View Full Version : [REL] Multiple UIs for SH5 with TDC
Sea_Phantom
05-06-11, 09:05 PM
This might be a stupid question, but are there any plans to change some of the sound effects? I'm specifically looking for a new crash dive sound something akin to the SH3 one (http://www.youtube.com/watch?v=u2Yk5JomCnw)
Or, even the one they had waaayyyy back when in U-boat II: Drumbeat :rock:
Something a little more blood curdling than the stock one they have
jwilliams
05-06-11, 11:33 PM
This might be a stupid question, but are there any plans to change some of the sound effects? I'm specifically looking for a new crash dive sound something akin to the SH3 one (http://www.youtube.com/watch?v=u2Yk5JomCnw)
Or, even the one they had waaayyyy back when in U-boat II: Drumbeat :rock:
Something a little more blood curdling than the stock one they have
There are already many mods that alter the sounds in game.
This one is the more popular mod... [REL] Stormy`s DBSM collection SH5 (http://www.subsim.com/radioroom/showthread.php?t=164552)
I dont use myself, but I beleave it features the same sound you linked to from SH3 for the crash dive.
stoianm
05-07-11, 02:58 PM
@TDW
When i install Real Nav ... i do not have the writting from speach recogn displayed:
http://i1124.photobucket.com/albums/l568/stoianm/speach.jpg
TheDarkWraith
05-10-11, 10:43 PM
v6.5.1 released. See post #1 for details :|\\
READ THE RELEASE NOTES!
stoianm
05-11-11, 12:34 AM
tnx:up:
Silent Steel
05-11-11, 01:15 AM
tnx:up:
Thanks again! :salute:
/
jwilliams
05-11-11, 03:44 AM
v6.5.1 released. See post #1 for details :|\\
READ THE RELEASE NOTES!
:woot:
Thanks, downloading now.
:salute:
Brumete
05-11-11, 09:40 AM
You could add to the sub navigation tutorials real? Is this possible? would be of great help + help files to read included.
TheDarkWraith
05-11-11, 09:53 AM
You could add to the sub navigation tutorials real? Is this possible? would be of great help + help files to read included.
All it takes is someone writing the tutorial files for it. It's not that hard to do. I just don't have time to do that currently :DL You can ask Trevally for assistance because he's good at writing the tutorial/automation scripts :up:
TDW,
Thank you very much for this mod !!
I am really enjoying it. Fantastic work !!
:up:
Txema
Silent Steel
05-11-11, 11:05 AM
You could add to the sub navigation tutorials real? Is this possible? would be of great help + help files to read included.
Try Stoianm's tutorial :up:
http://www.subsim.com/radioroom/showpost.php?p=1629500&postcount=21 (http://www.subsim.com/radioroom/showpost.php?p=1629500&postcount=21)
//
marleymen
05-11-11, 12:37 PM
v6.5.1 released. See post #1 for details :|\\
READ THE RELEASE NOTES!
Thank you mate. :up:
Trevally.
05-11-11, 02:15 PM
You could add to the sub navigation tutorials real? Is this possible? would be of great help + help files to read included.
All it takes is someone writing the tutorial files for it. It's not that hard to do. I just don't have time to do that currently :DL You can ask Trevally for assistance because he's good at writing the tutorial/automation scripts :up:
Yes this would be a good tutorial to do:yep:
At the moment I am working on the campaign with Zedi and Stoianm.
I could look at this after that:up:
If anyone else wants to make this tutorial and wants some help, just let me know. Its easy whe you get used to it.
Hi TheDarkWraith
Here (http://www.sukhoi.ru/forum/attachment.php?attachmentid=134071&d=1305170595) is russian translaion for v6.5.1
Brumete
05-12-11, 02:54 AM
:salute:As calculating the coordinates of where I am to navigate? any keyboard command to determine the position of the submarine? :ping:
jwilliams
05-12-11, 03:14 AM
:salute:As calculating the coordinates of where I am to navigate? any keyboard command to determine the position of the submarine? :ping:
Ask your navigator to do a celestrial fix or a fix by deadreconning. He will, after he has calculated your position, mark it on your map. It may take over an hour(game time) to mark your position if you asked for a celestrial fix.
TDW,
Does this mod include now "stoianm pitch&roll for SH5" mod ?
Thanks for your help !
Txema
TheDarkWraith
05-12-11, 08:17 AM
TDW,
Does this mod include now "stoianm pitch&roll for SH5" mod ?
Thanks for your help !
Txema
I used some of the values from that mod :up:
U-Falke
05-12-11, 09:23 PM
Hello,
I am stalking a TF and spent a big amout of fuel to reacha good atack position.
I am also using this awesome mod.
But the recognition manual disappeared.
The icon in the upper taskbar is ON and the maps are shown.
But still I ve got no manual.
Tried to re-install the mod and deload the game... no success.
Any tips?
Thanks
Brumete
05-13-11, 09:02 AM
:ping:Not for the coordinates to the position of the submarine a fix by deadreconning.... Pls tutorials navigation real.....
Edit: most important to simulate the realism of the submarine and has no tutorial to practice from the same submarine. :salute:
andredr
05-13-11, 09:27 AM
To TheDarkWhrait
Yesterday, I found a solution for my « automation » problem. Today, I have this one with: NewUIs_TDC_6_3_7_ByTheDarkWraith. As you can see on this screenshot, I have no compass on my screen (yellow cercle). What am I lacking here?
http://i1003.photobucket.com/albums/af155/andredr1949/ScreenHunter_02May13.jpg
Can you help me please?
Thank you
andredr
Sokolov
05-13-11, 05:21 PM
RAOFB wheel dont move
stoianm
05-13-11, 05:22 PM
RAOFB wheel dont move
put your mouse on it and rotate the mouse wheel
andredr
05-13-11, 06:43 PM
To TDW or Stoianm
In that rectangle, it is completely black. There's nothing in it; so, I can't rotate anything with my mouse.
thank you
andredr
stoianm
05-13-11, 11:24 PM
Nobody can help me with that?:timeout:
sh5.exe solution it is not working on Steam unfortunatelly
stoianm
05-13-11, 11:25 PM
To TDW or Stoianm
In that rectangle, it is completely black. There's nothing in it; so, I can't rotate anything with my mouse.
thank you
andredr
Can you post a screenshoot pls?
jwilliams
05-13-11, 11:48 PM
To TheDarkWhrait
Yesterday, I found a solution for my « automation » problem. Today, I have this one with: NewUIs_TDC_6_3_7_ByTheDarkWraith. As you can see on this screenshot, I have no compass on my screen (yellow cercle). What am I lacking here?
http://i1003.photobucket.com/albums/af155/andredr1949/ScreenHunter_02May13.jpg
Can you help me please?
Thank you
andredr
Your screen shot is too small.... I can not see what you mean.
But is your game updated to version 1.2?
And are you using any other mods?
What operating system are you using and is it 32 bit or 64 bit?
How much RAM do you have?
To get the best response, you will need to list your mod list, computer specs and any other relevant info.
andredr
05-14-11, 09:34 AM
Hi again
http://i1003.photobucket.com/albums/af155/andredr1949/ScreenHunter_01May141028.jpg
As you can see, there's nothing in that rectangle.
thank you for helping me !
andredr
stoianm
05-14-11, 09:44 AM
Hi again
http://i1003.photobucket.com/albums/af155/andredr1949/ScreenHunter_01May141028.jpg
As you can see, there's nothing in that rectangle.
thank you for helping me !
andredr
Read here: http://www.subsim.com/radioroom/showthread.php?t=183395 - this guy seems have the same problem like you... ask him in the thread if he found a solution... btw, did you updated the game at the version 1.2?
andredr
05-14-11, 10:02 AM
To Stoianm
Yes, definitely, I have version 1.2.
andredr
TheDarkWraith
05-14-11, 10:06 AM
To Stoianm
Yes, definitely, I have version 1.2.
andredr
You are getting a python error somewhere. Have you followed the directions at post #1 at the very bottom in yellow highlight?
Also remove all mods except the core UIs mod and see if the problem still exists. Did you edit the options file?
TDW, can you please write in your first post the install order of your mods? Now that you made an update on FX... what the correct install order? Your zones.cfg from FX is compatibe with the zones.cfg for mines?
andredr
05-14-11, 11:40 AM
To TDW
No, I didn't change anything in the option file unless if you are talking about : main.cfg file.
How can I send you a zip file of a save Dbgview file ?
andredr
TheDarkWraith
05-14-11, 12:34 PM
TDW, can you please write in your first post the install order of your mods? Now that you made an update on FX... what the correct install order? Your zones.cfg from FX is compatibe with the zones.cfg for mines?
I'm making excell spreadsheets currently of all changes made. I lost track of what was modified in what files :oops: Once I have an updated account of all changes I'll release master files and mod order. Some mods will have files removed because of this.
TheDarkWraith
05-15-11, 03:05 AM
just noticed that a python error will be thrown if you crash dive with crash dive time delay set to 0. It's been fixed and will be available in next version :up:
The mod will also let you teleport to flak gun and deckgun when submerged using teleport hotkeys. This has also been fixed.
Chevelless
05-15-11, 06:44 AM
Generally speaking, great work
but still smoe bugs I would like to report. The first is that when sufface the boat, I would like to man the deckgun, but those two sailors do not always appear at the deckgun after I have clicked on the gun, samething happen on flakguns. I'm not sure if it is a problem to be fixed or I have miss something important to do before handle the deckgun??
And the second is that occasionally I managed to use deckgun, after I use scope mode to select my target and preparing ready to fire the cannon, it never moves! only fire distance can be switched but the angles(left, right) can not be changed! Therefore, I press ESC to cancel the handling of deckgun and try another time, but allthins go the same, aiming not available and gunners disappears..
Hope to get your reply or be fixed in next version=)
And here s my mod list: Dynamic Enviroment, Multiple UI TDW, FX update latest version
divittor
05-15-11, 06:54 AM
Hi Chevelless,
I'm pretty sure the problem your encountering with the deck gun,aim crew ect. is probably due to heavy seas in game .
If your decks are awash it makes aiming impossible and the crew disappear.
Hope this helps:salute:
Chevelless
05-15-11, 09:48 PM
Thanks! may be its the reason that huge waves and wind brush my crew away:salute:
And another problem found, when I am at Brest after run out of ammo and torpedo, I can click the "End Patrol", but no reaction, the boat still there without any reaction, I think it should have sent me into the U boats base and switch to the screen with your scores of current campaign, it doesnt work. Then I save teh game in port and load it, my boat still outside the safehouse with zero torpedos and ammos. Now I can only refit but can not back to the harbour and upgrade my boat.
I have a CTD after enable the mod. :hmmm: Just click on SH5s icon, see loading and... crashhh!!!!
I haven't edited anything or modify. Just unzip, copy "MODS" directory and enable with jsgme.
I have no more mods installed.
What happen????
stoianm
05-17-11, 02:58 PM
I have a CTD after enable the mod. :hmmm: Just click on SH5s icon, see loading and... crashhh!!!!
I haven't edited anything or modify. Just unzip, copy "MODS" directory and enable with jsgme.
I have no more mods installed.
What happen????
Be sure that you are patched at version 1.2 of the game... and also be sure that you install the mod proper:
1) How to install mods in SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1629507&postcount=26)
Yes, yes.
I have installed many mods. I know.
And my SHV is patched 1.2.0 :hmmm:
Do I need edit any script or wathever????
stoianm
05-17-11, 03:32 PM
Yes, yes.
I have installed many mods. I know.
And my SHV is patched 1.2.0 :hmmm:
Do I need edit any script or wathever????
Before enabling the mod you played the game?... was working? Do you have this installed on your computer: Visual C++ 2008 Redistributable 9.0.30729.4974?
RolandThunder
05-17-11, 03:36 PM
Where do the two 7 digit numbers come from in a line of a Navigation file? These are from an SHN file.
example:
3039731,9004347,-1,1,0,15,1,None
3041023,9004587,-1,2,12,7,1,None
3041234,9003242,-1,4,20,5,1,None
3039943,9003011,-1,8,50,3,1,None
3039740,9004364,-1,16,0,12,1,None
The numbers in red. I think they are locations but???
Roland Thunder
Trevally.
05-17-11, 03:43 PM
Where do the two 7 digit numbers come from in a line of a Navigation file? These are from an SHN file.
example:
3039731,9004347,-1,1,0,15,1,None
3041023,9004587,-1,2,12,7,1,None
3041234,9003242,-1,4,20,5,1,None
3039943,9003011,-1,8,50,3,1,None
3039740,9004364,-1,16,0,12,1,None
The numbers in red. I think they are locations but???
Roland Thunder
Those are coordinates that you can get from the nav officer if you pick that setting in the options.py or if you use ME :up:
Chevelless
05-17-11, 07:39 PM
Unable to END PATROL, though I can click it and then it will ask me if I would like to end current patrol. my boat still on the sea but not where it should be after I choose END PATROL.Help!:rock:
Before enabling the mod you played the game?... was working? Do you have this installed on your computer: Visual C++ 2008 Redistributable 9.0.30729.4974?
Yep
Before enabling the mod I played the game.
I have C++ redistributable
And I cant understand, seriously. Why I cant play this game with 6.5.1 version of the mod???? :o
THE_MASK
05-18-11, 03:50 AM
Unable to END PATROL, though I can click it and then it will ask me if I would like to end current patrol. my boat still on the sea but not where it should be after I choose END PATROL.Help!:rock:
http://www.subsim.com/radioroom/showpost.php?p=1591451&postcount=4
RolandThunder
05-18-11, 05:46 AM
Those are coordinates that you can get from the nav officer if you pick that setting in the options.py or if you use ME :up:
I really hate looking stupid but I have to ask, what do you mean by "ME"? I also looked through TheDarkWraithUsersOptions.py and did not see a nav officer option to set. Is there another options.py that I need to know about?
Boy that hurt!
TheDarkWraith
05-18-11, 06:19 AM
I really hate looking stupid but I have to ask, what do you mean by ME? I also looked through TheDarkWraithUsersOptions.py and did not see a nav officer option to set. Is there another options.py that I need to know about?
Boy that hurt!
# does the Navigator's order 'Report fix (lat and long)' display the lat and long as degrees?
# change below to either True or False
NavReportFixAsDegrees = True
Meldric
05-18-11, 02:33 PM
Hi!
Is it possible to change the depth of my boat if it is surfaces? I mean, the deck is very low if the boat is surfaces and I would love to see it coming a bit more out of the water...
Meldric
TheDarkWraith
05-18-11, 02:38 PM
Hi!
Is it possible to change the depth of my boat if it is surfaces? I mean, the deck is very low if the boat is surfaces and I would love to see it coming a bit more out of the water...
Meldric
You have to edit the submarine's .sim file and change surface draught
Meldric
05-18-11, 03:12 PM
Ok, found the tool to edit *.sim-Files (S3D), opened the sim-file, can't find the value (sorry, never done that before!)
EDIT:
S3D is probably not the right tool to do this. Looks like it was intended for SH4...
TheDarkWraith
05-18-11, 03:26 PM
Ok, found the tool to edit *.sim-Files (S3D), opened the sim-file, can't find the value (sorry, never done that before!)
EDIT:
S3D is probably not the right tool to do this. Looks like it was intended for SH4...
Goblin Editor included with SH5 is what you want to open it with. Open the sub's .GR2 file and then merge this .sim file with it.
Meldric
05-18-11, 03:34 PM
Oh wow!
Getting lots of errors about missing handlers... At first I thought "just give it a try!", but now I am a bit overstrained by it... It seems so easy to break things....
TheDarkWraith
05-18-11, 03:53 PM
Oh wow!
Getting lots of errors about missing handlers... At first I thought "just give it a try!", but now I am a bit overstrained by it... It seems so easy to break things....
Read the sticky complete idiots guide to goblin editor in this forum :up:
hallo,
i have the following problem with the crashdive button: after i press it i will normaly teleported to the readio room but after that it take nearly 20 sec. till it starts the crashdive command. i guess this a little bit to long cause in that case its faster to use the normal dive command. :-) any ideas how i can fix this?
Targor Avelany
05-18-11, 05:00 PM
quick question, though it might have been answered here already:
installed this mod yesterday and found that I cannot raise the observation periscope above water whatsoever. The attack periscope works perfectly, but the observation one just on the edge and neither buttons nor hot-keys work to raise it above a certain point, which is at periscope depth, puts it right on the edge of the water.
Any ideas or is this intended?
Meldric
05-18-11, 05:05 PM
I did it!
Thank you for your help! :)
stoianm
05-18-11, 05:09 PM
I did it!
Thank you for your help! :)
what values you puted the drag now?
RolandThunder
05-18-11, 05:14 PM
# does the Navigator's order 'Report fix (lat and long)' display the lat and long as degrees?
# change below to either True or False
NavReportFixAsDegrees = True
Thank you TDW for the quick response to my question.
TheDarkWraith
05-18-11, 05:17 PM
hallo,
i have the following problem with the crashdive button: after i press it i will normaly teleported to the readio room but after that it take nearly 20 sec. till it starts the crashdive command. i guess this a little bit to long cause in that case its faster to use the normal dive command. :-) any ideas how i can fix this?
Edit the options files. The default delay is 20 seconds
Meldric
05-18-11, 05:37 PM
Hi Stoianm!
I played around a bit. It was set to 5 and I changed it to 2, but that was to high. I now changed it to 3 and it looks kind of what I expected. But I'll certainly play around more...
:)
stoianm
05-18-11, 06:00 PM
Hi Stoianm!
I played around a bit. It was set to 5 and I changed it to 2, but that was to high. I now changed it to 3 and it looks kind of what I expected. But I'll certainly play around more...
:)
k:up:
Xrundel
05-19-11, 09:28 AM
quick question, though it might have been answered here already:
installed this mod yesterday and found that I cannot raise the observation periscope above water whatsoever. The attack periscope works perfectly, but the observation one just on the edge and neither buttons nor hot-keys work to raise it above a certain point, which is at periscope depth, puts it right on the edge of the water.
Any ideas or is this intended?
I had same problem, got little bit tired of it and made a little fix, maybe it will help: http://www.subsim.com/radioroom/showthread.php?p=1666745#post1666745
Targor Avelany
05-19-11, 11:21 AM
I had same problem, got little bit tired of it and made a little fix, maybe it will help: http://www.subsim.com/radioroom/showthread.php?p=1666745#post1666745
Very nice, sir. I will test it today when I get home. Thank you.
Magic1111
05-19-11, 11:34 AM
I cannot raise the observation periscope above water whatsoever.
Any ideas or is this intended?
IIRC you must go on "Snorkel-Depth" (for Obs-Perri) and not on "Periscope-depth" (this is for Attack-Perri) !
Best regards,
Magic
Targor Avelany
05-19-11, 12:14 PM
IIRC you must go on "Snorkel-Depth" (for Obs-Perri) and not on "Periscope-depth" (this is for Attack-Perri) !
Best regards,
Magic
Thank you. Yeah, I fugured that it was an intended change and it is the snorkel depth where it should be working properly. cheers.
Edit the options files. The default delay is 20 seconds
Thx TDW. Could you please tell which file i have exactly to edit and were i can find this?
Targor Avelany
05-20-11, 02:00 PM
Thx TDW. Could you please tell which file i have exactly to edit and were i can find this?
All user configurable settings can be found in the file '\MODS\NewUIs_TDC_6_5_1_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'. NOTE: When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game!
I've had some problems editing it (it's hard to find a good editor for .py files if you are not programmingh regularly in it). You also want to edit it BEFORE loading it up in the mod manager.
Magic1111
05-20-11, 02:26 PM
Thx TDW. Could you please tell which file i have exactly to edit and were i can find this?
You find the File under ...data\Scripts\Menu
The Name of the file is "TheDarkWraithUserOptions.py". You can open and edit the file with the normal Windows-Notepad !
Best regards,
Magic
Magic1111
05-20-11, 02:27 PM
I've had some problems editing it (it's hard to find a good editor for .py files if you are not programmingh regularly in it). You also want to edit it BEFORE loading it up in the mod manager.
You can open and edit .py Files with the normal Windows-Notepad !
Best regards,
Magic
Ruby2000
05-20-11, 02:35 PM
Hi,
open the file ...data\Scripts\Menu\TheDarkWraithUserOptions.py with notepad
Search this position
# time interval to wait before giving the crash dive command (simulates crew clearing the topside deck) (this value is in seconds - i.e. 5.5 would be 5 and a half seconds). If submerged then there is no delay
TeleportOnCrashDiveWaitTime = 20
Change the value whatever you want! That´s it :up:
Best regards
Ruby
Targor Avelany
05-20-11, 03:43 PM
You can open and edit .py Files with the normal Windows-Notepad !
Best regards,
Magic
I know. I don't trust Windows-Notepad :haha:
You find the File under ...data\Scripts\Menu
The Name of the file is "TheDarkWraithUserOptions.py". You can open and edit the file with the normal Windows-Notepad !
Best regards,
Magic
thank you :D
@ruby200, too :-)
cigarswimmer
05-20-11, 08:19 PM
Since I installed NewUIs_TDC_6_5_1_TheDarkWraith, my SH5 is crashing to desktop all time; before I played the game with NewUIs_TDC_6_5_0_TheDarkWraith without major problems.
If I make a back up before the crash, the game crashes to desktop during the load of the backup.
If I make a back up and leave the game before the crash, the game crashes to desktop during theload the backup.
If I leave the game normally before the crash without making a backup, the game crashes to desktop when I Continue the campaign or when I load the auto backup.
Here my debug file text:
http://www.gamefront.com/files/20350259/sh5+Dbgview.LOG (http://www.gamefront.com/files/20350259/sh5+Dbgview.LOG)
Any idea, please ?
Thank you
My spec:
SH5 ver.1.20
Windows XP SP3
CPU: Intel core 2 duo E8400 3.00Ghz
RAM:3.25Go Corsair Dominator DDR2-800
video card: nvidia gtx 260 896Mo
Résolution: 1920 x 1080 60 Hz
[E:\Silent Hunter 5 Battle Of The Atlantic\MODS]
Magnum_Opus_v0_0_1
nVidia missing lights
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
Equipment_Upgrades_Fix_1_0_byTheBeast
AirTorpedoes
Original map colors
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
U-boat Historical Specifications 1.7 for TDW Mods
NewUIs_TDC_6_5_1_ByTheDarkWraith
MRP 16x9 ratio
AOB slide ruller for TDW UIs and MO by stoianm
Church's Compass Dials Mod v2.1 - Option Four (Dark Comp. Light Rud)
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
Shadow Improvement Mod
Critical hits 1.1 Torpedos
Nauticalwolf's_Torpedo_Textures_v1.2
sobers 3D deck spray mod V7
TDC Graphics by Naights v1.0
sobers base wave mechanics V15 SH5
CLAVIER SH5 FR v1.7 STANDARD SP
antilag.cfg and the d3d9.dll are installed in the root of the game
7thSeal
05-21-11, 06:38 AM
TDW, I was wondering if you've had any progress with having this option working? :)
# do the warnings (icons to the left of top right bar) hide when moused out and show when moused in?
# NOTE: DOES NOT WORK CURRENTLY!
# change below to either True or False
WarningsScroll = False
7thSeal
05-21-11, 07:14 AM
Nevermind, I just realized I can drag it off the screen to hide it. Still finding new features with this mod after all this time of use.:up:
andredr
05-21-11, 03:54 PM
To TDW
Is it possible with NewUIs_TDC_6_5_1_ByTheDarkWraith, to have like in the stock game the line from the sub with the 1,2,3 and the target ship (with the 1,2,3 also) for fireing a torpedoe? Is it in your TheDarkWraithUserOptions file that we can change this?
Thank you!
andredr
stoianm
05-21-11, 04:00 PM
To TDW
Is it possible with NewUIs_TDC_6_5_1_ByTheDarkWraith, to have like in the stock game the line from the sub with the 1,2,3 and the target ship (with the 1,2,3 also) for fireing a torpedoe? Is it in your TheDarkWraithUserOptions file that we can change this?
Thank you!
andredr
it is a seting when you are in navigation map... it is a button on the top left side of the screen .. there you can put to see the torpedo numbers
andredr
05-21-11, 04:11 PM
To stoianm (http://www.subsim.com/radioroom/member.php?u=271282)
Thank you my man, I will try that.
merci
andredr
andredr
05-21-11, 04:42 PM
To Stoianm
If I click on the Nav map on the left side at the top, it says: Keep sub centered on the Nav map.
http://i1003.photobucket.com/albums/af155/andredr1949/ScreenHunter_01May211738.jpg
andredr
stoianm
05-21-11, 04:46 PM
a litle bit up you have 5 circle buttons... it is the first one from the left
To Stoianm
If I click on the Nav map on the left side at the top, it says: Keep sub centered on the Nav map.
http://i1003.photobucket.com/albums/af155/andredr1949/ScreenHunter_01May211738.jpg
andredr
andredr
05-21-11, 05:35 PM
To Stoianm
thank you, thank you, thank you, I finaly found it.
MERCI !
andredr
stoianm
05-22-11, 05:02 PM
@ TDW
You changed the script for sonar guy when you ask for range to contact?... i tested today and i was surprised:
1) the real range to contact was 6822 metters
2) when i asked him to estimate range to contact he told me 3380 metters
3) when i asked him to precise range to contact he told me 4900 metters
When i tested long time ago the range estimate was the same with range precise and was 100% acurate wich was not realistic... so i think you changed this and we can not cheat anymore:timeout::DL
If i am using voice rocognition i can send a ping in the ship direction (if you spell ''sonar ping'' you will hear the ping sound)... i tested with a DD and he started to search my position so the ping is for real - it is not only the sound.. it is posible that when we use ''precise range to contact'' that the sonar guy send that ping?... like this will be more realistic i think:hmmm:
TheBeast
05-22-11, 07:31 PM
Should not be able to ping at all unless you have S-Gerat or Nibelung.
If you did have either of these Special Apparatus for U-boats. They only reported ranges up to 4,000 meters.
http://www.uboataces.com/hydrophones.shtml (http://www.uboataces.com/hydrophones.shtml)
Brumete
05-23-11, 04:30 AM
I have installed your mod 6.5.1 and modified the TheDarkWraithUserOptions.py some things, SH3Style UI and see the clock on the helm instead of leaving me out to the starboard stern. Anyone have this in Spanish version?
renthewog
05-23-11, 09:27 AM
Hi darkwraith, in your UI mod on the officers command bar on bottom of screen, when i click on radio man, what does the "nearest radio contact" button do??
And also on the sonar man, I know hydro listens for contacts but what does sonar do on a sub? Thought destroyers pinged for subs on sonar only, how does a sub use sonar?
Cheers,
Ren
Silent Steel
05-23-11, 11:01 AM
Hi darkwraith, in your UI mod on the officers command bar on bottom of screen, when i click on radio man, what does the "nearest radio contact" button do??
And also on the sonar man, I know hydro listens for contacts but what does sonar do on a sub? Thought destroyers pinged for subs on sonar only, how does a sub use sonar?
Cheers,
Ren
Hi Ren
Like other warships a sub can use a sonar to determine distance to objects like a ship, or something else.
Remember - when using your sonar you reveal your presence so the enemy will become aware that you're in the vicinity and the direction to you. :salute:
/
renthewog
05-23-11, 07:26 PM
Hi Ren
Like other warships a sub can use a sonar to determine distance to objects like a ship, or something else.
Remember - when using your sonar you reveal your presence so the enemy will become aware that you're in the vicinity and the direction to you. :salute:
/
Hi thanks for that..is the sonar available from the start of a campaign? i just started a new campaign in 1939 from beggining so was sonar introduced at a later date in war or is it an upgrade in port? ive got the equipment upgrades mod, and upgrades available mod installed too.
Thanks
renthewog
05-23-11, 08:47 PM
eghh another small prob, dont know what mod caused this but when im in port and request a new mission the map where your briefed about the campaign and select a mission the text is all in german and i cant read/understand lol..how do i change this back to english? thanks,
Homebrewer
05-24-11, 11:56 PM
Ok, I was having CTD's so I reinstalled my mods. Started playing and noticed my soan was gone. I've reinstalled my mod several times in different order still no soan. Where did it go:damn:
PS, no longer having CTD's
jwilliams
05-25-11, 12:02 AM
Ok, I was having CTD's so I reinstalled my mods. Started playing and noticed my soan was gone. I've reinstalled my mod several times in different order still no soan. Where did it go:damn:
PS, no longer having CTD's
http://www.subsim.com/radioroom/showpost.php?p=1654025&postcount=7245
Delete \Silent Hunter 5\Pagelayout_Draggables.TDW thus resetting all the draggable items for that page to their default positions. Restart game :up:
Homebrewer
05-25-11, 12:10 AM
http://www.subsim.com/radioroom/showpost.php?p=1654025&postcount=7245
Thanks jwillianms, I'll give it a try
Homebrewer
05-25-11, 12:31 AM
http://www.subsim.com/radioroom/showpost.php?p=1654025&postcount=7245
jwilliams, that did it. Thank you sooooo much:salute:
farranda
06-01-11, 09:05 AM
My Attack Disc does not work or not moving, the pointer the course of attack. Not move the disk A or B.
Is that normal?
Thanks
http://img685.imageshack.us/img685/3040/attackdisc.th.jpg (http://img685.imageshack.us/i/attackdisc.jpg/)
TheDarkWraith
06-01-11, 02:50 PM
My Attack Disc does not work or not moving, the pointer the course of attack. Not move the disk A or B.
Is that normal?
Thanks
http://img685.imageshack.us/img685/3040/attackdisc.th.jpg (http://img685.imageshack.us/i/attackdisc.jpg/)
use mousewheel or keyboard keys. IIRC I made the backside controllable with mousewheel and front side uses keyboard still.
Itkovian
06-02-11, 09:45 AM
A question:
Am I correct when thinking that Real Navigation is part of this package?
If so, is it somehow included as a separate mod? I fear the original post in this thread is a bit fuzzy on that topic.
Or if you prefer, here is what I am thinking of doing:
I currently have an old version of TDWUI, and I would like to replace it with the new version and activate Real Navigation.
What is the best way to accomplish this? What settings in the .py file need to be set?
Also, would it be possible to make the instructions/readme file available in the original post of this thread?
Thank you.
Itkovian
use mousewheel or keyboard keys. IIRC I made the backside controllable with mousewheel and front side uses keyboard still.
Which keyboard keys?
Trevally.
06-02-11, 11:39 AM
A question:
Am I correct when thinking that Real Navigation is part of this package?
If so, is it somehow included as a separate mod? I fear the original post in this thread is a bit fuzzy on that topic.
Or if you prefer, here is what I am thinking of doing:
I currently have an old version of TDWUI, and I would like to replace it with the new version and activate Real Navigation.
What is the best way to accomplish this? What settings in the .py file need to be set?
Also, would it be possible to make the instructions/readme file available in the original post of this thread?
Thank you.
Itkovian
You need to remove the old TDWUI and then install the new one.
After that install the TDWUI-RealNav add on mod.
No need to change any .py file:up:
Trevally.
06-02-11, 11:40 AM
Which keyboard keys?
Try "Q" and "E"
Itkovian
06-02-11, 11:40 AM
You need to remove the old TDWUI and then install the new one.
After that install the TDWUI-RealNav add on mod.
No need to change any .py file:up:
Allright, and where can I find the add on mod? Is it included in the package (I'd check, but I am at work right now *Grin*)?
Itkovian
Trevally.
06-02-11, 11:45 AM
Yes, its in the same folder as th TDWUI mod:up:
Itkovian
06-02-11, 11:52 AM
What happens to the minimap when RN is on anyway? In vanilla it automatically centers itself to the sub, as I recall. Is it disabled w/ RN, or does it center to an empty point?
My personnal wish would be hybrid of normal and real navigation.
By this I mean that we cannot see where we are on the map in general, but at a small scale (like on the minimap) can still see one's position and also that of contacts relative to each other.
This would be in keeping with the whole "Captain Simulator" theme: the navigator provides navigation fixes (as per real nav), and in engagements someone else handles all the plotting work while the captain provides the data (bearing, stadimeter range, and so forth).
But I guess that would be impossible, requiring sub and contacts on the map in certain situations, and no such indicators when navigating.
Itkovian
Trevally.
06-02-11, 12:03 PM
What happens to the minimap when RN is on anyway? In vanilla it automatically centers itself to the sub, as I recall. Is it disabled w/ RN, or does it center to an empty point?
My personnal wish would be hybrid of normal and real navigation.
By this I mean that we cannot see where we are on the map in general, but at a small scale (like on the minimap) can still see one's position and also that of contacts relative to each other.
This would be in keeping with the whole "Captain Simulator" theme: the navigator provides navigation fixes (as per real nav), and in engagements someone else handles all the plotting work while the captain provides the data (bearing, stadimeter range, and so forth).
But I guess that would be impossible, requiring sub and contacts on the map in certain situations, and no such indicators when navigating.
Itkovian
The mini map is also blank in RN.
When you ask for a fix, it will show and you can draw from that as you say above but this can only be done by you.
sentenc3
06-03-11, 03:29 AM
TDW Hello:), please tell me if there is any way to keep in the log entries are written all and only able to write what I like, thanks.
TheDarkWraith
06-03-11, 08:56 AM
TDW Hello:), please tell me if there is any way to keep in the log entries are written all and only able to write what I like, thanks.
Don't understand the question :06:
sentenc3
06-03-11, 09:06 AM
Don't understand the question :06:
how to have in the paper just can write what I want, and not write anything more.
I do not want any journal entry, but what I added to the daily
TheDarkWraith
06-03-11, 09:15 AM
how to have in the paper just can write what I want, and not write anything more.
I do not want any journal entry, but what I added to the daily
So what you're asking is is there a way to not have any entries added to journal at all. The only entries you want to appear in the journal are those entries you make yourself?
sentenc3
06-03-11, 09:33 AM
So what you're asking is is there a way to not have any entries added to journal at all. The only entries you want to appear in the journal are those entries you make yourself?
Yes:salute:
marleymen
06-04-11, 02:46 PM
Today playing happened to me this. :o
Happened to any of you playing ?
The Obs Scope looks like a white box. Atack Periscope works perfect.
Thanks for your help
PS. It´s from a new career.
http://i1084.photobucket.com/albums/j412/marleymen/obsperisc.jpg
Since I installed NewUIs_TDC_6_5_1_TheDarkWraith, my SH5 is crashing to desktop all time; before I played the game with NewUIs_TDC_6_5_0_TheDarkWraith without major problems.
If I make a back up before the crash, the game crashes to desktop during the load of the backup.
If I make a back up and leave the game before the crash, the game crashes to desktop during theload the backup.
If I leave the game normally before the crash without making a backup, the game crashes to desktop when I Continue the campaign or when I load the auto backup.
Have the same problem but started since ver. 6.5.0.:damn: Ver.6.4.0 works fine. I think the problem is in "mouse.dll" file.
TheDarkWraith
06-04-11, 09:16 PM
Have the same problem but started since ver. 6.5.0.:damn: Ver.6.4.0 works fine. I think the problem is in "mouse.dll" file.
Have you follow my troubleshooting steps at the bottom of post #1 of this thread? If so, please send me the info/files so I can review :up:
Stormfly
06-04-11, 10:24 PM
Have the same problem but started since ver. 6.5.0.:damn: Ver.6.4.0 works fine. I think the problem is in "mouse.dll" file.
...still same probl. here
TheDarkWraith
06-05-11, 07:45 AM
...still same probl. here
Have you followed my troubleshooting steps at bottom of post #1 of this thread? If so, please send files/info for review :up:
Magic1111
06-05-11, 09:40 AM
Today playing happened to me this. :o
Happened to any of you playing ?
The Obs Scope looks like a white box. Atack Periscope works perfect.
Thanks for your help
PS. It´s from a new career.
http://i1084.photobucket.com/albums/j412/marleymen/obsperisc.jpg
Just checked, I´ve No Problems, all works fine !!!
Best regards,
Magic
Silent Steel
06-05-11, 12:42 PM
Today playing happened to me this. :o
Happened to any of you playing ?
The Obs Scope looks like a white box. Atack Periscope works perfect.
Thanks for your help
PS. It´s from a new career.
Ever since I started trying to become a true Kaleun I've seen a lot of weird issues happening to me. This one is completely new to me. :hmmm:
I can say that everyone was due to my handling of the TheDarkWraithUserOptions.py file and/or conflicting mods. I'd say that this looks like some mods conflicting.
Please check your mod soup and your settings in the TheDarkWraithUserOptions.py
//:salute:
tiger shark
06-06-11, 06:06 AM
This is a great mod,but I need a little help with something.
I'm using enchanced UI and when I bring up the rudder/heading dial and cross my mouse over it it zooms too much and it looks awfull.But it's not just about how it looks it is just not practical for me.Can I switch off the zoom on the dial somehow?Thanks!
TheDarkWraith
06-06-11, 08:00 AM
This is a great mod,but I need a little help with something.
I'm using enchanced UI and when I bring up the rudder/heading dial and cross my mouse over it it zooms too much and it looks awfull.But it's not just about how it looks it is just not practical for me.Can I switch off the zoom on the dial somehow?Thanks!
Yes you can. Edit the options file :up:
Meldric
06-06-11, 04:58 PM
Hi TDW!
I had an issue with flickering textures everywhere. Sometimes this is very heavy and annoying. I now disabled all mods and reenabled one by one and I can actually say that NewUIs is causing it.
I also have an assumption as of where this could be rooted:
I used to use a mod to change the camera behaviour (can't remember the name --> the mod enabled you for example to move the external camera more closer to the boat) and I do not use it anymore, because it caused the flickering. The functionality was included into your mod. I think, that I had this texture problem before with this other mod and I took it over with the changes you made into newUIs.
Does that make sense?
As a matter of fact, if I disable newUIs, no textures are flickering at all... nowhere. So I am pretty sure this is the right track. Could you identify the changes that are related to this camera behaviour and I could try to remove it from your mod manually to check if things get better then.
Thank you!
Meldric
Stormfly
06-07-11, 07:17 AM
Have you followed my troubleshooting steps at bottom of post #1 of this thread? If so, please send files/info for review :up:
ive send you all the infos via pm some time ago, but iknow youre a very busy modder :DL
Krigsmaskine
06-07-11, 11:16 PM
Hey, I just bought SH5 Steam and heard your mod was a great tool in order to make the interface a little bit easier to get around in, but I can't seem to get it to work. I managed to activate it in the mod application (JSGME) but it doesn't actually show up in game. I tried searching through the forums for a solution but I couldn't find anything.
Hope you can help me!
THE_MASK
06-07-11, 11:43 PM
Hey, I just bought SH5 Steam and heard your mod was a great tool in order to make the interface a little bit easier to get around in, but I can't seem to get it to work. I managed to activate it in the mod application (JSGME) but it doesn't actually show up in game. I tried searching through the forums for a solution but I couldn't find anything.
Hope you can help me!When you extract the mod with winrar etc all the mods are in a folder called MODS, there are heaps of mods there to choose from . So dont just enable the first folder you see .
Krigsmaskine
06-07-11, 11:48 PM
Nah, I enabled the main mod with the file that you had to edit in order to choose what UI you would see. I managed to fix my own problem by disabling and re-activating through the application though, so it's all good. : )
ive send you all the infos via pm some time ago, but iknow youre a very busy modder :DL
Me also:D Neverthless I'll try to do it again. May be our first messages, Stormfly, have been missed in the action, conducted by TDW, with one of the U-boots in the middle of the Atlantic;)
crepitis
06-09-11, 06:23 AM
Firstly a big thank you to TheDarkWraith for your excellent mod, I cant imagine going back to SH5 without it ! :up:
I am however having a problem with running SH5 with the mod enabled at my monitors native resolution ( 1680X1050 @ 60HZ 16:9 ), without the aspect ratio going "wrong" .
I checked through the available resolutions on the menu page graphics options and noticed there are only a couple of resolutions that allow 16:9 aspect,and 1680X1050 isnt one of them.
Unfortunately none of these other resolutions which allow 16:9 seem to work right on my monitor, either leaving a blank band top and bottom of the screen, or distorting the image. :cry:
Is this something I can overcome by tweaking some option in the game or mod, or is it something which cannot be altered ?
Without the mod installed I can run at native res and aspect ratio no problem, but its nowhere near as good fun without the new UI !
I have tried searching through the forum for an answer, without success, so any help is greatly appreciated. :salute:
Silent Steel
06-10-11, 09:40 AM
I am however having a problem with running SH5 with the mod enabled at my monitors native resolution ( 1680X1050 @ 60HZ 16:9 ), without the aspect ratio going "wrong" .
...there are only a couple of resolutions that allow 16:9 aspect and 1680X1050 isnt one of them.
Hi Crepitis
You say your monitor's native res is 1680 x 1050, right? That means your ratio is 8:5 ;)
Regards
/
L30P4RD
06-11-11, 10:51 AM
Dont know whats happening here, would love to try this mod too :hmmm: I tried different resolutions and also installing Python too but still no go. Installed as per instructions on the vid as well just to be sure I was installing correctly. Any ideas ? This is with your mod alone running so no mod conflicts either ?
http://img31.imageshack.us/img31/2715/strangebw.jpg (http://imageshack.us/photo/my-images/31/strangebw.jpg/)
TheDarkWraith
06-11-11, 01:00 PM
Dont know whats happening here, would love to try this mod too :hmmm: I tried different resolutions and also installing Python too but still no go. Installed as per instructions on the vid as well just to be sure I was installing correctly. Any ideas ? This is with your mod alone running so no mod conflicts either ?
http://img31.imageshack.us/img31/2715/strangebw.jpg (http://imageshack.us/photo/my-images/31/strangebw.jpg/)
Try following the troubleshooting steps listed at bottom of post #1 of this thread.
The screenshot above means an error somewhere. Did you edit the options file?
crepitis
06-11-11, 01:40 PM
Hi Crepitis
You say your monitor's native res is 1680 x 1050, right? That means your ratio is 8:5 ;)
Regards
/
I forgot to mention that its a widescreen monitor, would that make a difference to the ratio ?, please pardon my ignorance on such matters :oops:
jwilliams
06-11-11, 03:28 PM
I forgot to mention that its a widescreen monitor, would that make a difference to the ratio ?, please pardon my ignorance on such matters :oops:
No widescreen will not make a difference if you use the correct aspect patch.
You will need the 8x5 aspect patch found in the scopes (do not enable) folder.
1680 / 8 = 210
210 * 5 = 1050
so you need the 8*5 aspect ratio.
Hope this helps.
L30P4RD
06-11-11, 04:27 PM
Try following the troubleshooting steps listed at bottom of post #1 of this thread.
The screenshot above means an error somewhere. Did you edit the options file?
Just a standard install as per instructions no options altered. Tried again still no luck same result, ah well looks good anyway and glad some get to use it :)
Thanks anyway !
Trevally.
06-11-11, 05:34 PM
Just a standard install as per instructions no options altered. Tried again still no luck same result, ah well looks good anyway and glad some get to use it :)
Thanks anyway !
Try downloading a fresh copy. This has happened to me before.
L30P4RD
06-11-11, 05:55 PM
Success, I was not 1.2 so there we have it user mistake as usual :) I would have thought having DRM rammed down my throat it would at least have the functionality of auto patching the game ! alas not ! Begging forgiveness TDW many thanks for the hard work (working), evidence follows :)
http://img31.imageshack.us/img31/6283/workings.jpg
Hi, I'm using the SH5 UI, and I haven't changed any of the original options. I also don't think I installed any mods that would've done this (I only have some of the addon mods from the UI installed). But the contact speed never gets displayed on the navigation map, or the minimap..This is for both radio contacts, and contacts I can actually see with my periscope. All I get is three dashed lines next to where it says Speed.
I realize this is more realistic, but I'm more of a casual player. Is there a way to change this so I can actually see the contact speeds?
THE_MASK
06-12-11, 09:50 PM
Hi, I'm using the SH5 UI, and I haven't changed any of the original options. I also don't think I installed any mods that would've done this (I only have some of the addon mods from the UI installed). But the contact speed never gets displayed on the navigation map, or the minimap..This is for both radio contacts, and contacts I can actually see with my periscope. All I get is three dashed lines next to where it says Speed.
I realize this is more realistic, but I'm more of a casual player. Is there a way to change this so I can actually see the contact speeds?The options file
MODS\NewUIs_TDC_6_5_1_ByTheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py
The options file
MODS\NewUIs_TDC_6_5_1_ByTheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py
Hmm, I've been tinkering with the options file for the better part of 2 hours, I've tried changing just about every speed setting I could find, and then re-installing the mod..But no effect..What specifically should I change?
Brumete
06-13-11, 09:34 AM
I tell you that your mod is not stable, consumes lots of memory and crash the game all the time. The mod is good but some have the game that eats all memory and crash ok...
Here is my mod in the game by always.....
http://img830.imageshack.us/img830/9458/sinttulo1qqy.th.jpg (http://imageshack.us/photo/my-images/830/sinttulo1qqy.jpg/)
Targor Avelany
06-13-11, 12:03 PM
don't like - don't use.
Also, what are your computer specs? what is your mod load out when you play?
crepitis
06-16-11, 09:16 AM
No widescreen will not make a difference if you use the correct aspect patch.
You will need the 8x5 aspect patch found in the scopes (do not enable) folder.
1680 / 8 = 210
210 * 5 = 1050
so you need the 8*5 aspect ratio.
Hope this helps.
Thanks very much for the help, seems to be working fine now :salute:
Magic1111
06-18-11, 06:54 AM
Hi TDW !
Is it possible to make the little "Window" from the EventCamera, that popped up when a ship sinking for example, draggable ? That we can drag this little window from EventCamera to another position of the screen/UI ?
And this maybe as an new UserOption, e.g.: "Is EventCamera draggable" yes or no ? Similar as the XO Dialog screen !
Do you know what I mean ?
Best regards,
Magic:salute:
Hi TDW !
Is it possible to make the little "Window" from the EventCamera, that popped up when a ship sinking for example, draggable ? That we can drag this little window from EventCamera to another position of the screen/UI ?
And this maybe as an new UserOption, e.g.: "Is EventCamera draggable" yes or no ? Similar as the XO Dialog screen !
Do you know what I mean ?
Best regards,
Magic:salute:
As an alternative or complement I would like to be able to specify an alternative pop up location for that EventCamera window in the appliccable cfg or ini file.
I know it was possible to specify your own locations of various screen items in SH4 by altering certain screen coordinate values for those items, but I can't remember the details anymore, nor who was that forum member who 'specialized' in those things for SH4.
If it can be done in SH5, too, users could specify a permanent alternative location for this window to their liking. Possibly also with different size.
Does somebody know what values to edit in which file?
TheDarkWraith
06-18-11, 10:08 AM
As an alternative or complement I would like to be able to specify an alternative pop up location for that EventCamera window in the appliccable cfg or ini file.
I know it was possible to specify your own locations of various screen items in SH4 by altering certain screen coordinate values for those items, but I can't remember the details anymore, nor who was that forum member who 'specialized' in those things for SH4.
If it can be done in SH5, too, users could specify a permanent alternative location for this window to their liking. Possibly also with different size.
Does somebody know what values to edit in which file?
I'll look into making it draggable. If I can make it draggable then I simply add it to the 'list' of draggable items in my mod and let the code take care of remembering it's position (which means you can place it where you want and it will always be there) :up:
I'll look into making it draggable. If I can make it draggable then I simply add it to the 'list' of draggable items in my mod and let the code take care of remembering it's position (which means you can place it where you want and it will always be there) :up:
:up::up::up:
jericho791
06-19-11, 01:44 PM
TDW, if you could help.
I tried to install the New UI 5.6.1, oddly the first time I did it, it simply didn't work. All the icons were on the screen at the same time and nothing was draggable or operational. Also, the journal and other thing on the menu screen were not operational. So I uninstalled it. I went back to the post and saw some troubleshooting tips so i reinstalled. This time it CTD after initial loading screen. Can't even get to main menu. I redownloaded and reinstalled thinking it could be a bit didn't transfer correctly or something, but still get CTD after initial loading screen. I really want to use this mod, but am i missing something. Someone please help. :cry:
System:
Windows XP SP3
3GHz dual core
SH5 patched to 1.2 (Downloaded Version)
No other mods.
I did try changing user options, and leaving them in default mode, no change.
TheDarkWraith
06-19-11, 01:48 PM
Hi TDW !
Is it possible to make the little "Window" from the EventCamera, that popped up when a ship sinking for example, draggable ? That we can drag this little window from EventCamera to another position of the screen/UI ?
And this maybe as an new UserOption, e.g.: "Is EventCamera draggable" yes or no ? Similar as the XO Dialog screen !
Do you know what I mean ?
Best regards,
Magic:salute:
The stock game had it draggable already (the little 4 arrow symbol in the upper left corner). I added it to the mod's list of draggable items so that it's position is stored at game end and restored at game start :up: Will be available in next version.
TheDarkWraith
06-19-11, 01:49 PM
TDW, if you could help.
I tried to install the New UI 5.6.1, oddly the first time I did it, it simply didn't work. All the icons were on the screen at the same time and nothing was draggable or operational. Also, the journal and other thing on the menu screen were not operational. So I uninstalled it. I went back to the post and saw some troubleshooting tips so i reinstalled. This time it CTD after initial loading screen. Can't even get to main menu. I redownloaded and reinstalled thinking it could be a bit didn't transfer correctly or something, but still get CTD after initial loading screen. I really want to use this mod, but am i missing something. Someone please help. :cry:
System:
Windows XP SP3
3GHz dual core
SH5 patched to 1.2 (Downloaded Version)
No other mods.
I did try changing user options, and leaving them in default mode, no change.
Are you sure you are patched to version 1.2 of the game? Run the game updater included with SH5 to ensure you are.
Did you edit the options file? If so, try just enabling the mod as is without editing anything. Are you enabling any of the add-on mods?
If you are patched to v1.2 of the game then what does the DbgView log look like when starting the game? Can you send it to me?
jericho791
06-19-11, 01:52 PM
I can, how do I send it to you. I left the options defaulted with no change as well.
Magic1111
06-19-11, 02:32 PM
:up::up::up:
Hi my friend ! Good to see you back !!! :yeah:
The stock game had it draggable already (the little 4 arrow symbol in the upper left corner). I added it to the mod's list of draggable items so that it's position is stored at game end and restored at game start :up: Will be available in next version.
Many thanks TDW, perfect solution !!! :up: :rock:
Best regards,
Magic:salute:
TheDarkWraith
06-19-11, 04:06 PM
I can, how do I send it to you. I left the options defaulted with no change as well.
you can use www.rapidshare.com (http://www.rapidshare.com) to send me a link to the file via PM
Magic1111
06-19-11, 04:37 PM
Hi TDW !
Is it possible please, to have another additional Teleport Menu Option: Teleport to Control-Room (CR) ?
Current I´ve only the option to teleport from Bridge to Radio,- or Sonarroom ! I want to have the option, that I can me directly teleport from Bridge (or another Station) to ControlRoom !
Is this possible please ?
Best regards,
Magic:salute:
TheDarkWraith
06-19-11, 05:13 PM
Hi TDW !
Is it possible please, to have another additional Teleport Menu Option: Teleport to Control-Room (CR) ?
Current I´ve only the option to teleport from Bridge to Radio,- or Sonarroom ! I want to have the option, that I can me directly teleport from Bridge (or another Station) to ControlRoom !
Is this possible please ?
The CR is a very tricky one because it's not an actual station or place to teleport to. Depending on whether you're submerged or surfaced determines whether you end up in the CR or on the bridge (topside). I make no promises as to whether I can make it work or not but I will try.
TheDarkWraith
06-19-11, 06:36 PM
For anyone having problems with v6.5.1 (either CTD or loading problems or any other major problem) please PM me and I'll send you a version with lots of debug output so you can run DbgView before launching game so I can try and figure out what is causing the problem(s) :up:
Magic1111
06-20-11, 03:30 AM
The CR is a very tricky one because it's not an actual station or place to teleport to. Depending on whether you're submerged or surfaced determines whether you end up in the CR or on the bridge (topside). I make no promises as to whether I can make it work or not but I will try.
Many thanks TDW, that you´ll try it to make it work !!! :D:up::up:
Let us hope, that you're successful ! :yep:
Best regards,
Magic:salute:
The CR is a very tricky one because it's not an actual station or place to teleport to. Depending on whether you're submerged or surfaced determines whether you end up in the CR or on the bridge (topside). I make no promises as to whether I can make it work or not but I will try.
I, too, hope you'll find a solution.:up::yeah:
While on the subject:
It's easy to teleport by using hotkeys from the topside bridge down to the radio or sonar room or to UZO (or periscopes), but there seems to be no direct teleporting back to topside bridge (or am I missing something?). I've been using following trick to teleport from below deck up to the bridge: 1. teleport key to UZO 2. press Esc key, and voilá I'm on the bridge.:sunny:
Could there be a more direct way?
TheDarkWraith
06-20-11, 03:31 PM
TDW Hello:), please tell me if there is any way to keep in the log entries are written all and only able to write what I like, thanks.
This was a great suggestion :up: After investigating as to how I could implement this and then developing my plan on how to do it I have finally added it to the mod :yeah:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4434
You'll see there are 3 new buttons added to the ship's journal. The first one that looks like a disk drive has the following functions:
- if highlighted then each new entry added by the game or the player (via add new entry) will be written to the ship's journal file selected (whether they are visible or not)
- if not highlighted then each new entry added by the game or the player (via add new entry) will not be written to the ship's journal file selected
The new button with an S in it has the following functions:
- if highlighted then each new entry added by the game or the player (via add new entry) will be displayed in the ship's journal box (if the entry was meant to be displayed and not classified as hidden by game)
- if not highlighted then each new entry added by the game or the player (via add new entry) will not be displayed in the ship's journal box (if the entry was meant to be displayed and not classified as hidden by game)
The new button with an M in it has the following functions:
- if highlighted then each new entry added by the game or the player (via add new entry) will be displayed in the messagebox (if the entry was meant to be displayed and not classified as hidden by game)
- if not highlighted then each new entry added by the game or the player (via add new entry) will not be displayed in the messagebox (if the entry was meant to be displayed and not classified as hidden by game)
As you can see this provides great flexibility to the log entries generated by the game and the player :yeah:
One can change the state of any of these buttons at any time to control the log entries. One can also define the state of the buttons at game start via a new user option:
# what mode is the ship's journal/messagebox at game start?
# this is a bit pattern value where:
# bit 0 defines whether entries are saved to ship's journal file
# bit 1 defines whether entries are displayed in ship's journal
# bit 2 defines whether entries are displayed in messagebox
# a value of 0x7 will show entries in messagebox and ship's journal and save entries to ship's journal file
ShipsJournalLogging = 0x7
Once I finish updating the Ship's Journal Viewer app with the recent changes I'll send this to the person who suggested it so they can test it out :up:
TheDarkWraith
06-20-11, 05:54 PM
New version of Ship's Journal Viewer app:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4437
As you can see there are some changes. Mainly the checkboxes for each node were removed. Those check boxes were used to enable/disable visibility of the entries in the game. Now you will find 2 sub-nodes under an entry:
- the first one controls whether the entry is visible in the ship's journal box
- the second one controls whether the entry is visible in the messagebox
You double click the nodes mentioned above to change them
A 'Save as' has been added to the File drop down menu.
Many errors have been fixed in this version.
Will be included in v6.6.0 :up:
Magic1111
06-22-11, 06:25 AM
Hi TDW !
Is it possible to define a Hotkey-Option in Options.py to appear/disappear the Ship-Journal ? Similar as for Funk-Messages ?
And second question: Why is the ship-Journal after Loading a save-game empty (UI 6.5.1) ?
Best regards,
Magic:salute:
Silent Steel
06-22-11, 08:07 AM
1. Would it be possible to get the TDC dials scrollable like when adjusting the draggable compass or setting the HUD?
2. I have been trying to move the "Crash Dive" order button (C) to whatever else for some days now but.. no luck.
My problem is that when I want to move e.g. a mark on the nav map (which is done by pressing "C") the crash dive order overrides and my sub goes below... :nope:
Is there some setting to check and/or where can this be fixed?
//
TheDarkWraith
06-22-11, 08:22 AM
1. Would it be possible to get the TDC dials scrollable like when adjusting the draggable compass or setting the HUD?
2. I have been trying to move the "Crash Dive" order button (C) to whatever else for some days now but.. no luck.
My problem is that when I want to move e.g. a mark on the nav map (which is done by pressing "C") the crash dive order overrides and my sub goes below... :nope:
Is there some setting to check and/or where can this be fixed?
//
1. Explain more what you are wanting to see/happen
2. If you are using the keyboard for crash dive (via the options file) you can assign the hotkey for it to any key you want:
# the hotkey used for crash dive
# Format:
#
# CrashDiveKey = [ False, None, False, False, False, False ]
# False = enabled
# None = key used
# False = shift key required
# False = ctrl required
# False = alt required
# False = handled
#
# so if you wanted the crash dive hot key to be shift + P:
# CrashDiveKey = [ True, MenuKeyManagerWrapper.Keys.P, True, False, False, False ]
#
# if you didn't want to assign a hotkey for crash dive:
# CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, False, False, False, False ]
CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, True, False, False, False ]
If you've assigned crash dive to a key via commands.cfg then you need to change the key used in that file.
Hope that info helps. If not, let me know what you are still needing/trying to do :up:
TheDarkWraith
06-22-11, 08:28 AM
Hi TDW !
Is it possible to define a Hotkey-Option in Options.py to appear/disappear the Ship-Journal ? Similar as for Funk-Messages ?
And second question: Why is the ship-Journal after Loading a save-game empty (UI 6.5.1) ?
Best regards,
Magic:salute:
Yes I can do that. Ruby2000 asked for a hotkey for toggling the charts (and thus SOAN) and I've already added that to v6.6.0.
There are only two reasons that come to mind as to why the ship's journal would be empty after loading a saved game:
1. there's an error somewhere
2. No journal was selected in the main menu (Ship's journal entry in main menu says None)
Magic1111
06-22-11, 08:32 AM
Yes I can do that. Ruby2000 asked for a hotkey for toggling the charts (and thus SOAN) and I've already added that to v6.6.0.
Wonderful, many thanks !!! :up:
There are only two reasons that come to mind as to why the ship's journal would be empty after loading a saved game:
1. there's an error somewhere
2. No journal was selected in the main menu (Ship's journal entry in main menu says None)
Hi TDW !
Yes, for me #2 ! I´ve already no ship journal in Main-Menu ! Can you explain me please, how I solve this problem (sorry, dumb question) ! :oops:
Best regards,
Magic
TheDarkWraith
06-22-11, 08:34 AM
Hi TDW !
Yes, for me #2 ! I´ve already no ship journal in Main-Menu ! Can you explain me please, how I solve this problem (sorry, dumb question) ! :oops:
Best regards,
Magic
When the main menu is visible click on Ship's Journal. This will bring up a list of available journals for you to choose from. Select one and now new entries in game will be added to it :up: You can create a new journal by selecting 'New journal'
Magic1111
06-22-11, 10:44 AM
When the main menu is visible click on Ship's Journal. This will bring up a list of available journals for you to choose from. Select one and now new entries in game will be added to it :up: You can create a new journal by selecting 'New journal'
Aaah, okay ! Last question (I hope :oops:): Can I do this during Mid-Patrol (I mean BEFORE loading a Save-Game) or ONLY BEFORE I go on patrol (Sub is in Bunker/Port) ?
Best regards,
Magic
TheDarkWraith
06-22-11, 10:55 AM
Aaah, okay ! Last question (I hope :oops:): Can I do this during Mid-Patrol (I mean BEFORE loading a Save-Game) or ONLY BEFORE I go on patrol (Sub is in Bunker/Port) ?
Best regards,
Magic
This can be done at any time. I made it this way so you can switch journals if you want before starting/loading a career or historical mission.
Don't ever be afraid to ask questions :up: There is no stupid question.
Captain Joe
06-22-11, 11:07 AM
Hi TDW, Thanks for all your amazing work on all your mods. Just want to report that tally black board is not working and has not for few versions now. at least on my game. Please can this be checked and let me know if its something on my system or game. Thanks again.
TheDarkWraith
06-22-11, 11:23 AM
Hi TDW, Thanks for all your amazing work on all your mods. Just want to report that tally black board is not working and has not for few versions now. at least on my game. Please can this be checked and let me know if its something on my system or game. Thanks again.
Just tried the hotkey for the chalkboard - toggles chalkboard visibility as expected
Just tried the hotkey for tally marks - adds tally marks as expected
TheDarkWraith
06-22-11, 12:30 PM
Hotkey added for toggling Ship's journal visibility :up:
now for the cool stuff......
Pre v6.6.0 follow target always locked onto the middle of the contact and followed it. This was good but it could be better. What if you wanted to follow the target but have the crosshairs pointed at a different part of the contact other than the middle of it? Well pre v6.6.0 you couldn't do this. Now you can:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4441
Notice that when follow target is enabled there is a new orders bar for it that has a single box. This single box is the follow target offset. By mousing into the box and using the mousewheel you can change where the follow target 'locks' onto the contact :rock: In this example I have the offset set to follow more to the front of the ship.
Every time you toggle follow target the follow target offset is reset to 0.
The mousewheel changes the offset amount by 0.01 with every 'click' of mousewheel rotation. This offset amount is in degrees (relative to your current scope heading)
If you have the offset high enough (or low enough) to cause the crosshairs to 'leave' the target then follow target is disabled. This disabling of follow target can also happen if the offset amount is high (or low) enough and the ship changes heading causing the crosshairs to 'leave' the target.
:|\\
Targor Avelany
06-22-11, 12:37 PM
Hotkey added for toggling Ship's journal visibility :up:
now for the cool stuff......
Pre v6.6.0 follow target always locked onto the middle of the contact and followed it. This was good but it could be better. What if you wanted to follow the target but have the crosshairs pointed at a different part of the contact other than the middle of it? Well pre v6.6.0 you couldn't do this. Now you can:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4441
Notice that when follow target is enabled there is a new orders bar for it that has a single box. This single box is the follow target offset. By mousing into the box and using the mousewheel you can change where the follow target 'locks' onto the contact :rock: In this example I have the offset set to follow more to the front of the ship.
Every time you toggle follow target the follow target offset is reset to 0.
The mousewheel changes the offset amount by 0.01 with every 'click' of mousewheel rotation. This offset amount is in degrees (relative to your current scope heading)
If you have the offset high enough (or low enough) to cause the crosshairs to 'leave' the target then follow target is disabled. This disabling of follow target can also happen if the offset amount is high (or low) enough and the ship changes heading causing the crosshairs to 'leave' the target.
:|\\
WOOT! This is actually very exiting! :rock:
Magic1111
06-22-11, 05:02 PM
This can be done at any time. I made it this way so you can switch journals if you want before starting/loading a career or historical mission.
Don't ever be afraid to ask questions :up: There is no stupid question.
Good to know, many thanks TDW !!! :up::yeah:
Hotkey added for toggling Ship's journal visibility :up:
now for the cool stuff......
Pre v6.6.0 follow target always locked onto the middle of the contact and followed it. This was good but it could be better. What if you wanted to follow the target but have the crosshairs pointed at a different part of the contact other than the middle of it? Well pre v6.6.0 you couldn't do this. Now you can:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4441
Notice that when follow target is enabled there is a new orders bar for it that has a single box. This single box is the follow target offset. By mousing into the box and using the mousewheel you can change where the follow target 'locks' onto the contact :rock: In this example I have the offset set to follow more to the front of the ship.
Every time you toggle follow target the follow target offset is reset to 0.
The mousewheel changes the offset amount by 0.01 with every 'click' of mousewheel rotation. This offset amount is in degrees (relative to your current scope heading)
If you have the offset high enough (or low enough) to cause the crosshairs to 'leave' the target then follow target is disabled. This disabling of follow target can also happen if the offset amount is high (or low) enough and the ship changes heading causing the crosshairs to 'leave' the target.
:|\\
Really awesome work !!!!! :rock::rock::rock:
The game become better and better !!! :yeah:
Best regards,
Magic:salute:
TheDarkWraith
06-22-11, 05:05 PM
I just found out something that I didn't know about my own mod (image that huh :doh:). I was going to make something that would be a follow target for aircraft. I setup a single mission and was curious if my current follow target would work on it. It does :rock:
How to make it work:
- man the flak gun yourself
- in the TAI click on the aircraft to select it
- enable follow target
Now all you have to do is control the up/down of the flak gun. Makes it much easier to engage aircraft :D
You can also use the new follow target offset to set a 'lead' on the aircraft (will be available in v6.6.0) :yeah:
Knowing this works on aircraft I'm going to have to setup 2 hotkeys for the follow target offset so one can quickly change 'lead angle' when engaging aircraft. These hotkeys will make it much easier to change this on the fly (currently you have to mouse into the follow target offset and use mousewheel to change it)
You can also do this with the periscopes!
To enable aircraft follow target in scopes:
- man the scope
- pan scope to place crosshairs on aircraft or click on aircraft in TAI to select
- enable follow target
:|\\
Targor Avelany
06-22-11, 05:12 PM
I just found out something that I didn't know about my own mod (image that huh :doh:). I was going to make something that would be a follow target for aircraft. I setup a single mission and was curious if my current follow target would work on it. It does :rock:
How to make it work:
- man the flak gun yourself
- in the TAI click on the aircraft to select it
- Aim the flak gun at the aircraft
- enable follow target
Now all you have to do is control the up/down of the flak gun. Makes it much easier to engage aircraft :D
You can also use the new follow target offset to set a 'lead' on the aircraft (will be available in v6.6.0) :yeah:
Knowing this works on aircraft I'm going to have to setup 2 hotkeys for the follow target offset so one can quickly change 'lead angle' when engaging aircraft. These hotkeys will make it much easier to change this on the fly (currently you have to mouse into the follow target offset and use mousewheel to change it)
:|\\
YAY for cookies!!!:arrgh!:
TheDarkWraith
06-22-11, 05:23 PM
YAY for cookies!!!:arrgh!:
More like yay for unknown easter egg :woot: I wonder what else I've unknowingly made/enabled :o :-?
2 new hotkeys added to v6.6.0:
- IncreaseFollowSelectedTargetOffsetHotkey. Default key is Shift+E
- DecreaseFollowSelectedTargetOffsetHotkey. Default key is Shift+Q
stoianm
06-22-11, 11:41 PM
More like yay for unknown easter egg :woot: I wonder what else I've unknowingly made/enabled :o :-?
2 new hotkeys added to v6.6.0:
- IncreaseFollowSelectedTargetOffsetHotkey. Default key is Shift+E
- DecreaseFollowSelectedTargetOffsetHotkey. Default key is Shift+Q
this is an awsome addition to your interface:up:
sentenc3
06-23-11, 12:46 AM
Thanks again, every update improves this mod, I personally think is the best mod created for SH5: Saludo:
kraznyi_oktjabr
06-23-11, 10:31 AM
Hello TDW
I get following error message when trying to extract .7z file containing your mod:
Virhe luotaessa tiedostoa: "NewUIs_TDC_6_6_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"
Virhe luotaessa tiedostoa: "NewUIs_TDC_6_6_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"
Virhe luotaessa tiedostoa: "NewUIs_TDC_6_6_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _6_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"
Virhe luotaessa tiedostoa: "NewUIs_TDC_6_6_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _6_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"
"Virhe luotaessa tiedostoa" is finnish and means "Error while creating a file". I tried version 6.5.1 of your mod and it gave exactly same error. Software I'm using is IZArc and I downloaded both 6.5.1 and 6.6.0 versions from gamefront.com.
Do you have any idea what is causing this?
Fixiwee
06-23-11, 10:52 AM
Hi there, I started using this mod just now, but I have a problem and can't find a solution for it. When I dive my uboot and maintain slow speed my sub starts to sink. I tell it to go to 40 meters, but it still sinks until it hits the bottom of the ocean. I can only avert this by going at medium speed. Why is that so?
I use these mods:
Lite Campaign
NewUIs_TDC (Sh3 UI)
Real Enviroment
Silent Steel
06-23-11, 11:04 AM
Hello TDW
I get following error message when trying to extract .7z file containing your mod:
"Virhe luotaessa tiedostoa" is finnish and means "Error while creating a file". I tried version 6.5.1 of your mod and it gave exactly same error. Software I'm using is IZArc and I downloaded both 6.5.1 and 6.6.0 versions from gamefront.com.
Do you have any idea what is causing this?
Privet iz Sjvecii Krasnyj :salute:
What zip software are you using?
If you haven't tried the 7-Zip yet I think you should. Some zipped files with long names the WinZip can't handle.
You find 7-Zip here; http://www.7-zip.org/download.html (http://www.7-zip.org/download.html)
// Poka
Silent Steel
06-23-11, 11:13 AM
Hi there, I started using this mod just now, but I have a problem and can't find a solution for it. When I dive my uboot and maintain slow speed my sub starts to sink. I tell it to go to 40 meters, but it still sinks until it hits the bottom of the ocean. I can only avert this by going at medium speed. Why is that so?
I use these mods:
Lite Campaign
NewUIs_TDC (Sh3 UI)
Real Enviroment
Hi Fixi
Try this one;
http://www.gamefront.com/files/17914870/TDW-Depth-Keeping-Problem-HB-1-0-0.7z/ (http://www.gamefront.com/files/17914870/TDW-Depth-Keeping-Problem-HB-1-0-0.7z/)
/ :up:
kraznyi_oktjabr
06-23-11, 11:48 AM
Privet iz Sjvecii Krasnyj :salute:
What zip software are you using?
If you haven't tried the 7-Zip yet I think you should. Some zipped files with long names the WinZip can't handle.
You find 7-Zip here; http://www.7-zip.org/download.html (http://www.7-zip.org/download.html)
// Poka
Thanks! I tried with 7-zip and it worked. Zip software I usually use is IZArc as I think its easier to use than Winzip.
Thank you very much! :salute:
Silent Steel
06-23-11, 12:04 PM
1. Explain more what you are wanting to see/happen
Hi TDW
Sorry, I didn't see that I wasn't precise enough :oops:
Well, this is what I mean -
I think it would be very useful to get the TDC dials scrollable with the mouse wheel (Speed/Distance/AoB and even the FaT settings). Just like the Draggable Compass, Hydrophone wheel and the Radar wheel below.
Furthermore I think there are more than me who use the SH3 UI and would appreciate a scrollable rudder/compass. Setting a precise course like it is now can be very tricky.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4445
If possible :hmmm:
Best regards
//
Silent Steel
06-23-11, 12:06 PM
Thanks! I tried with 7-zip and it worked. Zip software I usually use is IZArc as I think its easier to use than Winzip.
Thank you very much! :salute:
:up:
/
kraznyi_oktjabr
06-23-11, 12:10 PM
I currently have Magnum Opus and its patch installed and when I enable Multiple UIs for SH5 with TDC it gives some errors. Conflict seems to be between UIs and patch.
Can they be used simultaneously or do I have to decide between UIs and patch? If they can be used together then what would be correct order in JGSME? I currently have them in this order:
NewUIs_TDC_6_6_0_ByTheDarkWraith
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
Fixiwee
06-23-11, 01:19 PM
Hi Fixi
Try this one;
http://www.gamefront.com/files/17914870/TDW-Depth-Keeping-Problem-HB-1-0-0.7z/ (http://www.gamefront.com/files/17914870/TDW-Depth-Keeping-Problem-HB-1-0-0.7z/)
/ :up:
Thank you Silent Steel. I'll try that and report back if it doesn't work.
I seem to have disabled the firing buttons by pressing minimal dials at the attack periscope station - there are just 5 green buttons now that can't fire. I went to the notepad and changed it to attack scope "alldials" as your supposed to but it still is disabled. Deleted the mod entirely and re-installed but still have the problem.
If you press "minimal dials" at station, how do you get it back? Ill try and post a screen shot if i can to explain what I mean by my problem a bit better.
Thanks in advance for the response.
EDIT.
Very sorry - ive fixed that now. My mistake.
Magic1111
06-23-11, 02:01 PM
Thanks again, every update improves this mod, I personally think is the best mod created for SH5: Saludo:
Fully agree !!!!!!!! :yeah:
Magic1111
06-23-11, 02:02 PM
I currently have Magnum Opus and its patch installed and when I enable Multiple UIs for SH5 with TDC it gives some errors. Conflict seems to be between UIs and patch.
Can they be used simultaneously or do I have to decide between UIs and patch? If they can be used together then what would be correct order in JGSME? I currently have them in this order:
NewUIs_TDC_6_6_0_ByTheDarkWraith
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
Wrong MOD-Order !
This is correct:
MagnumOpus
Magnum_Opus_Patch
UI_TDC_6.5.1 (current stable version)
Best regards,
Magic
Silent Steel
06-23-11, 02:13 PM
Thank you Silent Steel. I'll try that and report back if it doesn't work.
Just checked the link and there seems to be some server problem right now at FileFront... :nope:
Here is a link to TDW's thread;
http://www.subsim.com/radioroom/showthread.php?t=179746&highlight=TDW+Depth+Keeping+Problem (http://www.subsim.com/radioroom/showthread.php?t=179746&highlight=TDW+Depth+Keeping+Problem)
//
kraznyi_oktjabr
06-23-11, 02:22 PM
Wrong MOD-Order !
This is correct:
MagnumOpus
Magnum_Opus_Patch
UI_TDC_6.5.1 (current stable version)
Best regards,
Magic
I tested that order with 6.6.0 without success. I will try same with 6.5.1 after I get it. Gamefront.com seems to be down at the moment.
EDIT: Says "file not found" when trying to load mod. :damn:
Thanks for your answer magic!
Magic1111
06-23-11, 03:34 PM
I tested that order with 6.6.0 without success. I will try same with 6.5.1 after I get it. Gamefront.com seems to be down at the moment.
EDIT: Says "file not found" when trying to load mod. :damn:
Thanks for your answer magic!
Here mate: http://www.mediafire.com/?3yrbm62ogmk30ms
Best regards,
Magic
kraznyi_oktjabr
06-23-11, 04:15 PM
Here mate: http://www.mediafire.com/?3yrbm62ogmk30ms
Best regards,
Magic
Thanks! :up:
Unfortunately same problem continues. Here is what it exactly says:
Folder "Text" has already been added by the "Magnum_Opus_Patch_2" mod.
Folder "Text\English" has already been added by the "Magnum_Opus_Patch_2" mod.
"menu.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Folder "Text\French" has already been added by the "Magnum_Opus_Patch_2" mod.
"menu.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Folder "Text\German" has already been added by the "Magnum_Opus_Patch_2" mod.
"menu.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Italian" has already been added by the "Magnum_Opus_Patch_2" mod.
"menu.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Polish" has already been added by the "Magnum_Opus_Patch_2" mod.
"menu.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Russian" has already been added by the "Magnum_Opus_Patch_2" mod.
"menu.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Readme.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Russian\Fonts_patch" has already been added by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Russian\Fonts_patch\data" has already been added by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Russian\Fonts_patch\data\Menu" has already been added by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Russian\Fonts_patch\data\Menu\Fonts" has already been added by the "Magnum_Opus_Patch_2" mod.
"Agency_12.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_12.tga" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_12.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_16.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_16.tga" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_16.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_20.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_20.tga" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_20.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_24.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_24.tga" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_24.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_28.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_28.tga" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Agency_28.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Chalk.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Chalk.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Chalk.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPArhi24.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPArhi24.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPBro100.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPBro100.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPBro20.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPBro20.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPCond12.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPCond12.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPCond14.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPCond14.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPCond18.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPCond18.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPCond9.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPCond9.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt12.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt12.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt12.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt15.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt15.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt15.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt26.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt26.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt38.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPHunt38.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPPencil12.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPPencil12.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPSmall.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"FPSmall.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"ShellsNr.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"ShellsNr.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_11.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_11.font" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_11.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_11.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_15.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_15.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_15.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_17.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_17.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_17.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_9.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_9.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"TrajanPro_9.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_11.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_11.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_11.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_13.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_13.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_13.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_20.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_20.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_20.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_22.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_22.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_22.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_9.dds" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_9.off" has already been altered by the "Magnum_Opus_Patch_2" mod.
"Univers_9.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Russian\Real navigation" has already been added by the "Magnum_Opus_Patch_2" mod.
"menu.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Folder "Text\Spanish" has already been added by the "Magnum_Opus_Patch_2" mod.
"menu.txt" has already been altered by the "Magnum_Opus_Patch_2" mod.
Magic1111
06-23-11, 04:31 PM
Thanks! :up:
Unfortunately same problem continues. Here is what it exactly says:
That´s correct, let UI 6.5.1 override the files ! :up:
kraznyi_oktjabr
06-23-11, 05:31 PM
That´s correct, let UI 6.5.1 override the files ! :up:
Okay thanks! I have few (dumb) questions if you or someone else could help me...
1. How I change between SH3, SH4 or SH5 Enhanced UI? At the moment I still have stock UI in use.
2. How automation scripts are used?
3. Are Trevally's autopilot scripts (or similar) included in this UI mod?
4. Last but propably most important. Are these questions already answered in manual or FAQ which I missed and if yes then where it is?
Thanks!
TheDarkWraith
06-23-11, 05:39 PM
Okay thanks! I have few (dumb) questions if you or someone else could help me...
1. How I change between SH3, SH4 or SH5 Enhanced UI? At the moment I still have stock UI in use.
2. How automation scripts are used?
3. Are Trevally's autopilot scripts (or similar) included in this UI mod?
4. Last but propably most important. Are these questions already answered in manual or FAQ which I missed and if yes then where it is?
Thanks!
stoianm made videos that explained these questions. Do a forum search for his username and you're bound to find them.
I do not believe that I included Trevally's autopilot scripts
Anything dealing with user options can be found in \data\Scripts\Menu\TheDarkWraithUserOptions.py. The file can be opened with Notepad.
kraznyi_oktjabr
06-23-11, 05:58 PM
stoianm made videos that explained these questions. Do a forum search for his username and you're bound to find them.
Problem is that I'm visually impaired which makes situation a bit tricky. For example in tutorial video which kylania made I see just white box middle of the screen and that something happens (plus I hear music) but I don't see what exactly. Is that UI change inside TheDarkWraithUserOptions.py?
EDIT: Located a place and enhanced should be in use but is not. Reason so far unknown.
I do not believe that I included Trevally's autopilot scriptsOkay, I install it then. Is there button in UI where those scripts can be selected or are they used via hotkeys?
Anything dealing with user options can be found in \data\Scripts\Menu\TheDarkWraithUserOptions.py. The file can be opened with Notepad.Found that and I already set tdc dials to what I believe to be my preference (not tested yet).
TheDarkWraith
06-23-11, 06:08 PM
Problem is that I'm visually impaired which makes situation a bit tricky. For example in tutorial video which kylania made I see just white box middle of the screen and that something happens (plus I hear music) but I don't see what exactly. Is that UI change inside TheDarkWraithUserOptions.py?
Okay, I install it then. Is there button in UI where those scripts can be selected or are they used via hotkeys?
Found that and I already set tdc dials to what I believe to be my preference (not tested yet).
You define UI style in the options file.
You enable scripts by bringing up the Automation screen. There is an icon for Automation (two gears symbol) in the top right lower bar. Click that to bring up the Automation screen.
Silent Steel
06-24-11, 03:49 AM
Wrong MOD-Order !
This is correct:
MagnumOpus
Magnum_Opus_Patch
UI_TDC_6.5.1 (current stable version)
Best regards,
Magic
Hi mate,
As I haven't yet tested to activate both the UI TDC and MO together I haven't seen what is the benefit of this.
I still run the UI TDC alone but what does the MO improve if I activate it together with MO?
If I activate them together - is there something regarding patching or something else I should think of?
What about the UserOptions.py file - should I migrate my .py to MO or just let the one for UI TDC overwrite the one for MO? :hmmm:
// Regards
Targor Avelany
06-24-11, 11:57 AM
Hi mate,
As I haven't yet tested to activate both the UI TDC and MO together I haven't seen what is the benefit of this.
I still run the UI TDC alone but what does the MO improve if I activate it together with MO?
If I activate them together - is there something regarding patching or something else I should think of?
What about the UserOptions.py file - should I migrate my .py to MO or just let the one for UI TDC overwrite the one for MO? :hmmm:
// Regards
MO contains a collection of bunch of other mods, like MFC, No Damn Bubbles, No Damn Halo Mod, Skip the Intro Movie. I believe you can find more detailed list in the folder with MO, as I can't remember exactly.
In regards to the order, the MO should generally go first, allowing NewUI overwrite the files and the useroptions.
Magic1111
06-24-11, 03:30 PM
The CR is a very tricky one because it's not an actual station or place to teleport to. Depending on whether you're submerged or surfaced determines whether you end up in the CR or on the bridge (topside). I make no promises as to whether I can make it work or not but I will try.
Hi TDW !
Maybe any news about Teleporting directly to CR ? :hmmm:
@ Silent Steel: I think, "Targor Avelany" answered your question ! In my opinion is MO a "Must Have" as Base for all following MODs ! Please post, if you´ve more questions mate !
Best regards,
Magic:salute:
TDW, if you could help.
I tried to install the New UI 5.6.1, oddly the first time I did it, it simply didn't work. All the icons were on the screen at the same time and nothing was draggable or operational. Also, the journal and other thing on the menu screen were not operational. So I uninstalled it. I went back to the post and saw some troubleshooting tips so i reinstalled. This time it CTD after initial loading screen. Can't even get to main menu. I redownloaded and reinstalled thinking it could be a bit didn't transfer correctly or something, but still get CTD after initial loading screen. I really want to use this mod, but am i missing something. Someone please help. :cry:
System:
Windows XP SP3
3GHz dual core
SH5 patched to 1.2 (Downloaded Version)
No other mods.
I did try changing user options, and leaving them in default mode, no change.
Hi, Sonarman_1019. Don't try to reinstall the game - it shouldn't play a trick. I have the same problem, and almost the same PC configuration as yours:
WindowsXP Prof. SP3, 32 bit (Office 2007, lang. Ru+En(US))
SH5 v1.2 downloaded from the licenced DVD (Romanian edition, russified)
The confirmation that the game is patched to v.1.2 recieved from UBI
If the NewUI mod v.6.5.x or 6.6.0 is installed alone with no changes in ScriptUserOption.py, the DbgView file will show nothing interesting. But if U install 'TDW sh5 patcher' mod after that, then U'd be able to download to main menu, then to the saved 'in-bunker' game, recieving a dozens of error messages from OS (starting with 'The boolean method is not found....' and etc.).
May be the problem is that TheDarkWraith is dealing with Win7+WinXP 64-bit OS when developing modes? I don't know exactly anyway:damn::damn::damn:
So if you are eager to play SH5 with NewUi immediately, just use the v.6.4.0 and other mods u like - this version is working stable on our PC-configurations:up:
p.s. I've also sent to TheDarkWraith 2 variants of the DbgView files and the description of some 'process error messages' already via PM
TheDarkWraith
06-24-11, 04:23 PM
Hi, Sonarman_1019. Don't try to reinstall the game - it shouldn't play a trick. I have the same problem, and almost the same PC configuration as yours:
WindowsXP Prof. SP3, 32 bit (Office 2007, lang. Ru+En(US))
SH5 v1.2 downloaded from the licenced DVD (Romanian edition, russified)
The confirmation that the game is patched to v.1.2 recieved from UBI
If the NewUI mod v.6.5.x or 6.6.0 is installed alone with no changes in ScriptUserOption.py, the DbgView file will show nothing interesting. But if U install 'TDW sh5 patcher' mod after that, then U'd be able to download to main menu, then to the saved 'in-bunker' game, recieving a dozens of error messages from OS (starting with 'The boolean method is not found....' and etc.).
May be the problem is that TheDarkWraith is dealing with Win7+WinXP 64-bit OS when developing modes? I don't know exactly anyway:damn::damn::damn:
So if you are eager to play SH5 with NewUi immediately, just use the v.6.4.0 and other mods u like - this version is working stable on our PC-configurations:up:
p.s. I've also sent to TheDarkWraith 2 variants of the DbgView files and the description of some 'process error messages' already via PM
If you don't try to patch the .exe using my auto patcher does v6.5.1 work correctly?
If you don't try to patch the .exe using my auto patcher does v6.5.1 work correctly?
If I don't - the game doesn't launch to main menu (throughout to desktop, var.1 of my DbgView.file - pure game v.1.2 with ONLY NewUI 6.0.0 installed via JSGME, sent in PM).
If I apply SH5 patcher BEFORE NewUi mod 6.5.xx-6.0.0 - the same result
If I apply SH5 patcher AFTER NewUi mod 6.5.xx - 6.0.0 - process error messages while running the game (var.2 of my DbgView-file, sent in PM)
TheDarkWraith
06-24-11, 06:12 PM
If I don't - the game doesn't launch to main menu (throughout to desktop, var.1 of my DbgView.file - pure game v.1.2 with ONLY NewUI 6.0.0 installed via JSGME, sent in PM).
If I apply SH5 patcher BEFORE NewUi mod 6.5.xx-6.0.0 - the same result
If I apply SH5 patcher AFTER NewUi mod 6.5.xx - 6.0.0 - process error messages while running the game (var.2 of my DbgView-file, sent in PM)
var.1 shows the game times out (can't phone home and ask mommy for permission to continue playing) so it crashes.
var.2 shows some completely wacky stuff that makes absolutely no sense at all. You have run the game updater to ensure you are patched to v1.2 of the game correct?
Silent Steel
06-25-11, 01:39 AM
Thanks mates
Your answers pretty much confirm what I found before when I ran MO alone but still...
The MO is a megamod and both the MO and the NewUIs TDC come with a lot of integrated mods and improvements to the SH5.
I see the MO should be activated before the NewUIs TDC which means the NewUIs TDC overwrites the MO.
This means the New UIs TDC completes the MO in some ways but which ways?
The NewUIs TDC obviously adds bits and pieces something to the megamod to improve the MO and make it even more complete? Or?
Both these mods work fine on their own and now I've tested them both together and that works fine as well.
Yet I still haven't seen the differences and how the New UIs TDC improves the MO.
This is what keeps me looking for the differences. :hmmm:
Thanks again for your assistance and best regards
.
Targor Avelany
06-25-11, 01:54 AM
Thanks mates
Your answers pretty much confirm what I found before when I ran MO alone but still...
The MO is a megamod and both the MO and the NewUIs TDC come with a lot of integrated mods and improvements to the SH5.
I see the MO should be activated before the NewUIs TDC which means the NewUIs TDC overwrites the MO.
This means the New UIs TDC completes the MO in some ways but which ways?
The NewUIs TDC obviously adds bits and pieces something to the megamod to improve the MO and make it even more complete? Or?
Both these mods work fine on their own and now I've tested them both together and that works fine as well.
Yet I still haven't seen the differences and how the New UIs TDC improves the MO.
This is what keeps me looking for the differences. :hmmm:
Thanks again for your assistance and best regards
.
MO contains NewUIs_TDC_6_3_2_ByTheDarkWraith, so with the actual NewUI overwriting the files you get the latest version of the UI. The difference can be read in TDW's changelogs. :salute:
Silent Steel
06-25-11, 02:55 AM
MO contains NewUIs_TDC_6_3_2_ByTheDarkWraith, so with the actual NewUI overwriting the files you get the latest version of the UI. The difference can be read in TDW's changelogs. :salute:
Aaaah, still I keep forgetting about reading closely :oops:
Thanks again
.
var.1 shows the game times out (can't phone home and ask mommy for permission to continue playing) so it crashes.
var.2 shows some completely wacky stuff that makes absolutely no sense at all. You have run the game updater to ensure you are patched to v1.2 of the game correct?
Each time I start the game the launcher is 'searching for the updates'. Each time I reinstall the game patching is starting automatically, then the window shows the confirmation it is patched to v.1.2. So it is almost IMPOSSIBLE NOT TO BE patched to v.1.2 while using licenced DVD (even if U iterrupt the patching process manually, it should be launched automatically next time when clicking the sh5.exe file). Also it is not possible to change the UBI-account (untill u obtain somewhere the new CD-key, ofcourse), so each time I reinstall SH5 I have saved and autosaved games in the main menu, and some points on my Uplay account. Ofcourse after that I'm changing the game-profile and start the new career with passing the tutorial and 'saving in the bunker'. Then after guiting the game to windows I apply the NewUi mod, start the game and .... get "var.1":DL
Hi all!
The radio messages build in by TheDarkWraith are great. I would like to know if I could use them for interception of convoys or ships.
Thanks all :salute:
TheDarkWraith
07-01-11, 10:49 PM
v6.6.0 released. See post #1 for details :|\\
Silent Steel
07-02-11, 12:55 AM
Thanks for all your work. Again.
:woot:
Edit;
Just got this when extracting the .zip :hmmm:
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4483
Edit #2;
Sorry, my fault!
Didn't use 7-Zip :oops:
//
Targor Avelany
07-02-11, 02:13 AM
Great job, TDW!!!! YAY!!!!! :salute: :woot:
Thanks a lot:salute: Good job, master:yeah: Hope that someday I can enjoy it and all problems with running on my PC should go away:)
Master-Krill
07-02-11, 02:43 PM
I am also getting this problem with all icons on screen at the same time. I am however running WIndows 7 64bit. Been trying to solve this for hours now, no clue what's wrong. My computer is the same as it has been and I have played earlier versions of this mod. Only drivers that have changed.
Any ideas?
TheDarkWraith
07-02-11, 02:45 PM
I am also getting this problem with all icons on screen at the same time. I am however running WIndows 7 64bit. Been trying to solve this for hours now, no clue what's wrong. My computer is the same as it has been and I have played earlier versions of this mod. Only drivers that have changed.
Any ideas?
Yep. Follow troubleshooting listed at bottom of post #1.
Master-Krill
07-02-11, 02:59 PM
Tried adminrights this time. Didn't solve it so I checked debugging(was enabled) and then ran Dbgviewer. Saved it when I had run the game.
I took some screenshots earlier on but I don't know how to upload pictures. Is it just possible through the net?
Looks like the old hud and the new hud iare both in place. And the tacticalmap is all white and there are some text a little here and there on the screen.
TheDarkWraith
07-02-11, 03:02 PM
Tried adminrights this time. Didn't solve it so I checked debugging(was enabled) and then ran Dbgviewer. Saved it when I had run the game.
I took some screenshots earlier on but I don't know how to upload pictures. Is it just possible through the net?
Looks like the old hud and the new hud iare both in place. And the tacticalmap is all white and there are some text a little here and there on the screen.
I don't really need the pictures, I need the DbgView output. You can PM it to me.
DJSoulShotz
07-03-11, 03:33 AM
Seems like an awesome mod to the game, but I am having difficulty getting anything to show up. Trying to get the radio messages, crew icons on the bottom, camera selection on the top and all that jazz to show up but I got nothing.
I am not very computer savvy so any helpful insight would be appreciated! I also updated to current game version. Trying to get the same UI as that Let's Play guy.
Not very much to go on, I know. Thanks
Im sorry to ask this but is there a list for all Keybindings that are set to Default in this mod?
Its hard for me to go through the script and check each out manually.
Silent Steel
07-03-11, 06:07 AM
Seems like an awesome mod to the game, but I am having difficulty getting anything to show up. Trying to get the radio messages, crew icons on the bottom, camera selection on the top and all that jazz to show up but I got nothing.
I am not very computer savvy so any helpful insight would be appreciated! I also updated to current game version. Trying to get the same UI as that Let's Play guy.
Not very much to go on, I know. Thanks
Welcome to SubSim DJ :salute:
Please tell how you enable the mods.
Do you use JSGME?
AND - Check your PM. :DL
// Silent Steel
Silent Steel
07-03-11, 06:13 AM
Im sorry to ask this but is there a list for all Keybindings that are set to Default in this mod?
Its hard for me to go through the script and check each out manually.
After you've enabled the mod - don't you get the keys by pressing F1?
/
Master-Krill
07-03-11, 07:38 AM
If anyone else gets the weird UI problem with icons all over the screen, undraggable and such, try this. It worked for me.
http://www.subsim.com/radioroom/album.php?albumid=513&pictureid=4507
I thought Autoupdater was on since the launcher always searched for updates when starting the game. But apparantly not. Running the gameupdater manually solved it for me though.
After you've enabled the mod - don't you get the keys by pressing F1?
/
Hmm strange.
I just get the default Keybinding from Vanilla
Hmm strange.
I just get the default Keybinding from Vanilla
Im using NewUis_TDC_6_6_0 so when I press F1 I can see the Keybindings from the Mod ? I just see the Vanilla Keybindings wich is strange.
TheDarkWraith
07-03-11, 10:50 AM
Im using NewUis_TDC_6_6_0 so when I press F1 I can see the Keybindings from the Mod ? I just see the Vanilla Keybindings wich is strange.
That's all you will see. As the hotkeys are customizable it's impossible to make a new keybindings display that automatically adjusts to each individuals preferred hotkeys.
That's all you will see. As the hotkeys are customizable it's impossible to make a new keybindings display that automatically adjusts to each individuals preferred hotkeys.
I see, thanks for the Response.
Is there a List for all they Keybindings used by the Mod wich are set to default ?
Here (http://dl.dropbox.com/u/29330686/RusTDW660.7z) is rus translation for v6.6.0
Silent Steel
07-04-11, 04:54 AM
I see, thanks for the Response.
Is there a List for all they Keybindings used by the Mod wich are set to default ?
Try jimimadrid's Keymapper a try but make sure you read the instructions closely!
You find it here: http://www.subsim.com/radioroom/showthread.php?t=168297
or even Church's Keyboard Commands.
Here's a link http://www.mediafire.com/?nvkvf6sz4t96h4i
:up:
DJSoulShotz
07-04-11, 03:23 PM
Welcome to SubSim DJ :salute:
Please tell how you enable the mods.
Do you use JSGME?
AND - Check your PM. :DL
// Silent Steel
Yeah I used JSGME, I also have Accurate German flag mod, Digital UI Clock and Real Environments Revision_2, they're enabled and working.
TheDarkWraith
07-04-11, 10:36 PM
Yeah I used JSGME, I also have Accurate German flag mod, Digital UI Clock and Real Environments Revision_2, they're enabled and working.
Digital UI clock is already in the mod. Enabling that will cause big problems with the mod. It needs to be removed as, like I said, is already included.
Try jimimadrid's Keymapper a try but make sure you read the instructions closely!
You find it here: http://www.subsim.com/radioroom/showthread.php?t=168297
or even Church's Keyboard Commands.
Here's a link http://www.mediafire.com/?nvkvf6sz4t96h4i
:up:
Thanks for the Help I find jimimadrid's Keymapper application very usefull for me.
VEKYTEKY
07-05-11, 02:47 AM
hi i try to download this new UIs but subsim admin is telling me that I cant till I put some post on this forum this is my try but I am not sure if this is correct
TheDarkWraith
07-05-11, 07:56 AM
hi i try to download this new UIs but subsim admin is telling me that I cant till I put some post on this forum this is my try but I am not sure if this is correct
Use the link at bottom of post #1 of this thread
Magic1111
07-06-11, 02:07 PM
v6.6.0 released. See post #1 for details :|\\
Wonderful work, many thanks TDW ! :up:
Now I´m going to test/play....;)
Best regards,
Magic:salute:
Deep Source
07-07-11, 10:39 PM
How real navigation works after loading the game on a patrol?
Only i need is to reload the auto position fix script?
thanks
Trevally.
07-08-11, 07:37 AM
How real navigation works after loading the game on a patrol?
Only i need is to reload the auto position fix script?
thanks
You can install the "real nav" part of this mod at anytime.
No need to be in the bunker.
Magic1111
07-08-11, 04:57 PM
Hi TDW !
Please note the discuss in this Thread (the last two posts on first page, and second page): http://www.subsim.com/radioroom/showthread.php?p=1698946#post1698946
We need an information, whether you have made changes in the file "UBoot_Sensors.sim" for UI 6.6.0 ?! :hmmm:
When yes, the MOD "Repaired Equipment MOD by Xrundel and TheBeast" must be made compatible to UI 6.6.0 and we can´t enable after UI 6.6.0 yet !
Best regards,
Magic
Arcticdive
07-09-11, 08:55 PM
Hey guys where can I find the file which gives back the max abilities back to my crew I had them at peak efficiency but the mods keeps dropping them down to nothing or they don't have any at all.
Manning
07-10-11, 01:55 PM
You all have done great work to improve the game play TY...
THE_MASK
07-10-11, 07:58 PM
Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
http://img402.imageshack.us/img402/4600/autoscripts.jpg (http://imageshack.us/photo/my-images/402/autoscripts.jpg/)
Magic1111
07-11-11, 05:57 AM
Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
2nd this, good question ! :up:
Best regards,
Magic
THE_MASK
07-13-11, 10:24 PM
I dont know what the 10 TDW dragables folders in the main game folder do but they are always 0kb . Using version 6.6.0
Brauner
07-16-11, 10:56 AM
How to change key for crash dive or compos ?
TheDarkWraith
07-16-11, 11:13 AM
Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
http://img402.imageshack.us/img402/4600/autoscripts.jpg (http://imageshack.us/photo/my-images/402/autoscripts.jpg/)
Looking into adding this in v6.7.0
TheDarkWraith
07-16-11, 11:15 AM
I dont know what the 10 TDW dragables folders in the main game folder do but they are always 0kb . Using version 6.6.0
They remember the draggable position of that page's draggable items. Some could be 0 if you've never 'visited' that page but all in all they should be >= 1kb. What does the DbgView output show? It tells you info about the draggable items
How to change key for crash dive or compos ?
it's done in the options file \data\Scripts\Menu\TheDarkWraithUserOptions.py. This file can be opened with Notepad.
TheDarkWraith
07-16-11, 05:12 PM
found a bug where the campaign radio messages sometimes aren't loading at game start. Will be fixed in v6.7.0.
TheDarkWraith
07-16-11, 08:06 PM
Here (http://dl.dropbox.com/u/29330686/RusTDW660.7z) is rus translation for v6.6.0
Thanks Obelix :yeah: I've been falling behind on keeping the other languages updated :oops:
TheDarkWraith
07-16-11, 11:33 PM
Added a new command button to Automation's command box:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4578
When clicked it will save the current started activated scripts to a file (started = green background). If there are no started activated scripts then it will clear any entries found in the file for the historic mission or active campaign. That file will be located in your Silent Hunter 5 folder and will be called ActiveAutomationScripts.TDW. What is stored in the file:
- historic mission started activated scripts (since last save from historic mission)
- every campaign started activated scripts
Upon game start the mod will look at this file and read in the scripts to activate based on whether user has chosen historic mission or a campaign. If there are scripts to activate and they are available then it will automatically start them.
After doing a historic mission and a campaign here is what the contents of the ActiveAutomationScripts.TDW file looked like (I enabled a script and pressed the save button in each):
[Default]
Travel mode testing
[Default_End]
[Campaign-2011-07-16_0042]
How to use tutorial
[Campaign-2011-07-16_0042_End]
Default is for historic missions.
will be available in v6.7.0
Silent Steel
07-17-11, 03:13 AM
When I want to move a supermark to another position by using the 'C' key I'm constantly sent to 'Crash Dive'.
I don't know if I have to but if I have to change the 'Crash Dive' command in the C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg and not in the TheDarkWraithUserOptions.py. - how could this be done?
In the C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg this key is defined like this;
[Cmd201]
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x43,C,"C"
HasDelayedExecution=Yes
CommandClass=Depth
;Sound_0=ELO_Helm,MC_CR_CHIEF_33
//
Trevally.
07-17-11, 05:59 AM
Added a new command button to Automation's command box:
Upon game start the mod will look at this file and read in the scripts to activate based on whether user has chosen historic mission or a campaign. If there are scripts to activate and they are available then it will automatically start them.
Thats great TDW, thanks:up:
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