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ReallyDedPoet
02-19-13, 02:24 PM
Must be missing a step. When I open the app a file for submarine is there but nothing else.

Targor Avelany
02-19-13, 02:29 PM
Must be missing a step. When I open the app a file for submarine is there but nothing else.

If you read up on setting up the TDW UI in the sober's mega-mod thread, I'm sure it will become a little bit more clear. I thought there was a video on using OptionsFileEditorViewer, but I was not able to find it. Might need to make one at some point.

ReallyDedPoet
02-19-13, 04:52 PM
If you read up on setting up the TDW UI in the sober's mega-mod thread, I'm sure it will become a little bit more clear. I thought there was a video on using OptionsFileEditorViewer, but I was not able to find it. Might need to make one at some point.

Thanks. I'll check it out.

markdenny
02-20-13, 07:12 AM
I have asked this question elsewhere but thought id try here as well is the u-jagd chrono included in this ui and im just not finding it or do i have to download it from somewhere else and put it in

Many thanks
Mark

:Kaleun_Cheers:

Dignan
02-20-13, 08:23 AM
I have asked this question elsewhere but thought id try here as well is the u-jagd chrono included in this ui and im just not finding it or do i have to download it from somewhere else and put it in

Many thanks
Mark

:Kaleun_Cheers:
right click on your stop watch

markdenny
02-20-13, 10:58 AM
Thank you :)

dasboot commander
02-23-13, 10:13 AM
Hi guys, am a bit green with using this mod and av got a problem loading saved games. I never start loaded games from where I saved them. I always find myself starting on deck outside the boat and partially submerged before the boat goes to its correct depth. Can anyone help me solve dis problem to allow me start the game at the correct depth in the boat and from the location where I was when I saved it initially. Thx.

volodya61
02-23-13, 10:30 AM
save the game only when the boat is at the surface..
or if you want to save at the depth, save the game at/in the periscope station..

dasboot commander
02-23-13, 11:08 AM
Thxs it works,:salute:

WolfCadarn
02-24-13, 09:11 AM
It seems the download link at mediafire is broken... any other download locations?

volodya61
02-24-13, 09:54 AM
Weird thing :hmmm:
Seems like mediafire doesn't like TDW's mods anymore.. first IRAI, now NewUIs.. :shifty:

http://s19.postimage.org/bd6l9u3ur/image.jpg (http://postimage.org/)


PS: Welcome aboard WolfCadarn! :sunny:

volodya61
02-24-13, 11:55 AM
Forgot to say - you can always get this mod in the Subsim download section - http://www.subsim.com/radioroom/downloads.php?do=file&id=1582

WolfCadarn
02-24-13, 06:08 PM
thx

acecol
02-27-13, 04:10 PM
Been having massive hard crash problems running ver 7.2.0 of this mod, no other mods installed, on a new installation of SH5.
Have tried on 2 other computers all with the same problem.
The crash happens on torpedo impact, with SH5 not responding having to use ctrl-alt-del to exit.

Have used debug utility with last 3 lines reading as :[2072] PDH: 1 destroyed contacts found. Checking for sunk ships...
[2256] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
[3572] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\servic es\src\services\GameKeeperImpl.cpp(261) : Product id '3' all processes terminated.

Just wondered if anybody else having this issue?

The specs are intel i7 920 @ 2.67GHz, 6.00GB, ATI HD5800 series card, 64bit system.

Hope somebody can help as this mod is badly needed.

Cheers,

Colin.

Fifi
02-27-13, 08:28 PM
Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42

I would like to use NewUIs 7.1.0 with REM, but the link above for the mofified file isn't avalaible... :wah:
I suppose this file will make the GHG hydro working on surface?

EDIT: nevermind, i finally found a link : http://www.subsim.com/radioroom/showpost.php?p=1835369&postcount=39

RE EDIT: solved with Gap's help!

Fifi
02-28-13, 06:29 PM
Just find out that enabling via the fileviewer the IO strategic map feature (in map tab) even without IO Stragic Map mod, but with NewUIs Jimimadrid tools add-on, i get more tools on bottom left of nav map! :sunny:

I thought it was only avalaible with IO Stragic Map :haha:

Singed
03-01-13, 12:16 PM
Hey folks,

I've googled and searched the forum, I'm absolutely certain the answer has been posted a dozen times before, but I just can't seem to come up with the right search terms and I'm certain I'm missing something stupid like not adding a mod.

Love the UI, but I'd like to try out the SH3 style (currently running Sober's mod list to the letter, no additional adds or deletions).

Is there some other step than disabling the mod, making the change (UIStyle I think?) in options editor then re-enabling the mod? Does one of the other mods in the folder have to be enabled as well?

I keep coming back to the SH5 enhanced UI, which is cool but I guess not the experience I'm looking for.

Maybe I'm editing the wrong file in options editor, but I don't think so since I clearly see the setting I want to change and if I go back in, I can confirm the change sticks or perhaps there are additional setting changes?

I do computers for a living, but maybe I need this in Captain Dummy talk (for the Firefly fans).

Trevally.
03-01-13, 01:02 PM
Save your game in the bunker and exit

Open this file with notepad (no need to uninstall mods or anything):-
C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py

look for:-


#;#################################### UI Stuff (SH3/4/5 modes) ##################################
#;+++++++++++++ UI Style ++++++++++++++
#; Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2
#[OPTION]
#CATEGORY=UI
#TYPE=5
#DESCRIPTION=UI style used in-game
#VALUES=SH5Enhanced,SH3Style,SH4Style
#DEFAULT=SH5Enhanced
#; the current UI Style
#; set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle=SH5Enhanced


change to

UIStyle=SH3Style

:up:

Singed
03-01-13, 01:04 PM
Thanks Trevally, I'll try it when I get home.

Mikemike47
03-01-13, 01:48 PM
I would like to use NewUIs 7.1.0 with REM, but the link above for the mofified file isn't avalaible... :wah:
I suppose this file will make the GHG hydro working on surface?

EDIT: nevermind, i finally found a link : http://www.subsim.com/radioroom/showpost.php?p=1835369&postcount=39

RE EDIT: solved with Gap's help!
Sending a PM to TDW to updated link on first post about the Ubooat_Sensors.sim file. This will save others from posting problems with links in the future.

Does anyone have a way to contact TDW other than PM because "TheDarkWraith has exceeded their stored private messages quota and cannot accept further messages until they clear some space."

Sent related PM to Neal Stevens.

Targor Avelany
03-01-13, 02:25 PM
Sending a PM to TDW to updated link on first post. This will save others from posting problems with links in the future.

Does anyone have a way to contact TDW other than PM because "TheDarkWraith has exceeded their stored private messages quota and cannot accept further messages until they clear some space."

Sent related PM to Neal Stevens.

All we can do is to wait till TDW comes back. His PM has been full for the last half a year :)

Mikemike47
03-01-13, 02:36 PM
All we can do is to wait till TDW comes back. His PM has been full for the last half a year :)

He has posted within the lasted few weeks if I remember correctly. Something with GR2 I think?

Targor Avelany
03-01-13, 02:57 PM
He has posted within the lasted few weeks if I remember correctly. Something with GR2 I think?

absolutely. But he posted while being on the road, so, most likely, he got busy with work all the way again and will not be responsive for a while :)

Also, I believe that this mod can be downloaded from subsim directly also.

Mikemike47
03-01-13, 03:06 PM
absolutely. But he posted while being on the road, so, most likely, he got busy with work all the way again and will not be responsive for a while :)

Also, I believe that this mod can be downloaded from subsim directly also.

My fault for not clarifying in earlier post. I am referring to the Ubooat_Sensors.sim file. That is why I copied Fifi's quote. Corrected.

volodya61
03-01-13, 03:08 PM
For some reasons TDW doesn't update the link to this file in the first post.. but..
There are many links to this file (or similar) in the REM thread..

Targor Avelany
03-01-13, 03:15 PM
My fault for not clarifying in earlier post. I am referring to the Ubooat_Sensors.sim file. That is why I copied Fifi's quote. Corrected.

ah, sorry! :) My bad.

Mikemike47
03-01-13, 03:36 PM
For some reasons TDW doesn't update the link to this file in the first post.. but..
There are many links to this file (or similar) in the REM thread..

I have been updating issues like this, as I catch them, and forwarding info to Neal Stevens. Anything else I can do?

Would you like to send me any corrected links that are in TDW threads or REM threads or other threads that have been corrected in later posts but not at first post?

PM to me is the best way for me not to miss anything. Anyone can help add to this for all concerned to subsim.:yeah:

Just give me thread link, posting # or page if you desire. I will consolidate information to correct link at first post somehow.

P.S. Thanks for your contributions on REM and historical gun specs thread, too.:up:

volodya61
03-01-13, 03:59 PM
Would you like to send me any corrected links that are in TDW threads or REM threads or other threads that have been corrected in later posts but not at first post?

I will look tomorrow and will send you PM with these links/pages/threads :up: :yep:

KaleunZippel
03-03-13, 11:36 AM
Hello,

I'm trying to play SH5 with Sober' s mega-mod-list, but unfortunately I have some trouble with TheDarkWraith's NewUI for SH5 7_1_0 mod.

Here is the message:

Error UnauthorizedAccessException:
Access to "C:\Program Files (x86)\Ubisoft\Silent Hunter 5\ScopeSettings.TDW denied. in DATA\Scripts\Menu\Page TDC.py

Traceback (most recent call last)
File ScriptManagerWrappers, line unknown, in ExecuteForInitialization
File , line 0, in InitializeScript
File , line 0, in GetTDCScopeSettings
File , line 0, in LoadScopeSettings ##2265
File mscorlib, line unknown, in .ctor
File mscorlib, line unknown, in Init
File mscorlib, line unknown, in WinIOError

Script disabled!

Please help me, pleeease :wah:, a Kaleun without a boat ... you know!:/\\!!

volodya61
03-03-13, 12:06 PM
Please help me, pleeease :wah:, a Kaleun without a boat ... you know!:/\\!!

1. did you extract archive using 7zip or..?
2. what .NetFramework versions have you installed?

TheDarkWraith
03-03-13, 01:08 PM
Hello,

I'm trying to play SH5 with Sober' s mega-mod-list, but unfortunately I have some trouble with TheDarkWraith's NewUI for SH5 7_1_0 mod.

Here is the message:

Error UnauthorizedAccessException:
Access to "C:\Program Files (x86)\Ubisoft\Silent Hunter 5\ScopeSettings.TDW denied. in DATA\Scripts\Menu\Page TDC.py

Traceback (most recent call last)
File ScriptManagerWrappers, line unknown, in ExecuteForInitialization
File , line 0, in InitializeScript
File , line 0, in GetTDCScopeSettings
File , line 0, in LoadScopeSettings ##2265
File mscorlib, line unknown, in .ctor
File mscorlib, line unknown, in Init
File mscorlib, line unknown, in WinIOError

Script disabled!

Please help me, pleeease :wah:, a Kaleun without a boat ... you know!:/\\!!

Run the game with admin rights. The UAC is throwing this error because you installed SH5 into the Program Files (x86) folder :dead:

KaleunZippel
03-03-13, 03:31 PM
Many thanks for your help, guys. I reinstalled sh5 to a new folder ... but another error submerged.

message 1

Error PythonImportErrorException:
Cannot import name Game_NewPlayerLogMessageCSharp in Data/Scripts/Menu/TheDarkWraithUserOptions.py

Traceback:
File ScriptManagerWrapper , line unknown, in CheckForStartGame
File , line 0 , in <string> ##2181
File , line 0, in StartGame

Script disabled!:doh:

message 2

Error ArgumentTypeException
unsupported operand type(s) for +: 'None Type' and 'function' in DATA/Scripts/Menu/Page layout.py

Traceback:
File ScriptManagerWrapper, line unknown, in CheckForStartGame
File , line 0, in <string> ##2188
File , line 0, in StartGame

Script disabled!:oops:

Yes, I' am using 7zip to open the mods and my .NetFramework is at version 4.0.3031.
Can anyone help poor Zippel? Yes, its a saaad day:wah:

TheDarkWraith
03-03-13, 03:52 PM
Many thanks for your help, guys. I reinstalled sh5 to a new folder ... but another error submerged.

Run my SHValidator app (with admin rights). Your window's registry is not pointing to the correct SH5 installation. When you run the app point it to the new SH5 installation. When it asks if you want to update the registry say yes.

KaleunZippel
03-04-13, 02:14 PM
Hello Dark,

it works now. thanks for your help and your work at all. I appreciate it and respect you, man!


Yours sincerely

KaleunZippel

gap
03-04-13, 03:33 PM
@ TDW

have you seen this (http://www.subsim.com/radioroom/showthread.php?t=202753) post? :03:

TheDarkWraith
03-04-13, 04:13 PM
@ TDW

have you seen this (http://www.subsim.com/radioroom/showthread.php?t=202753) post? :03:

What is it and what is it used for :06:

gap
03-04-13, 04:21 PM
What is it and what is it used for :06:

It was a German radio broadcasts receiver, one of the most commonly used aboard U-boats. You can see one in the following picture (in front of the radio operator):

http://www.uboat.net/media/men/crew/radio_4.jpg

I thought you could use it as radio UI, instead of the American radio texture currently used. Let me know if you are interested :salute:

volodya61
03-04-13, 04:31 PM
It was a German radio broadcasts receiver
....
Let me know if you are interested :salute:

Gabriele :sunny:
Are you RADIONE distributor or ..? :O:

gap
03-04-13, 04:35 PM
Gabriele :sunny:
Are you RADIONE distributor or ..? :O:

Just a distraction from more important tasks :oops: :O:

(P.S: I have almost finished with the gun settings)

makiferol
03-05-13, 04:17 AM
Hi folks, I have just downloaded this excellent mod and enjoying it. But i have a problem, some characters in my ship manual seems like capital Y. I know this is related to non-ANSI thing in the first post but i didn't edit anything in the mod, all i have done was simple copy-pasting. Could anyone give me advice how to fix this problem.

Thanks in advance.

TheDarkWraith
03-05-13, 08:50 AM
Hi folks, I have just downloaded this excellent mod and enjoying it. But i have a problem, some characters in my ship manual seems like capital Y. I know this is related to non-ANSI thing in the first post but i didn't edit anything in the mod, all i have done was simple copy-pasting. Could anyone give me advice how to fix this problem.

Thanks in advance.

What ship manual? Simple copy-pasting from where to where? Sounds like you didn't save the file as Unicode but instead as ASCII :hmmm:

TheDarkWraith
03-05-13, 08:51 AM
It was a German radio broadcasts receiver, one of the most commonly used aboard U-boats. You can see one in the following picture (in front of the radio operator):

I thought you could use it as radio UI, instead of the American radio texture currently used. Let me know if you are interested :salute:

How do you set the frequency? You have a tech manual for this thing that explains how to use it :06:

gap
03-05-13, 10:08 AM
How do you set the frequency? You have a tech manual for this thing that explains how to use it :06:

For what I can see from its dial, the radio had 3 wavelenght ranges:

http://img402.imageshack.us/img402/1980/radioner2dial.png

Orange: long waves (ca. 520 to 2,000 m)
Green: short waves (ca. 13 to 50 m)
White: medium waves (ca. 190 to 520)

There had to be some sort of switch for switching between the 3 bands, but I think we can ignore it, unless you know how to implement it in game.
As for game controls, the main ones should be the two knobs: one for switching the radio on off and for the volume (dunno if we can adjust music volume from in game though), and the other for tuning up/down the radio. Knob should be controlled via mousewheel, if possible. If not, dividing each knob in two clickable semicircles (one for tuning up/switching on the radio, the other for tuning down/switching off) could be another option. In this case, the correct placing of the mouse would be indicated by the knob shortly turning clockwise/counteclockwise and then getting back to its original position.

The dial needle should turn around the dial center, following the the tuned frequencies. The dial zooming in when the mouse is moved over the tuning knob would be a cool but not indispensable feature. One problem is that dial wavelenghts are not equally spaced (i.e. the higher they are, the lessere the angular distance among them). I will check if the angular factor is proportional to frequency rather than to wavelenght. If not, I will try to find any other formula that might rougly apply to it.
Another problem is that I don't know how long it takes to the radio engine to go from a station from the next one, and if this time is proportional to the wavelenght distance among the two stations rather than static. If we don't get out discovering it, I guess that the needle oscillating randomly between the old and the new stations before pointing to the new one, would be an acceptable compromise.

What do you think? Doable? Too much hassle for a small feature like this? :hmm2:

makiferol
03-05-13, 10:15 AM
What ship manual? Simple copy-pasting from where to where? Sounds like you didn't save the file as Unicode but instead as ASCII :hmmm:

Hi, With manual, i meant the draggable catalogue which includes names, lengths, weights and many other details of all ships. I use it to find my target ship's class, mass height etc.

But, here names of ships and some other text here are not correct. A lot of "Ý" letter replaces original letter.

By simple copy-pasting, i meant that, i extracted the mod, entered it, copied "MODS" folder into my SH5 installation. I located JSGME into that folder as well, then using JSGME, activated your main mod first and then Das Boot crew sub-mod. I didn't use text and dials folders.

makiferol
03-05-13, 03:09 PM
Hi, With manual, i meant the draggable catalogue which includes names, lengths, weights and many other details of all ships. I use it to find my target ship's class, mass height etc.

But, here names of ships and some other text here are not correct. A lot of "Ý" letter replaces original letter.

By simple copy-pasting, i meant that, i extracted the mod, entered it, copied "MODS" folder into my SH5 installation. I located JSGME into that folder as well, then using JSGME, activated your main mod first and then Das Boot crew sub-mod. I didn't use text and dials folders.

Here, screenshot showing my problem :

http://i.imgur.com/yEMx1KE.jpg

volodya61
03-05-13, 03:53 PM
Here, screenshot showing my problem :

check fonts..

makiferol
03-05-13, 04:13 PM
check fonts..

What do you mean with checking fonts ? Is it something related to fonts folder inside TDW mod ?

volodya61
03-05-13, 05:15 PM
What do you mean with checking fonts ? Is it something related to fonts folder inside TDW mod ?

I mean, if you have problems with the fonts as shown in your picture, then you have to check the fonts.. NewUI fonts, game fonts, your system fonts..

makiferol
03-06-13, 12:40 AM
I mean, if you have problems with the fonts as shown in your picture, then you have to check the fonts.. NewUI fonts, game fonts, your system fonts..

Yeah yeah that was really helpful. By saying "Check the fonts", you immediately enlightened me.

I am quite new to this game and mod. I am not modder, I don't exactly know where related files are located or how should i change them. You seem like giving a tiny clue to big important secret. You gave exactly the same answer to someone who had similar problem few pages back, he wanted more details from you, no answer.

volodya61
03-06-13, 08:12 AM
Yeah yeah that was really helpful. By saying "Check the fonts", you immediately enlightened me.

I am quite new to this game and mod. I am not modder, I don't exactly know where related files are located or how should i change them. You seem like giving a tiny clue to big important secret.

I don't know exactly what's wrong with your fonts.. I have never had this problem..

Usually fonts are in the folder Fonts.. in this case here - data/Menu/Fonts.. it's not hard to find..

Perhaps your fonts were corrupted during extracting.. perhaps something else.. I don't know..

If you did not need any advice just don't use it..

You gave exactly the same answer to someone who had similar problem few pages back, he wanted more details from you, no answer.

As I remember, he solved his problem..

test_m4a1
03-06-13, 04:51 PM
Hey :)

I have just installed outstanding TDW UI and finally made SH4 style working but can You tell me guys what do i have periscope which looks like this?

I have activated Arclight_MRP and later changed for Manos mod from 7.1.0 by JSGME but there is no difference, still looks the same.

Cheers!

edit:

I notices that it happens only when i click pericsope icon on SH4 bar, when i walk on u-boot it works, i would be glad if someone knows the answer how to fix it!

Mikemike47
03-07-13, 06:43 PM
I have just installed outstanding TDW UI and finally made SH4 style working but can You tell me guys what do i have periscope which looks like this?
I have activated Arclight_MRP and later changed for Manos mod from 7.1.0 by JSGME but there is no difference, still looks the same.

edit:

I notices that it happens only when i click pericsope icon on SH4 bar, when i walk on u-boot it works, i would be glad if someone knows the answer how to fix it!

There is a possibility that the SH4 style UI may have problems related to your issue.

As stated on TDWs first post:
NewUIs with TDC for SH5 by TheDarkWraith
version 7.1.0
I urge you to play the game with the enhanced SH5 UI. I prefer this UI to even the SH3 UI (familiar 3 dials). I still haven't gotten around to fixing the problems with the SH4 UI command bar yet.

makiferol
03-09-13, 11:59 AM
Hi, I have few questions :

1 ) How could i see my bearing on navigation map ?

2) Is there a compass ?

3) Is there some kind of hotkeys list that i can look at ?

Thanks.

martijn74
03-16-13, 07:11 PM
wow, looks very good....

Sich Rifleman
03-18-13, 11:26 AM
When I play historical missions, I run into problems if I use more than 2 saves. One works fine, and when I access it, the mission name is displayed properly. But the second one has 'GENERIC Mission' in the save file display. And in it, TDC is not working properly. I can't lock onto targets, and the 'Follow Ship' setting is grayed out(I'm using TDW's UI), making it impossible for me to use my normal targeting procedure.

Also, the 'In Spite Of Everything' mission has an issue with the battleship itself. I manage 3 direct hits to Warspite...but I still get the 'Failed' screen.

test_m4a1
03-19-13, 07:34 PM
Hey!

I have some question about TDC and binoculars viev. On a first or second page i see that TDC viev and binocular viev is much more different then in my game, like in SH4.

Is it possibile to change it? In my game it looks like this...

skip
03-19-13, 07:59 PM
Have just installed sobers collection of mods using the sober.mep file.

Everything seems ok apart from

Cant see any automated scripts at all just am empty box

and the regocnition manual just shows the same german warship for every
ship entry.

Another thing how exactly do i set up the File editor/viewer all i get is a tab at top saying file. Would really appreiate some proper instructions how to set up and use

Any idea ?

edit.. all sorted

THE_MASK
03-26-13, 06:50 PM
Bug report.
I have always had this bug but havnt ever reported it :oops:
Using NewUIs_TDC_7_1_0_ByTheDarkWraith and
NewUIs_TDC_7_1_0_Real_Navigation only .

When I load a single mission and then quit the single mission and then load it up again or any other single mission I get 2 bug reports at the start of the mission .

http://i46.tinypic.com/wtd6oh.jpg
http://i45.tinypic.com/2vuk3gn.jpg

Dbgview file http://www.gamefront.com/files/23125483/error.7z

Cthulhus
03-27-13, 07:34 PM
Hello,

I just installed this and thanks for the BIG work on this amazing work !

All is fine except for the AZERTY keyboard. For moving, when I press on my AZERTY keyboard Q (strafe left) it show me the ship's journal box...

Any way to change or delete this ?

Thanks

TheDarkWraith
03-27-13, 07:36 PM
Hello,

I just installed this and thanks for the BIG work on this amazing work !

All is fine except for the AZERTY keyboard. For moving, when I press on my AZERTY keyboard Q (strafe left) it show me the ship's journal box...

Any way to change or delete this ?

Thanks

Use the options editor app found in \data\Applications to assign new hot keys

Cthulhus
03-27-13, 07:58 PM
That work ! Thanks !!

Fifi
03-27-13, 08:09 PM
This, or use the SH keymapper mod by Jimimadrid!
It works for all SH series, and i now have the arrows to mouve on sub :yep:

T-Bear
03-28-13, 10:17 PM
Hi All

I'm having the same issue as Sober in #9821 above....

Any ideas???

Also... while I'm here...:yep::yep:

Does anybody know why it's winter ALL the time in my game?
There must be a simple solution to this but I've searched and searched and.. u get the picture..

I have the winter textures all the time. Land and sea. I've not started a campaign yet so Historic and self-made missions only at the minute.

Any help/input much apperciated.

Thx

THE_MASK
03-29-13, 12:29 AM
Hi All

I'm having the same issue as Sober in #9821 above....

Any ideas???

Also... while I'm here...:yep::yep:

Does anybody know why it's winter ALL the time in my game?
There must be a simple solution to this but I've searched and searched and.. u get the picture..

I have the winter textures all the time. Land and sea. I've not started a campaign yet so Historic and self-made missions only at the minute.

Any help/input much apperciated.

ThxJust hit the enter key 2x to start the single mission until a fix is found . No idea about the winter all the time in single missions . The campaign is awesome with OH2 mod .

T-Bear
03-29-13, 11:33 AM
Hi Sober,

Thanks for the response :salute:

Yup. Double ENTER worked and I could load up.
I also found that the winter land scenes were a result of the GMT displayed not being in agreement with mission time until after a Save/Load. It was back in Winter?????

The ship winter skins thing still has be puzzled but it's not a show stopper......

I have all your mod list installed now and will certainly set out on a career soon as I practice up my shooting/TDC skills.

Thx :subsim:

TheDarkWraith
03-30-13, 11:38 AM
Bug report.
I have always had this bug but havnt ever reported it :oops:
Using NewUIs_TDC_7_1_0_ByTheDarkWraith and
NewUIs_TDC_7_1_0_Real_Navigation only .

When I load a single mission and then quit the single mission and then load it up again or any other single mission I get 2 bug reports at the start of the mission .

I'll look into this this weekend :up:

KSlim
04-10-13, 06:17 AM
I just installed 7_1_0 and even with a 'clean' install with no other mods active I have two issues:
1)the heading/rudder dial is blank and has no functionality - I tried going back and enabling the 7_1_0 AltAdvSpeedGraphics but that didn't fix it either.
2) the CO2/O2/battery levels graph is currently placed directly over the speed engine room telegraph in the corner, I have to use the hotkeys to order speed changes with no fine-tuning. I used your mod options editor to turn off the condensed graph, but it was still there in the way.

Running windows 7(64) and JGSME. All .exe files (JGSME, SH5, and your options editor) are set to run as administrator and properly activate the UAC confirmation box when I start up.

Please help.

BigWalleye
04-10-13, 06:58 AM
Are you trying to play a saved career? One that you started without New_UIs installed? Is your game patched to v1.4? And are you sure New_UIs is unzipped properly? There are 3 and in some cases 5 levels of folders before you get to the actual mods that go into your Mods folder.

I apologize in advance for sounding like I'm challenging your competence, but this is a mod which usually installs with no problem if you RTD, and can give all kinds of problems if you don't. And installation, especially activating your personal menu of game changes, is not like dropping the average mod into your JSGME Mods folder.

Please read the first post here: http://www.subsim.com/radioroom/showthread.php?t=166093. AFAIK all of the youtube vids on installation refer to much older versions than 7.1.0 and may not be applicable.

And please, if you don't quickly find a fix, come back here and people will help.

raymond6751
04-10-13, 08:14 AM
[quote] And please, if you don't quickly find a fix, come back here and people will help. [unquote]

This kind of helpfulness is what keeps people coming back to this subsim forum year after year.

Well done! :rock:

KSlim
04-10-13, 01:58 PM
I tried both continued campaign and new campaign.

I am only running v1.2 - updater cannot find any newer patch info (manually running SH5\support\GameUpdater .exe) where can I find 1.4?

volodya61
04-10-13, 02:04 PM
..where can I find 1.4?

:o
Last patch was 1.2.. about three years ago..

EDIT:
Welcome aboard :salute:

KSlim
04-10-13, 02:06 PM
That was in reply to a previous troubleshooting post asking if I had v1.4. If it doesn't exist, disregard :doh:

Targor Avelany
04-10-13, 02:07 PM
:o
Last patch was 1.2.. about three years ago..

It's a dream patch. The patch that all of us want to happen in our drea. The patch, that makes this game perfect, realistic and awesome on resourses.

volodya61
04-10-13, 02:13 PM
It's a dream patch...

:rotfl2:

@ KSlim

your problem looks like corrupted files.. :hmmm:
what app are you using to extract archive?

KSlim
04-10-13, 02:21 PM
sooooo....:-?
After completely uninstalling, rebooting, reinstalling, rebooting again, and then trying to run a clean 1.2 install with no mods... i get a thread handling exception error, both normal launch and right-click > run as administrator.
probably shelving the problem to work on it tomorrow, I've had enough fighting with my computer today

KSlim
04-10-13, 02:23 PM
what app are you using to extract archive?

WinRAR. but now I have an issue with a completely pristine install with no mods. Working backwards here.

volodya61
04-10-13, 02:32 PM
WinRAR..

try to use 7zip (http://www.7-zip.org/) next time..

BigWalleye
04-10-13, 03:43 PM
It's a dream patch. The patch that all of us want to happen in our drea. The patch, that makes this game perfect, realistic and awesome on resourses.

No, it was simply a mistake. As stated in TDW's post, the latest version of SH5, which is v1.2, is required. My error. I do that from time to time.

Targor Avelany
04-10-13, 03:56 PM
No, it was simply a mistake. As stated in TDW's post, the latest version of SH5, which is v1.2, is required. My error. I do that from time to time.

I was not aiming the answer at you :) Don't take it seriously.

I was just laughing and making fun of Ubi

KSlim
04-10-13, 05:11 PM
I tried to uninstall SH5 and reinstall to clear the memory error when starting the game. End result is that unpatched fresh download starts the game (but doesn't like the mod) and if I patch the game to 1.2 I can't start the game due to a memory error (haven't loaded mod yet). :hmph:

** Disregard, I found a link **Is there a manual download link for the patch instead of using the SH5 Update Tool?

Edit: Found link, and since it's already corrupted I need to uninstall/reinstall AGAIN.. hopefully the manual patch works.

BigWalleye
04-10-13, 05:12 PM
I was not aiming the answer at you :) Don't take it seriously.

I was just laughing and making fun of Ubi

Targor, I didn't take your comment as a slight to me. Far from it. I just like to own my mistakes.

And yes, the patch that fixes all the problems is 1.next.

BTW, how did I get stinking drunk in Trinidad? How come I don't remember? And where did all those empty Zaya bottles come from? Sure hope I had a good time!

KSlim
04-10-13, 06:46 PM
I found a similar post regarding my new problem

http://www.subsim.com/radioroom//showpost.php?p=1776977&postcount=4

So apparently their patcher doesn't record and use your install path, but assumes you used the default... fscking lazy-a$$ programmers. Fixed, moved the files and I'm properly and error-free updated to 1.2.0 again.
:hmmm:

back to the original mod issue.

TheDarkWraith
04-13-13, 07:54 PM
I found a similar post regarding my new problem

http://www.subsim.com/radioroom//showpost.php?p=1776977&postcount=4

So apparently their patcher doesn't record and use your install path, but assumes you used the default... fscking lazy-a$$ programmers. Fixed, moved the files and I'm properly and error-free updated to 1.2.0 again.
:hmmm:

back to the original mod issue.

Run my SHValidator app. It will cure registry problems related to installs :up:


v7.3.0 released. See post #1

v7.2.0 - added a new user option that specifies whether the patch for decks awash is enabled or not. Default value is False. Can be found in the Patches tab (PatchDecksAwashEnabled)
- added a new user option that specifies the decks awash depth. Default value is 7.0 (in meters). Can be found in the Patches tab (DecksAwashDepth)
- added a new user option that specifies whether the independent engines control patch is enabled or not. Default value is False. Can be found in the Patches tab (PatchIndependentEngineControlsEnabled)
- added a new user option that specifies the hot key used to update the game of the user's current independent engines config. This hotkey is only needed when user is setting a new throttle from the keyboard (1,2,3, etc.). Hotkey is disabled by default. Default key is I. Can be found in the Patches tab (IndependentEnginesGameUpdateHotKey)
- if user option PatchDecksAwashEnabled=True then a new icon is added to the left bottom depth bar. This icon is the decks awash icon. When pressed it will take the sub to the depth specified in user option DecksAwashDepth
- redid how the depth buttons work in the left bottom depth bar. Each button defines a depth range. When you click the button it will flash for a brief amount of time (does not highlight anymore on initial click). It may go immediately solid and highlight orange after the first flash if you sub is in the depth range for that button. If after a brief time your sub still isn't in the depth range it will stop flashing. Once your sub enters into the depth range it will go solid and highlight orange. If your sub then leaves that depth range it will flash for a brief time. If you sub re-enters the depth range is goes back solid. If not then it un-highlights and stops flashing
- added revised advanced depth scale images by gap
- fixed bug of warning icons moving after player ended mission and started another mission
v7.3.0 - removed red buttons from the AOB and Speed TDC dials and support code from mod (due to patch made to fix problem this was trying to fix)
- removed TDWMastHeights.DLL and support code from mod (due to patch made to fix problems this fixed)
- hopefully fixed bug reported by Sober in regards to Real nav (I was unable to duplicate the problem so I added some exception handling to places that looked like could throw the errors)

volodya61
04-14-13, 04:04 AM
v7.3.0 released. See post #1

Thank you, sir :salute:

The wait was really looong :O:

gap
04-15-13, 11:58 AM
v7.3.0 released. See post #1

:yeah: :woot:

Cthulhus
04-15-13, 01:46 PM
Thanks for the new release !

bond672
04-15-13, 08:32 PM
Dear chaps,
i have downloaded the MOD, i thinks its amazing so thanks in advance, now i am really struggling with the torpedo attacks, i saw the buttons that when click will identify the target, and also sort out the solution, i was under the impression that this would send all the correct info to the TDC and i simply aim and shoot, but i have missed with eevry torp on a moving target, forgive my noobness, i have tried to find a tutorial on youtube, really suffering, i recall an easy AOB for SH4, is there one included within your MOD for SH5? or i have to draw the lines on the map, get out the protractor etc, my maths is dreadful!! hahaha
many thanks in advance
kind regards
Simon

Trevally.
04-16-13, 03:09 AM
Dear chaps,
i have downloaded the MOD, i thinks its amazing so thanks in advance, now i am really struggling with the torpedo attacks, i saw the buttons that when click will identify the target, and also sort out the solution, i was under the impression that this would send all the correct info to the TDC and i simply aim and shoot, but i have missed with eevry torp on a moving target, forgive my noobness, i have tried to find a tutorial on youtube, really suffering, i recall an easy AOB for SH4, is there one included within your MOD for SH5? or i have to draw the lines on the map, get out the protractor etc, my maths is dreadful!! hahaha
many thanks in advance
kind regards
Simon

Try this http://www.subsim.com/radioroom//showpost.php?p=1879768&postcount=6

It sounds odd, but it works - your torps will now go where you aim:up:

bond672
04-16-13, 05:02 AM
many thanks for your reply, i will try and report back!
kind regards
Simon

TheDarkWraith
04-17-13, 11:29 PM
I need some assistance from those of you graphically inclined. I'm redoing the destroyed marks of my UIs mod (which also involves some new patches to the sh5.exe to fix bugs in regards to writing destroyed units to file and to add some new features in regards to destroyed units) and I need two new icons: I need a destroyed land unit icon and a destroyed sub icon. I have a destroyed ship icon and a destroyed air icon so don't worry about those. You can see what they look like in the link below:

http://www.mediafire.com/?y27q8jq4g0ba719

Currently I have the destroyed land and destroyed sub icons the same as destroyed ship. Can someone make these new icons :06:

When it's all said and done I'll be able to show 4 different destroyed icons (ship, sub, air, and land) on the map. The destroyed marks will not reside in the ship's journal file anymore. I will read the campaign's destroyed unit's file to get the data needed (some patches are required to fix the bugs and to add new entries in relation to writing this file in the sh5.exe).

I plan on moving the ship's journal file to reside in the campaign folder also :cool:

I've developed some new code for the sh5.exe that will allow me to fire 'commands' to all the scripts passing 5 parameters to them. This will allow two way communication between scripts and exe/act files. This is what is going to allow me to make these destroyed marks superb (along with some other new things)!

The destroyed marks will now be accurate as to the location the unit was destroyed. No more 'wandering' destroyed marks!

Targor Avelany
04-17-13, 11:49 PM
Well, so far I have found 2 problems with 7.3.0:

1) I have a missing "advanced" depth scale (for both, up to 100 and the extended version). The bar after switching to "advanced" mode is just grey. Will take a screenie when I launch the game next time (re-downloading the file at the moment - maybe it got corrupted somehow).
2) I don't notice that the shafts are working differently with the separate engine control. I'm also having hard time slowing down to 1kn - when I manually change the speed, it acknowledges it, but than the mark jumps back to about 2-3kn. Again, will take screenshots when back in game.

volodya61
04-18-13, 07:15 AM
Hi Targor :salute:

1. Here are two screens with the scales of my game.. everything works as expected -

http://s19.postimg.org/gta8bhfr3/SH5_Img_2013_04_18_14_06_59.jpg (http://postimg.org/image/gta8bhfr3/) . http://s19.postimg.org/qrv6xyp6n/SH5_Img_2013_04_18_14_07_08.jpg (http://postimg.org/image/qrv6xyp6n/)

Here is my Hud3 texture (some colors were changed), you can try it if you want - http://rghost.ru/45374538

2. Here are few screens with independent engines control -

Right shaft -

http://s19.postimg.org/jv10lfsvz/SH5_Img_2013_04_18_13_42_29.jpg (http://postimg.org/image/jv10lfsvz/) . http://s19.postimg.org/cgbot270f/SH5_Img_2013_04_18_13_44_16.jpg (http://postimg.org/image/cgbot270f/)

Left shaft -

http://s19.postimg.org/gdyyigttr/SH5_Img_2013_04_18_13_46_51.jpg (http://postimg.org/image/gdyyigttr/) . http://s19.postimg.org/iwknj5fjz/SH5_Img_2013_04_18_13_47_01.jpg (http://postimg.org/image/iwknj5fjz/)

As you can see the speed is about 0.5 knot and works only one engine at a time..

Try to do it in the next way - all stop → disable one engine → set the speed for the enabled engine..

gap
04-18-13, 08:21 AM
...

I need a destroyed land unit icon and a destroyed sub icon.

...

Can someone make these new icons :06:

Are these okay? :03:

http://img189.imageshack.us/img189/4784/destroyedsub.png http://img824.imageshack.us/img824/6764/destroyedland.png

http://www.mediafire.com/?pwa89v7qvb6bb78

TheDarkWraith
04-18-13, 08:36 AM
Are these okay? :03:

http://img189.imageshack.us/img189/4784/destroyedsub.png http://img824.imageshack.us/img824/6764/destroyedland.png

http://www.mediafire.com/?pwa89v7qvb6bb78

I think they're great! Anything is better than the child's looking art work I would've come up with :yep:

gap
04-18-13, 08:52 AM
I think they're great! Anything is better than the child's looking art work I would've come up with :yep:

Glad you like them. Let me know if you need for help on any other artwork :salute:

Targor Avelany
04-18-13, 10:36 AM
Thanks, volodya. I'll check today, I think I might know why I have the problem.

Bathrone
04-20-13, 01:23 AM
Ok I'm trying to get this configured right on my PC and I apologise if these have been addressed already theres soooo many pages in this thread. Just goes to show how awesomely popular it is :salute:

Q: Is there pictures of what the various dials look like?

Q: With the menu.txt file, how does this work with the mod enabler tool? Does the mod enabler actually overwrite the menu.txt file or does it parse it and put whatevers different only?

The reason I ask is that Im also using:

1. Generic patcher
2. EUF

And I added the following lines to the OEM menu.txt in the SH5 dir tree:

; Start TDW Generic Patcher Entries

; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft

; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive

; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu

; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy

; End TDW Generic Patcher Entries

; Start EUF Tooltip 10.5cm gun
6936=10.5 cm Deck Gun
6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>

; End EUF Tooltip 10.5cm gun

Whats the best way to handle this configuration?

Is this mod compatible with the generic patcher and the EUF mod?

I will document the answers to help others in the sober mod list thread as these mods are all common to his profile :hmmm:

volodya61
04-20-13, 05:29 AM
Hi TDW :salute:

Always wanted to ask but forgot every time, now after a short break returned to the game and remembered :)
Is it possible to set impact detonators as default in the next version? Maybe via OptionsEditorFileViewer? Because now magnetic detonators are by default and so many torpedoes been lost by premature detonation in the rough seas..
Another question - are there any changes in the OptionsEditorFileViewer in the version 7.3.0? I have made Russian manual for this app and would like to keep it updated..

Thank you

Cybermat47
04-20-13, 05:33 AM
Just a question, why is the journal for U021? Shouldn't it be U-27 through to U-36?

Cthulhus
04-20-13, 05:59 AM
Hello,

I would like to know how can I control individual engines / shafts ?

NewUIs version 7.3.0 installed and SH5.exe patched with individual engine controls (on both files).

UI changed with the new addition that controls the two shafts. (I can see the new control on the bottom left hand side).

I can chose one individual shaft (left and/or right) but on the external view, the two engines are running!

Please help me :)

Thanks

volodya61
04-20-13, 06:43 AM
One more thing :)

I already gave you the Russian menu.txt files for version 7.2.0, probably you didn't find them now, it was more than half year ago :D
I just noticed in the new version (v7.3.0) is very outdated Russian menu.txt..
Here are two files (regular and for RealNav) - http://rghost.ru/45422454
These files already edited for compatibility with the wolfpack patch..

:salute:

Mikemike47
04-20-13, 02:39 PM
Q: With the menu.txt file, how does this work with the mod enabler tool? Does the mod enabler actually overwrite the menu.txt file or does it parse it and put whatevers different only?

And I added the following lines to the OEM menu.txt in the SH5 dir tree:

; Start TDW Generic Patcher Entries

; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft

; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive

; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu

; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy

; End TDW Generic Patcher Entries

; Start EUF Tooltip 10.5cm gun
6936=10.5 cm Deck Gun
6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>

; End EUF Tooltip 10.5cm gunWhats the best way to handle this configuration?

Is this mod compatible with the generic patcher and the EUF mod?

:hmmm:

Did you mean to write these items in numerical order to the menu.txt of NewUIs with TDC, version 7.3.0, not the OEM menu.txt? I was thinking along the same issues to write to TDW. Otherwise, the JSGME with NewUIs with TDC, version 7.3.0 would overwrite what you are trying to accomplish.

@TDW
Ref from code box section above:
Is menu.txt item #s from 11000 to 11024 supposed to be in your present version Multiple UIs Version 7.3.0? These items (11000 to 11024) were added to the bottom of post #1 notes for [TEC] SH5.exe patches to fix bugs and add functionality for version 1.0.74 was released. If menu.txt needs to be added as mentioned, then Maxstrings= has to be increased in the menu.txt file, too.

Required menu.txt entries for versions >= v1.0.74.0:
Edit this line in your menu.txt file:
MaxStrings=11100

Menu.txt reference for (EUF tooltp), [REL]Equipment Upgrades Fix by TheBeast
(http://www.subsim.com/radioroom/showthread.php?t=182194)

Mikemike47
04-20-13, 02:58 PM
Q: With the menu.txt file, how does this work with the mod enabler tool? Does the mod enabler actually overwrite the menu.txt file or does it parse it and put whatevers different only?:hmmm:

The mod enabler overwrites the complete file. I use winmerge to parse files like menu.txt.

The following works for ini files, I do not know if .txt files of this size are too big for the textenabler to work:

[REL] JTxE - Textenabler to merge lines in ini-Files (http://www.subsim.com/radioroom/showthread.php?t=123521)

For other great tools by Jimimadrid, go to post #23 of this link. I have used his tools for SH3 to SH5 files.

Targor Avelany
04-20-13, 04:57 PM
so, one problem that popped up today, after using just the newui's .dlls (in the past they got overridden by the exe patcher .dlls): whenever I try to go to nav map - even if it is to get a missions - I get CTD.

Here is log from dbgviewer:

http://www.mediafire.com/?8cgeao4j6daie6w

Mikemike47
04-20-13, 05:00 PM
Depth gauge numbers showed up fine using 7.2 or 7.1 versions. The numbers displays are not there at version 7.3. I can move my mouse to depth gauge and the pointer will display what depth I will be at; I can dive to the depth requested by clicking the mouse within the depth gauge display.

I just started using version 7.3 starting today but downloaded it on 04/15/2013. Using JSGME I unenabled all mods including Multiple UIs so I can migrate settings from version 7.1. Made migration changes. Reenabled mods. Saved useroptions.py. I am using the new patcher, TDW_GenericPatcher_v_1_0_83_0, too. Enabled and seen patch changes, too.

The biggest changes are sober's modlist changes from 2 months ago to present. I was using DynEnv v2.1 not 2.9 back then, too.

current mod list:

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V5 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
DynEnv v2.9 - No Underwater Impurity Patch
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Capthelms Audio+SV Touch Ups
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Speech fixes and additions (english version)
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date)V8 by sober - One file is newer than hotfix file, diff from sober's modlist
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_jimimadrids_map_tools
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
IRAI_0_0_39_Inertia_Damage
silentmichal's interior mod 1.2.1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
sobers DC barrels mod V1 SH5
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2
OHII v2 Western Approaches Mission Fix
OHIIv2.1 sovietunionflag+fixes
SOAN_Filter_Fix(For TDW NewUIs_TDC_7_1_0)
SH5Lifeboat_Wooden ver. 0.2
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
OH II Minefield map for TDWs Ui
OPEN HORIZONS II v2 - TDW_Mines_Subnets_Detectable_in_hydro
TDW FX Fix for Sobers chimney smoke
Trevally TDC Help v2
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers Depth of Field V6 SH5
sobers bad weather deck gun V5 SH5
Wasserbomben_SoundFix_1.2_E50
Voice, Sounds & Help
Anything obvious that I missed other than unloading one mod at a time and retesting one mod less at a time?

SkyBaron
04-20-13, 08:58 PM
so, one problem that popped up today, after using just the newui's .dlls (in the past they got overridden by the exe patcher .dlls): whenever I try to go to nav map - even if it is to get a missions - I get CTD.

Here is log from dbgviewer:

http://www.mediafire.com/?8cgeao4j6daie6w


I should have read this page before I posted about the same problem on the main forum! :oops: I'm getting the same NavMap CTD and it always happens after this on the log: PageDefaultHud_KeyPressed: args was not handled

This started to happen after UI 7.3

Bathrone
04-20-13, 09:30 PM
Did you mean to write these items in numerical order to the menu.txt of NewUIs with TDC, version 7.3.0, not the OEM menu.txt? I was thinking along the same issues to write to TDW. Otherwise, the JSGME with NewUIs with TDC, version 7.3.0 would overwrite what you are trying to accomplish.

Thanks MikeMike

Dam what a pain though :hmmm: But I appreciate the clarification. This is a key problem and I realise now I'm going to have to go back and audit all my configurations in light of it

Since I'm always running with TDW's generic patcher I figured it was "semi ok" to hard code those changes into the main SH5 and bypass the mod enabler other than a token mention in the mod profile to remind me Ive set it up. Now with it being used elsewhere I'm going to rethink that.

BTW, TDW asks to set max strings to 11100 in his generic patch install instructions post 1 on his patcher thread so its fine.

Choum
04-22-13, 10:55 AM
Hello,

Just try the new version 7.3.0.

Like the 7.2, if you activate deck awash option, you can't use any deck gun anymore on surface.

explanation : http://www.subsim.com/radioroom/showpost.php?p=1948768&postcount=9437

TDW Patcher + TDW New ui, all with deck awash on (7,50) = not work
TDW Patcher (deck awash on ) + New Ui 7.x with deck awash off = not work
TDW patcher with deck awash on without new Ui 7.x = work
TDW patcher with deck awash off + New ui 7.x = work

Only workaround I know is to activate stoianm pitch&roll for SH5 V1 (normal) after new ui but author say that " If you use a higher version of the TDW New UIs than 6.5.0 do not install this mod."

Should be great to have problem fix.

Something relate to NSS_Uboat7a.sim (and other submarine) file is wrong but I don't know how to edit this file.

volodya61
04-22-13, 11:06 AM
Do you want to use your deck gun when your deck is under the water (deck awash)?
Am I understand you correctly?
Don't you think this is looks like a cheat?

EDIT: about stoianm pitch&roll you can take a look in this thread - http://www.subsim.com/radioroom/showthread.php?t=203880

gap
04-22-13, 11:12 AM
Do you want to use your deck gun when your deck is under the water (deck awash)?

:o :nope:

Choum
04-22-13, 11:43 AM
No when you activate deck awash option (generic patcher) + new ui (option on) and want to use your deck/flak gun on surface, you can't (see pictures : http://www.subsim.com/radioroom/showpost.php?p=1948768&postcount=9437).

volodya61
04-22-13, 12:19 PM
No when you activate deck awash option (generic patcher) + new ui (option on) and want to use your deck/flak gun on surface, you can't (see pictures : http://www.subsim.com/radioroom/showpost.php?p=1948768&postcount=9437).

That's weird.. I can use my deck gun on surface.. with or without Deck Awash patch enabled.. with or without Stoianm pitch&roll enabled..

Tonci87
04-22-13, 12:23 PM
I guess the boat is too deep in the water. Is it possible to change the surface depht?

volodya61
04-22-13, 12:31 PM
..Is it possible to change the surface depht?

data/Submarine/NSS_Uboat**/NSS_Uboat**.cfg
and in the .sim-file also if needed..

gap
04-22-13, 12:35 PM
I guess the boat is too deep in the water. Is it possible to change the surface depht?

Yes it is, but it is not something that you can do by tweaking a single parameter. In sub's sim file there are two main draught settings (Surfaced and Submerged) and several other settings which also affect sub buoyancy. They all must be finetuned in order to get the desired resut :yep:

Choum
04-22-13, 12:44 PM
What tool do you use to edit the sim file ?

volodya61
04-22-13, 12:47 PM
What tool do you use to edit the sim file ?

Goblin Editor - http://www.subsim.com/radioroom/showthread.php?t=165805

JacobiMian
04-23-13, 12:04 AM
First of all I just wanted to say that I love the mod, I have just started using it for the past couple of days. :up:

One thing I think would be really cool (but I'm not a modder, so I have no idea how complex it would be to implement this) would be if you could activate some automations by talking to your watch officer, XO, navigator or whomever and selecting an order to give through the conversation menu (perhaps something like "XO, take the boat out to sea" if you wanted to activate the harbor outbound script, for example). I noticed that there were already some options like this such as asking the watch officer to give a few orders to the navigator/chief/etc., such as getting a weather report or giving the depth under keel, for instance. I do not know if those were added in this mod or a different one, though. But these are just some ideas.

gap
04-23-13, 04:56 AM
First of all I just wanted to say that I love the mod, I have just started using it for the past couple of days. :up:

One thing I think would be really cool (but I'm not a modder, so I have no idea how complex it would be to implement this) would be if you could activate some automations by talking to your watch officer, XO, navigator or whomever and selecting an order to give through the conversation menu (perhaps something like "XO, take the boat out to sea" if you wanted to activate the harbor outbound script, for example). I noticed that there were already some options like this such as asking the watch officer to give a few orders to the navigator/chief/etc., such as getting a weather report or giving the depth under keel, for instance. I do not know if those were added in this mod or a different one, though. But these are just some ideas.

Nice idea :up:

Cthulhus
04-23-13, 05:07 AM
I still can't use independent engines controls... I'm sure something is missing but I don't know what.

For me, right now the game is patched to 1.2
Patched with the Generic Patcher as well with two files modified.
And settings set on the Options File Editor Viewer (the patched tab)

Maybe I don't know how to use it ?

Can some one explain to me what I miss here ?

Thanks

volodya61
04-23-13, 06:00 AM
One thing I think would be really cool (but I'm not a modder, so I have no idea how complex it would be to implement this) would be if you could activate some automations by talking to your watch officer, XO, navigator or whomever and selecting an order to give through the conversation menu (perhaps something like "XO, take the boat out to sea" if you wanted to activate the harbor outbound script, for example). I noticed that there were already some options like this such as asking the watch officer to give a few orders to the navigator/chief/etc., such as getting a weather report or giving the depth under keel, for instance. I do not know if those were added in this mod or a different one, though. But these are just some ideas.

Nice idea :up:

New and extended version of More Crew Commands by Dialog :hmmm:
Cool thought :up:

volodya61
04-23-13, 06:06 AM
I still can't use independent engines controls... I'm sure something is missing but I don't know what.
....
Can some one explain to me what I miss here ?

http://www.subsim.com/radioroom/showpost.php?p=2043306&postcount=9855

Sorry, I don't know how to explain it more clearly.. English is not my native language..

Cthulhus
04-23-13, 08:49 AM
Yes, that what I did, but that don't work... :(

Targor Avelany
04-23-13, 09:12 AM
btw, just remembered: the depth gauges still missing... until I downloaded and activated the Updated_Depth_Scales_by_gap, which now displays perfectly nice depth gauges.

Mikemike47
04-23-13, 11:22 AM
btw, just remembered: the depth gauges still missing... until I downloaded and activated the Updated_Depth_Scales_by_gap, which now displays perfectly nice depth gauges.

My help needed (http://www.subsim.com/radioroom/showpost.php?p=2044474&postcount=9868)

Strange. I download the updated depth scales when first available. Data was similar or same to version of 7.2 updated depth scales compared to new version at 7.3 of Multiple UIs. TDW stated advanced depth scales ....... (included in v7.3.0) at post #1 so I was thinking I had a corrupt download. time to install v7.2 updated depth scales to solve my problem later.

Update:
Mod install order
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_jimimadrids_map_tools

Possible problem: NewUIs_TDC_7_3_0_jimimadrids_map_tools. The Hud3.dds is an older file version than the file version in NewUIs_TDC_ v 7_3. Map tools has no Page Default Hud.ini.

NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_jimimadrids_map_tools
Updated_Depth_Scales_by_gap_for_v7_2_0
SOAN_Filter_Fix(For TDW NewUIs_TDC_7_1_0)
This mod order did not work.

NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
Updated_Depth_Scales_by_gap_for_v7_2_0
SOAN_Filter_Fix(For TDW NewUIs_TDC_7_1_0)
This mod order worked for fixing the advanced depth gauges after I removed NewUIs_TDC_7_3_0_jimimadrids_map_tools.

SkyBaron
04-29-13, 11:02 AM
Hi TDW, I'm working on a small mod and trying to integrate it to your NewUI. I might have to use one of your functions so how can I get your permission to use it? :) I tried to PM you but your box is full.

TheDarkWraith
04-29-13, 12:55 PM
Hi TDW, I'm working on a small mod and trying to integrate it to your NewUI. I might have to use one of your functions so how can I get your permission to use it? :) I tried to PM you but your box is full.

What are you trying to do?

TheDarkWraith
04-29-13, 02:26 PM
Hi TDW :salute:

Always wanted to ask but forgot every time, now after a short break returned to the game and remembered :)
Is it possible to set impact detonators as default in the next version? Maybe via OptionsEditorFileViewer? Because now magnetic detonators are by default and so many torpedoes been lost by premature detonation in the rough seas..
Another question - are there any changes in the OptionsEditorFileViewer in the version 7.3.0? I have made Russian manual for this app and would like to keep it updated..

Thank you

You want the magnetic detonators switched off as default? Should be fairly easy to do if that's what you're looking for. I could make a user option for it.

No changes in OptionsEditorFileViewer so far.

Hello,

I would like to know how can I control individual engines / shafts ?

NewUIs version 7.3.0 installed and SH5.exe patched with individual engine controls (on both files).

UI changed with the new addition that controls the two shafts. (I can see the new control on the bottom left hand side).

I can chose one individual shaft (left and/or right) but on the external view, the two engines are running!

Please help me :)Thanks

There are only a couple of reasons why it wouldn't be working:
- you didn't enable the user options for it
- you didn't patch all the files needed for this with my Generic Patcher
- mod conflict

One more thing :)

I already gave you the Russian menu.txt files for version 7.2.0, probably you didn't find them now, it was more than half year ago :D
I just noticed in the new version (v7.3.0) is very outdated Russian menu.txt..
Here are two files (regular and for RealNav) - http://rghost.ru/45422454
These files already edited for compatibility with the wolfpack patch..:salute:

I'll add them to upcoming version :up:

so, one problem that popped up today, after using just the newui's .dlls (in the past they got overridden by the exe patcher .dlls): whenever I try to go to nav map - even if it is to get a missions - I get CTD.

Unable to duplicate problem. What patches do you have enabled?

Depth gauge numbers showed up fine using 7.2 or 7.1 versions. The numbers displays are not there at version 7.3. I can move my mouse to depth gauge and the pointer will display what depth I will be at; I can dive to the depth requested by clicking the mouse within the depth gauge display.

I just started using version 7.3 starting today but downloaded it on 04/15/2013. Using JSGME I unenabled all mods including Multiple UIs so I can migrate settings from version 7.1. Made migration changes. Reenabled mods. Saved useroptions.py. I am using the new patcher, TDW_GenericPatcher_v_1_0_83_0, too. Enabled and seen patch changes, too.

The biggest changes are sober's modlist changes from 2 months ago to present. I was using DynEnv v2.1 not 2.9 back then, too.

Unable to duplicate problem. I press CTRL and the advanced depth scale shows up just fine. Sounds like a mod conflict somewhere.

I should have read this page before I posted about the same problem on the main forum! :oops: I'm getting the same NavMap CTD and it always happens after this on the log: PageDefaultHud_KeyPressed: args was not handled

This started to happen after UI 7.3

I can access NavMap with no problems. Sounds like a mod conflict somewhere.

volodya61
04-29-13, 03:36 PM
You want the magnetic detonators switched off as default? Should be fairly easy to do if that's what you're looking for. I could make a user option for it.

This would be a useful option :up:
Thanks in advance

No changes in OptionsEditorFileViewer so far.

I see.. please, let me know if the new versions will be changed..

I'll add them to upcoming version :up:

Thank you :salute:

SkyBaron
04-29-13, 03:57 PM
I can access NavMap with no problems. Sounds like a mod conflict somewhere.

It's working now. I think that had to do with the render patch, after I deselected all the ones related to the map it worked fine.


What are you trying to do?

I'm trying to make a mod to play a sound based on text from the messagebox. I was able to do it by inserting a couple of lines on Page Default Hud.py inside Game_NewLogMessage with this code:


if entrytext.StartsWith( Menu.GetLocalizedText( MENU_MESSAGE ) ):
GetTDWSound().PlaySound( GetSH5InstallPath() + "\\data\\Sound\\MY_SOUND.wav", 0.8 )
This works fine but how do I make an independent .py file just for this mod? How do I tell SH5 to run the .py I made? I have some C# experience but as you can see I'm new to python scripting. The library I mentioned that I need to use is obviously TDWSound.dll, unless there's another method to do this.

Thanks for any tips!

totalrain
04-29-13, 05:14 PM
It's working now. I think that had to do with the render patch, after I deselected all the ones related to the map it worked fine.

This probably should be in the patcher thread but, will reply to above quote. On my system rendering patch 12, "Disable rendering of torpedo line" causes CTD when entering the Nav Map. All other rendering patches work fine.

Mikemike47
04-29-13, 06:42 PM
References:
http://www.subsim.com/radioroom/showpost.php?p=2044474&postcount=9868

http://www.subsim.com/radioroom/showpost.php?p=2045587&postcount=9888

Unable to duplicate problem. I press CTRL and the advanced depth scale shows up just fine. Sounds like a mod conflict somewhere.

I updated the gauges issue a few more pages after where you had quoted.



Problem is: NewUIs_TDC_7_3_0_jimimadrids_map_tools. The Hud3.dds is an older file version than the file version in NewUIs_TDC_ v 7_3. Map tools has no Page Default Hud.ini, either.

NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_jimimadrids_map_tools
Updated_Depth_Scales_by_gap_for_v7_2_0
SOAN_Filter_Fix(For TDW NewUIs_TDC_7_1_0)
This mod order did not work.

NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
Updated_Depth_Scales_by_gap_for_v7_2_0
SOAN_Filter_Fix(For TDW NewUIs_TDC_7_1_0)
This mod order worked for fixing the advanced depth gauges after I removed NewUIs_TDC_7_3_0_jimimadrids_map_tools.

@TDW, please check your PMs, I have seen other subsimmers stating that your PM mailbox is full again today.

7thSeal
04-29-13, 08:16 PM
You want the magnetic detonators switched off as default? Should be fairly easy to do if that's what you're looking for. I could make a user option for it.


What about the possibility of having a user option to set for having all the sub doors closed when starting the game? That way you wouldn't have to go close them everytime to cut down on the engine noise. This may have been a request long ago but can't remember if it was so thought I'd add the request. :)

Choum
05-03-13, 05:00 PM
Hello,

I have a problem but I don' know if it's working as intented or not.

http://uppix.net/e/c/0/98b203ae3314bb47d0e7777fc0dc2tt.jpg (http://uppix.net/e/c/0/98b203ae3314bb47d0e7777fc0dc2.html)

Is it possible to identify ship from the New ui SOAN instead of the vanilla one ?
Because I can send the height of the mast from the new ui SOAN, but It's useless as you need to identify the ship before in the vanilla Xo box to use stadimeters or If you identify it from the vanilla SOAN, height of the mast will be reset to the vanilla ship selected everytime.

What I Am doing wrong, I look in the TheDarkWraithUserOptions but I don't find something to do that.

Fifi
05-03-13, 05:11 PM
^^^^You make me realise i don't have the stock manual anymore! :hmmm:
At least it does'nt appears because i don't clic the boat name, and it might be because i use the weapon officer for identification, and it automaticaly opens the NewUIs manual each time at the right page (i setted this option in the file viewer)...

Choum
05-04-13, 04:00 AM
Thanks fifi.

So there's no button to validate a ship directly from the TDW manual identification. :(

Moebius
05-04-13, 01:18 PM
So, I've D/Led and installed a reasonably good Mod Soup including IRAI, Stormys Sounds, OHII, Steelvikings Interior, Dynamic Weather, UHS and NewUi 7.3.

In the options editor I found "Independent Engine Controls" and activated same.

Now, what are the limitations on these?

I ask cos at the moment I am cruising, in thickish fog, about 500m off Danzig Port, with decks awash @ 6-6.5m (Any deeper and the electrics kick in) with Diesels RUNNING doing approx 4 knots cos there's still at least 3 A class & V&W class Destroyers out there in the fog and 4 knots is reasonably "rigged for silent" on the surface, it seems. (Certainly if I go above 6 knots the escorts hear me and come looking)


What I want to do is have one shaft running at 4 knots ie One Third Ahead and have the other spinning at Flank Speed (if the enemy doesn't hear it) CHARGING my Battery . . . .

Can this be done? Do I have to be 'surfaced' to do so? (The 'Recharge' icon flickers between White and Grey with 'Decks Awash')

Also, in options editor, I can't set a Hotkey for the Engines. I know I'm supposed to double-click the Hotkey 'heading' but nothing happens . . . .

Thanks in advance for your help X

TheDarkWraith
05-04-13, 05:14 PM
So, I've D/Led and installed a reasonably good Mod Soup including IRAI, Stormys Sounds, OHII, Steelvikings Interior, Dynamic Weather, UHS and NewUi 7.3.

In the options editor I found "Independent Engine Controls" and activated same.

Now, what are the limitations on these?

I ask cos at the moment I am cruising, in thickish fog, about 500m off Danzig Port, with decks awash @ 6-6.5m (Any deeper and the electrics kick in) with Diesels RUNNING doing approx 4 knots cos there's still at least 3 A class & V&W class Destroyers out there in the fog and 4 knots is reasonably "rigged for silent" on the surface, it seems. (Certainly if I go above 6 knots the escorts hear me and come looking)


What I want to do is have one shaft running at 4 knots ie One Third Ahead and have the other spinning at Flank Speed (if the enemy doesn't hear it) CHARGING my Battery . . . .

Can this be done? Do I have to be 'surfaced' to do so? (The 'Recharge' icon flickers between White and Grey with 'Decks Awash')

Also, in options editor, I can't set a Hotkey for the Engines. I know I'm supposed to double-click the Hotkey 'heading' but nothing happens . . . .

Thanks in advance for your help X

What you want to do is possible. Selecting recharge batteries from the Engineer officer will cause one of the shafts to rotate freely and the diesel engine ramp up to full speed and recharge batteries. If the Recharge icon is flickering then I need to look at the decks awash patch again :up:

TheDarkWraith
05-04-13, 05:19 PM
I'm trying to make a mod to play a sound based on text from the messagebox. I was able to do it by inserting a couple of lines on Page Default Hud.py inside Game_NewLogMessage with this code:


if entrytext.StartsWith( Menu.GetLocalizedText( MENU_MESSAGE ) ):
GetTDWSound().PlaySound( GetSH5InstallPath() + "\\data\\Sound\\MY_SOUND.wav", 0.8 )
This works fine but how do I make an independent .py file just for this mod? How do I tell SH5 to run the .py I made? I have some C# experience but as you can see I'm new to python scripting. The library I mentioned that I need to use is obviously TDWSound.dll, unless there's another method to do this.

You can use the intrinsic function Menu.PlaySound() but you need to register the sound file with the sdl file of the game (\data\Sound). Making independent py files for the game isn't that complicated but it does take some work. Look over how I did it with the file TheDarkWraithUserOptions.py (and .ini). You'll need to add new entries to the main menu file also which will break compatibility with most UI mods :-?

SkyBaron
05-04-13, 07:55 PM
You can use the intrinsic function Menu.PlaySound() but you need to register the sound file with the sdl file of the game (\data\Sound). Making independent py files for the game isn't that complicated but it does take some work. Look over how I did it with the file TheDarkWraithUserOptions.py (and .ini). You'll need to add new entries to the main menu file also which will break compatibility with most UI mods :-?

Thanks for the tips! I'll take a look on those.
I hope someday you'll have time to do a small "Hello World" tutorial on SH5 scripting(I don't mean just Python, but how scripting/menu/etc fit together) it would help a lot of people, well at least me! :haha:


EDIT: I finally figured out how to do it. Never thought of looking at the .ini files, that was the problem. Now when I try to use Menu.PlaySound("sh.sdl sound name") I get this error:

http://i44.tinypic.com/33e3jvs.jpg

If I use GetTDWSound().PlaySound everything works fine. Since I will probably make this compatible with the NewUI only, I'd rather use your sound library to avoid compatibility issues with some other mod's sh.sdl. :up:

TheDarkWraith
05-04-13, 11:10 PM
EDIT: I finally figured out how to do it. Never thought of looking at the .ini files, that was the problem. Now when I try to use Menu.PlaySound("sh.sdl sound name") I get this error:

If I use GetTDWSound().PlaySound everything works fine. Since I will probably make this compatible with the NewUI only, I'd rather use your sound library to avoid compatibility issues with some other mod's sh.sdl. :up:

You'd have to send me your files so I can see what you did to get the error. Did you add the required entry(ies) in the Sh.sdl file?

Of course my library function will work! It doesn't depend on the game in any way! I play sounds through my own method that doesn't require them to be registered with Sh.sdl :cool:

The only problem with trying to make something compatible with my files is you'll have to update them everytime I change a file you used. A real PITA! It's best to create your own .py and .ini file and add the required entry(ies) to the main menu file and then hook into the game messages so you can play your sound when a message comes you are looking for :yep:

gustlik87
05-04-13, 11:44 PM
A little off-topic. I want to thank you TheDarkWraith for this mod. It is awesome... :)

SkyBaron
05-05-13, 08:57 AM
You'd have to send me your files so I can see what you did to get the error. Did you add the required entry(ies) in the Sh.sdl file?

yes, I'm sure I included the sh.sdl entry. Here are the files I changed for testing:

http://www.mediafire.com/?137hu28niodjjec

In MyScript.py if you uncomment Menu.PlaySound and comment TDWSound() I get that error message.

By the way, on Menu.py I added lines 28-29 to import my script. Maybe it's not the ideal place for that.

Thanks for the help TDW! :)

Vaudevillian
05-05-13, 02:21 PM
I'm new to modding, so I apologize if this question is a bit too simplistic, but- how do I re-enable the ability to plot my course using the little circle icon on the map? I've seen the Nav options menu on the map, with all the checkboxes, but the ability to "activate waypoint tool when sub is clicked," along with a lot of other options, is grayed out. Is it something I configured, or..?

volodya61
05-05-13, 02:49 PM
Disable NewUIs Real Navigation mod..

shamuboy1
05-05-13, 03:00 PM
Okay so I installed the mod... but still has the SH5 style controls. I'm used to "[ and ]" turning 40 degrees to port. I don't really understand why it's not working. I must not be doing something right... :wah::/\\!!

Vaudevillian
05-05-13, 05:43 PM
Thank you, Volodya!

Fifi
05-05-13, 08:24 PM
Okay so I installed the mod... but still has the SH5 style controls. I'm used to "[ and ]" turning 40 degrees to port. I don't really understand why it's not working. I must not be doing something right... :wah::/\\!!

For others SH dials (like SH4/3) you have to run the application called fileviewer inside NewUIs and change the UI style.
Changes has to be made mod deactivated.

Vaudevillian
05-06-13, 02:33 PM
Actually, my problem wasn't solved. I disabled all mods other than NewUIs by TheDarkWraith, the main one, and a good deal of the options for the Nav Map are still grayed out. I started a new game in case the changes wouldn't alter my save files, but that didn't seem to work, either. Is it something I'm doing?

TheDarkWraith
05-06-13, 02:36 PM
Actually, my problem wasn't solved. I disabled all mods other than NewUIs by TheDarkWraith, the main one, and a good deal of the options for the Nav Map are still grayed out. I started a new game in case the changes wouldn't alter my save files, but that didn't seem to work, either. Is it something I'm doing?

Can you post a screenshot to see what the problem is you're having :06:

Vaudevillian
05-06-13, 02:45 PM
I'm trying to reactivate the option to click the little circle icon and be able to set waypoints for my ship; the option is there, but it's grayed out, and my JSGME is only showing the main NewUIs mod active. Any ideas?
http://i.imgur.com/6ZPsddS.jpg?1
As a side note, I sound like an idiot, don't I? XD

TheDarkWraith
05-06-13, 02:49 PM
I'm trying to reactivate the option to click the little circle icon and be able to set waypoints for my ship; the option is there, but it's grayed out, and my JSGME is only showing the main NewUIs mod active. Any ideas?

The mod thinks real nav is still enabled. You somehow have some files from my real nav mod enabled still. That is the only reason you will see all the ones you have greyed out.

Vaudevillian
05-06-13, 02:52 PM
The mod thinks real nav is still enabled. You somehow have some files from my real nav mod enabled still. That is the only reason you will see all the ones you have greyed out.

Any idea what files I should look for in the root folder? I'm not finding anything that has Real Navigation in the title.

TheDarkWraith
05-06-13, 02:55 PM
Any idea what files I should look for in the root folder? I'm not finding anything that has Real Navigation in the title.

Look for this file: \data\Real_navigation.txt

If you have it delete it and real nav (for the most part) will be disabled :up:

Vaudevillian
05-06-13, 02:59 PM
Look for this file: \data\Real_navigation.txt

If you have it delete it and real nav (for the most part) will be disabled :up:

Got it! Thank you very much- this mod is a serious upgrade from the vanilla game. I don't know how you do it, but I like it a *lot*! :salute:

Vaudevillian
05-06-13, 03:19 PM
Sorry I keep coming back, but... Er, I can set a course on the map now- plotting points and all that- but there isn't actually an icon for my sub. Meaning, I can plot points on the map through the navigator, but even then I've got no idea where my sub is in relation to those points. Should I just uninstall NewUI and start fresh?

volodya61
05-06-13, 03:51 PM
Sorry I keep coming back, but... Er, I can set a course on the map now- plotting points and all that- but there isn't actually an icon for my sub. Meaning, I can plot points on the map through the navigator, but even then I've got no idea where my sub is in relation to those points. Should I just uninstall NewUI and start fresh?

Sounds like you have incorrectly disabled Real Navigation.. the better way is to reinstall the game, I think..

Vaudevillian
05-06-13, 04:01 PM
Sounds like you have incorrectly disabled Real Navigation.. the better way is to reinstall the game, I think..

Re-install the game. Again. XD Oh joy. Well, I'll re-install the game and then I'll go ahead and not touch Real Navigation, just in case. You know, as a precaution. Well, this should work- after all, the issue is with the game not recognizing that Real Navigation is meant to be off, so getting a clean copy of the game should fix it. Thanks, everyone.

volodya61
05-06-13, 04:05 PM
Re-install the game. Again. XD Oh joy. Well, I'll re-install the game and then I'll go ahead and not touch Real Navigation, just in case. You know, as a precaution. Well, this should work- after all, the issue is with the game not recognizing that Real Navigation is meant to be off, so getting a clean copy of the game should fix it. Thanks, everyone.

Make sure your NewUIs main mod is clean and fresh :D..

Vaudevillian
05-06-13, 04:09 PM
Make sure your NewUIs main mod is clean and fresh :D..

I'm gonna uninstall and then re-install everything. Just for good measure. Thanks for trying. ^^ Seriously though, I know the mod is worth it, so it's no big deal. :up:

TheDarkWraith
05-07-13, 12:03 AM
Going to revisit a feature most of you all probably don't know about or don't know how to use: Follow selected target offset. Once you have follow target engaged there will be a little box with a number in it above the officers. If you place the mouse inside this box and scroll the mouse wheel you can change where follow target keeps the crosshairs on the target. In this example I have follow target keeping lock just a little ahead of center:

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6606

Fifi
05-07-13, 12:06 AM
:sunny: EXCELLENT!!
Wondered many times about that!
(but imo, should reset in center each time we lock on new boat)

TheDarkWraith
05-07-13, 12:16 AM
:sunny: EXCELLENT!!
Wondered many times about that!
(but imo, should reset in center each time we lock on new boat)

Sounds like a new user option to me :D

Fifi
05-07-13, 12:57 AM
:haha: Never noticed this option! That's really cool!
But it wasn't working good enough?

Tonci87
05-07-13, 05:19 AM
I used that quite frequently, how are you going to improve it?

TheDarkWraith
05-07-13, 09:07 AM
I used that quite frequently, how are you going to improve it?

Not improving it. It works great and as intended. Was just merely bringing it up in case users weren't aware of it. There are many things in the mod that most users aren't aware of :yep:

Tonci87
05-07-13, 09:08 AM
Not improving it. It works great and as intended. Was just merely bringing it up in case users weren't aware of it. There are many things in the mod that most users aren't aware of :yep:


Damn that means that there is something I´m not aware of :o

TheDarkWraith
05-07-13, 09:10 AM
Damn that means that there is something I´m not aware of :o

I forget everything that I added to the mod. I have to read over my own release notes to see what I did add. Then sometimes I have to look over my code to remember how to enable them :shifty:

Targor Avelany
05-07-13, 10:42 AM
I forget everything that I added to the mod. I have to read over my own release notes to see what I did add. Then sometimes I have to look over my code to remember how to enable them :shifty:

Ok, as much as me programming and you programming on a totally different level (will have to admit that you operate with stuff that I can only imagine about), this made me laugh to the point of falling off my chair. This is very familliar. Had to do similar thing recently. :har::har::har::rotfl2::rotfl2::rotfl2:

TheDarkWraith
05-07-13, 11:04 AM
EDIT: I finally figured out how to do it. Never thought of looking at the .ini files, that was the problem. Now when I try to use Menu.PlaySound("sh.sdl sound name") I get this error:

Your problem was because of incorrect entries in Sh.sdl file. I see you used S3D to edit the file and that is probably why you got the errors. Hex editor or my SDL Editor app is best way to edit that file :up: I sent you an early xmas present :)

Lucky07
05-07-13, 12:36 PM
hi , congratulations for the mod , the less i check is really good , but i have some installation troubles maybe , at starting a game , some permanent winwos stay and , are unclosable , map , unsusable , any input is ignored , so ? any help ? i place the mod following the sobers megamod , no way of making it run properly , any help welcome :yeah:

volodya61
05-07-13, 01:05 PM
hi , congratulations for the mod , the less i check is really good , but i have some installation troubles maybe , at starting a game , some permanent winwos stay and , are unclosable , map , unsusable , any input is ignored , so ? any help ? i place the mod following the sobers megamod , no way of making it run properly , any help welcome :yeah:

Two variants -
1. your game is not patched to v 1.2
2. corrupted files.. you should use 7zip (http://www.7-zip.org/) to extract files and everything will be OK..

SkyBaron
05-07-13, 01:11 PM
Your problem was because of incorrect entries in Sh.sdl file. I see you used S3D to edit the file and that is probably why you got the errors. Hex editor or my SDL Editor app is best way to edit that file :up: I sent you an early xmas present :)

Thanks TDW, I got your PM! I'm starting to understand SH5 scripting a little better after reading your comments :)
After copying all your files, including the new sh.sdl, I still seem to be having the same problem Maybe it's my configuration or something else. The sound won't play, and if I remove the try/except block, I get the same error as before.
Now when I use a default sound like Menu.Click or Menu.Periscope.Move in my script it works fine. I've tried renaming the sound to Menu.Warning , make it the same length/bitrate/etc as the ones that played, but I either get the same error or it goes into the except block. :06:

Lucky07
05-07-13, 01:12 PM
Two variants -
1. your game is not patched to v 1.2
2. corrupted files.. you should use 7zip (http://www.7-zip.org/) to extract files and everything will be OK..
**** u are right ... im at 1.0.5 version , any link for safe download ? i cant found the oficial patch mirror

volodya61
05-07-13, 01:15 PM
**** u are right ... im at 1.0.5 version , any link for safe download ? i cant found the oficial patch mirror

http://www.mediafire.com/download.php?gc6eg9ck5455bgs

Lucky07
05-07-13, 01:30 PM
pretty much apreciated volodya:up:

TheDarkWraith
05-07-13, 04:11 PM
Thanks TDW, I got your PM! I'm starting to understand SH5 scripting a little better after reading your comments :)
After copying all your files, including the new sh.sdl, I still seem to be having the same problem Maybe it's my configuration or something else. The sound won't play, and if I remove the try/except block, I get the same error as before.
Now when I use a default sound like Menu.Click or Menu.Periscope.Move in my script it works fine. I've tried renaming the sound to Menu.Warning , make it the same length/bitrate/etc as the ones that played, but I either get the same error or it goes into the except block. :06:

Oh I didn't try it without the exception handler code. I'll try it again. That's probably why I never heard the sound play :D :dead:

TheDarkWraith
05-07-13, 06:36 PM
Thanks TDW, I got your PM! I'm starting to understand SH5 scripting a little better after reading your comments :)
After copying all your files, including the new sh.sdl, I still seem to be having the same problem Maybe it's my configuration or something else. The sound won't play, and if I remove the try/except block, I get the same error as before.
Now when I use a default sound like Menu.Click or Menu.Periscope.Move in my script it works fine. I've tried renaming the sound to Menu.Warning , make it the same length/bitrate/etc as the ones that played, but I either get the same error or it goes into the except block. :06:

Tried everything to make it work and kept getting the error. Finally decided to watch it in debugger to see what's going on. The answer became clear real fast - the game is hard coded to recognize only certain sounds for Menu.PlaySound() as evidenced by this snippet of code:

CPU Disasm
Address Hex dump Command Comments
05664C2E |> 8B4424 18 MOV EAX,DWORD PTR SS:[ESP+18] ; Case 3E8 of switch SHSound_act.5664BA9
05664C32 |. 389E 48010000 CMP BYTE PTR DS:[ESI+148],BL
05664C38 |.- 75 08 JNE SHORT SHSound_act.05664C42
05664C3A |. 3BC3 CMP EAX,EBX
05664C3C |.- 0F84 87010000 JE SHSound_act.05664DC9
05664C42 |> 8B4C86 50 MOV ECX,DWORD PTR DS:[EAX*4+ESI+50]
05664C46 |. 3BCB CMP ECX,EBX
05664C48 |.- 0F84 7B010000 JE SHSound_act.05664DC9
05664C4E |. 0FB681 460200 MOVZX EAX,BYTE PTR DS:[ECX+246]

what we're looking at is the index of the sound to play is loaded into EAX. EAX is compared to EBX (0). If 0 then sound doesn't exist and the function exits. If sound exists then pointer to the sound is loaded into ECX. Now here's where the error is coming from: the CMP EAX,EBX. The problem is if the game doesn't recognize the sound called for it passes -1 to the function. Comparing -1 to EBX (0) definitely isn't equal so game tries to load pointer from protected memory area and thus error occurs. I'm going to release a patch for this that will have the function fail gracefully if the sound isn't recognized thus preventing the error being thrown.

What this means is Menu.PlaySound() only plays sounds that are hard coded in the game - we cannot add new sounds for it :nope:

SkyBaron
05-07-13, 09:34 PM
Tried everything to make it work and kept getting the error. Finally decided to watch it in debugger to see what's going on. The answer became clear real fast - the game is hard coded to recognize only certain sounds for Menu.PlaySound() as evidenced by this snippet of code:

CPU Disasm
Address Hex dump Command Comments
05664C2E |> 8B4424 18 MOV EAX,DWORD PTR SS:[ESP+18] ; Case 3E8 of switch SHSound_act.5664BA9
05664C32 |. 389E 48010000 CMP BYTE PTR DS:[ESI+148],BL
05664C38 |.- 75 08 JNE SHORT SHSound_act.05664C42
05664C3A |. 3BC3 CMP EAX,EBX
05664C3C |.- 0F84 87010000 JE SHSound_act.05664DC9
05664C42 |> 8B4C86 50 MOV ECX,DWORD PTR DS:[EAX*4+ESI+50]
05664C46 |. 3BCB CMP ECX,EBX
05664C48 |.- 0F84 7B010000 JE SHSound_act.05664DC9
05664C4E |. 0FB681 460200 MOVZX EAX,BYTE PTR DS:[ECX+246]

what we're looking at is the index of the sound to play is loaded into EAX. EAX is compared to EBX (0). If 0 then sound doesn't exist and the function exits. If sound exists then pointer to the sound is loaded into ECX. Now here's where the error is coming from: the CMP EAX,EBX. The problem is if the game doesn't recognize the sound called for it passes -1 to the function. Comparing -1 to EBX (0) definitely isn't equal so game tries to load pointer from protected memory area and thus error occurs. I'm going to release a patch for this that will have the function fail gracefully if the sound isn't recognized thus preventing the error being thrown.

What this means is Menu.PlaySound() only plays sounds that are hard coded in the game - we cannot add new sounds for it :nope:


That explains it! :down: Thanks for letting me know. In any case I wanted to try my hand at writing a C# .dll for sh5 and I can start by creating a sound dll (maybe similar to the one you made) it'll be good for compatibility with other UIs, and I'll also learn in the process!. :) I've seen a few C# DirectSound implementations online and they don't look too difficult (I'm not a professional programmer, but I find it very interesting).

I wanted to ask you a couple of technical questions. I'm playing around with the menu editor/scripting, trying to learn more stuff, and I wanted to know if any of these are possible:

1 - When I create a button and use its ".Clicked" property, the mouse click event is called when the mouse button is released. Is there a way to get a mouse event as soon as the user presses down the button instead of only when it is released? I've seen dials that do that, but I'm not sure if it's doable with buttons.

2 - I tried to create an EditBox to input some text, but they seem to be limited to 30 characters or something like that. Is there a way to increase this limit?

Thanks!

TheDarkWraith
05-08-13, 01:14 AM
That explains it! :down: Thanks for letting me know. In any case I wanted to try my hand at writing a C# .dll for sh5 and I can start by creating a sound dll (maybe similar to the one you made) it'll be good for compatibility with other UIs, and I'll also learn in the process!. :) I've seen a few C# DirectSound implementations online and they don't look too difficult (I'm not a professional programmer, but I find it very interesting).

I wanted to ask you a couple of technical questions. I'm playing around with the menu editor/scripting, trying to learn more stuff, and I wanted to know if any of these are possible:

1 - When I create a button and use its ".Clicked" property, the mouse click event is called when the mouse button is released. Is there a way to get a mouse event as soon as the user presses down the button instead of only when it is released? I've seen dials that do that, but I'm not sure if it's doable with buttons.

2 - I tried to create an EditBox to input some text, but they seem to be limited to 30 characters or something like that. Is there a way to increase this limit?

Thanks!

Writing a DirectSound wrapper for Python isn't too difficult. The catch with ANY DLL loaded by a script in SH5 is disconnecting the DLL from the game. You'll understand what I mean when you begin getting CTDs when a function in your DLL tries to do a callback to a function in a python script of the game :yep:

I'm pretty sure there are OnMouseDown and OnMouseUp events from the ScriptManager of the game. Those might not be the exact commands but I know something of the likes exists. The catch, one again, is they only exist for the left mouse button. Nothing exists for the right mouse button or the scroll wheel (or any of the other buttons on the mouse). That is why I wrote my own Mouse wrapper for the game :D The callbacks thing I spoke about earlier and CTDs will become VERY apparent if you try to write a mouse wrapper. Another problem with writing a mouse wrapper is do you constantly poll for button presses or do you use AutoResetEvents to signify a mouse event happened? If the latter then you will have some difficult problems overcoming CTDs from the callbacks to your python functions (it's doable but it's very tricky! I use AutoResetEvents and a dedicated thread for this)

EditBoxes character limit IIRC is 256 or 0xFF (I remember seeing that in the code about them). I've been using EditBoxes for quite some time in my UIs mod and have never had a problem with them only being a limited few number of characters as you describe. They are a strange animal as you'll find out when you try and use them :cool:

Besides the events InitializeScript, UnloadScript, GameStart, and GameEnd there are some other events you can hook into in the Python scripts. I ran across the available events yesterday while scanning over some of the SH5 code. I book marked that area to come back to later.

SkyBaron
05-08-13, 10:34 AM
Writing a DirectSound wrapper for Python isn't too difficult. The catch with ANY DLL loaded by a script in SH5 is disconnecting the DLL from the game. You'll understand what I mean when you begin getting CTDs when a function in your DLL tries to do a callback to a function in a python script of the game :yep:

Do you mean SH5 just "forgets" that there was a .dll imported? So if I have a dll with a method Add(n1, n2) returning n1+n2 to the script it will CTD?


I'm pretty sure there are OnMouseDown and OnMouseUp events from the ScriptManager of the game. Those might not be the exact commands but I know something of the likes exists. The catch, one again, is they only exist for the left mouse button. Nothing exists for the right mouse button or the scroll wheel (or any of the other buttons on the mouse). That is why I wrote my own Mouse wrapper for the game :D The callbacks thing I spoke about earlier and CTDs will become VERY apparent if you try to write a mouse wrapper. Another problem with writing a mouse wrapper is do you constantly poll for button presses or do you use AutoResetEvents to signify a mouse event happened? If the latter then you will have some difficult problems overcoming CTDs from the callbacks to your python functions (it's doable but it's very tricky! I use AutoResetEvents and a dedicated thread for this)

EditBoxes character limit IIRC is 256 or 0xFF (I remember seeing that in the code about them). I've been using EditBoxes for quite some time in my UIs mod and have never had a problem with them only being a limited few number of characters as you describe. They are a strange animal as you'll find out when you try and use them :cool:

Besides the events InitializeScript, UnloadScript, GameStart, and GameEnd there are some other events you can hook into in the Python scripts. I ran across the available events yesterday while scanning over some of the SH5 code. I book marked that area to come back to later. After reading your comment I looked for Down/Up strings and actually found MouseLeftButtonDown and MouseLeftButtonUp, that's exactly what I needed. :) About the editbox, the menu editor didn't add the line "TextMaxLen=xxx" to the .ini file, I solved the length problem by adding it manually.

mainexpress
05-08-13, 02:08 PM
When i open up the options file editor viewer V1.0.28.0 TDW...i dont see the tabs running across the top...all it says is file:hmmm: what install path do i set this too...so i can see all the tabs across the top...so i can make my tweaks?

TheDarkWraith
05-08-13, 02:30 PM
When i open up the options file editor viewer V1.0.28.0 TDW...i dont see the tabs running across the top...all it says is file:hmmm: what install path do i set this too...so i can see all the tabs across the top...so i can make my tweaks?

Point it to the file \data\Scripts\Menu\TheDarkWraithUserOptions.py of the mod (or whatever file that is a copy of that file that you want to modify)

TheDarkWraith
05-08-13, 02:35 PM
Do you mean SH5 just "forgets" that there was a .dll imported? So if I have a dll with a method Add(n1, n2) returning n1+n2 to the script it will CTD?

No, it doesn't forget. You imported it via the script thus it's in memory. Here's the problem with importing DLLs and having functions of that DLL callback into script code: If the callback simply calls straight into script code there is a high probability that the game will CTD (maybe not the first, maybe not the second time, you never know when). Thread safe isn't the correct word this but the game isn't synchronized for this. Your callback needs to call a function in script code that will take the information needed and say to the game "Hey, I have some information I need to process when you're ready". Then when the game is ready it calls your function (in script code) to process that information. It's like callback to a callback in a way :doh:

VacantName
05-08-13, 03:18 PM
I'm probably an idiot and doing something incredibly obvious wrong, but I can't get this mod working. I extracted it to my mods folder and went to activate it with JSGME. Didn't have a clue what most of the options there were (IE WWIII Interface, Das Boot Crew Mod, Alt Officer Injured By Torpedo, etc) but figured they sound like optional extras, so just activated 'New_UIs_TDC_7_3_0_ByTheDarkWraith' (along with the other mods I wanted) and entered the game. My UI is just the vanilla one.

So I exited and had a poke around thinking perhaps the thing I need to activate is hidden away in a subfolder somewhere and needs moving. Couldn't find it. Next I had a search on this here internet machine and found both a thread and a youtube vid on the matter of adjusting the option file. Maybe I'm misunderstanding something, but from what I could gather it sounds like leaving it as it is should give me the EnhancedSH5 UI, but it doesn't, as I said I just get vanilla. So now I'm stumped.

TBH I'm not all that bothered about the UI as I don't mind the vanilla one so much but there's a couple of the add-on bits I'd like to make use of (namely Real Navigation and the thing that allows me to intercept radio messages) and I'm guessing (again I may be wrong) that I need the UI working to run those....

So can anyone tell me where I've gone wrong?

gap
05-08-13, 04:04 PM
I'm probably an idiot and doing something incredibly obvious wrong, but I can't get this mod working. I extracted it to my mods folder and went to activate it with JSGME. Didn't have a clue what most of the options there were (IE WWIII Interface, Das Boot Crew Mod, Alt Officer Injured By Torpedo, etc) but figured they sound like optional extras, so just activated 'New_UIs_TDC_7_3_0_ByTheDarkWraith' (along with the other mods I wanted) and entered the game. My UI is just the vanilla one.

So I exited and had a poke around thinking perhaps the thing I need to activate is hidden away in a subfolder somewhere and needs moving. Couldn't find it. Next I had a search on this here internet machine and found both a thread and a youtube vid on the matter of adjusting the option file. Maybe I'm misunderstanding something, but from what I could gather it sounds like leaving it as it is should give me the EnhancedSH5 UI, but it doesn't, as I said I just get vanilla. So now I'm stumped.

TBH I'm not all that bothered about the UI as I don't mind the vanilla one so much but there's a couple of the add-on bits I'd like to make use of (namely Real Navigation and the thing that allows me to intercept radio messages) and I'm guessing (again I may be wrong) that I need the UI working to run those....

So can anyone tell me where I've gone wrong?

Is JSGME installed correcly? You should either unzip it into the C:\Ubisoft\Silent Hunter 5 folder, or configure it (http://www.subsim.com/radioroom/showthread.php?p=1984867#post1984867) for working with SH5

Also make sure that you have enabled the correct folder of NewUI's:

NewUIs_TDC_7_3_0_TheDarkWraith.7z => NewUIs_TDC_7_3_0_TheDarkWraith\MODS\NewUIs_TDC_7_3 _0_TheDarkWraith

Drop the orange folder into the C:\Ubisoft\Silent Hunter 5\MODS folder, and enable it using JSGME.

mainexpress
05-08-13, 04:38 PM
Point it to the file \data\Scripts\Menu\TheDarkWraithUserOptions.py of the mod (or whatever file that is a copy of that file that you want to modify)okay when i open up options file editor..click on file then set path to menu.txt...i look for that menu file to point it too in TDW UI's data/scripts/menu and it's not there:hmmm: but when i open up the folder without options file editor...i see it:hmmm:

TheDarkWraith
05-08-13, 04:41 PM
okay when i open up options file editor..click on file then set path to menu.txt...i look for that menu file to point it too in TDW UI's data/scripts/menu and it's not there:hmmm: but when i open up the folder without options file editor...i see it:hmmm:

If you want the changes to be permanent then use the mod's path. If you want the changes to last until you disable the mod then use the path I gave you (which would require the mod being enabled in JSGME) :up:

VacantName
05-08-13, 04:54 PM
Is JSGME installed correcly? You should either unzip it into the C:\Ubisoft\Silent Hunter 5 folder, or configure it (http://www.subsim.com/radioroom/showthread.php?p=1984867#post1984867) for working with SH5

Also make sure that you have enabled the correct folder of NewUI's:

NewUIs_TDC_7_3_0_TheDarkWraith.7z => NewUIs_TDC_7_3_0_TheDarkWraith\MODS\NewUIs_TDC_7_3 _0_TheDarkWraith

Drop the orange folder into the C:\Ubisoft\Silent Hunter 5\MODS folder, and enable it using JSGME.

So I'm looking for a file called "NewUIs_TDC_7_3_0_TheDarkWraith" inside a folder called "NewUIs_TDC_7_3_0_TheDarkWraith" inside another folder called "NewUIs_TDC_7_3_0_TheDarkWraith"? My head hurts but I'll give it a go :doh:

THE_MASK
05-08-13, 05:11 PM
Look at the second picture to see what the file structure should look like .
http://www.subsim.com/radioroom/showthread.php?t=192374

gap
05-08-13, 05:32 PM
So I'm looking for a file called "NewUIs_TDC_7_3_0_TheDarkWraith" inside a folder called "NewUIs_TDC_7_3_0_TheDarkWraith" inside another folder called "NewUIs_TDC_7_3_0_TheDarkWraith"? My head hurts but I'll give it a go :doh:

:D

More or less, may I correct you?

you are looking for a folder called "NewUIs_TDC_7_3_0_TheDarkWraith" inside a folder called "MODS" inside a folder called "NewUIs_TDC_7_3_0_TheDarkWraith" inside a 7z archive called "NewUIs_TDC_7_3_0_TheDarkWraith" ;)

mainexpress
05-08-13, 09:43 PM
If you want the changes to be permanent then use the mod's path. If you want the changes to last until you disable the mod then use the path I gave you (which would require the mod being enabled in JSGME) :up:Okay with the mod enabled New UIs_TDC_730 i open the path you gave me data/scripts/menu i see two folders menu and stations which are both empty and no txt document to point the options view editor...but when i just open the folder without the options view editor i see the notepad or txt document. and the two folders menu and stations...which have there respective files in those folders.

Psycho_Yuri
05-10-13, 06:12 AM
Hi,

What are the functions of these, what exactly is going to happen with these when I use them?

Report contacts
Send Contact reports
Send patrol report
Send weather report
Report nearest radio contact

Gillian81
05-11-13, 05:23 AM
Hi all,

Is it possible to re-enable the torpedo solution lines. The ones with the 1, 2, 3 numbers?
So you know when to shoot your torpedo.

I know this isn't a very realistic option, but I like to use it, since I'm not that good yet in this game. :D

Echolot
05-11-13, 05:44 AM
Hallo Gillian81.

Go to navigation map (F5), there is a button in the upper left corner for nav map options. Check the box.

:salute:

Gillian81
05-11-13, 05:59 AM
Hallo Gillian81.

Go to navigation map (F5), there is a button in the upper left corner for nav map options. Check the box.

:salute:

I checked it, but when I lock onto a ship I still haven't got those lines and numbers :hmmm:

Echolot
05-11-13, 06:02 AM
Hi Gillian81.

Do you mean the nav map or TAI map? Maybe there is an options window for both.

Are there any other mods activated after NewUIsTDC?

Gillian81
05-11-13, 06:07 AM
Hi Gillian81.

Do you mean the nav map or TAI map? Maybe there is an options window for both.

Are there any other mods activated after NewUIsTDC?

At the moment I'm testing, so only have NewUIsTDC enabled at the moment.
I did it for the TAI map

Echolot
05-11-13, 06:10 AM
I did it for the TAI map

Not tested in TAI map because I don't use it (TAI and solution lines).
In nav map it should work.

volodya61
05-11-13, 06:12 AM
At the moment I'm testing, so only have NewUIsTDC enabled at the moment.
I did it for the TAI map

Is your TDC in auto targeting mode or in manual targeting mode?

Gillian81
05-11-13, 07:23 AM
Is your TDC in auto targeting mode or in manual targeting mode?

Where can I check this?

volodya61
05-11-13, 07:31 AM
Where can I check this?

XO dialog box/window

Gillian81
05-11-13, 07:35 AM
Okay, this is just stupid.
I totally reinstalled the game, patched it up to 1.2, installes JSGME for SH5, placed the NewUIsTDC in my MOD folder, ran the Generic Patcher in C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Appli cations, enabled the MOD is JSGME, started the Game, started a new campaign, went to the weapons officer to ask for upgrade, but the option was greyed out, load/saved and after that could ask for upgrades, went to the other officer to ask for mission orders and then the game crashes to desktop.
Aaaaaaaaaaahhh, this is driving me insane...

DBGView report:
00000000 0.00000000 [2984] Trying to get update information to C:\Users\Gill\AppData\Local\Temp\ubi3CF6.tmp.
00000001 0.00000000 [2984] Downloaded 21/21 bytes (100%) -- this file 21/21 bytes (100%)
00000002 0.00122641 [2984] Downloaded 21/21 bytes (100%) -- this file 21/21 bytes (100%)
00000003 1.10058033 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\H ubUtils.cpp(161) :
00000004 1.10070920 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\H ubUtils.cpp(162) : -- Starting Ubisoft Game Launcher --
00000005 1.10074663 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\H ubUtils.cpp(166) : Platform: PC.
00000006 1.10103440 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\H ubUtils.cpp(169) : Version: 995.
00000007 1.10107148 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\H ubUtils.cpp(170) : Built: Apr 10 2013.
00000008 2.62407756 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\H ubUtils.cpp(182) : Command line: "-upc_uplay_id" "3" "-upc_game_version" "3" "-upc_exe_path" "QzpcVWJpc29mdFxTaWxlbnQgSHVudGVyIDVcU0g1LmV4ZQ==" "-upc_working_directory" "QzpcVWJpc29mdFxTaWxlbnQgSHVudGVyIDU=" "-upc_arguments" ""
00000009 2.71399331 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\H ub.cpp(218) : Environment is PROD.
00000010 3.44798565 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\S ettings.cpp(70) : Applying automatic proxy settings, detecting proxy.
00000011 3.74882507 [4816] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\hub\hub\S ettings.cpp(89) : Proxy is :0.
00000012 8.77216721 [4816] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\servic es\src\services\GetAvatarJob.cpp(149) : Request failed, http status code is 403.
00000013 8.77236176 [4816] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\servic es\src\services\GetAvatarJob.cpp(149) : Request failed, http status code is 403.
00000014 26.31870079 [4816] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\common \mg\common\XmlParser.cpp(49) : Failed to parse XML. Error string="no element found". Line 1. Column 0. Byte index 4294967295.
00000015 26.32130432 [4816] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\servic es\src\services\GetNewsJob.cpp(580) : Could not parse xml response from http://static2.cdn.ubi.com/feeds/pc/sh5/ubi/emea-en-us.rss?2013-05-11-14. Content: ''
00000016 27.35573769 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\Hooks.cpp(64) : --- Overlay started --- (C:\Ubisoft\Silent Hunter 5\sh5.exe)
00000017 27.66351891 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\Overlay.cpp(671) : Sending configuration request
00000018 28.48567581 [2712] mg\common\AutoDumper.cpp (66): Auto dumper init
00000019 28.48567581 [2712]
00000020 28.48588181 [2712] SH_OSI.cpp (50): SH5 online OSI Started
00000021 28.48617744 [2712] SH_OSI.cpp (68): Ready for Messages
00000022 28.49165726 [2712] orbit\helpers\DistLogBackend.cpp (51): No logbal_host specified. Distlogging disabled
00000023 28.62754440 [2712] SH_ServerOrbitProtocol.cpp (89): Got incomming connection to orbit spawn.
00000024 34.87622070 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\D3d9Render.cpp(637) : Creating overlay texture
00000025 34.87634277 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\Win32InputHooks.cpp(1137) : RenderWindow 1311756
00000026 34.87639618 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\D3d9Render.cpp(637) : Creating overlay texture
00000027 34.87681198 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\Overlay.cpp(341) : Sending overlay start request
00000028 35.03598404 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\Win32InputHooks.cpp(1137) : RenderWindow 1311756
00000029 35.03946686 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\D3d9Render.cpp(637) : Creating overlay texture
00000030 35.49049759 [4816] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\servic es\src\services\GetAvatarJob.cpp(149) : Request failed, http status code is 403.
00000031 54.96633911 [5088] TheDarkWraithAutomation InitializeScript
00000032 54.99042130 [5088] TheDarkWraithUserOptions InitializeScript
00000033 54.99228668 [5088] 32bit Key found. Value='C:\Ubisoft\Silent Hunter 5'
00000034 54.99230194 [5088] InstallPath=C:\Ubisoft\Silent Hunter 5
00000035 54.99471283 [5088] sh5.exe file version is 1.2.0.0
00000036 54.99473572 [5088]
00000037 54.99473572 [5088] TDW DLL versions:
00000038 54.99730682 [5088] C:\Ubisoft\Silent Hunter 5\TDWDestroyedMarks.dll=1.0.0.0
00000039 54.99797440 [5088] C:\Ubisoft\Silent Hunter 5\TDWDraggables.dll=1.0.1.0
00000040 54.99817657 [5088] C:\Ubisoft\Silent Hunter 5\TDWFileUtils.dll=1.0.8.0
00000041 54.99887848 [5088] C:\Ubisoft\Silent Hunter 5\TDWHPT.dll=1.0.4.0
00000042 54.99956512 [5088] C:\Ubisoft\Silent Hunter 5\TDWHydrophone.dll=1.0.4.0
00000043 54.99978638 [5088] C:\Ubisoft\Silent Hunter 5\TDWMouse.dll=1.0.3.0
00000044 55.00002670 [5088] C:\Ubisoft\Silent Hunter 5\TDWRadioMessages.dll=1.1.1.0
00000045 55.00021362 [5088] C:\Ubisoft\Silent Hunter 5\TDWSoan.dll=1.0.4.0
00000046 55.00039673 [5088] C:\Ubisoft\Silent Hunter 5\TDWSound.dll=1.0.1.0
00000047 55.00057983 [5088] C:\Ubisoft\Silent Hunter 5\TDWUtils.dll=1.0.2.0
00000048 55.01828766 [5088]
00000049 55.01828766 [5088] MODS installed:
00000050 55.01828766 [5088] [MODS]
00000051 55.01828766 [5088] NewUIs_TDC_7_3_0_ByTheDarkWraith=1
00000052 55.01828766 [5088]
00000053 55.02056122 [5088]
00000054 55.15723038 [5088] TDWSound constructor
00000055 55.17278290 [5088] TDWRadioMessages constructor
00000056 55.17350769 [5088] Loading all WWII ship names
00000057 55.19205856 [5088] TDWSoan constructor
00000058 55.19268036 [5088] Retrieving all countries and their equivalent names from SOANNames.cfg
00000059 55.19277954 [5088] # countries in SOANNames.cfg=61
00000060 55.19282150 [5088] Retrieving all categories and their equivalent names from SOANNames.cfg
00000061 55.19298172 [5088] # of new categories in SOANNames.cfg=6
00000062 55.19379044 [5088] Retrieving all countries and their equivalent names from Names.cfg
00000063 55.19383240 [5088] # countries in Names.cfg=30
00000064 55.19395828 [5088] Adding countries from Names.cfg not found in SOANNames.cfg to database
00000065 55.19631195 [5088] C:\Ubisoft\Silent Hunter 5\data\Sea\CMD_small_boat\CMD_small_boat.cfg recmanualcategory not found!
00000066 55.19728470 [5088] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg recmanualcategory not found!
00000067 55.19818878 [5088] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg recmanualcategory not found!
00000068 55.19926453 [5088] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg recmanualcategory not found!
00000069 55.20027924 [5088] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg recmanualcategory not found!
00000070 55.20124054 [5088] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg recmanualcategory not found!
00000071 55.35873795 [5088] C:\Ubisoft\Silent Hunter 5\data\Sea\Survivor\Survivor.cfg recmanualcategory not found!
00000072 59.83686447 [5088] SOAN categories and contents:
00000073 59.83686447 [5088]
00000074 59.83686447 [5088] Freighters:
00000075 59.83686447 [5088] ClassName=Amphibious Group Command Ship Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
00000076 59.83686447 [5088] ClassName=Auxiliary Cruiser Komet Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000077 59.83686447 [5088] ClassName=Auxiliary Cruiser Penguin Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
00000078 59.83686447 [5088] ClassName=Large Steamer Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000079 59.83686447 [5088] ClassName=C2-S-B1 Hull Large Merchant Islands=2 SuperStructures=Composite BowShape=Raked Funnels=
00000080 59.83686447 [5088] ClassName=Large Steamer (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000081 59.83686447 [5088] ClassName=C1-B Type Medium Merchant Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000082 59.83686447 [5088] ClassName=Hog Island Type A Freighter Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
00000083 59.83686447 [5088] ClassName=Hog Island Medium Freighter (War supplies) Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
00000084 59.83686447 [5088] ClassName=N3SA1 Small Merchant Islands=123 SuperStructures=Composite BowShape=Plumb Funnels=
00000085 59.83686447 [5088] ClassName=Liberty Cargo Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000086 59.83686447 [5088] ClassName=Liberty Ship (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000087 59.83686447 [5088] ClassName=Middeleton Attack Transport Islands=None SuperStructures=Composite BowShape=Raked Funnels=
00000088 59.83686447 [5088] ClassName=Victory Cargo Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
00000089 59.83686447 [5088] Warships:
00000090 59.83686447 [5088] ClassName=Carl Peters Fleet Tender Islands= SuperStructures= BowShape=Raked Funnels=1Large
00000091 59.83686447 [5088] ClassName=Bismarck Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
00000092 59.83686447 [5088] ClassName=Duilio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000093 59.83686447 [5088] ClassName=King George V Battleship Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000094 59.83686447 [5088] ClassName=HMS Duke Of York Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000095 59.83686447 [5088] ClassName=Littorio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000096 59.83686447 [5088] ClassName=Nelson Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000097 59.83686447 [5088] ClassName=New York Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000098 59.83686447 [5088] ClassName=North Carolina Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
00000099 59.83686447 [5088] ClassName=Queen Elizabeth Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000100 59.83686447 [5088] ClassName=Royal Sovereign Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000101 59.83686447 [5088] ClassName=Schleswig-Holstein Pre-Dreadnought Islands= SuperStructures= BowShape=Plumb Funnels=2
00000102 59.83686447 [5088] ClassName=Deutschland Pocket Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
00000103 59.83686447 [5088] ClassName=Hood Battlecruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000104 59.83686447 [5088] ClassName=Renown Battlecruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
00000105 59.83686447 [5088] ClassName=Scharnhorst Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
00000106 59.83686447 [5088] ClassName=Admiral Hipper Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=1
00000107 59.83686447 [5088] ClassName=Kent Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000108 59.83686447 [5088] ClassName=HMS Suffolk Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000109 59.83686447 [5088] ClassName=Northampton Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000110 59.83686447 [5088] ClassName=Trento Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
00000111 59.83686447 [5088] ClassName=Di Giussano Light Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
00000112 59.83686447 [5088] ClassName=Brooklyn Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000113 59.83686447 [5088] ClassName=Dido Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000114 59.83686447 [5088] ClassName=Emden Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
00000115 59.83686447 [5088] ClassName=K Class Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000116 59.83686447 [5088] ClassName=Montecuccoli Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
00000117 59.83686447 [5088] Troop Transports:
00000118 59.83686447 [5088] ClassName=Patroclus Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
00000119 59.83686447 [5088] ClassName=Rawalpindi Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
00000120 59.83686447 [5088] ClassName=Landing Ship Tank Islands= SuperSt
00000121 59.83698273 [5088] ructures= BowShape=Raked Funnels=0
00000122 59.83698273 [5088] ClassName=LSMFPD Islands= SuperStructures= BowShape=Plumb Funnels=0
00000123 59.83698273 [5088] ClassName=Large Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
00000124 59.83698273 [5088] ClassName=Large Italian Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
00000125 59.83698273 [5088] ClassName=Huge European Liner Islands= SuperStructures= BowShape=Raked Funnels=2
00000126 59.83698273 [5088] ClassName=Troop Transport Islands= SuperStructures= BowShape=Plumb Funnels=2
00000127 59.83698273 [5088] Tankers:
00000128 59.83698273 [5088] ClassName=Dithmarschen Supply Ship Islands= SuperStructures= BowShape=Raked Funnels=1Large
00000129 59.83698273 [5088] ClassName=Cimmaron Class Tanker Islands= SuperStructures= BowShape=Raked Funnels=1
00000130 59.83698273 [5088] ClassName=Ranger Medium Tanker Islands= SuperStructures= BowShape=Plumb Funnels=1
00000131 59.83698273 [5088] Escorts:
00000132 59.83698273 [5088] ClassName=Flower Corvette Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000133 59.83698273 [5088] ClassName=A Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000134 59.83698273 [5088] ClassName=Clemson Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000135 59.83698273 [5088] ClassName=Fletcher Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
00000136 59.83698273 [5088] ClassName=B Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
00000137 59.83698273 [5088] ClassName=R Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000138 59.83698273 [5088] ClassName=Soldati Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Raked
00000139 59.83698273 [5088] ClassName=Somers Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000140 59.83698273 [5088] ClassName=Town Lend-Lease Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
00000141 59.83698273 [5088] ClassName=Tribal Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider
00000142 59.83698273 [5088] ClassName=Type 34 Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
00000143 59.83698273 [5088] ClassName=V&W Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000144 59.83698273 [5088] ClassName=HMS Walker Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
00000145 59.83698273 [5088] ClassName=Buckley Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000146 59.83698273 [5088] ClassName=Evarts Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
00000147 59.83698273 [5088] ClassName=Black Swan Sloop Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000148 59.83698273 [5088] ClassName=HMS Stork Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000149 59.83698273 [5088] ClassName=165-foot "B" Cutter Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000150 59.83698273 [5088] ClassName=Armed Trawler Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000151 59.83698273 [5088] ClassName=SC-497 Sub Chaser Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
00000152 59.83698273 [5088] Aircraft Carriers:
00000153 59.83698273 [5088] ClassName=Archer Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000154 59.83698273 [5088] ClassName=Attacker Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000155 59.83698273 [5088] ClassName=Audacity Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000156 59.83698273 [5088] ClassName=Avenger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000157 59.83698273 [5088] ClassName=Bogue Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000158 59.83698273 [5088] ClassName=Charger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000159 59.83698273 [5088] ClassName=Long Island Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
00000160 59.83698273 [5088] ClassName=Sangamon Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
00000161 59.83698273 [5088] ClassName=Ark Royal Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000162 59.83698273 [5088] ClassName=Glorious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1Large
00000163 59.83698273 [5088] ClassName=Eagle Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000164 59.83698273 [5088] ClassName=Furious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1
00000165 59.83698273 [5088] ClassName=Hermes Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000166 59.83698273 [5088] ClassName=Illustrious Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
00000167 59.84058380 [5088]
00000168 59.84058380 [5088] SOAN ships by country:
00000169 59.84058380 [5088]
00000170 59.84058380 [5088] SeaFolderName=NAGC_C2Appalachian ShipName=Amphibious Group Command Ship RecManualCategory=Freighters Islands=1 SuperStructures=Composite BowShape=Raked Funnels= Class=AGCC2Appalachian:
00000171 59.84058380 [5088] Country=American AD=11-12-1941 0:00:00 DD=1-1-1947 0:00:00
00000172 59.84058380 [5088] Country=British AD=11-12-1941 0:00:00 DD=1-1-1947 0:00:00
00000173 59.84058380 [5088] Country=Greece AD=11-12-1941 0:00:00 DD=1-1-1947 0:00:00
00000174 59.84058380 [5088] Country=Norway AD=11-12-1941 0:00:00 DD=1-1-1947 0:00:00
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00000339 59.84110641 [5088] SeaFolderName=NKM_HogIsland_WarSupplies ShipName=Hog Island Medium Freighter (War supplies) RecManualCategory=Freighters Islands=123 SuperStructures=Split BowShape=Plumb Funnels= Class=KMKHogIslandWarSupplies:
00000340 59.84110641 [5088] Country=American AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
00000341 59.84110641 [5088] SeaFolderName=NKSCS_N3SA1 ShipName=N3SA1 Small Merchant RecManualCategory=Freighters Islands=123 SuperStructures=Composite BowShape=Plumb Funnels= Class=KSCSN3SA1:
00000342 59.84110641 [5088] Country=American AD=15-9-1942 0:00:00 DD=1-1-1960 0:00:00
00000343 59.84110641 [5088] Country=British AD=15-9-1942 0:00:00 DD=1-1-1960 0:00:00
00000344 59.84110641 [5088] Country=German AD=15-1-1938 0:00:00 DD=1-1-1960 0:00:00
00000345 59.84110641 [5088] Country=Greece AD=15-9-1942 0:00:00 DD=1-1-1960 0:00:00
00000346 59.84110641 [5088] Country=Norway AD=11-1-1938 0:00:00 DD=1-1-1960 0:00:00
00000347 59.84110641 [5088] Country=Poland AD=1-1-1939 0:00:00 DD=1-1-1960 0:00:00
00000348 59.84110641 [5088] SeaFolderName=NLL ShipName=Liberty Cargo RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=LL:
00000349 59.84110641 [5088] Country=American AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
00000350 59.84110641 [5088] Country=British AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
00000351 59.84110641 [5088] Country=German AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
00000352 59.84110641 [5088] Country=Greece AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
00000353 59.84110641 [5088] Country=Norway AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
00000354 59.84110641 [5088] SeaFolderName=NLL_WarSupplies ShipName=Liberty Ship (War Supplies) RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=LLWarSupplies:
00000355 59.84110641 [5088] Country=American AD=27-9-1941 0:00:00 DD=1-1-1947 0:00:00
00000356 59.84110641 [5088] SeaFolderName=NLST_Transport ShipName=Landing Ship Tank RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Raked Funnels=0 Class=LST:
00000357 59.84110641 [5088] Country=American AD=1-1-1938 0:00:00 DD=1-1-1947 0:00:00
00000358 59.84110641 [5088] Country=Greece AD=1-1-1938 0:00:00 DD=1-1-1947 0:00:00
00000359 59.84110641 [5088] SeaFolderName=NLS_MFP_D ShipName=LSMFPD RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=0 Class=LSMFPD:
00000360 59.84110641 [5088] Country=German AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
00000361 59.84110641 [5088] SeaFolderName=NOL_T3Cimmaron ShipName=Cimmaron Class Tanker RecManualCategory=Tankers Islands= SuperStructures= BowShape=Raked Funnels=1 Class=T3Cimmaron:
00000362 59.84110641 [5088] Country=American AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
00000363 59.84110641 [5088] Country=British AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
00000364 59.84110641 [5088] Country=Greece AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
00000365 59.84110641 [5088] Country=Norway AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
00000366 59.84110641 [5088] SeaFolderName=NOM_Ranger ShipName=Ranger Medium Tanker RecManualCategory=Tankers Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=OMRanger:
00000367 59.84110641 [5088] Country=American AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
00000368 59.84110641 [5088] Country=British AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
00000369 59.84110641 [5088] Country=Poland AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
00000370 59.84110641 [5088] SeaFolderName=NPC_Thetis ShipName=165-foot "B" Cutter RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=PCThetis:
00000371 59.84110641 [5088] Country=American AD=1-1-1931 0:00:00 DD=1-12-1945 0:00:00
00000372 59.84110641 [5088] SeaFolderName=NPH_Mauretania ShipName=Large Liner RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=PHMauretania:
00000373 59.84110641 [5088] Country=American AD=1-1-1930 0:00:00 DD=31-12-1960 0:00:00
00000374 59.84110641 [5088] Country=British AD=1-1-1930 0:00:00 DD=31-12-1960 0:00:00
00000375 59.84110641 [5088] SeaFolderName=NPL_C3Middleton ShipName=Middeleton Attack Transport RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=PLC3Middleton:
00000376 59.84110641 [5088] Country=British AD=13-5-1942 0:00:00 DD=31-10-1967 0:00:00
00000377 59.84110641 [5088] SeaFolderName=NPL_ConteVerde ShipName=Large Italian Liner RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=PLConteVerde:
00000378 59.84110641 [5088] Country=Italian AD=1-6-1922 0:00:00 DD=1-12-1945 0:00:00
00000379 59.84110641 [5088]
00000380 59.84121323 [5088] SeaFolderName=NPP_QueenMary ShipName=Huge European Liner RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Raked Funnels=2 Class=PPQueenMary:
00000381 59.84121323 [5088] Country=British AD=7-12-1928 0:00:00 DD=1-12-1945 0:00:00
00000382 59.84121323 [5088] SeaFolderName=Nrtw ShipName=Armed Trawler RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=PCTrawler:
00000383 59.84121323 [5088] Country=British AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
00000384 59.84121323 [5088] Country=German AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
00000385 59.84121323 [5088] Country=Italian AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
00000386 59.84121323 [5088] Country=Poland AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
00000387 59.84121323 [5088] SeaFolderName=NSC_SC497 ShipName=SC-497 Sub Chaser RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=SC497:
00000388 59.84121323 [5088] Country=American AD=18-3-1942 0:00:00 DD=1-12-1945 0:00:00
00000389 59.84121323 [5088] SeaFolderName=NTR_Rawalpindi ShipName=Troop Transport RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=TR:
00000390 59.84121323 [5088] Country=British AD=1-10-1939 0:00:00 DD=1-5-1943 0:00:00
00000391 59.84121323 [5088] SeaFolderName=NVV ShipName=Victory Cargo RecManualCategory=Freighters Islands=1 SuperStructures=Composite BowShape=Raked Funnels= Class=VV:
00000392 59.84121323 [5088] Country=American AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
00000393 59.84121323 [5088] Country=British AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
00000394 59.84121323 [5088] Country=Greece AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
00000395 59.84121323 [5088] Country=Norway AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
00000396 59.84184647 [5088] TDWSoan Initialize
00000397 59.85321045 [5088] TheDarkWraithUserOptions InitializeVariables
00000398 59.85619354 [5088] TDWMouse constructor
00000399 59.85717010 [5088] Found the SH5 process
00000400 59.85720444 [5088] Creating the mouse device
00000401 59.87751770 [5088] Setting cooperation level
00000402 59.87781906 [5088] Creating new threads
00000403 59.87790298 [5088] Setting event notification
00000404 59.87823868 [5088] Creating bootstrap thread
00000405 59.87826157 [5088] Starting bootstrap thread
00000406 59.87884140 [5088] Acquiring mouse
00000407 59.88044357 [5088] Mouse acquired
00000408 59.88046265 [5088] TDWMouse constructor end
00000409 59.88266373 [5088] TDWDestroyedMarks constructor
00000410 59.89148712 [5088] Page main InitializeScript
00000411 60.03514862 [5088] Menu InitializeScript
00000412 206.60549927 [5088] Start Campaign Screen
00000413 240.86433411 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\Win32InputHooks.cpp(1137) : RenderWindow 1311756
00000414 240.86834717 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\D3d9Render.cpp(637) : Creating overlay texture
00000415 323.82299805 [5088] Page event camera InitializeScript
00000416 324.10412598 [5088] Page layout InitializeScript
00000417 324.12542725 [5088] TDWHPT constructor
00000418 324.52267456 [5088] Page Default HUD InitializeScript
00000419 324.53363037 [5088] TC level changed to 1
00000420 325.08233643 [5088] TheDarkWraithUserOptions InitializeVariables
00000421 325.21728516 [5088] Page SpeechRecSettings InitializeScript
00000422 325.22250366 [5088] Reading Convoy speeds from C:\Ubisoft\Silent Hunter 5\data\Cfg\Contacts.cfg
00000423 325.22308350 [5088] Convoy speeds read are: ['0.1', '8', '12', '35']
00000424 325.23135376 [5088] Stationary=0.100 Slow=8.00 Medium=12.000 Fast=35.000
00000425 325.23205566 [5088] Retrieving WWII ship names
00000426 325.24328613 [5088] Page captain log InitializeScript
00000427 325.31674194 [5088] RadCapTools not found, mouse dragging is disabled
00000428 325.33102417 [5088] Page TDC InitializeScript
00000429 325.36694336 [5088] Mousewheel event RotateRAOBFInnerDial not found to remove!
00000430 325.36782837 [5088] Mouse middle button event RAOBFToggleMask not found to remove!
00000431 325.36819458 [5088] Mousewheel event AttackDiscFront not found to remove!
00000432 325.36865234 [5088] Mousewheel event AttackDiscBack not found to remove!
00000433 325.39694214 [5088] Menu StartGame
00000434 325.49246216 [5088] TheDarkWraithUserOptions StartGame
00000435 325.49581909 [5088] TDWRadioMessages Initialize(params)
00000436 325.49652100 [5088] Page event camera StartGame
00000437 325.49743652 [5088] Pageeventcamera's draggables restored!
00000438 325.49862671 [5088] Page SpeechRecSettings StartGame
00000439 325.49868774 [5088] PageSpeechRecSettings's draggables restored!
00000440 325.54626465 [5088] Page layout StartGame
00000441 325.55044556 [5088] TDWHydrophone: Initialize
00000442 325.55087280 [5088] TDWHydrophone: Sonarman set
00000443 325.58969116 [5088] Pagelayout's draggables restored!
00000444 325.60644531 [5088] high precision timer reset
00000445 325.60665894 [5088] Stopping high precision timer
00000446 325.60882568 [5088] Timer stopped
00000447 325.66058350 [5088] Page Default HUD StartGame
00000448 325.66580200 [5088] TheDarkWraithUserOptions InitializeVariables
00000449 325.70489502 [5088] using SH5 Enhanced UI style
00000450 325.72277832 [5088] PageDefaultHud: Integrating levels into SH5 HUD
00000451 325.87213135 [5088] Page ChalkBoard InitializeScript
00000452 325.88568115 [5088] PageDefaultHud's draggables restored!
00000453 325.89117432 [5088] TC level changed to 1
00000454 325.89331055 [5088] Time is shown as nautical time
00000455 325.91387939 [5088] TDWRadioMessages Initialize()
00000456 325.91439819 [5088] Clearing all radio messages
00000457 325.91818237 [5088] Binocular found!
00000458 325.91833496 [5088] Flak gun 1 found!
00000459 325.91857910 [5088] Deckgun found!
00000460 325.91888428 [5088] UZO found!
00000461 325.91894531 [5088] Attack scope found!
00000462 325.91897583 [5088] Obs scope found!
00000463 325.92001343 [5088] Page captain log StartGame
00000464 325.92831421 [5088] Page TDC StartGame
00000465 325.92990112 [5088] PageTDC's draggables restored!
00000466 325.93899536 [5088] Page main StartGame
00000467 325.93954468 [5088] Menu StartGame
00000468 327.21359253 [5088] Page ChalkBoard StartGame
00000469 327.22085571 [5088] PageChalkBoard's draggables restored!
00000470 333.70617676 [5088] PageDefaultHud_KeyPressed: args was not handled
00000471 334.01885986 [5088] PageDefaultHud_KeyPressed: args was not handled
00000472 334.53808594 [5088] PageDefaultHud_KeyPressed: args was not handled
00000473 335.13687134 [5088] PageDefaultHud_KeyPressed: args was not handled
00000474 360.82269287 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\Win32InputHooks.cpp(1137) : RenderWindow 1311756
00000475 360.82269287 [5088] ..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\products\overlay\m g\overlay\win\D3d9Render.cpp(637) : Creating overlay texture
00000476 365.69790649 [5088] PageDefaultHud_KeyPressed: args was not handled
00000477 366.30514526 [5088] PageDefaultHud_KeyPressed: args was not handled
00000478 367.31137085 [5088] PageDefaultHud_KeyPressed: args was not handled
00000479 367.48931885 [5088] PageDefaultHud_KeyPressed: args was not handled
00000480 368.87170410 [5088] TheDarkWraithUserOptions InitializeVariables
00000481 370.19244385 [5088] TheDarkWraithUserOptions InitializeVariables
00000482 370.79107666 [5088] PageDefaultHud_KeyPressed: args was not handled
00000483 370.87850952 [5088] TC level changed to 0
00000484 373.75195313 [5088] TDWDestroyedMarks: Page set
00000485 373.75259399 [5088] TC level changed to 0
00000486 429.39596558 [5088] TC level changed to 1
00000487 429.39627075 [5088] TC level changed to 0
00000488 432.19430542 [5088] TC level changed to 0
00000489 437.47769165 [5088] TC level changed to 1
00000490 437.47796631 [5088] TC level changed to 0
00000491 437.48046875 [5088] TC level changed to 1
00000492 437.48129272 [5088] TC level changed to 1
00000493 437.48727417 [5088] TC level changed to 1
00000494 437.73623657 [5088] TheDarkWraithUserOptions EndGame
00000495 437.76779175 [5088] Pageeventcamera's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\Pageeventcamera_Draggables.TDW
00000496 437.79522705 [5088] PageSpeechRecSettings's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageSpeechRecSettings_Draggables.TDW
00000497 437.82247925 [5088] PageChalkBoard's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageChalkBoard_Draggables.TDW
00000498 437.83853149 [5088] Page layout EndGame
00000499 437.83999634 [5088] high precision timer reset
00000500 437.84002686 [5088] Stopping high precision timer
00000501 437.84082031 [5088] Timer stopped
00000502 437.86837769 [5088] Pagelayout's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\Pagelayout_Draggables.TDW
00000503 437.88043213 [5088] Page Default HUD EndGame
00000504 437.90917969 [5088] PageDefaultHud's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageDefaultHud_Draggables.TDW
00000505 437.91156006 [5088] TheDarkWraithUserOptions InitializeVariables
00000506 438.03869629 [5088] PageTDC's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageTDC_Draggables.TDW
00000507 464.92410278 [5088] Page Default HUD InitializeScript
00000508 464.92837524 [5088] TC level changed to 1
00000509 465.37658691 [5088] TheDarkWraithUserOptions InitializeVariables
00000510 465.45129395 [5088] Reading Convoy speeds from C:\Ubisoft\Silent Hunter 5\data\Cfg\Contacts.cfg
00000511 465.45178223 [5088] Convoy speeds read are: ['0.1', '8', '12', '35']
00000512 465.45190430 [5088] Stationary=0.100 Slow=8.00 Medium=12.000 Fast=35.000
00000513 465.45193481 [5088] Retrieving WWII ship names
00000514 465.45321655 [5088] Menu StartGame
00000515 465.54159546 [5088] TheDarkWraithUserOptions StartGame
00000516 465.54180908 [5088] TDWRadioMessages Initialize(params)
00000517 465.54229736 [5088] Page event camera StartGame
00000518 465.54229736 [5088] Pageeventcamera's draggables restored!
00000519 465.54254150 [5088] Page SpeechRecSettings StartGame
00000520 465.54254150 [5088] PageSpeechRecSettings's draggables restored!
00000521 465.54290771 [5088] Page ChalkBoard StartGame
00000522 465.54336548 [5088] PageChalkBoard's draggables restored!
00000523 465.54449463 [5088] Page layout StartGame
00000524 465.54492188 [5088] TDWHydrophone: Initialize
00000525 465.54498291 [5088] TDWHydrophone: Sonarman set
00000526 465.55001831 [5088] Pagelayout's draggables restored!
00000527 465.55084229 [5088] high precision timer reset
00000528 465.55084229 [5088] Stopping high precision timer
00000529 465.55087280 [5088] Timer stopped
00000530 465.60333252 [5088] Page Default HUD StartGame
00000531 465.60778809 [5088] TheDarkWraithUserOptions InitializeVariables
00000532 465.63619995 [5088] using SH5 Enhanced UI style
00000533 465.64566040 [5088] PageDefaultHud: Integrating levels into SH5 HUD
00000534 465.64682007 [5088] PageDefaultHud's draggables restored!
00000535 465.65298462 [5088] TC level changed to 1
00000536 465.65478516 [5088] Time is shown as nautical time
00000537 465.66793823 [5088] TDWRadioMessages Initialize()
00000538 465.66796875 [5088] Clearing all radio messages
00000539 465.67025757 [5088] Binocular found!
00000540 465.67031860 [5088] Flak gun 1 found!
00000541 465.67034912 [5088] Deckgun found!
00000542 465.67037964 [5088] UZO found!
00000543 465.67041016 [5088] Attack scope found!
00000544 465.67044067 [5088] Obs scope found!
00000545 465.67080688 [5088] Page captain log StartGame
00000546 465.67126465 [5088] Page TDC StartGame
00000547 465.67150879 [5088] PageTDC's draggables restored!
00000548 465.67266846 [5088] Page main StartGame
00000549 465.67312622 [5088] Menu StartGame
00000550 469.55062866 [5088] PageDefaultHud_KeyPressed: args was not handled
00000551 470.78329468 [5088] PageDefaultHud_KeyPressed: args was not handled
00000552 471.13546753 [5088] PageDefaultHud_KeyPressed: args was not handled
00000553 473.56967163 [5088] PageDefaultHud_KeyPressed: args was not handled
00000554 475.73248291 [5088] PageDefaultHud_KeyPressed: args was not handled
00000555 476.24966431 [5088] PageDefaultHud_KeyPressed: args was not handled
00000556 478.72198486 [5088] PageDefaultHud_KeyPressed: args was not handled
00000557 481.77709961 [5088] PageDefaultHud_KeyPressed: args was not handled
00000558 482.67550659 [5088] PageDefaultHud_KeyPressed: args was not handled
00000559 483.39898682 [5088] PageDefaultHud_KeyPressed: args was not handled
00000560 484.44256592 [5088] TheDarkWraithUserOptions InitializeVariables
00000561 486.60815430 [5088] TheDarkWraithUserOptions InitializeVariables
00000562 491.80075073 [5088] PageDefaultHud_KeyPressed: args was not handled
00000563 492.09426880 [5088] PageDefaultHud_KeyPressed: args was not handled
00000564 494.47836304 [5088] TheDarkWraithUserOptions InitializeVariables
00000565 497.69677734 [5088] TheDarkWraithUserOptions InitializeVariables
00000566 498.86999512 [2712] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
00000567 499.27819824 [4816] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\servic es\src\services\GameKeeperImpl.cpp(261) : Product id '3' all processes terminated
00000568 506.12860107 [4816] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\client box\mg\clientbox\win\NamedPipeReceiveLoop.cpp(92) : WriteFileEx failed, error = 6.
00000569 506.12869263 [4816] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.1\live\shared\libs\client box\mg\clientbox\win\NamedPipeReceiveLoop.cpp(100) : WriteFileEx succeeded with error = 6.

TheDarkWraith
05-11-13, 08:47 AM
Okay, this is just stupid.
I totally reinstalled the game, patched it up to 1.2, installes JSGME for SH5, placed the NewUIsTDC in my MOD folder, ran the Generic Patcher in C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Appli cations, enabled the MOD is JSGME, started the Game, started a new campaign, went to the weapons officer to ask for upgrade, but the option was greyed out, load/saved and after that could ask for upgrades, went to the other officer to ask for mission orders and then the game crashes to desktop.
Aaaaaaaaaaahhh, this is driving me insane...


With my Generic Patcher enable ONLY the SHN_Client patches. Retry. Let me know what happens. Does game version show 1.2 in upper right corner when in main game menu screen?

Gillian81
05-11-13, 08:52 AM
With my Generic Patcher enable ONLY the SHN_Client patches. Retry. Let me know what happens. Does game version show 1.2 in upper right corner when in main game menu screen?

So only the TDW_SH_NClient_Patch.s5p

and not the:

TDW_SH5_Patches.s5p
TDW_SHCollisions_Patch.s5p
TDW_SHSim_Patch.s5p
?

TheDarkWraith
05-11-13, 08:56 AM
So only the TDW_SH_NClient_Patch.s5p

and not the:

TDW_SH5_Patches.s5p
TDW_SHCollisions_Patch.s5p
TDW_SHSim_Patch.s5p
?

You can enable those just not any Orbit Listener ones in the SH5 patches.

Gillian81
05-11-13, 09:04 AM
You can enable those just not any Orbit Listener ones in the SH5 patches.

Just realized I'm using an old version, the 1.0.81.0, that is in the NewUIs_TDC_7_3_0 mod.

I see there is also a 1.0.91.0.
Shoud I install this one in C:\Ubisoft\Silent Hunter 5 ?

TheDarkWraith
05-11-13, 09:06 AM
Just realized I'm using an old version, the 1.0.81.0, that is in the NewUIs_TDC_7_3_0 mod.

I see there is also a 1.0.91.0.
Shoud I install this one in C:\Ubisoft\Silent Hunter 5 ?

Newer is ALWAYS better when it comes to the Generic Patcher (unlike ATI drivers) :yep:

Gillian81
05-11-13, 09:08 AM
Newer is ALWAYS better when it comes to the Generic Patcher (unlike ATI drivers) :yep:

Haha, you're quite right regarding the ATI drivers :D

But should I install it in C:\Ubisoft\Silent Hunter 5?

So I shouldn't enable any of the 'Disable Orbit listener ...' patches ?
Like the 'Disable Orbit Listener checks in main game loop'?

TheDarkWraith
05-11-13, 09:27 AM
But should I install it in C:\Ubisoft\Silent Hunter 5?

So I shouldn't enable any of the 'Disable Orbit listener ...' patches ?
Like the 'Disable Orbit Listener checks in main game loop'?

The Generic Patcher can be placed anywhere. It does not have to reside in any one specific place. Since you tell it where the file you want to modify resides it doesn't matter where it's placed.

At first don't enable any of the SH5 patches that deal with Orbit listener. If you still have problems then try enabling all the Orbit Listener patches in the SH5 patch file.

Gillian81
05-11-13, 09:55 AM
The Generic Patcher can be placed anywhere. It does not have to reside in any one specific place. Since you tell it where the file you want to modify resides it doesn't matter where it's placed.

At first don't enable any of the SH5 patches that deal with Orbit listener. If you still have problems then try enabling all the Orbit Listener patches in the SH5 patch file.

I tried both options, but the game still crashes when I ask for patrol orders :wah:

I've been busy for 2 full days now trying to get this to work, but nothing helps

TheDarkWraith
05-11-13, 03:23 PM
I tried both options, but the game still crashes when I ask for patrol orders :wah:

I've been busy for 2 full days now trying to get this to work, but nothing helps

How does it crash? What does it say when it crashes? What is the faulting module? Have you tried disabling all mods/patches and seeing if the problem still persists?

THE_MASK
05-11-13, 05:40 PM
I tried both options, but the game still crashes when I ask for patrol orders :wah:

I've been busy for 2 full days now trying to get this to work, but nothing helpsgoto - Control Panel\Programs\Programs and Features

look for - Visual C++ 2008 Redistributable 9.0.30729.4974

if you have it - delete it

Bathrone
05-11-13, 08:06 PM
Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42


Hi TDW, this link is dead. Is it hosted eslewhere? Thanks

HeadTrauma
05-15-13, 12:03 PM
Hi guys

I've dl'd it twice now and I keep getting these errors when extracting;

! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 16_9\data\Menu\Skins\German\Gui\Layout\Periscope_M ask_1024_SH5.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 16_9\data\Menu\Skins\German\Gui\Layout\Periscope_M ask_1024_SH5_OBS.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 4_3\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 4_3\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5_OBS.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 5_4\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 5_4\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5_OBS.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 8_5\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\emtguf_rework_scopes\Emtgufs Aspect ratio 8_5\data\Menu\Skins\German\Gui\Layout\Periscope_Ma sk_1024_SH5_OBS.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\Manos scope mod\Manos Scopes-Optional-Black BackGround\data\Menu\Skins\German\Gui\Layout\Peris cope_Mask_1024_SH5.dds
! D:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS\Mods DL\NewUIs_TDC_7_3_0_TheDarkWraith (1).7z: Cannot open NewUIs_TDC_7_3_0_ByTheDarkWraith\MODS\NewUIs_TDC_7 _3_0_Scopes (do not enable - read)\Manos scope mod\Manos Scopes-Optional-Black BackGround\data\Menu\Skins\German\Gui\Layout\Peris cope_Mask_1024_SH5_OBS.dds

any ideas?

Sartoris
05-15-13, 12:10 PM
Try using 7zip to extract.

HeadTrauma
05-15-13, 12:31 PM
Try using 7zip to extract.


Ahaaa, that worked, thank you....

Now to try get it working...:lurk:

oceanboi
05-16-13, 01:40 AM
Hi guys,

I've just started modding my game and have discovered that some mods conflict with each other but in no way does it interfere with the game.:hmmm:

I have noticed from the posts that TDW has a Options FileEditorViewer to activate it but the problem is that it is empty, i.e. there is nothing in it under the submarine tab. So I can't make the necessary changes. Tq for your patience.

The following is my mod soup:

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

OPEN HORIZONS II_full v2.1
TDW_Ship_Inertia_1_1_0
TDW_gui_aob_reset_fix
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2.1)
SH5Lifeboat_Wooden ver. 0.2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Nazi Medals
Accurate German Flags
AilClouds 3.0
AilMoon 1.5
AilRain 1.0
AilSmoke 1.7
Critical hits 1.1 Torpedos
Conning Tower Compass Fix
Sub_Exhaust_1_0_5_byTheDarkWraith
Shadow Improvement Mod
Fifi_FogForBetterGameplay_v1
Detailed Caustics 1.0
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
ImprovedWaves_Improved Pitch&Roll
NewUIs_TDC_7_3_0_WWIIInterface_by_naights
MightyFine Crew Mod 1.2.1 Stock w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
FX_Update_0_0_21_ByTheDarkWraith
NewUIs_TDC_7_3_0_jimimadrids_map_tools
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Equip_Upgrades_Fix_1_4_AFFOE_151
Free Upgrades
MCCD_1.04
MCCD_1.04_MFCM_1.2.1_compatible
SteelViking's Interior Mod V1.2
Dark_Interior_V1
Revised engine telegraph
NewUIs_TDC_7_3_0_ByTheDarkWraith
Dark_Interior_additional_Sounds
FREE UPGRADES Patch 1
Alternative TDC Graphics V1.0

Sjizzle
05-16-13, 08:04 AM
Hi guys,

I've just started modding my game and have discovered that some mods conflict with each other but in no way does it interfere with the game.:hmmm:

I have noticed from the posts that TDW has a Options FileEditorViewer to activate it but the problem is that it is empty, i.e. there is nothing in it under the submarine tab. So I can't make the necessary changes. Tq for your patience.

The following is my mod soup:

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

OPEN HORIZONS II_full v2.1
TDW_Ship_Inertia_1_1_0
TDW_gui_aob_reset_fix
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2.1)
SH5Lifeboat_Wooden ver. 0.2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Nazi Medals
Accurate German Flags
AilClouds 3.0
AilMoon 1.5
AilRain 1.0
AilSmoke 1.7
Critical hits 1.1 Torpedos
Conning Tower Compass Fix
Sub_Exhaust_1_0_5_byTheDarkWraith
Shadow Improvement Mod
Fifi_FogForBetterGameplay_v1
Detailed Caustics 1.0
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
ImprovedWaves_Improved Pitch&Roll
NewUIs_TDC_7_3_0_WWIIInterface_by_naights
MightyFine Crew Mod 1.2.1 Stock w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
FX_Update_0_0_21_ByTheDarkWraith
NewUIs_TDC_7_3_0_jimimadrids_map_tools
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Equip_Upgrades_Fix_1_4_AFFOE_151
Free Upgrades
MCCD_1.04
MCCD_1.04_MFCM_1.2.1_compatible
SteelViking's Interior Mod V1.2
Dark_Interior_V1
Revised engine telegraph
NewUIs_TDC_7_3_0_ByTheDarkWraith
Dark_Interior_additional_Sounds
FREE UPGRADES Patch 1
Alternative TDC Graphics V1.0

first your mod list isnt in the right order enabled to enable your mod list corectly follow this 2 mod TDW mod list
http://www.subsim.com/radioroom/showthread.php?t=192374
http://www.subsim.com/radioroom/showthread.php?t=201004

and if u want tu enable the snorkel take a look here
http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3

oceanboi
05-17-13, 02:13 AM
first your mod list isnt in the right order enabled to enable your mod list corectly follow this 2 mod TDW mod list
http://www.subsim.com/radioroom/showthread.php?t=192374
http://www.subsim.com/radioroom/showthread.php?t=201004

and if u want tu enable the snorkel take a look here
http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3

Thanks will reorder it. Though I must note I'm still not getting TDW's FileViewer working. It's still blank.:/\\!!

volodya61
05-17-13, 05:09 AM
Thanks will reorder it. Though I must note I'm still not getting TDW's FileViewer working. It's still blank.:/\\!!

I didn't want to reply on the page 666, but..
How to (by Trevally) - http://www.subsim.com/radioroom/showthread.php?t=202346
If you want to enable snorkel the mod should be enabled in JSGME and you will see Submarine tab :up:..

Mikemike47
05-17-13, 08:51 AM
@TDW

See discussion related to Multiple UIs on other related topics. (http://www.subsim.com/radioroom/showpost.php?p=2058051&postcount=25)

Bathrone
05-17-13, 07:07 PM
Hi, Ive read the documentation but Im unclear about what:

NewUIs_TDC_7_3_0_RadCapTools_0_2_alpha

Does?

Also TDW you have an out of bounds error in your max strings in this file other menu.txt file your package for different languages:

MaxStrings=9999

....\NewUIs_TDC_7_3_0_ByTheDarkWraith\Text\English

In the main New UIs menu.txt you have MaxStrings=10100

Also I see that decks awash is command 1036 but how do I give that order in game?

Thanks

THE_MASK
05-17-13, 07:28 PM
Hi, Ive read the documentation but Im unclear about what:

NewUIs_TDC_7_3_0_RadCapTools_0_2_alpha

Does?

Also TDW you have an out of bounds error in your max strings in this file other menu.txt file your package for different languages:

MaxStrings=9999

....\NewUIs_TDC_7_3_0_ByTheDarkWraith\Text\English

In the main New UIs menu.txt you have MaxStrings=10100

Also I see that decks awash is command 1036 but how do I give that order in game?

Thankshttp://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1

Bathrone
05-17-13, 07:37 PM
Mate Im aware when using his generic patcher the max strings needs to goto 11100. The point is that in this specific NewUI mod, theres a bug in the language menu.txt where the bounds parameter is different to main NewUI menu.txt in his mod.

Got any idea on my other qs?

Thanks

oceanboi
05-17-13, 09:29 PM
I didn't want to reply on the page 666, but..
How to (by Trevally) - http://www.subsim.com/radioroom/showthread.php?t=202346
If you want to enable snorkel the mod should be enabled in JSGME and you will see Submarine tab :up:..

Many thanks you have solved my problem. Cheers mate!:salute:

THE_MASK
05-17-13, 11:12 PM
Use the OptionsFileEditorViewer to enable the decks awash icon in the GUI .

Bathrone
05-18-13, 01:24 AM
Sorry Im stuck. Ive double check it and I only seem to find in the optionsfileeditor in the patches section a setting about if I have enabled the decks awash patch in the generic file editor. I have, and I have set this value to true. I cant see any value in any of the tabs about making visible a decks awash icon?

Also I tried enabling the snorkel but I have no submarine tab in the optionsfileeditor. When it first opens up on mouse click, it shows a submarine tab but its blank. When I open the options file py file, the first tab I have is Patches, then UI, HUD etcetc no submarine tab with which to enable snorkels.

Fifi
05-18-13, 01:46 AM
Sorry Im stuck. Ive double check it and I only seem to find in the optionsfileeditor in the patches section a setting about if I have enabled the decks awash patch in the generic file editor. I have, and I have set this value to true. I cant see any value in any of the tabs about making visible a decks awash icon?


The decks awash icon is only avalaible in NewUIs 7.2 and 7.3 version, not 7.1...if i remember correctly

THE_MASK
05-18-13, 02:22 AM
Sorry Im stuck. Ive double check it and I only seem to find in the optionsfileeditor in the patches section a setting about if I have enabled the decks awash patch in the generic file editor. I have, and I have set this value to true. I cant see any value in any of the tabs about making visible a decks awash icon?

Also I tried enabling the snorkel but I have no submarine tab in the optionsfileeditor. When it first opens up on mouse click, it shows a submarine tab but its blank. When I open the options file py file, the first tab I have is Patches, then UI, HUD etcetc no submarine tab with which to enable snorkels.The UI mod has to be enabled with the mod enabler in order to view the snorkel tab in the options editor . Only eneble the snorkel while saved in the bunker .
Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer
and to enable the decks awash icon with the mod not enabled
Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Appli cations\OptionsFileEditorViewer

Bathrone
05-18-13, 04:10 AM
The UI mod has to be enabled with the mod enabler in order to view the snorkel tab in the options editor . Only eneble the snorkel while saved in the bunker .
Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer
and to enable the decks awash icon with the mod not enabled
Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Appli cations\OptionsFileEditorViewer

Ok mate so first up the enabling of decks awash. Understand what you say about not having the mod enabled. So I go into jsgme and saved profile, removed all mods. With no mods I executed:

MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Applica tions\OptionsFileEditorViewer

And I then open:

MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py

Went through every tab and there is no decks awash icon setting that I can see.

Yes Fifi I have New UIs 7.3.0

OK now for trying to enable the snorkel. So I load my profile back into jsgme loading all my mod list. Now I have New UIs loaded into the game.

I execute:

Silent Hunter 5\data\Applications\OptionsFileEditorViewer

And open:

Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py

There is no "submarine" tab that appears. It starts with patches, then UI, HUD, Maps etcetc and I scroll all the way across ending with the chalkboard tab. So I cant enable the snorkel either. Yes my current saved game is in the bunker.

When I open the options file editor before opening the TheDarkWraithUserOptions.py file, there is a submarine tab but it is blank and nothing can be done by the user before loading the TheDarkWraithUserOptions.py file, at which time when it loads the submarine tab isnt visible

Bathrone
05-18-13, 04:29 AM
Heres a pic of the blank submarine tab when first executed without the py user options file with New UIs enabled in jsgme as instructed for trying to enable the snorkel. Note its blank and nothing can be done by the user.

http://i43.tinypic.com/54vsc1.png

And what happens where the blank submarine tab dissapears after loading the py options file, and yes Ive scrolled fully across both left and right, there is no submarine tab:

http://i42.tinypic.com/3502gd2.png

THE_MASK
05-18-13, 04:38 AM
Its something simple , i just cannot see it atm .
Whats with the silent hunter install C\games and menu text C\ubisoft ?
Run the SH5 validator and point it to the correct location for SH5 .

Trevally.
05-18-13, 04:43 AM
to get the sub tab in options editor, you must set the path to your game files only. NOT the MODS file

C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py
:up:

http://img706.imageshack.us/img706/3791/34680743.jpg

Bathrone
05-18-13, 05:09 AM
Oh thankyou thankyou thankyou Sober and Trevally :salute:

It was that false path in the SH5 install directory. I dont even have a games directory. Im now going to enable the snorkel. I'm an IT pro and do dev for a living yet I couldnt see it :down: Silly me, all well, Ill make sure I pay the help forward Ive gotten from you blokes with work of my own on this gane :arrgh!:

I figured out the decks awash icon too. There is no setting specifically for the icon. What happens is that it appears when you instruct via the options file viewer that you have enabled the patch. So all mysteries solved :)

THE_MASK
05-18-13, 05:40 AM
I found that 7.5mts is the best height for decks awash in the option editor .

volodya61
05-18-13, 06:15 AM
I found that 7.5mts is the best height for decks awash in the option editor .

As to me, it's better to set own value for each sub type.. because 7A, 7B and 7C have different surface/submerged settings in the .sim :yep:

EDIT:

Congrats TDW! :salute:
10000 replies in the Thread :woot:

Mikemike47
05-18-13, 10:25 AM
http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1

More specifically from bottom of page.

Required menu.txt entries for versions >= v1.0.74.0:

Edit this line in your menu.txt file:
MaxStrings=11100

Add these to the end of your menu.txt file:

; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft
; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive
; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu
; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy


I have posted about this to TDW to update the meu.txt in hopes of others would not be continuously asking.

Bathrone
05-18-13, 07:13 PM
Mike thanks for that but Im not asking about how, I am advising of a configuration bug in the max strings parameter specifically for New UIs. In cases where a user may elect to run New UIs and not the generic patcher, the bugs with the differences in the max strings parameter in the various menu.txt files supplied with the New UIs mod will cause gameplay problems.

TheDarkWraith
05-19-13, 03:32 AM
While on the plane again I finally wrote the DLL responsible for the user charts. Starting with v7.4.0 this will be available.

The old charts are no longer available in the mod. Instead when you click the charts icon in the upper right lower bar you will see a new scrollable window like so:

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6625

I'm referring to the User charts window. If you place your mouse inside this window you can scroll through all the user charts defined. Clicking a user chart will enable/disable it (make it visible/hide it). By clicking the little round circle in the upper right corner you can expand the user charts to see more user charts at once:

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6626

If you have user charts enabled and you click the charts icon to disable it then all user charts and the user charts window will hide. If you then click the charts icon again to enable it everything will reappear just like it was before.

If you have a user chart enabled in the user charts window and you mouse over that item in the user charts window you will cause that user chart to 'jump' to the front and become visible. This is very handy when you have multiple user charts enabled and you quickly want to view a certain chart.

You are allowed to define 16 user charts. User charts are defined in the \data\UserCharts\UserCharts.TDW file (open with Notepad to edit). There are many options in the UserCharts.TDW file. Here is the contents of that file as of now:


; User Charts
; Name= specifies the name to be shown in the charts listbox
; Filename= name of the DDS file of the chart (including .dds extension!) - user charts can ONLY be DDS files!
; Size= if you specify -1 then the DLL will get the size needed (width and/or height) from the image itself else you can specify custom size for the chart (image)
; Position= specifies the position on screen relative to upper left corner of game screen
; Draggable= valid values are 1 (yes) or 0 (no). If a 1 then you will be able to drag the chart anywhere on screen
; ToolTip= the tooltip displayed when the mouse is placed over the visible chart (image)
; max number of charts that can be defined is 16. Anything after 16 will be ignored!
; [ENDCHARTS] must be the last line in the file!

[Chart]
Name=Flags
Filename=FlagChart.dds
Size=-1,-1
Position=20,20
Draggable=1
ToolTip=Flag chart

[Chart]
Name=Shipping (colored)
Filename=SH5_Shipping_Chart_Colored.dds
Size=-1,-1
Position=10,10
Draggable=1
ToolTip=Colored shipping chart


[Chart]
Name=Shipping (non-colored)
Filename=SH5_Shipping_Chart.dds
Size=-1,-1
Position=10,10
Draggable=1
ToolTip=Non-colored shipping chart


[Chart]
Name=Knots in meters per minute
Filename=TabelleMin_English.dds
Size=-1,-1
Position=40,20
Draggable=1
ToolTip=conversion chart for knots in meters per minute


[Chart]
Name=Knots in kilometers per hour
Filename=TabelleStd_English.dds
Size=-1,-1
Position=60,20
Draggable=1
ToolTip=conversion chart for knots in kilometers per hour

[ENDCHARTS]


As you can see it's very easy to define new user charts. Simply add the required entries in the UserCharts.TDW file and drop your .dds file for it in \data\UserCharts.

You can override the .dds file's dimensions by specifying Size=x,y instead of Size=-1,-1.

By placing you mouse inside the area where the User charts text is you will be able to drag the User charts window anywhere on the screen you would like (it's draggable).

The User charts title (text) is a menu entry in the menu.txt file so it can accommodate different languages. It's menu entry # is 10000.

SOAN is still tied to the Charts icon (thus SOAN is only visible when charts are enabled).


Change log for v7.4.0 as of now:
v7.4.0 - removed the polling for the DestroyedMarks
- in process of rewriting destroyed marks code. Destroyed marks are no longer saved to ship's journal. At game start the mod will read the destroyed marks from the campaign file and add them to the map
- added all strings needed by my Generic Patcher to all the menu files for the mod
- redid how the charts are done. Now when user clicks the Charts icon in the low right upper bar a list box will be shown will all available user charts defined. By clicking the checkbox for each user chart defined you will control their visibility. Mousing over a user chart that is enabled will cause it to jump to the front (visibility). User charts are defined in the file \data\UserCharts\UserCharts.TDW (open with Notepad).

More work to do on the next version...

Trevally.
05-19-13, 03:45 AM
This is great, thanks:yeah:

Bathrone
05-19-13, 04:05 AM
Goodness :salute::yeah::up:

Fifi
05-19-13, 04:09 AM
Just excellent :yeah:
Thanks for that! (and all other things!)

Sartoris
05-19-13, 04:10 AM
A wonderful new addition to the already excellent mod!:woot:

Mikemike47
05-19-13, 07:59 AM
Wonderful:up:

TheDarkWraith
05-19-13, 10:05 AM
I have posted about this to TDW to update the meu.txt in hopes of others would not be continuously asking.

All menu entries needed in the menu.txt files for my Generic Patcher have been added starting with v7.4.0.

I've increased the max # of user charts you can define to 20 (I didn't want to have to go back and change this later so it was best to do it now :D)

gap
05-19-13, 11:28 AM
While on the plane again I finally wrote the DLL responsible for the user charts...

Excellent news :up:

I have a few small suggestions, as usual: :D

- could you make the user charts tab to diplay a (user customizable) icon for each chart, close to its name? A visual feature more than a else, but it would also help the player to quickly locate the desired chart if many are enabled.

- how difficult would be increaing the limit of 16 custom charts?

- could yo sort the charts in customizable categories (e.g: shipping charts, navigation tables, weather charts, etc.).

- most important: could you make each chart to have its own cfg file, instead of being listed in one common cfg file? It would make your implementation of the custom chart feature even more "generic", and it would allow people to simply enable additional charts in JSGME, without having to edit any cfg file :03:

TheDarkWraith
05-19-13, 11:45 AM
could you make the user charts tab to diplay a (user customizable) icon for each chart, close to its name? A visual feature more than a else, but it would also help the player to quickly locate the desired chart if many are enabled.

No promises here. I'll see how difficult it would be to implement.

- how difficult would be increaing the limit of 16 custom charts?

Would require a new rev of the mod as too many things would need to be changed. I increased the limit to 20.

- could yo sort the charts in customizable categories (e.g: shipping charts, navigation tables, weather charts, etc.).

That's getting into an Automation type setup and once was enough for me currently. Besides it would eat too much screen real estate to implement. Look at the size of the Automation window, it's huge!

- most important: could you make each chart to have its own cfg file, instead of being listed in one common cfg file? It would make your implementation of the custom chart feature even more "generic", and it would allow people to simply enable additional charts in JSGME, without having to edit any cfg file :03:

this I can more than likely do and will look into it now.



see above in yellow.

gap
05-19-13, 12:30 PM
No promises here. I'll see how difficult it would be to implement.

Okay. If it takes too long just scrap my idea: there are more important aspects of this game that are waiting for you to take care of them :D

I increased the limit to 20.

Okay, better than nothing

That's getting into an Automation type setup and once was enough for me currently. Besides it would eat too much screen real estate to implement. Look at the size of the Automation window, it's huge!

I was thinking of a more basic graphic implementation of it. For instance something like this:

http://img15.imageshack.us/img15/726/usercharts.jpg

this I can more than likely do and will look into it now.

:up:

Fifi
05-19-13, 03:58 PM
Where is the download link for 7.4? :oops: