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Dermeister
09-25-13, 08:22 AM
That's radio antenna.. it will be lowered automatically when you will go below 15-17 meters..
Is there no way to manually Lower that? somtimes it stays stuck fully extended on the surface :( it anoys me soooo much liek to the point where i quit SH5 >_> if only i could dissable that or manually lower and raise it.. I'm a bit OCD with that stuff i want full control of what goes in and out of my boat Especialy masts.

Because lets face it if i'm attacign aconvow at PD i don't need that damn radio mast i'd be scared to damage it so id lower it. Only brign ti up if iwantedto usethe radio.

volodya61
09-25-13, 08:30 AM
Is there no way to manually Lower that? somtimes it stays stuck fully extended on the surface :( it anoys me soooo much liek to the point where i quit SH5 >_> if only i could dissable that or manually lower and raise it.. I'm a bit OCD with that stuff i want full control of what goes in and out of my boat Especialy masts.

Because lets face it if i'm attacign aconvow at PD i don't need that damn radio mast i'd be scared to damage it so id lower it. Only brign ti up if iwantedto usethe radio.

No.. you can't do it manually by yourself.. if it rises above the water surface you can use this mod to fix it - http://www.subsim.com/radioroom/downloads.php?do=file&id=4002

Dermeister
09-25-13, 08:52 AM
No.. you can't do it manually by yourself.. if it rises above the water surface you can use this mod to fix it - http://www.subsim.com/radioroom/downloads.php?do=file&id=4002

Thanks for the fix now only thign that bugs me is it rising on its own maybe soem 1 has a sulution for that but for now this helps :)

Echolot
09-25-13, 01:18 PM
Please, one question:

Say I want to edit a dds file for the ui, should I save the file as DXT3 (Explicit Alpha) or DXT5 (Interpolated Alpha)?

Thanks in advance.

Echol:06:t.

Sjizzle
09-25-13, 01:26 PM
Please, one question:

Say I want to edit a dds file for the ui, should I save the file as DXT3 (Explicit Alpha) or DXT5 (Interpolated Alpha)?

Thanks in advance.

Echol:06:t.

i think gap can answare here cos he is the master in photoshop i'm n00b there :/\\!!

gap
09-25-13, 02:06 PM
i think gap can answare here cos he is the master in photoshop i'm n00b there :/\\!!

That's not true :)

Please, one question:

Say I want to edit a dds file for the ui, should I save the file as DXT3 (Explicit Alpha) or DXT5 (Interpolated Alpha)?

Thanks in advance.

Echol:06:t.

The difference between the three main dds compression formats is about RGB compression level and grey-scale depth of the alpha layer:

DX1 = 1:8 compression ratio, 1 bit alpha layer (B/W)
DX3 = 1:4 compression ratio, non-dithered 1 x 4 bit alpha layer (16 levels of grey)
DX5 = 1:4 compression ratio, dithered 6 x 4 bit alpha layers

See the following article for further detail:
http://www.fsdeveloper.com/wiki/index.php?title=DXT_compression_explained

If you want to be sure about compression level and mip levels of an eisting texture, I suggest you using the following simple tool: :up:
http://developer.amd.com/resources/archive/archived-tools/gpu-tools-archive/the-compressonator/

Echolot
09-25-13, 02:19 PM
Thank you very much, gap.

:Kaleun_Salute:


I get an error 1721 (installer error) when I install the AMD app. Do you have the tool installed, gap? Could you check a file for me, please?

gap
09-25-13, 02:46 PM
I get an error 1721 (installer error) when I install the AMD app. Do you have the tool installed, gap? Could you check a file for me, please?

Sure, just tell me which one :up:

Echolot
09-25-13, 02:47 PM
Sure, just tell me which one :up:Thank you, gap, I will pm you the next minutes.

:salute:

Your pm box is full.

gap
09-25-13, 03:08 PM
Thank you, gap, I will pm you the next minutes.

:salute:

Your pm box is full.

sorry, I have just made some space :up:

Echolot
09-25-13, 03:54 PM
sorry, I have just made some space :up:

Answer received. Many thanks, gap. :sunny:



:subsim:

gap
09-25-13, 04:36 PM
Answer received. Many thanks, gap. :sunny:



:subsim:

My pleasure. Keep us updated on your improvements of that graphic :up:

tscharlii
09-28-13, 03:08 PM
I'd like to assign hotkeys to "Estimate range to contact" and "Report fix via dead-reckoning". How would I do that?

I tried adding a hotkey in data/Cfg/Commands.cfg to


[Cmd487]
Name=Estimate_range_to_contact
Contexts=1
MnID=0x3F280002
Key0=0xC0,C,"Ö"
HasDelayedExecution=Yes
but when i press that, I get a precise distance ("Range to target is 2950 !") instead of the nice new rough estimate that i get, when i click the menus sonarman -> sonar -> estimate range to contact ("Sonar: Estimated contact range is 2700m").

So I guess, the Commands.cfg is the wrong place to put the hotkey.

And i don't have any idea where to put a hotkey for "Report fix via dead-reckoning" at all.

I use NewUI and RealNav Version 7.1.0

Dermeister
09-29-13, 07:48 AM
Is there afix for the Deck gun and this UI ever sicnei enabled this UI In calm seas my crew Won't Keep the damn deck gun manned makign the gun USELESS. it's as though depth Dection for thinking the U boat is surfaced is set to shallow so the crew keeps thinking the deck is A wash but it's not. Any sugestions?

vdr1981
09-29-13, 07:56 AM
Is there afix for the Deck gun and this UI ever sicnei enabled this UI In calm seas my crew Won't Keep the damn deck gun manned makign the gun USELESS. it's as though depth Dection for thinking the U boat is surfaced is set to shallow so the crew keeps thinking the deck is A wash but it's not. Any sugestions?
Yes, do not use deck gun in the high seas...You don't wont your crew to be washed away from the deck...

Dermeister
09-29-13, 07:59 AM
Yes, do not use deck gun in the high seas...You don't wont your crew to be washed away from the deck...

In calm seas I mentioned in my post :) theres like almost no waves.. i can understand in high seas but this is like... theres no water washing up on my deck

vdr1981
09-29-13, 08:03 AM
In calm seas I mentioned in my post :) theres like almost no waves.. i can understand in high seas but this is like... theres no water washing up on my deck
I see then...Have you tried to use TDW options file editor, there is one options which should effect just what you ask(time delays tab, second line)?

Dermeister
09-29-13, 08:06 AM
I see then...Have you tried to use TDW options file editor, there is one options which should effect just what you ask?
I have the TDW patcher do you know the name of that because i checked through it the only thing that ithink could effect it is the " Enable decks awash" option and ive dissabled that.... just to see if it woudl help NO dice.. :(

vdr1981
09-29-13, 08:09 AM
No...Options file editor...not patcher...stand by for link...

http://www.subsim.com/radioroom/showpost.php?p=1836881&postcount=6

Trevally.
09-29-13, 08:11 AM
@Dermeister

Go here - C:\Users\User\Documents\SH5\data\cfg\main.cfg
open this with notepad
look for and change to this :-


[DEVELOPING]
Modding=Yes
MenuEditor=no
DebugScripts=Yes

save and run game

Now when the freeze happens - you should see a script error window on your desktop - copy and paste it here for TDW to see:up:

Dermeister
09-29-13, 08:15 AM
@Dermeister

Go here - C:\Users\User\Documents\SH5\data\cfg\main.cfg
open this with notepad
look for and change to this :-


[DEVELOPING]
Modding=Yes
MenuEditor=no
DebugScripts=Yes

save and run game

Now when the freeze happens - you should see a script error window on your desktop - copy and paste it here for TDW to see:up:

For the rekord I cannot in all certanty say its TDW UI that causes the deckgun problem but I want to clear a few things since i know my english is not the easyest to understand.

1. Since i have the UI enabled is when i started to nottice the Issue
2.there is no Freezing the game runs fine
3.Its as though the sub thinks it submerges for half asecond when clearly im on the surface. It's as though it thinks my deck is awash but it's not.

4. The Watch crew stays o nstation in the con tower but the deck gun crew keeps Dissmounting as soon as it mounts.

P.S i'm checkign out the option editor :) But i will have to wait untill i am in port b4 i can try it. That's what it says i nthe instructions. So it will take a while b4 ican report on if that fixed the issue or not.

gap
09-29-13, 09:46 AM
@ Dermeister

Mod list?

Dermeister
09-29-13, 09:49 AM
@ Dermeister

Mod list?

Accurate German Flags
Antilag
Critical hits v 1.2
Grossdeutscher Rundfunk
HiDef 8-5 Aspect Ratio
OPEN HORIZONS II Light v3
sobers no footstep sound mod
A Fistful of Emblems v1.51
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith



MInd you i don't think i need anti lag with a GTX 660 but mergh

gap
09-29-13, 10:05 AM
I don't see anything in your mod list which could cause your problem. :hmm2:

Which boat type are you currently commanding? Look for it in your game folder (path: data\Submarine\NSS_Uboat7*, open its cfg file, and tell me what its storm conditions are set to, just in case something messed them up

Dermeister
09-29-13, 10:50 AM
I don't see anything in your mod list which could cause your problem. :hmm2:

Which boat type are you currently commanding? Look for it in your game folder (path: data\Submarine\NSS_Uboat7*, open its cfg file, and tell me what its storm conditions are set to, just in case something messed them up

I'm in a Type C StormConditions=11,0.4;max wind speed [m/s], max rain intensity [0,1]

CPF
09-29-13, 11:06 AM
@Dermeister

I have noticed the same problem when I have NewUIs_TDC_7_4_2_ByTheDarkWraith loaded as well. In the stock game, I can even be at decks awash and the gun crew continues to operate the gun even if it shows them going completely underwater. With 7.4.2 loaded, they disappear whenever water washes over the sub, in calm seas they stay. I have a few more mods loaded, so I wasn't sure it was caused by NewUIs. Since you have it loaded last, you could try removing it and see if it returns to the stock game behavior.

Dermeister
09-29-13, 11:26 AM
@Dermeister

I have noticed the same problem when I have NewUIs_TDC_7_4_2_ByTheDarkWraith loaded as well. In the stock game, I can even be at decks awash and the gun crew continues to operate the gun even if it shows them going completely underwater. With 7.4.2 loaded, they disappear whenever water washes over the sub, in calm seas they stay. I have a few more mods loaded, so I wasn't sure it was caused by NewUIs. Since you have it loaded last, you could try removing it and see if it returns to the stock game behavior.


IMO its either that or the Exe patcher by TDW this is why as soon as im Done sinking the ships on this current patrole i will RTB and go in the TDW option manager thign and see if its somthign i nthere ican enable or somthing. because its defo the UI or the EXE patcher since i just installed this game 3 days ago and o nstalk the deck gun worked fine.

gap
09-29-13, 11:27 AM
I'm in a Type C StormConditions=11,0.4;max wind speed [m/s], max rain intensity [0,1]

No, your problem is obviously not coming from there :-?

Try following the suggestion by CPF and see if it solves the issue.

One more question: how do you issue the "man the deck gun" order? There are several ways to do it, and they might affect crew's AI routines. An example? While I and Volodya were making our tests on Flak guns, I was convinced that my game was broken, because when guns were manned by the AI, manning crew didn't show up, and -unlike your deck gun- my self-manned guns could keep firing with a wing force of 15 m/s. To my surprise, Volodya finally realized that I was unadvertently using a "cheat" for issuing the manning order.

See this post (http://www.subsim.com/radioroom/showpost.php?p=2008081&postcount=437) for further detail ;)

Dermeister
09-29-13, 11:32 AM
No, your problem is obviously not coming from there :-?

Try following the suggestion by CPF and see if it solves the issue.

One more question: how do you issue the "man the deck gun" order? There are several ways to do it, and they might affect crew's AI routines. An example? While I and Volodya were making our tests on Flak guns, I was convinced that my game was broken, because when guns were manned by the AI, manning crew didn't show up, and -unlike your deck gun- my self-manned guns could keep firing with a wing force of 15 m/s. To my surprise, Volodya finally realized that I was unadvertently using a "cheat" for issuing the manning order.

See this post (http://www.subsim.com/radioroom/showpost.php?p=2008081&postcount=437) for further detail ;)
For me i just go on the deck use the binos and click on space bar because it wont evne let me click on man the deck gune the way you did i nthe post It's greyed out for me. and i don't think the seas state coudl be any calmer... Unless the wind prevents my crew? i really don't know it's like my sub is rebellign agaisnt me and grayign outthe man the deck gun option evne thoguh i'm clearly o nthe surface. I'm not puttign User induced error off the table but This is really fishy.

CPF
09-29-13, 11:34 AM
No, your problem is obviously not coming from there :-?

Try following the suggestion by CPF and see if it solves the issue.

One more question: how do you issue the "man the deck gun" order? There are several ways to do it, and they might affect crew's AI routines. An example? While I and Volodya were making our tests on Flak guns, I was convinced that my game was broken, because when guns were manned by the AI, manning crew didn't show up, and -unlike your deck gun- my self-manned guns could keep firing with a wing force of 15 m/s. To my surprise, Volodya finally realized that I was unadvertently using a "cheat" for issuing the manning order.

See this post (http://www.subsim.com/radioroom/showpost.php?p=2008081&postcount=437) for further detail ;)


In my case, I don't use the exe patcher, since I only have the steam version :wah:.. so it isn't the patcher. I also don't use the AI, just transport to the gun and use it manually. When the deck crew disappears, I use the escape key so I am just standing on the deck, then click on the gun to start firing again.

Dermeister
09-29-13, 11:42 AM
HEy guys coudl the fact that im at 87 % hull make my boat not surface properly? is it normaly that my dept keeps fluxuating From 6m to 7 m? and every time it hits 7m i get the submerged icon at the top of my screen? the water is calm but its as though my boat sits deeper than usual O_O

CPF
09-29-13, 11:53 AM
HEy guys coudl the fact that im at 87 % hull make my boat not surface properly? is it normaly that my dept keeps fluxuating From 6m to 7 m? and every time it hits 7m i get the submerged icon at the top of my screen? the water is calm but its as though my boat sits deeper than usual O_O

6 to 7 seems normal for decks awash, and yes the submerged icon appears intermittently in anything but calm waters. Fully surfaced usually shows 5 to 6. Also at decks awash depth (7), the batteries recharging is also intermittent, stopping every time the submerged icon shows. I don't think TDW's UI changes the depth of the boat without the historical specifications mod applied as well.

plj
09-29-13, 11:53 AM
I've noticed the same thing. It keeps engaging diesel engines as well in this scenario .. I doubt it's UI related tho ..

I have the same issue with dive orders .. ordering deck awash, periscope or snorkel depth sometimes stays stuck at 3/4 of the command .. changing depth and retrying the command I was aiming for helps.

Dermeister
09-29-13, 11:57 AM
6 to 7 seems normal for decks awash, and yes the submerged icon appears intermittently in anything but calm waters. Fully surfaced usually shows 5 to 6. Also at decks awash depth (7), the batteries recharging is also intermittent, stopping every time the submerged icon shows. I don't think TDW's UI changes the depth of the boat without the historical specifications mod applied as well.


Decks awash is 7.5 to 8. That's the thign i'm not orderign decks awash im at FULl surfaced orders.I even Odered to blow the Ballast tanks just to make sure the boat goes as high as it can.It just dosent wanna sit at 5m its at 6.5 to 7 on calm seas. somthign is out of whack on the stalk game it din't do this. :(

CPF
09-29-13, 12:06 PM
Decks awash is 7.5 to 8. That's the thign i'm not orderign decks awash im at FULl surfaced orders.I even Odered to blow the Ballast tanks just to make sure the boat goes as high as it can.It just dosent wanna sit at 5m its at 6.5 to 7 on calm seas. somthign is out of whack on the stalk game it din't do this. :(

Decks awash should be 7m, and it usually shows the depth under 7m. Fully surfaced is 6m, usually showing 5+. So it does seem like your sub is lower in the water than usual, making the problem with the gun even worse.

Dermeister
09-29-13, 12:11 PM
Decks awash should be 7m, and it usually shows the depth under 7m. Fully surfaced is 6m, usually showing 5+. So it does seem like your sub is lower in the water than usual, making the problem with the gun even worse.

Indeed so now it's hard untill i RTB and get repaired to find out whats causing this.. Damage.. i have 0 flooding so i mean i don't know the seas i nthe weather report are calm i'm Dumbfounded by this issue i really don't know what more i cna do to help you help me. but it does seem like i'm not aloen reporting this. And this isint my frist time playing this game ive never had trouble with the gun like this b4. The only thing i cna think of thath as changed from the last tiem i played is the UI and the EXE patch.

CPF
09-29-13, 12:18 PM
Indeed so now it's hard untill i RTB and get repaired to find out whats causing this.. Damage.. i have 0 flooding so i mean i don't know the seas i nthe weather report are calm i'm Dumbfounded by this issue i really don't know what more i cna do to help you help me. but it does seem like i'm not aloen reporting this. And this isint my frist time playing this game ive never had trouble with the gun like this b4. The only thing i cna think of thath as changed from the last tiem i played is the UI and the EXE patch.

I don't have the patch installed, so maybe someone that does can verify whether it changes depth values for surfaced and decks awash. I know there are mods that do change where the sub sits in the water for more realistic experience in rough seas, and maybe more historical accuracy.

Dermeister
09-29-13, 03:11 PM
OK guys i'm back to port now and ive dissabled all the UI mods and all the EXE patcher mods and now my boat sits higher i nthe water now i can see the Anker at the front of the ship.. b4 it was fully submerged. So i'ts somthing defo i nthe Patcher or UI.

I will try to enable the UI with out the patcher and see. More to come

OK so it seems that it was the TDW exe patch.. i'm at port nowwith the UI eneabled and it still sits properly in the water. Now as for what specific option in the patcher causes this.. at this point i don't care ive had it up the ying yang of stuff not working so i just diecded to not enable the patcher at all. It seems it breaks more stuff than it fixes. :)

Fifi
09-30-13, 04:06 AM
It seems it breaks more stuff than it fixes. :)

Of course Generic Patcher fix more stuff than braking them...
If installed correctly, all is fine and run without troubles.
Do not activate all the patches! Some of them can give CTDs on some rigs.
Try them one by one if needed!

Dermeister
09-30-13, 01:42 PM
Well i Havent had a single CTD so CTD's arnt my problem. But my stuff has ben behaving weirdly. As i nthe boat sits deeper lil things like that. But Just a heads up for the people still tryign to figure this out. I started a new patrole with the SH3 interface this time and the depth seems to be right whiel on the surface since i use the Needle instead of the enhanced interface. O_O so i dunno what i did to fix it but the sub behaves properly now O_O!

DannikJerriko
10-05-13, 06:31 PM
Hello everyone!

First, thanks alot to all the modders for their wonderful work.

Since i don't want to waste your time, now to the problem i got:

After one year of absence i wanted to play SH5 again. Last year i was playing with New UIs 6.9.0 and various other mods and everything was fine. Now i wanted to update to 7.4.2 and the problems started. I got CTDs (that can be a result of other, new mods though) and the round dials are missing. I guess i tried every solution i can think of, but no success so far:
Here's what i've done until now:

- unpacking (7-zip) the file again and recopying into the MODS folder
- downloading, unpacking and copying the files again
- disabling all mods and activating "NewUIs_TDC_7_4_2_ByTheDarkWraith" only
- checking drivers and other system stuff for actual versions and updating them if possible
- today i uninstalled SH5 completely, deleted any remaining files (except Savegames), reinstalled it, patched it to 1.20 and launched it with no mods but "NewUIs_TDC_7_4_2_ByTheDarkWraith" enabled

And still no success. The mod is obviosly working, the pictures of the officers, the bar with diary, radiolog and all the other stuff is where it should be, but still no dials. For the testing i use it with default setup, i only replaced the dials.dds and menu.txt (to the german one) before activating it via JSGME. The (unedited) TheDarkWraithUserOptions.py shows UIStyle=SH5Enhanced of course.

My system:
IntelCore2Duo E6850
8 GB of RAM
Geforce 8800 GTS 512
Windows 7 Professional 64bit

I doubt that any hardware components are damaged since the missing dials are the only problem at the moment.

Therefore any help would be appreciated. Thanks in advance.

makiferol
10-06-13, 02:08 AM
Where is 7.5.0 version of this mod which was suggested in Sober's mega mod ? All i can find is 7.4.2.

Trevally.
10-06-13, 03:28 AM
Hello everyone!

First, thanks alot to all the modders for their wonderful work.

Since i don't want to waste your time, now to the problem i got:

After one year of absence i wanted to play SH5 again. Last year i was playing with New UIs 6.9.0 and various other mods and everything was fine. Now i wanted to update to 7.4.2 and the problems started. I got CTDs (that can be a result of other, new mods though) and the round dials are missing. I guess i tried every solution i can think of, but no success so far:
Here's what i've done until now:

- unpacking (7-zip) the file again and recopying into the MODS folder
- downloading, unpacking and copying the files again
- disabling all mods and activating "NewUIs_TDC_7_4_2_ByTheDarkWraith" only
- checking drivers and other system stuff for actual versions and updating them if possible
- today i uninstalled SH5 completely, deleted any remaining files (except Savegames), reinstalled it, patched it to 1.20 and launched it with no mods but "NewUIs_TDC_7_4_2_ByTheDarkWraith" enabled

And still no success. The mod is obviosly working, the pictures of the officers, the bar with diary, radiolog and all the other stuff is where it should be, but still no dials. For the testing i use it with default setup, i only replaced the dials.dds and menu.txt (to the german one) before activating it via JSGME. The (unedited) TheDarkWraithUserOptions.py shows UIStyle=SH5Enhanced of course.

My system:
IntelCore2Duo E6850
8 GB of RAM
Geforce 8800 GTS 512
Windows 7 Professional 64bit

I doubt that any hardware components are damaged since the missing dials are the only problem at the moment.

Therefore any help would be appreciated. Thanks in advance.

When faced with an issue like this - the only way forward is to uninstall all mods and then test TDWs UI only.
This way you will now if:-


another mod was causing it
default options setting work
edited options setting work
:up:

Trevally.
10-06-13, 03:29 AM
Where is 7.5.0 version of this mod which was suggested in Sober's mega mod ? All i can find is 7.4.2.

v7.4.2 is the current version

v7.5.0 is a test version - someone will post a link soon:up:

Edit: http://www.mediafire.com/download/52pr5d581wpwcc1/NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version12.7z

makiferol
10-06-13, 03:37 AM
v7.4.2 is the current version

v7.5.0 is a test version - someone will post a link soon:up:

Edit: http://www.mediafire.com/download/52pr5d581wpwcc1/NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version12.7z

Is it safe to use it or we should expect some buggyness ?

jibouil
10-06-13, 04:03 AM
hello,I can not seem to bring up the clock with the O button and command officers.I do not understand why ..I tried installing the new mod Ui TDC 7.5

DannikJerriko
10-06-13, 05:06 AM
When faced with an issue like this - the only way forward is to uninstall all mods and then test TDWs UI only.
This way you will now if:-


another mod was causing it
default options setting work
edited options setting work

:up:

Thanks for the answer so far.

But after reinstalling the game i tried it with new UIs only. Result remains the same. The dials are missing. Now,after your message i even tried deleting all mods out of the MODS folder. Still no better result.

What i simply don't understand is why it was working with 6.9.0...

plj
10-06-13, 06:54 AM
From the newui's Dials folder:

; Edited by TheDarkWraith for NewUIs_TDC_7_4_0
; Edited on 5/19/2013 @ 1730


select appropriate 'Dials.dds' (or use your own!) and place in 'MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Menu\G ui'. Do this before enabling mod!
If there is a folder inside called 'TDC' then you have to copy the files in that folder to 'MODS\NewUIs_TDC_7_3_0_ByTheDarkWraith\data\Menu\G ui\TDC'. Do this before enabling mod!Dunno if applicable ?
Where is 7.5.0 version of this mod which was suggested in Sober's mega mod ? All i can find is 7.4.2.
http://www.mediafire.com/download/52pr5d581wpwcc1/NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version12.7z

volodya61
10-06-13, 07:53 AM
Is it safe to use it or we should expect some buggyness ?

It's a test version..

DannikJerriko
10-06-13, 05:03 PM
Thanks for the answer so far.

But after reinstalling the game i tried it with new UIs only. Result remains the same. The dials are missing. Now,after your message i even tried deleting all mods out of the MODS folder. Still no better result.

What i simply don't understand is why it was working with 6.9.0...

Guess i understand it now. After reading TDWs initial post for the 99th time i recognized that the dials simply cannot be there when it's set to SH5Enhanced-style. After setting it to SH3 the dials came up. Hours of hours of trying and two complete reinstalls of the entire SH5 were unnecessary... :/\\!!

But now it works. :D

gap
10-06-13, 05:21 PM
Guess i understand it now. After reading TDWs initial post for the 99th time i recognized that the dials simply cannot be there when it's set to SH5Enhanced-style. After setting it to SH3 the dials came up. Hours of hours of trying and two complete reinstalls of the entire SH5 were unnecessary... :/\\!!

But now it works. :D

Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI :03:

volodya61
10-06-13, 05:38 PM
Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI :03:

I guess these dials :) -

http://s19.postimg.org/4of7rpt4v/SH5_Img_2012_11_24_05_48_21.jpg (http://postimg.org/image/4of7rpt4v/)

DannikJerriko
10-06-13, 05:44 PM
Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI :03:


Exactly what volodya61 said. The three dials in the lower right corner.

gap
10-06-13, 05:54 PM
Exactly what volodya61 said. The three dials in the lower right corner.

In SH5 style, those dials are accessible by clicking on the depth/speed/heading bars, on the lower edge of the screen :salute:

volodya61
10-06-13, 05:58 PM
In SH5 style, those dials are accessible by clicking on the depth/speed/heading bars, on the lower edge of the screen :salute:

IIRC there is only the compass (SH5 Enhanced)..

DannikJerriko
10-06-13, 06:02 PM
Dunno if they pop up or something, being a confused nub i need them permanently :o

gap
10-06-13, 06:14 PM
IIRC there is only the compass (SH5 Enhanced)..

Maybe you are right, but I am sure that there is a key combinaion to convert it into rudder :hmmm:

Dunno if they pop up or something, being a confused nub i need them permanently :o

The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar :yep:

DannikJerriko
10-06-13, 06:25 PM
The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar :yep:

Guess i should try out the Enhanced Mode if i got the time. For now i'm happy that the game runs as expected. The Brits had a few days to recover since i wasn't on patrol. Time to even that out...:03:

plj
10-07-13, 04:40 AM
Maybe you are right, but I am sure that there is a key combinaion to convert it into rudder :hmmm:



The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar :yep:
Shift + C will show the compass and hide it again. Right clicking it changes the looks to a secondary mode. Shift + C will hide again.

Trevally.
10-07-13, 07:27 AM
Post a picture and all will become clear:03:

gap
10-07-13, 09:24 AM
The Brits had a few days to recover since i wasn't on patrol. Time to even that out...:03:

:rotfl2:

I hope the OP won't mind your zeal... ;)

tscharlii
10-07-13, 04:11 PM
I was trying to tell the sonarman to follow a contact. I went to the hydrophone station, moved the needle towards a reasonable close contact, but that deaf guy kept telling me, there is no near contact to follow.

I think, due to a small bug in TDC_NewUI (I use 7.1.0, but it's still present in 7.5.0 test version), the sonarman looks for the contact at bearing "sub heading plus hydrophone needle bearing" instead of just "hydrophone needle bearing". So it only works, if my sub's heading happens to be zero degrees.

After I changed the function HydrophoneFollowNearestContact in /data/Scripts/Stations/Hydrophone.py as follows, my follow contact orders are no longer ignored.


def getHydroBearing ( contact, sub ):
contactbearing = sub.HeadingDEGToContact(contact) - sub.HeadingDEG
while contactbearing > 360.0:
contactbearing -= 360.0
while contactbearing < 0.0:
contactbearing += 360.0
return contactbearing

# Modified by TheDarkWraith
def HydrophoneFollowNearestContact():
if GetHydroFollowContact() != None:
return
hydroangle = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.HYDROPHONE )
sweeprange = GetHydroFollowNearestContactSweepRange()
maxrange = GetHydroFollowNearestContactMaxRange()
try:
from PageDefaultHud import PageDefaultHud_MapGroup_Mapcontrol
sub = PageDefaultHud_MapGroup_Mapcontrol.SubmarineContac t
contacts = PageDefaultHud_MapGroup_Mapcontrol.AllContacts
hydrocontact = None
for contact in contacts:
if getHydroBearing( contact, sub ) >= ( hydroangle - sweeprange ) and getHydroBearing( contact, sub ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange:
if hydrocontact == None:
hydrocontact = contact
else:
if getHydroBearing( contact, sub ) <= getHydroBearing( hydrocontact, sub ) and sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ):
hydrocontact = contact
if hydrocontact == None:
from PageDefaultHud import Game_NewPlayerLogMessageOutside
Game_NewPlayerLogMessageOutside( [ Menu.GetLocalizedText( IDSTR_HydroFollowTargetNoNearContact ), False ] )
return
SetHydroFollowContact( hydrocontact )
from Pageinterior import Pageinterior_Blocnotes_FollowTarget
Pageinterior_Blocnotes_FollowTarget.SetCheck( True, False )
from PageDefaultHud import Game_NewPlayerLogMessageOutside
Game_NewPlayerLogMessageOutside( [ Menu.GetLocalizedText( IDSTR_HydroFollowTargetNearest ), False ] )
except:
pass

Trevally.
10-07-13, 04:33 PM
So it only works, if my sub's heading happens to be zero degrees.

After I changed the function HydrophoneFollowNearestContact in /data/Scripts/Stations/Hydrophone.py as follows, my follow contact orders are no longer ignored.


Good find:yeah:

gap
10-07-13, 04:41 PM
I think, due to a small bug in TDC_NewUI (I use 7.1.0, but it's still present in 7.5.0 test version), the sonarman looks for the contact at bearing "sub heading plus hydrophone needle bearing" instead of just "hydrophone needle bearing". So it only works, if my sub's heading happens to be zero degrees.

It could be, but it is strange that you are the first person noticing this bug. Have you enabled TDW's hydrophone patch? No one complained about the effectiveness of the hydrophone after its release. :hmm2:

No saying that your discovery is only junk: I am just try to understand :)

plj
10-07-13, 04:47 PM
Benno has no issues on my sub with following contacts, as long as they are within reasonable range and he reported them himself. I can spot contacts by hand much better then if I let him take care of it. I cant let him follow contacts that I pick out by hand.

I thought this was by design and due to him being a rookie, like me :p

tscharlii
10-07-13, 05:56 PM
Alright. Here are the steps to reproduce.

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

NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_Real_Navigation
Manos Scopes-patch for 16x9

Also have the TDW hydrophone exe fixes activated.

1. Load up the historical mission TDW Torp Tutorial.
2. Make sure, your sub is NOT heading North. Turn to heading 320 degrees by making a 40 degrees turn to port/left.
3. The contact should be at around 106 degrees. Go to the sonarman, activate the hydrophone station and point the needle to 106 degrees.
4. Ask the sonar man to follow the selected target (see picture). He responds: "Sonarman: no near contact to follow"
5. You can, however, make him pick up the contact by pointing the needle to 66 degrees

The aforementioned changes to /data/Scripts/Stations/Hydrophone.py fix this issue.

http://www.deguero.de/jel/sh5CannotFollowSelectedContact.png

jibouil
10-08-13, 03:02 PM
Hello,I managed to configure the new ui 7.5 TDC as I wanted, but unfortunately I am unable to change the keyboard keys in OptionsFileEditorViewerFor example, the L key closes the chat at the bottom right and opens the clock.Can someone tell me the trick to change the basic keys of TDC (such as T for teleport or Q forlog ship etc. ..)

gap
10-08-13, 05:19 PM
Alright. Here are the steps to reproduce.

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

NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_Real_Navigation
Manos Scopes-patch for 16x9

Also have the TDW hydrophone exe fixes activated.

1. Load up the historical mission TDW Torp Tutorial.
2. Make sure, your sub is NOT heading North. Turn to heading 320 degrees by making a 40 degrees turn to port/left.
3. The contact should be at around 106 degrees. Go to the sonarman, activate the hydrophone station and point the needle to 106 degrees.
4. Ask the sonar man to follow the selected target (see picture). He responds: "Sonarman: no near contact to follow"
5. You can, however, make him pick up the contact by pointing the needle to 66 degrees

The aforementioned changes to /data/Scripts/Stations/Hydrophone.py fix this issue.

Hi tscharlii, sorry for the late reply; I somehow overlooked your post. Just a little suggestion: maybe you could release your tweak as a patch, for people to test that mission with and without it :)

Mikemike47
10-08-13, 05:57 PM
Hello,I managed to configure the new ui 7.5 TDC as I wanted, but unfortunately I am unable to change the keyboard keys in OptionsFileEditorViewerFor example, the L key closes the chat at the bottom right and opens the clock.Can someone tell me the trick to change the basic keys of TDC (such as T for teleport or Q forlog ship etc. ..)

There is a way to change some things.

"T for teleport" may be hardcoded into the **py files that TDW created or stock. Send him a PM to see if he would change other key commands for you. I have tried myself, and seems like there is an option to change them, but does not work. Never asked TDW about it.

I need more information from you so I can help you some more.
go back into the optionsfilevieweditor in the application folder, you can see an option to create a hotkeys_report.txt. This tells you of all the keyboard commands (most of them are commands.cfg) that Multiple UIs for TDC uses. Copy that list and post it. Click on "#". See above. Paste your hotkeys between the two ##.

The "L key closes the chat at the bottom right and opens the clock". The clock command could probably be fixed.

If you use JSGME, I need the following information to see if you use other commands.cfg. Go to Your drive letter:\Silent Hunter 5\MODS\!BACKUP\Data\Cfg. I need all filenames that have "commands.cfg" in its' name. One example, "Commands.cfg.Speech fixes and additions (english version) V1.0"

I basically created a commands.cfg after all other mods so they run smoothly to use voice recognition and fill in missing commands similar to SH3 or SH4.

A great little tool to help you with this is jimimadrid's SH(??) Menumaker. Works great on sh3-sh5 series. I can certainly give you some advice once I have gathered more information from you.

volodya61
10-08-13, 06:12 PM
"T for teleport" may be hardcoded into the **py files that TDW created or stock. Send him a PM to see if he would change other key commands for you. I have tried myself, and seems like there is an option to change them, but does not work. Never asked TDW about it.

This option of OptionsFileEditorViewer works fine.. because I had disabled all the hot-keys of UI long ago..

Mikemike47
10-08-13, 06:19 PM
This option of OptionsFileEditorViewer works fine.. because I had disabled all the hot-keys of UI long ago..

Something like commenting them out with a ; in front of key**= ** in the commands.cfg or **.py file? I could not enable or disable some keys in the optionfileviewereditor myself.

volodya61
10-08-13, 06:29 PM
Something like commenting them out with a ; in front of key**= ** in the commands.cfg or **.py file? I could not enable or disable some keys in the optionfileviewereditor myself.

I was talking about TDW options file (.py).. not about commands.cfg.. all the UI hot-keys in my game were disabled..
I'm not able to show you screen shot how it works right now, because I just lost my HDD :/\\!!

Mikemike47
10-08-13, 06:40 PM
I'm not able to show you screen shot how it works right now, because I just lost my HDD :/\\!!
But we are glad to see you are back online :woot:. Saw a few days ago, mentioning to Gap, about reinstalling your Windows 7 and talking about some u-boat gun issues or something.

volodya61
10-08-13, 06:59 PM
But we are glad to see you are back online :woot:. Saw a few days ago, mentioning to Gap, about reinstalling your Windows 7 and talking about some u-boat gun issues or something.

I'm online because my laptop.. when I re-installed OS there was a power outage and file system has become disrupted.. I'm now trying to restore something via R-studio but I have not had time to turn off the boot chkdisk and a lot of files were destroyed :shifty:.. 18 months of work on SH5 :/\\!!..

gap
10-08-13, 07:15 PM
I'm online because my laptop.. when I re-installed OS there was a power outage and file system has become disrupted.. I'm now trying to restore something via R-studio but I have not had time to turn off the boot chkdisk and a lot of files were destroyed :shifty:.. 18 months of work on SH5 :/\\!!..

NO!!! :o :nope:

volodya61
10-08-13, 07:44 PM
NO!!! :o :nope:

yes.... maybe it's a sign from above..

'm trying now - UFS Explorer, R.saver, R-studio, GetDataBack.. tomorrow will show.. there was a lot my personal info too :nope:

jibouil
10-09-13, 04:03 AM
I'm at my work now so I can not give all the information.
However here is in this picture that I just can not make.
http://img11.hostingpics.net/pics/822620647.jpg


I have the mod list Fifi http://www.subsim.com/radioroom/showthread.php?t=201004

everything works perfectly.
I just want to change some key ^ ^

plj
10-09-13, 10:18 AM
I was trying to tell the sonarman to follow a contact. I went to the hydrophone station, moved the needle towards a reasonable close contact, but that deaf guy kept telling me, there is no near contact to follow.

I think, due to a small bug in TDC_NewUI (I use 7.1.0, but it's still present in 7.5.0 test version), the sonarman looks for the contact at bearing "sub heading plus hydrophone needle bearing" instead of just "hydrophone needle bearing". So it only works, if my sub's heading happens to be zero degrees.

After I changed the function HydrophoneFollowNearestContact in /data/Scripts/Stations/Hydrophone.py as follows, my follow contact orders are no longer ignored.


def getHydroBearing ( contact, sub ):
contactbearing = sub.HeadingDEGToContact(contact) - sub.HeadingDEG
while contactbearing > 360.0:
contactbearing -= 360.0
while contactbearing < 0.0:
contactbearing += 360.0
return contactbearing

# Modified by TheDarkWraith
def HydrophoneFollowNearestContact():
if GetHydroFollowContact() != None:
return
hydroangle = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.HYDROPHONE )
sweeprange = GetHydroFollowNearestContactSweepRange()
maxrange = GetHydroFollowNearestContactMaxRange()
try:
from PageDefaultHud import PageDefaultHud_MapGroup_Mapcontrol
sub = PageDefaultHud_MapGroup_Mapcontrol.SubmarineContac t
contacts = PageDefaultHud_MapGroup_Mapcontrol.AllContacts
hydrocontact = None
for contact in contacts:
if getHydroBearing( contact, sub ) >= ( hydroangle - sweeprange ) and getHydroBearing( contact, sub ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange:
if hydrocontact == None:
hydrocontact = contact
else:
if getHydroBearing( contact, sub ) <= getHydroBearing( hydrocontact, sub ) and sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ):
hydrocontact = contact
if hydrocontact == None:
from PageDefaultHud import Game_NewPlayerLogMessageOutside
Game_NewPlayerLogMessageOutside( [ Menu.GetLocalizedText( IDSTR_HydroFollowTargetNoNearContact ), False ] )
return
SetHydroFollowContact( hydrocontact )
from Pageinterior import Pageinterior_Blocnotes_FollowTarget
Pageinterior_Blocnotes_FollowTarget.SetCheck( True, False )
from PageDefaultHud import Game_NewPlayerLogMessageOutside
Game_NewPlayerLogMessageOutside( [ Menu.GetLocalizedText( IDSTR_HydroFollowTargetNearest ), False ] )
except:
pass

If I use that code, I get this message ...

volodya61
10-09-13, 10:32 AM
..I just want to change some key ^ ^

:hmmm: and who/what does prevent you to do this?

EDIT: is it hard to choose new key and click on 'accept'?

Mikemike47
10-09-13, 12:13 PM
:hmmm: and who/what does prevent you to do this?

EDIT: is it hard to choose new key and click on 'accept'?

I'm wondering if the program is not allowing him to enter an accept. I could not change things in other ways, too, in my situations. IIRC what they were at the moment.

volodya61
10-09-13, 12:26 PM
I'm wondering if the program is not allowing him to enter an accept. I could not change things in other ways, too, in my situations. IIRC what they were at the moment.

I don't know why you both can't change keys.. when I tried this, as soon as I changed 'key' or 'enabled' or 'required' buttons, 'accept' button appeared to work mode..

Mikemike47
10-09-13, 12:34 PM
I don't know why you both can't change keys.. when I tried this, as soon as I changed 'key' or 'enabled' or 'required' buttons, 'accept' button appeared to work mode..

Been many many months since I attempted a change. Perhaps it did not have that type of functionality with optionsfileviewereditor program included inside of Multiple UIs for TDC version7.4.2 or older. I could be wrong. I will try again sometime.

Hope you are having success with recovering data.

volodya61
10-09-13, 12:39 PM
Hope you are having success with recovering data.

unfortunately, not yet :Kaleun_Crying: :Kaleun_Mad:

jibouil
10-09-13, 01:31 PM
and who/what does prevent you to do this?

EDIT: is it hard to choose new key and click on 'accept'?

fun answer...

If I ask is that it does not work. I can change all through the editor option, pass true to false, but I can not change the keys.
Maybe there he has a trick that eludes me.

I bring my own answer, I can change the keys directly in the file with a program like con TEXT

plj
10-10-13, 05:46 AM
I was trying to tell the sonarman to follow a contact. I went to the hydrophone station, moved the needle towards a reasonable close contact, but that deaf guy kept telling me, there is no near contact to follow.

I think, due to a small bug in TDC_NewUI (I use 7.1.0, but it's still present in 7.5.0 test version), the sonarman looks for the contact at bearing "sub heading plus hydrophone needle bearing" instead of just "hydrophone needle bearing". So it only works, if my sub's heading happens to be zero degrees.

After I changed the function HydrophoneFollowNearestContact in /data/Scripts/Stations/Hydrophone.py as follows, my follow contact orders are no longer ignored.


code

So, I looked into this, and I think all is working as intended, and you just messed up the script there.

Define 'reasonable close' ?

Kruniac
10-10-13, 03:04 PM
Quite simply an amazing mod. Thank you so much.

gap
10-10-13, 03:36 PM
If I use that code, I get this message ...

So, I looked into this, and I think all is working as intended, and you just messed up the script there.

I don't say that TDW is infallible. Everyone can make a mistake once in a while. But he doing such a gross blunder and no one having noticed it before (New Ui's has hundreds, if not thousands of users), is a bit strange :yep:

V13dweller
10-20-13, 01:42 AM
I have a problem when using the Generic patcher inside this mod.

http://www.mediafire.com/convkey/272f/247rd9f97ld4jtj4g.jpg (http://www.mediafire.com/view/247rd9f97ld4jtj/Capture.JPG)

It happens for most of the patches, maybe I should not have re-installed... :shifty:

Get more and more problematic the more I persist.

When I try to open the s5p's by clicking on them, it loads the generic patcher with nothing there...

Re-installing this game appears to have been the biggest mistake I have made, at least the gamed worked before. If I can't fix this, it will be in the drawer of "going out next waste day" items.

gap
10-20-13, 02:58 AM
I have a problem when using the Generic patcher inside this mod.

Wrong thread :) :03:


Re-installing this game appears to have been the biggest mistake I have made, at least the gamed worked before. If I can't fix this, it will be in the drawer of "going out next waste day" items.

I wouldn't be so negative: reinstalling the game was the only way you had to sort out your weird issues. As for your current problem, there are just three possible explanations for it:

- a pirate took possession of your computer, and replaced your legitimate exe with an no-DRM copy... mmm makes no sense :hmmm:

- night time, someone stealed your SH5 DVD and replaced it with a Steam installer... mmm rereading it, it sounds lesser plausible than my previous conjecture :doh:

- the autopatcher failed to update the game to v 1.2, and manual patching is required... yes must be this! :D

V13dweller
10-20-13, 03:55 AM
I did some checking and found many files did not download when I reinstalled due to a problem with Uplay.
I have had problems like this for a while, even when using the updater, the updater did not update properly...

Connections were on and off for a long time.:dead:


EDIT: Still no luck on getting a download that works, damn you WA internet services!

7up
10-20-13, 07:58 PM
Thanksss for this work, you have a haven in mind.

plj
10-21-13, 02:53 AM
I did some checking and found many files did not download when I reinstalled due to a problem with Uplay.
I have had problems like this for a while, even when using the updater, the updater did not update properly...

Connections were on and off for a long time.:dead:


EDIT: Still no luck on getting a download that works, damn you WA internet services!
Check forum mail. If needed I have the 1.2 patch as well.
Thanksss for this work, you have a haven in mind.
A haven in mind ? Is that like a place where all your thoughts drift off to and anchor ?

gap
10-21-13, 03:22 AM
EDIT: Still no luck on getting a download that works, damn you WA internet services!

:-?

plj
10-21-13, 03:31 AM
Alright. Here are the steps to reproduce.

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

NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_Real_Navigation
Manos Scopes-patch for 16x9

Also have the TDW hydrophone exe fixes activated.

1. Load up the historical mission TDW Torp Tutorial.
2. Make sure, your sub is NOT heading North. Turn to heading 320 degrees by making a 40 degrees turn to port/left.
3. The contact should be at around 106 degrees. Go to the sonarman, activate the hydrophone station and point the needle to 106 degrees.
4. Ask the sonar man to follow the selected target (see picture). He responds: "Sonarman: no near contact to follow"
5. You can, however, make him pick up the contact by pointing the needle to 66 degrees

The aforementioned changes to /data/Scripts/Stations/Hydrophone.py fix this issue.



I can confirm the bugreport as a valid one. TDW used true bearing where he should have used relative bearing.

tscharlii
10-21-13, 08:39 AM
I can confirm the bugreport as a valid one. TDW used true bearing where he should have used relative bearing.

Good thing you asked in the other thread, how confident I am with the fix proposal. I looked at it again, and I think the code that selects the hydrophone contact to follow deserves even more reviewing.

TDWs original Code in HydrophoneFollowNearestContact(): (/data/Scripts/Stations/Hydrophone.py)

for contact in contacts:
if sub.HeadingDEGToContact( contact ) >= ( hydroangle - sweeprange ) and sub.HeadingDEGToContact( contact ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange:
if hydrocontact == None:
hydrocontact = contact
else:
if sub.HeadingDEGToContact( contact ) <= sub.HeadingDEGToContact( hydrocontact ) and sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ):
hydrocontact = contact
In my opinion it should read (Be careful, if you copy paste from here, the indentation has to be done using tabs, not spaces. Python is quite picky about this. Better download the mod below):

for contact in contacts:
if TDWUtils.GetContactHeading( sub.HeadingDEGToContact( contact ) - sub.HeadingDEG ) >= ( hydroangle - sweeprange ) and TDWUtils.GetContactHeading( sub.HeadingDEGToContact( contact ) - sub.HeadingDEG ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange:
if hydrocontact == None:
hydrocontact = contact
else:
if sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ):
hydrocontact = contact
The semantics of this is: Follow the nearest contact within maxrange on hydrophone needle bearing plus-minus sweeprange

The change in the second line ensures the code deals with bearings relative to the sub's course instead of true, north-aligned bearings.
The change in the sixth line ommits a bogus if-condition. Why only select the nearest contact, if it also happens to be at a lesser bearing than other contacts in that area, and otherwise follow a contact further away. The command is called "Hydrophone follow nearest contact", after all.

This fix is available as a mod, activate it via JSGME after TDWs NewUIs:
http://www.deguero.de/jel/HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0.7z

plj
10-21-13, 09:05 AM
Much appreciated, will test and report back!

V13dweller
10-21-13, 10:04 AM
:-?

My data lines have been on the fritz due to what I think are site-works going on near by, but Western Australia is renowned for poor internet.

I was able to get a working version tonight though, thankfully.

I blame poor maintenance, I have heard reports of rotted wiring being changed in my area recently, so that could be the cause.

gap
10-21-13, 10:11 AM
My data lines have been on the fritz due to what I think are site-works going on near by, but Western Australia is renowned for poor internet.

I was able to get a working version tonight though, thankfully.

I blame poor maintenance, I have heard reports of rotted wiring being changed in my area recently, so that could be the cause.

Okay, what matters is that you have got back a working installation of the game :up:

porabotitel
10-22-13, 11:43 PM
Is there a Russification of this mod?

volodya61
10-23-13, 12:01 AM
Is there a Russification of this mod?

Welcome aboard :salute:

You can find it inside the mod.. folder Text..

xSmithyx
10-24-13, 05:03 AM
Hi there,

Having an issue with the game/mod at the moment. Every time I go to load a save game or load a new game I get the following error:

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

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

Script disabled!

I have tried everything from reinstalling the game to the mods. I have ran the SHValidator tool too many times to count. Any advice would be MUCHO appreciated.

THE_MASK
10-24-13, 05:19 AM
Hi there,

Having an issue with the game/mod at the moment. Every time I go to load a save game or load a new game I get the following error:

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

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

Script disabled!

I have tried everything from reinstalling the game to the mods. I have ran the SHValidator tool too many times to count. Any advice would be MUCHO appreciated.I had that as well . Reinstalling the game was the only thing that fixed it .

plj
10-24-13, 05:51 AM
Hi there,

Having an issue with the game/mod at the moment. Every time I go to load a save game or load a new game I get the following error:

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

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

Script disabled!

I have tried everything from reinstalling the game to the mods. I have ran the SHValidator tool too many times to count. Any advice would be MUCHO appreciated.
Try re-downloading NewUI's and using a fresh copy ... maybe it's corrupted.

Oleander
10-28-13, 04:51 PM
I'm getting that same error now, a new reinstall of SH5 didn't fix it.

Oleander
10-28-13, 07:44 PM
I went back and deleted everything, including stuff in My Documents, and then reinstalled and that seems to have worked. Any ideas on what causes the python error?

Mikemike47
10-28-13, 10:56 PM
I went back and deleted everything, including stuff in My Documents, and then reinstalled and that seems to have worked. Any ideas on what causes the python error?

Yes, JSGME leftovers. Click on my signature link Post #6, 8 talk about python errors. Post #3 has common JSGME problems and solutions.

Rongel
10-30-13, 11:11 AM
Quick question!

Do people still get the "unit destroyed" radio messages from sunk ships and destroyed planes? For some reason I haven't seen them in my megamod testing... I have activated this feature from options editor, but still nothing. I'm using TDW's NewUI version 7.4.2. :hmmm:

Really need them back!

vdr1981
11-02-13, 12:32 PM
Quick question!

Do people still get the "unit destroyed" radio messages from sunk ships and destroyed planes? For some reason I haven't seen them in my megamod testing... I have activated this feature from options editor, but still nothing. I'm using TDW's NewUI version 7.4.2. :hmmm:

Really need them back!

Did you try to set radioman intercept chance to 100% via options file editor? If your radioman can't intercept message even than, than something is wrong...

Just to confirm, electric engines on surface option is only available with v7.5.0, right ?

Rongel
11-02-13, 01:49 PM
Did you try to set radioman intercept chance to 100% via options file editor? If your radioman can't intercept message even than, than something is wrong...

Just to confirm, electric engines on surface option is only available with v7.5.0, right ?

Yes, I have the radioman intercepting messages at 100% but still nothing... Electric engines on surface is probably only in v.7.5. but still have it in the patcher, haven't activated it though. So is everything working for you?

vdr1981
11-02-13, 03:00 PM
Yes, I have the radioman intercepting messages at 100% but still nothing... Electric engines on surface is probably only in v.7.5. but still have it in the patcher, haven't activated it though. So is everything working for you?
Yes, nice cache Rongel...:hmmm:
There are no destroyed ship messages with v7.4.2, even with 100% intercept probability... :yep:

I'm pretty sure that this is not the case with v7.5.0...

oIMADMANIo
11-03-13, 08:24 AM
Hoi,

really great mod. SHV feels so much smoother :up:

uhm, one question. Any ideas why i can rise my obsScope 1m only? :wah:

ty for answer :D

vdr1981
11-03-13, 09:22 AM
Hoi,

really great mod. SHV feels so much smoother :up:

uhm, one question. Any ideas why i can rise my obsScope 1m only? :wah:

ty for answer :D

Probably something is wrong with mods order, post your mod list...

oIMADMANIo
11-03-13, 09:34 AM
playin until a few days and testing some differentt mods - so dont hit me for stupid loadorder ;D

DBSM Music
Morale Mod
NewUIs TDC 742
IRAI0039
IRAI0039InertiaDamage
IRAI0039Patch
TDW No Hydrophone On Surface No Aircraft Spotting
IO MapCourseLine normal pencil mod
ShapeTextureColor
FX Update0022
RealEnviroment
MightyFine Crew Mod 121
DBSM Speech
emtguf Periscope rework

change already the order or deactivate mods how MightyFine Crew Mod or emtguf Periscope rework but the problem isnt leavin ...

the thing is - go i on periscopedepht and click on the obsscope - it comes up to the 0m Mark and i cant rise it up higher - not with shortkey and also not with the buttons on the left ... must go on a depht of 11m to have a look through it ...

furthermore - i edit the useroptions.py for this line to
emtgufPeriscopeReworkEnabled = True

-> nothing

so i thought thats a "feature" of the mod ;D - found this post in the ubisoft forum

http://forums.ubi.com/showthread.php/208578-TDW-NewUI-TDC-mod-install-video-walkthrough-Forums

"Also, be aware that the Twisty_periscope_thingie addon adds the really nice looking twisty loops around the periscopes, but it also drastically lowers the observation scope. So in some cases you might run into issues using it from lower depths. That's a limitation of the game itself, and probably one of the reasons they hid the feature."

so eithers this guy has the same crappy load order like me or the mod wants that so ... ???

Rongel
11-03-13, 09:58 AM
Yes, nice cache Rongel...:hmmm:
There are no destroyed ship messages with v7.4.2, even with 100% intercept probability... :yep:

I'm pretty sure that this is not the case with v7.5.0...

Ok, good to know, I wont spend anymore time trying to get it work. Too bad, this feature worked great in previous versions, and don't want to use v7.5.0 yet, as I heard it is a somekind of test version.

Aktungbby
11-03-13, 09:09 PM
Hoi,:D
And Welcome aboard HERR oIMADMANIo, formally, on the occasion of your second post at :subsim: :ask away! Checkout Fifi's or Sober's mod list to start off and have alotta fun!:Kaleun_Salute:

oIMADMANIo
11-04-13, 05:53 AM
And Welcome aboard HERR oIMADMANIo, formally, on the occasion of your second post at :subsim: :ask away! Checkout Fifi's or Sober's mod list to start off and have alotta fun!:Kaleun_Salute:

Okay, thx. Take a look :o

THE_MASK
11-06-13, 04:25 PM
Just trying out the SH3 interface for SH5 . Is there a better dials graphics mod somewhere ? 3 dials .
I found naights ww11 graphics mod in the new ui mod . I like it .

volodya61
11-06-13, 05:34 PM
Just trying out the SH3 interface for SH5 . Is there a better dials graphics mod somewhere ? 3 dials .
I found naights ww11 graphics mod in the new ui mod . I like it .

Sober, I've always used SH3 UI (from the beginning) and have always used Church's Compass Dials Mod v2.2.. Option 2 or 4 :yep:

vdr1981
11-07-13, 05:43 PM
Sober, I've always used SH3 UI (from the beginning) and have always used Church's Compass Dials Mod v2.2.. Option 2 or 4 :yep:

Is there any way to enable speed request time delay with SH3 interface or is this SH5 UI feature only?

volodya61
11-07-13, 07:19 PM
Is there any way to enable speed request time delay with SH3 interface or is this SH5 UI feature only?

I'm afraid I didn't get you here.. what did you mean - speed request time delay?

These delays? -

http://s19.postimg.org/gq1yottj3/chart3.jpg (http://postimg.org/image/gq1yottj3/)

vdr1981
11-07-13, 07:23 PM
I'm afraid I didn't get you here.. what did you mean - speed request time delay?

These delays? -

http://s19.postimg.org/gq1yottj3/chart3.jpg (http://postimg.org/image/gq1yottj3/)

Yes...

Tipiak
11-07-13, 07:31 PM
Hi,

Thank you for this mod !!

I have a small issue : I have enabled Real Nav mod but it's too complex for me!

So I have disabled this mod but now the navigation map is blank !!
Do you know how to retrieve the original map?

PS : If I re-activate the real nav mod, I able to see the map.

Thanks

volodya61
11-07-13, 07:36 PM
Yes...

What's the difference what kind of graphical UI do you use? it doesn't matter.. OptionsFileEditorViewer manages global UI settings, no matter what graphical UI you use..

volodya61
11-07-13, 07:37 PM
Hi,

Thank you for this mod !!

I have a small issue : I have enabled Real Nav mod but it's too complex for me!

So I have disabled this mod but now the navigation map is blank !!
Do you know how to retrieve the original map?

PS : If I re-activate the real nav mod, I able to see the map.

Thanks

You should enable/disable mods only while in the bunker/port..

vdr1981
11-08-13, 04:16 AM
What's the difference what kind of graphical UI do you use? it doesn't matter.. OptionsFileEditorViewer manages global UI settings, no matter what graphical UI you use..

Sure, but it looks like "time delay when new speed/ throttle is requested" feature doesn't apply SH3 UI, probably unfinished/broken script or something...:hmmm:

Vertigooo
11-10-13, 06:41 AM
Hi everybody,

After installing SH5 and my mods soup on my new PC (with Windows 8.1, a GTX 760 and the latest Nvidia driver) the upper left part of the screen is totally black. It works fine with my previous Windows 7 and GTX 275 configuration. By installing all mods individually in JSGME I identify the mod "NewUIs_TDC_7_4_2_ByTheDarkWraith" to be the culprit.

Hoping TDW can help

Have added the screenshots

Regards

gap
11-10-13, 06:56 AM
Hi everybody,

After installing SH5 and my mods soup on my new PC (with Windows 8.1, a GTX 760 and the latest Nvidia driver) the upper left part of the screen is totally black. It works fine with my previous Windows 7 and GTX 275 configuration. By installing all mods individually in JSGME I identify the mod "NewUIs_TDC_7_4_2_ByTheDarkWraith" to be the culprit.

Hoping TDW can help

Have added the screenshots

Regards

Make sure that:

- game is patched to v 1.2;
- you have enabled the correct "NewUIs_TDC_7_4_2_ByTheDarkWraith" folder;
- you didn't mess things up while configuring New UI's options.

volodya61
11-10-13, 07:45 AM
Hi everybody,

After installing SH5 and my mods soup on my new PC (with Windows 8.1, a GTX 760 and the latest Nvidia driver) the upper left part of the screen is totally black. It works fine with my previous Windows 7 and GTX 275 configuration. By installing all mods individually in JSGME I identify the mod "NewUIs_TDC_7_4_2_ByTheDarkWraith" to be the culprit.

Hoping TDW can help

Have added the screenshots

Regards

They (MS) have already recognized that Win 8 was a mistake.. why do you think that 8.1 is better.. optimum choice is Win 7 so far..
I think Win 8.1 is just incompatible with a lot of the games..

Vertigooo
11-11-13, 05:08 PM
Relating to my previous post I have made a few tests :

NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith

are working correctly

but

NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith

make the black screen occur (in upper left part)

Mikemike47
11-11-13, 10:30 PM
Make sure that:
- you have enabled the correct "NewUIs_TDC_7_4_2_ByTheDarkWraith" folder;


Relating to my previous post I have made a few tests :

NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith

make the black screen occur (in upper left part)
Some modders put multiple folders in their compressed file. You must uncompress the mod file structure FIRST and then check the folder levels.
Example
Game\MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith\data
NOT like this:
Game\MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith\NewUIs_ TDC_7_5_0_ByTheDarkWraith\data

If folders are fine than disable these two mods, and redownload them.

volodya61
11-12-13, 07:19 AM
I think Win 8.1 is just incompatible with a lot of the games..

Relating to my previous post I have made a few tests :
...
but
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
make the black screen occur (in upper left part)

As far as I know, applications or libraries for the Win 8.1 should be created in the NET Framework 4.5/4.5.1 environment.. I don't think TDW had created NewUIs libraries or scripts using NET 4.5.. :hmmm:
but I'm not a programmer and can be wrong..

EDIT:

@Mike

As yo can see, there is SH5 Enhanced UI in the Vertigo's screen, so the mod is installed correctly and everything fine with its folder structure..

Targor Avelany
11-12-13, 12:15 PM
As far as I know, applications or libraries for the Win 8.1 should be created in the NET Framework 4.5/4.5.1 environment.. I don't think TDW had created NewUIs libraries or scripts using NET 4.5.. :hmmm:
but I'm not a programmer and can be wrong..

EDIT:

@Mike

As yo can see, there is SH5 Enhanced UI in the Vertigo's screen, so the mod is installed correctly and everything fine with its folder structure..

I'm assuming it still has back-compatibility to .Net 3.5, which you should be able to install manually. At least I assume so.
Don't have Win 8, and really don't want it :shifty:

Vertigooo
11-12-13, 04:30 PM
Thanks for help but .NET 3.5 was already installed manually.
I will play with the version 7.3.0 which seems to work properly

Still have sometimes a problem with the mouse which is unable to change the viewing direction. I have to open and close the map to come back to a normal working configuration

vdr1981
11-13-13, 11:19 AM
Check this out Volodya...

If you set propellers in submarine .sim file like this...
http://s6.postimg.org/98ewh04xd/Capture.jpg


...and change entries in menu.txt file from this...
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft

to something like this./...
10026=Enable/disable speed commands for the STARBORD diesel/electric engine
10027=Enable/disable speed commands for the PORT diesel/electric engine

...the result will be correctly shown port/starbord engine-RPM gauge-prop dependencies, like on following pictures ...

http://s6.postimg.org/x0o7sj6y9/SH5_Img_2013_11_12_21_42_20.jpg
Port engine disabled,RPM gauge shows correct RPM value for Stb engine...

http://s6.postimg.org/bsajb3shd/SH5_Img_2013_11_12_21_44_06.jpg
...and also, only stb prop. shaft is active...

Damage for engines is also shown correctly and battery recharging works just fine.
The only side effect is that UI buttons for disabling engines will be inverted but because of the changes in menu.txt they will be properly named so it's not a big deal...

If you like it, you can add this to your submarine sim +cfg mod...:03:

volodya61
11-13-13, 11:43 AM
Check this out Volodya...
...
If you like it, you can add this to your submarine sim +cfg mod...:03:

I'm not sure right now, but as I remember everything showed correctly.. at least in my game.. :hmmm:

vdr1981
11-13-13, 12:11 PM
Well, it wasn't everything...Engines and shafts were inverted , whit current implementation you can disable port shaft correctly for example, but then inside the U-boat RPM readings will be inverted, port engine will show activity...:yep:

P.S.
You still don't have installed SH5 ?

volodya61
11-13-13, 01:23 PM
Well, it wasn't everything...Engines and shafts were inverted , whit current implementation you can disable port shaft correctly for example, but then inside the U-boat RPM readings will be inverted, port engine will show activity...:yep:

That's why I said - I'm not sure :)

P.S.
You still don't have installed SH5 ?

No.. I don't see much sense.. as I saw on previous install, my mod-pack doesn't work when new mods are enabled.. and a lot of mods were corrupted when I lost my HDD and I should start to edit all these mods again, but I don't even remember what exactly I had edited for the past 1,5 years :nope:..

PS: That's good that you recalled me about .sim and .cfg mod.. I just looked at it and saw that this mod is a fake.. perhaps I mixed up the folders or something when I uploaded it.. all the files inside are old (June,2013) and not yet edited for patches :o.. my latest files were edited in August.. I will re-edit it tomorrow..

500 downloads and no one said anything.. :-?

Von_Stolzenberg
11-15-13, 10:50 AM
Hello people of this awesome forum after a year I installed SH5 again, but this time on my new PC. I run windows 8 now (sadly) and somewhat it is impossible for me to activate the UI mod and also many others, only Open Horizons II seems to work =( I cant play this game with crippled UI so maybe there is a solution? Oo

Mikemike47
11-15-13, 11:07 AM
somewhat it is impossible for me to activate the UI mod and also many others, only Open Horizons II seems to work =( I cant play this game with crippled UI so maybe there is a solution?
did you check for double folders in the mods before installing with JSGME?

Disable all your mods up to and including the ones that do not work.
Then check for this:
Some modders put multiple folders in their compressed file. You must uncompress the mod folder structure FIRST and check for accuracy of the modname\data folder level. I usually uncompress the mod to a temporary folder first and check for unneccesary folder levels. I move folders around until modname\data level is achieved. Once the folder structure is correct, I can drag and drop the mod to Game\MODS\. Now, the mod can be activated with JSGME and will work properly in the game.

Game\MODS\modname\data
NOT like this:
Game\MODS\modname\foldername\data

Von_Stolzenberg
11-15-13, 11:36 AM
hmm seems it worked... why is it so complicated now, never was so twisted in extracting and activating before

Mikemike47
11-15-13, 11:52 AM
hmm seems it worked... why is it so complicated now, never was so twisted in extracting and activating before

Seems it worked???.....meaning it was a computer glitch or did you find multiple folder issues and not commenting on that part?

No, it is not more complicated. Nothing has changed. Multiple folder levels are discussed in JSGME documentation over the years. I tried to explain as simply and has accurately to fix your issue. It is the up to the discretion of the individual modders of what they want to do for individual mod folder structure.

Generally speaking, many modders and the JSGME program author has suggested to read the documentation but is not read by some fellow subsimmers. Sometimes we can tell from the context of the post reply that documentation is not read properly. Time could be saved for all of us, plus server resources simply by reading documentation. Missing some important step or a simple human oversight is one thing, but not reading the documentation efficiently enough is another issue. We repeat ourselves over and over from time to time replying to the same problems because documentation is not read efficiently by others.

I will gladly pitch in and help others. We are more grateful when others take the time to read documentation first, then we are more gladly to offer a helping hand when still needed.

We are just grateful the games are fixed better, compared to the Ubisoft release, by all our :up:dedication to helping each other here.

A very general statement relevant to mods not working or CTDs in general......
Quoting Webster :salute:,
"this problem is mostly caused by impatient people failing to read the mod instructions and follow them as directed. people "skim" the reading info with mods then cry when they don't work or the game crashes but its because they are too lazy to read the instructions 98% of the time."

I couldn't have said Webster's comment better, plus others making the same general comment in a different way!!!!

gap
11-15-13, 12:48 PM
We repeat ourselves over and over from time to time replying to the same problems because documentation is not read efficiently by others.

...

Quoting Webster :salute:,
"this problem is mostly caused by impatient people failing to read the mod instructions and follow them as directed. people "skim" the reading info with mods then cry when they don't work or the game crashes but its because they are too lazy to read the instructions 98% of the time."

I could undersign both the statements :up:

Von_Stolzenberg
11-15-13, 01:16 PM
Seems it worked???.....meaning it was a computer glitch or did you find multiple folder issues and not commenting on that part?

No, it is not more complicated. Nothing has changed. Multiple folder levels are discussed in JSGME documentation over the years. I tried to explain as simply and has accurately to fix your issue. It is the up to the discretion of the individual modders of what they want to do for individual mod folder structure.

Generally speaking, many modders and the JSGME program author has suggested to read the documentation but is not read by some fellow subsimmers. Sometimes we can tell from the context of the post reply that documentation is not read properly. Time could be saved for all of us, plus server resources simply by reading documentation. Missing some important step or a simple human oversight is one thing, but not reading the documentation efficiently enough is another issue. We repeat ourselves over and over from time to time replying to the same problems because documentation is not read efficiently by others.

I will gladly pitch in and help others. We are more grateful when others take the time to read documentation first, then we are more gladly to offer a helping hand when still needed.

We are just grateful the games are fixed better, compared to the Ubisoft release, by all our :up:dedication to helping each other here.

A very general statement relevant to mods not working or CTDs in general......
Quoting Webster :salute:,
&quot;this problem is mostly caused by impatient people failing to read the mod instructions and follow them as directed. people &quot;skim&quot; the reading info with mods then cry when they don't work or the game crashes but its because they are too lazy to read the instructions 98% of the time.&quot;

I couldn't have said Webster's comment better, plus others making the same general comment in a different way!!!!

Sorry to make you tired and still thank you. I was reading the stuff multiple times on the forum and looked into my files not only once. but it was a mod folder, inside a modfolder inside a modfolder which kept my confusion until I slammed everything together.

Mikemike47
11-15-13, 01:24 PM
Sorry to make you tired and still thank you. I was reading the stuff multiple times on the forum and looked into my files not only once. but it was a mod folder, inside a modfolder inside a modfolder which kept my confusion until I slammed everything together.
Yahoo, yahoo.:timeout::haha::har: I know mod frustrations of all kinds, too.!!

Naaahhh, you did not make me tired. I do appreciate the sentiment, and we appreciate thank yous. Glad to hear it is working!

P.S. For the future, TDW has lots of multiple folders for his New UIs mod versions and optional mods.

vdr1981
11-16-13, 10:45 AM
I just looked at it and saw that this mod is a fake.. perhaps I mixed up the folders or something when I uploaded it.. all the files inside are old (June,2013) and not yet edited for patches :o.. my latest files were edited in August.. I will re-edit it tomorrow..


We are still waiting... :O:

volodya61
11-16-13, 11:42 AM
We are still waiting... :O:

:oops:
I'm too lazy lately.. I promise, I'll do it tomorrow :)..

Vertigooo
11-17-13, 04:39 AM
I fix the issues described in my previous post by reinstalling completely the game.
I confirm all NewUIs mod versions (including NewUIs_TDC_7_4_2_ByTheDarkWraith and NewUIs_TDC_7_5_0_ByTheDarkWraith) are working properly with Windows 8.1 and a GTX760 video card.

Regards

gap
11-17-13, 04:57 AM
:oops:
I'm too lazy lately..

I can confirm it: lately you are too lazy! :D

vdr1981
11-17-13, 07:31 AM
Guys , how can I disable "precise range to target" (from sonar) option ?

It looks like pinging escorts doesn't have any effect on escorts and merchants AI and the range of precise measurements is also very unrealistic (more than 10 km without any error, can someone confirm this pls?)

This is from http://www.uboataces.com/hydrophones.shtml

The S-Gerat (Special Apparatus for Active Sound Location) was essentially sonar. It transmitted sound pulses and timed the returning echo to detect underwater objects. Because it emitted sound pulses which also broadcasted the U-boat’s location, this device was not very popular. It could detect objects up to 4,000 meters away.

So, current implementation of sonar is everything but realistic and I would really like to disable this feature until someone do some scripts magic and fix this...

Rongel
11-17-13, 07:35 AM
It looks like pinging escorts doesn't have any effect on escorts and merchants AI and the range of precise measurements is also very unrealistic (more than 10 km without any error, can someone confirm this pls?)


I believe that this issue is with every Silent Hunter games, enemies can't detect your pinging. I think that I read this recently from SH 3 forums...

vdr1981
11-17-13, 07:45 AM
I believe that this issue is with every Silent Hunter games, enemies can't detect your pinging. I think that I read this recently from SH 3 forums...
Exactly, one more reason to disable this feature...

vdr1981
11-17-13, 08:29 AM
Guys , how can I disable "precise range to target" (from sonar) option ?

So, current implementation of sonar is everything but realistic and I would really like to disable this feature until someone do some scripts magic and fix this...

OK, I've found it...

Modified Page layout.ini will do the trick...

http://s6.postimg.org/sgcneqtbl/SH5_Img_2013_11_17_14_22_38.jpg

If anyone else want to try this, just let me know...:03:

gap
11-17-13, 09:51 AM
This is from http://www.uboataces.com/hydrophones.shtml

The S-Gerat (Special Apparatus for Active Sound Location) was essentially sonar. It transmitted sound pulses and timed the returning echo to detect underwater objects. Because it emitted sound pulses which also broadcasted the U-boat’s location, this device was not very popular. It could detect objects up to 4,000 meters away.

This is what I have found on uboatarchive.net:


"U 570" - Interrogation of Crew - C.B. 4051 (31), October 1941 (http://www.uboatarchive.net/U-570INT.htm)

(vii) Detector or "S" Gear (Such-Gerät, usually known as S-Gerät)
The S-Gear is the German asdic and is manufactured by Electro Acoustic of Kiel (commercially as the Ultrameter) and by the Atlaswerke of Bremen (commercially as the Periphone).
It consists of a combined Magneto Striction transmitter or receiver which can be used for telegraphy and telephony, echo-ranging and hydrophone effect listening. The frequency used is probably between 15,000 and 20,000 cycles.
The apparatus, which is retractable, projects through the ballast keel near the fore end of the control room.
It is a short range supersonic echo-ranging apparatus of the magnetostriction type and is fitted primarily for mine detection purposes. It is only emerging from the experimental stage and "U 570" was one of the first, if not the first U-Boat to be fitted with it. In its present form it is not very serviceable; "U 570's" apparatus had broken down and was not in working order at the time of her capture.
The maximum range of detection is 500 metres and the practical range about 300 metres. The combined transmitter-receiver comprises four packs of nickel stampings and was said to be energised with 4,000 volts transformed up from a 110-volt supply. The beam angle is stated to be + 45° and no means of training the beam is provided.
Prisoners believed that the amplifying and recording unit of the S-Gear is known as the A.E.G. apparatus (since it was made by the A.E.G. Company). The transmitted and received pulses are applied to a cathode ray tube in front of which is an optical projection system which casts an image of the C.R. tube trace on to a ground glass screen provided with a range scale graduated in metres.
An earlier statement that the S-apparatus was used for "blind" underwater firing of torpedoes has been contradicted and is not now believed.


REPORT OF INTERROGATION OF SURVIVORS OF "U 574", SUNK ON 19th DECEMBER, 1941. (http://www.uboatarchive.net/U-574INT.htm)

(ii) "S-Gerät" (Detector Gear)
"U 574" was stated to have been fitted with a form of "S-Gerät," which could be inclined 80 up and down and also sideways. This S-Gerät was stated to have a range of 400 metres, and to be used only for detecting nets or minefields. Prisoners stated that a visual indicator (Mattscheibe) was employed; it was not often used for fear of betraying the U-Boat's position.
(N.I.D. Note. S-Gerät appears to cover all forms of transmitting detector apparatus.)



REPORT OF INTERROGATION OF SURVIVORS OF U-701, September 17, 1942 (http://www.uboatarchive.net/U-701INT.htm)

S-Gear or German Asdic (QC Gear): The captain would not admit that U-701 was fitted with S-Gear and stated that he would have had very little use for it. He gave the impression that his opinion of this apparatus was not high.



REPORT ON INTERROGATION OF SURVIVORS FROM "U 444", SUNK ON 11th MARCH, 1943 (http://www.uboatarchive.net/U-444INT.htm)

(vii) New Type German Asdic
A prisoner claimed to have seen a new short-range S-Gear (German asdic) made by Siemens. It has dial adjustment in two settings: 80-300 and 300-1,000 metres. Frequency of the note used is 800 cycles per second.
It was alleged that this S-Gear was on trial in a few U-Boats, one of which was lost by betraying its position through its use.
Trials are now being made with short-range inaudible S-Gear.


Interrogation of U-Boat Survivors Cumulative Edition - C.B. 04051 (103), June 1944 (http://www.uboatarchive.net/CumulativeEdition.htm)

(vi) German Asdic (Suchgerat")
Despite the fact that the Germans have captured many British Asdic sets their own gear of this type is still somewhat crude.
(a) U.S.G. (U-bootsuchgerät). Generally known as German Asdic. The only submarine to which it was fitted was U.43 although all 500-ton U-boats have provision for fitting it in the form of the S-Schacht (Asdic shaft). This, however, is nowadays used for stowage. It was considered that it would betray the U-boat's position too readily.
(b) A.E.G. Gerät (A.E.G. gear) (also known as Nahsuchgerät N.S.G.). It is no longer fitted to U-boats. Its purpose was to detect mines and other small objects ahead of the U-boat and consisted of a supersonic oscillator transmitting a beam ahead. Range was only about 500 yards.

Summing up:

- the early version of the S-Gerät had a range of barely 300-500 m, much shorter than reported on uboatacs.com;

- it was used mainly to locate mines and u-boat nets ahead of the sub;

- it could (and it did) give up u-boat's position;

- for this reason only few u-boats carried it, and even when fitted, it was hardly used;

- during mid war the Germans carried experiments on the apparatus, striving to make it inaudible to enemies and to extended its range up to 1,000 m ahead (this is still shorter that stated on uboataces).

- experimens on the search gear had to end up a blind alley, and starting from at least June 1944 (probably before), the apparatus stopped being used at all.

OK, I've found it...

Modified Page layout.ini will do the trick...

If anyone else want it, just let me know...:03:

:up:

vdr1981
11-17-13, 10:07 AM
Summing up:

- the early version of the S-Gerät had a range of barely 300-500 m, much shorter than reported on uboatacs.com;

- it was used mainly to locate mines and u-boat nets ahead of the sub;

- it could (and it did) give up u-boat's position;

- for this reason only few u-boats carried it, and even when fitted, it was hardly used;

- during mid war the Germans carried experiments on the apparatus, striving to make it inaudible to enemies and to extended its range up to 1,000 m ahead (this is still shorter that stated on uboataces).

- experimens on the search gear had to end up a blind alley, and starting from at least June 1944 (probably before), the apparatus stopped being used at all.



:up:

Because we don't have nothing from this simulated,,not even close, do you think I should repack this like some optional mod for TDW new UI's?

gap
11-17-13, 10:15 AM
Because we don't have nothing from this simulated,,not even close, do you think I should repack this like some optional mod for TDW new UI's?

:yep:

I always disliked that "accurate range" cheat. I know one could retain himself from hitting the button, but I am a person of weak disposition :D

vdr1981
11-17-13, 02:40 PM
:yep:

I always disliked that "accurate range" cheat. I know one could retain himself from hitting the button, but I am a person of weak disposition :D

In that case, for anyone who prefer "the hard way" ... Disabled Sonar Ping-TDW NewUIs compatibile (http://www.mediafire.com/download/e7jeo7x9uuiy1h5/Disabled+Sonar+Ping-TDW+NewUIs+compatibile.rar)

Just install it after TDW UI's...

gap
11-17-13, 04:18 PM
In that case, for anyone who prefer "the hard way" ... Disabled Sonar Ping-TDW NewUIs compatibile (http://www.mediafire.com/download/e7jeo7x9uuiy1h5/Disabled+Sonar+Ping-TDW+NewUIs+compatibile.rar)

Just install it after TDW UI's...

:yeah:

Maxtorym
11-21-13, 12:52 PM
How do i install this with genreic mod ebabler.... i tried but dont work

Mikemike47
11-21-13, 02:05 PM
How do i install this with genreic mod ebabler.... i tried but dont work
Read my signature link.

vdr1981
11-22-13, 09:12 AM
:oops:
I'm too lazy lately.. I promise, I'll do it tomorrow :)..

Hmmm, maybe this weekend? :O:

Maxtorym
11-22-13, 01:53 PM
I have this modd all installed it went good for one day.
Now i want to play again and the game crash after loading continue campaign... or in midd game what is wrong?

i compleet the tuturiol campaign. Now i made a bunker save... i added this addon and the rulers for knots and freight ship book isnt working now.... any1 can help me out plz

Maxtorym
11-23-13, 08:41 PM
Still have to find out where my charts are gone. user charts is gone to.... so i cant click for any map any more

Santini
11-25-13, 02:27 PM
Hmmm. When I ping I seem to usually get a stangely exact reading, withen 10 meters, that is wildly off- like 2 clicks give or take

Can escorts hear the range finding ping?

vdr1981
11-25-13, 02:42 PM
Hmmm. When I ping I seem to usually get a stangely exact reading, withen 10 meters, that is wildly off- like 2 clicks give or take

Can escorts hear the range finding ping?
They can't ...And everything else regarding sonar range measurement is completely wrong and unrealistic, from date when this option is available, range, AI ability to detect sonar pinging...Everything...
That's why I killed it...;)

THE_MASK
11-25-13, 03:32 PM
They can't ...And everything else regarding sonar range measurement is completely wrong and unrealistic, from date when this option is available, range, AI ability to detect sonar pinging...Everything...
That's why I killed it...;)What about R.S.D.R.E.H - Reworked Submarine Damage and realistic equipment available by historic date :O:

vdr1981
11-25-13, 03:44 PM
What about R.S.D.R.E.H - Reworked Submarine Damage and realistic equipment available by historic date :O:

:doh: Mind boggling...:haha: R.S.D.R.E.S.H.D.

Santini
11-25-13, 08:43 PM
Huh, any idea why the range estimates would be so precise but so far off?

kenz69
11-26-13, 03:12 PM
hello, why I can't find the 7.5 version of NewUI with TDC ?? I can only find the 7.4.2 version
thanks !

vdr1981
11-29-13, 07:06 AM
Huh, any idea why the range estimates would be so precise but so far off?

What do you mean "far off" ? You mean 3200m then 6400, 4800 and so on? Probably sonar script is "programmed" to do so...

SnipersHunter
11-30-13, 09:45 AM
What does this WW ii Interface look like?

CaptJulius
11-30-13, 08:05 PM
This is a must have, Big thanks TDW :yeah:

Yankee14
12-02-13, 11:05 PM
I'm a little confused about the appropriate NewUI version to use. The original post in this thread seems to say that the latest version is 7_4_2. However, I'm trying out mods for the first time, and I'm following the modlist made by user Fifi.
http://www.subsim.com/radioroom/showthread.php?t=203711

In his thread, he says he's using:


NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio nI see this version mentioned here and offhandedly in this and other threads, but I'm having trouble finding it.

THE_MASK
12-03-13, 12:21 AM
NewUIs_TDC_7_5_0_ByTheDarkWraith is a test . The 7_4_2 is the official latest version . I will see if I can find it . Sometimes its easier to just google ''subsim NewUIs_TDC_7_5_0_ByTheDarkWraith'' rather than use the lame subsim search :O:

Yankee14
12-03-13, 02:15 AM
Sometimes its easier to just google

I realized this shortly after I made that post lol. I found a few different versions (5 and 6, I think), but I just decided to install the latest stable version following Fifi's list, and it works great! Thanks for your quick response.

MistaX32
12-03-13, 02:27 PM
After years of giving up I decided to have a go at this game again. Every time I get the same problem with this mod:
-range given by stadimeter is wrong. :hmmm:

Curiously when running stock game (lame auto-aim) the torpedo still manages to hit the rudder of a stationary vessel 600m away (AOB=90)...Doesn't seem to take the initial straight-line and arc-trajectory of the torp into consideration very well...

Running the mod:
I noticed at first that recognising the vessel and "sending mast data to TDC" did infact NOT do this. I circumvented this issue by using included recognition guide and using THIS "send mast data to TDC" which DID infact work (as I can see this measurement on the XO dialogue).
However, using stadimeter to get ghost-image waterline of ship to highest real-image mast gives me wrong range readings. I compare it to map measurement (with map update ON for testing) and I confirm it by seeing torp solution on the tac map (which shows impact point several meters behind ship). This is not so much of a problem if all ships were stationary but will mess up the lead angle calculations on the TDC for a moving target.

I tried manually lowering the mast heights of targets. I tried on one and by using 80% of real value (real.val. * 0.8) I get range to be correct. However trying this on a different type of ship I needed to take 0.9 of real value. That's when I realized it was hopeless. Too much guess work involved which compounded by reading errors will make long-range-targets or fast-moving-targets impossible to hit. An ideal situation is already inconsistent at best (and I mean an inconsistent miss, maybe I'll score a hit).

Only by using map-updates and using the accurate data from this (ie no stadimeter, including speed estimation) can I get a hit. This feels like cheating and is just lame.

Is this related to aspect ratio? Does the stadimeter adapt to settings properly? I don't know what causes this and I'm jealous of all those who got this to work from day 1....
No manual TDC takes everything away from this game, no more challenges, just auto-aim+fire like a lame casual-player-oriented-game.

-----
EDIT:
Same result can be achieved by getting the stadimeter reading of ghost-image-water-line a bit (significant) above real-image-top-mast. Still, not accurate at all, feels like I'm using broken amateur equipment made in China, not state-of-the-art german engineered military equipment.

PS: Game on steam, fully updated and what not. Everything else working great, just not the "torp shooting part"!!!.

Mikemike47
12-03-13, 04:22 PM
NewUIs_TDC_7_5_0_ByTheDarkWraith is a test . The 7_4_2 is the official latest version . I will see if I can find it . Sometimes its easier to just google ''subsim NewUIs_TDC_7_5_0_ByTheDarkWraith'' rather than use the lame subsim search :O:

I realized this shortly after I made that post lol. I found a few different versions (5 and 6, I think), but I just decided to install the latest stable version following Fifi's list, and it works great! Thanks for your quick response.

Test version 12 (http://www.subsim.com/radioroom/showpost.php?p=2099328&postcount=10655) information and download link is near end of this post. Bug with stadimeter button in scope views patch mentioned, too, which I have overlooked till today. I am using test version 12 for months now.

ricomon35
12-03-13, 09:59 PM
This mods installation has become a nightmare! :timeout:

The file structure of the 7z file does not match the video instructions (which are for a very old version) the .text files in the 7.4.2 version re: options direct to locations for 7.3.0. :stare:

The English radio messages and Updated depth scales by gap have no instructions on what to DO with them. :nope:

The Updated OptionsFileEditorViewer app instructions don't match current version folder locations either.

I ask that the Op please re-do instructions so I and others can enjoy his work :yeah:

Aktungbby
12-04-13, 12:03 AM
Welcome aboard MistaX32 and Ricomon 35!:Kaleun_Salute:

Jimbuna
12-04-13, 05:14 AM
Welcome to SubSim :sunny:

slopoke62
12-04-13, 08:27 PM
I did a search but, reading through 700+ posts... hopefully I will be forgiven.

Does this mod work with the Steam version?

Aktungbby
12-04-13, 11:27 PM
Welcome aboard Slopoke62:Kaleun_Salute:

Jimbuna
12-05-13, 06:27 AM
Welcome to SubSim slopoke62 :sunny:

neigenoirejz
12-08-13, 01:51 PM
EDIT: Nevermind.

cpt carnage
12-08-13, 06:37 PM
Hi

Recently got back into SH5 after 2 years, installed this mod and a few others and have an issue with it. I'm from Belgium and use an AZERTY keyboard, so I rebinded some keys with the "SH5 keymapper" (I have steam installation now) so I can put my movement keys on ZQSD.

The problem is every time I strafe left inside the sub or with the camera outside using the Q button a journal pops up (wich is from this mod I think) and it is very annoying. When I go in the keymapper however no "journal" is assigned to the button Q,I can only seem to reassign the default game buttons.

So my question is how do you remove mod functions from your keybinding?

thx in advance for the help

SnipersHunter
12-10-13, 10:44 AM
I did a search but, reading through 700+ posts... hopefully I will be forgiven.

Does this mod work with the Steam version?

Yes it does

torpedoimpact
12-17-13, 05:19 PM
Hola guys...)
I've got little problems. Happens that I decided to make my game more realistic and I downloaded few mods from here. Best ones are The Real Navigation_7_4_2 by TDW and NewUIs_7_4_2 also by TDW. But after installing these mods(using mod enabler(RealNav last)) I noticed that something goes wrong with my mouse's cursor. When I go to Attack Scope and try to lock target it works, but then...! Then I want to estimate range using stadimetr and happens 2 problems:
1st. word "range" blinks and I can't hit it.
2nd. when I try to move my scope my cursor hides and never appears back.
What kind of advise can you give me? I'm sure you know cause you looks like old sea wolfs.

SixthFall
12-22-13, 08:36 PM
Hey, so is there a way to move the officer bar, its covering up the heading bar

volodya61
12-22-13, 08:57 PM
Hey, so is there a way to move the officer bar, its covering up the heading bar

You have to use OptionsFileEditorViewer (tab Officers) to adjust officer's bar.. it's located in the NewUI/data/applications.. link to the 'How to..' thread you can find at the bottom of the post #1 of this thread..

SixthFall
12-22-13, 10:33 PM
You have to use OptionsFileEditorViewer (tab Officers) to adjust officer's bar.. it's located in the NewUI/data/applications.. link to the 'How to..' thread you can find at the bottom of the post #1 of this thread..

nvrmnd

Aktungbby
12-22-13, 11:06 PM
Welcome aboard Torpedoimpact... belatedly:salute:

SixthFall
12-23-13, 02:59 AM
You have to use OptionsFileEditorViewer (tab Officers) to adjust officer's bar.. it's located in the NewUI/data/applications.. link to the 'How to..' thread you can find at the bottom of the post #1 of this thread..

I did this, however, i still cannot move the bar in game, i am trying to click and drag it. Itdoesnt seem to matter if the command that says is 'officer bar pinned to bottom of screen' is set to true or false.

EDIT, figured it out! YAY

volodya61
12-23-13, 10:42 AM
EDIT, figured it out! YAY

Glad to hear :up:

SixthFall
12-23-13, 10:08 PM
Another question, does anyone know where I can get a ujagd speed chronometer?

volodya61
12-24-13, 01:11 AM
Another question, does anyone know where I can get a ujagd speed chronometer?

IIRC you should open clock, click on it and U-Jugd chrono will appear (don't remember exactly left or right button click :hmmm:)..

EDIT: here is Stoianm's video - http://www.youtube.com/watch?v=xI6fqazoX1E

SixthFall
12-24-13, 02:58 AM
Awesome! Didnt know that was in there! I dont know if this is related to tdw's ui, but the little message log that is in the bottom left of the screen (the one that shows weather and contact reports and so on) is missing. Is there a hot key to toggle it on and off i could have bumped? It appears when i time compress over 1024, but dissapears in realtime and any TC lower than 1024. Any ideas?

volodya61
12-24-13, 10:27 AM
..Any ideas?

Yep.. you can adjust it via OptionsFileEditorViewer too..

gap
12-24-13, 10:48 AM
the little message log that is in the bottom left of the screen (the one that shows weather and contact reports and so on) is missing.

Yep.. you can adjust it via OptionsFileEditorViewer too..

...or you can press the L key on your keyboard for toggling the log on/off in game :up:

thunderbolt9987
12-30-13, 12:05 PM
I love this mod quite a lot, but since I have updated my version from 7.1.0 to 7.4.2 I have experienced that my Ship Recognition Manual is gone. So my question to the community is: How can I get it back?

I would appreciate every serious answer!

Trevally.
12-30-13, 01:17 PM
I love this mod quite a lot, but since I have updated my version from 7.1.0 to 7.4.2 I have experienced that my Ship Recognition Manual is gone. So my question to the community is: How can I get it back?

I would appreciate every serious answer!


from http://www.subsim.com/radioroom/showthread.php?p=2157855&posted=1#post2157855

.
Lost SOAN Scenario:
- Not CTD related but commonly asked question on forum
Solution:
- Delete all ***_Draggables.TDW from game root folder and reload the game.

Raven_2012
12-30-13, 11:26 PM
I am having problems with the ship journal in the main menu. When I click on a journal I just made, the game freezes and it doesn't bring up The Journal app.

Raven_2012
12-31-13, 05:00 PM
I tried version 7.4.2, I am using 6.9 and I notice in new version when I hit E to bring up ship recontion manual, I can't click on it to open and also the maps are very huge.

lesec74
01-01-14, 09:57 AM
hello, I've installed tdw 7.4.2 and I don't have the logo only electric engine in surface and no more deck awash;I've the twice with tdw 7.5?
What's wrong?

thanks for help
and happy new year from france:woot:

Stomper013
01-03-14, 05:16 AM
Hey everyone. Just installed 7.4.2 and I've obviously gone wrong somewhere.

I enabled it through GME, launched the game and spawned in the sub pen. However, my screen was taken over with by the UI.

http://imageshack.us/a/img600/1760/e4lu.jpg

It only got worse once I was on the boat

http://imageshack.us/a/img849/2946/hysh.jpg

I can't minimize anything, nor can I play the game. What in Gods green earth have I done wrong? All I'm after is the enhanced SH5 UI.

Cheers, and Happy New Year.

Echolot
01-03-14, 07:10 AM
Hello Stomper013.

To update your game installation to 1.2.0 run the file Silent Hunter 5/GameUpdater/gu.exe as an administrator.

Stomper013
01-03-14, 07:39 AM
Cheers, Echolot.

Just my luck that it was something simple.

volodya61
01-03-14, 12:37 PM
I can't find conversion table charts speed. I use vs 7.5.0

http://www.subsim.com/radioroom/showthread.php?t=204617

Raven_2012
01-03-14, 02:19 PM
So I assume the Ship Recognition manual is broken in 7.4.2 and 7.5.0?

I tried version 7.4.2, I am using 6.9 and I notice in new version when I hit E to bring up ship recontion manual, I can't click on it to open and also the maps are very huge.

volodya61
01-03-14, 03:18 PM
So I assume the Ship Recognition manual is broken in 7.4.2 and 7.5.0?

No, it works.. why do you hit 'E' instead of use mouse?

PS: and why 'E'? what is it?

Raven_2012
01-03-14, 05:23 PM
"E" brings up the window for the ship recognition manual. It has always been like that since 6.9.0. Hitting "E" toggles it on and off. By default its "E"

The icon for the manual isn't on my screen to drag it over, so that's why I can't drag it over.

When I hit "E" and it comes up, I click on it to open the book, but it doesn't open up.

I'm not talking about recognition manual your XO has, I am talking about the black book. "E" in 6.9.0 brought up the recognition manual and had the maps in top left corner.


No, it works.. why do you hit 'E' instead of use mouse?

PS: and why 'E'? what is it?

Mikemike47
01-04-14, 12:41 PM
recognition manual works fine in all New UIs for TDC versions. I have always used SH5 enhanced version, now using version 7.5, test version 12. I used 7.4.2 with no problems either.
I would say you have a corrupted file in your latest version, some mod was not enabled or disabled properly using New UIs for TDC optional mods. I bet more that the options in TheDarkWraithUserOptions.py file was not migrated properly in the OptionsMigrater.exe or not used at all as instructed by TDW.

New options could have been added in TheDarkWraithUserOptions.py in the latest New UIs for TDC 7.4.2 compared to earlier versions of TheDarkWraithUserOptions.py in the New UIs for TDC X.X.X when your recognition manual worked.

Raven_2012
01-04-14, 01:40 PM
Thing is I can start a game and disable all mods, but the ones in New UI. I can put in fresh downloaded install in and it still wont work. I even tried it on my new install of SH5, which is a downloaded copy from Amazon. My old one was Steam and it didn't work there either. So its something else.

I am running game in admin also, so thats not a possibility. I have Windows 7.

The manual comes up fine, when I click on it, it wont open. If I click on arrows, they flicker and don't do anything. On my steam version I was able to change the categories of ships, but still couldn't open it. Now I can't do anything.

Another thing to note when I run dxdiag there is only DirectX 11 and no 9, I wonder if this a problem.

recognition manual works fine in all New UIs for TDC versions. I have always used SH5 enhanced version, now using version 7.5, test version 12. I used 7.4.2 with no problems either.
I would say you have a corrupted file in your latest version, some mod was not enabled or disabled properly using New UIs for TDC optional mods. I bet more that the options in TheDarkWraithUserOptions.py file was not migrated properly in the OptionsMigrater.exe or not used at all as instructed by TDW.

New options could have been added in TheDarkWraithUserOptions.py in the latest New UIs for TDC 7.4.2 compared to earlier versions of TheDarkWraithUserOptions.py in the New UIs for TDC X.X.X when your recognition manual worked.

Mikemike47
01-04-14, 01:53 PM
Another thing to note when I run dxdiag there is only DirectX 11 and no 9, I wonder if this a problem.
I always install the older versions of directx when installing the game.

Raven_2012
01-04-14, 02:00 PM
I thought it installed DirectX9 when it installed I guess not. I will try to download directX9c from online, since you can have multiple directx version with no problems.

I always install the older versions of directx when installing the game.

Mikemike47
01-04-14, 02:05 PM
I thought it installed DirectX9 when it installed I guess not. I will try to download directX9c from online, since you can have multiple directx version with no problems.
Yes, go to Microsoft site for directx9. If you have DVD, it may or may not have asked about installing old version. There is a directx separate folder on DVD.

Raven_2012
01-04-14, 02:19 PM
I won't install. It detects the newer version and won't install.

My other thought is .NET Framework 4.0. There is an old thread on it.
http://www.subsim.com/radioroom/showthread.php?t=169067&page=2

I remember deleting one of them and it fixed some problems I had. Over the years I probably installed some that SH5 didn't like.

Yes, go to Microsoft site for directx9. If you have DVD, it may or may not have asked about installing old version. There is a directx separate folder on DVD.

Beelzeboss
01-04-14, 07:02 PM
Hi
I have few question.
In this video: http://www.youtube.com/watch?v=33sXTKl4Qt8 around 6:30 I can see that he is using some automated orders. I don't have them except some few things from tutorial(I didn't make it ;P). If I understand him corectly he didn't made scripts by himself he have them with the mod. So why I don't have them? ;) Also I've noticed that his navigator is calculating position in less than minute. When i'm using this in my play it take 30-40 minutes! What's wrong?
And last one: in second part of his tutorial(after 2:20): http://www.youtube.com/watch?v=VRwoO_2pQr0 he is using some nice speed reference chart(I don't know how to call it). Is it from different mod or should I have it too?

Raven_2012
01-04-14, 10:11 PM
I just had this problem also with 7.4.2

Hey everyone. Just installed 7.4.2 and I've obviously gone wrong somewhere.

I enabled it through GME, launched the game and spawned in the sub pen. However, my screen was taken over with by the UI.

http://imageshack.us/a/img600/1760/e4lu.jpg

It only got worse once I was on the boat

http://imageshack.us/a/img849/2946/hysh.jpg

I can't minimize anything, nor can I play the game. What in Gods green earth have I done wrong? All I'm after is the enhanced SH5 UI.

Cheers, and Happy New Year.

Raven_2012
01-04-14, 10:58 PM
List your mods, it will help to figure out problem if there is one. :salute:


Hi
I have few question.
In this video: http://www.youtube.com/watch?v=33sXTKl4Qt8 around 6:30 I can see that he is using some automated orders. I don't have them except some few things from tutorial(I didn't make it ;P). If I understand him corectly he didn't made scripts by himself he have them with the mod. So why I don't have them? ;) Also I've noticed that his navigator is calculating position in less than minute. When i'm using this in my play it take 30-40 minutes! What's wrong?
And last one: in second part of his tutorial(after 2:20): http://www.youtube.com/watch?v=VRwoO_2pQr0 he is using some nice speed reference chart(I don't know how to call it). Is it from different mod or should I have it too?

Raven_2012
01-04-14, 11:20 PM
When I run the OptionsFileEditorViewer.exe, I wasn't paying attention first time, which menu.txt do I set for it? I just notice SH5 folder has one.

Is it:
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu

Or:
C:\Ubisoft\Silent Hunter 5\data\Menu

I assume the NewUIs TDC one?

Beelzeboss
01-05-14, 07:00 AM
List your mods, it will help to figure out problem if there is one. :salute:

I have this mods:
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha - actually, I have no idea what is it ;)
NewUIs_TDC_7_4_2_Real_Navigation

Mikemike47
01-05-14, 09:46 AM
When I run the OptionsFileEditorViewer.exe, I wasn't paying attention first time, which menu.txt do I set for it? I just notice SH5 folder has one.

Is it:
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu
Or:
C:\Ubisoft\Silent Hunter 5\data\Menu
I assume the NewUIs TDC one?
If NewUIs_TDC_6_9_0_ByTheDarkWraith is NOT enabled by JSGME, then set menu.txt pointing to MODS\NewUIs_TDC_6_9_0_ByTheDarkWraith\data\Menu folder.

If NewUIs_TDC_6_9_0_ByTheDarkWraith IS enabled by JSGME, then set menu.txt pointing to Silent Hunter 5\data\Menu.

bandit484
01-05-14, 02:14 PM
I like your mod TDW, but I am having a problem with the speed settings. When I am underway if I order all stop no matter whether I am surfaced or submerged my boat keeps moving at 1 knot and it won't stop at all. Is there some way I can fix this? I could use some help PLEASE!:/\\!!

SU-33UB
01-05-14, 05:18 PM
hello TheDarkWraith

when will your NewUIs_TDC_7_5_0_
become online


Greetz SU33UB

Raven_2012
01-05-14, 05:40 PM
I tried this to get 7.4.2 working:
http://www.subsim.com/radioroom/showthread.php?t=204593&page=2

I got some of the function on recognition manual working with that clean up, but it still doesn't open.
I think 0.6.9 and older might be leaving behind some other things. When I have time I will go through and see what else is left behind.

I think on a clean install with 7.4.2 will work fine, but after using 0.6.9 for a while, it might left some stuff behind. That is only other option I can find to solve problem.

Mikemike47
01-06-14, 12:20 AM
I tried this to get 7.4.2 working:
http://www.subsim.com/radioroom/showthread.php?t=204593&page=2

I got some of the function on recognition manual working with that clean up, but it still doesn't open.
I think 0.6.9 and older might be leaving behind some other things. When I have time I will go through and see what else is left behind.

I think on a clean install with 7.4.2 will work fine, but after using 0.6.9 for a while, it might left some stuff behind. That is only other option I can find to solve problem.
Thanks for catching my oversight. Sorry for confusion. **py files from May 2010 or newer to be deleted. Post #8 date corrected from referenced link above.

bandit484
01-06-14, 12:39 AM
Can anybody answer my question about the speed issue ?:hmmm:

neigenoirejz
01-07-14, 04:53 PM
Can anybody answer my question about the speed issue ?:hmmm:
Try going back slow for a moment. If that doesn't help, I think this is caused by a bug if you're using TDW's exe patcher and have enabled independent engine controls, but don't have "Is patch independent engine controls installed" set to True in the "TheDarkWraithUserOptions" config file.

neigenoirejz
01-07-14, 04:58 PM
I've finally decided to give Real Navigation a try. BUT I have one issue with the mod. For some reason it disables parallel course button from the map (see screenshot below - it says that the option is disabled). This is the only little cheat I really want to have in my game, is there some way to enable it? Please, someone help. :06:

http://i.imgur.com/eqgjCJE.png

THEBERBSTER
01-07-14, 08:00 PM
Beelzeboss
The first script is the Real navigation time script found in the mod Trevally Automated Scripts v0.6
The second script is the Harbour Auto Pilot Script. This can be found in the mod Trevally Harbour & Kiel Pilot v3.1
The navigator fix time can be changed in TDW’s Option File Editor
The charts you refer to comes with TDW New UI if you are using the basic keyboard the E key is the short cut. The icon is the Toggle charts icon.
Have a look at Shaefer’s Norsecast video number 2 timed at 5.27 minutes and all will be explained http://www.youtube.com/watch?v=GtUuIWfh_A4

Raven_2012
01-10-14, 12:45 AM
What is in the Radcap tools? I never used it and was curious about it.

THEBERBSTER
01-10-14, 12:55 PM
Rad Cap tools allows to catch/turn certain items as RAOFB disc or even the NewUIs compass disc
thx Bathrone:up:

Raven_2012
01-10-14, 01:03 PM
OK, I got 7.5.0 and 7.4.2 to work, I am going to use 7.4.2. I think after cleaning out things NewUI left over and who knows what else, I disabled all mods and just enabled NewUI 7.4.2 and it worked. Now I have to find the other mod that is breaking it.
:sunny:

Rad Cap tools allows to catch/turn certain items as RAOFB disc or even the NewUIs compass disc
thx Bathrone:up:

THEBERBSTER
01-10-14, 03:37 PM
Now your cooking on gas, like I said, mod overload over system capability. Just try 10 to 20 to start with, don't over do it, and I reckon you will have cracked it.
Great stuff. really pleased for you.:yeah: :woot:

Raven_2012
01-10-14, 04:48 PM
It's not a mod overload. I am using same amount. I think it might have been, Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a.

I went through one by one and they all worked fine. The only one that was missing was Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a, which I took out yesterday. Its not necessary anymore. The TDC generic patch fixes some things that mod was addressing. Plus TDC generic patcher allows deck awash without crew going below.

While I was going through mods, I rearranged some.

Now your cooking on gas, like I said, mod overload over system capability. Just try 10 to 20 to start with, don't over do it, and I reckon you will have cracked it.
Great stuff. really pleased for you.:yeah: :woot:

TORDO222
01-10-14, 04:55 PM
Hi my friend TDW. "Houston, we have a problem...".

1st Question: I can equip only a key for the automation function (x key...) when I work into the "TheDarkWraithUserOptions" file. When I run the game, only the x key work. I try with keys x,z,b and n, but nothing....z,b and n are "disabled"

This is a extract of file:

#[OPTION]
#CATEGORY=Automation
#TYPE=7
#DESCRIPTION=Hotkey for Automation's hotkey 1
#VALUES=
#DEFAULT=[ True, MenuKeyManagerWrapper.Keys.X, False, False, False, False ]
#; the hotkey used to activate the script associated with Automation hotkey x (1-4)
#; Format:
#;
#; AutomationScriptHotKeyx = [ True, None, False, False, False, False ]
#; True = enabled
#; None = key used
#; False = shift required
#; False = ctrl required
#; False = alt required
#; False = handled
#;
#; if you wanted to enable this without shift, crtl, and alt required:
#; AutomationScriptHotKeyx = [ True, MenuKeyManagerWrapper.Keys.J, False, False, False, False ]
#;
#; if you wanted to disable this:
#; AutomationScriptHotKeyx = [ False, MenuKeyManagerWrapper.Keys.J, False, False, False, False ]
#;
#; NOTE: set the ones using SHIFT first!
#;
AutomationScriptHotKey1 = [ True, MenuKeyManagerWrapper.Keys.x,False , False, False, False ] # change the None to whatever you want

#[OPTION]
#CATEGORY=Automation
#TYPE=7
#DESCRIPTION=Hotkey for Automation's hotkey 2
#VALUES=
#DEFAULT=[ False, None, False, False, False, False ]
AutomationScriptHotKey2 = [ True, MenuKeyManagerWrapper.Keys.z, False, False, False, False ] # change the None to whatever you want

#[OPTION]
#CATEGORY=Automation
#TYPE=7
#DESCRIPTION=Hotkey for Automation's hotkey 3
#VALUES=
#DEFAULT=[ False, None, False, False, False, False ]
AutomationScriptHotKey3 = [ True, MenuKeyManagerWrapper.Keys.b, False, False, False, False ] # change the None to whatever you want

#[OPTION]
#CATEGORY=Automation
#TYPE=7
#DESCRIPTION=Hotkey for Automation's hotkey 4
#VALUES=
#DEFAULT=[ False, None, False, False, False, False ]
AutomationScriptHotKey4 = [ True, MenuKeyManagerWrapper.Keys.n, False, False, False, False ] # change the None to whatever you want

2nd Question: How I can open the automation message box at any moment when the game is running, not only at the beginning ???

help me please!!!. Thanks a lot!!!:up:

Raven_2012
01-10-14, 10:17 PM
Try to use this program, it will show you what keys are taken and not taken.

http://www.subsim.com/radioroom/showthread.php?t=168297&page=5

Hi my friend TDW. "Houston, we have a problem...".

1st Question: I can equip only a key for the automation function (x key...) when I work into the "TheDarkWraithUserOptions" file. When I run the game, only the x key work. I try with keys x,z,b and n, but nothing....z,b and n are "disabled"

This is a extract of file:

#[OPTION]
#CATEGORY=Automation
#TYPE=7
#DESCRIPTION=Hotkey for Automation's hotkey 1
#VALUES=
#DEFAULT=[ True, MenuKeyManagerWrapper.Keys.X, False, False, False, False ]
#; the hotkey used to activate the script associated with Automation hotkey x (1-4)
#; Format:
#;
#; AutomationScriptHotKeyx = [ True, None, False, False, False, False ]
#; True = enabled
#; None = key used
#; False = shift required
#; False = ctrl required
#; False = alt required
#; False = handled
#;
#; if you wanted to enable this without shift, crtl, and alt required:
#; AutomationScriptHotKeyx = [ True, MenuKeyManagerWrapper.Keys.J, False, False, False, False ]
#;
#; if you wanted to disable this:
#; AutomationScriptHotKeyx = [ False, MenuKeyManagerWrapper.Keys.J, False, False, False, False ]
#;
#; NOTE: set the ones using SHIFT first!
#;
AutomationScriptHotKey1 = [ True, MenuKeyManagerWrapper.Keys.x,False , False, False, False ] # change the None to whatever you want

#[OPTION]
#CATEGORY=Automation
#TYPE=7
#DESCRIPTION=Hotkey for Automation's hotkey 2
#VALUES=
#DEFAULT=[ False, None, False, False, False, False ]
AutomationScriptHotKey2 = [ True, MenuKeyManagerWrapper.Keys.z, False, False, False, False ] # change the None to whatever you want

#[OPTION]
#CATEGORY=Automation
#TYPE=7
#DESCRIPTION=Hotkey for Automation's hotkey 3
#VALUES=
#DEFAULT=[ False, None, False, False, False, False ]
AutomationScriptHotKey3 = [ True, MenuKeyManagerWrapper.Keys.b, False, False, False, False ] # change the None to whatever you want

#[OPTION]
#CATEGORY=Automation
#TYPE=7
#DESCRIPTION=Hotkey for Automation's hotkey 4
#VALUES=
#DEFAULT=[ False, None, False, False, False, False ]
AutomationScriptHotKey4 = [ True, MenuKeyManagerWrapper.Keys.n, False, False, False, False ] # change the None to whatever you want

2nd Question: How I can open the automation message box at any moment when the game is running, not only at the beginning ???

help me please!!!. Thanks a lot!!!:up:

volodya61
01-10-14, 10:38 PM
..when I work into the "TheDarkWraithUserOptions" file..

Just don't edit this file manually.. this is wrong way.. there is an app - OptionsFileEditorViewer since version NewUIs 6.8.0.. link to "How to..' thread you can find at the bottom of the post #1..

Try to use this program, it will show you what keys are taken and not taken.

SH Keymapper doesn't help here in this case.. as you can see in his post, he is talking about TDW's options file and not about commands.cfg..

Raven_2012
01-11-14, 12:44 AM
I'm having problem with the Journal. I am using NewUI 7.4.2.

When I add my own entry into the journal, it puts the time on in a hour ahead. When this happens it won't show in message box, because it hasn't happen yet.

Also when I back out of game, after I have saved journal, I go into the ShipsJournalEditor.exe and load that journal. I get an error and it won't load. If I don't put any personal entries of my own, the journal can be view. The time difference in entry is causing problems.

Here is picture I took. My entry is, 17:15 Test of date.

http://i1262.photobucket.com/albums/ii605/therealcrow999/sh52014-01-1023-46-53-11_zpsb6a907ef.png (http://s1262.photobucket.com/user/therealcrow999/media/sh52014-01-1023-46-53-11_zpsb6a907ef.png.html)

Any ideas?
:/\\!!

Also, I use to have Steam version of game, but uninstalled it and got a direct download copy from Amazon.

THEBERBSTER
01-11-14, 05:15 AM
Even better to only have to lose one mod and keep the rest. That's a result.

I am sure I have noticed in the past, but don't quote me, that the nautical time and the clock/watch time differ. It's something to do with GMT + 1 hour I think.

Mikemike47
01-11-14, 09:25 AM
Try to use this program, it will show you what keys are taken and not taken.

Jhe is talking about TDW's options file and not about commands.cfg..

Try the hotkey reports option within the optionsfileviewer. Updated OptionsFileEditorViewer app (v1.0.32.0) link at bottom of post #1 or may included in versions of New UI for TDC 7.5. I have test version 12. I noticed, too, that I could not change various keys either and never reported it on the thread. I was bad:doh:!!

Raven_2012
01-11-14, 11:34 AM
GMT is -1 hr in my game. So that is not it. What ever it is, its something that breaks journal entries.

Even better to only have to lose one mod and keep the rest. That's a result.

I am sure I have noticed in the past, but don't quote me, that the nautical time and the clock/watch time differ. It's something to do with GMT + 1 hour I think.

THEBERBSTER
01-11-14, 01:21 PM
I have a sloppy deck gun crew who just leave the gun in any position. When I manually place it back correctly having fired it, it seems to go back to it's last fired position. I would have thought that when you give the order "Secure the Deck Gun" The deck gun would automatically be replaced in it's original forward position.

Is this a common fault or is it me!

I am not using a Deck Gun mod.

Raven_2012
01-11-14, 03:00 PM
Well if I make my own personal entry and go later to view after shutting down SH5, the journal will only show my personal entry and nothing else.

While in game if I don't put in personal entry and leave game. I will get all the entries of course change and what not.

Both personal and other entries can't share my journal. It's strange.

Edit: Did a single player mission and the times were right for this mission, but the journal entry didn't go to message box.

I'm having problem with the Journal. I am using NewUI 7.4.2.

When I add my own entry into the journal, it puts the time on in a hour ahead. When this happens it won't show in message box, because it hasn't happen yet.

Also when I back out of game, after I have saved journal, I go into the ShipsJournalEditor.exe and load that journal. I get an error and it won't load. If I don't put any personal entries of my own, the journal can be view. The time difference in entry is causing problems.

Here is picture I took. My entry is, 17:15 Test of date.

http://i1262.photobucket.com/albums/ii605/therealcrow999/sh52014-01-1023-46-53-11_zpsb6a907ef.png (http://s1262.photobucket.com/user/therealcrow999/media/sh52014-01-1023-46-53-11_zpsb6a907ef.png.html)

Any ideas?
:/\\!!

Also, I use to have Steam version of game, but uninstalled it and got a direct download copy from Amazon.

Raven_2012
01-11-14, 05:27 PM
Well TheDarkWraith, here is my Log file since you PM is full.

http://www.mediafire.com/view/ai63e2c96nnntqz/TRON.LOG

TORDO222
01-12-14, 05:56 AM
Try to use this program, it will show you what keys are taken and not taken.

http://www.subsim.com/radioroom/showthread.php?t=168297&page=5
Thanks for your help!!!.:up:

TORDO222
01-12-14, 05:58 AM
Just don't edit this file manually.. this is wrong way.. there is an app - OptionsFileEditorViewer since version NewUIs 6.8.0.. link to "How to..' thread you can find at the bottom of the post #1..



SH Keymapper doesn't help here in this case.. as you can see in his post, he is talking about TDW's options file and not about commands.cfg..
Ok!!!. I try with the OFEV program. I hope that work!!!: Thanks a lot!!!:up:

THEBERBSTER
01-12-14, 06:06 AM
I agree the hot keys do not work in TDW's Option File Editor. The fuel default hot key is M but this is the default keyboard key for the map. Changing it makes no difference.

THEBERBSTER
01-12-14, 11:32 AM
I cannot use Stormy's DBSM (ctd's) I miss the Z "follow contact" key that gives the bearing from the Sonarman each time you press it and and is useful when using the 4 bearing method.

TDW this would be a good working hotkey addition.

Raven_2012
01-12-14, 12:56 PM
With numerous mods, hot keys are all over the place. Even when using SH_Keymapper, the keys don't come out right or take a while to get it set up right. You should be fine when you get going on with Speech Recognition. I was able to use more features with it then when I was using hot keys. No worries about what key is what, just all commands.

:D

I cannot use Stormy's DBSM (ctd's) I miss the Z "follow contact" key that gives the bearing from the Sonarman each time you press it and and is useful when using the 4 bearing method.

TDW this would be a good working hotkey addition.

THEBERBSTER
01-12-14, 07:23 PM
Looking forward to that. Replacement headphones due this week.