions. Restart game :up:

That worked. Thankyou!

Barso
05-02-11, 02:19 PM
Just arrived home and cannot believe how far you've taken this game.
Thanks.

Jaguar
05-02-11, 02:45 PM
That worked. Thankyou!

Got the same problem, worked for me as well :up: .

TheDarkWraith
05-03-11, 11:51 AM
I noticed a python error when sending patrol report using the radio guy using the latest test build.

Speaking about the radio messages.. can this script be extended to the campaign? I mean, sending out messages to the player at a fixed date inform them about a new mission availability? But this time, using a stock radio message that will pop up in the middle of the screen. I just cannot make this happen using the campaign tools, its bugged.

Yes it can. All you have to do is add new entries in my radio messages files. Now in order to have the stock radio message pop up in the middle of the screen will require a code change on my part. I'm thinking it over of how to implement properly.

@TDW:

The strings are visible now after I changed the menu.txt. But still the mousewheel control does not work at all (for me). I can change the value once (it'll jump to 0.99) and I can click on apply. But then the mousewheel does not give any reaction on the number fields anymore. Simply nothing.

And I cannot go below 0.99 in this way. Simply impossible...

And another bug:
If I change the value "Decks awash depth" (which I have no idea what it might be related to), and save values... and then reload them, they are multiplied. So after loading, I had a confidence level of 9900.00...
Changing SpeechRecognition.TDW manually... Could not get it to work otherwise.
:(

EDIT:
Changed the value in the file to 0,55. If I load that in Game, it becomes 55,00!

IDEA:
Might this be related in my german system using "," instead of "." for the numeric values?

This was a very hard bug to track down. It was because of culture specifics is why it was happening. I finally have it fixed in v6.5.1

The bug of using mousewheel in the speech rec settings box causing other mousewheel things to happen (binocular, zoom scopes, etc.) has been fixed also in v6.5.1 :up:

The bug of using mousewheel is the scope settings box causing the scope to zoom in/out has also been fixed in v6.5.1

farranda
05-05-11, 12:30 AM
http://img852.imageshack.us/img852/9793/sh5seq001000001.jpg (http://imageshack.us/photo/my-images/852/sh5seq001000001.jpg/)

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

I wanted to run the DebugView in windows 7 64 bit and I have not. To capture this error.
DebugView, the help is written that is compatible. Run it as administrator.
Clean install, no mods, only Multiple UIs for SH5 with TDC.
help

stoianm
05-05-11, 12:39 AM
http://img852.imageshack.us/img852/9793/sh5seq001000001.jpg (http://imageshack.us/photo/my-images/852/sh5seq001000001.jpg/)

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

I wanted to run the DebugView in windows 7 64 bit and I have not. To capture this error.
DebugView, the help is written that is compatible. Run it as administrator.
Clean install, no mods, only Multiple UIs for SH5 with TDC.
help
Debug wiev is in the C:NewUIs_v6_5_0\MODS\NewUIs_TDC_6_5_0_ByTheDarkWra ith\data\Applications... first you must go in the : C:\Users\Administrator\Documents\SH5\data\cfg

open the main.cfg and look for these lines:

[DEVELOPING]
;Modding=Yes
;MenuEditor=Yes
;DebugScripts=Yes

Change them to be like this:

[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes

I had some friends that had the same problem and here was a solution:

1) unninstal the TDW UI... delte
2) redown again the TDW UIs
3) Enable the new downloaded TDW UIs and DO NOT TOUCH option.py

See if is working

Stormfly
05-05-11, 07:56 AM
Yes it can. All you have to do is add new entries in my radio messages files. Now in order to have the stock radio message pop up in the middle of the screen will require a code change on my part. I'm thinking it over of how to implement properly.
plz, if implementing additional "vanilla automatic radio message popups", make it optional... i dont like those automatic radio popups, they are unrealistic from my view and could be out of sync with incomming radio message sound samples.

another thing, hydrophone guy`s contact voice reports have always the highest speech priority, means command speech and answer reports have to wait or are delayed until he is finnished with babeling... would it be possible to change his priority to the lowest possible, or / and having a button or key press to switch the hydrophone or sensor off, or send him to bed ?

i optional silenced him allready a bit in SDBSM, but this guy realy needs a complete break sometimes !:88)

Zedi
05-05-11, 08:04 AM
I agree that random radio messages popin up on screen can be annoying.

But I could use few stock radio messages in campaign because I wanna get the player attention when a new mission is available and also give him a short briefing about what to do. With the ME2 is just impossible to set up radio messages that will be sent out at a fixed date... this part is bugged.

Stormfly
05-05-11, 08:16 AM
i realy like campaign linked radio orders/intel, most important for gameplay, but for me they have to be in the radio messages log like the others are... simulating beeing a commanding officer of a warship requires very high attention of the simulated radio log, maybe TDW can help here :DL

farranda
05-06-11, 07:54 AM
Debug wiev is in the C:NewUIs_v6_5_0\MODS\NewUIs_TDC_6_5_0_ByTheDarkWra ith\data\Applications... first you must go in the : C:\Users\Administrator\Documents\SH5\data\cfg

open the main.cfg and look for these lines:

[DEVELOPING]
;Modding=Yes
;MenuEditor=Yes
;DebugScripts=Yes

Change them to be like this:

[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes

I had some friends that had the same problem and here was a solution:

1) unninstal the TDW UI... delte
2) redown again the TDW UIs
3) Enable the new downloaded TDW UIs and DO NOT TOUCH option.py

See if is working

Thanks but, I know, "NOT TOUCH [/ COLOR] option.py. "
I touch the option.py
There are many interesting options to touch, obviously.
try
[DEVELOPING]
Modding = Yes
Menueditor = Yes
DebugScripts = Yes

http://img847.imageshack.us/img847/56/debug.jpg (http://imageshack.us/photo/my-images/847/debug.jpg/)


and

http://img233.imageshack.us/img233/9527/editormenu.jpg (http://imageshack.us/photo/my-images/233/editormenu.jpg/)



I speak Spanish, sorry for my bad English

stoianm
05-06-11, 08:43 AM
Thanks but, I know, "NOT TOUCH [/ COLOR] option.py. "
I touch the option.py
There are many interesting options to touch, obviously.
try
[DEVELOPING]
Modding = Yes
Menueditor = Yes
DebugScripts = Yes

http://img847.imageshack.us/img847/56/debug.jpg (http://imageshack.us/photo/my-images/847/debug.jpg/)


and

http://img233.imageshack.us/img233/9527/editormenu.jpg (http://imageshack.us/photo/my-images/233/editormenu.jpg/)



I speak Spanish, sorry for my bad English
:haha:... do not touch to see if from there is the problem.. you must to do step by step to loclizate the problem... but it is up to you... touch it and... good luck:up:

jwilliams
05-06-11, 04:05 PM
Changed ONE option at a time in the useroptions.py file and test.

I changed all the options I wanted and got the messed up screen.

So I started again, but this time just changed 1 at a time, tested and then changed another, tested etc.

Never found the messed up screen again.

Fenway72
05-06-11, 06:39 PM
I cannot get this mod to work at all.

I have placed the MODS folder of this mod in the root Silent Hunter 5 folder, and they show up in jsgme with the other mods I have, but the only thing that works when I load the game is the top camera options, nothing else is present. I have no other UI buttons or anything but the camera options at the top of the screen.

Other mods seem to work fine except this one.


any takers on this?

THE_MASK
05-06-11, 09:01 PM
Have you finished the tutorial mission and reached the bunker ?