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McHub532
04-21-10, 03:57 AM
That didn't fix it for me. Hmm What could I be doing wrong?

Figured it out....

I was trying to unzip.. unrar the file directly over top of TDW's files/folders... the program doesn't allow that (do you want to copy, write over.. type option)...

So.. I unzipped to a blank area.. then copy/pasted over top of TDW's and the familiar (are you sure you want to write over these files) window popped up.. then I knew I was doing it right.

Works great! Thanks!

Ragtag
04-21-10, 04:30 AM
Could be but it's beyond my ability I have discovered.

A CD came with the monitor (it's a monitor at work) and I put it in my CD-Rom.. there are drivers but when I try to update.. it says the drivers I have already are more up to date. Not sure how to say --> This Monitor here. use this specific driver.

Is that possible?

Yes, go to device manager and remove your monitor from the list. Install the cdrom driver.

McHub532
04-21-10, 04:33 AM
Yes, go to device manager and remove your monitor from the list. Install the cdrom driver.

That sounds spooky.. but I'm going to give it a try right now. Thank you.

Nauticalwolf
04-21-10, 04:39 AM
Figured it out....

I was trying to unzip.. unrar the file directly over top of TDW's files/folders... the program doesn't allow that (do you want to copy, write over.. type option)...

So.. I unzipped to a blank area.. then copy/pasted over top of TDW's and the familiar (are you sure you want to write over these files) window popped up.. then I knew I was doing it right.

Works great! Thanks!

Just confirming - Have you got the correct obs periscope veiw now?

McHub532
04-21-10, 04:44 AM
Yes, go to device manager and remove your monitor from the list. Install the cdrom driver.

Phew.. finally.

I had to update driver.. but tell it to check locally.. and then additionally tell it that I had the desk.. and then go into the dist and find it.......

They call this plug and play? I feel like I'm messing with dip-switches here. Heh

McHub532
04-21-10, 04:44 AM
Just confirming - Have you got the correct obs periscope veiw now?

Yes Sir.. working fantastic. You're mini-DarkWraith. hee-hee.. You rock.

rededge
04-21-10, 04:57 AM
I've just installed v1.4 this morning and alt-tabbed out the game to offer some feedback on this...

Absolutely ****ing Brilliant!! :woot:

Difficult to see how the interface could be improved upon now, everything I've wanted to see added or gotten rid of you've managed to do and given the option to toggle on/off - couldn't wish for more!

A HUGE thanks is in order for this, must've been a hell of a lot of work and hours.

I hope this makes the game for everyone a whole lot better, I reckon everyone on Subsim will appreciate this one!

Regards :salute:

McHub532
04-21-10, 05:02 AM
Yes, go to device manager and remove your monitor from the list. Install the cdrom driver.

It worked.. it worked....

I installed the new drivers... used extended monitor.. made the big monitor the main monitor.. started the game.. it shrunk (pout)..

but then I went to the graphics options inside SH5 and a LOT more options became available.. I'm now running at the suped up uber-resolution.

Weee!

furby
04-21-10, 05:05 AM
makes you wonder... if the wonderful modders can do all this...come up with what seems the perfect way of doing things...things that seem the RIGHT way to go about things...why cant the devs have done it this way from the start??

a very very big thanks from me...i know i prob wouldnt be playing SH5 if it wasnt for the fantastic mods and modders. :)

McHub532
04-21-10, 05:08 AM
pout pout whimper sniffle....

My system can't handle these Uber Resolution Graphics... it is so lagged it is unplayable now.

Bummage.

Oh well.. going back to the graphics I know it can handle... still fun on the massive monitor.

McHub532
04-21-10, 06:15 AM
Okay.. so I'm looking at my map view with some TC going and all of a sudden an enemy aircraft pops into view... back to 1x TC and I'm still at the map view.

I hit F6 to order my men to the flak guns and then I said.. hey.. I don't trust this code that they're actually going to fire the guns so... I pressed the teleport button and this is what I got.

http://farm3.static.flickr.com/2729/4539938545_78622565f7_o.jpg

Wow.. that was a mistake, so I pushed the escape button on the laptop to try and 'pull out' or 'minimize' like when you leave the periscope or want to leave a gunner position.. and this is what I got.

http://farm5.static.flickr.com/4052/4539938549_232e42973c_o.jpg

This all gets pretty exciting. :)

TheDarkWraith
04-21-10, 06:37 AM
I went to periscope and this is what I got.

http://farm5.static.flickr.com/4066/4539556795_c750ecd48b_o.jpg

yeah that's called my mistake. Somehow I crossed a file on the all dials TDC version. Fixing. :oops:

v1.4.0 has been suspended from download until I fix this......

McHub532
04-21-10, 06:39 AM
yeah that's called my mistake. Somehow I crossed a file on the all dials TDC version. Fixing. :oops:

v1.4.0 has been suspended from download until I fix this......

One of the guys made a temp-patch until you got your 4 hours sleep for the day. We knew you'd fix it when you got back. :)

TheDarkWraith
04-21-10, 06:42 AM
One of the guys made a temp-patch until you got your 4 hours sleep for the day. We knew you'd fix it when you got back. :)

as the saying goes: programming is the art of introducing bugs.....

McHub532
04-21-10, 06:43 AM
as the saying goes: programming is the art of introducing bugs.....

I think you are doing spectacular !!!

TheDarkWraith
04-21-10, 06:49 AM
oh I made a good blunder on this one....messed up the all dials, no dials, and spread angle only TDC modes.....

Actually I don't know how the menu item for the obs mask got set to nothing in those.....very strange....

McHub532
04-21-10, 06:50 AM
oh I made a good blunder on this one....messed up the all dials, no dials, and spread angle only TDC modes.....

I'm sure you know what is missing and what to slap into place to make it work.. but if it's quicker...

NauticalWolf did the fixes and posted them.. if you want to snag his files for a quick fix.

Ragtag
04-21-10, 06:51 AM
I hope not. The whole reason I started saving my pictures here on Subsim was that I was under the impression there's no limit and no bandwith limit (like the problems I had before with photobucket). Plus for development of mods this is the perfect place to store pictures of the progress of the mods.

think there is a 5.0mb limit. Click upload picture and you can see how much space you got left.

ologuy
04-21-10, 06:59 AM
you give me viable keymaps and I'll implement them if everyone agrees on it. Sound fair :06: I can do different hotkeys based on UI style no problem.
I uploaded the SH3 keymaps in a pdf file http://rapidshare.com/files/378323844/SH3_QRC_EN.pdf.html

Couldn't find the SH4 keymap.

/e: found the SH4 keymap in my install directory, but its only german. Maybe someone with the english version could upload the SilentHunter4manual.pdf from Ubisoft/Silent Hunter 4: Wolves of the Pacific/support.

Taking this to the new page.

TheDarkWraith
04-21-10, 07:02 AM
I'm sure you know what is missing and what to slap into place to make it work.. but if it's quicker...

NauticalWolf did the fixes and posted them.. if you want to snag his files for a quick fix.


yeah I knew what was missing once I saw the posts. I've already fixed them and I'm testing them all now.

Makes me really nervous though when things just start 'disappearing' out of my files for no reason......

TheDarkWraith
04-21-10, 07:03 AM
think there is a 5.0mb limit. Click upload picture and you can see how much space you got left.

there is no 'upload picture' anymore for me.....

Yoram777
04-21-10, 07:18 AM
v1.4.0 is NICE :DL

Came across one problem with the periscope height though:
The addition of the Twisty_periscope_thingies seems to cause it:

Max periscope height with:
NewUIs_TDC_1_4_0_ByTheDarkWraith
+ NewUIs_TDC_1_4_0_Twisty_periscope_thingies
http://img101.imageshack.us/img101/9865/imkgge2.jpg

Max periscope height without:
http://img153.imageshack.us/img153/8589/imatse1.jpg

Nauticalwolf
04-21-10, 07:20 AM
TDW,

Could be a little tied, you've been doing so much amazing work. We all truly appreciate your efforts. :up::up::up::up::up:

TheDarkWraith
04-21-10, 07:21 AM
v1.4.0 is NICE :DL

Came across one problem with the periscope height though:
The addition of the Twisty_periscope_thingies seems to cause it:

Max periscope height with:
NewUIs_TDC_1_4_0_ByTheDarkWraith
+ NewUIs_TDC_1_4_0_Twisty_periscope_thingies
http://img101.imageshack.us/img101/9865/imkgge2.jpg

Max periscope height without:
http://img153.imageshack.us/img153/8589/imatse1.jpg

that is a stock SH5 problem. When they made the twisty periscope thingies for the scopes they also made them (the scopes) either lower in height or offset in the vertical direction. It's nothing that I caused.

TheDarkWraith
04-21-10, 07:22 AM
TDW,

Could be a little tied, you've been doing so much amazing work. We all truly appreciate your efforts. :up::up::up::up::up:

thanks for fixing my errors while I was away :yeah: I've fixed the problems and have tested them and all are fine. Now just adding some final tweaks to them (like making sure the zoom level is visible in obs scope, making the zoom text for attack and obs bigger, etc.)

McHub532
04-21-10, 07:23 AM
I've got my laptop packed away and in my vehicle now (at work, day shift people coming in soon)...

I installed the twisty periscope thingy for the first time last night but never got a chance to see what it actually was/did. I spent the entire night battling the periscope thing and the dual monitor educational experience.

What exactly is this twisty periscope thingy? What does it do?

TheDarkWraith
04-21-10, 07:24 AM
I've got my laptop packed away and in my vehicle now (at work, day shift people coming in soon)...

I installed the twisty periscope thingy for the first time last night but never got a chance to see what it actually was/did. I spent the entire night battling the periscope thing and the dual monitor educational experience.

What exactly is this twisty periscope thingy? What does it do?

just adds some wire things around the neck of the scopes....graphical additions is all but to me looks really nice :DL

Nauticalwolf
04-21-10, 07:28 AM
McHub532,

Twisty wire thingy was historically used to reduce periscope wake. Not sure if it actually does that in game or is just decoration.

Cheers

McHub532
04-21-10, 07:30 AM
McHub532,

Twisty wire thingy was historically used to reduce periscope wake. Not sure if it actually does that in game or is just decoration.

Cheers

Oh, I see.. you are saying it's up at the top of the periscope.. the above water part when you are at periscope depth?

Yoram777
04-21-10, 07:30 AM
that is a stock SH5 problem. When they made the twisty periscope thingies for the scopes they also made them (the scopes) either lower in height or offset in the vertical direction. It's nothing that I caused.

Ah ok, I'll just use your mod without the twisty periscope thingies then :p2:

Nauticalwolf
04-21-10, 07:31 AM
TDW,

Happy to help out anytime :yeah: if I can.

BTW you rock :rock:

Cheers

Nauticalwolf
04-21-10, 08:02 AM
Yoram777, McHub532,

Sorry took a bit, couldn't find my reference material.

Wire thingy to reduce wake
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/2005914216133225.jpg

x2
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/witte.jpg

ReallyDedPoet
04-21-10, 08:04 AM
DW, had a look at:

NewUIs_TDC_1_4_0_TheDarkWraith\data\Scripts\ Menu\TheDarkWraithUserOptions.py

Did not see where there is an option or value to change the XO position on the screen. I have messed with the UI stuff in the past as far as positioning ( Compass location being one ), but am wondering how to move the XO around.

When I bring the XO up he is in the middle of the screen would like to move him down and to the right a bit. I am thinking this has to do with my resolution and not being as high as what you are using.

Thanks for any help :yep:

TheDarkWraith
04-21-10, 08:07 AM
DW, had a look at:

NewUIs_TDC_1_4_0_TheDarkWraith\data\Scripts\ Menu\TheDarkWraithUserOptions.py

Did not see where there is an option or value to change the XO position on the screen. I have messed with the UI stuff in the past as far as positioning ( Compass location being one ), but am wondering how to move the XO around.

When is bring the XO up he is in the middle of the screen would like to move him down and to the right a bit. I am thinking this has to do with my resolution and not being as high as what you are using.

Thanks for any help :yep:

the XO position is dynamic - he repositions himself based on whether the messagebox is visible or not. If you press the hotkey to toggle the messagebox visibility then he should move to a more favorable place.

what screen res you using (just curious to know)?

Defiance
04-21-10, 08:21 AM
Yet Again :salute:

Great work per usual TDW :yeah:

Cheers

TheDarkWraith
04-21-10, 08:26 AM
Yet Again :salute:

Great work per usual TDW :yeah:

Cheers

I blundered 3 things up in v1.4.0 and had to pull the download. I've fixed them now but I'm fixing something else I just found. This is going to make a new release now (v1.5.0) since it's a feature change :doh:

EDIT:

got the marking lines and zoom working in the obs scope now. Still some tweaking to do on it.......

Yoram777
04-21-10, 08:29 AM
the XO position is dynamic - he repositions himself based on whether the messagebox is visible or not. If you press the hotkey to toggle the messagebox visibility then he should move to a more favorable place.

The position of the XO is not ideal when using the SH3 style UI, at least not on my screen.
If it was moved just slightly more to the left everything would be visible and clickable.

http://img203.imageshack.us/img203/1144/imahgde2.jpg
http://img194.imageshack.us/img194/9861/dghe1.jpg

McHub532
04-21-10, 08:31 AM
Yoram777, McHub532,

Sorry took a bit, couldn't find my reference material.

Wire thingy to reduce wake


Coolness.. thanks!

ReallyDedPoet
04-21-10, 08:31 AM
the XO position is dynamic - he repositions himself based on whether the messagebox is visible or not. If you press the hotkey to toggle the messagebox visibility then he should move to a more favorable place.

what screen res you using (just curious to know)?

I am thinking 1152 x 864, or slightly higher. I am work :D

TheDarkWraith
04-21-10, 08:37 AM
The position of the XO is not ideal when using the SH3 style UI, at least not on my screen.
If it was moved just slightly more to the left everything would be visible and clickable.

http://img203.imageshack.us/img203/1144/imahgde2.jpg
http://img194.imageshack.us/img194/9861/dghe1.jpg

that is an error on my part. I will look into this :yeah:

EDIT:

YIKES! I left out a whole block of code that should be executed if the messagebox isn't visible in SH3/4 UI modes. That is why you have this problem. I'm fixing it now.

TheDarkWraith
04-21-10, 09:26 AM
all changes/bugs have been made/fixed. Now I'm testing them. Upon successful test I'll be releasing v1.5.0. I have to increment the build number due to a new feature being added.

Here's v1.5.0 change log:

v1.5.0 - (SH3/5 UI styles) fixed bug where if user had disabled the officer icons they could still possibly be shown
- (SH3/5 UI styles) fixed bug where officer icons, order categories, and order bars were visible in full screen event camera view
- fixed bug of missing marking lines and zoom level in obs scope
- raised the heading in the obs, attack, and UZO stations for more clearer view in scope
- increased the zoom level font size for attack, UZO, and obs so it's easier to read (and repositioned the text for better view)
- fixed bug where mask was missing for obs scope in TDC no dials, TDC all dials, and TDC spread angle modes
- (SH3/4 UI styles) fixed bug where when messagebox was hidden the XO TDC dialog box didn't reposition properly

TheDarkWraith
04-21-10, 10:06 AM
had to make one more change. The logic for WEPS-->torpedo attack--> take photo had to change. You have to have a contact locked before you can take a picture now.

Defiance
04-21-10, 10:14 AM
Lol,
Just exited game

Wondered if some new mods had fubar'd my obs scope view

Just removed wire of all sub obs scopes, only to read your post lol

Ohh well the wires don't take long to redo :)

Must say the tdc/new-ui setup is making this a very enjoyable sim

Cheers

ps: am i correct in thinking the obs scope problem was the sizing (i was looking out in cinemascope lmao) or not ? (hope it was as from my mods i have no conflicts/overwrites except tried n tested ones

pps: he he, just noticed the twisty wire options you've added in the package -------- Deffy has a Facepalm Moment roflmao Dohh

SeaWolf U-57
04-21-10, 10:20 AM
I'm sorry that I am using windows 7 so cant screen shot this.
But when using the SH3Style ( by changing the The Dark Wraith options)
I got what seemed like the old sh3 torpedo control IE the fire button with the
green/red lights but they where under the top right hand screen controls (the time compression clock ect.) so I had to use minimal dials tdc option this cleared it :hmmm:

TheDarkWraith
04-21-10, 10:28 AM
I'm sorry that I am using windows 7 so cant screen shot this.
But when using the SH3Style ( by changing the The Dark Wraith options)
I got what seemed like the old sh3 torpedo control IE the fire button with the
green/red lights but they where under the top right hand screen controls (the time compression clock ect.) so I had to use minimal dials tdc option this cleared it :hmmm:

what screen res? what UI style? what TDC style? I need to know so I can load it up and see what you're talking about.

Ctrl + F11 won't take screenshots for you? I use Windows 7 Ultimate 64bit and have no problems taking screenshots. The screenshots are placed in your \Ubisoft\Silent Hunter 5\

TheDarkWraith
04-21-10, 10:32 AM
v1.5.0 released. See post #1 of this thread for details/bug fixes.

Would like confirmation that the officer bars, order bars, and order categories are not visible anymore on the fullscreen event camera. I haven't been able to get my event camera to show during all my testing.....

SeaWolf U-57
04-21-10, 10:35 AM
The only thing I did was to download your version 1_3_0 mod
open it change the Style to SH3Style and run it.
screen res is 1680x1050
I will try the screen shot again I will re-install it to how it was when this happend
and see :hmmm:

Edit.. I will try the new version it might not happen

TheDarkWraith
04-21-10, 10:38 AM
The only thing I did was to download your version 1_3_0 mod
open it change the Style to SH3Style and run it.
screen res is 1680x1050
I will try the screen shot again I will re-install it to how it was when this happend
and see :hmmm:

Edit.. I will try the new version it might not happen

if it does happen again I need to know the UI style, TDC style, screen res, and what screens the problem(s) is seen on :DL

SeaWolf U-57
04-21-10, 11:15 AM
if it does happen again I need to know the UI style, TDC style, screen res, and what screens the problem(s) is seen on :DL


Just picked out and placed into the mods folder .. NewUIs_TDC_1_5_0_
By The Dark Wraith.
Changed the UI Style to SH3Style
TDC Style didn't add one so the standard one
Screen res 1680x1050
its on the Attack periscope



http://img411.imageshack.us/img411/2554/sh5img201004211656.jpg (http://img411.imageshack.us/i/sh5img201004211656.jpg/)

TheDarkWraith
04-21-10, 11:20 AM
Just picked out and placed into the mods folder .. NewUIs_TDC_1_5_0_
By The Dark Wraith.
Changed the UI Style to SH3Style
TDC Style didn't add one so the standard one
Screen res 1680x1050
its on the Attack periscope

now I understand why you're having a problem. If you don't want any TDC dials then you have to enable the add-on mod no TDC dials I provided.

Another way to tell you haven't installed a TDC style is if you go to attack or obs views and the scope views are not centered in the screen.

Defiance
04-21-10, 11:31 AM
Hiya's,

All sorted now

Many Thanks Guys :)

SeaWolf U-57
04-21-10, 11:35 AM
now I understand why you're having a problem. If you don't want any TDC dials then you have to enable the add-on mod no TDC dials I provided.

Another way to tell you haven't installed a TDC style is if you go to attack or obs views and the scope views are not centered in the screen.

thanks for clearing that up :yeah:

TheDarkWraith
04-21-10, 12:37 PM
working on v1.6.0 now. Adding a button to the UZO, Attack, and obs views that allows you to toggle the TDC dials visibility (if you have one of the TDC dials mode enabled). This should help those with lower screen res 'see' more through their scope views. It will read the options file at game start so you can set it up that certain views are enabled/disabled when you go to that station.

ReallyDedPoet
04-21-10, 01:07 PM
working on v1.6.0 now. Adding a button to the UZO, Attack, and obs views that allows you to toggle the TDC dials visibility (if you have one of the TDC dials mode enabled). This should help those with lower screen res 'see' more through their scope views. It will read the options file at game start so you can set it up that certain views are enabled/disabled when you go to that station.

Nice :up:, I may not get a chance to try out 1.5 the rate you are going
with this :DL

TheBeast
04-21-10, 01:12 PM
had to make one more change. The logic for WEPS-->torpedo attack--> take photo had to change. You have to have a contact locked before you can take a picture now.
In SH4, you had to have a Mission Objective to take a Photo, You had to be on station in Mission Objective patrol zone, You had to have Target Lock using the Attack Periscope ONLY, You had to be submerged.
Does this still hold true in SH5?

P.S. Also in SH4 each photo is a actual image saved to the User's Operating System - User's My Documents folder. Randomly taking pictures all the time could use a great deal of disk space.

TheDarkWraith
04-21-10, 01:18 PM
In SH4, you had to have a Mission Objective to take a Photo, You had to be on station in Mission Objective patrol zone, You had to have Target Lock using the Attack Periscope ONLY, You had to be submerged.
Does this still hold true in SH5?

P.S. Also in SH4 each photo is a actual image saved to the User's Operating System - User's My Documents folder. Randomly taking pictures all the time could use a great deal of disk space.

good points. If someone can verify all the conditions needed to take a photo I will adjust the logic for the icon :up:

I don't think taking photos in SH5 saves them to the user's HD. Someone to verify this? I've never had a photo taking opportunity yet.......

kylania
04-21-10, 01:19 PM
P.S. Also in SH4 each photo is a actual image saved to the User's Operating System - User's My Documents folder. Randomly taking pictures all the time could use a great deal of disk space.

Still is in SH5. :DL

TheBeast
04-21-10, 01:22 PM
good points. If someone can verify all the conditions needed to take a photo I will adjust the logic for the icon :up:

I don't think taking photos in SH5 saves them to the user's HD. Someone to verify this? I've never had a photo taking opportunity yet.......
I just looked and could not find any saved Photo's. With that said, I have not had a Mission Objective to take a photo as yet.
The button may show as the user can use it but it may not do anything unless all the conditions are true.

mcaa666
04-21-10, 03:16 PM
Actually SH5 does save photo's on to the HD; example of a recent one:

http://htpahw.blu.livefilestore.com/y1psI7dNVaebGTokPPAl7Pe-n_pM-gDmOU-1FgDZKETXYDQfRrRbWUKKq2uvQICbQCAuTGSD_lsQbgEgkdVPj w9pbFG8vwA7tVj/SH5Photo%4017-4-2010_18.54.9_984.bmp

I should have a savegame which i made when i was in the trondheim base and i will look into the requirements needed to take photo's...

TheDarkWraith
04-21-10, 03:21 PM
I should have a savegame which i made when i was in the trondheim base and i will look into the requirements needed to take photo's...

that would be much appreciated :yeah:

mcaa666
04-21-10, 03:58 PM
Ok, just took a look at the requirements for taking a photo...
You need to have a target locked but other than that it does not matter if you are submerged or not. Also it works on the UZO, observation scope and the attack scope. So no real requirements there.
Took a screenie so you can see how everything looks...works perfectly btw.
The 'take photo' button is perfectly available even with the 'lock/break lock' buttons disabled.
Using version 1.5 and enhanced SH5 UI.

http://htpahw.blu.livefilestore.com/y1pkeVa_PO-W6HNXuv2O1UXhyUbeFg7W-TA6PK6T0nlkletg9mi7F6EADbMFbkl7_Js43sufo-0uOjN9wlcq-ORgVo570-o-9BG/SH5Img%402010-04-21_22.50.jpg

TheDarkWraith
04-21-10, 04:05 PM
The testing you did you used the take photo icon located on the scope views to take the photo right and not the one from the officer icons?

can you test something out for me? Using WEPS-->Torpedo Attack-->Take photo, click on that icon when you are on the bridge (not at UZO, attack, or obs station) and let me know what happens (I'm not sure whether it will take a correct photo or not)

I also see you have pattern running torpedoes available (from the LuT buttons). Have you been able to set the pattern running dials successfully?

mcaa666
04-21-10, 04:19 PM
The testing you did you used the take photo icon located on the scope views to take the photo right and not the one from the officer icons?

can you test something out for me? Using WEPS-->Torpedo Attack-->Take photo, click on that icon when you are on the bridge (not at UZO, attack, or obs station) and let me know what happens (I'm not sure whether it will take a correct photo or not)

I also see you have pattern running torpedoes available (from the LuT buttons). Have you been able to set the pattern running dials successfully?
Will do, I will report back shortly...

reaper7
04-21-10, 04:25 PM
I also see you have pattern running torpedoes available (from the LuT buttons). Have you been able to set the pattern running dials successfully?

@mcaa666 These are the results I got for the Fat/Lut Torps in my previous Tests. Something to compare with your results to see if this is a Dev Issue.

1. Straight Run, was able to set dial to any value between 0m and 2500m
2. 2nd Gyroangle, could onle select -90 or +90 degrees ?
3. Leg, could only select 800 or 1600 ?
4. Pattern angle, was unable to select a value (Couldn't move needle)

TheDarkWraith
04-21-10, 04:30 PM
buttons have been added to the UZO, attack, and obs stations so that you can toggle the TDC dials on/off for each station individually (if you have a TDC mode enabled that has dials) :yeah:

If you are using a TDC mode that doesn't have any dials then the buttons will be hidden.

This feature will be available in v1.6.0

mcaa666
04-21-10, 04:38 PM
Taking the photo via WEPS ->Torpedo Attack -> Take Photo works great.
You still need to lock a target through the UZO though before it works plus you can't really see anything on there because of the zoom level. But I reckon it's safe to say that taking the photo through the binoculars should work ok. I did notice however that it does register as 'objective complete' when you take the photo from the bridge...

Photo:
http://htpahw.blu.livefilestore.com/y1pLuD9XE-9GnUa8TEAbFivcH5-4sEd2swIj6q0T8OzPJNxIo8cslSL4ND_TwNAqWEc0oJVRjkBNu S9z5kgPgtcW4XQBjgnverJ/SH5Photo%4021-4-2010_23.28.jpg

Goes off to test the Pattern Running thingie...

TheDarkWraith
04-21-10, 04:47 PM
Taking the photo via WEPS ->Torpedo Attack -> Take Photo works great.
You still need to lock a target through the UZO though before it works plus you can't really see anything on there because of the zoom level. But I reckon it's safe to say that taking the photo through the binoculars should work ok. I did notice however that it does register as 'objective complete' when you take the photo from the bridge...

Photo:
http://htpahw.blu.livefilestore.com/y1pLuD9XE-9GnUa8TEAbFivcH5-4sEd2swIj6q0T8OzPJNxIo8cslSL4ND_TwNAqWEc0oJVRjkBNu S9z5kgPgtcW4XQBjgnverJ/SH5Photo%4021-4-2010_23.28.jpg

Goes off to test the Pattern Running thingie...


excellent :yeah:

Explain what you mean by 'Objective Complete'.....Did you have any objectives to fullfil?

Now by game logic you have to be at a station (UZO, attack, or obs) in order to take a photo (you can't take photo from binocular). I can make my logic be anything I want. Currently I have set to this:

if target locked and on the surface take photo is allowed
if target locked and underwater and you are at the obs, attack, or uzo station then take photo is allowed

should I keep it this way or make it follow the game logic? I think I should leave it the way I have it (if surfaced then you take a photo from anywhere).

mcaa666
04-21-10, 05:11 PM
excellent :yeah:

Explain what you mean by 'Objective Complete'.....Did you have any objectives to fullfil?

Now by game logic you have to be at a station (UZO, attack, or obs) in order to take a photo (you can't take photo from binocular). I can make my logic be anything I want. Currently I have set to this:

if target locked and on the surface take photo is allowed
if target locked and underwater and you are at the obs, attack, or uzo station then take photo is allowed

should I keep it this way or make it follow the game logic? I think I should leave it the way I have it (if surfaced then you take a photo from anywhere).

Yes I had a patrol objective (not a campaign objective) which told me recon the Trondheim naval base and take a photo...and that got completed as soon as I took the photo just like it should...

As for the logic;
I think that when on the surface it is easier to be able to take photo's without locking a target and when looking through the binoc's. Not sure of it's possible though... Otherwise you would still need to go to the UZO and lock the target so you can just as easy take the photo from there...

I wouldn't change anything on the submerged settings.

Did some testing of the Fat/Lut options:
Straight Leg: I was able to set it from 0 - 125m (full range on the dial)
2nd Gyro Angle: Was able to set angles all the way around with the pattern switching from left to right off the base leg on certain angles (90 and -90 degrees).
Leg: Could set it at values ranging from 0 -1600 m
Pattern Angle: Could set it at full range (0 - 360 degrees).

TheDarkWraith
04-21-10, 05:19 PM
Yes I had a patrol objective (not a campaign objective) which told me recon the Trondheim naval base and take a photo...and that got completed as soon as I took the photo just like it should...

As for the logic;
I think that when on the surface it is easier to be able to take photo's without locking a target and when looking through the binoc's. Not sure of it's possible though... Otherwise you would still need to go to the UZO and lock the target so you can just as easy take the photo from there...

I wouldn't change anything on the submerged settings.

Did some testing of the Fat/Lut options:
Straight Leg: I was able to set it from 0 - 125m (full range on the dial)
2nd Gyro Angle: Was able to set angles all the way around with the pattern switching from left to right off the base leg on certain angles (90 and -90 degrees).
Leg: Could set it at values ranging from 0 -1600 m
Pattern Angle: Could set it at full range (0 - 360 degrees).

great feedback :yeah:

So the pattern running dials are all working as they should.

Is there a way you can send me that saved mission you're using to test the photo taking? I could use it for testing some new logic ideas I have for take photo (for my icon). I'm thinking about removing the lock requirement when on the surface BUT forcing you to be in either the attack, obs, uzo, or binocs to take a picture.

mcaa666
04-21-10, 05:30 PM
Yep, pattern running dials seem to be working fine.
I would send the savegame but i'm not sure which file to send...if you can point me in the right direction that would be great.
Sounds good btw, not forcing to lock but force to look through uzo, obs, attack or binoc when on the surface.

TheDarkWraith
04-21-10, 05:33 PM
Yep, pattern running dials seem to be working fine.
I would send the savegame but i'm not sure which file to send...if you can point me in the right direction that would be great.
Sounds good btw, not forcing to lock but force to look through uzo, obs, attack or binoc when on the surface.


send me your whole \Documents\SH5 folder and let me know what save to use

mcaa666
04-21-10, 06:02 PM
Folder is 250mb large so that's a bit too much to send...
I'll have a look tomorrow on what to send.

TheDarkWraith
04-21-10, 06:05 PM
Folder is 250mb large so that's a bit too much to send...
I'll have a look tomorrow on what to send.

sounds good. I'm not sure where the save files and all are in \Documents\SH5 that's why I asked for the whole folder.

Nauticalwolf
04-21-10, 09:32 PM
TDW,

[if set up in C:/ drive]

look in Local Disk (C)/Users/"yourname"/MyDocuments/SH5/data/Users/

There is a separate folder for each campaign persona and then there is a separate folder for campaign progress i.e

Local Disk (C)/Users/Gunther/MyDocuments/SH5/data/Users/Gunther Prien/Campaign-2010-03-06_2048/

TheDarkWraith
04-21-10, 11:41 PM
v1.6.0 released. See post #1 for bug fixes/additions/etc :|\\

DonZorro
04-22-10, 12:26 AM
v1.6.0 released. See post #1 for bug fixes/additions/etc :|\\

Thanks Master TheDarkWraith!!! :salute::rock::yeah::arrgh!:

Nice PACK!

The key commands is already working??? Is the same as in the SH3???

Regards,
DonZorro

TheDarkWraith
04-22-10, 12:46 AM
Thanks Master TheDarkWraith!!! :salute::rock::yeah::arrgh!:

Nice PACK!

The key commands is already working??? Is the same as in the SH3???

Regards,
DonZorro

you have to setup the keys to whatever you want. Edit TheDarkWraithUserOptions.py file to set the teleport keys to your liking.

DonZorro
04-22-10, 12:50 AM
you have to setup the keys to whatever you want. Edit TheDarkWraithUserOptions.py file to set the teleport keys to your liking.

VERY BIG THANKS... :salute:

And how can I activate the old SH3 dials on the bottom right???

kylania
04-22-10, 12:56 AM
VERY BIG THANKS... :salute:

And how can I activate the old SH3 dials on the bottom right???

Edit the file data\Scripts\Menu\TheDarkWraithUserOptions.py (in your MODS folder) with a text editor. Look for this section, near the top (line 30-31):


# the current UI Style (only possible values are: SH3Style, SH4Style, SH5Enhanced)
UIStyle = SH3Style
Change the UIStyle = SH5Enhanced to read = SH3Style as above in yellow and save the file and reenable the mod.

DonZorro
04-22-10, 01:02 AM
Edit the file data\Scripts\Menu\TheDarkWraithUserOptions.py (in your MODS folder) with a text editor. Look for this section, near the top (line 30-31):

Change the UIStyle = SH5Enhanced to read = SH3Style as above in yellow and save the file and reenable the mod.

It is enough to change it? :06::hmmm: I will try! Thanks... :up:

java`s revenge
04-22-10, 02:12 AM
I have installed the last version 1.6 now and I don`t get the teleporting and the tdc to work. :88)

Am using sh3 gui and i have altered the details in the .py file.

Which keys / knobs do i have to press to see the tdc?

Who can help me out? Here is the file,

# Edited by TheDarkWraith for NewUIs_TDC_1_6_0
# Edited on 4/21/2010 @ 2320


# User Options for DarkWraith's mods



# NOTE!!!!
# These are the keys the game recognizes:
# A-Z of the alphabet (Capitalized!)
# Tab, Enter, Shift, Ctrl, Alt, Escape, PageUp, PageDown, End, Home, Left, Up, Right, Down, Insert, Delete, numbers 0-9 (which are Keyx - i.e. 4 would be Key4), F1-F11 functions keys.



##################################### Game False ####################################
# required to disable the snorkel orders for the officers. DO NOT CHANGE!
#
SnorkelEnabled = False


##################################### UI Stuff (SH3/4/5 modes) ##################################

#+++++++++++++ UI Style ++++++++++++++
# Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2

# the current UI Style (only possible values are: SH3Style, SH4Style, SH5Enhanced)
UIStyle = 1


#+++++++++++++ SH5 specific UI Items +++++++++++++++
#
# the key used to increase the desired heading when you mouse into the heading bar
#
HeadingBarIncreaseHeadingKey = MenuKeyManagerWrapper.Keys.E # change the E to whatever key you want
HeadingBarDecreaseHeadingKey = MenuKeyManagerWrapper.Keys.Q # change the Q to whatever key you want
#
# some users may want the desired heading to increase slower. Modify this value to add delay (increment in 1's!)
#
HeadingBarUserDelay = 0
#
# the hotkey used to display the heading/rudder dial
#
HeadingRudderKey = MenuKeyManagerWrapper.Keys.C # change the C to whatever key you want
#
# the hotkey used to change the heading/rudder dial mode (heading mode or rudder mode) will be the same key
# used to toggle the display of the dial plus the shift key. So you have to press the shift key first then
# the key used to toggle the display of the dial on/off.
#
# integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
#
# change below to either True or False
IntegrateLevels = True


#+++++++++++++ SH3/4/5 specific UI items ++++++++++++++++
#
# the hotkey used to toggle follow target (when you have a target selected you can enable this to have the camera
# automatically follow the target as it moves.)
FollowSelectedTargetHotKey = MenuKeyManagerWrapper.Keys.X # change the X to whatever you want

# the hotkey used to toggle the nomograph visibility on the mini-map. Nomograph is always visible on nav-map
NomographVisibleOnMiniMapHotKey = MenuKeyManagerWrapper.Keys.N # change the N to whatever you want


#+++++++++++++ SH3/5 specific UI items ++++++++++++++++++
# are the officers enabled (are the officer icons allowed to be rendered)?
#
# change below to either True or False
RenderOfficerIcons = True


#################################### TDC style (SH3/4/5 modes) #################################

#+++++++++++++++++++ TDC modes +++++++++++++++++++++
# Possible TDC modes:
# NOTDCDials - no dials
# TDCSpreadAngle - just the spread angle dial for salvo attacks
# TDCMinimalDials - minimal TDC dials
# TDCAllDials - all TDC dials
#
NOTDCDials = 0
TDCMinimalDials = 1
TDCAllDials = 2
TDCSpreadAngle = 3

# the current TDC mode - NOTE: NOT OPERATIONAL - Only valid values are NOTDCDials and TDCMinimalDials
# change below to either NOTDCDials, TDCSpreadAngle, TDCMinimalDials, or TDCAllDials
TDCMode = TDCMinimalDials

#+++++++++++++++++++ Show TDC in UZO, Obs, and Attack ++++++++++++++++++
# set to False to disable, True to enable at game start
#
# At game start, do you want the dials to be displayed in each of these stations?
# change below to either True or False for each
ShowAttackTDC = True
ShowObsTDC = True
ShowUZOTDC = True

# if a TDC mode is selected that allows dials, there will be a button on the torpedo box lower section right bottom side
# that is used to toggle the dials visibility for that station


#################################### For Dials - SH3 and SH4 UI Modes only ##################################

#++++++++++++++ Dial zoom/unzoom animation speed +++++++++++++++
# rate at which dials grow and shrink (in seconds)
# default is 0.10 seconds
DialsAnimationSpeed = 0.10

#++++++++++++++ Base Zoom +++++++++++++++
# Base Zoom levels
# when MouseIn the dial will grow by this number
# default is 200
BaseZoomThrottle = 200
# default is 200
BaseZoomSpeed = 200
# default is 200
BaseZoomHeading = 200
# default is 200
BaseZoomRudder = 200
# default is 200
BaseZoomDepth260 = 200
# default is 200
BaseZoomDepth25 = 200

#++++++++++++++ Can Zoom +++++++++++++++
# which dials can zoom
# change True to False to disable zoom on that dial
#
# set below to either True or False for each
ThrottleCanZoom = True
SpeedCanZoom = True
HeadingCanZoom = True
RudderCanZoom = True
Depth260CanZoom = True
Depth25CanZoom = True

#++++++++++++++ Offsets +++++++++++++++
# y offset adjustment when mouse in/out and image goes offscreen (BaseZoom - for dynamically repositioning dials)
DialsBaseZoomOffsetYAdjustment = 10

# x offset adjustment when mouse in/out and image goes offscreen (BaseZoom - for dynamically repositioning dials)
DialsBaseZoomOffsetXAdjustment = 10

#+++++++++++++ Enums ++++++++++++++
# zooming/unzooming
# an enumeration of possible zoom states (do not change!)
unzoom = 0
zoom = 1


#+++++++++++++ Flags for zoom state +++++++++++++
# Zoom State Flags (value of zoom or unzoom)
# the current zoom state of the dial
#
# set below to either unzoom or zoom for each
ThrottleZS = unzoom
SpeedZS = unzoom
HeadingZS = unzoom
RudderZS = unzoom
Depth260ZS = unzoom
Depth25ZS = unzoom


##################################### Message Box (SH3/4/5 modes) ####################################
# these control the height and width of the message box. They are multiplied by a set value so increment in small values!
#
MessageBoxWidthFactor = 2.5 # stock is 2
MessageBoxHeightFactor = 5 # stock is 3

# this will cause the message box to start in the expanded mode when the game starts
# change below to either True or False
MessageBoxStartsExpanded = False

# is the message box displayed?
# change below to either True or False
DisplayTheMessageBox = False

# the hotkey used to toggle the messagebox visibility
DisplayTheMessageBoxHotKey = MenuKeyManagerWrapper.Keys.L # change the L to whatever key you want

# to toggle the messagebox between minimized and maximized states use the hotkey used to toggle visibility with the shift key


##################################### Mini-Map (SH3/4/5 modes) ######################################
# change below to either True or False for each
#
SelectedContactGUIEnabled = False # stock False
ParallelCourseButtonEnabled = True # stock False
InterceptCourseButtonEnabled = True # stock False
DepthGroupHighlightBitmapEnabled = False # stock False
ThrottleHighlightBitmapEnabled = False # stock False
ZoomInOutEnabled = True # stock False
MapCoordinatesEnabled = False # stock False
TorpedoImpactPointsEnabled = False # stock False
VisualContactsEnabled = True # stock True
VisualEnabled = True # stock True
HydrophoneEnabled = True # stock True
HydrophoneContactsEnabled = True # stock True
RadarEnabled = True # stock True
RadarContactsEnabled = True # stock True
SonarEnabled = True # stock True
SonarContactsEnabled = True # stock True
ViewConesEnabled = False # stock False
ContactInfoTextEnabled = True # stock True
TorpedoSolutionEnabled = False # stock False
LocationsInTAIEnabled = False # stock False
IsTacticalMapEnabled = True # stock True
StrategicObjectivesEnabled = True # stock True

# should the mini-map switch to TAI mode when the obs, attack, or UZO station is selected?
# set to False to have the mini-map switch to minimized mode on obs, attack, or UZO station selected. When set to True
# the mini-map will set to TAI mode on those stations selected.
#
# change below to either True or False
TAIModeOnScopeUZOStationSelected = False

# enums for TAIMode on game start (DO NOT CHANGE)
Minimized = 0
TAI = 1
Maximized = 2

# When game starts, what the status of the mini-map? Does user want it minimized, TAI mode, or maximized?
#
# change below to either Minimized, TAI, or Maximized
TAIModeOnGameStart = TAI


##################################### Player Guidance (SH3/4/5 modes) ####################################
# are player guidance events enabled? (are they shown)
# change below to either True or False
PlayerGuidanceEnabled = False


##################################### Player Objectives (SH3/4/5 modes) ###################################
# are player objective events enabled? (are they shown)
# change below to either True or False
PlayerObjectivesEnabled = False

# if the mission is a tutorial, are Player Objectives enabled at game start? (overrides PlayerObjectivesEnabled at game start)
IfTutPlayerObjsEnabledAtGameStart = True


##################################### XO TDC Dialog box (SH3/4/5 modes) ###################################
# is the XO and his dialog box visible on the UZO, attack, and obs scopes views?
# change below to either True or False
XOTDCDialogEnabled = False


##################################### Item Notes ################################################## ########
# this enables or disables the item notes from showing. The item notes is the text that displays above
# the message box when you mouse over certain items
#
# change below to either True or False
ShowItemNotes = True


##################################### Orders Bars and Order Categories (SH3/5 modes) ####################################
# when user clicks on order from order bar, does the order bar hide itself or stay visible?
# set to True to have order bar hide itself when order selected
#
# change below to either True or False
HideOrderBarOnOrderClicked = False

# when user presses a key, does the order bar hide itself or stay visible?
# set to True to have order bar hide itself when key is pressed
#
# change below to either True or False
HideOrderBarOnKeyPress = False

# do the order categories scroll down when moused out and scroll up when moused in?
# set to True to have the order categories scroll
#
# change below to either True or False
OrderCategoriesScroll = False


##################################### Lock/Break Lock (SH3/4/5 modes) ###############################################
# The lock/break lock displays in the attack, obs, and UZO views. Set to True to enable them.
#
# change below to either True or False
ShowLockBreakLock = False


###################################### Teleporting ##############################################
# the hotkeys assigned to the teleport commands
#
# if you do not want a hotkey for a teleport command then use None
# i.e. TeleportToObsScope = None
#
# if you want to assign a hotkey for a teleport command then change the x to whatever key you want
# i.e. TeleportToObsScope = MenuKeyManagerWrapper.Keys.x where x = the key desired (in capital letters!)
#
#if you want to use a number then you would use:
# TeleportToObsScope = MenuKeyManagerWrapper.Keys.Keyx where x = the number desired
#
TeleportToObsScope = MenuKeyManagerWrapper.Keys.O
TeleportToAttackScope = MenuKeyManagerWrapper.Keys.F.key3
TeleportToUZO = MenuKeyManagerWrapper.Keys.U
TeleportToRadar = None
TeleportToHydrophone = MenuKeyManagerWrapper.Keys.H
TeleportToDeckGun = None
TeleportToFlakGun = None


##################################### others MODs ###############################################

# emtguf's periscope rework enabled (adds support for his mod)
# change below to either True or False
emtgufPeriscopeReworkEnabled = False


######################################## Debugging ####################################
# for Debugging use only! Do not use!

# key command to display current stations in game
DisplayActiveStation = MenuKeyManagerWrapper.Keys.Key5
DisplayActiveCameraKey = MenuKeyManagerWrapper.Keys.Key6
DisplayCurrentStationsKey = MenuKeyManagerWrapper.Keys.Key9
DisplayCurrentActiveStationKey = MenuKeyManagerWrapper.Keys.Key0
ToggleDisplaySubmarineCommandsKey = MenuKeyManagerWrapper.Keys.Key7
ToggleDisplaySubmarineDelayedCommandsKey = MenuKeyManagerWrapper.Keys.Key8

TheBeast
04-22-10, 03:17 AM
I have to give Kudo's on what you have accomplished.:salute:

My Resolution and TDWUserOptions.py changes:
@1600x1024 Windowed
NewUIs_TDC_1_6_0_ByTheDarkWraith
NewUIs_TDC_1_6_0_emtguf_rework_scopes
NewUIs_TDC_1_6_0_Jimimadrids_map_tools
UIStyle = SH5Enhanced
emtgufPeriscopeReworkEnabled = True

I noticed the Sonarman Officers Icon Menu is not showing "Normal Sweep" and "Follow Targets" as selected when in use.:hmmm:

I have a "user experience / ease of use" related suggestion with all the Teleport buttons in the Officer Icon Menu's. Would it be better to have the Teleport buttons available on first click menu rather then making the user search for them?:06:
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1858

I am also having trouble mapping Teleport Hot Keys. i.e. I would like to use Shift+F1-Shift+F7 for Teleport Key Mappings. How would I configure this?:06:
TeleportToObsScope = Shift+F1
TeleportToAttackScope = Shift+F2
TeleportToUZO = Shift+F3
TeleportToRadar = Shift+F4
TeleportToHydrophone = Shift+F5
TeleportToDeckGun = Shift+F6
TeleportToFlakGun = Shift+F7

-TheBeast

java`s revenge
04-22-10, 03:29 AM
I have solved the teleporting to bind figures to it. So for periscope 1...

But i don`t get the tdc dials. I have looked for it...:88)

McHub532
04-22-10, 03:31 AM
TeleportToObsScope = Shift+F1
TeleportToAttackScope = Shift+F2
TeleportToUZO = Shift+F3
TeleportToRadar = Shift+F4
TeleportToHydrophone = Shift+F5
TeleportToDeckGun = Shift+F6
TeleportToFlakGun = Shift+F7

-TheBeast


Currently the Shift + F1 -> Shift + F5 are reserved for selecting torpedo tubes right?

TheBeast
04-22-10, 03:51 AM
Currently the Shift + F1 -> Shift + F5 are reserved for selecting torpedo tubes right?
I tossed the default Key Mappings within 10 minutes of game time when I first fired up SH5. I mapped "." to cycle through my tubes and "/" to flood the selected tube.
All my Shifted Function Keys are not currently being used.

ologuy
04-22-10, 05:07 AM
The hotkeys didn't work for me, I used F3 for Attackperiscope and it doesnt work. The only thing works is L to lock the target.

java`s revenge
04-22-10, 05:22 AM
Can somebody post a picture where i can find the key to see the tdc dials in the scope.
It must be clickable....

F3 doesn`t work for me neither.

kylania
04-22-10, 08:32 AM
#+++++++++++++ UI Style ++++++++++++++
# Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2

# the current UI Style (only possible values are: SH3Style, SH4Style, SH5Enhanced)
UIStyle = SH3Style


Java, change your UIStyle = 1 to read UIStyle = SH3Style to enable SH3 dials interface.

Here's the HideTDC button:

http://img215.imageshack.us/img215/5197/hidetdc.jpg

mcaa666
04-22-10, 08:54 AM
Hi TDW, i've uploaded the entire Mydocuments\SH5 folder...it got a lot smaller when I packed it up. It's now 23 mb.
You are looking for a savegame called 'Patrol5: Approaching Recon'
This puts you near the Trondheim base ready to take photo's.
Let me know if there are problems.
Link: http://cid-01d7c7e24fd5bcb3.skydrive.live.com/self.aspx/SH5/SH5.rar

java`s revenge
04-22-10, 09:08 AM
Hi Kylinia,

As you can read in my post i have sh3style enabled. I don`t have that
button .. :hmmm:

TheDarkWraith
04-22-10, 09:13 AM
I have a "user experience / ease of use" related suggestion with all the Teleport buttons in the Officer Icon Menu's. Would it be better to have the Teleport buttons available on first click menu rather then making the user search for them?:06:
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1858

I am also having trouble mapping Teleport Hot Keys. i.e. I would like to use Shift+F1-Shift+F7 for Teleport Key Mappings. How would I configure this?:06:
TeleportToObsScope = Shift+F1
TeleportToAttackScope = Shift+F2
TeleportToUZO = Shift+F3
TeleportToRadar = Shift+F4
TeleportToHydrophone = Shift+F5
TeleportToDeckGun = Shift+F6
TeleportToFlakGun = Shift+F7

-TheBeast


My thought process of placing the teleport icons in the order bars for the officer's was this: Using WEPS as an example here, if you were going to do a torpedo attack you would click WEPS-->Torpedo attack. WEPS shows you everything you can do for a torpedo attack. Two of those options would be man the obs scope or man the attack scope. Make sense? Actually if you were surfaced you could man the UZO also so I should add that to WEPS's order bar also. By placing them in the order bars it forces you to sort of have a 'conversation' with the officer.

I did not support the pressing of shift+key or alt+key for the teleport hotkeys. I'll change the implementation of the teleport hotkeys so that multiple keys can be used for a teleport hotkey.

java`s revenge
04-22-10, 09:14 AM
Problem solved.....:woot:

In a single mission i didn`t see that button. Just took my campaign and
voila....:yawn:

Thanks for the time. :salute:

TheDarkWraith
04-22-10, 09:21 AM
I have installed the last version 1.6 now and I don`t get the teleporting and the tdc to work. :88)

Am using sh3 gui and i have altered the details in the .py file.

Which keys / knobs do i have to press to see the tdc?

Who can help me out? Here is the file,

# Edited by TheDarkWraith for NewUIs_TDC_1_6_0
# Edited on 4/21/2010 @ 2320


# User Options for DarkWraith's mods



# NOTE!!!!
# These are the keys the game recognizes:
# A-Z of the alphabet (Capitalized!)
# Tab, Enter, Shift, Ctrl, Alt, Escape, PageUp, PageDown, End, Home, Left, Up, Right, Down, Insert, Delete, numbers 0-9 (which are Keyx - i.e. 4 would be Key4), F1-F11 functions keys.



##################################### Game False ####################################
# required to disable the snorkel orders for the officers. DO NOT CHANGE!
#
SnorkelEnabled = False


##################################### UI Stuff (SH3/4/5 modes) ##################################

#+++++++++++++ UI Style ++++++++++++++
# Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2

# the current UI Style (only possible values are: SH3Style, SH4Style, SH5Enhanced)
UIStyle = SH3Style


###################################### Teleporting ##############################################
# the hotkeys assigned to the teleport commands
#
# if you do not want a hotkey for a teleport command then use None
# i.e. TeleportToObsScope = None
#
# if you want to assign a hotkey for a teleport command then change the x to whatever key you want
# i.e. TeleportToObsScope = MenuKeyManagerWrapper.Keys.x where x = the key desired (in capital letters!)
#
#if you want to use a number then you would use:
# TeleportToObsScope = MenuKeyManagerWrapper.Keys.Keyx where x = the number desired
#
TeleportToObsScope = MenuKeyManagerWrapper.Keys.O
TeleportToAttackScope = MenuKeyManagerWrapper.Keys.F
TeleportToUZO = MenuKeyManagerWrapper.Keys.U
TeleportToRadar = None
TeleportToHydrophone = MenuKeyManagerWrapper.Keys.H
TeleportToDeckGun = None
TeleportToFlakGun = None



First off make the changes listed above in yellow.
When you say the teleporting doesn't work, what happens when you press the 'O', 'U', or 'H' keys?
Did you enable one of the TDC add-on mods? You have to enable either the All dials, minimal dials, spread angle only, or no dials TDC add-on mod for the mod to work correctly. If you have enabled one of those add-on mods then according to the way your options file is setup the dials will be visible right from the start.

TheDarkWraith
04-22-10, 09:25 AM
Hi TDW, i've uploaded the entire Mydocuments\SH5 folder...it got a lot smaller when I packed it up. It's now 23 mb.
You are looking for a savegame called 'Patrol5: Approaching Recon'
This puts you near the Trondheim base ready to take photo's.
Let me know if there are problems.
Link: http://cid-01d7c7e24fd5bcb3.skydrive.live.com/self.aspx/SH5/SH5.rar

thank you sir :yeah: This will help me further test out the take photo and some other items.

TheDarkWraith
04-22-10, 09:51 AM
in v1.7.0 here is the new way you will setup ANY hotkey used by the mod:
using the teleport hotkeys as an example:

# the hotkeys assigned to the teleport commands
#
# Format:
#
# TeleportToObsScope = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted the teleport to obs scope hot key to be shift + F1:
# TeleportToObsScope = [ True, MenuKeyManagerWrapper.Keys.F1, True ]
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# TeleportToObsScope = [ False, None, False ]
#
TeleportToObsScope = [ True, MenuKeyManagerWrapper.Keys.Key4, False ]
TeleportToAttackScope = [ True, MenuKeyManagerWrapper.Keys.Key5, False ]
TeleportToUZO = [ True, MenuKeyManagerWrapper.Keys.Key6, False ]
TeleportToRadar = [ True, MenuKeyManagerWrapper.Keys.Key7, False ]
TeleportToHydrophone = [ True, MenuKeyManagerWrapper.Keys.Key8, False ]
TeleportToDeckGun = [ True, MenuKeyManagerWrapper.Keys.Key9, False ]
TeleportToFlakGun = [ True, MenuKeyManagerWrapper.Keys.Key0, False ]



This will make it easier for you, easier for me, and give you more control of how you want the hotkey to be fired (just the key or requires shift+key)

kylania
04-22-10, 09:58 AM
Logged in quickly today, using a single mission, VIIC and the first thing I did before moving or anything was teleport to the Obs scope. My camera disconnected and floated above the bridge. If I clicked the Teleport to Obs scope again it locked me back into place on the bridge.

Same happened with the Attack Scope button.

However, once I climbed down and manually got on the Attack Scope the buttons started to work normally, for both scopes.

TheDarkWraith
04-22-10, 10:05 AM
Logged in quickly today, using a single mission, VIIC and the first thing I did before moving or anything was teleport to the Obs scope. My camera disconnected and floated above the bridge. If I clicked the Teleport to Obs scope again it locked me back into place on the bridge.

Same happened with the Attack Scope button.

However, once I climbed down and manually got on the Attack Scope the buttons started to work normally, for both scopes.

I noticed that behavior before. But before I put error checking code in you would get a NASTY python error that would CTD the game. Something isn't setup with the game (as far as using the teleport) until you 'do' something first. So always do something/some action before requesting a teleport at game start.

TheDarkWraith
04-22-10, 10:31 AM
I am also having trouble mapping Teleport Hot Keys. i.e. I would like to use Shift+F1-Shift+F7 for Teleport Key Mappings. How would I configure this?:06:
TeleportToObsScope = Shift+F1
TeleportToAttackScope = Shift+F2
TeleportToUZO = Shift+F3
TeleportToRadar = Shift+F4
TeleportToHydrophone = Shift+F5
TeleportToDeckGun = Shift+F6
TeleportToFlakGun = Shift+F7

-TheBeast


Should I enable 3 levels of keys? 3 levels being:

- just key press
- shift + key press
- shift + alt + key press

currently I have 2 levels (key press, shift + key press) for user hotkeys in v1.7.0

ologuy
04-22-10, 11:13 AM
Some of the F-keys don't work for me. I tried F3, F10 and F11 and they didnt work.

TheDarkWraith
04-22-10, 11:28 AM
Some of the F-keys don't work for me. I tried F3, F10 and F11 and they didnt work.

I'm testing the F1-F11 keys right now.

EDIT:

the game does not let you capture the F1-F11 keys (even though script manager says you can).....that is stange....it takes complete control of those keys. Very odd.

I need to modify my commands.cfg file to remove any references to F1-F11 and see what happens.

EDIT2:

modified commands.cfg file to no avail. Game will not let you capture the F1-F11 keys. This totally goes against what script manager MenuKeyManagerWrapper says. So keys F1-F11 are off limits to us :nope:

TheBeast
04-22-10, 01:00 PM
Sorry for the delayed response. I just returned from a breakfast meeting.

Having 3 Levels of key mappings adds a great deal of flexibility and that is always a good thing.:sunny: The determining factor as always is, "How easy is it to implement"?:hmmm:

TheDarkWraith
04-22-10, 01:21 PM
I noticed the Sonarman Officers Icon Menu is not showing "Follow Targets" as selected when in use.:hmmm:

How would one implement this?

TheDarkWraith
04-22-10, 01:22 PM
Sorry for the delayed response. I just returned from a breakfast meeting.

Having 3 Levels of key mappings adds a great deal of flexibility and that is always a good thing.:sunny: The determining factor as always is, "How easy is it to implement"?:hmmm:


very easy to implement

Normal sweep icon fixed.
Added teleport to UZO to WEPS-->Torpedo Attack and WO-->Choose deckgun target

kylania
04-22-10, 01:32 PM
Hi Kylinia,

As you can read in my post i have sh3style enabled. I don`t have that
button .. :hmmm:

I just did a test with a stock client and 1.6. With SH3 mode turned on and Minimal Dials TDC mod loaded I had the button. If i took off the Minimal Dials TDC mod I had no button, but no TDC dials either.

ologuy
04-22-10, 01:35 PM
I'm testing the F1-F11 keys right now.

EDIT:

the game does not let you capture the F1-F11 keys (even though script manager says you can).....that is stange....it takes complete control of those keys. Very odd.

I need to modify my commands.cfg file to remove any references to F1-F11 and see what happens.

EDIT2:

modified commands.cfg file to no avail. Game will not let you capture the F1-F11 keys. This totally goes against what script manager MenuKeyManagerWrapper says. So keys F1-F11 are off limits to us :nope:
So no chance to get F1-F11 to work?

TheDarkWraith
04-22-10, 01:39 PM
So no chance to get F1-F11 to work?

right now no. Even though it says you're supposed to be able to you can't. It appears that the game engine (the c++ ode) captures the F1-F11 key commands and sets Handled=True thus preventing anyone else from capturing those keys :nope:

TheDarkWraith
04-22-10, 02:44 PM
v1.7.0 released. See post #1 of this thread for details.

I have an incremental programming style so that is why I have so many revisions. An incremental programming style helps avoid bugs/errors in your programs by forcing you to concentrate on a certain thing or feature to be implemented. It produces much better code (avoids the spaghetti code).

java`s revenge
04-22-10, 03:02 PM
TheDarkWraith,
I have one request to your mod.

Can you make a keystroke so that you can go back to deck after you
have for example used the scope ? ;)

TheDarkWraith
04-22-10, 03:06 PM
TheDarkWraith,
I have one request to your mod.

Can you make a keystroke so that you can go back to deck after you
have for example used the scope ? ;)

explain some more what you're thinking. Are you asking for a hotkey that takes you back to the command deck on the bridge? If so I'm trying to implement something of the likes. Running into a lot of problems with it but I hope sometime soon I'll figure out how to do it correctly.

kylania
04-22-10, 03:30 PM
explain some more what you're thinking. Are you asking for a hotkey that takes you back to the command deck on the bridge? If so I'm trying to implement something of the likes. Running into a lot of problems with it but I hope sometime soon I'll figure out how to do it correctly.

Can you just teleport to the shift-u command room waypoint?

TheDarkWraith
04-22-10, 03:33 PM
Can you just teleport to the shift-u command room waypoint?

shift+U takes you to a safe place away from obstacles, etc. - it doesn't 'teleport' you to any specific station or waypoint.

kylania
04-22-10, 03:35 PM
shift+U takes you to a safe place away from obstacles, etc. - it doesn't 'teleport' you to any specific station or waypoint.

Oh, I thought it kicked you to specific waypoints either on the bridge if you were outside the sub or just under the ladder to the conning tower (which Reboot used as an anchor for his water drips mod) if you were inside the sub or submerged.

Defiance
04-22-10, 04:18 PM
Niceone TDW

Updates comin faster than ati driver releases :)

Had a quick test on 1.6 earlier

Seems i best install 1.7 now lol :rock:

Cheers

ReallyDedPoet
04-22-10, 07:28 PM
v1.7.0 released. See post #1 of this thread for details.


Thanks :up:

Deutschland
04-22-10, 07:51 PM
The "UI" is turning better!!

TheDarkWraith
04-22-10, 07:57 PM
The "UI" is turning better!!

and it's only going to get much better.....I have BIG ideas for this UI.....and since I have the power to script I can do whatever I want or imagine (within limits of what they have given me to play with) :D

billyjoebob1970
04-22-10, 08:00 PM
ok, this looks great, looks like it would make this game playable, so how do i get and INSTALL this mod?

Thanks

kylania
04-22-10, 08:26 PM
ok, this looks great, looks like it would make this game playable, so how do i get and INSTALL this mod?

Thanks

Read the instructions here (http://www.subsim.com/radioroom/showthread.php?t=166093). :DL

TheDarkWraith
04-22-10, 08:58 PM
I have a "user experience / ease of use" related suggestion with all the Teleport buttons in the Officer Icon Menu's. Would it be better to have the Teleport buttons available on first click menu rather then making the user search for them?:06:
http://www.subsim.com/radioroom/picture.php?albumid=247&pictureid=1858
-TheBeast


in v1.8.0 you'll like what I did. I kept all the teleport commands in the officer's orders bar just like it always has been. I've also added a seperate Teleporting order bar that is viewable by hotkey (current key is T). I would post a screenshot but still unable to upload photos to subsim still.
The behavior of the teleporting order is as follows:
- press the hotkey for it. It verifies all the teleporting orders setting their state
- the teleporting order bar is displayed above where the officer's order bar usually is
- you press a station to teleport to. You get teleported to that station and the teleporting order bar disappears :rock:

kylania
04-22-10, 09:06 PM
in v1.8.0

Heh, I started my current patrol with 1.2!! :O:

TheDarkWraith
04-22-10, 09:08 PM
Heh, I started my current patrol with 1.2!! :O:

I make good progress :D

kylania
04-22-10, 09:17 PM
Hmm.. when I press Ctrl to set a depth now, it seems to keep cycling the key press rather than holding it, so I never see the advanced things?

After a restart it's activating twice... you hold Ctrl, it switches to advanced mode with the "click" sound, then back to normal ribbons mode, then you hear the "click" sound again and it switches finally to the advanced ribbons and stays there. If you're on the Nav Map however it just keeps clicking and cycling between modes quickly, making it impossible to select a specific depth or speed.

TheDarkWraith
04-22-10, 09:20 PM
Hmm.. when I press Ctrl to set a depth now, it seems to keep cycling the key press rather than holding it, so I never see the advanced things?

I'm checking on it.....

TheDarkWraith
04-22-10, 09:25 PM
yep, my error :oops: Well you've forced an early release for v1.8.0 now...:DL

Downloads for v1.7.0 have been suspended.

EDIT:

I'm about this close to getting teleporting to bridge working......

TheDarkWraith
04-22-10, 10:14 PM
rock on :rock: Got the teleport to bridge working :yeah: Now if you teleport to a station and then select Teleport to Bridge (or just select teleport to bridge from anywhere on the boat) and:

you are surfaced: you go to the con deck
you are submerged: you go to the command room

I amaze myself :rock:

kylania
04-22-10, 10:18 PM
Hereafter "this close" shall now be quantified as "24 minutes"! :D

TheDarkWraith
04-22-10, 10:19 PM
Hereafter "this close" shall now be quantified as "24 minutes"! :D

are you counting? :rotfl2:

I think it helps that I'm jamming out to my '80s rock also....the Tubes were playing (She's a beauty) when I finally figured it out.

TheDarkWraith
04-22-10, 11:23 PM
just finishing up making the new icons for the teleport bar then I'll be releasing v1.8.0

kylania
04-22-10, 11:24 PM
just finishing up making the new icons for the teleport bar then I'll be releasing v1.8.0

She's a one-in-a-million girl!

TheDarkWraith
04-22-10, 11:41 PM
She's a one-in-a-million girl!

right now I'm being 'She Blinded me with science' :rotfl2:

God I love 80s music....best years of my life....:D

I can upload pictures again!! WOOHOOO!!!!

kylania
04-22-10, 11:44 PM
God I love 80s music....best years of my life....:D

Indeed (http://www.youtube.com/watch?v=svl1t4b1RD4)! :O:

SeaWolf U-57
04-22-10, 11:53 PM
Wow just got up its 05.50 here and Oh boy what have I slept through
missed 80's Music playing the release of 1.7 and now its 1.8 with even more icons
do I need to look for more icons???? Ha now where is the download first page! :yawn:

TheDarkWraith
04-23-10, 12:10 AM
Wow just got up its 05.50 here and Oh boy what have I slept through
missed 80's Music playing the release of 1.7 and now its 1.8 with even more icons
do I need to look for more icons???? Ha now where is the download first page! :yawn:

I've been through 6 CD's of 80's rock already.....:DL

TheBeast
04-23-10, 12:11 AM
The NewUIs 1.8 failed to upload and there is no link for 1.7

TheDarkWraith
04-23-10, 12:15 AM
The NewUIs 1.8 failed to upload and there is no link for 1.7

I'm just packaging v1.8.0 up now :DL

TheDarkWraith
04-23-10, 12:20 AM
New Teleport Order bar (surfaced):
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1879

submerged:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1880

can't upload anymore pictures...looks like there's a max # limit you can upload per account....

SeaWolf U-57
04-23-10, 12:24 AM
Ha going to make some new station Icons for that for sure :hmmm:

TheDarkWraith
04-23-10, 12:26 AM
Ha going to make some new station Icons for that for sure :hmmm:

yeah I'm not the best with Photoshop....I'm just dangerous with it....

SeaWolf U-57
04-23-10, 12:27 AM
Is that a harpoon gun icon showing there Wow what you cant add to your sub
these days :haha:
only joking :O:

SeaWolf U-57
04-23-10, 12:32 AM
yeah I'm not the best with Photoshop....I'm just dangerous with it....

no problem I wish I could do what you can .. Fantastic work :up:

TheDarkWraith
04-23-10, 12:38 AM
no problem I wish I could do what you can .. Fantastic work :up:

the problem is the teleport icons are 20 X 20 in size and I've blown them up to 60 X 60 with the code. That's why they look all grainy.

If someone can make me some 60 X 60 icons then I'll adjust the code to use those instead (they will look MUCH better).

All the teleport icons are located on their own .dds (TeleportOrders.dds)

TheDarkWraith
04-23-10, 12:45 AM
alright all packed up and final tested. Uploading now.....

SeaWolf U-57
04-23-10, 12:46 AM
60x60 size is good once I have the blank I will attempt to make some coloured
ones

TheDarkWraith
04-23-10, 12:51 AM
60x60 size is good once I have the blank I will attempt to make some coloured
ones


when you see my .dds file you'll see how I'm doing the colors. I would like to replace my .dds file with one with 60X60 icons....think you can do that for me? Keep the format I have in the .dds file please....basically you just change the alpha component for the icon (because I switch the BitmapIndex of the item to control color and thus state)

kylania
04-23-10, 12:52 AM
If someone can make me some 60 X 60 icons then I'll adjust the code to use those instead (they will look MUCH better).

Doesn't get much better than this:

http://img694.imageshack.us/img694/1632/telepo2t.jpg

Btw, teleporting is super fun. :)

TheDarkWraith
04-23-10, 12:52 AM
v1.8.0 released. See post #1 for additions/changes/etc :|\\

NOTE: the teleporting is close to perfect but there may be instances where you find yourself outside the sub. If so either teleport to another station or press shift+U

TheDarkWraith
04-23-10, 01:22 AM
now let me pose this question to you all: since we now have a teleport order bar should I remove the teleport icons from the officer's order bars? :hmmm: I don't really see the need to duplicate the teleport commands.

DonZorro
04-23-10, 01:25 AM
now let me pose this question to you all: since we now have a teleport order bar should I remove the teleport icons from the officer's order bars? :hmmm: I don't really see the need to duplicate the teleport commands.

:yeah:

java`s revenge
04-23-10, 01:31 AM
:yeah:

SeaWolf U-57
04-23-10, 02:13 AM
Yes absolutely :up:

Lopo
04-23-10, 02:35 AM
now let me pose this question to you all: since we now have a teleport order bar should I remove the teleport icons from the officer's order bars? :hmmm: I don't really see the need to duplicate the teleport commands.

Yes please!:yeah:

Sonarman
04-23-10, 04:11 AM
Perhaps it would be a good idea to introduce an icon with a sub pic at the beginning/end of the officer's order bar and have the teleport commands popup in the order strip instead of having to press T, this would also allow you to use the existing 20x20 icon set?

Perhaps we could also have the SH3 style functionality where you could right click on the officer icon and be teleported to a location in front of the officer selected? This would be great in particular for those using Athlonics "more crew commands mod".

Thanks for all your amazing work on this so far, it's a shame you don't work for Ubi!

gutted
04-23-10, 04:49 AM
geezus.. i dont check for a couple of days and it goes from version 1.2 to 1.8 LOL?

ReallyDedPoet
04-23-10, 07:18 AM
Ha, figured this would be out ( new version ) when I signed in today.

LeBabouin
04-23-10, 07:51 AM
can't upload anymore pictures...looks like there's a max # limit you can upload per account....

Why not use the [img] bb code tags ? They work here.

TheDarkWraith
04-23-10, 08:12 AM
Why not use the [img] bb code tags ? They work here.

it's not a problem of using the [img] code tags. The problem is someone hosting my photos. I was using photobucket but then I got a bandwidth exceeded event happen with my UIs mod so I dumped them. Neal told me about hosting photos here so I started saving all my photos here. I've been in contact with Neal about the problems I've been having about not being able to post new photos here. As of current I can post new photos now.

TheDarkWraith
04-23-10, 08:20 AM
Perhaps it would be a good idea to introduce an icon with a sub pic at the beginning/end of the officer's order bar and have the teleport commands popup in the order strip instead of having to press T, this would also allow you to use the existing 20x20 icon set?

Perhaps we could also have the SH3 style functionality where you could right click on the officer icon and be teleported to a location in front of the officer selected? This would be great in particular for those using Athlonics "more crew commands mod".

Thanks for all your amazing work on this so far, it's a shame you don't work for Ubi!

I think I understand what you're saying here. Let's see if I have this right: you're saying place an icon at the beginning and end of the officer's order bar (?) (or order category bar - order category bar has the smaller icons). When the user clicks this icon the teleport commands appear as they do now?

Right click functionality is a no go. Remember the nasty right click bug? We're not doing that again :DL

Now what I am trying to do is add more stations. The additional stations would be the watchstanders themselves (and down the road different places in the sub). This way I could add teleport commands that would teleport you to the watchstander (like SH3 functionality). Athlonics "more crew commands" is a great mod but the AI still is broken. The AI needs to read the state of things instead of just blindly assuming it knows all. It's that fact that makes sync between the officer's order bars and officer's order category bars and the watchstanders so hard. Case in point: if you were to order up man the deck guns using my icons and then made dialog with the XO he still thinks the deck guns aren't manned :nope:

TheDarkWraith
04-23-10, 08:31 AM
geezus.. i dont check for a couple of days and it goes from version 1.2 to 1.8 LOL?


I have an incremental programming style. I concentrate on one new feature and then test (release). This prevents 'spaghetti code' and it makes the code more robust. It also makes it easier to track down and fix any bugs or anomolies that I may have introduced :DL

Sonarman
04-23-10, 08:32 AM
I think I understand what you're saying here. Let's see if I have this right: you're saying place an icon at the beginning and end of the officer's order bar (?) (or order category bar - order category bar has the smaller icons). When the user clicks this icon the teleport commands appear as they do now?


Just one large icon at the beginning or end of the order bar which when clicked by the user displays the small teleport to station icons inside the order category bar.

Shame about the AI in the crew commands dialogs hopefully the devs will do something there or offer some pointers.

TheDarkWraith
04-23-10, 08:37 AM
Just one large icon at the beginning or end of the order bar which when clicked by the user displays the small teleport to station icons inside the order category bar.

Shame about the AI in the crew commands dialogs hopefully the devs will do something there or offer some pointers.

I'm thinking more along the lines of a teleport icon added to the end of each officer's order category bar. When you click that icon it brings up the teleport order bar (just like you had pressed 'T').

yeah shame on the devs but we can probably do something about it. I'm hoping Athlonic will start adding this kind of checking to the AI as he works on his AI mod. If he doesn't I'll start rewriting the crew AI myself.

Sonarman
04-23-10, 08:52 AM
I'm thinking more along the lines of a teleport icon added to the end of each officer's order category bar. When you click that icon it brings up the teleport order bar (just like you had pressed 'T')..

Yes, sounds good, although it does mean three mouse clicks each time for teleporting rather than two. Another alternative of course could be a competely seperate "slide in" bar for stations like in SHIII which would be a "one click" solution.

TheDarkWraith
04-23-10, 08:56 AM
Yes, sounds good, although it does mean three mouse clicks each time for teleporting rather than two. Another alternative of course could be a competely seperate "slide in" bar for stations like in SHIII which would be a "one click" solution.

I don't remember the slide in bar you're talking about. Got a screenshot?

I only have so much space on each officer's order category bar that's why I can't add all the teleport icons to them (I want the order category bars to be no wider than the officer icons width itself for aesthetics).

Sonarman
04-23-10, 09:28 AM
I don't remember the slide in bar you're talking about. Got a screenshot?


You can see the icons at the side here (http://www.subsim.com/ssr/sh3_rc1/screens/sh3review39.jpg). They slide in from the side on mouse over, Of course the location shown may be inappropriate due to the positioning of the tdc etc, they could perhaps be located elsewhere.

TheBeast
04-23-10, 10:26 AM
I would love to have access to Crew Dialog Commands by using Right-Click on Officer Icon. This would also enable easy access to Crew Special Abilities (That most likely will be getting fixed soon). This could also free up some key bindings to be used for other things such as Teleporting to the various Camera Views.
I would also think it would be compatible with Athlonic's "More Crew Commands by Dialog" MOD without any special changes.

kylania
04-23-10, 10:52 AM
Future ideas:

UI ideas:


Default Tool Helper to ON
Slide out speedchart/map/flag ID chart ala GWX
Additional Mapping Tools (Draggable compass, plotting tool, etc)
WhizzWheel (AOB wheel, is-was)
High rez 1500-3000m bearing overlay
SlideIn/SlideOut option buttons at the top (hover next to TC area and the toggle switches appear, basically able to hide all the yellow boxes up there.)


Game Improvement Ideas:


Figure out how to get the bearing overlay to appear at greater than last 2 zoom levels
Timestamps on contacts displayed on the map
List deck gun ammo on torpedo weapon page (plug-n-play so works with other damage screens would be great)
Combine a teleport to the control room with a crash dive command.


Integration with other UI mod ideas:


Integrate flag mod with on/off toggle
Integrate MRP 1.2+OPCF from Arclight

LeBabouin
04-23-10, 10:59 AM
I like to have my screen as empty as possible but finally decided to install the mod, due to the incontrovertible features it now exposes. No dials oc.
The corner bars are keeping discreet, but the officer bar is a pain in my eye when I don't plan to use it. Would there be, or is there yet, a way to hide it when not needed ?

TheBeast
04-23-10, 11:13 AM
I like to have my screen as empty as possible but finally decided to install the mod, due to the incontrovertible features it now exposes. No dials oc.
The corner bars are keeping discreet, but the officer bar is a pain in my eye when I don't plan to use it. Would there be, or is there yet, a way to hide it when not needed ?

A Toggle View button for Officer Icons bar. Nice feature request.:up:

mcaa666
04-23-10, 12:41 PM
I've been playing for 6 hours now using the latest version and i love it...thnx for all the effort you've put in...you rock!!!
I was wondering; would it be possible to re-maximize the message box when running on a certain time compression value. I like the fact that I can remove the message box when playing at tc x 1 but I often run on tc x 512 to speed things up and I often forget to maximize the message box. So I keep missing important radio messages. Maybe have the message box maximize when reaching tc x 256/512. Just like the clock pops up when reaching tc x 2036...
Hope it's possible...

Sonarman
04-23-10, 12:51 PM
The corner bars are keeping discreet, but the officer bar is a pain in my eye when I don't plan to use it. Would there be, or is there yet, a way to hide it when not needed ?

I wonder if invisible hotspots could be used? Then the ui elements like the orders bar could be invisible in their normal state and appear when the user moves his mouse into the area of the hotspot.

TheDarkWraith
04-23-10, 01:46 PM
A Toggle View button for Officer Icons bar. Nice feature request.:up:


Great ideas you all. I can implement most of them. I'll start working on them now.

I especially like the toggle officer icons bar. Don't know why I didn't think of that earlier :up:

TheDarkWraith
04-23-10, 02:13 PM
You can see the icons at the side here (http://www.subsim.com/ssr/sh3_rc1/screens/sh3review39.jpg). They slide in from the side on mouse over, Of course the location shown may be inappropriate due to the positioning of the tdc etc, they could perhaps be located elsewhere.

ah yes, the quick click features on the left hand side. How could one forget those? :doh: Seeing that there is a teleport order bar that can be made visible by key press and soon to be icon click I don't see adding this slide out.

7thSeal
04-23-10, 02:16 PM
Chit... I don't even get a chance to try out one version before finding out that you've already posted a new one.... I'm going to alternate between new versions now.... :rotfl2:

OK, I'm setting up 1.8 version now to my likings and do intend giving it a try.... don't post anything new until I've done so... :haha:

rededge
04-23-10, 02:22 PM
no patch is stopping my work. I'll see what changed after the patch and adjust as necessary :03:

He wasn't wrong!

It's a job keeping up lately :up:

TheDarkWraith
04-23-10, 02:33 PM
Future ideas:

UI ideas:


Default Tool Helper to ON - Implemented via option
Slide out speedchart/map/flag ID chart ala GWX - Looking into
Additional Mapping Tools (Draggable compass, plotting tool, etc) - what map tools do we have? I thought we had these already? If not, show me screenshots of what you're looking for
WhizzWheel (AOB wheel, is-was) - is it a program? If so, where can I find it?
High rez 1500-3000m bearing overlay - Didn't someone make an overlay already?
SlideIn/SlideOut option buttons at the top (hover next to TC area and the toggle switches appear, basically able to hide all the yellow boxes up there.) - Sorry, not going to happen. I like the look of the toggle switches and thus they stay (as I'm designer I have final say ;))
Game Improvement Ideas:


Figure out how to get the bearing overlay to appear at greater than last 2 zoom levels - will look into...EDIT: hard coded, can't be changed.
Timestamps on contacts displayed on the map - great idea....should be easy to implement....Implemented!
List deck gun ammo on torpedo weapon page (plug-n-play so works with other damage screens would be great) - haven't figured out how to read sub equipment or stores yet
Combine a teleport to the control room with a crash dive command. - closest I can do is teleport to Radar on crash dive command. If you are surfaced and request teleport to Bridge it will take you to the topside bridge. I haven't figured out how to force it to take you to control room bridge yet. I'll make this an option also. Option added and implemented with teleport to Radar Station. You teleport and then 2 seconds later the crash dive command is given (to mimmick crew leaving topside and getting down the ladder). Time can be extended.
Integration with other UI mod ideas:


Integrate flag mod with on/off toggle - I might have figured out how to control objects via script code. Still working on it.
Integrate MRP 1.2+OPCF from Arclight - should be possible. I haven't looked over any AI code though. I'm afraid that if I do I'll run with it.


See above in yellow.

mcaa666
04-23-10, 03:03 PM
I've been playing for 6 hours now using the latest version and i love it...thnx for all the effort you've put in...you rock!!!
I was wondering; would it be possible to re-maximize the message box when running on a certain time compression value. I like the fact that I can remove the message box when playing at tc x 1 but I often run on tc x 512 to speed things up and I often forget to maximize the message box. So I keep missing important radio messages. Maybe have the message box maximize when reaching tc x 256/512. Just like the clock pops up when reaching tc x 2036...
Hope it's possible...

Sorry for being in-patient but what do you think TDW? Would something like this be possible?

TheDarkWraith
04-23-10, 03:10 PM
I've been playing for 6 hours now using the latest version and i love it...thnx for all the effort you've put in...you rock!!!
I was wondering; would it be possible to re-maximize the message box when running on a certain time compression value. I like the fact that I can remove the message box when playing at tc x 1 but I often run on tc x 512 to speed things up and I often forget to maximize the message box. So I keep missing important radio messages. Maybe have the message box maximize when reaching tc x 256/512. Just like the clock pops up when reaching tc x 2036...
Hope it's possible...

Sorry for being in-patient but what do you think TDW? Would something like this be possible?

Anything is possible when you can script!

let's define the logic for this:

at x TC setting if messagebox is not visible:
make visible
expand

now what should the x be?

kylania
04-23-10, 03:26 PM
These screenshots are from MaGui 3.1 for SH3 (http://www.subsim.com/radioroom/showthread.php?t=166320).

The two drag able tools marked on this image would be really helpful:
http://img293.imageshack.us/img293/6106/44683957.jpg


Basically the slideout tools from these would be helpful as well. There are other versions of these as well. Hitman has some nice ones in his SH3 mod, and I've seen examples with English instructions on them before, but can't find them now heh

Here's the AoB wheel:
http://img7.imageshack.us/img7/4241/10652531.jpg


I totally forget what this one is for, but it's helpful too!

http://img132.imageshack.us/img132/126/34179855.jpg



Here's a current comparison of the available bearing tools:

http://img341.imageshack.us/img341/9251/bearingtools.jpg

Gisement is the highest rez and easiest to see, but only 1000m (which due to the limit of 2x zoom isn't bad). Guf's is too small really to use and without enough detail. The GWX one is nice, but can't be seen in it's entirety and is really fuzzy/light and hard to read. Not really needed, just thought it would round out the ultimate UI mod. :O:

Also, if you figure out how to get map contact time stamps and a single-button-from-bridge crash drive solution, people will have your babies! :rotfl2:

TheDarkWraith
04-23-10, 03:34 PM
Also, if you figure out how to get map contact time stamps and a single-button-from-bridge crash drive solution, people will have your babies! :rotfl2:

single button crash dive from bridge works BEAUTIFULLY!! You teleport to Radar and then after the time expires the crash dive command is given :rock: I've included an optional time part of it in the options file so you can delay from when you teleport to when the crash dive command is given :yeah:

kylania
04-23-10, 03:38 PM
single button crash dive from bridge works BEAUTIFULLY!!

Great, now we just need to tie it into using this and all will be perfect!

http://awaregeek.com/wp-content/uploads/2007/10/panikknap.jpg

mcaa666
04-23-10, 03:38 PM
Anything is possible when you can script!

let's define the logic for this:

at x TC setting if messagebox is not visible:
make visible
expand

now what should the x be?

Well, speaking for me personally; I do the most of my long distance travels mostly @ TC x 512 (or higher). So I think that would be a good value. Also allows for quick patrolling @ TC x 256 over short distances without the message box on screen for better visibility...
So 512 to start with I guess and we'll see from there :)

TheDarkWraith
04-23-10, 03:41 PM
Great, now we just need to tie it into using this and all will be perfect!

http://awaregeek.com/wp-content/uploads/2007/10/panikknap.jpg

actually that's not a far-fetched idea. It can be implemented but I'm not going to right now.

Default time setup in the options file from when you press the crash dive icon (and teleport to Radar) to when the crash dive command is given is 5 seconds.

Working on timestamps now.....

TheDarkWraith
04-23-10, 03:54 PM
Well, speaking for me personally; I do the most of my long distance travels mostly @ TC x 512 (or higher). So I think that would be a good value. Also allows for quick patrolling @ TC x 256 over short distances without the message box on screen for better visibility...
So 512 to start with I guess and we'll see from there :)


I got a better idea....how about I make it a user configurable option? You set what TC level you want the behavior to happen :up:

TheDarkWraith
04-23-10, 03:54 PM
These screenshots are from MaGui 3.1 for SH3 (http://www.subsim.com/radioroom/showthread.php?t=166320).

The two drag able tools marked on this image would be really helpful:
http://img293.imageshack.us/img293/6106/44683957.jpg


Basically the slideout tools from these would be helpful as well. There are other versions of these as well. Hitman has some nice ones in his SH3 mod, and I've seen examples with English instructions on them before, but can't find them now heh

Here's the AoB wheel:
http://img7.imageshack.us/img7/4241/10652531.jpg


I totally forget what this one is for, but it's helpful too!

http://img132.imageshack.us/img132/126/34179855.jpg



Here's a current comparison of the available bearing tools:

http://img341.imageshack.us/img341/9251/bearingtools.jpg

Gisement is the highest rez and easiest to see, but only 1000m (which due to the limit of 2x zoom isn't bad). Guf's is too small really to use and without enough detail. The GWX one is nice, but can't be seen in it's entirety and is really fuzzy/light and hard to read. Not really needed, just thought it would round out the ultimate UI mod. :O:

Also, if you figure out how to get map contact time stamps and a single-button-from-bridge crash drive solution, people will have your babies! :rotfl2:

can you give me links to these items?

kylania
04-23-10, 04:11 PM
can you give me links to these items?

Map tools and slideout tools:
MaGui 3.1 for SH3 (http://www.subsim.com/radioroom/showthread.php?t=166320) - by makman94 (http://www.subsim.com/radioroom/private.php?do=newpm&u=240728)

Bearing overlays:
Gisement bearing overlay (http://www.ordre-des-neos-templier.fr/SH5MODS/gisement.rar) - linked in a thread (http://www.subsim.com/radioroom/showthread.php?t=163566) by charognard (http://www.subsim.com/radioroom/private.php?do=newpm&u=244121).
GWX Compass Rose Overlay (http://www.subsim.com/radioroom/showthread.php?t=166244) - by conus00 (http://www.subsim.com/radioroom/private.php?do=newpm&u=239959)
Bearing Tool (http://www.subsim.com/radioroom/showthread.php?t=166085) - by emtguf (http://www.subsim.com/radioroom/private.php?do=newpm&u=222053)

Other resources possible from:
HitMan GUI for NYGM/GWX (http://www.subsim.com/radioroom/showthread.php?t=167126) - by Hitman (http://www.subsim.com/radioroom/private.php?do=newpm&u=211330)

(Names are PM links)

TheDarkWraith
04-23-10, 04:14 PM
alright got it telling me when the crew spots a new contact....one step closer.....

EDIT: got one way to do it but digging through .exe file looking for a better way.

mcaa666
04-23-10, 05:09 PM
I got a better idea....how about I make it a user configurable option? You set what TC level you want the behavior to happen :up:
Sounds Perfect...

DragonRR1
04-23-10, 05:10 PM
Well I thought I'd have one final go at my original feature request before I crash dive into a sulk. :)

Mouse wheel control for the rudder/bearing+ DW?

TheDarkWraith
04-23-10, 05:17 PM
Well I thought I'd have one final go at my original feature request before I crash dive into a sulk. :)

Mouse wheel control for the rudder/bearing+ DW?

It's on my list :03: I know how to do it just haven't implemented it yet.

Well the .exe and .act files provided no info on sUnitContact's structure....I can't get to the variables and thus here's how the time stamp for map contacts will work:

when a sensor on your boat detects a new contact:

a timestamp will be generated and saved with the contact
when you select that contact (you click on it on mini-map or lock onto the target via scope) there will be a little box displayed in the mini-map probably in top left corner that will show the time the contact was spotted. If you deselect the contact the timestamp will disappear. If you lose the contact the timestamp entry will be erased. This is what I'm going to try and make work now.

This is what you all mean by timestamp correct?

Nauticalwolf
04-23-10, 05:23 PM
the problem is the teleport icons are 20 X 20 in size and I've blown them up to 60 X 60 with the code. That's why they look all grainy.

If someone can make me some 60 X 60 icons then I'll adjust the code to use those instead (they will look MUCH better).

All the teleport icons are located on their own .dds (TeleportOrders.dds)

G'day TDW, :up:

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds

http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/TeleportIcons.jpg

DL Link: http://www.filefront.com/16224293/TeleportOrders.7z

TheDarkWraith
04-23-10, 05:36 PM
G'day TDW, :up:

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds

http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/TeleportIcons.jpg

DL Link: http://www.filefront.com/16224293/TeleportOrders.7z


those ROCK :rock:

THANK YOU :yeah:

TheDarkWraith
04-23-10, 05:38 PM
just to see if the code is working correctly here I tried it for the timestamp:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1882

notice that the contact spotted time matches the clock time......you all won't see this dialog box, it was for debugging purposes only. Now to implement it into the mini-map :D

mcaa666
04-23-10, 05:38 PM
G'day TDW, :up:

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds

http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/TeleportIcons.jpg

DL Link: http://www.filefront.com/16224293/TeleportOrders.7z
Wow those are amazing! Well Done

Nauticalwolf
04-23-10, 05:39 PM
you're welcome :D

TheDarkWraith
04-23-10, 06:03 PM
Had to take a second out of making v1.9.0 to see these new icons in game:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1883

awesome...:rock:

Defiance
04-23-10, 06:18 PM
Yeah niceone NW they look so so sweet :yeah:

TDW take a few minutes timeout if needbe lol

Great work as usual :salute:

TheDarkWraith
04-23-10, 06:43 PM
contact spotted time is working!

there are 3 ways to show the contact spotted time:

select the target on the mini-map:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1884

rotate your scope view over the target or lock onto the target. If you lock onto the target then you will only get contact time for that target even if you rotate your scope to another target (here i just rotated the UZO over the target):
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1885

:rock:

Defiance
04-23-10, 07:04 PM
Hot Dawg

Looking so nice i can almost taste a full manual torpedo firing solution coming on

Lovely Work TDW :up:

TheBeast
04-23-10, 07:12 PM
I think the Time Stamp people are talking about is the Time Stamp for Radio Reports, not when your deck watch spots them.
With a Time Stamp for the Radio Contact Reports displayed on map view, it enable the Skipper to easily plot a estimated intercept course.
Knowing what time you get visual, well, the clock is right there anyway.;)

P.S. Nauticalwolf, you rock!:rock: Those Icon's look very nice.

TheDarkWraith
04-23-10, 07:12 PM
Well, speaking for me personally; I do the most of my long distance travels mostly @ TC x 512 (or higher). So I think that would be a good value. Also allows for quick patrolling @ TC x 256 over short distances without the message box on screen for better visibility...
So 512 to start with I guess and we'll see from there :)

feature added. You set the TDC level you want the messagebox visible and expanded to via this option ShowMessageBoxAndExpandAtTCLevel

the logic is:

if TC level >= ShowMessageBoxAndExpandAtTCLevel
ensure messagebox is visible
ensure messagebox is expanded

:rock:

TheDarkWraith
04-23-10, 07:14 PM
I think the Time Stamp people are talking about is the Time Stamp for Radio Reports, not when your deck watch spots them.
With a Time Stamp for the Radio Contact Reports displayed on map view, it enable the Skipper to easily plot a estimated intercept course.
Knowing what time you get visual, well, the clock is right there anyway.;)

well that is a contact so the timestamp should be added to it. Do these radio contacts show up on the map?

TheBeast
04-23-10, 07:18 PM
well that is a contact so the timestamp should be added to it. Do these radio contacts show up on the map?
Yes, when you receive a radio contact report it places the contact on the Map but it ommits the Date/Time stamp that was there in previous SH versions.

TheDarkWraith
04-23-10, 07:24 PM
Yes, when you receive a radio contact report it places the contact on the Map but it ommits the Date/Time stamp that was there in previous SH versions.

oh ok, so I need to add a date stamp also to them......good to know :up:

TheBeast
04-23-10, 08:02 PM
I was rummaging through the Conning Tower GR2 files and notice that the Radar and Radio Antenna are setup to Extend like the Periscope. The I recalled that I've actually seen these Antenna extended before in SHIII.
May explain why the radar is so poor in SH5. Has anyone had any luck getting these Antenna working?

mcaa666
04-23-10, 08:09 PM
feature added. You set the TDC level you want the messagebox visible and expanded to via this option ShowMessageBoxAndExpandAtTCLevel

the logic is:

if TC level >= ShowMessageBoxAndExpandAtTCLevel
ensure messagebox is visible
ensure messagebox is expanded

:rock:

Thank You, Sir :salute:

kylania
04-23-10, 08:14 PM
This is what you all mean by timestamp correct?

Yup, essentially!

http://img526.imageshack.us/img526/3782/timestamps.jpg

G'day TDW, :up:

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds

http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/TeleportIcons.jpg

DL Link: http://www.filefront.com/16224293/TeleportOrders.7z

Drop dead sexy!

TheDarkWraith
04-23-10, 08:16 PM
anyone got any saved missions where they receive a radio report to test out this date time stamp I added?

kapitanfred
04-23-10, 08:16 PM
single button crash dive from bridge works BEAUTIFULLY!! You teleport to Radar and then after the time expires the crash dive command is given :rock: I've included an optional time part of it in the options file so you can delay from when you teleport to when the crash dive command is given :yeah:

Greetings TDW, Which single button is used?

TheDarkWraith
04-23-10, 08:18 PM
Greetings TDW, Which single button is used?

the crash dive icon located on the depth bar....you have surfaced, periscope depth, dive, crash dive, and then emergency surface (blow ballast)

kylania
04-23-10, 08:22 PM
anyone got any saved missions where they receive a radio report to test out this date time stamp I added?

Main problem is you lose them when you save/load... so just gotta wait for another one to appear.

I have a test mission where you get an icon for one, but never did get the radio report working correctly.

kapitanfred
04-23-10, 08:38 PM
the crash dive icon located on the depth bar....you have surfaced, periscope depth, dive, crash dive, and then emergency surface (blow ballast)

Ah!, tried that but it tells me "Cannot submerge now, Crew on the Deck" So I may not have that mod installed but am using your mod though.

kylania
04-23-10, 08:40 PM
Ah!, tried that but it tells me "Cannot submerge now, Crew on the Deck" So I may not have that mod installed but am using your mod though.

Yeah, the new one-click feature isn't out yet.

TheDarkWraith
04-23-10, 08:44 PM
Main problem is you lose them when you save/load... so just gotta wait for another one to appear.

I have a test mission where you get an icon for one, but never did get the radio report working correctly.


looks like I'm just going to have to send this out to some to test again then while it's still under development :03:

TheBeast
04-23-10, 09:16 PM
Ah!, tried that but it tells me "Cannot submerge now, Crew on the Deck" So I may not have that mod installed but am using your mod though.
You can not submerge while you are outside the sub. Get inside the boat and try the keys again.

Nauticalwolf
04-23-10, 11:00 PM
Had to take a second out of making v1.9.0 to see these new icons in game:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1883

awesome...:rock:

Thanks :up: I hadn't seen them in game.

I made a couple minor improvements: :salute:

http://i947.photobucket.com/albums/ad318/Nauticalwolf/TeleportIcons.jpg

New DL: http://www.filefront.com/16227559/TeleportOrders.7z

McHub532
04-23-10, 11:04 PM
Well, speaking for me personally; I do the most of my long distance travels mostly @ TC x 512 (or higher). So I think that would be a good value. Also allows for quick patrolling @ TC x 256 over short distances without the message box on screen for better visibility...
So 512 to start with I guess and we'll see from there :)

TDW;

When you do this can you make sure that when you drop below that magic TC number that if you had the message box closed.. that is closes again on it's own without having to tell it to close again?

Would be nice. I leave mine closed in 4 hours play all but about 2 minutes. If I think I need to check I just pop it open, read it and put it back away.

TheDarkWraith
04-23-10, 11:06 PM
Thanks :up: I hadn't seen them in game.

I made a couple minor improvements: :salute:

http://i947.photobucket.com/albums/ad318/Nauticalwolf/TeleportIcons.jpg

New DL: http://www.filefront.com/16227559/TeleportOrders.7z

what changed? I've added them to the mod......

TheDarkWraith
04-23-10, 11:07 PM
TDW;

When you do this can you make sure that when you drop below that magic TC number that if you had the message box closed.. that is closes again on it's own without having to tell it to close again?

Would be nice. I leave mine closed in 4 hours play all but about 2 minutes. If I think I need to check I just pop it open, read it and put it back away.

sure can. Great idea also.

McHub532
04-23-10, 11:15 PM
I force myself to put the laptop away and get to bed.. and sleep for 12 hours. Oi !

Getting ready for work and I'm in a frantic rush because I have to read 5 pages on this thread of subsim alone!
:har:

Nauticalwolf
04-23-10, 11:19 PM
what changed? I've added them to the mod......

A little more detail in:

TDC
Deck Gun
Flack Gun and,
Conning Twr

and re-did radar

Your mod is awesome :yeah: and deserves better than my first effort.

Cheers :up:

TheDarkWraith
04-23-10, 11:25 PM
A little more detail in:

TDC
Deck Gun
Flack Gun and,
Conning Twr

and re-did radar

Your mod is awesome :yeah: and deserves better than my first effort.

Cheers :up:

your first effort was pretty darn spectacular to me :D

Nauticalwolf
04-23-10, 11:31 PM
your first effort was pretty darn spectacular to me :D

And so was NewUI_0_2_1_ByTheDarkWraith to me :up::up::up:.

Many thanks for all your efforts :yeah:

kylania
04-23-10, 11:44 PM
Meep! :o

DonZorro
04-24-10, 12:39 AM
A little idea???

:salute: http://www.subsim.com/radioroom/showthread.php?t=166320 (http://www.subsim.com/radioroom/showthread.php?t=166320) :salute:

kylania
04-24-10, 12:44 AM
A little idea???

:salute: http://www.subsim.com/radioroom/showthread.php?t=166320 (http://www.subsim.com/radioroom/showthread.php?t=166320) :salute:

hehe http://www.subsim.com/radioroom/showpost.php?p=1371293&postcount=928

McHub532
04-24-10, 12:51 AM
A little idea???

:salute: http://www.subsim.com/radioroom/showthread.php?t=166320 (http://www.subsim.com/radioroom/showthread.php?t=166320) :salute:

Oh man! That is fantastic! I really like how the metal plate/backing is behind the dials.. rusted and worn, etc.

TheDarkWraith
04-24-10, 01:40 AM
TDW;

When you do this can you make sure that when you drop below that magic TC number that if you had the message box closed.. that is closes again on it's own without having to tell it to close again?

Would be nice. I leave mine closed in 4 hours play all but about 2 minutes. If I think I need to check I just pop it open, read it and put it back away.

a user option has been added to restore the messagebox after coming down from the TC level defined in the option file :up:

McHub532
04-24-10, 01:48 AM
a user option has been added to restore the messagebox after coming down from the TC level defined in the option file :up:

I think I need to "come out" now.

I love you DarkWraith.

hee-hee

Nauticalwolf
04-24-10, 01:56 AM
I'm a big fan of that style of UI also :up:

I've been working on something in that vain, but It is so hard trying to keep up with TheDarkWraith. I'm trying to ensure it will be compatible with all his amazing work.

Been back to the drawing board a few times but have now got a system worked out of how to monitor TDW's changes .

So progress is again being made.

Its been more developed than this before; but then TDW added some other great stuff and so it was start again :har:

Hopefully some will get the idea

http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/update.jpg

Everything works and IS compatible with TDW UI.

Plans to have periscope filters work with a switch. :o

But this is TDW's thread and I don't won't to hijack it with WIP

TheDarkWraith
04-24-10, 02:00 AM
Its been more developed than this before; but then TDW added some other great stuff and so it was start again
Plans to have periscope filters work with a switch. :o

I apologize if I keep messing up your work. The more I keep playing with the files and digging into the script editor the more I learn which then enables me to do things that I'm thinking about.

Periscope filters working with a switch can be easily done :up:

EDIT: v1.9.0 as I have it now (it's not finished yet) went out to some people for testing of the new features and feedback.

Nauticalwolf
04-24-10, 02:06 AM
I apologize if I keep messing up your work. The more I keep playing with the files and digging into the script editor the more I learn which then enables me to do things that I'm thinking about.

Periscope filters working with a switch can be easily done :up:

Hey don't worry about me :O:, you just keep up the great :up:, amazing :up:, fantastic :up: work and I'll catch up when I can.

I'll PM you about the filter :yeah:

TheDarkWraith
04-24-10, 02:09 AM
http://img526.imageshack.us/img526/3782/timestamps.jpg


any contact added to the map will have a date-time-stamp added to it now. If you select the contact (left click on it) the date-time-stamp will show in the mini-map.

Forgot to add the date-time-stamp contact info to the Nav Map. For those users I sent v1.9.0 to I'll send you new files tomorrow with the necessary changes to enable the date-time-stamp contact info on the nav map.

DonZorro
04-24-10, 02:36 AM
Had to take a second out of making v1.9.0 to see these new icons in game:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1883

awesome...:rock:

How can I install? Just copy and overwrite to Yours??? :arrgh!:

McHub532
04-24-10, 02:37 AM
On Testing the v 1.9.0

The notepad pops up when it gets to x32 TC. Very nice. It also goes back away (hides) when I drop below x32 TC. Spectacular!

I got a radio contact and it was several hundred kilometers away from me at a port. I clicked on the reported ship and it locked onto it by putting a little red box around the contact ship location.

I checked my periscope and I was not locked onto it (I am glad, it would be silly to lock onto something so far away). :)

The mini-map showed in the upper left edge:
Contact Spotted:

No words were after this.
Also.. I normally keep my mini-map smaller and when it is smaller the (Contact Spotted) does not show up on the mini-map.

I've got a laptop and my screen isn't large enough to keep the mini-map open to default size.

DonZorro
04-24-10, 02:38 AM
I'm a big fan of that style of UI also :up:

I've been working on something in that vain, but It is so hard trying to keep up with TheDarkWraith. I'm trying to ensure it will be compatible with all his amazing work.

Been back to the drawing board a few times but have now got a system worked out of how to monitor TDW's changes .

So progress is again being made.

Its been more developed than this before; but then TDW added some other great stuff and so it was start again :har:

Hopefully some will get the idea

http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/update.jpg

Everything works and IS compatible with TDW UI.

Plans to have periscope filters work with a switch. :o

But this is TDW's thread and I don't won't to hijack it with WIP

This column should be me... :hmmm:

TheDarkWraith
04-24-10, 02:43 AM
On Testing the v 1.9.0

The notepad pops up when it gets to x32 TC. Very nice. It also goes back away (hides) when I drop below x32 TC. Spectacular!

I got a radio contact and it was several hundred kilometers away from me at a port. I clicked on the reported ship and it locked onto it by putting a little red box around the contact ship location.

I checked my periscope and I was not locked onto it (I am glad, it would be silly to lock onto something so far away). :)

The mini-map showed in the upper left edge:
Contact Spotted:

No words were after this.
Also.. I normally keep my mini-map smaller and when it is smaller the (Contact Spotted) does not show up on the mini-map.

I've got a laptop and my screen isn't large enough to keep the mini-map open to default size.

what about one button crash dive?

The mini-map has to be a certain size for the Contact spotted to appear (if not then the text could show off the mini-map which would look horrible!)

McHub532
04-24-10, 02:44 AM
what about one button crash dive?

The mini-map has to be a certain size for the Contact spotted to appear (if not then the text could show off the mini-map which would look horrible!)

I jumped out of the sub to check this post.... going back and will crash dive.. BRB

McHub532
04-24-10, 02:46 AM
what about one button crash dive?

The mini-map has to be a certain size for the Contact spotted to appear (if not then the text could show off the mini-map which would look horrible!)

I was on the deck enjoying the fog and rain and pushed the crash dive button..
It teleported me to the radio room.
It waited about 5 seconds and then initiated crash dive with the bell, hatch closing, etc, etc.

Perfect!

McHub532
04-24-10, 02:49 AM
I was on the deck enjoying the fog and rain and pushed the crash dive button..
It teleported me to the radio room.
It waited about 5 seconds and then initiated crash dive with the bell, hatch closing, etc, etc.

Perfect!

I just came back into the Command Room and the Navigator turned to me in shock and freaked, "You were just up top Sir.. how did you? Heil Hitler, we've managed teleportation Sir!".
:har:

kylania
04-24-10, 03:01 AM
I'm having difficulty using 1.9. I'm constantly giggling and going "omgomgsocool" and it's making actually commanding my u-boat difficult. :timeout::har:

Crash dive is cool, people will love that. Keymapped Crash Dive still works per normal, where you need to be under by climbing, which is perfect.

Message box auto-shrinking after manually shrinking it is pretty cool.

The contact time thing isn't working well for me though. It's impossible to read (flat orange on blue) and it's only available on the TAI, which is mostly useless to me. I also can't bring up the TAI with the Nav Map active, so I need to click on something, leave the map, open TAI, strain to see what it reads, then back to the Nav Map to use the info. I've not yet been able to read what it says:

http://img594.imageshack.us/img594/7466/contactime.jpg If you move or zoom the TAI to get rid of the crazy zoom/bearing overlay it erases the information.

It doesn't appear as if a time is being captured for single ships still, probably a stock bug problem. :( Radio report contacts for convoys, both in the message box and not are working.

If we can get it on the Nav Map and off the TAI it would be much better. My TAI remains closed except during engagements since it's so short of a range around the sub. Also all the radio contacts show up on the Nav Map where having the time is needed to plot intercepts. Also a different font color, or something please. Here's how SH3 did it, would this be possible?

http://img255.imageshack.us/img255/6427/contactsw.jpg

Teleport is flawless, the icons are pure sex and it's just great fun. :)

McHub532
04-24-10, 03:31 AM
V 1.9.0

When in camera mode above the sea and looking down at the sub:

I can teleport everywhere... except to the bridge/deck.

kylania
04-24-10, 03:56 AM
V 1.9.0

When in camera mode above the sea and looking down at the sub:

I can teleport everywhere... except to the bridge/deck.

Well, once you teleport to something on the deck, UZO/Flak/DeckGun, THEN you can teleport to the bridge, however you end up at the last deck place you teleported to WITH ALL the UIs of the other stations you'd been to. :DL

http://img411.imageshack.us/img411/5395/brokenz.jpg

McHub532
04-24-10, 03:57 AM
Well, once you teleport to something on the deck, UZO/Flak/DeckGun, THEN you can teleport to the bridge, however you end up at the last deck place you teleported to WITH ALL the UIs of the other stations you'd been to. :DL


Yeah, I noticed that but figured that was SH5 Stock bug issues and not you.

kylania
04-24-10, 04:04 AM
Yeah, I noticed that but figured that was SH5 Stock bug issues and not you.

The question is, is this a big enough problem to code around? How often will you use "Press key, bring up menu, click Teleport button" to return to the boat from external camera rather than just press F12 again.

Next thing to test is if this same behavior happens with a key mapped to Teleport to Bridge. Currently I don't have any mapped.

McHub532
04-24-10, 04:10 AM
The question is, is this a big enough problem to code around? How often will you use "Press key, bring up menu, click Teleport button" to return to the boat from external camera rather than just press F12 again.

Next thing to test is if this same behavior happens with a key mapped to Teleport to Bridge. Currently I don't have any mapped.

F12? Oh (facepalm).. I never used that. Heh

McHub532
04-24-10, 04:11 AM
The question is, is this a big enough problem to code around? How often will you use "Press key, bring up menu, click Teleport button" to return to the boat from external camera rather than just press F12 again.

Next thing to test is if this same behavior happens with a key mapped to Teleport to Bridge. Currently I don't have any mapped.

My F12 Preheats Torpedos.

kylania
04-24-10, 04:26 AM
My F12 Preheats Torpedos.

Well, it's F2 for me, and it's F umm... *checks* oh, F2 by default. Was playing SH3 earlier where it's F12 hehe

McHub532
04-24-10, 04:30 AM
Well, it's F2 for me, and it's F umm... *checks* oh, F2 by default. Was playing SH3 earlier where it's F12 hehe

Ah.. so pushing the external camera button will just cancel it and take you to where you were before? I didn't know that/never tried that. Thanks!

McHub532
04-24-10, 04:54 AM
The radio guy is creeping me out. He keeps watching me when I'm sleeping.

TheDarkWraith
04-24-10, 08:17 AM
V 1.9.0

When in camera mode above the sea and looking down at the sub:

I can teleport everywhere... except to the bridge/deck.

You aren't supposed to be able to use the teleport controls outside of the sub. I'll have to correct that :03:

TheDarkWraith
04-24-10, 08:35 AM
The contact time thing isn't working well for me though. It's impossible to read (flat orange on blue) and it's only available on the TAI, which is mostly useless to me. I also can't bring up the TAI with the Nav Map active, so I need to click on something, leave the map, open TAI, strain to see what it reads, then back to the Nav Map to use the info. If you move or zoom the TAI to get rid of the crazy zoom/bearing overlay it erases the information.

It doesn't appear as if a time is being captured for single ships still, probably a stock bug problem. :( Radio report contacts for convoys, both in the message box and not are working.

If we can get it on the Nav Map and off the TAI it would be much better. My TAI remains closed except during engagements since it's so short of a range around the sub. Also all the radio contacts show up on the Nav Map where having the time is needed to plot intercepts. Also a different font color, or something please

In the test versions I sent you all I had forgotten to add the contact spotted to the nav map. I'm changing the color of the font to orange (highly visible).

I'm curious about this comment "If you move or zoom the TAI to get rid of the crazy zoom/bearing overlay it erases the information." Explain please.

Teleport icons are now disabled in free cam mode.