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gap
07-23-13, 07:13 PM
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.

yep, I think we are misunderstanding each other while saying the same thing.

My suggestion is to disable UZO marking lines automatically (without need of user input) when it is used as sextant, and to reenable them automatically when we exit the sextant, so that the next time we use the "regular" UZO, marking lines will be there. Get rid of user input buttons.

I hope that the new commands you are setting can be triggered through code rather than by mouseclick events.

volodya61
07-23-13, 07:16 PM
..Azimuth: azimuth of our star relative to sub course....

Thank you :salute:

Azimuth: the bearing of the target star, taking boat course as 0 deg...

Thank you too :salute:

Hope it helps :)

I hope too that it will help.. I will read it tomorrow, after the night rest :)

:salute:

TheDarkWraith
07-23-13, 07:18 PM
My suggestion is to disable UZO marking lines automatically (without need of user input) when it is used as sextant, and to reenable them automatically when we exit the sextant, so that the next time we use the "regular" UZO, marking lines will be there. Get rid of user input buttons.

I hope that the new commands you are setting can be triggered through code rather than by mouseclick events.

Of course they can be called by code, they are new commands to the game :D All new commands I've added can be called by script code.

The two new commands I just added, Enable_marking_lines and Disable_marking_lines, will allow me to code in the automatic disabling/enabling of them for the sextant.

gap
07-23-13, 07:22 PM
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)

For consistency with the other Azimuth values, can you express Ref Azimuth Diff in the 0-360 format (no negative numbers)?

Of course they can be called by code, they are new commands to the game :D All new commands I've added can be called by script code.

The two new commands I just added, Enable_marking_lines and Disable_marking_lines, will allow me to code in the automatic disabling/enabling of them for the sextant.

Excellent!

TheDarkWraith
07-23-13, 07:26 PM
For consistency with the other Azimuth values, can you express Ref Azimuth Diff in the 0-360 format (no negative numbers)?

I'm going to leave it as is. There are uses for this. Say you have two objects and you want to know what the difference is in degrees between them. This is perfect for that. I can see uses for this.

The two new commands work perfectly :up:

Sjizzle
07-24-13, 12:18 AM
sorry for this late report "kid trouble"

but i don't have the zoom at UZO i have only x7 no other :-?

http://attila-kevin.de/var/resizes/Silent-Hunter-5/uzo.jpg?m=1374643068

TheDarkWraith
07-24-13, 12:23 AM
sorry for this late report "kid trouble"

but i don't have the zoom at UZO i have only x7 no other :-?

some mod overwrote my cameras.cam file then. Check your JSGME warnings when you enable mods

Sjizzle
07-24-13, 12:38 AM
some mod overwrote my cameras.cam file then. Check your JSGME warnings when you enable mods


oky i will try now to disable all and only with your mod to make some test

TheDarkWraith
07-24-13, 12:44 AM
oky i will try now to disable all and only with your mod to make some test

Did you try moving the mousewheel forward/backward to ensure you couldn't zoom/unzoom?

Sjizzle
07-24-13, 12:56 AM
Did you try moving the mousewheel forward/backward to ensure you couldn't zoom/unzoom?

manos scope reso patch overwrite ...without manos scope work

TheDarkWraith
07-24-13, 01:05 AM
manos scope reso patch overwrite ...without manos scope work

You'll have to open the cameras.GR2 and cameras.cam files in Goblin and add the 0.5 and 1.5 zoom levels to the UZO then. If you don't use the correct manos scope patch your readings will be off. It's either that or don't use any scope mods and just use the stock one. You aren't going to be using it anyways as the sextant is the UZO in disguise.

Sjizzle
07-24-13, 01:22 AM
You'll have to open the cameras.GR2 and cameras.cam files in Goblin and add the 0.5 and 1.5 zoom levels to the UZO then. If you don't use the correct manos scope patch your readings will be off. It's either that or don't use any scope mods and just use the stock one. You aren't going to be using it anyways as the sextant is the UZO in disguise.

i will try to edit but first ill try with the stock file withou scope reso.
to use the sextan for me would be great but idk for othe player cos the position calculation take some time :D

Sjizzle
07-24-13, 02:08 AM
pfiu without scope reso i got crash


EDIT:

problem solved

Fifi
07-24-13, 02:34 AM
Ahh...that's why i don't have new zoom levels too, only 1 at X7 :hmmm:
TDW, you don't use manos scope by your resolution? :o

Sjizzle
07-24-13, 02:45 AM
back without manos scope reso patch i have an error of 2.17 degree :(
at 1939.09.02 time 23:36 the star bearing was from my position was at bearing 349 and at 27 degree angle
i will try to edit does 2 file but i am not that good with Goblin Editor :-?
and when i mesure it the bearing was good only the angle nope the angle was 24.83 degree
http://www.mediafire.com/convkey/b665/kz19iz1b2rgz2w9fg.jpg

http://www.mediafire.com/convkey/ee89/mnk7a7wanynwtl7fg.jpg

Sjizzle
07-24-13, 02:54 AM
i can't mesure the polaris star angle cos it's to high it is at 54 degree angle ...

http://www.mediafire.com/convkey/683b/vajucz4oaqkdvimfg.jpg

Sjizzle
07-24-13, 04:09 AM
i can't figure out how to edit does 2 files :/\\!! TDW can u pls make it when u have time no rush cos i am at work atm
Ty
have a nice day
Sjizzle

gap
07-24-13, 05:11 AM
I'm going to leave it as is. There are uses for this. Say you have two objects and you want to know what the difference is in degrees between them. This is perfect for that. I can see uses for this.

The two new commands work perfectly :up:

Okay :up:

A quick question:

are the new zoom levels going to affect the "normal" UZO, or they will be only active when the UZO is used as a sextant?

gap
07-24-13, 05:18 AM
to use the sextan for me would be great but idk for othe player cos the position calculation take some time :D

I hope you will provide us with instruction and with New UI's-ready tables for calculating our position in game :D

Sjizzle
07-24-13, 05:42 AM
I hope you will provide us with instruction and with New UI's-ready tables for calculating our position in game :D

:har:

http://onboardintelligence.com/CelestialNav/Celnav1.aspx

volodya61
07-24-13, 05:42 AM
i can't figure out how to edit does 2 files :/\\!! TDW can u pls make it when u have time no rush cos i am at work atm
Ty
have a nice day
Sjizzle

What exactly files do you need to edit?

Sjizzle
07-24-13, 06:11 AM
You'll have to open the cameras.GR2 and cameras.cam files in Goblin and add the 0.5 and 1.5 zoom levels to the UZO then. If you don't use the correct manos scope patch your readings will be off. It's either that or don't use any scope mods and just use the stock one. You aren't going to be using it anyways as the sextant is the UZO in disguise.

this file i must edit :/\\!!

and @ gap take a look on what i m working now:

http://www.mediafire.com/convkey/a9ca/n989h6l3x8xrn2cfg.jpg

volodya61
07-24-13, 06:17 AM
this file i must edit :/\\!!

send me cameras.cam from your Manos Scope patch..

Sjizzle
07-24-13, 06:27 AM
here we go http://www.mediafire.com/?h6hr4l74miz2p36

volodya61
07-24-13, 06:45 AM
here we go http://www.mediafire.com/?h6hr4l74miz2p36

Replace your original one (in your Manos Scope!) - http://rghost.ru/47635555
there are - 0.5/1.5/7 (for UZO only)

Sjizzle
07-24-13, 06:48 AM
Replace your original one (in your Manos Scope!) - http://rghost.ru/47635555
there are - 0.5/1.5/7 (for UZO only)

thanks now let's see if all past 100% :hmmm:

Sjizzle
07-24-13, 06:52 AM
this file cameras.GR2 no need to be edited ? what TDW say i must
edit cameras.GR2 and cameras

volodya61
07-24-13, 07:10 AM
this file cameras.GR2 no need to be edited ? what TDW say i must
edit cameras.GR2 and cameras

You/we can't edit any .GR2 using Goblin.. we need .GR2 for correct open/edit of its 'child' files..

Sjizzle
07-24-13, 07:19 AM
same angle error 2.17 degree i will do more test in 40 min

EDIT

same angle error at each star moon or sun i have bin made mesurement... test was made also with TDW 7.4.2 and with 7.5.0...version 7.4.2 it's 100% accurate but the version 7.5.0 nope with that new soom ...now i will do some test with no zoom only with default zom 1.5 and 6 from periscope
i will report back soon i am done with the test.

TheDarkWraith
07-24-13, 09:34 AM
same angle error 2.17 degree i will do more test in 40 min

EDIT

same angle error at each star moon or sun i have bin made mesurement... test was made also with TDW 7.4.2 and with 7.5.0...version 7.4.2 it's 100% accurate but the version 7.5.0 nope with that new soom ...now i will do some test with no zoom only with default zom 1.5 and 6 from periscope
i will report back soon i am done with the test.

This is what I was afraid of when I switched the sextant from OBS to UZO. The Angular Angle and Viewports are different between the two cams for them. It appears that in order for this to work I need to either:
- move the sextant back to the obs scope
- find a way to modify the active camera's parameters in real time (modify the angular angle and viewport parameters)

Did you try the 0.5 and 1.5 zoom levels? You're saying you had 100% accuracy using the sextant (UZO) with v7.4.2? How is that possible? v7.4.2 doesn't contain anything for the new sextant.

Sjizzle
07-24-13, 09:42 AM
Did you try the 0.5 and 1.5 zoom levels? You're saying you had 100% accuracy using the sextant (UZO) with v7.4.2? How is that possible? v7.4.2 doesn't contain anything for the new sextant.


i used the sextan from 7.4.2 not that from uzo
i made test with both of them to be sure and about the 0.5 1.5 my UZO have only 1x and 7x i am too n00b to edit that camera file

volodya61
07-24-13, 10:32 AM
..and about the 0.5 1.5 my UZO have only 1x and 7x i am too n00b to edit that camera file

I don't understand anything :o
I sent you cameras.cam file where is UZO has three zoom levels -

S3D

http://s19.postimg.org/nyx49io5f/UZO.jpg (http://postimage.org/)

Goblin

http://s19.postimg.org/fhxlyljgj/UZO2.jpg (http://postimage.org/)

Sjizzle
07-24-13, 10:59 AM
when i scroll in or out i have only x1 and x7 i will look again

or my eyes are f. up

Edit: i have all of them my bad i scroll to fast sorry

volodya61
07-24-13, 11:06 AM
when i scroll in or out i have only x1 and x7 i will look again

or my eyes are f. up

I didn't set x1.. maybe any other cameras.cam overwrites it?? :hmmm:

Sjizzle
07-24-13, 11:28 AM
I didn't set x1.. maybe any other cameras.cam overwrites it?? :hmmm:
hmmm i enable only tdw ui and manos scope

TheDarkWraith
07-24-13, 11:35 AM
I don't understand anything :o
I sent you cameras.cam file where is UZO has three zoom levels -

S3D

You failed to set the MinZoom level to 0.5 so the game can use it

volodya61
07-24-13, 11:46 AM
You failed to set the MinZoom level to 0.5 so the game can use it

:oops:

You're right.. my fault.. as always inattentiveness in work..

@Sjizzle

Give me a few.. I'll post fixed file :salute:

volodya61
07-24-13, 11:52 AM
It's fixed one - http://rghost.ru/47643055

http://s19.postimg.org/3zbwrgr0j/UZO3.jpg

Sjizzle
07-24-13, 11:56 AM
oky ty i will test it now

Sjizzle
07-24-13, 12:09 PM
same angle error 2.17 degree and i have tested also with TDW 7.5.0 V9 with obs. periscope ...at zoom 0.5 it's an error of a 0.42 - 0.46 degree that can be from horisont aligne or from my scope .... and at x1 and x1.5 zoom 100% accurate

volodya61
07-24-13, 12:19 PM
same angle error 2.17 degree and i have tested also with TDW 7.5.0 V9 with obs. periscope ...at zoom 0.5 it's an error of a 0.42 - 0.46 degree that can be from horisont aligne or from my scope .... and at x1 and x1.5 zoom 100% accurate

I didn't set zoom levels to 0.5 or 1.0 for Obs scope :hmmm:

Sjizzle
07-24-13, 12:25 PM
I didn't set zoom levels to 0.5 or 1.0 for Obs scope :hmmm:


that one i have it from TDW :03:
your cameras file it's for V10 and TDW cameras it's for V9

volodya61
07-24-13, 12:54 PM
that one i have it from TDW :03:
your cameras file it's for V10 and TDW cameras it's for V9

I can set new settings for Obs scope in your cameras.cam (from your manos patch) if you want.. just tell me what zoom levels you need :yep:

Mikemike47
07-24-13, 12:57 PM
I sent you cameras.cam file where is UZO has three zoom levels -
S3D
Goblin
http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKwAAACVCAIAAAB KJobqAAAgAElEQVR4nO19fXBU15Xn624p/gRJDUwZdfd7r7sxM3Fl1gbsTVWSqlRsvgyxU15bAifZqqy9IDs 7k80kRtjxzO7UrENM7JhkY0ACj5NxcGxk4gwfjm0JcKpc5RgQk p3a2g9jEEnV1lYFC31093vvfp7943Rfru7rFhBAtFp96tWr93H ffR/nd88595zz7rUI8TnnkhIeFAjNSwg8lvfIuGQeSOLTnMfyPs0x7 gufCN8XQV6SHLBCQPIjhOUBPKBM+owWGC1QVghILgg8zojwRiX JEZ4j0g9IDrgPQQFYQYIfCM9jPpHUpzlC88zLAQ2A+iTIU+4z7 kmSA5oHSQKWDyCgELBgRNIxKYgf5DjPMzbis2HCxwjzSOBJ4gH 1ACjjXuCPM5YDXqD+KHBf0ELp2TzKPEYLjOUEzQmaY6VTM3yxG A0o8alXABYw6hW8MSYopYGkfpAfY7LgQ97nBco84fvg+ZIUJMk B9SjJC/BzZKTAxjgE1MvxoMCZJ2RAWECZB8Kj/lkqPCo8KT0WjAArcDLu+yOU5QjN+8E4oeMgCUjGc3lgVPAgIPn AzwH1JCkwWqDCy7OczwuSeSLIM+4TXmAsx4IRgDxhowH1AQQJc oLmAj8XBJ4UhDOP+uOC5oAXWDDGWI6xHGUFygp1EJQBgaQ+CXI AXkBHGPcpDQQJgPrC9yXzmBgP+FkifUILIigA9TjzKCsQWuDMF 0EBOBG0wEleEg844SRPghyhBSo8QscZzxNaYNRjwYjko4yNETL GZY6ynOBUciE4Dfxx3x/hPM9ogZK8lB4lec4IowE+IiUFEuSBBZJ5ARljPC+ZJ4nH/ZwgHqXUJx7lY0yMc+ZT4gvicZIH5kuSY8EY8OKrUuYVQUALghb 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If a zoom level is 0.5, how could it work if the min zoom is set higher at 1.0?

TheDarkWraith
07-24-13, 12:59 PM
same angle error 2.17 degree and i have tested also with TDW 7.5.0 V9 with obs. periscope ...at zoom 0.5 it's an error of a 0.42 - 0.46 degree that can be from horisont aligne or from my scope .... and at x1 and x1.5 zoom 100% accurate

So using the UZO as Sextant is ok at zoom levels of 1.0 and 1.5? I hope that's what you're telling me :yep:

volodya61
07-24-13, 01:12 PM
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9cuHD27Nm//e1vp1EcGWoMBJW6iDj8pO45RpajBVc2+BtOHzVGL8CznZ2dr7/+uipgRKSu5LteTqopECCFnUWV/hWxtMnqDEchaLLB+NkINI2TTqf1OqejuxBqDwRl3cZQ8vOEIwg o/CdJNYaJ6CmbwRbm/fT6Ga2mQFApgGT8LFxpmqyykxfgTylGHophS6qcIsMmnS5UUyB AmiSUDJXHFQijx4g+I1XKJg13Iupu4zpNJ6qDoE51ENSpDoI6Q R0EdYI6COoEdRDUCeogqBPUQVAnAPj/2B0syjLaI/4AAAAASUVORK5CYII=I never used S3D or Goblin yet... but is something overlooked here?
If a zoom level is 0.5, how could it work if the min zoom is set higher at 1.0?

Mike, sometimes it's better to read all posts before write your own.. :03:

Sjizzle
07-24-13, 01:32 PM
So using the UZO as Sextant is ok at zoom levels of 1.0 and 1.5? I hope that's what you're telling me :yep:

yup at zoom lvl 1 and 1.5 it's oky lower zoom lvl will give error but it's damn hard to mesure cos of the boath pich and left right balance but i like it :)

TheDarkWraith
07-24-13, 01:42 PM
yup at zoom lvl 1 and 1.5 it's oky lower zoom lvl will give error but it's damn hard to mesure cos of the boath pich and left right balance but i like it :)

Excellent :rock: Thank you for all the testing you did on this :up:

Now what camera zoom level should I set the Sextant to? What I'm going to try and do is code in the sh5.exe a way to set the zoom level for the sextant without having to modify the cameras.cam file.

Sjizzle
07-24-13, 02:03 PM
Excellent :rock: Thank you for all the testing you did on this :up:

Now what camera zoom level should I set the Sextant to? What I'm going to try and do is code in the sh5.exe a way to set the zoom level for the sextant without having to modify the cameras.cam file.

no problem was my plesure to test it:up:
x1, x1.5 more not need cos u can't masure the angle

Edit

so i must make some tutorials how to calculate your own position use the Sextan. :hmmm:

any know if they had H.O 229 book in WW II or something like that

TheDarkWraith
07-24-13, 02:50 PM
no problem was my plesure to test it:up:
x1, x1.5 more not need cos u can't masure the angle

In your opinion which zoom level is best to use?

I will make this a variable in my patch file but I want to set the default value to whatever you recommend.

Sjizzle
07-24-13, 03:02 PM
In your opinion which zoom level is best to use?

I will make this a variable in my patch file but I want to set the default value to whatever you recommend.


i recomand u to set the default level of the UZO sextant to x1 and x1.5

gap
07-24-13, 03:24 PM
i recomand u to set the default level of the UZO sextant to x1 and x1.5

I think TDW wants to know which one among x1 and x1.5 is best in your opinion :03:

If you just can't decide, I would say x1 because it provides a wider field of view :hmm2:

Sjizzle
07-24-13, 03:27 PM
I think TDW wants to know which one among x1 and x1.5 is best in your opinion :03:


oops i missread that
x1 is the best ....

gap
07-24-13, 03:49 PM
@ TDW

I am creating the new sextant mask. I am making it as wide as possible so to keep as many stars as possible within the sight. Should I keep the same width/height ratio as other scope masks, or can I make it custom sized?

Fifi
07-24-13, 05:21 PM
TDW, how come my knukle cursor doesn't want to stick on right order?
The cursor always stop 1 box before...though the right speed order works :o
All stop, ahead/back slow is ok...but for all others the cursor stop before reaching right speed.

Note: i'm back with SH5 enhanced UI, but SH3 is the same!

TheDarkWraith
07-24-13, 05:30 PM
@ TDW

I am creating the new sextant mask. I am making it as wide as possible so to keep as many stars as possible within the sight. Should I keep the same width/height ratio as other scope masks, or can I make it custom sized?

you should be able to make it custom sized. The game should scale it to the player's monitor. Make a test version and try it out (replace the UZO with it)

TDW, how come my knukle cursor doesn't want to stick on right order?
The cursor always stop 1 box before...though the right speed order works :o
All stop, ahead/back slow is ok...but for all others the cursor stop before reaching right speed.

Note: i'm back with SH5 enhanced UI, but SH3 is the same!

I'm not sure what you're talking about. Can you post a screenshot?


Just mapped out how zoom level gets set for the current camera. Now to write the code so that I can control the zoom level wanted :D

gap
07-24-13, 05:34 PM
you should be able to make it custom sized. The game should scale it to the player's monitor. Make a test version and try it out (replace the UZO with it)

This is exactly the point: talking about a sight which must have a circular shape, I don't want it to be scaled. Nevermind: I will make it 1024 x 1024

Fifi
07-24-13, 06:03 PM
I'm not sure what you're talking about. Can you post a screenshot?


In SH5 enhanced UI, talking about the cursor shifting to 1/2/3/4/5 forward and 1/2/3/4 backward :)
When i order let say 5 forward (flank) the cursor stops to 4...never goes upon 5!
I hear the flank speed order speech though :doh:
When looking to the main room knukle dial (above the guy) it's not reaching the flank speed either :o...but it seems i can go the right flank speed (8 knots)

Don't understand this issue.
With Magui, had rarely the same (needle not reaching the right speed ordered) and deactivating/reactivating mods usually solved it...
But with NewUIs, even doing this procedure is useless so far, in my last install of your UI.
You'll understand it's quite annoying...to never know if the right speed ordered is going on :D

PS: it's not the first time i get it...in previous installs, i got it few times...but right now, seems stuck!

volodya61
07-24-13, 06:12 PM
PS: it's not the first time i get it...in previous installs, i got it few times...but right now, seems stuck!

I think FULL reinstall will help you.. you can start from OS.. :D

Fifi
07-24-13, 07:04 PM
I think FULL reinstall will help you.. you can start from OS.. :D

NO!!! :/\\!!:/\\!!
Can't be...this one is almost fresh :doh: well not that aged :nope:

gap
07-24-13, 07:08 PM
sextant mask ready:

http://www.mediafire.com/?q2kiq138uzvyp6p

I have made it in two versions. The first one is just a round sight with some vignetting around the edges and a thin crosshair (similar to the one used for the attack scope, but bigger and more transparent). The second version is identical to the first one, but with the reflection of an eye barely visible on the lens.

Fifi
07-24-13, 07:26 PM
Ok, well, knukle is working fine again in other single mission...:-?
Very strange indeed.

sextant mask ready
Thanks :up:
Where to put this dds?

(btw, do you need reaper's mod for periscopes masks?)

volodya61
07-24-13, 08:10 PM
NO!!! :/\\!!:/\\!!
Can't be...this one is almost fresh :doh: well not that aged :nope:

As you can see I'm 'User with unstable mentality' now :D

Ok, well, knukle is working fine again in other single mission...:-?
Very strange indeed.

Reinstall is waiting for you :haha:

TheDarkWraith
07-24-13, 08:31 PM
Code has been written to force zoom level specified in patch file for Sextant (1.0X) to be applied when using Sextant. Thus no need to adjust the cameras.cam file :rock:

I also wrote some code that will force the zoom level of the active camera to whatever is passed to it. Could come in handy some day...

Now just have to write the code that disables the mouse wheel when the Sextant is active (so player can't try to zoom/unzoom).

Fifi
07-24-13, 08:58 PM
TDW, see here: http://www.subsim.com/radioroom/showpost.php?p=2089919&postcount=2574
Something is broken with latest patch :hmmm:

gap
07-25-13, 04:25 AM
Thanks :up:
Where to put this dds?

You cannot use it until TDW sets his sextant patch conveniently :03:

(btw, do you need reaper's mod for periscopes masks?)

I got it allready, thanks :up:

Fifi
07-25-13, 05:25 AM
You cannot use it until TDW sets his sextant patch conveniently :03:


:haha: i figured it out...:D

Sjizzle
07-25-13, 06:27 AM
only on calm see u can mesure corectly the star angle .... when is wind and some waves almost imposible tu mesure exactly the angel :rock:
i love this new sextan option ...

TheDarkWraith
07-25-13, 01:49 PM
sextant mask ready:

http://www.mediafire.com/?q2kiq138uzvyp6p

I have made it in two versions. The first one is just a round sight with some vignetting around the edges and a thin crosshair (similar to the one used for the attack scope, but bigger and more transparent). The second version is identical to the first one, but with the reflection of an eye barely visible on the lens.

Here is what your sextant mask looks like in game (no eye reflection):
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6837

All the code was written and tested and working perfectly. When you click the Enable sextant button the game will:
- dynamically load the correct texture (thus saving memory but not having another large dds loaded!) replacing the UZO texture with it
- set the zoom level to the level specified by the patch file (1.0X) - no need to specify additional zoom levels for UZO :D
- lock out the ability to zoom/unzoom
- enable the sextant for use

Clicking Disable sextant button will:
- unload the sextant mask texture and load back the correct texture for the UZO
- restore the zoom level for the UZO (whatever it was before sextant was enabled)
- restore ability to zoom/unzoom
- disable sextant use

The only way to get out of the Sextant station is by pressing Disable sextant button. Pressing ESC does nothing (I locked it out).

@gap - your crosshairs are just a little off. You'll see when you have the mod and play it

I'm making 3 additional add-on mods:
- one that will have no mask for the sextant
- one that will have gap's sextant mask
- one that will have gap's sextant mask with eye reflection

It's easy to change the sextant mask used. All you have to do is go to \data\Menu\Gui\Layout\Sextant_Mask.dds and replace it with whatever you want (has to keep the same name though).

Now just have to convert the decimal digits into minutes and seconds.

Sjizzle
07-25-13, 02:01 PM
wow awesome TDW :rock:
i will try to not use the navigator to calculate my position

easy way to calculate your position here (http://www.youtube.com/watch?v=XWLZKmPU17M)

volodya61
07-25-13, 02:12 PM
wow awesome TDW :rock:
i will try to not use the navigator to calculate my position

easy way to calculate your position here (http://www.youtube.com/watch?v=XWLZKmPU17M)

:har:

Yesterday I told to Gap that many years ago I didn't get a yacht captain's license just because I didn't want to study the true navigation.. and now it caught me again.. :rotfl2:

Sjizzle
07-25-13, 02:18 PM
:har:

Yesterday I told to Gap that many years ago I didn't get a yacht captain's license just because I didn't want to study the true navigation.. and now it caught me again.. :rotfl2:


m8 the nearest sea from my home it's at 520 Km i am not a sailer, i was 3 years Sea lifeguard in Sicilia Palermo when i was young ( 18 - 21 years )
i learn to navigate at another place ( i can't say where here )

gap
07-25-13, 03:55 PM
Here is what your sextant mask looks like in game (no eye reflection):

Looks quite good. :03:


All the code was written and tested and working perfectly. When you click the Enable sextant button the game will:
- dynamically load the correct texture (thus saving memory but not having another large dds loaded!) replacing the UZO texture with it
- set the zoom level to the level specified by the patch file (1.0X) - no need to specify additional zoom levels for UZO :D
- lock out the ability to zoom/unzoom
- enable the sextant for use

Clicking Disable sextant button will:
- unload the sextant mask texture and load back the correct texture for the UZO
- restore the zoom level for the UZO (whatever it was before sextant was enabled)
- restore ability to zoom/unzoom
- disable sextant use

Simply brilliant :yeah:


The only way to get out of the Sextant station is by pressing Disable sextant button. Pressing ESC does nothing (I locked it out).

Why :06:


@gap - your crosshairs are just a little off. You'll see when you have the mod and play it

I have put the two lines at the same horizontal/vertical offsets as the attack scope. I am not surprised that my mask is a bit off anyway: the problem is that there is no way to center exactly a 1-pixel-wide line in an image with an even number of pixels. I see two easy solutions though: removing the crosshair at all, or making it two pixels wide and reducing a bit its opacity so that it won't disturb. Which one do you think is best?


I'm making 3 additional add-on mods:
- one that will have no mask for the sextant
- one that will have gap's sextant mask
- one that will have gap's sextant mask with eye reflection

Should I make a third version with smaller sight size? :hmmm:

Now just have to convert the decimal digits into minutes and seconds.

:up:

:har:

Yesterday I told to Gap that many years ago I didn't get a yacht captain's license just because I didn't want to study the true navigation.. and now it caught me again.. :rotfl2:

This game is making us every day better persons, and it is transforming us in programmers, 3d modellers, engineers, mechanics, graphic artists, sailors, astronomers, explorers, historians, nazi fanatics... ops http://edmullen.net/smileys/smiley_mouth_taped_shut.gif please ignore my last statement :D

m8 the nearest sea from my home it's at 520 Km i am not a sailer, i was 3 years Sea lifeguard in Sicilia Palermo when i was young ( 18 - 21 years )

You have been a young lifeguard in my native city :yep:

I wonder how you ended up here :haha:

i learn to navigate at another place ( i can't say where here )

must be something embarassing :hmm2:

...okay I will take a crack at it: was in in a nudist beach in the Greek Island of Mykonos :03: :O:

gap
07-25-13, 07:13 PM
@ TDW

Made some tweaks to the sextant masks:

http://www.mediafire.com/?mjj21zz5t5mkmv1

Can you please test them?

version 1: no eye reflection, wider lesser opaque crosshair (should be centered now)
version 2: eye reflection, wider lesser opaque crosshair
version 3: as v1, but smaller sight (at your resolution, should fit the screen vertically)
version 4: as v3, but smaller sight (as above)

TheDarkWraith
07-25-13, 07:35 PM
@ TDW

Made some tweaks to the sextant masks:

http://www.mediafire.com/?mjj21zz5t5mkmv1

Can you please test them?

version 1: no eye reflection, wider lesser opaque crosshair (should be centered now)
version 2: eye reflection, wider lesser opaque crosshair
version 3: as v1, but smaller sight (at your resolution, should fit the screen vertically)
version 4: as v3, but smaller sight (as above)

50% uploaded of new test version. You can test them here in a little bit. When you have them perfected just send me the changes :up:

gap
07-25-13, 08:00 PM
50% uploaded of new test version. You can test them here in a little bit. When you have them perfected just send me the changes :up:

Take them: to the best of my knowledge they should be already perfected :03:

TheDarkWraith
07-25-13, 08:01 PM
v7.5.0 test version 11 available here: http://www.mediafire.com/?9vdh7zlzu6vluj9

This is needed to test the revised Sextant patch of the Generic Patcher

Fifi
07-25-13, 08:48 PM
Many thanks :sunny:

Fifi
07-25-13, 11:43 PM
Here i come again with my troubles :D

Installed last patch and activated all new patches for the sextant.
Installed last NewUIs for sextant. Installed sextant mask mod of Gap.

Now, before i use sextant, all is very fine.
Then, after first use of sextant, when i call binoculars:
http://img15.hostingpics.net/thumbs/mini_645206sextantwindowinbinos.jpg (http://www.hostingpics.net/viewer.php?id=645206sextantwindowinbinos.jpg)
When i call UZO:
http://img15.hostingpics.net/thumbs/mini_412662sextantwindowinUZO.jpg (http://www.hostingpics.net/viewer.php?id=412662sextantwindowinUZO.jpg)
I see same sextant window in every periscope too.
And last, i see the sextant icon on nav map:
http://img15.hostingpics.net/thumbs/mini_977479sextanticononnavmap.jpg (http://www.hostingpics.net/viewer.php?id=977479sextanticononnavmap.jpg)
I have to save/reload game to make things back to normal...but each time i use sextant, it's like above again!

Note that i can't use the stadi of sextant in binos/UZO/periscope, even if i see the window!
On nav map, nothing happens when i try to clic the little icon.
I can close the stadi window with the cross.

Here is my debug, if it can help:
http://www.mediafire.com/download/t35pt218px2j09p/Stadimeter.zip (http://www.mediafire.com/download/t35pt218px2j09p/Stadimeter.zip)

Don't tell me my files are corrupted please! :haha:

Sjizzle
07-25-13, 11:50 PM
Don't tell me my files are corrupted please! :haha:

your files are corrupted :har:

EDIT

my files are also corrupted :har: same problem als Fifi the sextan it's anyweher

TheDarkWraith
07-25-13, 11:55 PM
Here i come again with my troubles :D

Installed last patch and activated all new patches for the sextant.
Installed last NewUIs for sextant. Installed sextant mask mod of Gap.

Now, before i use sextant, all is very fine.
Then, after first use of sextant, when i call binoculars:

When i call UZO:

I see same sextant window in every periscope too.
And last, i see the sextant icon on nav map:

I have to save/reload game to make things back to normal...but each time i use sextant, it's like above again!

Note that i can't use the stadi of sextant in binos/UZO/periscope, even if i see the window!
On nav map, nothing happens when i try to clic the little icon.
I can close the stadi window with the cross.

Here is my debug, if it can help:
http://www.mediafire.com/download/t35pt218px2j09p/Stadimeter.zip (http://www.mediafire.com/download/t35pt218px2j09p/Stadimeter.zip)

Don't tell me my files are corrupted please! :haha:

Click Navigator-->Sextant to close the window (or press the little X in the top right corner). It will remain open until you tell it to close. I don't see any problems other than the window isn't visible on your nav map. You are missing menu entries though.

I thought you were telling me of a real problem, not a self-induced one :O:

Is the zoom working as it should? Meaning you're never stuck at 1X zoom after leaving the sextant are you? Do the previous zoom levels return when you leave the sextant?

Sjizzle
07-26-13, 12:08 AM
when ill come back from work ill do more test ...and i wil try to calculate my position with the sextant :)

TheDarkWraith
07-26-13, 12:10 AM
when ill come back from work ill do more test ...and i wil try to calculate my position with the sextant :)

I'm interested in your findings. I have the values all reporting as degrees/minutes/seconds now so should make comparing much easier :up: If you set the user option for navigator reporting position in degrees then you can compare your sextant results to your actual position in game in real time. He reports your actual position to the message box. This feature was used mainly by Trevally to make his harbor pilots.

Fifi
07-26-13, 01:01 AM
Ok, you are right TDW.
ONLY way to get rid of sextant window once for all is to clic back navigator sextant icon.
Clicking the little cross (up right sextant window) doesn't work (well it close the window but still re-appearing in any bino/UZO after)
Clicking deactivate sextant doesn't work either (still window coming back as reported above)
Not very natural imo :yep: but the essential is to be able to close it definitely by the navigator icon!

Zoom levels are back fine.

I'm missing entries? Wich one exactly please?
So i'll add them in my french translate :up:

oakdesign
07-26-13, 09:37 AM
Beeing away for about 2 years I thought I 'll give SH5 another try. I switched from a previous Steam Version to a Full Version and started with a very reduced mod List mainly TDW UI OHII combination.
Running SH5 on a macbook air Core i7 8 GB Ram 256GB SSD HDD on Bootcamp Win7 x64.
Everything is running fine so far. I'm having just one issue:
If I'm using the RAOBF in the scope the toggle switch between turning the RAOBF ring or panning the scope doesn't work. I can't pan the scope.
After a few tests I figured out that I can get to work if I install
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha.

My Question is just is the toogle switch intended to work without the RadCapTools, because if yes I would start to debug the whole thing to understand why it's not working as intended.

btw: I'm really impressed about all the stuff you created over the past years. As a Developer I know how much effort is needed. :yeah:

TheDarkWraith
07-26-13, 10:07 AM
Everything is running fine so far. I'm having just one issue:
If I'm using the RAOBF in the scope the toggle switch between turning the RAOBF ring or panning the scope doesn't work. I can't pan the scope.
After a few tests I figured out that I can get to work if I install
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha.

My Question is just is the toogle switch intended to work without the RadCapTools, because if yes I would start to debug the whole thing to understand why it's not working as intended.

Can you post up a screenshot of the switch just so I know exactly what you're talking about?

Developer huh? Who do you develop for?

gap
07-26-13, 11:05 AM
@ Fifi, Sjizzle & Co :D

Have you guys tested any of the new sextant masks I have posted @ post #10590? Are they looking okay?

Sjizzle
07-26-13, 11:08 AM
Have you guys tested any of the new sextant masks I have posted @ post #10590? Are they looking okay?

take a look here ...

doesnt cover all screen

http://attila-kevin.de/var/resizes/Silent-Hunter-5/Sextant.jpg?m=1374854850

gap
07-26-13, 11:09 AM
@ TDW

do those damn birds ever sleep? :hmmm:


http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=6837

Sjizzle
07-26-13, 11:12 AM
my fix v Navigator Fix there is a few m error in my calculation :) but not bad not bad


My Fix
http://attila-kevin.de/var/resizes/Silent-Hunter-5/fixII.jpg?m=1374855044

Naviator Fix

http://attila-kevin.de/var/resizes/Silent-Hunter-5/fixIII.jpg?m=1374855045

gap
07-26-13, 11:18 AM
take a look here ...

doesnt cover all screen

That's weird. My sights are full circles, and they have the same pixel size as regular scope masks. Just checked them for errors on my parts, but I cannot see anything which could cause your problem :hmmm:

Moreover, for what I can see from your screenshot, it seems that the vertical line is still off to the left. This should be easy to fix. Can you confirm?

gap
07-26-13, 11:24 AM
my fix v Navigator Fix there is a few m error in my calculation :) but not bad not bad

Keep in mind that if you are using real navigation, position fixes are never 100% exact, so your fix might be more accurate than the one by the navigator :up:

Now that we have a working sextant, it would be cool if dead reckoning/celestial fixes by the navigator were disabled while he is injured or (one day, hopefully) dead, thus forcing us to use the new tool :03:

Sjizzle
07-26-13, 11:29 AM
another at night Fix


http://attila-kevin.de/var/resizes/Silent-Hunter-5/My%20Fix.jpg?m=1374856143

TheDarkWraith
07-26-13, 11:30 AM
my fix v Navigator Fix there is a few m error in my calculation :) but not bad not bad


My Fix

Naviator Fix

Very cool :yeah: Looks like you're having fun with it :yep: Maybe you can post up a tutorial on how to use the new Sextant? I mean a fully detailed tutorial with all the references needed so someone like me who has no experience in this can follow it and practice taking fixes on my own in game.

Now that we have a working sextant, it would be cool if dead reckoning/celestial fixes by the navigator were disabled while he is injured or (one day, hopefully) dead, thus forcing us to use the new tool :03:

Should already be coded in when navigator injured. I'll double check to see :up:

gap
07-26-13, 11:31 AM
Very cool :yeah: Looks like you're having fun with it :yep: Maybe you can post up a tutorial on how to use the new Sextant? I mean a fully detailed tutorial with all the references needed so someone like me who has no experience in this can follow it and practice taking fixes on my own in game.

:sign_yeah:

Should already be coded in when navigator injured. I'll double check to see :up:

:up:

Sjizzle
07-26-13, 11:32 AM
Very cool :yeah: Looks like you're having fun with it :yep: Maybe you can post up a tutorial on how to use the new Sextant? I mean a fully detailed tutorial with all the references needed so someone like me who has no experience in this can follow it and practice taking fixes on my own in game.






i will make a full tutorial this night when my son it's sleeping ....

TheDarkWraith
07-26-13, 11:48 AM
Just double checked and Navigator is unable to do any kind of fix when wounded :up:

gap
07-26-13, 12:36 PM
Just double checked and Navigator is unable to do any kind of fix when wounded :up:

Good! :salute:

Fifi
07-26-13, 04:21 PM
Only tested 1 mask (the first one without eye reflection), and i don't have Sjizzle problem.
Very well centered, top and bottom circle are a bit off screen though (not full circle on screen)

TDW, wich new entries do i miss in menu? :-?

oakdesign
07-26-13, 04:32 PM
Can you post up a screenshot of the switch just so I know exactly what you're talking about?

http://multimedia-lernen.de/fileadmin/templates/SH5Img_2013-07-26_22.58.37.bmp

Developer huh? Who do you develop for

Currently 'im working on two project as a freelanceer. One is for a Health Care Provider,kind of a CRM Enterprise Software in .NET, the other is for the German Minestry of Education for multimedia school-books in HTML5 that can be distributed offline platform indipendent without having to distribute through stores i.e apple app store

gap
07-26-13, 04:39 PM
Only tested 1 mask (the first one without eye reflection), and i don't have Sjizzle problem.
Very well centered, top and bottom...

so crosshair is finally centered? :)

circle are a bit off screen though (not full circle on screen)

I have made it on purpose, thinking that we needed the maximum possible vertical field visible. If you don't like it you can replace mask#1 with either #3 or #4 :up:

Fifi
07-26-13, 04:44 PM
I have made it on purpose, thinking that we needed the maximum possible vertical field visible. If you don't like it you can replace mask#1 with either #3 or #4 :up:

Yes, we need max visi to the top, because we only can mouve sextant few degrees up...
I have to try your mask with eye reflection. Imo that's a good find! :yep:

gap
07-26-13, 04:54 PM
Yes, we need max visi to the top, because we only can mouve sextant few degrees up...

At your resolution, the smaller mask should fit (almost exactly) your screen in height. You won't loose too much top visibility


I have to try your mask with eye reflection. Imo that's a good find! :yep:

Maybe.
The reflection is much more visible against the dark sky than during the day (should be right the opposite :hmmm:). I wait for your reports for finetuning the effect :)

TheDarkWraith
07-27-13, 09:18 AM
TDW, wich new entries do i miss in menu? :-?

Here's everything dealing with Sextant:

; Sextant
9600=Sextant
9601=Toggle horizontal/vertical use
9602=Enable sextant
9603=Disable sextant
9604=Altitude:
9605=Azimuth:
9606=Toggle marking lines visibility
9607=Click to use sextant
9608=True azimuth:
9609=Ref azimuth:
9610=Set reference azimuth
9611=Ref azimuth diff:

Fifi
07-27-13, 11:41 AM
^^ :up:

LemonA
07-27-13, 12:03 PM
Guidelines for depth sounder use on a typical u-boat:
Water depth Sounding Interval
< 10m Monitor continously
10m - < 100m Every 15 minutes
100m - < 300m Every 30 minutes
> 300m Every hourSuggestion:
A new tool where we can choose the interval in minutes at what interval
the depth soundings is called out.

Expl:
We are 20sm east of Bornholm, near to the coast,
with a water depth of 60 metres. Then we manually change the intervall for depth soundings to every 15 minutes. etc...

Fifi
07-28-13, 06:28 PM
Probably an other stupid question, but is there a way to increase/decrease heading 1 by 1 degree instead of 5 by 5 degrees when scrolling mouse wheel directly on this tool?:
http://img11.hostingpics.net/thumbs/mini_814218Heading.jpg (http://www.hostingpics.net/viewer.php?id=814218Heading.jpg)

gap
07-28-13, 06:44 PM
Probably an other stupid question, but is there a way to increase/decrease heading 1 by 1 degree instead of 5 by 5 degrees when scrolling mouse wheel directly on this tool?:

Yes, you should press Ctrl or Shift (don't remember which one exactly) while scrolling the mouse wheel :know:

Fifi
07-28-13, 07:18 PM
Yes, you should press Ctrl or Shift (don't remember which one exactly) while scrolling the mouse wheel :know:

Perfect :up:
It's shift...
Familiarizing with real nav :Kaleun_Salivating:

THE_MASK
07-28-13, 11:42 PM
Perfect :up:
It's shift...
Familiarizing with real nav :Kaleun_Salivating:Are you using no external views with real nav ?

Fifi
07-29-13, 12:30 AM
:) I have it enabled, but only for screen shots. No need to cheat, for me.
Want to see how long i can go, and how many boats i can catch VS no real nav.
My second install with Magui is, of course, without real nav...so i will compare.

Fifi
07-31-13, 07:13 PM
Yes, you should press Ctrl or Shift (don't remember which one exactly) while scrolling the mouse wheel :know:

After a while, i notice i have always 1° difference with my order...:-?
I.e ordering 72° heading, all i get is 71°, for 120° i get 119° etc...
Am i alone? Very rarely i get exact same degree ordered!

Fifi
07-31-13, 10:47 PM
:oops: Other noob question about real nav:
Using Trevally automation, what are the letters C or D after each dead reckon point appearing automatically on map?
Some are specified C, others D...what for :06:

finchOU
07-31-13, 11:13 PM
C is for celestial or a fix obtained by using a sexton to navigate. D is for Dead Reckoning or plotting a fix based solely on time speed direction (maybe known currents). aka I headed 330 at 10 knots for 3 hours from my last fix.... and a line is drawn...etc.

Celestial is more accurate of a fix over longer time periods compared to DR. Celestial is taken every so often to "reset" your position to compensate for the build up of errors with DR.:up:

Sjizzle
07-31-13, 11:54 PM
After a while, i notice i have always 1° difference with my order...:-?
I.e ordering 72° heading, all i get is 71°, for 120° i get 119° etc...
Am i alone? Very rarely i get exact same degree ordered!

i have that problem too but ill order every time with 1 degree more for example i must go to 348 deggree i order 349 degree :)

Fifi
08-01-13, 12:10 AM
C is for celestial or a fix obtained by using a sexton to navigate. D is for Dead Reckoning or plotting a fix based solely on time speed direction (maybe known currents). aka I headed 330 at 10 knots for 3 hours from my last fix.... and a line is drawn...etc.

Celestial is more accurate of a fix over longer time periods compared to DR. Celestial is taken every so often to "reset" your position to compensate for the build up of errors with DR.:up:

Thanks :up:

ill order every time with 1 degree more for example i must go to 348 deggree i order 349 degree

Yeah...i figured it out too...1 degree more, but that's strange, and furthermore TDW didn't mean to do that i'm sure!

SU-33UB
08-01-13, 04:02 PM
witch net.framework do i need for this mod i know some one have told it in the tread bud i cant find it

Greets from su-33ub

steelwolf
08-02-13, 01:22 AM
Trying to get this work. Anyone seen start screen like this after installed mod (7.4.2). OK, Cancel etc. buttons are not working. Nothing happens on them. After clicking continue campaign or new campaign, computer crashes and even ctrl+alt+del don't work. Need to switch power off. Something installed wrong or what. :06:

Fifi
08-02-13, 01:43 AM
Something installed wrong or what. :06:

For sure...
Have you unzipped with 7Zip?
Only one install running SH5?
Might be some corrupted files somewhere :yep:
Don't give up, retry!

steelwolf
08-02-13, 02:01 AM
Unzipped with winrar

Active mods: Torpedo speed abilities FIX for TDC SH5 v120, SteelViking's Interior Mod V1.2 and 1.22 patch and this NewUIs TDC 7.4.2. All is working fine when NewUI is deactivated.

At this time I activated only "NewUIs_TDC_7_4_2_ByTheDarkWraith" from unzipped MODS folder. Need I install all 12 other mods there are in same download?

Feuer Frei!
08-02-13, 02:27 AM
Unzipped with winrar

Active mods: Torpedo speed abilities FIX for TDC SH5 v120, SteelViking's Interior Mod V1.2 and 1.22 patch and this NewUIs TDC 7.4.2. All is working fine when NewUI is deactivated.

At this time I activated only "NewUIs_TDC_7_4_2_ByTheDarkWraith" from unzipped MODS folder. Need I install all 12 other mods there are in same download?

The other mods are optional.
Check your NewUIs_TDC_7_4_2_ByTheDarkWraith folder because inside that folder will be a mod folder. Inside that will be the actual mod.

Fifi
08-02-13, 02:34 AM
Unzipped with winrar

That's your problem :yep:
Get latest 7Zip

steelwolf
08-02-13, 04:05 AM
yep. installed and unzipped with 7zip and now it's working. :D many thanks.

naights
08-02-13, 07:20 PM
Hi:

Off Topic for TheDarkWraith:

You have the Private Messages box at maximum capacity?

Thx

:03:

vlad29
08-04-13, 06:35 PM
After a while, i notice i have always 1° difference with my order...:-?
I.e ordering 72° heading, all i get is 71°, for 120° i get 119° etc...
Am i alone? Very rarely i get exact same degree ordered!

Hi FiFi, thats a very 'old' bug, everybody have it, it also have being mentioned by Stoianm in his videotutorials a couple of years ago:smug::yep:

divingbluefrog
08-05-13, 01:37 AM
Hi FiFi, thats a very 'old' bug, everybody have it, it also have being mentioned by Stoianm in his videotutorials a couple of years ago:smug::yep:

I solved this one by rotating the compass of 1°, I mean the picture not the dial.

Gammel
08-05-13, 05:54 AM
just cant get the newer versions (7.4.2 and 7.5 test) to work.

Always there's a big black box upper left and an emty message box in the middle, both don't go away.

Everything is fine with 7.1.0!

German Version with 1680x1050 res


No other mods, clean install.

maybe someone could give a little hint.

Gammel
08-05-13, 06:14 AM
nevermind, guess i found a solution.

It's a machine specific / driver problem.

Mod is working fine at another rig.

Mikemike47
08-05-13, 04:51 PM
@TDW
Using NewUIs with TDC, version 7.5 Test version 10. Migrated settings (using options migrator) from NewUIs with TDC for SH5, version 7.4.2 then the Options file viewer/editor as usual for me. This time, the left side of the message box is not shrinking since I change the width to 1.50, six months or longer. Still the message box width will not change to the customized size. Always overlapping into the officers boxes. I have repositioned the officer boxes (set for draggable at bottom) as close as possible to the rudder controls/compass settings, too. Rudder controls/compass are to the left of the officer boxes.

My screen resolution for the game has not changed for one year. (1280 x 1024). Used default OptionsFileEditorViewer version 1.0.28.

Before version 7.5, never had a problem with message box width. Always had worked in past no matter what version of NewUIs with TDC I used.

For NewUIs with TDC, version 7.4.2, I used your test version of OptionsFileEditorViewer version 1.0.31 and OptionsFileEditorViewer version 1.0.32. One of them you sent me a link due to hotkeys_report.txt addition.
Message box customized width always worked. Tried OptionsFileEditorViewer version 1.0.31 and OptionsFileEditorViewer version 1.0.32 with NewUIs with TDC, version 7.5, Test version 10 did not work either for message box width customization.

I disabled all mods, deleted all your **_Draggables.TDW from the silent hunter root folder. Renabled all mods, and still the message box width will not change to the customized size. Always overlapping into the officers boxes.

Fifi
08-05-13, 04:55 PM
Mike, in the waiting of TDW answer, you still can make the message box hide when no mousing over...and appearing when mousing over.
This way message box no longer annoy you :up:
Perso, i always use the hidden option...the less on the screen the better.
Furthermore after month and month of hearing german, i can understand it now! lol

TheDarkWraith
08-05-13, 05:46 PM
@TDW
Using NewUIs with TDC, version 7.5 Test version 10. Migrated settings (using options migrator) from NewUIs with TDC for SH5, version 7.4.2 then the Options file viewer/editor as usual for me. This time, the left side of the message box is not shrinking since I change the width to 1.50, six months or longer. Still the message box width will not change to the customized size. Always overlapping into the officers boxes. I have repositioned the officer boxes (set for draggable at bottom) as close as possible to the rudder controls/compass settings, too. Rudder controls/compass are to the left of the officer boxes.

My screen resolution for the game has not changed for one year. (1280 x 1024). Used default OptionsFileEditorViewer version 1.0.28.

Before version 7.5, never had a problem with message box width. Always had worked in past no matter what version of NewUIs with TDC I used.

For NewUIs with TDC, version 7.4.2, I used your test version of OptionsFileEditorViewer version 1.0.31 and OptionsFileEditorViewer version 1.0.32. One of them you sent me a link due to hotkeys_report.txt addition.
Message box customized width always worked. Tried OptionsFileEditorViewer version 1.0.31 and OptionsFileEditorViewer version 1.0.32 with NewUIs with TDC, version 7.5, Test version 10 did not work either for message box width customization.

I disabled all mods, deleted all your **_Draggables.TDW from the silent hunter root folder. Renabled all mods, and still the message box width will not change to the customized size. Always overlapping into the officers boxes.

Not sure how you were able to get the messagebox smaller than 315.0 pixels wide. It's always been hard-coded that 315.0 is the minimum size. You will now be able to resize it down to 180.0 pixels wide with the below.

try this: http://www.mediafire.com/?o3j07tit0a2am6z

Added a new user option MessageBoxMinimumWidth. You can find it under the MessageBox tab.

To use:

unzip to MODS folder. Enable via JSGME. Ensure it comes AFTER my UIs mod core files. ONLY TO BE USED WITH V7.5.0!

Free WiFi in the air :D I'm posting this at 38,000 ft :yeah:

alessandroloro
08-07-13, 05:28 PM
Hi guys!
Iv'e a trouble, whei i put the arroe of my mouse on a ship, i can't see the tooltip where i can see the speed of them.

Anyone can help me?
Because i try to learning manual TDC but i need the speed info.

volodya61
08-07-13, 06:05 PM
Hi guys!
Iv'e a trouble, whei i put the arroe of my mouse on a ship, i can't see the tooltip where i can see the speed of them.

Anyone can help me?
Because i try to learning manual TDC but i need the speed info.

Welcome aboard :salute:

You have to use OptionsFileEditorViewer (NewUI/data/Applications) to set/edit interface options.. you can find the link for 'How to' thread at the bottom of post #1..

Dogfish40
08-12-13, 10:22 AM
I've been looking for any talk about putting the on/off buttons for the engines back in the HUD. I am still sticking to an old version of the UI because of this reason. If someone could explain how the independent engine controls are worked this might help me to move on from this version (I know that they are controlled somehow by setting a hotkey in the options editor) .
I am using the latest patcher and I know it's only a matter of time before I will have to upgrade the UI anyway. I love having those engine buttons because it's so easy to use them and adjust independent engine speeds.
Thanks
D40

vdr1981
08-12-13, 02:37 PM
Somehow, i lost my SOAN ?! Anyone experience something similar or i need to reinstal sim...again:doh:. I have allready reinstall fresh modlist but that didn't solved the problem...

volodya61
08-12-13, 03:39 PM
Somehow, i lost my SOAN ?! Anyone experience something similar or i need to reinstal sim...again:doh:. I have allready reinstall fresh modlist but that didn't solved the problem...

Remove all the Page***_Draggables.TDW files from the root game folder.. don't worry, they will appear again on the next reload..

Fifi
08-12-13, 03:57 PM
I've been looking for any talk about putting the on/off buttons for the engines back in the HUD. I am still sticking to an old version of the UI because of this reason. If someone could explain how the independent engine controls are worked this might help me to move on from this version (I know that they are controlled somehow by setting a hotkey in the options editor) .
I am using the latest patcher and I know it's only a matter of time before I will have to upgrade the UI anyway. I love having those engine buttons because it's so easy to use them and adjust independent engine speeds.
Thanks
D40

Hi Dogfish,

To use separeted engines, first enable those patches in patcher, then you can set a hotkey via fileviewer to press before using 1/2/3 etc keys on keyboard (but not imperative - you can still use the traditional cursor) when the little right or left shaft button is selected.
Beware only right shaft is working correctly (at least here) using cursor, and the RPM gauges are inversed!

vdr1981
08-12-13, 04:32 PM
Remove all the Page***_Draggables.TDW files from the root game folder.. don't worry, they will appear again on the next reload..

Tnx Volodya! That helps!:up:

TheDarkWraith
08-12-13, 10:01 PM
@ TDW

Made some tweaks to the sextant masks:

http://www.mediafire.com/?mjj21zz5t5mkmv1

Can you please test them?

version 1: no eye reflection, wider lesser opaque crosshair (should be centered now)
version 2: eye reflection, wider lesser opaque crosshair
version 3: as v1, but smaller sight (at your resolution, should fit the screen vertically)
version 4: as v3, but smaller sight (as above)

Added versions 1 & 2 to new test version

Ok, you are right TDW.
ONLY way to get rid of sextant window once for all is to clic back navigator sextant icon.
Clicking the little cross (up right sextant window) doesn't work (well it close the window but still re-appearing in any bino/UZO after)
Clicking deactivate sextant doesn't work either (still window coming back as reported above)
Not very natural imo :yep: but the essential is to be able to close it definitely by the navigator icon!


See below in new test version

Everything is running fine so far. I'm having just one issue:
If I'm using the RAOBF in the scope the toggle switch between turning the RAOBF ring or panning the scope doesn't work. I can't pan the scope.
After a few tests I figured out that I can get to work if I install
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha.

My Question is just is the toogle switch intended to work without the RadCapTools, because if yes I would start to debug the whole thing to understand why it's not working as intended.

Still have to look into this :hmmm:

Guidelines for depth sounder use on a typical u-boat:
Water depth Sounding Interval
< 10m Monitor continously
10m - < 100m Every 15 minutes
100m - < 300m Every 30 minutes
> 300m Every hourSuggestion:
A new tool where we can choose the interval in minutes at what interval
the depth soundings is called out.

Expl:
We are 20sm east of Bornholm, near to the coast,
with a water depth of 60 metres. Then we manually change the intervall for depth soundings to every 15 minutes. etc...

Sounds like a perfect thing for Automation, a new automation command :hmmm:

witch net.framework do i need for this mod i know some one have told it in the tread bud i cant find it

.NET 3.5

I solved this one by rotating the compass of 1°, I mean the picture not the dial.

Can you explain this in more detail :hmmm:

@TDW
Using NewUIs with TDC, version 7.5 Test version 10. Migrated settings (using options migrator) from NewUIs with TDC for SH5, version 7.4.2 then the Options file viewer/editor as usual for me. This time, the left side of the message box is not shrinking since I change the width to 1.50, six months or longer. Still the message box width will not change to the customized size. Always overlapping into the officers boxes. I have repositioned the officer boxes (set for draggable at bottom) as close as possible to the rudder controls/compass settings, too. Rudder controls/compass are to the left of the officer boxes.

My screen resolution for the game has not changed for one year. (1280 x 1024). Used default OptionsFileEditorViewer version 1.0.28.

Before version 7.5, never had a problem with message box width. Always had worked in past no matter what version of NewUIs with TDC I used.

For NewUIs with TDC, version 7.4.2, I used your test version of OptionsFileEditorViewer version 1.0.31 and OptionsFileEditorViewer version 1.0.32. One of them you sent me a link due to hotkeys_report.txt addition.
Message box customized width always worked. Tried OptionsFileEditorViewer version 1.0.31 and OptionsFileEditorViewer version 1.0.32 with NewUIs with TDC, version 7.5, Test version 10 did not work either for message box width customization.

I disabled all mods, deleted all your **_Draggables.TDW from the silent hunter root folder. Renabled all mods, and still the message box width will not change to the customized size. Always overlapping into the officers boxes.

I posted a fix for this. Did it work for you? I never heard a response back from you. The fix is also included in new test version below.

Hi guys!
Iv'e a trouble, whei i put the arroe of my mouse on a ship, i can't see the tooltip where i can see the speed of them.

Anyone can help me?
Because i try to learning manual TDC but i need the speed info.

You can either use the OptionsEditorViewer app to set the option for item notes enabled or you enable the item notes in the extended top right bar (click the icon to enable/disable) in game

Hi Dogfish,

To use separeted engines, first enable those patches in patcher, then you can set a hotkey via fileviewer to press before using 1/2/3 etc keys on keyboard (but not imperative - you can still use the traditional cursor) when the little right or left shaft button is selected.
Beware only right shaft is working correctly (at least here) using cursor, and the RPM gauges are inversed!

All shafts are working correctly. The speed slider only shows for one of the engines (stock game config). I'm working on something that will allow you to select the speed of each engine using dual sliders (one for each shaft) :up:


v7.5.0 test version 12 released. Available here: http://www.mediafire.com/?52pr5d581wpwcc1

this is needed to fix bug with stadimeter button in scope views: http://www.mediafire.com/?v8cjgjh2s14337j
Unzip and place in the test version's \data\Scripts\Menu folder letting it overwrite the old one

changes/additions in this test version:
- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)
- revised Automation so that it dynamically 'loads' the commands for the script when script is played. When script is stopped the commands are 'unloaded' to free memory. This dramatically reduces the memory used with all the scripts loaded in.
- when Disable sextant is clicked in the sextant window it will also disable the sextant window now
- fixed bug of being able to close sextant window while sextant was active (if this happened then there was no way to deactivate sextant!)
- fixed bug of button for using sextant disappearing after using the sextant

I finally rewrote automation so that it's way more memory friendly :D
Fixed many bugs with the sextant window staying visible and/or the button for use sextant staying visible

Greetings from a small island in the south pacific :cool:

Fifi
08-12-13, 10:34 PM
Thanks for new test version :up:

All shafts are working correctly. The speed slider only shows for one of the engines (stock game config). I'm working on something that will allow you to select the speed of each engine using dual sliders (one for each shaft) :up:

Yes both are working, but only right shaft is working nice with speed cursor...i guess that's what you meant with stock game config, in your reply. Looking forward for your fix!

Fifi
08-13-13, 06:11 AM
New little bug using latest NewUIs test version 12 (sorry!):

- when using attack scope stadimeter, each time i clic to match the top mast, the little icon (same as in sextant causing problem staying) at top of dial desappear!
I have to double clic the TDC on/off round button to make it appear again.

I'm sure you'll have a look on it :up:

Trevally.
08-13-13, 07:34 AM
I finally rewrote automation so that it's way more memory friendly :D


:yeah:

Greetings from a small island in the south pacific :cool:

:sunny:

Dogfish40
08-13-13, 10:28 AM
Hi Dogfish,

To use separeted engines, first enable those patches in patcher, then you can set a hotkey via fileviewer to press before using 1/2/3 etc keys on keyboard (but not imperative - you can still use the traditional cursor) when the little right or left shaft button is selected.
Beware only right shaft is working correctly (at least here) using cursor, and the RPM gauges are inversed!

Thanks Fifi,
Are you saying that the buttons are included in the latest UI version?:hmmm: If they are, then my problem is completly solved. The only reason I've delayed the latest UI is because I thought I would lose the two engine buttons on the HUD.

D40



Added versions 1 & 2 to new test version

All shafts are working correctly. The speed slider only shows for one of the engines (stock game config). I'm working on something that will allow you to select the speed of each engine using dual sliders (one for each shaft) :up:



Greetings from a small island in the south pacific :cool:


Alright. I think I'm starting to see what's up here. I need to look for a screen shot of the latest UI so I can visualize the controls. I didn't know what the latest UI had in the way of engine controls for the mouse.
If I load it up I've got an hour of set up time at least, so I wanted to make sure.
Sounds like everything is there and I should just go ahead and upgrade the UI.
Thanks for the response.
D40:up:

Fifi
08-13-13, 03:55 PM
Dogfish, right and left shafts are here:
http://img11.hostingpics.net/thumbs/mini_564749Shafts.jpg (http://www.hostingpics.net/viewer.php?id=564749Shafts.jpg)

Dogfish40
08-13-13, 07:05 PM
Dogfish, right and left shafts are here:
http://img11.hostingpics.net/thumbs/mini_564749Shafts.jpg (http://www.hostingpics.net/viewer.php?id=564749Shafts.jpg)

Excellant, that's just what I wanted to see. All is bliss. :D
Danke Fifi
D40

Mikemike47
08-13-13, 09:48 PM
@TDW
Using NewUIs with TDC, version 7.5 Test version 10. Migrated settings (using options migrator) from NewUIs with TDC for SH5, version 7.4.2 then the Options file viewer/editor as usual for me. This time, the left side of the message box is not shrinking since I change the width to 1.50, six months or longer. Still the message box width will not change to the customized size. Always overlapping into the officers boxes. I have repositioned the officer boxes (set for draggable at bottom) as close as possible to the rudder controls/compass settings, too. Rudder controls/compass are to the left of the officer boxes.

My screen resolution for the game has not changed for one year. (1280 x 1024). Used default OptionsFileEditorViewer version 1.0.28.

Before version 7.5, never had a problem with message box width. Always had worked in past no matter what version of NewUIs with TDC I used.

For NewUIs with TDC, version 7.4.2, I used your test version of OptionsFileEditorViewer version 1.0.31 and OptionsFileEditorViewer version 1.0.32. One of them you sent me a link due to hotkeys_report.txt addition.
Message box customized width always worked. Tried OptionsFileEditorViewer version 1.0.31 and OptionsFileEditorViewer version 1.0.32 with NewUIs with TDC, version 7.5, Test version 10 did not work either for message box width customization.

I disabled all mods, deleted all your **_Draggables.TDW from the silent hunter root folder. Renabled all mods, and still the message box width will not change to the customized size. Always overlapping into the officers boxes.

Not sure how you were able to get the messagebox smaller than 315.0 pixels wide. It's always been hard-coded that 315.0 is the minimum size. You will now be able to resize it down to 180.0 pixels wide with the below.

Added a new user option MessageBoxMinimumWidth. You can find it under the MessageBox tab.

Free WiFi in the air :D I'm posting this at 38,000 ft :yeah:



I posted a fix for this. Did it work for you? I never heard a response back from you.
Greetings from a small island in the south pacific :cool:

Thank you. It works for test version 11 now. Sorry I did not get back to you sooner. Internet at 38,000 feet and a South Pacific Island:up:
Did not work at first, since I did not change pixelation at first from 315.0 to 285. Since you were surprised that I was able to change the messagebox in earlier versions, I took for granted that all that was needed was a new command, messageboxminimumwidth instead of hard coding.

Reasons why I was probably able to change the messagebox in earlier versions:
Changing mods at bunker generally, not new campaign.
Final straw and real reason- 50 CTDs, 3-4 rotating saves since at bunker. DID NOT want to start over this time. (Not the first time I've had similar issues, very random though.)
using two ATI HD 4670 crossfired, now and then CTDs at depths of > 140m with lots of escorts above me. Could only play game for 8-9 minutes, including LOADING time of game. Did not need ATI driver updates. DBGview reported: DXX64: Warn: Registry value too long: MainVideo_SET in SYSTEM\ControlSet001\Control\CLASS\{4D36E968-E325-11CE-BFC1-08002BE10318}\0000\UMD, other similar keys; further investigation: something like MainVideo_SET 0,1,2,3 (don't have accurate data anymore.) Searched many help forums. I've built enough computers, professional tech as well as personal/hobby, and know registry extremely well. Could not solve this way.

Saved game differently. I had enough time to play for only 3 minutes at TC32 to play it safe without CTD. Eventually got back to bunker. Time to buy a new hardware toy. First in 3 years now. ATI HD 7870:yeah: Continuing same campaign!!

I read somewhere along SH5 mods today that Fifi overclocks CPU and has seen less CTDs. That is one thing I have not done.

Mikemike47
08-13-13, 10:02 PM
TDW,
NewUIs with TDC, version 7.5, test version 12. Are you aware that files in the data\applications folder are much older versions than what is currently available?

Generic Patcher is 1.0.94, not current version 1.0.147.
OptionsFileEditorViewer version 1.0.28. I have used your OptionsFileEditorViewer version 1.0.31 and 1.0.32 successfully. Hotkey reports txt work fine in both.

Fifi
08-13-13, 10:37 PM
I read somewhere along SH5 mods today that Fifi overclocks CPU and has seen less CTDs.

:o Not yet, not yet! ...i'm planning to do this after i get my new SSD drive :03:
But honestly i don't get CTDs with my stock I7 875K. Only when forcing time compression so far... and using radio patches with the burning bug...

TheDarkWraith
08-13-13, 11:09 PM
TDW,
NewUIs with TDC, version 7.5, test version 12. Are you aware that files in the data\applications folder are much older versions than what is currently available?

When it's officially released I will update all those :up:

New little bug using latest NewUIs test version 12 (sorry!):

- when using attack scope stadimeter, each time i clic to match the top mast, the little icon (same as in sextant causing problem staying) at top of dial desappear!
I have to double clic the TDC on/off round button to make it appear again.

I'm sure you'll have a look on it :up:

Bug fixed. See here towards bottom of post to download fix (I would release new test version but internet sucks the big one here on this small island I'm currently at): http://www.subsim.com/radioroom/showpost.php?p=2099328&postcount=10655

Fifi
08-13-13, 11:21 PM
Perfect, thanks!
And have a nice stay on your island :up:
South Pacific islands are cool, aren't they? :D (except for internet)

EDIT: working fine again! Good job!

Katze
08-14-13, 09:59 AM
Anyone else have this bug?
I'm finding that when using the stadimeter my navigator no longer estimates the AOB and speed etc.
I noticed this since moving from 7.5.0 Test version 7 to the latest Test version 12 ( with the stadimeter button fix ), along with TDW_GenericPatcher_v_1_0_148_0 with 'stadimeter as sextant' options disabled.

I checked the TheDarkWraithUserOptions.py and NavigatorAssistAOBSpeedCalcs = True.

Dogfish40
08-14-13, 10:53 AM
Well, I'm back to square one on this subject of the engine on/off buttons on the HUD.
I loaded up the 7.5 UI last night and I thought they would be there and they are not (not that I could see). I enabled the options settings for both decks awash and separate engine control . So I have gone back to the 7.2 UI for now until I can get some more data on this.

I'll go back to my original question; Are there plans to place these two buttons back on the HUD? (The Decks awash button is also missing).
If not, I just need to be directed to some complete instructions how to turn each engine on and off and adjust the speed of each on the 7.5 UI. I am loving all the improvements and hope to be able to use them. I think having those switches on the HUD makes all the difference.
Anyway, TDW... excellent work on this! Absolutely Brilliant.

D40

volodya61
08-14-13, 11:00 AM
I'll go back to my original question; Are there plans to place these two buttons back on the HUD? (The Decks awash button is also missing).
If not, I just need to be directed to some complete instructions how to turn each engine on and off and adjust the speed of each on the 7.5 UI. I am loving all the improvements and hope to be able to use them. I think having those switches on the HUD makes all the difference.

These buttons (engine controls + deck awash) always there since version 7.2.0.. I can't understand why you don't see them..
Make sure you've enabled these functions in the Generic Patcher and via OptionsEditor..

Dogfish40
08-14-13, 01:11 PM
These buttons (engine controls + deck awash) always there since version 7.2.0.. I can't understand why you don't see them..
Make sure you've enabled these functions in the Generic Patcher and via OptionsEditor..

WOW! This IS a mystery. I will try it again, I usually have no troubles anymore with installing any of this.
I made sure that all the relevent patches were enabled, and I tried the 7.5 UI.
If you say that the buttons are there then something is making a left turn when I install the UI. It has been awhile though since I updated.
Thanks Volodya
D40

SnipersHunter
08-14-13, 02:25 PM
Great mod

Fifi
08-14-13, 03:40 PM
WOW! This IS a mystery. I will try it again, I usually have no troubles anymore with installing any of this.
I made sure that all the relevent patches were enabled, and I tried the 7.5 UI.
If you say that the buttons are there then something is making a left turn when I install the UI. It has been awhile though since I updated.
Thanks Volodya
D40

:o Yes a mystery!
As Volodya said, these buttons (as i showed you) are visible from long time!
What is your complete mod list? Maybe something overwrite it...
Note you have to activate separated engines patches + enable option in fileviewer.

Dogfish40
08-14-13, 04:54 PM
:o Yes a mystery!
As Volodya said, these buttons (as i showed you) are visible from long time!
What is your complete mod list? Maybe something overwrite it...
Note you have to activate separated engines patches + enable option in fileviewer.

Hi Fifi,
Yes, I did all of that, and my 7.2 UI has the buttons so I figure that as I'm setting the path for the UI, it's "turning left" and using another setup file for a differant UI. I've had that happen in the past. I thought I was watching out for it though.
I'm sure I'll find the problem.
I appreciate all the help.
D40

Katze
08-14-13, 06:09 PM
Anyone else have this bug?
I'm finding that when using the stadimeter my navigator no longer estimates the AOB and speed etc.
I noticed this since moving from 7.5.0 Test version 7 to the latest Test version 12 ( with the stadimeter button fix ), along with TDW_GenericPatcher_v_1_0_148_0 with 'stadimeter as sextant' options disabled.

I checked the TheDarkWraithUserOptions.py and NavigatorAssistAOBSpeedCalcs = True.

I did some more testing and by enabling the 'stadimeter as sextant' options the navigator is working again.:)
So I guess the the bug is that the NavigatorAssistAOBSpeedCalcs is not working when 'stadimeter as sextant' options are disabled.

TheDarkWraith
08-14-13, 07:39 PM
I did some more testing and by enabling the 'stadimeter as sextant' options the navigator is working again.:)
So I guess the the bug is that the NavigatorAssistAOBSpeedCalcs is not working when 'stadimeter as sextant' options are disabled.

Actually this is because two of the changes in the Stadimeter as sextant patch should've been updates :-?. If you didn't have the stadimeter as sextant patch enabled (and all it's changes) then the event for the stadimeter enabled/disabled was never being fired to the scripts. If it's never being fired to the scripts then my UIs mod can't intercept it and thus navigator doesn't do any calculations. This has been fixed in Generic Patcher v1.0.149.0 :up:

Good bug report/troubleshooting also :yeah:

Katze
08-14-13, 08:59 PM
Actually this is because two of the changes in the Stadimeter as sextant patch should've been updates :-?. If you didn't have the stadimeter as sextant patch enabled (and all it's changes) then the event for the stadimeter enabled/disabled was never being fired to the scripts. If it's never being fired to the scripts then my UIs mod can't intercept it and thus navigator doesn't do any calculations. This has been fixed in Generic Patcher v1.0.149.0 :up:

Good bug report/troubleshooting also :yeah:

Thanks for the update; glad I could help.

Fifi
08-14-13, 09:09 PM
@ TDW
A suggestion---> I noticed with Magui interface we have a nice periscope wake and splash animation (visible also through periscope view looking backward and increasing with speed!):
http://img15.hostingpics.net/thumbs/mini_625153Periscopewake.jpg (http://www.hostingpics.net/viewer.php?id=625153Periscopewake.jpg)

Would it be possible to get it also with your NewUIs mod? :)
(assuming it's coming from UI mod, not sure about)
If you can't do it, is there any possibility to bring it from Magui to NewUIs?
(knowing what files to pick up :-?)

TheDarkWraith
08-14-13, 09:36 PM
@ TDW
A suggestion---> I noticed with Magui interface we have a nice periscope wake and splash animation (visible also through periscope view looking backward and increasing with speed!):
http://img15.hostingpics.net/thumbs/mini_625153Periscopewake.jpg (http://www.hostingpics.net/viewer.php?id=625153Periscopewake.jpg)

Would it be possible to get it also with your NewUIs mod? :)
(assuming it's coming from UI mod, not sure about)
If you can't do it, is there any possibility to bring it from Magui to NewUIs?
(knowing what files to pick up :-?)

That is from FX_Update :up:

Fifi
08-14-13, 10:21 PM
Ah...it's from FX...but i have FX Update too with NewUIs, and can't see any wake :hmmm:

TheDarkWraith
08-14-13, 10:49 PM
Ah...it's from FX...but i have FX Update too with NewUIs, and can't see any wake :hmmm:

Probably because I need to update FX_Update to add periscope splashes/wakes to the twisty periscopes :hmmm: My UIs mod defaults to the twisty periscopes. Try changing them to the standard periscopes (will be located in sub's .sns file for the periscopes.

Fifi
08-14-13, 10:54 PM
Running your mod validator for my both installs, to see what is overwriting FX Update:

My install running NewUIs (don't see any scope wake)

FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Library\torpedoes_g7a-e.sim -D -A -W -S
\data\Library\Torpedos_AI.sim -D -A -W -S

Stormys DBSM SH5 v1.3 Basemod conflicts with FX_Update_0_0_22_ByTheDarkWraith
\Data\Sound\Sh.sdl -D -A -W -S

Stormys DBSM SH5 v1.3 HOTFIX 3 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Sound\Sh.sdl -D -A -W -S

NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.fx -D -A -W -S
\data\Objects\Sensors\UBoot_Sensors.GR2 -D -A -W +S
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W +S

IRAI_0_0_39_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M. - hydrophone mute for player fix (TDW compatible) conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

OPEN HORIZONS II_full v2.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Zones.cfg -D -A -W -S
\data\Library\flag.dat -D -A -W -S
\data\Sea\NF_Boat_1\NF_Boat_1.GR2 -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_AO01.dds -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_LOD.GR2 -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_sil.dds -D -A +W +S
\data\Sound\Sh.sdl -D -A -W -S

SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Sound\Sh.sdl -D -A -W -S

My install running Magui (i can see scope wake):
Same as above, but the one below takes place in place of NewUIs conflicting (normal)

Parts Magui Patch 3.03 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Sound\Sh.sdl -D -A -W -S

So i don't really see what can hide the FX Update scope wake, in my NewUIs mods list...:06:
Furthermore, in both installs, i have almost same mods, but Magui instead of NewUIs! (both lists are visible with my sig)

Fifi
08-14-13, 10:59 PM
Probably because I need to update FX_Update to add periscope splashes/wakes to the twisty periscopes :hmmm: My UIs mod defaults to the twisty periscopes. Try changing them to the standard periscopes (will be located in sub's .sns file for the periscopes.

Sorry didn't saw your previous post :oops:

I don't understand you on this manipulation :hmm2:
What do i have to do exactly? (what folder/file etc)

volodya61
08-15-13, 05:02 AM
@Fifi

I guess you use incomplete version of R.E.M.. I don't see UBoot_Sensors.fx in your validator's report..
I see two ways for you - you can use full version of R.E.M (contains UBoot_Sensors.fx) or you can remove UBoot_Sensors.fx from the NewUIs 7.5.0..

@TDW

Probably because I need to update FX_Update to add periscope splashes/wakes to the twisty periscopes :hmmm: My UIs mod defaults to the twisty periscopes. Try changing them to the standard periscopes (will be located in sub's .sns file for the periscopes.

You don't need to update anything.. FXU contains periscope wakes for both types of scopes -

Standart scope
http://s19.postimg.org/zfzqjachr/scopewake1.jpg (http://postimg.org/image/zfzqjachr/)

Wire scope
http://s19.postimg.org/moqm9w91b/scopewake.jpg (http://postimg.org/image/moqm9w91b/)

Fifi
08-15-13, 06:03 AM
@Fifi

I guess you use incomplete version of R.E.M.. I don't see UBoot_Sensors.fx in your validator's report..
I see two ways for you - you can use full version of R.E.M (contains UBoot_Sensors.fx) or you can remove UBoot_Sensors.fx from the NewUIs 7.5.0..


Thanks my friend, i will look into that :up:
Though i'm a bit surprised of incomplete version of REM :o

volodya61
08-15-13, 06:39 AM
Thanks my friend, i will look into that :up:
Though i'm a bit surprised of incomplete version of REM :o

Fifi, I'm sorry.. I was wrong there.. original R.E.M version doesn't contain UBoot_Sensors.fx.. just re-downloaded it and saw..
Okay.. you have only one way - to remove UBoot_Sensors.fx from the NewUIs.. :yep:

oakdesign
08-15-13, 06:56 AM
@Fifi

I guess you use incomplete version of R.E.M.. I don't see UBoot_Sensors.fx in your validator's report..
I see two ways for you - you can use full version of R.E.M (contains UBoot_Sensors.fx) or you can remove UBoot_Sensors.fx from the NewUIs 7.5.0..



@volodya61
I'm a bit confused by your statement. Looked into a fresh downloaded R.E.M and there is no UBoot_Sensors.fx in it :hmm2:

Fifi
08-15-13, 04:27 PM
Fifi, I'm sorry.. I was wrong there.. original R.E.M version doesn't contain UBoot_Sensors.fx.. just re-downloaded it and saw..
Okay.. you have only one way - to remove UBoot_Sensors.fx from the NewUIs.. :yep:

:up: OK!

Fifi
08-15-13, 06:12 PM
Perfect! That did the trick, and i have back my scope wake :yeah:

Just for info, did i lost something else by deleting this file in NewUIs?
Anyway, running now with the FX Update UBoot_Sensors.fx non-overwriten...

volodya61
08-15-13, 06:25 PM
Just for info, did i lost something else by deleting this file in NewUIs?

No..
The file from NewUIs contains only snorkel fx
The file from FXU contains scopes fx + antennas fx + snorkel fx..
So, if you remove first one nothing changes..

Fifi
08-15-13, 06:52 PM
Cool then. Thanks!

volodya61
08-16-13, 06:12 AM
TDW something wrong with your avatar.. or is it on my end only :06:

http://s19.postimg.org/e5hc6ddbz/error.jpg (http://postimg.org/image/e5hc6ddbz/) . http://s19.postimg.org/kkkygs9fj/error1.jpg (http://postimg.org/image/kkkygs9fj/)

oakdesign
08-16-13, 06:16 AM
TDW something wrong with your avatar.. or is it on my end only :06:

http://s19.postimg.org/e5hc6ddbz/error.jpg (http://postimg.org/image/e5hc6ddbz/) . http://s19.postimg.org/kkkygs9fj/error1.jpg (http://postimg.org/image/kkkygs9fj/)

No it's not on your end. Seem's his avatar image is not available

Dogfish40
08-16-13, 11:08 AM
Just a quick note on the 7.5 UI- I resolved my first problem by double checking the settings so all the seperate engine control buttons are there along with the Decks awash button.
New Problem?- I went to the nav map and the draggable color map on the right side is gone. I use the "Kriegsmarine Grid Map for MO and TDW UIs by stoianm" mod and even though the mod is enabled, the controls for switching between the color map and the Grid map are not there either.
I am going to try the 7.4 UI tonight to see if this is confined to the 7.5 install. Or, someone else may have an answer for this strange effect in the UI.
Thanks again
D40

Fifi
08-16-13, 01:23 PM
TDW something wrong with your avatar.. or is it on my end only :06:

http://s19.postimg.org/e5hc6ddbz/error.jpg (http://postimg.org/image/e5hc6ddbz/) . http://s19.postimg.org/kkkygs9fj/error1.jpg (http://postimg.org/image/kkkygs9fj/)

I had it too for 2 days, but it's gone now...second time it happens in few monthes :-?

I went to the nav map and the draggable color map on the right side is gone. I use the "Kriegsmarine Grid Map for MO and TDW UIs by stoianm" mod and even though the mod is enabled, the controls for switching between the color map and the Grid map are not there either.
I am going to try the 7.4 UI tonight to see if this is confined to the 7.5 install. Or, someone else may have an answer for this strange effect in the UI.

So it's not coming from NewUIs...try to deactivate those mods and see if all is fine in NewUIs :up:
Never heard about those mods. Are they old?
Maybe too old for latest NewUIs!

volodya61
08-16-13, 01:37 PM
.. I went to the nav map and the draggable color map on the right side is gone. I use the "Kriegsmarine Grid Map for MO and TDW UIs by stoianm" mod and even though the mod is enabled, the controls for switching between the color map and the Grid map are not there either.

Since version 7.3.0 these maps don't available in NavMap screen.. and Stoianm's map doesn't work also.. these maps have their own tab on the top right hand bar together with charts..
have a look at this mod - http://www.subsim.com/radioroom/showthread.php?t=204617

Glock30Eric
08-16-13, 04:28 PM
I am frusturated with this. I couldn't figure out which one is the most latest mod of this mod?

Can you please put the link top of your OP so everyone know it is the latest one? Instead of reading all way down and not sure which one is the latest one.

vdr1981
08-16-13, 04:35 PM
This is the latest unofficial version 7.50 ver.12http://www.mediafire.com/?52pr5d581wpwcc1

Last official version you can find in the first post...

volodya61
08-16-13, 05:03 PM
I am frusturated with this. I couldn't figure out which one is the most latest mod of this mod?

Can you please put the link top of your OP so everyone know it is the latest one? Instead of reading all way down and not sure which one is the latest one.

Latest released version was 7.4.2 and its link is available at the bottom of post #1..
v7.5.0_test12 is a test version..

Dogfish40
08-16-13, 07:17 PM
Since version 7.3.0 these maps don't available in NavMap screen.. and Stoianm's map doesn't work also.. these maps have their own tab on the top right hand bar together with charts..
have a look at this mod - http://www.subsim.com/radioroom/showthread.php?t=204617

Hi Volodya,
I wasn't able to locate any mention.
Thanks for the tip.
D40

volodya61
08-16-13, 07:33 PM
Hi Volodya,
I wasn't able to locate any mention.
Thanks for the tip.
D40

I was a bit wrong with the version.. it was since v7.4.0.. have a look at the change log..

Santini
08-18-13, 05:57 PM
If you lose the charts option box somehow, is there a hotkey or any way to recenter it? Changed my resolution during a mission, and now the box doesn't show onscreen, just the one chart I had enabled

volodya61
08-18-13, 06:49 PM
If you lose the charts option box somehow, is there a hotkey or any way to recenter it? Changed my resolution during a mission, and now the box doesn't show onscreen, just the one chart I had enabled

try to remove all the Page****Draggables.TDW files from the root game folder..

Pallak2
08-18-13, 08:35 PM
Great Mod.

Santini
08-19-13, 01:09 AM
try to remove all the Page****Draggables.TDW files from the root game folder..

Worked perfectly, thanks!

Santini
08-21-13, 01:00 AM
So I'm nowhere near the date for Snorkels, but I noticed in the options editor that I don't have an expand option for the Snorkels in my options editor... is that normal?

Lol, never mind. It's there now

vdr1981
08-21-13, 02:05 AM
So I'm nowhere near the date for Snorkels, but I noticed in the options editor that I don't have an expand option for the Snorkels in my options editor... is that normal?

Lol, never mind. It's there now

You have to set path for meny.txt and instalation folder correctly...

Santini
08-21-13, 02:27 AM
You have to set path for meny.txt and instalation folder correctly...

Yeah, it appeared only when I ran it after the mod had been installed

Feuer Frei!
08-23-13, 02:51 AM
Bumping this.

Sorry in advance.

TDW: clear your message box. Sent you a PM. :salute:

Gauthier
08-24-13, 11:52 AM
oops

Stevetry
08-24-13, 05:17 PM
hOW DO install this i have mod i have the UI folder how do i choose the ui i want ?

Santini
08-24-13, 05:18 PM
Is there any way to re-enable the land proximity warnings?

volodya61
08-24-13, 06:17 PM
hOW DO install this i have mod i have the UI folder how do i choose the ui i want ?

You can choose UI-style using OptionsFileEditorViewer located in the NewUIs/data/Applications.. link to the 'How to' thread by Trevally you can find at the bottom of the post #1..

Is there any way to re-enable the land proximity warnings?

Not sure what you meant 'land proximity warnings' :hmmm:

Santini
08-24-13, 11:51 PM
Not sure what you meant 'land proximity warnings' :hmmm:

That time compression setting that drops time when you are close to land, and says land sighted or whatever?

Fifi
08-25-13, 12:35 AM
Time compression dropping when land is close is set in your documents/SH5/Cfg/main.
Just put 1 after the good line.
But no vocal warning AFAIK...

Santini
08-25-13, 01:17 AM
Okay!

I will test this, for some reason I thought it didn't work with real navigation

I'll let you know if my sub opts for a land based assault on poland

THE_MASK
08-25-13, 02:54 AM
NewUIs_TDC_7_5_0_ByTheDarkWraith\data\Applications \OptionsFileEditorViewer
### Message Box (SH3/4/5 modes) ####
TC1OnAnyMessageBoxText=True

Documents\SH5\data\cfg\main
LandProximity=1,256

don't use travel mode for travelling . Travel mode disables warnings such as land proximity etc .

Santini
08-25-13, 03:59 PM
Yeah, they work still :-)

Is there anyway to enable the sonar range estimate when you're at the observation periscope? Running back and forth between the two stations gets pretty sillyaa

Fifi
08-25-13, 04:07 PM
Is there anyway to enable the sonar range estimate when you're at the observation periscope? Running back and forth between the two stations gets pretty sillyaa

Not that i'm aware of...always have to quit the scope for hydro station :yep:

Would be nice to have this option though. Simulating captain asking hydro man without leaving periscope view.

But as in all SH, only one sens at a time: or the target view, or the hydro contact...Only TDW could brake this through the .exe

Santini
08-26-13, 11:03 PM
Are the sonar range inaccuracies all built into the DLL?

I've been getting some pretty weird results at times

Lastman
08-27-13, 05:24 PM
hi guys....
first of all....very nice mod!!!! congratulations!!! :up::up::up:
and now my question, i wish you can answer it:
I must restart my campaign after installed this mod???

volodya61
08-27-13, 05:36 PM
hi guys....
first of all....very nice mod!!!! congratulations!!! :up::up::up:
and now my question, i wish you can answer it:
I must restart my campaign after installed this mod???

Welcome aboard :salute:

No, it's not needed..

Mikemike47
08-27-13, 05:38 PM
hi guys....
first of all....very nice mod!!!! congratulations!!! :up::up::up:
and now my question, i wish you can answer it:
I must restart my campaign after installed this mod???

Yes and no. Most mods I have started after I returning to bunker.

Mod order changes with same mods as before might not work. You are asking for trouble with a CTD.
I have had better luck with mods working after a return to bunker, and ONLY doing updates. For example, New UIs with TDC version 7.1 and updating to New UIs with TDC version 7.4.2 exactly in the same order related to other mods.
If a CTD happens with just a mod update change, then a new campaign is needed.

Santini
08-27-13, 05:40 PM
Max snorkel speed should be more like 6 knots btw

volodya61
08-27-13, 05:46 PM
If a CTD happens with just a mod update change, then a new campaign is needed.

A campaign restart is only needed for mods which change campaign or crew abilities files.. for all the other mods bunker save is enough..
This mod doesn't change any campaign files.. often I changed NewUIs versions right in the middle of the patrol..

Lastman
08-27-13, 05:58 PM
A campaign restart is only needed for mods which change campaign or crew abilities files.. for all the other mods bunker save is enough..
This mod doesn't change any campaign files.. often I changed NewUIs versions right in the middle of the patrol..

nice, very fast answer!!! :up:

anyway, so, now im at the bunker ( if load the game I start on the bunker aboard the U-boat ), i can install the mod without problems?

if yes, anyone could give me the JSGME Download link? i search for it, but al the links I found didn't work!:wah:

Mikemike47
08-27-13, 06:15 PM
if yes, anyone could give me the JSGME Download link? i search for it, but al the links I found didn't work!:wah:

Here's a few JSGME links in one thread (including download) to answer possible questions in future

http://www.subsim.com/radioroom/showthread.php?t=204593

Lastman
08-27-13, 06:20 PM
Here's a few JSGME links in one thread (including download) to answer possible questions in future

http://www.subsim.com/radioroom/showthread.php?t=204593

you are a saint...i can't found a good link for download it....thank you again!

Mikemike47
08-27-13, 06:28 PM
you are a saint...i can't found a good link for download it....thank you again!

Check it again now. It is there now.

volodya61
08-27-13, 06:58 PM
..anyway, so, now im at the bunker ( if load the game I start on the bunker aboard the U-boat ), i can install the mod without problems?..

No, would be better if you install the mod in the bunker but not aboard the sub..

Gate420
08-30-13, 03:23 PM
It mentions a decks awash patch does anyone know where this patch or mod is?

volodya61
08-30-13, 03:29 PM
It mentions a decks awash patch does anyone know where this patch or mod is?

Generic Patcher by TheDarkWraith - http://www.subsim.com/radioroom/showthread.php?t=181433

Lastman
08-31-13, 05:45 AM
i have a problem....if i enable the charts ( meters per minutes for example ) they didn't appear, also the shipping charts and flag charts and the "charts selection window" ( the window for select the chart which i want to see, i don't know if im clear....)....before it worked but now, I don't know why, no more....the only things that appear is the identification manual black skin.... help?

volodya61
08-31-13, 06:59 AM
i have a problem....if i enable the charts ( meters per minutes for example ) they didn't appear, also the shipping charts and flag charts and the "charts selection window" ( the window for select the chart which i want to see, i don't know if im clear....)....before it worked but now, I don't know why, no more....the only things that appear is the identification manual black skin.... help?

http://www.subsim.com/radioroom/showpost.php?p=2099216&postcount=10652

http://www.subsim.com/radioroom/showpost.php?p=2102245&postcount=10702

Lastman
08-31-13, 11:31 AM
http://www.subsim.com/radioroom/showpost.php?p=2099216&postcount=10652

http://www.subsim.com/radioroom/showpost.php?p=2102245&postcount=10702

THANK YOU!!! :up::up::up:

Siemanko
08-31-13, 05:50 PM
I just give up. Ive looked through the py file but i cannot find any line that would enable showing up on spotted ships a speed. The only vaule i have is ----
how to enable this function? or is it impossible and i have to calculate it everytime. :dead:

and is it possible to have scope on the right (not centered) like in vanilla. im 16:9


edit: also this is not enough :|
http://www.subsim.com/radioroom/showpost.php?p=2096758&postcount=10649
which option i have to change to work it properly?

Trevally.
09-01-13, 03:48 AM
I just give up. Ive looked through the py file but i cannot find any line that would enable showing up on spotted ships a speed. The only vaule i have is ----
how to enable this function? or is it impossible and i have to calculate it everytime. :dead:

and is it possible to have scope on the right (not centered) like in vanilla. im 16:9


edit: also this is not enough :|
http://www.subsim.com/radioroom/showpost.php?p=2096758&postcount=10649
which option i have to change to work it properly?

When you are in game (on your boat) - look to the top right of the screen for buttons.
One small button will expand the toolbar to show more buttons.
Click the one called "Item Notes"

now when you hover your mouse over a ship in the map view - all info is shown:up:

Welcome to subsim :)

Siemanko
09-01-13, 07:15 AM
ahh, thx Trevally :)

ObiWanKramer555
09-02-13, 03:35 PM
Hello Guys,
I seem to have trouble activating the mod of the darkwraith. I suppose it's got something to do with the activation by JSGME. could someone explain to me how to actually activate this mod?
Thanks in advance.
Obi

Sjizzle
09-03-13, 12:48 AM
use 7zip to extract them in ...\Silent Hunter V\MODS folder and from there u can enable them with JSGME.
do not enable the whole folder NewUIs_TDC_7_5_0_Scopes .... inside that folder are scope rezolution patches... enable only that one wich is good for rezolution ...

Gate420
09-06-13, 09:45 PM
are like 12 or 13 mods all together, I know how to edit the options quite easily what I am having trouble finding is the proper order to load these mods. Do you load all of the small mods then load the one called bydarkwraith and copy over the other stuff or do you load thedarkwraith first and copy over as you add the smaller add on mods? For instance if you where to use the real navigation or alt officer wounded do you load these first or last.The mod in which you edit the option is it last or first? I hope someone understands what I am getting at. It seems to mess up either way I do it, there must be a proper order to load this set of mods so that they all work properly and I am guessing after loading the mods you load a save game where your at base, any help would be greatly appreciated thanks.

THE_MASK
09-06-13, 09:49 PM
are like 12 or 13 mods all together, I know how to edit the options quite easily what I am having trouble finding is the proper order to load these mods. Do you load all of the small mods then load the one called bydarkwraith and copy over the other stuff or do you load thedarkwraith first and copy over as you add the smaller add on mods? For instance if you where to use the real navigation or alt officer wounded do you load these first or last.The mod in which you edit the option is it last or first? I hope someone understands what I am getting at. It seems to mess up either way I do it, there must be a proper order to load this set of mods so that they all work properly and I am guessing after loading the mods you load a save game where your at base, any help would be greatly appreciated thanks.Look at sobers mega mod list to get an idea of mod orders .
http://www.subsim.com/radioroom/showthread.php?t=192374

Gate420
09-07-13, 08:27 PM
What I did to get this working was to change is patch installed from false to true then changed depth from 7 to 8 meters, then did a manual dive to 8 meters which is actually only 7 meters, if I put 7 it only goes to 6 so anyway once I did these changes and did the manual dive to decks awash depth the icon showed up and now stays there so now the decks awash is working and I didn't have to add anything at all.

Generic Patcher by TheDarkWraith - http://www.subsim.com/radioroom/showthread.php?t=181433

Gate420
09-07-13, 08:39 PM
Yeah just he has a lot of stuff I either can't find or don't want I mainly just want to use this mod package but am unsure of the proper order to install the mods darkwraith 7.42 has like i said about 11 mods all together if I load the smaller mods then load the one you set the options in(the larger mod) it reports that files have already been modified, so am I right in thinking that then those mods are actually being disabled or written over when you say yes to go ahead. If this is the case, I suspect that you need to install the one you can change the options in the large one in first then add the others over top of it but I am unsure.Currently everything I have loaded this time seems to be working just fine for a change.I have had no crashes and I even have the icebergs one and went and had a look at the ice bergs which are pretty cool.This is the first time however that I have gotten this group of mods to actually work correctly.The first time I was using the digital gold edition and mods just made that game unloadable fortunately for me my key actually works with the retail version so I just uninstalled the gold used my key with the retail version and now I finally have a playable game.I thought by buying the gold edition I would be getting basically the retail version with the 2 updates and the xtra museum boats but the digital gold edition is really messed up the key map is different there is no depth under keel no return to course its a really messed up game needless to say.Thanks for answering in any case but so far I am happy with all that is currently working so ill just keep playing and see what happens.

Look at sobers mega mod list to get an idea of mod orders .
http://www.subsim.com/radioroom/showthread.php?t=192374

Mikemike47
09-07-13, 09:06 PM
the mods darkwraith 7.42 has like i said about 11 mods all together if I load the smaller mods then load the one you set the options in(the larger mod) it reports that files have already been modified

Did you read the documentation from the JSGME links? (http://www.subsim.com/radioroom/showthread.php?t=204593)

Did you check the folder structure for each mod? I would disable all mods when you can, such as starting a new campaign. Sometimes mods will work when changed after returning to bunker. If a CTD happens, then undo what you have done, and fix mods when starting a new campaign.

The folder structure should be silent hunter 5\MODS\New UIs for TDC 7.4.2 for TDC\data
NOT
silent hunter 5\MODS\New UIs for TDC 7.4.2 for TDC\New UIs for TDC 7.4.2 for TDC\data for example

Always uncompress the mod, if applicable, and check folder structure before moving/copying into silent hunter 5\MODS folder.

d4n1066
09-08-13, 03:48 PM
Hi, don't know whether this is the place to ask, but when I used the TDC, the AOB and distance were automatically entered when I pointed the periscope at a ship, however, it has stopped doing that and I see no way to plug in AOB and distance etc manually. Does anyone know what is happening here? Maybe I'm doing something wrong.

Mikemike47
09-08-13, 06:13 PM
Hi, don't know whether this is the place to ask, but when I used the TDC, the AOB and distance were automatically entered when I pointed the periscope at a ship, however, it has stopped doing that and I see no way to plug in AOB and distance etc manually. Does anyone know what is happening here? Maybe I'm doing something wrong.

This is exactly the place to ask! I only use automatic settings so I can not answer the other parts. Others will be guaranteed to follow this post and possibly answer the AOB and distance setting manually questions.

lesec74
09-12-13, 08:02 AM
hello,

how can I reduce the time for crash dive?I 've News ui tdw.many thanks for help
:salute:

lesec74
09-12-13, 10:29 AM
hello,

how can I reduce the time for crash dive?I 've News ui tdw.many thanks for help
:salute:
sorry for my English

Tones1208
09-14-13, 12:21 AM
Hi all,

Could someone post a link to Darkwraith's UI 7.5.0 please? I've tried looking through the thread, but to be honest, there's a whole lot of posts in there and I've probably missed it.... twice :)

oakdesign
09-14-13, 03:31 AM
Hi all,

Could someone post a link to Darkwraith's UI 7.5.0 please? I've tried looking through the thread, but to be honest, there's a whole lot of posts in there and I've probably missed it.... twice :)
http://www.subsim.com/radioroom/showpost.php?p=2099328&postcount=10655 Download link is in this post

Mikemike47
09-14-13, 09:34 AM
how can I reduce the time for crash dive?I 've News ui tdw.many thanks for help
:salute:
431

lesec74
09-15-13, 12:17 AM
431


thanks:salute:

Tones1208
09-15-13, 11:30 AM
http://www.subsim.com/radioroom/showpost.php?p=2099328&postcount=10655 Download link is in this post

Thanks Oak :salute:

SnipersHunter
09-18-13, 07:13 AM
Hello TDW is german language in the newest version included?

Echolot
09-18-13, 11:18 AM
Hello SnipersHunter.

Copy menu.txt from NewUIs_TDC_7_4_2_TheDarkWraith.7z\NewUIs_TDC_7_4_2 _ByTheDarkWraith\Text\German\ to C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith\data\Menu before you activate the mod.

:salute:

SnipersHunter
09-18-13, 11:21 AM
Thanks Echolot

SnipersHunter
09-21-13, 04:17 AM
How can i choose the Sh3 UI option?

Echolot
09-21-13, 06:29 AM
Hello SnipersHunter.

How can i choose the Sh3 UI option? Deactivate the mod. Run C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith\data\Appli cations\OptionsFileEditorViewer\*.exe. Point the app to C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithUserOptions.py. There you can choose many options. After finishing save the file and activate the mod.

Regards.

Echolot.

PS

Set SH5 install path >> i.e. C:\Ubisoft\Silent Hunter 5

Set path to menu.txt >> i.e. C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith \data\Menu\menu.txt.

SnipersHunter
09-21-13, 06:31 AM
Thanks again Echolot

Dermeister
09-21-13, 10:03 PM
I need help.. i have installed the UI and the darkwrath Fixes for the no Sonar contacts while on the surface... But i still get the blue contact lines when i'm on the sruface.. the interface works great... but not the fix.... DO i need to start a new campaing for it to apply or? I probably did somthing wrong somewhere Help is appriciated thank you :)

Sjizzle
09-22-13, 03:12 AM
I need help.. i have installed the UI and the darkwrath Fixes for the no Sonar contacts while on the surface... But i still get the blue contact lines when i'm on the sruface.. the interface works great... but not the fix.... DO i need to start a new campaing for it to apply or? I probably did somthing wrong somewhere Help is appriciated thank you :)

it's better to start a new campaign when u add a mod to your mod list...
if u don't wanna have map contact the enabel no map updates from the game menu and your map will be clean and clear no sonar contact no ships nothing :)

jt_medina
09-23-13, 05:20 PM
I have installed previous versions of this mod with no issues at all. Just reinstalled SH5 and installed the mod after that and I just don't know what's going on.

http://img842.imageshack.us/img842/7334/zxie.jpg

Any ideas why is that happening?.

gap
09-23-13, 05:48 PM
I have installed previous versions of this mod with no issues at all. Just reinstalled SH5 and installed the mod after that and I just don't know what's going on.

Any ideas why is that happening?.

upgrade your game to v 1.2. You should apply the omonymus official patch manually. :03:

jt_medina
09-23-13, 07:05 PM
upgrade your game to v 1.2. You should apply the omonymus official patch manually. :03:

Thanks, it worked. I thought uplay updated the game automatically.

Dermeister
09-25-13, 07:26 AM
I notticed with this UI mod Theres a MAst that rises from the left side of my con tower everytiem i submerge. It rises on its own and idon't know how to retract it. Any of you guys know what's going on? OR is that a feature From TDW Exe patcher?

volodya61
09-25-13, 08:09 AM
I notticed with this UI mod Theres a MAst that rises from the left side of my con tower everytiem i submerge. It rises on its own and idon't know how to retract it. Any of you guys know what's going on? OR is that a feature From TDW Exe patcher?

That's radio antenna.. it will be lowered automatically when you will go below 15-17 meters..