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TheDarkWraith
06-02-13, 12:30 AM
I don't know if we are talking about the same thing about changing mission settings, but when I use the mission Editor to modify a single mission : tab mission>>parameters, everything is ok, but in game, the date/hour is also messed up. Never had a warning message as described by Volodya or Gap.
I'm in metric system too.

I'm still using 7_4_0 and 1_0_94. I want to finalize my mod list on a stable version (for me at least) before migration.

The mission editor is totally different from the single mission settings you can change with my UIs mod. When you select a single mission and you mouse over the start button (don't click it) a single mission settings window will appear that will let you change many of the parameters of the single mission (along with letting you choose your start location also!)

OK, I'll test it soon :)
One small remark, as I remember, there was a message displayed in a message box (Enemy unit destroyed) in the stock game.. menu.txt lines 4140-4143.. is it possible to return this message back?

Yes it will be returned along with radio messages/sounds for sinking units.

Fifi
06-02-13, 01:25 AM
Ok, before testing your latest test v3, i wanted to report other bug from long time ago (day one using NewUIs):

In NewUIs, i use the Emtgufs Aspect ratio 16_9 (but it was the same with manos scope 16/9) and of course i have enabled the Emtgufs option in fileviewer.
Now, from time to time, i get this bug when taking deck gun:
http://img15.hostingpics.net/thumbs/mini_202417Gunbug.jpg (http://www.hostingpics.net/viewer.php?id=202417Gunbug.jpg)
...and i get this bug in the periscope view:
http://img15.hostingpics.net/thumbs/mini_202837Periscopebug.jpg (http://www.hostingpics.net/viewer.php?id=202837Periscopebug.jpg)
Just playing with scope zoom, it's back normal again:
http://img15.hostingpics.net/thumbs/mini_224490Periscopebug2.jpg (http://www.hostingpics.net/viewer.php?id=224490Periscopebug2.jpg)
Same with UZO (as well as from time to time) but couldn't take a screenshot yet of it...

Is it known, or did i missed a setting somewhere? :06:

PS:
- If i try your latest NewUIs test v3, and i load my last save, will it keep the DM i have already get in my campaign with the v2 and your latest dll ?
Or do i have to start over again?
- Are the saved DM reset each time in bunker, or we are going to get hundreds of DM along the full campaign?
(just saying because map should be very red one day!)

volodya61
06-02-13, 02:04 AM
In NewUIs, i use the Emtgufs Aspect ratio 16_9 (but it was the same with manos scope 16/9)..

They are not the same.. these files (cameras.cam) have completely different angular angles..

Now, from time to time, i get this bug when taking deck gun:

I have never seen similar view.. always use Emtguf scope..

...and i get this bug in the periscope view:

Just playing with scope zoom, it's back normal again:

It's ok.. this may be only after the scope's rise.. it's not hard to play with zoom :03:

Fifi
06-02-13, 03:11 AM
And the deck gun? Got it even with old NewUIs...but again not always.

volodya61
06-02-13, 03:16 AM
I'm already tired.. :shifty:
There aren't DMs again.. :nope:

Dbg - http://rghost.ru/46445000

Fifi, have you tested the test version 3? are there DMs in your game?

EDIT:
00002381 1398.29565430 [2764] TDWDestroyedMarks: Reset
00002382 1398.29956055 [2764] TDWDestroyedMarks: Save game index is 0
00002383 1398.34985352 [2764] TDWDestroyedMarks: Exception while retrieving same gave folder. Exception is Путь имеет недопустимую форму.

Text in Russian = Path has an invalid form

Fifi
06-02-13, 03:48 AM
No not yet, it's too late here now, and have to stay with family.
Will see tomorrow.

Bathrone
06-02-13, 04:25 AM
Ok, Ive spent the last four hours testing build 3 of 7.5 and it looks good to me

Also on Volodyas problem, windows can be funny about NTFS access permissions. Theres multiple levels, its not just a matter of local group policy there can be hardcoded access control lists ACLs and there is a hierachy of order with domain admins overwriting local group policy and so forth

TDW you need to understand at what level your trying to confirm the file accss it isnt a simple as just a local machine access in a domain context

TDW I respect the decisions you have/will make on your code, but I do sir encourage you to open source it. I posted my opinion in a thread about how I consider the dev effort for SH5 to be somewhat broken. However, if you choose to continue this closed source model for your goodies thats ok, Im just trying to share a view with you :) I love your work

Sjizzle
06-02-13, 07:25 AM
Dm work fine for me with tha lates test version.
i have start a new campaign it's show after i reload the save game, and also when i reload the old campaign it's show the DM
TDW if u need my debug log and save game's let me know

Have a nice day
Sjizzle

http://attila-kevin.de/var/resizes/Silent-Hunter-5/DM.jpg?m=1370175711

TheDarkWraith
06-02-13, 08:00 AM
Now, from time to time, i get this bug when taking deck gun:

...and i get this bug in the periscope view:

Just playing with scope zoom, it's back normal again:

Same with UZO (as well as from time to time) but couldn't take a screenshot yet of it...

Is it known, or did i missed a setting somewhere? :06:

PS:
- If i try your latest NewUIs test v3, and i load my last save, will it keep the DM i have already get in my campaign with the v2 and your latest dll ?
Or do i have to start over again?
- Are the saved DM reset each time in bunker, or we are going to get hundreds of DM along the full campaign?
(just saying because map should be very red one day!)

Never seen the deck gun bug. Never seen the periscope view bug. The UZO sometimes tries to 'unzoom' but a simple roll of the mousewheel forward cures that.

All your campaign DMs are saved to a campaign destroyed unit's file by the game. I simply read that file to get the destroyed units.

Currently I read in all the destroyed unit's in the campaign destroyed unit's file at game start. The only way they are going to get reset is if you delete the campaign's destroyed units file.

TheDarkWraith
06-02-13, 08:06 AM
Also on Volodyas problem, windows can be funny about NTFS access permissions. Theres multiple levels, its not just a matter of local group policy there can be hardcoded access control lists ACLs and there is a hierachy of order with domain admins overwriting local group policy and so forth

TDW you need to understand at what level your trying to confirm the file accss it isnt a simple as just a local machine access in a domain context

First off I have the same privilege level as the game because of how the DLLs are 'loaded' into the game. Second, I'm not trying to confirm any file access. I'm simply using an intrinsic function in .NET to see if a file exists (File.Exists). volodya61's problem makes absolutely no sense to me. He had it working and now it's not again. I didn't change anything in the DLL which would cause him to have errors again. I'm beginning to think his computer is possessed :huh:

volodya61
06-02-13, 11:00 AM
..volodya61's problem makes absolutely no sense to me. He had it working and now it's not again. I didn't change anything in the DLL which would cause him to have errors again. I'm beginning to think his computer is possessed :huh:

Has anybody tested it with the empty folders Users and SaveGames before game load and campaign start?

sometimes when several units were destroyed at the same time, there is only one DM for all.. all the other DMs appears after reload..
if on NavMap view when unit destroyed, DM not appears.. it appears after the switching views from NavMap to the scope and back..
no DMs for the German destroyed units..

divingbluefrog
06-02-13, 11:12 AM
I'm wondering if the DMs are fully compatible with Real Nav. If the DM appears on the right position just after the unit is destroyed, as I know where I am relative to the destroyed unit, I get a very precise reconning....

TheDarkWraith
06-02-13, 11:14 AM
I'm wondering if the DMs are fully compatible with Real Nav. If the DM appears on the right position just after the unit is destroyed, as I know where I am relative to the destroyed unit, I get a very precise reconning....

good point! I'll have to ensure they are shown with the error that your navigator currently has :up: I'll do that in test version 5. Currently uploading test version 4

TheDarkWraith
06-02-13, 11:33 AM
NewUIs v7.5.0 test version 4 available here: http://www.subsim.com/radioroom/downloads.php?do=file&id=4081&act=down

Same test conditions as before.

Added:
- ships and subs will have a message placed in messagebox when destroyed (WEPS: x sunk at position y etc.)
- radio messages for destroyed units active again
- crew sounds for radio messages (destroyed units) active again
- revised TDWRadioMessages.dll for new destroyed marks

Fixed:
- no more radio messages or crew sounds for destroyed aircraft

LemonA
06-02-13, 02:38 PM
I would appreciate when the DMarks & radio messages about sunken ships etc. shown up are optional. I dont use the AI Navigator to calculate my position. I calculate my position on my own (stellarium, true navigation) and i want to decide on my own what, where and when i will put marks on my map. It would be cheating when i miscalculated my position for whatever reason and suddenly marks shown up on different locations.

TheDarkWraith
06-02-13, 02:54 PM
I'm wondering if the DMs are fully compatible with Real Nav. If the DM appears on the right position just after the unit is destroyed, as I know where I am relative to the destroyed unit, I get a very precise reconning....

I would appreciate when the DMarks & radio messages about sunken ships etc. shown up are optional. I dont use the AI Navigator to calculate my position. I calculate my position on my own (stellarium, true navigation) and i want to decide on my own what, where and when i will put marks on my map. It would be cheating when i miscalculated my position for whatever reason and suddenly marks shown up on different locations.

test version 5 available here: http://www.subsim.com/radioroom/downloads.php?do=file&id=4081&act=down

test version 5 adds:
- DMs are real nav aware. Thus whatever error exists between your current position and your actual position will be applied to the DMs position on the map.

In test version 6 I will add the code necessary for switching on/off DMs

LemonA
06-02-13, 03:09 PM
In test version 6 I will add the code necessary for switching on/off DMs
I am excited about and looking forward to the new features ....

Delta Wolf
06-02-13, 03:47 PM
Thanks TDW

I will download and install on my next bunker save :salute:

Fifi
06-02-13, 04:12 PM
Never seen the deck gun bug. Never seen the periscope view bug. The UZO sometimes tries to 'unzoom' but a simple roll of the mousewheel forward cures that.


Yes, UZO and periscope bug are cured with a simple roll of mouse wheel :yep:
Gun bug, i have to leave station and take it back again.
So it's coming from my side...:-? But it's not a corrupted file as since very first NewUIs i used, it was the same. And with all others versions up to today!
Well no big deal, i can live with it anyway, as it's not that often :up:

Has anybody tested it with the empty folders Users and SaveGames before game load and campaign start?

sometimes when several units were destroyed at the same time, there is only one DM for all.. all the other DMs appears after reload..
if on NavMap view when unit destroyed, DM not appears.. it appears after the switching views from NavMap to the scope and back..
no DMs for the German destroyed units..

Maybe time for a computer big clean up? :D
I had to do it lately because of weird things my PC was doing suddently :yep:

volodya61
06-02-13, 05:13 PM
Maybe time for a computer big clean up? :D
I had to do it lately because of weird things my PC was doing suddently :yep:

Fifi, I usually do it twice a week.. Auslogics BoostSpeed + CCleaner Professional.. my PC is clean as a tear..
Just new DLLs don't want to work with Cyrillic or XP..

Fifi
06-02-13, 05:22 PM
Wow, twice a week! :doh:
Maybe i should do the same :haha:
But i don't have Ccleaner pro, only free version...should i really buy it, or there is other alternative?

volodya61
06-02-13, 05:29 PM
Wow, twice a week! :doh:
Maybe i should do the same :haha:
But i don't have Ccleaner pro, only free version...should i really buy it, or there is other alternative?

You know, I haven't noticed a big difference between Pro and Free..
alternative? it's Internet.. everything is here :03:

volodya61
06-02-13, 06:17 PM
TDW, is it OK or something wrong..?

http://s19.postimg.org/pa4tnwflv/HEX.jpg (http://postimage.org/)


Dbg - http://rghost.ru/46445000
EDIT:
00002381 1398.29565430 [2764] TDWDestroyedMarks: Reset
00002382 1398.29956055 [2764] TDWDestroyedMarks: Save game index is 0
00002383 1398.34985352 [2764] TDWDestroyedMarks: Exception while retrieving same gave folder. Exception is Путь имеет недопустимую форму.

Fifi
06-02-13, 09:32 PM
Thinking about my deck gun bug happening sometime, i think it's teleportation related, because i don't recall seeing this bug when i walk through deck and take the gun myself.
Just for information :03:

Bathrone
06-03-13, 03:11 AM
First off I have the same privilege level as the game because of how the DLLs are 'loaded' into the game. Second, I'm not trying to confirm any file access. I'm simply using an intrinsic function in .NET to see if a file exists (File.Exists). volodya61's problem makes absolutely no sense to me. He had it working and now it's not again. I didn't change anything in the DLL which would cause him to have errors again. I'm beginning to think his computer is possessed :huh:

Hi, I understand you

Its possible Volodya has either:

1. NTFS corruption / bad sectors
2. Core Windows file system corruption for the core kernel files

So I suggest

a) Running chkdsk with the filesystem un mounted by setting chkdsk to fix all errors on a scan at boot time. chkdsk cant fix errors on the fly with the file system mounted. If that passes, then I would include chkdsk to scan every sector of the drive for a bad block.

b) in an admin command console, run the command "sfc /scannow" to integrity check all core windows files for checksums against corruption

If that still fails to fix the problem, I would suspect a trojan virus / rootkit has taken control of his system as often they implement their own filesystem on the infected machines system outside of the ntfs file system and strange things like this exhibit themselves as hints to the infection. I would in this final case secure wipe the drive and reinstall the OS all together cos either corruption is so bad it cant be fixed by chkdsk and sfc, or there is rootkits messing things both of which cases is a wipe.

Sjizzle
06-03-13, 05:59 AM
now with the latest test version i have this error befor the game menu it's load and here is my debug log (http://www.mediafire.com/?vghwopnl4hpyp8t)
http://attila-kevin.de/var/resizes/Silent-Hunter-5/tdw%20error.jpg?m=1370256969

volodya61
06-03-13, 06:05 AM
Its possible Volodya has either:

1. NTFS corruption / bad sectors
2. Core Windows file system corruption for the core kernel files

So I suggest...

http://s19.postimg.org/y3cr41qm7/facepalm.gif

Once again- everything fine with my PC!

TheDarkWraith
06-03-13, 06:50 AM
now with the latest test version i have this error befor the game menu it's load and here is my debug log (http://www.mediafire.com/?vghwopnl4hpyp8t)

Somehow you are mixing files between versions then. You have 7.5.0 test version 5's DLLs but have some .py files from earlier versions. Are you using JSGME to enable/disable mods? If so your JSGME is having some serious problems :hmmm:

TheDarkWraith
06-03-13, 06:53 AM
TDW, is it OK or something wrong..?

it's ok. You're looking at Unicode vice ASCII.

TheDarkWraith
06-03-13, 06:54 AM
if on NavMap view when unit destroyed, DM not appears.. it appears after the switching views from NavMap to the scope and back..

Yes that is correct. I haven't found a way to tell the nav map to update itself yet. The only way to currently update it is to close it and reopen it.

Sjizzle
06-03-13, 07:03 AM
Somehow you are mixing files between versions then. You have 7.5.0 test version 5's DLLs but have some .py files from earlier versions. Are you using JSGME to enable/disable mods? If so your JSGME is having some serious problems :hmmm:

i will redownload the test version 5 and ill do some test again .... and yup i enable and disable the mods via JSGME .... i will uninstal and reinstal again JSGME

Bathrone
06-03-13, 07:23 AM
http://s19.postimg.org/y3cr41qm7/facepalm.gif

Once again- everything fine with my PC!

So your all working now good, TDWs post said your problem was back

Ccleaner is good but it doesnt do the functions I mentioned in my post. All three tools are different tools for different needs. Piriform uses some of my code from years back when people contributed to the project.

volodya61
06-03-13, 07:49 AM
Ccleaner is good but it doesnt do the functions I mentioned in my post. All three tools are different tools for different needs. Piriform uses some of my code from years back when people contributed to the project.

I use not only CCleaner..
And the problem arises only when using a single DLL in a single application..
So, where is the problem? on my PC or with this DLL?

EDIT: I've already said, this DLL has problem/work incorrectly with Russian localized version of WinXP.. that's all what I know now..

divingbluefrog
06-03-13, 10:02 AM
As I always use the 4 bearings method to determine the course and speed of my targets, at the end, the result is very often an overwritten shema with a lot of circles, angles, lines and so ....
What would be a very useful feature, is to have some colors, at least for the pencil and the protractor, something like that :

http://www.subsim.com/radioroom/picture.php?albumid=787
http://www.subsim.com/radioroom/picture.php?albumid=787&pictureid=6680

I know from the first post of the Generic Patcher thread, that it is "easy" to have different colors for different tools, but what about different colors for a given tool?
http://www.subsim.com/radioroom/album.php?albumid=787&pictureid=6680

volodya61
06-03-13, 01:57 PM
- ships and subs will have a message placed in messagebox when destroyed (WEPS: x sunk at position y etc.)

Messages in the message box appears not each time.. I mean not always when unit was destroyed..

sometimes when several units were destroyed at the same time, there is only one DM for all.. all the other DMs appears after reload..

I've already reported about this.. all the DMs I can see only after the save/load, but not always, sometimes all the DMs appears at once..

EDIT:

OptionsFileEditor Rus manual for the language pack - http://rghost.ru/46488457

Small request.. could you send me a new(changed) OptionsFileEditor before the release of the new version of NewUIs, so I can give you a new version of manual before the release? :06:

Fifi
06-04-13, 01:18 AM
Have to report everything runs fine with you test v5 :yeah:
Finished Baltic first mission with it, and all OK with DM.

THE_MASK
06-04-13, 02:57 AM
The MiniDump=Yes creates a DMP file in the main game folder .

Bathrone
06-04-13, 03:03 AM
Interesting, does it contain the CPU register data as in a real dump? This could be real handy for cases like mine where the dbgview doesnt crash dump the important clues on the problem and just gives vague reference to not receiving server packets even though Ive disabled it via the generic patcher

divingbluefrog
06-04-13, 04:27 AM
I thought that "TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0" had not to be enabled with News_UI_7_4_0 and later.
But...I keep having hydro contact report on surface in single mission!
Am I missing something?

volodya61
06-04-13, 04:55 AM
Have to report everything runs fine with you test v5 :yeah:
Finished Baltic first mission with it, and all OK with DM.

Fifi, you said everything OK with the DMs..
Just wondering, how many ships have you destroyed during your tests?

EDIT: e.g. I sank about a hundred ships during my tests of last test version..

Fifi
06-04-13, 05:29 AM
Well, just sank the 12 i've encountered during this first mission, and all was fine as far as i could see :-?
Excepting my deck gun bug i'm having now each time i teleport to the gun...

volodya61
06-04-13, 05:39 AM
Well, just sank the 12 i've encountered during this first mission, and all was fine as far as i could see :-?
Excepting my deck gun bug i'm having now each time i teleport to the gun...

All 12 had a WEPS message in the message-box? :hmm2:
Were sunk at the same time some units of these twelve? :hmm2:

Fifi
06-04-13, 03:43 PM
All the ones i checked, the WEPS message was working fine, but honestly, i may have missed to check just a couple of them...:D

Added:
- ships and subs will have a message placed in messagebox when destroyed (WEPS: x sunk at position y etc.)
- radio messages for destroyed units active again
- crew sounds for radio messages (destroyed units) active again
- revised TDWRadioMessages.dll for new destroyed marks

I heard few posts ago about a radio message when boat is sinked?
Got none :-?

Were sunk at the same time some units of these twelve?

:hmmm: If i get what you are asking, no, they were sunk individually but sometime at approximatively same place.

Vaudevillian
06-04-13, 04:05 PM
I was reading through the first post and I realized that I don't actually have a folder designated "Ubisoft/Silent Hunter 5". The only file in my Ubisoft folder is the "Ubisoft Game Launcher" file, and that doesn't seem to contain any sub-folders related to Silent Hunter. All of my Silent Hunter files are located under "Steam/SteamApps/Common/Silent Hunter 5". Does this matter?

Edit: I went ahead and tried anyway, the mod seems to have installed correctly- comparing file snapshots shows a great deal of new files- but it didn't actually change anything. Even though there are a lot of new files in the game, it still acts vanilla.

volodya61
06-04-13, 04:42 PM
:hmmm: If i get what you are asking, no, they were sunk individually but sometime at approximatively same place.

Probably you got me right :03:
I meant the same time (within 30-90 seconds two ships or more), not the same place :yep:
Because in my tests sometimes appears only one DM for both.. other mark appears after the save reloading..

Fifi
06-04-13, 05:08 PM
I meant the same time (within 30-90 seconds two ships or more), not the same place :yep:


Ok, then this way = no, minutes or even dozen of minutes...so i can't tell if DM is working for 2 boats sinked almost simultaneously :03:

Fifi
06-04-13, 06:29 PM
About the CO² in SH5, both patches in generic patcher activated or deactivated i don't see any difference in my game (seems to work fine)...but in both cases, i get this little bug:
http://img15.hostingpics.net/thumbs/mini_475098CO2.jpg (http://www.hostingpics.net/viewer.php?id=475098CO2.jpg)
My message box tell me i have 50% only left, but the CO² bar tell me 8%...:-?

Keeping ongoing underwater, it seems it's the CO² bar wich is right, cause i don't die untill it's full. So the message box is wrong!

divingbluefrog
06-05-13, 01:51 AM
I already pointed to this old CO2 bug :
http://www.subsim.com/radioroom/showpost.php?p=2062818&postcount=1985

which refers to this message :
http://www.subsim.com/radioroom/showpost.php?p=2062641&postcount=5

Fifi
06-05-13, 02:07 AM
Currently I read in all the destroyed unit's in the campaign destroyed unit's file at game start. The only way they are going to get reset is if you delete the campaign's destroyed units file.

When i started second mission after docking at Kiel, all previous DM at Dantzig bay were deleted automaticaly!
So it seems NewUIs delete all DM after each time in bunker...that's good :up:
I didn't delete campaign's destroyed units file..

volodya61
06-05-13, 07:32 AM
So it seems NewUIs delete all DM after each time in bunker...that's good :up:

You think so? :-?
I thought the marks will be stored within a sub-campaign, at least :shifty:

Fifi
06-05-13, 03:58 PM
Yes me too, but when i started from bunker for second mission, all previous DM were gone :hmmm:

Sjizzle
06-05-13, 04:27 PM
same here when i start a new mission all marks from previous mission are gone

Scümbagfuhrer
06-05-13, 11:41 PM
How to use snorkel? my engineer keep saying snorkel not available when I activated snorkel in snorkel depth!

Sjizzle
06-06-13, 12:30 AM
How to use snorkel? my engineer keep saying snorkel not available when I activated snorkel in snorkel depth!


take look here
http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3
and
How to use the patcher: http://www.subsim.com/radioroom/show...postcount=7773 (http://www.subsim.com/radioroom/showpost.php?p=1735615&postcount=7773) and http://www.subsim.com/radioroom/showthread.php?t=197960

Scümbagfuhrer
06-06-13, 01:42 AM
take look here
http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3
and
How to use the patcher: http://www.subsim.com/radioroom/show...postcount=7773 (http://www.subsim.com/radioroom/showpost.php?p=1735615&postcount=7773) and http://www.subsim.com/radioroom/showthread.php?t=197960
Do I need the patcher to activate the snorkel? I have steam version, so you know..

volodya61
06-06-13, 05:57 AM
Do I need the patcher to activate the snorkel? I have steam version, so you know..

No.. you need OptionsFileEditorViewer to activate it.. I already told you how to use OptionsEditor somewhere on the previous pages..

divingbluefrog
06-06-13, 02:56 PM
I'm almost ready to start my first campaign with OHII and I want to know if
OptionsFileEditorViewerr>>Player Objectives>>Player objective Events Enabled
must be set to True or can I let it on False as it is currently?
And what does excatly this option do?

I know there is somewhere an option to display the wounded officiers in the toolbar, but I'm unable to retrieve it...(optimistic, isn't it :D)

volodya61
06-06-13, 03:30 PM
I'm almost ready to start my first campaign with OHII and I want to know if
OptionsFileEditorViewerr>>Player Objectives>>Player objective Events Enabled
must be set to True or can I let it on False as it is currently?
And what does excatly this option do?

This option is for enabling one (useless in my opinion) thing.. see here -

http://s19.postimg.org/5nbgvehof/player_objectivs.jpg (http://postimg.org/image/5nbgvehof/)

I know there is somewhere an option to display the wounded officiers in the toolbar, but I'm unable to retrieve it...(optimistic, isn't it :D)

As far as I know, there isn't such option.. you will see your wounded officers in the officer's toolbar as soon as it happen.. :03:

Mikemike47
06-06-13, 05:19 PM
I know there is somewhere an option to display the wounded officiers in the toolbar, but I'm unable to retrieve it...(optimistic, isn't it :D)

As far as I know, there isn't such option.. you will see your wounded officers in the officer's toolbar as soon as it happen.. :03:

I agree with volodya61. Could you be thinking of the mod, NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo which is contained in the compressed files of NewUIs_TDC_7_4_2_ByTheDarkWraith?

Fifi
06-06-13, 06:03 PM
Deck gun teleportation bug solved :Kaleun_Party:

Since i run SH5 with native screen resolution (2560X1440) this bug is gone! :doh:

divingbluefrog
06-06-13, 06:08 PM
Yes! You put me in the right direction! First time I play and had officiers wounded, I was playing with only News_UI.
Then, when enabling mods, I added the alt-officiers-wounded, not really knowing what I was excatly enabling, and when today I made some crash test, I got the "soft" pictures of my wounded officiers.

On another topic, I find a little bug with the WIIInterface. In the toolbar, I get the SH5enhance icons for fuel, battery, compress air and CO2. I take a look in menu editor, but my screen resolution is 1366x768, and the windows are too big and not resizable. Any idea to get around this problem? I can always try to deal directly with the Page Layout.ini file, but it's a little tricky...

TheDarkWraith
06-06-13, 08:24 PM
I know from the first post of the Generic Patcher thread, that it is "easy" to have different colors for different tools, but what about different colors for a given tool?

Interesting idea :hmmm:

TheDarkWraith
06-06-13, 08:25 PM
Small request.. could you send me a new(changed) OptionsFileEditor before the release of the new version of NewUIs, so I can give you a new version of manual before the release? :06:

I will try and remember to do this :up:

TheDarkWraith
06-06-13, 08:42 PM
v1.0.32.0 of the OptionsFileEditorViewer released. See post #1

This updated version has language packs and allows you to resize the window. It also has a new File command: File-->Reports-->Hot keys that creates a file in the applications path that lists all the hotkeys used by the mod and their status. This version also adds the familiar enabled/disabled icons that the Generic Patcher uses for a Boolean options (see post #1 for screenshot of the app)

Mikemike47
06-06-13, 09:58 PM
v1.0.32.0 of the OptionsFileEditorViewer released. See post #1

This updated version has language packs and allows you to resize the window. It also has a new File command: File-->Reports-->Hot keys that creates a file in the applications path that lists all the hotkeys used by the mod and their status. This version also adds the familiar enabled/disabled icons that the Generic Patcher uses for a Boolean options (see post #1 for screenshot of the app)

:up:Thanks again TDW. The hotkey report is exactly what I have been asking about for a long time.

Fifi
06-06-13, 11:58 PM
v1.0.32.0 of the OptionsFileEditorViewer released. See post #1

This updated version has language packs and allows you to resize the window. It also has a new File command: File-->Reports-->Hot keys that creates a file in the applications path that lists all the hotkeys used by the mod and their status. This version also adds the familiar enabled/disabled icons that the Generic Patcher uses for a Boolean options (see post #1 for screenshot of the app)

Thanks :up:
Application is clearer with the familiar patcher icons :yep:
All languages packs are in english...guess we have to translate them!

Echolot
06-07-13, 12:35 AM
v1.0.32.0 of the OptionsFileEditorViewer released.

Thank you TDW. I will send you a german language file soon.

Best regards.

Echol:sunny:t.

Fifi
06-07-13, 01:15 AM
TDW, when i exit game, is this debugview ok?:

00002465 2878.29516602 [2092] TheDarkWraithUserOptions EndGame
00002466 2878.32324219 [2092] Pageeventcamera's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\Pageeventcamera_Draggables.TDW
00002467 2878.32397461 [2092] PageSpeechRecSettings's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageSpeechRecSettings_Draggables.TDW
00002468 2878.32470703 [2092] PageScopeSettings's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageScopeSettings_Draggables.TDW
00002469 2878.32543945 [2092] PageTutorial's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageTutorial_Draggables.TDW
00002470 2878.32690430 [2092] PageAutomation's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageAutomation_Draggables.TDW
00002471 2878.32739258 [2092] PageClock's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageClock_Draggables.TDW
00002472 2878.32885742 [2092] PageChalkBoard's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageChalkBoard_Draggables.TDW
00002473 2878.34399414 [2092] Page layout EndGame
00002474 2878.34521484 [2092] high precision timer reset
00002475 2878.34521484 [2092] Stopping high precision timer
00002476 2878.34521484 [2092] Timer stopped
00002477 2878.34692383 [2092] Pagelayout's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\Pagelayout_Draggables.TDW
00002478 2878.36010742 [2092] Page Default HUD EndGame
00002479 2878.36157227 [2092] PageDefaultHud's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageDefaultHud_Draggables.TDW
00002480 2878.36279297 [2092] TDWRadioMessages: Saving career radio messages
00002481 2878.36279297 [2092] TDWRadioMessages: All career radio messages saved successfully to C:\Ubisoft\Silent Hunter 5\Logs\Campaign-2013-06-06_1409.dat
00002482 2878.36303711 [2092] TheDarkWraithUserOptions InitializeVariables
00002483 2878.36376953 [2092] PageRadioMessages's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageRadioMessages_Draggables.TDW
00002484 2878.36474609 [2092] PageShipsJournal's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageShipsJournal_Draggables.TDW
00002485 2878.36694336 [2092] PageXO_TDC_Dialog's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageXO_TDC_Dialog_Draggables.TDW
00002486 2878.37622070 [2092] PageTDC's draggables saved successfully to C:\Ubisoft\Silent Hunter 5\PageTDC_Draggables.TDW
00002487 2878.42651367 [2092] Destroying TDWUserCharts
00002488 2879.97412109 [2092] Writing ships journal to file C:\Ubisoft\Silent Hunter 5\Logs\Herbert Schultze.sje
00002489 2880.07861328 [2092] Number of journal entries to save is 1119
00002490 2880.18652344 [2092] Number of supermarks to save is 0
00002491 2880.18676758 [2092] Number of nav fixes to save is 0
00002492 2880.18701172 [2092] C:\Ubisoft\Silent Hunter 5\Logs\Herbert Schultze.sje Crée avec succès !
00002493 2880.18701172 [2092] Clearing all user marks
00002494 2880.18725586 [2092] TDWDestroyedMarks: Reset
00002495 2880.18750000 [2092] Reading ships journal from file C:\Ubisoft\Silent Hunter 5\Logs\Herbert Schultze.sje
00002496 2880.18750000 [2092] found v7 ship's journal file
00002497 2880.18750000 [2092] Captain's name is Herbert Schultze
00002498 2880.18774414 [2092] Number of journal entries is 1119
00002499 2880.30297852 [2092] number of supermarks to read from journal file=0
00002500 2880.30297852 [2092] supermarks flagged as needed to be read
00002501 2880.30297852 [2092] navfixes flagged as needed to be read
00002502 2880.30297852 [2092] number of nav fixes to read from journal file=0
00002503 2883.76416016 [2092] TDWHydrophone destroyed
00002504 2883.81860352 [2092] Destroying Automation
00002505 2883.82373047 [2092] Destroying TDWSoan
00002506 2883.82446289 [2092] Destroying TDWSound
00002507 2883.82495117 [2092] Destroying TDWRadioMessages
00002508 2883.82543945 [2092] TDWRadioMessages: Clearing all radio messages
00002509 2883.82543945 [2092] Destroying TDWMouse
00002510 2883.82666016 [2092] Destroying TDWDestroyedMarks
00002511 2883.82739258 [2092] Destroying TDWFileUtils

All the destroying stuff sounds weird to me :06:
And it says TDWdestroyedMarks reset :oops:

Other question: is the 7.4.2 taking DM in account as 7.5.0 v2 test?

volodya61
06-07-13, 03:40 AM
I will try and remember to do this :up:

I will hope :)

DiD
06-07-13, 07:41 AM
I can't read my ship's journal with viewer-editor.

After playing i have this

TheDarkWraith
06-07-13, 09:23 AM
TDW, when i exit game, is this debugview ok?:

Other question: is the 7.4.2 taking DM in account as 7.5.0 v2 test?

Yes all of that is completely normal. Those are the destructors of the DLLs being called.

7.4.2 does nothing with DMs. Only 7.5.0 has the new code and DLLs for working with the DMs.

TheDarkWraith
06-07-13, 09:23 AM
On another topic, I find a little bug with the WIIInterface. In the toolbar, I get the SH5enhance icons for fuel, battery, compress air and CO2. I take a look in menu editor, but my screen resolution is 1366x768, and the windows are too big and not resizable. Any idea to get around this problem? I can always try to deal directly with the Page Layout.ini file, but it's a little tricky...

Can you post a screenshot of the problem :06:

TheDarkWraith
06-07-13, 09:27 AM
When i started second mission after docking at Kiel, all previous DM at Dantzig bay were deleted automaticaly!
So it seems NewUIs delete all DM after each time in bunker...that's good :up:
I didn't delete campaign's destroyed units file..

Yes me too, but when i started from bunker for second mission, all previous DM were gone :hmmm:

same here when i start a new mission all marks from previous mission are gone

that's interesting. The mod should be reading the destroyed unit's file on next game start to get all the DMs. I'll have to look into this :up:

TheDarkWraith
06-07-13, 09:28 AM
I can't read my ship's journal with viewer-editor.

After playing i have this

When did this start? Can you post a link to your ship's journal file so I can try and load it and see what's going on :06:

DiD
06-07-13, 11:11 AM
thanks a lot.

http://www.mediafire.com/?p8fpct62792xmrw
http://www.mediafire.com/?gj308xxolvnw1yt

and congratulations for your work

divingbluefrog
06-07-13, 12:04 PM
http://www.subsim.com/radioroom/picture.php?albumid=787Can you post a screenshot of the problem :06:

Here it is :

http://imageshack.us/photo/my-images/209/wrongicons.jpg/http://imageshack.us/photo/my-images/209/wrongicons.jpghttp://img209.imageshack.us/img209/7761/wrongicons.jpg (http://imageshack.us/photo/my-images/209/wrongicons.jpg/)

I have another annoying little glitch, and as pictures worth hundred words :
http://img835.imageshack.us/img835/8610/180738.jpg (http://imageshack.us/photo/my-images/835/180738.jpg/)

http://img27.imageshack.us/img27/9681/1807451.jpg (http://imageshack.us/photo/my-images/27/1807451.jpg/)

Second picture was taken just after the click to set the new course from the first one.
I know from where this problem comes. It's related to the [G3F I639] entry in the Page Layout.ini file. In fact the "New Val" zone ([G3F I643]), which define where to click to set the new course is define with a width of 12 pixel, and the parent, which defines the global zone is 100 pixel wide.
BUT, for a round dial with a rotating needle, the size must be an odd number of pixel, to enabled a "central" pixel which is used as pivot point.
If not the case, the needle is always offset from one pixel, thus the inacurracy of the click.
When the dial is just here to show a feedback of some technical data of the sub, it has absolutely no impact, neither when the area where to give the input doesn't require an absolute precision.
But for a compass, it's mandatory.
I tried to tweak some values in the Page layout.ini file, but unfortunately with no succes yet.

TheDarkWraith
06-07-13, 05:22 PM
I know from the first post of the Generic Patcher thread, that it is "easy" to have different colors for different tools, but what about different colors for a given tool?

Well I added the code to allow the colors to be changed on the fly for the map tools but it didn't work as expected. The game updates all instances of the map tool with the new color WHEN a new instance of the tool is placed on the map. I'd have to rewrite all the map tools code in order to be able to use different colors for each instance of the tool. Maybe someday I'll do this.

In the meantime here's the new feature:

mousing over any map tool (compass, ruler, marker, or protractor) you will see this:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6709

Right clicking the map tool will cause this to appear:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6710

scrolling into each entry of Red, Green, Blue, and Alpha and using the mousewheel will allow you to change the values. The color box will be updated in real time to show you the new color. Once you have the new color wanted mouse over the color box:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6711

Clicking the color box will set the new color for the map tool. The new color DOES NOT take affect until you place a new instance of the tool on the map. Doing so will cause all instances of this tool on the map to change to the new color.

Note: you CAN set the alpha value to make them transparent :D

Here I clicked the color box to set the new color and placed a new mark on the map:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6712

Here I clicked the Restore original color button to restore the map tool's color to it's original color. NOTE: you still have to click the color box to apply the new color to the map tool! I did click the color box to set the map tools new color. Also note that the instances of the tool on the map remained their previous color. When you place a new instance of the tool on the map then all instances of the tool will change to the new color.

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6713

Here I place a new instance of the marker tool and all instances changed to the new color:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6714

NewUIs v7.5.0 test version 6 available here: http://www.mediafire.com/?kags81b36bs6jss

NOTE: Your anti-virus software will probably really complain about TDWDestroyedMarks.dll because of the code I have in their for updating colors in real-time :D

gap
06-07-13, 05:33 PM
In the meantime here's the new feature...

Cool! How is this feature going to interact with your tool color patches? are the colors set via patcher going to be treated as "original color"?

TheDarkWraith
06-07-13, 05:35 PM
Cool! How is this feature going to interact with your tool color patches? are the colors set via patcher going to be treated as "original color"?

Yes. The DLL reads the colors from the game (in memory) and stores those as the original colors. When you set a new color for the tool the DLL writes the new color to the game's memory. Thus these map tool color changes only persist while the game is active. Once the game is shutdown the changes are gone :up:

gap
06-07-13, 05:42 PM
Yes. The DLL reads the colors from the game (in memory) and stores those as the original colors. When you set a new color for the tool the DLL writes the new color to the game's memory. Thus these map tool color changes only persist while the game is active. Once the game is shutdown the changes are gone :up:

That's just perfect :salute:

volodya61
06-07-13, 06:30 PM
..In the meantime here's the new feature:
...
NewUIs v7.5.0 test version 6 available here: http://www.mediafire.com/?kags81b36bs6jss
NOTE: Your anti-virus software will probably really complain about TDWDestroyedMarks.dll because of the code I have in their for updating colors in real-time :D

What to test in this version? only the color's feature? or something else?

That's just perfect :salute:

Agree with the previous orator :D

Fifi
06-07-13, 08:29 PM
Well I added the code to allow the colors to be changed on the fly for the map tools


So no need to activate colors via patcher now?
Very cool feature, thanks!

By the way, as my career is going further now, have to report DMs aren't all loaded each time i load a save :hmm2:
My DM of Scapa is gone, as well as other one along english coasts. But DM N°3 and 4 are here...
Strange thing is the missing ones already loaded once or twice :hmmm:

divingbluefrog
06-07-13, 11:46 PM
About DM, a usefull feature would be to have the possibility to choose between mission and mini-campaign. Why not all the war if some want it :o ...

DiD
06-08-13, 03:14 AM
When did this start?

I exited the game box three weeks ago. I think it happened when I put New UIs version 7.5 in place of 7.2 or your latest patcher.

Choum
06-08-13, 04:06 AM
The color system doesn't work on the Nav map, only in TAI map.

I have some difficulties to change the three values.
If I go from Red to another color without leaving the color windows, I can't change the value.
If I move my cursor outside the window after each color change it's works.

Fifi
06-08-13, 07:04 AM
The color system doesn't work on the Nav map, only in TAI map.


Ahh, crap!...i mean too bad :oops:
I'm not using TAI map anymore :D

volodya61
06-08-13, 08:19 AM
I'm not using TAI map anymore :D

For some religious reasons? :haha:


@ TDW

Will be there any other changes to the menu.txt? I already translated new 'color' lines..
And maybe it's time to replace whole folder Russian in the folder Text because it's outdated.. I re-edited whole folder Russian and added new translated menu.txt..

Here - http://rghost.ru/46604475

TheDarkWraith
06-08-13, 09:25 AM
The color system doesn't work on the Nav map, only in TAI map.

I have some difficulties to change the three values.
If I go from Red to another color without leaving the color windows, I can't change the value.
If I move my cursor outside the window after each color change it's works.

Works just fine on any map I try it. As soon as I set a new color and then place a new instance of the tool on any map ALL instances of the tool on BOTH maps get updated.

I have had some difficulty changing the four values also (Red, Green, Blue, and Alpha). I need to space the 4 values out more so that there is a little more blank space between them :yep:

TheDarkWraith
06-08-13, 09:26 AM
Here it is :
http://www.subsim.com/radioroom/picture.php?albumid=787&pictureid=6705

I have another annoying little glitch, and as pictures worth hundred words :

this post shows no pictures. Can you fix it?

TheDarkWraith
06-08-13, 09:28 AM
About DM, a usefull feature would be to have the possibility to choose between mission and mini-campaign. Why not all the war if some want it :o ...

I just haven't coded in the ability to select between showing all DMs or DMs for current mission (game time) yet.

TheDarkWraith
06-08-13, 10:16 AM
I can't read my ship's journal with viewer-editor.

After playing i have this

Good catch! I forgot to update the app in regards to no destroyed marks being saved to the ship's journal anymore. You can find a link to updated version of the app (v7.0.1) at post #1 of this thread :up:

volodya61
06-08-13, 10:22 AM
TDW, I finally figured out what's wrong between your last DLLs and WinXP.. sometimes .NET Framework 2.0 reports errors.. without any reason, or rather I'm not able to understand the cause..

TheDarkWraith
06-08-13, 10:23 AM
TDW, I finally figured out what's wrong between your last DLLs and WinXP.. sometimes .NET Framework 2.0 reports errors.. without any reason, or rather I'm not able to understand the cause..

Does it show you the errors? Is it showing you the errors via a dialog box or :06: Can you post them (and translate if need be)?

volodya61
06-08-13, 10:45 AM
Does it show you the errors? Is it showing you the errors via a dialog box or :06: Can you post them (and translate if need be)?

I removed language packs of .NET Framework so I'll post it in English, as it happens.. but I don't think it's only your DLLs cause the errors, because sometimes Goblin too cause the same errors.. though before v7.5.0 these errors were only when using Goblin..

most often this message - attempted to read or write protected memory

TheDarkWraith
06-08-13, 10:51 AM
I removed language packs of .NET Framework so I'll post it in English, as it happens.. but I don't think it's only your DLLs cause the errors, because sometimes Goblin too cause the same errors.. though before v7.5.0 these errors were only when using Goblin..

most often this message - attempted to read or write protected memory

Are you using an administrator account when you are logged into XP? If not, have you tried running the game and Goblin editor as Administrator?

volodya61
06-08-13, 10:55 AM
Are you using an administrator account when you are logged into XP? If not, have you tried running the game and Goblin editor as Administrator?

I'm only user on my PC.. and of course with admin rights :yep:

divingbluefrog
06-08-13, 11:40 AM
this post shows no pictures. Can you fix it?

It makes no sense : I can see them when I'm logged-in, I can't when I'm not.
I was absolutely not aware of the pb. I checked, and none of the images I linked works :hmmm:
They are uploaded here in my album, they are valid jpg files, I copy and paste the bb code, I even checked the html code of the page...I can't figure what's hapenning. :/\\!!

TheDarkWraith
06-08-13, 11:55 AM
It makes no sense : I can see them when I'm logged-in, I can't when I'm not.
I was absolutely not aware of the pb. I checked, and none of the images I linked works :hmmm:
They are uploaded here in my album, they are valid jpg files, I copy and paste the bb code, I even checked the html code of the page...I can't figure what's hapenning. :/\\!!

press the Image button icon (Insert image - yellow icon with mountains and a small square in upper right corner) at the top of these posts to insert an image.

Scümbagfuhrer
06-08-13, 11:57 AM
Hello TDW, Im wondering, can you make a "Shells selection order" for Flak & Deck gun? It's very strange that my crew shooting at waterline using HE shells.

divingbluefrog
06-08-13, 02:00 PM
http://www.subsim.com/radioroom/picture.php?albumid=787

Here it is :

http://imageshack.us/photo/my-images/209/wrongicons.jpg/http://imageshack.us/photo/my-images/209/wrongicons.jpghttp://img209.imageshack.us/img209/7761/wrongicons.jpg (http://imageshack.us/photo/my-images/209/wrongicons.jpg/)

I have another annoying little glitch, and as pictures worth hundred words :
http://img835.imageshack.us/img835/8610/180738.jpg (http://imageshack.us/photo/my-images/835/180738.jpg/)

http://img27.imageshack.us/img27/9681/1807451.jpg (http://imageshack.us/photo/my-images/27/1807451.jpg/)

Second picture was taken just after the click to set the new course from the first one.
I know from where this problem comes. It's related to the [G3F I639] entry in the Page Layout.ini file. In fact the "New Val" zone ([G3F I643]), which define where to click to set the new course is define with a width of 12 pixel, and the parent, which defines the global zone is 100 pixel wide.
BUT, for a round dial with a rotating needle, the size must be an odd number of pixel, to enabled a "central" pixel which is used as pivot point.
If not the case, the needle is always offset from one pixel, thus the inacurracy of the click.
When the dial is just here to show a feedback of some technical data of the sub, it has absolutely no impact, neither when the area where to give the input doesn't require an absolute precision.
But for a compass, it's mandatory.
I tried to tweak some values in the Page layout.ini file, but unfortunately with no succes yet.

I think you can see them now. But they are uploaded on Imageshack. Still investigating.....:hmmm:

Sjizzle
06-08-13, 02:25 PM
TDW can i have a small suggestion ?

can u make that the radio, ship journal, messages to look something like this

http://attila-kevin.de/var/resizes/Silent-Hunter-5/kriegmarine%20form%20template.jpg?m=1370719483

volodya61
06-08-13, 02:29 PM
Clicking the color box will set the new color for the map tool. The new color DOES NOT take affect until you place a new instance of the tool on the map. Doing so will cause all instances of this tool on the map to change to the new color.

It's not working for me :hmmm:
I have clicked the color box and nothing changed.. still old color which was chosen via the patcher..

volodya61
06-08-13, 02:31 PM
TDW can i have a small suggestion ?
can u make that the radio, ship journal, messages to look something like this

Cool idea :yeah:
Yes, please, TDW :)

volodya61
06-08-13, 03:11 PM
TDW, I forgot to ask - is it OK that the date on DMs is 01.01.0001?

Fifi
06-08-13, 05:34 PM
TDW can i have a small suggestion ?

can u make that the radio, ship journal, messages to look something like this

http://attila-kevin.de/var/resizes/Silent-Hunter-5/kriegmarine%20form%20template.jpg?m=1370719483

Excellent idea for radio and messages... :sunny:
Funny thing is i was about to ask same thing, but was hesitating because i know TDW is always very busy fixing more important stuff :oops:

Anyway, while we are there, and if it's not too much demanding, i'd rather see a ship's journal more looking like NewUIs identifying manual :rock: ...or like Reaper's manual...with a different kind of font, more looking like a hand writing! :sunny:

gap
06-08-13, 05:52 PM
...with a different kind of font, more looking like a hand writing! :sunny:

SH5 fonts are set in data\Menu\Fonts. There is not handwiriting font among the preset onesì but, if required, adding a new font is an easy though boring task :03:

Fifi
06-08-13, 05:57 PM
adding a new font is an easy though boring task :03:

:shifty:

Was thinking something like that for ship's journal:
http://img15.hostingpics.net/thumbs/mini_657277Journal.jpg (http://www.hostingpics.net/viewer.php?id=657277Journal.jpg)
Easy enough to take the manual cover, but to import typing lines in it is over my capacities...again :haha:

divingbluefrog
06-08-13, 06:00 PM
Already here : chalk font, even better FPArhi24 font.

volodya61
06-08-13, 06:05 PM
..with a different kind of font, more looking like a hand writing! :sunny:
SH5 fonts are set in data\Menu\Fonts. There is not handwiriting font among the preset onesì but, if required, adding a new font is an easy though boring task :03:
Was thinking something like that for ship's journal:

Already here : chalk font, even better FPArhi24 font.

Just be sure to do in this font Cyrillic characters, guys :03:
I was tired pick up the font in the last time when DrJones decided to play around with fonts :)


EDIT: http://www.subsim.com/radioroom/showpost.php?p=2026681&postcount=911

Fifi
06-10-13, 09:12 PM
To end with DM, i noticed each time i deactivate/reactivate all my mod list, DM are gone...

HitLuca
06-12-13, 03:40 PM
Sorry for the question, i know that this thread is full of them but i've made a mess with charts, this afternoon all was good but then the first problem emerged: i tried to add the AOB slide ruller to my mods but when i started the game i was unable to find it over the speed conversion tables, but that was ok, no problem.
Now when i start the game and i click on charts button on the middle right only the recognition manual shows up, nothing else (also no interface for charts choice). I tried to reinstall all the mods that i have but no problem solved...

if you need i've this mods enabled

Accurate German Flags
sobers game loading tips V5 SH5
Reboot's Hot Soup
Real Environment - Revision_3
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Lite Campaign LC 1.2
Critical hits 1.1 Torpedos
Critical hits v 1.2
ALTAC
DBM Background Video
MightyFine Less Annoying Footsteps 1.0
MightyFine Crew Mod 1.2.1 Alt w beards
ImprovedWaves_Improved Pitch&Roll
BRF 1.3 full
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
MMM p5 - Base Mod v0.5
No Damn Bubbles, No Damn Halo Mod
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
Speech fixes and additions (english version)
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Trevally Automated Scripts v0.6
Krauters Automated Scripts
AOB slide ruller for TDW UIs and MO by stoianm
Church's Compass Dials Mod v2.2 - Option Two
Manos Scopes-Optional-Black BackGround
Manos Scopes-patch for 4x3
No Date & Renown Cost (Original the Beast)
OH II Minefield map for TDWs Ui
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part1_07.06.2013
Trevally Harbour & Kiel Canal Pilot v2.4

i've added Sjizzle's Charts after seeing my problem and trying to see if they show up (no)

hanx91
06-12-13, 04:15 PM
Is the Staidometer disabled with The patcher enabled, manuel targeting enforced? If so what are (besides four bearing) some good methods to derermine range?

Delta Wolf
06-12-13, 04:19 PM
TDW can i have a small suggestion ?

can u make that the radio, ship journal, messages to look something like this

http://attila-kevin.de/var/resizes/Silent-Hunter-5/kriegmarine%20form%20template.jpg?m=1370719483

Awesome idea :D

volodya61
06-12-13, 04:28 PM
Sorry for the question, i know that this thread is full of them but i've made a mess with charts, this afternoon all was good but then the first problem emerged..
...
i've added Sjizzle's Charts after seeing my problem and trying to see if they show up (no)

Try to remove all TDWDraggable files from your root game's folder.. see what's happen :hmmm:

HitLuca
06-13-13, 06:47 AM
I try to reinstall whole game so if there are messed up files all will return ok.
I'll report enemy problems sighted, commander :salute:

Edit: reinstalled the game and now all works fine thanks for help

BerntBalchen
06-19-13, 10:08 PM
Damn, i have been looking all over but cant find any info on it. So i have this problem with the NewUIs_TDC_7_4_2_ByTheDarkWraith. I just cant get the SH3 dials, i only get the default ones. Now im just lost here...pan pan pan :) What am i doing wrong? Cant remember what i did last. Getting old :)

Fifi
06-19-13, 10:19 PM
Damn, i have been looking all over but cant find any info on it. So i have this problem with the NewUIs_TDC_7_4_2_ByTheDarkWraith. I just cant get the SH3 dials, i only get the default ones. Now im just lost here...pan pan pan :) What am i doing wrong? Cant remember what i did last. Getting old :)

Open the data/application/fileviewer, set right path for SH5 and menu text, and the open TheDarkWraithUserOptions in data/scripts/menu.
You'll find a tab for SH3 dials...

BerntBalchen
06-19-13, 11:05 PM
Open the data/application/fileviewer, set right path for SH5 and menu text, and the open TheDarkWraithUserOptions in data/scripts/menu.
You'll find a tab for SH3 dials...
Thanks a million :)

Diedie57
06-26-13, 07:22 PM
wow,,, nice mod buddy..... :up:

adolo90
06-27-13, 08:05 AM
hi, i'm having a bit of a trouble making the mod work. as i start a mission all the stuff overlapses as it was in way lower resolution and i can't see anything but a tiny piece of water on the right side of the captain view.
any ideas?
btw i'm in 1280x1024

volodya61
06-27-13, 08:17 AM
hi, i'm having a bit of a trouble making the mod work. as i start a mission all the stuff overlapses as it was in way lower resolution and i can't see anything but a tiny piece of water on the right side of the captain view.
any ideas?
btw i'm in 1280x1024

Welcome aboard :salute:

Perhaps, if you show us a screen we can help you faster and better :03:

adolo90
06-27-13, 08:35 AM
Welcome aboard :salute:

Perhaps, if you show us a screen we can help you faster and better :03:


thanks!

sure, as soon as i figure out how to post it here..

adolo90
06-27-13, 08:53 AM
thanks!

sure, as soon as i figure out how to post it here..

:hmmm:
i really can't figure it out.. if i drag n drop it says o'm exceeding letter limit and if i attach nothing happens..
i'm sorry i can't understand how this works..!

volodya61
06-27-13, 09:07 AM
:hmmm:
i really can't figure it out.. if i drag n drop it says o'm exceeding letter limit and if i attach nothing happens..
i'm sorry i can't understand how this works..!

Just use any of the image hostings.. e.g. I use this one - http://postimg.org
After uploading the images to the hosting you need only to insert a generated link to your post..

adolo90
06-27-13, 09:22 AM
thanks..! :)
so here's the problem..

http://s2.postimg.org/uw5q2m5o5/SH5_Img_2013_06_27_15_23_16.jpg (http://postimg.org/image/uw5q2m5o5/)

volodya61
06-27-13, 09:45 AM
thanks..! :)
so here's the problem..

This is a familiar problem :).. corrupted files..
Try to re-download the mod and unzip it using 7zip (http://www.7-zip.org/).. then see what will happen..

adolo90
06-27-13, 09:59 AM
This is a familiar problem :).. corrupted files..
Try to re-download the mod and unzip it using 7zip (http://www.7-zip.org/).. then see what will happen..

tried using 7-zip but nothing changed..

volodya61
06-27-13, 10:05 AM
tried using 7-zip but nothing changed..

Then I don't know.. because, as I can see on your screen, your mod contains corrupted files of UI..

PS: :hmmm: silly question - have you updated your game to v 1.2.0?

adolo90
06-27-13, 10:09 AM
Then I don't know.. because, as I can see on your screen, your mod contains corrupted files of UI..

PS: :hmmm: silly question - have you updated your game to v 1.2.0?

yes i am patched.. other mods semmed working good but this one doesn't.. seems to me this mod is working as if i were in 800x600.. isn't there a way of changing resolutions in the mod code?

volodya61
06-27-13, 10:16 AM
yes i am patched.. other mods semmed working good but this one doesn't.. seems to me this mod is working as if i were in 800x600.. isn't there a way of changing resolutions in the mod code?

Resolution nothing to do with it.. these are corrupted/damaged UI files.. on your screen I see all the UI stiles used in the mod at the same time.. this would not have happened if the files were not corrupted..

Tonci87
06-27-13, 10:36 AM
Maybe he enabled the whole UI Folder, and not only the part he wants to have?

volodya61
06-27-13, 11:08 AM
Maybe he enabled the whole UI Folder, and not only the part he wants to have?

If the whole/main folder was enabled in JSGME, it would not be any change at all in comparison to the stock.. but we can see interface details on the screen..

Fifi
06-27-13, 03:00 PM
I had this once...when trying new UI version...all messed up on same window...don't recall exactly what i did, but new fresh UI download + new fresh JSGME should do the trick...if not, try other UI version (latest stable one is 7.4.2)

adolo90
06-28-13, 05:03 AM
I had this once...when trying new UI version...all messed up on same window...don't recall exactly what i did, but new fresh UI download + new fresh JSGME should do the trick...if not, try other UI version (latest stable one is 7.4.2)

just wat i did yesterday, even with 7-zip instead of winrar.. no changes at all
btw this is the 7.4.2. version, i'll try downgrading to a previous one. are there big differences from this one?

adolo90
06-28-13, 05:31 AM
even with 7.4.0 version same problem..

adolo90
06-28-13, 05:40 AM
this is what's going on with 6.3.7 version..



http://s9.postimg.org/62tgmwce7/SH5_Img_2013_06_28_12_37_22.png (http://postimage.org/)
hosting immagini (http://postimage.org/index.php?lang=italian)

volodya61
06-28-13, 07:35 AM
Okay.. if it's not corrupted files issue and you are sure your game is updated to v 1.2 then tell me what OS you're running?

adolo90
06-28-13, 07:53 AM
Okay.. if it's not corrupted files issue and you are sure your game is updated to v 1.2 then tell me what OS you're running?

windows 7 64 bit, core 2 duo, 4 gb ram

volodya61
06-28-13, 08:25 AM
windows 7 64 bit, core 2 duo, 4 gb ram

If win7 then it's not NET Framework issue too :hmmm:
I don't know.. only one thought.. the game is not in version 1.2..

EDIT: wait for TDW's answer..

adolo90
06-28-13, 08:57 AM
If win7 then it's not NET Framework issue too :hmmm:
I don't know.. only one thought.. the game is not in version 1.2..

EDIT: wait for TDW's answer..

http://s21.postimg.org/hopyg1k9j/saggiornamento.jpg (http://postimage.org/)
hostare immagini (http://postimage.org/index.php?lang=italian)


for 1.2 you mean 1.02 right?

adolo90
06-29-13, 02:02 PM
anyone has a clue?

Mikemike47
06-29-13, 05:24 PM
http://s21.postimg.org/hopyg1k9j/saggiornamento.jpg (http://postimage.org/)
hostare immagini (http://postimage.org/index.php?lang=italian)
for 1.2 you mean 1.02 right?

My online translator would not translate what is in the box. Please translate to English.

adolo90
06-30-13, 05:24 AM
My online translator would not translate what is in the box. Please translate to English.

it simply tells me that version 1.02 is installed, and i was wondering if by 1.2 you guys meant 1.02 or actually 1.2

volodya61
06-30-13, 06:12 AM
it simply tells me that version 1.02 is installed, and i was wondering if by 1.2 you guys meant 1.02 or actually 1.2

They are the same..
Have you enabled .NET Framework 3.5.1 included in your Win7?

adolo90
06-30-13, 07:42 AM
They are the same..
Have you enabled .NET Framework 3.5.1 included in your Win7?

yep, though communication foundation http and non-http are not.
is that an issue?

volodya61
06-30-13, 08:04 AM
yep, though communication foundation http and non-http are not.
is that an issue?

I don't think so..
Well, I still can't understand what's wrong with your comp and why you can't use NewUI :hmmm: :06:
In any case it's end-user issue..

EDIT: .NET Framework 4.0?

adolo90
06-30-13, 08:26 AM
I don't think so..
Well, I still can't understand what's wrong with your comp and why you can't use NewUI :hmmm: :06:
In any case it's end-user issue..

EDIT: .NET Framework 4.0?

i'm installing it right now.. we'll see

adolo90
06-30-13, 09:11 AM
i'm installing it right now.. we'll see


no changes at all..

btw all of this mod versions and all the other UI mods i've tried (downloaded form subsim), all give me sort of the same overlapping problem, if this can help..

volodya61
06-30-13, 12:08 PM
no changes at all..

btw all of this mod versions and all the other UI mods i've tried (downloaded form subsim), all give me sort of the same overlapping problem, if this can help..

Then find out what kind of software or lack of cause of this conflict.. I can't help you here, I still use XP..
Are you sure that any antivirus or firewall doesn't corrupt files while downloading?

adolo90
07-01-13, 05:58 AM
Then find out what kind of software or lack of cause of this conflict.. I can't help you here, I still use XP..
Are you sure that any antivirus or firewall doesn't corrupt files while downloading?


i tried shutting down all unnecessary processes and applications but nothing.

yes pretty sure.. i'm running avira antivir and doesn't corrupt downloads (i guess..), since other mods (like accurate german flags, hydrophone sound fx and on-deck sound fx routine) work pretty fine.

anyway, i'll write down step by step what i did since i had silent hunter 5 to let u see if i made any mistakes:
- installed and patched the game to 1.02 (btw installation directory is not "../Ubisoft/Silent hunter 5", but "../Silent hunter 5/Silent hunter 5" if this can help..)
- downloaded and unzipped in the installation directory JSGME setup, installed it in the same directory
- downloaded 7.4.2 version of this mod and unzipped all the containing mods in MOD folder in the same installation directory
- enabled only NewUIs_7_4_2_ByTheDarkWraith
- UI doesn't work properly neither in new campaign, neither in saved games.

thanks again for your time and your help!

volodya61
07-01-13, 07:43 AM
anyway, i'll write down step by step what i did since i had silent hunter 5 to let u see if i made any mistakes:
- installed and patched the game to 1.02 (btw installation directory is not "../Ubisoft/Silent hunter 5", but "../Silent hunter 5/Silent hunter 5" if this can help..)...

I'm not sure I got/understood this correctly :hmmm:
What version shown in the upper right corner in the Main menu screen?

adolo90
07-01-13, 07:57 AM
I'm not sure I got/understood this correctly :hmmm:
What version shown in the upper right corner in the Main menu screen?


1.0.5

volodya61
07-01-13, 08:38 AM
1.0.5

http://s19.postimg.org/y3cr41qm7/facepalm.gif

That's what I'm talking about from the beginning.. your game IS NOT patched to version 1.2.0.. the upper right corner must shows - 1.2.0

adolo90
07-01-13, 08:53 AM
http://s19.postimg.org/y3cr41qm7/facepalm.gif

That's what I'm talking about from the beginning.. your game IS NOT patched to version 1.2.0.. the upper right corner must shows - 1.2.0

:o
oh gosh..

i thought i had patched the game since i installed a 1.02 patch and i cannot re-install it.. i'll go search for some posts about patching in the right way, maybe i missed something..
i'll let you know as soon as i do it

meanwhile sorry for wasting your time on such a silly problem..!
:)

TheDarkWraith
07-01-13, 12:03 PM
You can also run the DbgView app before starting the game (provided you are using my UIs mod) and part of the output in DbgView will tell you the sh5.exe's version along with the versions of all my DLLs.

southfillyboy2p0
07-03-13, 11:46 PM
i tried shutting down all unnecessary processes and applications but nothing.

yes pretty sure.. i'm running avira antivir and doesn't corrupt downloads (i guess..), since other mods (like accurate german flags, hydrophone sound fx and on-deck sound fx routine) work pretty fine.

anyway, i'll write down step by step what i did since i had silent hunter 5 to let u see if i made any mistakes:
- installed and patched the game to 1.02 (btw installation directory is not "../Ubisoft/Silent hunter 5", but "../Silent hunter 5/Silent hunter 5" if this can help..)
- downloaded and unzipped in the installation directory JSGME setup, installed it in the same directory
- downloaded 7.4.2 version of this mod and unzipped all the containing mods in MOD folder in the same installation directory
- enabled only NewUIs_7_4_2_ByTheDarkWraith
- UI doesn't work properly neither in new campaign, neither in saved games.

thanks again for your time and your help!

Are you unzipping the main file after downloading and putting it in MODS? I had the same problem and had to go into the file which had its own MODS folder then took out what I wanted and put in the JSGME folder.


Now my problem is I cannot get the TDC to work properly at all. Sometimes all of the dials will spin out of control when locked on. I guess it isn't like SHIII and IV.

TheDarkWraith
07-04-13, 01:45 AM
Now my problem is I cannot get the TDC to work properly at all. Sometimes all of the dials will spin out of control when locked on. I guess it isn't like SHIII and IV.

Do you have my TDC AOB and Speed dials fix patch enabled via my Generic Patcher? If so, what exactly are you doing to get the dials to go haywire? Are you sure you are patched to version 1.2 of the game? If you disable that patch do the dials work normally?

southfillyboy2p0
07-04-13, 01:10 PM
Do you have my TDC AOB and Speed dials fix patch enabled via my Generic Patcher? If so, what exactly are you doing to get the dials to go haywire? Are you sure you are patched to version 1.2 of the game? If you disable that patch do the dials work normally?

I didn't and now it seems to be working fine other than the torpedo that left the tube and spun in circles til it hit me:haha:. Thanks for the quick reply.

Sjizzle
07-04-13, 01:43 PM
I didn't and now it seems to be working fine other than the torpedo that left the tube and spun in circles til it hit me:haha:. Thanks for the quick reply.


add this mod to your list
FX Update torpedoes (modified for torpedoes failure patches)
http://www.subsim.com/radioroom/show...&postcount=832 (http://www.subsim.com/radioroom/showpost.php?p=2060599&postcount=832)

southfillyboy2p0
07-04-13, 11:15 PM
add this mod to your list
FX Update torpedoes (modified for torpedoes failure patches)
http://www.subsim.com/radioroom/show...&postcount=832 (http://www.subsim.com/radioroom/showpost.php?p=2060599&postcount=832)

Thanks, that fixed it.

rolandslaw
07-07-13, 08:03 PM
Gents:

I have SH5 v1.2 installed. I have installed in this order .... NEWUIs 7.4.2, Mighty fine Crew and Command keys latest one.

I am running the TED tutorials on how to use hydros for target solution. Even though the sonar man is reporting a contct along a brg u can not hear it? I am at 18 meters deep.

The stock protractor and ruler are incredibly small does 7.4.2 have alternatives? I can set to True? I located a new mod for cursor and KM tools ..

I have posted similar questions in dif forum threads....

Thank you,

Roland

Fifi
07-07-13, 09:03 PM
Roland, maybe you could try this after NewUIs, to solve your problem (pick up the ones you want inside - not all!): http://www.subsim.com/radioroom/showthread.php?t=181432

volodya61
07-08-13, 04:18 AM
I am running the TED tutorials on how to use hydros for target solution. Even though the sonar man is reporting a contct along a brg u can not hear it? I am at 18 meters deep.

I think you have to install this mod too (Gap@my fix requires) - http://www.subsim.com/radioroom/downloads.php?do=file&id=4002

Katze
07-08-13, 01:21 PM
Firstly, many thanks to all the modders. I received SH5 as a birthday gift years ago and was sorely disappointed with its original version, until I found this community and its mods. After 2 years I still spend many a late night glued to the periscope with all the improvements to the vanilla game.

I have a question about Radio Messages ( in the English folder ). I notice all of the special characters in the Radio Messages come up 'glitched' while playing the game [EG: Kr�fte instead of Kräfte]. Playing around with the radiomessage.txt file in Notepad I notice that they are saved as UTF-8. If I correct a special character AND save the file under UTF-16 then it appears correctly in-game.

So, are the radio messages in the Mod saved as an incorrect format, or is it something I missed in the Mod install / options?

I'm using 7-zip 9.20 to unpack the mod. I'm on Windows 7 Pro 64 bit. I'm using NewUIs_TDC_7_4_2_ByTheDarkWraith but this problem goes back as far as version NewUIs_TDC_6_4_0 ( the oldest version I still have ) and I see the same issue with the stand-alone Radio_Messages_1_2_0_Non-NewUIs.

Any thoughts / fixes?

Thanks.

TheDarkWraith
07-08-13, 01:37 PM
I have a question about Radio Messages ( in the English folder ). I notice all of the special characters in the Radio Messages come up 'glitched' while playing the game [EG: Kr�fte instead of Kräfte]. Playing around with the radiomessage.txt file in Notepad I notice that they are saved as UTF-8. If I correct a special character AND save the file under UTF-16 then it appears correctly in-game.

So, are the radio messages in the Mod saved as an incorrect format, or is it something I missed in the Mod install / options?

Those radio message files were created by an app I made. I probably didn't tell the app to save as UTF-16 :yep:

Katze
07-08-13, 01:40 PM
Those radio message files were created by an app I made. I probably didn't tell the app to save as UTF-16 :yep:

Ah, thanks. It's not a big issue. Perhaps corrected in next version?:up:

TheDarkWraith
07-08-13, 01:43 PM
Ah, thanks. It's not a big issue. Perhaps corrected in next version?:up:

Depends. If the source files the app used to make those radio message files from have the weird characters in them then they will always be there.

ygirouard
07-08-13, 01:44 PM
@TheDarkWraith: I'm using your mod (finally got it to work fine after disabling some of the Generic Patcher patches and mod options which were causing CTDs for me) and enabled radio messages, and noticed that many messages contained non-ascii characters and didn't display properly. Before you tell me I did, I've never edited the radiomessages.txt files and only used JSGME to activate the mod and your Options editor to manage the settings of the mod. I only opened it myself to look at it but never saved it, so they came like this with your mod. I did see the yellow warning message in one of your threads where you mention to always save the options file as unicode, but I checked and it's not the problem.

See for yourself:

http://www.black-lotus.net/img/pub/bad_encoding_ingame.jpg

http://www.black-lotus.net/img/pub/bad_encoding.png

UltraEdit (the editor I used to check the file) should be able to display the proper "Ü" characters if they were truly entered and saved as utf8 unicode, but it's showing unknown character symbols instead, so it look slike there was an invalid conversion done at some point...

Do you know how to fix this?

TheDarkWraith
07-08-13, 01:45 PM
UltraEdit (the editor I used to check the file) should be able to display the proper "Ü" characters if they were truly entered and saved as utf8 unicode, but it's showing unknown character symbols instead, so it look slike there was an invalid conversion done at some point...

Do you know how to fix this?

See starting here: http://www.subsim.com/radioroom/showpost.php?p=2081299&postcount=10431

ygirouard
07-08-13, 01:55 PM
See starting here: http://www.subsim.com/radioroom/showpost.php?p=2081299&postcount=10431

ok... ...thanks, but this is not really helping... what am I supposed to do with this?

"Those radio message files were created by an app I made. I probably didn't tell the app to save as UTF-16"

this statement doesn't say what to do to fix it or if you will release a fixed version or not... am I supposed to open each file with your radio message editor and save them as UTF-16 or should I wait for you to release a fixed version?

EDIT: Nevermind... the link opened the post in a separate window without showing what followed... I read your other posts... so in other words, if the source is bad, you won't fix it... nice.

Can I just disable those modified radio messages in your mod (keeping th erest of it) and use the stock radio messages instead?

volodya61
07-08-13, 02:13 PM
..Can I just disable those modified radio messages in your mod (keeping th erest of it) and use the stock radio messages instead?

Stock game doesn't contain this type of radio messages..

ygirouard
07-08-13, 02:22 PM
Stock game doesn't contain this type of radio messages..

I know, I meant whatever is there in stock game. You know, the box that pops up when the BDU responds to a status report with more instructions for your patrol? How can I get that back while keeping TDW's UI mod?

Fifi
07-08-13, 02:29 PM
ygirouard, if those little glitches bother you in radio messages, open TDW radio message folder, and change manually all the letters containing the glitche by a normal letter (without any accent or ¨)
It should work, and there aren't that much to change :03:

TheDarkWraith
07-08-13, 03:31 PM
ygirouard, if those little glitches bother you in radio messages, open TDW radio message folder, and change manually all the letters containing the glitche by a normal letter (without any accent or ¨)
It should work, and there aren't that much to change :03:

I checked the source file the app I made extracted all the radio messages from and all the special characters are correct. This means my app I made to extract those is wrong. I'm updating the app and hope to release updated radio messages here soon :up:

Fifi
07-08-13, 03:44 PM
cool :cool:

Katze
07-08-13, 03:44 PM
I checked the source file the app I made extracted all the radio messages from and all the special characters are correct. This means my app I made to extract those is wrong. I'm updating the app and hope to release updated radio messages here soon :up:

Thanks DW, that's great!:yeah:

Brumete
07-08-13, 04:08 PM
I have a problem with this app that patches the. Exe file, the problem is that I keep the colors for the map. I leave a picture where you can see that I did not save the changes on the colors of the map, the rest if you let me. also I have to crash the game ctd

http://s18.postimg.org/xyconanu1/Sin_t_tulo.jpg (http://postimage.org/)
sube imagenes (http://postimage.org/index.php?lang=spanish)

http://www.subsim.com/radioroom/<a href=http://postimg.org/image/aww3hjo6d/ target=_blank>[img=http://s18.postimg.org/aww3hjo6d/Sin_t_tulo.jpg]</a>

ygirouard
07-08-13, 06:02 PM
I checked the source file the app I made extracted all the radio messages from and all the special characters are correct. This means my app I made to extract those is wrong. I'm updating the app and hope to release updated radio messages here soon :up:

Sweet, I appreciate the effort. Looking forward to the next release then :)

rolandslaw
07-08-13, 08:27 PM
Tried the mod... still no target prop sounds..... and sound man does not give me the est rng and.... no dead recon "D" button,,,..

There has to be something in 7.4.2 preventing the prop sound from working?

Rpl

rolandslaw
07-08-13, 08:33 PM
FIFI:

Thank u for reply. I dl'ed and will work on it after I resolve the following:

Even after REM installed ......Hydrophones do not give prop noise .... just background noise.
Sonar man does not give est rng to target
Navigator does not have D icon for dead recogn.

in instructions in REM it seems like he is suggestion to override the sensor.... something warning when installing? I did not do that... little reluctant...

I can get around the dead recon... but need the est range and the audio fixed for sound man:<)

Any ideas? Could TDW 7.4.2 have a solution ?

Rol

TheDarkWraith
07-08-13, 08:40 PM
I have a problem with this app that patches the. Exe file, the problem is that I keep the colors for the map. I leave a picture where you can see that I did not save the changes on the colors of the map, the rest if you let me. also I have to crash the game ctd

Post this is my sh5.exe patches to fix bugs and add functionality thread. And include in your post what you mean because I don't understand what you're asking/trying to convey :06:

TheDarkWraith
07-08-13, 08:43 PM
Updated English radio messages are available at post #1.

I fixed the problem with the special characters :up:

sirbum69
07-08-13, 08:46 PM
FIFI:

Thank u for reply. I dl'ed and will work on it after I resolve the following:

Even after REM installed ......Hydrophones do not give prop noise .... just background noise.
Sonar man does not give est rng to target
Navigator does not have D icon for dead recogn.

in instructions in REM it seems like he is suggestion to override the sensor.... something warning when installing? I did not do that... little reluctant...

I can get around the dead recon... but need the est range and the audio fixed for sound man:<)

Any ideas? Could TDW 7.4.2 have a solution ?

Rol

are you by chance using darks ship inertia mod. Cause it says on the RPM thread that you can not use it with his mod as it takes away the merchants prop sounds?

Katze
07-08-13, 08:58 PM
Updated English radio messages are available at post #1.

I fixed the problem with the special characters :up:

Thank you for such a quick fix. You rock. :rock:

TheDarkWraith
07-08-13, 08:59 PM
Thank you for such a quick fix. You rock. :rock:

I just had to update my app was all and have it remake the master list and the radio message files. No biggie :up:

ygirouard
07-08-13, 09:04 PM
add this mod to your list
FX Update torpedoes (modified for torpedoes failure patches)
http://www.subsim.com/radioroom/show...&postcount=832 (http://www.subsim.com/radioroom/showpost.php?p=2060599&postcount=832)


Doesn't he need the Stock torpedoes one if he doesn't have the FX Update mod installed?

TheDarkWraith
07-08-13, 09:16 PM
Doesn't he need the Stock torpedoes one if he doesn't have the FX Update mod installed?

stock torpedoe magnetic detonators are set to 2m. FX_Updates are set to 4m (volodya may have set them to 3m)

rolandslaw
07-08-13, 11:47 PM
are you by chance using darks ship inertia mod. Cause it says on the RPM thread that you can not use it with his mod as it takes away the merchants prop sounds?


I did not add it as a mod.... is it included in 7.4.2?

Rol

volodya61
07-09-13, 12:13 AM
Tried the mod... still no target prop sounds..... and sound man does not give me the est rng and.... no dead recon "D" button,,,..

I have no idea why you steel can't hear anything.. really.. sorry..

There has to be something in 7.4.2 preventing the prop sound from working?

No..

stock torpedoe magnetic detonators are set to 2m. FX_Updates are set to 4m (volodya may have set them to 3m)

Nope :).. original FXU files are set to 2m.. so, in my fixes detonators set as in original files to 2m and second one to 3m..

Fifi
07-09-13, 01:01 AM
I did not add it as a mod.... is it included in 7.4.2?

Rol

No it's not included in 7.4.2...
Sorry, really don't have idea what's going on with your mod :nope:

ygirouard
07-09-13, 09:46 AM
@TheDarkWraith: After I accept and start a new patrol and go from the bunker to the sub, the radioman is going crazy with all the messages he has received and intercepted during the days spent inside the bunker. The audio is also spamming as if 5 guys were speaking at once. I always have a full page of radio messages (red ones, intercepted) to click off every time I start a new patrol.

Would it be possible to automatically ignore any radio message received while inside the bunker so they don't "queue up" like this the moment you get back in the sub?

Note: The change to intercept option is left to its default at 50. I tried to lower it, but it didn't change much.

Sjizzle
07-09-13, 10:23 AM
@TheDarkWraith: After I accept and start a new patrol and go from the bunker to the sub, the radioman is going crazy with all the messages he has received and intercepted during the days spent inside the bunker. The audio is also spamming as if 5 guys were speaking at once. I always have a full page of radio messages (red ones, intercepted) to click off every time I start a new patrol.

Would it be possible to automatically ignore any radio message received while inside the bunker so they don't "queue up" like this the moment you get back in the sub?

Note: The change to intercept option is left to its default at 50. I tried to lower it, but it didn't change much.

if u don't need any radio messages then disable from OptionsFileEditorViewer
but it's not a good ideea to ignor all messages ......
http://www.mediafire.com/convkey/c586/9yiqbb6cwu6bmjbfg.jpg

ygirouard
07-09-13, 10:26 AM
if u don't need any radio messages the disable from OptionsFileEditorViewer
but it's not a good ideea to ignor all messages ......
http://www.mediafire.com/convkey/c586/9yiqbb6cwu6bmjbfg.jpg

I'm well aware of the options, as I mentioned. I don't want to ignore all of them, just to avoid the spam from queued-up messages after I start a new patrol. Maybe I wasn't clear, but I was asking for a change in the mod itself, not just if this was possible with the current mod (I know it's not).

TheDarkWraith
07-09-13, 11:33 AM
I'm well aware of the options, as I mentioned. I don't want to ignore all of them, just to avoid the spam from queued-up messages after I start a new patrol. Maybe I wasn't clear, but I was asking for a change in the mod itself, not just if this was possible with the current mod (I know it's not).

Leave radio messages enabled but disable the other three using the app. Then when in game enable the messages you want to receive :up:

TheDarkWraith
07-09-13, 11:51 AM
@TheDarkWraith: After I accept and start a new patrol and go from the bunker to the sub, the radioman is going crazy with all the messages he has received and intercepted during the days spent inside the bunker

Are the special characters showing up in your messages now?

ygirouard
07-09-13, 01:10 PM
Are the special characters showing up in your messages now?

They are showing fine now, thanks :) Sorry I didn't reply sooner, I installed the patch very late last night...

ygirouard
07-09-13, 01:11 PM
Leave radio messages enabled but disable the other three using the app. Then when in game enable the messages you want to receive :up:

I'll do that.

ygirouard
07-09-13, 02:04 PM
Question: I'm not sure which of the options I've activated to show it, but there's a small red square with a X in it showing on the top of the TAI map with a tooltip of "Look at target", but it doesn't seem to do anything when I click on it. Can someone explain what that is and what it's for?

TheDarkWraith
07-09-13, 03:26 PM
Question: I'm not sure which of the options I've activated to show it, but there's a small red square with a X in it showing on the top of the TAI map with a tooltip of "Look at target", but it doesn't seem to do anything when I click on it. Can someone explain what that is and what it's for?

Can you post a screenshot :06:

ygirouard
07-09-13, 03:30 PM
Can you post a screenshot :06:

Sure:

http://www.black-lotus.net/img/pub/look_at_this_contact.jpg

I wonder... I revised the last options I enabled in the Options Editor, and this is one of them:

Selected contact GUI enabled (?)

Would this be it?

TheDarkWraith
07-09-13, 07:05 PM
I wonder... I revised the last options I enabled in the Options Editor, and this is one of them:

Selected contact GUI enabled (?)

Would this be it?

Could very well be. If it has a question mark in the name in my OptionsEditorViewer it means I don't know what it does.

volodya61
07-10-13, 05:04 AM
Folder NewUIs TDC *** ByTheDarkWraith\Text\Russian for the next version of the UIs.. it's updated to the last patcher's changes in the menu.txt - http://www.4sync.com/archive/bQ6iwhlc/Russian_for_NewUIs.html

rolandslaw
07-11-13, 06:31 PM
are you by chance using darks ship inertia mod. Cause it says on the RPM thread that you can not use it with his mod as it takes away the merchants prop sounds?


Thank you for replying .....

No.. unless it is in 7.4.2 I did not install.

Rol

Red9Iron
07-13-13, 11:52 AM
Wraith. This game is not playable with out your mods. Great work!! :rock:

TheDarkWraith
07-19-13, 01:31 PM
v7.5.0 test version 7 available here: http://www.mediafire.com/?fqaqqllg0a90qa7

This is needed to test the electrics engines on surface patch of the Generic Patcher.

volodya61
07-19-13, 08:51 PM
Here is the folder NewUIs/Text/Russian - http://www.4sync.com/archive/bQ6iwhlc/Russian_for_NewUIs.html

It's included all menu.txt changes that I've seen so far..

volodya61
07-20-13, 04:40 AM
Did anybody notice does this indicator turn from fuel level to battery level when electric engines on surface are enabled?

http://s19.postimg.org/paky5j8xv/SH5_Img_2012_07_30_22_07_43.jpg (http://postimage.org/)

Can't check anything myself because of my dead RAM :shifty:

TheDarkWraith
07-20-13, 08:20 AM
Did anybody notice does this indicator turn from fuel level to battery level when electric engines on surface are enabled?

I can tell you right now it doesn't. Good catch :up: I'll have to update the code for this.

TheDarkWraith
07-20-13, 11:11 PM
v7.5.0 test version 8 available here: http://www.mediafire.com/?xtwz3ns2xxkm4d6

This is needed to test out the new stadimeter as sextant patch of the Generic Patcher

Did anybody notice does this indicator turn from fuel level to battery level when electric engines on surface are enabled?

this bug is still not fixed yet either. I have to add more new commands to the game. I hate polling for anything and I do A LOT of polling in my UIs mod. Now that I can add new commands very easily to the game I'm getting rid of all the polling and turning it into event driven.

volodya61
07-21-13, 05:43 PM
It's me again :)

Rus menu.txt 7.5.0 test8 - http://www.4sync.com/archive/e4wLGtxe/Rus_menutxt_750_test8.html

PS: and there are two identical Fonts Patch folders in the Text/Russian folder now.. you can remove one of them because they are completely identical :yep:

Fifi
07-21-13, 06:45 PM
God damn...probably the most stupid thing here :/\\!!...but trying to put latest NewUIs on my second install, i can't get the charts to work correctly :/\\!!...and get this empty charts window sticked on screen each loading:
http://img15.hostingpics.net/thumbs/mini_196263charts.jpg (http://www.hostingpics.net/viewer.php?id=196263charts.jpg)
Even clicking on soan button, it's always here :nope:
I can drag it, but that's all...

Any idea for this noob question? :timeout:

TheDarkWraith
07-21-13, 06:51 PM
You more than likely have a problem with one of the charts. Try removing all the charts. If that doesn't work then there's some other problem (you're getting an unhandled script error somewhere)

Fifi
07-21-13, 07:23 PM
Thanks for the quick reply :up:

Took off the whole usercharts folder ---> same stuck window :o
Tried other previous UIs version, same result!

:06:

TheDarkWraith
07-21-13, 07:27 PM
Thanks for the quick reply :up:

Took off the whole usercharts folder ---> same stuck window :o
Tried other previous UIs version, same result!

:06:

redownload. Something is corrupt. Sounds like JSGME hiccupped on you again.

Fifi
07-21-13, 07:44 PM
Ok, will try and report back :yep:

Fifi
07-21-13, 07:59 PM
New download, still the same :nope: :-?

TheDarkWraith
07-21-13, 08:36 PM
New download, still the same :nope: :-?

No idea :-? Has to be something corrupt on your end as I've had no complaints as of yet. I downloaded and unzipped and enabled and everything was fine.

Fifi
07-21-13, 09:32 PM
Forgot to say as well:
http://img15.hostingpics.net/thumbs/mini_704665Soan.jpg (http://www.hostingpics.net/viewer.php?id=704665Soan.jpg)
In the manual, i have "?" instead of flags, and left page is stuck on 1 boat image...could this be related? :hmmm:

TheDarkWraith
07-21-13, 10:11 PM
Forgot to say as well:
http://img15.hostingpics.net/thumbs/mini_704665Soan.jpg (http://www.hostingpics.net/viewer.php?id=704665Soan.jpg)
In the manual, i have "?" instead of flags, and left page is stuck on 1 boat image...could this be related? :hmmm:

You have something really hosed up on your computer :yep:

Fifi
07-21-13, 10:16 PM
Solved! :yeah:

Your UI HAS to be installed C:/Ubisoft/Silent Hunter 5...
As i installed as a second installation, i placed it in C:/TDW UI/Silent Hunter 5, and had the troubles above :yep:
So i put my first install CSP Magui in other folder (C:/DrJones/Silent Hunter 5) and your UI back in Ubisoft ---> it runs fine!
:sunny:
(CSP Magui doesn't need the Ubisoft path to work fine btw)

TheDarkWraith
07-21-13, 10:36 PM
Solved! :yeah:

Your UI HAS to be installed C:/Ubisoft/Silent Hunter 5...
As i installed as a second installation, i placed it in C:/TDW UI/Silent Hunter 5, and had the troubles above :yep:
So i put my first install CSP Magui in other folder (C:/DrJones/Silent Hunter 5) and your UI back in Ubisoft ---> it runs fine!
:sunny:
(CSP Magui doesn't need the Ubisoft path to work fine btw)

I read your registry to determine installation path. That would explain why it was giving you problems. You moved it but never updated your registry to say so.

Fifi
07-21-13, 10:42 PM
Yes, and when i ran your UI (with those trouble mentioned above), back looking in my CSP Magui install (the first one) i found all your TDW files in it! :haha:
That's what highlighted my bulbe :cool:

Fifi
07-22-13, 12:09 AM
Now, for some reason, 2 little strange things...
- When entering game on deck as usual, now i see front periscope half raised for 3 seconds, and then it lower itself...(first time i see this ever)
- In hydrophone, i still see unknown when needle is 180...but all others entries are showing fine (even submarine :D)

Note: i have 1 latest generic patcher per install, each one set with right paths.
Both on my desktop.
For your UI, i have clean act files and exe...as i did with first install.
But in Magui, i don't see the unknown in my back!

TheDarkWraith
07-22-13, 12:14 AM
Now, for some reason, 2 little strange things...
- When entering game on deck as usual, now i see front periscope half raised for 3 seconds, and then it lower itself...(first time i see this ever)
- In hydrophone, i still see unknown when needle is 180...but all others entries are showing fine (even submarine :D)

Note: i have 1 latest generic patcher per install, each one set with right paths.
Both on my desktop.
For your UI, i have clean act files and exe...

1st one can't help you with, never had that problem before.

The hydrophone one I just verified. The new code I put in is allowing the player's sub to be a contact and thus you get the unknown. I'll have to test for the player's sub so this doesn't happen. I'll rewrite that code tomorrow :up:

You don't see it in Magui because you are probably missing the required menu.txt entries.

TheDarkWraith
07-22-13, 01:02 AM
v7.5.0 test version 9 available here: http://www.mediafire.com/?f4f7obnt6pujd3f

This is needed to test the new Toggle_marking_lines command added by the Generic Patcher

Also added a 0.5X scope power to the OBS scope for use with the sextant.

There are two new menu entries added:
9605=Bearing:
9606=Toggle marking lines visibility

Fifi
07-22-13, 01:54 AM
You don't see it in Magui because you are probably missing the required menu.txt entries.

Well, since i've tried your new UI version, back in Magui i now get the "unknown" at 180° :doh: :haha:

I'll rewrite that code tomorrow

Cool :yeah:

This is needed to test the new Toggle_marking_lines command added by the Generic Patcher

Also added a 0.5X scope power to the OBS scope for use with the sextant.

Doesn't work with ermtgufs btw...

EDIT: about sextant in SH5, have you seen this: http://www.subsim.com/radioroom/showthread.php?t=194033

TheDarkWraith
07-22-13, 05:50 PM
Anyone have any ideas for the backscene (.dds file) for the Sextant? If you have one post it. I'm coding it in now for my UIs mod.

Fifi
07-22-13, 08:12 PM
Taking about dds...if TDW is ok, and if somebody is interested, i can post my little mod for NewUIs new scopes and UZO :)
http://img15.hostingpics.net/thumbs/mini_503134NewUIsUZO.jpg (http://www.hostingpics.net/viewer.php?id=503134NewUIsUZO.jpg)

http://img15.hostingpics.net/thumbs/mini_116946NewUIsattackscope.jpg (http://www.hostingpics.net/viewer.php?id=116946NewUIsattackscope.jpg)

http://img15.hostingpics.net/thumbs/mini_727951NewUIsobservationscope.jpg (http://www.hostingpics.net/viewer.php?id=727951NewUIsobservationscope.jpg)

TheDarkWraith
07-22-13, 08:37 PM
Taking about dds...if TDW is ok, and if somebody is interested, i can post my little mod for NewUIs new scopes and UZO :)

post away :up:


I think I like what I've come up with for the sextant. Using the UZO:

http://www.subsim.com/radioroom/picture.php?albumid=755&pictureid=6834

You no longer need to have TDC on for the sextant to work. You simply bring up the sextant window (Navigator's order bar) and Click Enable sextant. Then click on the button with the tooltip that says Click to use sextant.

Added a 0.5X zoom level to the UZO (what the screenie shows)

I'm going to add something that will give you true north relative bearing

I still have to revamp the sextant window box.

THE_MASK
07-22-13, 10:28 PM
Just a question . What is the different time that is shown on the debug info enabled in the Scene Dat ?
http://i44.tinypic.com/2vtp2cn.jpg

gap
07-23-13, 06:33 AM
Anyone have any ideas for the backscene (.dds file) for the Sextant? If you have one post it. I'm coding it in now for my UIs mod.

Do you mean something similar to scope masks?


I think I like what I've come up with for the sextant. Using the UZO:

I like it! :up:


You no longer need to have TDC on for the sextant to work.

That's good!


You simply bring up the sextant window (Navigator's order bar) and Click Enable sextant. Then click on the button with the tooltip that says Click to use sextant.

Do you mean that you can access the sextant directly from order bar, without need to enter UZO station before? That would be good also :)


Added a 0.5X zoom level to the UZO (what the screenie shows)

Will this new zoom level affect the "normal" UZO view, or it will be only enabled when in sextant mode? Our scope modders have made their best to keep optics magnification levels as historical as possible, and we should respect their work :D


I'm going to add something that will give you true north relative bearing

:up:

I still have to revamp the sextant window box.

:up:

TheDarkWraith
07-23-13, 01:17 PM
Forgot how long it takes to develop using the script engine of the game :dead:

Coded in all the new changes for the Sextant (except for converting to degrees/minutes/seconds):

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6836

My sub's course was 44 degrees.

The set reference azimuth allows you to place the sextant on one object, click set reference azimuth (will be placed in the Ref azimuth), place sextant on another object and read out the azimuth difference (Ref azimuth diff). Ref azimuths are in relation to the sextant only (meaning in relation to the sub - if you change course they do not get updated with your new course).

Any other data that needs to be shown?

For testing purposes I have 3 zoom levels for the sextant - 0.5X, 1.5X, and 7X (zoom level is not shown)

I'll upload new test version here very shortly so Sjizzle can test it out.

Sjizzle
07-23-13, 02:21 PM
Forgot how long it takes to develop using the script engine of the game :dead:

Coded in all the new changes for the Sextant (except for converting to degrees/minutes/seconds):



My sub's course was 44 degrees.

The set reference azimuth allows you to place the sextant on one object, click set reference azimuth (will be placed in the Ref azimuth), place sextant on another object and read out the azimuth difference (Ref azimuth diff). Ref azimuths are in relation to the sextant only (meaning in relation to the sub - if you change course they do not get updated with your new course).

Any other data that needs to be shown?

For testing purposes I have 3 zoom levels for the sextant - 0.5X, 1.5X, and 7X (zoom level is not shown)

I'll upload new test version here very shortly so Sjizzle can test it out.

i am waiting for that till then ill go outside cos today it's a clean sky here and i can take some shots with this one

http://attila-kevin.de/var/resizes/TDW-charts/telescop.jpg?m=1374607250

Fifi
07-23-13, 03:49 PM
^^ Wow...i see you're a celestial fan!

TheDarkWraith
07-23-13, 04:05 PM
v7.5.0 test version 10 available here: http://www.mediafire.com/?949tsc1xuaa1fa7

Updated the sextant so Sjizzle can test. Sextant is now done through the UZO. You do not have to be at the UZO station to use it. Click Navigator-->Sextant to bring up the sextant window. Click Enable sextant and the game will do the rest. Then click the button to use the sextant to take elevation reading. Sextant allows you to also take an azimuth difference between two measuring points (horizontally). Sextant has 3 zoom levels: 0.5X, 1.5X, and 7X (for testing purposes). The viewport for the UZO is different from OBS scope so I'm curious to see how Sjizzle's testing works.

When done using the sextant click Disable sextant.

NOTE: you have to be surfaced in order to use the sextant. Obvious to most but just have to make sure.

Sjizzle
07-23-13, 04:21 PM
:up:

i will report back soon

Fifi
07-23-13, 04:26 PM
Thanks for new test version :up:

A stupid question concerning the file viewer option though, because i'm tired of always re-enable from start my options...
Is there a quick way to save/reload previous options chosen in the fileviewer? (like the snapshot option of generic patcher)
Can i save my useroption.py somewhere, and copy/paste for the new version?

volodya61
07-23-13, 04:34 PM
Thanks for new test version :up:

A stupid question concerning the file viewer option though, because i'm tired of always re-enable from start my options...
Is there a quick way to save/reload previous options chosen in the fileviewer? (like the snapshot option of generic patcher)
Can i save my useroption.py somewhere, and copy/paste for the new version?

Just an example from my own experience - I have several saved TheDarkWraithUserOptions.py files and when I want to change options I just use Options Migrater.. right in the game's data folder.. thats all..

Fifi
07-23-13, 04:48 PM
Thanks, i'll try it.

EDIT: cool, works fine!

gap
07-23-13, 05:11 PM
Coded in all the new changes for the Sextant (except for converting to degrees/minutes/seconds)

...

The set reference azimuth allows you to place the sextant on one object, click set reference azimuth (will be placed in the Ref azimuth), place sextant on another object and read out the azimuth difference (Ref azimuth diff). Ref azimuths are in relation to the sextant only (meaning in relation to the sub - if you change course they do not get updated with your new course).

So, if I got it correctly:

Azimuth: azimuth of our star relative to sub course
True Azimuth: azimuth of our star relative to the true North
Ref Azimuth: azimuth of the reference point relative to the true North
Ref Azimuth Diff: azimuth of our star relative to the reference point

Is this correct? :hmm2:

Any other data that needs to be shown?

Ref Altitude and Ref Altitude Diff would be nice also, but I suppose that due to the way you are calculating altitude (through the stadieter), there's not an easy way to get the above values...


Sextant is now done through the UZO. You do not have to be at the UZO station to use it. Click Navigator-->Sextant to bring up the sextant window. Click Enable sextant and the game will do the rest. Then click the button to use the sextant to take elevation reading. Sextant allows you to also take an azimuth difference between two measuring points (horizontally). Sextant has 3 zoom levels: 0.5X, 1.5X, and 7X (for testing purposes). The viewport for the UZO is different from OBS scope so I'm curious to see how Sjizzle's testing works.

When done using the sextant click Disable sextant.


Simply brilliant :up:

just a couple of minor remarks:

- I have the feeling that too many button clicks are involved for enabling the sextant. Are they all really needed? If possible, I would keep sextant usage as simple as possible.

- Is there any use in marking lines. Can't you get rid of them at all, without giving the option to disable/re-enable them?

volodya61
07-23-13, 05:31 PM
..Azimuth: azimuth of our star relative to sub course
True Azimuth: azimuth of our star relative to the true North
Ref Azimuth: azimuth of the reference point relative to the true North
Ref Azimuth Diff: azimuth of our star relative to the reference point..

If you don't mind, can you explain it more simpler (like for children in kindergarten), because I'm trying to translate it in Russian and can't understand what Russian nautical terms I should use :hmmm: :06:

TheDarkWraith
07-23-13, 05:38 PM
Just a question . What is the different time that is shown on the debug info enabled in the Scene Dat ?

No idea. Never seen that before. How did you enable it :06:

So, if I got it correctly:

Azimuth: azimuth of our star relative to sub course
True Azimuth: azimuth of our star relative to the true North
Ref Azimuth: azimuth of the reference point relative to the true North
Ref Azimuth Diff: azimuth of our star relative to the reference point

Is this correct? :hmm2:


Ref Altitude and Ref Altitude Diff would be nice also, but I suppose that due to the way you are calculating altitude (through the stadieter), there's not an easy way to get the above values...

just a couple of minor remarks:

- I have the feeling that too many button clicks are involved for enabling the sextant. Are they all really needed? If possible, I would keep sextant usage as simple as possible.

- Is there any use in marking lines. Can't you get rid of them at all, without giving the option to disable/re-enable them?

Azimuth: correct
True Azimuth: correct
Ref Azimuth: incorrect. azimuth of the reference point relative to sub's course
Ref Azimuth Diff: correct

You are currently getting Ref Altitude Diff. It's the angle val. The angle val (or now Elevation) is the difference between scope horizontal reference mark and sextant (stadimeter) line. That's the best I can do currently.

There are only 4 button clicks needed to use the Sextant:
1) Click Navigator
2) Click Sextant
3) Click Enable Sextant
4) click Sextant button to start using it (I can't call events thus you have to press the button yourself). Anyways you have to align the vertical reference line with the body you want to measure first so there's no need in even trying to call the event (once you are using Sextant [stadimeter] you are not allowed to move camera left or right)

Marking lines auto disappear when you click Enable Sextant. When you click Disable Sextant they are re-enabled (and you are booted out of sextant screen)

THE_MASK
07-23-13, 05:43 PM
Open the Scene Dat with S3D .
EnvSim Debug show info = True
I was wondering if it could cause problems .

gap
07-23-13, 06:02 PM
Azimuth: correct
True Azimuth: correct
Ref Azimuth: incorrect. azimuth of the reference point relative to sub's course
Ref Azimuth Diff: correct

Okay. For more cleaness, what about making all the Azimuth values relative to the true North? The only use of sub-course relative azimuth would be if magnetic declination (https://en.wikipedia.org/wiki/Magnetic_declination) was simulated in game, or if our compass could break apart (thus forcing us to adjust our route or to orient ourselves with the stars), but I don't think this is going to happen anytime soon... :hmmm:

You are currently getting Ref Altitude Diff. It's the angle val. The angle val (or now Elevation) is the difference between scope horizontal reference mark and sextant (stadimeter) line. That's the best I can do currently.

Okay, I think this is good enough :up:


There are only 4 button clicks needed to use the Sextant:
1) Click Navigator
2) Click Sextant
3) Click Enable Sextant
4) click Sextant button to start using it (I can't call events thus you have to press the button yourself). Anyways you have to align the vertical reference line with the body you want to measure first so there's no need in even trying to call the event (once you are using Sextant [stadimeter] you are not allowed to move camera left or right)

I see :up:


Marking lines auto disappear when you click Enable Sextant. When you click Disable Sextant they are re-enabled (and you are booted out of sextant screen)

then what is the use of the "Toggle marking lines visibility" button? :hmm2:

TheDarkWraith
07-23-13, 06:09 PM
Okay. For more cleaness, what about making all the Azimuth values relative to the true North? The only use of sub-course relative azimuth would be if magnetic declination (https://en.wikipedia.org/wiki/Magnetic_declination) was simulated in game, or if our compass could break apart (thus forcing us to adjust our route or to orient ourselves with the stars), but I don't think this is going to happen anytime soon... :hmmm:

then what is the use of the "Toggle marking lines visibility" button? :hmm2:

Toggle marking lines visibility is test code until I finish coding in two new commands (Disable_marking_lines and Enable_marking_lines). Currently I only added the new command Toggle_marking_lines. I'm writing that code currently.

Compass may break one day :D

gap
07-23-13, 06:36 PM
Toggle marking lines visibility is test code until I finish coding in two new commands (Disable_marking_lines and Enable_marking_lines). Currently I only added the new command Toggle_marking_lines. I'm writing that code currently.

Okay. I don't think those lines could be enabled/disabled in reality. Again for more cleaness, I would remove the markin line option(s) from the UI, letting the new commands to deal with those lines automatically, when needed. My two cents :03:

Compass may break one day :D

:o

Cool, but I think that by the time of WWII they could orient themselves through radio beams :D

volodya61
07-23-13, 06:47 PM
Guys I'm here.. ahoy..
Could anyone answer me? please..
http://www.subsim.com/radioroom/showpost.php?p=2089080&postcount=10507

TheDarkWraith
07-23-13, 06:56 PM
If you don't mind, can you explain it more simpler (like for children in kindergarten), because I'm trying to translate it in Russian and can't understand what Russian nautical terms I should use :hmmm: :06:

..Azimuth: azimuth of our star relative to sub course

If you're standing outside on the sub this would be the relative bearing to the object you are measuring (relative meaning 0 would be sub's course)

True Azimuth: azimuth of our star relative to the true North

if you're standing outside on the sub this would be the true bearing to the object you are measuring (true meaning 0 would be north)

Ref Azimuth: azimuth of the reference point relative to sub's course

If you're standing outside on the sub this would be the relative bearing to the reference point you chose (relative meaning 0 would be sub's course)

Ref Azimuth Diff: azimuth of current sextant location - azimuth of our reference point. This value will either be positive (if between 0-180 degrees of reference point) or negative (if between 180.0001 and 359.999 of reference point)

TheDarkWraith
07-23-13, 07:02 PM
Okay. I don't think those lines could be enabled/disabled in reality. Again for more cleaness, I would remove the markin line option(s) from the UI, letting the new commands to deal with those lines automatically, when needed. My two cents :03:

They probably couldn't. But if we don't disable them it's awful :yep: You have to remember that I'm using the UZO as a sextant. I don't think Sextants had those lines (just like they had no zoom indication which is why I removed that also).

The marking line option will be removed in final version. I just finished the code for adding the 2 new commands to the game.

gap
07-23-13, 07:05 PM
If you don't mind, can you explain it more simpler (like for children in kindergarten), because I'm trying to translate it in Russian and can't understand what Russian nautical terms I should use :hmmm: :06:

Azimuth: the bearing of the target star, taking boat course as 0 deg
True Azimuth: the bearing of the target star, taking true north as 0 deg
Ref Azimuth: the bearing of an (arbitrarily chosen) reference point, taking boat course as 0 deg
Ref Azimuth Diff: the bearing of the target star, taking reference point's bearing as 0 deg

Hope it helps :)