View Full Version : [REL] Multiple UIs for SH5 with TDC
speedio
01-26-12, 12:21 AM
First of all, thanks for all the great work you have contributed.
I'm having problems downloading anything from gamefront though.
It seems that just about every file on that website is broken and have been for at least a day.
I'm wondering if there are any mirrors anywhere?
I would even be willing to host the files my self if it ment I would get them my self :p
Silent Steel
01-26-12, 12:20 PM
FOXTROT !!! http://imageshack.us/photo/my-images...012500014.jpg/
I have gotten this when my mods were in a bad sequence .. I unloaded all my mods . than reloaded them using sobers mod list guide -- if you are trying to load speech recongnition after
TDW UIS . you will get this . Load speech reconignition before any uis .. that what I had to do , but after I sequnced my mod list the problem went away ! :D THis format is working for me .. but its not final becuase some of the mods are outdated , but workable
Nice list,
Just a few comments
...
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Undersea *(temperate and polar) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 << You need this one here
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
...
FX_Update_0_0_19_ByTheDarkWraith << This is interesting. You say this is working, it's a riddle to me.
Is it possible to get some info on where this FX Update really is to be activated? Anyone? Pleeease
...
BTW. that Imageshack link doesn't work. At least not here :hmmm:
Best
Magic1111
01-26-12, 05:49 PM
First of all, thanks for all the great work you have contributed.
I'm having problems downloading anything from gamefront though.
It seems that just about every file on that website is broken and have been for at least a day.
I'm wondering if there are any mirrors anywhere?
I would even be willing to host the files my self if it ment I would get them my self :p
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:
Hello, could I ask one question? One thing bothers me about "attack disc". Why it is possible to lock compass rose to the uboat heading instead of the outside ring that actually _represents boat heading_ . I... just... can't get it <mind exploded> :06: .
PS. And thanks so much for that great mod! ^^ This community is so talented, that maybe sometime you should try to make a whole game from scrap ;) .
speedio
01-27-12, 06:24 PM
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:
Thank you for the warm welcome :)
I managed to solve my problem with downloading from gamefront.
aparently they must have blocked my ip on their download servers or something like that. As I managed to get the mod downloaded when I used a web proxy.
I find this a bit strange :hmmm:
Silent Steel
01-28-12, 03:14 AM
Hello, could I ask one question? One thing bothers me about "attack disc". Why it is possible to lock compass rose to the uboat heading instead of the outside ring that actually _represents boat heading_ . I... just... can't get it <mind exploded> :06: .
PS. And thanks so much for that great mod! ^^ This community is so talented, that maybe sometime you should try to make a whole game from scrap ;) .
Welcome to the forum Luken :salute:
There is a handbook for the Attack Disc that comes with the TDW's New UIs.
You find it in;
NewUIs_TDC_6_9_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _9_0_ByTheDarkWraith\Documentation\Attack_Disc_Han dbook.pdf
:up:
Welcome to the forum Luken :salute:
There is a handbook for the Attack Disc that comes with the TDW's New UIs.
You find it in;
NewUIs_TDC_6_9_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _9_0_ByTheDarkWraith\Documentation\Attack_Disc_Han dbook.pdf
:up:
Well, actually I read this and I know how to use Attack Disc, the problem is that I don't see any reason that you would like to change direction of compass rose that tells us TRUE directions, and making it relative is only confusing. You could do everything with static compass rose, and everything would be much clearer (other directions that you would set in relation to static compass rose corresponds to real directions on map). For example: example 4 from this handbook - you can do the same thing without turning compass rose, and it would be much more intuitive. I just don't get it why to make true directions relative :/ .
Adriatico
01-28-12, 11:51 AM
I installed new version but one feature I would like to disable.
When I put my cursor over rudder gauge it pops up into large image:
:o
http://img542.imageshack.us/img542/3564/popupu.jpg
Is there any way to disable this feature... ?
Some tip...TDW ?
The rest is simply perfect...
bigbeuzz
01-28-12, 10:30 PM
hello all
I want to thank thedarkwait. :salute:
did you really work fabuleus, that you had to take months to realize what mods is unimaginable. :up:
You gave us a very nice gift, congratulations, and thank you again :yeah:
and as stated in our : "tu est du tonnerre (http://afa.surfcanyon.com/search?f=sl&q=tonnerre&partner=afa)" translation = You are thunder
good hunting to all friendly bigbeuzz
THE_MASK
01-29-12, 04:11 AM
I noticed while starting BF3 and using Dbgview the game detects memory leaks and dumps them .
00000155 6:10:53 PM [17520] Detected memory leaks!
00000156 6:10:53 PM [17520] Dumping objects ->
00000157 6:10:53 PM [17520] {2053}
00000158 6:10:53 PM [17520] normal block at 0x1A8F4E28, 12 bytes long.
00000159 6:10:53 PM [17520] Data: < O > D0 EC 8E 1A 08 4F 8F 1A 84 0D 00 00
There was quite a lot more .
Could this be done with SH5 ?
TheDarkWraith
01-29-12, 11:32 AM
I installed new version but one feature I would like to disable.
When I put my cursor over rudder gauge it pops up into large image:
Is there any way to disable this feature... ?
Some tip...TDW ?
The rest is simply perfect...
Yes there is. The OptionsFileEditorViewer app allows you to set the zoom level for this gauge :up:
TheDarkWraith
01-29-12, 11:34 AM
I noticed while starting BF3 and using Dbgview the game detects memory leaks and dumps them .
00000155 6:10:53 PM [17520] Detected memory leaks!
00000156 6:10:53 PM [17520] Dumping objects ->
00000157 6:10:53 PM [17520] {2053}
00000158 6:10:53 PM [17520] normal block at 0x1A8F4E28, 12 bytes long.
00000159 6:10:53 PM [17520] Data: < O > D0 EC 8E 1A 08 4F 8F 1A 84 0D 00 00
There was quite a lot more .
Could this be done with SH5 ?
Not sure how one would do this...it's beyond my skill level/knowledge currently...I would assume that it has something to do with the C++ runtime :yep:
TheDarkWraith
01-29-12, 11:36 AM
Hello, could I ask one question? One thing bothers me about "attack disc". Why it is possible to lock compass rose to the uboat heading instead of the outside ring that actually _represents boat heading_ . I... just... can't get it <mind exploded> :06: .
PS. And thanks so much for that great mod! ^^ This community is so talented, that maybe sometime you should try to make a whole game from scrap ;) .
I'm not following what you're asking :hmmm:
I can make the attack disc do just about anything but I need to understand the whys and hows before I can make/edit something.
Adriatico
01-29-12, 12:12 PM
Yes there is. The OptionsFileEditorViewer app allows you to set the zoom level for this gauge :up:
Thanks Maestro!
:hmmm:
Could yoy please - present a simple example what shoud i edit? (and how)
Maybe PM ?
Von_Stolzenberg
01-29-12, 12:18 PM
Hello Subsim,
I just made an account to ask something about this genius Mod.
Well im not very versed in modding Silent Hunter.
My most Gametime I spend on SH II and 3 was only vanilla.
But well I need more UI to play SH5, otherwise it wont feel like SH
so I installed it and it looked like this:
http://img6.imagebanana.com/img/wo1cpav5/BugSH5.jpg
I think it is not supposed to look like this, am I right?^^
TheDarkWraith
01-29-12, 12:24 PM
H
I think it is not supposed to look like this, am I right?^^
That's correct, it's not.
You have either installed the mod incorrectly, not patched to v1.2 of the game, or you edited the options file manually vice using the options editor/viewer app. It's one or a combination of those things :yep:
Von_Stolzenberg
01-29-12, 12:29 PM
Well I got the game trough a (german) Magazine, and it was described as "patched" and it Says 1.05 or so, I geuss its not the right version.
gu.exe does not find any resource files, so I may search for an Manual update.
I hope I can fix it
Anyway, thanks for the quick reply
TheDarkWraith
01-29-12, 12:36 PM
Well I got the game trough a (german) Magazine, and it was described as "patched" and it Says 1.05 or so, I geuss its not the right version.
gu.exe does not find any resource files, so I may search for an Manual update.
I hope I can fix it
Anyway, thanks for the quick reply
Under your Silent Hunter 5 folder is a folder called Support. Inside that folder is an exe file called gu.exe. Run that to update your game to 1.2
TheDarkWraith
01-29-12, 12:37 PM
Thanks Maestro!
:hmmm:
Could yoy please - present a simple example what shoud i edit? (and how)
Maybe PM ?
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=5322
:up:
Michael13
01-29-12, 12:37 PM
Thanks Maestro!
:hmmm:
Could yoy please - present a simple example what shoud i edit? (and how)
Maybe PM ?
Go to ../data/applications/OptionsFileEditorViewer and open exe.
There File -> Set path to menu.txt (search in data/menu)
and File -> Set installing path.
After File -> Open -> ../data/scripts/menu
And you will see this:
http://img267.imageshack.us/img267/2136/dials.jpg
Best to uninstall mod via JSGME before all this operations and install again after. But if you uninstalled - search all files in ../MODS/NewUIs_TDC_6_9_0_ByTheDarkWraith/data/.. folders.
Von_Stolzenberg
01-29-12, 01:06 PM
Ok got it woking now.
Thank you kind Sir, and I will enjoy your mod =)
Edit:
I know its Off topic.
Are there no Raincoats for the crew in SH5? cruised through the arctic sea with crew in Tshirts =D
Adriatico
01-29-12, 07:35 PM
Yes there is. The OptionsFileEditorViewer app allows you to set the zoom level for this gauge :up:
But it doesn't change zoom level... whatever I set the first number ?
Other values: Default, minimial values... are locked... :hmmm:
http://img441.imageshack.us/img441/3383/dialgrowth.jpg
What ever I change the first number and save - it pops up large in game ???
Are you sure it changes zoom level... or just speed of zooming ?
:06:
What should I set the first number to stop zooming... or slightly zoom.
Thanks in advance TDW
:o
TheDarkWraith
01-29-12, 08:57 PM
But it doesn't change zoom level... whatever I set the first number ?
Other values: Default, minimial values... are locked... :hmmm:
The easiest way to disable zoom on it is to set the options SH5 Enhanced rudder dial can zoom and SH5 Enhanced heading dial can zoom to false. Both of these options are under the dials tab I showed earlier.
I'm not following what you're asking :hmmm:
I can make the attack disc do just about anything but I need to understand the whys and hows before I can make/edit something.
Ok so the thing is - the outer ring of attack disc represents our u-boat, so it is much more natural to be able to lock this ring to u-boat heading instead of compass rose :) . I think that would be much more useful and intuitive (and I'm using attack disc a lot and love it) .
Trevally.
01-30-12, 12:54 PM
Ok so the thing is - the outer ring of attack disc represents our u-boat, so it is much more natural to be able to lock this ring to u-boat heading instead of compass rose :) . I think that would be much more useful and intuitive (and I'm using attack disc a lot and love it) .
Sorry - I do not understand why you want this changed:hmmm:
The outside ring is the relative bearing ring and thus should always be at 0.
When you then set the compass rose to your heading - you can easily see the true and relative bearings. Making chartwork much easier.
Sartoris
01-30-12, 05:41 PM
Did you disable the mod before tweaking the options?
Sorry - I do not understand why you want this changed:hmmm:
The outside ring is the relative bearing ring and thus should always be at 0.
When you then set the compass rose to your heading - you can easily see the true and relative bearings. Making chartwork much easier.
Ah, so you are looking at disc from the u-boats point of view, i'm looking from the "maps" point of view, maybe I will try to look at it that way :) .
Adriatico
01-31-12, 03:46 AM
Did you disable the mod before tweaking the options?
You are right... got it now.
Many thanks!:up:
Hi everybody :)
I downloaded and installed this mod properly (i think, lol). Everything in game is alright, Im using SH3 layout. But I have a little problem - when I ask for a depth to keel, I hear a *beep* sound but I don't get any message how far is to the bottom of sea. Please help :(
Hi everybody :)
I downloaded and installed this mod properly (i think, lol). Everything in game is alright, Im using SH3 layout. But I have a little problem - when I ask for a depth to keel, I hear a *beep* sound but I don't get any message how far is to the bottom of sea. Please help :(
This is a known bug, it can be fixed temporarily if you will just save and load a game (if doesn't work try few more times). I don't know if there is a permanent fix for this.
TheDarkWraith
02-01-12, 06:59 PM
Ah, so you are looking at disc from the u-boats point of view, i'm looking from the "maps" point of view, maybe I will try to look at it that way :) .
And the conclusion is :06:
And the conclusion is :06:
Well to be honest I somehow can imagine how this function can be useful for someone in specific circumstances, but I still think that locking outer disc (instead of compass), to boat heading is better.
Reasoning:
1. Attack disc contain directions of multiple objects and relations between them.
2. If you lock compass rose to the heading of your boat - it will ruin directions of OTHER objects in relation to compass when you change direction, BUT if you lock only outer ring to our boat heading - relation between direction of enemy ship and compass rose will remain correct.
Am I wrong here? :-?
Trevally.
02-02-12, 12:52 PM
Most of the information that you will get is from your crew.
Your crew will always report heading, bearing from the bow zero bearing.
The only time you need a north bearing is when you are plotting on the map.
I think this is why the outer disc must be set at the zero and the compass is your heading.
@Luken - if you try using real nav where you maps are blank and every bit of information you get is from your crew using the bow as the zero marker you will see how much better this is.
After just re-reading the attack hand book - I can find no example where the A disc should not be anything other that 180 at the top and the B disc is set to your heading (true)
Bilge_Rat
02-06-12, 09:52 AM
Hi, I am hoping someone can help me, I am having a problem upgrading from 6.4.0 to 6.9.0. Every version up to 6.4.0 worked flawlessly.
I installed a clean 6.9.0 using JSGME and following the instructions in the first post. It is installed correctly as per the "file validator" and by looking at the SH5 file structure. However, when I go to the "options file editor", it is totally blank. I tried manually pointing the editor to the options text file, but it does not see it. I also tried bypassing it and manually editing the options file myself, as had been the standard practice up to 6.4.0, but that screws up my game.
I am planning to do a full reinstal of SH5, since after 2 years of modding and tweaking, I seem to have some problem files, the "validator" warns me of many "errors". However, I want to make sure I instal 6.9.0 properly to the new instal.
Trevally.
02-06-12, 01:37 PM
Hi, I am hoping someone can help me, I am having a problem upgrading from 6.4.0 to 6.9.0. Every version up to 6.4.0 worked flawlessly.
I installed a clean 6.9.0 using JSGME and following the instructions in the first post. It is installed correctly as per the "file validator" and by looking at the SH5 file structure. However, when I go to the "options file editor", it is totally blank. I tried manually pointing the editor to the options text file, but it does not see it. I also tried bypassing it and manually editing the options file myself, as had been the standard practice up to 6.4.0, but that screws up my game.
I am planning to do a full reinstal of SH5, since after 2 years of modding and tweaking, I seem to have some problem files, the "validator" warns me of many "errors". However, I want to make sure I instal 6.9.0 properly to the new instal.
Hi Bilge Rat:salute:
To use the options editor:-
Add TDWs UI to your MODS folder, but do not install.
Open the editor and click file
Click set path to menu.txt
Point it to C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\ menu.txt
Click set SH5 install path - here I pointed it to C:\Ubisoft\Silent Hunter 5
Next click open and select TheDarkWraithUserOptions
You can now edit the the options - save - and then install the UI mod.
You only have to point the editor to these things once. the next time you use it - it will remember your settings.
Also post your error from the validator and someone will go through it with you. If you use OHII - post it in that thread and I will check it:up:
Bilge_Rat
02-06-12, 03:06 PM
Thanks Trevally, I see what I did wrong , I was trying to tweak the options after I installed it, not before.
I havent tried OH II yet, but that is next on my list.
Bilge_Rat
02-06-12, 09:51 PM
Ok, problem solved, 6.9.0 installed. Turns out all the "errors" were in obsolete campaign saves. Great idea, that "file validator".
Gilmour73
02-06-12, 10:59 PM
Hello everyone,
I am pretty new to playing SH5, I bought the game when it was released, got tired of it and now have reinstalled it in order to try out some of the mods that have been released.
However, I have spent a very long time trying to find the TDW's Real Navigation Mod. I have checked every thread he has posted, and can't seem to find where to download it.
If anyone could provide me a link to the correct thread, I would be really grateful.
Thanks
EDIT: Nevermind, I found it was in the UI pack, looking forward to the challenge!
THE_MASK
02-10-12, 05:32 PM
Do any kind sir have an upload link for this .
Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18
pedrobas
02-10-12, 06:00 PM
Do any kind sir have an upload link for this .
Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18
Here you have Sober: http://www.mediafire.com/download.php?33188cldysg9sck
THE_MASK
02-12-12, 05:00 PM
Idea : when i get a radio message and it says ship sunk at lerwick via TDW radio messages . What i would like is some points of interest . The radio message could have a clickable object and that would take you to the spot on the map where the incident happened . There would be a little marker on the map that you could click on that gives you the radio message in text (that stays there for the duration of the campaign if you have the journal enabled ) and there could be a photo if added via the mod . The points of intrest layer would have to be able to be turned on or off at will .
sidmo001
02-12-12, 06:15 PM
I can't seem to get this mod to work. I've done everything as per the video tutorial, but no matter what I do I can't seem to enable any of the interfaces.
fridgeman
02-12-12, 06:47 PM
Hi
I think I have the same problem, i have installed latest ui mod using GMSE, on 1.2 V, but when i get to the games main screen, it asks me to do i want to keep destroyed marks, etc, and to click yes, them accept, but for some reason I can't, nothing happens, there is also another request box underneath it, but its hard to read it, in other words, two request boxes are overlayed and cannot be 'accepted
any solutions?
sidmo001
02-12-12, 07:01 PM
Hi
I think I have the same problem, i have installed latest ui mod using GMSE, on 1.2 V, but when i get to the games main screen, it asks me to do i want to keep marks, diarys, etc, and to click yes, them accept, but for some reason I can't, nothing happens, there is also another request box underneath it, in other words, two request boxes are overlayed and cannot be 'accepted
any solutions?
I don't get any errors, at all, when loading the game up with the mod.
But I don't get any of the UI additions, what so ever, either.
fridgeman
02-12-12, 07:07 PM
another question, how do you enable the radio in the commands, cfg, does anyone have the full script/text for it?
fridgeman
02-12-12, 07:14 PM
Ok got it woking now.
Thank you kind Sir, and I will enjoy your mod =)
Edit:
I know its Off topic.
Are there no Raincoats for the crew in SH5? cruised through the arctic sea with crew in Tshirts =D
I have the same problem, acceptance boxes overlaying each other on the main screen, how did you fix it?
fridgeman
02-12-12, 07:31 PM
here is my validator file, i will try to post up a jpeg of the main screen
JSGME Mod Validator v1.0.11.0 by TheDarkWraith
F:\Ubisoft\Silent Hunter 5\JSGMEModValidator_v1_0_11_ByTheDarkWraith\jsgmem odvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items
using Silent Hunter 5
SH5 version is 1.2.0.0
MODS installed:
data
NewUIs_TDC_6_9_0_ByTheDarkWraith
Validating mods...
Validating F:\Ubisoft\Silent Hunter 5\MODS\data
F:\Ubisoft\Silent Hunter 5\MODS\data\data doesn't exist!
Validating F:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith
F:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith installed correctly
Checking for items to look for...
no items to look for defined
Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
no conflicts
THE_MASK
02-12-12, 07:44 PM
The first mission is the tutorial and some things like the interface or crew on deck are not available until you reach the bunker . Disable mods , do the tutorial and reach kiel then the bunker . Then load the mods and away you go .
fridgeman
02-12-12, 07:53 PM
thanks for reply, i have already done that, post 7064 has a image of exactly what is displayed on the main screen, he or she says that changing the DW UI options file caused it, but in my case i haven't yet accessed it at all..
this page..
http://www.subsim.com/radioroom/showthread.php?t=166093&page=471
Giovanni_the_ace
02-12-12, 09:35 PM
I have the same problem as Fridgeman but it doesnt happen on the main menu it happens when I load a save game or a mission.
THE_MASK
02-12-12, 09:51 PM
Is this the dvd version ?
TheDarkWraith
02-13-12, 12:55 AM
Idea : when i get a radio message and it says ship sunk at lerwick via TDW radio messages . What i would like is some points of interest . The radio message could have a clickable object and that would take you to the spot on the map where the incident happened . There would be a little marker on the map that you could click on that gives you the radio message in text (that stays there for the duration of the campaign if you have the journal enabled ) and there could be a photo if added via the mod . The points of intrest layer would have to be able to be turned on or off at will .
Very interesting idea :yeah: I'll add it to my list :up:
THE_MASK
02-13-12, 06:12 AM
Which file would i find the players view parameters (the default camera i think you call it) . I am looking for the Effects Proximity Controller or add one maybe :yep:
fridgeman
02-13-12, 06:34 AM
Hi
any ideas about my issue, the two acceptance boxes overlaying each other?
TheDarkWraith
02-13-12, 10:16 AM
Which file would i find the players view parameters (the default camera i think you call it) . I am looking for the Effects Proximity Controller or add one maybe :yep:
Anything dealing with viewport or cameras is in the cameras file
TheDarkWraith
02-13-12, 10:18 AM
Hi
any ideas about my issue, the two acceptance boxes overlaying each other?
You either have a corrupt install or are not patched to version 1.2 of the game. Have you ran DbgView before starting the game? Can you send me the full DbgView output? Steam, download, or DVD version of game?
Hey guys,
thank you so much for the great work you've done!
i have a short question: when i use time lapse and i am getting a radio message the game continues at 1x speed. How can i avoid that? i know there are 3 buttons in the upper right corner but regardless of which buttons are pressed, the game sets the speed back to normal as soon as i get a new radio message. Maybe a bug?
Thanks in advance! Keep up the great work!
TheDarkWraith
02-15-12, 06:04 PM
Hey guys,
thank you so much for the great work you've done!
i have a short question: when i use time lapse and i am getting a radio message the game continues at 1x speed. How can i avoid that? i know there are 3 buttons in the upper right corner but regardless of which buttons are pressed, the game sets the speed back to normal as soon as i get a new radio message. Maybe a bug?
Thanks in advance! Keep up the great work!
In the radio messages box down in the bottom towards the middle there is a little arrow button. Click that to bring up the options. Unselect TC1 on new message.
In the radio messages box down in the bottom towards the middle there is a little arrow button. Click that to bring up the options. Unselect TC1 on new message.
woooah, that was fast! Thank you so much!
un2star
02-17-12, 09:37 AM
thank u.. so much
Giovanni_the_ace
02-17-12, 04:25 PM
Im having a problem were everytime I load a mission a bunch of menu boxs pop up and i cant exit out of them or do anything with them. If anyone can help that would be appreciated.
Morlock
02-17-12, 07:00 PM
Thanks for this mod, being a complete noob to this game, it was a bit of a learning curve to get it installed and configured since I joined this forum yesterday.
Does the mod disable the crosshair in 1st person view? If so, please tell me which menu in the optionsfieldeditor restores it. Thanks.
Charlie901
02-17-12, 08:18 PM
When Using ALL DIALS TDC SH5 interface...
Does the TDC work the same as SH3-4 in Auto and Manual Mode?
If so I need to re-learn my TDC form SH3 & SH4...
Thanks!
TheDarkWraith
02-17-12, 09:07 PM
When Using ALL DIALS TDC SH5 interface...
Does the TDC work the same as SH3-4 in Auto and Manual Mode?
If so I need to re-learn my TDC form SH3 & SH4...
Thanks!
I don't know about 4 but the TDC does work the same as SH3 except for the stadimeter. The stadimeter uses the double prism way to get range.
Charlie901
02-18-12, 09:50 AM
I'm having some difficulty understanding how to install this great mod???
Where is the FileEditorViewer.exe.?
DO I have to drop the mod folders into the "MODS" JSGME Folder then activate the mod before the FileEditorViewer.exe. becomes available?
Related to the above:
How do you switch UI's?
Do all of the folders in this mod need to be added and activated via JSGME?
THANKS!
Trevally.
02-18-12, 10:14 AM
I'm having some difficulty understanding how to install this great mod???
Where is the FileEditorViewer.exe.?
After installing the UI, it is here C:\Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer
DO I have to drop the mod folders into the "MODS" JSGME Folder then activate the mod before the FileEditorViewer.exe. becomes available?
When you unzip the download - open it up and look inside the MODS folder.
Copy this - NewUIs_TDC_6_9_0_ByTheDarkWraith and paste it into your SH5 MODS folder.
Then install with jsgme
Related to the above:
How do you switch UI's?
This is done with the editor.
Uninstall - NewUIs_TDC_6_9_0_ByTheDarkWraith and run the editor. One of the options tabs is UI style. Select the one you want and save.
Reinstall - NewUIs_TDC_6_9_0_ByTheDarkWraith
Do all of the folders in this mod need to be added and activated via JSGME?
THANKS!
As above - you only need "NewUIs_TDC_6_9_0_ByTheDarkWraith" from the MODS folder within the download
Charlie901
02-18-12, 02:25 PM
Ok Thanks...
One additional question?
The FileEditorViewer.exe is blank when I open per your instructions...
Do I need to set the SH5 file paths for all of the tabs to populate?
How do you do this?
Thanks Again!
TheDarkWraith
02-18-12, 02:26 PM
Ok Thanks...
One additional question?
The FileEditorViewer.exe is blank when I open per your instructions...
Do I need to set the SH5 file paths for all of the tabs to populate?
How do you do this?
Thanks Again!
Click File. Set the menu.txt path. Set the SH5 installation path. Then Open the options file.
I haven't played SH for a long time and few days ago I bought SH5. Long break made I feel again like new in this world. I allready did many tutorials from Stoianm's list, I installed mods which he recommends of course with DarkWraith great UI mod (btw thank you Sir, great mod).
My question is about locking target via scope. In previous versions of the game when I locked target my scope followed it, in SH5 it doesn't. I read somewhere that I can change it using this mod, I tried figure it out for 2 hours yasterday looking in cfg files option but without success. I only found option to turn on/off "Lock/break" message in scope view ... anyone can help plz.
Thank you
Sorry for my english
Trevally.
02-19-12, 12:52 PM
Click the WEPs officer at the bottom of screen and he has an option to follow target:up:
THE_MASK
02-20-12, 02:49 AM
When i extract multiple Uis and look at the folder structure , should the applications end up with the data ?
NewUIs_TDC_6_9_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _9_0_ByTheDarkWraith\data\Applications
TheDarkWraith
02-20-12, 06:45 AM
When i extract multiple Uis and look at the folder structure , should the applications end up with the data ?
NewUIs_TDC_6_9_0_ByTheDarkWraith\MODS\NewUIs_TDC_6 _9_0_ByTheDarkWraith\data\Applications
Yes, that is correct :up:
pedrobas
02-21-12, 08:01 PM
TDW, is there any reason why there isnīt any configurable shortkey for teleporting to Bridge, but it is in the teleporting menu bar?
TheDarkWraith
02-21-12, 08:59 PM
TDW, is there any reason why there isnīt any configurable shortkey for teleporting to Bridge, but it is in the teleporting menu bar?
Good question. Maybe I forgot to add it :-?
pedrobas
02-21-12, 09:02 PM
Good question. Maybe I forgot to add it :-?
For next version then :up:
Thanks
maillemaker
02-22-12, 08:32 PM
I am trying to install this mod, but the path name is too long for windows to handle for SH5 installed via Steam.
Any ideas?
Steve
TheDarkWraith
02-22-12, 09:23 PM
I am trying to install this mod, but the path name is too long for windows to handle for SH5 installed via Steam.
Any ideas?
Steve
Are you trying to unzip it and you're getting this error? If so, download 7zip or ZipGenius from the web.
misha1967
02-23-12, 02:18 AM
I am trying to install this mod, but the path name is too long for windows to handle for SH5 installed via Steam.
Any ideas?
Steve
I ran into the same problem myself. The solution (in my case, using WinRAR) was to edit the target directory from within the unzipper (WinRAR) to my root directory as in "C:\whatever you want to put in here such as "Temp"\.
maillemaker
02-23-12, 10:26 AM
No, I unzipped the file using 7zip with no problems to my downloads directory.
The problem was Windows 7 would not copy and paste it into my SH5 directory.
I ended up uninstalling SH5 and Steam and reinstalling Steam to c:\Steam
Steve
Charlie901
02-24-12, 12:05 AM
Did the stock keymap change at with with this Mod?
If so is there a Key Map ist somewhere?
I hit "Z" and enaled Silent Running....?
I believe "Z" key was never utilized before?
Also, I somehow disabled the Orange submerged sub marker? Any idea how to get it back?
I also lost the mouse curser a couple of times in F2 external view and had to ESC out and in to get it back as right mouse click wasn't working for some reson.
Great Mod!
THE_MASK
02-24-12, 12:05 AM
This would be really handy . Free cam remembers last known position as an option . Great for when you want to look at something like these gauges :yep: It would be like teleport to view .
http://i42.tinypic.com/25649jd.jpg
:salute:
To know what matches the gauges : http://www.subsim.com/radioroom/showthread.php?t=170421&highlight=Wogadi
pedrobas
02-24-12, 03:15 AM
:salute:
To know what matches the gauges : http://www.subsim.com/radioroom/showthread.php?t=170421&highlight=Wogadi
Thanks, i was needing this.
:salute:
SirHiggins
02-25-12, 08:33 AM
Just thinking about to disable the RealNav submod -not always has patience to navigate on my own- but when i disable onle the submod the game becames very laggy, and the maps still lacks my subs position.
s it possible to disable it but only the manual navigation?
(I use Sobers mod list mainly)
TY
robbieh1988
02-27-12, 02:08 PM
Hey guys,
I have been looking at this thread for the past 10-15 minutes and can't see the link where to download the file... I must be blind :(
Can someone link the download or show me where it is (I can only see 6 links on the OP but they aren't the main download?!?)
Thanks,
Robbie.
TheDarkWraith
02-27-12, 02:13 PM
Hey guys,
I have been looking at this thread for the past 10-15 minutes and can't see the link where to download the file... I must be blind :(
Can someone link the download or show me where it is (I can only see 6 links on the OP but they aren't the main download?!?)
Thanks,
Robbie.
Post #1 of this thread towards the bottom where it says 'v6.9.0 available here: link'
robbieh1988
02-27-12, 02:22 PM
Post #1 of this thread towards the bottom where it says 'v6.9.0 available here: link'
Hmm, that's what i downloaded first off, but it's a .7z file? was expecting a zip file?
Thanks for the quick reply though! :)
TheDarkWraith
02-27-12, 11:56 PM
Hmm, that's what i downloaded first off, but it's a .7z file? was expecting a zip file?
Thanks for the quick reply though! :)
7z is a 7zip file. Use ZipGenius or 7Zip to extract it (both are free on the internet)
cothyso
02-29-12, 10:57 AM
Hi guys!
I'm trying to figure out the usage of TDW's latest interface, it changed a lot while I wasn't tried SH5 anymore (2 years, or so).
So, I have a problem with the damn XO and his TDC dialog, it covers the center of the periscope view, and I couldn't move it.
I've made XOTDCDialogDraggable = True, and I've also enabled the [DEVELOPING] section from the main.cfg.
How the hell can I drag that window, please?
aaa.. nvm, I've figured it out.. carry on :)
First of all, thanks for this great work. :)
But a simple (and surely easy, not for me) question; my screen resolution is 1280x1024. Everytime i use the periscope, TDC dials partially cover up the image of the lense.
How can i fix that? :06:
First of all, thanks for this great work. :)
But a simple (and surely easy, not for me) question; my screen resolution is 1280x1024. Everytime i use the periscope, TDC dials partially cover up the image of the lense.
How can i fix that? :06:
I second this question. I'm running a lower resolution too and I was wondering if there is an option to set the periscope view back to the vanilla style (i.e. with the periscope lens to the right and putting all dials and the XO TDC box to the left.) For those of us with lower resolutions, this might be a good fix and will still allow us to have the manual TDC dials. Is there a version of your mod that allows that?
TDW,
How difficult would it be to give the player the option to have the periscope in the stock game position, slightly offset to the right?
When I use the scope, I like to keep the TAI map open on the left to track the target. With the scope in the middle, the TAI map overlaps.
Furthermore, when you use a realistic periscope mod like Arclight's mod, the horizontal graticules to measure height are on the left and are often covered by the TAI map.
Moving the scope back to the stock position solves all these issues (see below). I dont use dials, so the extra space on the right is wasted.
http://img687.imageshack.us/img687/2828/pq17007.jpg (http://img687.imageshack.us/i/pq17007.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
http://img208.imageshack.us/img208/9147/pq17003.jpg (http://img208.imageshack.us/i/pq17003.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
This is what I was asking about. Bilge Rat inquired about it a while back. Was this ever able to be implemented?
papanebo
03-01-12, 07:03 AM
Is there a way to give a notification when i get a radio message for a contact report . The game already drops to 1TC but no notification why it is dropping down .
I second that. General speaking, it would be very useful when any message from Bdu directed to your sub arrives, apart from 1TC, a brief summary of it diplays in the notepad thingy in the bottom right corner (can't recal it's name).
For example for new contacts, it could display "Bdu:New contact Report", or "Bdu:Report status and position", etc.
quink99
03-01-12, 02:52 PM
Quote:
Originally Posted by sober http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1847580#post1847580)
Is there a way to give a notification when i get a radio message for a contact report . The game already drops to 1TC but no notification why it is dropping down .
I second that. General speaking, it would be very useful when any message from Bdu directed to your sub arrives, apart from 1TC, a brief summary of it diplays in the notepad thingy in the bottom right corner (can't recal it's name).
For example for new contacts, it could display "Bdu:New contact Report", or "Bdu:Report status and position", etc.
A truely great idea! I'll third it!
pedrobas
03-01-12, 02:59 PM
I second that. General speaking, it would be very useful when any message from Bdu directed to your sub arrives, apart from 1TC, a brief summary of it diplays in the notepad thingy in the bottom right corner (can't recal it's name).
For example for new contacts, it could display "Bdu:New contact Report", or "Bdu:Report status and position", etc.
I would like a lot too, to have this implemented in the UI. TDW is it technically possible? I think that read something about this in this thread about being problematic.
TheDarkWraith
03-01-12, 09:00 PM
I already intercept all incoming messages and route them to the radio messages box. If you're not seeing them it's because that % chance the radio operator didn't intercept it kicked in. Yes they will show in the captain's box but you shouldn't be looking in there (I don't have control over it).
Or are you all talking about something else?
papanebo
03-02-12, 05:59 AM
TDW, if that notepad thingy in the bottom right corner is called radio message box, i guess we are talking about that one! It would be nice if all radio messages from BdU were displaying in there. Check my post in the previous page.
Have you got any ideas for low screen resolutions (e.g. 1280x1024)?
MasterGunner309
03-02-12, 11:03 PM
Ive downloaded this UI Mod, but cant get it to load in game. I've downloaded other mods and enabled them using the MODS enabler thingy. I cant get any of the UI mods to load though. Is there a certain resolution i have to be set at. I'm using the steam version of the sim. v1.2.
Any help would be great.
Thank you for your contributions to this great sim
Ive downloaded this UI Mod, but cant get it to load in game. I've downloaded other mods and enabled them using the MODS enabler thingy. I cant get any of the UI mods to load though. Is there a certain resolution i have to be set at. I'm using the steam version of the sim. v1.2.
Any help would be great.
Thank you for your contributions to this great sim
You need to open the folder up and look at the contents. There are many options in this mod and you have to pick and choose which versions you want. Inside the main folder you'll find the base mod. Use that folder in your mod manager.
THE_MASK
03-03-12, 12:21 AM
############### Radio #######################
When TC1OnNewRadioNavMapContact is True and a new radio contact report is received whose range from sub is greater than this value do not set time compression to 1
I thought this might fix it but no . I still drop down to 1X TC on every radio contact report thet comes thru the captains log interface .
Silent Steel
03-03-12, 03:26 AM
############### Radio #######################
When TC1OnNewRadioNavMapContact is True and a new radio contact report is received whose range from sub is greater than this value do not set time compression to 1
I thought this might fix it but no . I still drop down to 1X TC on every radio contact report thet comes thru the captains log interface .
Hi Sober,
I don't really know if I get you right here.
Anyway, if I understand your questions correctly these are the settings in question;
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5403
As I said - if I get you right - these are the answers to your questions.
Cheers mate
THE_MASK
03-03-12, 03:55 AM
I tried that , the game still drops to 1TC with every captains log radio contact report .
Silent Steel
03-03-12, 05:48 AM
I tried that , the game still drops to 1TC with every captains log radio contact report .
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5405
:03:
Silent Steel
03-03-12, 09:03 AM
refer to the video link
http://www.youtube.com/watch?v=ov5hV5Wn_2w
Some tech support!
For sure that guy' has got a Tourettes condition and probably some more beyond my capacities and can't diagnose. :har:
Well, back to your issue.
Maybe I got you wrong from start but if that's the only report you've seen I suggest you post the relevant section of your .py settings.
To me it seems like when enemy units get spotted (by some other friendly boat) you have set in your .py file such a long a radius that you won't get any reports.
And - what was your position at the time you received that report?
What was the distance to that enemy unit?
Please, post that .py file.
THE_MASK
03-05-12, 01:51 AM
Its just this isnt it ?
Silent Hunter 5\data\Cfg\Contacts
[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=250;Was 1000 ;[>0] kilometers
Display Range To Important Radio Contacts=500;Was 3500 ;[>0] kilometers
Silent Steel
03-05-12, 03:49 AM
Its just this isnt it ?
Silent Hunter 5\data\Cfg\Contacts
[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=250;Was 1000 ;[>0] kilometers
Display Range To Important Radio Contacts=1000;Was 3500 ;[>0] kilometers
Sounds reasonable but I thought these values were overwritten by the settings you do in the TDW's 'TheDarkWraithUserOptions.py' file.
IF you're running the NewUIs TDC that is.
Or? :hmmm:
Captain_AJ
03-05-12, 01:28 PM
You Learn something new everyday about this game !!
Anita1986
03-05-12, 03:14 PM
Hi all! new here....
Just installed Silent Hunter 5 and wanna start installing mods to it but this is to much, I think Im a bit late into this and kinda starting in the middle of alot of mess so I have a few questions that I hope some of you guys can answer.
First, should I use JSGME or OptionFileEditorViewer to install TDW into silent hunter 5?
Also, I cant seem to get the right menu.txt file when I use TWD OptionFileEditorViewer. You keep telling that is inside the TDW download folder
x\Silent Hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\ menu.txt)''
but I dont have data folder in the TDW download, only 3 folders:
Dials
MODS
Text
Should I create the \data\menu\menu.text?
TheDarkWraith
03-05-12, 03:44 PM
First, should I use JSGME or OptionFileEditorViewer to install TDW into silent hunter 5?
Also, I cant seem to get the right menu.txt file when I use TWD OptionFileEditorViewer. You keep telling that is inside the TDW download folder
x\Silent Hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\ menu.txt)''
but I dont have data folder in the TDW download, only 3 folders:
Dials
MODS
Text
Should I create the \data\menu\menu.text?
The folder you are looking for is in the MODS folder. That folder should be in your MODS folder. If it's not then you didn't install the mod correctly.
You use JSGME to add/remove the mod (thus is why it has to be in your MODS folder). The OptionsFileEditorViewer is used to only adjust the options file, it doesn't do anything else (well besides enable snorkel for subs also)
misha1967
03-05-12, 04:21 PM
What TDW said, Anita.
The reason his mod can look a bit confusing is that it's actually a whole bunch of mods packed into one big compressed file for easy access. Each individual mod is in the MODS folder of that compressed file and it is those directories you need to copy into the MODS folder on your hard drive.
Anita1986
03-05-12, 05:19 PM
Okey, I can see that Im totally lost here.
Sorry, but i just unziped your download and got these three folders.
THE_MASK
03-05-12, 05:24 PM
Okey, I can see that Im totally lost here.
Sorry, but i just unziped your download and got these three folders.That MODS folder , look in that one . Thats where the mods are . Move them to your MODS folder which should be in your SH5 game folder .
Anita1986
03-05-12, 05:28 PM
but in order to have the MODS folder, you need to do what? (mods folder dont come with the original game)
TheDarkWraith
03-05-12, 05:36 PM
but in order to have the MODS folder, you need to do what? (mods folder dont come with the original game)
If you put the JSGME app in your Silent Hunter 5 folder (the correct place for it) then the first time you run it it will create the MODS folder under your Silent Hunter 5 folder (assuming you don't change the name of it when asked by the installer)
Anita1986
03-05-12, 06:02 PM
thanks, Im getting there now (hopefully)
Captain_AJ
03-06-12, 08:06 PM
If I can help ?
when you download TDWS Ui .. Method 1
extract the download to a outside folder . say ,, name SH5_ mods .< (create this folder with your documents , this is the place were you will extract the download )
Once you do that . Open the TDW_6_9_0 New Uis folder and than keep opening untill you see a "Mods" Folder . path = this TDW_6_9_0 / data /Mods/ --- Than open that folder and that path will repeat itself . there will be two mods folders in the download .
You want to open the second Mods folder , within that second MODS folder , All of TDWS UI are in place . Copy the base UI TDW_NEW UI_6.9.0 .Into your SH5 Mods folder and than do the same for any additions you wish to do Like Jimirands , night scopes etc
the question here is how did you install JGSME ?
you should have installed Ubisoft/sh5/MODS .
if you have done that , than doing what I mention above will work or you can also use the same method that stoiam mentiions in his video tutorial . he might be using a different situation but the principles are the same .
Once you have the there is a folder within TDWS mods folder (within the second mods folder ) called applications . Use the Options app to edit (options
.py for which style if ui you want to use SH4. Style> sh5enhanced. Sh3 withdials etc ...
When people try to install TDWS Mod they are not seeing it because the first mods folder is a sub Mod Folder . the second Mods folder has the juciy stuff that you want to install into you main Sh5 Mods folder ..
I hope that I helped because I also didnt get it right before and banged my head aganst the wall trying figure it out
Salute
billsauce
03-09-12, 12:31 PM
Nvrmind, found tutorial. <--- Neep
Why is it that when I put active the mod NewUIs_TDC_6_9_0_ByTheDarkWraith, which is meant to be the first one I activate, and get past the loading screen, it looks like everything is open, and I cant close any of it...Not sure why I cant screenshot it either, as it just screenshots whatever is behind SH5
Silent Steel
03-09-12, 01:23 PM
Why is it that when I put active the mod NewUIs_TDC_6_9_0_ByTheDarkWraith, which is meant to be the first one I activate, and get past the loading screen, it looks like everything is open, and I cant close any of it...Not sure why I cant screenshot it either, as it just screenshots whatever is behind SH5
Check your PM :D
Captain_AJ
03-09-12, 02:56 PM
Hey guys, new to the forum and just downloaded and installed this mod today. Works great!
But i have one question, in all Sh games ive played with Auto TDC and let the game o all the hard work with torpedo solutions but with this mod...i dont get it, i must be missing something or it forces you to learn manual targeting?
I have Manual TDC disabled in options but no visual clues when looking thro periscope or on map...can someone help me ou here?
Thanks
TDW UI's you can use eitier situation auto or manual check these threads
for auto ... http://www.subsim.com/radioroom/showpost.php?p=1629504&postcount=24
for manual ...http://www.subsim.com/radioroom/showpost.php?p=1629503&postcount=23
happy hunting ! :yeah:
7Infanterie19
03-09-12, 11:32 PM
Hi TDW:
I may have suggested this a long, long time ago (maybe even in a PM). From what I have gathered over time, it appears that many people have encountered the confusion with installing the NewUI mod, because of the layout. This is also my personal experience.
Perhaps re-doing your mod folder layout in the download file in a different way, so that the NewUI main mod gets the spotlight and is immediately visible in the root, while all other secondary mods go into their own place (Add-on Mods).
I remember getting confused even though I had installed the mod many times a long time ago. A little reworking of the layout may go a long way in making it easier to get this mod working out of the box, as well as to minimize the amount of posts that pop up requesting install help. This mod does easily work out of the box, without the need for tweaking, but the layout belies that fact. It took me a few installs long ago, and some panic and confusion, before I realized that.
Having said that, my suggestion is that the file NewUIs_TDC_6_9_0_ByTheDarkWraith could be set up something like this (due to alphabetical order):
- Add-on Mods (or Secondary Mods, or call it whatever you deem is best)
- Documentation
- NewUIs_TDC_6_9_0_ByTheDarkWraith
- Text
All the other mods would be in Add-on Mods:
- Dials
- NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
- NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
- NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
- NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
- NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
- NewUIs_TDC_6_9_0_jimimadrids_map_tools
- NewUIs_TDC_6_9_0_New_radio_messages_German
- NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke
- NewUIs_TDC_6_9_0_Real_Navigation
- NewUIs_TDC_6_9_0_Scopes (do not enable - read)
- NewUIs_TDC_6_9_0_WWIIInterface_by_naights
What this also does is allow the user to immediately drag and drop, or unzip/unrar, the NewUIs_TDC_6_9_0_ByTheDarkWraith mod right into the MODS folder, without having to look at, or do, anything else except activate the mod and jump into the game.
Moving the documentation folder directly into the root, in the case of this mod even though it conflicts with the convention suggested in the mod forum sticky, also allows the user to see it immediately, and have a look at it without burrowing. Personally, I don't see value in having docs or readmes activated with a mod, so I delete all documentation before moving any mod to the MODS folder, but that's just me. Having it in the root, so you can look at it once to see what the mod does, and what needs to be tweaked if required, is often more than enough. If there's any need to read it in the future, we can simply open the original zip/rar file.
This is just my suggestion, and if it helps, great. :yeah:
Commander Mysenses
03-10-12, 02:43 AM
This is just my suggestion, and if it helps, great. :yeah:
seconded.
:up:
billsauce
03-10-12, 08:37 AM
Thanks for your reply Kimuraijn, i watched the tutorial vid and after installing the Real Navigation mod the torpedo aspect worked exactly how i wanted...but one thing, i like to be able to see where i am on the map and plot a course.
How can i keep 'easy' torpedo firing AND 'easy' map navigation?
Silent Steel
03-10-12, 09:16 AM
i like to be able to see where i am on the map and plot a course.
How can i keep 'easy' torpedo firing AND 'easy' map navigation?
You can't.
The very idea of running RealNav is that navigation should be just - realistic.
If you want 'easy' navigation > de-activate the mod. :cry:
billsauce
03-10-12, 11:59 AM
But if i deactivate the Real Nav mod it resorts back to difficult torpedo targeting.
Trolled by a computer game:cry:
TheDarkWraith
03-10-12, 12:03 PM
But if i deactivate the Real Nav mod it resorts back to difficult torpedo targeting.
Trolled by a computer game:cry:
In the XO TDC Dialog box turn the TDC off. That puts the TDC back into kiddie mode. Make sure your game options of manual targeting is not checked or you will not be able to turn TDC off.
hi,
after a new install of sh5 and this ui mod the speed display shows only 00.
when i disable the mod the display works fine.
need some help please. :88)
Silent Steel
03-12-12, 06:03 AM
hi,
after a new install of sh5 and this ui mod the speed display shows only 00.
when i disable the mod the display works fine.
need some help please. :88)
Are you updated to v1.2.0 (You can see the version No in the upper right corner in the Main Menu)?
If not run this; C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
Please tell us abot your mod soup, please.
Have you done any settings in the;
NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Scripts\Menu \TheDarkWraithUserOptions.py file?
If yes - replace it with a new fresh copy (just paste and let it overwrite).
You can even try to install the d3d Antilag mod, it could speed FPS up. DL here; http://www.gamefront.com/files/user/BadgerFinn
Make sure you read the enclosed readme.txt file. This is not an ordinary mod amongst the other.
Bothersome
03-13-12, 10:42 PM
TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741)
Can I ask you a favor???
Please put in navigation lights and a switch to turn them on for our subs. I know they want us to be all stealthy but when in friendly ports... It would be nice to have nav lights (green, red, and aft white), and it would also be nice to have a spot light mounted on the bridge. :D
Thanks much, looking forward to your next mod.
BTW, I figured it would have to go into your interface mod because, well, the interface controls the sub, and the switches are on the sub. Please. :D
Are you updated to v1.2.0 (You can see the version No in the upper right corner in the Main Menu)?
If not run this; C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
Please tell us abot your mod soup, please.
Have you done any settings in the;
NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Scripts\Menu \TheDarkWraithUserOptions.py file?
If yes - replace it with a new fresh copy (just paste and let it overwrite).
You can even try to install the d3d Antilag mod, it could speed FPS up. DL here; http://www.gamefront.com/files/user/BadgerFinn
Make sure you read the enclosed readme.txt file. This is not an ordinary mod amongst the other.
thx for helping m8,
yes i have vers.1.2 and it dosent work when i only have TDW's UI mod enabled.The hole left side dosent work,deph and speed displays shows only 00 but the funktion work when i click it.
maybe a hidden secret of the german Kriegsmarine? :dead:
winchester38
03-14-12, 03:47 AM
Hi,
I love this UI. Lot of good work must have been done on it...
I have two questions, I hope they are not already answered somewhere, maybe I didn't read enough. If so, I apologize.
I use the SH5 enhanced mode
1. on the right side of a speed bar, there is another bar which resembles the original speed bar, but it is completely empty. No numbers, no functions, nothing... What is that? Can it be caused by some error in the settings?
2. The speed bar is covered by little bars indicating fuel, battery, co2 levels. Is there any way how to move these indicators?
Thank you.
edit: I use only this mod + manos scopes so far
Silent Steel
03-14-12, 04:36 AM
thx for helping m8,
yes i have vers.1.2 and it dosent work when i only have TDW's UI mod enabled.The hole left side dosent work,deph and speed displays shows only 00 but the funktion work when i click it.
maybe a hidden secret of the german Kriegsmarine? :dead:
Hi,
Try a re-install of JSGME. It's not always completely reliable.
To make sure you get rid of all files related to JSGME I recommend using the CCleaner, DL here; www.piriform.com/ccleaner (http://www.piriform.com/ccleaner)
1. Disable all mods with JSGME
2. Make a backup of your C:\Ubisoft\Silent Hunter 5\MODS folder and save it somewhere convenient
3. Uninstall JSGME with CCleaner
4. Delete the C:\Ubisoft\Silent Hunter 5\MODS folder
5. Let CCleaner scan for JSGME leftovers (Registry button > tick 'Installation programs' and 'Expired programs')
6. Download a new JSGME (http://www.users.on.net/~jscones/software/products-jsgme.html (http://www.users.on.net/%7Ejscones/software/products-jsgme.html))
7. Install JSGME
8. Run it once to let it create a new C:\Ubisoft\Silent Hunter 5\MODS folder
9. Make a copy of the MODS backup (from point 1 above)
10. Paste the copy into; C:\Ubisoft\Silent Hunter 5 (let it overwrite)
Ready :D
when I change to UIStyle=SH3Style all dials seems to be in order but how can I get speed , rudder, and depth dials like the ones in the first(or beginning) page of this forum??:hmmm:
The following image is what I get :
http://i1055.photobucket.com/albums/s509/dpajic/Untitled1.jpg
TheDarkWraith
03-16-12, 08:09 AM
Click the grey buttons right below the dials
quink99
03-16-12, 03:49 PM
TDW, a request if I may, please,
Several months ago there was a discussion about the fact that, historically, the Kriegsmarine did not use kilometers for navigation but rather nautical miles (or as they are refered to in German, see miles). As was pointed out at that time there is a MOD available,
Authentic_Navigation_Units_0.1.0.15
which converts the distance scales on both the TAI and the NAV maps to to nautical miles which is most helpful and immersive. More helpful, yet, would be if you might consider adding a scale bar on the nomographs of the two maps so that they could also be used with nautical miles as well as kilometers in time-speed-distance calculations as part of your next NewUIs revision.
Thanks
First of all thank you very much for this excellent mod, I have only one small problem is that when I open the manual recognition at the top do not see a swastika.
I only see a cross, and I want to know if some mod to see the swastika on manual cover.
THE cross I see it is not realistic, sorry for my English. thank you very much everyone.
Hinrich Schwab
03-16-12, 05:28 PM
First of all thank you very much for this excellent mod, I have only one small problem is that when I open the manual recognition at the top do not see a swastika.
I only see a cross, and I want to know if some mod to see the swastika on manual cover.
THE cross I see it is not realistic, sorry for my English. thank you very much everyone.
There are other mods that are floating around that restore the swastika to the German flags. The games depict the older German Iron Cross in order to comply with laws prohibiting the swastika.
First of all thank you very much for this excellent mod, I have only one small problem is that when I open the manual recognition at the top do not see a swastika.
I only see a cross, and I want to know if some mod to see the swastika on manual cover.
THE cross I see it is not realistic, sorry for my English. thank you very much everyone.
Installing "Accurate German Flags" brings them back to the flags and the bunker, but unfortunately not to the manual..
There are other mods that are floating around that restore the swastika to the German flags. The games depict the older German Iron Cross in order to comply with laws prohibiting the swastika.
Thanks all for response, i know that, i use one mods for German accurate flags, but not change the older German Iron Cross in rec manual, i need change only in manual rec cover.
Under Depth Dial, you can clearly see that readings are in Feets (ft). How can i change readings from Feet to Meters???
TheDarkWraith
03-17-12, 10:36 AM
Under Depth Dial, you can clearly see that readings are in Feets (ft). How can i change readings from Feet to Meters???
Which UI version :06:
Hi! TheDarkWraith. Could you create this scrip?
Quote:
Originally Posted by Dwail http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1856306#post1856306)
Hi, Stormfly. Am I another time!!. Sorry if only comment for problems. This is the situation:
In my "commands.cfg" :
**********************************
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
HasDelayedExecution=Yes
Key0=0x42,s,"B" ;(Shift+B)
Sound_0=ELO_Weapon,MC_CR_SO_01_A (sound for activate battle stations)
***********************************
Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436].
I'd like this:
- first push of key (shift+b) for toggle_battle_stations (on)
with Sound_0=ELO_Weapon,MC_CR_SO_01_A
- second push of key (shift+b) for toggle_battle_stations (off)
with Sound_0=ELO_Weapon,MC_CR_SO_03
If possible do it? How?
**************************
yes i was after that long time ago, it is a known problem...
...there is only one command for battlestations which is toggleing it, there are no seperate commands for battlestations on or off.
but there are maybe 1 old and possible 1 new solution after what we have discovered so far:
1. dont use the key at all, use the weapons officer`s dialog menue.
2. connect the keystroke command with a script (as Rubini did for commanding the crew to go up or below the cunning tower), which can check if crew is on battlestions or not, then you can use the script to play the sounds accordingly. (maybe you just need to add a crew script, which have the exact name as the command).:arrgh!:
example:
if Wp:Isbattlestations() then or something similar.
7Infanterie19
03-17-12, 11:39 AM
Hi TDW:
I may have suggested this a long, long time ago (maybe even in a PM). From what I have gathered over time, it appears that many people have encountered the confusion with installing the NewUI mod, because of the layout. This is also my personal experience.
Perhaps re-doing your mod folder layout in the download file in a different way, so that the NewUI main mod gets the spotlight and is immediately visible in the root, while all other secondary mods go into their own place (Add-on Mods).
I remember getting confused even though I had installed the mod many times a long time ago. A little reworking of the layout may go a long way in making it easier to get this mod working out of the box, as well as to minimize the amount of posts that pop up requesting install help. This mod does easily work out of the box, without the need for tweaking, but the layout belies that fact. It took me a few installs long ago, and some panic and confusion, before I realized that.
Having said that, my suggestion is that the file NewUIs_TDC_6_9_0_ByTheDarkWraith could be set up something like this (due to alphabetical order):
- Add-on Mods (or Secondary Mods, or call it whatever you deem is best)
- Documentation
- NewUIs_TDC_6_9_0_ByTheDarkWraith
- Text
All the other mods would be in Add-on Mods:
- Dials
- NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
- NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
- NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
- NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
- NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
- NewUIs_TDC_6_9_0_jimimadrids_map_tools
- NewUIs_TDC_6_9_0_New_radio_messages_German
- NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke
- NewUIs_TDC_6_9_0_Real_Navigation
- NewUIs_TDC_6_9_0_Scopes (do not enable - read)
- NewUIs_TDC_6_9_0_WWIIInterface_by_naights
What this also does is allow the user to immediately drag and drop, or unzip/unrar, the NewUIs_TDC_6_9_0_ByTheDarkWraith mod right into the MODS folder, without having to look at, or do, anything else except activate the mod and jump into the game.
Moving the documentation folder directly into the root, in the case of this mod even though it conflicts with the convention suggested in the mod forum sticky, also allows the user to see it immediately, and have a look at it without burrowing. Personally, I don't see value in having docs or readmes activated with a mod, so I delete all documentation before moving any mod to the MODS folder, but that's just me. Having it in the root, so you can look at it once to see what the mod does, and what needs to be tweaked if required, is often more than enough. If there's any need to read it in the future, we can simply open the original zip/rar file.
This is just my suggestion, and if it helps, great. :yeah:
TDW: no thoughts on this? :hmmm:
Jester_UK
03-17-12, 12:26 PM
Just tried to download 6.9.0. The hosting site is FUBAR. Had the same problem trying to download OH2 from the same site.
Are there any other mirrors available?
The version Im playing is UI version 6.9.0? The texture of this dials don't seem to appear the same as from (print screen) images at the start of this forum!!
Is there a way to convert depth dial measurements from Feet to meters?
quink99
03-19-12, 04:10 PM
BUMP
TDW, a request if I may, please,
Several months ago there was a discussion about the fact that, historically, the Kriegsmarine did not use kilometers for navigation but rather nautical miles (or as they are refered to in German, see miles). As was pointed out at that time there is a MOD available,
Authentic_Navigation_Units_0.1.0.15
which converts the distance scales on both the TAI and the NAV maps to to nautical miles which is most helpful and immersive. More helpful, yet, would be if you might consider adding a scale bar on the nomographs of the two maps so that they could also be used with nautical miles as well as kilometers in time-speed-distance calculations as part of your next NewUIs revision.
Thanks
Echolot
03-19-12, 04:23 PM
The texture of this dials don't seem to appear the same as from (print screen) images at the start of this forum!!
Is there a way to convert depth dial measurements from Feet to meters?
Hello dpajic.
I'm not shure but have a look at the "Dials"-folder in the downloaded file "NewUIs_TDC_6_9_0_TheDarkWraith.7z".
In the folder German >> Metric you will find some graphics files for the dials.
Search the game directory for a file with the same name and copy it over.
Make shure you backup the original file.
The path could be "data/Menu/Gui".
Regards.
Echol:hmmm:t.
Yeah, The dials look perfect. I got it working know :) Thank you
TheDarkWraith: I just want to ask you something since you know SH from inside out and I don't want to make a new thread because of this minor adjustment. Would you know if there's some chance to adjust the camera behaviour when inside the sub - it means when I'm in that first peson view as a captain? And I specifically mean if there is some possibility to adjust that kind of delay/smoothing just like it is with the external camera? Because for me the reponse is a bit sharp and hence choppy. I'd rather prefer something what was in SH3 in case of 1st person camera you know? Is there any way it can be adjusted through some cfg file or something? I can definitely live without it, but for now that cam inside the sub is a slight immersion braker for me and I think it would get more natural feeling if adjusted. Thank you.
TheDarkWraith
03-20-12, 10:18 AM
TheDarkWraith: I just want to ask you something since you know SH from inside out and I don't want to make a new thread because of this minor adjustment. Would you know if there's some chance to adjust the camera behaviour when inside the sub - it means when I'm in that first peson view as a captain? And I specifically mean if there is some possibility to adjust that kind of delay/smoothing just like it is with the external camera? Because for me the reponse is a bit sharp and hence choppy. I'd rather prefer something what was in SH3 in case of 1st person camera you know? Is there any way it can be adjusted through some cfg file or something? I can definitely live without it, but for now that cam inside the sub is a slight immersion braker for me and I think it would get more natural feeling if adjusted. Thank you.
Have you tried using the free cam from my camera bar? Maybe that's what you're looking for?
Well that's a free cam yes, but it doesn't react to mouse movement. I can move it only horizontally with 4 and 6 keys on the numpad, but I meant the original 1st person camera which also reacts when it comes to interaction with the crew members etc. I found the file inside SH5 folder called 'CameraBehavior.act', but I have no idea how to open the file with 'act' extension...
TheDarkWraith
03-20-12, 12:19 PM
Well that's a free cam yes, but it doesn't react to mouse movement. I can move it only horizontally with 4 and 6 keys on the numpad, but I meant the original 1st person camera which also reacts when it comes to interaction with the crew members etc. I found the file inside SH5 folder called 'CameraBehavior.act', but I have no idea how to open the file with 'act' extension...
.act files are basically dlls so you either open them with hex editor or attach a debugger to the game while running so you can 'see' inside them
Hi! TheDarkWraith. Could you create this scrip?
In my "commands.cfg" :
**********************************
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
HasDelayedExecution=Yes
Key0=0x42,s,"B" ;(Shift+B)
Sound_0=ELO_Weapon,MC_CR_SO_01_A (sound for activate battle stations)
***********************************
Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436].
I'd like this:
- first push of key (shift+b) for toggle_battle_stations (on)
with Sound_0=ELO_Weapon,MC_CR_SO_01_A
- second push of key (shift+b) for toggle_battle_stations (off)
with Sound_0=ELO_Weapon,MC_CR_SO_03
If possible do it? How?
**************************
yes i was after that long time ago, it is a known problem...
...there is only one command for battlestations which is toggleing it, there are no seperate commands for battlestations on or off.
but there are maybe 1 old and possible 1 new solution after what we have discovered so far:
1. dont use the key at all, use the weapons officer`s dialog menue.
2. connect the keystroke command with a script (as Rubini did for commanding the crew to go up or below the cunning tower), which can check if crew is on battlestions or not, then you can use the script to play the sounds accordingly. (maybe you just need to add a crew script, which have the exact name as the command).:arrgh!:
example:
if Wp:Isbattlestations() then or something similar.
Hi! TheDarkWraith, Could you create one script for this?
.act files are basically dlls so you either open them with hex editor or attach a debugger to the game while running so you can 'see' inside them
And that's beyond my ability I'm afraid. I've managed to fix sh5.exe so the hydrophone is functional again - thank you for the instructions how to do it. But now I'm afraid I have no idea what you're talking about:rotfl2:
quink99
03-22-12, 03:16 PM
TDW,
I've noticed that I'm unable to raise time compression above 32 times even when I have the NAV map open. Any suggestions as to what I should do to regain this indispensible function? If you want my MOD list, just let me know.
Thanks
TheDarkWraith
03-22-12, 09:28 PM
TDW,
I've noticed that I'm unable to raise time compression above 32 times even when I have the NAV map open. Any suggestions as to what I should do to regain this indispensible function? If you want my MOD list, just let me know.
Thanks
It's something external to the mod then. You must have edited a cfg file that specifies all the time compression settings or a mod did.
quink99
03-22-12, 10:06 PM
see next post
quink99
03-22-12, 10:15 PM
It's something external to the mod then. You must have edited a cfg file that specifies all the time compression settings or a mod did.
TDW,
Would it be possible to give me directions to this .cfg file and advice as to whether I could open up your NewUIs_TDC_6.9.0 zip, find that same file unaltered, and transfer it into the appropriate folder to overwrite the altered one that is there now? Or will this not work?
Thanks
TheDarkWraith
03-23-12, 12:12 AM
TDW,
Would it be possible to give me directions to this .cfg file and advice as to whether I could open up your NewUIs_TDC_6.9.0 zip, find that same file unaltered, and transfer it into the appropriate folder to overwrite the altered one that is there now? Or will this not work?
Thanks
ask Sober. He knows which file I'm talking about and can probably help you out :yep:
THE_MASK
03-23-12, 02:28 AM
Put your dvd in and look at the ini file .
Support/ini/EN/main
Handy to know its there :03:
Paste them to your SH5 save game folder found in my documents .
TimeStop=0
RealTime=1
LandProximity=8,8192
CriticalDamage=1,1024
CrewEfficiency=128
AirEnemyDetected=1,8
SoundEffects=2
CharacterAnim=32
FriendDetected=32,8192
EnemyDetected=8,64
RadioReport=32,8192
Particles=32
PrayState=8,32
HunterState=8,32
3DRender=32
Maximum=8192
quink99
03-23-12, 01:12 PM
Put your dvd in and look at the ini file .
Support/ini/EN/main
Handy to know its there :03:
Paste them to your SH5 save game folder found in my documents .
TimeStop=0
RealTime=1
LandProximity=8,8192
CriticalDamage=1,1024
CrewEfficiency=128
AirEnemyDetected=1,8
SoundEffects=2
CharacterAnim=32
FriendDetected=32,8192
EnemyDetected=8,64
RadioReport=32,8192
Particles=32
PrayState=8,32
HunterState=8,32
3DRender=32
Maximum=8192
Thanks Sober,
Although I do not have the DVD version of SH 5, I have the download version from Amazon.com, and was thus unable to access the .ini file you mentioned. I was, however, able to find an identical .cfg file available in my current SH 5>My Documents>data>cfg>main>main.cfg under [TIME COMPRESSION]. Using the values given above I was able to restore it to it's default SH 5 values and I'm now off to test it.
Several months ago I changed these values to match those which are clickable in your signature but I can no longer recall why I was inspired to do that. (It's hell getting old).
misha1967
03-24-12, 04:15 PM
I found an odd thing happening when adding entries to the boat's journal from within the game: I open the journal by pushing the journal button on the top right, then click on add entry, enter whatever babble I think is important and then click "Accept" to add it to the journal. So far, so good.
But what I found is that the added entry has a time stamp exactly one hour later than the time I added it. So if I added it at 16:45 boat time, it will appear in the journal as 17:45 [followed by my entry].
At first I thought it was a "GMT as opposed to local time" issue, so I switched to GMT in the game, but it was still the same.
Not exactly a "huge" issue, but I was wondering if there's a setting somewhere that I either messed up or forgot to enable? :hmmm:
TheDarkWraith
03-24-12, 06:50 PM
I found an odd thing happening when adding entries to the boat's journal from within the game: I open the journal by pushing the journal button on the top right, then click on add entry, enter whatever babble I think is important and then click "Accept" to add it to the journal. So far, so good.
But what I found is that the added entry has a time stamp exactly one hour later than the time I added it. So if I added it at 16:45 boat time, it will appear in the journal as 17:45 [followed by my entry].
At first I thought it was a "GMT as opposed to local time" issue, so I switched to GMT in the game, but it was still the same.
Not exactly a "huge" issue, but I was wondering if there's a setting somewhere that I either messed up or forgot to enable? :hmmm:
All maritime log entries are always made in GMT time IIRC and that's how I coded this
misha1967
03-24-12, 07:11 PM
Makes sense, TDW, but it still adds an hour when I switch to GMT by clicking on the digital clock. Should I set the game to start in GMT by default through the options.py file, perhaps? (Also, I'm in the Baltic so it ought to subtract an hour to be in GMT).
TheDarkWraith
03-24-12, 08:33 PM
Makes sense, TDW, but it still adds an hour when I switch to GMT by clicking on the digital clock. Should I set the game to start in GMT by default through the options.py file, perhaps? (Also, I'm in the Baltic so it ought to subtract an hour to be in GMT).
Sounds like I coded it to record time in local time then. Maybe that's how maritime log entries are made. Actually I think that is how maritime logs are kept because at the start of every day in maritime logs they write how many hours +- GMT they are. Yeah I think this is the correct way and that's how it's coded :DL
Love how the folder setup doesnt make any sort of sense ! :up:
THE_MASK
03-27-12, 05:09 PM
Ships journal . What happens if i forget to save and then exit then click on save changes to the journal . The changes will be saved to the journal but that play time doesnt exist because i never saved the game . I know it sounds lame but sometimes it might happen .
Also on the save changes to ships journal panel shown here .
http://i43.tinypic.com/1fa4gn.jpg
Is there a way to enable the boxes to stay checked or unchecked ?
TheDarkWraith
03-27-12, 05:54 PM
Ships journal . What happens if i forget to save and then exit then click on save changes to the journal . The changes will be saved to the journal but that play time doesnt exist because i never saved the game . I know it sounds lame but sometimes it might happen .
Also on the save changes to ships journal panel shown here .
http://i43.tinypic.com/1fa4gn.jpg
Is there a way to enable the boxes to stay checked or unchecked ?
Saving in-game or saving using this panel are the same thing. You won't lose any data. It's actually prompting you to save with the above because it detected new entries since your last save (or if you didn't save in game since you started the game).
I could code something to keep the check boxes in some state. Are you having problems with these check boxes? :06:
THE_MASK
03-27-12, 06:04 PM
No problem with it .
Using real navigation (no automatic map marks) is it still possible to plot a course for the crew to follow? If so, how/where can I change it?
THE_MASK
03-27-12, 10:49 PM
Using real navigation (no automatic map marks) is it still possible to plot a course for the crew to follow? If so, how/where can I change it?Download Trevallys auto scripts http://www.subsim.com/radioroom/downloads.php?do=file&id=3098, you have to be running the latest TDW UI mod
http://www.subsim.com/radioroom/showthread.php?t=166093 then just use your compass .
Thanks sober, but I don't see the option in Trevallys auto scripts to plot a course (set waypoints) for your crew to follow. :-?
:timeout: I don't think I explained my problem well enough, sorry for that . What I meant was that I want to use real navigation without marks on map but I still want to set waypoints (plot the course). I hope my explanation is better now :oops:
TheDarkWraith
03-28-12, 09:12 AM
:timeout: I don't think I explained my problem well enough, sorry for that . What I meant was that I want to use real navigation without marks on map but I still want to set waypoints (plot the course). I hope my explanation is better now :oops:
Totally defeats the whole purpose of real navigation :hmmm:
I don't think so, in real life there are more people working on a ship than just the captain. The captain plots the course and the crew is following it making positioning marks every 1-2 hours and correcting the course to the course plotted by the captain (I don't think the correction bit is possible in SH5). If the crew stumbles upon a problem, a ship or any other anomaly, they will inform/wake the captain to get new orders. Meanwhile the crew will plot out the target so the captain can have all the information... The information can be wrong so it is up to the captain to double check everything. :arrgh!:
Vanilla
03-28-12, 04:10 PM
I guess it was asked before already, but can anyone please help me with this. I have TDW MUIs installed on clean installation, but in the game I see all the possible windows (as if the UserOptions.py is screwed). I enabled debug and then error pop-up saying that it wasn't possible to locate part of the path "c:\Prgoram Files(x86)\Ubisoft\Silent Hunter 5\data\RadioMessages\WWIIShipNames.txt" . in DATA/Scripts/Menu/TheDarkWraithUserOptions.py ... Script disabled!
As I see from the error the game's installation patch is incorrectly determined I wonder why and how this can be corrected? Any clues?
Echolot
03-28-12, 04:12 PM
I guess it was asked before already, but can anyone please help me with this. I have TDW MUIs installed on clean installation, but in the game I see all the possible windows (as if the UserOptions.py is screwed). I enabled debug and then error pop-up saying that it wasn't possible to locate part of the path "c:\Prgoram Files(x86)\Ubisoft\Silent Hunter 5\data\RadioMessages\WWIIShipNames.txt" . in DATA/Scripts/Menu/TheDarkWraithUserOptions.py ... Script disabled!
As I see from the error the game's installation patch is incorrectly determined I wonder why and how this can be corrected? Any clues? Game is patched to 1.2.0?
Installing the game to c:\Prgoram Files(x86)\Ubisoft\ is not good, C:\Ubisoft is much better.
Try to run the game as an administrator? :hmmm:
Vanilla
03-28-12, 04:23 PM
Game is patched to 1.2.0?
Installing the game to c:\Prgoram Files(x86)\Ubisoft\ is not good, C:\Ubisoft is much better.
Try to run the game as an administrator? :hmmm:
It is patched to 1.0.2 (strangely enough it shows 1.0.5), it is in C:\Ubisoft. Tried to run as admin, no better. I guess I need to reinstall the game...:damn:
TheDarkWraith
03-28-12, 06:14 PM
I guess it was asked before already, but can anyone please help me with this. I have TDW MUIs installed on clean installation, but in the game I see all the possible windows (as if the UserOptions.py is screwed). I enabled debug and then error pop-up saying that it wasn't possible to locate part of the path "c:\Prgoram Files(x86)\Ubisoft\Silent Hunter 5\data\RadioMessages\WWIIShipNames.txt" . in DATA/Scripts/Menu/TheDarkWraithUserOptions.py ... Script disabled!
As I see from the error the game's installation patch is incorrectly determined I wonder why and how this can be corrected? Any clues?
Run my SHValidator app. After you set the path to your actual SH5 installation it will compare this to what's in your computer's registry. If they are different it will ask you if you want your registry updated with the correct path.
Vanilla
03-31-12, 04:17 PM
Is it only me who gets CTD when pressing 'depth under keel' icon in SH5 improved interface?
THE_MASK
03-31-12, 04:52 PM
Is it only me who gets CTD when pressing 'depth under keel' icon in SH5 improved interface?I dont get a ctd when pressing the SH5 duk or the ui duk or asking the officer for duk .
pedrobas
03-31-12, 05:23 PM
Is it only me who gets CTD when pressing 'depth under keel' icon in SH5 improved interface?
Neither do I
Trevally.
04-01-12, 02:37 AM
Is it only me who gets CTD when pressing 'depth under keel' icon in SH5 improved interface?
Some others have posted about ctd with duk - they had not updated to v1.2:hmmm:
Nickwilliams
04-01-12, 09:07 AM
Hi gang. Can anyone tell me what setting to change using optionsfileEditorviewer so that when I look at my charts, the ships I have already identified show their type/class on the navmap/TAI. At the moment I can see ships on the navmap/TAI but get no information about them like I used to in SH3 and SH4. I'm attacking convoys and it's really confusing. Anyone help?
Trevally.
04-01-12, 10:12 AM
Hi gang. Can anyone tell me what setting to change using optionsfileEditorviewer so that when I look at my charts, the ships I have already identified show their type/class on the navmap/TAI. At the moment I can see ships on the navmap/TAI but get no information about them like I used to in SH3 and SH4. I'm attacking convoys and it's really confusing. Anyone help?
For extra info about targets on the map when you click them-
http://img88.imageshack.us/img88/8929/47511293.jpg
To show unit name when in scope view
http://img813.imageshack.us/img813/3842/54687089.jpg
With this one - you can hover your mouse over a map unit and it will give speed etc
http://img42.imageshack.us/img42/5176/55638646.jpg
:up:
I have a question regarding "No_Aircraft_Spotting_At_Depth_1_1_0". Does this disable spotting while submerged beyond the periscope depth or even when you are at periscope depth with the periscope up?
TheDarkWraith
04-03-12, 06:49 AM
I have a question regarding "No_Aircraft_Spotting_At_Depth_1_1_0". Does this disable spotting while submerged beyond the periscope depth or even when you are at periscope depth with the periscope up?
IIRC this disables spotting once your depth exceeds 8m. Periscope up makes no difference. Depth of sub determines when spotting is disabled.
Okey, thank you TDW:salute:
[SJ]Rivet
04-03-12, 08:30 AM
Hi all,
I've decided to give SH5 another chance after becoming completely disenchanted with it on first release. I am therefore basically a complete newbie :03:.
I see here that there are now a bewildering amount of mods for it and this multiple UI mod by DarkWraith seems to fit most of my requirements perfectly. Many thanks DarkWraith for what looks like an astronomical amount of work. You have done an astonishing job, no question :yeah:.
My SH5 version is patched to V1.2 as required and I am using the JSGME mod utility. I have used it for many other games so I am familiar with how it works. The only mod I have installed is 'NewUIs_TDC_6_9_0_ByTheDarkWraith'.
My issue is this:
When the mod is enabled, the submarine controls, bottom left of screen, vertical bar, do not seem to work at all. I can neither surface, Dive, go to periscope depth etc, etc. If I attempt to click on any of the icons I get a secondary red indicator triangle appearing and then fading away and no control acknowledgement (vocal) or action.
The engine speed bar works except for the red indicator triangle. Also the speed indicator remains at zero.
So, although I can move forward or back at all available speed options, the actual speed indicator remains at zero and I can neither dive, surface, go to periscope depth, crash dive or blow ballast, which you have to admit, makes for a pretty useless submarine. I can, ping the depth below keel though :haha:.
If I disable the mod in JSGME all function is returned to working condition. I would dearly like to use this mod though, as it includes a great deal of things I was wishing for all in one package.
Any thoughts gratefully received. :salute:
misha1967
04-03-12, 08:51 AM
Be sure to check and double-check the folder structure of the unzipped mod. The original download file contains a lot of mods so you can mix and match as much as you please :yeah:, but it does mean that you have to double-check the folder structure under the MODS folder in your sh5.exe directory as you may end up with too many levels below.
Rule of thumb: the folders in your MODS folder have to have the mod name. Inside the folder named after your mod, you have to have a "data" folder. If the "data" folder is 'further on down' in the folder structure, you need to correct that.
[SJ]Rivet
04-03-12, 09:44 AM
Thanks for the quick reply Misha :). They say a picture is worth a thousand words (or something like that). So do you mean like this?
http://i117.photobucket.com/albums/o55/HawkHurst/Mods-folder-1.jpg
http://i117.photobucket.com/albums/o55/HawkHurst/Mods-folder-2.jpg
I've used the JSGME utility in many games so I'm pretty sure I've got this bit right. The games main installation directory is simply called "GAME" in case you were wondering. It's just my weird filing conventions but it works for me :DL.
That mouse lag thing is pretty annoying too. Tried kegety's fix to no avail. :yawn:
misha1967
04-03-12, 10:28 AM
Yep, that looks about right (with one exception: You need to look into the folder with the scopes mods and pick the one that you want, because the one you have in the MODS folder is the "master" folder containing all of the "sub-mods", if you'll pardon the pun :O:, but that shouldn't affect your UI at all.)
Unfortunately, that means that I have no idea why your UI isn't working properly.
Over to you, TDW.
[SJ]Rivet
04-03-12, 10:47 AM
Thanks Misha. I'll check out the scopes thing. Anyway the issue seems to have been solved. I took the time to re-install the game and then try the mod again. This time it worked. looks like some file or other must have got corrupted somewhere along the line.
So it looks like I can enjoy this awesome mod package now. I'm sure I'll have more things to ask about soon :DL
sonicboom0101
04-03-12, 12:19 PM
hi! does the stadimeter work with this mod? ... also, i can't seem to gethe dials to show in periscope? ... i've changed the user options with notepad but to no avail, any idea?
Vanilla
04-03-12, 03:26 PM
@TDW,
Is it possible that a crash dive automaticaly invokes battle stations? I don't think that any kaleun would give a crash dive order not meaning 'beat to quarters!'
Another thing I noted is that when giving a crash dive order you are teleported, say, to obs. scope, it is fine but if you then press Esc you are returned to the conning tower that can be well under-water by that time.
Trevally.
04-03-12, 04:18 PM
hi! does the stadimeter work with this mod? ... also, i can't seem to gethe dials to show in periscope? ... i've changed the user options with notepad but to no avail, any idea?
You have not installed the mod correctly.
Open the folder for any mod before you install it and check the the next folder down is a "data" folder.
Factor_X
04-05-12, 10:56 AM
I'd like to say it's a fantastic work.
I'm testing this mod right now, with a lot of other mods.
Thank you for your work TDW and all the community.
Meanwhile, I have two questions :
- Is it still necessary to install the depth keeping fix ? (because it overrides some files so I don't know about it)
- Is there a way to get the objective icons and guidance icons work properly? (especially in the pre-campaign first tutorial mission)
Thanks again for making this game fun.
Trevally.
04-05-12, 01:36 PM
- Is there a way to get the objective icons and guidance icons work properly? (especially in the pre-campaign first tutorial mission)
If you click on the map options (small button - looks like a target) in either the main map or tai - you can add these "stratigic icons" i think
Factor_X
04-06-12, 03:50 PM
Thank you.
Great tutorials by the way. I am amazed.
The whole game is incredibly changed.
And what about the Depth Keeping Problem Fix HB 2 0 0 ?
Is it already in the 6.9.0 ?
Generally speaking, what are the bug fixes and corrections that are still needed if you install this new UI?
May I post my list of mods (it's a long one) so maybe you could tell me, by the look of it, if some important fix is missing?
Trevally.
04-06-12, 03:58 PM
Thank you.
Great tutorials by the way. I am amazed.
The whole game is incredibly changed.
And what about the Depth Keeping Problem Fix HB 2 0 0 ?
Is it already in the 6.9.0 ?
Generally speaking, what are the bug fixes and corrections that are still needed if you install this new UI?
May I post my list of mods (it's a long one) so maybe you could tell me, by the look of it, if some important fix is missing?
See here for info http://www.subsim.com/radioroom/showthread.php?t=190656 :up:
Factor_X
04-06-12, 04:02 PM
so great
THE_MASK
04-06-12, 04:40 PM
I am playing the raid scapa again . I am using the journal and i didnt get a sunk ship icon on the navmap for sinking a battleship and it didnt show up in the message box . I was doing some modding and had the journal turned off . When i reloaded the campaign again with the journal off the battleship sunk icon displayed and the sunk ship message appeared in the message box some game days after i actually sunk it .
TheDarkWraith
04-06-12, 10:58 PM
I am playing the raid scapa again . I am using the journal and i didnt get a sunk ship icon on the navmap for sinking a battleship and it didnt show up in the message box . I was doing some modding and had the journal turned off . When i reloaded the campaign again with the journal off the battleship sunk icon displayed and the sunk ship message appeared in the message box some game days after i actually sunk it .
I can see how something like this can happen. I read the Captain's log at game start and filter out what I already know (ship's sunk and such). If the mod finds a ship sunk that it doesn't have a record of in the journal then it adds it to the list of sunk ships. I'd be curious to know if the date the entry was made was the date the ship was actually sunk or the current game date :06:
THE_MASK
04-07-12, 12:23 AM
I can see how something like this can happen. I read the Captain's log at game start and filter out what I already know (ship's sunk and such). If the mod finds a ship sunk that it doesn't have a record of in the journal then it adds it to the list of sunk ships. I'd be curious to know if the date the entry was made was the date the ship was actually sunk or the current game date :06:I just reloaded the save . The entry in the message box is the current game time , still the same day i sunk it but about 12 hours later . I will check the captains log .The captain log has the objective completed . I will send you 2 Dbgview files . The first one with my current journal enabled and the second one with no journal . The problem is that with the journal enabled the ship destroyed mark for the battleship didnt show on the navmap and no entry in the message box . They both show up when the journal is set to none .
Meldric
04-07-12, 01:41 AM
I seem to have the same issue (see private message). I sunk a number of ships, but only the first three get restored on the map. And they are displayed everytime, although I disabled the DMs on the map. If I enable and disable them, they are gone until next load. They are in the journal seemingly correct, although sometimes double.....
Hi all,
I have a problem with my mouse cursor unattaching from the view mode. This is very irritating, specially when i track a ship with my periscope and suddenly my cursor pops out and I need to right-click again to turn the periscope or when I'm in hurry and the cursor just pops out all the time when I'm trying to run down from the conning tower for emergency dive. Also often when I am in view mode I cant't go back to cursor mode. I'm trying to right-click, left-click turn the mouse and after a while I manage to get the pointer back. I have narrowed the problem to NewUIs 6.9.0. I hope someone can help me solve this...:cry:
TheDarkWraith
04-07-12, 11:56 AM
Hi all,
I have a problem with my mouse cursor unattaching from the view mode. This is very irritating, specially when i track a ship with my periscope and suddenly my cursor pops out and I need to right-click again to turn the periscope or when I'm in hurry and the cursor just pops out all the time when I'm trying to run down from the conning tower for emergency dive. Also often when I am in view mode I cant't go back to cursor mode. I'm trying to right-click, left-click turn the mouse and after a while I manage to get the pointer back. I have narrowed the problem to NewUIs 6.9.0. I hope someone can help me solve this...:cry:
remove any mods that include new units. See if you have the same problem
Trevally.
04-07-12, 12:09 PM
900,000 views to this thread :Kaleun_Party:
Factor_X
04-07-12, 12:22 PM
one of the best mod ever created
Thank you for your answer TDW,
I use MegaMod so I uninstalled all the parts except part 3. Part 3 contains those mods:
01 - NewUIs_TDC_6_9_0_TheDarkWraith
02 - NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
03 - NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
04 - NewUIs_TDC_6_9_0_jimimadrids_map_tools
05 - NewUIs_TDC_6_9_0_New_radio_messages_German
06 - Church's Compass Dials Mod v2.2 - Option Two
07 - 1 degree bearing RibAr
08 - TDC Graphics by Naights v1.0
09 - EQuaTool 01.01 by AvM - Large Style
10 - Krauters_Scripts_Updated_by_TDW
11 - Trevally Tutorial - All v0.2(for OHIIv1.3)
12 - Trevally Harbour & Kiel Canal Pilot v2.9
13 - Trevally Automated Scripts v0.6
14 - Speech fixes and additions (german version)
Even with this part I have the problem with cursor and there are no mods that include new units...
pedrobas
04-07-12, 12:49 PM
Thank you for your answer TDW,
I use MegaMod so I uninstalled all the parts except part 3. Part 3 contains those mods:
01 - NewUIs_TDC_6_9_0_TheDarkWraith
02 - NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
03 - NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
04 - NewUIs_TDC_6_9_0_jimimadrids_map_tools
05 - NewUIs_TDC_6_9_0_New_radio_messages_German
06 - Church's Compass Dials Mod v2.2 - Option Two
07 - 1 degree bearing RibAr
08 - TDC Graphics by Naights v1.0
09 - EQuaTool 01.01 by AvM - Large Style
10 - Krauters_Scripts_Updated_by_TDW
11 - Trevally Tutorial - All v0.2(for OHIIv1.3)
12 - Trevally Harbour & Kiel Canal Pilot v2.9
13 - Trevally Automated Scripts v0.6
14 - Speech fixes and additions (german version)
Even with this part I have the problem with cursor and there are no mods that include new units...
But try witout MMM p3, download TDW UI and use that one because it has different UI options, and enable only "NewUIs_TDC_6_9_0_TheDarkWraith"
Seven125
04-07-12, 12:57 PM
Great Mod!
TheDarkWraith
04-07-12, 01:02 PM
Thank you for your answer TDW,
I use MegaMod so I uninstalled all the parts except part 3. Part 3 contains those mods:
Even with this part I have the problem with cursor and there are no mods that include new units...
Run the DbgView app found in \data\Applications. Run this before starting game. When the problem happens exit game. Send me the full DbgView output via PM :up: This will tell me what's going on.
Ok, now I ONLY installed New UI 6.9.0 and I have still those issues. :cry: I will run the debugger and post it soon.
TheDarkWraith
04-07-12, 01:09 PM
I seem to have the same issue (see private message). I sunk a number of ships, but only the first three get restored on the map. And they are displayed everytime, although I disabled the DMs on the map. If I enable and disable them, they are gone until next load. They are in the journal seemingly correct, although sometimes double.....
sounds like you found a bug :D I'll look into this :up:
Ok, this was a fast one. What I did was that I started the Lifeboat test mission and used my binoculars to look at a German ship. After a short while the cursor "popped out" from the view mode. I den quit the mission. Here is the log file. (http://www.gamefront.com/files/21520710/MOUSE.LOG)
TheDarkWraith
04-07-12, 02:14 PM
Ok, this was a fast one. What I did was that I started the Lifeboat test mission and used my binoculars to look at a German ship. After a short while the cursor "popped out" from the view mode. I den quit the mission. Here is the log file. (http://www.gamefront.com/files/21520710/MOUSE.LOG)
That DbgView log didn't tell me anything or expose any problems. I've added more debug output to the checking of sunk ships for test purposes to see if this is the problem or not.
Unzip and place these in the mods \data\Scripts\Menu folder. Let them overwrite the old ones. Run the DbgView before starting game and when problem happens exit game. I'll need to see the DbgView output once again :up:
Sorry but I don't understand. What should I unzip and place in the mods \data\Scripts\Menu?
TheDarkWraith
04-07-12, 02:20 PM
Sorry but I don't understand. What should I unzip and place in the mods \data\Scripts\Menu?
It would help if I gave the link to the files: http://www.mediafire.com/?51e3f3b3g3ctyte
Ok, I've copied those files in \data\scripts\menu, started the DebugView and launched the game. Two times did the mouse "unclicked" when I was looking through binoculars, the first time in the very begging and the last time just before I exit the game. Here is the log file. (http://www.gamefront.com/files/21521005/PREZEX-PC.LOG) Hope it helps.:-?
I'm not a programmer nor a modder but when I look on the debug file there are some entries that seems to happen before the mouse "unclicking" and those are:
PCL: Checking for sunk ships...
Number of sunken ships found=0
Number of sunken ships last found=0
Don't know if it has something to do with it. The mouse problem does not happen only when ships are damaged.. It happens at random and always at the beginning. :-?
TheDarkWraith
04-07-12, 03:01 PM
Ok, I've copied those files in \data\scripts\menu, started the DebugView and launched the game. Two times did the mouse "unclicked" when I was looking through binoculars, the first time in the very begging and the last time just before I exit the game. Here is the log file. (http://www.gamefront.com/files/21521005/PREZEX-PC.LOG) Hope it helps.:-?
Everything looks normal. Try playing the game longer, say at least 15 mins. This way I can see if there's anything irai going on.
TheDarkWraith
04-07-12, 03:10 PM
I'm not a programmer nor a modder but when I look on the debug file there are some entries that seems to happen before the mouse "unclicking" and those are:
PCL: Checking for sunk ships...
Number of sunken ships found=0
Number of sunken ships last found=0
Don't know if it has something to do with it. The mouse problem does not happen only when ships are damaged.. It happens at random and always at the beginning. :-?
At the beginning this can happen if the mod finds some sunken ships. There's a timer that has to time out before I allow it to check for sunk ships. The way I get the sunk ships can cause the mouse to "unclick". So if this happens within the first 2 minutes of playing the game this is normal. If it continues to happen then there's a problem. That's why I asked you to play the game for a minimum of 15 minutes to see if the problem is still there. When you're done I'd like to see the full dbgview output again :yep:
Just tried to run the game without any mods to double-check and I didn't have any issues with my mouse. I'll try to run it with New UI now a little bit longer and will post my debug log soon.
Ok, now I've played a little bit longer. The mouse "unclicked" in the beginning of the game then when the ships engaged with each other and once more when a ship where destroyed. After I ordered a emergency dive and was under water I had no "unclick" problems but instead when I went to the map view and out again the mouse was stuck in view mode and I managed to get the cursor view by repeatedly clicking right and left mouse button. Here is the log. (http://www.gamefront.com/files/21521347/PREZEX2.LOG)
TheDarkWraith
04-07-12, 04:34 PM
Ok, now I've played a little bit longer. The mouse "unclicked" in the beginning of the game then when the ships engaged with each other and once more when a ship where destroyed. After I ordered a emergency dive and was under water I had no "unclick" problems but instead when I went to the map view and out again the mouse was stuck in view mode and I managed to get the cursor view by repeatedly clicking right and left mouse button. Here is the log. (http://www.gamefront.com/files/21521347/PREZEX2.LOG)
Which map view are you talking about? The navigation map or the TAI?
I do see something that I could improve with the mod. It appears that you had some ships that were fighting with each other. One/some of those ships ended up being destroyed by another and the mod intercepted the destroyed ship and checked to see if it was in the captain's log or not. It appears that I need to test a radius around the destroyed unit to see if you are near it or not. What I really need is a trigger from the captain's log to fire when a new item is added to it...:hmmm:
Sorry for not being clear. I was in navigation map trying to calculate a route to escape ships. It was the Lifeboat test mission I've played and it begins with some ships on a collision course that engage with each other after a short while and indeed some are destroyed. I'm glad that there is a solution but i honestly don't know what you are talking about. :)
TheDarkWraith
04-07-12, 04:41 PM
Sorry for not being clear. I was in navigation map trying to calculate a route to escape ships. It was the Lifeboat test mission I've played and it begins with some ships on a collision course that engage with each other after a short while.
I'm going to make another set of test files for you. These will not check for sunk ships and thus you will not get any destroyed marks. I just want to ensure that this is the thing causing your mouse 'unclicks'. Will post them here in a few :up:
Splendid, thank you so much :DL
TheDarkWraith
04-07-12, 04:51 PM
Unzip and place these in the mod's \data\Scripts\Menu folder. Let them overwrite the old ones. Run the DbgView before starting game and when problem happens (if it does) play the game for a little amount of time (say 15mins) and then exit game. I'll need to see the DbgView output once again :up:
If the problem doesn't happen I'll still want to see the full DbgView output please
http://www.mediafire.com/?77gjge8hgl2mlez
With these the mod will circumvent the way it uses for getting the sunk ships and thus you will not get messagebox entries or destroyed marks for sunk ships. Just want to ensure this is the cause of the mouse 'unclicking'
I've tested it now and it's working!:woot::yeah: No "unclicking" anymore! The mouse still get stuck in view mode but I can live with that (I just need to first leftclick before I rightclick to get to the cursor mode). Thank You TDW! :DL Here is my new log. (http://www.gamefront.com/files/21521744/FIXED.LOG)
TheDarkWraith
04-07-12, 05:23 PM
I've tested it now and it's working!:woot::yeah: No "unclicking" anymore! The mouse still get stuck in view mode but I can live with that (I just need to first leftclick before I rightclick to get to the cursor mode). Thank You TDW! :DL Here is my new log. (http://www.gamefront.com/files/21521744/FIXED.LOG)
Can you narrow down exactly what causes the mouse to get stuck in view mode :06: What sequence of events or actions causes this?
I just go in to the navigation map view and then when I exit it and try to rightclick to change my view mode to cursor mode I can't. I must first leftclick and then rightclick to get to the cursor mode. This is a stock problem because I'm having it without any mods installed.
TheDarkWraith
04-07-12, 05:34 PM
I just go in to the navigation map view and then when I exit it and try to rightclick to change my view mode to cursor mode I can't. I must first leftclick and then rightclick to get to the cursor mode. This is a stock problem because I'm having it without any mods installed.
Where are you before opening the navigation map (at a scope, hydro panel, etc.)? How do you exit the navigation map? When you exit the navigation map does it return you to where you were before?
It doesn't matter if I click on the actual map on the table or use the shortcut button. And it doesn't matter if I do something while in navmap view or just entering it and exiting. Sometimes the same problem occurs when I interact with other objects and/or crew members but then it's random.
PS.
Will it be possible to get messagebox entries and destroyed marks for sunken ships and at the same time skip this mouse problem? Is it doable?
TheDarkWraith
04-07-12, 09:01 PM
PS.
Will it be possible to get messagebox entries and destroyed marks for sunken ships and at the same time skip this mouse problem? Is it doable?
The only way I found to get the sunken ships is the method I currently use. This, for some reason, causes a problem on your computer. I haven't had any other reports of this so it's just an isolated incident on your computer :-?
When, and if I ever do, find a better method I will surely implement it :yep:
Rourke777
04-07-12, 09:13 PM
Can someone send me a link to the latest version/patch of Silent Hunter 5
@Rourke777: Just go to your SH5 folder\Support\GameUpdater and doubleclick on gu.exe. The game will then auto update to newest version (1.2).
@TDW: Thank you for your answer and your help. I usually don't experience any strange bugs and lags in games but when I do it's always those isolated, "no one ever heard of that" bugs (It's just like the starshell gun and flares that I was forced to disable due to lag just before the ships shoot them up). :cry: I don't know how I can find the solution to this problem if this is because of my rig. I just reinstalled Win 7, updated all drivers, changed my mouse and the issue is still there. I just don't understand how this sunken ship checking can cause my mouse to detach. Does "New UI" do something with the mouse? Does it change how the mouse should behave? I really want to fix this permanently without loosing those awesome features in your mod... :wah:
TheDarkWraith
04-08-12, 08:32 AM
@TDW: Thank you for your answer and your help. I usually don't experience any strange bugs and lags in games but when I do it's always those isolated, "no one ever heard of that" bugs (It's just like the starshell gun and flares that I was forced to disable due to lag just before the ships shoot them up). :cry: I don't know how I can find the solution to this problem if this is because of my rig. I just reinstalled Win 7, updated all drivers, changed my mouse and the issue is still there. I just don't understand how this sunken ship checking can cause my mouse to detach. Does "New UI" do something with the mouse? Does it change how the mouse should behave? I really want to fix this permanently without loosing those awesome features in your mod... :wah:
Don't give up hope. I can usually find another way to do something that I want to do. The solution just isn't obvious to me yet :hmmm:
I'm trying to not loose my hope, but I'm a very stubborn person and all I do now is trying to solve this problem. I'm trying to eliminate software and hardware that can cause those problems. I know it isn't my antivirus, it isn't KeyScrambler, my mouse, my soundcard nor my keyboard. I've played with so many settings in windows and other software and I still can't pinpoint the cause. The one thing I cannot check is my graphic card, but I doubt that it can cause those problems. I'm so frustrated because I spend quite a lot of my money to build a rig that will run my games smoothly and now I got a "isolated" problem with SH5. :-?
Thank you TDW for trying to help me with this.
Hi TDW!
I'm bored because I cant play the game right now, so I'll just bombard the forum with questions. So: could it be possible to write in the journal during high Time Scale? Currently it always pauses the game if I try to write in it.
There is so little to do during travelling, writing to journal would be really nice way to spend the time. Currently i'm not using it that much because it stops the game.
Vanilla
04-08-12, 01:33 PM
Bumping the question of crash dive order automatically invoking battlestations. Is it possible?
Hello everyone, I'm a new player.:DL
First I'd like to thank TheDarkWraith and every other modder trying to improve the game. Your work is greatly appreciated.
I've read that 1.2 is still filled with bugs and I'm trying to find mods to fix them. It seems like this mod already covers a lot of issues, but these fixes are not referenced in the mod description.
Could you please tell me if this mod includes every known fixes or do I need to download other mods as well? If yes, could you please tell me what other mod should I download to have the less frustrating experience possible? (I've already used TDW's patching tool).
TheDarkWraith
04-09-12, 12:02 PM
I've read that 1.2 is still filled with bugs and I'm trying to find mods to fix them. It seems like this mod already covers a lot of issues, but these fixes are not referenced in the mod description.
Could you please tell me if this mod includes every known fixes or do I need to download other mods as well? If yes, could you please tell me what other mod should I download to have the less frustrating experience possible? (I've already used TDW's patching tool).
How about listing what errors you are looking for to be fixed and I can tell you if this mod covers it?
I can tell you that the mast height bug is fixed with this mod. This mod was more of extending the game and adding new features that were missing from the stock game (real nav, ship's journal, radio messages, follow target, speech recognition interface, adjustable scope filters, automation, in-game tutorials, etc.)
TheDarkWraith
04-09-12, 12:03 PM
Bumping the question of crash dive order automatically invoking battlestations. Is it possible?
Yes it's possible to do. It's just a simple matter of me adding a new user option that defines whether this is enabled or not and adding the code to invoke battlestations when crash dive order is given :yep:
TheDarkWraith
04-09-12, 12:05 PM
Hi TDW!
I'm bored because I cant play the game right now, so I'll just bombard the forum with questions. So: could it be possible to write in the journal during high Time Scale? Currently it always pauses the game if I try to write in it.
There is so little to do during travelling, writing to journal would be really nice way to spend the time. Currently i'm not using it that much because it stops the game.
There was a reason why I had to pause the game when you wrote in the journal. That reason is not coming to me now :hmmm:
I'll have to look back into this and see why I did that. If I can't find a reason why (maybe I did it just because?) then I can definitely remove this requirement.
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