View Full Version : [REL] Multiple UIs for SH5 with TDC
Dogfish40
12-11-12, 11:26 AM
If you are using Darkwraith's UIC and the Real Navigation scripts, know this:
After returning to port and/or when switching to a different career, change to a new log book. The reason is that your old position marks are kept and your new patrol or other career will zoom to the last position. (of the previous log recording)
If you name your careers and your saved games in a continuous fashion, this can screw up your next patrol. For instance, I have a career named Second and the saved games are all called second. (of four) When the Second boat returned to port and was leaving on a new patrol, it zoomed across England to a position near Scotland. The boat was still at Kiel, but the Navigator thought we were at the last Nav position of the previous patrol.
I am using version 7.1 of the UIC and the SH5 variant.
Good Post: I read you loud and clear. I specifically name my patrols by Campaign and Patrol. So I abbreviate to keep this system going. So far I haven't run into any more problems like this.
One thing though, I thought that the saves were also 'Date" based as well with the time. So when you look at the actual game save in my docs, it has a date/time tag on the title. I thought that this would help get around the problem of the wrong game save being loaded.
???
D40:hmmm:
drderek
12-15-12, 10:17 PM
I'm having trouble with the SH5E UI. I look at all the screenshots of the mod, and everything is all spaced out and looks very nice. But when I installed the mod, Everything is squashed together. The pictures of the crew collides with the heading compass, and when im in my attack scope. It interferes with the TDC window. The depth meter is also stretched out. And when i hold the Ctrl button, the captain walks sideways. The problem is probably me, but i would greatly appreciate any help/advice you have
Fish In The Water
12-16-12, 03:18 PM
I'm having trouble with the SH5E UI. I look at all the screenshots of the mod, and everything is all spaced out and looks very nice. But when I installed the mod, Everything is squashed together. The pictures of the crew collides with the heading compass, and when im in my attack scope. It interferes with the TDC window. The depth meter is also stretched out. And when i hold the Ctrl button, the captain walks sideways. The problem is probably me, but i would greatly appreciate any help/advice you have
Have you enabled the appropriate resolution patch? IIRC, they should be inside the [do not enable] 'Scopes' folder. Try enabling the one for your particular screen resolution and see if that helps. :sunny:
Oh, and welcome to Subsim! :salute:
drderek
12-16-12, 08:50 PM
Have you enabled the appropriate resolution patch? IIRC, they should be inside the [do not enable] 'Scopes' folder. Try enabling the one for your particular screen resolution and see if that helps. :sunny:
Oh, and welcome to Subsim! :salute:
Thanks, and I just tried to do that. Nothing happened :wah:
I'm currently running the game at 1366*768, 683:384, 60 Hz
I did try lowering the resolution to see if that worked, and still nothing.
21deves
12-23-12, 07:49 PM
I have a problem with the mod, just look at this:
http://postimage.org/image/btkf4lgpz/
May anyone tell me how to fix that? (At the left bottom of the picture, there're some boxes on each other and the rudder is not working.). Thanks !
:salute:
Sandman_28054
12-23-12, 09:38 PM
Tip my hat to ya.
Just downloaded it, and it works fine!
SH5 Enhanced is da boss.
Before I couldn't hit a thing unless it was docked. Now...6 fish fired, 2 ships sunk!
Congrats on a well thought out Mod.:rock:
Just one question, is there a way to make the phonograph louder?
Sandman_28054
12-24-12, 09:35 AM
One more quick question.
I'm using TheDarkWraith version 7.1.0. But I am unable to find the place or document to change the style (i.e.: SH3 Style, SH4 Style, SH5 Enhanced).
Can somebody direct me to it if I were inclinded to try a change?
And is the progression/advancement of U Boats the same as SH3?
Mikemike47
12-24-12, 03:25 PM
I'm using TheDarkWraith version 7.1.0. But I am unable to find the place or document to change the style (i.e.: SH3 Style, SH4 Style, SH5 Enhanced).
Can somebody direct me to it if I were inclinded to try a change?
Make sure you are in port for this. Disable all mods that overwrite DarkWraith version 7.1.0 and DarkWraith version 7.1.0 itself.
Use the options file editor viewer in the applications section of TheDarkWraith version 7.1.0 mod. Open the TheDarkWraithUserOptions.py.
Look for the "UI" tab at the top. Scroll down to the items and look for "UI style used in-game. Click on the +/- for the dropdown menu. Double click the option such as SH5Enhanced, SH4Style or SH3Style. Another pop up window should appear. The "accept button" should appear if it is not a setting you have all ready. Accept and reenable all mods as necessary.
Sandman_28054
12-24-12, 03:31 PM
And is the progression/advancement of U Boats the same as SH3?
A little search answered this question.
Sandman_28054
12-24-12, 03:31 PM
Make sure you are in port for this. Disable all mods that overwrite DarkWraith version 7.1.0 and DarkWraith version 7.1.0 itself.
Use the options file editor viewer in the applications section of TheDarkWraith version 7.1.0 mod. Open the TheDarkWraithUserOptions.py.
Look for the "UI" tab at the top. Scroll down to the items and look for "UI style used in-game. Click on the +/- for the dropdown menu. Double click the option such as SH5Enhanced, SH4Style or SH3Style. Another pop up window should appear. The "accept button" should appear if it is not a setting you have all ready. Accept and reenable all mods as necessary.
I'll try again, but I haven't seen the .py file.
volodya61
12-24-12, 03:49 PM
I'll try again, but I haven't seen the .py file.
data/Scripts/Menu
Neckeros
12-26-12, 07:44 PM
Nice mod - many thanks
Fish In The Water
12-27-12, 02:07 AM
Nice mod - many thanks
Welcome aboard Neckeros! :salute:
Mack Bartz
12-27-12, 03:26 AM
Great Mod that's all I can say.
Fish In The Water
12-27-12, 05:03 PM
Great Mod that's all I can say.
Welcome to Subsim Mack, and thanks for the feedback! :sunny:
THE_MASK
12-27-12, 09:17 PM
I notice a bug . When you play a single mission then exit out to the main page and load a campaign save things like the underwater icons on the top right are not in the correct place . This also happens if you are playing the campaign and finish playing and exit to the main page and then reload a campaign save . You have to completely exit the game once you are finished playing if you want to load a campaign save . Maybe this is CO2 bug as well , i havnt checked .
volodya61
12-28-12, 05:02 AM
..Maybe this is CO2 bug as well , i havnt checked .
Nope.. it's not a CO2 bug..
With each reload warning icons are shifted to the right and then drop off the edge of the screen..
And yes if you completely quit the game after a new load they will be again in its place..
Diego2301
12-29-12, 03:00 AM
Help!
I can't find how to drag the TDC XO's window out of view, I edited the options with the app provided (changed the TDC XO window draggable to True) but no matter how I click on it, it's not draggable.
Also, is there a way to change the size of the icons? I feel they're too big and I've seen tutorials where they're much decent in size (I mean the icons in game).
Also, I also modified the options so that many menu bars would hide unless I scroll my mouse over them, it doesn't happen.
Thanks!
Edit: Now I can't reach all the charts, since they appear clustered at the top left corner of my screen, I can only drag the 2 speed charts and the flag chart, but the booklet with the ships info is out of view. Everything is so incredibly oversized.
Trevally.
12-29-12, 05:49 AM
Help!
I can't find how to drag the TDC XO's window out of view, I edited the options with the app provided (changed the TDC XO window draggable to True) but no matter how I click on it, it's not draggable.
Press "L" and it will jump to where your messages are.
This keeps it out of the scope while sinking ships.
Also, is there a way to change the size of the icons? I feel they're too big and I've seen tutorials where they're much decent in size (I mean the icons in game).
Not sure
TDWs has other folders in the download... some of these may be new icons and thus would be installed after the main mod.
Also, I also modified the options so that many menu bars would hide unless I scroll my mouse over them, it doesn't happen.
Did you save the options.py?
Always edit it before you install the mod. If you do it installed, it will work ok, but each time you move it, the options changes will be undone by jsgme.
So edit it before you install.
Install
Then edit it again to add the snorkel (if you want it). The snorkel needs to be added with the mod installed. You must reset the options editor and tell it that the file to edit is now in the game and not just the MODS folder.
Hope that came out right:88)
Thanks!
Edit: Now I can't reach all the charts, since they appear clustered at the top left corner of my screen, I can only drag the 2 speed charts and the flag chart, but the booklet with the ships info is out of view. Everything is so incredibly oversized.
delete all draggables from C:\Ubisoft\Silent Hunter 5 (Pagelayout_Draggables.tdw etc)
Everything is so incredibly oversized.
Have you already tried increasing in-game resolution settings? The lower is the resolution the bigger will look the UI compared with the rest :yep:
SixthFall
12-30-12, 06:01 PM
Hey, can someone help me please? I installed this mod with fx update 1.9. I have version 1.2.0 of the game and I installed correctly with JGSME (i think thats what the acronym is :p), And everything works except 2 bugs. One bug is the crew quick select overlaps with the heading tool at the bottom of the UI, and the second, much bigger issue is when I try to use the attack periscope, Nothing appears. I can see the crosshairs and the bering, but no image, just a black background. I can still see the torpedo stuff and the guages on the right though. I have not messed with any of the files, just installed and played the game. My screen res is 1366x768.
Thanks guys!
Tonci87
12-30-12, 06:18 PM
Hey, can someone help me please? I installed this mod with fx update 1.9. I have version 1.2.0 of the game and I installed correctly with JGSME (i think thats what the acronym is :p), And everything works except 2 bugs. One bug is the crew quick select overlaps with the heading tool at the bottom of the UI, and the second, much bigger issue is when I try to use the attack periscope, Nothing appears. I can see the crosshairs and the bering, but no image, just a black background. I can still see the torpedo stuff and the guages on the right though. I have not messed with any of the files, just installed and played the game. My screen res is 1366x768.
Thanks guys!
this might sound stupid, but did you raise the periscope? :O:
SixthFall
12-30-12, 06:36 PM
I just clicked on it inside the conning tower. Is there a key to raise and lower it? If so, what is the key? (as the observation scope seems to do that automatically) Also, as my resolution is 16x9, will I need to use the 16x9 manos patch?
SixthFall
12-30-12, 06:51 PM
this might sound stupid, but did you raise the periscope? :O:
DERP, That was the issue, lol i feel stupid now :p
Thanks!
Tonci87
12-30-12, 07:02 PM
DERP, That was the issue, lol i feel stupid now :p
Thanks!
The simple things are the most effective :salute:
volodya61
12-30-12, 07:23 PM
this might sound stupid, but did you raise the periscope? :O:
The simple things are the most effective :salute:
:har::rotfl2:
I couldn't guess ask about it..
Tonci :yeah:
..as my resolution is 16x9, will I need to use the 16x9 manos patch?
Would be better with manoscope patch..
PS: Welcome aboard SixthFall!
:salute:
Fish In The Water
12-31-12, 12:38 AM
DERP, That was the issue, lol i feel stupid now :p
Thanks!
No worries. Glad you're sorted and welcome aboard! :sunny:
SixthFall
01-02-13, 09:16 PM
No worries. Glad you're sorted and welcome aboard! :sunny:
Thanks! Also, why does the snorkel not work? I go to snorkel depth, slowest speed and i use the raise snorkel command in the officer's bar, but it says snorkel not available. Any ideas?
Fish In The Water
01-02-13, 09:49 PM
Thanks! Also, why does the snorkel not work? I go to snorkel depth, slowest speed and i use the raise snorkel command in the officer's bar, but it says snorkel not available. Any ideas?
They're not available early war as per historical timelines. If you want them sooner you have to edit the (sub specific) start date. :sunny:
SixthFall
01-02-13, 10:01 PM
They're not available early war as per historical timelines. If you want them sooner you have to edit the (sub specific) start date. :sunny:
Oh, so I do get them eventually? Cool.
volodya61
01-03-13, 06:13 AM
Thanks! Also, why does the snorkel not work? I go to snorkel depth, slowest speed and i use the raise snorkel command in the officer's bar, but it says snorkel not available. Any ideas?
Oh, so I do get them eventually? Cool.
You can enable the snorkel at anytime using the OptionsFileEditorViewer located in the data/Applications (first tab)..
You can enable it in the bunker only (not in patrol)..
Make sure your mod is enabled via JSGME..
If you want them sooner you have to edit the (sub specific) start date.
Wrong way for NewUIs users..
Fish In The Water
01-03-13, 07:27 PM
Wrong way for NewUIs users..
Right, I don't use it. :03:
kuba0191
01-04-13, 04:58 PM
Hi. I am a new person here but not a new Silent Hunter player. Anyway, I bought the last version of SH quite recently and would like to install best of the available mods. I would like to install this one. I have found a movie which says how to install it and many other things concerning that mod but I cannot find a proper link to download it. So, I please you to give me the link. :)
Kuba.
volodya61
01-04-13, 05:07 PM
Welcome aboard Kuba! :salute:
Current version of this mod is 7.1.0
You can find the link at the bottom of the post #1
Trevally.
01-07-13, 04:59 PM
Welcome aboard Kuba! :salute:
Current version of this mod is 7.1.0
You can find the link at the bottom of the post #1
Also from now in the download section http://www.subsim.com/radioroom/downloads.php?do=file&id=1582
:up:
DAZZA3483
01-08-13, 07:18 PM
Hello to you all,first post and all that! :up:
I'm having a problem loading this mod 7.2.Even with all other mods disabled I'm still getting this odd screen message that I cant remove,upon loading a game it simply crashes back to desktop....
http://i11.photobucket.com/albums/a188/HARTMANN44/sh52013-01-0900-03-59-07_zps97a3f204.png
Could it be a possible conflict with the files?.Any help would be very welcome as I would love to utalize this mod..many thanks in advance!
THE_MASK
01-08-13, 07:21 PM
Dont just enable the whole thing . Look inside the mod for the actual folders to enable . You must start a new campaign .
Or if you don't use TDW's UIs you can use Free Upgrades mod and the FG patch mod. No cost and you get to have the snorkel.... even in 1939.
I did have it at one time, but it was installed with the VIIC41 - Start with in beginning of campaign mod and Sort of. IX BOAT MOD v1a mod. Snorkel was on the Turm but I could never get it to raise.... I couldn't find the key to raise and lower it. :oops:
DAZZA3483
01-08-13, 08:25 PM
Cant even start a new campaign,simply crashes to uplay central.Would it be advisable to do a clean install of SH5 and then try the mod again?:hmmm:
volodya61
01-08-13, 08:39 PM
Try to reinstall the game and then patch it to v1.2 manually instead of through the autoupdate..
Hello to you all,first post and all that! :up:
I'm having a problem loading this mod 7.2.Even with all other mods disabled I'm still getting this odd screen message that I cant remove,upon loading a game it simply crashes back to desktop....
http://i11.photobucket.com/albums/a188/HARTMANN44/sh52013-01-0900-03-59-07_zps97a3f204.png
Could it be a possible conflict with the files?.Any help would be very welcome as I would love to utalize this mod..many thanks in advance!
Had exact same issue with 7.1 once.
Had to complete reinstall...and make sure of NewUIs order position in the mod soup :yep:
DAZZA3483
01-08-13, 09:52 PM
Could you give a rough guide as to its position in a mod soup please?
Ok, my mods soup running great here:
TDW Genericpatcher v1_0_67_0
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_19_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s
Stormys_DBSM_additional_creaks_and_noises_1.0
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
MRP 1.3 + OPCF light
MRP 16X9 patch
IO_StrategicMap_4_7_for_TDWv710
IO_MapCourseLine_normal pencil_mod
IRAI_0_0_37_ByTheDarkWraith
No Damn Bubbles, No Damn Halo Mod
Accurate German Flags
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
SC_Music_DasBoot
Wordeees' Actual Footage Menu
Sub_Exhaust_1_0_5_byTheDarkWraith
Shadow Improvement Mod
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
sobers NO water drops V1
smaller flags for Warships 1_0b
Goodbye pacman
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
Webster's Smaller Rain for v1.5
stoianm pitch&roll for SH5 V1 (normal)
Sober best ever fog V20 SH5
Sobers no footstep sound mod
fraforno
01-10-13, 10:19 AM
Hello, I have a blocking problem with all versions of this mod (I tried 7.1, 7.2 and the one included in MMM megamod): even with a fresh install and this mod alone enabled, I have a game freeze as soon as a torpedo hits a target and an explosion is rendered. My video card is an ati radon 5850. Anyone has experienced this problem? Disabling the mod solves the problem.
volodya61
01-10-13, 10:35 AM
Hello, I have a blocking problem with all versions of this mod (I tried 7.1, 7.2 and the one included in MMM megamod): even with a fresh install and this mod alone enabled, I have a game freeze as soon as a torpedo hits a target and an explosion is rendered. My video card is an ati radon 5850. Anyone has experienced this problem? Disabling the mod solves the problem.
What kind of target you hit? enemy? or German/friendly?
have a look at this post - http://www.subsim.com/radioroom/showpost.php?p=1988052&postcount=12
or at whole thread - http://www.subsim.com/radioroom/showthread.php?t=201192
fraforno
01-10-13, 10:45 AM
A polish merchant ship. Either in the tutorial or in a custom-made mission, the result is the same, regardless of the year I set for the mission
volodya61
01-10-13, 11:17 AM
may be worth trying other objectives? not only a polish merchant?
fraforno
01-10-13, 11:30 AM
Yep, I'll give it a try as soon as I get home :)
fraforno
01-11-13, 01:19 AM
I installed MyMegaMod (which includes TDW UI 6.9) and I created a mission with a single docked Biritish warship, in 1943 so it's definitely enemy. I sunk it and no freeze! Now I started a campaign, let's see what happens.
Thank you. :up:
sleepless
01-11-13, 03:08 PM
Hello I have two problems and am unaware how to fix it.
First is there any way to adjust the officer panel in the UI On small monitors it's covering part of the UI used for manual steering.
Second I can't seem to get my sub to display on the map to plot a course it shows all spotted subs and ships but my own so I have no way of plotting a course thanks
Kev
THE_MASK
01-11-13, 04:38 PM
Hello I have two problems and am unaware how to fix it.
First is there any way to adjust the officer panel in the UI On small monitors it's covering part of the UI used for manual steering.
Second I can't seem to get my sub to display on the map to plot a course it shows all spotted subs and ships but my own so I have no way of plotting a course thanks
KevUnenable real navigation mod in the mod enabler :yep:
kuba0191
01-12-13, 06:27 AM
Hello. It is indeed a great mod but...
well, I have one problem which is probably not a problem for profesionals but for me it is. I do not know how to use that torpedo computer stuff(I mean TDC). After installing NewUIs_TDC_7_1_0_ByTheDarkWraith I can not just pick up(choose) target and send a torpedo by clicking only once.
So:
1. How can I change it? I would like to use this simple function which does not force me to do any calculations. ;)
2. Is there any TDC tutorial? Maybe, I will finally learn how to use it and become more professional captain. :)
volodya61
01-12-13, 07:34 AM
1. How can I change it? I would like to use this simple function which does not force me to do any calculations. ;)
Have a look here - http://www.subsim.com/radioroom/showthread.php?t=165015
2. Is there any TDC tutorial? Maybe, I will finally learn how to use it and become more professional captain. :)
here - http://www.subsim.com/radioroom/showthread.php?t=181538
and here - http://www.subsim.com/radioroom/showthread.php?t=177725
kuba0191
01-12-13, 08:57 AM
You wrote: "Have a look here - http://www.subsim.com/radioroom/showthread.php?t=165015"
After installing theDarkWraith mod, I do not have that "locking" option/button.
Am I right or just do not see that?
volodya61
01-12-13, 01:06 PM
You wrote: "Have a look here - http://www.subsim.com/radioroom/showthread.php?t=165015"
After installing theDarkWraith mod, I do not have that "locking" option/button.
Am I right or just do not see that?
didn't understand.. what you don't have now? the button "spacebar"? I understand correctly?
kuba0191
01-13-13, 04:32 AM
Ok. It just works a little bit different than in SH III. Thank you for all your help. Now, I can play. ;)
TheDarkWraith
01-14-13, 02:31 PM
I notice a bug . When you play a single mission then exit out to the main page and load a campaign save things like the underwater icons on the top right are not in the correct place . This also happens if you are playing the campaign and finish playing and exit to the main page and then reload a campaign save . You have to completely exit the game once you are finished playing if you want to load a campaign save . Maybe this is CO2 bug as well , i havnt checked .
This is not good. Do you know which version of the mod caused this to start? I'll see if I can reproduce it. What version of the mod were you using?
volodya61
01-14-13, 02:53 PM
..Do you know which version of the mod caused this to start? ..What version of the mod were you using?
I'm using version 7.2.0 test2 and this starts since version 7.2.0..
See my post below the Sober's post - http://www.subsim.com/radioroom/showpost.php?p=1984275&postcount=9532
TheDarkWraith
01-14-13, 09:03 PM
I'm using version 7.2.0 test2 and this starts since version 7.2.0..
See my post below the Sober's post - http://www.subsim.com/radioroom/showpost.php?p=1984275&postcount=9532
ok this should fix the problem: http://www.mediafire.com/?0kj36fc25qx6oa5
place in \data\Scripts\Menu. This is only for those using test v7.2.0
After looking at that file I was asking myself wtf was I thinking :shifty:
Was v7.2.0 stable to be a releasable version (with this patch)?
volodya61
01-14-13, 09:18 PM
Was v7.2.0 stable to be a releasable version (with this patch)?
Thank you, sir :)
I'm using v7.2.0 almost five months and only this bug was spotted..
THE_MASK
01-14-13, 10:58 PM
The only other bug i know of ( dont know what versions it effects) but using 7.2 . When i am surfaced and click on the crash dive icon the sub dives correctly to 150 mts . Then if i want to dive deeper than 150 mts and click on the dive icon the sub starts surfacing . PS , the skipping smoke from ships funnels , driving me mad .
Do the independent engine controls allow you to do anything differently with the sub? I tried making sharper turns by turning only one on or by putting one forward and the other in reverse, but the turning doesn't seem to be affected. The propellers are affected and spin appropriately though, which is a nice visual effect.
Scupper
01-15-13, 03:01 AM
Hi folks,
This looks like a fantastic mod to make SH5 playable, but I haven't been able to get it working despite following the instructions on page 1 as carefully as I can. I start a new campaign, raise the attack periscope, but all I get is the old GUI. :hmmm:
I'm using W7 64 bit, and the game is installed on my E drive (some games have to be on the C drive, - could this be one of them?). It's a retail disc and it's patched to V1.2.
You'll notice the Options File Editor/viewer doesn't have any of the same tabs as the one on page 1 of this thread, - no idea why. Do I have to migrate options or something?
http://i852.photobucket.com/albums/ab82/Scupper1/UserOptions_zps8911256b.jpg
http://i852.photobucket.com/albums/ab82/Scupper1/Optionsfileedviewer_zpsbf60b606.jpg
http://i852.photobucket.com/albums/ab82/Scupper1/GME_zps8a42ca94.jpg
Any suggestions gratefully received, - and apologies if this has already been addressed, - I haven't read each of the previous 600 pages in detail. :oops:
Hopefully it's something simple.
THE_MASK
01-15-13, 03:46 AM
click on the file on the options editor and select the menu path and the sh5 install path .
also
http://www.subsim.com/radioroom/showpost.php?p=1836881&postcount=6
TheDarkWraith
01-15-13, 08:25 AM
Do the independent engine controls allow you to do anything differently with the sub? I tried making sharper turns by turning only one on or by putting one forward and the other in reverse, but the turning doesn't seem to be affected. The propellers are affected and spin appropriately though, which is a nice visual effect.
Unfortunately the physics model of the game doesn't take into account the different props. Thus you can't get tighter turning radiuses or the likes. What is modeled though is the sound emitted by the props. Thus only using one prop will lower your sound signature to the enemy.
Unfortunately the physics model of the game doesn't take into account the different props. Thus you can't get tighter turning radiuses or the likes. What is modeled though is the sound emitted by the props. Thus only using one prop will lower your sound signature to the enemy.
That's unfortunate that it doesn't turn sharper, but nice to know the sound is reduced.
I know having one prop forward and the other in reverse affects your speed, so I wonder if you can go into reverse faster by having one prop forward at 1/2 and the other in reverse at 1/3 and turn off the forward prop to switch into reverse faster. If this is possible, you could flip the rudder 180 degrees when you reach 0 knots and make a sharper turn that way.
Maybe a script could be made from this for quick starboard and port turns.
About turning the boat in small radius with one prop forward and the other reverse, it's possible only if the props are more spaced like on a multi-hull boat.
On regular boats, even huge boats with 2 props and multi-engines, they need a bow thruster :03:
I might be wrong but going Silent Running in real life, Uboats went to only one prop turning. Tho I'm not sure if it does this in the sim.
To have separated engine controls ingame, do i have to ONLY enable this option in the TDW Generic Patcher, and does it works with New UIs 7.1 version?
If no, what is the exact step by step to do please?
volodya61
01-15-13, 05:37 PM
To have separated engine controls ingame, do i have to ONLY enable this option in the TDW Generic Patcher, and does it works with New UIs 7.1 version?
If no, what is the exact step by step to do please?
You should download NewUIs v7.2.0.. then enable this option in the Generic Patcher.. then enable this option in the OptionsFileEditorViewer and set depth.. and then.. enjoy.. :D
You should download NewUIs v7.2.0.. then enable this option in the Generic Patcher.. then enable this option in the OptionsFileEditorViewer and set depth.. and then.. enjoy.. :D
Ahh...so i have to use 7.2 version finally :)
Pfff...have to restart career to change 7.1 to 7.2, or i can do it in bunker?
TheDarkWraith
01-15-13, 06:42 PM
Ahh...so i have to use 7.2 version finally :)
Pfff...have to restart career to change 7.1 to 7.2, or i can do it in bunker?
can do it anytime. If you want to be really, really safe do it in bunker
Ok, i have installed New UIs 7.2, and did all the requirements :up:
I can run the engine of my choice (electric or diesel) by firstly (and ONLY firstly)"stopping all" then clicking one of the two little buttons between compass/fuel gauge, then ahead 1/2/3 etc...
But sometime (don't know why) doing that, my speed cursor (indicating 1/2/3 ect) is stuck on 0...but sub is still moving with prop turning!
I have to run backward for short time, and then it moves again :06:
I also had a look in the engine room, to see if only one diesel was animated.
Both were working, even though i had selected one engine...(well that's no big deal :))
But manipulating engines controls from this engine room, each time my cursor speed is stuck on 0 :06:
And last question, do i have to map a hotkey via the New UIs filesviewer, to press before each engine selection?
(it seems to me i have readed that somewhere...)
Thanks for your reply, it's a fantastic feature :Kaleun_Thumbs_Up:
Scupper
01-16-13, 02:54 AM
Still trying to get this mod working...
Sober, thanks for your help. I input the install path and menu.txt path and it pretty much looks the same. What do I do next, - open something?
Also, are there instructions somewhere for doing all this?
http://i852.photobucket.com/albums/ab82/Scupper1/Optionsfileedviewer.jpg
THE_MASK
01-16-13, 03:10 AM
Click on where it says open
and then click on TheDarkWraithUserOptions
Scupper
01-16-13, 03:32 AM
and then click on TheDarkWraithUserOptions
And.. erm... where would those be?
http://i852.photobucket.com/albums/ab82/Scupper1/Optionsfileedviewer2.jpg
In the file button (top left) clic "open..." (not "open") and follow this path:
C:/ubisoft/SH5/MODS/TDW New UIs 7.2/data/scripts/menu/TheDarkWraithUserOption.py
Then open it :D
Scupper
01-16-13, 04:54 AM
Thanks Fifi, - that worked. I've got all the tabs now.
I tried a new campaign after doing this but the new GUI still isn't available. Any ideas as to what I have to do next?
http://i852.photobucket.com/albums/ab82/Scupper1/OpFileedviewer4.jpg
THE_MASK
01-16-13, 04:57 AM
Is this in the tutorial ?
Scupper
01-16-13, 05:13 AM
Is this in the tutorial ?
Are you asking me? If anyone can point me to a tutorial that deals with this I'd be very happy.
Otherwise, - what do I have to do to make it work? :oops:
Thanks.
THE_MASK
01-16-13, 05:15 AM
No , when starting a new campaign are you playing the tutorial .
Thanks Fifi, - that worked. I've got all the tabs now.
I tried a new campaign after doing this but the new GUI still isn't available. Any ideas as to what I have to do next?
All your changes in the file viewer has to be made without the mod activated.
At least here...i had to deactivate New UIs for changes to work and reactivate once changes made.
Scupper
01-17-13, 03:21 AM
No , when starting a new campaign are you playing the tutorial .
Sorry, I misunderstood. No, - I start in the bunker after completing the tutorial. I pick up the new sensor, accept the British coast mission and head out, then I raise the attack periscope, but always get the standard SH5 interface. I've also tried starting a completely new campaign, skipping the tutorial.
Fifi, - thanks for the suggestion. I tried disabling the mod and redoing the file stuff in the options file editor/viewer (see below), then re-enabling it and starting the new campaign, but ... it still doesn't work. One thing I notice, - after I close the viewer, when I open it again I just have the file menu, - not all the options tabs. Is that normal or does it suggest a problem?
I really appreciate your help.
Any other ideas?
http://i852.photobucket.com/albums/ab82/Scupper1/OpFileedviewer5.jpg
when I open it again I just have the file menu, - not all the options tabs. Is that normal or does it suggest a problem?
Yes it's normal. You have to open the UserFile.py each time.
On other hand, why your game is installed in programfileX86?
Belgarion
01-17-13, 08:49 AM
I played "almost" all the tutorials and so I think I got everything down to a degree that I will be able to find /track/ destroy ships but how do I navigate with Real navigation?
there is no tutorial that explains how to plot courses etc! normally you would just click the ship and then set waypoints! how does that work now?
edit: this accurate?
http://www.youtube.com/watch?v=33sXTKl4Qt8
Trevally.
01-17-13, 12:51 PM
Using "Real Navigation" with "Trevally Auto Scripts"
In the bunker run scripts Kiel Outbound and Real Nav Auto Position.
http://img13.imageshack.us/img13/6306/33989365.png
When Harbour pilot is finished you should be here
http://img130.imageshack.us/img130/8983/60392343.png
Use the Nav Officer to get a fix
http://img842.imageshack.us/img842/6549/49759340.png
With the ruler draw your next leg. Note 40km at 284 deg
http://img833.imageshack.us/img833/8373/18075383.png
Trevally.
01-17-13, 12:53 PM
Work out how long at your speed (9.5knots) will it take to get to your waypoint.
http://img194.imageshack.us/img194/5171/55910014.png
Make notes with supermarks
http://img204.imageshack.us/img204/6940/89724871.png
Draw legs and set headings to your patrol area. "Auto fix" will keep posting your position on the map.
You can click on the stopwatch to get an alarm clock that TDW added. This can be set to alarm when your timed legs runs are up.
As you get closer to patrol area, start using "No Station Search for Real Nav" You must go below to use as the boat will auto dive.
http://img600.imageshack.us/img600/9456/76568801.png
When you start hunting your area, switch to " At Station Search"
http://img257.imageshack.us/img257/313/85456585.png
Sink lots of ships :)
Tonci87
01-17-13, 01:15 PM
Thanks for the explanation Trevally, I´m tempted to try it. One question. If I use RN, how can I determine the course of a target?
Belgarion
01-17-13, 01:57 PM
1 question that is really persisting! when I want a position fix I click the left one( with celestial) and I says "weather report on its way" and I get nothing...
help? this has persisted now for 2 or 3 complete reinstalls.
[B]Using "Real Navigation" with "Trevally Auto Scripts"
:rock:
Trevally.
01-17-13, 02:14 PM
Thanks for the explanation Trevally, I´m tempted to try it. One question. If I use RN, how can I determine the course of a target?
By observing the target.
Can be by sight, hydro or radar.
If you know what bearing from you the target is - next find the range.
Plot this on your map - i.e. bearing 10deg range 7km
Wait some time and do it again. You can now plot a second mark and this will give you an est of target course and speed.
Enough that you can get closer without them seeing you and plot an attack.
To get range by sight you can use the stadi or the raobf
To get range by hydro - you need to do some map work - see a snap shot of my tutorials here:-
When you run the Four Bearings Tutorial in game, it will take you through
some key areas of map work first.
http://img412.imageshack.us/img412/9355/26646616.png
http://img404.imageshack.us/img404/2773/94044727.png
This is followed by a step by step instruction for finding enough target info
from long range hydro contact. Thus allowing you to plan an intercept course and gather all info required for a firing solution.
http://img375.imageshack.us/img375/156/42118266.png
http://img403.imageshack.us/img403/5757/41397457.png
As each part is displayed, you then apply it to your game as the tutorial advances. This will allow you to move on at your own pace.
You can also rewind (scroll) and repeat a section again.
The tutorial will guide you right through to attacking the target.
http://img291.imageshack.us/img291/9688/79230877.png
Even as the tutorial is best run with real nav and no map updates,
you can have these features on and see what is happening.
Tonci87
01-17-13, 02:21 PM
Thanks revally, somehow I missed this Tutorial. I will make sure to play it when I get back to SH5 (waitig for TDW to fix a few things :salute: )
Trevally.
01-17-13, 02:23 PM
1 question that is really persisting! when I want a position fix I click the left one( with celestial) and I says "weather report on its way" and I get nothing...
help? this has persisted now for 2 or 3 complete reinstalls.
You need to give it some time....It can take from 30mins up to 1 hour+ to get your fix.
Also - if the weather is poor it will not work and you need to get a dead rec instead.
Very bad weather can cause your navigator to spit sea water and have to restart the calc - thus never getting finished - again use dead rec.
This is how it was before sat nav:D
THE_MASK
01-17-13, 04:28 PM
If you use NewUIs_TDC_ByTheDarkWraith then you can have the game drop to 1TC everytime the navigator calculates your position and plots an X on the navmap .
Set time compression level to 1 on any message box text .
Belgarion
01-17-13, 04:36 PM
I use everything from what you packed together! how do I set this up exactly? I believe someone else asked you aswell and or you asked it couple months ago?
I just can't seem to find the topic again!
ow and Night time periscope? I can't see anything, do we have a primitive Night vision goggles alternative?
THE_MASK
01-17-13, 04:42 PM
I use everything from what you packed together! how do I set this up exactly? I believe someone else asked you aswell and or you asked it couple months ago?
I just can't seem to find the topic again!
ow and Night time periscope? I can't see anything, do we have a primitive Night vision goggles alternative?http://www.subsim.com/radioroom/showpost.php?p=1836879&postcount=4
Navuhodonosor
01-17-13, 04:47 PM
I hope that I am at the right place. I use Sober's mod with only one exception, I added IO_StrategicMap_4_7_for_TDWv710. But I have some CTD-s when teleporting or when deleting fixes on nav-map or using time compression.
Hope this helps
http://imageshack.us/a/img542/9560/errorreport.png
TheDarkWraith
01-17-13, 04:53 PM
I hope that I am at the right place. I use Sober's mod with only one exception, I added IO_StrategicMap_4_7_for_TDWv710. But I have some CTD-s when teleporting or when deleting fixes on nav-map or using time compression.
Hope this helps
What did you do to make this error appear? Did you have any nav fixes on the map? If so, how many? Were you editing/deleting a nav fix? If so, which one of how many? The more information you can give the better!
THE_MASK
01-17-13, 05:01 PM
Did you go below decks once before teleporting ?
Navuhodonosor
01-17-13, 05:12 PM
I had some 7-8 nav fixes on map, mostly made by me and few by Trevally script. this error hapened when I tried to delete my nav fix then game minimized and that window popped out.
No i did not go down the deck manually when other error happened. All settings are like Sober advised on clean installed game Win 7 Home premium.
And I had another error like that when i tried to delete nav fix. tried to force it by making 10 close fixes and to delete them fast.:salute:
TheDarkWraith
01-17-13, 05:15 PM
I had some 7-8 nav fixes on map, mostly made by me and few by Trevally script. this error hapened when I tried to delete my nav fix then game minimized and that window popped out.
No i did not go down the deck manually when other error happened. All settings are like Sober advised on clean installed game Win 7 Home premium.
And I had another error like that when i tried to delete nav fix. tried to force it by making 10 close fixes and to delete them fast.:salute:
In the Applications folder of the mod run the DbgView app before starting the game. If you get this error to happen again send me the DbgView output when it happens :up:
THE_MASK
01-17-13, 05:15 PM
Is this the first navfix you are trying to delete ? The one you get when the game starts ?
Navuhodonosor
01-17-13, 05:23 PM
Is this the first navfix you are trying to delete ? The one you get when the game starts ?
No, it is when i leave the harbour, but I did not seen connection it is just random I guess
TheDarkWraith
01-17-13, 05:38 PM
No, it is when i leave the harbour, but I did not seen connection it is just random I guess
Remove all MODS except for my UIs mod and see if you can get the problem to appear again. This will ensure it's not a mod conflict problem.
TheDarkWraith
01-17-13, 06:10 PM
To fix the stretched look of the advanced depth scales (http://www.subsim.com/radioroom/showpost.php?p=1992805&postcount=1) go to post #1 of this thread and look for Updated depth scales by gap: towards the bottom. Only for versions 7.1.0 and 7.2.0 test.
Echolot
01-17-13, 06:30 PM
Hello TDW.
Please, can you fix the link to the modified sensors file for REM 1.2? MegaUpload is no longer available.
Thank you.
Regards.
Echol:timeout:t.
THE_MASK
01-17-13, 06:33 PM
Enabled the Updated_Depth_Scales_by_gap_for_v7_2_0
The decks awash depth icon is now blank . cheers .
TheDarkWraith
01-17-13, 06:35 PM
Enabled the Updated_Depth_Scales_by_gap_for_v7_2_0
The decks awash depth icon is now blank . cheers .
Ah that means gap used the hud3.dds from 7.1.0. I'll fix it :up:
TheDarkWraith
01-17-13, 06:41 PM
Fixed. Link at post #1 updated for the depth scales :up:
Ah that means gap used the hud3.dds from 7.1.0. I'll fix it :up:
ops... my bad :oops:
TheDarkWraith
01-17-13, 06:46 PM
ops... my bad :oops:
no biggie. v7.2.0 was never officially released :) Now that kind of graphic editing I can do :up:
THE_MASK
01-17-13, 06:51 PM
no biggie. v7.2.0 was never officially released :) Now that kind of graphic editing I can do :up:Never officially relaesed . I thought it was a good idea to put it withe my mega mod list so people could test it . No complaints so far .
TheDarkWraith
01-17-13, 06:53 PM
Never officially relaesed . I thought it was a good idea to put it withe my mega mod list so people could test it . No complaints so far .
All the better :up: Now that I know it's stable I'll release it officially. Probably do that this weekend :yep:
THE_MASK
01-17-13, 06:54 PM
You dont mind my download link to the modified menu text here ? or do you want me to remove it ?
http://www.subsim.com/radioroom/showpost.php?p=1836879&postcount=4
TheDarkWraith
01-17-13, 06:56 PM
You dont mind my download link to the modified menu text here ? or do you want me to remove it ?
http://www.subsim.com/radioroom/showpost.php?p=1836879&postcount=4
Quite fine :up: I actually might link to it at post #1 so people can have a modified one for themselves already :yep:
THE_MASK
01-17-13, 07:00 PM
Quite fine :up: I actually might link to it at post #1 so people can have a modified one for themselves already :yep:I will put it up on the download section of subsim . All mods should go in the download section of subsim as of now afaik .
Since we are at it, could you please add support to a couple (or more) of user defined charts?
I ask so because, a while back, sober asked me to prepare a map of the winds featured in DynEnv to be included in your UI. Moreover it would come handy for bringing in game any other useful resource (minefield maps, AOB nomograph, etc) without having to give up the maps and charts already featured in your mod.
THE_MASK
01-17-13, 07:07 PM
Since we are at it, could you please add support to a couple (or more) of user defined charts?
I ask so because, a while back, sober asked me to prepare a map of the winds featured in DynEnv to be included in your UI. Moreover it would come handy for bringing in game any other useful resource (minefield maps, AOB nomograph, etc) without having to give up the maps and charts already featured in your mod.While we are at it , why not have the ability to bring up aadobe acrobat documents like the sun almanac and speed table and attack disc handbook and compass tutorial found in the documents folder of D:\SH5 NewUIs_TDC_7_1_0_ByTheDarkWraith\Documentation
TheDarkWraith
01-17-13, 07:07 PM
Since we are at it, could you please add support to a couple (or more) of user defined charts?
I ask so because, a while back, sober asked me to prepare a map of the winds featured in DynEnv to be included in your UI. Moreover it would come handy for bringing in game any other useful resource (minefield maps, AOB nomograph, etc) without having to give up the maps and charts already featured in your mod.
Send me the charts and let me know what they should be called and send a graphic you want the user to click on for it and I'll add them :up: If you would like them placed in a particular station (attack scope, radio, hydrophone, etc.) let me know that also.
Send me the charts and let me know what they should be called and send a graphic you want the user to click on for it and I'll add them :up: If you would like them placed in a particular station (attack scope, radio, hydrophone, etc.) let me know that also.
Okay, I will do. :up:
Anyway I was thinking about a more generic implementation of my idea. Something that could have been used by anyone wanting to add a new chart in game.
TheDarkWraith
01-17-13, 07:11 PM
While we are at it , why not have the ability to bring up aadobe acrobat documents like the sun almanac and speed table and attack disc handbook and compass tutorial found in the documents folder of D:\SH5 NewUIs_TDC_7_1_0_ByTheDarkWraith\Documentation
That is possible to do if you are not in full screen mode. If it weren't for the fact that the game can use fullscreen mode I would implement a LOT of cool things! The problem with fullscreen mode is the game takes control of the screen. Everything drawn to the screen (the backbuffer technically) has to be done by the game. Adobe will not 'show' on screen in fullscreen mode because it doesn't have the reference to the screen (backbuffer) that the game is using. It's more complicated than that but that's layman's terms.
TheDarkWraith
01-17-13, 07:15 PM
Anyway I was thinking about a more generic implementation of my idea. Something that could have been used by anyone wanting to add a new chart in game.
Generic means...I like it. Let's brainstorm and talk out loud...
I could add a folder called Maps. One would place the map they wanted to add into this folder. In this folder I could have a maps.cfg file that detailed how to use this map in the game. This cfg file could specify what station the map should be at, where it should be located (onscreen position), what graphic to use, etc...
Doable but would take some time to implement :hmmm:
Generic means...I like it. Let's brainstorm and talk out loud...
I could add a folder called Maps. One would place the map they wanted to add into this folder. In this folder I could have a maps.cfg file that detailed how to use this map in the game. This cfg file could specify what station the map should be at, where it should be located (onscreen position), what graphic to use, etc...
Doable but would take some time to implement :hmmm:
This is exactly what I had in mind. :cool:
Even better if each map had its own ini file, so to avoid the need for compatibility patches among different custom chart mods. When started, your UI would look into the maps folder for any ini file (the format could be: custom_chart_*.ini or so). Each ini file would contain all the info you have listed, and possibly the reference to an icon denoting its respective chart.
In order to acces the custom maps in game, we would have to press a dedicated button, which would open a menu displaying the icons (with tooltips) of all the available charts. One more click on the desired icon, and its respective chart would be rendered on screen.
Worth being put in your todo list imo :sunny:
TheDarkWraith
01-17-13, 07:42 PM
Even better if each map had its own ini file, so to avoid the need for compatibility patches among different custom chart mods. When started, your UI would look into the map folder for any ini file (the format could be: custom_chart_*.ini or so). Each ini file would contain all the info you have listed, and possibly the reference to an icon denoting its respective chart.
In order to acces the custom maps in game, we would have to press a dedicated button, which would open a menu displaying the icons (with tooltips) of all the available charts. One more click on the desired icon, and its respective chart would be rendered on screen.
That's even better and easier than what I was thinking :yep:
That's even better and easier than what I was thinking :yep:
:|\\ :D
TheDarkWraith
01-17-13, 08:32 PM
I'll start playing with this generic map idea this weekend. First have to finish coding the ability to move individual subsets of a mesh for the GR2 Editor/Viewer :up:
Can you send me an icon to use for these generic maps in game? This will be the icon the user will click to get to all the maps found in the Maps folder. Where should this icon reside in game? If you have some icons and maps for the Maps folder send them my way :)
Navuhodonosor
01-17-13, 09:17 PM
Remove all MODS except for my UIs mod and see if you can get the problem to appear again. This will ensure it's not a mod conflict problem.
Did as requested. Problem was either the winrar lousy extracted your mod from archive or JSGME did something because i noticed another wierd thing. that is the "dock" icon overlapping the upper right icons.:huh:
So I completely deleted the mod (including my options file to be sure it is not messed up ) and extracted mod with 7zip and voilaa, works PERFECTLY!:D:D
Thank you for great mod!!:salute:
volodya61
01-17-13, 11:22 PM
Hello TDW.
Please, can you fix the link to the modified sensors file for REM 1.2? MegaUpload is no longer available.
Thank you.
Regards.
Echol:timeout:t.
Here is - http://www.subsim.com/radioroom/showpost.php?p=1835369&postcount=39
Echolot
01-18-13, 03:00 AM
Thank you, volodya61.
:sunny:
Scupper
01-18-13, 03:59 AM
On other hand, why your game is installed in programfileX86?
Fifi, - you're a genius! Turns out I had two installations on my computer, - one from ages ago when I first bought the game (in program filex86), and the more recent one in its own folder on the E drive.
I installed JGME and the mod in the old X86 installation but I was playing the newer one, so naturally the mod didn't work. I've deleted the X86 one so this won't happen again.
Many thanks to you and Sober for trying to help me and sorry for being such an idiot...:oops:
I'm so happy that now I can actually get into this game, - thanks to TheDarkWraith too of course!
Cool, glad you solved it, and happy hunting! :salute:
I'll start playing with this generic map idea this weekend. First have to finish coding the ability to move individual subsets of a mesh for the GR2 Editor/Viewer :up:
Okay, I agree that the subset thing is by far more important :yep:
Can you send me an icon to use for these generic maps in game? This will be the icon the user will click to get to all the maps found in the Maps folder.
I think we can group the charts and maps already featured in New UI's with the new ones, and use for all of them the icon already in use for toggling charts visibility on/off (the clipboard). But I would assign the SOAN its own separated button/icon. If you this proposal I will draw an ad hoc icon just for it.
Where should this icon reside in game? If you have some icons and maps for the Maps folder send them my way :)
What about the top right menu bar?
Once we decide how to implement the new feature, I will send you any chart and icon we might need :up:
I started merging naight's alternative speed graphics with my reworked depth gauges, and I ended by totally reskinning your UI. I will send you my alternative textures once I will get them ready, for you to include them as optional mod with New UI's, provided that you like them.
I have two questions atm:
what texture is used for the grey panels? I can't locate then in Hud3.dds? :hmm2:
Is it possible to change font/color of the numbers and letters in the headings bar?
TheDarkWraith
01-19-13, 07:08 PM
I started merging naight's alternative speed graphics with my reworked depth gauges, and I ended by totally reskinning your UI. I will send you my alternative textures once I will get them ready, for you to include them as optional mod with New UI's, provided that you like them.
I have two questions atm:
what texture is used for the grey panels? I can't locate then in Hud3.dds? :hmm2:
Is it possible to change font/color of the numbers and letters in the headings bar?
You'll have to show me screenshots of both so I can look them up :yep:
You'll have to show me screenshots of both so I can look them up :yep:
Here it is: :)
http://img855.imageshack.us/img855/2319/newuistextures.jpg
TheDarkWraith
01-19-13, 07:28 PM
Main UI and background color is set via the RGB values for each item in the menu editor app. It's actually a black texture used but when you change the RGB values you change it's color :D
Should be able to do the same with the heading indicator numbers...give me a sec to play with it...
EDIT: yep, just change the RGB values for the heading indicator to change it's color
Main UI and background color is set via the RGB values for each item in the menu editor app. It's actually a black texture used but when you change the RGB values you change it's color :D
Should be able to do the same with the heading indicator numbers...give me a sec to play with it...
EDIT: yep, just change the RGB values for the heading indicator to change it's color
Okay, nevermind: I wanted to use a scratched anti-rust texture for them, but since their color is set via code I won't ask you to assign a texture instead. Our low-end computers wouldn't appreciate this decision ;)
What about numbers, cardinal points and hashmarks inside the heading bar?
TheDarkWraith
01-19-13, 07:47 PM
Okay, nevermind: I wanted to use a scratched anti-rust texture for them, but since their color is set via code I won't ask you to assign a texture instead. Our low-end computers wouldn't appreciate this decision ;)
What about numbers, cardinal points and hashmarks inside the heading bar?
You can use a scratched anti-rust texture. Just change the texture used for the menu items from the black.dds to yours.
The heading bar just change the RGB values to change it's color.
You can use a scratched anti-rust texture. Just change the texture used for the menu items from the black.dds to yours.
Do you mean blank.dds? Is this texture tiled? Won't the color you have set as RGB value interfere with the texture itself?
The heading bar just change the RGB values to change it's color.
Where can I change these values?
TheDarkWraith
01-19-13, 08:09 PM
Do you mean blank.dds? Is this texture tiled? Won't the color you have set as RGB value interfere with the texture itself?
Should be fine.
Where can I change these values?
Using the menu-editor of the game. Say yes when you first start the game and it asks you if you want to use the menu-editor.
Using the menu-editor of the game. Say yes when you first start the game and it asks you if you want to use the menu-editor.
Have I to run the menu editor before running the game?
My question is probably stupid, but I have never used this tool... :)
TheDarkWraith
01-20-13, 10:08 AM
Have I to run the menu editor before running the game?
My question is probably stupid, but I have never used this tool... :)
You'll have to edit the main.cfg file found in \documents\SH5\data\cfg. Open it up and make the following look exactly like the below:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes <--- you can set this one to No
You'll have to edit the main.cfg file found in \documents\SH5\data\cfg. Open it up and make the following look exactly like the below:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes <--- you can set this one to No
:up:
I'm sorry, but a stupid question:
I've changed for dials SH3 styles, and the message box is now on my top left screen...it's kind of annoying for me, so i've mapped a new key for it to toggle on/off. Perfect so far.
I saw in the TDW file viewer this box can be draggable, so i checked to enable this feature...but no joy. Impossible to drag it where i want :wah:
Any idea why it's not draggable?
kiwi_2005
01-23-13, 12:59 AM
I'm sorry, but a stupid question:
I've changed for dials SH3 styles, and the message box is now on my top left screen...it's kind of annoying for me, so i've mapped a new key for it to toggle on/off. Perfect so far.
I saw in the TDW file viewer this box can be draggable, so i checked to enable this feature...but no joy. Impossible to drag it where i want :wah:
Any idea why it's not draggable?
If i can remember correctly it is. Move the mouse slowly over the corners of the MB then you should see a change of icon click and drag.
filmogriter
01-23-13, 01:21 AM
Hi Everyone. I am dying to get this mod to work but as you can see by the attached image I am experiencing some issues. I can not move or close anything that is displayed on the screen. It's all stuck in place!
If anyone knows what the issue is I'd love to hear from you.
Cheers,
Filmogriter :o
http://seankingonline.com/wp-content/uploads/2013/01/SH5.png
If i can remember correctly it is. Move the mouse slowly over the corners of the MB then you should see a change of icon click and drag.
Hi Kiwi,
Yes, i was looking for those little cross icons to drag it (as on some other NewUIs items) but there is nothing all around the box, even corners :hmmm:
kiwi_2005
01-23-13, 02:32 AM
Hi Kiwi,
Yes, i was looking for those little cross icons to drag it (as on some other NewUIs items) but there is nothing all around the box, even corners :hmmm:
You sure its enable in the options file as draggable :hmmm:
image showing ive dragged the mb. Move mouse icon inside the MB not corners like i said before where mouse will change to the icon showing in image.
http://i48.tinypic.com/2zoksgo.jpg
Ahh...thanks, i think i didn't try to find the cross INSIDE the box!
I'll see that tomorrow now.
Thanks again :yeah:
EDIT: coudn't wait to check that: it's working!! Thanks again mate!
THE_MASK
01-23-13, 04:28 AM
Using NewUIs_TDC_7_2_0_ByTheDarkWraith .
I have to click on the periscope depth icon twice for the sub to go to periscope depth if i am already below periscope depth .
Also the dive button has to be pressed twice sometimes for it to work .
The level off icon or the decks awash dont have a tooltip .
Navuhodonosor
01-23-13, 04:57 AM
Using NewUIs_TDC_7_2_0_ByTheDarkWraith .
I have to click on the periscope depth icon twice for the sub to go to periscope depth if i am already below periscope depth .
Also the dive button has to be pressed twice sometimes for it to work .
The level off icon or the decks awash dont have a tooltip .
Same here. :hmmm:
THE_MASK
01-23-13, 05:03 AM
NewUIs_TDC_7_2_0_ByTheDarkWraith is a test so people can report bugs :yep:
Navuhodonosor
01-23-13, 05:15 AM
NewUIs_TDC_7_2_0_ByTheDarkWraith is a test so people can report bugs :yep:
Firs I thought it was my mouse problem untill I read your post :O:
volodya61
01-23-13, 12:43 PM
I don't think it's an icon or PageHud issue.. with the keyboard is the same..
Apart from what was said above, other little issue with my NewUIs:
- the destroyed marks are appearing only for tankers sinked
(never other boats!)
- the destroyed marks are very often completely wrong place
(by very far sometimes)
THE_MASK
01-24-13, 12:38 AM
Apart from what was said above, other little issue with my NewUIs:
- the destroyed marks are appearing only for tankers sinked
(never other boats!)
- the destroyed marks are very often completely wrong place
(by very far sometimes)On the main screen before loading a save next time you play , enable the journal .
:hmmm: Sorry Sober, what do you mean by journal?
A new little issue:
- i finally found out why when my message box flashing, i couldn't see any new message in it!
Just because the message box doesn't follow the changing days!! lol
I have to manually advance/change days each new day...
THE_MASK
01-24-13, 02:11 AM
A new little issue:
- i finally found out why when my message box flashing, i couldn't see any new message in it!
Just because the message box doesn't follow the changing days!! lol
I have to manually advance/change days each new day...That doesnt happen with my game , something wrong with the mod install .
THE_MASK
01-24-13, 02:13 AM
:hmmm: Sorry Sober, what do you mean by journal?
http://i47.tinypic.com/wl4r2q.jpg
Ah, i see now ship"s journal...thanks.
That doesnt happen with my game , something wrong with the mod install
:hmmm: It happened from day one using NewUIs, even with 7.1 version.
Since then, i made new clean install with new fresh data folder etc, but always same.
My actual list: http://www.subsim.com/radioroom/showpost.php?p=1984220&postcount=1
whiskey111
01-24-13, 09:37 AM
Is it possible to install UI 7.1 to MMMv05 ?
I have done it but there is some serious key mapping problems.
NefariousKoel
01-25-13, 11:19 AM
Dunno if people may find some new install instructions for DarkWraith's UI mod a bit easier to deal with. I created this last year, when I noticed some .. oddities.. in the installation instructions at the time and posted them at Wargamer's forum for others to use.
I'm not sure if any extra steps have been added to the latest version - I'm assuming it's the same as back in March of 2012 when I wrote this.
***********************************
***********************************
(copy & paste)
I'm posting a quick tip on how to install DarkWraith's NewUI's as I believe the Menu.txt file, that you're supposed to choose for your game language, isn't mentioned as needing to be also placed into the mod. I've had some questions as to installing it so I wanted to clarify a couple things and hopefully make it a bit easier.
>>
Firstly, if your game has started acting screwy in any way after activating and/or deactivating a mod, you might consider reinstalling the vanilla game over again (including deleting leftovers in the install folder - aside from JSGME's "MODS" folder).
****************************
*****Original Install Notes********
****************************
The install notes are pretty straightforward:
>>> To install this mod correctly do the following:
>Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\silent hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_6_9_0_ByTheDarkWraith' via JSGME FIRST then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)
>>> Also install appropriate dial.dds file to the mod.
>select appropriate 'Dials.dds' (or use your own!) and place in 'MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\G ui'. Do this before enabling mod!
If there is a folder inside called 'TDC' then you have to copy the files in that folder to 'MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\G ui\TDC'. Do this before enabling mod!
*************************
*************************
*************************
The install notes are in the wrong order. The second paragraph starting with >>> Also install appropriate dial.dds file to the mod. should be done before you enable the mod, and it's cleaner to do before you drop it into your MODS folder. If you do that after enabling your mod.. you may not get a fortunate result.
1) - Dials Clarification:
When you extract the mod's zip file, you'll get the "MODS" folder (containing the base and lots of optional add-ons for the mod) and two other folders. As stated in the second paragraph > open the "Dials" folder , open the appropriate game language version folder(i.e. American/German) , then open the folder with the appropriate measurement system you want to use (Imperial or Metric). Copy the "dials.dds" file, there, into "MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu\Gu i" and overwrite if need be.
2) Adding the newer menu file (that was missing in the install notes):
>Open the other extra folder named "Text", open the appropriate language folder, and copy the "Menu.txt" file inside to "MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu" folder. Overwrite if asked.
3) Cut & Paste the "MODS" folder over to the base install location of SH5 (i.e. C:\Ubisoft\silent hunter 5) and the MODS folder will merge with your already existing JSGME folder there (you did already have JSGME installed there didn't you?!)
4)Run JSGME and activate "NewUIs_TDC_6_9_0_ByTheDarkWraith". All the other NewUIs options there are just optional add-ons so you can check the info on them out later, at the Subsim forums, if you want. You only need that one.
If you don't see the new charts in the upper left corner, the officer bar at the bottom, etc then your folder organization is wrong in your \SH5\MODS folder. Make sure the file path to the main mod like this:
[base install]= "[C:\Ubisoft\silent hunter 5\]MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith".
The base mod may have ended up with two MODS folders, one inside the base one, if you unzipped the mod directly into your MODS folder and not your base SH5 install location. In that case just Cut the inner MODs folder, navigate back to the base install location and paste there, then overwrite&merge as needed.
******
I prefer the "Improved SH5 NewUIs" version and it's the one used in this example. It doesn't hurt that it's also the most reliable one in-game too. While much of the UI will look familiar compared to vanilla, you'll have lots of extras and options now - way more interface options at your fingertips.
Hopefully this helps you see where the extra files are to be placed. I'd think that between not getting those in, or properly, and having the folder structure wrong, is probably the most common issues causing problems with the installation itself.
Nef
Hi guys.I have just started playing Sh5,after many years with Sh3 and Sh4 and i am using this great UI(ver 7_1_0).I have one slight problem...Each time i ask my watch officer for reporting nearest contact he also informs me about the range of the contact in meters.Is there any way i can cancel this through OptionsFileEditorViewer?It seriously decreases realism for me...
Thank you!
Sartoris
01-26-13, 01:59 PM
Hi guys.I have just started playing Sh5,after many years with Sh3 and Sh4 and i am using this great UI(ver 7_1_0).I have one slight problem...Each time i ask my watch officer for reporting nearest contact he also informs me about the range of the contact in meters.Is there any way i can cancel this through OptionsFileEditorViewer?It seriously decreases realism for me...
Thank you!
Yeah, I'd like to know the answer to this too!
Navuhodonosor
01-26-13, 02:06 PM
Yeah, I'd like to know the answer to this too!
Very interesting question, I never believed in officers ,for example Last night I was trying to escape Scapa Flow and my navigator was pretty useless. I no i can make him smarter i options.py but that is not real too. So are you checked with stadymeter are his calculations correct or so so. :hmmm::salute:
Hi guys.I have just started playing Sh5,after many years with Sh3 and Sh4 and i am using this great UI(ver 7_1_0).I have one slight problem...Each time i ask my watch officer for reporting nearest contact he also informs me about the range of the contact in meters.Is there any way i can cancel this through OptionsFileEditorViewer?It seriously decreases realism for me...
Thank you!
Yeah, I'd like to know the answer to this too!
I second that :yep:
Very interesting question, I never believed in officers ,for example Last night I was trying to escape Scapa Flow and my navigator was pretty useless. I no i can make him smarter i options.py but that is not real too. So are you checked with stadymeter are his calculations correct or so so. :hmmm::salute:
From my past experience:
- watch officer range estimations are always correct to the meter :nope:
- soundman estimated ranges give plausible results (though, due to their randomization, there is a bit too much difference between consecutive estimations :-?)
- soundman exact ranges are consistent with each other, but they are often totally wrong :dead:
From my past experience:
- watch officer range estimations are always correct to the meter :nope:
Unfortunately this is true.It would be nice if he would give just an estimation(short,medium,long distances).
Navuhodonosor
01-27-13, 04:47 AM
Probably answered but i enabled independent engine controls so i am interest what keys they use and what benefits (lower noise signature, less fuel, sharper turns etc) thanks in adwance.:salute:
Trevally.
01-27-13, 05:09 AM
Can't remember the keys but the uses are for when you are at silent running and you have your engines at the lowest power setting, turn off one engine and your noise output drops even more
:lurk:
Navuhodonosor
01-27-13, 05:22 AM
Can't remember the keys but the uses are for when you are at silent running and you have your engines at the lowest power setting, turn off one engine and your noise output drops even more
:lurk:
Thank you:up: That could be of use to make even more damage on dangerous places:yep:
Navuhodonosor
01-27-13, 09:34 AM
Finally find it, it was well documented but i am :/\\!!
Press U for port engine only. Press I for starboard engine only.
And it works great, thank you DW.:up:
keysersoze
01-27-13, 02:50 PM
Hi Everyone. I am dying to get this mod to work but as you can see by the attached image I am experiencing some issues. I can not move or close anything that is displayed on the screen. It's all stuck in place!
If anyone knows what the issue is I'd love to hear from you.
Cheers,
Filmogriter :o
http://seankingonline.com/wp-content/uploads/2013/01/SH5.png
Does anyone have a solution to this problem? I've been using TDW's New_UIs successfully for several weeks but am experiencing this same issue after removing my mods and reinstalling them (all done while in the bunker).
Any help would be greatly appreciated.
Does anyone have a solution to this problem? I've been using TDW's New_UIs successfully for several weeks but am experiencing this same issue after removing my mods and reinstalling them (all done while in the bunker).
Any help would be greatly appreciated.
It depends upon mods You have removed/installed. Some of them need new compaign to be started after disabling/enabling process:salute:
keysersoze
01-27-13, 03:36 PM
It depends upon mods You have removed/installed. Some of them need new compaign to be started after disabling/enabling process:salute:
Oh boy....So, since I removed them all (though I didn't end up changing anything), I'll need to restart my campaign?
Oh boy....So, since I removed them all (though I didn't end up changing anything), I'll need to restart my campaign?
What was Your modlist?
keysersoze
01-27-13, 03:42 PM
What was Your modlist?
I was using sober's mega mod.
I was using sober's mega mod.
If so then I think starting new career is needed. Well, at least, disabling and reenabling OHII requires this step:shifty:
keysersoze
01-27-13, 04:02 PM
If so then I think starting new career is needed. Well, at least, disabling and reenabling OHII requires this step:shifty:
Okay. That's disappointing to hear, but thank you for your help.
Navuhodonosor
01-27-13, 05:15 PM
I would like to know how to change the picture that shows the keymap on F1
I want it to correctly show options that TDW incorporated. Like F7 button and independent engine buttons on U and I keys?:hmmm:
I would like to know how to change the picture that shows the keymap on F1
+1!
I would like too, make new keyboard mapping for F1, with my own keys (always forget what i mapped:))
I would like to know how to change the picture that shows the keymap on F1
I want it to correctly show options that TDW incorporated. Like F7 button and independent engine buttons on U and I keys?:hmmm:
+1!
I would like too, make new keyboard mapping for F1, with my own keys (always forget what i mapped:))
keyboard_binds.dds
keyboard_binds_shift.dds ;)
Navuhodonosor
01-27-13, 08:48 PM
+1!
I would like too, make new keyboard mapping for F1, with my own keys (always forget what i mapped:))
Exactly! http://imageshack.us/a/img546/8404/thumbsup1.gifI have notes near my keyboard so my wife thinks i am doing something serious :D ( It can not be more serious than lurking near Dover but she does not understand that )
Navuhodonosor
01-27-13, 08:53 PM
keyboard_binds.dds
keyboard_binds_shift.dds ;)
I feeeeel ssoooo lazy now, can someone do it:D please :D
Thanks Gap:up:
Exactly! http://imageshack.us/a/img546/8404/thumbsup1.gifI have notes near my keyboard so my wife thinks i am doing something serious :D ( It can not be more serious than lurking near Dover but she does not understand that )
:har:
I feeeeel ssoooo lazy now, can someone do it:D please :D
Thanks Gap:up:
Is this
a) a thanksgiving?
b) a request?
c) both of them?
I wanted to start a pool... but suddenly a felt sooooo lazy!!! :O: :haha:
Navuhodonosor
01-27-13, 09:01 PM
:har:
Is this
a) a thanksgiving?
b) a request?
c) both of them?
I wanted to start a pool... but suddenly a felt sooooo lazy!!! :O: :haha:
d) begging on my knees before she become to act like english destroyer when she catch my notes ( i do not want to eat them, then i must to write another... if I remember ):O:
THE_MASK
01-27-13, 09:05 PM
Not quite as bad as saying to the wife i am going to subsim for lunch . You mean subway , eyes roll back LOL .
d) begging on my knees before she become to act like english destroyer when she catch my notes ( i do not want to eat them, then i must to write another... if I remember ):O:
:haha:
pass them on before you eat them, and I will see what I can do :03:
keyboard_binds.dds
keyboard_binds_shift.dds ;)
Thanks a lot Gap:up:
I'll see what i can do with photoshop.
Thanks a lot Gap:up:
I'll see what i can do with photoshop.
Okay, since you graciously offered to process the classified notes by Navuhodonosor, I will take a step back.
I am nonetheless at your disposal for any other important task :salute:
Navuhodonosor
01-27-13, 10:04 PM
Okay, since you graciously offered to process the classified notes by Navuhodonosor, I will take a step back.
I am nonetheless at your disposal for any other important task :salute:
Hehehehe Fifi seems to be a victim of modifying the F1 map:up::salute:
Hehehehe Fifi seems to be a victim of modifying the F1 map:up::salute:
In a way, he is yet another of your wife's victims... have you ever thought that she could be a British spy? :hmm2: :O:
Navuhodonosor
01-27-13, 10:23 PM
In a way, he is yet another of your wife's victims... have you ever thought that she could be a British spy? :hmm2: :O:
crossed my mind, she often sabotage my conquest of the British Isles by giving me speeches about blah blah. If she only had volume button,:hmmm: :D
crossed my mind, she often sabotage my conquest of the British Isles by giving me speeches about blah blah. If she only had volume button,:hmmm: :D
If only you could resist the charm of this Mata Hari redux... :03: :D
Navuhodonosor
01-27-13, 10:33 PM
If only you could resist the charm of this Mata Hari redux... :03: :D
:har::har:
Hehehehe Fifi seems to be a victim of modifying the F1 map:up::salute:
Yeah, but it's gonna be all in French...:D...and with my own keys!
I'm sure it will interest... nobody :haha:
volodya61
01-28-13, 12:21 AM
I don't think TDW will be glad of your spamming in his thread :timeout: :O:
Trevally.
01-28-13, 07:51 AM
If so then I think starting new career is needed. Well, at least, disabling and reenabling OHII requires this step:shifty:
If OHII is removed and then put back - all is ok. You do not need to re-start campaign:up:
keysersoze
01-28-13, 09:31 AM
If OHII is removed and then put back - all is ok. You do not need to re-start campaign:up:
Thanks for the clarification Trevally. That's good news for the career of Oberleutnant Harald Geissler!
winduff
01-28-13, 09:50 AM
This mod is great, all the "shortcuts" are really useful.
However - I am a real Noobie to Subsims - HOW - do I attack and sink a ship? Cant I get the easy controls back? (1, 2, and 3 on map) using this mod?
Thanks :up:
Echolot
01-28-13, 10:07 AM
Cant I get the easy controls back? (1, 2, and 3 on map) using this mod?
Hit F5 for the nav map. In the upper left corner there is a button for nav map options. Check the related box. Sink ships :up:
PfeilSpain
01-28-13, 10:09 AM
Hi!
The link is not working
winduff
01-28-13, 01:38 PM
Hit F5 for the nav map. In the upper left corner there is a button for nav map options. Check the related box. Sink ships :up:
Cheers :salute:
steelwarrior
01-30-13, 06:45 AM
Hi,
how to make TDC and OH II un with each other - right now I just get CTDs...or do i need to be in port?
I first install TDC through JSGME and then OH II - crash to desktop...help, please?
Echolot
01-30-13, 06:50 AM
Try an older save where you are in bunker :06:
Mikemike47
01-30-13, 07:29 PM
Hi,
how to make TDC and OH II un with each other - right now I just get CTDs...or do i need to be in port?
I first install TDC through JSGME and then OH II - crash to desktop...help, please?
"and then OH II" - Does this mean you installed OHII through JSGME? It should be.
Try these links to make game more fun.
http://www.subsim.com/radioroom/showthread.php?t=186227&highlight=silentotto
http://www.subsim.com/radioroom/showthread.php?t=192374
Sober's mod list will help you with a lot of mods. Please read the starting 5-6 posts of his website. It has lots of useful information. I just started playing SH5 one year ago. I even overlooked things now and then with all the details!
Does anyone run any of the environment mods with TDW's UI mod or FX Update mod? I have a few environment mods I like but I'm scared it will overwrite spotting distances, fog values and other AI sensor type things or at least won't be compatible with them. Anyone know if it is safe to use environment mods over these two mods?
Navuhodonosor
01-30-13, 07:56 PM
. Anyone know if it is safe to use environment mods over these two mods?
Like dynamic enviroment?:06:
Like dynamic enviroment?:06:
Yes like Dynamic environment or Real environment revision 3.
Navuhodonosor
01-30-13, 08:04 PM
Yes like Dynamic environment or Real environment revision 3.
Here is my .mep working without any CTD-s. very stabile.
TDW_GenericPatcher_v_1_0_74_0
Das Boot Gramophone music by Navuhodonosor
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips SH5
DBM Background Video
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1
Dynamic Environment - Winter hotfix 1
sobers best ever fog V20 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V9 09012013
Small_trees_SH5_V1
sobers see thru wake fix
Window_Lights_Redone_V1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichals interior mod 1.2.1
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_2_0_Real_Navigation
NewUIs_TDC_7_2_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Three
OH II Minefield map for TDWs Ui
Grossdeutscher Rundfunk
sobers NO water drops V1
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers DOF V4 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V3 SH5
Hope it helps you.:salute:
Here is my .mep working without any CTD-s. very stabile.
TDW_GenericPatcher_v_1_0_74_0
Das Boot Gramophone music by Navuhodonosor
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips SH5
DBM Background Video
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1
Dynamic Environment - Winter hotfix 1
sobers best ever fog V20 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V9 09012013
Small_trees_SH5_V1
sobers see thru wake fix
Window_Lights_Redone_V1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichals interior mod 1.2.1
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_2_0_Real_Navigation
NewUIs_TDC_7_2_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Three
OH II Minefield map for TDWs Ui
Grossdeutscher Rundfunk
sobers NO water drops V1
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers DOF V4 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V3 SH5
Hope it helps you.:salute:
What a mod lineup! Thanks.
Navuhodonosor
01-30-13, 08:12 PM
What a mod lineup! Thanks.
Just follow the instructions about installation and starting the campaign from sobers first page and you are good to go.:up::salute:
kriskan21
01-31-13, 03:54 AM
Hi, I have a problem with the installation NewUIs_TDC_7_1_0_TheDarkWraith. After using the paste JSGMEi do not have 3 dials, depth, telegraph sh3, sh4 old style. Please help me how to install them to be visible
Does the latest version of this include the "no hydrophone on the surface fix" or do I still need to use the add-on mod for that? I'm hesitant to because it conflicts with IRAI. Will TDW's "no hydrophone on the surface fix" interfere with IRAI? THanks.
Hi, I have a problem with the installation NewUIs_TDC_7_1_0_TheDarkWraith. After using the paste JSGMEi do not have 3 dials, depth, telegraph sh3, sh4 old style. Please help me how to install them to be visible
You need to open the file NewUIs_TDC_7_1_0_TheDarkWraith\data\Scripts\Menu\T heDarkWraithUserOptions.py
In section
#+++++++++++++ UI Style ++++++++++++++
# Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH5Enhanced change to SH3Style or SH4Style
After this activate mod
volodya61
02-01-13, 02:00 AM
You need to open the file NewUIs_TDC_7_1_0_TheDarkWraith\data\Scripts\Menu\T heDarkWraithUserOptions.py
..................
UIStyle = SH5Enhanced change to SH3Style or SH4Style
After this activate mod
Maybe using OptionsFileEditor is the simpler and safer way?
I keep getting radio messages with crazy symbols in place of umlauts and such. When checking the radio message files, I see this symbol everywhere: �
I've tried going into the text files and adding in the symbols and checking to make sure it is in Unicode (UTF-8), but the radio messages still come out with these strange characters.
volodya61
02-01-13, 04:53 AM
I keep getting radio messages with crazy symbols in place of umlauts and such. When checking the radio message files, I see this symbol everywhere: �
I've tried going into the text files and adding in the symbols and checking to make sure it is in Unicode (UTF-8), but the radio messages still come out with these strange characters.
Check Fonts..
Maybe using OptionsFileEditor is the simpler and safer way?
Maybe so, but I think is easier and faster to open, browse and edit the file, you make a few extra manipulation editor. At least I thought editor uncomfortable.:shucks: Well, except that for safety.:yep:
volodya61
02-01-13, 05:44 AM
To me, it's easier and faster using the editor.. and more comfortable too :yep:
in the editor, I can see at once more than hundred options.. and no need to search for them..
Well, tastes differ :D
Check Fonts..
I don't know what you mean.
.txt files don't contain font information, unless you mean the fonts folder in SH5, but I don't know what I should do in there.
EDIT: I think I found the problem. When I use the generic patcher, some of the .txt files in my fonts folder gets corrupted. Thanks for the help!
Spectre-63
02-02-13, 10:51 AM
Hi all -
forgive me in advance for not reading thru all 650 pages of the thread, I'm tasked with babysitting my 6mo old daughter today and wanted to get a quick answer before she wakes up from her nap. :D
So I run a very high resolution for my game and the icons for the crew and controls are extremely small as a result. Is there an option somewhere within the UI mod to adjust the size of the icons?
Thanks in advance!
Mike
Hi all -
forgive me in advance for not reading thru all 650 pages of the thread, I'm tasked with babysitting my 6mo old daughter today and wanted to get a quick answer before she wakes up from her nap. :D
Mike
Been there. I always try to get some patrolling in during naptime. Usually when I hear, "ship on the horizon" called out its then followed by the sound of a baby crying. Oh well.
So I run a very high resolution for my game and the icons for the crew and controls are extremely small as a result. Is there an option somewhere within the UI mod to adjust the size of the icons?
Thanks in advance!
Mike
I ran SH5 2560X1440, and had same trouble with map tools + some others glitches...
Back to 1920X1080 reso, everything is fine again, and don't blow my eyes trying to clic some icons :)
Game is more fluent too.
Spectre-63
02-03-13, 12:38 AM
I ran SH5 2560X1440, and had same trouble with map tools + some others glitches...
Back to 1920X1080 reso, everything is fine again, and don't blow my eyes trying to clic some icons :)
Game is more fluent too.
Yup, that's the same resolution I'm trying to run at. It's hard to give up the clarity of the sim at that resolution!
That's right, Spectre...but i've finally chosen between hard time/clarity of sim and fluent/easy handling :yep:
Got a question about one of the new functions included in TDW's UI's mod. When at the hydro station I can't always get teh "follow nearest contact" function to work. I'd say it only works about 25% of the time. It usually says, "no close contacts to follow" or something to that effect. I've tried it when there are targets at close range making lots of noise. I can hear them on the hydro and I even point the needle directly at their bearing myself and push the button but the function doesn't work.
I tried increasing the range taht the hydro operator will pick up and follow a target and that doesn't seem to work either. I also can't seem to get the "send data to TDC" buttons to do anything in the hydro station. Does anyone know how to make this work? These would be very useful when setting up a solution by hydro only. Thanks.
EDIT: I noticed on the OP it says that "follow closest target" for hydro can only be enabled when locked on to the target in the UZO or scope. Is that correct? Maybe that's my issue. I was trying to do it without raising the scope to simulate bad weather and low visibility when you can't lock on in the scope.
Hi guys.I have just started playing Sh5,after many years with Sh3 and Sh4 and i am using this great UI(ver 7_1_0).I have one slight problem...Each time i ask my watch officer for reporting nearest contact he also informs me about the range of the contact in meters.Is there any way i can cancel this through OptionsFileEditorViewer?It seriously decreases realism for me...
Thank you!
I know a lot of people were requesting to have the range estimations taken out or "fuzzed up" a bit. Did anyone ever find a fix for this?
An other request for TDW :oops::
- As SH5 doesn't put or save any destroyed marks on map (vanillia game ones), would be nice to be able to put our own destroyed marks similar to NewUIs ones for each boat sinked (my 7.1.0 or 7.2.0 version doesn't put DM each time - in fact very few) with an editable text.
Thanks for reading :up:
great work,download and try it now.
Deathwyn
02-07-13, 06:53 PM
Hi first off let me say i love the concept of this mod (because i really hate the vanilla iu) unfortunately i cant seem to get it to work i followed all the instructions but it seems to "break" the games ui all together.
I have made a DebugView log and i have attached the txt. file but if you need anymore info just ask.
Targor Avelany
02-07-13, 08:20 PM
Hi first off let me say i love the concept of this mod (because i really hate the vanilla iu) unfortunately i cant seem to get it to work i followed all the instructions but it seems to "break" the games ui all together.
I have made a DebugView log and i have attached the txt. file but if you need anymore info just ask.
I might be wrong, but this doesn't seem like a full log.
Deathwyn
02-07-13, 09:31 PM
I might be wrong, but this doesn't seem like a full log.
i never managed to get passed the main menu screen buttons are not working
Targor Avelany
02-07-13, 09:58 PM
i never managed to get passed the main menu screen buttons are not working
i meant that the log is not from the start. It looks like you only copied started from line 700 or smth like that.
Deathwyn
02-07-13, 10:08 PM
i meant that the log is not from the start. It looks like you only copied started from line 700 or smth like that.
That was all of it, from before I started uplay right to closing it down. :hmmm:
Targor Avelany
02-08-13, 01:29 AM
That was all of it, from before I started uplay right to closing it down. :hmmm:
I, unfortunately, not the most knowledgeable, but let's get the basics out of the way.
1) are you updated to version 1.2 of the game? you can try updating it via game updater (Sorry, not home so don't remember exactly path, but if you search for fundu. exe inside the SH5 folder, you'll find it)
2) have you edited the options file with optionsfileeditorviewer as its described on the first page?
Let's start with these ones for now.
edit: darn it's hard to type from cellphone...
Deathwyn
02-08-13, 03:30 PM
I, unfortunately, not the most knowledgeable, but let's get the basics out of the way.
1) are you updated to version 1.2 of the game? you can try updating it via game updater (Sorry, not home so don't remember exactly path, but if you search for fundu. exe inside the SH5 folder, you'll find it)
2) have you edited the options file with optionsfileeditorviewer as its described on the first page?
Let's start with these ones for now.
edit: darn it's hard to type from cellphone...
ha yes typing on a cell phone is quite frustrating.
Anyways as it turns out i'm an idiot and i didn't patch the game and i once i used the options file editor the mod worked like a charm. I thank you Sir for your time in helping this noob figure this out and get this awesome mod working you and TDW get a :salute: and a :up:
edit: so apparently it only worked once
Deathwyn
02-08-13, 04:05 PM
It worked once and went back to what it was doing before. I made one change in the OFEV then changed it back, nothing :/\\!!
Spectre-63
02-08-13, 04:15 PM
Deathwyn -
did you make the change with the mod applied, or unapplied? In my experience, it's necessary to remove all mods (at least those below the Multiple UI mod) before making any changes and then re-apply the mod after making whatever change you need to make.
Deathwyn
02-09-13, 12:18 AM
Deathwyn -
did you make the change with the mod applied, or unapplied? In my experience, it's necessary to remove all mods (at least those below the Multiple UI mod) before making any changes and then re-apply the mod after making whatever change you need to make.
I did after i read this and it worked :salute:
Spectre-63
02-09-13, 12:24 AM
Sweet! Further proof that even a blind squirrel like me finds a nut every once in awhile! ;)
Enjoy and don't forget:
BE MORE AGGRESSIVE! :arrgh!:
dasboot commander
02-09-13, 10:35 AM
Heloam new:)
Targor Avelany
02-09-13, 02:38 PM
I did after i read this and it worked :salute:
Glad you have figured it out!!! :yeah:
Heloam new:)
Welcome to the WolfPack! :up:
What key is used for switching on the radio? :hmm2:
7thSeal
02-13-13, 06:35 PM
TDW,
I know you're busy at the moment and I'm just mentioning this as something down the road that you might look into. :)
You've provided a small tab to the right of the icons that popup at the top of the screen that you can use to drag the icons around to place them wherever. The icons I'm referring to are the ones like the anchor for refitting or entering bunker and the other various ones that popup. Personally I like to drag them off to the left side of the screen so that they're not visible such as in this shot.
http://imageshack.us/a/img713/7466/sh52013021317080012.jpg (http://imageshack.us/photo/my-images/713/sh52013021317080012.jpg/)
During a campaign I noticed that this tab and icons eventually disappear if you drag it to the side and leave it and no longer available which is fine by me. But the only problem is when you need to return to the bunker and you don't have the anchor icon to click on. The only way to get it back is to save and completely exit the game and restart the save (exiting to menu and restarting the save doesn't work).
I was wondering if the cause of it disappearing might eventually be found and hoping that even the cause could somehow be taken advantage of for a means to disable/re-enable the icons at will (hotkey maybe). I noticed this issue awhile back but never mentioned it until now after the thought crossed my mind that hopefully the reason of it disappearing might even be of use. :)
Trevally.
02-14-13, 12:48 PM
What key is used for switching on the radio? :hmm2:
C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg
[Cmd561]
Name=Toggle_Activate_UserRadio
Contexts=1
Key0=0x54,,"T"
C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg
[Cmd561]
Name=Toggle_Activate_UserRadio
Contexts=1
Key0=0x54,,"T"
Silly me :doh:
Thank you Trevally! :salute:
ReallyDedPoet
02-18-13, 10:03 PM
Is there a video on how to use the OptionsFileEditorViewer App?
Edit: When I open the thing it is searching for folders, etc, not sure what to do :doh::doh:
Edit 2: Found this helpful post by Trevally, should do the trick.
The normal process for using the options editor is to edit the py file when it is in your MODS floder and so set the path as -
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_2_1_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithUserOptions.py
Then you would save the changes and install the mod.In the past I have gone into the py options file, but would like to use the above.
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