View Full Version : [REL] Multiple UIs for SH5 with TDC
TheDarkWraith
07-17-11, 07:38 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
//
You have to change the Key0= statement. Using window's character map you can find the hex value of the key you want to use. Let's say you want to use L. Then open up window's character map and click on L. In the bottom left of the character map you'll see: U+004C. This means Unicode + 0x004C. All you need is the 0x4C part. Then your Key0= statement would be: Key0=0x4C,C,"L"
Note: the ,C, means it's executed by the crew
Silent Steel
07-17-11, 07:46 AM
You have to change the Key0= statement. Using window's character map you can find the hex value of the key you want to use. Let's say you want to use L. Then open up window's character map and click on L. In the bottom left of the character map you'll see: U+004C. This means Unicode + 0x004C. All you need is the 0x4C part. Then your Key0= statement would be: Key0=0x4C,C,"L"
Note: the ,C, means it's executed by the crew
Thanks!
That's great, I go on trying it right away :up:
/
There is something wrong with my boat stability:
http://i1232.photobucket.com/albums/ff366/Zhedi/SH5%20misc/SH5Img2011-07-20_005004.jpg?t=1311155080
I see no other mod that can cause the camera to turn on a side in such a wild angle. This usually happens when Im returning from the external camera. Any idea what causing this and if it can be fixed?
TheDarkWraith
07-20-11, 06:27 AM
You used the binocular at some point. If so, this happens in stock game also.
True, it happens also when I use the binocs. But never saw such a wild angle before, is really hard to play the game in this way...
@Those guys who have problems with running NewUi mods (<throughout to desktop when loading to main menu>) v.6.5.x-6.6.x.
After many useless attempts to figure out the reason-error and to fix it I've solved this problem radically by saying "goodbye" to WinXP and installing Win7 Prof. Now everything works fine:up:
So the problem was in my XP SP3 OS, which couldn't "accept" the 'boolean method' applied by TDW starting with NewUI v.6.5.x. in UserOptions.py section
May be this problem and some others (non-clickable icons, system-error reports, etc.) occured because my WinXP SP3 version was not updated for a couple of years (probably non-licenced system CD with automatically update malfuction).
So I can highly recommend the others fellows having the same problem with the mod first of all to try to install the latest WinXP updates. If this doesn't work - to follow my experience or, at least, to install Win7 as an optional OS without deleting WinXP (if U need the last too much:)) :yep:
Otherwise just use NewUI 6.4.0. (worked stable in my case), may be 6.5.0, but this should be the limit.
P.s. much appreciated to TDW for his help in investigating the problem:salute::salute::salute: and for mod-making :yeah:
Timix81
07-21-11, 03:24 AM
Nice Mod
How can i load a new confidence level for speech recogniton, and why my mic volume level is always reseted when i activate the speech recogniton?
TheDarkWraith
07-21-11, 07:58 AM
How can i load a new confidence level for speech recogniton, and why my mic volume level is always reseted when i activate the speech recogniton?
Enable the speech recognition mod then click the microphone icon in the top right lower bar. This will bring up the speech recognition settings :up: As for why your mic volume level is always reset I have no clue. I don't have control nor did I make the speech recognition mod.
Arcticdive
07-21-11, 09:16 AM
Hey TDW or someone out there which files control the special abilities for the main crew I would like to have them at the levels where I maxed out the passive and non passive abilities. Also where is the file to change the sub's speed i can never catch up the the warship. Thanks in advance.:salute:
Silent Steel
07-23-11, 03:00 AM
Hey TDW or someone out there which files control the special abilities for the main crew I would like to have them at the levels where I maxed out the passive and non passive abilities. Also where is the file to change the sub's speed i can never catch up the the warship. Thanks in advance.:salute:
Hi Arctic
Here are two mods giving the possibility to get those less realistic abilities;
Morale System Quickfix Pack v1.0
http://www.subsim.com/radioroom/downloads.php?do=file&id=1612Morale System (http://www.subsim.com/radioroom/downloads.php?do=file&id=1612Morale System)
Unrealistic VIIA (Adding speed)
http://www.subsim.com/radioroom/downloads.php?do=file&id=1713 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1713)
//
Ruby2000
07-24-11, 04:52 AM
There is something wrong with my boat stability:
http://i1232.photobucket.com/albums/ff366/Zhedi/SH5%20misc/SH5Img2011-07-20_005004.jpg?t=1311155080
I see no other mod that can cause the camera to turn on a side in such a wild angle. This usually happens when Im returning from the external camera. Any idea what causing this and if it can be fixed?
Hi Zedi,
go into the boat and go back or use the binocular again. After that, it's much better :03:
Greetings Ruby
Dieselglock
07-26-11, 09:35 PM
Hello,
Is there a particular prefered order to install:
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Thanks
TheDarkWraith
07-26-11, 09:47 PM
Hello,
Is there a particular prefered order to install:
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Thanks
That order looks good :up:
Dieselglock
07-26-11, 09:49 PM
Thanks for the fast response as all ways sir.
As you know I am using MO with NewUis_TDC. I am having a problem figuring out how to get the weapons officer to get solutions for me. In the game main menu I have the box unchecked where it says Manual targeting. In the user options I have it set up like this.
##################################### XO TDC Dialog box (SH3/4/5 modes) ###################################
# is the XO and his dialog box visible on the UZO, attack, and obs scopes views?
# change below to either True or False
XOTDCDialogEnabled = False
# if the XO and his dialog box are disabled, are they allowed to pop up when you lock onto a target?
# change below to either True or False
XOTDCDialogAllowedToPop = False
# Is the XO TDC dialog box draggable?
# If the XO TDC dialog box is draggable then the feature of the XO TDC dialog box dynamically repositioning
# based on messagebox visibility is disabled.
# change below to either True or False
XOTDCDialogDraggable = False
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = FalseI like how everything is working but when I click on weapons officer to get a solution he only get AOB and Range I think. Speed is always at 0. If I click on the red button and maually put a speed in, when I hit the button again it goes back to 0 not keeping my speed I just entered. Of course my torpedos are always going behind target. Is this a bug or did I miss something in options file?
I really dont want the weapons officer dialog at all, as seen above
0rpheus
07-28-11, 09:20 AM
Tried installing this over MO as I was told some newer mods need the latest UI's mod to run.. but the default install seems to remove all map contacts etc (unlike the older version in MO, which defaults to the Enhanced SH5 UI but leaves all the assists on), so I removed it.
I assume this is configurable but there are so many different mods in this pack I don't know where to start, guessing a config file somewhere? I'm not skilled enough for real nav or no map contacts.
Also, might I politely suggest including a readme that explains the difference between, for example your standard New UIs with TDC and the 'Das Boot Crew Mod' or 'ERM Reaper Night Vision'? I opened the file and immediately closed it as I have no clue what any of these do or how they differ from the standard mod.
I love all these potential options but without proper documentation it just adds to the confusion. Great work though. :)
I dont think the the default setup removes contact updates. The options file is located below as described in first post.
All user configurable settings can be found in the file '\MODS\NewUIs_TDC_6_6_0_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!
0rpheus
07-28-11, 12:43 PM
I dont think the the default setup removes contact updates. The options file is located below as described in first post.
That's what I thought, maybe I did something wrong. Tbh there are so many variations of this, as well as the ones in MO that I just can't keep up. Really wish MO would be updated to include the latest version as that would probably make life a lot easier! :DL
Störtebeker
07-29-11, 01:21 PM
Since I increased my resolution to 1600X1200 the ship recognition manual
of TDWs UI Mod is no longer there. The flag manual and the speed tables still are. Is there a key to show or hide
the manual? Or some other way to get it back?
TheDarkWraith
07-29-11, 01:47 PM
Since I increased my resolution to 1600X1200 the ship recognition manual
of TDWs UI Mod is no longer there. The flag manual and the speed tables still are. Is there a key to show or hide
the manual? Or some other way to get it back?
delete the Pagex_Draggables.TDW files in your \Silent Hunter 5 folder to reset draggable positions :up:
iutland
07-30-11, 02:26 PM
TDW you've made a great UI mod for SH5, it really makes the stock game playable:salute: Thanks for the teleporting feature, very useful :yeah:
Cheers
iutland:)
0rpheus
08-03-11, 07:20 AM
What is the 'integrated chalkboard mod'? Is this in the style of Das Boot, chalking up each DC dropped? If so, where can I find/enable it, as I don't seem to be able to see a chalkboard anywhere in the sub? It would be cool to be able to say 'I escaped xx depth charges on that run' :D
DoveEgg
08-03-11, 03:22 PM
What is the 'integrated chalkboard mod'? Is this in the style of Das Boot, chalking up each DC dropped? If so, where can I find/enable it, as I don't seem to be able to see a chalkboard anywhere in the sub? It would be cool to be able to say 'I escaped xx depth charges on that run' :D
You have to set up a keyboard shortcut for the chalkboard. You may do this by editing the TDW user settings file in the scripts folder.
I have mine set up so that shift+b toggles the chalkboard and shift+n increases the chalk count.
DoveEgg
08-03-11, 07:48 PM
TDW,
Without stepping on any toes, I would like to suggest that the next release of your UI include a transportation hotkey for the captain's bed. I'm a laid back Kaluen and i like to command the ship while reclined :cool:
Seriously though, it's a station that i think has merit. Especially when you're on the bridge and you just need to get below deck in order to submerge the boat.
0rpheus
08-04-11, 08:31 AM
You have to set up a keyboard shortcut for the chalkboard. You may do this by editing the TDW user settings file in the scripts folder.
I have mine set up so that shift+b toggles the chalkboard and shift+n increases the chalk count.
Found it, thanks DoveEgg! :salute:
Arcticdive
08-04-11, 03:34 PM
I have a problem I installed the UIs and now every time I start using TC at 32 and above the sub starts to shack Left and Right the rudders seem to start turn back and forth about 10* does anyone know what can be the cause of this?
Its like this smile :rotfl2:
TDW,
Without stepping on any toes, I would like to suggest that the next release of your UI include a transportation hotkey for the captain's bed. I'm a laid back Kaluen and i like to command the ship while reclined :cool:
Seriously though, it's a station that i think has merit. Especially when you're on the bridge and you just need to get below deck in order to submerge the boat.
Teleporting to the radar/radio station or sonar station fulfills that need to get below deck fast to submerge or correctly start some automation that requires you to be below deck to work correctly. Key shortcuts for these teleporting commands can easily be defined in useroptions.py.:yep:
TheDarkWraith
08-04-11, 09:42 PM
After months and months of trying to get the snorkel working I have finally succeeded :rock:
In both screenshots below read the text in the messagebox.
Even though it says engage electric engines the diesels were running at ahead flank @ 11m depth :D
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4640
I lowered the snorkel and the diesels shutdown and speed went back to ahead flank for submerged depth:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4641
This was one way to make it work and not the preferred way. Now I'm going to make a new GR2 file for the snorkel and see what happens......
mobucks
08-04-11, 10:20 PM
TDW, i swear this is a true story:
I was playing tonite, looking at the engineers control buttons and noticed the greyed out raise/lower snorkel buttons. This got me thinking about how far you have come, and how rewarding it must be for you to take the game to new levels ect. I thought to myself "Man, TDW, I just know it, one day he will get that snorkel working, and when he does, it will be a great feeling for him."
I imagined myself as you, and how happy I would be if i could do something like that for this game and community.
This is borderline paranormal/psychic that I would log on just an hour after thinking about that and, here it is!
EDIT: I know its WIP, but dont forget to place the snorkel in the correct place on the boat. AFAIK it does not come out of the conning tower.
TheDarkWraith
08-04-11, 10:24 PM
TDW, i swear this is a true story:
I was playing tonite, looking at the engineers control buttons and noticed the greyed out raise/lower snorkel buttons. This got me thinking about how far you have come, and how rewarding it must be for you to take the game to new levels ect. I thought to myself "Man, TDW, I just know it, one day he will get that snorkel working, and when he does, it will be a great feeling for him."
I imagined myself as you, and how happy I would be if i could do something like that for this game and community.
This is borderline paranormal/psychic that I would log on just an hour after thinking about that and, here it is!
I've only proven that the snorkel does work in SH5. And it was actually easier to do than I thought :shifty: Now the kicker is getting to work correctly (not substituting it for something else).....
EDIT:
and it looks like I've found the viable solution!
mobucks
08-04-11, 10:29 PM
It seems I was wrong, there was 2 types of snorkel, a hinged version (first draft) that was powerd by hydraulics, and sat on the deck when unhinged, and a later version which was used in place of one of the periscopes.
http://www.uboataces.com/snorkel.shtml
TheDarkWraith
08-04-11, 10:34 PM
It seems I was wrong, there was 2 types of snorkel, a hinged version (first draft) that was powerd by hydraulics, and sat on the deck when unhinged, and a later version which was used in place of one of the periscopes.
http://www.uboataces.com/snorkel.shtml
I can't get the hinged one to work correctly. The telescopic one I can get to work as I want. I don't have to replace one of the periscopes either. What I'm going to do is place the telescopic one where the hinged one would be and it won't be visible when retracted (it will sink under the deck). Or should I have it just barely sticking out of the deck :hmmm:
mobucks
08-04-11, 10:44 PM
barely sticking out seems like the best compromise.
TheDarkWraith
08-04-11, 11:14 PM
Houston we have a problem: the size of this telescopic snorkel is HUGE! If I place it where the hinged snorkel should be then the bottom half is sticking out the bottom of the sub. It's going to have to be placed in the turm. I'm going to place it on the left side of the turm at the very front just left of XO. It's about the best I can do. I'll post screenie here soon.
TheDarkWraith
08-05-11, 12:18 AM
This is the best place to put the snorkel. It's not sticking out of the top of the turm that much and it's barely sticking out of the side of the bottom of the boat:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4647
With it extended you can go to ~15m depth and run diesels (in calm water - small waves) :D
Where is the exhaust port on this sucker? I have to add smoke exhaust to it! Also have to add water splash from it cutting through the water.
Should I move it back (towards rear of the sub) more?
mobucks
08-05-11, 01:34 AM
Here is an excellent picture of the placement on the VIIC. It would be outside the conning tower, but some of the plumbing was built next to it, not part of the hinge system (telescope was only used on IX subs.) therefore, you could in theory have a compromise of having much of the snorkel outside the boat, next to the conning tower, at a height roughly where you show in your screenshot.
http://storeagemsw.files.wordpress.com/2009/01/fgtsnk.jpg
From that link. Im guessing the vents are not moddled. Speaking of which, is there a possiblility of modifying the 3D model for this snorkel? This could solve some of your problems, ie, make it shorter/smaller.
Originally German designers experimented with the idea of dispersing exhaust gases through underwater vents, so as to prevent smoke buildup which could be spotted visually. This idea was later dropped as the visibility of exhaust gases was considered too minute to justify serious development. As such, exhaust gases were simply expelled from small vents at the top of the snorkel head.
Two types of valves were used. The first was a ball float and later in 1945, it was replaced with a ring float. Both functioned in a similar concept. When above sea water, gravity would pull the float down, opening the valve above. When submerged, the positive buoyancy of the float pressed against the valve above, shutting it. When the snorkel was in its stowed position, the valves would open automatically so as to flood the tube.
Also, a video giving an idea where/how much exhaust/spray occured:
http://www.youtube.com/watch?v=mt34jt1PIV0
thfeu58
08-05-11, 07:25 AM
After months and months of trying to get the snorkel working I have finally succeeded :rock:
:yeah:
Congratulate you, this fantastic news!
:salute:
Greetings
thfeu58
http://www.youtube.com/watch?v=mt34jt1PIV0
File not found. Is the vid still up?
Congratulation to TDW to make a step closer to get the snorkel-equipment for SH5.
Magic1111
08-05-11, 09:48 AM
:yeah:
Congratulate you, this fantastic news!
:salute:
Greetings
thfeu58
2nd this !!!:woot::woot::woot:
This will be great! :rock:
mobucks
08-05-11, 11:07 AM
File not found. Is the vid still up?
It works for me. Im in USA, you?
It works for me. Im in USA, you?
Ok, so it's internet-censorship.
TheDarkWraith
08-05-11, 06:21 PM
Have added snorkel to all player's subs (VIIA, VIIB, VIIC, and VIIC41). Just figured out how to make it 'visible' to enemy so that when raised it can be spotted by them :D Have to add exhaust smoke and water splash to it now. Once those added I'll send to some for testing. What starting month/year is the snorkel supposed to be available? Is this different for each type of sub? If so, please give me dates for each sub.
Sepp von Ch.
08-05-11, 07:19 PM
Hello TDW, the first schnorkels were installed on training vessels U-57 an U-58 (IIC). In September 1943, U-236, a type VIIC, was the first combat U-Boat to receive the schnorkel. A new type of schnorkel was installed on U-235 and U-237 (VIIC) in a well in the deck casing fore of the conning tower.
In 1944/45 was schnorkel equiped with "Bali", "Naxos" and "Athos".
http://s2.postimage.org/262tlme90/image.jpg (http://postimage.org/image/262tlme90/)
http://s2.postimage.org/262v95qqs/image.jpg (http://postimage.org/image/262v95qqs/)
http://s2.postimage.org/262wwp38k/AAA.jpg (http://postimage.org/image/262wwp38k/)
Have added snorkel to all player's subs (VIIA, VIIB, VIIC, and VIIC41).
With Schnorkel was equiped only (of in SH5 game U-Boats) the typ VIIC and VIIC/41.
tonschk
08-05-11, 07:21 PM
:yeah: TheDarkWraith :salute: you ARE my HERO :woot:
TheDarkWraith
08-05-11, 07:24 PM
Hello TDW, the first schnorkels were installed on training vessels U-57 an U-58 (IIC). In September 1943, U-236, a type VIIC, was the first combat U-Boat to receive the schnorkel. A new type of schnorkel was installed on U-235 and U-237 (VIIC) in a well in the deck casing fore of the conning tower.
In 1944/45 was schnorkel equiped with "Bali", "Naxos" and "Athos".
http://s2.postimage.org/262tlme90/image.jpg (http://postimage.org/image/262tlme90/)
http://s2.postimage.org/262v95qqs/image.jpg (http://postimage.org/image/262v95qqs/)
http://s2.postimage.org/262wwp38k/AAA.jpg (http://postimage.org/image/262wwp38k/)
With Schnorkel was equiped only (of in SH5 game U-Boats) the typ VIIC and VIIC/41.
Thanks for the info. Now my question is should I make the snorkel available to all uboats or only the ones mentioned above?
Nice find Josef. I have been searching for an hour about uboat dates and snorkels and I couldn't find anything!!
Thanks for the info. Now my question is should I make the snorkel available to all uboats or only the ones mentioned above?
I say all!
tonschk
08-05-11, 07:33 PM
Thanks for the info. Now my question is should I make the snorkel available to all uboats or only the ones mentioned above?
May be is better to keep historical specifications of the U-Boats
Sepp von Ch.
08-05-11, 07:44 PM
Only for VIIC and VIIC/41. Just my opinion.
http://s2.postimage.org/264r26yzo/SQS.jpg (http://postimage.org/image/264r26yzo/)
http://s2.postimage.org/2654ahqxw/image.jpg (http://postimage.org/image/2654ahqxw/)
http://s2.postimage.org/2655y13fo/image.jpg (http://postimage.org/image/2655y13fo/)
http://s2.postimage.org/2657lkfxg/AAA.jpg (http://postimage.org/image/2657lkfxg/)
TheDarkWraith
08-05-11, 08:19 PM
I have an easier solution to this that will satisfy everyone: the snorkel is enabled via an entry in the .sns file. Thus is someone wants to use it on another sub and/or wants to use it earlier they just edit the .sns file :up:
For VIIC-type:
Max speed with e-motor and snorkeling = 6 kn (vibration problem of the snorkel)
Max speed with diesel-motor and snorkeling = 9 - 10.5 kn (vibration problems)
First appearance of the snorkel: Sept 1943 and without any radar-addon
Depth of u-boot when snorkeling: ca. 16m
No hydrophone-ability when snorkeling and motors are on.
mobucks
08-05-11, 08:34 PM
For VIIC-type:
Max speed with e-motor and snorkeling = 6 kn (vibration problem of the snorkel)
Max speed with diesel-motor and snorkeling = 9 - 10.5 kn (vibration problems)
First appearance of the snorkel: Sept 1943 and without any radar-addon
Depth of u-boot when snorkeling: ca. 16m
No hydrophone-ability when snorkeling and motors are on.
Where is this highlighted yellow information?
The rest looks accurate compared to my research.
All i read last night was, max 6 kts submerged to prevent snapping off the tube.
We can run our boats about 9kts submerged with periscope clear as day in SH5, which is not realistic from what I read, (vibration interference) so I dont see any reason to go for complete realism on this, unless some hardcore history buff modder comes along and wants to try to make it realistic.
TheDarkWraith
08-05-11, 08:42 PM
Here I'm at 13m depth at ahead full on diesels. Got the snorkel spray and wakes added:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4655
now for the engine exhaust from it....
Also, a video giving an idea where/how much exhaust/spray occured:
http://www.youtube.com/watch?v=mt34jt1PIV0
On this video it is positioned right before the tower closer to the left side, and fixed to the tower when rised/installed before submerging. So there possibly were different variants of where to install it, depending upon base facilities, workers skill and u-boat captains wishes I guess.
How about the idea of removing one of the periscopes (obs. scope for example) and to replace it with telescopic snorkel (if hinged is not possible to merge in game) when this upgrade option is chosen? And then to use the same interface buttons as for obs.scope interface buttons to rise/hide it?
That should be more realistic I think.
When I was searching for the years the snorkel came out, I seen it said max under water speed was 9 knots due to pressure on the snorkel.
TheDarkWraith
08-06-11, 12:08 AM
When I was searching for the years the snorkel came out, I seen it said max under water speed was 9 knots due to pressure on the snorkel.
Added the exhaust to the snorkel:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4656
I will limit the speed of the uboat when snorkel is raised. This can only be accomplished with those using my UIs mod. I will also limit the speed when a periscope is raised.
Just a little more work to do on the snorkel and it should be ready for testing.
Silent Steel
08-06-11, 12:40 AM
Added the exhaust to the snorkel:
Just a little more work to do on the snorkel and it should be ready for testing.
Wow :o
Brilliant!
/
GrizzzLyblanc
08-06-11, 01:28 AM
http://www.uboatarchive.net/U-889SchnorkelPhotos.htm
:salute:
DrJones
08-06-11, 03:39 AM
It's looking fantastic :rock:
Keep on
Best Regards
DrJones:salute:
Trevally.
08-06-11, 05:55 AM
this is great news TDW:woot:
TheDarkWraith
08-06-11, 08:44 AM
http://www.uboatarchive.net/U-889SchnorkelPhotos.htm
:salute:
Right now I can only get the non-hinged, double tube telescopic snorkel working. I can't place it where it needs to be either due to it's size. Thus it has been placed in the conn just to the left and a little back of the XO. Yes it's not accurate but have to work with what we have. It's better than nothing that's for sure. I'll continue working on it trying to get a hinged snorkel to work.
Where is this highlighted yellow information?
I reread the text-passage
max speed when snorkeling with electic-motor <= 6 kn
max speed when snorkeling with diesel-engine <= 9 - 10.5 kn
... and the above specification was given for a XXI-U-boot, not for the VIIC-type & variants.
TheDarkWraith
08-06-11, 04:23 PM
right now editing v6.7.0 to incorporate my Uboat_Snorkel mod and to allow the UI to control it better. Making provisions where speed is checked if periscope or snorkel is raised and if speed > max speed allowed then speed it set to max speed allowed. Also setting up the ability to auto-recharge batteries when snorkel raised (via user option)
tonschk
08-06-11, 04:58 PM
Also setting up the ability to auto-recharge batteries when snorkel raised (via user option)
:DL Thank you A LOT :woot: TheDarkWraith :yeah:
TheDarkWraith
08-06-11, 09:32 PM
Auto-recharging of batteries when snorkel is raised (and conditions are correct) has been coded and working great :yeah: This auto-recharging in enabled by default in the options file.
The limiting speed to a specified max speed when snorkel is raised (and you are submerged) has been coded and is working great :yeah: Max speed is specified in options file
I still have to figure out how I want to limit speed based on whether a periscope is extended. Problem is getting the periscope's current height. This feature will not make it in v6.7.0
Lots of debug code added for the torp doors to hopefully catch the error that some users get of torp door disabled when it shouldn't be
My Uboat snorkel mod has been incorporated into v6.7.0
The CO2 level still increases when snorkel is raised. This is game bug that will take digging into .exe and .act files to fix. Will take time to do.
All that's left to do is package it up and upload :DL
Change log for v6.7.0:
v6.7.0 - fixed bug in radio messages where if TC 1 on new radio message was enabled sound would sometimes not be played
- fixed bug of campaign radio messages sometimes not being read in at game start
- fixed some logic problems with the command buttons in the Automation page
- Added a new command button to Automation's commands: save started currently activated scripts. When pressed it will save the started currently activated scripts to file. Upon game start it will read this file and if any previously activated scripts are found it will automatically start them
- folder structure for radio message sounds changed so that mod can pick a random sound from available sounds in folders
- added a new user option that controls where the player teleports to when the dive button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (DiveTeleportToStation)
- added a new user option that controls where the player teleports to when the periscope depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (PeriscopeDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the snorkel depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SnorkelDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the emergency surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (EmergencySurfaceTeleportToStation)
- added a new user option that controls where the player teleports to when the surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SurfaceDepthTeleportToStation)
- Automation's Navigate_from_file command now let's you resume navigation from a close waypoint if waypoint_resume > 0. waypoint_resume is defined in the .SHN file as a new header
- Automation's Navigate_from_file command now let's you define bufferzones around the sub. These bufferzones are used to detect units. If a unit crosses a bufferzone then the command will take action based on settings in the .SHN file
- Automation's Navigate_from_file command now let's you specify the radius of the waypoints (precision and non-precision). When this radius is reached the next waypoint will be ordered up
- Radio messages updated to include columns for sound type to play and volume level of the sound to play. Currently applies only to regular radio messages (not campaign radio messages)
- Incorporated my Uboat_Snorkel mod into this one (all uboat's snorkels are enabled by default)
- Sub's snorkel depth changed to 14.0m from 10.0m
- added missing countries to \data\Roster\Names.cfg's [Countries] header brought to my attention by Ruby2000
- added a new user option that controls whether battery recharge mode is ordered up when the snorkel is raised (and conditions are right for snorkeling). Default value is True (enabled) (AutomaticallyOrderRechargeModeWhenSnorkeling)
- added a new user option that specifies the maximum speed allowed underwater when snorkel is raised. Default value is 10.0knots (GetMaxSpeedWhenSnorkelRaised)
- added lots of debug code for the torp doors to help catch the error that sometimes the torp door is disabled when it shouldn't be
THE_MASK
08-06-11, 10:02 PM
Actually in special abilities there is an ability CO2LevelIncreaseRate
You could have it as a minus value i think . Ask the motor officer to turn vents on snorkel . Just another way around it maybe .
TheDarkWraith
08-07-11, 12:31 AM
v6.7.0 released. See post #1 for details :|\\
Linavitch
08-07-11, 03:01 AM
v6.7.0 released. See post #1 for details :|\\
Thank you. (Again)
0rpheus
08-07-11, 04:26 AM
Sure I saw this mentioned somewhere at subsim recently but can't find it for the life of me - is the torpedo man's passive speed/damage ability fixed in this mod (or MO)? I see the guy has 'extra damage/range' with either this or MO so guessing you just changed the ability so it couldn't cause the problem?
Trevally.
08-07-11, 05:39 AM
This is a fantastic update TDW:woot:
Thanks:yeah:
Magic1111
08-07-11, 06:30 AM
v6.7.0 released. See post #1 for details :|\\
Many thanks TDW ! :woot::up::woot:
Magic1111
08-07-11, 08:04 AM
Another question: Do I need anymore the v0.0.8 from SubFlags MOD, here: http://www.subsim.com/radioroom/showthread.php?t=167037 as a Standalone MOD, or is this version in new UI v6.7.0 included ?
TheDarkWraith
08-07-11, 09:45 AM
Another question: Do I need anymore the v0.0.8 from SubFlags MOD, here: http://www.subsim.com/radioroom/showthread.php?t=167037 as a Standalone MOD, or is this version in new UI v6.7.0 included ?
Sub flags is not incorporated in this mod. Only the SDL entries are incorporated into it for compatibility purposes. So yes, you still need the standalone sub flags mod if you want flags on your turm.
TheDarkWraith
08-07-11, 09:45 AM
Sure I saw this mentioned somewhere at subsim recently but can't find it for the life of me - is the torpedo man's passive speed/damage ability fixed in this mod (or MO)? I see the guy has 'extra damage/range' with either this or MO so guessing you just changed the ability so it couldn't cause the problem?
I do not modify any abilities with this mod. MO does modify them though :up:
0rpheus
08-07-11, 10:16 AM
I do not modify any abilities with this mod. MO does modify them though :up:
Aha! Knew it was one of them. My upgrade points are safe, thanks TDW :rock:
mobucks
08-07-11, 11:03 AM
The limiting speed to a specified max speed when snorkel is raised (and you are submerged) has been coded and is working great :yeah: Max speed is specified in options file
Awww i love you.
TheDarkWraith
08-07-11, 12:26 PM
A little warning when using the snorkel: The maps will NOT show you the warning circle for visual range or radar range when the snorkel is raised and the periscopes are down and you are submerged. Thus you have no way of knowing whether the enemy has detected you or not visually or with radar. It's best to stay as deep as possible thus limiting the amount of the snorkel exposed above water to limit detection. The further the snorkel raises up above the water the more likely the enemy will detect you. If you raise a periscope just above the water you'll be able to see the visual detection circle (if you have it enabled in the map options) to see how close you are to being detected with the snorkel raised.
Your biggest problem will be airplanes. As you get no hydrophone contact line for them you have absolutely no way of knowing when an aircraft detected you and is beginning an attack run until after the fact (snorkel raised and periscopes down while submerged). Suggestion: rise to periscope depth and scan horizon frequently for airplanes while snorkeling.
Magic1111
08-07-11, 01:55 PM
Sub flags is not incorporated in this mod. Only the SDL entries are incorporated into it for compatibility purposes. So yes, you still need the standalone sub flags mod if you want flags on your turm.
Okay, thanks ! :up:
I am having problems after updating my mods today. My mod list is in my signature. I keep seeing my uboat on the map after running real navigation. Before I updated I did not have this.
http://www4.picfront.org/picture/zHJmoQqxFB3/thb/SH5Img2011-08-07_19.38.48.jpg (http://www.picfront.org/d/8iYF)
TheDarkWraith
08-07-11, 07:21 PM
I am having problems after updating my mods today. My mod list is in my signature. I keep seeing my uboat on the map after running real navigation. Before I updated I did not have this.
http://www4.picfront.org/picture/zHJmoQqxFB3/thb/SH5Img2011-08-07_19.38.48.jpg (http://www.picfront.org/d/8iYF)
place TDW_No_contact_shapes_or_colors before NewUIs_TDC_6_7_0_Real_Navigation :up:
Sweet thanks!:yeah: Stupid me! I guess thats why your readme says real nav to be installed last. Quote from readme "Step 6: re-enable NewUIs_TDC_x_x_x_Real_Navigation LAST in JSGME. This has to be the last mod enabled in JSGME!
:damn::damn::damn::damn::damn::damn::damn::damn::d amn:
TheDarkWraith
08-07-11, 07:35 PM
Sweet thanks!:yeah: Stupid me! I guess thats why your readme says real nav to be installed last. Quote from readme "Step 6: re-enable NewUIs_TDC_x_x_x_Real_Navigation LAST in JSGME. This has to be the last mod enabled in JSGME!
:damn::damn::damn::damn::damn::damn::damn::damn::d amn:
One thing I do try to keep updated is my documentation on my mods. Usually from the text write up you can find what you're looking for and if not it's usually found in the release notes (I try to ensure to document every change from version to version as it helps me with troubleshooting problems). If you find any documentation errors or you have suggestions on how to improve the documentation please don't hesitate to share with me :up:
Chevelless
08-07-11, 08:08 PM
CTD,CTD...
start a new compaign, when "load screen" turn black(ready for entering the game), CTD
load previous save game, CTD.
I use Dynamic Enviroment
U boat war Ace
Lifeboat 2.0
pitch & roll by stoiam
Import ship pack 1.1
FX update latest version
UI mod by TDW 6.7.0(only main mod "UI 6.7.0" and "WWII interface enabled")
how to fix the problem?:damn::damn::damn:
TheDarkWraith
08-07-11, 08:15 PM
CTD,CTD...
start a new compaign, when "load screen" turn black(ready for entering the game), CTD
load previous save game, CTD.
I use Dynamic Enviroment
U boat war Ace
Lifeboat 2.0
pitch & roll by stoiam
Import ship pack 1.1
FX update latest version
UI mod by TDW 6.7.0(only main mod "UI 6.7.0" and "WWII interface enabled")
how to fix the problem?:damn::damn::damn:
remove U boat war ace and Import Ship pack 1.1 and try again. Run the DbgView app found in \data\Applications before starting game. Send output of it to me if CTD happens.
Kentrat
08-08-11, 07:11 AM
@ TDW, I'm having the Silent Hunter V has stopped working thing, here's the debug output:
00000000 0.00000000 [4592] d3d_antilag: Loading configuration C:\Program Files (x86)\Ubisoft\Silent Hunter 5\antilag.cfg
00000001 0.00188876 [4592] d3d_antilag: FPS Limiter: 30.000000
00000002 0.00423674 [4592] d3d_antilag: Render ahead limit: 2
00000003 0.00657094 [4592] d3d_antilag: Loaded library
00000004 1.25238669 [4592] d3d_antilag: Direct3DCreate9 (ver 32)
00000005 1.28399992 [4592] d3d_antilag: Direct3DCreate9 (ver 32)
00000006 14.86925316 [4592] d3d_antilag: Direct3DCreate9 (ver 32)
00000007 14.87544155 [4592] d3d_antilag: NewCreateDevice
00000008 15.39520454 [4592] d3d_antilag: Replacing function pointers...
00000009 15.45303249 [4592] d3d_antilag: Added refs: 8
00000010 15.49059391 [4592] d3d_antilag: Newreset...
00000011 15.51417637 [4592] d3d_antilag: Device destroyed (0)
00000012 15.66613960 [4592] d3d_antilag: Newreset done
00000013 77.30143738 [4592] TheDarkWraithAutomation InitializeScript
00000014 77.32557678 [4592] TheDarkWraithUserOptions InitializeScript
00000015 77.34793091 [4592] TDWMastHeights constructor
00000016 77.34879303 [4592] 32bit Key found. Value='C:\Program Files (x86)\Ubisoft\Silent Hunter 5\'
00000017 77.34883118 [4592] \ found as last character in install path from registry!
00000018 77.34887695 [4592] InstallPath=C:\Program Files (x86)\Ubisoft\Silent Hunter 5
00000019 77.34979248 [4592] rosterfilepath=C:\Program Files (x86)\Ubisoft\Silent Hunter 5\data\Roster\Names.cfg
00000020 77.35027313 [4592] seapath=C:\Program Files (x86)\Ubisoft\Silent Hunter 5\data\Sea
00000021 77.35266876 [4592] Mast height not found for C:\Program Files (x86)\Ubisoft\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg!
00000022 77.35624695 [4592] Mast height not found for C:\Program Files (x86)\Ubisoft\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg!
00000023 77.35825348 [4592] Mast height not found for C:\Program Files (x86)\Ubisoft\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg!
00000024 77.36038208 [4592] Mast height not found for C:\Program Files (x86)\Ubisoft\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg!
00000025 77.36263275 [4592] Mast height not found for C:\Program Files (x86)\Ubisoft\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg!
00000026 79.34457397 [4592] Mast Heights:
00000027 79.34457397 [4592]
00000028 79.34457397 [4592] Large Iceberg : 0.0
00000029 79.34457397 [4592] Medium Iceberg : 0.0
00000030 79.34457397 [4592] Medium Iceberg : 0.0
00000031 79.34457397 [4592] Medium Iceberg : 0.0
00000032 79.34457397 [4592] Small Iceberg : 0.0
00000033 79.34457397 [4592] Queen Elizabeth Battleship : 49.36
00000034 79.34457397 [4592] Royal Sovereign Battleship : 44.76
00000035 79.34457397 [4592] King George V Battleship : 50.76
00000036 79.34457397 [4592] HMS Duke Of York : 50.76
00000037 79.34457397 [4592] Nelson Battleship : 54.85
00000038 79.34457397 [4592] Hood Battlecruiser : 46.96
00000039 79.34457397 [4592] Renown Battlecruiser : 51.64
00000040 79.34457397 [4592] New York Battleship : 48.63
00000041 79.34457397 [4592] North Carolina Battleship : 41.73
00000042 79.34457397 [4592] Littorio Battleship : 47.92
00000043 79.34457397 [4592] Duilio Battleship : 47.92
00000044 79.34457397 [4592] Bismarck Battleship : 51.03
00000045 79.34457397 [4592] Schleswig-Holstein Pre-Dreadnought : 45.55
00000046 79.34457397 [4592] Scharnhorst Battleship : 47.92
00000047 79.34457397 [4592] Deutschland Pocket Battleship : 34.72
00000048 79.34457397 [4592] Northampton Heavy Cruiser : 47.79
00000049 79.34457397 [4592] Kent Heavy Cruiser : 47.45
00000050 79.34457397 [4592] HMS Suffolk : 47.45
00000051 79.34457397 [4592] Trento Heavy Cruiser : 34.89
00000052 79.34457397 [4592] Admiral Hipper Heavy Cruiser : 48.15
00000053 79.34457397 [4592] Dido Light Cruiser : 37.17
00000054 79.34457397 [4592] Brooklyn Light Cruiser : 31.29
00000055 79.34457397 [4592] Montecuccoli Light Cruiser : 38.68
00000056 79.34457397 [4592] Di Giussano Light Cruiser : 34.86
00000057 79.34457397 [4592] Emden Light Cruiser : 35.02
00000058 79.34457397 [4592] K Class Light Cruiser : 35.65
00000059 79.34457397 [4592] Auxiliary Cruiser Komet : 35.93
00000060 79.34457397 [4592] Auxiliary Cruiser Penguin : 34.98
00000061 79.34457397 [4592] Patroclus Armed Merchant Cruiser : 39.69
00000062 79.34457397 [4592] Rawalpindi Armed Merchant Cruiser : 39.69
00000063 79.34457397 [4592] Dithmarschen Supply Ship : 29.12
00000064 79.34457397 [4592] Carl Peters Fleet Tender : 26.87
00000065 79.34457397 [4592] Ark Royal Fleet Carrier : 49.69
00000066 79.34457397 [4592] Illustrious Fleet Carrier : 51.39
00000067 79.34457397 [4592] Glorious Fleet Carrier : 45.64
00000068 79.34457397 [4592] Furious Fleet Carrier : 45.64
00000069 79.34457397 [4592] Hermes Fleet Carrier : 51.39
00000070 79.34457397 [4592] Eagle Fleet Carrier : 51.39
00000071 79.34457397 [4592] Bogue Escort Carrier : 30.55
00000072 79.34457397 [4592] Sangamon Escort Carrier : 30.55
00000073 79.34457397 [4592] Attacker Escort Carrier : 30.55
00000074 79.34457397 [4592] Long Island Escort Carrier : 34.25
00000075 79.34457397 [4592] Archer Escort Carrier : 34.25
00000076 79.34457397 [4592] Charger Escort Carrier : 30.55
00000077 79.34457397 [4592] Avenger Escort Carrier : 30.55
00000078 79.34457397 [4592] Audacity Escort Carrier : 34.25
00000079 79.34457397 [4592] Soldati Destroyer : 26.74
00000080 79.34457397 [4592] Flower Corvette : 19.75
00000081 79.34457397 [4592] Type 1934 Destroyer : 26.56
00000082 79.34457397 [4592] Fletcher Destroyer : 28.31
00000083 79.34457397 [4592] A Class Destroyer : 19.64
00000084 79.34457397 [4592] B Class Destroyer : 20.14
00000085 79.34457397 [4592] V&W Class Destroyer : 19.33
00000086 79.34457397 [4592] HMS Walker : 19.33
00000087 79.34457397 [4592] Tribal Destroyer : 25.83
00000088 79.34457397 [4592] R Class Destroyer : 19.39
00000089 79.34457397 [4592] Clemson Destroyer : 28.15
00000090 79.34457397 [4592] Town Lend-Lease Destroyer : 28.15
00000091 79.34457397 [4592] Somers Destroyer : 31.58
00000092 79.34457397 [4592] Evarts Destroyer Escort : 25.9
00000093 79.34457397 [4592] Buckley Destroyer Escort : 20.99
00000094 79.34457397 [4592] Black Swan Sloop : 27.91
00000095 79.34457397 [4592] HMS Stork : 27.91
00000096 79.34457397 [4592] TDW Torpedo Patrol Boat : 5
00000097 79.34457397 [4592] Armed Trawler : 24.33
00000098 79.34457397 [4592] Landing Ship Tank : 23.91
00000099 79.34457397 [4592] SV Fishing Boat : 16
00000100 79.34457397 [4592] SV Tug Boat : 24
00000101 79.34457397 [4592] 165-foot "B" Cutter : 24.33
00000102 79.34457397 [4592] SC-497 Sub Chaser : 24.33
00000103 79.34457397 [4592] Uekel Medium Composite Freighter : 28
00000104 79.34457397 [4592] SV Small Modern Composite Merchant Ship : 23
00000105 79.34457397 [4592] Rongel Small Old Split Freighter : 22.56
00000106 79.34457397 [4592] Middeleton Attack Transport : 38.61
00000107 79.34457397 [4592] Hospital Ship : 33.5
00000108 79.34457397 [4592] Large Liner : 43.09
00000109 79.34457397 [4592] Large Italian Liner : 43.09
00000110 79.34457397 [4592] Uekel Small Passenger Type : 22.5
00000111 79.34457397 [4592] SV Medium Freighter : 34
00000112 79.34457397 [4592] Huge European Liner : 57.86
00000113 79.34457397 [4592] Liberty Cargo : 26.18
00000114 79.34457397 [4592] Liberty Ship (War Supplies) : 26.18
00000115 79.34457397 [4592] Victory Cargo : 29.49
00000116 79.34457397 [4592] N3SA1 Small Merchant : 17.96
00000117 79.34457397 [4592] C1-B Type Medium Merchant : 27.92
00000118 79.34457397 [4592] C2-S-B1 Hull Large Merchant : 29.95
00000119 79.34457397 [4592] Large Steamer : 26.18
00000120 79.34457397 [4592] Large Steamer (War Supplies) : 26.18
00000121 79.34457397 [4592] Hog Island Type A Freighter : 28.37
00000122 79.34457397 [4592] Hog Island Medium Freighter (War supplies) : 28.37
00000123 79.34457397 [4592] Cimmaron Class Tanker : 29.87
00000124 79.34457397 [4592] SteelViking Tanker : 19.7
00000125 79.34457397 [4592] Ranger Medium Tanker : 40.97
00000126 79.34457397 [4592] Troop Transport : 39.69
00000127 79.34457397 [4592] Amphibious Group Command Ship : 37.54
00000128 79.34457397 [4592] AOTDMadMax/Stormfly/SteelViking Big modern Passangership : 33.5
00000129 79.34457397 [4592] Lifeboat : 0.5
00000130 79.34457397 [4592] Liferaft : 0.5
00000131 79.34457397 [4592]
00000132 79.36589813 [4592] MODS installed:
00000133 79.36589813 [4592] [DEPENDANCIES]
00000134 79.36589813 [4592] MightyFine Crew Mod 1.2.1 Alt w beards="MCCD_1.03_MFCM_1.2.1_compatible""MFCM 1.2.1 OPTIONAL crash_dive workaround""Stormys DBSM SH5 v1.3 Basemod""NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator"
00000135 79.36589813 [4592] MCCD_1.03_MFCM_1.2.1_compatible="MFCM 1.2.1 OPTIONAL crash_dive workaround""Stormys DBSM SH5 v1.3 Basemod"
00000136 79.36589813 [4592] Accurate German Flags="Menu - Das Boot Underwater Theme""Conus' Graphic Mod 1.0"
00000137 79.36589813 [4592] Stormys DBSM SH5 v1.3 Basemod="Sobers talking conning crew mod""KarlKochs fix for Bearing Sound (German)""Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy""Environment Sounds""SteelViking's Interior Mod V1.2""OPEN HORIZONS II""NewUIs_TDC_6_7_0_ByTheDarkWraith""NewUIs_TDC_6_7_0_New_radio_messages_German""SubFlags_0_0_8_byTheDarkWraith""SH5Lifeboats_2.0""SteelViking's Interior Mod V1.2.1 Patch"
00000138 79.36589813 [4592] Sobers talking conning crew mod="Environment Sounds"
00000139 79.36589813 [4592] Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz="Environment Sounds"
00000140 79.36589813 [4592] Conus' Graphic Mod 1.0="Terrain_harbour_flags_Mod_v1_2_1""SteelViking's Interior Mod V1.2""SH5-Pascal-uniforms""OPEN HORIZONS II""NewUIs_TDC_6_7_0_ByTheDarkWraith"
00000141 79.36589813 [4592] Terrain_harbour_flags_Mod_v1_2_1="Cerberus62 Historical Ship Equipment 1.3""OPEN HORIZONS II""IO_StrategicMap_4_3_for_TDWv651&MO"
00000142 79.36589813 [4592] Cerberus62 Historical Ship Equipment 1.3="Cerberus62 Additional Merchant Ships 1.0 (Part 1)""OPEN HORIZONS II""NewUIs_TDC_6_7_0_ByTheDarkWraith"
00000143 79.36589813 [4592] Environment 5.0 MOD="SteelViking's Interior Mod V1.2""sobers ultimate base wave mechanics for SH5""Sub splashsound_1.0""sobers & stoianm base fog mechanics V15 SH5""NewUIs_TDC_6_7_0_ByTheDarkWraith""SteelViking's Interior Mod V1.2.1 Patch""KZS Hull wetness for U-Boats + co tower and deck"
00000144 79.36589813 [4592] new_KM_binos="SteelViking's Interior Mod V1.2""SH5-Pascal-uniforms"
00000145 79.36589813 [4592] SteelViking's Interior Mod V1.2="SH5-Pascal-uniforms""IO_StrategicMap_4_3_for_TDWv651&MO""SteelViking's Interior Mod V1.2.1 Patch""R.E.M_by_Xrundel_TheBeast_1.2"
00000146 79.36589813 [4592] Cerberus62 Additional Merchant Ships 1.0 (Part 1)="OPEN HORIZONS II"
00000147 79.36589813 [4592] Environment Sounds="OPEN HORIZONS II""SubFlags_0_0_8_byTheDarkWraith""SH5Lifeboats_2.0"
00000148 79.36589813 [4592] Sub splashsound_1.0="OPEN HORIZONS II""NewUIs_TDC_6_7_0_ByTheDarkWraith"
00000149 79.36589813 [4592] Cerberus62 Additional Merchant Ships 1.0 (Part 2)="NewUIs_TDC_6_7_0_ByTheDarkWraith"
00000150 79.36589813 [4592] OPEN HORIZONS II="NewUIs_TDC_6_7_0_ByTheDarkWraith""SubFlags_0_0_8_byTheDarkWraith""SH5Lifeboats_2.0"
00000151 79.36589813 [4592] TDC Graphics by Naights v1.0="NewUIs_TDC_6_7_0_ByTheDarkWraith"
00000152 79.36589813 [4592] Trevally Harbour & Kiel Canal Pilot v2.4="NewUIs_TDC_6_7_0_ByTheDarkWraith"
00000153 79.36589813 [4592] Zoom Scopes + Freecam="NewUIs_TDC_6_7_0_ByTheDarkWraith"
00000154 79.36589813 [4592] NewUIs_TDC_6_7_0_ByTheDarkWraith="Manos Scopes-patch for 8x5""NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator""NewUIs_TDC_6_7_0_ERM_Reaper7_NightVision""NewUIs_TDC_6_7_0_jimimadrids_map_tools""NewUIs_TDC_6_7_0_New_radio_messages_German""NewUIs_TDC_6_7_0_WWIIInterface_by_naights""EQuaTool 01.01 by AvM - Kriegsmarine Woody Light Style""IRAI_1_0_0_ByTheDarkWraith""Kriegsmarine Grid Map for MO and TDW UIs by stoianm""Equipment_Upgrades_Fix_1_0_byTheBeast""IO_StrategicMap_4_3_for_TDWv651&MO""KZS Hull wetness for U-Boats + co tower and deck""R.E.M_by_Xrundel_TheBeast_1.2"
00000155 79.36589813 [4592] A Fistful of Emblems v1.51="A Fistful of Emblems v1.51 (Weathered)""Equipment_Upgrades_Fix_1_0_byTheBeast""Equip_Upgrades_AFFOE""stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast"
00000156 79.36589813 [4592] IRAI_1_0_0_ByTheDarkWraith="Equipment_Upgrades_Fix_1_0_byTheBeast""R.E.M_by_Xrundel_TheBeast_1.2"
00000157 79.36589813 [4592] Equipment_Upgrades_Fix_1_0_byTheBeast="Equip_Upgrades_AFFOE""stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast""R.E.M_by_Xrundel_TheBeast_1.2"
00000158 79.36589813 [4592] Equip_Upgrades_AFFOE="stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast"
00000159 79.36589813 [4592] SubFlags_0_0_8_byTheDarkWraith="SH5Lifeboats_2.0"
00000160 79.36589813 [4592] Kriegsmarine Grid Map for MO and TDW UIs by stoianm="IO_StrategicMap_4_3_for_TDWv651&MO"
00000161 79.36589813 [4592] IO_StrategicMap_4_3_for_TDWv651&MO="IO_ShapeTextures_NO_mod"
00000162 79.36589813 [4592] [MODS]
00000163 79.36589813 [4592] Accurate German Flags=1
00000164 79.36589813 [4592] MoraleMod=2
00000165 79.36589813 [4592] Electric torp wake removal - wamphyri=3
00000166 79.36589813 [4592] MightyFine Crew
00000167 79.36598969 [4592] Mod 1.2.1 Alt w beards=4
00000168 79.36598969 [4592] MCCD_1.03_MFCM_1.2.1_compatible=5
00000169 79.36598969 [4592] MFCM 1.2.1 OPTIONAL crash_dive workaround=6
00000170 79.36598969 [4592] Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz=7
00000171 79.36598969 [4592] DBSM_Music_1_0_4=8
00000172 79.36598969 [4592] Menu - Das Boot Underwater Theme=9
00000173 79.36598969 [4592] NoPac-Man=10
00000174 79.36598969 [4592] Stormys DBSM SH5 v1.3 Basemod=11
00000175 79.36598969 [4592] Stormys DBSM SH5 v1.3 optional NavMap babelling=12
00000176 79.36598969 [4592] Sobers talking conning crew mod=13
00000177 79.36598969 [4592] KarlKochs fix for Bearing Sound (German)=14
00000178 79.36598969 [4592] Grossdeutscher Rundfunk=15
00000179 79.36598969 [4592] Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy=16
00000180 79.36598969 [4592] Map Corrections=17
00000181 79.36598969 [4592] new_KM_binos=18
00000182 79.36598969 [4592] Shadow Improvement ModLR=19
00000183 79.36598969 [4592] SteelViking's Sky Banding Mod=20
00000184 79.36598969 [4592] My Keyboard Plan=21
00000185 79.36598969 [4592] Environment Sounds=22
00000186 79.36598969 [4592] Sub_Exhaust_1_0_5_byTheDarkWraith=23
00000187 79.36598969 [4592] Conus' Graphic Mod 1.0=24
00000188 79.36598969 [4592] Terrain_harbour_flags_Mod_v1_2_1=25
00000189 79.36598969 [4592] Zoom Scopes + Freecam=26
00000190 79.36598969 [4592] Equatool 01.00 - add-on - Coloured Simple Tools=27
00000191 79.36598969 [4592] Cerberus62 Historical Ship Equipment 1.3=28
00000192 79.36598969 [4592] Wooden_Lifeboats_Mod_1.1=29
00000193 79.36598969 [4592] No torp bubbles - fx mod compatable- wamphyri=30
00000194 79.36598969 [4592] Cerberus62 Additional Merchant Ships 1.0 (Part 1)=31
00000195 79.36598969 [4592] Cerberus62 Additional Merchant Ships 1.0 (Part 2)=32
00000196 79.36598969 [4592] Environment 5.0 MOD=33
00000197 79.36598969 [4592] SteelViking's Interior Mod V1.2=34
00000198 79.36598969 [4592] SH5-Pascal-uniforms=35
00000199 79.36598969 [4592] Patrol Routine Scripts v. 01.01 by AvM=36
00000200 79.36598969 [4592] Trevally Harbour & Kiel Canal Pilot v2.4=37
00000201 79.36598969 [4592] Trevally Automated Scripts v0.5=38
00000202 79.36598969 [4592] sobers ultimate base wave mechanics for SH5=39
00000203 79.36598969 [4592] Krauters Automated Scripts (v5_0_0 compatible)=40
00000204 79.36598969 [4592] Sub splashsound_1.0=41
00000205 79.36598969 [4592] TDC Graphics by Naights v1.0=42
00000206 79.36598969 [4592] sobers real trees=43
00000207 79.36598969 [4592] sobers & stoianm base fog mechanics V15 SH5=44
00000208 79.36598969 [4592] Sobers Smaller Water Drops=45
00000209 79.36598969 [4592] TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=46
00000210 79.36598969 [4592] OPEN HORIZONS II=47
00000211 79.36598969 [4592] FX_Update_0_0_18_ByTheDarkWraith=48
00000212 79.36598969 [4592] NewUIs_TDC_6_7_0_ByTheDarkWraith=49
00000213 79.36598969 [4592] Manos Scopes-patch for 8x5=50
00000214 79.36598969 [4592] NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator =51
00000215 79.36598969 [4592] NewUIs_TDC_6_7_0_ERM_Reaper7_NightVision=52
00000216 79.36598969 [4592] NewUIs_TDC_6_7_0_jimimadrids_map_tools=53
00000217 79.36598969 [4592] NewUIs_TDC_6_7_0_New_radio_messages_German=54
00000218 79.36598969 [4592] NewUIs_TDC_6_7_0_WWIIInterface_by_naights=55
00000219 79.36598969 [4592] EQuaTool 01.01 by AvM - Kriegsmarine Woody Light Style=56
00000220 79.36598969 [4592] IRAI_1_0_0_ByTheDarkWraith=57
00000221 79.36598969 [4592] Kriegsmarine Grid Map for MO and TDW UIs by stoianm=58
00000222 79.36598969 [4592] SubFlags_0_0_8_byTheDarkWraith=59
00000223 79.36598969 [4592] A Fistful of Emblems v1.51=60
00000224 79.36598969 [4592] A Fistful of Emblems v1.51 (Weathered)=61
00000225 79.36598969 [4592] Equipment_Upgrades_Fix_1_0_byTheBeast=62
00000226 79.36598969 [4592] Equip_Upgrades_AFFOE=63
00000227 79.36598969 [4592] stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast=64
00000228 79.36598969 [4592] SH5Lifeboats_2.0=65
00000229 79.36598969 [4592] IO_StrategicMap_4_3_for_TDWv651&MO=66
00000230 79.36598969 [4592] IO_ShapeTextures_NO_mod=67
00000231 79.36598969 [4592] SteelViking's Bunker Fixes V1.0=68
00000232 79.36598969 [4592] SteelViking's Interior Mod V1.2.1 Patch=69
00000233 79.36598969 [4592] NOZAURIO'S SKIN (Standard No Emblem) v-1.0.0=70
00000234 79.36598969 [4592] KZS Hull wetness for U-Boats + co tower and deck=71
00000235 79.36598969 [4592] R.E.M_by_Xrundel_TheBeast_1.2=72
00000236 79.36598969 [4592] IRAI_AI_testing=73
00000237 79.36598969 [4592]
00000238 80.01106262 [4592] TDWSound constructor
00000239 80.02563477 [4592] TDWRadioMessages constructor
00000240 80.02648926 [4592] Loading all WWII ship names
00000241 80.06352997 [4592] TDWSoan constructor
00000242 80.08338165 [4592] Retrieving all countries and their equivalent names from SOANNames.cfg
00000243 80.08347321 [4592] # countries in SOANNames.cfg=61
00000244 80.08351135 [4592] Retrieving all categories and their equivalent names from SOANNames.cfg
00000245 80.08355713 [4592] # of new categories in SOANNames.cfg=6
00000246 80.08406830 [4592] Retrieving all countries and their equivalent names from Names.cfg
00000247 80.08415985 [4592] # countries in Names.cfg=55
00000248 80.08428192 [4592] Adding countries from Names.cfg not found in SOANNames.cfg to database
00000249 103.07948303 [4592] TDWSoan Initialize
00000250 103.08956146 [4592] TheDarkWraithUserOptions InitializeVariables
00000251 103.09286499 [4592] TDWMouse constructor
00000252 103.43095398 [4592] Page main InitializeScript
00000253 103.66158295 [4592] Menu InitializeScript
00000254 107.57449341 [4592] CTrackTag::Flush(): Could not send tag!
00000255 259.88479614 [4592] SenviromentMgr::Serialize
and current mod loadout; the debug was done both with and without Imported Ship Pack V1.1 active but same crash- this log is 'without'
Accurate German Flags
MoraleMod
Electric torp wake removal - wamphyri
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.03_MFCM_1.2.1_compatible
MFCM 1.2.1 OPTIONAL crash_dive workaround
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
DBSM_Music_1_0_4
Menu - Das Boot Underwater Theme
NoPac-Man
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional NavMap babelling
Sobers talking conning crew mod
KarlKochs fix for Bearing Sound (German)
Grossdeutscher Rundfunk
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Map Corrections
new_KM_binos
Shadow Improvement ModLR
SteelViking's Sky Banding Mod
My Keyboard Plan
Environment Sounds
Sub_Exhaust_1_0_5_byTheDarkWraith
Conus' Graphic Mod 1.0
Terrain_harbour_flags_Mod_v1_2_1
Zoom Scopes + Freecam
Equatool 01.00 - add-on - Coloured Simple Tools
Cerberus62 Historical Ship Equipment 1.3
Wooden_Lifeboats_Mod_1.1
No torp bubbles - fx mod compatable- wamphyri
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Environment 5.0 MOD
SteelViking's Interior Mod V1.2
SH5-Pascal-uniforms
Patrol Routine Scripts v. 01.01 by AvM
Trevally Harbour & Kiel Canal Pilot v2.4
Trevally Automated Scripts v0.5
sobers ultimate base wave mechanics for SH5
Krauters Automated Scripts (v5_0_0 compatible)
Sub splashsound_1.0
TDC Graphics by Naights v1.0
sobers real trees
sobers & stoianm base fog mechanics V15 SH5
Sobers Smaller Water Drops
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II
FX_Update_0_0_18_ByTheDarkWraith
NewUIs_TDC_6_7_0_ByTheDarkWraith
Manos Scopes-patch for 8x5
NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_7_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_7_0_jimimadrids_map_tools
NewUIs_TDC_6_7_0_New_radio_messages_German
NewUIs_TDC_6_7_0_WWIIInterface_by_naights
EQuaTool 01.01 by AvM - Kriegsmarine Woody Light Style
IRAI_1_0_0_ByTheDarkWraith
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
SubFlags_0_0_8_byTheDarkWraith
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Equipment_Upgrades_Fix_1_0_byTheBeast
Equip_Upgrades_AFFOE
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
SH5Lifeboats_2.0
IO_StrategicMap_4_3_for_TDWv651&MO
IO_ShapeTextures_NO_mod
SteelViking's Bunker Fixes V1.0
SteelViking's Interior Mod V1.2.1 Patch
NOZAURIO'S SKIN (Standard No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck
R.E.M_by_Xrundel_TheBeast_1.2
IRAI_AI_testing
if you can see anything superfluous here please tell me; there's probably stuff that is conflicting without the crash problem..
I have tried PM-ing the user option file contents but it's too big to paste, can I upload it as a file? I cannot see an option to do that...
Thanks in advance
TheDarkWraith
08-08-11, 07:47 AM
@ TDW, I'm having the Silent Hunter V has stopped working thing, here's the debug output:
What does it say is the faulting module when it tells you Silent Hunter V has stopped working? When you are starting the new campaign and the campaign selection screen is shown are you using silentotto? If so, which campaign are you choosing? If not, are you skipping the tutorial mission or doing it?
You are missing an entry that should always appear when the campaign selection screen is shown:
[3052] Start Campaign Screen
this entry always appear right after [3052] Menu InitializeScript when starting a new campaign
Kentrat
08-08-11, 08:30 AM
Thanks for getting back to me TDW, I am loading my ongoing campaign, not starting a fresh one; I did try loading a single mission and that seemed to fire up ok, so it seems to be when starting a saved game... will try again and see what the message that comes up says....
Thanks again
Kentrat
08-08-11, 09:03 AM
Back again TDW, I have successfully started new campaigns both with and without silentotto and here's the entry you mentioned:
00000253 69.33457947 [1908] TDWMouse constructor
00000254 69.66361237 [1908] Page main InitializeScript
00000255 69.82371521 [1908] Menu InitializeScript
00000256 156.88265991 [1908] Start Campaign Screen
00000257 170.72637939 [1908] CTrackTag::Flush(): Could not send tag!
00000258 492.44424438 [1908] Page event camera InitializeScript
00000259 492.97311401 [1908] Page layout InitializeScript
so the problem is specifically loading previous saves; I reloaded my previous profile with 6_6_0 and they work with that; I also created a 6_7_0 test profile with exactly the same loadout/order and no joy loading the saves so it does seem to be a 6_7_0 change that is the issue.....
I used the migrater and copied my custom menu.txt with latest changes copied from yours.
Perplexing as I have migrated successfully from older editions
TheDarkWraith
08-08-11, 09:51 AM
Back again TDW, I have successfully started new campaigns both with and without silentotto and here's the entry you mentioned:
00000253 69.33457947 [1908] TDWMouse constructor
00000254 69.66361237 [1908] Page main InitializeScript
00000255 69.82371521 [1908] Menu InitializeScript
00000256 156.88265991 [1908] Start Campaign Screen
00000257 170.72637939 [1908] CTrackTag::Flush(): Could not send tag!
00000258 492.44424438 [1908] Page event camera InitializeScript
00000259 492.97311401 [1908] Page layout InitializeScript
so the problem is specifically loading previous saves; I reloaded my previous profile with 6_6_0 and they work with that; I also created a 6_7_0 test profile with exactly the same loadout/order and no joy loading the saves so it does seem to be a 6_7_0 change that is the issue.....
I think it's because of the snorkel. This is a new item added to the sub and thus isn't found in the old saves. Try editing the sub's .sns file and commenting out the O04 entry (comment out the entire thing). You might also have to remove the \data\Objects\Sensors\Uboat_Sensors.GR2, .sim, and .fx files from the mod.
Kentrat
08-08-11, 10:17 AM
Thanks TDW you are a star! I commented out the snorkel entry in the 7a and the saves now load again;
If i just edit the 7a hopefully when I trade up to the 7b or 7c I will then be able to snorkel properly - what do you think?
Then I will re-edit the .sns to reactivate the snorkel for future careers- does that make good sense?
Just wondering if there are any mods I can eliminate from the loadout in my earlier post and if the order is correct-do you see any that are superfluous?
Cheers again!
TheDarkWraith
08-08-11, 11:02 AM
Thanks TDW you are a star! I commented out the snorkel entry in the 7a and the saves now load again;
If i just edit the 7a hopefully when I trade up to the 7b or 7c I will then be able to snorkel properly - what do you think?
Then I will re-edit the .sns to reactivate the snorkel for future careers- does that make good sense?
I think you have a solid plan that should work :up:
@ Kentrat
Looking at your mod list, I see you use the newest UI 6.7.0. The Trevally Automation mods in your list, however, are old, and especially the Harbour pilot mod must be newest version 2.8 in order to work right with UI 6.7.0. I had the previous version 2.6, and with the old pilot my boat rammed the quay all the time. Changes in UI 6.7.0 require use of Trevally's new version.
Latest version for Trevally Auto Scripts is 0.6.
I have been using the journal alot. I open my journal file with the journal editor and its not the same text as the ingame journal. The editor adds all the commands to it. Is there a way to get my editor journal to look like the ingame journal? Also is there away to get journal to text file for printing or copying? I have a feeling I might need to press one the buttons on bottem right of journal. Not sure which one.
My in game journal
http://www6.picfront.org/picture/R22PgoxGV7h/thb/j1.jpg (http://www.picfront.org/d/8j5d)
Editor Jorunal
http://www6.picfront.org/picture/97Y8ToX1vR/thb/j2.jpg (http://www.picfront.org/d/8j5c)
[SJ]nailz
08-08-11, 05:54 PM
I had a problem getting the latest version to work, it was all enabled in JSGME, but not working in game...
The way you packaged the mod, within the new_ui_tdw there is another folder called mods, which contains another folder called the same as the top level, I cut and pasted all these up one level, and then deleted the empty mods folder and it worked...
hotlead
08-08-11, 06:24 PM
! C:\Users\\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith .7z: Cannot open NewUIs_TDC_6_7_0_ByTheDarkWraith\Dials\Any\Metric\ Church's Compass Dials Mod v2.1\Church's Compass Dials Mod v2.1 - Option Four (Dark Comp. Light Rud)\documents\Church's Compass Dials Mod v2.1 Graphic.jpg
! C:\Users\\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith .7z: Cannot open NewUIs_TDC_6_7_0_ByTheDarkWraith\Dials\Any\Metric\ Church's Compass Dials Mod v2.1\Church's Compass Dials Mod v2.1 - Option Four (Dark Comp. Light Rud)\documents\Church's Compass Dials Mod v2.1 Read Me.txt
! C:\Users\\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith .7z: Cannot open NewUIs_TDC_6_7_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _7_0_Scopes (do not enable - read)\Manos scope mod\Manos Scopes-Optional-Black BackGround\data\Menu\Skins\German\Gui\Layout\Peris cope_Mask_1024_SH5.dds
! C:\Users\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith. 7z: Cannot open NewUIs_TDC_6_7_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _7_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
! C:\Users\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith. 7z: Error - operation failed
Ive installed this but have no ship recognition manual?
Did i miss something?
! C:\Users\\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith .7z: Cannot open NewUIs_TDC_6_7_0_ByTheDarkWraith\Dials\Any\Metric\ Church's Compass Dials Mod v2.1\Church's Compass Dials Mod v2.1 - Option Four (Dark Comp. Light Rud)\documents\Church's Compass Dials Mod v2.1 Graphic.jpg
! C:\Users\\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith .7z: Cannot open NewUIs_TDC_6_7_0_ByTheDarkWraith\Dials\Any\Metric\ Church's Compass Dials Mod v2.1\Church's Compass Dials Mod v2.1 - Option Four (Dark Comp. Light Rud)\documents\Church's Compass Dials Mod v2.1 Read Me.txt
! C:\Users\\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith .7z: Cannot open NewUIs_TDC_6_7_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _7_0_Scopes (do not enable - read)\Manos scope mod\Manos Scopes-Optional-Black BackGround\data\Menu\Skins\German\Gui\Layout\Peris cope_Mask_1024_SH5.dds
! C:\Users\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith. 7z: Cannot open NewUIs_TDC_6_7_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _7_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
! C:\Users\Downloads\NewUIs_TDC_6_7_0_TheDarkWraith. 7z: Error - operation failed
Is this the error you get when unziping? I had some errors like that with winrar but its just winrar does not open "unzip" dss files. Just click on close. Everything will work fine
Ive installed this but have no ship recognition manual?
Did i miss something?
Ya something went wrong there Squid. Whats your mod list? Make sure window tree is somethign like this
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_ByTheDarkWraith\data
and not
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_ByTheDarkWraith\NewUIs_TDC _6_7_0_ByTheDarkWraith\MODS\NewUIs_TDC_6_7_0_ByThe DarkWraith\data
I did that once :oops:
Thanks for the reply Mia389,
I double checked and the install paths are correct. I get everything else except the ship recognition book (all the other pullouts etc) and obviously the new gui.
here is my mods list.
Thanks again
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Grossdeutscher Rundfunk
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
SH5Lifeboats_2.0
German U-Boat Crew Language Pack
IRAI_0_0_30_ByTheDarkWraith
Compatible Conus00's Graphic Mod+SV's work
Dark_Interior_V1
MightyFine Crew Mod 1.2.1 Alt w beards
DBSM_Music_1_0_4
Enhanced FunelSmoke_by HanSolo78
Old Style Explosions V1.1
DBSM_Speech_1_0_4
Open Horizons II Light
OH II and Light Campaign Radio Messages v3
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Sub_Exhaust_1_0_5_byTheDarkWraith
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
FX_Update_0_0_18_ByTheDarkWraith
NewUIs_TDC_6_7_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
Real_Sink_0_0_16_2
NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_7_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_7_0_New_radio_messages_German
TheDarkWraith
08-08-11, 09:14 PM
I have been using the journal alot. I open my journal file with the journal editor and its not the same text as the ingame journal. The editor adds all the commands to it. Is there a way to get my editor journal to look like the ingame journal? Also is there away to get journal to text file for printing or copying? I have a feeling I might need to press one the buttons on bottem right of journal. Not sure which one.
My in game journal
http://www6.picfront.org/picture/R22PgoxGV7h/thb/j1.jpg (http://www.picfront.org/d/8j5d)
Editor Jorunal
http://www6.picfront.org/picture/97Y8ToX1vR/thb/j2.jpg (http://www.picfront.org/d/8j5c)
The reason the journal looks different in the app vice ingame is because the game can emit 'silent' entries. These silent entries do not appear in the ingame journal but are displayed in the app. You can make any entry silent or unsilent by using the app.
Good ideas! I'll update the app tomorrow as I'm flying airport to airport :up:
TheDarkWraith
08-08-11, 09:17 PM
Thanks for the reply Mia389,
I double checked and the install paths are correct. I get everything else except the ship recognition book (all the other pullouts etc) and obviously the new gui.
If by ship recognition book you mean SOAN then you have to click the charts icon in the top right lower bar. Then drag SOAN out from the upper left side of screen. If you're talking about the other ship recognition (stock one) you have to go to a scope view first and then click on the XO picture.
Thanks TDW, yes i do mean SOAN.
I click the "show charts" button on the upper right menu, and see the tags for the flags chart, and torpedo times etc, as well as the shipping chart, but no SOAN?
TheDarkWraith
08-08-11, 09:25 PM
Thanks TDW, yes i do mean SOAN.
I click the "show charts" button on the upper right menu, and see the tags for the flags chart, and torpedo times etc, as well as the shipping chart, but no SOAN?
delete the \Silent Hunter 5\Pagelayout_Draggables.TDW file. Restart game :up: Sounds like you changed screen res or something and the draggable positions need to be reset.
Outstanding, that fixed it, many thanks :yeah:
The reason the journal looks different in the app vice ingame is because the game can emit 'silent' entries. These silent entries do not appear in the ingame journal but are displayed in the app. You can make any entry silent or unsilent by using the app.
Good ideas! I'll update the app tomorrow as I'm flying airport to airport :up:
Great! My idea was to make a post called The diary of U389 and update the post with diary logs and pictures everytime I play. Kindof like an online diary that all can see. When I went to the journal editor to get my entries I was surprised to see much more lol.
I love the way I can hide all the commands in the journal as seen in my first picture. Now its a real journal! Another way to add immersion to the sim:up:
Torpedo
08-09-11, 02:54 AM
TDW, I have this problem when I'am in the bunker:
http://i728.photobucket.com/albums/ww281/Torpedo_01/problems.jpg
I've tried whitout applied mods but only NewUIs_TDC_6_7_0_ByTheDarkWraith with JSGME.
The previous version that I've tried was 6.5.1 without problems so all the previous versions.
I have never used the journal in the previous missions.
Torpedo
Kentrat
08-09-11, 03:25 AM
Thanks Uffe, now updated - in such a Modsoup there was bound to be a couple of old mushrooms :haha::haha:
TDW, I have this problem when I'am in the bunker:
http://i728.photobucket.com/albums/ww281/Torpedo_01/problems.jpg
I've tried whitout applied mods but only NewUIs_TDC_6_7_0_ByTheDarkWraith with JSGME.
The previous version that I've tried was 6.5.1 without problems so all the previous versions.
I have never used the journal in the previous missions.
Torpedo
I have had that one before. Its your user tdwuseroptions file causing that one. Try to use the default one that came with download.
Torpedo
08-09-11, 10:56 AM
Thanks mia!!!
The cause of all is a false instead of False in the tdwuseroptions file.
Torpedo
You dont even need to touch that file anymore. TDW has an easy to use tool in the applications folder that will migrate your old settings into your new UI. I have a save of my options on my desktop I use when updating UI. Then I can just migrate it when a new one comes out. Its found here
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_ByTheDarkWraith\data\Appli cations\Options Migrater
Of course sometime there is new options that get added to an update
hotlead
08-09-11, 03:42 PM
Do you have to enable this in port? The old one is working fine but the new one isnt working for me for some reason.
hotlead
08-09-11, 03:49 PM
Nevermind i fixed it, I dont know why he zipped it double tree, I didnt catch it at first:
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_ByTheDarkWraith\NewUIs_TDC _6_7_0_ByTheDarkWraith\MODS\NewUIs_TDC_6_7_0_ByThe DarkWraith\data
It should be:
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_ByTheDarkWraith\data
[SJ]nailz
08-10-11, 09:05 AM
I maybe get this message every other patrol...
ERROR REPLACING RADIO CONTACT REPORT'S ACTUAL SPEED
http://i229.photobucket.com/albums/ee313/SJ_niall_UK/SH5-ERRCAS.jpg
0rpheus
08-10-11, 10:27 AM
nailz;1724969']I maybe get this message every other patrol...
ERROR REPLACING RADIO CONTACT REPORT'S ACTUAL SPEED
http://i229.photobucket.com/albums/ee313/SJ_niall_UK/SH5-ERRCAS.jpg
Same here, though I'm not sure if it's the UI mod or the Radio Messages mod causing it... my guess is radio messages.
[SJ]nailz
08-10-11, 10:57 AM
Same here, though I'm not sure if it's the UI mod or the Radio Messages mod causing it... my guess is radio messages.
I only have the UI mod, though obviously it has it's own radio mod...
Trevally.
08-10-11, 11:57 AM
That error is from the Ui mod.
TDW is looking for someone to run debug and sent to him when it happens.
0rpheus
08-10-11, 12:04 PM
That error is from the Ui mod.
TDW is looking for someone to run debug and sent to him when it happens.
Ah, I'll do that tonight then, I run dbgview most of the time anyway to see if I can catch the CTDs ;)
Trevally.
08-10-11, 12:07 PM
Ah, I'll do that tonight then, I run dbgview most of the time anyway to see if I can catch the CTDs ;)
:up:
fromhell
08-10-11, 05:37 PM
i cant get the three dials up when installing mod, would someone please explain in plain language how to install mod, i am a little thick!:yawn:
Captain Can
08-10-11, 05:55 PM
i cant get the three dials up when installing mod, would someone please explain in plain language how to install mod, i am a little thick!:yawn:
first disable the mod via JGME. then if you want your UI like SH3 or SH4 style you have to go to your game folder-mods for example;
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_x_x_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithUserOptions.py and open this file with your notepad.then at the top you will find the code;
"set below to either SH3Style , SH4Style, or SH5Enhanced
UIStyle = SH5Enhanced"
for SH3 style UI you must write UIStyle = SH3Style (good old 3 dials is this one)
for SH4 style UI you must write UIStyle = SH4Style
renable your mode and its ready!hope this helps!
if you dont have any idea how to install modes, simply go here (http://www.subsim.com/radioroom/showpost.php?p=1629507&postcount=26) & watch.
fromhell
08-10-11, 06:38 PM
done what you said and put in dials, but game now ctd. only muliple uis running in jsgme. help please and thankyou
0rpheus
08-10-11, 11:12 PM
nailz;1724969']I maybe get this message every other patrol...
ERROR REPLACING RADIO CONTACT REPORT'S ACTUAL SPEED
http://i229.photobucket.com/albums/ee313/SJ_niall_UK/SH5-ERRCAS.jpg
That error is from the Ui mod.
TDW is looking for someone to run debug and sent to him when it happens.
Ok here's the debug .log text file from my earlier game, that error came up at least once. Hope it helps!
http://www.mediafire.com/?f3udd0x48idne8p
fromhell
08-11-11, 06:42 AM
please someone help, constant ctd when trying to load this mod. have disabled all other mods except this one, still ctd?:oops:
Meldric
08-11-11, 09:12 AM
Hi!
Sorry if I missed this, but I did not see any info if it is possible to disable the Snorkel with an option. I am using 6.7.0 now and I have the snorkel also in a VII A...
I know that the snorkel is good to have and it adds to gameplay... still it disturbs me a bit on my bridge because it actually does not really belong there... So would it be an option to take the snorkel in until invisible if not in use? I do not really like to cut through the textures of the snorkel on the bridge while using my binoculars...
Just a remark...
And something I found out:
The buttons to the left where I can trigger for example periscope depth or snorkel depth...
Now with 6.7.0 if I order snorkel depth the sound plays all right but the boat is actually only starting to move after I clicked a second time (although I am not sure if that was introduced with 6.7.0)... Anyone else had this?
Mel
Trevally.
08-11-11, 09:34 AM
please someone help, constant ctd when trying to load this mod. have disabled all other mods except this one, still ctd?:oops:
Check and see if your SH5 is at v1.2
You can see the version number at the top right of the main menu:up:
Trevally.
08-11-11, 09:55 AM
Hi!
Sorry if I missed this, but I did not see any info if it is possible to disable the Snorkel with an option. I am using 6.7.0 now and I have the snorkel also in a VII A...
I know that the snorkel is good to have and it adds to gameplay... still it disturbs me a bit on my bridge because it actually does not really belong there... So would it be an option to take the snorkel in until invisible if not in use? I do not really like to cut through the textures of the snorkel on the bridge while using my binoculars...
Just a remark...
And something I found out:
The buttons to the left where I can trigger for example periscope depth or snorkel depth...
Now with 6.7.0 if I order snorkel depth the sound plays all right but the boat is actually only starting to move after I clicked a second time (although I am not sure if that was introduced with 6.7.0)... Anyone else had this?
Mel
Read page 381:up:
Meldric
08-11-11, 09:58 AM
You mean:
1. To remove the snorkel I would need to edit files with the editor? No option for it somewhere? There is an option in the settings file actually, but it is in the "do not touch" section...
2. I could not find anything about the button on the left...
Silent Steel
08-11-11, 10:02 AM
please someone help, constant ctd when trying to load this mod. have disabled all other mods except this one, still ctd?:oops:
If you're not patched to 1.2 go to
C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
and run it to get updated. :up:
/
Trevally.
08-11-11, 10:03 AM
You mean:
1. To remove the snorkel I would need to edit files with the editor? No option for it somewhere?
2. I could not find anything about the button on the left...
1. Not that I know about:hmmm: Im sure TDW will add this to the options.py when he gets back.
2. This can happen from time to time. I have noticed it too. Not sure if TDW knows about it.
spearchucker
08-11-11, 01:07 PM
do we still need AirTorpedoes, DC Water disturbances, or U-boat Historical Specifications 1.7, after the release of the New UIs TDC_6_7_0 ?
sorry to have to ask but I am not sure whats included in this mod and what is not
thanks for any answers
fromhell
08-11-11, 01:08 PM
yes i am patched to 1.2, have a weird screen come up when game is loaded b4 picking which campaign to play then when selected game starts to load and ctd happens.
ive done everything correct i think with dials and still ctd.
help please:damn:
Stormfly
08-11-11, 02:08 PM
if you altered the options file, have a review on it or better use the original one again to check... things mess up very easy in that file :O:
do we still need AirTorpedoes, DC Water disturbances, or U-boat Historical Specifications 1.7, after the release of the New UIs TDC_6_7_0 ?
sorry to have to ask but I am not sure whats included in this mod and what is not
thanks for any answers
If your run MO you dont need U-boat Historical Specifications 1.7. TDW has his own version of it added to MO
If your run MO you dont need U-boat Historical Specifications 1.7. TDW has his own version of it added to MO
Small remark, Mia:03::
MO do not include the described versions of UHS and AirTorps. The parameters/features they fixing are partly included in TDW NewUI since ver.6.5.1-6.6.0. (in acc. to Stoianm and other contributors recommendations) So if U don't use this versions of TDW NewUI's or higher , AirTorps and UHS could be used (installed after MO but before NewUI).
As for 'TDW Water Disturbances' mod - it is not included in any versions of TDW NewUIs ( even the latest one), so if U like it U can use it by now with NewUi 6.7.0. also :salute:.
Opps, I meant UI not MO. Thanks for correcting me.
Some more notes about compatibility of Magnum Opus and NewUI v.6.7.0 while testing.
I've applied a small modlist (Antilag+MO patched to v.2+NewUi v.6.7.0 and Speech Recognition v.0.4.1) on the stock game patched to v.1.2. (after first save in the bunker) and received the following bugs :
1. When loading the saved file, starting the patrol the port infrastructure (cranes, pier, etc.) and even the bunker itself are often missing - the U-boat is leaving the lonely standing one shore bunker, that looks like the yacht-club:D, or the U-boat is 'parked' just at the shoreline without any bunker at all.
2. When teleporting to periscope the interface is visible but there is only the white screen instead view through the ocular.
3. When teleporting back to the bridge I find myself fixed just under the U-boat hull.
4. The TAI-map elements are disappearing suddenly without any operations with it.
The described 4 bugs are happens regularly, after appr. 5 trials of restarting the game they can disappear, but when loading next time happens again.
5. The 'Speech Recognition mod' doesn't work with MO+NewUi 6.7.0 applied, though everything in interface concerning this mod is functioning. Meanwhile if NewUI is applied without MO, Speech Recognition works perfect.
Installing/reinstalling the mods, starting game with admin/user rights, following TDW instructions and other recommendations do not play a trick.
So the conclusion I've made to myself is - the higher version of NewUi is used, than the less it is compatible with MO:DL. May be I've done something wrong, but I've tried lots of variants and couldn't reach the stable result.
Probably this info will help those guys having the same problems:salute:
Meldric
08-12-11, 02:56 AM
Hi!
Ok, thanks for the answers. I have another question, though.
I do not fully understand, how to apply the DeutschMod (which I really would like to use), but I have the feeling that this mod is much more about MO (I do not use MO) than NewUIs. I am not sure, if the DeutschMod would not install a lot of things for other mods that I do not even have installed and therefore would mess up my install...
In addition, the DeutschMod also includes AntiLag and new textures... I have tried to reduce this Mod to only contain the actual strings (that I would expect in there), but I failed because I do not know what most files are about...
Any hints?
Silent Steel
08-12-11, 03:17 AM
Hi!
Ok, thanks for the answers. I have another question, though.
I do not fully understand, how to apply the DeutschMod (which I really would like to use), but I have the feeling that this mod is much more about MO (I do not use MO) than NewUIs. I am not sure, if the DeutschMod would not install a lot of things for other mods that I do not even have installed and therefore would mess up my install...
In addition, the DeutschMod also includes AntiLag and new textures... I have tried to reduce this Mod to only contain the actual strings (that I would expect in there), but I failed because I do not know what most files are about...
Any hints?
Servus Meldric,
Du sagst 'DeutschMod' - welchen mod meinst Du?
Ehm, vielleicht sollte Ich auf englisch fortsetzen. Unsere Freunde hier im Forum finden ja englisch besser... Seltsam, ist es nicht ein Spiel mit deutschen U-Booten. :hmmm:
Well, speaking about mods in general I've found that modifying mods can be tricky.
Even if you activate a mod it shouldn't mess up your install. It could happen that it messes up your mods list but if you find that it really does just de-activate it.
It shouldn do any harm just to try it out.
//
Echolot
08-12-11, 03:57 AM
Hello Meldric.
The Deutschmod doesn't work with 6.7.0 at the moment. A new version will be out in the next few days, it's in test currently. 0.9.3 works with 6.6.0 only.
Regards.
Echol:ping:t.
Meldric
08-12-11, 04:32 AM
Hi!
Ja, ich hätte wohl auch im deutschen Forum schreiben können, aber ich habs hier reingestellt, weil TDW diesen Mod auf der ersten Seite dieses Threads verlinkt hat:
Ruby2000's DeutschMod: http://forums-de.ubi.com/eve/forums/...309#5131074309 (http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309)
Anscheinend ist da aber, wie gesagt, viel mehr drin als für newUIs gebraucht wird.
---
I referred to the patch mentioned in post #1. I have the feeling that there are a lot more things in it than needed for only translate newUIs to german language.
Silent Steel
08-12-11, 04:54 AM
Hello Meldric.
The Deutschmod doesn't work with 6.7.0 at the moment. A new version will be out in the next few days, it's in test currently. 0.9.3 works with 6.6.0 only.
Regards.
Echol:ping:t.
Super! Ich dachte Ich was Falsches getan hatte
Danke :up:
602Sqn_Puff
08-12-11, 02:58 PM
Fantastic mod..but I'm another one that would like to get rid of the snorkel on the boat....is there anyway I can do this??
mr.artur_96
08-12-11, 03:16 PM
Fantastic mod..but I'm another one that would like to get rid of the snorkel on the boat....is there anyway I can do this??
Yup. I have the same question. :06:
THE_MASK
08-12-11, 03:30 PM
Actually for gameplay purposes , if the snorkel was half the size it is now .
I think TDW has been gone the last few days. I am using his new UI but I dont have the snorkel because I am using the extra crew mod. Short term solution but it does work. I didnt have any problems loading up a saved gave either. I am sure when TDW gets back he will a solution or extra mod to get rid of the snorkel. For now use this mod and it will get rid of your snorkel. Its a short term solution.
http://www.subsim.com/radioroom/showthread.php?t=186373
readyred
08-12-11, 05:11 PM
NewUIs with TDC for SH5 by TheDarkWraith
version 6.7.0
YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!
COPYRIGHT NOTICE:
The code changes made to the .py files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The code changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.
To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_6_7_0_ByTheDarkWraith' via JSGME FIRST then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)
NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my UIs thread. If the automatic mast height function isn't working correctly please start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)
This mod will bring the several new UIs to SH5. Currently the list of UIs are:
- SH3 style
- SH4 style
- SH5 Enhanced
SH3 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- Officer shortcut bar with commands for officers.
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.
SH4 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.
SH5 Enhanced UI consists of:
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Heading bar integrated into the speed bar. Clicking the heading bar readout will reveal a heading/rudder dial. The dial is switchable from heading mode to rudder mode by clicking on the button under the dial. Clicking on the heading bar readout again will hide the dial (it retains the mode it was in when revealed again). Mousing into the heading bar readout and pressing the appropriate keys will set the ordered heading. You can press and hold the appropriate keys to keep changing the ordered heading. The appropriate keys (and all options) can be changed by editing \MODS\NewUIs_TDC_6_7_0_TheDarkWraith\data\Scripts\ Menu\TheDarkWraithUserOptions.py). Mousing out of the heading bar readout with a new ordered heading will cause this ordered heading to take effect. The dial can also be used to set the ordered heading / rudder angle. A tooltip has been integrated to be shown when you mouse into the heading bar readout. It will either display the current heading or if you have requested a new ordered heading the current ordered heading. Once within 5 degrees of the ordered heading the tooltip will start to display the current heading. The heading/rudder dial can also be cycled on/off using a hotkey. The state of the dial (rudder or heading) can be switched via hotkey also.
- Officer shortcut bar with commands for officers.
- optional integrated levels that gives the user Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.
Common to all UIs:
- Option to enable heading display in Binocular view
- Added skwasjer's digital clock to top right
For those UIs that utilize the familiar 3 dials:
- The dials have two states.
- The first dial has the states of: engine order telegraph and speed.
- The second dial has states of heading and rudder angle (though angle displayed on dial doesn't match rudder deflection currently. Still sorting that out).
- The third dial has states of shallow depth and deep depth.
- To change states simply click on the button below the dial.
- The dials will expand when the mouse is inside them and they will contract when mouse is outside them (like zoom in/out). Individual zoom levels can be set for throttle, speed, heading, rudder, depth260, and depth25.
- User can lock out each individual dial (and each state of the dial) from zooming.
- The animation rate of the dials expanding/contracting can also be changed.
- The dials can be customized by using a different .dds file. See the readme.txt file in \Dials.
For those UIs that utilize the TDC:
- There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC
- All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed).
- Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI.
- spread angle only just adds the spread angle dial to the TDC
- No TDC removes the TDC from the mod.
- The TDC interfaces have been included on the obs periscope, attack periscope, and UZO. User has option to disable TDC on each station mentioned.
There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC. All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed). Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI. Spread angle only just adds the spread angle dial to the TDC. No TDC removes the TDC from the mod. The TDC interfaces have been included on the obs periscope, attack periscope, and UZO.
xxx = Attack, Obs, or UZO
To install All dials (for each scope):
In the options file set: xxxTDCMode = TDCAllDials
To install minimal dials (for each scope):
In the options file set: xxxTDCMode = TDCMinimalDials
To install spread angle only dial (for each scope):
In the options file set: xxxTDCMode = TDCSpreadAngle
To install No TDC (for each scope):
In the options file set: xxxTDCMode = NOTDCDials
All user configurable settings can be found in the file '\MODS\NewUIs_TDC_6_7_0_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'. NOTE: When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game!
********** NOTE: ***********
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following is set like the below in your \Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes
This mod also saves and restores position information of certain draggable items. Those draggable items that do not have dragging enabled via the options file will not be updated at game start - they will default to their default position information. The draggable items are:
- Officers
- SH5 Enhanced mode heading/rudder dial
- Clock
- XO TDC Dialog box
- Otto's integrated Chalkboard mod
- Messagebox
- Gramophone
- Radio
- Enhanced Recognition Manual add-on mod
The position information is stored in a file for each page. The files are located in your SH5 install path (...\Silent Hunter 5). The files are named as follows: pagex_Draggables.TDW. The information in the files is stored in binary form and can be viewed using a hex editor if one wishes. To erase all stored position information simply delete the pagex_Draggables.TDW files. Upon restart of the game new files will be created and the items will be at their stock default location.
NOTE: if you are having trouble with items not repositioning or the likes it is probably because Windows is enforcing a privilege level on the game. Simply start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)
Automation has been added to this mod. Automation is exactly as it sounds - the automatic carrying out of orders defined by the user via scripts. All available commands are defined in \data\Automation\TDW_Automation.txt (this file can be opened with Notepad).
A BIG thanks to maerean_m for information and assistance he gave in helping me make the TDC come to life for the obs periscope, attack periscope, and UZO. Thanks again!!
The default text is English. There is a new folder called '\Text'. In it you will find folders of all the different languages I have for the mod. Navigate to you language and then copy the menu.txt file and paste in '\MODS\NewUIs_TDC_6_7_0_TheDarkWraith\data\Menu'. Then copy the 'MODS' folder to your '\Ubisoft\SilentHunter5\' folder (this assumes that you setup JSGME to use the MODS folder as default). Enable via JSGME.
The Attack Disc has been added to the mod. You can find documentation for it in \Documentation\Attack_Disc_Handbook.pdf
Current languages supported by this are:
English
German
French
Polish
Spanish
Russian
Italian
Swedish (contact SilentSteel for questions regarding this language)
Chinese (done by kys2000)
I urge you to play the game with the enhanced SH5 UI. I prefer this UI to even the SH3 UI (familiar 3 dials). I still haven't gotten around to fixing the problems with the SH4 UI command bar yet.
Manos scope mod is the default scope mod installed in this mod. Default aspect ratio is 4:3
NOTE: The default RAOBF graticules for the scopes are calibrated for the attack, obs, and UZO. Calibrations are:
attack - 1x and 6x
obs - 1x and 6x
UZO - 7x
If you are using a mod that changes the zoom levels of these scopes (i.e. Arclight's periscope mod) then you'll need a patch to change the graticules to the correct 'value'.
NOTE: Teleporting is not perfect! If you find yourself 'outside' of the sub press shift+U to get back inside. Hopefully you never find yourself in this situation.....
See the included documentation for more information about the mod (\data\Documentation)
Change log (see the included documentation for complete change log):
v6.0.0 - disabled Navigator's ability to calculate position celestially when at Battlestations
- added a new Automation command - Wait_for_time
- fixed bug of if submerged and Navigator was asked for a celestial fix nothing would happen. Now he will take a dead-reckoning fix if this happens (real navigation only)
- fixed bug of if conditions for a celestial fix weren't satisfied nothing would happen. Now a dead-reckoning fix will be called for if the conditions for a celestial fix aren't satisfied (real navigation only)
- added the ability to save supermarks and navigation fixes to the ship's journal
- some changes to the ship's journal save and import functions
- updated Ship's Journal Editor app with new changes
v6.1.0 - added radio messages to the game. The radio messages are located in \data\RadioMessages\language (where language = language to use - specified in options file!). Currently there is only one language and that is English.
- added a new user option that controls the language of the radio messages. Default value is English (RadioMessageLanguage)
- radio messages are available in historical missions and career. You can not save the radio messages when doing a historical mission. The radio messages will be automatically saved and restored with your career. New radio messages are signified by the radio messages icon in the top right lower bar flashing. When the radio messages UI is opened all new radio messages (and those that haven't been 'read') will be highlighted with a grey background. Click the radio message to acknowledge it and flag it as read thus removing the grey background. Now you have the option to delete the radio message by clicking delete.
v6.1.1 - changed how the mod processes hotkey presses
- fixed errors in the radio messages feature for users whose OS isn't set to en-us region/locale
- fixed error when trying to save radio messages in career at game end
v6.2.0 - fixed some errors in the radio messages
- added BDU asking you to report in and possibility of sending a contact report back when you send in a status report
- added support for enigma messages in the radio messages
- added a new user option that defines the maximum radius a contact can be from your sub to be considered for a contact report (contact must be less than this distance). Default value is 45000m (RadioMessagesContactReportMaxRadius)
- added a new user option that defines the minimum radius a contact can be from your sub to be considered for a contact report (contact must be greater than this distance). Default value is 15000m (RadioMessagesContactReportMinRadius)
- added a new user option that defines the chance that when you send a status report to BDU they will send a contact report back. Default value is 20 (meaning 20%). (RadioMessagesContactReportChance)
- added a new user option that defines whether travel mode is enabled at game start or not. Default value is enabled (True). (TravelModeEnabled)
- added a new Automation command - Set_travel_mode. When enabled it will activate travel mode.
- Radioman's 'Send patrol report' icon is now limited to use every 2 hours (i.e. if clicked you won't be able to click it again for another 2 hours)
- removed stock radio message display and replaced it with new radio message
- every radio message that comes 'in' from the new radio message feature will now also have an entry in the messagebox saying "New message received"
v6.2.1 - fixed python error that can sometimes occur when the mod generates a report to BDU radio message
- squelched stock 'Radio Message Received' and added my own for the new radio message feature (this prevents the immediate radio message received when sending a status report)
- added my own version of the radio message received message for the messagebox
- added a new user option that lets the user define the color and opacity of the supermarks (in RGBA format). Default value is 0xFFFFFFFF which is white with 100% opacity (SuperMarksColor)
- added a new user option that lets the user define the color and opacity of the navigation fixes (in RGBA format). Default value is 0xFFFFFFFF which is white with 100% opacity (NavFixesColor)
v6.3.0 - added filters to the scopes. The filter color and opacity is user-defined by clicking the HUD button on the torpedo box in the scopes
- added crosshair highlights to the scopes. The highlight color and opacity is user-defined by clicking the HUD button on the torpedo box in the scopes
- added ability to change RAOBF graticule color. This is done by clicking the HUD button on the torpedo box in the scopes and editing the entries for RAOBF
- swapped SO and RO icon graphics in main mod
- added longam's clock graphics to mod to replace stock clock/chrono
- updated lengths of many ships used in the game
- added a new user option that when enabled (True) sets TC to 1 on new radio message received. Default value is disabled (False) (TC1OnNewRadioMessage)
v6.3.1 - fixed bug of clicking X in new scope settings box (to close it) didn't uncheck 'HUD' button in associated scope's torpedo box
- fixed bug of any user option that set TC to some value when enabled could cause multiple radio messages of the same message to appear in the radio messages box
- fixed problem with 5:8 (standard) emtguf cameras.cam file (incorrect angular angle for the scopes)
- changed encoding of options file from ANSI to Unicode. When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game
v6.3.2 - fixed bug of not showing the highlighted mission for the selected tutorial when the main page's Historical Missions is clicked
- fixed bug of when scope filter or crosshair is enabled in the file it wasn't being enabled at game start (it would finally enable when you opened the scope settings box)
- fixed bug of celestial fix icon of Navigator's report not available when real navigation not enabled
- fixed bug of crash dive only working once and then locking out until game restart
v6.3.3 - fixed bug of not being able to move mission map when requesting new mission after returning from previous mission
- fixed bug of timers not working correctly after requesting new mission after returning from previous mission
- fixed some other errors dealing with campaign
- fixed bug of TAI map, heading bar, and messagebox not starting in expanded modes if set in user options in campaign mode
v6.3.4 - fixed bug of messagebox not remembering it's status (expanded or collapsed) when TC level causes it to change state
- added the ability for ships to send out radio messages when they have spotted a sub/periscope
- added the ability for ships to send out radio messages when they are destroyed/sinking
- added a new user option that specifies the maximum distance at which a ship can start looking for you for purposes of firing off a radio message. Default value is 8000m (RangeShipSendingSubSightedMessage)
- updated scope mods with information/files from Trevally and toniloCoyote
v6.3.5 - fixed bug of when essential controls scroll is enabled (True) and UIStyle is SH3Style or SH4Style the dials would remain visible until mousing into them when changing to another station, external cam, or another page
- fixed save/load bug of the ingame ship's journal
- updated Ship's Journal Editor application with changes from above
- added error handling code to attack,obs, and UZO scopes to catch possible error when calculating estimated torpedo impact time
- (SH5Enhanced style) fixed bug of tooltip missing in heading bar until user cycled heading bar from closed to expanded
- added a new user option that controls whether ship's radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformShipsRadioMessages)
- added a new user option that controls whether sub sighted radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformSubSightedMessages)
- added a new user option that controls whether BDU messages to your sub are displayed in the radio message box or not. Default value is enabled (True). (InformBDUMessages)
- added a new user option that controls whether unit destroyed radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformDestroyedMessages)
- added a new options box to the radio messages so that users can choose what type of radio messages they want to receive during their game
- radio messages of priority 0 that are to the player's sub are now colored medium red in their background when added to the radio message box
- added a new user option that defines the % chance that the radio operator will intercept radio messages. Default value is 50 (50%) (RadioMessagesInterceptChance)
- sub/periscope sighted radio messages are now influenced by time of day
v6.3.6 - fixed bug introduced when mast heights and ship lengths were updated (those whose mast height was updated would show incorrect mast height of 90.0)
v6.3.7 - fixed bug of track angle dial in way of FaT/LuT dials when those are enabled
- added new user option that specifies the number of times the radio messages icon in the top right lower bar flashes. Default value is -1 (indefinite) (RadioMessagesFlashTime)
- added new user option that specifies whether the radio messages feature is enabled or not. Default value is True (enabled) (RadioMessagesEnabled)
- made Makman94's 'Manos scope mod' the default scope mod of this mod. The default aspect ratio is 4:3. If you are not using 4:3 you need to install a patch from Manos available aspect ratios (\NewUIs_TDC_6_3_7_Scopes (do not enable - read)\Manos scope mod)
v6.4.0 - text can now be multi-colored in Automation's tutorial feature
- added naights's TDC dials to the mod as an option (found in \dials\naights)
- removed RAOBF from UZO
- (SH5Enhanced style) added a new user option that specifies whether the heading bar starts in hotkeys to set heading (False) or click to set heading mode (True). Default is hotkeys to set heading mode (False) (HeadingBarStartAdvanced)
- added a custom .dll made by me. This .dll allows sounds to be played that are not registered with Sh.sdl! Sounds are played with this .dll via code (and you can specify volume control for them also)
- converted some python code to .dlls
- added sounds to the radio messages
- added Scope offset to the scope settings box of each scope. This allows you to adjust the offset of the scope viewing hole
- (SH5Enhanced style) the heading/rudder dial's tooltip now shows the current heading
- adjusted \data\Cfg\Contacts.cfg 'precise' and 'imprecise' settings to make sonarman more talkative
- added ability to send mast height data from SOAN to TDC
- fixed culture/region formatting problems with SOAN's unit data
- (SH5Enhanced style) the heading bar is set using the mousewheel now. Keys cannot be used to set desired heading anymore
- the navigation map draggable compasses outer ring is set using the mousewheel now. Keys cannot be used anymore
- the navigation map draggable compasses are toggled between north up/south up by right mouse clicking near the center of them
- The XO TDC Dialog box's mast height value is now set using the mousewheel
- To show the officer's ability inspect page, first select the officer wanted by left clicking on them, then right mouse click on them
- the scope settings box's entries are set by using the mousewheel now. They are also updated in real-time so you can see changes as you scroll the mousewheel
- added destroyed marks to the navigation map. Anytime a vessel is destroyed a destroyed mark will be created for it. These destroyed marks are just like supermarks in functionality except that you can't reposition them. These destroyedmarks will be saved to the current ship's journal file.
- added a new user option that controls whether the destroyedmarks are visible at game start. Default value is True (enabled) (NavDisplayDestroyedMarks)
- added a new user option that controls the color of the destroyed marks. Default value is medium red (0xB00000FF). (DestroyedMarksColor)
- (Real navigation) If real navigation is enabled then the torpedo icons on the maps are removed. This further enhances realism.
- updated ShipsJournalViewer application with changes (addition of destroyedmarks to ship's journal file)
- changed SOAN's layout to style presented by Magnum in UIs thread
- added an 'additional info' page to SOAN for each unit
- (SH5Enhanced style) the draggable heading/rudder dial now has the ability to zoom when moused in. Default is set to zoom. It is intelligent and thus if in the zoomed state it finds itself off any screen border it will reposition itself so that it's fully onscreen.
- (SH5Enhanced style) added ability to define a Y offset for the heading/rudder dial when moused in. The offset can be a maximum of +- 100 pixels.
- fixed bug of when out of torpedoes and a ship is locked on an error would be thrown dealing with calculating torpedo impact time
- (SH5Enhanced style) fixed possible bug of mouse into and immediately mouse out of heading bar can cause heading changes
- In SOAN added ability to define bold in the additional info by wrapping the text with <b> and </b> tags
- In SOAN added ability to imbed images into the additional info text by using the <img> and </img> tags. You can imbed a maximum of 5 images in the text.
- fixed bug in TDWDraggables.dll that caused draggables not to be saved when the page's \Silent Hunter 5\x_draggables.TDW file was deleted to reset draggable positions
- fixed bug in Bdu radio messages throwing python error (was caused due to new .dll files)
- each radio message received now scales to the proper size to avoid unnecessary blank space between the radio messages
- added a new user option that controls whether torpedo autoloading is enabled at game start. Default value is True (Enabled) (TorpedoAutoloadingEnabled)
- RAOBF inner dial is now rotated by using the mousewheel. Press and hold Shift to rotate inner dial faster. This change allows you to rotate the RAOBF inner dial and not screw up your TDC AOB dial now.
- fixed bug of if user leaves SOAN open (cover was clicked) and drags SOAN off to the left side of the screen so that less than half is visible and exits game SOAN will not be visible when user restarts game.
- added two pencils to the geometric tools so that user can add navigation fixes (if real nav enabled) and supermarks to the navigation map when these are enabled via the user option MapToolsAsObjects = True
- added a new user option that defines the hotkey used to display the radio messages. Default settings: enabled (True) by default and the key associated with it is I. Shift is not required for it. (RadioMessagesHotKey)
- adjusted all menu.txt files so that user does not have to do so if they decide to implement my sh5.exe patch 2
- added Magnum's and Trevally's additional info (.ait) files for SOAN
v6.5.0 - added the ability to change the country names and category names used by SOAN. To change the values used edit the \data\Roster\Names.cfg file
- added a draggable tab to the left side of SOAN
- added updated version of Magnum's and Trevally's additional info files for SOAN
- changed depth at which the add-on mods dealing with no_hydrphone_on_surface allow hydrophone to start working as per Stoianm's recommendation
- added changes to Uboat_sensors.sim recommended by TheBeast for Anti-Sensor Coatings
- changed surfaced draught of subs according to recommendations by oscar19681
- added code to TDWMouse.dll to be able to handle left mouse button events
- changed navigator assist functions from polling to left mouse button click events
- changed timer for show crew abilities page when an officer is right clicked when selected (shows faster)
- added support for Speech Recognition. The speech recognition status (enabled/disabled) and current confidence level will be saved to \Silent Hunter 5\SpeechRecognition.TDW. This is a text file and can be opened with Notepad. This file is read at every game start. A UI was added for the Speech Recognition and can be viewed by clicking the microphone button in the top right bottom bar (only if skwasjer's speech recognition dll is found and \data\Scripts\Menu\Speech Recognition.py is found). Until MiTon releases v0.4 of his speech recognition mod you need to ensure his Speech Recognition mod is installed BEFORE this mod.
- changed how Attack Disc backside is controlled. It no longer uses keys but instead uses mousewheel for each part of the disc
- changed the u-boat .sim files to use many of the values found in UHS 1.7
- the user option InformSubSightedMessages default value has been changed from True to False
v6.5.1 - changed how all hotkeys are defined in the options file. They are now defined as follows in the options file: [ enabled, key, shift required, ctrl required, alt required, handled ]. enabled, shift required, ctrl required, alt required, and handled are all boolean (True/False) values. Setting handled to True will cause the keystroke to be 'eaten' and not passed onto anything else. With this new format for the hotkeys one can have multiple combinations for the hotkeys. i.e. shift+key, shift+alt+key, just key, etc. If the options file has None for one of the values it cannot be used and must stay as None.
- changed how checking of hotkey pressed is processed to allow the keypress to be passed onto many items (depending on how handled is set in the hotkey)
- fixed hardcoding of Latitude and Longitude directions (N, S, W, and E). They are now specified in Menu.txt file.
- added the ability to use existing text when editing a supermark, navigation fix, or destroyed mark. The key for this is defined in the options file. You can still edit the supermark, destroyed mark, or navigation fix the old way where the existing text is replaced with the new text if you want.
- fixed bug in Speech Recognition where if values are displayed non-American style (, used for decimal seperator instead of .) the value would be multiplied by 100 when changed or loaded from file
- fixed hardcoding of return value from TDWFileUtils.ExtractHotKey function
- fixed bug of Python error generated when sending contact report
- fixed bug of using mousewheel in speech rec settings box caused other mousewheel events to happen (binocular view, scope zoom, etc.)
- fixed bug of using mousewheel in scope settings box caused scope to zoom in/out depending on mousewheel movement
- if crash dive is clicked and crash dive TD is > 0 then a message will appear in messagebox from WO denoting prepare to crash dive
- fixed possible CTD when navigator assist is enabled and using stadimeter multiple times
- adjusted values for submarines draughts and drags to some values recommended by stoianm
- adjusted attack periscope max height from 8.5m to 7.0m
- added a new user option that allows ability to define station to teleport to when crash diving. Possible stations to teleport to are: "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed. Default value is "TelToRadar". If invalid station is specified then TelToRadar will be executed (CrashDiveTeleportToStation)
v6.6.0 - fixed bug of teleport hotkeys allowing you to teleport to UZO, DeckGun, and FlakGun when submerged
- added the Sub_Hyd_fix_SH5 mod to this one
- changed the radio message's option 'Inform ship radio messages' to 'Inform radio messages'. When enabled this will show all radio messages intercepted. When disabled no radio messages will be shown that were intercepted while this option is disabled.
- updated TDWRadioMessages.dll for support of upcoming campaign radio messages
- The event camera now saves its position at game end and restores its position at game start (it was already draggable in stock game)
- added debug output to .py files and .dlls to help in tracking down any CTDs or loading problems
- added 3 new buttons to ship's journal box. These new buttons control whether each new entry is written to ship's journal file, whether each new entry is shown in the ship's journal box, and whether each new entry is shown in the messagebox
- updated Ship's Journal Viewer app with new changes
- Fixed many errors in the ship's journal viewer app
- Fixed bug of when crash dive time delay > 0 and sub was underwater the time delay was activated. Now if sub is underwater no time delay is incurred.
- if crash dive initiated with non-watch crew on deck then watch crew is automatically ordered up
- if crash dive initiated with deck gun and/or flak guns in fire at will then hold fire will be ordered up
- fixed bug of if sub is submerged then fire at will was available for deck gun and flak guns. Now fire at will is disabled when submerged for both
- if sub submerges with deck gun or flak gun fire at will enabled then hold fire will be ordered up
- updated SOAN's country flags to be compatible with upcoming campaign update (updated with flags they have done)
- updated \data\Roster\Names.cfg to be compatible with upcoming campaign update
- added a new hotkey that controls the charts (and thus SOAN) visibility. Default key for this is 'E' (ChartsHotKey)
- SOAN now checks to see if the country for the unit exists in it's database. If not then the unknown flag (black flag with ? in middle) will be shown for it. If the country does exist in it's database but there is no flag for it then the unknown flag will be shown for it.
- added a new hotkey that controls the Ship's Journal visibility. Default key for this is 'Q' (ShipsJournalHotKey)
- when follow target is enabled a new orders bar for it appears. This new orders bar has one box - Follow target offset. By mousing into this box and scrolling the mousewheel you adjust the offset amount in 0.01 increments. This offset allows you to follow the target and place the crosshairs on a different part of the ship other than the center of it. Every time follow target is toggled follow target offset is reset to 0
- added a new hotkey that controls the incrementing of the follow selected target offset value. Default key is Shift+E (IncreaseFollowSelectedTargetOffsetHotKey)
- added a new hotkey that controls the decrementing of the follow selected target offset value. Default key is Shift+Q (DecreaseFollowSelectedTargetOffsetHotKey)
- changed how mod displays info to players (for errors/bugs/critical info). It no longer shows popup boxes but instead writes messages to debug output (use \data\Applications\DbgView to view messages)
- fixed bug in TDWDraggables.dll where the draggable items were not being saved to file when original file was deleted to reset all draggable positions
v6.7.0 - fixed bug in radio messages where if TC 1 on new radio message was enabled sound would sometimes not be played
- fixed bug of campaign radio messages sometimes not being read in at game start
- fixed some logic problems with the command buttons in the Automation page
- Added a new command button to Automation's commands: save started currently activated scripts. When pressed it will save the started currently activated scripts to file. Upon game start it will read this file and if any previously activated scripts are found it will automatically start them
- folder structure for radio message sounds changed so that mod can pick a random sound from available sounds in folders
- added a new user option that controls where the player teleports to when the dive button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (DiveTeleportToStation)
- added a new user option that controls where the player teleports to when the periscope depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (PeriscopeDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the snorkel depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SnorkelDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the emergency surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (EmergencySurfaceTeleportToStation)
- added a new user option that controls where the player teleports to when the surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SurfaceDepthTeleportToStation)
- Automation's Navigate_from_file command now let's you resume navigation from a close waypoint if waypoint_resume > 0. waypoint_resume is defined in the .SHN file as a new header
- Automation's Navigate_from_file command now let's you define bufferzones around the sub. These bufferzones are used to detect units. If a unit crosses a bufferzone then the command will take action based on settings in the .SHN file
- Automation's Navigate_from_file command now let's you specify the radius of the waypoints (precision and non-precision). When this radius is reached the next waypoint will be ordered up
- Radio messages updated to include columns for sound type to play and volume level of the sound to play. Currently applies only to regular radio messages (not campaign radio messages)
- Incorporated my Uboat_Snorkel mod into this one (all uboat's snorkels are enabled by default)
- Sub's snorkel depth changed to 14.0m from 10.0m
- added missing countries to \data\Roster\Names.cfg's [Countries] header brought to my attention by Ruby2000
- added a new user option that controls whether battery recharge mode is ordered up when the snorkel is raised (and conditions are right for snorkeling). Default value is True (enabled) (AutomaticallyOrderRechargeModeWhenSnorkeling)
- added a new user option that specifies the maximum speed allowed underwater when snorkel is raised. Default value is 10.0knots (GetMaxSpeedWhenSnorkelRaised)
- added lots of debug code for the torp doors to help catch the error that sometimes the torp door is disabled when it shouldn't be
- in order to avoid compatibility problems with those mods that modify the \data\Roster\Names.cfg I have created a new file, \data\Roster\SOANNames.cfg, that contains the headers for [Countries] and [SOANCategories]. I do not include the \data\Roster\Names.cfg file anymore with this mod. If there are countries defined in \data\Roster\Names.cfg that don't exist in \data\Roster\SOANNames.cfg then they will be added to the database the mod maintains for all the countries
- added an add-on mod that removes the exhaust smoke from the snorkel (NewUIs_TDC_6_7_0_No_Snorkel_Exhaust_Smoke)
TheDarkWraith
NOTE: If you enable a mod and it overwrites this mod's Uboot_Sensors.GR2 and/or Uboot_Sensors.sim and/or Uboot_Sensors.fx and that mod isn't my FX_Update then you will likely CTD sometime in game
v6.7.0 available here: http://www.gamefront.com/files/20645199/NewUIs_TDC_6_7_0_TheDarkWraith_7z
My add-on mods for this mod: http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1
Ruby2000's DeutschMod: http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309
Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.7.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42
Ensure to check out all the included tutorials. They have changed from previous versions.
Krauter's automation scripts updated by me (for compatibility purposes): http://www.filefront.com/17510032/Krauters-Scripts-Updated-by-TDW.7z/
NOTE: if you are upgrading from a previous version of the mod or are applying a patch that changes the user options file then don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)
NOTE2: If you are experiencing problems with the mod ensure you have debugging enabled:
\Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes
and run the DbgView application (\data\Applications) before starting the game. Send me the output from DbgView and any dialog pop-up boxes that show in-game.
NOTE3: if you edit your options file and you are having problems with your game:
- go back and verify changes you made are correct
- if you have verified your changes are correct and you still have problems read NOTE2 above and follow. Send me your edited options file via PM so I can load it in my system and see what's going on
i follow up your instructions, but i can't get this UI to work :damn:
am i stupid :salute:
TheDarkWraith
08-13-11, 09:02 AM
I think TDW has been gone the last few days. I am using his new UI but I dont have the snorkel because I am using the extra crew mod. Short term solution but it does work. I didnt have any problems loading up a saved gave either. I am sure when TDW gets back he will a solution or extra mod to get rid of the snorkel. For now use this mod and it will get rid of your snorkel. Its a short term solution.
http://www.subsim.com/radioroom/showthread.php?t=186373
I'm on vacation currently! We flew into Denver, CO and are driving all the way to Las Vegas hitting all the sites and attractions along the way. Today is a mule ride down into the Grand Canyon, should be fun. We'll be back at home this coming Wednesday.
To get rid of the snorkel simply edit the sub's cfg file. For the O04 entry make the linkname say NULL instead of the snorkel :up:
602Sqn_Puff
08-13-11, 09:22 AM
To get rid of the snorkel simply edit the sub's cfg file. For the O04 entry make the linkname say NULL instead of the snorkel :up:
Eek..Im a bit stupid, had a look at the cfg files for the subs in the submarine folder, but couldn't find the line you are talking about :(
I have a feeling he meant subs.sns file. When I open it, its all coded language :hmmm: Have fun out west TDW. Looks like you have some great weather!
602Sqn_Puff
08-13-11, 10:46 AM
Got it..cheers :)
mr.artur_96
08-13-11, 01:04 PM
Got it..cheers :)
I'm blind... can't find the file... How have you done it ?:oops:
Magic1111
08-13-11, 01:36 PM
I'm blind... can't find the file... How have you done it ?:oops:
...\data\Submarine\NSS_Uboatxx\NSS_Uboatxx.sns :up:
xx means the Folder/File from your current use Sub, 7a or 7b for example !
Best regards,
Magic:salute:
TheDarkWraith
08-13-11, 11:29 PM
I have a feeling he meant subs.sns file. When I open it, its all coded language :hmmm: Have fun out west TDW. Looks like you have some great weather!
Yes, sorry. I meant the sub's .sns file.
Mule ride was awesome!! Tomorrow is some caverns and hoover dam and then our hotel room in the top of the Stratosphere. It's been a great vacation so far :D
For those that are getting CTD's when trying to load save games you will probably have to comment out the entire O04 entry (by commenting out I mean add leading ; to every line).
mr.artur_96
08-14-11, 03:27 AM
...\data\Submarine\NSS_Uboatxx\NSS_Uboatxx.sns :up:
xx means the Folder/File from your current use Sub, 7a or 7b for example !
Best regards,
Magic:salute:
It works !! buuuaaaahahahaha ( evil laugh ) :rock:
Thanks !
Magic1111
08-14-11, 06:48 AM
It works !! buuuaaaahahahaha ( evil laugh ) :rock:
Thanks !
You´re welcome mate ! :up:
What program to use to open an sns file?
mr.artur_96
08-14-11, 11:53 AM
What program to use to open an sns file?
I've open it with notepad. :salute:
hmm mine looks like this
http://www4.picfront.org/picture/nXJn4w8NRmO/thb/Clipboard01.jpg (http://www.picfront.org/d/8jub)
Echolot
08-14-11, 04:00 PM
You have opened the sim file. You have to open the sns file.
Trevally.
08-14-11, 04:01 PM
That is the .sim file.
You need the .sns file.
See here
data\Submarine\NSS_Uboat7a.sns:up:
Magic1111
08-14-11, 04:03 PM
hmm mine looks like this
http://www4.picfront.org/picture/nXJn4w8NRmO/thb/Clipboard01.jpg (http://www.picfront.org/d/8jub)
In the picture you´ve open with Notepad the .sim File ! That File Type you open with S3D Tool.
But you´ve spoke from an .sns File, and that File you can open with Windows Notepad !
Best regards,
Magic
EDIT: Trevally was faster !!!
Trevally.
08-14-11, 04:07 PM
EDIT: Trevally was faster !!!
But not as fast as Echolot:D
Echolot
08-14-11, 04:51 PM
@Travelly: Only seconds. We germans say: "Doppelt hält besser."
:ping:
OH my. Thanks guys. :damn:
Ruby2000
08-15-11, 12:46 AM
Hi!
Ja, ich hätte wohl auch im deutschen Forum schreiben können, aber ich habs hier reingestellt, weil TDW diesen Mod auf der ersten Seite dieses Threads verlinkt hat:
Ruby2000's DeutschMod: http://forums-de.ubi.com/eve/forums/...309#5131074309 (http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309)
Anscheinend ist da aber, wie gesagt, viel mehr drin als für newUIs gebraucht wird.
---
I referred to the patch mentioned in post #1. I have the feeling that there are a lot more things in it than needed for only translate newUIs to german language.
Der DeustchMod für NewUi 6.7.0 ist fertig. Zudem wurden alle OHII Kampagnen übersetzt.
The DeustchMod for NewUi 6.7.0 is ready. In addition, all campaigns for OHII have been translated.
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309
Gruß Ruby
Meldric
08-15-11, 03:38 AM
Hi Ruby!
I write in English, so everyone can follow...
I am not using MO, only NewUIs. I have the feeling that the DeutschMod requires more (or different) MODs than I have. For example is also the AntiLag included (which I already have installed)... Can you help me to actually reduce the DeutschMod to include only the translated strings for newUIs and OHII?
Maybe it would be an idea to split the DeutschMod into single translation MODs for the different things? Just a thought...
Mel
Echolot
08-15-11, 04:15 AM
Hello Meldric.
Why not deleting the Antilag stuff from the Mod folder before activating?
For OHII you should be fine with the entire data/Campaigns folder.
Install after OHII (and terrain addon).
Regards.
Echol:ping:t.
Meldric
08-15-11, 04:24 AM
Hi!
Of course I could delete AntiLag, but as I said several times before: I think there is more than that contained in the DeutschMod and I do not know what (of course I have the list in the other thread, but there is no connection to the files).
AntiLag is only one example.
I would love to have only the files translating NewUIs and OHII, because if I install the DeutschMod, I also get new textures, new keyboard-layout and things like that...
I would like to separate this, but I think I can't do it on my own
:)
Echolot
08-15-11, 04:38 AM
Hi Meldric.
You're right, it's better to ask Ruby, he knows better.
Regards.
Echol:yep:t.
Silent Steel
08-15-11, 08:11 AM
Hi!
Of course I could delete AntiLag, but as I said several times before: I think there is more than that contained in the DeutschMod and I do not know what.
AntiLag is only one example.
I would love to have only the files translating NewUIs and OHII, because if I install the DeutschMod, I also get new textures, new keyboard-layout and things like that...
I would like to separate this, but I think I can't do it on my own
:)
Servus Meldric,
I'm not sure what you exactly mean by 'I would love to have only the files translating NewUIs and OHII' but I think you mean the files translating the Radio Messages to German. Is that correct?
If this is what you mean I can tell that today I downloaded the DEUTSCHMOD_0.9.6 for MO and New UIs + OH because I like to play 'in German' (and improve my German) :D
But as I'm currently running the Ui-boat I wanted to get only the translated Radio Messages so I simply made a new mod for myself that includes only the German radiomessages.txt files.
1. First you must make a backup of the folder C:\Ubisoft\Silent Hunter 5\data\RadioMessages
this folder contains the following
- one subfolder named 'English' (with the original English radio messages) plus
- one file named 'WWIIShipNames.txt' (with the original ship names in English)
2. Make a copy of the DEUTSCHMOD_0.9.6 for MO and New UIs + OH and open it up.
3. Delete all subfolders until you have only this structure left; DEUTSCHMOD_0.9.6\data\RadioMessages
this folder should contain the following:
- one folder named 'German' (with the new German radio messages) plus
- one file named 'WWIIShipNames.txt' (with the ship names translated to German)
4. Save
5. Go to the folder; C:\Ubisoft\Silent Hunter 5\data\RadioMessages
and delete the folder 'English' and the file 'WWIIShipNames.txt' (these are the original ones with the original English versions that we made a backup for in step 1 above).
6. Paste the new mod DEUTSCHMOD_0.9.6\data\RadioMessages from step 3 above into C:\Ubisoft\Silent Hunter 5\MODS
7. Activate with JSGME as usual
Works fine for me. :up:
/
Meldric
08-15-11, 08:41 AM
Thanks, I'll give it a try!
Is it necessary to delete the folder "English" in RadioMessages? Or is it enough to choose the language in the Settings of NewUIs?
Silent Steel
08-15-11, 10:47 AM
Thanks, I'll give it a try!
Is it necessary to delete the folder "English" in RadioMessages? Or is it enough to choose the language in the Settings of NewUIs?
Hi,
I think the game will go nuts if it finds two folders in there.
What we want to do is - swap the English Radio Messages and Ship Names for German ones, OK?
When you choose language in the NewUIs_TDC you only change the;
data\Menu\menu.txt file from English to German, right? This only gives you menues in German but now we want to get the written Radio Messages plus the Ship Names in German.
If you follow what I explained before you will make a little new mod that contains the 'German' folder (with the written German radio messages) and the WWIIShipNames.txt (with the ship names in the translated German version).
This mod will only add the German radio messages folder and the German Ship Names file.
The RadioMessages folder can only contain one such folder and one such .txt file at a time.
That's why we have to delete the original ones before applying.
If you'd like to make it easy to switch back to English you could make one exactly the same but with the original English versions instead.
This way you can easily shift between German/English Radio Messages and Ship Names. Give them appropriate names so you recognize them.
Since we make a backup of the original 'English' folder and the WWIIShipNames.txt file you should delete the 'English' folder and the WWIIShipNames.txt and then apply the new mod with the German versions we have made.
After you have applied the mod in JSGME - just to be sure - check in the;
C:\Ubisoft\Silent Hunter 5\data\RadioMessages that you have only the German folder and WWIIShipNames.txt :up:
/
Echolot
08-15-11, 11:13 AM
Hello Silent Steel.
There is an option in the TheDarkWraithUserOptions.py too, you could check:
################################### Radio Reports and Messages ##################################
# when a new radio contact report comes in does the TC drop back to 1?
# change below to either True or False
TC1OnNewRadioNavMapContact = False
# does TC drop back to 1 on radio message received?
# change below to either True or False
TC1OnRadioMessageReceived = True
# When a new radio contact report is received and it's range from the sub is greater than this value and TC1OnNewRadioNavMapContact is enabled then do not go to TC 1
# value is in kms (kilometers)
MaxRadioContactRange = 250
# are radio contact reports always clipped to the distance specified above? If not, then they will be subject to the distance specified above if TC1OnNewRadioNavMapContact is enabled.
# change below to either True or False
RadioContactReportsAlwaysClipped = True
# Are the contact's actual speed shown or is a relative speed shown (slow=2-6 knots, medium=7-12 knots, fast=13+ knots)?
# change below to either True or False
ShowContactsActualSpeed = False
# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = False
# for radio contact reports, at what range from the sub can the watchstanders see the contact well enough to update it's course (in kms)?
# below is in kilometers
RangeStartUpdatingContacts = 8
# the language for the random radio messages in game
# Current supported languages are: English
# Note: language MUST be enclosed in quotation marks!
# RUBY 2011/01 Default = English
# DEFAULT RadioMessageLanguage = "English"
RadioMessageLanguage = "German"
---------------------------------------------------------------------------------------------------
This is from the option.py from Deutschmod.
Regards.
Echol:ping:t.
Silent Steel
08-15-11, 11:41 AM
# the language for the random radio messages in game
# Current supported languages are: English
# Note: language MUST be enclosed in quotation marks!
# RUBY 2011/01 Default = English
# DEFAULT RadioMessageLanguage = "English"
RadioMessageLanguage = "German"
---------------------------------------------------------------------------------------------------
Regards.
Echol:ping:t.
Hallo
I've tried that one but never seen that I get them in German. :nope: Have you had?
Well I haven't had any luck with this and I don't understand how this would be possible.
If you change in the .py file from English to German - this would mean that the TheDarkWraithUserOptions.py would swap the whole 'RadioMessages\English' folder for the German one. Right?
AND, in the RadioMessages folder is a .txt file - WWIIShipsNames.txt... If the .py file were to change the English version to a German version it would mean that such a German version of the WWIIShipsNames.txt should be in the NewUIs_TDC.
I havent seen such a German version there, and at least not the version in the DEUTSCHMOD_0.9.6 for MO and New UIs + OH, which is very good. :up:
Jetzt, als Ich's beschreibt habe scheint's wie Ich endlich meine Radio Meldungen auf Deutsch habe. :yep:
Gruss aus Schweden
/
Echolot
08-15-11, 11:51 AM
Hi Silent Steel.
If you change in the .py file from English to German - this would mean that the TheDarkWraithUserOptions.py would swap the whole 'RadioMessages\English' folder for the German one. Right?
I think so. :yep:
AND, in the RadioMessages folder is a .txt file - WWIIShipsNames.txt... If the .py file were to change the English version to a German version it would mean that such a German version of the WWIIShipsNames.txt should be in the NewUIs_TDC.
I don't know. :cry:
Jetzt, als Ich's beschreibt habe scheint's wie Ich endlich meine Radio Meldungen auf Deutsch habe.
:up:
Gruss aus Schweden
Gruß aus Berlin.
Echol:arrgh!:t.
Stormfly
08-15-11, 12:11 PM
Hi Ruby!
...Can you help me to actually reduce the DeutschMod to include only the translated strings for newUIs and OHII?
Mel
first, many THX for your translation work !
i second Meldric request, because i dont know which changes are MO related, and i dont use it any more.
...by the way, are all radio/campaign messages german now, and do you get updates from Travelly regarding upcomming V4 version ?
(just asking, because if you get updates in between, you may be faster with the next relese :))
Ruby2000
08-15-11, 12:44 PM
Hi Meldric,
you can use the Mod without MO. And you can remove some directories/files.
Here a short structure - overview
data\Campaigns --> German translations for OH II
data\Automation --> German translations Automations from NewUI
data\cfg --> German Keyboard layout
data\LngGameData --> picture for German Keyboard layout
data\menu\menu.txt --> German texts in SH5
data\menu\... --> pictures without swastika
data\RadioMessages\German --> radiomessages
data\Roster --> German translations (ships, countries...)
data\Scripts\Menu --> User.py for German keyboar layout
If you use the German radiomessagen, then you must change follow parameter in user.py
# the language for the random radio messages in game
# Current supported languages are: English
# Note: language MUST be enclosed in quotation marks!
# RUBY 2011/01 Default = English
# DEFAULT RadioMessageLanguage = "English"
RadioMessageLanguage = "German"
It is not necessary to delete the English folder.
data\Sea --> only *.sil files (not important)
data\Sound --> Germam voices
data\Terrain --> Geman location map
data\Textures --> textures without swastika
data\Tutorials --> German translation Automations from NewUI
data\UPCDataGE --> German dialogs
You can delete directories that you don't need. I think this should be no problem. :03:
@ Silent Steel
If you change in the .py file from English to German - this would mean that the TheDarkWraithUserOptions.py would swap the whole 'RadioMessages\English' folder for the German one. Right?
Yes, default folder is then "RadioMessages\German"
AND, in the RadioMessages folder is a .txt file - WWIIShipsNames.txt... If the .py file were to change the English version to a German version it would mean that such a German version of the WWIIShipsNames.txt should be in the NewUIs_TDC
No! You have to change anything in the user.py for this. The file WWIIShipNames.txt is only a Mod-update. And you should use the files ..\data\Roster
Jetzt, als Ich's beschreibt habe scheint's wie Ich endlich meine Radio Meldungen auf Deutsch habe. You can also use the menut.txt and dialogs. :DL See the Mod-structure...
Greetings Ruby
Ruby2000
08-15-11, 12:52 PM
Hi Stormfly
...by the way, are all radio/campaign messages german now, and do you get updates from Travelly regarding upcomming V4 version ?
(just asking, because if you get updates in between, you may be faster with the next relese
The campaigns messages are not translated at the moment and radio/campaign messages those are different files. But I am also in contact with Travelly. :03:
Greetings Ruby
Echolot
08-15-11, 12:57 PM
you can use the Mod without MO. And you can remove some directories/files.
Here a short structure - overview
Hello Ruby2000.
Thank you. :up:
Echol:sunny:t.
Hello!
The compass rose (disc B) on Attack Disc don't update whenever I change course. It's turn 180 mark at the top of disc A always
THE_MASK
08-15-11, 04:42 PM
How does the Depth_Keeping_Problem_TheDarkWraith mod fit in now ? Where do i put it ? . Does it break anything ? Is it already included in another mod ? thanks TDW :up:
Meldric
08-15-11, 04:43 PM
Hi!
Thanks a lot! I now have managed to get it the way I wanted it! :)
Only thing is, I do not get audio messages when I receive a Radio Message... Maybe anything with my mod soup?
Generic Mod Enabler - v2.6.0.157
[C:\Spiele\Silent Hunter 5\MODS]
000_00_AntiLag
001_00_RemoveLogoIntroTheDarkWraith
001_02_SD_MapLocationNameFix_v1_2
002_02_EnhancedFunnelSmoke1.2_SH5
002_04_OldStyleExplosions V1.1
002_05_ConusGraphicMod v1.1
002_07_NoDamnBubblesNoDamnHalo
002_20_AilRain 1.0
002_21_AilClouds 3.0
002_99_CustomEmblem - Wolf
003_00_MightyFineCrewMod v1.2.1 - Alt w beards
003_03_LiteCampaign v1.21
003_05_CriticalhitsTorpedos v1.1
004_00_CapthelmsAudioMod
004_03_Stormys DBSM SH5 v1.3 Basemod
004_04_Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
004_05_Stormys DBSM SH5 v1.3 optional NavMap babelling
004_06_Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
004_07_Stormys DBSM SH5 v1.3 HOTFIX 3
004_10_MightyFineLessAnnoyingFootsteps v1.0
005_10_BRF 1.3 full
006_00_NewUIs_TDC_6_7_0_ByTheDarkWraith
006_01_NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyu strator
006_02_NewUIs_TDC_6_7_0_No_Snorkel_Exhaust_Smoke
006_03_NewUIs_TDC_6_7_0_ManosScopes_Patch_5x4
006_05_NewUIs_TDC_6_7_0_ERM_Reaper7_NightVision
006_06_NewUIs_TDC_6_7_0_ERM_Reaper7_NightVision_Bl ack_Skin
006_07_NewUIs_TDC_6_7_0_New_radio_messages_German
007_04_EQuaTool 01.01 by AvM - double set - Large plus Flat Style
007_10_Trevally Harbour & Kiel Canal Pilot v2.8
100_00_Open_Horizons_II_Light
002_04_Detailed Caustics v1.0
006_51_SubFlags_0_0_5_byTheDarkWraith
110_00_DEUTSCHMOD_0.9.6
Thank you for any hint!
DoveEgg
08-15-11, 05:03 PM
How does the Depth_Keeping_Problem_TheDarkWraith mod fit in now ? Where do i put it ? . Does it break anything ? Is it already included in another mod ? thanks TDW :up:
Sober, I asked this question in the [REL] Depth Keeping Fix thread and the answer I got from TDW is that the mod has been rolled into the UI mod. So there's no need to continue using the stand alone mod as long as you have the current version of TDW's UI.
http://www.subsim.com/radioroom/showpost.php?p=1716371&postcount=62
THE_MASK
08-15-11, 05:11 PM
thanks DoveEgg :salute:
TheDarkWraith
08-15-11, 09:23 PM
thanks to those of you who PM'd me their DbgView outputs with the error replacing contact's actual speed error. With those outputs I was finally able to put that bug to rest. The problem was my error - incorrect range values for the speeds.
Now I'm writing an app that will allow you to edit the options file without having to open it up (a GUI). As it has now reached the complexity that ordinary people are having trouble with it (game errors due to incorrect entries) I deem this necessary so users have a more enjoyable experience with the mod. It will also make enabling/disabling the snorkel much easier to do :DL
Still awaiting some DbgView outputs on the torp door problems that some users have :yep:
You can find patch 1 for v6.7.0 at post #1 of this thread.
Silent Steel
08-15-11, 11:50 PM
Hi Meldric,
No! You have to change anything in the user.py for this. The file WWIIShipNames.txt is only a Mod-update. And you should use the files ..\data\Roster
You can also use the menut.txt and dialogs. :DL See the Mod-structure...
Thanks Ruby
Updated this :up:
/
just downloaded my own mod and looked at the code for this. I changed the way the compass rose worked some versions ago. It is no longer tied to the heading of the uboat but rather controlled by keys - the Q and E keys. Shift + Q or E to increase/decrease faster.
Please help me. I don't understand how turn the compass rose on the attack disc. When I used Q and E the attack course pointer turned.
Magic1111
08-16-11, 06:31 AM
You can find patch 1 for v6.7.0 at post #1 of this thread.
Thx for patch TDW ! :up:
Best regards,
Magic
TheDarkWraith
08-16-11, 07:05 AM
Please help me. I don't understand how turn the compass rose on the attack disc. When I used Q and E the attack course pointer turned.
I'm having trouble using the attack disk myself which is not good :shifty: It appears that I need to do a little code revision on this :-? What I'm thinking about doing is updating the RAOBF and Attack Disk to show a tooltip to inform user how to use it.
Oh, I see. . Thanks :yeah: It would be great
Ref: http://www.subsim.com/radioroom/showpost.php?p=1728686&postcount=220
Trevally, I accidentally found an issue using SHIFT + Z to remove the interface and take a screenshot in external view. If you do that, the automation script is paused. If you go back to the bridge and forget to press SHIFT + Z again, you get the interface again, but incomplete. TDW´s digital clock no progress, and automated orders are not performed. Maybe someone will serve know this. Thank you to you and TDW, very much for your work. It is an amazing mod.
Sorry for my english. Hope you understand! :salute:
http://img714.imageshack.us/img714/9864/sh52011081615031577.th.jpg (http://img714.imageshack.us/i/sh52011081615031577.jpg/)
http://img23.imageshack.us/img23/2041/sh52011081615035299.th.jpg (http://img23.imageshack.us/i/sh52011081615035299.jpg/)
I have always noticed that with the hud half showing. I would just hit cntrl Z again to show it fully. I didn't realize it had anything to do with the scripts
Anachronous
08-16-11, 08:04 PM
Recently got back into SH5, updated all my mods and started a new Career.
This UI is absolutely fantastic, however, I do have a couple issues.
Range finding using the periscope (Aligning the image), always results in a distance of 20000. I'm also struggling with the Speed. Often the speed will give me silly numbers like 70 knots instead of 7 (stopped the boat, timed 1 minute, hit the icon and wait for calculation).
I have followed the tutorials for using these options, but I feel like I must be doing something wrong?
Aside from the issues I'm having, is there an easy/automatic mode for these calculations that is reliable. There are sometimes I am feeling lazy and don't feel like doing it all myself or have limited time and want to get through he battle ASAP so I can save the game safely. I've tried leaving the TDC in off mode, and relying on the little green triangle like one does in the base game, but it will always miss.
TheDarkWraith
08-16-11, 09:18 PM
while travelling back to home via airports I worked on the Attack Disc again. I redid how the attack disc is used. You now use the mousewheel for everything on the attack disc. You press either shift, ctrl, alt, shift + ctrl, or nothing to control which disc is rotated by the mousewheel. This is a MUCH better approach to moving the discs. I also added a tooltip to the attack disc that explains how to rotate the discs.
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4746
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4745
I also revised the tooltips on the RAOBF and the draggable compass on the nav map:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4748
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4747
With these changes/improvements it should make using these items much easier and intuitive :up:
Will be available in next version.
Change log so far:
v6.7.2 - changed how the attack disc is used. Now all discs are rotated using the mousewheel. If the front side is visible and mousewheel is rotated and:
- no key pressed: rotates Compass rose
- shift pressed: rotates Target disc
- ctrl pressed: rotates bearing and lead angle
- alt pressed: rotates attack course pointer
- shift + ctrl pressed: rotates relative bearing
if backside is visible and mousewheel is rotated and:
- shift pressed: rotates Speed and distance
- ctrl pressed: rotates time
- alt pressed: rotates degrees
- added tooltips to the attack disc that informs the user how to rotate the discs
- revised tooltip on the nav map draggable compass
I'll also be revising the ship's journal viewer app. One of the changes will be the ability to show/hide the 'secret' entries in the journal. When you hide these secret entries then the journal will be just like you see in-game.
I should have the app complete for the GUI for editing the options file also in next version. I see this app as a must have due to the amount of errors I've seen posted about incorrectly editing the options file.
Great updates TDW!
Can you add something to the ship journal app to make "like save as text" or something? I would like to be able to copy the text from my journal and put it in a notepad or something.
TheDarkWraith
08-16-11, 11:23 PM
Great updates TDW!
Can you add something to the ship journal app to make "like save as text" or something? I would like to be able to copy the text from my journal and put it in a notepad or something.
I will add that to my list of updates for the ship's journal viewer app :up: Any other requests?
I will add that to my list of updates for the ship's journal viewer app :up: Any other requests?
Sweet. Then I can start my online journal :D. No other request from me. I am loving this sim :rock:
Echolot
08-17-11, 03:58 AM
Hello TDW.
Great work on the UI as ever.
:yeah:
BTW I see a little typo in the second picture tooltip (mousesheel instead of mousewheel)
Best regards.
Echol:ot.
TheDarkWraith
08-17-11, 08:47 AM
BTW I see a little typo in the second picture tooltip (mousesheel instead of mousewheel)
Excellent eyes :up: Darn laptop keyboards :shifty:
It was also pointed out to me via PM that I need to add more to the tooltip on the attack disc: how to switch sides
TheDarkWraith
08-17-11, 11:49 AM
Great updates TDW!
Can you add something to the ship journal app to make "like save as text" or something? I would like to be able to copy the text from my journal and put it in a notepad or something.
I've added some new things to the ship's journal viewer app:
- a View entry in the menu. Under this view entry is Hidden entries. Clicking on Hidden entries will toggle it's checkstate. If checked then the hidden entries in the journal will be shown. Default state is not checked.
- Under File I added a Save as txt... entry. When clicked it will save the journal as a txt file (you get to specify name and path). It will save the journal as a txt file by the following:
- Uboat hull number followed by space followed by captain's name followed by 2 tabs then the date and time
- entries for that day (HH:MM entry text)
- when it's the next day then 4 new lines will be printed and the cycle starts all over again
- hidden entries will only be saved to txt file if Hidden entries is checked under View
I've added some new things to the ship's journal viewer app:
- a View entry in the menu. Under this view entry is Hidden entries. Clicking on Hidden entries will toggle it's checkstate. If checked then the hidden entries in the journal will be shown. Default state is not checked.
- Under File I added a Save as txt... entry. When clicked it will save the journal as a txt file (you get to specify name and path). It will save the journal as a txt file by the following:
- Uboat hull number followed by space followed by captain's name followed by 2 tabs then the date and time
- entries for that day (HH:MM entry text)
- when it's the next day then 4 new lines will be printed and the cycle starts all over again
- hidden entries will only be saved to txt file if Hidden entries is checked under View
Perfect :woot:
TheDarkWraith
08-17-11, 12:04 PM
Perfect :woot:
You have PM....enjoy :03:
Trevally.
08-17-11, 12:08 PM
Recently got back into SH5, updated all my mods and started a new Career.
This UI is absolutely fantastic, however, I do have a couple issues.
Range finding using the periscope (Aligning the image), always results in a distance of 20000. I'm also struggling with the Speed. Often the speed will give me silly numbers like 70 knots instead of 7 (stopped the boat, timed 1 minute, hit the icon and wait for calculation).
I have followed the tutorials for using these options, but I feel like I must be doing something wrong?
Aside from the issues I'm having, is there an easy/automatic mode for these calculations that is reliable. There are sometimes I am feeling lazy and don't feel like doing it all myself or have limited time and want to get through he battle ASAP so I can save the game safely. I've tried leaving the TDC in off mode, and relying on the little green triangle like one does in the base game, but it will always miss.
You can try using TDC Help (http://www.subsim.com/radioroom/downloads.php?do=file&id=3099) - found in the download section:up:
TheDarkWraith
08-17-11, 12:25 PM
Hello!
The compass rose (disc B) on Attack Disc don't update whenever I change course. It's turn 180 mark at the top of disc A always
I've been debating as to whether to add a switch that when enabled will toggle the compass rose to the uboat heading. Here's my dilemma: if I add this switch and the uboat heading is changing, the compass rose will change but do I need to make the other discs change the same amount the compass rose is changing or just the compass rose needs to change :06:
Ref: http://www.subsim.com/radioroom/showpost.php?p=1728686&postcount=220
http://img714.imageshack.us/img714/9864/sh52011081615031577.th.jpg (http://img714.imageshack.us/i/sh52011081615031577.jpg/)
http://img23.imageshack.us/img23/2041/sh52011081615035299.th.jpg (http://img23.imageshack.us/i/sh52011081615035299.jpg/)
I'm looking into this now :salute:
TheDarkWraith
08-17-11, 06:36 PM
Ref: http://www.subsim.com/radioroom/showpost.php?p=1728686&postcount=220
http://img714.imageshack.us/img714/9864/sh52011081615031577.th.jpg (http://img714.imageshack.us/i/sh52011081615031577.jpg/)
http://img23.imageshack.us/img23/2041/sh52011081615035299.th.jpg (http://img23.imageshack.us/i/sh52011081615035299.jpg/)
I have always noticed that with the hud half showing. I would just hit cntrl Z again to show it fully. I didn't realize it had anything to do with the scripts
This was a good one to figure out :DL Finally managed to figure out why it was doing this. Fix will be available in next version. Now when you disable the HUD via shift+Z it stays hidden :up:
Thanks for your attention, TDW! :yeah:
I've been debating as to whether to add a switch that when enabled will toggle the compass rose to the uboat heading. Here's my dilemma: if I add this switch and the uboat heading is changing, the compass rose will change but do I need to make the other discs change the same amount the compass rose is changing or just the compass rose needs to change :06:
I am usually working not much with the attack-disk yet but i would say: no, just compass rose should be change.
For the attack-disc-, draggable compass and ship-journal-improvements many thanks. These things are nice to have.
TheDarkWraith
08-17-11, 08:50 PM
I am usually working not much with the attack-disk yet but i would say: no, just compass rose should be change.
that makes things much easier then. Time to implement :salute:
Dieselglock
08-17-11, 09:16 PM
Hello TDW,
Can the current 6.7.1 patch be applied while at sea?
TheDarkWraith
08-17-11, 09:21 PM
Hello TDW,
Can the current 6.7.1 patch be applied while at sea?
Sure can :up:
Dieselglock
08-17-11, 09:26 PM
Thank you. Hope you had a good vacation.
I had seen in another post you where near the caverns in AZ. Were these the ones just off the old route 66.
TheDarkWraith
08-17-11, 09:31 PM
Thank you. Hope you had a good vacation.
I had seen in another post you where near the caverns in AZ. Were these the ones just off the old route 66.
Sure was! Grand Canyon Caverns I believe was the name of them. They are dry caverns. It was quite funny to see that some investors from CA bought the place and have stockpiled MREs, Water, and supplies down in the caverns for an End Of Days type of event :rotfl2:
Dieselglock
08-17-11, 11:58 PM
Small world, I live just a little way from there. You may of driven through a small town called Hackberry. All that is there is a general store with a old Corvette outside. I live just south of there.
TheDarkWraith
08-18-11, 12:03 PM
Great news :yeah: Starting in v6.8.0 you'll be able to pan/rotate the scope with the RAOBF visible :D This is something people have been wanting for a long time.
I added a small switch near the top left of the RAOBF. If this switch is down you can pan/rotate the scope with the mouse (you cannot rotate RAOBF middle ring). If this switch is up then you cannot pan the scope but you can rotate the RAOBF inner ring. Switch is toggled either by clicking it or pressing the middle mouse button (if you have a middle mouse button on your mouse).
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4753
:|\\
TheDarkWraith
08-18-11, 01:53 PM
Added a new small switch to the top of the Attack Disk front side. This switch controls whether the compass rose is locked to the uboat heading or not. If the switch is down then it's unlocked. If the switch is up then it's locked. Will be available in v6.8.0
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4755
:|\\
Thanks a lot, TDW. Those improvements of interface should be very useful for the 100%-real hunters:up: Small remark re. the switch - may be better if it was like a button, as in Speech rec. interface ('on' - yellow color, 'off' - no color) just to see if it works while a short view when busy with attack calculations. I think it'll be more comfortable and should support more 'unification' of the NewUi.
It's just personnel opinion, if its too bothering or somebody regrets - let the switch be as it is now (not critical):salute:.
TheDarkWraith
08-18-11, 02:44 PM
Thanks a lot, TDW. Those improvements of interface should be very useful for the 100%-real hunters:up: Small remark re. the switch - may be better if it was like a button, as in Speech rec. interface ('on' - yellow color, 'off' - no color) just to see if it works while a short view when busy with attack calculations. I think it'll be more comfortable and should support more 'unification' of the NewUi.
It's just personnel opinion, if its too bothering or somebody regrets - let the switch be as it is now (not critical):salute:.
We'll see what the overall opinion is of it. It's very easy to switch it out for the illuminated button :yep: I like the switch but I'll be democratic on this and go with what the majority wants. Same with the RAOBF switch.
TheDarkWraith
08-18-11, 02:48 PM
thinking ahead here (Danger Will Robinson :o)......Since you can now export the ship's journal to a text file via the Ship's Journal Viewer I thought it might be nice to be able to export a single day vice the entire journal. Thus I have added a new entry in the File menu: Export current date...
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4756
When clicked it will open up a dialog box for you to select the path and enter the filename to save the current date's entries to :up:
Also fixed the bug where if you clicked the active journal (journal name located under Ship's Journal in the main menu) in the main menu nothing happened. Now when you click it the ship's journal viewer app will be called. Problem was due to moving the app to a different folder and not updating the mod to point to it some versions ago. Will be available in v6.8.0.
TheDarkWraith
08-18-11, 03:59 PM
...I'm also struggling with the Speed. Often the speed will give me silly numbers like 70 knots instead of 7 (stopped the boat, timed 1 minute, hit the icon and wait for calculation).
I see that I need to update tooltips to explain how to use some of the features/items of the mod. I've updated the speed finder one and follow selected target:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4759
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4760
Here I've got follow target enabled on the aircraft and set follow selected target offset so that the crosshair is just in front of it:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4761
If you feel that an item needs it's tooltip revised (or one added) please post about it and provide a screenshot so I can look into it.
Anachronous
08-18-11, 06:09 PM
Thanks for the assistance everyone. I'll give the scripts a try and the tooltips will certainly make it easier for those just starting out. Hopefully I get to play this weekend. :)
TheDarkWraith
08-19-11, 12:01 AM
Another change to ship's journal viewer requested by Sober:
Under View there is a new entry: Google Earth coordinates. If checked then map coordinates will be displayed in the Google Earth style. When exporting a single day or saving the journal as txt file and Google Earth Coordinates is checked then they will be written in this format to the file also.
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4766
Silent Steel
08-19-11, 09:03 AM
We'll see what the overall opinion is of it. It's very easy to switch it out for the illuminated button :yep: I like the switch but I'll be democratic on this and go with what the majority wants. Same with the RAOBF switch.
Maybe some switch of this kind will do?
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4769
//
TheDarkWraith
08-19-11, 09:12 AM
Maybe some switch of this kind will do?
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4769
//
Isn't that what I'm already using for the RAOBF and Attack Disk :06:
Silent Steel
08-19-11, 09:19 AM
Isn't that what I'm already using for the RAOBF and Attack Disk :06:
Yes, but still - I find it consistent with the rest of the UI :D
/
@TheDarkWraith
In MO-thread there were some posts concerning possible problems of running SpeechRecognition-mod with NewUI 6.7.0
While testing it for couple of days I figure out that SR is working great with NewUI 6.7.0 excepting mod-lists that contain both MO+NewUI.
In this variant it doesn't work as well as lot of other troubles are appeared (described in my post #7653). So I couldn't reach any stable result with MO and NewUI working together even without using other mods. :salute:.
TheDarkWraith
08-20-11, 07:08 PM
@TheDarkWraith
In MO-thread there were some posts concerning possible problems of running SpeechRecognition-mod with NewUI 6.7.0
While testing it for couple of days I figure out that SR is working great with NewUI 6.7.0 excepting mod-lists that contain both MO+NewUI.
In this variant it doesn't work as well as lot of other troubles are appeared (described in my post #7653). So I couldn't reach any stable result with MO and NewUI working together even without using other mods. :salute:.
SR should work fine with v6.7.0. I've tested it with no problems. SR will not work with just MO - the version of my UIs mod in it doesn't have support for SR. Now if you enable my newest version (6.7.0) after MO then SR should work no problem. Now SR needs to be installed after my UIs mod for it to work properly.
SR should work fine with v6.7.0. I've tested it with no problems. SR will not work with just MO - the version of my UIs mod in it doesn't have support for SR. Now if you enable my newest version (6.7.0) after MO then SR should work no problem. Now SR needs to be installed after my UIs mod for it to work properly.
Thats right!
I've meant troubles with MO+NewUI (missing bunker or terrain when starting patrol, 'white box' in scope interface .etc, if they only are installed on the stock game version even without SR and other mods following. When loading the bunker-saved game sometimes they work, sometimes not - that is unstable:yep:. May be the lack of RAM cause this problem
Deep Six
08-22-11, 02:06 PM
I'm not sure if this is doable, but can I suggest this addition.
When I'm at the Nav map all the sounds of the sub mute and all I get is a constant hum like being under battery power, surely you should be able to hear the hubbub of the boat. Diesels/electrics running, footsteps and such like. The reason why it seems daft not to, is that the Hydophone station is a very noisy place to be. All I can hear from this station(When trying to concentrate on the wheel and dial) is LOUD footsteps of crew walking by and the engines running in the background...If I'm the Captain and I'm at the Hydro station, I want sounds to a minimum as if I had given the order. Not silent running..But "Hey number one, can you quiet the men down a little, I'm trying to find the tommies up top"...
Cheers :salute:
Deep Six
TheDarkWraith
08-22-11, 10:57 PM
Tonight I made a huge breakthrough in something I've been wanting to do: Show the player's history (position wise) on an SH5 style map (along with other things). I finally was able to read the SH5 map correctly and apply the gradient to it for the colors. Looks just like the nav map in game doesn't it? :D :
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4780
Now I just have to code in some changes to the in-game ship's journal and then I can code in the code needed for this app to read it and display it. This was huge :D
If you want to try the app as it is now you can: http://www.gamefront.com/files/20706432/SH5_Map_Journal_Viewer_0_0_1_by_TheDarkWraith_zip
It will display the SH5 map as is used in the game. You can pan and zoom and change the gradient (map colors) by referencing the screenshot above. Press H for help to show the help box like above in the screenshot.
NOTE: when you change gradients it will take a minute or two (or less) depending on how powerful your CPU is. It's having to change a TON of data when this happens is the reason why it takes some time.
THE_MASK
08-22-11, 10:58 PM
Could this map be used for the missions to start at a diffrent position ? Needs to be zoomable .
TheDarkWraith
08-22-11, 11:01 PM
Could this map be used for the missions to start at a diffrent position ? Needs to be zoomable .
Could be...haven't gotten that far yet. I finally just got it to display correctly. This app is not dependent on the game (you don't need the game running). It just reads some files from it.
What's wrong with the mission editor thing I coded in when you select a historic mission? It displays a map that you can select your starting position.
It IS zoomable/unzoomable :up:
Stormfly
08-23-11, 04:28 AM
I'm not sure if this is doable, but can I suggest this addition.
When I'm at the Nav map all the sounds of the sub mute and all I get is a constant hum like being under battery power, surely you should be able to hear the hubbub of the boat. Diesels/electrics running, footsteps and such like. The reason why it seems daft not to, is that the Hydophone station is a very noisy place to be. All I can hear from this station(When trying to concentrate on the wheel and dial) is LOUD footsteps of crew walking by and the engines running in the background...If I'm the Captain and I'm at the Hydro station, I want sounds to a minimum as if I had given the order. Not silent running..But "Hey number one, can you quiet the men down a little, I'm trying to find the tommies up top"...
Cheers :salute:
Deep Six
if using SDBSM, you hear next to feet steps also other crew noises like caughts and farts maybe. To prevent against that while trying to use the hydrophone, you only need to close the hatches to the forward torpedo room and central compartment. :O:
Stormfly
08-23-11, 04:32 AM
Tonight I made a huge breakthrough in something I've been wanting to do....
nice breakthrough mate... any chance for a KM grid overlay ? :shucks:
tonschk
08-23-11, 04:36 AM
Tonight I made a huge breakthrough in something I've been wanting to do: .
:salute: Very Good :DL Well done :yeah:
TheDarkWraith
08-23-11, 05:06 AM
nice breakthrough mate... any chance for a KM grid overlay ? :shucks:
Can easily be added. Where can I find the image (for download)?
Stormfly
08-23-11, 05:23 AM
there is a original one buyable @uboatnet :http://www.uboat.net/maps/3401.html ...not shure if it would be allowed to redistribute it as part of a mod...
...but there should be also other sources
von faust
08-23-11, 05:26 AM
Can easily be added. Where can I find the image (for download)?
This ?
http://www.subsim.com/radioroom/showthread.php?t=178395&highlight=maps&page=3
Illyustrator
08-23-11, 05:29 AM
Hi, TheDarkWraith.
I am sorry, has not absolutely understood.:oops: It (game - raw. Map) or additional Map?
Me excites, how in a consequence it can will be displayed on mine "Marinequadratkarte". In mine (raw. Map) the great value has the gradient (map colours).
:06:Whether there is a sense to me further to draw "Marinequadratkarte" (http://www.subsim.com/radioroom/showpost.php?p=1726889&postcount=1) in (raw. Map 2)?
Deep Six
08-23-11, 05:31 AM
@Stormfly, Cheers m8 for that answer, as I'm not using SDBSM at the moment, I quess that's why I'm not hearing anything except a droning hum and damn bubbles in the background when I click on the nav map icon top right of the UI or use the icon in the navigators bar. :damn:
Cheers
Deep Six
Illyustrator
08-23-11, 01:42 PM
Has understood.:DL
Thanks. Excellent Map!!!:yeah:
It has copied all that I have changed in raw. (Map 1).
Illyustrator
08-23-11, 02:39 PM
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=4782
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=4781
gradient (http://www.sukhoi.ru/forum/attachment.php?attachmentid=139498&d=1314127493) (IO_StrategicMap)
Silent Steel
08-23-11, 02:59 PM
Epic :o
Illyustrator
08-23-11, 03:22 PM
@TheDarkWraith.
Probably you have lost one Pixel (Land or Water).:DL Caspian sea was not primary on a card. It is an error of developers.:O:
It too has puzzled me.:hmmm:
In a consequence on yours Map there were lakes in Africa and Caspian sea. As a result not an exact coastal line. :06:
TheDarkWraith
08-23-11, 04:02 PM
@TheDarkWraith.
Probably you have lost one Pixel (Land or Water).:DL Caspian sea was not primary on a card. It is an error of developers.:O:
It too has puzzled me.:hmmm:
In a consequence on yours Map there were lakes in Africa and Caspian sea. As a result not an exact coastal line. :06:
Have you tested your new .raw file in game? I'm a little worried that the changes you made might have an impact on the game in the form of unexpected land/sea changes. This raw file is used as a heightmap for the game (used to determine what is land/sea and depth/height of each). So any changes made to it should be reflected in game as land/sea changes. The gradient tga file just adds the 'coloring' for the map so player can visually see what is land/sea and depth/height of each.
Illyustrator
08-23-11, 04:35 PM
Have you tested your new .raw file in game? I'm a little worried that the changes you made might have an impact on the game in the form of unexpected land/sea changes. This raw file is used as a heightmap for the game (used to determine what is land/sea and depth/height of each). So any changes made to it should be reflected in game as land/sea changes. The gradient tga file just adds the 'coloring' for the map so player can visually see what is land/sea and depth/height of each.
It is absolutely excluded! :DL(Land - Water) I do not touch levels of Pixels. In that and complexity on introduction "Marinequadratrarte", that it is necessary to use that already is present in raw. file.
I check constantly in Game.
New Screenshots (http://www.subsim.com/radioroom/showpost.php?p=1726889&postcount=1) with new raw.
Illyustrator
08-23-11, 05:03 PM
The pale shallows on Map it is not critical display a coastal line. Errors simply are not visible. It was necessary to introduce gradient (IO) and ...
In what the reason I can not understand.:hmmm:
Illyustrator
08-23-11, 05:43 PM
I have compared original gradien to Yours.
In Yours gradient on one Pixel there is more (Land).
TheDarkWraith
08-23-11, 05:53 PM
I have compared original gradien to Yours.
In Yours gradient on one Pixel there is more (Land).
gradient1 is the stock game gradient. Gradient 2-5 came from the Chart Colour Scheme map mod.
I just tried your revised .raw file from your mod and it works great :yeah: No ill effects in game. I've added your gradient as gradient6 to the app. I'm going to chage the app so that you can scroll through the gradients (like it already does) and give it the ability to select specific gradient via the number keys. I'm also adding the key 'R' to it that will reload the current gradient in case you want to test changes to a specific gradient.
I'll have to update the Map viewer app so that it can read the bigger game map (map2) :up:
There are some other things I'm going to add to it. That first version was just to see if it would work or not. Now that it does I can really go hog wild on it.
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