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THE_MASK
07-03-12, 09:33 PM
Is it possible to always load a save and have your avatar start below decks in the career ? This way you would avoid having to go below decks once before teleporting .

TheDarkWraith
07-04-12, 07:35 AM
Is it possible to always load a save and have your avatar start below decks in the career ? This way you would avoid having to go below decks once before teleporting .

I don't believe so. I haven't seen anything that specifies a start location for the avatar.

gap
07-04-12, 08:05 AM
Hi TDW,
not sure if this, rather than the exe patch thread, is the right place for my question. Anyway, here it is:

how difficult (or even feasible) would be adding a new command for hydrophone guy, in order to make him able to follow a target at human set angle?

TheDarkWraith
07-04-12, 08:50 AM
Hi TDW,
not sure if this, rather than the exe patch thread, is the right place for my question. Anyway, here it is:

how difficult (or even feasible) would be adding a new command for hydrophone guy, in order to make him able to follow a target at human set angle?

You mean like follow target but for hydrophone? If so and iirc I have an automation command that does that :hmmm:

gap
07-04-12, 09:07 AM
You mean like follow target but for hydrophone? If so and iirc I have an automation command that does that :hmmm:

Yes, exactly: while on hydrophone station, you set a bearing and ask the hydro guy to follow your current hydro contact, or even the hydro contact closer to that direction. Is this function already featured in NewUI's :06:

TheDarkWraith
07-04-12, 10:51 AM
Yes, exactly: while on hydrophone station, you set a bearing and ask the hydro guy to follow your current hydro contact, or even the hydro contact closer to that direction. Is this function already featured in NewUI's :06:

It's currently an automation command and thus would have to be implemented via a script. I meant to add it as an order's command but in all honesty totally forgot about it :-? Maybe I'll add it today as I'm not doing too much other than writing code to run on nVidia GPUs (a password cracker utilizing the parallel nature of the GPU to accelerate the brute force cracking method)

gap
07-04-12, 12:34 PM
It's currently an automation command and thus would have to be implemented via a script. I meant to add it as an order's command but in all honesty totally forgot about it :-? Maybe I'll add it today as I'm not doing too much other than writing code to run on nVidia GPUs (a password cracker utilizing the parallel nature of the GPU to accelerate the brute force cracking method)

Thank you TDW! :up:

having this option will come handy for keeping trace of multiple units, or even for following one specific ship within a convoy at medium-low range. Until now, if this one contact was accidentally lost for a short while, and if in the meanwhile another ship had come closer to us, we had to throw our plotting in the garbage, or to follow the wanted contact manually :/\\!!

Another application would be avoiding the disturbance created by close environmental contacts, like icebergs, dolphins and any other similar hydrophone detectable units we may import in game. :yep:

TheDarkWraith
07-04-12, 12:59 PM
Thank you TDW! :up:

having this option will come handy for keeping trace of multiple units, or even for following one specific ship within a convoy at medium-low range. Until now, if this one contact was accidentally lost for a short while, and if in the meanwhile another ship had come closer to us, we had to throw our plotting in the garbage, or to follow the wanted contact manually :/\\!!

Another application would be avoiding the disturbance created by close environmental contacts, like icebergs, dolphins and any other similar hydrophone detectable units we may import in game. :yep:

I sat down and started making my 'plan' on how to implement this and I see some shortfalls. Follow target (visual) works because the game lets me read the contact's bearing while the periscope/UZO is on the target. The hydrophone does not give me this information. In fact the hydrophone doesn't give any information to the scriptmanager in the form of contact info for the hydrophone. I have ways to circumvent this but it's not going to be perfect.

In order for hydro follow target to work I'm going to have to sweep the hydrophone in a narrow arc repeatedly every x amount of time to determine where the target is. From that I should be able to discern which contact is the one you are wanting to follow (if there are multiple contacts around it). Hydro follow target could possibly start tracking another target if it is close in bearing and range to the one it was already tracking. This is where I'm trying to find a way to mitigate this currently :hmmm:

habib911
07-04-12, 01:04 PM
Should I use all the mods included in this download or do most people just pick a few they like?

TheDarkWraith
07-04-12, 01:07 PM
Should I use all the mods included in this download or do most people just pick a few they like?

All you need is the core mod. The rest is dependent upon your likes/dislikes/way you play.

gap
07-04-12, 01:49 PM
I sat down and started making my 'plan' on how to implement this and I see some shortfalls. Follow target (visual) works because the game lets me read the contact's bearing while the periscope/UZO is on the target. The hydrophone does not give me this information. In fact the hydrophone doesn't give any information to the scriptmanager in the form of contact info for the hydrophone. I have ways to circumvent this but it's not going to be perfect.

In order for hydro follow target to work I'm going to have to sweep the hydrophone in a narrow arc repeatedly every x amount of time to determine where the target is. From that I should be able to discern which contact is the one you are wanting to follow (if there are multiple contacts around it). Hydro follow target could possibly start tracking another target if it is close in bearing and range to the one it was already tracking. This is where I'm trying to find a way to mitigate this currently :hmmm:

I was expecting a similar issue with hydro contacts. This is why I told you that just following the contact closer to the current hydrophone bearig, would be enough.

IIRC, while manually sweeping the hydrophone, there is a narrow angular range within which a single contact is both audible/detectable (within this range its name is shown on the notebook, close to the "send to TDC" button). Maybe you could use that range as range of your target acqisition sweep, centering it on the current hydro bearing.

Indeed, this wouldn't avoid te risk of acquiring another nearby contact, but it would be anyway an huge step ahead for us SH5 players; moreover I guess that even in real life it would have been difficult to discern between contacts so close one with another :yep:

On the other hand, if we got our target within visual range, we don't need to use the hydrophone that much. This fact makes the use of visual targets not so useful for hydrophone tracking. Nevetheless, you could leave it as an option, for when the target is in sight but we need to limit the use of periscope.

Ultimately, if you like the idea, we would have two new orders available for the hydro guy: "acquire and follow the nearest target to current hydro angle" and "follow current visual contact".

THE_MASK
07-04-12, 03:06 PM
Everytime i use the W or S key to move my avatar while on the conning deck i get the ARGS was not handled message in DBgview . Is this normal ?

TheDarkWraith
07-04-12, 03:17 PM
Everytime i use the W or S key to move my avatar while on the conning deck i get the ARGS was not handled message in DBgview . Is this normal ?

Completely normal :up:

THE_MASK
07-04-12, 03:30 PM
I think i just realised why when using real navigation/position on patrol script the script doesnt work on reloading a game if i save current scipt to file button . If i press save script button and continue playing then when i reload will the saved script be difffrent to what the game GMT time is . IE i saved it when the script was Real nav auto position fix 16-20 and when i reload a save it is 0800 .

TheDarkWraith
07-04-12, 04:04 PM
I think i just realised why when using real navigation/position on patrol script the script doesnt work on reloading a game if i save current scipt to file button . If i press save script button and continue playing then when i reload will the saved script be difffrent to what the game GMT time is . IE i saved it when the script was Real nav auto position fix 16-20 and when i reload a save it is 0800 .

It will take a snapshot of the current scripts activated. It will reload this snapshot upon reload. Is that what you're asking?

TheDarkWraith
07-04-12, 04:14 PM
I was expecting a similar issue with hydro contacts. This is why I told you that just following the contact closer to the current hydrophone bearig, would be enough.

IIRC, while manually sweeping the hydrophone, there is a narrow angular range within which a single contact is both audible/detectable (within this range its name is shown on the notebook, close to the "send to TDC" button). Maybe you could use that range as range of your target acqisition sweep, centering it on the current hydro bearing.

Indeed, this wouldn't avoid te risk of acquiring another nearby contact, but it would be anyway an huge step ahead for us SH5 players; moreover I guess that even in real life it would have been difficult to discern between contacts so close one with another :yep:

On the other hand, if we got our target within visual range, we don't need to use the hydrophone that much. This fact makes the use of visual targets not so useful for hydrophone tracking. Nevetheless, you could leave it as an option, for when the target is in sight but we need to limit the use of periscope.

Ultimately, if you like the idea, we would have two new orders available for the hydro guy: "acquire and follow the nearest target to current hydro angle" and "follow current visual contact".

I found a way around the problem I mentioned :) I have a working hydro follow contact now. Now I just have to integrate it with the periscope's follow target so that if you ask the sonarman to follow the target on the hydrophone that you are visually following he will...

gap
07-04-12, 04:19 PM
It will take a snapshot of the current scripts activated. It will reload this snapshot upon reload. Is that what you're asking?

I think he means that there are several auto position fix scripts. Wich one has to be ran depends on the time of the day when we are starting the script. On reloading, your UI is calling back the same script saved in the snapshot, but possibly it is the wrong one, because the time of the day changed in the meanwhile. :hmm2:

gap
07-04-12, 04:26 PM
I found a way around the problem I mentioned :) I have a working hydro follow contact now. Now I just have to integrate it with the periscope's follow target so that if you ask the sonarman to follow the target on the hydrophone that you are visually following he will...

I am not quite sure to understand you :88)

Do you mean that you have finished coding the "follow target at current hydrophone bearing" order, and that you want to integrate it with the "follow active visual contact" thing?

TheDarkWraith
07-04-12, 04:58 PM
I am not quite sure to understand you :88)

Do you mean that you have finished coding the "follow target at current hydrophone bearing" order, and that you want to integrate it with the "follow active visual contact" thing?

I have a new button on the hydrophone station that when activated will activate hydro follow target if:
- the hydrophone needle is within +- 5 degrees of the hydro contact
- the hydro display type shows something other than -

What I'm working on is say you have the scope raised and you spot a target. You could enable the visual follow target to start following the target. Now you decide to lower the scope but before doing so you ask the sonarman to follow the target on the hydrophone. He obliges and starts following your target on the hydro. You track the target on the hydro for some time and you decide to raise the periscope again. Since you were following the target visually initially AND you were following the target on the hydrophone the scope will automatically pan to the target and enable visual follow target again. If visual follow target was not enabled initially BUT hydro follow target is enabled then the scope will pan to the target being followed on the hydro.

There are some other things also but that's the jist of it....pretty cool :D

gap
07-04-12, 05:29 PM
I have a new button on the hydrophone station that when activated will activate hydro follow target if:
- the hydrophone needle is within +- 5 degrees of the hydro contact
- the hydro display type shows something other than -

What I'm working on is say you have the scope raised and you spot a target. You could enable the visual follow target to start following the target. Now you decide to lower the scope but before doing so you ask the sonarman to follow the target on the hydrophone. He obliges and starts following your target on the hydro. You track the target on the hydro for some time and you decide to raise the periscope again. Since you were following the target visually initially AND you were following the target on the hydrophone the scope will automatically pan to the target and enable visual follow target again. If visual follow target was not enabled initially BUT hydro follow target is enabled then the scope will pan to the target being followed on the hydro.

There are some other things also but that's the jist of it....pretty cool :D

pretty cool you say :06:

man, paraphrasing the famous song, I asked for water and you gave me... champagne! :yeah:

Now you just made me curious to know what these "some other things" are. Whate else is brewing for us? :D

BIGREG
07-04-12, 05:46 PM
I have a new button on the hydrophone station that when activated will activate hydro follow target if:
- the hydrophone needle is within +- 5 degrees of the hydro contact
- the hydro display type shows something other than -

What I'm working on is say you have the scope raised and you spot a target. You could enable the visual follow target to start following the target. Now you decide to lower the scope but before doing so you ask the sonarman to follow the target on the hydrophone. He obliges and starts following your target on the hydro. You track the target on the hydro for some time and you decide to raise the periscope again. Since you were following the target visually initially AND you were following the target on the hydrophone the scope will automatically pan to the target and enable visual follow target again. If visual follow target was not enabled initially BUT hydro follow target is enabled then the scope will pan to the target being followed on the hydro.

There are some other things also but that's the jist of it....pretty cool :D

Tera Giga Mega Super Cool :yeah:

TheDarkWraith
07-04-12, 06:24 PM
Tera Giga Mega Super Cool :yeah:

It actually is pretty cool :D I should've done this a long time ago. Very useful.

I have it so that it won't get confused when there are multiple targets along the same bearing line either. It will track the target you told it to track.

Writing the hand-off code now from the scopes...

TheDarkWraith
07-04-12, 06:42 PM
For those that would like to test out the hydro follow target only here it is: http://www.mediafire.com/?0s3v2i2kkhvsjb6

Enable after my core UIs mod

Let me know what you think about it. You enable hydro follow target at the hydrophone station. In the upper left corner will be the familiar follow target icon. When the hydrophone needle is +-5 degrees of the contact and the contact type is not '-' then clicking hydro follow target will start the hydrophone following. If you leave hydrophone follow target enabled and exit the hydrophone station it will re-engage when you return to the hydro station (provided the contact is still 'there')

gap
07-04-12, 07:06 PM
For those that would like to test out the hydro follow target only here it is: http://www.mediafire.com/?0s3v2i2kkhvsjb6

Enable after my core UIs mod

Let me know what you think about it. You enable hydro follow target at the hydrophone station. In the upper left corner will be the familiar follow target icon. When the hydrophone needle is +-5 degrees of the contact and the contact type is not '-' then clicking hydro follow target will start the hydrophone following. If you leave hydrophone follow target enabled and exit the hydrophone station it will re-engage when you return to the hydro station (provided the contact is still 'there')

I'll do it :up:

TheDarkWraith
07-04-12, 08:18 PM
Hydo follow target test 2: http://www.mediafire.com/?j3196my6845ke6t

New order category added to Sonarman: hydro follow target
If you have a target selected or locked in your scope/UZO crosshairs then this becomes enabled (visual follow target does not need to be enabled but can if you want). Once enabled and you click it then the sonarman will 'follow' this contact on the hydrophone station.

If you leave a scope/UZO station with hydro follow target enabled and you re-enter the scope station then the scope will pan to the bearing of the contact being followed by the sonarman.

Hydo follow target can be enabled/disabled from the sonarman's order category bar or from the hydrophone station.

When hydro follow target is enabled the sonarman will enter a log entry saying that he is following the selected contact (only English version currently)

:|\\

TheDarkWraith
07-04-12, 10:25 PM
The more I've thought about re-enabling visual follow target after you come back to the scopes/UZO the more I dislike the idea. Here's the reason: You were at scopes/UZO and you had visual follow target enabled. You asked sonarman to follow target on hydrophone and he starts tracking it. You lower the scope and follow the target via hydrophone only. 30 mins go by and a fog bank rolls in while the scope is underwater. You pop the periscope back up and discover fog. It would be very unrealistic for visual follow target to lock back onto the target thus I'm canning that idea. I will let the scope rotate to the bearing the contact should be at though like test2 does :yep:

Great idea on the hydro follow target gap :yeah: I'm having a blast with it hunting ships! Any more ideas :hmmm:

gap
07-06-12, 01:16 PM
Hydo follow target test 2: http://www.mediafire.com/?j3196my6845ke6t

When hydro follow target is enabled the sonarman will enter a log entry saying that he is following the selected contact (only English version currently)

:|\\

I cannot get it to work :shifty:

I've enabled test v2 on top of NewUIs v6.9.0 patched to v6.9.2. Then, I've changed windows local settings to imperial system (british english) end restarted my computer, but every time I try to run the game, my main menu is messed up, with overlapping windows everywhere.

If memory serves me well, this is a common symptom of messed UI option file, or wrong localization. Now I am wondering if by saying only English version you meant SH5 version rather than windows version :hmmm:


Great idea on the hydro follow target gap :yeah: I'm having a blast with it hunting ships! Any more ideas :hmmm:

Plenty of them... are you sure you want to read my wish list? I see you are already busy with something else, but just ask me when you are ready for it... :D

Trevally.
07-06-12, 02:17 PM
! Any more ideas :hmmm:

Plenty of them...

:eek:

:D

TheDarkWraith
07-06-12, 02:28 PM
I cannot get it to work :shifty:

I've enabled test v2 on top of NewUIs v6.9.0 patched to v6.9.2. Then, I've changed windows local settings to imperial system (british english) end restarted my computer, but every time I try to run the game, my main menu is messed up, with overlapping windows everywhere.

If memory serves me well, this is a common symptom of messed UI option file, or wrong localization. Now I am wondering if by saying only English version you meant SH5 version rather than windows version :hmmm:

BIGREG is having the same problem so it appears I have left out one/more needed files from the test. I'll release a completely new version here in a few :up:

gap
07-06-12, 02:40 PM
BIGREG is having the same problem so it appears I have left out one/more needed files from the test. I'll release a completely new version here in a few :up:

Thank you! :salute:

:eek:

:D

:rotfl2: ...
for some reason Trevally hates me! :03: :O:

Gadolf_Shmitler
07-06-12, 03:10 PM
Hi, quick question coming from an obvious Nub; how do you actually change the UI? I know I know, but I have no clue.

TheDarkWraith
07-06-12, 03:27 PM
Hi, quick question coming from an obvious Nub; how do you actually change the UI? I know I know, but I have no clue.

Use the options editor/viewer app found in \data\Applications :up:

Gadolf_Shmitler
07-06-12, 03:48 PM
Use the options editor/viewer app found in \data\Applications :up:

Sorry this is going to require you to hold my hand every step of the way, but once you open OptionsFileViewer.exe, what do you do from there?

THE_MASK
07-06-12, 03:51 PM
BIGREG is having the same problem so it appears I have left out one/more needed files from the test. I'll release a completely new version here in a few :up:Put after new UI but before real navigation :yep:

TheDarkWraith
07-06-12, 03:56 PM
Sorry this is going to require you to hold my hand every step of the way, but once you open OptionsFileViewer.exe, what do you do from there?

See here: http://www.subsim.com/radioroom/showpost.php?p=1895898&postcount=8918

Your paths to the files will probably be different

TheDarkWraith
07-06-12, 04:04 PM
v7.0.0 released. See post #1 :|\\

BIGREG
07-06-12, 04:12 PM
Hi Sober :salute:

Before Real Navigation ? I have not use the Real Navigation Mod :88):oops:

Just "fresh" SH5 UBI patched to 1.2,use the TDW.EXE patcher 1.0.42

mods installed

- The New UI 6.9.0 with patch 6.9.2 (all work fine)
- Hydro follow Target v1/v2 (scripts errors) :hmmm:

and you say ,i need to add the "real navigation mod" :06:

TheDarkWraith
07-06-12, 04:13 PM
Hi Sober :salute:

Before Real Navigation ? I have not use the Real Navigation Mod :88):oops:

Just "fresh" SH5 UBI patched to 1.2,use the TDW.EXE patcher 1.0.42

mods installed

- The New UI 6.9.0 with patch 6.9.2 (all work fine)
- Hydro follow Target v1/v2 (scripts errors) :hmmm:

v7.0.0 (complete version) was just released. Download it and you shouldn't have any more problems :up:

Trevally.
07-06-12, 04:16 PM
v7.0.0 released. See post #1 :|\\

This is great - many thanks again:woot:

gap
07-06-12, 04:19 PM
Thank you TDW! :yeah:

Gadolf_Shmitler
07-06-12, 04:55 PM
See here: http://www.subsim.com/radioroom/showpost.php?p=1895898&postcount=8918

Your paths to the files will probably be different

Sorry but I followed the instructions exactly, selected SH5Enhanced for the UI used in game, reenabled the Mod in jsgme, and it still has the same stock User Interface. :-?

TheDarkWraith
07-06-12, 04:59 PM
Sorry but I followed the instructions exactly, selected SH5Enhanced for the UI used in game, reenabled the Mod in jsgme, and it still has the same stock User Interface. :-?

did you disable the mod first? After disabling the mod edit the option's file in the MODS folder. Re-enable the mod.

Go to your MODS folder and open up the NewUIs mod. Do you see a data folder? If not you didn't install the mod correctly.

Gadolf_Shmitler
07-06-12, 08:40 PM
did you disable the mod first? After disabling the mod edit the option's file in the MODS folder. Re-enable the mod.

Go to your MODS folder and open up the NewUIs mod. Do you see a data folder? If not you didn't install the mod correctly.

I found the problem: Turns out in jsgme I had imported all of the additional mods that come with NewUI as one file. :/\\!! That is the reason it was giving me problems.

gap
07-06-12, 09:39 PM
- first and most important: you are using the true bearing for moving the hydrophone pointer, but the hydrophone was done for giving relative bearings. It means that your implementation of the hydro follow order works properly only when our sub is facing nord. In any other case it gives wrong results... :yep:

- after locking the target on periscope and activating the order from officers order bar, I receveid confirmation of it on the messagebox. I was expecting to receive regular updates on the contact in the same messagebox, but after a while I realized that I had to go to hydrostation and to read myself the bearing. I think we can survive with it, but it would be cool having also a log on the contact, possibly written and spoken, like the one we receive with the order "follow nearest contact".

- As we said the day before yesterday, besides locking on visual targets, I was expecting also to be able to set a bearing on the hydrophone, for acquiring the the contact closest to that direction. Indeed using that method we risk not to pick the right contact, but what if we want to follow a contact out of sight? Is it possible to add another option for doing it?

- when we are out of the hydro station, the sonarman keeps on with any other task he had been given before: normal sweeping, following nearest target, etc. Could you make him to stop doing so, for focusing 100% on his current duty? :D

- I would put the "follow hydro target" and "follow target on hydro bearing" buttons not in the root of soundman orders bar, but grouped together with the "normal sweep" and "follow nearest target" goup.

For the time being that's all! :up:

TheDarkWraith
07-06-12, 11:40 PM
- first and most important: you are using the true bearing for moving the hydrophone pointer, but the hydrophone was done for giving relative bearings. It means that your implementation of the hydro follow order works properly only when our sub is facing nord. In any other case it gives wrong results... :yep:

- after locking the target on periscope and activating the order from officers order bar, I receveid confirmation of it on the messagebox. I was expecting to receive regular updates on the contact in the same messagebox, but after a while I realized that I had to go to hydrostation and to read myself the bearing. I think we can survive with it, but it would be cool having also a log on the contact, possibly written and spoken, like the one we receive with the order "follow nearest contact".

- As we said the day before yesterday, besides locking on visual targets, I was expecting also to be able to set a bearing on the hydrophone, for acquiring the the contact closest to that direction. Indeed using that method we risk not to pick the right contact, but what if we want to follow a contact out of sight? Is it possible to add another option for doing it?

- when we are out of the hydro station, the sonarman keeps on with any other task he had been given before: normal sweeping, following nearest target, etc. Could you make him to stop doing so, for focusing 100% on his current duty? :D

The bug of using true bearing has been fixed.
The sonarman now makes regular log entries denoting the selected contact's bearing (new user option added for this with default value of every 300seconds/5min)
As far as selecting nearest contact from hydro I'm going to add that, just haven't done it yet
Once you leave the hydro station the hydro sensor takes control of the hydro needle. Thus there's no way for me to 'lock it' on the selected contact's bearing


Patch 1 for v7.0.0 available at post #1 :|\\

PL_Andrev
07-07-12, 01:03 AM
NewUIs with TDC for SH5 by TheDarkWraith
version 7.0.0

(...)

My add-on mods for this mod: http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1

What it is "my add-on"?
Sorry for asking but I would to know before downloading...

gap
07-07-12, 07:27 AM
The bug of using true bearing has been fixed.

:up:

The sonarman now makes regular log entries denoting the selected contact's bearing (new user option added for this with default value of every 300seconds/5min)

Good!
Maybe I am asking too much, but is there a way to add an option for making the sonarman to report contact bearing every time it changes, allowing us to set the amount of this change, in degrees, under user options?

As far as selecting nearest contact from hydro I'm going to add that, just haven't done it yet

:yeah:

Once you leave the hydro station the hydro sensor takes control of the hydro needle. Thus there's no way for me to 'lock it' on the selected contact's bearing

We will live with this staknanovite sonar guy :03:

Patch 1 for v7.0.0 available at post #1 :|\\

Downloading it now, Thanks TDW :rock:

TheDarkWraith
07-07-12, 07:56 AM
Maybe I am asking too much, but is there a way to add an option for making the sonarman to report contact bearing every time it changes, allowing us to set the amount of this change, in degrees, under user options?

Yes I can add this quite easily but can I ask why? I don't see how this would be useful/used :06:

TheDarkWraith
07-07-12, 07:58 AM
What it is "my add-on"?
Sorry for asking but I would to know before downloading...

It is all the add-on mods: no hydrophone on surface, no contact tails, no contact shapes or colors, etc.

Trevally.
07-07-12, 07:59 AM
Yes I can add this quite easily but can I ask why? I don't see how this would be useful/used :06:

If the contact changed very slowly, then this would suggest it was moving slowly or very far away.
If it changed fast - it is fast or close to you.
So this may be helpful information:yep:

Sartoris
07-07-12, 08:25 AM
If the contact changed very slowly, then this would suggest it was moving slowly or very far away.
If it changed fast - it is fast or close to you.
So this may be helpful information:yep:

This sounds very useful, it would be good to have this in the game.:up:

TheDarkWraith
07-07-12, 09:49 AM
Maybe I am asking too much, but is there a way to add an option for making the sonarman to report contact bearing every time it changes, allowing us to set the amount of this change, in degrees, under user options?

patch 2 for v7.0.0 released. See post #1 :|\\

StuG
07-07-12, 09:58 AM
TDW, i'd like to use your add-on mod "No_Hydrophone_On_Surface_No_Aircraft_Spotting_1_1_ 0" but it overwrites uboat_sensor.GR2 and uboat_sensor.sim: is it compatible anyway?

Thankyou!

TheDarkWraith
07-07-12, 10:03 AM
TDW, i'd like to use your add-on mod "No_Hydrophone_On_Surface_No_Aircraft_Spotting_1_1_ 0" but it overwrites uboat_sensor.GR2 and uboat_sensor.sim: is it compatible anyway?

Thankyou!

All my mods are compatible with each other unless stated otherwise in the readme and/or at post #1 of the mod's thread :up:

TheDarkWraith
07-07-12, 10:10 AM
As we said the day before yesterday, besides locking on visual targets, I was expecting also to be able to set a bearing on the hydrophone, for acquiring the the contact closest to that direction. Indeed using that method we risk not to pick the right contact, but what if we want to follow a contact out of sight? Is it possible to add another option for doing it?

I've been thinking this over and there is one little problem with bringing this into fruition: contact's range. The way I'm getting the contact is not through the sonarman but through something the scriptmanager exposes. If I simply let the hydro lock onto the nearest (degree wise) contact to the hydro's needle then it's quite possible the contact could be > 250km away! This obviously would be a problem as there is no possible way the sonarman could hear this. This method I use also doesn't take into account the hydrophone's parameters (it's sensor values) because the scriptmanager doesn't expose them. So the only possible solution is to limit the distance the contact can be away from the sub via a user option. What should this distance be? I'm thinking around 8-10km. Or maybe you all have another idea :06:

Trevally.
07-07-12, 10:55 AM
I think the range should be as far as you can hear it:hmmm:

20km for single ship and 60km for whole convoy.
I think the range of the hydro that we can hear in sh5 is 30km (you may be able to tell us?)

So perhaps 20 to 30km would be good.
Would it be possible to have this up to say 50km but a % chance of losing the contact:hmmm:

gap
07-07-12, 11:25 AM
If the contact changed very slowly, then this would suggest it was moving slowly or very far away.
If it changed fast - it is fast or close to you.
So this may be helpful information:yep:

Besides this, there is no such a thing like an optimal time interval between bearing logs, to be used with four bearing or any other plotting method. It depends on how far and how fast is the contact we are plotting. Settings the log to be updated every time the contact changes bearing will let us to decide how long we want to wait between each mark.

I think the range should be as far as you can hear it:hmmm:

20km for single ship and 60km for whole convoy.
I think the range of the hydro that we can hear in sh5 is 30km (you may be able to tell us?)

So perhaps 20 to 30km would be good.
Would it be possible to have this up to say 50km but a % chance of losing the contact:hmmm:

agree with Trevally :up:

Gadolf_Shmitler
07-07-12, 11:31 AM
I had thought I had no more problems with the mod, but now I am unable to plot a course on the map or through the navigator, and the maps no longer have my submarine as an icon. *sigh*

Any ideas?

Trevally.
07-07-12, 12:07 PM
I had thought I had no more problems with the mod, but now I am unable to plot a course on the map or through the navigator, and the maps no longer have my submarine as an icon. *sigh*

Any ideas?

Yes - you have installed the Real Nav mod:yep:
Remove it and you should be ok again:up:

Gadolf_Shmitler
07-07-12, 12:21 PM
Yes - you have installed the Real Nav mod:yep:
Remove it and you should be ok again:up:

It worked, thanks! I had thought you needed the Real Nav mod in order to use your Pilot scripts, but I guess that is already incorporated into the main mod.

TheDarkWraith
07-07-12, 12:25 PM
It worked, thanks! I had thought you needed the Real Nav mod in order to use your Pilot scripts, but I guess that is already incorporated into the main mod.

The main mod has what I call Automation. Automation is what allows others to write scripts for the mod to use. You can do many things with Automation, even write in-game tutorials :up:

TheDarkWraith
07-07-12, 02:19 PM
Patch 3 for v7.0.0 released. See post #1

Patch 3 fixes/adds the folllowing:
v7.0.1 - fixed bug of when hydro follow target activated from scope/UZO it was not taking sub's current heading into account
- added a new user option that controls how often the sonarman reports the selected contacts bearing via a log entry. Default time interval is every 300 seconds (5 mins). Specify 0 to disable this feature. Can be found under the Automatics tab. (HydroFollowContactUpdateInterval)
v7.0.2 - new user option added that specifies the delta bearing (in degrees) of the hydro follow contact. Once the change in the hydro contact's bearing over time exceeds this amount the sonarman will make a log entry denoting this. Specify 0.0 to disable. Default value is 0.0. Can be found under the Hydro follow target tab. (HydroFollowContactDeltaBearing)
v7.0.3 - added a new user option that defines the sweep range (+- in degrees) from the current hydrophone needle position for hydro follow nearest contact. Default value is 22.5. Max value is 45.0. Can be found under the Hydro follow target tab. (HydroFollowNearestContactSweepRange)
- added a new user option that defines the max range (in meters) a contact can be from player's sub in order to be considered for hydro follow nearest contact. Default value is 7500.0. Max value is 30000.0. Can be found under the Hydro follow target tab. (HydroFollowNearestContactMaxRange)
- add a new order to Sonarman's hydrophone order category: hydro follow nearest contact. It is only enabled when sitting in front of the hydrophone station. This is because you must position the hydrophone needle where you want him to check for contacts (in a sweep range defined by HydroFollowNearestContactSweepRange)

:|\\

TheDarkWraith
07-07-12, 02:25 PM
Everything I just did for the hydrophone I can do for the radar also :D

Going to add something to the mod that will allow you to change all these new hydro follow target values in-game. Deciding how I want to implement it currently.

Trevally.
07-07-12, 02:50 PM
Everything I just did for the hydrophone I can do for the radar also :D

Going to add something to the mod that will allow you to change all these new hydro follow target values in-game. Deciding how I want to implement it currently.

:yeah:

volodya61
07-07-12, 06:08 PM
Thanks for the new version and new features TDW!

Patch 3.. all in one (patches 1,2,3)?

TheDarkWraith
07-07-12, 06:22 PM
Thanks for the new version and new features TDW!

Patch 3.. all in one (patches 1,2,3)?

Yes, anytime I release a patch it's cumulative (contains all the other patches) :up:

BIGREG
07-07-12, 07:18 PM
:o I have not even had time to try without the new patches :oops:, you are too fast TDW :rotfl2:

TheDarkWraith
07-07-12, 09:43 PM
Finishing up v7.1.0 currently:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=5776

v7.1.0 - changed how the buttons for TDC dials, hydro follow target, and edit hydro follow target settings were laid out to be more aesthetically pleasing
- added a new button to the hydrophone station's notepad: edit hydro follow target settings. This will allow the user to adjust all the hydro follow target settings. Simply mouse into each setting and use mousewheel to adjust value. A tooltip will also be displayed when you mouse into a value telling you what that setting does

The buttons on the hydrophone station's notepad are (from left to right):
- edit hydro follow target settings
- hydro follow target
- TDC dials
- Send data to TDC

:|\\

lmy76128
07-07-12, 10:54 PM
thank you !! The Darkwarth:yeah:

Narlan
07-08-12, 02:11 AM
Hello Everybody ! I am Narlan, and glad to find a such big community for Silent Hunter. This is my first post on that Forum. I bought SH5 recently, knowing he was full of imperfections, but also knowing that a lot of people would make wonderfull mods to... do the job of Ubisoft^^, I was not wrong.

I subscribe here because I found no help in Google and I have not found a solution in that forum - that is a big topic... over 600 pages ='D.

Anyway, I have a bug... I am almost sure someone will know how to fix it, but me I don't. I tried every think. I have SH5 1.2, Generic Mod Enable 2.6.0.157, and I download the NewUI's 7.0.0 with the Patch3. I copy the French menu, because I'm French, but anyway there is that :

http://i46.servimg.com/u/f46/16/96/26/39/base_b10.jpg

(I just put the link... the image is to big for that page.)

This is just with the main mod activated. I am on the bridge of the submarin because I felt of the deck... ... I did not use the teleportation, I just ... felt ^^. Of course, the windows in the center of the screen never move and do not disappear what ever I do, expept for the black window wich disappear when I use the navigation map.

Trevally.
07-08-12, 03:51 AM
Try again without the French menu:hmmm:

If that does not fix it - it could be a corrupt download. Remove mod and try a fresh downloaded one.

Have you edited anything in the options.py file? - sometimes that error (your image) can happen if it is edited and a mistake is made.

Sartoris
07-08-12, 04:55 AM
Thank you TDW, that looks great!:salute:

TheDarkWraith
07-08-12, 07:31 AM
Anyway, I have a bug... I am almost sure someone will know how to fix it, but me I don't. I tried every think. I have SH5 1.2, Generic Mod Enable 2.6.0.157, and I download the NewUI's 7.0.0 with the Patch3. I copy the French menu, because I'm French, but anyway there is that :

Just as Trevally said you might have a corrupted download or you tried editing the options file by hand (which is a no no). It could also be that you are not patched to v1.2 of the game. Run the game updater found in \Support\GameUpdater\gu.exe.

Another thing to try is to remove ALL mods except for the core UIs mod and see if you still have a problem or not.

Running the DbgView app found in \data\Applications before starting the game might shed some light on the problem also. If you have problems I'll need to see the full Dbgview output.

TheDarkWraith
07-08-12, 07:36 AM
v7.1.0 released. See post #1 :|\\

Narlan
07-08-12, 09:07 AM
-Thank you for your answers-
Try again without the French menu no, the first time I use that mod, I just download it, instaled it and tried with the default menu and setup. The result was the same. For the patch, I patch manually with 1.1 (66mb) then the 1.2 (81mb), because gu.ex did nothing at the first launch of the game. It did dl something but it was apparently not the patch because the manuals patchs did work, and now if I want to patch again to 1.2, it tells me I am allready patched.

So, I will dl again the mod, try again, then if it does not work, I will instal again the game (I have in case a Backup of the game), then patch it again and try again... etc. and we'll see.

re : I dl again, and my antivirus sent an alert against a .exe file in the archive. It did the same think the first time (with the 7.0.0) but that time I deleted the file. This time I didn't, and when I launch a new game, at the end of the loading, the game crash and I go back to Windows without any message of error.

Narlan
07-08-12, 10:35 AM
Sorry for the double post, but I have news ! ^^...

I repatch my game to the 1.2... and surprisly it... kind of work... better.

Now I have not windows in the middle of the screen... but, the vision outside the boat is weird. Kind of like foggy, hazy (is hazy a world ? My English teacher taught that to us xD). I thought that it was the weater, but when I was in a clear midday, I saw it was a bug... but in the boat the vision become normal. Other think, the camera in the boat is after some minutes... not right. Even diving and heading right, the horizon is not quite parallel to the camera's horizon. And also, even if every buttons are working, the SH3's officiers icon are to the buttom of the screen, even if I am not on the SH3's UI configuration.

rsvette12
07-08-12, 09:11 PM
Been a while thought I might give sh5 another go the link for version 7.1.0 does not work just wondering if anyone else is having a problem thanks Guys.

Regards, Rich

Warspite
07-08-12, 09:20 PM
Yes, same here. Keep getting "Try Again".

LiLou
07-09-12, 03:34 AM
First of all, hi! :)

I wanted you to know that it's impossible to download the mod from mediafire, it downloads at 6kb's for a while and then stops.

Regards.

Trevally.
07-09-12, 08:18 AM
This thread is fast approaching 1,000,000 views:o
http://img546.imageshack.us/img546/6965/imagescaw0iwka.jpg



Will that person win a prize:D

tybeth
07-09-12, 08:29 AM
Hi TDW !!!

Sorry but DL Medifire for NewUIs with TDC for SH5 by TheDarkWraith
version 7.1.0 is not working

Thanks for your great MOD

volodya61
07-09-12, 08:58 AM
Thanks for the new version TDW!

I wanted you to know that it's impossible to download the mod from mediafire, it downloads at 6kb's for a while and then stops.

Sorry but DL Medifire for NewUIs with TDC for SH5 by TheDarkWraith
version 7.1.0 is not working

Works fine for me .. 400-600 Kb/s (not too fast but allowably)
Maybe you should try another browser?

Sartoris
07-09-12, 09:39 AM
This thread is fast approaching 1,000,000 views:o
http://img546.imageshack.us/img546/6965/imagescaw0iwka.jpg



Will that person win a prize:D

This and other threads like it show how much attention SH5 has attracted. It would be great if more modders who worked on SH4 and SH3 would take notice and contribute to SH5 mods.:up:

LiLou
07-09-12, 09:53 AM
Works fine for me .. 400-600 Kb/s (not too fast but allowably)
Maybe you should try another browser?

Lol, tried with Opera and no download, but now with Firefox yes. So strange...

Thank you.

Sartoris
07-09-12, 10:50 AM
Hmm, I can't dl with Chrome. No luck with Firefox or IE either...:hmmm:

Paco
07-09-12, 11:48 AM
Hmm, I can't dl with Chrome. No luck with Firefox or IE either...:hmmm:

JavaScript, Advertising-blocker? Do not use a downloadmanager, that has broken my downloads there.

Greets,
Paco.

quink99
07-09-12, 12:19 PM
I find that I'm having the same problem that has been mentioned in many of the recent prior posts. I'm unable to download NewUI 7.0.1 and this result is the the same attempting to use either IE 8 or Firefox.

It mentions that "the connection has timed out". Prehaps the DCGW (?) computer "cootie" has affected Mediafire's server this morning since so many of us are having the same problem.

Sartoris
07-09-12, 12:36 PM
I was able to dl other mods from Mediafire, and there were no problems with them. I think this may be specific to this one mod.

gap
07-09-12, 12:40 PM
I find that I'm having the same problem that has been mentioned in many of the recent prior posts. I'm unable to download NewUI 7.0.1 and this result is the the same attempting to use either IE 8 or Firefox.

It mentions that "the connection has timed out". Prehaps the DCGW (?) computer "cootie" has affected Mediafire's server this morning since so many of us are having the same problem.

Yes, it is seemingly a mediafire's server problem. Yesterday I dl'd NewUI 7.0.1 with no problem (I am using chrome), but today after reading of many ppl getting stuck on it, I tried again and this time nothing...

Hopefully they will get it sorted out in a few hours. If not, I am sure TDW will upload again his mod somewhere else :)

Trevally.
07-09-12, 01:15 PM
I am also downloading this - it is working for me but verrry slooowwwly

rsvette12
07-09-12, 01:29 PM
Not a very large file can be uploaded to another site, just a thought.

rsvette12
07-09-12, 07:21 PM
Hi Guys:

Try this right mouse on green download button and save as got it to work like that, ton of addons in this file have to take a few days to figure all this out lol, huge thanks Wraith.

Trevally.
07-10-12, 07:36 AM
@ TDW

I have an idea/suggestion for a new app or update for your editor. (when you have time:D)

Could you make one that can edit our save game files. Thing to edit could be:-

Time - allowing us to time travel could be good
Boat type - everyone wants a new boat when they think they deserve it
Crew points - getting my gunner to load faster is always good
Etc

This could also look at editing some other files like UPCDataGE:-
Equipment - ammo
Flotilla
etc

I am sure there are other things that could be added here - even some campaign info changes:hmmm:

Anyway - how does this sound:06:

Sartoris
07-10-12, 09:23 AM
Hi Guys:

Try this right mouse on green download button and save as got it to work like that, ton of addons in this file have to take a few days to figure all this out lol, huge thanks Wraith.


Thanks, this worked!:salute:

Sartoris
07-11-12, 09:30 AM
I'm not sure where to ask this, but this might be a good place:

Is it possible to play the game with the bearing lines extending away from your boat in a circle on the navigation map, like you could in SH4 (at least it was possible with Operation Monsun)? I find it useful because dragging the tool from the right and placing it over my ship can be somewhat clunky. Hope you guys understand what I mean, here's a rough photo of it (disregard the smaller, darker circle, that's just the protractor tool):

http://img594.imageshack.us/img594/506/bearingl.jpg (http://imageshack.us/photo/my-images/594/bearingl.jpg/)

gap
07-11-12, 10:04 AM
I'm not sure where to ask this, but this might be a good place:

Is it possible to play the game with the bearing lines extending away from your boat in a circle on the navigation map, like you could in SH4 (at least it was possible with Operation Monsun)? I find it useful because dragging the tool from the right and placing it over my ship can be somewhat clunky. Hope you guys understand what I mean, here's a rough photo of it (disregard the smaller, darker circle, that's just the protractor tool)

I think there was a mod adding this feature to SH5. Cannot rememeber wich one though. Have you tried with EquaTools?

Anyway, it would be a matter of editing the bitmap (tga or dds) used for marking player's position, by adding to it a compass rose overlay. Replacing the stock one with the one used in OM should be enough. Otherwise you can always edit it manually, but for doing it you should be able to work with alpha channels on PhotoShop or any other photo editing program.

On a side note, Real Navigation would disable this feature, since it is replacing the sub marker with a blank texture. Try to dig into RN files for locating the bitmap file that we are talking about.
For having Real Navigation and the feature that you are looking for to work together, we should ask TDW to add an option to his UI for putting an Uboat-aligned compass rose centered on the last navigation mark. :hmmm:

Sartoris
07-11-12, 10:50 AM
Thank you for your answer. I'm not sure I'd be able to do this myself, but if TDW finds some time to add it, I'd be grateful.:up: Forgot to mention, I haven't tried EquaTools.

gap
07-11-12, 01:47 PM
Thank you for your answer. I'm not sure I'd be able to do this myself, but if TDW finds some time to add it, I'd be grateful.:up: Forgot to mention, I haven't tried EquaTools.

Okay, I've checked, and there is a bearing compass in NewUIs main mod. :up:

Its path is: data/Menu/Gui/NavMapBearingOverlay.dds. If you want to open it, in order to make sure that it is actually what you asked for, remember to switch on the alpha channel visibility, or you will see just a black square.

I cannot remember how to toggle it on in game, though, and I am 99% sure that it is disabled by real navigation.

Maybe other NewUI's users can make some more light on this matter. ;)

Trevally.
07-11-12, 03:59 PM
When in map view - look to top right corner to see a small icon, that will toggle it on:up:

Sartoris
07-11-12, 04:29 PM
When in map view - look to top right corner to see a small icon, that will toggle it on:up:

Thanks, Trevally! I'll try it immediately. Hope OHII v.2 is coming soon, can't wait to see the new changes.:D:salute:

Malefas
07-12-12, 11:48 AM
Hello there.

First i'd like to thank TheDarkwraith for his Mod and the other people who working hard to make SH5 better than the original's game.

I've an Error message when i try to use the application ShipsJournalEditor, i'd a look on it but can't find the solution(I'm not an expert).

Here is the message i get:
Ship's journal folder not found. Exiting application.

My mod's list is the Sober's Megamod List.

Sorry for my english and thank's for your answers.

PL_Andrev
07-12-12, 12:40 PM
Is possibility to add radio messages to spotted contacts?

In game we have "intelligence" with ghost-ship marked red (disappears during time). Maybe good idea is read the map coordinations with speed and course and generate radio messages to it?

Sepp von Ch.
07-12-12, 01:04 PM
Open up Application

1. File/Backup sh5.exe

2. http://www4.picfront.org/picture/4Y9zThPGrjI/thb/01.jpg (http://www.picfront.org/d/8khu) Click on File/Open/TDW_SH5_Patches.s5p


3. http://www4.picfront.org/picture/1M0EsCMlhfa/thb/02.jpg (http://www.picfront.org/d/8kht)Then it automatically takes to another window. Click on SH5.exe


4. http://www4.picfront.org/picture/OPJ8sWgir/thb/03.jpg (http://www.picfront.org/d/8khs)Click on + sign next to Broken Hydophone fix. Then + sign next to change 1. Then double click on the red disable to make it enabled.


5. http://www4.picfront.org/picture/LtwMR4Lb/thb/04.jpg (http://www.picfront.org/d/8khr) Next you click on + sign next to map colors. Changes 1-15 you can customize your colors. Read the description to see what your changing. First you double click on the IsColor in red and it brings up the color box like the picture. Pick your color.


6.http://www4.picfront.org/picture/G6EewV6XBl/thb/05.jpg (http://www.picfront.org/d/8khq) Next click on Enabled False to make it true. I think another box comes up asking to accept changes. Click yes.



7. When done making all your changes just click on File exit.

I canīt see these images. Is there please another "readme" with pictures?

gap
07-12-12, 02:11 PM
Is possibility to add radio messages to spotted contacts?

In game we have "intelligence" with ghost-ship marked red (disappears during time). Maybe good idea is read the map coordinations with speed and course and generate radio messages to it?

I think they are already reported in captain's log. The stock one, not the one added by TDW with NewUIs. But if I recall correctly you don't get alerted on these reports (neither via msg box, nor by incoming message audio alert), so you can easily miss them or read them when it is already too late. :-?

Sartoris
07-12-12, 02:57 PM
This does sound like an intriguing idea. Perhaps a script or an option in the NewUI could be written that notifies the player of the new map contact via the radio messages, and then add an option to reduce time compression back to 1 whenever this type of message is received (since reducing TC on every radio message can get a bit tedious in my opinion).

It would be useful (though perhaps tricky) to also add a button to this message that, once clicked, would move the player's view of the map to the position where the ship was spotted.

BruceLee
07-12-12, 08:17 PM
I can't seem to get this to work. I've got a clean install, up to date (1.2), and the latest mod enabler.

With NewUIs_TDC_7_1_0_ByTheDarkWraith enabled (even by itself, without other mods), the game won't even load into the menu. It freezes with a black screen, and the menu music starts looping every 2 seconds. I haven't touched the default TheDarkWraithUserOptions.py file, so I'm not sure what the cause could be.

Edit : Well, that's embarrassing. Turns out it just takes an extra minute or two to load the menu when you enable this mod.

volodya61
07-12-12, 10:07 PM
I can't seem to get this to work. I've got a clean install, up to date (1.2), and the latest mod enabler.

With NewUIs_TDC_7_1_0_ByTheDarkWraith enabled (even by itself, without other mods), the game won't even load into the menu. It freezes with a black screen, and the menu music starts looping every 2 seconds. I haven't touched the default TheDarkWraithUserOptions.py file, so I'm not sure what the cause could be.

Edit : Well, that's embarrassing. Turns out it just takes an extra minute or two to load the menu when you enable this mod.

Have you patched sh.exe via the 4Gb patch? - http://www.ntcore.com/4gb_patch.php

PS: Welcome to subsim!

PL_Andrev
07-13-12, 09:26 AM
Is possibility to add radio messages to spotted contacts?

In game we have "intelligence" with ghost-ship marked red (disappears during time). Maybe good idea is read the map coordinations with speed and course and generate radio messages to it?
I think they are already reported in captain's log. The stock one, not the one added by TDW with NewUIs. But if I recall correctly you don't get alerted on these reports (neither via msg box, nor by incoming message audio alert), so you can easily miss them or read them when it is already too late. I think they are already reported in captain's log. The stock one, not the one added by TDW with NewUIs. But if I recall correctly you don't get alerted on these reports (neither via msg box, nor by incoming message audio alert), so you can easily miss them or read them when it is already too late.
Sure?
Radio contacts are working with "fabulary" or "historical" issues (imported from some SH3 mod).
At SH3/SH4 "red contacts" spotted by AI are not reported in log.
SH5 is more friendly to modders so maybe it is possible...

BruceLee
07-13-12, 10:51 AM
Have you patched sh.exe via the 4Gb patch? - http://www.ntcore.com/4gb_patch.php

PS: Welcome to subsim!

Thanks! That fix definitely improved the loading times, though it still takes about 5 minutes to load into the main menu. Sits on a black screen with looping music. Is that a normal occurrence when you have a lot of mods enabled or is something wrong on my end?

volodya61
07-13-12, 11:37 AM
Thanks! That fix definitely improved the loading times, though it still takes about 5 minutes to load into the main menu. Sits on a black screen with looping music. Is that a normal occurrence when you have a lot of mods enabled or is something wrong on my end?

It's absolutely normal..
My PC takes approximately 7-10 minutes to full load the game..

gap
07-13-12, 01:18 PM
Sure?
Radio contacts are working with "fabulary" or "historical" issues (imported from some SH3 mod).
At SH3/SH4 "red contacts" spotted by AI are not reported in log.
SH5 is more friendly to modders so maybe it is possible...

I am 99% sure of it.
Don't confuse static intelligence reports, with game generated convoy reports.


The former have this typical structure: Agents Report 1939.09.12:Convoy FS.4 departed Methil, escorted by destroyers for Southend on the 14th.. They are found in data/RadioMessages folder of New Uis, mixed with many other types of messages. TDW's radio message's engine is taking care of them, based on some paramaters found in the very same radiomessage files, including start and end date/time for showing them, transmission type (once or until received), retransmission interval, etc. Of course, the way they are generated has nothing to do with what is actually happening in game, but since both historical radiomessages and OHII convoys are based on historical datas, there's some chance that, following our example, a convoy will leave from Methil on 12th September 1939, bound for Southend. I may be wrong on this statement, but Trevally can easily confirm/disconfirm it. :)


The second type of convoy report is about the red contacts shown on map once in a while. IIRC, they have this structure: "convoy spotted, long x lat y, heading z°, speed w kn. They are normally shown in captain's log. If memory serves me well, there's an option in New UI's for setting heading and speed format (from exact reports to cardinal points and slow/medium/fast speed reports).
Something I missed to recall yesterday is that in New UI's options there's a setting for range from player's position within which enemy contacts can be reported. It might mean that these reports are already passed on to radio message engine, if they are within the set range. I am not sure about it, though. :hmm2:

THE_MASK
07-13-12, 03:12 PM
Alternative to pressing Shift + Z to hide the interface . Would it be possible that when the curser is in the middle of the screen in conning view that the interface auto hides . Not sure how this would work in the game .

troopie
07-15-12, 08:14 AM
I've just enabled the core mod and all seems to be running well but the 'options file editor/viewer' app doesn't have any....well....options. I've got the 'file' button in the top left corner but no tabs below it; just an empty box with some cryptic text at the bottom.

I've had a bit of a trawl through this thread but it's getting a bit on the long side and searches aren't turning up anything either.

Anyone know what I'm doing wrong here?

I figured it may have been a dicky download but I've re-done it and it's just the same, any thughts?

BTW, what I've seen so far is awesome work! Cheers TDW! :rock:

TheDarkWraith
07-15-12, 09:01 AM
I've just enabled the core mod and all seems to be running well but the 'options file editor/viewer' app doesn't have any....well....options. I've got the 'file' button in the top left corner but no tabs below it; just an empty box with some cryptic text at the bottom.

Anyone know what I'm doing wrong here?

See here: http://www.subsim.com/radioroom/show...postcount=8918 (http://www.subsim.com/radioroom/showpost.php?p=1895898&postcount=8918)

Your paths to the files will probably be different

troopie
07-15-12, 09:36 AM
Oh, so I just have to tell the app where the files are? :88).

Thanks for the quick reply, dunno where u find the time.

It's getting late and I've had a few beers so it still took a bit of head scratching to interpret that post ('new folder' at the start of his file path had me wondering if I was suposed to add something :oops:)

Maybe it'd be worth giving this a mention in post#1 or the readme?

Choruspolaris
07-15-12, 01:35 PM
Regarding http://www.subsim.com/radioroom/showpost.php?p=1895898&postcount=8918

If I might add that snorkel options will be saved to the (original) game files with that method (if it isn't fixed with 7.1.0). See post 8928, link http://www.subsim.com/radioroom/showpost.php?p=1896859&postcount=8928

THE_MASK
07-21-12, 12:16 AM
I have had a ctd the last 2 new campaign restarts when i recieve a message about australia joining the war . I will sentd you the Dbgview .

TheDarkWraith
07-21-12, 12:21 AM
I have had a ctd the last 2 new campaign restarts when i recieve a message about australia joining the war . I will sentd you the Dbgview .

Got it. I'll look it over tomorrow. I'm off to bed :zzz:

crlcw21
07-21-12, 03:15 PM
http://steamcommunity.com/profiles/76561198007499422/screenshot/1153170434632778898I get this screen when I load the game and can't get rid of the dialog boxes, the game also closes if I go around them and start a new game,

screen shot: http://steamcommunity.com/profiles/76561198007499422/screenshot/1153170434632778898?tab=public

Where did I go wrong?
http://steamcommunity.com/profiles/76561198007499422/screenshot/1153170434632778898

TheDarkWraith
07-21-12, 03:28 PM
http://steamcommunity.com/profiles/76561198007499422/screenshot/1153170434632778898I get this screen when I load the game and can't get rid of the dialog boxes, the game also closes if I go around them and start a new game,

screen shot: http://steamcommunity.com/profiles/76561198007499422/screenshot/1153170434632778898?tab=public

Where did I go wrong?
http://steamcommunity.com/profiles/76561198007499422/screenshot/1153170434632778898

Did you edit the options file or install any of my patches using the patcher app? I'm assuming this is the Steam version of the game from your screenshot.

crlcw21
07-22-12, 02:12 AM
I did not edit the options file, I did make the changes to the debug file as recommended, I am using the Steam version, I did not see any patches to install or an app, where would that be found?

Just to be sure I did redownloaded the files and replaced them with the same issue, I have also tried launching from steam and from the SH5 file.

Many Thanks

TheDarkWraith
07-22-12, 06:30 AM
I did not edit the options file, I did make the changes to the debug file as recommended, I am using the Steam version, I did not see any patches to install or an app, where would that be found?

What changes to the debug file did you make? :06:
Can you run the Dbgview app found in \data\Applications before starting the game? Once you get the errors in the game close the game and send me the full Dbgview output so I can attempt to see what's going wrong.

crlcw21
07-22-12, 01:58 PM
The strangest thing happened, today I go to run the Dbgview as you suggested, the game crashes after the opening video, so I try vanilla and the same result, then I try with Open Horizons 2 mod only and the game loads fine, then I add your mod into the mix and it now loads fine also with everything working.

Everything works fine and I have no idea what just happened.

Thanks for taking the time to help, and I look forward to fully enjoying your mod now.

As to the change I did:
NOTE2: If you are experiencing problems with the mod ensure you have debugging enabled:
\Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes
and run the DbgView application (\data\Applications) before starting the game. Send me the output from DbgView and any dialog pop-up boxes that show in-game.

was all I changed before asking for help.

gap
07-22-12, 02:10 PM
The strangest thing happened, today I go to run the debug as you suggested, the game crashes after the opening video, so I try vanilla and the same result, then I try with Open Horizons 2 mod only and the game loads fine, then I add your mod into the mix and it now loads fine also with everything working.

Everything works fine and I have no idea what just happened.

Thanks for taking the time to help, and I look forward to fully enjoying your mod now.

There is a chance that a vanilla file was accidentally deleted/corrupted an that OHII is restoring it.

Human error or JSGME flaw? :hmm2:

THE_MASK
07-22-12, 07:01 PM
Could you please look at the PY file in
Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tu torial_mission PY file

What i would like the game to do is after talking to captain Rahn on the bridge the game marks the tutorial as complete and you go to the bunker and recieve the green tick .

TheDarkWraith
07-22-12, 07:27 PM
Could you please look at the PY file in
Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tu torial_mission PY file

What i would like the game to do is after talking to captain Rahn on the bridge the game marks the tutorial as complete and you go to the bunker .

Looks do-able :up: I won't be able to make the changes until tomorrow though (I'm on my way to NY)

THE_MASK
07-22-12, 07:30 PM
Looks do-able :up: I won't be able to make the changes until tomorrow though (I'm on my way to NY)cheers :salute:

THE_MASK
07-23-12, 05:15 PM
Is this a problem if i have Equipment_Upgrades_Fix_v1_4_byTheBeast enabled after NewUIs_TDC_7_1_0_ByTheDarkWraith ?
Equipment_Upgrades_Fix_v1_4_byTheBeast conflicts with NewUIs_TDC_7_1_0_ByTheDarkWraith
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S

TheDarkWraith
07-23-12, 06:47 PM
Is this a problem if i have Equipment_Upgrades_Fix_v1_4_byTheBeast enabled after NewUIs_TDC_7_1_0_ByTheDarkWraith ?
Equipment_Upgrades_Fix_v1_4_byTheBeast conflicts with NewUIs_TDC_7_1_0_ByTheDarkWraith
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S

Snorkel will not be available and twisty periscope thingies will not be present on periscopes

Sartoris
07-23-12, 07:03 PM
Does this mean that if it's enabled before your UI mod we'll be able to use the snorkle with no problems?

TheDarkWraith
07-23-12, 09:12 PM
Does this mean that if it's enabled before your UI mod we'll be able to use the snorkle with no problems?

You'll have to enable it first with the OptionsEditorViewer app

Sartoris
07-24-12, 08:03 AM
Ok, thanks!:up:

Bigfoot Sev
07-24-12, 10:52 AM
Hi, TheDarkWraith.

I've installed your mod and found it great. But stadimeter and speed measurements still tricky for me (only 4/10 targets hit). I want to ask - is there any way to set in map contacts speed info, like in vanilla version? I like your mod very much for new dials, officer panel etc.

CorruptAssassin
07-24-12, 06:13 PM
Hi, TheDarkWraith.

I've installed your mod and found it great. But stadimeter and speed measurements still tricky for me (only 4/10 targets hit). I want to ask - is there any way to set in map contacts speed info, like in vanilla version? I like your mod very much for new dials, officer panel etc.

I had a very similar problem; I wasn't really digging the new target speed method.
To fix this, enable the option 'display notes list box' (or something similar) from the top right menu bar. This should turn on the pop up that displays when selecting a ship on the map :up:

TheDarkWraith
07-24-12, 06:56 PM
Could you please look at the PY file in
Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tu torial_mission PY file

What i would like the game to do is after talking to captain Rahn on the bridge the game marks the tutorial as complete and you go to the bunker and recieve the green tick .

Been playing around with this and everything I try causes SH5 to crash. It doesn't like anything that makes the game exit out of the tutorial mission early :shifty: I'll keep trying though but it doesn't look good so far...

THE_MASK
07-24-12, 08:31 PM
Been playing around with this and everything I try causes SH5 to crash. It doesn't like anything that makes the game exit out of the tutorial mission early :shifty: I'll keep trying though but it doesn't look good so far...Ok thanks , it was worth a try . What about after speaking to captain rahn you sink the ships and then the next objective is reach kiel . And the whole ui mod is active etc .

Bigfoot Sev
07-25-12, 11:11 AM
I had a very similar problem; I wasn't really digging the new target speed method.
To fix this, enable the option 'display notes list box' (or something similar) from the top right menu bar. This should turn on the pop up that displays when selecting a ship on the map :up:

Thank you!

=^_^=

Magic1111
07-26-12, 02:16 AM
...
and twisty periscope thingies will not be present on periscopes

Hi TDW!

Is it possible to become the Eyecandy "Twisty periscope thingies", but without to use your GUI-MOD? And when yes, how? What files do I need?

I use the CSP MaGUI MOD, but I want to have this "Twisty" Eycandy!

Is it possible? :hmmm:

Best regards,
Magic:salute:

TheDarkWraith
07-26-12, 07:24 AM
Hi TDW!

Is it possible to become the Eyecandy "Twisty periscope thingies", but without to use your GUI-MOD? And when yes, how? What files do I need?

I use the CSP MaGUI MOD, but I want to have this "Twisty" Eycandy!

Is it possible? :hmmm:

Best regards,
Magic:salute:

Yes it's possible and very easy to do. Open up the sub's .sns file and make the following changes:

;atack periscope
[Sensor 2]
NodeName=O03
;LinkName=atack_periscop,data\Objects\Sensors\UBoo t_Sensors
LinkName=atack_periscop_wire,data\Objects\Sensors\ UBoot_Sensors
StartDate=19380101
EndDate=19451231
;Observation periscope

[Sensor 3]
NodeName=O02
;LinkName=obs_periscop,data\Objects\Sensors\UBoot_ Sensors
LinkName=obs_periscop_wire,data\Objects\Sensors\UB oot_Sensors
StartDate=19380101
EndDate=19451231

:up:

Magic1111
07-26-12, 04:28 PM
Yes it's possible and very easy to do. Open up the sub's .sns file and make the following changes:

;atack periscope
[Sensor 2]
NodeName=O03
;LinkName=atack_periscop,data\Objects\Sensors\UBoo t_Sensors
LinkName=atack_periscop_wire,data\Objects\Sensors\ UBoot_Sensors
StartDate=19380101
EndDate=19451231
;Observation periscope

[Sensor 3]
NodeName=O02
;LinkName=obs_periscop,data\Objects\Sensors\UBoot_ Sensors
LinkName=obs_periscop_wire,data\Objects\Sensors\UB oot_Sensors
StartDate=19380101
EndDate=19451231

:up:

WOW:o, yes itīs very easy and it works...!!! :woot::woot::woot:

http://i1248.photobucket.com/albums/hh495/Magic_1111/SH5%20Bilder/e06c2550.jpg

Many thx for your help TDW, Iīm very happy! :yeah:

Best regards,
Magic:salute:

Deke
07-27-12, 05:19 AM
Thank you for this mod :)

Onkel Neal
07-29-12, 09:52 AM
First Subsim thread with 1 million views!
Congrats and great job, TDW! :Kaleun_Cheers:

Paco
07-29-12, 03:02 PM
First Subsim thread with 1 million views!
Congrats and great job, TDW! :Kaleun_Cheers:

:yeah:

kiwi_2005
07-30-12, 12:54 AM
1 million! :yeah:

THE_MASK
07-30-12, 01:35 AM
1 million views :salute:

TheDarkWraith
07-30-12, 01:57 AM
First Subsim thread with 1 million views!
Congrats and great job, TDW! :Kaleun_Cheers:

They say your first million is the hardest and the rest is easy....time will tell :cool:

Magic1111
07-30-12, 02:14 AM
First Subsim thread with 1 million views!
Congrats and great job, TDW! :Kaleun_Cheers:
:salute::up::salute:

arleeds
08-07-12, 05:04 AM
Greetings from Indonesia.. (you might remember us from SH4, port of Surabaya... :O: )

Fantastic Job!!! YOU SIR, have made a 1 million + people smile

Bless you, and thank you so much for your honest hard work!!

Ubisoft HAVE TO CALL YOU now!!

gap
08-07-12, 08:25 AM
Greetings from Indonesia.. (you might remember us from SH4, port of Surabaya... :O: )

Fantastic Job!!! YOU SIR, have made a 1 million + people smile

Bless you, and thank you so much for your honest hard work!!

Ubisoft HAVE TO CALL YOU now!!

Starting with OHII v 1.9 your homeport is now featured in SH5 too! Just play Monsun Gruppe campaign for visiting it :up:

The General
08-07-12, 08:58 AM
Automation in-game no longer has an option for automatically navigating Kiel Canal? :wah:

I have only your New UI v.7.1.0 installed.

volodya61
08-07-12, 09:03 AM
Automation in-game no longer has an option for automatically navigating Kiel Canal? :wah:

I have only your New UI v.7.1.0 installed.

Why are you think so?
You just need Trevally Harbour & Kiel Canal Pilot v2.9 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3096)

The General
08-07-12, 09:47 AM
Why are you think so?
You just need Trevally Harbour & Kiel Canal Pilot v2.9 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3096)I thought it was included. Thanks. :D

You see, this is why I wish someone would create a complete SuperMod. A Mod we could download and play just as easily as if we were installing Silent Hunter 6. You could even call it something like Magnum Opus. Wouldn't that be awesome? :O:

arleeds
08-08-12, 01:28 AM
Starting with OHII v 1.9 your homeport is now featured in SH5 too! Just play Monsun Gruppe campaign for visiting it :up:

Hi again TDW:salute:

sweet!! i have downloaded the oHII v2.. gonna give it a try later..

anyways.. i've been meaning to ask you.. i have a digital ver. of SH5 v1.1.5 and later on i updated it to v1.2 (after reinstalling it, turns out you can't just update it) from ubi, which means in order to play it, i gotta use Uplay (online).. which sucks badly..

first thing is, that i can't completely unzip the UI v7.1.. why is that? it always does an "incomplete operation (or sounds like that)" i've tried using winzip and winrar.. still the results are the same... i have tried downloading it 3 times and still the same incomplete result... i think it stops at ...scope (un enable-read??)

so i tried to "patch" your mod using JSGME 2.6 to give it a shot.. and it turns out at the start of the game, it pops up 2 windows at the same time, neither one of them can be closed or dragged.. 1 shows something like "do you want to save supermarker/ship journal etc... i'll try and upload it ASAP.

Is it (maybe) because, uplay always syncs game saves etc with its cloud server?

all i need is the officer bar, which helps tremendously in SH5.. any thoughts?



Latest up date... used BetterZip (mac).. No problem so far.. gonna try it later.. fingers crossed aye?

Cheers!!

THE_MASK
08-08-12, 02:27 AM
7Zip

arleeds
08-08-12, 12:00 PM
7Zip

Thanks.. it's working.. but now it crashes on the way back to Kiel (after tutorial misson, how can i skip this?) every time i use time compress.. it crashes on 64x .. gonna try it w/out the mod.. then use it again later on...

BTW the UI... GREAT! love it so much!

volodya61
08-08-12, 12:56 PM
Thanks.. it's working.. but now it crashes on the way back to Kiel (after tutorial misson, how can i skip this?) every time i use time compress.. it crashes on 64x .. gonna try it w/out the mod.. then use it again later on...

BTW the UI... GREAT! love it so much!

How - http://www.subsim.com/radioroom/showthread.php?t=180044

And don't use TC higher then 16, maybe 32, near the harbors and ports

arleeds
08-09-12, 07:00 AM
How - http://www.subsim.com/radioroom/showthread.php?t=180044

And don't use TC higher then 16, maybe 32, near the harbors and ports

thanks for the link.. great help..
i used TC accordingly to what the tutorial says.. (right after sinking +2 merchant ships..) head to port Kiel.. i tried w/out the mod.. same result, i reduced the graphic quality.. crashed too... crashes at 64.. from its recommended TC at 1024 :nope:

i think i'm gonna try reinstalling it (for the third time..).. if all else fails.. i'm gonna buy me the digital download from amazon (tough finding its original game (box) in my country..) and a shout out.. screw uplay with its "have to be online to play game" scheme... :/\\!!

TheBeast
08-09-12, 09:09 AM
i think i'm gonna try reinstalling it (for the third time..)
Some times, when I use Generic Mod Enabler v2.6.0.157 to remove a lot of MOD's, it does not clean up all files correctly and I encounter MOD Soup type problems.

So I did clean install, Upgrade to version 1.2 and Archived my entire "Silent Hunter 5" folder/files install (3.6 gig). My HEX Edited SH5.EXE file(s) are stored on different computer.

When/If I encounter this issue. I use JSGME to uninstall all MOD's, delete the "files only" in the "Silent Hunter 5" folder and then delete the entire "Silent Hunter 5\data" folder.

Then I restore the "Silent Hunter 5" folder and files from the Archive I created and reinstall the MOD's I use.
Copy the HEX Edited SH5.EXE revision I want to use.

I scripted this proccess for my system and my drives are SSD drives so it only takes a couple minutes to do a fresh install. Could take some time on slower systems.

arleeds
08-09-12, 10:43 AM
Some times, when I use Generic Mod Enabler v2.6.0.157 to remove a lot of MOD's, it does not clean up all files correctly and I encounter MOD Soup type problems.

So I did clean install, Upgrade to version 1.2 and Archived my entire "Silent Hunter 5" folder/files install (3.6 gig). My HEX Edited SH5.EXE file(s) are stored on different computer.

When/If I encounter this issue. I use JSGME to uninstall all MOD's, delete the "files only" in the "Silent Hunter 5" folder and then delete the entire "Silent Hunter 5\data" folder.

Then I restore the "Silent Hunter 5" folder and files from the Archive I created and reinstall the MOD's I use.
Copy the HEX Edited SH5.EXE revision I want to use.

I scripted this proccess for my system and my drives are SSD drives so it only takes a couple minutes to do a fresh install. Could take some time on slower systems.

First of all... thanks guys for you lightning speed insights.. couldn't be more proud to join this forum... :salute:

in short, what you're saying is a "clean un-install and re install" right?
i did left the last installment "un cleanly" gonna give it a try...

thanks mate... Cheers!

Dogfish40
08-09-12, 12:10 PM
Some times, when I use Generic Mod Enabler v2.6.0.157 to remove a lot of MOD's, it does not clean up all files correctly and I encounter MOD Soup type problems.

So I did clean install, Upgrade to version 1.2 and Archived my entire "Silent Hunter 5" folder/files install (3.6 gig). My HEX Edited SH5.EXE file(s) are stored on different computer.

When/If I encounter this issue. I use JSGME to uninstall all MOD's, delete the "files only" in the "Silent Hunter 5" folder and then delete the entire "Silent Hunter 5\data" folder.

Then I restore the "Silent Hunter 5" folder and files from the Archive I created and reinstall the MOD's I use.
Copy the HEX Edited SH5.EXE revision I want to use.

I scripted this proccess for my system and my drives are SSD drives so it only takes a couple minutes to do a fresh install. Could take some time on slower systems.

Yes,Also, If you enable "Show hidden files" in your folder options, you will see that there are two hidden folders left behind in you mods folder that contain old setup info and possible corrupt junk. I always delete these two folders. Or just create a new mods folder and place all your mods in it. Get rid of the old one.
D40 :salute:

Sartoris
08-11-12, 10:50 AM
TDW, would it be possible to make the stadimeter an option independent of the XO dialog box when in periscope view?

I find that I am sometimes unable to lock onto a target, which means that I can't get the XO box to pop up, so I can't use the stadimeter. Could you make an additional panel for it that could be used at will (for the SH5 enhanced UI)?

Sepp von Ch.
08-12-12, 03:42 AM
Hello TheDarkWright,


when you can make the twisty periscope thingies, would be please possible to make another realistic eycandy - the lanyard wound loosely around the barrel /or even the tompion in the gunīs muzzle/ for SH5?


http://s15.postimage.org/ur0wr66p3/sh3img264201015510265.jpg (http://postimage.org/image/ur0wr66p3/)
http://s13.postimage.org/xsoxswsrn/sh3img274201021135878.jpg (http://postimage.org/image/xsoxswsrn/)

http://s7.postimage.org/innlcds0n/image.jpg (http://postimage.org/image/innlcds0n/)
http://s17.postimage.org/pp0zp4e17/image.jpg (http://postimage.org/image/pp0zp4e17/)
http://s15.postimage.org/v7hzj8m07/image.jpg (http://postimage.org/image/v7hzj8m07/)

TheBeast
08-14-12, 02:07 AM
Hello TheDarkWright,

when you can make the twisty periscope thingies, would be please possible to make another realistic eycandy - the lanyard wound loosely around the barrel /or even the tompion in the gunīs muzzle/ for SH5?

The wire twisted around the Periscopes is a native 3D GR2 model that comes with Silent Hunter.

Adding the Barrel Plug and Lanyard to the Deck gun may not be possible right now and would require someone with 3D Studio Max to edit the 3D Model.

For better response/information, you may want to ask this question in the GR2 Editor/Viewer/Extractor/Importer (http://www.subsim.com/radioroom/showthread.php?t=188290) forum thread.
================================================== ================================================

Radar Contacts are not being displayed when Using NewUIs_TDC_V7_1_0
I veryfied that TAI and NAV Map Features have this option selected.

Also, in port, the mission breifing is paused because the NAV Map feature for Tactical Map is enabled even though it is disabled in the Options file. Once I manually disable Tactical Map, the mission breifing continues. I have to do this every time I return to port.

-=[EDIT]=-
I re-installed the MOD and everything is working correctly now with the exception of Radar Conctacts. Radar Contacts do not show on either Map.
JSGME may have not installed it correctly the first time.

Regards!
TheBeast

slovride
08-16-12, 09:51 AM
I am new to sub sim and wanted to say hi I have a question that may have been covered but can't find in posts. I recently got the Multiple UI's and TDC mod from The Dark Wraith. Great mod but how can I get contact speed for my TDC without personaly measuring the ship and doing the math my self? Thanks.

TheDarkWraith
08-16-12, 10:02 AM
I am new to sub sim and wanted to say hi I have a question that may have been covered but can't find in posts. I recently got the Multiple UI's and TDC mod from The Dark Wraith. Great mod but how can I get contact speed for my TDC without personaly measuring the ship and doing the math my self? Thanks.

Enable item notes from the upper right extended bar

Kalleblom
08-16-12, 10:04 AM
Moin,

thatīs i thing i can only guess about. The most great work of TDW are finding and eliminate bugs or unrealistic things in the stock game. The approach is to change sh5 from an arcade game to a real simulation how it actually have to be and also official called.

So i canīt think there is a funktion to get the contact speed without doing it by hand.

I may be wrong, and i can only philosophize about. First as i know, in the Years 1939 till 1945 there wasnīt an automatic velocity measurement thing in this time, and second it will speak against the goal TDW wants to achieve with his work.

:salute:
Kalleblom

Kalleblom
08-16-12, 10:07 AM
Enable item notes from the upper right extended bar

Or so. :D

I hope my thoughts now were not totally in the wrong direction.:06:

slovride
08-16-12, 10:08 AM
Thanks DW love the mod. Breathed new life into the game!

THE_MASK
08-16-12, 04:50 PM
If you are going to do a button for decks awash on the orders bar then what about a hydrophone depth button as well ?

TheDarkWraith
08-16-12, 04:56 PM
If you are going to do a button for decks awash on the orders bar then what about a hydrophone depth button as well ?

Hydrophone depth? What do you mean :hmmm:

THE_MASK
08-16-12, 04:59 PM
Hydrophone depth? What do you mean :hmmm:I had to go to 15 or 16 mts depth before the hydrophone was working . Is this still the case with the patches ?

volodya61
08-16-12, 05:08 PM
I had to go to 15 or 16 mts depth before the hydrophone was working . Is this still the case with the patches ?

:hmmm: My hydrophone start working at the 11 meters, and I ordered in the sub.cfg-file dive-depth at the 32 meters and using dive-button.

TheDarkWraith
08-16-12, 05:52 PM
I had to go to 15 or 16 mts depth before the hydrophone was working . Is this still the case with the patches ?

The patches causes the crew to always be awake and responsive. There's something else causing you to have problems then.

Kalleblom
08-17-12, 02:47 AM
Moin and hello to everyone,

i have a Problem. Yesterday i want to edit the TheDarkWraithUserOptionions.py

Everything works fine, but i couldnīt set the snorkel at the first category "Submarine", there was no "+" sign and no possibility to doubleclick it, only "....SNORKEL"

What iīm doing wrong? Any idea?

volodya61
08-17-12, 02:55 AM
Moin and hello to everyone,

i have a Problem. Yesterday i want to edit the TheDarkWraithUserOptionions.py

Everything works fine, but i couldnīt set the snorkel at the first category "Submarine", there was no "+" sign and no possibility to doubleclick it, only "....SNORKEL"

What iīm doing wrong? Any idea?

You should do this when the mod is enabled..
This does not change the file - TheDarkWraithUserOptions.py

Kalleblom
08-17-12, 03:23 AM
You should do this when the mod is enabled..
This does not change the file - TheDarkWraithUserOptions.py

Thx for reply!

Iīm confused because i read this:
If you want to enable the snorkel the nyou will have to use the application
NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Applications \OptionsFileEditorViewer
and enable the Submarin\snorkel
change to True for whatever sub type you want the snorkel to work on .
Make sure the mod is not enabled with the mod enabler before using the OptionsFileEditorViewer

Which file is change by this?

THE_MASK
08-17-12, 03:39 AM
Ok , thats what i thought . So does anyone know if you have to the UI mod enabled before you can change the snorkel option ? I just changed the info to say enabled .

volodya61
08-17-12, 03:57 AM
...Which file is change by this?

Don't know.. but I really know that TheDarkWraithUserOptions.py not changed if you enable/disable the snorkel..

Trevally.
08-17-12, 07:21 AM
Ok , thats what i thought . So does anyone know if you have to the UI mod enabled before you can change the snorkel option ? I just changed the info to say enabled .

yes - if you check when mod is not installed - no snorkel option.

I edit my option file in the mods folder (C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_1_0_ByTheDarkWraith\data\Scrip ts\Menu) - then install mod - then add the snorkel with the options(C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu)

:up:

Kalleblom
08-17-12, 07:27 AM
Thatīs great!

Thank you Sir :salute:

TheDarkWraith
08-20-12, 07:09 PM
Working on v7.2.0 currently. I've added two new user options so far:
- PatchDecksAwashEnabled (defaults to false)
- DecksAwashDepth (defaults to 7.0m)

Both of these user options will be found in the Patches tab.

If you have the decks awash patch enabled and set the PatchDecksAwashEnabled user option to True then a new icon is added to the depth bar:

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=5830

Clicking it of course takes you to decks awash depth.

Adding the controls necessary for the independent engine controls patch to work with the mod currently :up:

gap
08-20-12, 07:13 PM
Working on v7.2.0 currently. I've added two new user options so far:
- PatchDecksAwashEnabled (defaults to false)
- DecksAwashDepth (defaults to 7.0m)

Both of these user options will be found in the Patches tab.

If you have the decks awash patch enabled and set the PatchDecksAwashEnabled user option to True then a new icon is added to the depth bar:

Clicking it of course takes you to decks awash depth.

Adding the controls necessary for the independent engine controls patch to work with the mod currently :up:

:yeah:

TheDarkWraith
08-20-12, 08:09 PM
And here's how the independent engine controls are going to work for the SH5 Enhanced UI:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=5831

In the Shafts box, if the light is lit then speed commands are enabled for that shaft and if the light is out no speed commands for that shaft. You will not be allowed to have both lights out, one must always be lit.

Topo65
08-20-12, 08:28 PM
Great work TDW! :yeah:

Question: Thats buttons are lights showing what shaft are working or not? I usually play with the external views off, and I would like to know if that is possible.

7thSeal
08-20-12, 08:30 PM
Had it in my mind that icons would be used for some reason for selecting shafts used. Really like the smaller box with the lit circle options, very clean and simple. :up:

TheDarkWraith
08-20-12, 08:30 PM
Great work TDW! :yeah:

Question: Thats buttons are lights showing what shaft are working or not? I usually play with the external views off, and I would like to know if that is possible.

If the light is lit then that shaft is able to receive speed commands. From left to right they are port shaft enabled for speed commands light, starboard shaft enabled for speed commands light. You click them to turn them on/off.

Topo65
08-20-12, 08:33 PM
Thanks again, TDW!!! :yeah:

TheDarkWraith
08-20-12, 08:34 PM
Had it my mind that icons would be used for some reason for selecting shafts used. Really like the smaller box with the lit circle options, very clean and simple. :up:

I'm trying to figure out how to implement with the SH3/4 UIs :hmmm: SH5 Enhanced was easy to do :yep:

Just testing this in game using v7.2.0. Tested both buttons are they are working just as they should :rock:

7thSeal
08-20-12, 08:38 PM
I'm trying to figure out how to implement with the SH3/4 UIs :hmmm: SH5 Enhanced was easy to do :yep:



Maybe toggle switches like you used for opening torpedo doors or something like that?

arleeds
08-20-12, 08:41 PM
Working on v7.2.0 currently. I've added two new user options so far:
- PatchDecksAwashEnabled (defaults to false)
- DecksAwashDepth (defaults to 7.0m)

Both of these user options will be found in the Patches tab.

If you have the decks awash patch enabled and set the PatchDecksAwashEnabled user option to True then a new icon is added to the depth bar:

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=5830

Clicking it of course takes you to decks awash depth.

Adding the controls necessary for the independent engine controls patch to work with the mod currently :up:

CRAP!! haven't finished the stock game yet while using 7.1.0 and now your on 7.2.0??!

You know how Simon (American Idol) rarely gives complements? but when he does it feels like a "Kodak" moment? (or maybe it's just me)

Me... Imitating Simon's Standing Ovation...

:salute: :salute: :salute: :rock: :rock: :rock:

Keep up the great work and THANK YOU!!

TheDarkWraith
08-20-12, 08:44 PM
CRAP!! haven't finished the stock game yet while using 7.1.0 and now your on 7.2.0??!

You obviously don't remember when the mod was first being developed or weren't around. I was cranking out new versions almost every day to every other day. Now with the GR2 Editor Viewer and developing patches development of this mod is sporadic :)

arleeds
08-20-12, 10:03 PM
You obviously don't remember when the mod was first being developed or weren't around. I was cranking out new versions almost every day to every other day. Now with the GR2 Editor Viewer and developing patches development of this mod is sporadic :)

Just joined subsim recently :oops:
didn't know what treats i would be having...!!! :rock: i knew this game since SH3.. but was too bored to play it.. coz i was only in High school (i think) and didn't know such mods existed...and still "too green" to understand the grasp of "simulations".. but now.. after 10+ years.. bought it, mod it, play it.. can't get enough of it!!!

GOD BLESS YOU MATEY!!! :salute:

Magic1111
08-21-12, 01:49 AM
Working on v7.2.0 currently. I've added two new user options so far:
- PatchDecksAwashEnabled (defaults to false)


Hi TDW!

Why did you set the Decks Awash Option to false as default?:hmmm:

I think we all want to play with this option enabled, so in my opinion you can set the option to true by default, or?! :up:

Only the users there are not want to play with deck awash option enabled must set manually to false....!

Best regards,
Magic:salute:

Troopz
08-21-12, 01:44 PM
Hi,

First, I'd like to say thanks for the mod. It's awesome but I have a bit of an issue with it.

I can't set waypoints on the TAI. I can't even select the sub on the map and the sub marker disappears after a while. I'm guessing it's some mod compatibility issue but I have no idea what it could be.

http://lpix.org/799284/sub_bug_minimap.pnghttp://lpix.org/799284/sub_bug_minimap.png
http://lpix.org/799284/sub_bug_minimap.png

Targor Avelany
08-21-12, 01:50 PM
Hi,

First, I'd like to say thanks for the mod. It's awesome but I have a bit of an issue with it.

I can't set waypoints on the TAI. I can't even select the sub on the map and the sub marker disappears after a while. I'm guessing it's some mod compatibility issue but I have no idea what it could be.

http://lpix.org/799284/sub_bug_minimap.pnghttp://lpix.org/799284/sub_bug_minimap.png
http://lpix.org/799284/sub_bug_minimap.png

have you installed TDW's Real Navigation mod by any chance?

TheDarkWraith
08-21-12, 01:53 PM
Hi,

First, I'd like to say thanks for the mod. It's awesome but I have a bit of an issue with it.

I can't set waypoints on the TAI. I can't even select the sub on the map and the sub marker disappears after a while. I'm guessing it's some mod compatibility issue but I have no idea what it could be.

You have my real navigation mod enabled then. Disable it and you'll be able to do the things you are wanting to do.


More changes in upcoming v7.2.0:
- made the automatic level switching compatible with the decks awash patch. Thus fuel level will be shown until depth > decks awash depth (user option value) + 0.25
- SH5 Enhanced UI: changed how the depth buttons showed graphically what's enabled. Each button defines a depth range. When you click the button it will flash for a brief amount of time (does not highlight anymore on initial click). It may go immediately solid and highlight orange after the first flash if you sub is in the depth range for that button. If after a brief time your sub still isn't in the depth range it will stop flashing. Once your sub enters into the depth range it will go solid and highlight orange. If your sub then leaves that depth range it will flash for a brief time. If you sub re-enters the depth range is goes back solid. If not then it un-highlights and stops flashing. I did not like the way they worked before.

Trevally.
08-21-12, 01:57 PM
Is there a sea state limit for decks awash:hmmm:
High sea = wet watch crew:D

vlad29
08-21-12, 02:01 PM
Is there a sea state limit for decks awash:hmmm:
High sea = wet watch crew:D

I agree and also High Sea --> water in exaust manifolds---> diesel stoped-->dirty engineer:03:

Troopz
08-21-12, 02:02 PM
You have my real navigation mod enabled then. Disable it and you'll be able to do the things you are wanting to do.


That was it. Thanks for the quick answers, both of you.

Can't wait for next update.

e: Next question: I'm also having an issue where my crew doesn't man the deck gun. I can get on it but I can't turn it, I don't think it's TDW UI related but anyway I'll ask here.

volodya61
08-21-12, 02:54 PM
Is there a sea state limit for decks awash:hmmm:
High sea = wet watch crew:D

I agree and also High Sea --> water in exaust manifolds---> diesel stoped-->dirty engineer:03:
you both :O:
:har:

but where is TDW with the new version and the new commands?
my crew waiting and staying in the bunker.. :wah:

Raven Morpheus
08-21-12, 03:40 PM
Hello

I just downloaded this mod as I've been reading things about it (everyone seems to use it) and how much it improves Silent Hunter 5 and fixes some things (not that I've noticed most things as I'm fairly new to the Silent Hunter series having only briefly played SH4 and discarded it) and whilst at first I wasn't so sure about using this mod due to the way some elements of gameplay are altered (from what I've read anyway, and I quite like vanilla SH5 anyway as the bugs don't seem to be too obvious to a noob like me) I have to agree with everyone that it does improve on vanilla SH5 greatly, particularly in the area of immersion.

Now that I've played with this mod for a short period of time vanilla SH5 seems rather bare.

Many thanks for the mod. Although I do kind of feel I need a higher resolution/larger TV or a multi-screen setup (does SH5 support this?) to fit all the charts and dials on so I don't keep having to hide them. :haha:


I do have a few questions though (apologies if they've already been asked and answered) -

1. The crew menu along the bottom centre of the UI. I can see it can be dragged but I can't seem to place it properly along the top where I'd like it, it just flashes on and off and then when I release the mouse button it drops back down to the bottom.

It seems to me to be in the way down the bottom in the centre, just my personal preference of course.


2. I'd like to be able to remove the black/white camera views icon panel along the top as I won't really use it, is it possible to do that or set it to toggle on/off?


3. Is there a way to resize the shipping chart (or any of the other extra charts)? I run the game on a 19" LG LCD TV with the game in a resolution of 1920x1080 (default for my TV) and the shipping chart is a little to big to fit on screen fully, I have to move it up to see the bottom of Africa/the Antartic and thus I end up cutting off the top of the map!


4. Status reports (the ones where you open the captains log and click on the envelope icon) don't appear for me when I click the envelope icon and I can't locate them elsewhere. Are they hidden off screen somewhere or in a different menu?


5. Travel mode doesn't appear to work for me. I'm playing the tutorial (just to get the feel of the new UI) and coming to Kiel each time I increase to 1024 TC and come across a ship/contact/get a message etc. the TC drops to 1. I have tried all the buttons greyed and all the buttons orange and no combination seems to work.

Is there a specific thing I need to do to make travel mode work other than having the button on orange and all the others on grey? I can see this becoming rather annoying!



6. Lastly, I seem to be having a problem using the stadimeter.

I originally downloaded Reaper7's stadimeter fix to use with vanilla SH5 and after working out how to use it (click to activate it when the icon is yellow, icon turns green to indicate it's activated, use TDC interface stadimeter as normal, placing the thick line at the waterline with the other line already positioned on the top of the tallest mast (I think that's correct??), then press the "stadimeter fix" button again to get the correct range value) I found it was working well.

But, when I come to use the stadimeter in this mod I can't make it work the same and it usually gives me a distance that is about half (possibly even less) of what the ruler says the range is.

This is what I'm doing when using the TDW UI -

I make sure I identify the ship first, and I send the mast height to the TDC before using the stadimeter. Then I place the horizontal of the persicope crosshairs at the top of the tallest mast, then press the stadimeter button above the range meter on this mods UI, then align the thicker horizontal line with the water line.

Am I doing something wrong?

Many thanks in advance.

Trevally.
08-21-12, 04:44 PM
1. The crew menu along the bottom centre of the UI. I can see it can be dragged but I can't seem to place it properly along the top where I'd like it, it just flashes on and off and then when I release the mouse button it drops back down to the bottom.

It seems to me to be in the way down the bottom in the centre, just my personal preference of course.

:hmmm:Not sure about this - must be tied to the bottom - perhaps there is an setting for this in the options.py


2. I'd like to be able to remove the black/white camera views icon panel along the top as I won't really use it, is it possible to do that or set it to toggle on/off?

This can be done in the options:up:




I'm playing the tutorial (just to get the feel of the new UI) and coming to Kiel each time I increase to 1024 TC and come across a ship/contact/get a message etc. the TC drops to 1.

this can be changed in the options


6. Lastly, I seem to be having a problem using the stadimeter.

I have a ingame tutorial that shows how to use the stadi - try it:up:

Raven Morpheus
08-21-12, 05:22 PM
:hmmm:Not sure about this - must be tied to the bottom - perhaps there is an setting for this in the options.py


I thought that after posting. Have yet to look though.



This can be done in the options:up:

this can be changed in the options


Cool. I'll have a deeper look through the user options file. I've only briefly looked in it to see how to change the UI to SH4/SH3 (not that I have yet as I like the SH5 enhanced UI) and how to make the XO TDC panel draggable.



I have a ingame tutorial that shows how to use the stadi - try it:up:

Cool. I noticed the tuts, haven't tried any yet as I didn't feel I needed to, will check that stadimeter one out then and see if I can see what I've been doing wrong...



Any ideas on resizing the charts (like the shipping chart), or more importantly how to fix the missing status reports window - it just doesn't seem to want to appear at all for me! :-?

Many thanks.

Mikemike47
08-21-12, 05:25 PM
Hello

1. The crew menu along the bottom center of the UI. I can see it can be dragged but I can't seem to place it properly along the top where I'd like it, it just flashes on and off and then when I release the mouse button it drops back down to the bottom.

It seems to me to be in the way down the bottom in the centre, just my personal preference of course.

:hmmm:Not sure about this - must be tied to the bottom - perhaps there is an setting for this in the options.py

It is in the TheDarkWraithUserOptions.py file under the officers section. Go to the officers tab, then the section "officer bar pinned to the bottom of the screen......". default value is true. Change to false. Save the "TheDarkWraithUserOptions.py" file

Mikemike47
08-21-12, 05:39 PM
I searched for help and can not find the help I need. See my post 9219.
I copied and pasted bits and pieces from posts 9216 and 9217 to create post 9219. I have experimented with IE9 and Firefox 14. I can "reply with quote" for years, but can not get the " multi-quote this message" button to work.
Am I misinterpretting what this multi-quote this message" button actually does? Is post 9217 an example of multi-quoting? How do I recreate that post example?:hmm2:

See post 2 and 3 of this thread:
http://www.subsim.com/radioroom/showthread.php?p=1924843&posted=1#post1924843

Raven Morpheus
08-21-12, 05:50 PM
It is in the TheDarkWraithUserOptions.py file under the officers section. Go to the officers tab, then the section "officer bar pinned to the bottom of the screen......". default value is true. Change to false. Save the "TheDarkWraithUserOptions.py" file


Thanks, just been reading the options file to change the other two I wanted (camera and travel mode TC interruptions), didn't spot that one though. Camera bar is gone, just need to get out of the pen at Kiel to test the TC out (I set the value to 2048 so hopefully it won't interrupt every 5 seconds like it did during the tutorial en route to Kiel.

Just in case anyone else comes across this the exact string for the pinned officer bar is OfficersPinnedToBottomOfScreen = True

EDIT - Changing the above string to false doesn't appear to have worked. :(


Think I just solved the missing status reports window thing I'm having as well, think it's just my noobness and not realising that they're put into the central bit of the captains log where events are listed instead of their own window, I just started a new campaign (now that I've finished the first chapter of my previous campaign) and you immediately receive a status report message, I clicked on it, went looking for the usual window you get in vanilla SH5 and couldn't find it, looked again in the captains log and the message is there under events.

So I think that one is solved.

Just need to resize the shipping chart now, although that's not 100% important, I might see if I can find the .dds, resize it and see if that has any effect, couldn't spot any sizing/positioning options in the options file, but I may have overlooked them.


Many thanks for your help guys, it's much appreciated.

The more I play the game using this TDW UI mod the more I realise just how bare the vanilla version of SH5 really is, vanilla SH5 is still a good game (in my noob opinion) but they could have done so much more and made SH5 so much more immersive from the looks of it. Also makes me wonder what I'm missing out on by ignoring (for the moment) SH4 which I also have installed, but only gone as far as Midway...

TheDarkWraith
08-21-12, 05:50 PM
Finally decided how I was going to implement the independent engine controls for SH3/4:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=5834

Clean and simple! They have a tooltip so when you mouse over them you'll know what they are for.

Now here's something interesting: You can start/stop only the port shaft using SH3/4 UI but you cannot stop only the port shaft in SH5E UI mode :hmmm: Must be something in the py code that I'm overlooking...

I found something else that I'll need to revise the independent engine controls patch for: if you select a speed (not a throttle) then it overrides the independent engine controls. This will require exe change for and I have to find it first.

Another thing to note is that if you press an engine throttle keyboard key (1,2,3, etc.) you will override the independent engine controls. I'm not sure if I like this or don't like this...for one it's a quick way to get both shafts turning at a certain throttle...on the other hand it's overriding the settings set by the user...in order to fix I'd have to have you press another key first before pressing a throttle key so that the game can be updated with your independent engine settings...Thoughts :06:

gap
08-21-12, 06:27 PM
Another thing to note is that if you press an engine throttle keyboard key (1,2,3, etc.) you will override the independent engine controls. I'm not sure if I like this or don't like this...for one it's a quick way to get both shafts turning at a certain throttle...on the other hand it's overriding the settings set by the user...in order to fix I'd have to have you press another key first before pressing a throttle key so that the game can be updated with your independent engine settings...Thoughts :06:

Hi TDW,

what about CTRL 1, 2, etc for left engine control and ALT 1, 2, etc for right engine. just clicking a numeric key without a modifier should automatically select both the buttons for separate engine control in your UI, and set the respective throttle for them. Similarly for CTRL/ALT <number>: previous settings (and respective buttons highlights) are changed accordingly. Possible? :hmmm:

TheDarkWraith
08-21-12, 06:34 PM
Hi TDW,

what about CTRL 1, 2, etc for left engine control and ALT 1, 2, etc for right engine. just clicking a numeric key without a modifier should automatically select both the buttons for separate engine control in your UI, and set the respective throttle for them. Similarly for CTRL/ALT <number>: previous settings (and respective buttons highlights) are changed accordingly. Possible? :hmmm:

Excellent idea and possible :up:. It will require a patch to the exe though and that will take some time to do :yep: But I like the idea and now I just have to figure out how to implement in assembly. In the meantime I've added a hotkey the user can press to update the game with their independent engine settings before pressing a throttle key until I can implement this.

I'm going to have a test verison of v7.2.0 available here shortly. I expect some 'teething' problems with this new idea and the other changes I've made (though I hope for none) so let's start working them out.

THE_MASK
08-21-12, 06:36 PM
I dont use the keyboard except for F7 for battlestations . Will it be possible to just use the GUI for the shafts ?

TheDarkWraith
08-21-12, 06:38 PM
I dont use the keyboard except for F7 for battlestations . Will it be possible to just use the GUI for the shafts ?

That's currently the best way to do it :up: You'll have a test version available here shortly so you can see for yourself :yep:

Targor Avelany
08-21-12, 06:41 PM
heh, guess I'll have to look into the speech rec mod to add this stuff later.

TheDarkWraith
08-21-12, 06:46 PM
heh, guess I'll have to look into the speech rec mod to add this stuff later.

I'll have to update MiTon's speech mod so that it can work with independent engine controls. Currently independent engine controls via speech is not implemented or supported.

TheDarkWraith
08-21-12, 07:05 PM
Test version of v7.2.0 available here: http://www.mediafire.com/?11hz316wzi53cf4

While you all test it out and discover the bugs (if any) I'll be working on trying to find where in the exe when you click a speed (not a throttle setting) it overrides my independent engine controls patch.

There are only two 'bugs' that I know of:
- SH5 Enhanced UI: if you have port engine only selected and you select a throttle setting you will not be able to select all stop. You first have to enable both shafts then you can select all stop. This applies only to when port shaft only is selected.
- Pressing a new throttle key (1,2,3, etc.) overrides my independent engine controls patch. I'm working on a solution currently. In the meantime I've let you define a hotkey for updating the game's independent engine controls. Press that hotkey first before selecting new throttle key.

:|\\

TheDarkWraith
08-21-12, 07:10 PM
I make sure I identify the ship first, and I send the mast height to the TDC before using the stadimeter. Then I place the horizontal of the persicope crosshairs at the top of the tallest mast, then press the stadimeter button above the range meter on this mods UI, then align the thicker horizontal line with the water line.

Am I doing something wrong?

Scope should first be placed on the waterline of the unit then press the stadimeter button. Set the next line at the highest point on the unit. Click mouse to accept :up:

arleeds
08-21-12, 08:41 PM
Test version of v7.2.0 available here: http://www.mediafire.com/?11hz316wzi53cf4

While you all test it out and discover the bugs (if any) I'll be working on trying to find where in the exe when you click a speed (not a throttle setting) it overrides my independent engine controls patch.

There are only two 'bugs' that I know of:
- SH5 Enhanced UI: if you have port engine only selected and you select a throttle setting you will not be able to select all stop. You first have to enable both shafts then you can select all stop. This applies only to when port shaft only is selected.
- Pressing a new throttle key (1,2,3, etc.) overrides my independent engine controls patch. I'm working on a solution currently. In the meantime I've let you define a hotkey for updating the game's independent engine controls. Press that hotkey first before selecting new throttle key.

:|\\

Amazing.. gonna try it out...

TDW.. i use a lot of voice commands (speech recognition (Miton's Edition, Paris Hilton: love it!!))
And was wondering...

You know how you made the officer bar on the bottom, right?
Is it possible to make a voice command that pops up the pop up speech window by calling his rank or by his name, rather then clicking on the officer?
e.g : "WEP Officer/ Mr......./Name of Officer" ---> pops up the speech window (with additional commands by incorperating Athlonic's MCCD)?, I know it's more "complicated" then just to say "follow selected target" or "Surface the boat" or to just teleport to the guy and click on him?

Anyways, thank you for the new update and your tireless work on improving the game... :salute:

TheDarkWraith
08-21-12, 09:51 PM
Is it possible to make a voice command that pops up the pop up speech window by calling his rank or by his name, rather then clicking on the officer?
e.g : "WEP Officer/ Mr......./Name of Officer" ---> pops up the speech window (with additional commands by incorperating Athlonic's MCCD)?

Trying to get the crew dialog box to show (and filled with entries) without have to click on the crewmember is something I've been trying to do for over a year now...

arleeds
08-21-12, 09:59 PM
Trying to get the crew dialog box to show (and filled with entries) without have to click on the crewmember is something I've been trying to do for over a year now...

Speechless...

:rock::rock::rock::rock::rock:

THE_MASK
08-21-12, 10:02 PM
Enabled independant props with the patcher and the options editor . The props tab shows up ok at the bottom of the GUI . Havnt tried it yet . Problem , the dock and warning icons overlap the top right bar . They sit over the top of the TC1onallmessagebox mesages icon etc .

TheDarkWraith
08-21-12, 10:13 PM
Enabled independant props with the patcher and the options editor . The props tab shows up ok at the bottom of the GUI . Havnt tried it yet . Problem , the dock and warning icons overlap the top right bar . They sit over the top of the TC1onallmessagebox mesages icon etc .

Then you either have a corrupt install, corrupted download/extraction, or JSGME hiccuped on you. I just duplicated you using SH5E UI mode and everything is fine :hmmm:

Here is what I saw when the game started:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=5835

THE_MASK
08-21-12, 10:22 PM
I will try again :timeout:
Yes , just a corrupted enabling of mods with the jsgme :(
How do i get only 1 prop to turn ?

TheDarkWraith
08-22-12, 12:01 AM
I will try again :timeout:
Yes , just a corrupted enabling of mods with the jsgme :(
How do i get only 1 prop to turn ?

Assuming you have the independent engine controls patch applied simply click one of the shafts buttons to unselect it. Then simply choose a new throttle. The lights lit under the shafts text correspond to the port and starboard shafts. If the light is lit then the shaft receives speed commands.

THE_MASK
08-22-12, 01:44 AM
Would it be possible that when you click on either port or starboard control light , the sub assumes all stop . Then click on an engine speed ? I havnt really thought too far ahead on this idea i just had .

Troopz
08-22-12, 04:54 AM
After further testing, it seems that my deck gun bug is linked to your mod.

I can man the gun but the gun crew doesn't appear and I can't turn the gun. I'm having this bug on both 7.2.0 and 7.1.0.

Here's the list of mods I have on:
Mighty Fine Crew
Critical Hits Torpedoes
Trevally Automated Scripts & Kiel Canal
Torpedo Speed Abilities Fix
TDW TDC 7.2.0 test


I'll try to only use 7.2.0 see if I'm getting the bug with it.
edit: With only TDW mod, I'm still getting the bug and JSGME mod validator says the mod is correctly installed.
Here's a screenshot: http://lpix.org/799758/TDW_mod_gun_bug.pnghttp://lpix.org/799758/TDW_mod_gun_bug.pnghttp://lpix.org/799758/TDW%20mod%20gun%20bug.png

gap
08-22-12, 05:51 AM
After further testing, it seems that my deck gun bug is linked to your mod.

I can man the gun but the gun crew doesn't appear and I can't turn the gun. I'm having this bug on both 7.2.0 and 7.1.0.

Here's the list of mods I have on:
Mighty Fine Crew
Critical Hits Torpedoes
Trevally Automated Scripts & Kiel Canal
Torpedo Speed Abilities Fix
TDW TDC 7.2.0 test


I'll try to only use 7.2.0 see if I'm getting the bug with it.
edit: With only TDW mod, I'm still getting the bug and JSGME mod validator says the mod is correctly installed.
Here's a screenshot: http://lpix.org/799758/TDW_mod_gun_bug.pnghttp://lpix.org/799758/TDW_mod_gun_bug.pnghttp://lpix.org/799758/TDW%20mod%20gun%20bug.png

Troopz,
having looked at your screenshot I can only say that for manning that deckgun you would need for an entire squad of frogmen, wich I am afraid is not implemented in this mod. :D :salute:

http://lpix.org/799758/TDW

THE_MASK
08-22-12, 06:11 AM
You have to be surfaced to use the deck gun . Press the surfaced icon on the left of the GUI . Can anyone get the single propellor to work with the UI 7.2 . I cannot get it to work .

Topo65
08-22-12, 09:32 AM
Yes, Sober. Working as TDW wrote in 9229 post, here.

http://img24.imageshack.us/img24/7996/sh5img20120822104155.th.jpg (http://img24.imageshack.us/i/sh5img20120822104155.jpg/)

Trevally.
08-22-12, 11:49 AM
Troopz,
having looked at your screenshot I can only say that for manning that deckgun you would need for an entire squad of frogmen, wich I am afraid is not implemented in this mod. :D :salute:



:har::up:

Raven Morpheus
08-22-12, 01:20 PM
Scope should first be placed on the waterline of the unit then press the stadimeter button. Set the next line at the highest point on the unit. Click mouse to accept :up:


Doh! I was doing it the wrong way round then. :haha::/\\!!

Haven't had a chance to go through the tutorial Trevally mentioned but I just had a go at ranging a war ship off the coast of Britain as I was already in place to do so and tried placing the stadimeter line on the highest point, which was in this case the mast (on a A Class destroyer from what I could tell in the darkness of night) and that didn't quite work so I went for the funnels and that worked like a charm.

Many thanks for the tip. :up:


The new engine controls are looking nice btw. Not sure I'd use them but I'll give the new build of the UI a go at some point anyway. :up:

Troopz
08-22-12, 04:59 PM
Troopz,
having looked at your screenshot I can only say that for manning that deckgun you would need for an entire squad of frogmen, wich I am afraid is not implemented in this mod. :D :salute:


Doh! My mistake, I believe in vanilla you could fire the deck gun even if the deck was 'awash'. Anyway, got back to playing finally and nabbed me 3 carriers in one patrol, early 1940's a bit easy.

Raven Morpheus
08-22-12, 08:49 PM
Hello again

I've been trying to gauge the speed of ships but I'm having a bit of problem doing so using this UI mod.

The XO TDC function ends up giving me silly speeds for freighters, speeds like 44kts when the recognition manual states they only do 13kts max!

I also cannot find out the speed by hovering over them like you can in vanilla SH5 and when I click on a target the info displayed doesn't give the speed, it's shown as ---

Probably doing something wrong myself, but I'm wondering if there is there any way of getting the speed and range info when hovering over a target back (also the speed info when hovering over the speed control on each speed), I found that really helpful in vanilla SH5 and it would be better as this UI mod's alternative doesn't seem to work for me. I've had a look in the options file but can't immediately spot anything relating to this, I did see the string "ShowContactsActualSpeed = False" and changed it to "True" but it didn't seem to have any effect.

Thanks.

TheDarkWraith
08-22-12, 09:05 PM
You will get erroneous speed readings if you TDC AOB dial is set incorrectly.

If you want to get the contact's speed back by hovering over it then enable item notes in the upper right top extended bar.

THE_MASK
08-23-12, 03:43 AM
Test with NewUIs_TDC_7_2_0_ByTheDarkWraith
Using depth icons
If i go from submerged to decks awash i dont get the crew on deck . Is there a way to have the game flash the icon red or disable the icon until the correct icon sequence is pressed . I should have gone from submerged , then surfaced then decks awash .

I get a big script error page when crash diving when the sub gets to around 100mts depth .

TheDarkWraith
08-23-12, 07:17 AM
Test with NewUIs_TDC_7_2_0_ByTheDarkWraith
Using depth icons
If i go from submerged to decks awash i dont get the crew on deck . Is there a way to have the game flash the icon red or disable the icon until the correct icon sequence is pressed . I should have gone from submerged , then surfaced then decks awash .

I get a big script error page when crash diving when the sub gets to around 100mts depth .

There shouldn't be any sequence needed to get crew on the deck. Going from submerged to decks awash should have crew on deck when you get to decks awash depth.

What does this script error say when the sub gets to around 100m depth?

Segwin
08-23-12, 08:06 AM
I'm just setting up the UIs for the first time.

I'm in the RADIO tab and 3rd line down is Set time compression to one on radio message received = true (default)

12 line down is Set time compression to one when a new radio message is received = false (default)

Wouldn't all radio messages be considered new? Wouldn't line 3 override line 12?

Thanks.

Raven Morpheus
08-23-12, 08:22 AM
You will get erroneous speed readings if you TDC AOB dial is set incorrectly.

Oh I see. That's probably it then. Haven't quite got the hang of setting AOB yet.


If you want to get the contact's speed back by hovering over it then enable item notes in the upper right top extended bar.


Cool. Thought it might have been there somewhere, you seem to think of everything. :up::yeah:

Raven Morpheus
08-23-12, 04:12 PM
Been looking through the recognition manual that comes with the TDW UI and noticed that some ships, not all just some, have a 2nd set of information just above the image, it also doesn't always correspond to the information given on the right hand page.

You can see what I mean in this screengrab, I've highlighted the bits in question in red boxes -

http://img405.imageshack.us/img405/5769/sh52012082321284865.jpg



It appears that some of the .dds files still have this information on them.

An easy fix, on the _sil.dds files for the ships in question just black out the data on the main layer and alpha layer and save the file again.

Trevally.
08-23-12, 04:27 PM
:hmmm: not sure about that sorry.

Did you know that you can click on the "ADDITIONAL INFO" line:D

http://img571.imageshack.us/img571/3703/sh5img20110310163521.png


http://www.subsim.com/radioroom/showpost.php?p=1616505&postcount=75

Raven Morpheus
08-23-12, 04:47 PM
:hmmm: not sure about that sorry.

Did you know that you can click on the "ADDITIONAL INFO" line:D

http://img571.imageshack.us/img571/3703/sh5img20110310163521.png


http://www.subsim.com/radioroom/showpost.php?p=1616505&postcount=75


Probably just my install, I had the ERM v2.10 mod installed prior to installing the TDW UI mod so it could just be files haven't been overwritten. I'm going to look for a clean set of the art files and copy them over, I believe TDW's FX_Update has a nice clean set, if not I'll just re-install SH5 but keep my current install as a copy and take the files from the fresh install (assuming of course they all exist), if not I'll just edit the files myself.

Thanks for the tip on the Additional Info line, wondered what that's for, haven't bothered seeing if it's clickable yet though. :up:


EDIT - I found out where the problem lied. It's actually in TDW's FX Update v0.0.19. That's the mod which contains the .dds files which have that extra data on them. So I looked in the backup JSGME makes, renamed the backups of the relevant files back to .dds and copied them to the relevant folders and the images are back to normal.

The ships affected for me were as follows -

Duilio
Duke Of York
Suffolk
Eagle
Furious
Hermes
Archer
Attacker
Audacity
Charger
Sangamon
Town
Stork
Hog Island War Supplies
Thetis (in-game I had one called something or other Cutter, this is referred to in the files as Thetis)
Troop Transport (called Mauretania in the files)
SC497
Rawalpindi (the AMC's)


Hope that helps anyone else that comes across this issue.

Targor Avelany
08-23-12, 06:35 PM
Probably just my install, I had the ERM v2.10 mod installed prior to installing the TDW UI mod so it could just be files haven't been overwritten. I'm going to look for a clean set of the art files and copy them over, I believe TDW's FX_Update has a nice clean set, if not I'll just re-install SH5 but keep my current install as a copy and take the files from the fresh install (assuming of course they all exist), if not I'll just edit the files myself.

Thanks for the tip on the Additional Info line, wondered what that's for, haven't bothered seeing if it's clickable yet though. :up:


EDIT - I found out where the problem lied. It's actually in TDW's FX Update v0.0.19. That's the mod which contains the .dds files which have that extra data on them. So I looked in the backup JSGME makes, renamed the backups of the relevant files back to .dds and copied them to the relevant folders and the images are back to normal.

The ships affected for me were as follows -

Duilio
Duke Of York
Suffolk
Eagle
Furious
Hermes
Archer
Attacker
Audacity
Charger
Sangamon
Town
Stork
Hog Island War Supplies
Thetis (in-game I had one called something or other Cutter, this is referred to in the files as Thetis)
Troop Transport (called Mauretania in the files)
SC497
Rawalpindi (the AMC's)


Hope that helps anyone else that comes across this issue.

in this case placing the FX Update before TDW NewUI should fix the problem. If I understood correctly.

Dogfish40
08-23-12, 07:20 PM
TDW. I've really been trying to keep up. I've installed the new Test UI 7.2 and installed the new patcher. I have gone into the options file editer for the UI but I'm not seeing any new changes, whats more my old settings are already in. Did I bring up the wrong file here? Anyway, what I need is A-Z instructions, on what I need to do to observe the new changes. The info is getting kind of broken up here and it would be nice if I could just have a read me file or something like that so I can install this correctly.
I can't wait to get this rolling, it all looks just fantastic.
Thanks.
D40 :salute:

TheDarkWraith
08-23-12, 07:44 PM
TDW. I've really been trying to keep up. I've installed the new Test UI 7.2 and installed the new patcher. I have gone into the options file editer for the UI but I'm not seeing any new changes, whats more my old settings are already in.

You don't see a Patches tab? I do :hmmm:

Raven Morpheus
08-23-12, 08:20 PM
in this case placing the FX Update before TDW NewUI should fix the problem. If I understood correctly.


Sadly not as I do have it loaded before TDW UI. Having had a look at the files in TDW UI, it doesn't come with the related .dds art files so the load order wouldn't make a difference.

Something to watch out for if you install FX Update v0.0.19 I guess. I'm guessing most people just live with it though, or just haven't really spotted it. It's no big deal though, I just find it made the ERM look a bit untidy.

Dogfish40
08-24-12, 11:09 AM
You don't see a Patches tab? I do :hmmm:

Yeah, TDW
My bad. I had erroneously loaded the old UI options file (I mentioned that my boat number and name were already in place, that was a red flag) anyway, I got the new options file in and installed the new patcher with all patches enabled and tested the game just to make sure there was no basic problem with functionality.
The game runs fine.
Now, I notice that one of the options in the new UI on the patches page, askes me if I have the seperate engine control enabled. How do I know if it is?
To make this short, I really need to know what to do next about the seperate engine control.
Thanks Mucho,
D40 :D

TheDarkWraith
08-24-12, 12:06 PM
Now, I notice that one of the options in the new UI on the patches page, askes me if I have the seperate engine control enabled. How do I know if it is?
To make this short, I really need to know what to do next about the seperate engine control.
Thanks Mucho,
D40 :D

If you have installed the independent engines control patch then change the user option in the patches tab to True for it and you'll be able to give seperate throttle/speed commands to your sub's shafts :up:

Dogfish40
08-24-12, 12:14 PM
If you have installed the independent engines control patch then change the user option in the patches tab to True for it and you'll be able to give seperate throttle/speed commands to your sub's shafts :up:


Hi TDW,
That's part of my question, how do I know if it's installed?
I enabled everything offered in the files that the Patcher opens. None of those that I can see is named "Seperate engine control" or something to that effect, so part of my question is; How do I enable 'seperate engine control'?
Or have I done this already by simply enabling what the Patcher gives me?
D40 :salute:

volodya61
08-24-12, 12:44 PM
@Dogfish40

http://s19.postimage.org/e8yn9zoqn/image.jpg (http://postimage.org/image/e8yn9zoqn/) http://s19.postimage.org/9ocgv251b/image.jpg (http://postimage.org/image/9ocgv251b/)

TheDarkWraith
08-24-12, 01:22 PM
Hi TDW,
That's part of my question, how do I know if it's installed?
I enabled everything offered in the files that the Patcher opens. None of those that I can see is named "Seperate engine control" or something to that effect, so part of my question is; How do I enable 'seperate engine control'?
Or have I done this already by simply enabling what the Patcher gives me?
D40 :salute:

Are you using the newest version of the GenericPatcher? If so you'll see entries like posted above in it. Enable those for independent engine controls.

Dogfish40
08-24-12, 01:23 PM
@Dogfish40

http://s19.postimage.org/e8yn9zoqn/image.jpg (http://postimage.org/image/e8yn9zoqn/) http://s19.postimage.org/9ocgv251b/image.jpg (http://postimage.org/image/9ocgv251b/)

Ahoy volodya61,
Thank you so much. This is exactly what I needed. I saw the page on the left in the UI options, but I don't have the correct Patcher on the right (for some stupid reason) and this is the answer.
I now have to go back to my drawing board and see where I screwed up.
I knew I did, I just didn't know where.
I owe you a beer:()1:
D40

Targor Avelany
08-25-12, 06:04 PM
sorry, TDW, can't test the individual controls atm - still trying to polish out my mod list.. lol..

But, on the side note, I would love if you eventually enable re-sizing/maximizing windows for all of your tools :)