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View Full Version : [REL] Multiple UIs for SH5 with TDC


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THEBERBSTER
01-13-14, 06:55 PM
Anybody had a problem not being able to use binoculars when at "Decks Awash"?

archer9
01-13-14, 07:03 PM
I had that problem. I think it disappeared after I disabled decks awash patch from TDW exe patcher. You also have to set "Is decks awash patch installed" to False in the options file of TheDarkWraithUserOptions.py

THEBERBSTER
01-14-14, 06:28 AM
Yes, already did that.

Raven_2012
01-14-14, 01:43 PM
There is also one in the TDW Generic patcher, if you use version 1.0.149.0. I forget deck awash there is ~7.5, which matches Speech Recognition. And there is one in NewUI you have to enable to, but I assume you enabled them both

I will see if I can use my binos at decks awash.

Yes, already did that.

THE_MASK
01-14-14, 03:05 PM
Anybody had a problem not being able to use binoculars when at "Decks Awash"?You cannot use binos in decks awash . You shouldn't get any sighting reports in decks awash either . So use with caution . Its not a bug . That's the way it is or you would use it all the time .

Raven_2012
01-16-14, 10:32 PM
OK, show me how you did 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:

archer9
01-17-14, 06:48 AM
I would like to know that as well.

archer9
01-17-14, 09:48 AM
You cannot use binos in decks awash . You shouldn't get any sighting reports in decks awash either . So use with caution . Its not a bug . That's the way it is or you would use it all the time .

But we can still use the UZO, right? It's just a minor inconvenience, forcing us to click on the UZO instead of using mouse wheel to quickly zoom in. I don't see the point of disabling binos at all.


On the topic of Decks awash, when I click the order, the bow of my sub is a bit higher than the stern. You can see it sticking out of the water:
http://i.imgur.com/PBDiCnA.png?1

Does anyone else have that problem?

THEBERBSTER
01-17-14, 01:23 PM
Does not make sense to change it to "False"

The prompt in the Option File Editor "Is Patch Decks Awash Installed" default is "False" So surely to enable "Decks Awash" it has to be "True"

The default depth in the Option File Editior is 7.00 in Speech Recognition it is 7.50

vdr1981
01-18-14, 02:37 PM
OK, show me how you did this?

http://www.subsim.com/radioroom/downloads.php?do=file&id=4250

Or if you use New UI's test v7.5.0 test version 12...

http://www.subsim.com/radioroom/downloads.php?do=file&id=4248

Raven_2012
01-18-14, 05:53 PM
Thanks! I found it last night, came across it by accident.

By the way where can I get NewUI 7.5.0 test version 12? Last I checked, the downloaded version was version 5. But honestly I will wait until official version is out, I just migrated from 6_9_0 to 7_4_2 so that was a leap forward.

http://www.subsim.com/radioroom/downloads.php?do=file&id=4250

Or if you use New UI's test v7.5.0 test version 12...

http://www.subsim.com/radioroom/downloads.php?do=file&id=4248

Mikemike47
01-18-14, 06:55 PM
Or if you use New UI's test v7.5.0 test version 12...

http://www.subsim.com/radioroom/downloads.php?do=file&id=4248

By the way where can I get NewUI 7.5.0 test version 12?

I have posted about version 12 and page update at bottom of this post:
Multiple Uis Test version 7.5, version 12 and Page update patch links (http://www.subsim.com/radioroom/showpost.php?p=2099328&postcount=10655)

Raven_2012
01-19-14, 12:26 AM
Found it, going to bump up thread so when I'm on my pc I can download it.

Added versions 1 & 2 to new test version



See below in new test version



Still have to look into this :hmmm:



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



.NET 3.5



Can you explain this in more detail :hmmm:



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



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



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


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

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

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

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

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

Pexorn
01-19-14, 04:59 AM
Hello guys!

I just donated to this forum as I bought this game yesterday.

I'm trying to make some experience about modding, so I tried this mod.
Sorry I didn't try to search on this thread more precisely as it has more than 500 page... :oops:

My problem is;
I set NewUIs to SH5Enhanced mode and turned off bars autohide option. Now, as you know while you hold ctrl key, essential bars switch to advanced mode, so you can set precise speed and depth. But with this mod installed, for me depth meter isn't showing at left of the screen only I see the ">" arrow icon, but no "meters texture" or how could I call...

Anybody could give me a hint, how can I resolve this?
Also I'm using some mod which overwrite each others config as I noted by mod enabler, so I don't know which mod loading order could be better.

I downloaded Sober's all in one megamods collection, but I don't want to enable all the mods due I even don't know what they do. :) So I tried pick one or two I guessed their purpose. I just wrote this because maybe my problem is related to mod's loading order. But back to my "original" problem...

in advanced bar-mode, depth meter isn't shown correctly

Is anybody could help me?

Oby
01-19-14, 06:06 AM
Uninstall NewUIs_TDC_7_x_x_AltAdvSpeedGraphics_by_naights addon for base mod. It's the one that cause your problem. :salute:

vdr1981
01-22-14, 11:42 AM
Can someone confirm that this mod (AI Subs hydrophone fix (SH5) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2793)) isn't needed anymore?

Mikemike47
01-22-14, 08:00 PM
@TDW
The Options file viewer/editor has a problem with changing hotkeys. I have experimented with versions 1.028 to 1.032 (stated at bottom of post #1). Other subsimmers and I have the believe that hotkeys can be edited. We could not edit any hotkeys to our liking.

Picture called hotkey enabling, I can not change the enabled hot key function for crash dive from false to true. Other commands I can not change from true to false; I do not remember those examples.

The hotkeys report works (using Multiple UIs for TDC version 7.5, test version 12) fine.

Another reminder link (http://www.subsim.com/radioroom/showpost.php?p=2099854&postcount=10665)
Thanks.

TheDarkWraith
01-22-14, 08:05 PM
@TDW
The Options file viewer/editor has a problem with changing hotkeys. I have experimented with versions 1.028 to 1.032 (stated at bottom of post #1). Other subsimmers and I have the believe that hotkeys can be edited. We could not edit any hotkeys to our liking.

Picture called hotkey enabling, I can not change the enabled hot key function for crash dive from false to true. Other commands I can not change from true to false; I do not remember those examples.

The hotkeys report works (using Multiple UIs for TDC version 7.5, test version 12) fine.

Another reminder link (http://www.subsim.com/radioroom/showpost.php?p=2099854&postcount=10665)
Thanks.

Ah yes, I need to make 7.5.0 official. Hmm, I'll try and look into it this weekend. I leave for Mexico sometime next week (waiting on the phone call to tell me when) then off to Brazil. I'll probably have to get my passport updated with more pages again the way this year is shaping up :D

What all problems have people been having with 7.5.0? Let's compile a list so I have something to work on along with the GR2 Editor/Viewer on the planes.

Mikemike47
01-22-14, 08:10 PM
I leave for Mexico sometime next week (waiting on the phone call to tell me when) then off to Brazil. I'll probably have to get my passport updated with more pages again the way this year is shaping up

Oh good, you're looking across all threads. :yeah:OH-no, oh-no, lots of us subsimmers, could not wait for you to come back someday. Now you must leave so soon. Life and work go on!!

TheDarkWraith
01-22-14, 08:21 PM
Oh good, you're looking across all threads. :yeah:OH-no, oh-no, lots of us subsimmers, could not wait for you to come back someday. Now you must leave so soon. Life and work go on!!

I love to travel abroad and that was one of the requirements in my line of work. I take my scuba gear with me everywhere I go. I've dove some really neat places and probably places no one will ever visit. It is great to be single :D The one thing I do have a problem with is renting airplanes overseas. I'm a pilot but man is it hard to rent airplanes overseas! I have yet to rent one abroad. There are some places I've been that would've been breathtaking to see from the air. Yeah I could do the tourist thing and take a helo or airplane tourist flight but it's not the same if you're not the pilot.

Mikemike47
01-22-14, 08:37 PM
What all problems have people been having with 7.5.0? Let's compile a list so I have something to work on along with the GR2 Editor/Viewer on the planes.

How about everyone PMs me the problems and references/ links with New UIs for TDC ver 7.5.0, test version 12. That way it can be kept on one post consolidated for TDW to work on in his limited time?

1) Page+TDC_Update_For_NewUIs_TDC_v7_5_0_Test_Version _12 (http://www.mediafire.com/download/v8cjgjh2s14337j/Page+TDC_Update_For_NewUIs_TDC_v7_5_0_Test_Version _12.zip) download link, fixes bug with stadimeter button in scope views, Unzip and place in the test version's \data\Scripts\Menu folder letting it overwrite the old one.

2) NewUIs with TDC, version 7.5, test version 12. Are you aware that files in the data\applications folder (http://www.subsim.com/radioroom/showpost.php?p=2099854&postcount=10665) are much older versions than what is currently available? Original post August 14, 2013.

3) Enabling or disabling hotkey issues in optionsfile viewer/editor

TheDarkWraith
01-22-14, 09:27 PM
How about everyone PMs me the problems and references/ links with New UIs for TDC ver 7.5.0, test version 12. That way it can be kept on one post consolidated for TDW to work on in his limited time?

1) Page+TDC_Update_For_NewUIs_TDC_v7_5_0_Test_Version _12 (http://www.mediafire.com/download/v8cjgjh2s14337j/Page+TDC_Update_For_NewUIs_TDC_v7_5_0_Test_Version _12.zip) download link, fixes bug with stadimeter button in scope views, Unzip and place in the test version's \data\Scripts\Menu folder letting it overwrite the old one.

2) NewUIs with TDC, version 7.5, test version 12. Are you aware that files in the data\applications folder (http://www.subsim.com/radioroom/showpost.php?p=2099854&postcount=10665) are much older versions than what is currently available? Original post August 14, 2013.

3) Enabling or disabling hotkey issues in optionsfile viewer/editor

What is 1? There a screenshot or post that describes the so-called problem?

2 - yeah I know. When it's officially released all the files in the applications folder will be updated with current revisions.

3 - getting ready to look into now. Can you give me a specific hotkey that fails to update/change?

Mikemike47
01-22-14, 09:57 PM
Page+TDC_Update_For_NewUIs_TDC_v7_5_0_Test_Version _12 (http://www.mediafire.com/download/v8cjgjh2s14337j/Page+TDC_Update_For_NewUIs_TDC_v7_5_0_Test_Version _12.zip) download link, fixes bug with stadimeter button in scope views, Unzip and place in the test version's \data\Scripts\Menu folder letting it overwrite the old one.

What is 1? There a screenshot or post that describes the so-called problem?

getting ready to look into now. Can you give me a specific hotkey that fails to update/change?

Per Fifi at post 10657, August 13, 2013:
- when using attack scope stadimeter, each time i clic to match the top mast, the little icon (same as in sextant causing problem staying) at top of dial desappear!
I have to double clic the TDC on/off round button to make it appear again.

Random hotkeys I can not change:hotkey for toggle following target, toggling automation visibility, message box visibility, removing mark on map, repositioning a mark on map, ship's journal visibility, teleporting to UZO station, teleporting to observation station, teleporting to attack station, visibility of the charts (and SOAN), otto's chalkboard, nomograph visibility on mini-map (TAI), SH5 enhanced heading rudder/dial, visibility of radio message box, ordering most fuel efficient speed.

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.

Should I go on and on?

Only one I randomly picked that works so far is:
Item notes enabled

THE_MASK
01-23-14, 12:37 AM
2 questions for TDW.
Do you take a metal detector with you sometimes when scuba diving ?
Do you mind me using my copy of the TheDarkWraithUserOptions file with my options (Yes or No) as a mod ?
sobers New UI addons for mega mod list SH5 V20
http://www.subsim.com/radioroom/showthread.php?t=192374

TheDarkWraith
01-23-14, 01:24 AM
2 questions for TDW.
Do you take a metal detector with you sometimes when scuba diving ?
Do you mind me using my copy of the TheDarkWraithUserOptions file with my options (Yes or No) as a mod ?
sobers New UI addons for mega mod list SH5 V20
http://www.subsim.com/radioroom/showthread.php?t=192374

No metal detector. I do take my dive knife with me though. Got surprised by a Silky shark off the southern coast of West New Britain Island in Papua New Guinea a couple of years ago down around 100ft without my dive knife. I had just crossed over a vertical drop off that you couldn't see the bottom. I looked down for about 3 seconds then looked up and to my right was this Silky shark about 13ft long just sitting there motionless about 5 feet from me. No idea where he came from! I reached for my dive knife and it wasn't there! I was a little anxious then!! The sharks fins were still straight out so he wasn't in attack mode so I just sat there and stared it down. After what seemed like an eternity it disappeared down the side of the drop off just like that and was gone. First time a shark has ever surprised me. Now I make sure I always have my dive knife with me :D

I don't care if you use your copy of the options file as a mod :up:

Mikemike47
01-23-14, 10:22 AM
Added another hotkey note at this post (http://www.subsim.com/radioroom/showpost.php?p=2166733&postcount=11039).

THE_MASK
01-24-14, 12:53 AM
TDW , could you give some advise for this question about where to find commands cfg for real navigation etc .
http://www.subsim.com/radioroom/showpost.php?p=2163787&postcount=31

TheDarkWraith
01-24-14, 02:32 AM
TDW , could you give some advise for this question about where to find commands cfg for real navigation etc .
http://www.subsim.com/radioroom/showpost.php?p=2163787&postcount=31

I have many new commands that are defined in the exe via my Generic Patcher. You will not find them in commands.cfg file :up:

Raven_2012
01-25-14, 07:13 AM
I seemed to got a way around this, if I select last entry and use option to add after entry it works. I still can't just add entry, entry time is off.

Reinstalls didn't work or registry fix. Somewhere I read going from Steam game to normal messes up registry. I tried cleaning all SH5 related to Steam.

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.

TheDarkWraith
01-25-14, 09:19 AM
Random hotkeys I can not change:hotkey for toggle following target, toggling automation visibility, message box visibility, removing mark on map, repositioning a mark on map, ship's journal visibility, teleporting to UZO station, teleporting to observation station, teleporting to attack station, visibility of the charts (and SOAN), otto's chalkboard, nomograph visibility on mini-map (TAI), SH5 enhanced heading rudder/dial, visibility of radio message box, ordering most fuel efficient speed.

I was able to change all the hotkeys listed with no problems. How are you trying to change them? You have to double click the 'Hotkey' entry to have the window show up for configuring the hotkey. After you make your changes you press Accept. Now to have your changes saved you need to File-->Save.

Mikemike47
01-25-14, 09:30 AM
726

727I was able to change all the hotkeys listed with no problems. How are you trying to change them? You have to double click the 'Hotkey' entry to have the window show up for configuring the hotkey. After you make your changes you press Accept. Now to have your changes saved you need to File-->Save.

Update: Got it now.
If you open up a hotkey window enough times, and it has options of handled, Shift required, Ctrl required, or Alt required, you must double click the word hotkey for the window below to show up.
If you open up a hotkey window (example SOAN or item notes) and only has the option of true or false, then you doubleclick the true or false option.

TheDarkWraith
01-25-14, 09:49 AM
Every hotkey mentioned I did the same thing as in the picture. I open up the hotkey window until I get to the false level. Clicking false does not bring up another window for me to change the option from false to true as the first necessary step.

That's correct, it won't. Double click the 'HotKey' entry to bring up the window to change the hotkey parameters.

Mikemike47
01-25-14, 10:17 AM
That's correct, it won't. Double click the 'HotKey' entry to bring up the window to change the hotkey parameters.

You replied as I was just typing. Previous post updated with verbage. I will contact Trevally to add something to his "How to use options fileviewer editor" thread which has a link at the bottom of post #1 for Multiple UIs for TDC.

The hotkey doubleclicking is what a few of us were missing. Thanks again.

THEBERBSTER
01-25-14, 11:00 AM
I am using using 7_4_2. with Real Navigation.

The only Hydrophone mod I am using is “Hydrophone Follow Nearest Contact Fix For NewUI 7_1_0 to 7_5_0”.

In TDW’s G.F.P. There is an option to enable. “Real nav menu.txt entries” “Description: reference new entries in menu.txt when real navigation enabled for Hydrophone”.

Should I enable the 3 patches as I am not sure what the changes do?

Mikemike47
01-26-14, 11:01 AM
I am using NewUIs_TDC_7_5_0, test version 12.

Go to NewUIs_TDC_7_5_0_ByTheDarkWraith\data\Sound\speech \radioman folders. The filename in question is MC_RR_RADIO_15.ogg for normal\tension\whisper folders. Filesize is 4KB. No sound is produced for all three folders types.

Stock v1.2 MC_RR_RADIO_15.ogg says "New message received." Stock filesize is 19-21KB depending on the folder version you are using.

Is your intent to do something similar to MC_RR_RADIO_15.ogg-remove? Another idea, future editting in Message_RA.cfg in Silent Hunter 5\data\Cfg perhaps? Any thought in mind of why you wanted to kill the radioman "new message received" sound.

PickRelated
02-04-14, 03:52 AM
Hello mates!
I have a problem with latest 7.5.0 test version 12.
When I try to enable sextant I get nothing but the UZO with 7x zoom.
Should there be something else? Or do I do something wrong?

Steam version of game is 1.2.0.
Nothing but TDW 7.5.0 is activated.
752

Raven_2012
02-04-14, 12:58 PM
All I know is that TDW Generic Patcher has a fix for sexton to work with TDW New UI 7_5_0

Bad news TDW Generic Patcher can work with Steam version of the game. You can read more on it at the TDW Generic Patcher Thread.

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

Hello mates!
I have a problem with latest 7.5.0 test version 12.
When I try to enable sextant I get nothing but the UZO with 7x zoom.
Should there be something else? Or do I do something wrong?

Steam version of game is 1.2.0.
Nothing but TDW 7.5.0 is activated.
752

Mikemike47
02-04-14, 05:37 PM
@TDW,
Glad to see you are still around fixing the gr2 editor and got the multiple threading issues figured out. Once I finish another project maybe I will learn the gr2 editor and help others, too.
Are you still around or traveling for work now? Hope travel in small planes will be smoother.

Even though below are New UIs TDC 7.5, test version 12 and Page TDC update patch, could you post the links to the bottom of post #1 for Multiple UIs for TDC thread? It would certainly help others, besides me, who constantly refind the link for other subsimmers.

Below taken from this post link (http://www.subsim.com/radioroom/showpost.php?p=2099328&postcount=10655):
v7.5.0 test version 12 released. Available here: http://www.mediafire.com/?52pr5d581wpwcc1

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

did you catch this previous post?
http://www.subsim.com/radioroom/showpost.php?p=2168300&postcount=11051

PickRelated
02-05-14, 12:34 AM
Bad news TDW Generic Patcher can work with Steam version of the

Too bad :( Thanks for explanation.
May be you know any sextant mods? All I found is a ANM (Astro Navigation Mode) if I am not mistaken. But dude has been developing it and wrighting about it in the thread and then just gave up and no links to download his mod.

Grüber
02-15-14, 06:03 PM
Hi guys... Im pretty new here, but I have found vis a lets play video on you tube that I need some new UI. I tried to download thedarkwrath but it does not work. Can this be due to the fact im running win 8.1?

Can anyone help?

PS. Sorry if this is the wrong place to be ansking

Trevally.
02-16-14, 04:16 AM
Hi Gruber:salute:

It should work ok with win8.1

A common issue is that the mod is placed within a MODS folder when you download it. So after extracting - look inside and find the folder called TDWs new ui. To check this is the correct one - the very next folder down must have a data folder.
So then use JSGME to install
:up:

Grüber
02-16-14, 05:44 AM
Hi Gruber:salute:

It should work ok with win8.1

A common issue is that the mod is placed within a MODS folder when you download it. So after extracting - look inside and find the folder called TDWs new ui. To check this is the correct one - the very next folder down must have a data folder.
So then use JSGME to install
:up:


Thanks for the info... Ill try again!

Seebär
02-18-14, 03:31 PM
Hi all,

after installing the mod using JSMGE I have a large black squre in the top left corner of the screen. Game is 1.2.0, no other mods installed.
Just getting started with SH5

Any idea what I have done wrong?
Thx

Mikemike47
02-18-14, 06:42 PM
Thanks for the info... Ill try again!
Click on JSGME signature link to see if it helps.

Hi all,
after installing the mod using JSMGE I have a large black squre in the top left corner of the screen. Game is 1.2.0, no other mods installed.
Just getting started with SH5

Any idea what I have done wrong?
Thx
Options file viewer not setup properly?? or click on JSGME signature link to see if it helps.

How to use options file viewer link is near bottom of post #1 for this thread.

Seebär
02-19-14, 02:48 PM
Click on JSGME signature link to see if it helps.


Options file viewer not setup properly?? or click on JSGME signature link to see if it helps.

How to use options file viewer link is near bottom of post #1 for this thread.

I did not touch the options file. Tried to install from scratch today, but same result
I have attached a screenshot, maybe it is of any help.
Thanks in advance

Mikemike47
02-19-14, 06:27 PM
I did not touch the options file. Tried to install from scratch today, but same result
I have attached a screenshot, maybe it is of any help.
Thanks in advance
What did you look at in the JSGME signature link? Looks like double folder issues? Give us a modlist, too.

Seebär
02-20-14, 01:27 PM
What did you look at in the JSGME signature link? Looks like double folder issues? Give us a modlist, too.

Ok, my installation of SH5 was faulty. After a reinstall of the whole game, the mod worked perfectly fine.
I obviously did fiddle around with some files when I first installed the game (maybe revert the mouse axis, cause that is now different with the new install...), that was back in 2010 though and I did not remember anymore.

As it had nothing to do with the mod, admins please feel free to delete my posts therefor. Sorry for the hassle caused!

Thanks for your help, Mikemike47!
Best Regards

Mikemike47
02-20-14, 07:44 PM
Ok, my installation of SH5 was faulty. After a reinstall of the whole game, the mod worked perfectly fine.
Glad to hear the game is working for you. Happy hunting.
As it had nothing to do with the mod, admins please feel free to delete my posts therefor. Sorry for the hassle caused!
They could if they want to. Admins would probably leave this information on the server in hopes of helping others.
Thanks for your help, Mikemike47!You're welcome.

RushTheBus
02-24-14, 02:49 AM
Hey guys, having some difficulty there. I am able to get the UI working fine but it changes my player movement from WASD to arrow keys. I cant seem to locate where i can change it back to the default WASD. Any thoughts / help?

xSmithyx
02-24-14, 02:52 AM
Ahoy there!

So after taking a break from SH5 for a while I decided to get back into it.... again.....

Anyway, I have a slight issue or maybe I did something wrong, but when I ask the Navigator to do a Celestial Fix he stops because the boat is underwater. Even though the boat is surfaced and travelling. I have noticed that it says I am submerged when a tiny (by tiny I mean less then a glass worth) of water breaks over the hull.

Is this intended or have I mess something up on installing the Wolves of Steel mega mod?

I am sorry if this has been asked before, but after 5 pages of scrolling in this thread I had to ask before I lost my mind on the 700th page.

THEBERBSTER
02-25-14, 07:19 AM
The Navigator needs a clear sky so he can see the stars to get a Celestial Fix.

xSmithyx
02-25-14, 10:08 AM
That's the thing, the skies are clear. It is actually the water level as I said in my post. It's like the game thinks I am submerged when a small wave breaks over the bow. Even though the depth meter does not go below 5-6m.

It also just seems to happen when under TC4. If I speed time TC up past that it gives me the full fix duration. Just curious if it was a bug or something.

TheDarkWraith
02-25-14, 10:35 AM
That's the thing, the skies are clear. It is actually the water level as I said in my post. It's like the game thinks I am submerged when a small wave breaks over the bow. Even though the depth meter does not go below 5-6m.

It also just seems to happen when under TC4. If I speed time TC up past that it gives me the full fix duration. Just curious if it was a bug or something.

You must be in heavy seas. Either wait till the seas are calmer or increase the speed of your boat so that it's more riding over the waves instead of riding in them.

RushTheBus
02-25-14, 10:39 AM
No one has any idea how to change player movement back to WASD from arrow keys?

TheDarkWraith
02-25-14, 10:40 AM
No one has any idea how to change player movement back to WASD from arrow keys?

that's defined in the data\cfg\Commands.cfg file

RushTheBus
02-25-14, 11:16 AM
i dont even see a commands.cfg in the your UI folder in my SH5\MODS or a commands.cfg in my My Documents\SH5 folder. They only pop up in the directories for Stormmy's sound packs.

SU-33UB
02-25-14, 12:10 PM
when will version 7.5.0 released ?

Greets SU33UB

Mikemike47
02-25-14, 12:21 PM
No one has any idea how to change player movement back to WASD from arrow keys?

that's defined in the data\cfg\Commands.cfg file

i dont even see a commands.cfg in the your UI folder in my SH5\MODS or a commands.cfg in my My Documents\SH5 folder.

Exactly where TDW said it would be, data\cfg\Commands.cfg. Try this graphical user interface, too......SH Keymapper (http://www.subsim.com/radioroom/showthread.php?t=168297)

TheDarkWraith
02-25-14, 06:52 PM
when will version 7.5.0 released ?

Greets SU33UB

Yeah I really need to get hot on it to make it a releasable version :yep:

THE_MASK
02-25-14, 06:56 PM
Yeah I really need to get hot on it to make it a releasable version :yep:I am using it in my mega mod list . No reports of problems .

RushTheBus
02-25-14, 07:05 PM
Exactly where TDW said it would be, data\cfg\Commands.cfg. Try this graphical user interface, too......SH Keymapper (http://www.subsim.com/radioroom/showthread.php?t=168297)

Mike,

I checked there before posting. There was no Commands.cfg. The issue was one of Stormy's sound mods which included a Command.cfg that was edited. Took me a while to track down, i do appreciate the help from everyone it had me going on the right track.

Mikemike47
02-25-14, 07:27 PM
The issue was one of Stormy's sound mods which included a Command.cfg that was edited. Took me a while to track down, i do appreciate the help from everyone it had me going on the right track.
There should be commands.cfg in that folder data\cfg. Need for us to upload a stock version 1.2 commands.cfg? Within the last month, someone was just asking to upload or provide a link for this file. Sorry, I can not remember or find what thread it was posted under. Good to hear your success.

Mikemike47
02-25-14, 07:33 PM
Yeah I really need to get hot on it to make it a releasable version :yep:

Yes please. Here is the link (http://www.subsim.com/radioroom/showpost.php?p=2171606&postcount=11054) which gives you test version 12, Page TDC update download links and where test version 12 was originally talked about, and a separate a radio issue question.

RushTheBus
02-25-14, 11:59 PM
There should be commands.cfg in that folder data\cfg. Need for us to upload a stock version 1.2 commands.cfg? Within the last month, someone was just asking to upload or provide a link for this file. Sorry, I can not remember or find what thread it was posted under. Good to hear your success.

Mike, its there. I was looking in the wrong place. Like i said, for some reason that sound mod was writing over my old one and changing all of the preset key bindings. Very frustrating.

That sad, i know TDW wrote a new / edited the radio engine. Hes got those really nice old paper radio reports but when i receive radio messages they never seem to come in on them. I am using 7.5.0 test 12...maybe that's the issue?

Mikemike47
02-26-14, 06:12 PM
Hes got those really nice old paper radio reports but when i receive radio messages they never seem to come in on them. I am using 7.5.0 test 12...maybe that's the issue?

I have used New UI since version 6.9, used verson 7.4.2, too. I am not going to check the version history at the moment. Not sure about this, but I could be wrong. I have seen the paper radio reports I presume throught the message box or the captain's log but not heard them as radio messages. I can not recall at the moment if I need to recheck something in optionsfile viewer/editor for activation.

TheDarkWraith
02-26-14, 07:19 PM
Mike, its there. I was looking in the wrong place. Like i said, for some reason that sound mod was writing over my old one and changing all of the preset key bindings. Very frustrating.

That sad, i know TDW wrote a new / edited the radio engine. Hes got those really nice old paper radio reports but when i receive radio messages they never seem to come in on them. I am using 7.5.0 test 12...maybe that's the issue?

I have used New UI since version 6.9, used verson 7.4.2, too. I am not going to check the version history at the moment. Not sure about this, but I could be wrong. I have seen the paper radio reports I presume throught the message box or the captain's log but not heard them as radio messages. I can not recall at the moment if I need to recheck something in optionsfile viewer/editor for activation.

ALL radio messages are shown in the radio messages window of the mod. The stock radio message interface has been disabled via the mod and they are rerouted to the mod's radio message window.

RushTheBus
02-26-14, 07:33 PM
ALL radio messages are shown in the radio messages window of the mod. The stock radio message interface has been disabled via the mod and they are rerouted to the mod's radio message window.

So there is no way to get these nifty notifications?

http://sh5mods.silenthuntermods.com/TheDarkWairth/threads/tdw_radio.jpg

Mikemike47
02-26-14, 08:07 PM
@TDW
Notice my post, a few posts above this, concerning when u release test version 12 or any new version?

Is the radio messages included in version 12? Or do I have to get the Updated English radio messages stated in post #1?

TheDarkWraith
02-26-14, 08:30 PM
So there is no way to get these nifty notifications?

You get those in the radio messages window now of the mod. They are rerouted to there.

@TDW
Notice my post, a few posts above this, concerning when u release test version 12 or any new version?

Is the radio messages included in version 12? Or do I have to get the Updated English radio messages stated in post #1?

Radio messages are a standard part of my UIs mod and thus are always included.

RushTheBus
02-26-14, 08:53 PM
I just have not seen them look like that, that's all.

TheDarkWraith
02-26-14, 08:57 PM
I just have not seen them look like that, that's all.

They won't look like the stock radio message anymore. They now look like my radio message format in the radio messages window.

RushTheBus
03-07-14, 12:39 PM
Any chance we will see the following:

- expansion of the TDC pannel in periscope / UZO to include the flooding of tubes then opening of tubes (much like is in magUI)

- ability to take a look at a consolidated TDC unit (again, like is in magUI)

Just curious (i really like these features) :D

TheDarkWraith
03-14-14, 08:37 PM
My problem is;
I set NewUIs to SH5Enhanced mode and turned off bars autohide option. Now, as you know while you hold ctrl key, essential bars switch to advanced mode, so you can set precise speed and depth. But with this mod installed, for me depth meter isn't showing at left of the screen only I see the ">" arrow icon, but no "meters texture" or how could I call...

Anybody could give me a hint, how can I resolve this?

I downloaded Sober's all in one megamods collection, but I don't want to enable all the mods due I even don't know what they do. :) So I tried pick one or two I guessed their purpose. I just wrote this because maybe my problem is related to mod's loading order. But back to my "original" problem...

in advanced bar-mode, depth meter isn't shown correctly

Uninstall NewUIs_TDC_7_x_x_AltAdvSpeedGraphics_by_naights addon for base mod. It's the one that cause your problem. :salute:

This problem has been fixed in v7.5.0 test version 13 (not released yet). No need to uninstall NewUIs_TDC_7_x_x_AltAdvSpeedGraphics_by_naights anymore :up:

TheDarkWraith
03-14-14, 09:22 PM
v7.5.0 test version 13 available here: https://www.mediafire.com/?n05satp7b5o9n55

v7.5.0 - fixed bug in TDWMouse.dll that could cause python exception to be thrown
- redid destroyed marks
- made the whole left side of the NavMap features window draggable so that those users whose screen resolution is small can still view the whole window by dragging it up/down
- added a new order to the engineer's orders: electrics only. When this is clicked and enabled then propulsion will be limited to electric propulsion only (requires patch from Generic Patcher enabled for this)
- removed old sextant. Added a new sextant to the game. The sextant is used by calling up the Sextant window from the Navigator's order bar. This requires the Stadimeter being used as sextant patch to be enabled in the Generic Patcher. To use the sextant: call up Sextant window, place the scope reference line on the horizon, press the Enable sextant button in the Sextant window, press the Stadimeter button (little button above the TDC range dial), place green reference line on object wanting angle of, read out angle in the sextant window
- added two additional add-on mods: NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection and NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n. These can be used to set a mask for the Sextant (by default the sextant has no mask - just open display)
- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)
- revised Automation so that it dynamically 'loads' the commands for the script when script is played. When script is stopped the commands are 'unloaded' to free memory. This dramatically reduces the memory used with all the scripts loaded in.
- when Disable sextant is clicked in the sextant window it will also disable the sextant window now
- fixed bug of being able to close sextant window while sextant was active (if this happened then there was no way to deactivate sextant!)
- fixed bug of button for using sextant disappearing after using the sextant
- added a new icon to the engineer order category: diveplanes
- added a new orders bar: diveplanes. This has the orders for controlling the diveplanes (if the manual diveplanes patch is enabled of my Generic Patcher)
- fixed problem of depth bar not rendering if the add-on mod NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights was enabled

The diveplane dials on the diveplane order bar are not finished. They are currently just something so you all can test it out. They will allow -90 to 90 degrees deflection of the diveplanes.

As always let me know of any problems. If no problems are reported I'll finally make this a releasable version (after finalizing the diveplane dials) :up:

NOTE: in order to have manual control of the diveplanes you need at least v1.0.156.0 of my Generic Patcher enabled

Hiding
03-15-14, 12:55 AM
THANKS FOR PRODELANUYU JOB, TheDarkWraith!:salute::salute::salute:
Left hand implement the trim ballast tanks and add manual on / off red light in the control room and the conning tower!:haha:
I join in the congratulations due to family celebration! I wish you happiness and inspiration!

Sjizzle
03-15-14, 02:49 AM
TDW 2 sextan bugs

1. u can't look up at all with the sexstan
2. when u disable the sextan the navigator reports doesn't work anymore

THE_MASK
03-15-14, 03:38 AM
NewUIs_TDC_7_5_0_ByTheDarkWraith Test 13
Plus all the relevant patches enabled .
For some reason I have the officer special abilities icons showing up on the officers panel .
Is this normal ? I noticed you have them in your picture TDW .
http://i59.tinypic.com/2nqs781.jpg

TheDarkWraith
03-15-14, 08:19 AM
TDW 2 sextan bugs

1. u can't look up at all with the sexstan
2. when u disable the sextan the navigator reports doesn't work anymore

1) Yes, that is correct. You have the same vertical height as the stadimeter does

2) Don't understand :06:

NewUIs_TDC_7_5_0_ByTheDarkWraith Test 13
Plus all the relevant patches enabled .
For some reason I have the officer special abilities icons showing up on the officers panel .
Is this normal ? I noticed you have them in your picture TDW .

Yes I re-enabled them (visually but you can't click on them currently). I'm working on a new patch that will allow me to 'call' abilities from code (thus I can make icons for them so you don't have to walk up to the character and start a dialog to use them)

Sjizzle
03-15-14, 08:40 AM
1)

2) Don't understand :06:



when i disable the sextant and i click on the navigator officer to report me a deadrecognition, last position, and other reports the command menu doesn't show anymore i must restar the game.

i will come with a print screen in 30 min


EDIT:

here is the print screen does reports don't show anymore when i use the sextant and then disable the sextant.
http://www.mediafire.com/convkey/56ac/1qcsn5hcpnvbuf2fg.jpg

TheDarkWraith
03-15-14, 09:37 AM
when i disable the sextant and i click on the navigator officer to report me a deadrecognition, last position, and other reports the command menu doesn't show anymore i must restar the game.

i will come with a print screen in 30 min


EDIT:

here is the print screen does reports don't show anymore when i use the sextant and then disable the sextant.

Actually none of the order bars will show after you disable the sextant :o I'm looking into it now...

vdr1981
03-15-14, 10:26 AM
Actually none of the order bars will show after you disable the sextant :o I'm looking into it now...

Yes,it is an old bug with 7.5.0. To bypass this bug one only need to click on the watch officer and to open interaction menu. This will bring orders bar back...I hope this could help a bit.

TheDarkWraith
03-15-14, 10:40 AM
Yes,it is an old bug with 7.5.0. To bypass this bug one only need to click on the watch officer and to open interaction menu. This will bring orders bar back...I hope this could help a bit.

It's been fixed now. Uploading test version 14 :up:

vdr1981
03-15-14, 10:45 AM
It's been fixed now. Uploading test version 14 :up:

You're squashing those bugs like nothing! :up:

TheDarkWraith
03-15-14, 10:49 AM
You're squashing those bugs like nothing! :up:

Anymore that I'm unaware of or forgot about :06:

volodya61
03-15-14, 10:51 AM
Here is Rus menu.txt + menu.txt for the RealNav for the latest (7.5.0 - 13) version - http://rghost.ru/53080006

Hmmm.. I didn't find any changes in the OptionsFileEditor, any new commands or so.. I wanted to change Rus manual but.. nothing.. :hmmm:

vdr1981
03-15-14, 10:52 AM
Anymore that I'm unaware of or forgot about :06: Yes, something about corrupted Trevally's tutorial scripts in combination with 7.5.0. , visible in the main menu...Although , I think those scripts will work just fine if they are activated while in historical mission.

TheDarkWraith
03-15-14, 10:53 AM
Here is Rus menu.txt + menu.txt for the RealNav for the latest (7.5.0 - 13) version - http://rghost.ru/53080006

Hmmm.. I didn't find any changes in the OptionsFileEditor, any new commands or so.. I wanted to change Rus manual but.. nothing.. :hmmm:

Added to Test version 14 which is currently uploading :up:

No additions/changes for OptionsFileEditor (no changes/additions to options file)

volodya61
03-15-14, 10:57 AM
Added to Test version 14 which is currently uploading :up:

Thank you :salute:

No additions/changes for OptionsFileEditor (no changes/additions to options file)

Hmm.. did I get you wrong here?


- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)

TheDarkWraith
03-15-14, 10:58 AM
Hmm.. did I get you wrong here?

That started in test version 12

TheDarkWraith
03-15-14, 11:25 AM
v7.5.0 test version 14 available here: https://www.mediafire.com/?8b5rt4b0n2hj5i6

v7.5.0 - fixed bug in TDWMouse.dll that could cause python exception to be thrown
- redid destroyed marks
- made the whole left side of the NavMap features window draggable so that those users whose screen resolution is small can still view the whole window by dragging it up/down
- added a new order to the engineer's orders: electrics only. When this is clicked and enabled then propulsion will be limited to electric propulsion only (requires patch from Generic Patcher enabled for this)
- removed old sextant. Added a new sextant to the game. The sextant is used by calling up the Sextant window from the Navigator's order bar. This requires the Stadimeter being used as sextant patch to be enabled in the Generic Patcher. To use the sextant: call up Sextant window, place the scope reference line on the horizon, press the Enable sextant button in the Sextant window, press the Stadimeter button (little button above the TDC range dial), place green reference line on object wanting angle of, read out angle in the sextant window
- added two additional add-on mods: NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection and NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n. These can be used to set a mask for the Sextant (by default the sextant has no mask - just open display)
- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)
- revised Automation so that it dynamically 'loads' the commands for the script when script is played. When script is stopped the commands are 'unloaded' to free memory. This dramatically reduces the memory used with all the scripts loaded in.
- when Disable sextant is clicked in the sextant window it will also disable the sextant window now
- fixed bug of being able to close sextant window while sextant was active (if this happened then there was no way to deactivate sextant!)
- fixed bug of button for using sextant disappearing after using the sextant
- added a new icon to the engineer order category: diveplanes
- added a new orders bar: diveplanes. This has the orders for controlling the diveplanes (if the manual diveplanes patch is enabled of my Generic Patcher)
- fixed problem of depth bar not rendering if the add-on mod NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights was enabled
- fixed bug of after using Sextant none of the order bars would be visible and camera zoom was 'zoomed'

The diveplane dials on the diveplane order bar are not finished. They are currently just something so you all can test it out. They will allow -90 to 90 degrees deflection of the diveplanes.

I also updated all the applications in \data\Applications and added two new ones

As always let me know of any problems. If no problems are reported I'll finally make this a releasable version (after finalizing the diveplane dials) :up:

NOTE: in order to have manual control of the diveplanes you need at least v1.0.156.0 of my Generic Patcher enabled

TheDarkWraith
03-15-14, 11:28 AM
Yes, something about corrupted Trevally's tutorial scripts in combination with 7.5.0. , visible in the main menu...Although , I think those scripts will work just fine if they are activated while in historical mission.

tell me how to reproduce the bug/error

volodya61
03-15-14, 11:30 AM
That started in test version 12

Ah.. OK.. now I see..

It was my mistake, I just forgot to change options file itself and tried to use options file from the version test8 :oops:
I'll add manual here in a few :)

volodya61
03-15-14, 11:48 AM
Here is Rus manual for the OptionsEditor (7.5.0 - 14) - http://rghost.ru/53081715

vdr1981
03-15-14, 12:34 PM
tell me how to reproduce the bug/error

Well easy...just put pointer over the list with scripted tutorials in the game menu and you'll probably get message something like "corrupted script" or something...
I can't tell you more about this issue because I've never used those tutorials but probably someone did...

TheDarkWraith
03-15-14, 12:46 PM
Well easy...just put pointer over the list with scripted tutorials in the game menu and you'll probably get message something like "corrupted script" or something...
I can't tell you more about this issue because I've never used those tutorials but probably someone did...

:eek: This happens with any tutorial. Looking into it now...

THE_MASK
03-15-14, 02:48 PM
What is LatLongToSH5MetersFromGameOrigin ?
NewUIs_TDC_7_5_0_ByTheDarkWraith\data\Applications Test version 14

THE_MASK
03-15-14, 03:27 PM
Also in the generic patcher found in
NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version_14\New UIs_TDC_7_5_0_ByTheDarkWraith\MODS\NewUIs_TDC_7_5_ 0_ByTheDarkWraith\data\Applications\Generic Patcher
There is something calledMagicLocalLibrary
The patcher is different from the one I downloaded from here .
http://www.subsim.com/radioroom/showthread.php?t=181433
Its special , if you get where I am coming from .

TheDarkWraith
03-15-14, 04:39 PM
Well easy...just put pointer over the list with scripted tutorials in the game menu and you'll probably get message something like "corrupted script" or something...
I can't tell you more about this issue because I've never used those tutorials but probably someone did...

Problem has been fixed :up: Problem was due to dynamic loading of the automation commands. I forgot to account for that in the tutorials.

What is LatLongToSH5MetersFromGameOrigin ?
NewUIs_TDC_7_5_0_ByTheDarkWraith\data\Applications Test version 14

It's an application that will take a latitude and longitude and convert it to SH5's meters from game origin.

Also in the generic patcher found in
NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version_14\New UIs_TDC_7_5_0_ByTheDarkWraith\MODS\NewUIs_TDC_7_5_ 0_ByTheDarkWraith\data\Applications\Generic Patcher
There is something calledMagicLocalLibrary
The patcher is different from the one I downloaded from here .
http://www.subsim.com/radioroom/showthread.php?t=181433
Its special , if you get where I am coming from .

I forgot to delete that file is all :up:

Working on test version 15. Adding gap's new diveplane dials also.

vdr1981
03-15-14, 04:49 PM
Awesome work TDW!:up::up:

Mikemike47
03-15-14, 05:36 PM
Working on test version 16. Adding gap's new diveplane dials also.

Great work TDW, and gap and all other's adding to this.

I am making sure no other leftover bugs come back to haunt your current version 16 work or newer.

In test version 12 there was a Page TDC update patch, I have reposted about this part below more than once and never saw a reply to this:
this is needed to fix bug with stadimeter button in scope views: http://www.mediafire.com/?v8cjgjh2s14337j
Unzip and place in the test version's \data\Scripts\Menu folder letting it overwrite the old one

TheDarkWraith
03-15-14, 05:44 PM
Great work TDW, and gap and all other's adding to this.

I am making sure no other leftover bugs come back to haunt your current version 16 work or newer.

In test version 12 there was a Page TDC update patch, I have reposted about this part below more than once and never saw a reply to this:

Didn't see the need for this Page TDC update patch. That was actually something I made for those whose were using test versions < 12. I could click the stadimeter buttons as many times as I wanted to in >= 13 with no problems.

The diveplane dials are not going to make it into test version 16 as they look awful when rendered. When gap updates them I release a new test version. Finishing up test version 15 now.

TheDarkWraith
03-15-14, 06:05 PM
What is LatLongToSH5MetersFromGameOrigin ?
NewUIs_TDC_7_5_0_ByTheDarkWraith\data\Applications Test version 14

How to use this app:
Say you want to find where you live in regards to the SH5 world. Type in the coordinates of where you live into the app and it will spit out the SH5 world's equivalent. Open up the mission editor and look down at the bottom left of the screen. Make those numbers equal the numbers the app spit out and that is where you live in the SH5 world :up:

TheDarkWraith
03-15-14, 06:09 PM
v7.5.0 test version 15 available here: https://www.mediafire.com/?qv14z4onai73zq7

v7.5.0 - fixed bug in TDWMouse.dll that could cause python exception to be thrown
- redid destroyed marks
- made the whole left side of the NavMap features window draggable so that those users whose screen resolution is small can still view the whole window by dragging it up/down
- added a new order to the engineer's orders: electrics only. When this is clicked and enabled then propulsion will be limited to electric propulsion only (requires patch from Generic Patcher enabled for this)
- removed old sextant. Added a new sextant to the game. The sextant is used by calling up the Sextant window from the Navigator's order bar. This requires the Stadimeter being used as sextant patch to be enabled in the Generic Patcher. To use the sextant: call up Sextant window, place the scope reference line on the horizon, press the Enable sextant button in the Sextant window, press the Stadimeter button (little button above the TDC range dial), place green reference line on object wanting angle of, read out angle in the sextant window
- added two additional add-on mods: NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection and NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n. These can be used to set a mask for the Sextant (by default the sextant has no mask - just open display)
- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)
- revised Automation so that it dynamically 'loads' the commands for the script when script is played. When script is stopped the commands are 'unloaded' to free memory. This dramatically reduces the memory used with all the scripts loaded in.
- when Disable sextant is clicked in the sextant window it will also disable the sextant window now
- fixed bug of being able to close sextant window while sextant was active (if this happened then there was no way to deactivate sextant!)
- fixed bug of button for using sextant disappearing after using the sextant
- added a new icon to the engineer order category: diveplanes
- added a new orders bar: diveplanes. This has the orders for controlling the diveplanes (if the manual diveplanes patch is enabled of my Generic Patcher)
- fixed problem of depth bar not rendering if the add-on mod NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights was enabled
- fixed bug of after using Sextant none of the order bars would be visible and camera zoom was 'zoomed'
- fixed bug of tutorials always showing corrupt in the main menu

The diveplane dials on the diveplane order bar are not finished. They are currently just something so you all can test it out. They will allow -90 to 90 degrees deflection of the diveplanes.

I also updated all the applications in \data\Applications and added two new ones

As always let me know of any problems. If no problems are reported I'll finally make this a releasable version (after finalizing the diveplane dials) :up:

NOTE: in order to have manual control of the diveplanes you need at least v1.0.156.0 of my Generic Patcher enabled

Mikemike47
03-15-14, 06:16 PM
Didn't see the need for this Page TDC update patch. That was actually something I made for those whose were using test versions < 12. I could click the stadimeter buttons as many times as I wanted to in >= 13 with no problems.

Good to hear. Now I know why.

chemist92
03-15-14, 06:26 PM
It's possible make the diveplanes dials like compass / rudder dials? it's a suggestion or idea :up:

TheDarkWraith
03-15-14, 06:35 PM
It's possible make the diveplanes dials like compass / rudder dials? it's a suggestion or idea :up:

That's not the final design. It's just something so you all can play around with it and ensure there aren't any bugs/errors I missed :up:

vdr1981
03-15-14, 08:13 PM
I hate to be the first to report problems but I've discovered one , luckily it is avoidable...

The game will CTD if:
- we try to save/reload the game with manual plane control ON or...
- we enter hist. mission, turn man.planes contr. ON, and then try to load the same or different mission.

So, player needs to take a good care not to have manual dive planes control enabled before the game is saved or when selecting new historical mission...

THE_MASK
03-15-14, 08:15 PM
My game ctd when trying to load a save game or new career with test 15 . More info soon .
Dbgview
http://www.mediafire.com/view/es4wbere670b8j8/sobers.LOG

vdr1981
03-15-14, 08:35 PM
I hate to be the first to report problems but I've discovered one , luckily it is avoidable...

The game will CTD if:
- we try to save/reload the game with manual plane control ON or...
- we enter hist. mission, turn man.planes contr. ON, and then try to load the same or different mission.

So, player needs to take a good care not to have manual dive planes control enabled before the game is saved or when selecting new historical mission...

On a second thought, this might not be save/reload related issue. It could be also memory (or whatever) related, pretty much the same like CTD scenario 8 from Silent CTD Hunter thread (http://www.subsim.com/radioroom/showthread.php?t=210153)

If I'm right I shouldn't get CTD if I save the game with planes control ON, then exit the game completely, and later load the same gamesave...I'll test that right now...

TheDarkWraith
03-15-14, 08:35 PM
I hate to be the first to report problems but I've discovered one , luckily it is avoidable...

The game will CTD if:
- we try to save/reload the game with manual plane control ON or...
- we enter hist. mission, turn man.planes contr. ON, and then try to load the same or different mission.

So, player needs to take a good care not to have manual dive planes control enabled before the game is saved or when selecting new historical mission...

My game ctd when trying to load a save game or new career with test 15 . More info soon .
Dbgview
http://www.mediafire.com/view/es4wbere670b8j8/sobers.LOG

When you blaze new trails you sometimes hit some bumps :D I was able to get my game to crash having manual diveplane control on and then quitting to main menu and loading another historic mission. Now I'll run the game in OllyDebug to see what's causing the crash...

vdr1981
03-15-14, 08:45 PM
On a second thought, this might not be save/reload related issue. It could be also memory (or whatever) related, pretty much the same like CTD scenario 8 from Silent CTD Hunter thread (http://www.subsim.com/radioroom/showthread.php?t=210153)

If I'm right I shouldn't get CTD if I save the game with planes control ON, then exit the game completely, and later load the same gamesave...I'll test that right now...

Yep, just like I thought...No CTD if I exit the game completely!

Gamesave created with man.DP control ON will load just fine after game restart. :yep:

TheDarkWraith
03-15-14, 08:46 PM
Yep, just like I thought...No CTD if I exit the game completely!

Gamesave created with man.DP control ON will load just fine after game restart. :yep:

It crashes because I forgot to test something for null pointer :shifty: I have to revise the manual diveplane patch to account for this possible null pointer at game start :up:

TheDarkWraith
03-15-14, 08:49 PM
@gap - here's what dials2 looks like in game:

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=7426

Still needs work :yep:

vdr1981
03-15-14, 08:51 PM
It crashes because I forgot to test something for null pointer :shifty: I have to revise the manual diveplane patch to account for this possible null pointer at game start :up:

No problems at all! This shouldn't pose a large problem in the campaign now when we know what not to do...:03:

vdr1981
03-15-14, 09:12 PM
Oh yes...I have two questions regarding Stadimetar as Sextant patches.

Is it possible to have wider field of view with sextant because right now it's not possible to measure elevation of celestial bodies higher then something like 19 degrees?

Is it possible top have mirrored view (like with stadimetar) while we use sextant?

TheDarkWraith
03-15-14, 09:16 PM
Oh yes...I have two questions regarding Stadimetar as Sextant patches.

Is it possible to have wider field of view with sextant because right now it's not possible to measure elevation of celestial bodies higher then something like 19 degrees?

Is it possible top have mirrored view (like with stadimetar) while we use sextant?

Have you tried setting camera up high before using the stadimeter (Sextant)?

I don't understand the mirrored view question :06:

Patch has been revised. No more CTD's when exiting to main menu with manual diveplane control enabled then choosing another mission or save game :up: Now I did notice duplicate messagebox entries when you click on new diveplane setting. Looking into that now...

gap
03-15-14, 09:25 PM
@gap - here's what dials2 looks like in game:

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=7426

Still needs work :yep:

And this is an alpha channel cutout of the very same file (in png format):

http://i519.photobucket.com/albums/u359/taneshikimano/DiveplaneDials-1.png

In comparison, the gauge in your screenshot looks smaller, blurred, and has a red border whose cause I ignore. :hmmm:

Are you sure that in Menu Editor you have set the same rendering size as the source graphics? Should be a 256 x 256 square for each dial/needle.
Other than this, I can only think of a corrupt download. Try redownloading the file: I did it and, as you can see from the image above, everything looks regular.

gap
03-15-14, 09:59 PM
@ TDW

Please redownload the dial graphics from the link below:
https://www.mediafire.com/?o7br1vc4shbo16c

By mistake, I had mirrored the lighting effect of the aft needle, and both needles were off-center. They are now centered respectively on the bottom left and bottom right quarters (256 x 256 squares, as before). :salute:

TheDarkWraith
03-15-14, 10:25 PM
By mistake, I had mirrored the lighting effect of the aft needle, and both needles were off-center. They are now centered respectively on the bottom left and bottom right quarters (256 x 256 squares, as before). :salute:

I made the dials about 25% bigger:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=7427

Lookin good :D I also added your revised icons

gap
03-15-14, 10:31 PM
I made the dials about 25% bigger:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=7427

Lookin good :D I also added your revised icons

Excellent :yeah:

...but the needles are still a bit off-center, esp. the right one: needles' holes should be aligned with the screw at dials' center :)

TheDarkWraith
03-15-14, 11:28 PM
v7.5.0 test version 16 available here: https://www.mediafire.com/?s2hphgfb4cfh92e

v7.5.0 - fixed bug in TDWMouse.dll that could cause python exception to be thrown
- redid destroyed marks
- made the whole left side of the NavMap features window draggable so that those users whose screen resolution is small can still view the whole window by dragging it up/down
- added a new order to the engineer's orders: electrics only. When this is clicked and enabled then propulsion will be limited to electric propulsion only (requires patch from Generic Patcher enabled for this)
- removed old sextant. Added a new sextant to the game. The sextant is used by calling up the Sextant window from the Navigator's order bar. This requires the Stadimeter being used as sextant patch to be enabled in the Generic Patcher. To use the sextant: call up Sextant window, place the scope reference line on the horizon, press the Enable sextant button in the Sextant window, press the Stadimeter button (little button above the TDC range dial), place green reference line on object wanting angle of, read out angle in the sextant window
- added two additional add-on mods: NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection and NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n. These can be used to set a mask for the Sextant (by default the sextant has no mask - just open display)
- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)
- revised Automation so that it dynamically 'loads' the commands for the script when script is played. When script is stopped the commands are 'unloaded' to free memory. This dramatically reduces the memory used with all the scripts loaded in.
- when Disable sextant is clicked in the sextant window it will also disable the sextant window now
- fixed bug of being able to close sextant window while sextant was active (if this happened then there was no way to deactivate sextant!)
- fixed bug of button for using sextant disappearing after using the sextant
- added a new icon to the engineer order category: diveplanes
- added a new orders bar: diveplanes. This has the orders for controlling the diveplanes (if the manual diveplanes patch is enabled of my Generic Patcher)
- fixed problem of depth bar not rendering if the add-on mod NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights was enabled
- fixed bug of after using Sextant none of the order bars would be visible and camera zoom was 'zoomed'
- fixed bug of tutorials always showing corrupt in the main menu

I also updated all the applications in \data\Applications and added two new ones

As always let me know of any problems. If no problems are reported I'll finally make this a releasable version (after finalizing the diveplane dials) :up:

NOTE: in order to have manual control of the diveplanes you need at least v1.0.157.0 of my Generic Patcher enabled


Using v1.0.157.0 of my Generic Patcher you should have no problems leaving manual control of diveplanes enabled when exiting to main menu, loading a save game, returning to bunker, etc. I also had the mod force automatic diveplane control on start game, end game, and game state switched just to be ultra safe :up:

Diveplane dials are finalized with gaps 3rd version of the diveplane dials. The diveplane icons were also changed to gap's new style.

Fore diveplanes have a range of -35 to +25
Aft diveplanes have a range of -30 to +30

What I'm unsure of is do the angle of the diveplanes match the numbers? i.e. - if fore diveplane is positioned so that if the sub is moving forward it will force the nose down is that + or - value? Same with aft diveplane.

tonschk
03-16-14, 04:27 AM
Well spotted :up:, yes is a bit off-centre

http://i60.tinypic.com/2aa0d8x.jpg

Excellent :yeah:

...but the needles are still a bit off-center, esp. the right one: needles' holes should be aligned with the screw at dials' center :)

Tonci87
03-16-14, 06:46 AM
What I'm unsure of is do the angle of the diveplanes match the numbers? i.e. - if fore diveplane is positioned so that if the sub is moving forward it will force the nose down is that + or - value? Same with aft diveplane.

I´m not sure if I understand your question...

gap
03-16-14, 07:40 AM
v7.5.0 test version 16 available here: https://www.mediafire.com/?s2hphgfb4cfh92e

:up:


Diveplane dials are finalized with gaps 3rd version of the diveplane dials. The diveplane icons were also changed to gap's new style.

Fore diveplanes have a range of -35 to +25
Aft diveplanes have a range of -30 to +30

We now must update 3d gauge graphics and settings to reflect the new deflection range of fore diveplanes, and release the update together with your patcher. Which other popular mods affect Room_CR.sim? IIRC there are at least a couple of mods dealing with gauge fixes that our patch should be made compatible with :hmm2:


What I'm unsure of is do the angle of the diveplanes match the numbers? i.e. - if fore diveplane is positioned so that if the sub is moving forward it will force the nose down is that + or - value? Same with aft diveplane.

I´m not sure if I understand your question...

I think I know what TDW means.

You should see the "wide end" of each needle (the one pointing to te right in neutral position) as if it was boat's stern. When both ends are pointing up, i.e. negative fore deflection and positive after deflection, boat's bow will point down and the stern will point up (diving position). Conversely, setting both ends to point down, will make the boat to surface. :up:

Well spotted :up:, yes is a bit off-centre

http://i60.tinypic.com/2aa0d8x.jpg

I am sure TDW fixed that before release :up:

markdenny
03-16-14, 08:36 AM
Sorry for my stupidity ive downloaded the dials but where do I now place them ? :hmmm:

gap
03-16-14, 10:28 AM
Excellent :yeah:

...but the needles are still a bit off-center, esp. the right one: needles' holes should be aligned with the screw at dials' center :)

Well spotted :up:, yes is a bit off-centre


I am sure TDW fixed that before release :up:

My fault: the last dds file I uploaded yesterday had the needles (still) off-centre; just checked it.

Fixed version of the file:
https://www.mediafire.com/?bsasjn026gdevc4

Sorry for the disturbance guys :doh: :oops:

Sorry for my stupidity ive downloaded the dials but where do I now place them ? :hmmm:

Do you mean the ones I uploaded? You don't need for them: those were for TDW, and are already included into New UI's v7.5.0 test version 16.

shunter101
03-16-14, 01:22 PM
Hello:

Great work, the dive planes work great!!:up: I was able to go between 10m and 150 m with no problems (up and down, up and down). This only happens when I hit the crash dive button, then I can use the dive planes to move the sub up etc.

Is there anyway to manually control the amount of water entering and exiting the ballasts? I think we will need this control to really use the dive planes. In the example above, I cannot surface the boat with the dive planes alone, I need to hit the surface button. Likewise, I cannot submerge the sub with the dive planes alone. Is there any documentation for the dive planes?

At periscope depth, something unusual happens. No matter the speed or angle of the dive planes, I cannot go below 20m. See attached file.


Best
Shunter

Sjizzle
03-16-14, 01:31 PM
Hello:

Great work, the dive planes work great!!:up: I was able to go between 10m and 150 m with no problems (up and down, up and down). This only happens when I hit the crash dive button, then I can use the dive planes to move the sub up etc.

Is there anyway to manually control the amount of water entering and exiting the ballasts? I think we will need this control to really use the dive planes. In the example above, I cannot surface the boat with the dive planes alone, I need to hit the surface button. Likewise, I cannot submerge the sub with the dive planes alone. Is there any documentation for the dive planes?

At periscope depth, something unusual happens. No matter the speed or angle of the dive planes, I cannot go below 20m. See attached file.


Best
Shunter

for diving u must also contro the balast tank to flood them with water ... only with dive planes u can't dive....same for when u wanna surface the boat u must pomp out the water from the balast tank with compressed air .... there are some nice videos CLIK (http://www.youtube.com/watch?v=e7ixYuCObUk)

vdr1981
03-16-14, 04:37 PM
Hello:

Great work, the dive planes work great!!:up: I was able to go between 10m and 150 m with no problems (up and down, up and down). This only happens when I hit the crash dive button, then I can use the dive planes to move the sub up etc.

Is there anyway to manually control the amount of water entering and exiting the ballasts? I think we will need this control to really use the dive planes. In the example above, I cannot surface the boat with the dive planes alone, I need to hit the surface button. Likewise, I cannot submerge the sub with the dive planes alone. Is there any documentation for the dive planes?

At periscope depth, something unusual happens. No matter the speed or angle of the dive planes, I cannot go below 20m. See attached file.


Best
Shunter

Making dive planes usable is one thing but physics of flotation is completely different story...SH was never intended to be underwater FSX and this is precisely the main reason for strange underwater behavior of the submarine even with manual dive planes control.
If we find the way to manually control weight of the submarine (read ballast tanks ) then we might finally have a true submarine simulation and "fly" the boat under the water using TDW's dive planes while struggling to maintain neutral buoyancy manually... A dream...
Knowing TDW's Kung Fu, nothing is impossible...:yep:

vdr1981
03-16-14, 05:12 PM
Hm, I still can't see gap's new dials?
Also , it appears that stern dive planes control is inverted...
Is this the "isolated incident"?

http://s6.postimg.org/5id8wgjch/SH5_Img_2014_03_16_23_03_13.jpg

http://s6.postimg.org/5h3b31hip/SH5_Img_2014_03_16_23_04_52.jpg

EDIT:
Yep, something from this list is overwriting the dials...What's the name of dials files gap?

No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
Large Optics for TDW UI for NewUIs_TDC_7_5_0
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Darkened Scopes Alt Attack Scope
RAOBF + Nomograph Fix
TDC Graphics by Naights v1.0
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.5
MQK LocationMaps_IO
MQK ShapeTextures_NO
SH5 External Cargo 1.0
Church's Compass Dials Mod v2.2 - Option Two
EQuaTool 01.01 by AvM - Large Style
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.2
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
EMCCD v0.3.1 by archer9
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
R.S.D. - Reworked Submarine Damage v5.6 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. - Depth Charges Fix_attempt 4
R.S.D. - Less Accurate AI Gunners
R.S.D. v5.6 - German Patch
DBSM_Music_1_0_4
Speech fixes and additions (german version)
Shadow Improvement ModLR
sobers green crew training V4 SH5
sobers no footstep sound mod SH5 V2
sobers best ever fog V22 SH5
sobers water splash anim SH5
sobers realistic underwater FX2 SH5
Compatibility Patches and Tweaks 7_5_0
KDB+GHG Upgrade
RPM Hydrophone v2.2.1
New_ Start_VIIB
Realistic_Hydrophone_1_1
TDW options _7_5_0_v16

gap
03-16-14, 06:15 PM
Hm, I still can't see gap's new dials?

No idea why. No mod should overwrite them, because they are a completely new feature :hmmm:

Also , it appears that stern dive planes control is inverted...
Is this the "isolated incident"?

No, it happens all the time. Max/Min dial angles are inverted. Working on a fix to that :up:

vdr1981
03-16-14, 06:19 PM
No idea why. No mod should overwrite them, because they are a completely new feature :hmmm:



Yep. I've found the problem...Mine pagelayout.ini file form No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0 wasn't compatible with latest UI...Fixed now...

gap
03-16-14, 06:24 PM
Yep. I've found the problem...Mine pagelayout.ini file form No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0 wasn't compatible with latest UI...Fixed now...

:up:

THEBERBSTER
03-17-14, 05:23 AM
I am using TDW NewUI 7_4_2.

What type of bearing is the 'Sonar Man' giving me.

If I use the mod 'Hydrophone follow nearest contact fix for new UI 7_1_0 to 7_5_0'

Does this mod change the bearing type?

I would like to be able to get a 'True Bearing from the 'Sonar Man.'

gap
03-17-14, 08:29 AM
What I'm unsure of is do the angle of the diveplanes match the numbers? i.e. - if fore diveplane is positioned so that if the sub is moving forward it will force the nose down is that + or - value? Same with aft diveplane.


Also , it appears that stern dive planes control is inverted...
Is this the "isolated incident"?

After a second read of the post by Captain America (http://www.subsim.com/radioroom/showpost.php?p=209628&postcount=64) I had pointed the last week, I think its assumptions are essentially correct (and some of my previous conclusions, here (http://www.subsim.com/radioroom/showpost.php?p=2186587&postcount=11142) and here (http://www.subsim.com/radioroom/showpost.php?p=2186764&postcount=11149), conversely wrong). Look at the diagram below:

http://img54.imageshack.us/img54/2079/diveplanediag21jx.jpg

fore needle pointing down = negative fore deflection = diving position
fore needle pointing up = positive fore deflection = surfacing position

conversely:

aft needle pointing down = positive aft deflection = diving position
aft needle pointing up = negative aft deflection = surfacing position

In other words: move both needles to the black scale (down) for diving, move them to the red scale (up) for surfacing. This is exactly how stock 3d diveplane gauges (in command room) work, and how UI diveplane dials should be modelled :yep:

Another way to see it all, is that the "thick back end" of the fore needle (not represented in the above picture) and the aft needle (identical in shape to the former), represent the aft profile of each diveplane.

Tonci87
03-17-14, 12:23 PM
After a second read of the post by Captain America (http://www.subsim.com/radioroom/showpost.php?p=209628&postcount=64) I had pointed the last week, I think its assumptions are essentially correct (and some of my previous conclusions, here (http://www.subsim.com/radioroom/showpost.php?p=2186587&postcount=11142) and here (http://www.subsim.com/radioroom/showpost.php?p=2186764&postcount=11149), conversely wrong). Look at the diagram below:

http://img54.imageshack.us/img54/2079/diveplanediag21jx.jpg

fore needle pointing down = negative fore deflection = diving position
fore needle pointing up = positive fore deflection = surfacing position

conversely:

aft needle pointing down = positive aft deflection = diving position
aft needle pointing up = negative aft deflection = surfacing position

In other words: move both needles to the black scale (down) for diving, move them to the red scale (up) for surfacing. This is exactly how stock 3d diveplane gauges (in command room) work, and how UI diveplane dials should be modelled :yep:

Another way to see it all, is that the &quot;thick back end&quot; of the fore needle (not represented in the above picture) and the aft needle (identical in shape to the former), represent the aft profile of each diveplane.

Exactly!

vdr1981
03-18-14, 08:15 AM
Hm, I'm experiencing random crashes at the beginning of the campaign and sometimes even in historical missions. Right now I can't pinpoint to anything...:hmmm:

This is the stopcode ffrom the last CTD
Problem Event Name: BEX
Application Name: SH5.exe
Application Version: 1.2.0.0
Application Timestamp: 562b9a96
Fault Module Name: StackHash_0a9e
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Offset: c483d2ff
Exception Code: c0000005
Exception Data: 00000008
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

CTD with fault module name kernell.dll is also very common...

I'm going to also study more your instructions for how to properly use ollydbg tool to give you more information TDW, but I must admit it is completely new area for me...

Katze
03-18-14, 11:34 AM
Destroyed marks are still hit and miss for me. Using 7_5_0 v16 and TDW_GenericPatcher_v_1_0_157_0 with the marks enabled.
I have yet to see a pattern other than when I get a mark I do get a radio message saying the unit is destroyed. (The reverse is not true; I get messages and no marks and consistantly no message = no mark). Captain's log always records the unit destroyed.
I've watched to see if it's specific ship types (small passenger carriers for example sometimes give marks, sometimes not), if it's how the ship sinks (catastrophic vs slow sinking, deck gun vs. torp ), or range when ship sinks (close or far), and I'll even get mixed results during the same play session ( ship sinks:no mark, aircraft shot down 5 min later: get a mark ).
No pattern as yet.

THE_MASK
03-20-14, 05:58 AM
Would it be possible to disable harbor pilot scripts during bad weather . I shouldn't be able to enable harbor pilot if I have heavy fog in game .

Tonci87
03-20-14, 06:37 AM
Would it be possible to disable harbor pilot scripts during bad weather . I shouldn't be able to enable harbor pilot if I have heavy fog in game .

Why not? Harbour pilots know their harbours in and out, they should be able to guide a ship out of the harbour even in heavy fog.

Dielos
03-22-14, 02:46 AM
Hello,

Is there a way to keep supermarks and navigation fixes across saves? I read somewhere that if you edited the text of them, they would stay across saves, but that's not working for me.

Also, destroyed marks don't appear in my game. I'm using Real Navigation, so might they be disabled with RN enabled?

I'm playing with the Wolves of Steel megamod with Real Nav enabled.

gap
03-24-14, 04:10 PM
@ TDW

Little reminder: have you seen these posts? :)

My fault: the last dds file I uploaded yesterday had the needles (still) off-centre; just checked it.

Fixed version of the file:
https://www.mediafire.com/?bsasjn026gdevc4

Sorry for the disturbance guys :doh: :oops:

After a second read of the post by Captain America (http://www.subsim.com/radioroom/showpost.php?p=209628&postcount=64) I had pointed the last week, I think its assumptions are essentially correct (and some of my previous conclusions, here (http://www.subsim.com/radioroom/showpost.php?p=2186587&postcount=11142) and here (http://www.subsim.com/radioroom/showpost.php?p=2186764&postcount=11149), conversely wrong). Look at the diagram below:

http://img54.imageshack.us/img54/2079/diveplanediag21jx.jpg

fore needle pointing down = negative fore deflection = diving position
fore needle pointing up = positive fore deflection = surfacing position

conversely:

aft needle pointing down = positive aft deflection = diving position
aft needle pointing up = negative aft deflection = surfacing position

In other words: move both needles to the black scale (down) for diving, move them to the red scale (up) for surfacing. This is exactly how stock 3d diveplane gauges (in command room) work, and how UI diveplane dials should be modelled :yep:

Another way to see it all, is that the "thick back end" of the fore needle (not represented in the above picture) and the aft needle (identical in shape to the former), represent the aft profile of each diveplane.

Sjizzle
03-24-14, 04:29 PM
@gap

u have read your pm ?

sorry for offtopic thx

TheDarkWraith
03-24-14, 04:56 PM
@ TDW

Little reminder: have you seen these posts? :)

I guess I don't see what I'm supposed to see. What am I missing :06:

gap
03-24-14, 05:30 PM
I guess I don't see what I'm supposed to see. What am I missing :06:

posts #11153 and #11144 (they are quoted in my previous post, no idea why you can't see them, sorry) :salute:

@gap

u have read your pm ?

sorry for offtopic thx

Replied to your PM Sjizzle :up:

TheDarkWraith
03-25-14, 10:32 PM
Hello,

Is there a way to keep supermarks and navigation fixes across saves? I read somewhere that if you edited the text of them, they would stay across saves, but that's not working for me.

Also, destroyed marks don't appear in my game. I'm using Real Navigation, so might they be disabled with RN enabled?

I'm playing with the Wolves of Steel megamod with Real Nav enabled.

You need to have a journal active in order for these to be saved. Start a journal :up:

TheDarkWraith
03-28-14, 07:07 AM
posts #11153 and #11144 (they are quoted in my previous post, no idea why you can't see them, sorry) :salute:

Are you trying to say the new diveplane dials don't work correctly :06:

Dielos
03-29-14, 05:16 AM
You need to have a journal active in order for these to be saved. Start a journal :up:

Oh boy! Thanks! Didn't see this anywhere... I guess you mean the journal available in the game main menu?

Any further info anywhere I can find about this journal? Never used it as I didn't know what it does...


[EDIT]: Ok, I have been playing around with the journal, and it's really incredible! Thank you so much, TheDarkWraith, you have done a brutal job with this game! I'm going to spend a lot of time now logging my progress in Google Earth... It's really a pleasure to play SH5 now.

jwells0504
03-29-14, 03:02 PM
Hey guys. How do you enable the snorkel with this mod? I used to use DarkWraith's separate snorkel mod but it says that's no longer needed as its build in. I tried going into the UserOptions.PY file to find that the option was already enabled. I also tried using that GUI interface with still no luck. Sorry I know this answer is going to be somewhere in this thread already but I went through 30 pages or so with no luck, so I'll ask again.

THEBERBSTER
03-29-14, 04:40 PM
You need to have your Mods 'Enabled'

It is the 'Submarine Tab' in TDW's Option File Editor Viewer

There are 4 U-Boat types.

Enable one or all.

gap
03-30-14, 05:21 AM
Are you trying to say the new diveplane dials don't work correctly :06:

Not necessarily.
Post #11153 is answering the following question posted by you:


What I'm unsure of is do the angle of the diveplanes match the numbers? i.e. - if fore diveplane is positioned so that if the sub is moving forward it will force the nose down is that + or - value? Same with aft diveplane.

As for post #11144, it contains the download link to the latest version of my dial graphics. The previous version was not perfect (needles off-center), but they might also be used if you off-set them accordingly with menu editor. :salute:

jwells0504
03-30-14, 09:57 AM
It is the 'Submarine Tab' in TDW's Option File Editor Viewer Thx for the quick reply. I see a lot of tabs but sadly none of them say submarine. Perhaps I am opening the wrong file? I'm using the editor 1.0.28.0 opening both the English menu txt plus TheDarkWratihUserOptions.py files.

Sjizzle
03-30-14, 11:27 AM
Thx for the quick reply. I see a lot of tabs but sadly none of them say submarine. Perhaps I am opening the wrong file? I'm using the editor 1.0.28.0 opening both the English menu txt plus TheDarkWratihUserOptions.py files.

here we go
start the game in the bunker save the game then exit and run the option file viewer

http://www.mediafire.com/convkey/170f/zjj4j7zoud9qjicfg.jpg

THEBERBSTER
03-30-14, 05:43 PM
TDW's new Option File Editor Viewer_ v_ 1_0_32_0 Viewer comes zipped and separate from the NewUI mod.

When unzipped you have the exe application and the Language Packs.

There are no instructions how to install this.

Help please.

THE_MASK
03-30-14, 05:52 PM
TDW's new Option File Editor Viewer_ v_ 1_0_32_0 Viewer comes zipped and separate from the NewUI mod.

When unzipped you have the exe application and the Language Packs.

There are no instructions how to install this.

Help please.Make sure the mod New Ui is not enabled with the mod enabler .
The Option File Editor Viewer_ v_ 1_0_32_0 Viewer is included in the New Ui mod .
Click on the viewer and set path to menu text and SH5 game path .
Click on file /open and point to NewUIs_TDC_ByTheDarkWraith\data\Scripts\Menu\TheDa rkWraithUserOptions .
Change any options then save then reenable the New Ui mod .

THEBERBSTER
03-30-14, 06:18 PM
thx Sober:salute:

THEBERBSTER
03-30-14, 06:23 PM
It would be useful in the OFEV if there was a hot key to get the Sonar Mans contact update when using the 4 bearing method.

Stormy's mod uses the z key but I can't use the mod as I get ctd's with it.

Dielos
03-31-14, 03:14 AM
Hello TheDarkWraith,

Any reason why destroyed marks would not be saved into the journal? They show up when I sink a ship on the map. Save the journal, then the game, and exit.

The journal does not show the destroyed mark, and it doesn't show on the map either when I reload.

By the way, is there a way to add a destroyed mark or position fix manually to the journal?

Sjizzle
03-31-14, 04:32 AM
Hello TheDarkWraith,

Any reason why destroyed marks would not be saved into the journal? They show up when I sink a ship on the map. Save the journal, then the game, and exit.

The journal does not show the destroyed mark, and it doesn't show on the map either when I reload.

By the way, is there a way to add a destroyed mark or position fix manually to the journal?


enable the patch also form the tdw's generic patcher

sir_drinkalot
03-31-14, 12:38 PM
I have finally installed the new ui mod and its great. I only have on think to ask about. When I'm underwater, I notice a third periscope raised. I can't find any hotkey for lowering it. I tried raising and lowering the attack and observation scopes, but nothing. Is it a bug or is it something useful and I haven't figured out what it is? I'm using the second conning tower style (the larger one, but no additional platform for another AA gun) and the periscope is coming out of a big hole on the port side

10tacle
03-31-14, 03:46 PM
Hi,

I have installed this great (!) mod and I really like it. It's awesome for sure.
Also watched a couple of intro videos of Stoianm and I'd like to try real navigation. However, there's one problem. I seem to be not able to get the mast height changed in the recognition book. I'm now trying to find a solution for the last two hours, including research in the forums.

Yes, I ran the program as administrator (Win7 64bit). Changed UPlay to offline as well (no impact). When I hover across the word mast height it is highlighted, but I cannot change the mast height, regardless whether I have already indentified the ship (green sign ritgh to the picture) or not (it stays at 20 meter). This leaves me with no chance to get the distance to the ship, unfortunately.

I also tried two different recognition manual mods (which do not any manual insertion of the mast height ), however, then all dials are gone in the attack scope, together with the attack disc etc. (for the recognition manual mod changes the DarkWraith mod of course).

No clue what the issue is - reading dozens of entries here in the forum led me nowhere.

Maybe I can manually change the key assigned to the mast height change?

Any help is much appreciated - as this seems the only thing not working on my machine, but preventing me to use this awesome mod.

Thanks,
10tacle

TheDarkWraith
03-31-14, 06:32 PM
I have finally installed the new ui mod and its great. I only have on think to ask about. When I'm underwater, I notice a third periscope raised.

It's the radio antenna. It's automatically controlled.

Also watched a couple of intro videos of Stoianm and I'd like to try real navigation. However, there's one problem. I seem to be not able to get the mast height changed in the recognition book. I'm now trying to find a solution for the last two hours, including research in the forums.

Use my Generic Patcher to fix the stadimeter bug in the game :up:

TheDarkWraith
03-31-14, 06:34 PM
Any reason why destroyed marks would not be saved into the journal? They show up when I sink a ship on the map. Save the journal, then the game, and exit.

The journal does not show the destroyed mark, and it doesn't show on the map either when I reload.

By the way, is there a way to add a destroyed mark or position fix manually to the journal?

Destroyed marks are no longer saved to the journal. They are read in from the game's file.

If destroyed marks aren't showing then you need to ensure the patch(s) for them are enabled in my Generic Patcher.

You cannot manually enter a destroyed mark or position fix. You can use the supermarks though to do the same thing (those are saved to the journal)

TheDarkWraith
03-31-14, 06:35 PM
It would be useful in the OFEV if there was a hot key to get the Sonar Mans contact update when using the 4 bearing method.

Don't understand what Sonar Mans contact update is :06:

TheDarkWraith
03-31-14, 06:38 PM
for diving u must also contro the balast tank to flood them with water ... only with dive planes u can't dive....same for when u wanna surface the boat u must pomp out the water from the balast tank with compressed air

If someone can make me some icons for the main ballast tank and dive ballast tank that would be great. They would be order categories for one of the officers. I'm adding the ability to manually control these :up:

THEBERBSTER
03-31-14, 07:10 PM
When the Sonar Man is following a contact with Stormy's DBSM mod. Pressing the Z key every time gives you the precise contacts bearing and shows straight away in the message box.

if you are using the 4 bearings method and firing torpedoes just on the hydrophone as in Stoianm's tutorials you need accurate contact bearings when you want them not as and when the Sonar Man calls them out.

Sjizzle
04-01-14, 02:13 AM
@TDW


heya tdw is any posibilty to make to resize only 1 chart ?
i mean the map grind chart what i made cos they doesn't fit for each screen resolution... if we can make to be resize only that chart will be awesome

thx
have a nice day
Sjizzle

sir_drinkalot
04-01-14, 04:43 AM
It's the radio antenna. It's automatically controlled. :

So there is no way to manually raise or lower the antenna? I didn't notice any effects on my visibility when I'm at periscope depth, but I still feel a bit strange having an antenna sticking out of the water at all times. Also, I'd like to ask the same about the round antenna on the starboard side. Can I set a hotkey to raise it or lower it?

Anyway, these are just minor things. The mod is absolutely superb and it really gives me a better feeling when I'm hunting ships. Congrats for a great job!

Sjizzle
04-01-14, 06:10 AM
If someone can make me some icons for the main ballast tank and dive ballast tank that would be great. They would be order categories for one of the officers. I'm adding the ability to manually control these :up:

i think that Master gap can do it ....

10tacle
04-01-14, 07:30 AM
Use my Generic Patcher to fix the stadimeter bug in the game :up:


Wow, now that's what I call service! Thanks for the super fast turn-around. Will do!

Best and thanks again,
10tacle

Gammel
04-01-14, 09:57 AM
i have 1 question please.
I dont have access to the ships recognition manual slideout the upper left screen.

It's depending on my unusual screen size 1680x1050 (22"tft) i guess.

I did a test in 1024x768 everything is fine.

Anyone any idea what can be done about this?

Also the charts only came up when i force them to came expandet - but thats ok for me as a good workaraound. I'm on 7_5_0_16test

Thanks in advance

I forgot to say great mod, thank you, fireworks...:sunny:

TheDarkWraith
04-01-14, 10:02 AM
i have 1 question please.
I dont have access to the ships recognition manual slideout the upper left screen.

It's depending on my unusual screen size 1680x1050 (22"tft) i guess.

Also the charts only came up when i force them to came expandet - but thats ok for me as a good workaraound. I'm on 7_5_0_16test

If you have a problem with any of the draggable items then go to your \Silent Hunter 5 folder and delete all the Pagex_Draggables.TDW files to have the game rebuild them.

Don't understand what you are saying about the charts :06: Maybe a screenshot to help understand?

Gammel
04-01-14, 11:38 AM
charts are just not there wehen pressing "e" or clicking the icon right side.

Due the config file i can force them to appear when scope is raised and further force them to appaer expanded. When i do this they appear. Very minor problem, i have more worries about the rec-manual.

Ill do what you'd suggested, thank you!

Gammel
04-01-14, 11:48 AM
Great - it worked Problem solved and i guess the one with the charts map not shown will vanish too.

Thanks again.

Gammel
04-01-14, 01:22 PM
Damn, not yet Kameraden.
After everything was working fine wirh the charts and the book
i fired up tghe game again and no i have this shxt

http://www.bilderhoster.net/thumbs/kv8c8fcc.jpg (http://www.bilderhoster.net/kv8c8fcc.jpg.html)

I deleted all the files you told me - like i9 sayd after that the first start everything was fine.

That "new Menus" on the screen can not be shut down and when i start a single mission came crashes now. :wah:


EDIT i disabled the mod and reactivated it no its gone - hope it never come back!

You have a new version ready btw? Would be a good point to upgrade cause its relative low in my load order and i have to disable many mods before.

Sjizzle
04-01-14, 01:26 PM
Damn, not yet Kameraden.
After everything was working fine wirh the charts and the book
i fired up tghe game again and no i have this shxt

http://www.bilderhoster.net/thumbs/kv8c8fcc.jpg (http://www.bilderhoster.net/kv8c8fcc.jpg.html)

I deleted all the files you told me - like i9 sayd after that the first start everything was fine.

That "new Menus" on the screen can not be shut down and when i start a single mission came crashes now. :wah:


delete all Draggables.TDW files ....

Gammel
04-01-14, 01:31 PM
yea i did that again after thr crap appeared. did not help. No its gone due
completely disableing the mod. Thanks für your support

Gammel
04-01-14, 02:03 PM
Hehe there is it again but i found out it has something to to with my edits on the TheDarkWraithUserOptions.py file. Back to the stock one problem is gone.
When i edit it the crappy menu appears. Strage - i edited the file many times for weeks without prob...
But good to now where to look.

Again thabnks fot the support.

10tacle
04-01-14, 03:09 PM
Use my Generic Patcher to fix the stadimeter bug in the game :up:

Wow, now that's what I call service! Thanks for the super fast turn-around. Will do!

Did the patching (both entries). The result is the following: Still cannot change the mast heigth manually by scrolling the mousewheel. However, when identifying a ship, a mast height is put into the display automatically.

Is that the intended result of the patch?

Thank you and best regards,
10tacle

TheDarkWraith
04-01-14, 05:41 PM
heya tdw is any posibilty to make to resize only 1 chart ?
i mean the map grind chart what i made cos they doesn't fit for each screen resolution... if we can make to be resize only that chart will be awesome

Yes there is. Though I hate 'hard-coding' things so I made this definable in the user chart file :D

from a new version of a userchart file:

; User Charts
; Category= the category where the chart will fall under (can be anything!) - if left blank will default to Default category
; Name= specifies the name to be shown in the charts listbox
; Filename= name of the DDS file of the chart (including .dds extension!) - user charts can ONLY be DDS files!
; Size= if you specify -1 then the DLL will get the size needed (width and/or height) from the image itself else you can specify custom size for the chart (image)
; Position= specifies the position on screen relative to upper left corner of game screen
; Draggable= valid values are 1 (yes) or 0 (no). If a 1 then you will be able to drag the chart anywhere on screen
; ToolTip= the tooltip displayed when the mouse is placed over the visible chart (image)
; Sizeable= valid values are 1 (yes) or 0 (no). If a 1 then you will be able to resize the chart by scrolling the mousewheel
; max number of charts that can be defined is 20. Anything after 20 will be ignored!
; [ENDCHART] must be the last line in the file!

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

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

[ENDCHART]

Notice the new entry: Sizeable=

If set to 1 then the chart is sizeable my moving the mouse into it and using the mousewheel to either increase it's size or decrease it's size :up:

Note: if you resize the chart using the mousewheel it's size WILL NOT be saved when you exit the game or return to the main menu.

This will be available in test version 17 of v7.5.0

TheDarkWraith
04-01-14, 05:52 PM
Hehe there is it again but i found out it has something to to with my edits on the TheDarkWraithUserOptions.py file. Back to the stock one problem is gone.
When i edit it the crappy menu appears. Strage - i edited the file many times for weeks without prob...
But good to now where to look.

Again thabnks fot the support.

Never edit the user options file by hand. Use the included OptionsFileEditorViewer found in \data\Applications to edit the options file

THE_MASK
04-01-14, 06:07 PM
A couple of things that annoy the hell out of me .
I have the officers panel hidden unless moused over which is great . However the officer category sub panels should be hidden as well maybe .
Also the hydrophone should automatically go back to normal sweep when I surface the sub maybe .
http://i59.tinypic.com/2v2xxz4.jpg

Gammel
04-01-14, 06:31 PM
Never edit the user options file by hand. Use the included OptionsFileEditorViewer found in \data\Applications to edit the options file

Very cool - wasnt aware of that programms.

THEBERBSTER
04-01-14, 06:53 PM
I have the latest zipped version of TDW's O.F.E.V. 1_0_32_0.

When I start the exe it says 'cfg file missing' 'building cfg file' re-run the application.

TheDarkWraith
04-01-14, 07:01 PM
I have the latest zipped version of TDW's O.F.E.V. 1_0_32_0.

When I start the exe it says 'cfg file missing' 'building cfg file' re-run the application.

If the app can't find it's config file it will say this. This is normal and expected behavior. Once it builds a config file and it can find it you won't see this message again.

TheDarkWraith
04-01-14, 07:26 PM
This new Sizeable= option in the user charts file I added some more to it. Besides being able to use the mousewheel to increase/decrease it's size you can also grab any of the borders or corners and drag them to the size wanted :up:

TheDarkWraith
04-01-14, 08:49 PM
After a second read of the post by Captain America (http://www.subsim.com/radioroom/showpost.php?p=209628&postcount=64) I had pointed the last week, I think its assumptions are essentially correct (and some of my previous conclusions, here (http://www.subsim.com/radioroom/showpost.php?p=2186587&postcount=11142) and here (http://www.subsim.com/radioroom/showpost.php?p=2186764&postcount=11149), conversely wrong). Look at the diagram below:

http://img54.imageshack.us/img54/2079/diveplanediag21jx.jpg

fore needle pointing down = negative fore deflection = diving position
fore needle pointing up = positive fore deflection = surfacing position

conversely:

aft needle pointing down = positive aft deflection = diving position
aft needle pointing up = negative aft deflection = surfacing position

In other words: move both needles to the black scale (down) for diving, move them to the red scale (up) for surfacing. This is exactly how stock 3d diveplane gauges (in command room) work, and how UI diveplane dials should be modelled :yep:

I verified this is how the stock game handles the diveplanes and have adjusted the mod to reflect this. Will be available starting with v7.5.0 test version 16 patch 1

heya tdw is any posibilty to make to resize only 1 chart ?

As I posted earlier (http://www.subsim.com/radioroom/showpost.php?p=2193025&postcount=11198 and http://www.subsim.com/radioroom/showpost.php?p=2193061&postcount=11204) this has been added to v7.5.0 test version 16 patch 1



v7.5.0 test version 16 patch 1 available here: https://www.mediafire.com/?iu7d68q29ap3eu5

Extract. Copy the folder to v7.5.0 test version 16's main folder letting it overwrite all files it needs to :up:

NOTE: you need v7.5.0 test version 16 first! It's available here: http://www.subsim.com/radioroom/showpost.php?p=2186512&postcount=11139

v7.5.0 - fixed bug in TDWMouse.dll that could cause python exception to be thrown
- redid destroyed marks
- made the whole left side of the NavMap features window draggable so that those users whose screen resolution is small can still view the whole window by dragging it up/down
- added a new order to the engineer's orders: electrics only. When this is clicked and enabled then propulsion will be limited to electric propulsion only (requires patch from Generic Patcher enabled for this)
- removed old sextant. Added a new sextant to the game. The sextant is used by calling up the Sextant window from the Navigator's order bar. This requires the Stadimeter being used as sextant patch to be enabled in the Generic Patcher. To use the sextant: call up Sextant window, place the scope reference line on the horizon, press the Enable sextant button in the Sextant window, press the Stadimeter button (little button above the TDC range dial), place green reference line on object wanting angle of, read out angle in the sextant window
- added two additional add-on mods: NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection and NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n. These can be used to set a mask for the Sextant (by default the sextant has no mask - just open display)
- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)
- revised Automation so that it dynamically 'loads' the commands for the script when script is played. When script is stopped the commands are 'unloaded' to free memory. This dramatically reduces the memory used with all the scripts loaded in.
- when Disable sextant is clicked in the sextant window it will also disable the sextant window now
- fixed bug of being able to close sextant window while sextant was active (if this happened then there was no way to deactivate sextant!)
- fixed bug of button for using sextant disappearing after using the sextant
- added a new icon to the engineer order category: diveplanes
- added a new orders bar: diveplanes. This has the orders for controlling the diveplanes (if the manual diveplanes patch is enabled of my Generic Patcher)
- fixed problem of depth bar not rendering if the add-on mod NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights was enabled
- fixed bug of after using Sextant none of the order bars would be visible and camera zoom was 'zoomed'
- fixed bug of tutorials always showing corrupt in the main menu
- added a new parameter to the user chart files: Sizeable=. If this value is 1 then the chart is sizeable by using the mousewheel, dragging a corner, or dragging a side. NOTE: the chart's size will NOT be saved and will be restored to original size at game end or exit to main menu

TheDarkWraith
04-01-14, 09:31 PM
Did the patching (both entries). The result is the following: Still cannot change the mast heigth manually by scrolling the mousewheel. However, when identifying a ship, a mast height is put into the display automatically.

Is that the intended result of the patch?

You should be able to change the mast height manually using the mousewheel. If you can't there is a problem somewhere. I verified I was able to change the mast height using the mousewheel (though I noticed a problem with the mast height patch - it overrides whatever you set the mast height to with the mousewheel :shifty: - I'll have to fix that patch)

When the Sonar Man is following a contact with Stormy's DBSM mod. Pressing the Z key every time gives you the precise contacts bearing and shows straight away in the message box.

What command is associated with that key (Z)? Can you post the entry from the commands.cfg file for it?

TheDarkWraith
04-01-14, 09:33 PM
A couple of things that annoy the hell out of me .
I have the officers panel hidden unless moused over which is great . However the officer category sub panels should be hidden as well maybe .
Also the hydrophone should automatically go back to normal sweep when I surface the sub maybe .

I'm almost 100% certain there is a user option for the 'problem' with the officer category sub panels you speak of.

I can add a new user option to have the sonarman go back to normal sweep when the sub is surfaced :yep:

THE_MASK
04-01-14, 09:56 PM
I will look in the user options .
Map draggable size is awesome .
http://i60.tinypic.com/2vj7wxz.jpg

THE_MASK
04-01-14, 10:05 PM
There is an option to hide the officers and the officers categories but not the sub catagories afaik . I just looked at the option editor and couldn't see an option for the sub catagories .
http://i57.tinypic.com/2poozv5.jpg

TheDarkWraith
04-01-14, 10:25 PM
There is an option to hide the officers and the officers categories but not the sub catagories afaik . I just looked at the option editor and couldn't see an option for the sub catagories .

No problem, I'll add it :up:

TheDarkWraith
04-01-14, 11:00 PM
Was lying in bed reading Programming Windows Fifth Edition when something hit me: I should be able to remove the chart limit (currently max 50 charts) AND dynamically load/unload the chart textures to save memory :cool: Funny how my mind works when I go back and revisit old code/ideas. I'll look into this tomorrow :up:

Sjizzle
04-02-14, 12:49 AM
I will look in the user options .
Map draggable size is awesome .



u can resize ? from user option ?

Sjizzle
04-02-14, 12:54 AM
Yes there is. Though I hate 'hard-coding' things so I made this definable in the user chart file :D

from a new version of a userchart file:

; User Charts
; Category= the category where the chart will fall under (can be anything!) - if left blank will default to Default category
; Name= specifies the name to be shown in the charts listbox
; Filename= name of the DDS file of the chart (including .dds extension!) - user charts can ONLY be DDS files!
; Size= if you specify -1 then the DLL will get the size needed (width and/or height) from the image itself else you can specify custom size for the chart (image)
; Position= specifies the position on screen relative to upper left corner of game screen
; Draggable= valid values are 1 (yes) or 0 (no). If a 1 then you will be able to drag the chart anywhere on screen
; ToolTip= the tooltip displayed when the mouse is placed over the visible chart (image)
; Sizeable= valid values are 1 (yes) or 0 (no). If a 1 then you will be able to resize the chart by scrolling the mousewheel
; max number of charts that can be defined is 20. Anything after 20 will be ignored!
; [ENDCHART] must be the last line in the file!

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

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

[ENDCHART]

Notice the new entry: Sizeable=

If set to 1 then the chart is sizeable my moving the mouse into it and using the mousewheel to either increase it's size or decrease it's size :up:

Note: if you resize the chart using the mousewheel it's size WILL NOT be saved when you exit the game or return to the main menu.

This will be available in test version 17 of v7.5.0

awesome TDW thx

Sjizzle
04-02-14, 03:31 AM
@ TDW

heya TDW i about the sextant is any posibilty too look up ? or zoom out cos i can't see the polaris from sextant need to look up....

"The angle of elevation of the North Star is equal to your latitude"

if u finde you latitude then is very easy to finde your longitude... convert the UTC time.
Convert it to degrees by using the fact that 24h = 360°, 12h = 180°, 6h = 90°, 1h = 15°, 4m = 1° and 1m = 15’. In this example: 10h = 150°, 12m = 3°, 30s = 7.5’ (8’)

http://www.markmason.net/nav/slmws.jpg

more details are http://www.markmason.net/nav/excerpts.htm

10tacle
04-02-14, 10:17 AM
You should be able to change the mast height manually using the mousewheel. If you can't there is a problem somewhere. I verified I was able to change the mast height using the mousewheel (though I noticed a problem with the mast height patch - it overrides whatever you set the mast height to with the mousewheel :shifty: - I'll have to fix that patch)

Thank you, DarkWraith. I'll try with the static mast height meters and will also try other means to measure the distance.

Your mod is awesome.

Best,
10tacle

TheDarkWraith
04-02-14, 02:24 PM
Thank you, DarkWraith. I'll try with the static mast height meters and will also try other means to measure the distance.

My mast height patch of the Generic Patcher will automatically enter the correct mast height of your locked on contact as per the data contained in the unit's .cfg file. There's really no need to be trying to change the mast height unless the contact is not locked.

THEBERBSTER
04-02-14, 04:37 PM
Would someone please let me have the download link to the new TDW Option File Editor Viewer V_1_0_32_0

Thank you

Mikemike47
04-02-14, 04:46 PM
Would someone please let me have the download link to the new TDW Option File Editor Viewer V_1_0_32_0

Taken from near the bottom of post #1 for this thread. Where all download links related to Multiple UIs are.

Updated OptionsFileEditorViewer app (v1.0.32.0): http://www.mediafire.com/?50a7d3ln2j5g2ej
This updated version has language packs and allows you to resize the window. It also has a new File command: File-->Reports-->Hot keys that creates a file in the applications path that lists all the hotkeys used by the mod and their status. This version also adds the familiar enabled/disabled icons that the Generic Patcher uses for a Boolean options.

THEBERBSTER
04-02-14, 04:59 PM
Thanks Mikemike I new I had seen it somewhere. :yeah:

Spent over an hour this afternoon trying to find it. :/\\!!

TheDarkWraith
04-02-14, 10:09 PM
v7.5.0 test version 16 patch 2 available here:
https://www.mediafire.com/?csophahoiiafdpb


Extract. Copy the folder to v7.5.0 test version 16's main folder letting it overwrite all files it needs to :up:

NOTE: you need v7.5.0 test version 16 first! It's available here: http://www.subsim.com/radioroom/show...ostcount=11139 (http://www.subsim.com/radioroom/showpost.php?p=2186512&postcount=11139)

v7.5.0 - fixed bug in TDWMouse.dll that could cause python exception to be thrown
- redid destroyed marks
- made the whole left side of the NavMap features window draggable so that those users whose screen resolution is small can still view the whole window by dragging it up/down
- added a new order to the engineer's orders: electrics only. When this is clicked and enabled then propulsion will be limited to electric propulsion only (requires patch from Generic Patcher enabled for this)
- removed old sextant. Added a new sextant to the game. The sextant is used by calling up the Sextant window from the Navigator's order bar. This requires the Stadimeter being used as sextant patch to be enabled in the Generic Patcher. To use the sextant: call up Sextant window, place the scope reference line on the horizon, press the Enable sextant button in the Sextant window, press the Stadimeter button (little button above the TDC range dial), place green reference line on object wanting angle of, read out angle in the sextant window
- added two additional add-on mods: NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection and NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n. These can be used to set a mask for the Sextant (by default the sextant has no mask - just open display)
- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)
- revised Automation so that it dynamically 'loads' the commands for the script when script is played. When script is stopped the commands are 'unloaded' to free memory. This dramatically reduces the memory used with all the scripts loaded in.
- when Disable sextant is clicked in the sextant window it will also disable the sextant window now
- fixed bug of being able to close sextant window while sextant was active (if this happened then there was no way to deactivate sextant!)
- fixed bug of button for using sextant disappearing after using the sextant
- added a new icon to the engineer order category: diveplanes
- added a new orders bar: diveplanes. This has the orders for controlling the diveplanes (if the manual diveplanes patch is enabled of my Generic Patcher)
- fixed problem of depth bar not rendering if the add-on mod NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights was enabled
- fixed bug of after using Sextant none of the order bars would be visible and camera zoom was 'zoomed'
- fixed bug of tutorials always showing corrupt in the main menu
- added a new parameter to the user chart files: Sizeable=. If this value is 1 then the chart is sizeable by using the mousewheel, dragging a corner, or dragging a side. NOTE: the chart's size will NOT be saved and will be restored to original size at game end or exit to main menu
- user charts now dynamically load/unload thus saving memory used


Before the user charts would load into memory and stay loaded in memory. Depending on the size of the image defined for the user chart this could be a considerable amount of memory just being 'wasted' when the chart is not being viewed. Now, with this patch, the image is loaded into memory only when the user chart is visible and deleted from memory (thus freeing memory used) when the user chart is not visible. This will have considerable memory savings in the game :up:

10tacle
04-03-14, 07:15 AM
My mast height patch of the Generic Patcher will automatically enter the correct mast height of your locked on contact as per the data contained in the unit's .cfg file. There's really no need to be trying to change the mast height unless the contact is not locked.

Very good, I'll go from there and have a look inot the .cfg-file.

Best,
Christoph

Viktor_Prien
04-03-14, 07:03 PM
v7.5.0 test version 16 patch 2 available here:
https://www.mediafire.com/?csophahoiiafdpb

Thank you for the new patch TDW,that's great!:rock:

Sjizzle
04-05-14, 03:47 AM
to add a super mark on on the map doesn't work .... only me have this problem ?
or any1 know how it's work ? ...cos i wanna add a super mark on the map where i must patrol ...

thx
have a nice day
Sjizzle

THE_MASK
04-05-14, 03:49 AM
to add a super mark on on the map doesn't work .... only me have this problem ?
or any1 know how it's work ? ...cos i wanna add a super mark on the map where i must patrol ...

thx
have a nice day
SjizzleI have that problem as well . Not sure if it is a mod conflict or what .

Gammel
04-05-14, 06:14 AM
me too - Not sure if it is a mod conflict or what . :)

as well i never managed the NAV office do a celestial position fix.
It always triggers a weather report but no nav mark is seen on the map.

unfortunately game is modded to the edge with sobers modlist as a general layout. :)

no much else to complain about - everything stable and working as expected.
Using DTW patcher and IRAI as well :yeah:

Sjizzle
04-05-14, 06:31 AM
found the problem ...
remove NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
and it's work perfect now

Gammel
04-05-14, 07:31 AM
Have to pull back - super mark just working fine - maybe it's a bit "choppy"
one time i clicked it didn't worked and in my campaign game yesterday i couldnt set the marks at all im pretty sure.
Probably stock game small bug

TheDarkWraith
04-05-14, 09:03 AM
Have to pull back - super mark just working fine - maybe it's a bit "choppy"
one time i clicked it didn't worked and in my campaign game yesterday i couldnt set the marks at all im pretty sure.
Probably stock game small bug

found the problem ...
remove NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
and it's work perfect now

I have no problems with the supermarks. With either RadCap tools enabled or disabled supermarks work without problems :hmmm:

TheDarkWraith
04-05-14, 09:04 AM
as well i never managed the NAV office do a celestial position fix.
It always triggers a weather report but no nav mark is seen on the map.

How long did you wait? It can take 30mins to an hour+ for him to do a celestrial fix.

Sjizzle
04-05-14, 09:40 AM
I have no problems with the supermarks. With either RadCap tools enabled or disabled supermarks work without problems :hmmm:


with full map zoom doesn't work i use sober mod list when i play with your ui

TheDarkWraith
04-05-14, 09:43 AM
with full map zoom doesn't work i use sober mod list when i play with your ui

Yes, that will not work unless your sub's icon or the last supermark placed is in view. The supermarks need a reference on the map to base off of. If you zoom out a little till your sub or the last supermark placed on the map is in view then the new supermark you are trying to place will work.

Gammel
04-05-14, 09:45 AM
How long did you wait? It can take 30mins to an hour+ for him to do a celestrial fix.

will look further into it...

please don't hit me - should it work night AND day? :arrgh!:
(neither worked for me so far)

TheDarkWraith
04-05-14, 09:47 AM
will look further into it...

please don't hit me - should it work night AND day? :arrgh!:
(neither worked for me so far)

If the weather report says conditions are favorable for it then he can do it :up:

Sjizzle
04-05-14, 10:06 AM
will look further into it...

please don't hit me - should it work night AND day? :arrgh!:
(neither worked for me so far)


u can edit how mutch time need the navigator to calculate celesitial fix and other stuffs like error in calculation, time for deadrecognition time, etc. etc. form TDW's OptionFileViewer.

open the OptionFileViewer and then go to the Real navigation tab and from there u can modify.

ps. when is fog, strom, heavy clouds will not calculate the celestial fix only dead recognition ......

Gammel
04-05-14, 12:04 PM
If the weather report says conditions are favorable for it then he can do it :up:

Sounds resonable and it's like i saw it should work.
Maybe some environment mod is messing things up a little.
i also have the shixxy experience my crew can see ships i even have a clue about.
Gamma setting is correct.
Will have to have some mods sorted out when back in port.

Thx @Sjizzle will have a look at those settings.
Edit:
so default is 15 to 45 minutes - sound realistic and i'm sure i have waited that long.

It#s a so much other game with the patches and esp. real navigation.
I also forgot to re-enable external view for the running campaign - and had the best patrol ever...

Defiance
04-07-14, 07:12 AM
Hiya's

Can someone delete please :(

Had a problem, alas i missed out a mod and lost my stopwatch

But all's well now :)

Thanks

Def

Loltak
04-10-14, 12:12 PM
Hi Sailors :)

Just coming back to SH5, so i updated my great TDW mod :). (7.1.0 to 7.4.2)
I just had a very small issue with the journal.
In game it's ok, but when i want tu used the external journal viewer it said that it is not able to read the journal.
I was thinking that it could be due that the journal was created with a previous version but this is the same with a fresh one.
Until the new mod version add information in the "7.1.0" journal, all was ok (i had not any more this old one).
I have a french steam version, with "menu.txt "english; sometime i know that localisation could conflict.

A another question (which have been probably already asked :oops:), i saw different mast height between SOAN and the in-game windows, i suppose that SOAN values are the good one?

Thanks

Defiance
04-10-14, 12:25 PM
Hiya,

New ui is 7.50 test version 16 then apply the patch #2

Maybe best to have a nose around in that

Some guru will no doubt be along smartish :)

Def

THEBERBSTER
04-10-14, 03:00 PM
A warm welcome ‘Loltak’ to the Subsim family.:subsim:

You will always find someone here to help you.:)

Link to my:salute:

STEP BY STEP TUTORIALS & HOW TO DO IT

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

Lastman
04-12-14, 06:31 AM
is there a way to turn RAOFB without using the mouse wheel, but rather by dragging it with the mouse?

Loltak
04-12-14, 07:54 AM
Hi,
Thanks for the link THEBERBSTER, you've done a great work :)
I'll try the beta version.

Edit: the journal viewer of the 7.5 can read my old journal, that's just strange that a journal 7.4.2 couldn't be read with the journal reader 7.4.2 on my pc. But i now work that the principal :)

Dielos
04-14-14, 04:08 AM
Hi,

I'm sorry if this is explained somewhere, but I couldn't find it.

What is the process to update the mod? I have 1.5.0 and would like to update to the last test version, but I'm not sure how to do it without breaking anything.

My TDW UI mod is waaaay in the middle of my mod list, so uninstalling it is difficult for me.

Sjizzle
04-14-14, 04:44 AM
Hi,

I'm sorry if this is explained somewhere, but I couldn't find it.

What is the process to update the mod? I have 1.5.0 and would like to update to the last test version, but I'm not sure how to do it without breaking anything.

My TDW UI mod is waaaay in the middle of my mod list, so uninstalling it is difficult for me.

read here THEBERBSTER step by step tutorials ....

http://www.subsim.com/radioroom/showthread.php?t=211804

Mikemike47
04-14-14, 12:55 PM
What is the process to update the mod? I have 1.5.0 and would like to update to the last test version, but I'm not sure how to do it without breaking anything.
I hope you are using JSGME!
My TDW UI mod is waaaay in the middle of my mod list, so uninstalling it is difficult for me.
I have 90 mods installed and TDW UI is in the middle of my modlist, too. I have a medium to high end computer. JSGME will report that it is not responding, but it is. I usually open up task manager to see memory used and cpu usage involved. I have a quad core 2.6 GHZ processor with Windows 7, 64 bit. CPU usage is most dramatic from 1% to 25% usage for JSGME.

Frank2013
04-17-14, 01:34 PM
@ TDW

heya TDW i about the sextant is any posibilty too look up ? or zoom out cos i can't see the polaris from sextant need to look up....

"The angle of elevation of the North Star is equal to your latitude"

if u finde you latitude then is very easy to finde your longitude... convert the UTC time.
Convert it to degrees by using the fact that 24h = 360°, 12h = 180°, 6h = 90°, 1h = 15°, 4m = 1° and 1m = 15’. In this example: 10h = 150°, 12m = 3°, 30s = 7.5’ (8’)

http://www.markmason.net/nav/slmws.jpg

more details are http://www.markmason.net/nav/excerpts.htm
Hi,TDW
Please forgive my poor English:dead:...I just met the same problem as above.The field of view in sextant seems to be too narrow now.Can't measure the angle of elevation of a celestial body which is above 16 degrees.I really want to make a celestial position fix by myself.Is there any way to fix that in your MOD?

Thanks,your MOD is awesome,I love it:up:.

TheDarkWraith
04-19-14, 11:45 PM
What is the process to update the mod? I have 1.5.0 and would like to update to the last test version, but I'm not sure how to do it without breaking anything.

1.5.0? That's extremely old!

To update to newest version:
- disable old version
- use options migrator in NEW version to migrate options file from old to new
- enable new version

EDIT:

actually v1.5.0 is too old to use the OptionsMigrator app on because that version's option's file isn't setup for the app. You'll have to enable the new version of the mod and then use the OptionsEditorViewer app found in \data\Applications to setup your options file.

TheDarkWraith
04-19-14, 11:47 PM
is there a way to turn RAOFB without using the mouse wheel, but rather by dragging it with the mouse?

Enable the RadCap tools add-on mod :up:

TheDarkWraith
04-19-14, 11:49 PM
heya TDW i about the sextant is any posibilty too look up ? or zoom out cos i can't see the polaris from sextant need to look up....

see here: http://www.subsim.com/radioroom/showpost.php?p=2199527&postcount=3179

TheDarkWraith
04-20-14, 09:03 PM
v7.5.0 test version 17 available here: https://www.mediafire.com/?lismgl03bwubc8b

v7.5.0 - fixed bug in TDWMouse.dll that could cause python exception to be thrown
- redid destroyed marks
- made the whole left side of the NavMap features window draggable so that those users whose screen resolution is small can still view the whole window by dragging it up/down
- added a new order to the engineer's orders: electrics only. When this is clicked and enabled then propulsion will be limited to electric propulsion only (requires patch from Generic Patcher enabled for this)
- removed old sextant. Added a new sextant to the game. The sextant is used by calling up the Sextant window from the Navigator's order bar. This requires the Stadimeter being used as sextant patch to be enabled in the Generic Patcher. To use the sextant: call up Sextant window, place the scope reference line on the horizon, press the Enable sextant button in the Sextant window, press the Stadimeter button (little button above the TDC range dial), place green reference line on object wanting angle of, read out angle in the sextant window
- added two additional add-on mods: NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection and NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n. These can be used to set a mask for the Sextant (by default the sextant has no mask - just open display)
- added a new user option that controls the starting and minimum width of the messagebox. Minimum width is 180.0. Default is 315.0 (stock size). (MessageBoxMinimumWidth)
- revised Automation so that it dynamically 'loads' the commands for the script when script is played. When script is stopped the commands are 'unloaded' to free memory. This dramatically reduces the memory used with all the scripts loaded in.
- when Disable sextant is clicked in the sextant window it will also disable the sextant window now
- fixed bug of being able to close sextant window while sextant was active (if this happened then there was no way to deactivate sextant!)
- fixed bug of button for using sextant disappearing after using the sextant
- added a new icon to the engineer order category: diveplanes
- added a new orders bar: diveplanes. This has the orders for controlling the diveplanes (if the manual diveplanes patch is enabled of my Generic Patcher)
- fixed problem of depth bar not rendering if the add-on mod NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights was enabled
- fixed bug of after using Sextant none of the order bars would be visible and camera zoom was 'zoomed'
- fixed bug of tutorials always showing corrupt in the main menu
- added a new parameter to the user chart files: Sizeable=. If this value is 1 then the chart is sizeable by using the mousewheel, dragging a corner, or dragging a side. NOTE: the chart's size will NOT be saved and will be restored to original size at game end or exit to main menu
- user charts now dynamically load/unload thus saving memory used

This new test version is needed to test the revised stadimeter as sextant patch of the Generic Patcher v1.0.164.0

See here for information on revised stadimeter as sextant patch:
http://www.subsim.com/radioroom/showpost.php?p=2199798&postcount=3185
http://www.subsim.com/radioroom/showpost.php?p=2199802&postcount=3186

THE_MASK
04-27-14, 11:09 PM
Currently using NewUIs_TDC_7_5_0_TheDarkWraith_Test_Version_17
I can still only load 50 user charts . I thought this was increased because of memory restructure or something .
http://www.subsim.com/radioroom/showpost.php?p=2193370&postcount=11220

quantum
05-03-14, 10:34 AM
Hello Everyone

I am new in game and as well in in mod using. I have installed only Multiple UI for SH5 with TDC but it doesn't work. As I checked there is no problem with using other mods.

The issue is that game cannot be launched - after trailer and progress screen there appears black screen and I get back to Windows.

In debugview I've found following error:

00000408 74.40542603 [3964] TDWMouse constructor end
00000409 74.65902710 [160] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.Have you every came across with similar issue and maybe you know how to sort it out ?


There is a topic at forum re this error but for me seems to be different.

I have patch 1,2 and play with Uplay at WIn XP SP3

Defiance
05-03-14, 11:51 AM
Sent you a pm
I'll keep checking for reply til 11pm gmt (UK here)

THEBERBSTER
05-03-14, 12:56 PM
A warm welcome “quantum“ to the Subsim family.:subsim:

You will always find someone here to help you.:)

Link to my SH5 post::salute:

STEP BY STEP TUTORIALS & HOW TO DO IT

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

The first thing you need to do is go in to your 'Mods Folder.'

This in your main Silent Hunter Folder.

Looks like example C:\Ubisoft\Silent Hunter 5\Mods

Go to the NewUi 'Base/Main Folder.'

Right click on it with your mouse.

Can you see the 'Data Folder.'

If 'Yes' then your mod has 'Enabled' correctly.

If 'No' then your 'Data Folder' is inside the 'Folder' you are looking at.

imker
05-03-14, 03:43 PM
I am using for Newuis 7.5.0 test version 17 with Silent Hunter 3 style.
The problem:
When i hovering mouse cursor on the first dial (speed) it is zooming ok, but when i hovering mouse on second dial (compass/heading), it is not zooming after first dial, and i should shake my mouse up and down to zoom second dial.
In the native Silent Hunter 4 and SH3 games, you can drag mouse from left to right by one moving, and all dials will be smoothly zooming and shrinking in sequence each after other.

How to solve this problem?
I want to smoothly zooming and shrinking all dials by one mouse moving from left to right like it was in SH3, SH4 old games.

Sorry for my bad English.


SOLVED
Problem lies in file named Page layout.py. There one variable: ADialAlreadyZoomed, I deleted links on this variable in 6 strings of this file. And also edited TheDarkWraithUserOptions.py, The result is great.
There are path on this mod, you can install it by jgsme.
http://yadi.sk/d/XJXIer58PSepo
It makes 3 dials smoothly zooming like in sh 3 and 4.

markdenny
05-08-14, 12:45 PM
Hope somebody here can help im running TDW Ui 7.5 and using Generic patcher 1.0.164.0 I have independent engine control enabled in the patcher but nothing on screen to be able to use the engines independently am I missing something ? what do I have to do or download to make this work.

Many thanks

Mark

kenga
05-08-14, 01:06 PM
Hope somebody here can help im running TDW Ui 7.5 and using Generic patcher 1.0.164.0 I have independent engine control enabled in the patcher but nothing on screen to be able to use the engines independently am I missing something ? what do I have to do or download to make this work.

Many thanks

Mark

Read the file
Independent_Engine_Controls.txt
in
TDW_GenericPatcher_v_1_0_164_0\MODS\

UPD:
Requires additional connections in the interface with the utility OptionsFileEditorViewer

markdenny
05-08-14, 01:14 PM
Ok ive found those files read them, Im none the wiser is there something I have to change ?

markdenny
05-08-14, 01:27 PM
ok found the optionsfileediterviewer but what do I do now ?

kenga
05-08-14, 01:34 PM
ok found the optionsfileediterviewer but what do I do now ?
Enable
Change: False to True
http://s1.ipicture.ru/uploads/20140508/thumbs/wf3RHr72.jpg (http://s1.ipicture.ru/Gallery/Viewfull/40570826.html)

markdenny
05-08-14, 01:45 PM
Ok thanks for your help will get this sorted.

7Infanterie19
05-09-14, 01:18 PM
Ok, so after upgrading to NewUIs v7.4.2, I can no longer run TDW_No hydrophone on surface. I tried No hydrophone on surface_No Aircraft Spotting, but it doesn't work either. I did enough troubleshooting on it and am at wits end.

While troubleshooting the mod conflict, I saw that NewUIs_TDC, IRAI, FX Update, and No hydrophone, all use both UBoot_Sensors and/or UBoot_Sensors.GR2, except for IRAI which only uses UBoot_Sensors.sim.

Whichever of these files loads last, essentially overrides the others, which leads me to believe that whatever is in the others that isn't in the last-loading files, is lost and the benefits within them aren't utilized. Is this correct? And if yes, I take it that since No hydrophone is the one that is the oldest of the mods, we'd lose a lot since it doesn't get updated like the others have. In my case, since No hydrophone doesn't load for me anyways, that doesn't apply, but does apply to using the other three.

TDW, do you use the same sensors for all your mods, and if so, would the one with the latest timestamp have all the latest updated data and can be used by all your mods that use them, or do you create different sensors (all using the same names) for each of your mods independent of each other?

If the former, maybe you can create a separate link or download with the most current sensor files (or any other shared files) to be used by all your mods that contain them, so that there won't be any conflicts between your own mods. If the latter, maybe using one set of sensor files (or any files) shared by all your mods would be an idea to consider. What are your thoughts on all this?

The debate about which order all your mods should be in is an old one, with the correct answer changing often, so maybe this would kill that debate, and help minimize or prevent the amount of CTDs or troubleshooting users have to go through when adding these mods together.

:hmmm:

Roen
05-09-14, 03:35 PM
hey guys, do I have to make a new campaign to make the new ui's work?

Roen
05-09-14, 05:26 PM
I sust it :), thx Dark Wraith, awesome :yeah:

Pascal
05-13-14, 07:54 PM
Hello,
Speed ​​of the VIIB in diving emergency seems excessive! I reached 100m in a few seconds. Better than a Porsche! My computer is too fast or is it a bug ?
Normal diving, time necessary was 30 seconds. See here specificity :
http://www.u-boote.fr/charact.htm

bailout
05-14-14, 03:45 AM
As a noob trying to mod SH5 for the first time should I use the last stable version 7.4.2 or the latest 7.5.0?

thanks

THEBERBSTER
05-14-14, 06:08 PM
7-5-0 is on version 17 and has not been officially released so you can expect more modifications.

If you want to work with sextants, engine controls, dive planes and the other sophisticated controls etc then you need 7-5-0

You will also need the latest 164 GFP

If not then 7-4-2 is the finished product and I can recommend it as being very stable.

Link to my SH5 post:

STEP BY STEP TUTORIALS & HOW TO DO IT

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

aluc24
05-19-14, 12:07 PM
Bug report: hydrophone "hydrophone follow selected target" doesn't work properly. If I point needle towards desired target, hydroman says "no target to follow".

If I put needle to ship heading + target bearing and then press "follow", the needle swings and hydroman acquires target.

It works with no problems only if u-boat heading is 0.

Can you please fix this?

Jester_UK
05-24-14, 09:37 PM
Having a major problem with 7.5.0 version 17.

All was well for five full patrols. Then on returning from my sixth I got CTD's nearing Wilhelmshaven and on restarting the game had pretty much what is shown in the attached screenshot.

I eventually managed to get into harbour and dock, saved in bunker and exited the game. On restarting the problem persisted.

I've tried the following:

Re-jigged my mod load order trying everything from New_UI's first to New_UI's last.

Deleted all TDW_Draggables files and letting the game rebuild them.

Deleting TDW Options file and installing an un-edited one.

It's nothing to do with TDW-s patches (I'm a Steam user and so don't have any of those patches installed).

Eventually I removed 7.5.0 completely, re-downloaded and reinstalled it...... And got the same graphical corruption.

SOS!!!!!