Log in

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


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

Magic1111
10-13-11, 06:31 AM
Patch 1 for v6.8.0 available at post #1. This patch fixes the problem with the automation scripts not autostarting on loading a saved game that had automation scripts enabled before

Many thx TDW!:yeah:
Can I enable the patch during patrol, or only in port (bunker)?:06:

Best regards,
Magic

TheDarkWraith
10-13-11, 11:04 AM
Many thx TDW!:yeah:
Can I enable the patch during patrol, or only in port (bunker)?:06:

Best regards,
Magic

Anytime. There's only one file in the patch and it's a dll file.

Magic1111
10-13-11, 01:32 PM
Anytime. There's only one file in the patch and it's a dll file.

Wonderful! :up:

Best regards,
Magic

THE_MASK
10-14-11, 09:03 PM
Real Navigation Map
Hi , when i do a depth reading i would like to be able to place a depth super mark in meters on the nav map . As i play the campaign i would fill the nav map with depth marks from the depth readings i have obtained previously . This would only be fun if you can get rid of the shallowest water map color . Also it would be good if whatever map resolution i added the depth marks too , they would only show up on that reslution . So i could pick the map resolution i wanted the depth marks on . I would need to be able to delete the depth marks if needed . Just ignore this idea if you want , its just an idea .


http://img689.imageshack.us/img689/6974/realnavigationmap.jpg (http://imageshack.us/photo/my-images/689/realnavigationmap.jpg/)

TheDarkWraith
10-14-11, 10:39 PM
Real Navigation Map
Hi , when i do a depth reading i would like to be able to place a depth super mark in meters on the nav map . As i play the campaign i would fill the nav map with depth marks from the depth readings i have obtained previously . This would only be fun if you can get rid of the shallowest water map color .

interesting idea...but what purpose does it serve :hmmm:

THE_MASK
10-14-11, 10:48 PM
Ok , i can get depth under keel anytime . What would be handy is if i am travelling somewhere i have been previously in the campaign i could follow my previous depth markings so i could travel in the deepest safest parts . I could just refer to my navmap and have all the depth markings on it . This would be only fun if the shallower navmap depth colors were not available . It just gives the player something extra to do .

THE_MASK
10-14-11, 11:00 PM
Also , we already have squares on the navmap . Anyway to add the grid numbers to the squares . We could recieve campaign messages included with OH2 such as patrol grid AO43 for 1 week ect . Just an idea .
http://img27.imageshack.us/img27/4819/gridlh.jpg (http://imageshack.us/photo/my-images/27/gridlh.jpg/)

Silent Steel
10-15-11, 01:02 AM
Another thought - were there really charts in color?
Don't think so.

I find the colored charts/maps annoying and I think many with me would like to have an option to have them black/white. Maybe with a slight shade of sepia. :)

kylania
10-15-11, 02:31 AM
Don't SMs and NM disappear between saves? So how would you keep Depth Marks?

Also you should be able to change the gradient file to be grayscale if you wanted a black/white map. :)

I've noticed a few problems with my Ships Journal tonight. I've sunk some ships that simply don't appear in my Journal. The two so far are: AOTDMadMax/Stormfly/SteelViking Big Modern Passengership and the Uekel Medium Composite Freighter. Not only do they not appear in the Journal they don't leave Death Marks either.

Here's my mods in case I have something installed wrong which is causing this problem. I'm getting full credit for them in the game's journal, just not TDW UI's journal.


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

antilag
Accurate German Flags
AttackScopeWire1.0
Critical hits 1.1 Torpedos
Critical hits v 1.2
Dooms Decks for VIIABC 1.3
Enhanced FunelSmoke_by HanSolo78
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
SAS special abilities simplified V1 (MCCD) SH5
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
SUB - sumarines caustics NSS_Uboat7a NSS_Uboat7bNSS_Uboat7cNSS_Uboat7c41
NewUIs_TDC_6_8_0_ByTheDarkWraith
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Tutorials - All v0.2 (for TDW UI)
NewUIs_TDC_6_8_0_No_Snorkel_Exhaust_Smoke
OPEN HORIZONS II_full v1.4
OH II Campaign Radio Messages v4
NewUIs_TDC_6_8_0_New_radio_messages_German
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
NewUIs_TDC_6_8_0_Real_Navigation
EQuaTool 01.01 by AvM - Large Style
Church's Compass Dials Mod v2.2 - Option Two
BRF 1.3 full
SubFlags_0_0_8_byTheDarkWraith
Krauters Automated Scripts (v5_0_0 compatible)
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Nauticalwolf's Interior Mod V1.0
MyPinup_by_kylania
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1

TheDarkWraith
10-15-11, 02:49 AM
Ok , i can get depth under keel anytime . What would be handy is if i am travelling somewhere i have been previously in the campaign i could follow my previous depth markings so i could travel in the deepest safest parts . I could just refer to my navmap and have all the depth markings on it . This would be only fun if the shallower navmap depth colors were not available . It just gives the player something extra to do .

They would be easy to add (since they would be like supermarks). They would act like supermarks. Problem is how do I determine when to add one? Add one everytime you take a depth under keel reading or ? :hmmm:

Also , we already have squares on the navmap . Anyway to add the grid numbers to the squares . We could recieve campaign messages included with OH2 such as patrol grid AO43 for 1 week ect . Just an idea .

I have no idea how the game makes those squares. Antar and I are working on something like this currently :yep:

Don't SMs and NM disappear between saves? So how would you keep Depth Marks?

Also you should be able to change the gradient file to be grayscale if you wanted a black/white map. :)

I've noticed a few problems with my Ships Journal tonight. I've sunk some ships that simply don't appear in my Journal. The two so far are: AOTDMadMax/Stormfly/SteelViking Big Modern Passengership and the Uekel Medium Composite Freighter. Not only do they not appear in the Journal they don't leave Death Marks either.

Here's my mods in case I have something installed wrong which is causing this problem. I'm getting full credit for them in the game's journal, just not TDW UI's journal.

SMs and NMs do not disappear between saves. They are saved to your ship's journal and thus you always have them. Run the ShipsJournalViewer app found in \data\Applications and load up your journal. You should see entries for these in the boxes.

You can use my gradient viewer/editor found in \data\Applications to change the gradient of the map.

Try running the SHValidator app found in \data\Applications to ensure that your campaign files aren't hosed. That's currently the only reason I can see why those ships wouldn't show in journal.

THE_MASK
10-15-11, 04:00 AM
They would be easy to add (since they would be like supermarks). They would act like supermarks. Problem is how do I determine when to add one? Add one everytime you take a depth under keel reading or ? :hmmm:

I guess the same as a supermark except that the X would be a number that i could change on the map .

TheDarkWraith
10-15-11, 01:06 PM
I guess the same as a supermark except that the X would be a number that i could change on the map .

Okay but do I make a new icon for this then? Add it above say the supermarks icon?

THE_MASK
10-15-11, 03:27 PM
Okay but do I make a new icon for this then? Add it above say the supermarks icon? As far as i know there is no way to save a mark on a map and have it appear after a reload so dont worry about it . Thanks anyway .

TheDarkWraith
10-16-11, 01:27 AM
As far as i know there is no way to save a mark on a map and have it appear after a reload so dont worry about it . Thanks anyway .

You're saying my supermarks and destroyed marks don't show up on map after reload? :hmmm:

kylania
10-16-11, 01:37 AM
You're saying my supermarks and destroyed marks don't show up on map after reload? :hmmm:

Mine haven't, however after getting another kill post reload they all show up again. Do we need to save a Journal first, then load it after reloading the save?

I'll test with a super mark right now.

Just killed a ship, then placed a SM on the map. Saved the game. Exit to main menu. Load save, and loaded what I just saved.

SH5 went 'Not responding' during loading (which it never does, takes foooorever, but doesn't lock up) after a bit it came back loaded the game and all the marks were gone. Placed a new SM and it was SM1.

TheDarkWraith
10-16-11, 02:00 AM
Mine haven't, however after getting another kill post reload they all show up again. Do we need to save a Journal first, then load it after reloading the save?

I'll test with a super mark right now.

Just killed a ship, then placed a SM on the map. Saved the game. Exit to main menu. Load save, and loaded what I just saved.

SH5 went 'Not responding' during loading (which it never does, takes foooorever, but doesn't lock up) after a bit it came back loaded the game and all the marks were gone. Placed a new SM and it was SM1.

I'll have to look into that then. Can you try something? Place a few supermarks on the map. If you're using real nav then ask for some celestial fixes and dead-reckoning fixes also. Save the journal and exit game. Open up \data\Applications\ShipsJournalEditorViewer.exe and open up your saved journal in it. There are boxes for supermarks and all. Do you see your marks in the boxes?

kylania
10-16-11, 02:23 AM
Yup, saving the journal worked fine and they were visible on the viewer.

Reloading the saved game cleared the marks. However when I went into Journal and Opened the one I saved, they marks reappeared.

I'm guessing that's what you expect to happen. So from a user standpoint can the journal save itself and load itself based on save somehow? Or do we need to manually save/load journals?

And how do the destroyed marks reappear like they do?

Just shot down a plane. Didn't get any message about killing it, but I did get the message about the ship I sunk earlier and that DM reappeared on my map. The other two and the plane did not, because of a campaign issue I think.

TheDarkWraith
10-16-11, 04:53 AM
Yup, saving the journal worked fine and they were visible on the viewer.

Reloading the saved game cleared the marks. However when I went into Journal and Opened the one I saved, they marks reappeared.

I'm guessing that's what you expect to happen. So from a user standpoint can the journal save itself and load itself based on save somehow? Or do we need to manually save/load journals?

And how do the destroyed marks reappear like they do?

Just shot down a plane. Didn't get any message about killing it, but I did get the message about the ship I sunk earlier and that DM reappeared on my map. The other two and the plane did not, because of a campaign issue I think.

The journal will ask you if you want to save changes if you exit the game normally (to main menu and not to desktop - hence the warning box I made). This is the 'automatic' saving part of it. When you load a save game it all depends on a couple of things:
- are you loading the previous game you saved?
- if so and under Ship's Journal in main menu if it doesn't say None then it will have already loaded the journal specified under Ships Journal before showing the main menu.
- If you're loading some other save game and the date is earlier than your last saved one then anything after the current date will be erased (provided you save changes when you exit the game).

So this 'automatic' loading should render all your previous marks. If this is not happening then I have a bug I need to figure out.

The destroyed marks are saved to your journal also. They are loaded/saved just like the other marks are. You can view the destroyed marks in the ShipsJournalViewer app also to verify they are being saved.

ETsd4
10-16-11, 05:10 AM
Supermarks work fine. I am using it extensively. If a log is further used, the SMs stay on the map.

Edit: typo

kylania
10-16-11, 09:39 PM
Ok, I see what I was doing wrong. I hadn't selected a Journal from the main menu. That's why it wasn't loading properly. :) Now that I've saved and selected one to use it's working just great!

I also deleted the draggables.TDW files and that fixed my "stuck" clock thing. Yay!

chopped50ford
10-17-11, 12:00 AM
Okay, im lost on this one...which downloads do you need for this mod, so many and a link to a german web page...ugh.

Thanks for the help!:O:

kylania
10-17-11, 01:13 AM
This is basically the only one: http://www.gamefront.com/files/20784284/NewUIs_TDC_6_8_0_TheDarkWraith_7z

Inside that 7zip file is a folder called NewUIs_TDC_6_8_0_ByTheDarkWraith, inside that is a folder called MODS.

It's in MODS that you'll find the folders you'll want to move into your JSGME MODS folder. The only one you need is NewUIs_TDC_6_8_0_ByTheDarkWraith which is the main mod.

For realism I'd highly suggest the NewUIs_TDC_6_8_0_Real_Navigation folder be included as well. Removes all marks from the map and makes you sextant it up to figure out where you are (your Navigator can help with that too!) so it a lot more difficult than stock.

All the others are basically optional I'd say.

Also don't forget to use the SH5 Patcher (http://www.subsim.com/radioroom/showthread.php?t=181433). That and the NewUIs are critical mods in my opinion. Also that sober says below! :)

THE_MASK
10-17-11, 01:36 AM
If you use real navigation you will also want Trevally auto scripts.
http://www.subsim.com/radioroom/showthread.php?t=174400

kylania
10-17-11, 01:52 AM
Happy 5000th post sober! :woot:

Silent Steel
10-17-11, 02:32 AM
Gee, 5000 posts :o

:woot:

Ragtag
10-17-11, 06:51 AM
Just installed 6.8.0 and trying to load the options file with the editor. But i get an error when i try to load it:

Error:

"Invalid entry found.MIN value not a float
Line read was #VALUES=MIN|0.0 @ line number 110."


Sorry if this has been mentioned before. Tried searching this thread to no avail.

I have not edited or touched the file manually before this. It's straight from the rar file.

kylania
10-17-11, 10:08 AM
Make sure you edit the copy of the options file in the MODS folder and do so before actually activating the mod, or else you'll end up changing the values when you reactivate the mod later, if you do.

Ragtag
10-17-11, 12:03 PM
Make sure you edit the copy of the options file in the MODS folder and do so before actually activating the mod, or else you'll end up changing the values when you reactivate the mod later, if you do.

I did and i haven't touched the file at all. I just unpacked it straight to the MODS folder.

Trevally.
10-17-11, 12:06 PM
I did and i haven't touched the file at all. And i get this error.

If you are using the editor - did you point to the menu.txt under the file tab:06:

here - C:\Ubisoft\Silent Hunter 5\data\Menu\menu.txt

Ragtag
10-17-11, 12:42 PM
If you are using the editor - did you point to the menu.txt under the file tab:06:

here - C:\Ubisoft\Silent Hunter 5\data\Menu\menu.txt

yes i did. No problems with that one. It's only when trying to load the options file "TheDarkWraithUserOptions.py" file.

Could someone be so kind and write a step by step guide in case i've gone blind on something?

Trevally.
10-17-11, 01:25 PM
yes i did. No problems with that one. It's only when trying to load the options file "TheDarkWraithUserOptions.py" file.

Could someone be so kind and write a step by step guide in case i've gone blind on something?

Run the options File Editor/Viewer
click file tab
Set path to to menu.txt (if you have done this - it should be saved. if not set it to C:\Ubisoft\Silent Hunter 5\data\Menu\menu.txt)
Click file tab
open... (if not set - set to C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py)

done:up:

TheDarkWraith
10-17-11, 01:32 PM
yes i did. No problems with that one. It's only when trying to load the options file "TheDarkWraithUserOptions.py" file.

Could someone be so kind and write a step by step guide in case i've gone blind on something?

The problem may be because of my app and nothing dealing with you. Culture specifics always bite me in the you know what and this may be the case here since you live outside the US I see. Let me take a look at something and I might send you something to test here very soon....

Ragtag
10-17-11, 01:44 PM
The problem may be because of my app and nothing dealing with you. Culture specifics always bite me in the you know what and this may be the case here since you live outside the US I see. Let me take a look at something and I might send you something to test here very soon....

thanks :)

TheDarkWraith
10-17-11, 01:53 PM
thanks :)

Sent. Let me know what happens :up: Should say v1.0.11.0 in the title bar when you run it (this way you know you're using the correct one)

vlad29
10-17-11, 02:41 PM
Hi TheDarkWraith!

I've faced one issue that is not pleasant:cry::

I don't use MO but running few mods from it + NewUI + Dynamic Environment+Harbour Add.+OHII+mtns, and what I've mentioned there is no SUB Exhaust annimation at all. I've tried to insrall your's Sub_Exhaust v.1.0.5, but the game CTDs when loading to bunker. I've tried to put this mod at the beginning as well as at the end of my modlist, and the result was the same.
probably it is not compatible with some mods, but JSGME do not report any conflicts when applying this mod at all.
Tried many variants with starting the new career - unsuccessfully:damn:

So is it possible to merge this option with subexhaust into NewUi and how to do its compatability better?:ping:

Ragtag
10-17-11, 02:58 PM
Sent. Let me know what happens :up: Should say v1.0.11.0 in the title bar when you run it (this way you know you're using the correct one)

The version you sendt works like a charm. Thanks for the fast response and help. Your mods are much appreciated :)

TheDarkWraith
10-17-11, 03:25 PM
The version you sendt works like a charm. Thanks for the fast response and help. Your mods are much appreciated :)

That means I have to release another patch :-? :up:

TheDarkWraith
10-17-11, 03:26 PM
Hi TheDarkWraith!

I've faced one issue that is not pleasant:cry::

I don't use MO but running few mods from it + NewUI + Dynamic Environment+Harbour Add.+OHII+mtns, and what I've mentioned there is no SUB Exhaust annimation at all. I've tried to insrall your's Sub_Exhaust v.1.0.5, but the game CTDs when loading to bunker. I've tried to put this mod at the beginning as well as at the end of my modlist, and the result was the same.
probably it is not compatible with some mods, but JSGME do not report any conflicts when applying this mod at all.
Tried many variants with starting the new career - unsuccessfully:damn:

So is it possible to merge this option with subexhaust into NewUi and how to do its compatability better?:ping:

What if the only mods installed are my UIs mod and the sub exhaust? What happens? Try running a historic mission with this mod combo and see if you get sub exhaust or not.

vlad29
10-17-11, 03:33 PM
What if the only mods installed are my UIs mod and the sub exhaust? What happens? Try running a historic mission with this mod combo and see if you get sub exhaust or not.

It works great:salute:. I should try to figure it out after which mod installation the mulfunction occurs:hmmm:
The previous modlist was as follows:

A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Accurate German Flags
NDB,NDH OM#1 - No Dialog Indicator
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Shadow Improvement Mod
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_8_0_New_radio_messages_German
TDW_No_contact_shapes_or_colors_no_contact_line_1_ 1_0
TDW Round Fire Button v2 by Torpedo
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
stoianm pitch&roll for SH5 V1 (low)
R.E.M_by_Xrundel_TheBeast_1.2
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
SteelViking's Bunker Fixes V1.0
TheBeast Bunker Mechanics Upgrade List image (U-552-Red Devil)
Torpedo Splash
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
AOB slide ruller for TDW UIs and MO by stoianm
Church's NavMap v1.0 - Illyustrator's Version
Church's Compass Dials Mod v2.2 - Option Two
Critical hits 1.1 Torpedos
Critical hits v 1.2
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
gap - HD 1 deg Scope Bearing v 1.0
Nauticalwolf's_Torpedo_Textures_v1.2
noir decks
NewUIs_TDC_6_x_x_Progress Bar_by_Torpedo v2
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
nVidia missing lights
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
sobers chimney smoke V2
Window_Lights_Redone_V1
Naights Submaine Textures v1.2 (PUV)
NewUIs_TDC_6_8_0_Real_Navigation
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.4
mtns - more traffic, nations and ships 1_7g
mtns - OHII&HarbourAdditon_Fix_1_4b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
Manos Scopes-patch for 5x4
OH II Minefield map
OH II Campaign Radio Messages v4
Real_Sink_1.0
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
Change days in bunker
RemoveLogoIntroTheDarkWraith
Flaggentest5

TheDarkWraith
10-17-11, 03:40 PM
It works great:salute:. I should try to figure it out after which mod installation the mulfunction occurs:hmmm:

if anything writes over \data\Library\Sub_Exhausts.dat or any \data\Submarine\sub name\sub name(_FX).FX files then sub exhaust will be broken.

Karlmadrd
10-21-11, 07:28 AM
First sorry for my bad english. I want to know, how can i switch to autoaim when i fire torpedoes? I like all of the mod but i want return to the "lock&unlock" aim system. I am very bad aim with the torpedoes so i want the easy system. Thanks for all from Spain.

Echolot
10-21-11, 10:04 AM
Hello Karlmadrd.

Welcome aboard.

Please read http://www.subsim.com/radioroom/showthread.php?t=165015

Regards.

Echol:yep:t.

Gerald
10-21-11, 10:10 AM
:salute:

Silent Steel
10-21-11, 12:52 PM
...:salute:

Halface
10-21-11, 01:40 PM
Just installed 6.8.0 and trying to load the options file with the editor. But i get an error when i try to load it:

Error:

"Invalid entry found.MIN value not a float
Line read was #VALUES=MIN|0.0 @ line number 110."


Sorry if this has been mentioned before. Tried searching this thread to no avail.

I have not edited or touched the file manually before this. It's straight from the rar file.



i gwet the same error as Ragtagh...tried all he done to and same resaults

TheDarkWraith
10-21-11, 01:45 PM
i gwet the same error as Ragtagh...tried all he done to and same resaults

Fix coming soon. I'll send you what I last sent RagTag :up:

What I sent ragtag is not complete but you can at least open the options file without error.

Halface
10-21-11, 02:13 PM
as i sent worked as a charm thank you very much..TDW your great...

Zs4zet
10-22-11, 10:57 PM
Hi!

Don't work at me... I don't understand...
I serach the reason, and I run the OptionsFileEditorViewr.exe program.
1. Set the menu.txt to c:\Program Files (x86)\GAMES\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Menu\ menu.txt
2. Open the c:\Program Files (x86)\GAMES\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithUserOptions.py

And I get the error message:
See the screenshots:
https://picasaweb.google.com/Zs4zet/Temp#5666529157354107970
https://picasaweb.google.com/Zs4zet/Temp#5666529155775082786
After I try to set the 110 .row the #VALUES= (as 100. row)
the checker program acceptable, but I get the identical error at 114. row.

I have Windows7 x64 SP1.

Zs4zet
10-22-11, 11:10 PM
Sorry I now read, that is a knowned error.
What is a solution for this error? The mod totally not work for me.

Trevally.
10-24-11, 02:32 PM
Hi TDW:salute:

I had an odd message from WEPs after sinking a ship.
http://img585.imageshack.us/img585/2474/sunkt.jpg

I sunk 1 ship - the Uekel Med Comp as shown. This is correct.
You can see that the weps wrongly reported 4 ships sunk.

Also when I use the SOAN - I no longer can look at additional info

Thanks:up:

kylania
10-24-11, 04:04 PM
If you load a saved game and don't reload the ship journal specifically (even if you have it selected in the main menu) when you get your first kill of the newly loaded save game, ALL your previous kills come back and are updated on the map with DMs and in your log as you show there.

Trevally.
10-24-11, 04:17 PM
If you load a saved game and don't reload the ship journal specifically (even if you have it selected in the main menu) when you get your first kill of the newly loaded save game, ALL your previous kills come back and are updated on the map with DMs and in your log as you show there.

Ah ok thanks Kylania - yes I can see now that they are ships I had sunk last night:up:

TheDarkWraith
10-24-11, 11:19 PM
If you load a saved game and don't reload the ship journal specifically (even if you have it selected in the main menu) when you get your first kill of the newly loaded save game, ALL your previous kills come back and are updated on the map with DMs and in your log as you show there.

That's not how it's supposed to be working. Those should already be loaded and shown :hmmm: I'll have to look into that :up:

rabiej
10-26-11, 02:29 PM
Hi guys

love this mode, just a quick question.
tried to search topic on how to add back u-boat mark on the map and how can I use old style waypoints when you click on your boat you can create waypoints to the destination. It will make it easier for travelling. But of course that's just me :)
I have seen this I think in TAI Features but they are disabled and not sure how to enable them.

If you could help that would be great.

EDIT: Well I have found that you need edit options.py file??
DESCRIPTION=Activate waypoint tool when sub is clicked but it does says True so I should be able to tick that box but I can't..

Any ideas?

Thanks!

kylania
10-26-11, 03:50 PM
If you're going to adjust options use the new application that's included for that:

Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Appli cations\OptionsFileEditorViewer

TDW's NewUI has buttons in the top right corner which you can use to toggle Travel Mode, TC x1, Pause Game and filter out normal radio messages, radio contact messages, Contact messages from X distance and more! You can see those buttons in this picture (http://img155.imageshack.us/img155/2950/sh5newui680.jpg).

Silent Steel
10-27-11, 03:00 AM
If you're going to adjust options use the new application that's included for that:
Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Appli cations\OptionsFileEditorViewer

Kylania, I'm sorry to say but it seems I need some tutorial on this.
I keep getting this dialogue;

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5059

kylania
10-27-11, 03:38 AM
Yup, looks like the same "culture specific" error from a few pages ago (http://www.subsim.com/radioroom/showthread.php?t=166093&page=537). Just PM TheDarkWraith and he can send you the fix. He's got a fix for that error, just doesn't look like he's released it publicly yet.

rabiej
10-27-11, 10:55 AM
Thanks for the reply.

Yes I have the new icons etc...

But I can't see my boat on the map.
Also I think I found that application and looked into the file but file looks fine.

Please look at the picture

http://koyot.pl/pics/1.png

PIC 1 (http://koyot.pl/pics/sh5.jpg)

PIC 2 (http://koyot.pl/pics/sh51.jpg)

Thanks

kylania
10-27-11, 12:06 PM
You're using Real Navigation. The point of that mod is that you won't see your sub on the map! :) With Real Navigation not only is your ship not displayed but you cannot use waypoints like normal. You need to just issue a command to head in a certain direction and keep track of how long you've been traveling to know when to turn again. The new alarm clock feature (left click on the face of the watch) is extremely helpful for that.

You can talk to your Navigator to get an approximate location of your sub at anytime really. I also HIGHLY suggest using Trevally's scripts for RN. That way every 2 hours your navigator will automatically plot your location.

rabiej
10-27-11, 12:23 PM
Yes I know it is real navigation but though you can turn that option as per attached image 1 and 2.

Now you said that Real Navigation, I have looked again into mods that I have installed and noticed this as a seperate MOD. Disbaled and job done :)

Time to sink some tonnage

Thanks

Zs4zet
10-28-11, 04:44 PM
I found the reason of error (why not worked the mod).

This mod contained multiple directory structure, and the JSGME not copied the files to destination locations (SilentHunter5\data dir) !!!
(Another mods by simple directory structure are working.)

The soulution is simple: manual copy of files... and its work...

(I think may be if the mod use the simple directory structure than the JSGME will be work... or was this error only for me?


Hi!

Don't work at me... I don't understand...
I serach the reason, and I run the OptionsFileEditorViewr.exe program.
1. Set the menu.txt to c:\Program Files (x86)\GAMES\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Menu\ menu.txt
2. Open the c:\Program Files (x86)\GAMES\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithUserOptions.py

And I get the error message:
See the screenshots:
https://picasaweb.google.com/Zs4zet/Temp#5666529157354107970
https://picasaweb.google.com/Zs4zet/Temp#5666529155775082786
After I try to set the 110 .row the #VALUES= (as 100. row)
the checker program acceptable, but I get the identical error at 114. row.

I have Windows7 x64 SP1.

ReallyDedPoet
10-28-11, 08:27 PM
http://img850.imageshack.us/img850/9770/probq.jpg

Thought this might have been a screen resolution thing.....
First time trying new version. Selecting an option does not do anything. Also you will notice the overlap in the bottom left-hand corner.

NDB,NDH OM#1 - No Dialog Indicator
MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
AilClouds 3.0
AilDeckwave 1.0
AilMoon 1.5
AilRain 1.0
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
A Fistful of Emblems v1.51 (Weathered)
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
sobers real trees
sobers chimney smoke V2
Enhanced FunelSmoke1.2_by HanSolo78
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Sub_Exhaust_1_0_5_byTheDarkWraith
Lite Campaign LC 1.2
German Intro
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraithPatch

Silent Steel
10-29-11, 04:09 AM
Thought this might have been a screen resolution thing.....
First time trying new version. Selecting an option does not do anything. Also you will notice the overlap in the bottom left-hand corner.


Have you done any settings/changes in the NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Scripts\Menu \UserOptions.py file?
If so replace it with a default one from your download. :hmmm:

Trevally.
10-29-11, 04:18 AM
Thought this might have been a screen resolution thing.....
First time trying new version. Selecting an option does not do anything. Also you will notice the overlap in the bottom left-hand corner.


Hi Reallydedpoet:salute:

This is a common error - where something is wrong with your :-
C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py

Try re-placing it with the original one from your downloaded file.

EDIT: At Silent Steel:up:

Silent Steel
10-29-11, 04:24 AM
This is a common error - where something is wrong with your :-
C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py

Hmm, I thought it was:
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Scrip ts\Menu \UserOptions.py
Or?

Trevally.
10-29-11, 04:38 AM
Hmm, I thought it was:
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Scrip ts\Menu \UserOptions.py
Or?

Yes Silent Steel your path is correct when you make changes to it when the UI mod is un-installed.

The path I posted is for when the UI is installed

:doh::D

Silent Steel
10-29-11, 04:49 AM
Yes Silent Steel your path is correct when you make changes to it when the UI mod is un-installed.

The path I posted is for when the UI is installed

:doh::D

Hi Trevally,
But, shouldn't you always disable a mod in JSGME when making any changes to it, e.g. this one?

Trevally.
10-29-11, 05:29 AM
Hi Trevally,
But, shouldn't you always disable a mod in JSGME when making any changes to it, e.g. this one?

Yes, that is best practice:up:

ReallyDedPoet
10-29-11, 08:00 AM
Thanks Trevally and Silent Steel, I'll try that :up:

Edit: Seemed to do the trick, just have to re-set some of the options. But the
base file you mentioned worked fine.

oakdesign
10-29-11, 05:28 PM
I have a question on the TDC Dials within the NewUI.
I'm doing manual targeting without the XO Screen. Finding my firing solution with the RAOBF and Attack Disk.

After I have turned on the TDC for input (The Green/Red button) I enter my values for Target Speed and AOB and submit those by clicking the red arrow button next to the dials, last I turn the range dial and lock the TDC again.

If I turn my Persicope/UZO now the dials for AOB,Bearing and Gyro change accordingly, but my range dial stays at the range I entered. Is that the correct behaviour or shouldn't the range dial turn/update as well?

kylania
10-29-11, 06:11 PM
Range only updates when you set it or use the standimeter.

TheBeast
10-29-11, 06:42 PM
I have a question on the TDC Dials within the NewUI.
I'm doing manual targeting without the XO Screen. Finding my firing solution with the RAOBF and Attack Disk.

After I have turned on the TDC for input (The Green/Red button) I enter my values for Target Speed and AOB and submit those by clicking the red arrow button next to the dials, last I turn the range dial and lock the TDC again.

If I turn my Persicope/UZO now the dials for AOB,Bearing and Gyro change accordingly, but my range dial stays at the range I entered. Is that the correct behaviour or shouldn't the range dial turn/update as well?
Is there a position keeper button?:06:
If so, when using position keeper the TDC should continue to update as though visially tracking actual target.
If not, then TDC is static and you must plot for torpedo impact location and wait for target to reach torpedo firing position.

oakdesign
10-29-11, 06:50 PM
Is there a position keeper button?:06:
If so, when using position keeper the TDC should continue to update as though visially tracking actual target.
If not, then TDC is static and you must plot for torpedo impact location and wait for target to reach torpedo firing position.

At least i don't see a position keeper button ,so I assume that the TDC is really static in relation of range and I'll have to calculate the distance manual while changing the persicope bearing.:arrgh!:

kylania
10-29-11, 11:07 PM
If you setup for the "fast 90" you don't have to work out much really. Once you have course and speed of your target, you're all set!

Just find a spot ahead of it and arrange your boat at a 90 degree angle to the ship's course. Then set your range to whatever it is, 700-1100m is usually a good distance. Set the ship's speed. Making sure your periscope is directly ahead of you (so at bearing 0) then set the AoB to be 90 (or -90 depending on the direction the ship is heading). What you'll be doing is pre-programming your TDC for a hit directly to the target's side just as it's directly ahead of you at 700m or whatever.

Then turn your scope towards the target till your gyroscope reads 000 (both arrows up). When the part of the ship passes your scope's wire at that point fire. Usually your scope will be at 340-350 or 10-20 depending on the direction the ship is coming from and it's speed. You'll hit the ship just as it passes your bow.

This works great for the front row of a convoy as well! You'll end up hitting each ship at the same time. Boom!

Silent Steel
10-29-11, 11:19 PM
Thanks Trevally and Silent Steel, I'll try that :up:

Edit: Seemed to do the trick, just have to re-set some of the options. But the
base file you mentioned worked fine.

...:D

Panzer_Schultz
10-30-11, 04:11 AM
Hi all,
I really have to say this mod is wounderfull and one of those which make the game worth playing.:up:

Please keep up the good work!

Panzer Schultz

oakdesign
10-30-11, 05:06 AM
Hi TDW
having 3 issues with Automatation here. First of all Patch1 is applied.

First issue:
Previous activated automation Scripts are not loaded with saved game.
Having a look into DbgView output while loading a saved game
[7560] Page Automation.StartPreviousActivatedScripts: c:\program files (x86)\steam\steamapps\common\silent hunter 5\ActiveAutomationScripts.TDW doesn't exist!
so inspecting DbgView output at saving the game there no function call on creating/updating the above mentioned file.

Second issue:
Calls on Report_position_celestial within a Script running at TC>128 raise an exception and stops script execution.
No DbgView entry when execption is thrown.
Below is the DebugScript output:
---------------------------
Error invoking Raise_AnimationStopped function in class MenuPageWrapper:
Ein Aufrufziel hat einen Ausnahmefehler verursacht.
'PointF' object has no attribute 'StartsWith'
bei IronPython.Compiler.MethodBinder.MethodTarget.Call Reflected(ICallerContext context, Object[] args)
bei IronPython.Compiler.MethodBinder.MethodTarget.Call (ICallerContext context, Object[] args)
bei IronPython.Compiler.MethodBinder.TargetSet.Call(IC allerContext context, CallType callType, Object[] args)
bei IronPython.Compiler.MethodBinder.Call(ICallerConte xt context, CallType callType, Object[] args)
bei IronPython.Compiler.MethodBinder.CallWithContextN( ICallerContext context, Object[] args)
bei IronPython.Runtime.Calls.FastCallableWithContextAn y.CallInstance(ICallerContext context, Object instance, Object[] args)
bei IronPython.Runtime.Calls.FastCallable.CallInstance (ICallerContext context, Object arg0, Object arg1, Object arg2, Object arg3, Object arg4, Object arg5)
bei IronPython.Runtime.Calls.BoundBuiltinFunction.Call (ICallerContext context, Object arg0, Object arg1, Object arg2, Object arg3, Object arg4)
bei IronPython.Runtime.Operations.Ops.CallWithContext( ICallerContext context, Object func, Object arg0, Object arg1, Object arg2, Object arg3, Object arg4)
bei AddTimer$f679##799(FunctionEnvironment32Dictionary , Object , Object , Object )
bei IronPython.Runtime.Calls.Function3.Call(ICallerCon text context, Object arg0, Object arg1, Object arg2)
bei IronPython.Runtime.Calls.PythonFunction.CallInstan ce(ICallerContext context, Object arg0, Object arg1, Object arg2)
bei IronPython.Runtime.Calls.Method.Call(ICallerContex t context, Object arg0, Object arg1)
bei IronPython.Runtime.Operations.Ops.CallWithContext( ICallerContext context, Object func, Object arg0, Object arg1)
bei Update$f676##796(FunctionEnvironment32Dictionary , Object , Object , Object )
bei IronPython.Runtime.Calls.Function3.Call(ICallerCon text context, Object arg0, Object arg1, Object arg2)
bei IronPython.Runtime.Calls.PythonFunction.CallInstan ce(ICallerContext context, Object arg0, Object arg1, Object arg2)
bei IronPython.Runtime.Calls.Method.Call(ICallerContex t context, Object arg0, Object arg1)
bei IronPython.Runtime.Operations.Ops.CallWithContext( ICallerContext context, Object func, Object arg0, Object arg1)
bei Update$f669##787(FunctionEnvironmentNDictionary , Object , Object )
bei IronPython.Runtime.Calls.Function2.Call(ICallerCon text context, Object arg0, Object arg1)
bei IronPython.Runtime.Calls.PythonFunction.CallInstan ce(ICallerContext context, Object arg0, Object arg1)
bei IronPython.Runtime.Calls.Method.Call(ICallerContex t context, Object arg0)
bei IronPython.Runtime.Operations.Ops.CallWithContext( ICallerContext context, Object func, Object arg0)
bei Pagelayout_GameTimerEvent$f1050##1552(ModuleScope , Object , Object , Object )
bei IronPython.Runtime.Calls.Function3.Call(ICallerCon text context, Object arg0, Object arg1, Object arg2)
bei IronPython.Runtime.Operations.Ops.Call(Object func, Object arg0, Object arg1, Object arg2)
bei System.Void(Double, Double, Single)##1665(Object , Double , Double , Single )
bei TheDarkWraith.SilentHunter5.TDWHPT.Update()
bei Update##2610(Object )
bei IronPython.Runtime.Calls.FastCallable1.CallInstanc e(ICallerContext context, Object arg0)
bei IronPython.Runtime.Calls.BoundBuiltinFunction.Call (ICallerContext context)
bei IronPython.Runtime.Operations.Ops.CallWithContext( ICallerContext context, Object func)
bei Pagelayout_AnimationStopped$f1051##1553(ModuleScop e , Object )
bei IronPython.Runtime.Calls.Function1.Call(ICallerCon text context, Object arg0)
bei IronPython.Runtime.Operations.Ops.Call(Object func, Object arg0)
bei System.Void(INativeClassWrapper)##984(Object , INativeClassWrapper )
bei ScriptManagerWrappers.MenuItemWrapper.raise_Animat ionStopped(INativeClassWrapper animation)
bei ScriptManagerWrappers.MenuItemWrapper.Raise_Animat ionStopped(MenuAnimationWrapper animation)
From my readings of the last days, you're using DLL injection to invoke the function calls. So I'm using the Steam Version and that might be the case.

Third issue
the t time parameter value for waiting on the execution of the next automation call is doubled
i.e
Report_position_deadreckoning,0,0,0,0,0,0,300
Loop,-1,0,0,0,0,0,0
Should invoke a looped dead reckon fix every 5 minutes. But it is invoked every 10 minutes.
Ok update on the last issue, after having a closer look into the TheDarkWraithAutomation.py it's now clear how the loop command is handled and just adding a simple
Wait,0,0,0,0,0,0,0
at the beginning of the commands list will clear the additional wait time that was taken over into the next Loop.

holymans
10-30-11, 11:16 AM
Hello everyone,

I recently reinstalled SH5 (v.1.2.0) on Windows XP SP3 to give it another go..was disappointed when it had come out. After completing the tutorial mission and docking in Kiel, I used the JSGME and added the NewUIs_TDC_6_8_0_ByTheDarkWraith mod (with patch 1). After adding the mod, I can see all the menu options and additional features, but for some reason I cannot choose my mission when at base..it does not show up on map when the guy gives me the overview of the story/next targets. When I ask to leave on patrol, the guy tells me "Are you sure you want to start a new patrol without choosing a mission?". These mission targets show up upon removing the mod. I don't have any other mods installed.

My specs Intel 2.4GHz, 12GB RAM, ATI Radeon HD 4670 256MB VRAM.

Sorry if this has been answered already;I have tried searching the forum for the following, but could not find meaningful results.

Thank you for your help.

Zs4zet
10-31-11, 06:24 PM
Hi!

I found a bug:

https://picasaweb.google.com/Zs4zet/Temp#5669795696725814498https://picasaweb.google.com/Zs4zet/Temp#5669795696725814498https://picasaweb.google.com/Zs4zet/Temp#5669795696725814498

(Sorry, I don't know how capture the screen in SH5.)

Normally is good, generally (always) good with the teleport function.
If I shoot the deck gun, and I was in the optic of cannon before the teleport /as in picture/) and I teleport to bridge, or uzo, after teleport back to deck gun I get often this picture.
If I not shoot the cannon, and teleport out and in, then not (is correct). I get picture always after the shoot with the deck gun, and after teleport (from optic view), and back teleport (to optic of cannon)

I use Emtgulf scopes with 16:9 patch, I don't know, this is teleport or scopes bug, but I found this bug only the deck gun.

Thanks!
The TDW UI really great work!

Ps. sorry my poor english...

Marduk11
11-01-11, 01:44 PM
Hey all I was wondering if anyone can help me with trying to get the snorkel working. I have just installed 'NewUIs_TDC_6_8_0_ByTheDarkWraith' + patch,
At the end of TheDarkWraith's documentation it says
"- snorkel has been disabled (a leading ; added to each field in it's .sns file for the snorkel entry) for each player's sub
So I went into each sub folder and removed ; from the text as explained, still no snorkel :(

I was wondering if there was a more detailed explanation as to how to get it back.

Amazing work with this mod, loving the game.

warrior007
11-01-11, 04:44 PM
Might be a stupid question, but where can I download this from ? NewUI+TDC 3.0.0 as I can't find it anywhere! hope someone can help.
Thanks in advance.:up:

TheDarkWraith
11-01-11, 06:02 PM
Hey all I was wondering if anyone can help me with trying to get the snorkel working. I have just installed 'NewUIs_TDC_6_8_0_ByTheDarkWraith' + patch,
At the end of TheDarkWraith's documentation it says
"- snorkel has been disabled (a leading ; added to each field in it's .sns file for the snorkel entry) for each player's sub
So I went into each sub folder and removed ; from the text as explained, still no snorkel :(

I was wondering if there was a more detailed explanation as to how to get it back.

Amazing work with this mod, loving the game.

If you have other mods installed remove them all except for the UIs mod. See if snorkel works. If it does then a mod is overwriting one of my modified GR2 files that makes the snorkel work. If it still doesn't work I'd like to see your .sns file that you removed the leading ;s from.

TheDarkWraith
11-01-11, 06:03 PM
Might be a stupid question, but where can I download this from ? NewUI+TDC 3.0.0 as I can't find it anywhere! hope someone can help.
Thanks in advance.:up:

You won't find it. That is WAY old. Current version is v6.8.0 (+ a patch).

warrior007
11-01-11, 06:07 PM
Thank You for the reply TDW much appreciated will install that one :salute:

TheDarkWraith
11-01-11, 06:08 PM
Hi TDW
having 3 issues with Automatation here. First of all Patch1 is applied.

First issue:
Previous activated automation Scripts are not loaded with saved game.
Having a look into DbgView output while loading a saved game
[7560] Page Automation.StartPreviousActivatedScripts: c:\program files (x86)\steam\steamapps\common\silent hunter 5\ActiveAutomationScripts.TDW doesn't exist!
so inspecting DbgView output at saving the game there no function call on creating/updating the above mentioned file.

Second issue:
Calls on Report_position_celestial within a Script running at TC>128 raise an exception and stops script execution.
No DbgView entry when execption is thrown.

From my readings of the last days, you're using DLL injection to invoke the function calls. So I'm using the Steam Version and that might be the case.

Third issue
the t time parameter value for waiting on the execution of the next automation call is doubled
i.e
Report_position_deadreckoning,0,0,0,0,0,0,300
Loop,-1,0,0,0,0,0,0
Should invoke a looped dead reckon fix every 5 minutes. But it is invoked every 10 minutes.
Ok update on the last issue, after having a closer look into the TheDarkWraithAutomation.py it's now clear how the loop command is handled and just adding a simple
Wait,0,0,0,0,0,0,0
at the beginning of the commands list will clear the additional wait time that was taken over into the next Loop.

Hi!

I found a bug:
https://picasaweb.google.com/Zs4zet/Temp#5669795696725814498

Normally is good, generally (always) good with the teleport function.
If I shoot the deck gun, and I was in the optic of cannon before the teleport /as in picture/) and I teleport to bridge, or uzo, after teleport back to deck gun I get often this picture.
If I not shoot the cannon, and teleport out and in, then not (is correct). I get picture always after the shoot with the deck gun, and after teleport (from optic view), and back teleport (to optic of cannon)

I'm looking into these reports along with the supermarks and destroyed marks not showing immediately upon save game load :up:

As far as the previous automation scripts not starting, is the path shown to the file the path to your SH5 folder? I read this value from your system's registry. If what the registry tells me is different from where the actual location of SH5 is then it will never work.

TheDarkWraith
11-01-11, 07:11 PM
Made a new journal for new campaign. Started a new test campaign (Total Germany). Made some supermarks on the way out of the harbor. Went over to the east coast of Britain and sunk 5 warships (that was all I could find :cool:). Saved game. Was back in main menu. Loaded previously saved game. All supermarks and destroyed marks appeared instantly like they should. Exited game to desktop. Restarted game and loaded previously saved game. All supermarks and destroyed marks appeared instantly like they should. I can't reproduce this 'bug' that some users reported of where the supermarks/destroyed marks don't show on save game load until you destroy a unit :hmmm: How many of you are experiencing this 'bug' :06:

@Trevally - additional info works for me in SOAN.

All ships sunk also were reported in my journal.

Only mod enabled was v6.8.1 of my UIs mod (the patch).

Looking into the other bugs/errors reported now.

Marduk11
11-01-11, 07:40 PM
If you have other mods installed remove them all except for the UIs mod. See if snorkel works. If it does then a mod is overwriting one of my modified GR2 files that makes the snorkel work. If it still doesn't work I'd like to see your .sns file that you removed the leading ;s from.

Thank you so much, I do have quite the Mod Soup so I'll strip it and as you suggest.
Again Thank You So Much!!

kylania
11-01-11, 10:08 PM
:hmmm: How many of you are experiencing this 'bug' :06:

You can see it happen here:

http://www.youtube.com/watch?v=-CZTia1dCww#t=15m08s

Watch the message box as he sinks the destroyer, all his previous kills show up at that point.

At 1:16 (http://www.youtube.com/watch?v=-CZTia1dCww#t=1m16s) into the video you can see he shows no kills near Amsterdam even though the last time he played that save game there was like 8 kills in that harbor. However if you check the map at 26:37 (http://www.youtube.com/watch?v=-CZTia1dCww#t=26m37s), after the destroyer kill, you'll see the map has now populated with all his previous saved game kills.

I'm fairly certain that he didn't choose a specific Ships Journal from the main menu however and not sure that he's exiting to Main Menu and saving the ships journal each time though, but that's the effect people are seeing.

Marduk11
11-01-11, 11:12 PM
If you have other mods installed remove them all except for the UIs mod. See if snorkel works. If it does then a mod is overwriting one of my modified GR2 files that makes the snorkel work. If it still doesn't work I'd like to see your .sns file that you removed the leading ;s from.

Got it all up and working :up:

Zs4zet
11-02-11, 02:22 AM
Hi TDW!

I learn the manual targeting from tutorial, at earlier version (6.5) and at the script 2. starting significantly crashed.

Now I like to learning the RAOBF from tutorial. I saw, the the 6.8 is crashing... and now I prepare to crash, and start the dbgview.exe

If I like to back to previous message, I don't know, no prev button, than I press the stop button in RAOBF practice dialog, an stop button in Automation dialog. After press start button in Automation dialog. Crash immediately, or shortly.

The dbgview log write, at end of file:
00001939 1113.39587402 [3616] class AutomationScriptInFile(RAOBF_Practice).Start
00001940 1114.52893066 [2900] Entities.cpp (83): Process Message:
00001941 1114.52917480 [2900] Entities.cpp (114): OSI Ping
00001942 1114.52941895 [2900] Entities.cpp (123): succeeded
00001943 1127.66003418 [1020] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(405) : Game disconnected.
00001944 1127.66027832 [2900] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.

This is easy to repeat... at every second starting of script comming soon...

Zs4zet
11-02-11, 02:53 AM
And a another standard teleport symptom:

After I load the saved game. I'm in the bridge. I teleport to any periscope and beginning the astral voyage (levitation top of the sub). This happens always.
If I walk to the station (attach periscope, deckgun, flack) after the program sense myself, and working the teleport correctly (except previously deckgun bug).

The another face of this bug:
(After loading) I'm walking, after teleport to periscope, this already ok, but after I press Esc button I found myself the bridge.

I think, the program after of loading don't initialize the captain position, or was not saved the position? because after I arrive the first location (deckgun, attach periscope etc.) the program know it, and after work correctly.

Trevally.
11-02-11, 02:16 PM
@Trevally - additional info works for me in SOAN.

Thanks TDW - I must have an error my side:up:

holymans
11-02-11, 06:44 PM
Thanks TDW for looking into this issue. Is there anything that I can send to you from my end?


Hello everyone,

I recently reinstalled SH5 (v.1.2.0) on Windows XP SP3 to give it another go..was disappointed when it had come out. After completing the tutorial mission and docking in Kiel, I used the JSGME and added the NewUIs_TDC_6_8_0_ByTheDarkWraith mod (with patch 1). After adding the mod, I can see all the menu options and additional features, but for some reason I cannot choose my mission when at base..it does not show up on map when the guy gives me the overview of the story/next targets. When I ask to leave on patrol, the guy tells me "Are you sure you want to start a new patrol without choosing a mission?". These mission targets show up upon removing the mod. I don't have any other mods installed.

My specs Intel 2.4GHz, 12GB RAM, ATI Radeon HD 4670 256MB VRAM.

Sorry if this has been answered already;I have tried searching the forum for the following, but could not find meaningful results.

Thank you for your help.

Magic1111
11-04-11, 03:40 PM
Hi TDW!

Is it possible in the next version of UI MOD, when I click with Mouse cursor on the enemy Ship Name in Periscope (after the ship is from my Officer identified), that SOAN open directly on the right ship page? Currently I must after identified the ship manually search it in SOAN (click through the pages from SOAN to find the correct ship).

I think you as an "old" SH3 Modder (RB) you know this from SH3. When I click in SH3 on enemy ship name, the SOAN open directly the correct pages with the right ship!

You know what I mean?

Best regards,
Magic

TheDarkWraith
11-04-11, 04:56 PM
Hi TDW!

Is it possible in the next version of UI MOD, when I click with Mouse cursor on the enemy Ship Name in Periscope (after the ship is from my Officer identified), that SOAN open directly on the right ship page? Currently I must after identified the ship manually search it in SOAN (click through the pages from SOAN to find the correct ship).

I think you as an "old" SH3 Modder (RB) you know this from SH3. When I click in SH3 on enemy ship name, the SOAN open directly the correct pages with the right ship!

You know what I mean?

Best regards,
Magic

Excellent idea. Should be able to implement :up:

Sartoris
11-04-11, 06:20 PM
That's great, I'd love to see that in the next version.

TheDarkWraith
11-04-11, 07:38 PM
Hi TDW!

Is it possible in the next version of UI MOD, when I click with Mouse cursor on the enemy Ship Name in Periscope (after the ship is from my Officer identified), that SOAN open directly on the right ship page? Currently I must after identified the ship manually search it in SOAN (click through the pages from SOAN to find the correct ship).

Let's discuss how this is going to work. If SOAN is not open then I'm going to do nothing. If SOAN is open then I will have it 'flip' to the correct unit.

Now there's one tricky part to this: I can only get the name of the identified unit if you are in a scope view. Thus another stipulation is you have to be in a scope view for it to automatically 'flip' to correct unit.

Now we'll see if I can make this work :up:

kylania
11-04-11, 10:17 PM
That sounds perfectly reasonable however I might even have it automatically open the SOAN (well, Charts and SOAN) then pick the page since you won't ID a ship unless you wanted to look it up in the SOAN, right? Otherwise you'll ID it, forgot to have opened the SOAN first, then have to manually look it up - exactly what we wanted to avoid. :)

TheDarkWraith
11-04-11, 10:24 PM
That sounds perfectly reasonable however I might even have it automatically open the SOAN (well, Charts and SOAN) then pick the page since you won't ID a ship unless you wanted to look it up in the SOAN, right? Otherwise you'll ID it, forgot to have opened the SOAN first, then have to manually look it up - exactly what we wanted to avoid. :)

This is reasonable. There is only one small problem: what if SOAN is closed and dragged off to the left of the screen with only it's tab showing? I can have it 'open' itself but you'll still have to drag it out from the left side of the screen.

kylania
11-04-11, 10:31 PM
This is reasonable. There is only one small problem: what if SOAN is closed and dragged off to the left of the screen with only it's tab showing? I can have it 'open' itself but you'll still have to drag it out from the left side of the screen.

Ahhh, right. :oops: Guess I'm used to the old SH3 system where it would center and open. Even opened and then having to drag would be useful though I guess. :)

TheDarkWraith
11-04-11, 11:10 PM
just noticed a major bug in the destroyed marks. When a destroyed mark is created it was also creating a new nav fix (if real nav was enabled) :nope: Nobody ever noticed this? :06:

TheDarkWraith
11-05-11, 12:11 AM
For those wanting to test out the new changes so far it's available here: http://www.gamefront.com/files/20961537/NewUIs_TDC_6_9_0_ByTheDarkWraith_Test_zip

This has to be enabled after v6.8.0. Say yes to all conflicts in JSGME

NOTE: backup your ship's journal before enabling this! I haven't finalized v7 of the ship's journal format yet :DL

v6.9.0 - (Real nav only) fixed bug of when destroyed mark was created a new nav fix was also created
- (Real nav only) all marks no longer show nautical time and GMT time. They show the time the digital clock mode is set to (Naut or GMT)
- (Real nav only) changing digital clock mode (Naut or GMT) will automatically update all marks with new timestamp
- Changing digital clock mode (Naut or GMT) will change the timestamps in the messagebox and the ship's journal
- Ship's journal current version is now v7
- While editing a mark the ability to switch clock mode (Naut or GMT) is disabled

I'll work on the SOAN changes tomorrow :up:

Silent Steel
11-05-11, 02:32 AM
just noticed a major bug in the destroyed marks. When a destroyed mark is created it was also creating a new nav fix (if real nav was enabled) :nope: Nobody ever noticed this? :06:

Yes, but I didn't know if it actually was a bug. I suspected my mod soup.

ETsd4
11-05-11, 09:11 AM
For those wanting to test out the new changes so far it's available here: http://www.gamefront.com/files/20961537/NewUIs_TDC_6_9_0_ByTheDarkWraith_Test_zip

This has to be enabled after v6.8.0. Say yes to all conflicts in JSGME

NOTE: backup your ship's journal before enabling this! I haven't finalized v7 of the ship's journal format yet :DL


Have difficulties to set up real navigation with v6.9.0_test.
First v.6.9.0_test and then real_navigation_6_8_0
gives me a mix of real nav and GPS-navigation. The other way around is the same result. For the test i think you should additional add part real_navigation_6_9_0_test.

In GPS-navi:
The initial phrase when loading a mission "Navigator calulate my current position Lat xxx and Long yyy" is missing here.

In real navigation:
"Navigator calulate my current position Lat xxx and Long yyy" was in GMT time the rest of journal/log messages was in local time. (actual i could easily do without this message when in real navigation)

Didnt know how to change the clock. A mouse-over-info for the clock "how to set u-boat-jagd chrono, how to change clocktime etc" would be nice.
To see supermarks only with one timestamp was nice. If i am correct it was in local time. GMTtime for real navigation would be nice.



Had difficulities to set up the time (intervall or GMT-time) via mouse for the alarm-clock. But i had the same difficulites at v6_8_0 so this is not related to v6.9.0_test.

TheDarkWraith
11-05-11, 09:41 AM
Have difficulties to set up real navigation with v6.9.0_test.

In real navigation:
"Navigator calulate my current position Lat xxx and Long yyy" was in GMT time the rest of journal/log messages was in local time. (actual i could easily do without this message when in real navigation)

Didnt know how to change the clock. A mouse-over-info for the clock "how to set u-boat-jagd chrono, how to change clocktime etc" would be nice.
To see supermarks only with one timestamp was nice. If i am correct it was in local time. GMTtime for real navigation would be nice.

The first one where message was in GMT time as an error on my part. I've fixed it. Thanks for the bug report :up:

The digital clock should display a tooltip when you mouse over it. The tooltip says to click it to change modes (Naut or GMT)

You can have either GMT or Naut time for any of the marks (it's based on what the clock mode is)

Rongel
11-05-11, 10:02 AM
I had the same problem that Trevally mentioned, that the Additional info button doesn't work in Soan.

I'm not sure what is causing it, because some people have reported it works... Mod soup conflict?

TheDarkWraith
11-05-11, 10:05 AM
I had the same problem that Trevally mentioned, that the Additional info button doesn't work in Soan.

I'm not sure what is causing it, because some people have reported it works... Mod soup conflict?

I'll have to look through the code to see how I was doing those. That way I can tell you what to look for to see where the problem is :up:

EDIT:

It's looking for the currentshipfolder\\currentship.ait. If it finds this .ait then you will be able to see additional info.
Is the additional info link active in SOAN (are you able to click it)? If so, what happens when you click it? What does the DbgView output say?

Rongel
11-05-11, 11:07 AM
EDIT:

It's looking for the currentshipfolder\\currentship.ait. If it finds this .ait then you will be able to see additional info.
Is the additional info link active in SOAN (are you able to click it)? If so, what happens when you click it? What does the DbgView output say?

I'm not at home computer right now, so can't run the DbgView... I have the text in SOAN that reads "Additional Info" just like before, but now that I click it, nothing happens.

warrior007
11-05-11, 11:30 AM
I hope I'm not out of order here! If I am I apologise.
I have a problem with the XO Torpedo Officer Box stuck in the middle of my scope when I want to fire torpedoes. Is the box draggable to another position?
As I cannot seem to move mine and it's very annoying. So was just wondering if I could edit something to move it if it is not draggable.
Hope you do'nt mind me asking this. Awesome mod by the way.
Thanks for all you're Help:yeah::salute:

TheDarkWraith
11-05-11, 11:55 AM
I hope I'm not out of order here! If I am I apologise.
I have a problem with the XO Torpedo Officer Box stuck in the middle of my scope when I want to fire torpedoes. Is the box draggable to another position?
As I cannot seem to move mine and it's very annoying. So was just wondering if I could edit something to move it if it is not draggable.
Hope you do'nt mind me asking this. Awesome mod by the way.
Thanks for all you're Help:yeah::salute:

Use the options file editor/viewer (\data\Applications) and go to XO TDC tab. You'll find what you're wanting there :up:

TheDarkWraith
11-05-11, 12:05 PM
I'm not at home computer right now, so can't run the DbgView... I have the text in SOAN that reads "Additional Info" just like before, but now that I click it, nothing happens.

I've added some debug output for this. If SOAN tries to read the additional info and the file is not found it's going to output where it tried to read the file from. This should help narrow down what's wrong.

I've also added more debug output for the marks that don't appear at save game load for some users. For those users the marks reappear after first kill. If this happens to you using v.6.9.0 test I need to see the full DbgView output.

I'll be posting a new test version here soon for v6.9.0. I've fixed many bugs in all the changes I've done and those reported (about the changes)

warrior007
11-05-11, 03:19 PM
Thank you for the reply but I dont have any tabs in my viewer apart from File? do I have to move the viewer out of that folder somewhere else?
Ok Ignore this msg I thing I found it in you're .psy file and changed value to True. I hope that is correct?.
Really appreciate everything you are doing to make this game work as it should.
In my book people like yourself are rare.
if was in person now would shake you're hand sir. Thank You Very much
:up::up::up::salute:

Defiance
11-05-11, 04:26 PM
just noticed a major bug in the destroyed marks. When a destroyed mark is created it was also creating a new nav fix (if real nav was enabled)

I noticed twice today

Had a layoff from using real nav for a while, so only got back into it the last few days

But deffo marked as you said, if i rem right it was last sinking after i met mission params

Cheers

Magic1111
11-05-11, 06:12 PM
Let's discuss how this is going to work. If SOAN is not open then I'm going to do nothing. If SOAN is open then I will have it 'flip' to the correct unit.

Now there's one tricky part to this: I can only get the name of the identified unit if you are in a scope view. Thus another stipulation is you have to be in a scope view for it to automatically 'flip' to correct unit.

Now we'll see if I can make this work :up:

Hi TDW!

I´m very glad that you like my suggestion! :up:

Another question is in this context, can we have a new UserOption, for example:

"Is SOAN/Charts enable (tab showing) at Game/Savegame Start (Yes/No)"

If yes, then I always see at the left side on the screen the Tab from charts and SOAN and I can easy it dragged in to the middle of the screen and then I can click on the name of the identified unit and SOAN flip to the correct unit! :yep:

Is this UserOption possible?

Best regards,
Magic:salute:

holymans
11-05-11, 07:50 PM
Nevermind..my problem was resolved. I completely removed the game and all mods, installed it and re-downloaded the mod. Working like a charm! Great work! Thanks!



I recently reinstalled SH5 (v.1.2.0) on Windows XP SP3 to give it another go..was disappointed when it had come out. After completing the tutorial mission and docking in Kiel, I used the JSGME and added the NewUIs_TDC_6_8_0_ByTheDarkWraith mod (with patch 1). After adding the mod, I can see all the menu options and additional features, but for some reason I cannot choose my mission when at base..it does not show up on map when the guy gives me the overview of the story/next targets. When I ask to leave on patrol, the guy tells me "Are you sure you want to start a new patrol without choosing a mission?". These mission targets show up upon removing the mod. I don't have any other mods installed.

Thank you for your help.

TheDarkWraith
11-05-11, 09:27 PM
just noticed a major bug in the destroyed marks. When a destroyed mark is created it was also creating a new nav fix (if real nav was enabled)

I just noticed this yesterday as I was making v6.9.0. Thanks for the report though :up:

Hi TDW!

I´m very glad that you like my suggestion! :up:

Another question is in this context, can we have a new UserOption, for example:

"Is SOAN/Charts enable (tab showing) at Game/Savegame Start (Yes/No)"

If yes, then I always see at the left side on the screen the Tab from charts and SOAN and I can easy it dragged in to the middle of the screen and then I can click on the name of the identified unit and SOAN flip to the correct unit! :yep:

I have a better idea:

A new user option has been added to v6.9.0: AutoEnableChartsOpenSOANToIdentifiedUnit

This user option has been added to the SOAN tab in the user option's editor/viewer app

If WEPS identifies the target and this new user option is True then:
- charts are enabled if not already
- SOAN is set to the unit
- SOAN is opened

You will still have to drag SOAN from the left side of the screen if it isn't already out on the screen :up:

I'm thinking about adding another new user option. This user option will automatically enable charts when entering a scope station (periscope, obs scope, UZO)

EDIT:

added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO).
Default value is disabled (False) (AutoEnableChartsOnScopeStation)

I find this new user option above handy :yep:

TheDarkWraith
11-05-11, 11:52 PM
v6.9.0 test 2 available here: http://www.gamefront.com/files/20965091/NewUIs_TDC_6_9_0_ByTheDarkWraith_Test_2_zip

This has to be enabled after v6.8.0. Say yes to all conflicts in JSGME

NOTE: backup your ship's journal before enabling this! I haven't finalized v7 of the ship's journal format yet :DL

v6.9.0 - (Real nav only) fixed bug of when destroyed mark was created a new nav fix was also created
- (Real nav only) all marks no longer show nautical time and GMT time. They show the time the digital clock mode is set to (Naut or GMT)
- (Real nav only) changing digital clock mode (Naut or GMT) will automatically update all marks with new timestamp
- Changing digital clock mode (Naut or GMT) will change the timestamps in the messagebox and the ship's journal
- Ship's journal current version is now v7
- While editing a mark the ability to switch clock mode (Naut or GMT) is disabled
- added a new user option. This user option will control the auto enabling of the charts and opening SOAN to identified unit upon WEPS-->Torpedo attack-->Ship identification order given. Default value is disabled (False) (AutoEnableChartsOpenSOANToIdentifiedUnit)
- added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoEnableChartsOnScopeStation)
- revised Ship's journal viewer app to new ship journal version (v7)
- revised TDWSOAN.DLL for support of new user option AutoEnableChartsOpenSOANToIdentifiedUnit
- (Real nav only) added more debug output at game start when all the marks are created to try and figure out why some users marks don't show until a kill is made
- added more debug output to SOAN to try and figure out why some users Additional info button on SOAN doesn't work
- fixed bugs in OptionsFileEditorViewer app relating to culture specifics

:|\\

ZL2BMH
11-06-11, 12:22 AM
Thank you TDW. Your work and dedication is simply amazing, Eoweth told me about the work you have done and I am pleased to say, as a novice, I have all your mods, which I'm really thankful for.

Regards,
Zl2bmh

torr
11-06-11, 04:38 AM
Hi TDW
This patch 6.9.0 repair bug Editor(culture specific - "Invalid entry found.MIN value not a float Line read was #VALUES=MIN|0.0 @ line number 110."
) - successfly

I have W7 - 64bit - lang Czech

THX

Magic1111
11-06-11, 05:19 AM
I have a better idea:

A new user option has been added to v6.9.0: AutoEnableChartsOpenSOANToIdentifiedUnit

This user option has been added to the SOAN tab in the user option's editor/viewer app

If WEPS identifies the target and this new user option is True then:
- charts are enabled if not already
- SOAN is set to the unit
- SOAN is opened

You will still have to drag SOAN from the left side of the screen if it isn't already out on the screen :up:

I'm thinking about adding another new user option. This user option will automatically enable charts when entering a scope station (periscope, obs scope, UZO)

EDIT:

added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO).
Default value is disabled (False) (AutoEnableChartsOnScopeStation)

I find this new user option above handy :yep:

Hi TDW!

Wonderful news, that´s exactly what I want!!! :yeah:

Can I enable v6.9.0 test2 during Mid-Patrol or only in bunker/port?

Best regards,
Magic:salute:

Silent Steel
11-06-11, 05:21 AM
This is deeeeep... :o

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5053

(NewUIs_TDC_6_8_0_ByTheDarkWraith\Dials\German\met ric\briklebritt)

Magic1111
11-06-11, 05:23 AM
- added a new user option. This user option will control the auto enabling of the charts and opening SOAN to identified unit upon WEPS-->Torpedo attack-->Ship identification order given. Default value is disabled (False) (AutoEnableChartsOpenSOANToIdentifiedUnit)

- added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoEnableChartsOnScopeStation)


Can I set both new UserOptions to "True" at the same time? Or must one of the new UserOptions set to "False" (when the other is set to true)? :hmmm:

Magic1111
11-06-11, 05:26 AM
This is deeeeep... :o

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5053

(NewUIs_TDC_6_8_0_ByTheDarkWraith\Dials\German\met ric\briklebritt)

I think "KM" is the short for "Kriegsmarine" (german word for Navy), not for "Kilometers"! :03:

Best regards,
Magic

TheDarkWraith
11-06-11, 08:11 AM
Hi TDW!

Wonderful news, that´s exactly what I want!!! :yeah:

Can I enable v6.9.0 test2 during Mid-Patrol or only in bunker/port?

Best regards,
Magic:salute:

I don't see why you can't at anytime. The ship's journal is now at v7 format so it will automatically convert your old journal to the new version. Nothing has changed that impacts a campaign. All the changes are cosmetic in nature (to the game). Yes, you should be fine :up:

Can I set both new UserOptions to "True" at the same time? Or must one of the new UserOptions set to "False" (when the other is set to true)? :hmmm:

Yes you can :up: Do you think I need another new user option that automatically disables the charts when you leave a scope station (like I did for the periscopes by having them automatically lower)? :06:

Hi TDW
This patch 6.9.0 repair bug Editor(culture specific - "Invalid entry found.MIN value not a float Line read was #VALUES=MIN|0.0 @ line number 110."
) - successfly

Thanks for the report :up: Can you do a little test for me? Find any value that is a float (has a decimal point) and change it's value. I recommend using the most fuel efficient speed (under the Fuel tab). Change it's value to say 10 and save the change (File-->Save). Close the app. Reopen the app and open your options file and ensure there are no errors while it's opening it.
Did you notice that I fixed the app in the regards that it shows numerical formatting in your specific culture? For Europeans this means the American symbol for denoting decimal places (.) now shows the correct symbol for you all (,)

EDIT:

- added a new user option. This user option will control the disabling of the charts when leaving a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoDisableChartsOnScopeStationLeave)

Silent Steel
11-06-11, 08:38 AM
I think "KM" is the short for "Kriegsmarine" (german word for Navy), not for "Kilometers"! :03:

Best regards,
Magic

Still. Isn't it a bit confusing?
I'm not sure if die Marine used such an abbreviation like 'KM'?
On dials? :hmmm:
Someone?

TheDarkWraith
11-06-11, 09:06 AM
Third issue
the t time parameter value for waiting on the execution of the next automation call is doubled
i.e
Report_position_deadreckoning,0,0,0,0,0,0,300
Loop,-1,0,0,0,0,0,0
Should invoke a looped dead reckon fix every 5 minutes. But it is invoked every 10 minutes.
Ok update on the last issue, after having a closer look into the TheDarkWraithAutomation.py it's now clear how the loop command is handled and just adding a simple
Wait,0,0,0,0,0,0,0
at the beginning of the commands list will clear the additional wait time that was taken over into the next Loop.

This really irked me as that is not how it's supposed to be working (you shouldn't have to add another command to make it work correctly). Upon looking back over my Automation code I saw a big fat error in the Update method dealing with the loop command. That error tells me why you were having to do this. When the loop command was encountered it was automatically setting the command index to 0 AND then setting the timer to command 0's wait time :nope: That is incorrect. I've changed the code to do what I intended it to do.
This change results in the loop command now having a t time that can be specified and it being the ONLY command who's t time is used when it's the last command (all other commands t time is ignored when they are the last command).
Now when a loop command is encountered the Update method will set the timer to the loop command's t time then it will update the command index to 0 (first command). That is how it was supposed to be working all this time.

I've updated Automation's documentation to reflect this:

; Loop,x,0,0,0,0,0,t - loop this automation script x times before stopping. If x = -1 then it will loop forever until stopped by user. NOTE: if this is the last command it's t time WILL be considered


Looking into Report_position_celestial within a Script running at TC>128 causing exceptions now

Rongel
11-06-11, 09:11 AM
I made a quick test with the new mod version, the OptionsFileEditor works now (didn't work before) and I also got the "Additional Info" in SOAN. Thanks! :DL

TheDarkWraith
11-06-11, 09:13 AM
I made a quick test with the new mod version, the OptionsFileEditor works now (didn't work before) and I also got the "Additional Info" in SOAN. Thanks! :DL

Thanks for the feedback :up: Still not sure why the additional info wasn't working for you before. All I did was add more debug output to it so I could possibly see what was going on.

TheDarkWraith
11-06-11, 09:58 AM
Second issue:
Calls on Report_position_celestial within a Script running at TC>128 raise an exception and stops script execution.
No DbgView entry when execption is thrown.
Below is the DebugScript output:

this was a hard one to figure out :shifty: I see why it does this now and it's because of my error. When I'm grabbing the weather info there's a chance that it could try to read a journal entry that it's not supposed to read (incorrect journal entry type). I will correct this :up:

TheDarkWraith
11-06-11, 10:22 AM
v6.9.0 test 3 available for testing here: http://www.gamefront.com/files/20966295/NewUIs_TDC_6_9_0_ByTheDarkWraith_Test_3_zip

This should fix all the errors that have been reported now. Let me know if there are any new ones (hopefully not).

The quicker we can validate this the quicker I can release this new version. v6.8.0 needs to be replaced quickly due to the errors/bugs in it :-?


v6.9.0 - (Real nav only) fixed bug of when destroyed mark was created a new nav fix was also created
- (Real nav only) all marks no longer show nautical time and GMT time. They show the time the digital clock mode is set to (Naut or GMT)
- (Real nav only) changing digital clock mode (Naut or GMT) will automatically update all marks with new timestamp
- Changing digital clock mode (Naut or GMT) will change the timestamps in the messagebox and the ship's journal
- Ship's journal current version is now v7
- While editing a mark the ability to switch clock mode (Naut or GMT) is disabled
- added a new user option. This user option will control the auto enabling of the charts and opening SOAN to identified unit upon WEPS-->Torpedo attack-->Ship identification order given. Default value is disabled (False) (AutoEnableChartsOpenSOANToIdentifiedUnit)
- added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoEnableChartsOnScopeStation)
- revised Ship's journal viewer app to new ship journal version (v7)
- revised TDWSOAN.DLL for support of new user option AutoEnableChartsOpenSOANToIdentifiedUnit
- (Real nav only) added more debug output at game start when all the marks are created to try and figure out why some users marks don't show until a kill is made
- added more debug output to SOAN to try and figure out why some users Additional info button on SOAN doesn't work
- fixed bugs in OptionsFileEditorViewer app relating to culture specifics
- added a new user option. This user option will control the disabling of the charts when leaving a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoDisableChartsOnScopeStationLeave)
- fixed bug in Automation dealing with the loop command. Bug was when loop command was encountered it was setting the command index to 0 (start of commands) and setting the timer to command 0's wait time. Then when command 0 was executed the timer was set to command 0's wait time again. The fix for this has resulted in Automation's Wait command now being able to specify a t time. This fix also results in the Wait command being the ONLY command in Automation who's t time will be considered when it's the last command.
- fixed bug when an Automation command would 'request' weather info the script would stop

Silent Steel
11-06-11, 11:03 AM
v6.9.0 test 3 available for testing here: http://www.gamefront.com/files/20966295/NewUIs_TDC_6_9_0_ByTheDarkWraith_Test_3_zip


Starting test run :up:

torr
11-06-11, 01:26 PM
for TDW: use 6.9.0 test revision 2
my ver SH5 is EN and OS win7(64bit) - CZ(Czech)

a,in TheDarkWraithUserOptions.py file
- set parameter MostFuelEfficientSpeed = 10
- OptionsFileEditorViewer OK and value = 10,00

b,in TheDarkWraithUserOptions.py file
- set MostFuelEfficientSpeed = 10,00
- OptionsFileEditorViewer OK and value = 1000,00

c,in TheDarkWraithUserOptions.py file
- set MostFuelEfficientSpeed = 10.00
- OptionsFileEditorViewer OK and value = 10,00

d,only work with OptionsFileEditorViewer
- if set parameter MostFuelEfficientSpeed 10 or 10,00 - OK
- if set parameter MostFuelEfficientSpeed 10.00 - error

TheDarkWraith
11-06-11, 02:47 PM
for TDW: use 6.9.0 test revision 2
my ver SH5 is EN and OS win7(64bit) - CZ(Czech)

a,in TheDarkWraithUserOptions.py file
- set parameter MostFuelEfficientSpeed = 10
- OptionsFileEditorViewer OK and value = 10,00

b,in TheDarkWraithUserOptions.py file
- set MostFuelEfficientSpeed = 10,00
- OptionsFileEditorViewer OK and value = 1000,00

c,in TheDarkWraithUserOptions.py file
- set MostFuelEfficientSpeed = 10.00
- OptionsFileEditorViewer OK and value = 10,00

d,only work with OptionsFileEditorViewer
- if set parameter MostFuelEfficientSpeed 10 or 10,00 - OK
- if set parameter MostFuelEfficientSpeed 10.00 - error

never fails, there's always something. How do you denote decimal places for your region? Do you use the . or , ?

EDIT:

just looked in Win7 control panel-->Region and Language and for Czech your decimal seperator is the , so I'm a little baffled currently...

EDIT2:

Set my computer to Czech via the Region and Language. Fired up the options editor app and everything works correctly. Were you making those changes in the .py file itself or using the app? The .py file will ALWAYS have US region values in it, that's how I designed it. You are supposed to use the options editor/viewer to make any changes now so as to avoid errors in the options file.

Magic1111
11-06-11, 02:55 PM
added a new user option. This user option will control the disabling of the charts when leaving a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoDisableChartsOnScopeStationLeave)


Wonderful Idea TDW, I like it! :yeah:

Best regards,
Magic:salute:

TheDarkWraith
11-06-11, 03:04 PM
Wonderful Idea TDW, I like it! :yeah:

Best regards,
Magic:salute:

thought you would :up:

I'm thinking of expanding the options editor/viewer to allow it to enable/disable the snorkel. I've had MANY PMs about how to enable/disable it (even though my documentation states how to do it). Good or bad idea? :06:

Sartoris
11-06-11, 03:07 PM
I recently reinstalled SH5, and while I was setting up my mod soup I simply copied the old file from NewUI (the one with all the custom options - btw. it's extremely easy to customize the UI, thanks for that!). That file had been used in the previously installed copy of SH5, and since I didn't feel like customizing the file all over again I just took it out of the mod folder, downloaded NewUI again, and put it in its folder (copy and replace). Is it okay to do that?

Magic1111
11-06-11, 03:21 PM
Good or bad idea? :06:

Good idea...? :hmmm: VERY GOOD Idea!!!!!!!!!!!!!:rock::rock::rock::rock:

TheDarkWraith
11-06-11, 03:43 PM
I recently reinstalled SH5, and while I was setting up my mod soup I simply copied the old file from NewUI (the one with all the custom options - btw. it's extremely easy to customize the UI, thanks for that!). That file had been used in the previously installed copy of SH5, and since I didn't feel like customizing the file all over again I just took it out of the mod folder, downloaded NewUI again, and put it in its folder (copy and replace). Is it okay to do that?

Very bad idea!! Use the options migrator app found in \data\Applications to migrate old options to new options file :up:

Sartoris
11-06-11, 05:57 PM
Ah, I see, thank you. Maybe that's the reason I'm having trouble with the hydrophone (as I mentioned in the other thread)...

TheDarkWraith
11-06-11, 06:02 PM
Ah, I see, thank you. Maybe that's the reason I'm having trouble with the hydrophone (as I mentioned in the other thread)...

Could be, could not be. Never ever overwrite an options file that comes with every new version of the mod with an old one. Always use the options migrator. That options file is the central nervous system of the entire mod. Without it the mod ceases to function. Things are always changing in it from version to version :up: What the registry is to Windows is what the options file is to this mod.

Sartoris
11-06-11, 06:08 PM
The one I used was from the same version (6.8.0), so I just thought I was safe. But I'll follow your advice in the future.

Do you know if it's possible to damage the core game files by activating and deactivating mods in JSGME too many times? I always try to deactivate them one at a time, but my last installed copy got damaged somehow so I reinstalled because I assumed too much modding might have broken it.

Sartoris
11-06-11, 06:14 PM
Also, since you were kind enough to help me out, could you tell me in which order I should put these mods: IRAI, FX, NewUI. I tried putting them in that order, as you can see in my thread about the hydro, but Silent Steel suggested I put IRAI after NewUI, so I'm not sure any more. I have all the latest versions.

THE_MASK
11-06-11, 06:15 PM
When i start a new campaign i uninstall the mods via jsgme . Then i uninstall SH5 then patch to 1.2 , then reinstall the mods . I dont touch jsgme after starting a campaign . No ctds .

kylania
11-06-11, 06:17 PM
When i start a new campaign i uninstall the mods via jsgme . Then i uninstall SH5 then patch to 1.2 , then reinstall the mods . I dont touch jsgme after starting a campaign . No ctds .

That seems rather excessive, doesn't it? :)

TheDarkWraith
11-06-11, 06:19 PM
The one I used was from the same version (6.8.0), so I just thought I was safe. But I'll follow your advice in the future.

Do you know if it's possible to damage the core game files by activating and deactivating mods in JSGME too many times? I always try to deactivate them one at a time, but my last installed copy got damaged somehow so I reinstalled because I assumed too much modding might have broken it.

JSGME 'hiccups' occasionally on me also. I keep a backup copy of my Silent Hunter 5 folder on my server when this happens so reinstalling is a snap :yep:

Overwriting with the same options file from the same version is safe and ok. Different versions is a no-no.


Updated the Options Viewer/Editor so that you can enable/disable the snorkel for any sub from it. This applies only to my UIs mod.

There is a new entry under File - Set SH5 install path... You must first set the path to your SH5 install if you want to be able to enable/disable snorkel

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=5088

You can test it here: http://www.gamefront.com/files/20968492/OptionsFileEditorViewer_v_1_0_22_0_Test_zip

Working on this automatic watchofficer thing now...

TheDarkWraith
11-06-11, 06:23 PM
Also, since you were kind enough to help me out, could you tell me in which order I should put these mods: IRAI, FX, NewUI. I tried putting them in that order, as you can see in my thread about the hydro, but Silent Steel suggested I put IRAI after NewUI, so I'm not sure any more. I have all the latest versions.

All of these mods share some common files between them. I sometimes update one or more of these common files on a mod release. If I don't specify in the documentation then the latest mod needs to be enabled last. Usually this is my UIs mod.

Sartoris
11-06-11, 06:24 PM
Excellent news! I'll be following your work on the watch officer.:up:

I didn't know you could do that: just copy the SH5 folder and paste it over the old one if the old one gets corrupted in any way? I'll have to try that next time everything falls apart.:)

TheDarkWraith
11-06-11, 06:25 PM
Excellent news! I'll be following your work on the watch officer.:up:

I didn't know you could do that: just copy the SH5 folder and paste it over the old one if the old one gets corrupted in any way? I'll have to try that next time everything falls apart.:)

Won't take me very long at all to finish up this watch officer thing :yep: Should be done here very soon.

When mine corrupts I delete the whole SH5 folder from my HD. Then I copy the folder from my server to my HD. Reinstall mods and continue on :up:

TheDarkWraith
11-06-11, 06:35 PM
Okay after a little thought on this watch officer thing here's what I've decided:

we have the following options under Time Compression:

#;###################################### Time compression ########################################
#[OPTION]
#CATEGORY=Time compression
#TYPE=6
#DESCRIPTION=Time compression level at which the TCx on constant distance is enabled (this will change the time compression level to a pre-determined level when a contact gets inside a specified radius around the sub if the current time compression level is greater than or equal to this value)
#VALUES=MIN|1
#DEFAULT=1024
#; the TC level at which the TCx on contact distance is enabled (this will change the TC level to a pre-determined level when a contact gets inside a specified radius around the sub if the current TC level is greater than or equal to this value)
#; below in powers of 2 only!
TCxOnContactDistanceEnabledTCLevel = 1024

#[OPTION]
#CATEGORY=Time compression
#TYPE=2
#DESCRIPTION=The radius around the sub to determine when to set time compression level to TCxOnContactDistanceTCLevel when time compression value is greater than 1 and TCxOnContactDistanceEnabled is True
#VALUES=MIN|0.0
#DEFAULT=8000.0
#; when at TC > 1 and TCxOnContactDistanceEnabled is enabled (True) then this is the radius around your sub to determine when to set TC level to TCxOnContactDistanceTCLevel
#; below in meters
TCxOnContactDistanceRadius = 8000.0

#[OPTION]
#CATEGORY=Time compression
#TYPE=6
#DESCRIPTION=Time compression level to set when TCxOnContactDistanceEnabled is True and contact is inside the TCxOnContactDistanceRadius
#VALUES=MIN|1
#DEFAULT=1
#; the TC level to set when TCxOnContactDistanceEnabled is enabled (True) and contact is inside the TCxOnContactDistanceRadius
#; below in powers of 2 only!
TCxOnContactDistanceTCLevel = 1


I'll add a new user option called WatchOfficerCheckForContantsOnTCxSet. It will default to disabled (False). This user option will be found under the Automatics tab.
I'll use the user option TCxOnContactDistanceEnabledTCLevel as the trigger. If WatchOfficerCheckForContantsOnTCxSet is enabled (True) and TCxOnContactDistanceEnabledTCLevel triggers TC level change to TCxOnContactDistanceTCLevel then the watch officer will automatically check for contacts IF you are surfaced. If you are submerged then nothing happens.

Sartoris
11-06-11, 06:35 PM
Won't take me very long at all to finish up this watch officer thing :yep: Should be done here very soon.

Very cool!:up:

I was also wondering if the same could be done with the hydro guy if you're traveling underwater and the TC suddenly drops. I don't think the hydro guy ever tells me what caused the TC drop, I have to ask him to look for contacts, so maybe something similar could be done with him.


/ snip /

Woah! That was fast. A wizard at work! :D

TheDarkWraith
11-06-11, 06:53 PM
I was also wondering if the same could be done with the hydro guy if you're traveling underwater and the TC suddenly drops. I don't think the hydro guy ever tells me what caused the TC drop, I have to ask him to look for contacts, so maybe something similar could be done with him.

ok it's been coded. I forgot that there is a command for the sonarman to report nearest contact so if you are submerged then this command will be invoked. If you are surfaced then the watchofficer will report nearest contact.

Testing changes now...

EDIT:

everything works perfectly for surfaced or submerged. Have to update documentation and then new test version will be available.

Also while working on this the TCxOnContactDistanceEnabledTCLevel is always enabled I noticed. I never put an on/off switch for it. That explains why some people have this phantom TC1 at times.

TheDarkWraith
11-06-11, 07:24 PM
v6.9.0 test version 4 available here: http://www.gamefront.com/files/20968715/NewUIs_TDC_6_9_0_ByTheDarkWraith_Test_4_zip

All the stipulations of the previous test versions apply.


v6.9.0 - (Real nav only) fixed bug of when destroyed mark was created a new nav fix was also created
- (Real nav only) all marks no longer show nautical time and GMT time. They show the time the digital clock mode is set to (Naut or GMT)
- (Real nav only) changing digital clock mode (Naut or GMT) will automatically update all marks with new timestamp
- Changing digital clock mode (Naut or GMT) will change the timestamps in the messagebox and the ship's journal
- Ship's journal current version is now v7
- While editing a mark the ability to switch clock mode (Naut or GMT) is disabled
- added a new user option. This user option will control the auto enabling of the charts and opening SOAN to identified unit upon WEPS-->Torpedo attack-->Ship identification order given. Default value is disabled (False) (AutoEnableChartsOpenSOANToIdentifiedUnit)
- added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoEnableChartsOnScopeStation)
- revised Ship's journal viewer app to new ship journal version (v7)
- revised TDWSOAN.DLL for support of new user option AutoEnableChartsOpenSOANToIdentifiedUnit
- (Real nav only) added more debug output at game start when all the marks are created to try and figure out why some users marks don't show until a kill is made
- added more debug output to SOAN to try and figure out why some users Additional info button on SOAN doesn't work
- fixed bugs in OptionsFileEditorViewer app relating to culture specifics
- added a new user option. This user option will control the disabling of the charts when leaving a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoDisableChartsOnScopeStationLeave)
- fixed bug in Automation dealing with the loop command. Bug was when loop command was encountered it was setting the command index to 0 (start of commands) and setting the timer to command 0's wait time. Then when command 0 was executed the timer was set to command 0's wait time again. The fix for this has resulted in Automation's Wait command now being able to specify a t time. This fix also results in the Wait command being the ONLY command in Automation who's t time will be considered when it's the last command.
- fixed bug when an Automation command would 'request' weather info the script would stop
- added a new user option. This user option will have the watch officer report nearest visual contact (if surfaced) or sonarman report nearest sound contact (if submerged) when TCxOnContactDistanceEnabledTCLevel is triggered. Default value is disabled (False) (WatchOfficerCheckForContantsOnTCxSet)
- added the ability to enable/disable snorkel from the options editor/viewer app

:|\\

THE_MASK
11-06-11, 08:03 PM
I have this.
WatchOfficerCheckForContantsOnTCxSet = True#False

TheDarkWraith
11-06-11, 08:16 PM
I have this.
WatchOfficerCheckForContantsOnTCxSet = True#False

:haha: I left my testing in. It's ok, that means it's enabled from the start for the test version. I'll update the mod though :up:

torr
11-07-11, 01:50 AM
.............
EDIT2:

............ Were you making those changes in the .py file itself or using the app? .............

a,in TheDarkWraithUserOptions.py file
- set parameter MostFuelEfficientSpeed = 10
- OptionsFileEditorViewer OK and value = 10,00

b,c
...............

d,only work with OptionsFileEditorViewer
- if set parameter MostFuelEfficientSpeed 10 or 10,00 - OK
- if set parameter MostFuelEfficientSpeed 10.00 - error


ad) a,b,c change parameter only TheDarkWraithUserOptions.py
ad) d change parameter only OptionsFileEditorViewer

change TheDarkWraithUserOptions.py via app Wordpad

Sartoris
11-07-11, 02:48 AM
Thank you, TDW! I'll try using the updated mod as soon as possible.:rock:

Sartoris
11-07-11, 11:50 AM
Is it possible to play with no contacts on, but still have friendly contacts visible on the map? I find it's easier to use wolfpacks that way, and it also helps me not to ram into a friendly unit when I forget to pay attention. :D

If this is not possible, would you be able to make an additional mod for this?

TheDarkWraith
11-07-11, 11:57 AM
Is it possible to play with no contacts on, but still have friendly contacts visible on the map? I find it's easier to use wolfpacks that way, and it also helps me not to ram into a friendly unit when I forget to pay attention. :D

If this is not possible, would you be able to make an additional mod for this?

Unfortunately the game doesn't tell you if the contact is enemy or friendly (via python code) and the same symbols are used for both. Thus it's either no symbols or symbols.

Sartoris
11-07-11, 04:43 PM
OK, well thanks for looking into it anyway.:up:

Magic1111
11-07-11, 05:28 PM
v6.9.0 test version 4 available here: http://www.gamefront.com/files/20968715/NewUIs_TDC_6_9_0_ByTheDarkWraith_Test_4_zip


Hi TDW!

I´ve tested v6.9.0 test version 4 and for me all new features works perfect, no problems! :yeah:

Best regards,
Magic

TheDarkWraith
11-07-11, 05:31 PM
Hi TDW!

I´ve tested v6.9.0 test version 4 and for me all new features works perfect, no problems! :yeah:

Best regards,
Magic

Thanks for the feedback :yeah: The new watchofficer thing is doing it's job? No more 'ghost' TC1s?

Magic1111
11-08-11, 04:01 AM
The new watchofficer thing is doing it's job? No more 'ghost' TC1s?

Yes, until now...! :up:

doomguyjack101
11-08-11, 09:48 AM
You'll have to forgive me for being new to sh5 modding if I've missed something simple.

With the snorkel raised, my co2 level still raises. Is this supposed to be the case? Or, have i messed something up?

TheDarkWraith
11-08-11, 09:57 AM
You'll have to forgive me for being new to sh5 modding if I've missed something simple.

With the snorkel raised, my co2 level still raises. Is this supposed to be the case? Or, have i messed something up?

Unfortunately the game is still bugged in that regard :nope: I haven't found a solution for it yet :shifty:

Silent Steel
11-08-11, 10:32 AM
You'll have to forgive me for being new to sh5 modding if I've missed something simple.

With the snorkel raised, my co2 level still raises. Is this supposed to be the case? Or, have i messed something up?

Welcome to the forum doomguy :salute:

Save the game.
Exit to main menu.
Reload the game.

Usually this does the trick. :up:

doomguyjack101
11-08-11, 10:44 AM
Holy spleh, that was a fast response. I'll give the reload trick a shot.
And, by the way, outstanding bit of modding work.

Cheers!

Claudius
11-08-11, 11:53 AM
Is the first time that I will use v6.9.0 test version 4, can use right only the version beta? Do I follow instructions of the video version 3.0.0?


Would it be possible to create this MOD in form of executable facilitating the installation? It is a suggestion to help the beginners.

Congratulations for the dedication.

TheDarkWraith
11-08-11, 06:14 PM
Is the first time that I will use v6.9.0 test version 4, can use right only the version beta? Do I follow instructions of the video version 3.0.0?

Yes only the testing (beta) version is available if you want to try the latest and greatest. If you want the released version you have v6.8.0 (and patch) available at post #1

I don't know what video version you are referring to so I can't be of much help. There is an app included in \data\Applications that allows you to edit the options file via a GUI. This is the preferred method of changing the user options now.


Finally got the destroyed marks not appearing at save game load bug to finally rear it's ugly head. Now I have to figure out why it's doing this :DL

EDIT:

ok it makes sense now. If you are not using a journal then this bug appears. If you are using a journal then the destroyed marks always appear at save game load. Now I just have to adjust the code for those not using a journal

TheDarkWraith
11-08-11, 07:57 PM
bug of destroyed marks put to rest :up:

Now for an interesting idea I have been playing around with: simulating failures of key equipment. Basically what I do is if the random chance says x piece of equipment has failed I make it so you can't interact with it (you can't click it to activate it or teleport to it). It's basically dead until repaired/fixed. A random time would be assigned until the unit is deemed repaired/fixed at which time it's usable again. The key pieces of equipment I'm considering are:
- UZO
- obs scope
- attack scope
- radar station
- hydrophone station
- deckgun (if installed)
- flak gun 1 (if installed)
- flak gun 2 (if installed)
- binocular (might not be able to do this one but trying)

What do you all think of the idea? I can assign new user options to control the max failure rate and max time to repair :hmmm:

Also figured out how to tell if deckgun, flak 1, and flak 2 are installed on sub so I'm going to add the ability to teleport to flak 2 in the teleport bar

oakdesign
11-08-11, 08:01 PM
ok it makes sense now. If you are not using a journal then this bug appears. If you are using a journal then the destroyed marks always appear at save game load. Now I just have to adjust the code for those not using a journal

I recognized this behaviour just when I started a few weeks ago to find my mod soup, installing deinstalling and testing different mods.
I always thought the case with the missing marks without journal:
It's not a bug it's just a missing feature:up:

kylania
11-08-11, 09:08 PM
simulating failures of key equipment.

As long as it's entirely optional, sure. :)

Maybe try it how it was in SH3 I think, where if your scope is "broken" it's unbearable fuzzy (just an overlay like a new scope or something? if that can be done on the fly) instead of "I can't seem to use this at all!" For the hydrophone the background noise could be changed or something, the guns could take much longer to rearm or jam or something?

TheDarkWraith
11-08-11, 09:12 PM
version 6.9.0 test 5 available here: http://www.gamefront.com/files/20974749/NewUIs_TDC_6_9_0_ByTheDarkWraith_test_5_zip

This fixes the destroyed marks not appearing until unit is destroyed for those not using a journal and playing a campaign


v6.9.0 - (Real nav only) fixed bug of when destroyed mark was created a new nav fix was also created
- (Real nav only) all marks no longer show nautical time and GMT time. They show the time the digital clock mode is set to (Naut or GMT)
- (Real nav only) changing digital clock mode (Naut or GMT) will automatically update all marks with new timestamp
- Changing digital clock mode (Naut or GMT) will change the timestamps in the messagebox and the ship's journal
- Ship's journal current version is now v7
- While editing a mark the ability to switch clock mode (Naut or GMT) is disabled
- added a new user option. This user option will control the auto enabling of the charts and opening SOAN to identified unit upon WEPS-->Torpedo attack-->Ship identification order given. Default value is disabled (False) (AutoEnableChartsOpenSOANToIdentifiedUnit)
- added a new user option. This user option will control the enabling of the charts upon entering a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoEnableChartsOnScopeStation)
- revised Ship's journal viewer app to new ship journal version (v7)
- revised TDWSOAN.DLL for support of new user option AutoEnableChartsOpenSOANToIdentifiedUnit
- (Real nav only) added more debug output at game start when all the marks are created to try and figure out why some users marks don't show until a kill is made
- added more debug output to SOAN to try and figure out why some users Additional info button on SOAN doesn't work
- fixed bugs in OptionsFileEditorViewer app relating to culture specifics
- added a new user option. This user option will control the disabling of the charts when leaving a scope station (attack, obs, or UZO). Default value is disabled (False) (AutoDisableChartsOnScopeStationLeave)
- fixed bug in Automation dealing with the loop command. Bug was when loop command was encountered it was setting the command index to 0 (start of commands) and setting the timer to command 0's wait time. Then when command 0 was executed the timer was set to command 0's wait time again. The fix for this has resulted in Automation's Wait command now being able to specify a t time. This fix also results in the Wait command being the ONLY command in Automation who's t time will be considered when it's the last command.
- fixed bug when an Automation command would 'request' weather info the script would stop
- added a new user option. This user option will have the watch officer report nearest visual contact (if surfaced) or sonarman report nearest sound contact (if submerged) when TCxOnContactDistanceEnabledTCLevel is triggered. Default value is disabled (False) (WatchOfficerCheckForContantsOnTCxSet)
- added the ability to enable/disable snorkel from the options editor/viewer app
- fixed bug of when user has no journal selected and they are playing a campaign the destroyed marks would not appear upon save game load until a unit was destroyed again

TheDarkWraith
11-09-11, 12:12 AM
As long as it's entirely optional, sure. :)

Maybe try it how it was in SH3 I think, where if your scope is "broken" it's unbearable fuzzy (just an overlay like a new scope or something? if that can be done on the fly) instead of "I can't seem to use this at all!" For the hydrophone the background noise could be changed or something, the guns could take much longer to rearm or jam or something?

Like the idea of the periscope going fuzzy....that should be easy enough to implement. The hydrophone I just nailed down where the volume 'lives' in the sh5.exe so now I have to add code to change it's value on the fly (in-game). The guns I haven't found yet in the .exe or .act files...

EAF274 Johan
11-09-11, 02:53 AM
bug of destroyed marks put to rest :up:

Now for an interesting idea I have been playing around with: simulating failures of key equipment. Basically what I do is if the random chance says x piece of equipment has failed I make it so you can't interact with it (you can't click it to activate it or teleport to it). It's basically dead until repaired/fixed. A random time would be assigned until the unit is deemed repaired/fixed at which time it's usable again. The key pieces of equipment I'm considering are:
- UZO
- obs scope
- attack scope
- radar station
- hydrophone station
- deckgun (if installed)
- flak gun 1 (if installed)
- flak gun 2 (if installed)
- binocular (might not be able to do this one but trying)

What do you all think of the idea? I can assign new user options to control the max failure rate and max time to repair :hmmm:

Also figured out how to tell if deckgun, flak 1, and flak 2 are installed on sub so I'm going to add the ability to teleport to flak 2 in the teleport barHow about adding batteries, pumps, engines, rudders to the list :arrgh!: Would it be possible to link the failure rate to the ability points of your Chief Engineer?

sluter
11-09-11, 03:11 AM
Hello.
I need support in matter of this mod.
I have polish version of SH5, ver 1.2
I have installed mods in this order:

RealEnvironment3
FX_Update
New UI
New UI patch
(now list of additions from UI: maptools, etc.)
IRAI
Trevally Automated Scripts

First problem (minor) is that after instal of New UI, main menu into game changes to english.
Second problem (critical) is that i don't see any changes in interface during mission (no faces, no icons) and when i use periscopes (both) game crashes (skip to desktop).

To install this mods, i used JSGME.
JSGME is in main sh5 folder. Folder with mods is default one.
Can you give me some hints?
Best regards.

Silent Steel
11-09-11, 08:02 AM
What do you all think of the idea? I can assign new user options to control the max failure rate and max time to repair
Also figured out how to tell if deckgun, flak 1, and flak 2 are installed on sub so I'm going to add the ability to teleport to flak 2 in the teleport bar

:yep:

Magic1111
11-09-11, 08:06 AM
What do you all think of the idea? I can assign new user options to control the max failure rate and max time to repair :hmmm:


:up: >> :yep:

kylania
11-09-11, 08:06 AM
Second problem (critical) is that i don't see any changes in interface during mission (no faces, no icons) and when i use periscopes (both) game crashes (skip to desktop).

To install this mods, i used JSGME.
JSGME is in main sh5 folder. Folder with mods is default one.
Can you give me some hints?
Best regards.

Welcome tot he forums!

Make sure you're installing the NewUI correctly. The zip file it comes in is NOT supposed to be extracted to MODS and loaded like other mods, you need to extract it elsewhere, do into the folder it created, go into the MODS folder under there and copy over whatever options you want into your JSGME MODS folder then activate them. Bare minimum you need would be the 6.8.0 folder and it's separately downloaded patch.

Silent Steel
11-09-11, 09:27 AM
Hello.
I need support in matter of this mod.
I have polish version of SH5, ver 1.2
I have installed mods in this order:

RealEnvironment3
FX_Update
New UI
New UI patch
(now list of additions from UI: maptools, etc.)
IRAI
Trevally Automated Scripts

First problem (minor) is that after instal of New UI, main menu into game changes to english.
Second problem (critical) is that i don't see any changes in interface during mission (no faces, no icons) and when i use periscopes (both) game crashes (skip to desktop).

To install this mods, i used JSGME.
JSGME is in main sh5 folder. Folder with mods is default one.
Can you give me some hints?
Best regards.

Den dobre and welcome to the forum Sluter

* First problem; to get Polish in your Main Menu do this;
- Go to this folder in the mod; NewUIs_TDC_6_8_0_ByTheDarkWraith\Text\Polish (see the picture below)
- Copy the 'menu.txt' file
- Paste this into;
C:\Ubisoft\Silent Hunter 5\data\Menu (let it overwrite)

* Second problem; CTDs (Crash To Desktop) are common if the game is not properly updated to version 1.2.0 so check that you're updated to v1.2.0 =>
In the Main menu top right corner there is a figure it should be 1.2.0.
If it is not -
Run the C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
(Or just run it once again to see if it updates the game)

* To enable mods your Silent Hunter 5 folder should look like this;
C:\Ubisoft\Silent Hunter 5\MODS (this MODS folder is created when you run JSGME for the first time after install)

* ALL mods must have this structure; "Name of the mod'\data (see picture below)

* To get the NewUIs TDC running do this (all New UIs TDC have the same structure as the NewUIs_TDC_6_8_0_ByTheDarkWraith and look like this when you download them);

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5091

Here is a suggestion for your list;

FX_Update
New UI
New UI patch
(now list of additions from UI: maptools, etc.)
IRAI
Trevally Automated Scripts
Dynamic Environment (http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment) - replace the ' RealEnvironment3' with this one


:up:

PapaKilo
11-09-11, 10:13 AM
What these additional mod misses are lots of screenshots on how they look like.

Silent Steel
11-09-11, 10:46 AM
What these additional mod misses are lots of screenshots on how they look like.

Hi Papa,



In the following folders you find .dds files - open them to see what the mod changes to.

NewUIs_TDC_6_8_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _8_0_alt_officer_wounded_by_Torpedo\data\Menu\Gui\ Layout
NewUIs_TDC_6_8_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _8_0_AltAdvSpeedGraphics_by_naights\data\Menu\Gui\ Layout
NewUIs_TDC_6_8_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _8_0_Das_Boot_Crew_Mod_by_Illyustrator\data\Menu\G ui\Layout
NewUIs_TDC_6_8_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _8_0_ERM_Reaper7_NightVision\data\Menu\Gui\RecManu al
NewUIs_TDC_6_8_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _8_0_ERM_Reaper7_NightVision_Black_Skin\data\Menu\ Gui\RecManual

The other add-ons are mods that merely add features to the game


:up:

PapaKilo
11-09-11, 03:22 PM
In the following folders you find .dds files - open them to see what the mod changes to.


Wouldn't hurt to know what software opens those .dds

sluter
11-09-11, 03:52 PM
Silent Steel, all works just like you said.
This is strong support.

Magic1111
11-09-11, 04:53 PM
Wouldn't hurt to know what software opens those .dds

IrfanView can open .dds Files for view:
http://www.irfanview.net/

PaintNet can handle .dds Files and e.g. convert into .tga format or vice-versa and other things....!
http://www.paint.net/

Best regards,
Magic

PapaKilo
11-10-11, 02:28 AM
Very well, I needed to update irfan view to see the .dds.

Another question that strongly bothers me is:

Is there a realism based supermod that includes full campaign 1939-1945 ?

as well ass all the realism based fixes all in one mod working nicely together ?

As I'm the hardcore fan of SH3 knowing every detail about it, I'm a noob in SH5 since for long time this game gave me negative vibes due to many things it has/had.

For the same reasons I abandoned interest in SH5 mods, untill UBI announced it's the end for DRM in SH5.

So I'm strongly lacking behind at intell.

So the best way for me would be to see it as much simple as possible.

I see many things TDW has made for SH5, but I also see it like everything is chopped apart, (this is this, this is that) thus wondering why aren't they merged into say this mod itself, or the mod that is called a mega-mod by tdw ? At the end this situation leaves me guessing wether they are compatible or not ? I can see no sticked threads that would say like: "this mod is more or less trusted" or "this one looks like it has a long future" etc..
And now I come and see a salad of mods and it makes me wanna shut the door again :nope:
I somewhat miss the "lead me in" on whats happening.
================================================== ===

Personal POW:

The spirit is not the same as it was improving SH3 back at the time. You could see group of modders, expectations, timelines, teamwork, simple dialogues with ordinary users, understandable and immersive manuals.

No more of this here again.. sad.

I guess this happens when one man takes all the job onto his own shoulders and does it completly his own way..

Aggainst all the odds, my faded eyes behind tired eyelids tries to monitor things around this place, however with no passion left. Maybe I've seen too much or got too old, or because things are never the same again. :shifty:

kylania
11-10-11, 02:45 AM
Keep in mind SH5 is only a year and a half old. Silent Hunter 3 was released in March 2005 and GWX 3.0 didn't come out till December 2008, more than three and a half years later.

The main problem with SH5 development vs SH3 development is that mods, even the big ones, are currently having massive and drastic development happening to them. You can't really have a single all encompassing mega-mod like GWX till you're "done" really. Also from the looks of it, TDW is really close to making a working importer so that'll just open up even more options to consider.

So we still have a quite a lot to look forward to. Now that DRM has been relaxed a lot of the old guard from SH3 has been poking around SH5 and we can only hope they bring their experience to bear to new mods. Combined with the wonderful mod makers we currently have I'm sure there's still some amazing things yet to come.

So for now, try the MO "mega-mod" or the mod soup we're all using and look forward to (or even help design) the "finished product" we all want. :)

Angelis
11-10-11, 03:05 AM
Very good post, kylania!:up:

@ PapaKilo
Read this: List Your MOD Loadout/Order (http://www.subsim.com/radioroom/showthread.php?t=173193)

That was very helpful for me.:)

PapaKilo
11-10-11, 05:53 AM
Thanks guys for the replies, though I think the right time still didn't come yet for me to jump over to modded SH5..

Something is holding me back, that I can't explain.

It's like hitting the wall while trying to make yourself think it's a peace of art, when actually you don't feel that way.

I have this dream<->reality collision with myself everytime I launch the SH5. I hope the time will change that.

Sorry, didn't ment to drive this thread offtopic.

Magic1111
11-10-11, 08:01 AM
Keep in mind SH5 is only a year and a half old. Silent Hunter 3 was released in March 2005 and GWX 3.0 didn't come out till December 2008, more than three and a half years later.


Yes, you´re right, but before GWX3.0 was released, please note that it came earlier versions from GWX (1.xx/2.0/2.1) out! GWX3.0 was not the first release of this SH3-Super-MOD after more than 3 years since Release from SH3 in March 2005...! ;)

Best regards,
Magic:salute:

Silent Steel
11-10-11, 12:30 PM
Keep in mind SH5 is only a year and a half old ... try the MO "mega-mod" or the mod soup we're all using and look forward to (or even help design) the "finished product" we all want. :)

Very well spoken :rock:

Bat
11-10-11, 04:28 PM
How do I get the SOAN open? Its seriously doing my head in. I`ve been watching bleeding Big brother becasue I cant fix this problem. PLEASE HELP. LOL

kylania
11-10-11, 04:37 PM
How do I get the SOAN open? Its seriously doing my head in. I`ve been watching bleeding Big brother becasue I cant fix this problem. PLEASE HELP. LOL

Click the chart's button (little highlighted button in the top right of this picture (http://img713.imageshack.us/img713/5815/secondo.png)) then drag it over from the left side of the screen, you'll see a small brass tab just below the torpedo door buttons.

You can see me access it in this video (http://www.youtube.com/watch?v=6MXE5Vm3Cgw#t=6m50s) as well.

Bat
11-10-11, 04:47 PM
Yep done that. I get the Flag Chart and the two speed charts, but no SOAN.

kylania
11-10-11, 05:00 PM
Yep done that. I get the Flag Chart and the two speed charts, but no SOAN.

Look for the little brown tab, below the charts on the left side of the screen. When you mouse over it you'll see the little "move" box arrows icon. Drag it over to see it. Here's the tab to look for:

http://img148.imageshack.us/img148/4531/soantab.jpg

Bat
11-10-11, 05:02 PM
Yes I know. Its not there. Its very strange. I wondered if I need to turn something else on.

Magic1111
11-10-11, 05:08 PM
version 6.9.0 test 5 available here: http://www.gamefront.com/files/20974749/NewUIs_TDC_6_9_0_ByTheDarkWraith_test_5_zip


Hi TDW!

With Test version 5 enabled I can´t rotate the Attack-disc with Mousewheel anymore (yes, Attack-Dic is unlocked)!

Can you check this please!

And after each play appear a file called "ScopeSettings.TDW" on my HDD in partition D:\ ? (full path: D:\ScopeSettings.TDW)???

NOT in the Main Folder from game!

The path for the game-directory is: D:\Games\Silent Hunter 5

When I delete the file and play again (start the game), then after return to windows the file appear again, and always so on! What´s this for a file? And why appear the file in the path from my second HDD partion D:\ ?

When I open the file with notepad that´s the content of the file:

;valid values for RED, GREEN, BLUE, and ALPHA are 0-255. Valid values for ENABLED are 0 and 1
[ATTACKFILTER]
RED=15
GREEN=220
BLUE=122
ALPHA=10
ENABLED=0
[OBSFILTER]
RED=30
GREEN=190
BLUE=100
ALPHA=10
ENABLED=0
[UZOFILTER]
RED=255
GREEN=255
BLUE=255
ALPHA=5
ENABLED=0
[ATTACKCROSSHAIRS]
RED=0
GREEN=200
BLUE=0
ALPHA=80
ENABLED=0
[OBSCROSSHAIRS]
RED=0
GREEN=200
BLUE=0
ALPHA=80
ENABLED=0
[UZOCROSSHAIRS]
RED=0
GREEN=200
BLUE=0
ALPHA=80
ENABLED=0
[ATTACKRAOBF]
RED=220
GREEN=100
BLUE=0
ALPHA=150
ENABLED=1
[OBSRAOBF]
RED=220
GREEN=100
BLUE=0
ALPHA=150
ENABLED=1
[UZORAOBF]
RED=220
GREEN=100
BLUE=0
ALPHA=150
ENABLED=1
[ATTACKOFFSET]
OFFSET=0
ENABLED=0
[OBSOFFSET]
OFFSET=0
ENABLED=0
[UZOOFFSET]
OFFSET=0
ENABLED=0


Best regards,
Magic

EDIT: Problem solved, had nothing to do with UI 6.8.0 or Test-Version 5 !!!!!!!!!!!

kylania
11-10-11, 05:21 PM
Yes I know. Its not there. Its very strange. I wondered if I need to turn something else on.

What version are you using? 6.8.0? It was added semi recently, so if you're using an older version you might not find it. (When I was looking for a screenshot I didn't have any, but did find quite a few where it was missing from an earlier version of NewUI.)

Bat
11-10-11, 05:24 PM
Yes I have 6.8.0 with the patch.

Echolot
11-10-11, 05:39 PM
Hi. Try removing the *****.Draggable.TDW files in your game directory.

After this you have to reposition your draggable items in your game.

Regards.

Echol:salute:t.

Bat
11-10-11, 06:10 PM
Hi. Try removing the *****.Draggable.TDW files in your game directory.

After this you have to reposition your draggable items in your game.

Regards.

Echol:salute:t.

Sorry mate you`ve lost me on that one. What Draggables? And how do you do that?

Echolot
11-10-11, 07:08 PM
Sorry, mate.

Take a look to your SilentHunter5 game directory, the same place the sh5.exe ist located.

With NewUIsTDC installed you will find some files like PageTDC_Draggables.TDW. The positions of draggable menu items are stored in these files. You can delete the files (maybe make a backup) and SH5 (NewUIsTDC) will make new ones. After deleting you have the default positions of draggable menu items and you can access the missed items.

I hope.

Regards.

Echol:oops:t.

kylania
11-10-11, 07:16 PM
Ahh! Good hint, I'd forgotten about that. I had to do that to fix my broken watch. And yeah, it's safe to delete all those draggable files since they only keep track of where on screen things will be.

Bat
11-10-11, 07:36 PM
Sorry, mate.

Take a look to your SilentHunter5 game directory, the same place the sh5.exe ist located.

With NewUIsTDC installed you will find some files like PageTDC_Draggables.TDW. The positions of draggable menu items are stored in these files. You can delete the files (maybe make a backup) and SH5 (NewUIsTDC) will make new ones. After deleting you have the default positions of draggable menu items and you can access the missed items.

I hope.

Regards.


Echol:oops:t.

Ah ha. Let me try that one. Thanks. i`ll let you know soonest.

@Echolot That did it. I will be eternally grateful. Many thanks.

@kylania, like wise my friend you were also very helpful. I salute you both S!

Loltak
11-11-11, 09:45 AM
Hi, i just bought SH5 and put some mod :)
With this great UI i have just a small "problem", the keyboard layout change to QWERTY instead of AZERTY for me.
I know that i can change some of the shortcut made by this mod thanks to the "OptionsFileEditorViewer" but not the "moving key" (most annoying) and other binding.

As the command.cfg is not modified i suppose it's is due to an other "tweak" that perhaps i could change by myself?

Thanks.

EDIT : ok it seems the moving still working, it's just have overlapping function (or move A<=>Q S<=>W same move). , i can change somes but perharps not all
EDIT 2: with conjunction with SH_keymapper it seem i resolve most of my annoyance :).

Just a detail concerning the "OptionsFileEditorViewer", until i changed my dot "form" for number from "," to "." in the control panel regional setting, the program could not work as it did not recognise the number. It could be a helpful precision in the installation readme.

Magic1111
11-11-11, 06:12 PM
Hi TDW!

With Test version 5 enabled I can´t rotate the Attack-disc with Mousewheel anymore (yes, Attack-Dic is unlocked)!

Can you check this please!

And after each play appear a file called "ScopeSettings.TDW" on my HDD in partition D:\ ? (full path: D:\ScopeSettings.TDW)???

NOT in the Main Folder from game!

The path for the game-directory is: D:\Games\Silent Hunter 5

When I delete the file and play again (start the game), then after return to windows the file appear again, and always so on! What´s this for a file? And why appear the file in the path from my second HDD partion D:\ ?

When I open the file with notepad that´s the content of the file:

;valid values for RED, GREEN, BLUE, and ALPHA are 0-255. Valid values for ENABLED are 0 and 1
[ATTACKFILTER]
RED=15
GREEN=220
BLUE=122
ALPHA=10
ENABLED=0
[OBSFILTER]
RED=30
GREEN=190
BLUE=100
ALPHA=10
ENABLED=0
[UZOFILTER]
RED=255
GREEN=255
BLUE=255
ALPHA=5
ENABLED=0
[ATTACKCROSSHAIRS]
RED=0
GREEN=200
BLUE=0
ALPHA=80
ENABLED=0
[OBSCROSSHAIRS]
RED=0
GREEN=200
BLUE=0
ALPHA=80
ENABLED=0
[UZOCROSSHAIRS]
RED=0
GREEN=200
BLUE=0
ALPHA=80
ENABLED=0
[ATTACKRAOBF]
RED=220
GREEN=100
BLUE=0
ALPHA=150
ENABLED=1
[OBSRAOBF]
RED=220
GREEN=100
BLUE=0
ALPHA=150
ENABLED=1
[UZORAOBF]
RED=220
GREEN=100
BLUE=0
ALPHA=150
ENABLED=1
[ATTACKOFFSET]
OFFSET=0
ENABLED=0
[OBSOFFSET]
OFFSET=0
ENABLED=0
[UZOOFFSET]
OFFSET=0
ENABLED=0


Best regards,
Magic

@ TDW and all:

Problem solved!!!

Please note: My Problem had nothing to do with UI 6.8.0 or the Test-Version, it came from another MOD (MOD-Soup-Problem)!!!

So all ist clear and UI 6.8.0 and the Terst-version 5 works perfect!!!

Best regards,
Magic

TheDarkWraith
11-11-11, 07:24 PM
@ TDW and all:

Problem solved!!!

Please note: My Problem had nothing to do with UI 6.8.0 or the Test-Version, it came from another MOD (MOD-Soup-Problem)!!!

So all ist clear and UI 6.8.0 and the Terst-version 5 works perfect!!!

Best regards,
Magic

Just out of curiosity which mod caused the conflict? :hmmm:

Magic1111
11-12-11, 02:44 PM
Just out of curiosity which mod caused the conflict? :hmmm:

Hi TDW!

It was the "MTNS" MOD (v1.7i) from uekel, here: http://www.subsim.com/radioroom/showpost.php?p=1652560&postcount=1

With V1.7h was all okay.

He has fixed it and now it works! :up:

I installed your testversion 5 and MTNS v1.7i at the same time and started my game. I thought the problems I idescribed comes from testverion5, but it was the MTNS MOD!

But now all is cleared and it works perfect!

Best regards,
Magic:salute:

Bat
11-12-11, 03:22 PM
Wheres test version 5?

Found it. Page 456.

sirbum69
11-13-11, 01:30 PM
TDW you say at the bottom of your mods file that if something overwrites the u-boat sensor files other then your fx update file then it will cause CTD. Question when i try to apply your own mod for no contact no sounds mod it trys to overwrite those files, Does this mean i will CTD at some point. I would think your own files would be compatable with your own mod.

TheDarkWraith
11-13-11, 04:57 PM
TDW you say at the bottom of your mods file that if something overwrites the u-boat sensor files other then your fx update file then it will cause CTD. Question when i try to apply your own mod for no contact no sounds mod it trys to overwrite those files, Does this mean i will CTD at some point. I would think your own files would be compatable with your own mod.

Yes mine are compatible with my mods. Those are what I call 'shared' files that I keep track of between mods :up:

sirbum69
11-14-11, 06:37 PM
Thank you...Seems even tho i had the IRA no contact no hydro on surface going i was still getting Hydro contacts from my Hydro man. LOL...anyways I am going to go ahead and install the other now that you say its ok.

thebeasle
11-14-11, 10:21 PM
Thanks TDW. Your UI Mod has turned a game that was unplayable at release (IMHO) into a good SH game. I still play SH3 GWX a good bit, but I can't wait to see where the modding community takes SH5. Thanks!

Commander Mysenses
11-15-11, 01:31 PM
If the Attack Scope option is pre-set to "Minimal" when I go into the game and click on "All" I lose the graphic, but now when it disapears if I click anywhere on the screen where the graphic is supposed to be it will bring it back up and I can see everything until I click on "All" again.
------------------------
Well good news....I uninstalled SH5 completely and re-downloaded and installed (it's a Steam install) and my issues have cleared up.

Phew, it's not just me then!
http://i121.photobucket.com/albums/o216/gadgetuk437/Subsim/SH5Img2011-11-14_172349.jpg
I tried the full re-install (CD version+1.20), to no avail. Am just using this mod alone ATM. I guess I can live with it, just set all scopes to a default of "Minimal" and resist the temptation to press the "All" button (otherwise I'll be hunting for the invisible buttons again, see screengrab).

In other news,
That XO is a bit of an attention seeker ain't he?
Does his message box need to be that big?
Setting the screen ratio to the correct 16:9 has made an improvement on this screengrab, but still somewhat intrusive. Making him draggable helps, but is there a shortcut key for closing the dialog?

Loltak
11-15-11, 01:46 PM
I think the small button with the face at the top of the screen will close the windows.
I will test this in 2 min, with my 19" i also need sometime to close this windows.

I take the opportunity to ask two question :)
I saw on an other post, that this mod included some tweak from/like Uboat Historical specifications.

It is for that reasons that passing between Standard propulsion and recharging mode take 5 min? I was thinking it was broken until i found that lol.

Also, the XO isn't able to solve the firing solution, so i need to find it myself, that is not so bad in fact ;).

Trevally.
11-15-11, 02:37 PM
is there a shortcut key for closing the dialog?

Press "l" and the xo box will move to bottom right corner and replace the notepad. Its not so bad down there:up:

DjDrJ
11-15-11, 02:46 PM
[QUOTE=Commander Mysenses;1788208]Phew, it's not just me then!
http://i121.photobucket.com/albums/o216/gadgetuk437/Subsim/SH5Img2011-11-14_172349.jpg

Hi, I ve been playing the earlier versions of Silent hunter, mostly 4 and have been using a few mods from this site which are absolutely wonderful. on my sh4 game though i only run 5 mods usually, when i look at the mods for sh5, i have no idea which are the good ones, or the best, not even so much that but also which order to know which ones overwrire others or other problems, I think this screen look s pretty neat and am wondering what i need to get it looking this way, but i also like sounds and anything that makes things look and act more realistic. any advice on where to start? :timeout:Thanks :rock:
btw, if i have this in the wrong forum feel free to move it to the right place.

Loltak
11-15-11, 03:04 PM
Press "l" and the xo box will move to bottom right corner and replace the notepad. Its not so bad down there:up:

Great, that perfect :yeah: thanks.

Silent Steel
11-16-11, 02:27 AM
[QUOTE=Commander Mysenses;1788208]
... wondering what i need to get it looking this way, but i also like sounds and anything that makes things look and act more realistic. any advice on where to start?


Here ya go:

Generic Mod Enabler - v2.6.0.157

C:\Ubisoft\Silent Hunter 5\ d3d Anti Lag mod (Prerender 3/FPS 36-37)

Magnum_Opus_v0_0_1 (Patched with Magnum_Opus_Patch_2)
IRAI_0_0_30_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
IO Map Course Line Normal Pencil Mod ------------- here; http://174.123.69.202/~subsimc/radioroom/showthread.php?t=174841 (http://174.123.69.202/%7Esubsimc/radioroom/showthread.php?t=174841)
Accurate German Flags
Grossdeutscher Rundfunk
Radio Saigon French Music Vol I
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04
MCCD_1.04_MFCM_1.2.1_compatible----------------------- Here; http://www.subsim.com/radioroom/showthread.php?t=166236
MCCD_1.04_GER
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional louder engine sounds------------ Here; http://www.gamefront.com/files/20666440/Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s.rar
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 HOTFIX 3
R7 HiRes Mithrandirs Alt Clock---------------------------------- Here;http://www.subsim.com/radioroom/downloads.php?do=file&id=1916
1.1.1 - EQuaTool 01.01 by AvM - Kriegsmarine Regular Style-----------
1.2. - EQuaTool 01.01 by AvM - Add On - Large Style Ruler----- Here; http://www.subsim.com/radioroom/showthread.php?t=175050
KZS Hull wetness for U-Boats + co tower and deck
DBM_Alarm_BackGrnd_Video_Widescreen-------- Here; http://www.mediafire.com/?duqp24lffqh2czx
sobers 3D deck spray mod V7
sobers talking conning crew mod
Real_Sink_0_0_16_2------------------------------------ Here; http://www.mediafire.com/?mznntt2imygkv7s
R.E.M_by_Xrundel_TheBeast_1.2
U-Boat Watch Crew Routine SFX
sobers darker ship bow spray----------------------- Here;http://www.subsim.com/radioroom/showthread.php?t=170289
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
sobers see thru wake fix------------------------------- Here;http://www.subsim.com/radioroom/showthread.php?t=181514
sobers smaller water drops V4------------------------ Here; http://www.subsim.com/radioroom/downloads.php?do=file&id=3048
Shadow Improvement Mod
stoianm upgrade available mod comp----------------------- http://www.subsim.com/radioroom/downloads.php?do=file&id=3034
Equipment_Upgrades_Fix_1_2_byTheBeast----------------- http://www.subsim.com/radioroom/showthread.php?t=182194
Equipment_Upgrades_Fix_1_2_byTheBeast #2-------------- Wrong by me file:///C:/Users/ILPADR%7E1/AppData/Local/Temp/msohtmlclip1/01/clip_image001.gif. It's the same as the one above.
Stoianm pitch&roll for SH5 V1 (normal)--------------------- http://www.subsim.com/radioroom/downloads.php?do=file&id=3208
*TDW_Sub_Warship_Merchant_Same_Shape_1_1_0-----------
*TDW_No_Contact_Tails_1_1_0-----------------------------
*TDW_No_Contact_Colors_1_1_0---------------------------
*TDW_No_Color_Dashed_Contact_Line_1_1_0--------------- * = all four enclosed in; http://www.gamefront.com/files/20650875/TDW_Add_On_Mods_v1_1_0_7z
stoianm EnvWeather V1 SH5------------------------------ http://www.subsim.com/radioroom/showthread.php?t=181030
Flags - SubFlags_0_0_6_byTheDarkWraith----------------- This updated version is better; http://www.subsim.com/radioroom/showpost.php?p=1346859&postcount=1
FX_Update_0_0_19_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch-------------------- At the bottom of post #1; http://www.subsim.com/radioroom/showthread.php?t=171415
OPEN HORIZONS II_v1.4 Full
OPEN HORIZONS II v1.4 TDW_Mines_Subnets_Detectable_in_hydro--------- Included in Open Horizons II ;http://www.subsim.com/radioroom/showthread.php?t=182964
OH II and Light Campaign Radio Messages v3


You could check the thread List your mod loadout (http://www.subsim.com/radioroom/showthread.php?p=1788508#post1788508) for more and possibly better advice

:DL

TheDarkWraith
11-16-11, 09:01 AM
[QUOTE=Commander Mysenses;1788208]Phew, it's not just me then!
http://i121.photobucket.com/albums/o216/gadgetuk437/Subsim/SH5Img2011-11-14_172349.jpg

Hi, I ve been playing the earlier versions of Silent hunter, mostly 4 and have been using a few mods from this site which are absolutely wonderful. on my sh4 game though i only run 5 mods usually, when i look at the mods for sh5, i have no idea which are the good ones, or the best, not even so much that but also which order to know which ones overwrire others or other problems, I think this screen look s pretty neat and am wondering what i need to get it looking this way, but i also like sounds and anything that makes things look and act more realistic. any advice on where to start? :timeout:Thanks :rock:
btw, if i have this in the wrong forum feel free to move it to the right place.

The missing torpedo box appears to be a mod overwriting a dds file that I use or, even worse, overwriting one of the scope's .py file. Have you tried disabling all mods except for my UIs mod and seeing if the problem still exists? What version of my UIs mod is this?

chun
11-17-11, 12:22 PM
The DarkWraith We are sorry, for when the full version6.9.0? thanks:salute:

Magic1111
11-18-11, 06:48 AM
Thank you...Seems even tho i had the IRA no contact no hydro on surface going i was still getting Hydro contacts from my Hydro man. LOL...anyways I am going to go ahead and install the other now that you say its ok.

Hi TDW!

When I enable "no contact no hydro on surface" .sim File and my sub is surfaced (and my Sub has the first "default"-Hydro "Gruppenhorchgerät" installed), I still have hydrophone contact lines on NavMap! :hmmm:

Why? :hmmm:

Best regards,
Magic

Silent Steel
11-18-11, 10:15 AM
Hi TDW!

When I enable "no contact no hydro on surface" .sim File and my sub is surfaced (and my Sub has the first "default"-Hydro "Gruppenhorchgerät" installed), I still have hydrophone contact lines on NavMap! :hmmm:

Why? :hmmm:

Best regards,
Magic

Hallo Magic,

Du siehst diese Kontakte da die Gruppenhorch-Anlage unter dem Wasserlinie Eingebaut ist. Hier kannst Du mehr lesen; http://www.cdvandt.org/GHG-AN301-Beschreibung.pdf

Hier ist ein Bild der Anlage;

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5102
http://www.subsim.com/radioroom/picture.php?albumid=177

:up:

Forensicman101
11-18-11, 05:48 PM
Has anyone produced a manual for this mod? There are so many handy features, I could do with sitting down and reading about them. I've loaded it & tried using it several times but have been unable to work out how to fire my torpedoes at a target. I use automatic (not manual) targeting.

Magic1111
11-20-11, 07:22 AM
Hallo Magic,

Du siehst diese Kontakte da die Gruppenhorch-Anlage unter dem Wasserlinie Eingebaut ist. Hier kannst Du mehr lesen; http://www.cdvandt.org/GHG-AN301-Beschreibung.pdf

Hier ist ein Bild der Anlage;


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

:up:

Hallo Silent Steel!

Vielen Dank für Deine Antwort! Ich dachte, der MOD von TDW macht, dass dieses weg ist? Wofür ist der MOD "no contact no hydro on surface" denn sonst da?

Viele Grüße,
Magic

Silent Steel
11-20-11, 12:22 PM
Hallo Silent Steel!

Vielen Dank für Deine Antwort! Ich dachte, der MOD von TDW macht, dass dieses weg ist? Wofür ist der MOD "no contact no hydro on surface" denn sonst da?

Viele Grüße,
Magic

Hallo Magic,
Ich denke der Mod ist da nur um die Balkon und KDB Anlagen zu inaktivieren.
Das GHG bleibt ja unter der Wasserlinie aber ob es in Oberfläche Position funktionieren sollte kann Ich nicht sagen.
Sowieso, bei Mir funktioniert der Mod auf diese Weise.


Gruss aus Schweden

Magic1111
11-21-11, 05:55 AM
Hallo Magic,
Ich denke der Mod ist da nur um die Balkon und KDB Anlagen zu inaktivieren.
Das GHG bleibt ja unter der Wasserlinie aber ob es in Oberfläche Position funktionieren sollte kann Ich nicht sagen.
Sowieso, bei Mir funktioniert der Mod auf diese Weise.


Gruss aus Schweden

Alles klar, vielen Dank! :up:

Viele Grüße,
Magic

col_Kurtz
11-22-11, 01:49 PM
Dear TheDarkWraith,

after a half year break I back on board and... met same issue:/
http://www.subsim.com/radioroom/showpost.php?p=1791855&postcount=418

So... If I`d like to learn again how to aim and shot the torps I should back to SH5 style, am I right in your .py file?

Best ragards,
Kurtz:salute:

Thenew1
11-22-11, 05:08 PM
Hi all

Tried to start game with your nice mod v680 several times but got always a crash to desktop. It always happens right after the SH5 loading screen has finished and the screen has switched to black color (already hearing kind of repeating sound).

Normally (without your mod) I can see the submarine base (game lobby) and can play without any issues.

Any ideas?

Running Win XP SP3, E8400, HD5850, 3 GB Ram

Maybe this will help:

00000172 43.07440186 [1304] NewUIs_TDC_6_8_0_ByTheDarkWraith=7
00000173 43.07440186 [1304]
00000174 43.07576370 [1304]
00000175 43.21507263 [1304] TDWSound constructor
00000176 43.22824478 [1304] TDWRadioMessages constructor
00000177 43.22863770 [1304] Loading all WWII ship names
00000178 43.24320221 [1304] TDWSoan constructor
00000179 43.24353790 [1304] Retrieving all countries and their equivalent names from SOANNames.cfg
00000180 43.24362564 [1304] # countries in SOANNames.cfg=61
00000181 43.24364853 [1304] Retrieving all categories and their equivalent names from SOANNames.cfg
00000182 43.24367523 [1304] # of new categories in SOANNames.cfg=6
00000183 43.24456024 [1304] Retrieving all countries and their equivalent names from Names.cfg
00000184 43.24461365 [1304] # countries in Names.cfg=30
00000185 43.24471283 [1304] Adding countries from Names.cfg not found in SOANNames.cfg to database
00000186 49.14478302 [1304] TDWSoan Initialize
00000187 49.15366745 [1304] TheDarkWraithUserOptions InitializeVariables
00000188 49.15658951 [1304] TDWMouse constructor
00000189 49.29765701 [248] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
00000190 49.29776001 [1700] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(431) : Game disconnected.
00000191 530.51495361 [1700] ..\..\..\..\launcher\launcher\views\ApplicationVie wQt.cpp(544) : Service unavailable when sending statistics

Thank you very much! Your help is appreciated!

TheDarkWraith
11-22-11, 05:16 PM
Hi all

Tried to start game with your nice mod v680 several times but got always a crash to desktop. It always happens right after the SH5 loading screen has finished and the screen has switched to black color (already hearing kind of repeating sound).

Normally (without your mod) I can see the submarine base (game lobby) and can play without any issues.

Any ideas?

Running Win XP SP3, E8400, HD5850, 3 GB Ram

Maybe this will help:

00000172 43.07440186 [1304] NewUIs_TDC_6_8_0_ByTheDarkWraith=7
00000173 43.07440186 [1304]
00000174 43.07576370 [1304]
00000175 43.21507263 [1304] TDWSound constructor
00000176 43.22824478 [1304] TDWRadioMessages constructor
00000177 43.22863770 [1304] Loading all WWII ship names
00000178 43.24320221 [1304] TDWSoan constructor
00000179 43.24353790 [1304] Retrieving all countries and their equivalent names from SOANNames.cfg
00000180 43.24362564 [1304] # countries in SOANNames.cfg=61
00000181 43.24364853 [1304] Retrieving all categories and their equivalent names from SOANNames.cfg
00000182 43.24367523 [1304] # of new categories in SOANNames.cfg=6
00000183 43.24456024 [1304] Retrieving all countries and their equivalent names from Names.cfg
00000184 43.24461365 [1304] # countries in Names.cfg=30
00000185 43.24471283 [1304] Adding countries from Names.cfg not found in SOANNames.cfg to database
00000186 49.14478302 [1304] TDWSoan Initialize
00000187 49.15366745 [1304] TheDarkWraithUserOptions InitializeVariables
00000188 49.15658951 [1304] TDWMouse constructor
00000189 49.29765701 [248] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
00000190 49.29776001 [1700] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(431) : Game disconnected.
00000191 530.51495361 [1700] ..\..\..\..\launcher\launcher\views\ApplicationVie wQt.cpp(544) : Service unavailable when sending statistics

Thank you very much! Your help is appreciated!

Do you have any applications or services running that want exclusive use of the mouse? Look in your tray to see what icons you have there.

Also check your DirectX to make sure it's updated (go to Microsoft's website and run the web updater for DirectX)

3GB of RAM with that high end video card is not good. You might be running out of memory.

Thenew1
11-22-11, 05:26 PM
wow thats really fast! Thank you so much!!!!

Running Dx9.0c (newest version) but my mouse (and a special gaming pad named n52te) is using a specific software for dealing with scripts and commands. I will try to switch that off and use a standard mouse.

Will give u feedback a.s.a.p.

Again, thank you for the fast response!!!

TheDarkWraith
11-22-11, 05:27 PM
Dear TheDarkWraith,

after a half year break I back on board and... met same issue:/
http://www.subsim.com/radioroom/showpost.php?p=1791855&postcount=418

So... If I`d like to learn again how to aim and shot the torps I should back to SH5 style, am I right in your .py file?

Best ragards,
Kurtz:salute:

Yes that button is a no-no. There are also some other buttons and sub-buttons that you should not press. I just looked through my documentation and it's not listed in it (I need to add it) but the buttons that cause problems are mentioned somewhere in this thread (somewhere towards the front). I'm looking for the post(s) currently...

TheDarkWraith
11-22-11, 05:29 PM
wow thats really fast! Thank you so much!!!!

Running Dx9.0c (newest version) but my mouse (and a special gaming pad named n52te) is using a specific software for dealing with scripts and commands. I will try to switch that off and use a standard mouse.

Will give u feedback a.s.a.p.

Again, thank you for the fast response!!!

Open the task manager (ctrl+alt+del) and click on the performance tab. Look at the available memory and memory used. Start game and watch those numbers dealing with memory. You are more than likely running out of memory (my UIs mod LOVES memory).

Thenew1
11-22-11, 05:45 PM
Actually I have 4GB installed but due to use of the 32 bit version of XP I am limited to 3,5GB or so. :-(((

Edit:
- I changed gfx settings to lowest (just to give it a try, maybe to save ram?) => still same problem with CTD
- I tried a fresh install of SH5 => still the same

Is it maybe a problem to use a different game path (e.g. D:\Games\SH5)?

Maybe I have to change my old XP 32bit to Win7 64bit?

I am really sad. Your mod is the most important mod for me. :cry:

col_Kurtz
11-22-11, 05:49 PM
Yes that button is a no-no. There are also some other buttons and sub-buttons that you should not press. I just looked through my documentation and it's not listed in it (I need to add it) but the buttons that cause problems are mentioned somewhere in this thread (somewhere towards the front). I'm looking for the post(s) currently...

No-no... Ok:)

Thanks for quick answer:salute:

Silent Steel
11-23-11, 06:11 AM
Actually I have 4GB installed but due to use of the 32 bit version of XP I am limited to 3,5GB or so. :-(((

Edit:
- I changed gfx settings to lowest (just to give it a try, maybe to save ram?) => still same problem with CTD
- I tried a fresh install of SH5 => still the same

Is it maybe a problem to use a different game path (e.g. D:\Games\SH5)?

Maybe I have to change my old XP 32bit to Win7 64bit?

I am really sad. Your mod is the most important mod for me. :cry:

Hi,

Suggestions to improve your system's performance;

As I run a Swedish version of Win7 I've below tried to translate the expressions to English but I hope you'll understand me despite this.

The quickest way to improve system usage is to;
- Clean your system, try to download CCleaner from the internet.
- Shut off as many other programs as possible when you play SH5 and\or
- Use your RAM as efficiently as possible i.e. adjust your virtual memory (page file) so go to;

A. Control panel\System\Advanced system settings\Advanced Tab\Performance\Advanced Tab\Virtual Memory, click 'Change'. Make a note of the settings here before you proceed.
Now we get to three most often debated setting options that you can choose from.

1. Set your own values. I'd think this is the option for you.
If you'd like to try this I suggest you first try to set
'Min' to 0.8 x 4 (your RAM 4 Mb) = 3.2 Mb and
'Max' to 1.5 x 4 = 6 Mb
The 'Max' value is most important as it decides the upper limit of how much virtual memory is allocated to your hard drive. The more RAM you've got the virtual memory can be decreased.
More RAM > Windows will need less virtual memory.
Try setting the 'Max' as low as possible.
You can even set both 'Min' and 'Max' to the same value thus forcing Windows to not jumping up and down when using the virtual memory.
When I had 4 Mb RAM I set this to 0.5 x RAM = 2 Mb and it worked fine for me.

Second option is;

2. Let Windows self decide the size of the virtual memory.
Most often Windows chooses to allocate more virtual memory than usually is necessary to your hard drive.
As the hard drive is much slower than the RAM this will most likely slow down your system.

The third option is;

3. To choose 'No Virtual Memory (page file)'
To choose 'No Virtual Memory\Page file' means your RAM will take care of 100 % of the memory usage.
The advantage is that your system uses the RAM only which is much faster than letting Windows use some of your hard drive which will slow down system performance.
The possible disadvantage in your case (4 Mb) is that it could lead to that you run out of memory and that warnings pop up telling you that your memory is low.
If this happens just go to 'A' above and enable the Virtual memory again.
'No Virtual Memory (Page File) is more demanding as it works best if you have a lot of RAM so I don't think this an option for you.

Regardless if you choose to try one of the options above or not you could clean up your virtual memory every time you shut your computer down.
You do it this way;
a) Make a search for 'regedit.exe'
b) Open it up
c) Go to;
HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Contro l\Session Manager\Memory Management and open the string 'ClearPageFileAtShutdown'
Change the value to '1'.
Reboot.
When you now shut your system down your virtual memory/Page file will be cleaned and run faster next time you start your computer.

Hope something of this helps.
Regards

TheDarkWraith
11-23-11, 08:19 AM
He should also try the 3GB switch since he's running XP 32bit :yep:

Silent Steel
11-23-11, 08:47 AM
He should also try the 3GB switch since he's running XP 32bit :yep:

Oh yes, I forgot to mention it.

Trevally.
11-23-11, 09:24 AM
Oh yes, I forgot to mention it.

See here for info on the switch:- http://www.subsim.com/radioroom/showpost.php?p=1751607&postcount=316

A point to note is this part :-

Even with the switch

play for a long time, pass through a lot of harbors etc, you might even exceed the 3GB limit. So CTDs are event possible with that switch, even though more seldom.

Zs4zet
11-23-11, 10:44 AM
I saw the CTD come for me, after the system slowed down, and this state exist until a time. Firstly, I not understand why.
I found, the virus guard systems has a big priority of task, and they randomly allocated system-resources, and hold back my system performance. Thus, before I start the game, I temporary disabled the virus guard software.

I not recommend this method without conditionally, because possible forget to turn on, but this was effective for me.

Silent Steel
11-23-11, 11:13 AM
I saw the CTD come for me, after the system slowed down, and this state exist until a time. Firstly, I not understand why.
I found, the virus guard systems has a big priority of task, and they randomly allocated system-resources, and hold back my system performance. Thus, before I start the game, I temporary disabled the virus guard software.

I not recommend this method without conditionally, because possible forget to turn on, but this was effective for me.

Yonapot kivanok Zs4zet ur,

This could be a memory problem as well, please see my post 8250 above.

:salute:

Zs4zet
11-23-11, 12:47 PM
Thanks Silent Steel! :salute:
I shy, download+burn+run Memtest-86, but not found any memory error.
The tips of virtual memory has interesting for me. I used always the default setting of Windows7 x64.

Best Regards! :up:

Yonapot kivanok Zs4zet ur,

This could be a memory problem as well, please see my post 8250 above.

:salute:

Dignan
11-23-11, 04:30 PM
Hi everyone.

I'm running TDW's UI mod, IRAI and FX Update. When I tested compatibility with the TDC Torp Test mission, I'm getting wildly conflicting ranges between the stadimeter and my map tools (left contacts on so I can test stad accuracy). Didn't the UI mod fix the stadimeter issue? Is there something basic I'm forgetting to do?

For example, when I ID a ship and take a stadi reading it should 12k+ meters. When I measure the distance on my map it is only like 3k meters. WHy the huge discrepancy?

EDIT: Forgot to mention I am using 1440x900 res so installed the 8x5 manos scope mod. Is that not the correct scope patch for my resolution?

Thenew1
11-23-11, 05:11 PM
Thank you, Silent Steel! I tried some of your suggestions but unfortunately without success. Thank you TDW for all of your contributions!

Finally I will change my system to Win7 in the near future. Of course, I will keep you informed if I was successful with installing SH5 and your mod.

Until then, keep up the good work! THANK YOU!

Trevally.
11-23-11, 05:15 PM
Hi everyone.

I'm running TDW's UI mod, IRAI and FX Update. When I tested compatibility with the TDC Torp Test mission, I'm getting wildly conflicting ranges between the stadimeter and my map tools (left contacts on so I can test stad accuracy). Didn't the UI mod fix the stadimeter issue? Is there something basic I'm forgetting to do?

For example, when I ID a ship and take a stadi reading it should 12k+ meters. When I measure the distance on my map it is only like 3k meters. WHy the huge discrepancy?

EDIT: Forgot to mention I am using 1440x900 res so installed the 8x5 manos scope mod. Is that not the correct scope patch for my resolution?

I think using the stadi from 12km away may be your issue here.
Go a bit closer - say 3 to 5km max and test again:up:

TheDarkWraith
11-23-11, 06:08 PM
Hi everyone.

I'm running TDW's UI mod, IRAI and FX Update. When I tested compatibility with the TDC Torp Test mission, I'm getting wildly conflicting ranges between the stadimeter and my map tools (left contacts on so I can test stad accuracy). Didn't the UI mod fix the stadimeter issue? Is there something basic I'm forgetting to do?

For example, when I ID a ship and take a stadi reading it should 12k+ meters. When I measure the distance on my map it is only like 3k meters. WHy the huge discrepancy?

The stadimeter works correctly ONLY if the proper mast height is input either automatically (by 'checking' the correct ship in the stock rec manual or using WEPS-->Identify Target) or manually.
If by IDing the ship you mean you visually spot it and see that it's an enemy vessel and you do nothing more then yes the stadimeter will be totally whacked.
How you use the stadimeter also affects its accuracy. Where are you putting the first line? Where are you putting the prism split line? If you're not putting the first line directly on the waterline of the unit and/or not putting the second line at exactly the highest point on the unit then the stadimeter reading will be inaccurate. The farther the unit is away from you the harder to get an accurate stadimeter reading (due to the margin of error increase).
I would have an extremely hard time getting an accurate stadimeter reading on a unit at 12k+ distance. It's almost impossible to place the 2 lines correctly at that distance.

Dignan
11-24-11, 01:16 AM
The stadimeter works correctly ONLY if the proper mast height is input either automatically (by 'checking' the correct ship in the stock rec manual or using WEPS-->Identify Target) or manually.
If by IDing the ship you mean you visually spot it and see that it's an enemy vessel and you do nothing more then yes the stadimeter will be totally whacked.
How you use the stadimeter also affects its accuracy. Where are you putting the first line? Where are you putting the prism split line? If you're not putting the first line directly on the waterline of the unit and/or not putting the second line at exactly the highest point on the unit then the stadimeter reading will be inaccurate. The farther the unit is away from you the harder to get an accurate stadimeter reading (due to the margin of error increase).
I would have an extremely hard time getting an accurate stadimeter reading on a unit at 12k+ distance. It's almost impossible to place the 2 lines correctly at that distance.

Thanks for the quick reply.

That's just it. The ship I am targeting has been appropriately identified (via WEPS) and is at a range of approximately 3000 meters but the stadimeter is saying its 12,000. Something is out of whack but i can't figure out what.

Silent Steel
11-24-11, 01:22 AM
Thank you, Silent Steel! I tried some of your suggestions but unfortunately without success. Thank you TDW for all of your contributions!

Finally I will change my system to Win7 in the near future. Of course, I will keep you informed if I was successful with installing SH5 and your mod.

Until then, keep up the good work! THANK YOU!


Hi again,

Please tell me which of my suggestions you tested without success and where you put it in your list.

:salute:

TheDarkWraith
11-24-11, 02:41 AM
Thanks for the quick reply.

That's just it. The ship I am targeting has been appropriately identified (via WEPS) and is at a range of approximately 3000 meters but the stadimeter is saying its 12,000. Something is out of whack but i can't figure out what.

Open the stock recognition manual and click on the range highlighted text. What does it show the mast height for the unit is when it's been identified by WEPS? Does that mast height agree with the .cfg file for the unit? Which unit are you targeting?

DickDastardly
11-24-11, 09:32 AM
Is there a list of keyboard commands for this mod?

The reason I ask is I believe there's an option to lock the periscope view to the target on it, as was in previous versions. I've tried pressing random keys until I'm a drooling mess, but I'm stumped. Is it something that has to be enabled somewhere in one of the python files? I did a google search and that doesn't help, tho I haven't ploughed through all 501 pages of this thread.

I'm just using the stock NewUIs_TDC_6_8_0_TheDarkWraith and patch 1 and SH5 Enhanced as the UI option.


Other than that, this looks to be an awesome mod :cool:

TheDarkWraith
11-24-11, 10:59 AM
Is there a list of keyboard commands for this mod?

The reason I ask is I believe there's an option to lock the periscope view to the target on it, as was in previous versions. I've tried pressing random keys until I'm a drooling mess, but I'm stumped. Is it something that has to be enabled somewhere in one of the python files? I did a google search and that doesn't help, tho I haven't ploughed through all 501 pages of this thread.

I'm just using the stock NewUIs_TDC_6_8_0_TheDarkWraith and patch 1 and SH5 Enhanced as the UI option.


Other than that, this looks to be an awesome mod :cool:

Look in \data\Applications for the app OptionsFileEditorViewer. Use that app to view/change the options file. You'll be able to see all hotkeys used with the app :up: