View Full Version : [REL] Multiple UIs for SH5 with TDC
TheDarkWraith
04-24-10, 09:30 AM
On Testing the v 1.9.0
I got a radio contact and it was several hundred kilometers away from me at a port. I clicked on the reported ship and it locked onto it by putting a little red box around the contact ship location.
you probably didn't get any spotted information on the nav map either. I just noticed that I didn't code in the new contacts for the nav map. That has been fixed now.
TheDarkWraith
04-24-10, 09:41 AM
contact spotted text color changed to orange:
mini-map:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1886
navmap:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1887
mcaa666
04-24-10, 11:03 AM
Is that 'new' version with the added nav map contacts available for us testers? Coz I was planning on doing a very long session tonight and I would love to have the full package to work with...
TheDarkWraith
04-24-10, 11:06 AM
Is that 'new' version with the added nav map contacts available for us testers? Coz I was planning on doing a very long session tonight and I would love to have the full package to work with...
PM sent :up:
mcaa666
04-24-10, 11:18 AM
Awesome...I'm so excited right now...depending on what else you come up with for this mod, this is going to be one of the best game sessions i've had sofar with SH5...woohoooo
kylania
04-24-10, 11:18 AM
I'm curious about this comment "If you move or zoom the TAI to get rid of the crazy zoom/bearing overlay it erases the information." Explain please.
Here's a quick video showing what happens: http://www.filefront.com/16235015/ContactLost.zip
Click on a contact on the Nav Map, switch to the TAI to see the contact time, scroll the TAI and the contact info clears.
TheDarkWraith
04-24-10, 11:26 AM
Here's a quick video showing what happens: http://www.filefront.com/16235015/ContactLost.zip
Click on a contact on the Nav Map, switch to the TAI to see the contact time, scroll the TAI and the contact info clears.
EDIT:
This is exactly how it should be working. Since you clicked on an area of the TAI map that isn't a contact it deselects any contact you had selected. Since now there's no contact selected there's no contact info to report. If you had clicked on the contact you had selected and dragged the map via the contact you would still have your contact info.
McHub532
04-24-10, 11:50 AM
TDW;
V 1.9.0
My Fuel/Battery/Compressed Air/CO2 Icon's and bar graph are missing.
Wierd.
McHub532
04-24-10, 11:52 AM
Ignore me...
I had pushed (Shift + Z)... later the speed, depth and all that overlay on the lower left came back.. but the gas/battery/CO2, etc as well as the officers were gone.
Pressing (Shift + Z) returned everything.
just for info, check out this screenshot of the compass we are getting in 1.2 =)
Official patch 1.2 Compass gui
Screenshot from russian version.
Patch 1.2 already applied, its out in Russia
http://ipicture.ru/upload/100424/kbbMW3TDsW.jpg
7thSeal
04-24-10, 12:17 PM
Patch already applied
Hey, no fair... :)
kylania
04-24-10, 12:43 PM
http://img202.imageshack.us/img202/9742/notime.jpg
TheDarkWraith
04-24-10, 12:47 PM
http://img202.imageshack.us/img202/9742/notime.jpg
okay :hmmm: I'll have to dig further......
kylania
04-24-10, 12:50 PM
Btw, Insert/Edit/Delete notes isn't supposed to be working right? On the Patrol Log page?
TheDarkWraith
04-24-10, 12:51 PM
Btw, Insert/Edit/Delete notes isn't supposed to be working right? On the Patrol Log page?
YES IT IS!!! It's something I added and wanted to know if it works.....
Also, when you got that radio contact, if you selected that contact in the TAI did it show contact info?
kylania
04-24-10, 12:54 PM
YES IT IS!!! It's something I added and wanted to know if it works.....
Also, when you got that radio contact, if you selected that contact in the TAI did it show contact info?
The radio contact is nearly 700km north of my position, it doesn't show on the TAI actually.
The notes buttons click, but I can't see anything happening?
TheDarkWraith
04-24-10, 01:00 PM
The radio contact is nearly 700km north of my position, it doesn't show on the TAI actually.
The notes buttons click, but I can't see anything happening?
ok that's good to know. Main thing I just wanted to know was if the buttons ever even showed up.
TheDarkWraith
04-24-10, 01:01 PM
The radio contact is nearly 700km north of my position, it doesn't show on the TAI actually.
The notes buttons click, but I can't see anything happening?
you can't zoom out far enough to find it? If you tell me that the TAI is showing radio contact timestamps then I can track down a bug.
kylania
04-24-10, 01:04 PM
you can't zoom out far enough to find it? If you tell me that the TAI is showing radio contact timestamps then I can track down a bug.
On the Nav Map I drew a ruler line to the contact on the nav map. Followed that line on the TAI and nothing was there.
TheDarkWraith
04-24-10, 01:05 PM
ok, I think I have figured out why radio contacts and lone ships aren't getting contact timestamps. The way that I've hooked contacts for giving them a timestamp is if your sub's sensors detect it. Now since radio contacts are reported, your sub will never detect it. Now just have to figure out a way to add timestamps to these reported contacts.....
TheDarkWraith
04-24-10, 01:06 PM
On the Nav Map I drew a ruler line to the contact on the nav map. Followed that line on the TAI and nothing was there.
ok. So the c++ code only adds radio contacts to the nav-map. No problem. Thanks for checking :up:
severniae
04-24-10, 01:07 PM
Hi TDW - One wee problem I've had since installing v .08 is that now when using the Observation periscope I can no longer see the bearing indicator at the top of the view, and in the attack periscope view its very dark - I'm using 'More Realistic Periscope' mod also, however it didn't seem to be a problem on version 1.1.
I'm running resolution 1280 x 720 incase that is the problem (unfortunately I can't run in a higher resolution without laggy performance!
Many thanks,
Sev.
TheDarkWraith
04-24-10, 01:16 PM
Hi TDW - One wee problem I've had since installing v .08 is that now when using the Observation periscope I can no longer see the bearing indicator at the top of the view, and in the attack periscope view its very dark - I'm using 'More Realistic Periscope' mod also, however it didn't seem to be a problem on version 1.1.
I'm running resolution 1280 x 720 incase that is the problem (unfortunately I can't run in a higher resolution without laggy performance!
Many thanks,
Sev.
I moved the bearing indicators up....maybe I moved them up too far. Can you show me a screenshot?
kylania
04-24-10, 01:16 PM
Hi TDW - One wee problem I've had since installing v .08 is that now when using the Observation periscope I can no longer see the bearing indicator at the top of the view, and in the attack periscope view its very dark - I'm using 'More Realistic Periscope' mod also, however it didn't seem to be a problem on version 1.1.
I'm running resolution 1280 x 720 incase that is the problem (unfortunately I can't run in a higher resolution without laggy performance!
Many thanks,
Sev.
I had to downgrade to 1.2 of the MRP mod since I wasn't able to see anything anymore with the 1.3 version. I'll try it again to see if it's the same with 1.9.
TheDarkWraith
04-24-10, 01:18 PM
I had to downgrade to 1.2 of the MRP mod since I wasn't able to see anything anymore with the 1.3 version. I'll try it again to see if it's the same with 1.9.
it's very possible I moved them up too far so that it causes incompatibilities with other's mods. If this is so let me know and I'll move them down some.
kylania
04-24-10, 01:29 PM
http://img689.imageshack.us/img689/3475/scopes.jpg
This is NewUIs 1.9 + MRP 1.2 with 1920x1200 resolution.
The obs scope bearing indicator isn't even visible as part of the scope, so using it to mark bearings is only an approximate. At night it's "not there" due to black on black. The Attack scope at night is OK, but during the day a little difficult to read. UZO seems fine day or night.
TheDarkWraith
04-24-10, 01:33 PM
http://img689.imageshack.us/img689/3475/scopes.jpg
This is NewUIs 1.9 + MRP 1.2 with 1920x1200 resolution.
The obs scope bearing indicator isn't even visible as part of the scope, so using it to mark bearings is only an approximate. At night it's "not there" due to black on black. The Attack scope at night is OK, but during the day a little difficult to read. UZO seems fine day or night.
I'll have to download MRP 1.2 and use it to set the bearing indicators. Got a quick link to it?
TheDarkWraith
04-24-10, 01:37 PM
picture says a thousand words:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1890
looks like I got the missing radio contacts timestamp fixed :rock:
kylania
04-24-10, 01:41 PM
picture says a thousand words:
looks like I got the missing radio contacts timestamp fixed :rock:
So even though the game isn't supplying a time stamp, you'll be able to grab it based on when you capture the report? Sweet!!
kylania
04-24-10, 01:45 PM
I'll have to download MRP 1.2 and use it to set the bearing indicators. Got a quick link to it?
http://www.subsim.com/radioroom/downloads.php?do=file&id=1708 + http://www.subsim.com/radioroom/downloads.php?do=file&id=1658
From this thread: http://www.subsim.com/radioroom/showthread.php?t=165408&highlight=more+realistic
Yoram777
04-24-10, 01:45 PM
This is NewUIs 1.9 + MRP 1.2 with 1920x1200 resolution.
The obs scope bearing indicator isn't even visible as part of the scope, so using it to mark bearings is only an approximate. At night it's "not there" due to black on black. The Attack scope at night is OK, but during the day a little difficult to read. UZO seems fine day or night.
why don't you upgrade to MRP v1.3? :)
kylania
04-24-10, 01:48 PM
why don't you upgrade to MRP v1.3? :)
http://www.subsim.com/radioroom/showpost.php?p=1363705&postcount=186 The bearing strip was impossible to get a exact reading from.
Though now with TDW working on it, and hopefully integrating it, I'll probably upgrade. Also didn't really like the cyclops binocs view. I realize it's "real", but seems funny to me. heh :O:
TheDarkWraith
04-24-10, 01:58 PM
So even though the game isn't supplying a time stamp, you'll be able to grab it based on when you capture the report? Sweet!!
when a report comes in, your sonar guy spots a contact, your radar guy spots a contact....every new contact added to the nav map will have a date-time-stamp :rock:
Yoram777
04-24-10, 02:01 PM
http://www.subsim.com/radioroom/showpost.php?p=1363705&postcount=186 The bearing strip was impossible to get a exact reading from.
Though now with TDW working on it, and hopefully integrating it, I'll probably upgrade. Also didn't really like the cyclops binocs view. I realize it's "real", but seems funny to me. heh :O:
Yes, the cyclops view is the one thing that kind of bugs me too, but overall it's an excellent mod.
Would be nice if it was integrated in TDW's UI's :up:
TheDarkWraith
04-24-10, 02:12 PM
I lowered all the views for the heading bar down some. Should be good now. They need to be tweaked but just want to know if where they are now works better with others mods.
EDIT:
taking the woman out now so I'll be away from the computer for awhile......
kylania
04-24-10, 03:05 PM
Using MRP 1.3 they could be just a bit lower, though the "thick line" of that mod makes reading a bearing, especially during the day, difficult:
http://img710.imageshack.us/img710/4310/bearings.jpg
And behold the Holy Grail of Silent Hunter 5:
Single Ship Radio Contact Timestamps
http://img683.imageshack.us/img683/449/holygrail.jpg
TheDarkWraith
04-24-10, 07:39 PM
just figured out how to make things draggable.....now we can really have some fun :D
kylania
04-24-10, 07:41 PM
just figured out how to make things draggable.....now we can really have some fun :D
Ahh great, I saw the edge of that one chart, but wasn't able to grab it. :) Also, log entry buttons are supposed to be gone on the latest test version right?
mcaa666
04-24-10, 07:42 PM
In regard to the radio contact timestamps...could you make the date and time format a user configurable option?
For instance have two seperate date formats ie. MM/DD/YYYY or DD/MM/YYYY and for the time format have the option to switch to a 24 hour clock. I know I always get confused with PM and AM...:06:
McHub532
04-24-10, 07:45 PM
taking the woman out now so I'll be away from the computer for awhile......
The amazing DarkWraith knows no bounds. He has serious computer skills AND a woman!! :)
TheDarkWraith
04-24-10, 07:46 PM
Ahh great, I saw the edge of that one chart, but wasn't able to grab it. :) Also, log entry buttons are supposed to be gone on the latest test version right?
log entry buttons?
kylania
04-24-10, 07:51 PM
log entry buttons?
The ones on the patrol log screen, insert/edit/delete note? They were there a revision back
In regard to the radio contact timestamps...could you make the date and time format a user configurable option?
For instance have two seperate date formats ie. MM/DD/YYYY or DD/MM/YYYY and for the time format have the option to switch to a 24 hour clock. I know I always get confused with PM and AM...:06:
I echo the request for date format, so both match in game and match player format as well.
Also seeing something strange. I first got a single ship contact at 9:15. While I still had it deleted, at 10:16 I got another single ship contact.
The first ship's contact time switched to 5 seconds BEFORE the 2nd ship's contact. So one was 10:16:23 and the original changed it time from 9:15 to 10:16:18.
Then when I got a convoy report at 2:32 or something, the first ship contact again changed it's reported time to just before the convoy's spotted time, but second ship contact retained it's sighted time.
Might this be related tot he whole "nothing was initialized yet" thing like early versions of teleport were?
TheDarkWraith
04-24-10, 07:59 PM
The ones on the patrol log screen, insert/edit/delete note? They were there a revision back
I echo the request for date format, so both match in game and match player format as well.
Also seeing something strange. I first got a single ship contact at 9:15. While I still had it deleted, at 10:16 I got another single ship contact.
The first ship's contact time switched to 5 seconds BEFORE the 2nd ship's contact. So one was 10:16:23 and the original changed it time from 9:15 to 10:16:18.
Then when I got a convoy report at 2:32 or something, the first ship contact again changed it's reported time to just before the convoy's spotted time, but second ship contact retained it's sighted time.
Might this be related tot he whole "nothing was initialized yet" thing like early versions of teleport were?
I check if the contact already has a date-time-stamp and if it does it gets bypassed. Only those that don't have timestamps get timestamps added. I'll look over the code again to make sure I didn't mess something up.
Added option to user options of making the nomograph draggable on the nav map.
EDIT:
this draggable thing doesn't work like I want it to (makes a fixed size handle that you can't resize). Investigating.....
Changed the way the code finds a new contact. This should take care of the problem.
TheDarkWraith
04-24-10, 08:00 PM
The ones on the patrol log screen, insert/edit/delete note? They were there a revision back
they should still be there. Haven't done anything to them yet.
Philipp_Thomsen
04-24-10, 08:57 PM
What's the thickness of the lines in the periscope? 1 pixel?
kylania
04-25-10, 12:07 AM
What's the thickness of the lines in the periscope? 1 pixel?
Yup, though it grows to 5 pixels around the bearing indicator
Strawberry
04-25-10, 01:50 AM
This mod is amazing, congratulations :D
But, I must be retarded :doh: or something like that :88)... I just don't know how to change to the SH3 and SH4 UIs style...
Sorry for the stupid question but I just don't get it :damn:
Thanks!
kylania
04-25-10, 02:03 AM
Edit this file with a text editor:
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_1_9_0_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithUserOptions.py
Look for this section starting at line 30:
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH5Enhanced
Change it to reflect the changes in yellow:
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH3Style
Save the file and enable the mod with JSGME and enjoy!
mr chris
04-25-10, 02:06 AM
Open up the downloaded file like below.
NewUIs_TDC_1_1_0_TheDarkWraith\NewUIs_TDC_1_1_0_By TheDarkWraith\MODS\NewUIs_TDC_1_1_0_ByTheDarkWrait h\data\Scripts\Menu
Find this file at the bottom of the menu folder
TheDarkWraithUserOptions.py
Open it up with Notepad and change the # the current UI Style
From this
# the current UI Style
UIStyle = SH5Enhanced
Too this
# the current UI Style
UIStyle = SH3Style or SH4Style, depending on what UI you wish to use.
Then save your changes
Hey presto you will now have the UI of your choice.
Not sure if it has changed with the new version not had a chance to download it yet.
Edit: Beat me too it.
Strawberry
04-25-10, 02:18 AM
D'ouh! how clumsy I am haha :wah:
Aaaaw it looks pretty now, I love it!
Thank you for your fast answer :)
:lurk:
TheDarkWraith
04-25-10, 08:17 AM
Also seeing something strange. I first got a single ship contact at 9:15. While I still had it deleted, at 10:16 I got another single ship contact.
The first ship's contact time switched to 5 seconds BEFORE the 2nd ship's contact. So one was 10:16:23 and the original changed it time from 9:15 to 10:16:18.
Then when I got a convoy report at 2:32 or something, the first ship contact again changed it's reported time to just before the convoy's spotted time, but second ship contact retained it's sighted time.
Might this be related tot he whole "nothing was initialized yet" thing like early versions of teleport were?
it's related to a word called assuming....which you know what happens when you do that ;) Yep, bit me in the @ss.
The contacts are stored in an array and I assumed that new contacts would be added to the end of the array.....not so! The game adds contacts wherever it wants to in the array. So I had to adjust my code to account for this. This problem no longer exists.
TheDarkWraith
04-25-10, 08:42 AM
I'm trying to add another feature to the map contacts but running into a little difficulty. I'm wanting to compute their lattitude and longitude. The game gives me the distance from the origin. Origin is in the Gulf von Guineea west of Kongo (you can find it on your nav map). These distances from origin are in meters. I know that a degree of lattitude is approx. 111km and a degree of longitude is approx 111km at the equator and goes to 0 at the poles. If I divide the distance the game gives me for lattitude by 111000 (in meters) the value comes close but doesn't match what the game puts in the messagebox (say for a radio contact report). The longitude part I haven't derived the mathematical formula for it yet. Can any math majors help me out here?
Philipp_Thomsen
04-25-10, 10:11 AM
I'm trying to add another feature to the map contacts but running into a little difficulty. I'm wanting to compute their lattitude and longitude. The game gives me the distance from the origin. Origin is in the Gulf von Guineea west of Kongo (you can find it on your nav map). These distances from origin are in meters. I know that a degree of lattitude is approx. 111km and a degree of longitude is approx 111km at the equator and goes to 0 at the poles. If I divide the distance the game gives me for lattitude by 111000 (in meters) the value comes close but doesn't match what the game puts in the messagebox (say for a radio contact report). The longitude part I haven't derived the mathematical formula for it yet. Can any math majors help me out here?
There is some delay between message being generated and message being delivered. How big is the mismatch?
7thSeal
04-25-10, 10:15 AM
For those saving the game and restarting for fixing sound issues try hitting Esc and then Esc again to get back into the game. 9 outa 10 times this fixes it for me and don't have to worry about saving and restarting the game. :up:
TheDarkWraith
04-25-10, 10:17 AM
There is some delay between message being generated and message being delivered. How big is the mismatch?
negligible
TheDarkWraith
04-25-10, 10:20 AM
making the navigator actually work now :03: He has to keep track of every contact and update the bearing to the contact now. Bearing to contact is updated in real time. Bearings are relative to the bow of your sub. Positive bearings are clockwise and negative bearings are counter-clockwise
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1895
adding the option for user to change date-time-stamp format. What different formats do you all want?
mm/dd/yy time
dd/mm/yy time
mm/dd/yy military time
dd/mm/yy military time
??
looks better and better
mm/dd/yy military time
that will be my choice for my game :rock:
kylania
04-25-10, 11:26 AM
These distances from origin are in meters. I know that a degree of lattitude is approx. 111km and a degree of longitude is approx 111km at the equator and goes to 0 at the poles. If I divide the distance the game gives me for lattitude by 111000 (in meters) the value comes close but doesn't match what the game puts in the messagebox (say for a radio contact report). The longitude part I haven't derived the mathematical formula for it yet. Can any math majors help me out here?
Ignore reality! :D The lat/long lines are 120km from each other (http://www.subsim.com/radioroom/showpost.php?p=1314197&postcount=4) in game, a square grid rather than the lines-on-a-globe they really are. Should make things much easier.
TheDarkWraith
04-25-10, 12:28 PM
Ignore reality! :D The lat/long lines are 120km from each other (http://www.subsim.com/radioroom/showpost.php?p=1314197&postcount=4) in game, a square grid rather than the lines-on-a-globe they really are. Should make things much easier.
true they are 120km from each other but the game is factoring in geographical location into the mathematical formula it's using to derive lat and long. I used the costant 120000 (120km) and it still didn't come out right.
EDIT: ok, I have my moments.......the fractional part left over I forgot to factor as 60 minutes to a degree. I'll see what that gives.
McHub532
04-25-10, 12:32 PM
EDIT: ok, I have my moments.......the fractional part left over I forgot to factor as 60 minutes to a degree. I'll see what that gives.
There are 10 types of people in the world. Those that understand binary and those that don't.
Sorry.. just stray from base 10 and life gets wonky. :)
reaper7
04-25-10, 02:10 PM
There are 10 types of people in the world. Those that understand binary and those that don't.
Just love that saying. :D
TheDarkWraith
04-25-10, 02:37 PM
Ignore reality! :D The lat/long lines are 120km from each other (http://www.subsim.com/radioroom/showpost.php?p=1314197&postcount=4) in game, a square grid rather than the lines-on-a-globe they really are. Should make things much easier.
yep. Got it working.
Ok, the TAI information has changed. You now get the contact date-time-stamp and also the bearing to the contact (Bearing) and the heading you need to take to head to the contact (Heading):
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1896
I've added some information to the nav-map contacts also. Notice in this example that the messagebox's radio report's lat and long match the info displayed for the contact :rock: Bearing is the bearing from the sub's bow to the target (+ is clockwise, - is counter-clockwise, Heading is the heading you would turn to to head to the contact):
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1897
Bearing and heading are updated in real time. So if you turn the sub those values will change in real time.
When a contact is added to the nav-map, the original lat and long are saved with the contact. They do not get updated.
McHub532
04-25-10, 02:46 PM
TheDarkWraith; have I told you today that I love you? :)
Sonarman
04-25-10, 02:50 PM
Great work, but maybe it would be better to say "intercept" or "Heading to target" rather than "heading" as this maybe mistakenly interpreted as the contact's heading/course?
TheDarkWraith
04-25-10, 02:53 PM
Great work, but maybe it would be better to say "intercept" or "Heading to target" rather than "heading" as this maybe mistakenly interpreted as the contact's heading/course?
intercept heading or intercept? I can see how heading could be misleading....
reaper7
04-25-10, 03:20 PM
yep. Got it working.
Ok, the TAI information has changed. You now get the contact date-time-stamp and also the bearing to the contact (Bearing) and the heading you need to take to head to the contact (Heading):
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1896
I've added some information to the nav-map contacts also. Notice in this example that the messagebox's radio report's lat and long match the info displayed for the contact :rock: Bearing is the bearing from the sub's bow to the target (+ is clockwise, - is counter-clockwise, Heading is the heading you would turn to to head to the contact):
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1897
Bearing and heading are updated in real time. So if you turn the sub those values will change in real time.
When a contact is added to the nav-map, the original lat and long are saved with the contact. They do not get updated.
Simply Amazing Stuff :o. I don't know how you do it. :yeah:
Sonarman
04-25-10, 03:21 PM
intercept heading or intercept? I can see how heading could be misleading....
Either would be fine (a simple "intercept" may be better in terms of text box length), another idea would be having the bearing stated as Red XXX when to the port side and Green XXX when to the starboard.
TheDarkWraith
04-25-10, 04:44 PM
Either would be fine (a simple "intercept" may be better in terms of text box length), another idea would be having the bearing stated as Red XXX when to the port side and Green XXX when to the starboard.
I'll go with intercept then. I'm not too fond of changing the text color as it's sometimes hard to read against different backgrounds you can get in the TAI. I'll stick with the - meaning to port, and positive values to starboard.
EDIT:
or can remove the - altogether and add a 'P' at the end for port or 'S' for starboard?
kylania
04-25-10, 05:21 PM
I'd go with a straight relative bearing. So if it's 55 degrees to port rather than having to figure out 360 - 55 then setting that, just turn to 305 and hit heading to view. Also, P and S work for English, but it would be BB or SB for German. Best to just leave it as the relative bearing I'd say.
It's easier to plot a 305 with a bearing overlay than 55 degrees to port as well. Just my 2 cents. :)
TheDarkWraith
04-25-10, 05:35 PM
I'd go with a straight relative bearing. So if it's 55 degrees to port rather than having to figure out 360 - 55 then setting that, just turn to 305 and hit heading to view. Also, P and S work for English, but it would be BB or SB for German. Best to just leave it as the relative bearing I'd say.
It's easier to plot a 305 with a bearing overlay than 55 degrees to port as well. Just my 2 cents. :)
that's what intercept is for. Intercept is bearing + current sub's heading.
Bearing is just telling you where the contact is relative to your sub.
kylania
04-25-10, 06:01 PM
that's what intercept is for. Intercept is bearing + current sub's heading.
Bearing is just telling you where the contact is relative to your sub.
I see, a direct relative bearing would be a lot more clear than having to figure out a - to relative bearing to end up with the true bearing. In this example I'm travelling on course 308. I get a contact at True Bearing 95. I'm told the Heading is 95 and my Bearing/Intercept is -213. 308 -213 = 95. But I was already told it was at bearing (true) 95?
This explains how I thought it would work:
http://img710.imageshack.us/img710/3351/bearingshelpfuo.jpg
That way there's no math for the captain to figure the Bearing and Heading and he can tell quickly from the bridge, using relative bearing, or the map, using true bearing, where the contact is.
It would also avoid the "heading" confusion, which should be something like 45 in this example. Obviously the actual heading of the contact is given behind the scenes, hence the tail, but did we want to give that exactly to the player or leave that bit of human error in? :)
TheDarkWraith
04-25-10, 06:09 PM
I see, a direct relative bearing would be a lot more clear than having to figure out a - to relative bearing to end up with the true bearing. In this example I'm travelling on course 308. I get a contact at True Bearing 95. I'm told the Heading is 95 and my Bearing/Intercept is -213. 308 -213 = 95. But I was already told it was at bearing (true) 95?
This explains how I thought it would work:
http://img710.imageshack.us/img710/3351/bearingshelpfuo.jpg
That way there's no math for the captain to figure the Bearing and Heading and he can tell quickly from the bridge, using relative bearing, or the map, using true bearing, where the contact is.
It would also avoid the "heading" confusion, which should be something like 45 in this example. Obviously the actual heading of the contact is given behind the scenes, hence the tail, but did we want to give that exactly to the player or leave that bit of human error in? :)
I'll take a screenshot in game and explain everything. Heading has changed to intercept now to avoid confusion.
Sonarman
04-25-10, 06:11 PM
I'll go with intercept then. I'm not too fond of changing the text color as it's sometimes hard to read against different backgrounds you can get in the TAI. I'll stick with the - meaning to port, and positive values to starboard.
EDIT:
or can remove the - altogether and add a 'P' at the end for port or 'S' for starboard?
Sorry, I didn't actually mean the color of the figures themselves but actually to display the words "red" and "green" ahead of the figures which is what an officer of the deck might say i.e. target bearing "Red 45 sir" etc. But I like Kylania's True & Rel Bearing idea above as well, either would be great.
TheDarkWraith
04-25-10, 06:51 PM
This should explain about the contact date-time-stamps, the bearing, and the intercept:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1901
EDIT:
went to UZO view. Now I think I understand what you all are looking for. I rotated my UZO to the target...heading indicator said 260....it would be nice to have this value already computed for us :DL So what's the formula for determining this? I'm playing with numbers right now trying to figure it out.....
EDIT2:
the simple things elude me sometimes! True north (360) + bearing = True heading to contact (value you would rotate scope to and press heading to view)
so it looks like I need to add another item to the contacts: True bearing....
TheDarkWraith
04-25-10, 07:52 PM
True bearing added and explained:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1904
and went to UZO view and rotated UZO to True bearing and look what I saw:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1905
true bearing working great so far
:yeah:
i did have a gfx glitch tough top left side
http://www.subsim.com/radioroom/picture.php?albumid=277&pictureid=1906
kylania
04-26-10, 12:09 AM
true bearing working great so far
:yeah:
i did have a gfx glitch tough top left side
http://www.subsim.com/radioroom/picture.php?albumid=277&pictureid=1906
That's a hopefully upcoming feature at work! Draggable speed chart, like this:
http://www.kylania.com/sh3/TabelleStdeng.jpg
ah nice glitch then
that looks sweet :woot:
looks in is data folder, ah i see speedtable
TheDarkWraith
04-26-10, 08:34 AM
ah nice glitch then
that looks sweet :woot:
looks in is data folder, ah i see speedtable
I had to get the contact date-time-stamps things working first and more importantly working correctly before moving onto anything else.
I had one suggestion for something else to be added to the contacts: how it was detected. There's only two ways (currently until I figure out the rest) I know a contact is detected. It is either detected because your sub's sensors detected it or it was added to the nav map (radio contact, or some other unknown reason(s)). I'm not quite sure what to call this new addition: Det method (detection method), By (it would follow the contact date-time-stamp...i.e: Contact spotted: 1/1/1939 0320 By: xxx), ???
Since I only know sub or something else the other part would have to be sub or other. i.e.: Contact spotted: 1/1/1939 0320 By: Sub
What's the general concensus on this one? Add it or not?
kylania
04-26-10, 08:53 AM
Since I only know sub or something else the other part would have to be sub or other. i.e.: Contact spotted: 1/1/1939 0320 By: Sub
What's the general concensus on this one? Add it or not?
For me at least the whole contact time thing was only really needed for single ship contacts. Convoy radio reports were usually listed in the message box so by the time you dropped out of TC you'd be able to account for the lead time between when it was reported to when you started plotting.
You were never able to do that with single ship contacts, so had no method of accurately plotting an intercept since you had no idea where the ship actually was. This is now fixed, yay!
Contact time for hydrophone contacts or visual contacts isn't really needed I don't think, since you can always simply ask for an update or look/listen to see where they are. The contact time thing was always just for figuring out long range intercept lead time. It'd be cool to have I guess, but not required for me as a captain.
TheDarkWraith
04-26-10, 09:10 AM
Contact time for hydrophone contacts or visual contacts isn't really needed I don't think, since you can always simply ask for an update or look/listen to see where they are. The contact time thing was always just for figuring out long range intercept lead time. It'd be cool to have I guess, but not required for me as a captain.
I'm not sold on this spotted by thing either and that's why I asked you all. To me what's most important is the information that is provided now: date, time, bearing, true bearing, intercept, and it's course when added to the nav map. I don't think there's anymore information than that that I need to plot a course or intercept course to the contact.
Got a request from a tester for another option: if you teleport to obs or attack scope and then you press escape teleport back to bridge. Current behavior is: teleport to obs, press escape your teleported to Radio. Teleport to attack, press escape your standing right by the attack scope.
I don't know if I can make this work or not but general concensus is?
EDIT:
fixed problems of bearing, true bearing, and intercept being able to show 360 as a value. They will now show 0 instead of 360.
Sonarman
04-26-10, 09:19 AM
fixed problems of bearing, true bearing, and intercept being able to show 360 as a value. They will now show 0 instead of 360.
That's great, I once noticed ,I think in v1.8.0 that the tooltip over the compass showed 364 so it may be worth checking that one too.
EDIT
I think the teleport thing is fine as you now have a seperate teleport button for the bridge, better to leave the exit as is... ie attack scope to conning tower etc.
Thanks
TheDarkWraith
04-26-10, 09:20 AM
That's great, I once noticed ,I think in v1.8.0 that the tooltip over the compass showed 364 so it may be worth checking that one too.
Thanks
good catch. I'll look into that one :up:
TheDarkWraith
04-26-10, 10:27 AM
fixed bug of ordered heading being able to show ordered headings of 360-365
fixed bug of heading being able to show headings of 360-365
Added new user option ObsAndAttackReturnToBridge. If set to True and you are at the attack scope or obs scope and you press escape you will be teleported to the Bridge (if surfaced this is topside bridge, if submerged this will be the command room). If set to False then leaving the attack scope will leave you in the con and leaving the obs scope will:
- if surfaced: teleport you to topside bridge
- if submerged: leave you in the command room
New Feature: leaving the obs scope view will no longer teleport you to radio! :rock: If you are surfaced it will take you to topside bridge. If you are submerged it will leave you in the command room.
:|\\
TheDarkWraith
04-26-10, 11:39 AM
night filter has been enabled on the nav map. It is controlled by the time of day:
no night filter:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1914
night filter:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1915
since the night filter is a .dds file you can change the alpha to whatever value you want for the desired effect.
kylania
04-26-10, 12:01 PM
DW, your PM box is full. :)
Here's method 2:
data\Menu\menu.txt
Added to end of file:
8986=Return
8987=Edit free Space
8988=StartTimedata\Menu\StyleSheets
added new file German.shss
data\Menu\Pages
added new file Page Chalkboard.ini
data\Menu\Pages\menu_1024_768.ini
GroupsNo=90
Changed 30=5A;Page Chalkboard
changed the number of everything following to increase by 1. (adding 5A to the end of the file broke the UI)
data\Menu\Gui
added new file Chalkboard.dds
data\Scripts\Menu
added new file Page Chalkboard.py
Removed CntKey = MenuKeyManagerWrapper.Keys.K from line 3
Changed line 141 and follows to:
global IncreaseChalkBoardCountHotKey
# if args.Key == CntKey:
if IncreaseChalkBoardCountHotKey[0]:
if args.Key == IncreaseChalkBoardCountHotKey[1]:^^^ That's the part that isn't working... :cry:
data\Scripts\Menu\Page Default Hud.py
Added if args.Key == ShowChalkBordKey:
if Menu.MenuKeyManager.IsKeyPressed( MenuKeyManagerWrapper.Keys.Shift ):
from PageChalkBoard import PageChalkBoard
PageChalkBoard.Visible = not PageChalkBoard.Visibleto def PageDefaultHud_KeyPressed ( args ) :
TheDarkWraithUserOptions.py
Added:
# the hotkey used to bring up the Chalkboard Tally box
# Format:
#
# DisplayTheChalkBoardHotKey = [ False, None ]
# False = enabled
# None = key used
#
# so if you wanted the display the chalk board hot key to be T:
# DisplayTheChalkBoardHotKey = [ True, MenuKeyManagerWrapper.Keys.T ]
#
# if you didn't want to assign a hotkey for display the chalk board scope:
# DisplayTheChalkBoardHotKey = [ False, MenuKeyManagerWrapper.Keys.T ]
#
DisplayTheChalkBoardHotKey = [ True, MenuKeyManagerWrapper.Keys.B ] # change B to whatever key you want
# This is the key to press to increase the chalk board count.
IncreaseChalkBoardCountHotKey = [ True, MenuKeyManagerWrapper.Keys.K ] # change K to whatever key you want
TheDarkWraith
04-26-10, 12:05 PM
DW, your PM box is full. :)
Here's method 2:
you're close on the coding......it's good to experiment :DL That's how you learn :up:
kylania
04-26-10, 12:10 PM
This (http://www.kylania.com/sh3/ChalkBoard.dds)is the first version of naights file.
DonZorro
04-26-10, 12:58 PM
Please empty Your folder TheDarkWraith, I can't write to You... :salute:
TheBeast
04-26-10, 12:59 PM
Is there a way to Set Time Compression 1 when a new Radio Contact Report is received?
Not sure if you noticed, When Plotting a course on Nav Map you see ghosted Ship Markers. The ghosted marker is the projected intercept for radio contact reports. The Problem here is, The proected intecept is not relative to time of report but rather from the time you plot the course.
So if time compression drops to 1 at time of report you are able to plot a far more accurate intercept.
TheDarkWraith
04-26-10, 01:03 PM
Is there a way to Set Time Compression 1 when a new Radio Contact Report is received?
Not sure if you noticed, When Plotting a course on Nav Map you see ghosted Ship Markers. The ghosted marker is the projected intercept for radio contact reports. The Problem here is, The proected intecept is not relative to time of report but rather from the time you plot the course.
So if time compression drops to 1 at time of report you are able to plot a far more accurate intercept.
PM box emptied (or I should say room has been made).
Excellent suggestion! I'll add it.
ottos chalkboard has been integrated into UIs mod (it's not an add-on mod, it's fully integrated into the mod)
kylania
04-26-10, 01:17 PM
Is there a way to Set Time Compression 1 when a new Radio Contact Report is received?
Not sure if you noticed, When Plotting a course on Nav Map you see ghosted Ship Markers. The ghosted marker is the projected intercept for radio contact reports. The Problem here is, The proected intecept is not relative to time of report but rather from the time you plot the course.
So if time compression drops to 1 at time of report you are able to plot a far more accurate intercept.
The whole received contact time thing was added to avoid this problem. Now that you know the time the contact was marked, you can work out it's location now, then plot an accurate intercept from there.
The ghost things are like the 1-2-3 targeting thing, just there for people that don't know any better. :)
From experience from SH3, TC x1 with every radio report will drive you batty within minutes since you're going to get knocked out of TC constantly, for radio reports half a globe away.
You can already set this via the data\Cfg\main.cfg settings for TC. Though I'm sure DW will make this optional and work independantly from the main.cfg settings so that he doesn't have to mess with that core file. It's got a lot of PC specific settings that wouldn't work well with a wide release like this. :DL
TheDarkWraith
04-26-10, 01:20 PM
The whole received contact time thing was added to avoid this problem. Now that you know the time the contact was marked, you can work out it's location now, then plot an accurate intercept from there.
The ghost things are like the 1-2-3 targeting thing, just there for people that don't know any better. :)
From experience from SH3, TC x1 with every radio report will drive you batty within minutes since you're going to get knocked out of TC constantly, for radio reports half a globe away.
You can already set this via the data\Cfg\main.cfg settings for TC. Though I'm sure DW will make this optional and work independantly from the main.cfg settings so that he doesn't have to mess with that core file. It's got a lot of PC specific settings that wouldn't work well with a wide release like this. :DL
this is perfectly suited to a new user option: SetTC1OnNewNavMapContact :DL
kylania
04-26-10, 01:24 PM
this is perfectly suited to a new user option: SetTC1OnNewNavMapContact :DL
How about SinkConvoyOnNewTAIMapContact ? :DL That's the only way my tonnage will get back into the top 100 I think!
TheBeast
04-26-10, 02:02 PM
The whole received contact time thing was added to avoid this problem. Now that you know the time the contact was marked, you can work out it's location now, then plot an accurate intercept from there.
The ghost things are like the 1-2-3 targeting thing, just there for people that don't know any better. :)
From experience from SH3, TC x1 with every radio report will drive you batty within minutes since you're going to get knocked out of TC constantly, for radio reports half a globe away.
You can already set this via the data\Cfg\main.cfg settings for TC. Though I'm sure DW will make this optional and work independantly from the main.cfg settings so that he doesn't have to mess with that core file. It's got a lot of PC specific settings that wouldn't work well with a wide release like this. :DL
OK, Granted, the Ghost markers may be part of the 1 2 3 markers that I already removed weeks ago, so forgot about that.
You can edit your "data\Cfg\Contacts.cfg" so you only receive Contact Reports relative to your current pasition by reducing accetible range limit.
I thought making changes to "data\Cfg\main.cfg" didn't do anything. You have to edit "Documents\SH5\data\cfg\main.cfg" located in your OS USER Profile to make those changes.
DonZorro
04-26-10, 02:26 PM
http://donzorro.hu/12345/slide1.jpg
http://donzorro.hu/12345/slide2.jpg
http://donzorro.hu/12345/slide3.jpg
http://donzorro.hu/12345/slide4.jpg
http://donzorro.hu/12345/slide5.jpg
http://donzorro.hu/12345/slide6.jpg
http://donzorro.hu/12345/slide7.jpg
What do You think about this??? :hmmm:
TheDarkWraith
04-26-10, 02:36 PM
http://donzorro.hu/12345/slide1.jpg
http://donzorro.hu/12345/slide2.jpg
http://donzorro.hu/12345/slide3.jpg
http://donzorro.hu/12345/slide4.jpg
http://donzorro.hu/12345/slide5.jpg
http://donzorro.hu/12345/slide6.jpg
http://donzorro.hu/12345/slide7.jpg
What do You think about this??? :hmmm:
slideouts are cool but I like the design I have with the 3 dials being zoomable.
TheDarkWraith
04-26-10, 03:21 PM
since I integrated ottos chalkboard into the UIs mod, I also allow you to change the text in it at game start via the options file:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1917
hotkeys are:
shift+B: toggle visibility
k = add mark
kylania
04-26-10, 03:24 PM
since I integrated ottos chalkboard into the UIs mod, I also allow you to change the text in it at game start via the options file:
hotkeys are:
shift+B: toggle visibility
k = add mark
The defaults I set were "Guten Tag", "Herr Kaleun", "Viel Gluck!" :)
naights
04-26-10, 03:32 PM
Hi:
Alternative black versión with some borders improvements, download link Ottos post.
http://img29.imageshack.us/img29/376/chalckboardblack.jpg (http://img29.imageshack.us/i/chalckboardblack.jpg/)
http://www.subsim.com/radioroom/showthread.php?t=168471
Bye !!
karamazovnew
04-26-10, 03:41 PM
Holy mama... 1-2 years from now we'll look back at the default interface and just LAUGH :rotfl2:. TDW, keep up the good work, your scripting progress is amazing.
I think somewhere out there, Elanaiba and M_Maerean have a "I told you so" smile :|\\
Guys, i'll take this occasion to BEG you to allow scripting like this for the 3d interface through patches. Just imagine the navigator doing a depth charge count in 3d then erasing the board once the attack is over... :D
TheBeast
04-26-10, 03:49 PM
How about SinkConvoyOnNewTAIMapContact ? :DL That's the only way my tonnage will get back into the top 100 I think!
I really wouldn't worry about the Leaders Board, it means nothing. It does not take into consideration what Difficulty settings are.
I was a Pre-Order playing since the day I receive SH5 in the mail. I was #1 on Leaders Board (Norm Diff) until the the day after SH5 release in Stores. I am sitting at #50 (3mil tons) now, people blew right past me like I wasn't even playing.
There is no Punk-Buster and it is obvious that some are using Unlimited Ammo and Speed MODS. I dont think you can deploy and return to port for refit fast enough to get 27 million tons since game released and Resupply only works in the middle of Atlantic or West of there.
TheDarkWraith
04-26-10, 04:04 PM
draggable compass anyone? :rock: (compass from MaGui_3 by makman94)
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1918
TheBeast
04-26-10, 04:24 PM
draggable compass anyone? :rock:
LOL, I was trying to drag the compass in your image.:haha:
Think I need to take a break for a while.
reaper7
04-26-10, 04:38 PM
Nice. :yeah:
What type code is required for dragging.
Would go very well with my Attack Disc. At the moment its stuck in a corner, would love to bring it for a walk :haha:.
TheDarkWraith
04-26-10, 04:43 PM
Nice. :yeah:
What type code is required for dragging.
Would go very well with my Attack Disc. At the moment its stuck in a corner, would love to bring it for a walk :haha:.
a good example that's quick to get to is in the chalkboard mod by ottos.....
TheDarkWraith
04-26-10, 04:52 PM
navmap when you first open it. Notice the draggable compass just below the right hand bar controls. Also notice the draggable speed chart in the top left corner:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1919
compass dragged out and speed chart dragged out for viewing:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1920
and that rounds out v1.9.0
here is the change log for v1.9.0:
v1.9.0 - added option of tool helper being set to on at game start (ToolHelperOnAtGameStart)
- added single button crash dive command. If option is set in options file then when user presses crash dive icon they are teleported to the Radar station. After the time expires that user has set in options file then crash dive command will be issued (TeleportOnCrashDive and TeleportOnCrashDiveWaitTime)
- added date-time-stamp to contact spotted. When a sensor on your sub detects a contact, that contact will have a date-time-stamp added to it via code. When user selects contact on mini-map or user places scope over contact or user lockes the contact in the scopes a text will appear in the upper left hand corner of mini-map showing when the contact was spotted
- added date-time-stamp contact spotted to nav map. Clicking on a contact will show the date-time-stamp when the contact was spotted.
- added user option to control visibility and maximized state of messagebox based on TC value (ShowMessageBoxAndExpandAtTCLevel). If the TC level >= to ShowMessageBoxAndExpandAtTCLevel then the messagebox will be shown and placed in maximized state
- added user option to restore the messagebox back to before ShowMessageBoxAndExpandAtTCLevel state (RestoreMessageBoxAfterTCLevel)
- disabled teleportation when in free cam mode
- added Intercept, True bearing, Lattitude, and Longitude to contact date-time-stamp
- added the ability for user to change the date-time-stamp time format. Available options are: MM/DD/YY time, DD/MM/YY time, MM/DD/YY military time, DD/MM/YY military time
- enabled some extra buttons on the captain's log. Not implemented yet.
- added a draggable speed chart table to navigation map.
- fixed bug of ordered heading being able to show ordered headings of 360-365
- fixed bug or heading being able to show headings of 360-365
- added user option that when set to True and you leave the obs scope or attack scope it will teleport you to bridge (if surfaced this is topside bridge, if submerged this is command room) (ObsAndAttackReturnToBridge)
- leaving the obs scope view no longer teleports you to radio. If you are surfaced it will teleport you back to topside bridge. If you are submerged it will leave you in the command room
- added night filter to nav map. It is controlled by time of day.
- integrated ottos chalkboard mod into this mod
- added the ability to change the chalkboard message at game start via options file
- adjusted obs, attack, and UZO heading bars to make them compatible with other's mods
- added draggable compass. Compass from MaGui_3 by makman94
look for it being available here soon.......:rock:
draggable compass anyone? :rock: (compass from MaGui_3 by makman94)
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1918
I this a WIP or is this interface on the main page?
TheDarkWraith
04-26-10, 04:55 PM
I this a WIP or is this interface on the main page?
you're looking at the navmap from the mod. The mod is released and at v1.8.0 currently. I'll be releasing v1.9.0 here very soon.
you're looking at the navmap from the mod. The mod is released and at v1.8.0 currently. I'll be releasing v1.9.0 here very soon.
Sounds good
reaper7
04-26-10, 05:06 PM
a good example that's quick to get to is in the chalkboard mod by ottos.....
Ok I had download that but there was only a dds file in it. I prob downloaded an update rather than the original. Will check out his thread again.
Cheers :up:
loooking forward to V1.9.0
Ps. did you get my previous PM's regarding my Mod (Not sure as your Mailbox gats full fast these days ;))
TheDarkWraith
04-26-10, 06:37 PM
ok I lied....one more thing to add to v1.9.0 - making the messagebox draggable so you can put it where you want :03:
I think we need to add 2 more draggable charts to the nav map....what should they be?
If someone can come up with a better speed chart than I have included please send it my way and I'll include it in the next version.
And how about some more ideas?? You all gave me great ideas for v1.9.0. Keep 'em coming.....
reaper7
04-26-10, 07:03 PM
ok I lied....one more thing to add to v1.9.0 - making the messagebox draggable so you can put it where you want :03:
I think we need to add 2 more draggable charts to the nav map....what should they be?
If someone can come up with a better speed chart than I have included please send it my way and I'll include it in the next version.
And how about some more ideas?? You all gave me great ideas for v1.9.0. Keep 'em coming.....
How about a shipping lanes chart - Since we never got one this time in the box. I created one if you want it:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1593
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/SH5_Preview.jpg
TheDarkWraith
04-26-10, 07:17 PM
How about a shipping lanes chart - Since we never got one this time in the box. I created one if you want it:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1593
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/SH5_Preview.jpg
whoa :o cool.....is this valid for SH5?? If so, I lied again.....this needs to be added to v1.9.0!
EDIT:
messagebox being draggable isn't going to make it into v1.9.0. Needs more work than I thought it would to make it work correctly.
reaper7
04-26-10, 07:37 PM
whoa :o cool.....is this valid for SH5?? If so, I lied again.....this needs to be added to v1.9.0!
EDIT:
messagebox being draggable isn't going to make it into v1.9.0. Needs more work than I thought it would to make it work correctly.
It should be. Someone had posted a scanned in version from the SH5 Box set where the Map was an Extra. (Didn't like the washed out brown look of the original, So redone it).
Map graphics were taken of the web form a earthquake mapping site so all the trench and fault names are on the map plus depth is shown in colour.
TheDarkWraith
04-26-10, 07:51 PM
Reaper's shipping chart added (I had to resize it to minimize use of texture memory - the original size was huge!):
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1921
kylania
04-26-10, 07:52 PM
I think we need to add 2 more draggable charts to the nav map....what should they be?
knots in meters per minute and knots in km per hour. :DL
The others from SH3 were Flags and Minefields and convoys. Though, those will be of limited use till 1.2 allows importing of other ships and something fixes the convoys, basically a player campaign. heh
The dragable map tools or attack wheels would be cool too, from MaGui if possible.
TheDarkWraith
04-26-10, 08:05 PM
knots in meters per minute and knots in km per hour. :DL
The others from SH3 were Flags and Minefields and convoys. Though, those will be of limited use till 1.2 allows importing of other ships and something fixes the convoys, basically a player campaign. heh
The dragable map tools or attack wheels would be cool too, from MaGui if possible.
adding the two charts you sent me now.....
reaper7
04-26-10, 08:12 PM
QUOTE=TheDarkWraith;1374548]Reaper's shipping chart added (I had to resize it to minimize use of texture memory - the original size was huge!):
[/QUOTE]
:D You should see my Photshop version. That was using the most compression I could get away with :D.
I should have the SH5 Logo on a seperate layer if you want a version without the Logo.
TheDarkWraith
04-26-10, 08:31 PM
Speed tables added that were sent to me by kylania. Tooltips added to all the draggable charts - draggable compass doesn't get one.
Current draggable charts:
- Shipping chart by reaper7
- Tabelle Std
- Tabelle Min
Current draggable tools:
- compass
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1922
reaper7
04-26-10, 08:34 PM
Hi DW, I've been trying the Draggable code, but no luck. Can you see anything obvious.
This is for an Attack Disc like that in OLC and MUI Mods:
Pageobsperiscope_AttackDisc is the Menu Group that all the Bmp Array Images for the dials are contained in.
The Drag Icon appears in the game once the mouse is placed over the Attack Disc, but it won't budge.
#Page obs periscope.py
from menu import *
from game import Game
# Globals
RAOBFShown = False
def InitializeScript():
SetAttackDisc_Drag()
Pageobsperiscope_ShipContext_LockButton.Visible = False
Pageobsperiscope_ShipContext_UpArrow.Visible = False
Pageobsperiscope_ShipContext_DownArrow.Visible = False
Pageobsperiscope_LockToggle.Clicked += LockToggle
Pageobsperiscope_RAOBFToggle.Visible = True
Pageobsperiscope_RAOBFToggle.Clicked += RAOBFToggle
RAOBFToggle( None )
LockToggle( None )
def StartGame():
Pageobsperiscope_RAOBF.Visible = False
pass
def SetAttackDisc_Drag():
h = Pageobsperiscope_AttackDisc.AddMoveFixedSizeHandle ()
h.SetSnapParent( Pageobsperiscope_AttackDisc, MenuItemWrapper.LocationPresets.Center)
s = Pageobsperiscope_AttackDisc.Size
h.Resizability = MenuItemWrapper.ResizabilityTypes.NoAspectRatioCon straint
h.Resize( s.Width, s.Height, False )
def LockToggle( sender ):
Game.SubmarineCommands.ExecuteCommand( "Toggle_lock_target" )
def RAOBFToggle( sender ):
global RAOBFShown
RAOBFShown = not RAOBFShown
Pageobsperiscope_RAOBF.Visible = not RAOBFShown
Pageobsperiscope_Compass.Visible = RAOBFShown
Pageobsperiscope_Compassbkgr.Visible = RAOBFShown
def EndGame():
pass
def UnloadScript():
Pageobsperiscope_LockToggle.Clicked -= LockToggle
Pageobsperiscope_RAOBFToggle.Clicked -= RAOBFToggle
pass
I was thinking to start a new Thread down the road to show different scripts for Silent Hunter 5 for anyone with no scripting experience - king of like a SH5 Scripting wiki.
E.g to show Examples of basic things in scripting like Making a button work or Hidding/showing items.
Something that everyone could add examples to.
kylania
04-26-10, 08:41 PM
I was thinking to start a new Thread down the road to show different scripts for Silent Hunter 5 for anyone with no scripting experience - king of like a SH5 Scripting wiki.
E.g to show Examples of basic things in scripting like Making a button work or Hidding/showing items.
Something that everyone could add examples to.
That's a really great idea!
reaper7
04-26-10, 08:53 PM
That's a really great idea!
Thanks, its something that I sure could have used :D
Was thinking to do it very basic, i.e. single page examples in the following form:
Example: To Hide an Item
Code Structure
def: InitializeScript ()
PageName_ParentGroupName_ControlName.Visible = True or False
Followed by a real example
def: InitializeScript ()
Pageattackperiscope_AOBF_AOBFToggle.Visible = True
Above being possibly the most simple. The idea being that anyone could view it and pick out the type of function they need and copy and paste - just changing the nesseceary page and control names to theres. :03:
wetgoat
04-26-10, 08:59 PM
Had to reinstall win 7 over the weekend. No big deal, as I had most of my stuff saved to disk. Problem is... reinstalled sh5 (works fine) but when I try to open this mod to the version I want, my computer tells me that it can't open a py file. Must be missing a program or something, but have been unable to figure it out.:damn: Everything worked fine before win7 reinstall. Any help with this problem would be very much appreciated.
TheDarkWraith
04-26-10, 09:00 PM
Had to reinstall win 7 over the weekend. No big deal, as I had most of my stuff saved to disk. Problem is... reinstalled sh5 (works fine) but when I try to open this mod to the version I want, my computer tells me that it can't open a py file. Must be missing a program or something, but have been unable to figure it out.:damn: Everything worked fine before win7 reinstall. Any help with this problem would be very much appreciated.
you can open the file up with Notepad.exe
TheDarkWraith
04-26-10, 09:04 PM
v1.9.0 released! See post #1 for details.
wetgoat
04-26-10, 09:07 PM
Thank you very much!:D Was hoping it would be something simple that I was overlooking.:88)
kylania
04-26-10, 09:16 PM
my computer tells me that it can't open a py file.
A .py file is just a text file, you can open it with Notepad, Wordpad or your favorite basic text editor. You probably just lost your extension assignment for py files is all. :DL
wetgoat
04-26-10, 09:36 PM
That is exactly what happened, but it sure had me freaked out!:yep:
ReallyDedPoet
04-26-10, 10:00 PM
Thanks for the new version :yep::up:
jdaniel3257
04-26-10, 11:47 PM
i feel like i followed the directions to a t and yet i see no difference in the ui.....after i activate it in the mod enabler do i need to do something in game to turn on a specific ui???
kylania
04-27-10, 12:04 AM
You unzipped the 7z file to your Desktop. Went into the NewUIs_TDC_1_9_0_TheDarkWraith folder, then into the NewUIs_TDC_1_9_0_ByTheDarkWraith folder, then into the MODS folder.
You then copied the folders NewUIs_TDC_1_9_0_ByTheDarkWraith and NewUIs_TDC_1_9_0_MinimalDials_TDC into your C:\Ubisoft\Silent Hunter 5\MODS folder.
Then opened JSGME, and seeing those new folders under Available Mods you enabled them?
jdaniel3257
04-27-10, 12:09 AM
disregard my last post i have it working now.....apparently i didnt follow the directions....whoops
kylania
04-27-10, 12:10 AM
The SetTC1OnNewNavMapContact feature is cool, but if there's anyway to make it in-game toggleable or tie it to Travel Mode that would be incredible.
I ran out of fishes and was heading home. I got stopped 11 times on the way there, and when I passed by a friendly convoy I nearly kicked a puppy into traffic as each of the 24 ships in the convoy dropped me back to 1x TC as my soundguy called them out. :damn: heh
Also, if we wanted to remove the night mask on the map, can we just delete the DDS?
A few questions, if i may:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1901
Are ENE, ESE, WSW, WNW also included in possible course readouts for contacts ? I see no mention of them in your picture and also, judging by the contact's tail in the picture, isn't it traveling on a ESE course rather than a NE one as reported ?
Regarding the draggable compass, would it be possible to replace the existing helper tool compass with it ? People were complaining that with nav map contacts on, the grey detection circle around ships combined with the particular shade of blue of the map make the light grey of the stock compass unreadable. Either that or could you make the stock compass black and not grey ?
Sorry if these things have been discussed, it's getting pretty hard to keep up with the thread with all the updates :)
And also, thanks for all your work, SH5 is unplayable for me without your UI. :up:
kylania
04-27-10, 02:15 AM
I'd really like to get this compass working with SH5:
http://img197.imageshack.us/img197/4145/neatcompass.jpg
problem is it doesn't scale properly like it does in SH3. :cry:
As for switching the compass here's a quick mod that does that for you:
http://www.filefront.com/16273827/DarkerCompass.zip
The numbers on it are odd, (10 degrees per 5 hash marks) and it's not as detailed as the default one, but it's darker as can you see here:
http://img707.imageshack.us/img707/8077/compassdifferences.jpg
Btw, bug report: Tool Helper defaults to on, is lit up, but isn't actually active.
Thanks for that. And yeah, that particular compass would be awesome. Like a hundred billion hot dogs awesome.
kapitanfred
04-27-10, 03:58 AM
Aweome, but it's taking forever to download. I'm currently getting only 6.15kb/sec:cry:
602Sqn_Puff
04-27-10, 04:04 AM
Fantastic mod..I have one small problem though and I have searched through the post,but Im blind and can't see the answer. The message box in the lower right corner seems to expand itself and I then can't see any new entries, also I have been dropped to x1 tc and the message box has nothing in it, although it does have a large spave...indicating there should have been text in the box. I have included a screenshot to show the box expanded down past the bottom of my screen.
http://i211.photobucket.com/albums/bb48/602RAF_Puff/SH5Img2010-04-27_094716.jpg
reaper7
04-27-10, 04:33 AM
I'd really like to get this compass working with SH5:
http://img197.imageshack.us/img197/4145/neatcompass.jpg
problem is it doesn't scale properly like it does in SH3. :cry:
Hi kylania, have you a link to that compass. Wouldn't mind taking a stab at getting it working.
SeaWolf U-57
04-27-10, 05:18 AM
version 9 now Wow its hard to keep up.
http://img163.imageshack.us/img163/1954/v2telbars.jpg
My new Icons :salute:
@ TDW great work sir
kapitanfred
04-27-10, 05:26 AM
v1.9.0 released! I'm unable to edit post #1 (I think we have too many posts in this thread :o) so the download link will be here for now:
change log for v1.9.0:
- added single button crash dive command. If option is set in options file then when user presses crash dive icon they are teleported to the Radar station. After the time expires that user has set in options file then crash dive command will be issued (TeleportOnCrashDive and TeleportOnCrashDiveWaitTime)
http://www.filefront.com/16271395/NewUIs-TDC-1-9-0-TheDarkWraith.7z/
How do I set this in the options. I still get crew still on deck when I press the Crashdive button?
java`s revenge
04-27-10, 06:26 AM
Installed version 9 but now i get this screen. It looks like a tutorial and
i don`t get rid of it..:wah:
http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-04-27_131453.jpg
reaper7
04-27-10, 06:40 AM
Installed version 9 but now i get this screen. It looks like a tutorial and
i don`t get rid of it..:wah:
Looks like an incorrect install, have you extracted to the correct folder. Easiest method is to extract the Mod Multiple UIs for SH5 with TDC V1.9 Folder from within the Mods Folder in the Archive straight to the Mods (if using JGSME) folder in the SH5 game dir folder.
TheDarkWraith
04-27-10, 06:46 AM
Hi kylania, have you a link to that compass. Wouldn't mind taking a stab at getting it working.
someone send me that compass and I'll incorporate it into next version. If you all have ideas for other tools for the nav map let me know. If you want x tool to replace y tool let me know. I'm very flexible. If I like it I'll do it :DL
EDIT: found the compass. I'll swap out the draggable compass in v1.9.0 with this one.
TheDarkWraith
04-27-10, 06:49 AM
How do I set this in the options. I still get crew still on deck when I press the Crashdive button?
By default the one click teleport on crash dive is already set to True. The wait time is 5 seconds so after you click on crash dive you should be teleported to radio and then 5 seconds later the crash dive command is issued. Is this not working for you?
TheDarkWraith
04-27-10, 06:55 AM
The SetTC1OnNewNavMapContact feature is cool, but if there's anyway to make it in-game toggleable or tie it to Travel Mode that would be incredible.
I ran out of fishes and was heading home. I got stopped 11 times on the way there, and when I passed by a friendly convoy I nearly kicked a puppy into traffic as each of the 24 ships in the convoy dropped me back to 1x TC as my soundguy called them out. :damn: heh
Also, if we wanted to remove the night mask on the map, can we just delete the DDS?
I'm debating as to whether to add the SetTC1OnNewNavMapContact feature as a togglable icon to the top right bar (to me that would be the logical place for it). Either that or a toggle located somewhere on the nav map to toggle this feature.
You don't like the night mask? Since I'm planning on adding night masks to everything that's missing them I'll add an option in the options file that will allow you to disable all night masks. Simply deleting the .dds will probably cause a CTD as the game goes looking for the file. What you can do is edit the alpha channel to solid black. That will disable the effect.
TheDarkWraith
04-27-10, 06:58 AM
Btw, bug report: Tool Helper defaults to on, is lit up, but isn't actually active.
Yes I just tried this and it's true. If the option is set then the tool helper is highlighted orange at game start. Tools for the TAI are in second mode but not nav map. I'm looking into this.
EDIT:
fixed.
kapitanfred
04-27-10, 07:28 AM
By default the one click teleport on crash dive is already set to True. The wait time is 5 seconds so after you click on crash dive you should be teleported to radio and then 5 seconds later the crash dive command is issued. Is this not working for you?
Seems to be a glitch when loading a saved game. It didn't work the first time than when I reloaded the saved game, it worked.
TheDarkWraith
04-27-10, 07:31 AM
swapped out the original draggable compass for the one kylania talked about:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1923
do we want that new draggable compass to be that big (it's 512x512). The other compass is the map tool's protractor for comparison.
reaper7
04-27-10, 07:38 AM
Hmm.. Looks a bit big and hypnotic :o
TheDarkWraith
04-27-10, 07:39 AM
Hmm.. Looks a bit big and hypnotic :o
I was thinking the same thing. I'll shrink it down to 256x256 and see how it looks.
Actually I can do this: have the map tools toggle button toggle between the original draggable compass and this one or I add another button to the map tools that controls the toggling between these two.....
EDIT:
shrunk it down to 384x384 and that's much better! It can stay now.
java`s revenge
04-27-10, 08:03 AM
That`s very nice of you TheDarkWrait :salute:
I have installed it as i always do. I have choosen for the sh3ui but i
also keep getting the sh4 ui. Very strange.
I thank you in advance.
Here is my file, i have to shorten is because the text is too long.
#+++++++++++++ UI Style ++++++++++++++
# Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2
# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH3Style
#+++++++++++++ SH5 specific UI Items +++++++++++++++
# the key used to increase the desired heading when you mouse into the heading bar
HeadingBarIncreaseHeadingKey = MenuKeyManagerWrapper.Keys.E # change the E to whatever key you want
HeadingBarDecreaseHeadingKey = MenuKeyManagerWrapper.Keys.Q # change the Q to whatever key you want
# some users may want the desired heading to increase slower. Modify this value to add delay (increment in 1's!)
HeadingBarUserDelay = 0
# the hotkey used to display the heading/rudder dial
# Format:
#
# HeadingRudderKey = False
# False = enabled
# None = key used
#
# if you wanted to enable this:
# HeadingRudderKey = True, MenuKeyManagerWrapper.Keys.C
#
# if you wanted to disable this:
# HeadingRudderKey = False, MenuKeyManagerWrapper.Keys.C
#
HeadingRudderKey = True, MenuKeyManagerWrapper.Keys.C
# the hotkey used to change the heading/rudder dial mode (heading mode or rudder mode) will be the same key
# used to toggle the display of the dial plus the shift key. So you have to press the shift key first then
# the key used to toggle the display of the dial on/off.
# integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
# change below to either True or False
IntegrateLevels = True
#+++++++++++++ SH3/4/5 specific UI items ++++++++++++++++
#
# the hotkey used to toggle follow target (when you have a target selected you can enable this to have the camera
# automatically follow the target as it moves.)
# Format:
#
# FollowSelectedTargetHotKey = False
# False = enabled
# None = key used
#
# if you wanted to enable this:
# FollowSelectedTargetHotKey = True, MenuKeyManagerWrapper.Keys.X
#
# if you wanted to disable this:
# FollowSelectedTargetHotKey = False, MenuKeyManagerWrapper.Keys.X
#
FollowSelectedTargetHotKey = True, MenuKeyManagerWrapper.Keys.X
# the hotkey used to toggle the nomograph visibility on the mini-map. Nomograph is always visible on nav-map
# Format:
#
# NomographVisibleOnMiniMapHotKey = False
# False = enabled
# None = key used
#
# if you wanted to enable this:
# NomographVisibleOnMiniMapHotKey = False, MenuKeyManagerWrapper.Keys.N
#
# if you wanted to disable this:
# NomographVisibleOnMiniMapHotKey = False, MenuKeyManagerWrapper.Keys.N
#
NomographVisibleOnMiniMapHotKey = False, MenuKeyManagerWrapper.Keys.N
# is the nomograph draggable on the nav map?
NomographDraggableOnNavMap = False
# does the tool helper default to on state at game start (map tools)?
ToolHelperOnAtGameStart = False
# teleport on crash dive?
TeleportOnCrashDive = True
# if teleport on crash dive, time interval to wait before giving the crash dive command (simulates crew clearing the topside deck) (this value is in seconds - i.e. 5.5 would be 5 and a half seconds)
TeleportOnCrashDiveWaitTime = 5
# when a new contact is added to the nav map, does the TC drop back to 1?
SetTC1OnNewNavMapContact = True
#+++++++++++++ SH3/5 specific UI items ++++++++++++++++++
# are the officers enabled (are the officer icons allowed to be rendered)?
# change below to either True or False
RenderOfficerIcons = True
#################################### TDC style (SH3/4/5 modes) #################################
#+++++++++++++++++++ TDC modes +++++++++++++++++++++
# Possible TDC modes:
#
# NOTDCDials - no dials
# TDCSpreadAngle - just the spread angle dial for salvo attacks
# TDCMinimalDials - minimal TDC dials
# TDCAllDials - all TDC dials
#
NOTDCDials = 0
TDCMinimalDials = 1
TDCAllDials = 2
TDCSpreadAngle = 3
# the current TDC mode - NOTE: NOT OPERATIONAL - Only valid values are NOTDCDials and TDCMinimalDials
# change below to either NOTDCDials, TDCSpreadAngle, TDCMinimalDials, or TDCAllDials
TDCMode = TDCMinimalDials
#+++++++++++++++++++ Show TDC in UZO, Obs, and Attack ++++++++++++++++++
# set to False to disable, True to enable at game start
#
# At game start, do you want the dials to be displayed in each of these stations?
# change below to either True or False for each
ShowAttackTDC = True
ShowObsTDC = True
ShowUZOTDC = True
# if a TDC mode is selected that allows dials, there will be a button on the torpedo box lower section right bottom side
# that is used to toggle the dials visibility for that station
#################################### For Dials - SH3 and SH4 UI Modes only ##################################
#++++++++++++++ Dial zoom/unzoom animation speed +++++++++++++++
# rate at which dials grow and shrink (in seconds)
# default is 0.10 seconds
DialsAnimationSpeed = 0.10
#++++++++++++++ Base Zoom +++++++++++++++
# Base Zoom levels
# when MouseIn the dial will grow by this number
# default is 200
BaseZoomThrottle = 200
# default is 200
BaseZoomSpeed = 200
# default is 200
BaseZoomHeading = 200
# default is 200
BaseZoomRudder = 200
# default is 200
BaseZoomDepth260 = 200
# default is 200
BaseZoomDepth25 = 200
#++++++++++++++ Can Zoom +++++++++++++++
# which dials can zoom
# change True to False to disable zoom on that dial
#
# set below to either True or False for each
ThrottleCanZoom = True
SpeedCanZoom = True
HeadingCanZoom = True
RudderCanZoom = True
Depth260CanZoom = True
Depth25CanZoom = True
#++++++++++++++ Offsets +++++++++++++++
# y offset adjustment when mouse in/out and image goes offscreen (BaseZoom - for dynamically repositioning dials)
DialsBaseZoomOffsetYAdjustment = 10
# x offset adjustment when mouse in/out and image goes offscreen (BaseZoom - for dynamically repositioning dials)
DialsBaseZoomOffsetXAdjustment = 10
#+++++++++++++ Enums ++++++++++++++
# zooming/unzooming
# an enumeration of possible zoom states (do not change!)
unzoom = 0
zoom = 1
#+++++++++++++ Flags for zoom state +++++++++++++
# Zoom State Flags (value of zoom or unzoom)
# the current zoom state of the dial
#
# set below to either unzoom or zoom for each
ThrottleZS = unzoom
SpeedZS = unzoom
HeadingZS = unzoom
RudderZS = unzoom
Depth260ZS = unzoom
Depth25ZS = unzoom
##################################### Message Box (SH3/4/5 modes) ####################################
# these control the height and width of the message box. They are multiplied by a set value so increment in small values!
MessageBoxWidthFactor = 2.5 # stock is 2
MessageBoxHeightFactor = 5 # stock is 3
# this will cause the message box to start in the expanded mode when the game starts
# change below to either True or False
MessageBoxStartsExpanded = False
# is the message box displayed at game start?
# change below to either True or False
DisplayTheMessageBox = False
# the hotkey used to toggle the messagebox visibility
# Format:
#
# DisplayTheMessageBoxHotKey = false
# False = enabled
# None = key used
#
# if you wanted to enable this:
# DisplayTheMessageBoxHotKey = True, MenuKeyManagerWrapper.Keys.L
#
# if you wanted to disable this:
# DisplayTheMessageBoxHotKey = False, MenuKeyManagerWrapper.Keys.L
#
DisplayTheMessageBoxHotKey = True, MenuKeyManagerWrapper.Keys.L
# to toggle the messagebox between minimized and maximized states use the hotkey used to toggle visibility with the shift key
# at what TDC mode do we ensure the messagebox is shown and maximized (it will show when the TC level is greater than or equal to this value)?
ShowMessageBoxAndExpandAtTCLevel = 32
# when we drop below the ShowMessageBoxAndExpandAtTCLevel do we restore the messagebox?
RestoreMessageBoxAfterTCLevel = True
##################################### Mini-Map (SH3/4/5 modes) ######################################
# change below to either True or False for each
#
SelectedContactGUIEnabled = False # stock False
ParallelCourseButtonEnabled = True # stock False
InterceptCourseButtonEnabled = True # stock False
DepthGroupHighlightBitmapEnabled = False # stock False
ThrottleHighlightBitmapEnabled = False # stock False
ZoomInOutEnabled = True # stock False
MapCoordinatesEnabled = False # stock False
TorpedoImpactPointsEnabled = False # stock False
VisualContactsEnabled = True # stock True
VisualEnabled = True # stock True
HydrophoneEnabled = True # stock True
HydrophoneContactsEnabled = True # stock True
RadarEnabled = True # stock True
RadarContactsEnabled = True # stock True
SonarEnabled = True # stock True
SonarContactsEnabled = True # stock True
ViewConesEnabled = False # stock False
ContactInfoTextEnabled = True # stock True
TorpedoSolutionEnabled = False # stock False
LocationsInTAIEnabled = False # stock False
IsTacticalMapEnabled = True # stock True
StrategicObjectivesEnabled = True # stock True
# should the mini-map switch to TAI mode when the obs, attack, or UZO station is selected?
# set to False to have the mini-map switch to minimized mode on obs, attack, or UZO station selected. When set to True
# the mini-map will set to TAI mode on those stations selected.
# change below to either True or False
TAIModeOnScopeUZOStationSelected = True
# enums for TAIMode on game start (DO NOT CHANGE)
Minimized = 0
TAI = 1
Maximized = 2
# When game starts, what the status of the mini-map? Does user want it minimized, TAI mode, or maximized?
# change below to either Minimized, TAI, or Maximized
TAIModeOnGameStart = TAI
##################################### Player Guidance (SH3/4/5 modes) ####################################
# are player guidance events enabled? (are they shown)
# change below to either True or False
PlayerGuidanceEnabled = False
##################################### Player Objectives (SH3/4/5 modes) ###################################
# are player objective events enabled? (are they shown)
# change below to either True or False
PlayerObjectivesEnabled = False
# if the mission is a tutorial, are Player Objectives enabled at game start? (overrides PlayerObjectivesEnabled at game start)
IfTutPlayerObjsEnabledAtGameStart = True
##################################### XO TDC Dialog box (SH3/4/5 modes) ###################################
# is the XO and his dialog box visible on the UZO, attack, and obs scopes views?
# change below to either True or False
XOTDCDialogEnabled = True
##################################### Item Notes ################################################## ########
# this enables or disables the item notes from showing. The item notes is the text that displays above
# the message box when you mouse over certain items
#
# change below to either True or False
ShowItemNotes = True
##################################### Orders Bars and Order Categories (SH3/5 modes) ####################################
# when user clicks on order from order bar, does the order bar hide itself or stay visible?
# set to True to have order bar hide itself when order selected
# change below to either True or False
HideOrderBarOnOrderClicked = False
# when user presses a key, does the order bar hide itself or stay visible?
# set to True to have order bar hide itself when key is pressed
# change below to either True or False
HideOrderBarOnKeyPress = False
# do the order categories scroll down when moused out and scroll up when moused in?
# set to True to have the order categories scroll
# change below to either True or False
OrderCategoriesScroll = False
##################################### Lock/Break Lock (SH3/4/5 modes) ###############################################
# The lock/break lock displays in the attack, obs, and UZO views. Set to True to enable them.
# change below to either True or False
ShowLockBreakLock = False
###################################### Teleporting ##############################################
# the hotkeys assigned to the teleport commands
#
# Format:
#
# TeleportToObsScope = False
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted the teleport to obs scope hot key to be shift + T:
# TeleportToObsScope = True, MenuKeyManagerWrapper.Keys.T, True
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# TeleportToObsScope = False, MenuKeyManagerWrapper.Keys.T, False
#
TeleportToObsScope = MenuKeyManagerWrapper.Keys.7, True
TeleportToAttackScope = MenuKeyManagerWrapper.Keys.6, True
TeleportToUZO = MenuKeyManagerWrapper.Keys.8, True
TeleportToRadar = [ False, None, False ]
TeleportToHydrophone = MenuKeyManagerWrapper.Keys.9, True
TeleportToDeckGun = MenuKeyManagerWrapper.Keys.g, True
TeleportToFlakGun = MenuKeyManagerWrapper.Keys.f, True
# the hotkey used to bring up the Teleporting order bar
# Format:
#
# DisplayTeleportingOrderBarKey = False
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted the teleport to obs scope hot key to be shift + T:
# DisplayTeleportingOrderBarKey = True, MenuKeyManagerWrapper.Keys.T, True
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# DisplayTeleportingOrderBarKey = False, MenuKeyManagerWrapper.Keys.T, False
# DisplayTeleportingOrderBarKey = True, MenuKeyManagerWrapper.Keys.T, False
# if teleported to obs or attack scope and you leave the station, do you teleport back to bridge?
ObsAndAttackReturnToBridge = False
######################################## Contact Spotted ########################################
# enum of the available date time formats
#
MMDDYYTimeFormat = 0
DDMMYYTimeFormat = 1
MMDDYYMilitaryTimeFormat = 2
DDMMYYMilitaryTimeFormat = 3
ContactDateTimeStampFormat = MMDDYYMilitaryTimeFormat
##################################### others MODs ###############################################
# emtguf's periscope rework enabled (adds support for his mod)
# change below to either True or False
emtgufPeriscopeReworkEnabled = False
#+-------------------------------------- ottos chalkboard --------------------------------------
# the hotkey used to bring up ottos chalkboard
# Format:
#
# ShowChalkBoardHotKey = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted to show the chalkboard and hot key to be shift + B:
# ShowChalkBoardHotKey = True, MenuKeyManagerWrapper.Keys.B, True
#
# if you didn't want to assign a hotkey for ottos chalkboard:
# ShowChalkBoardHotKey = False, MenuKeyManagerWrapper.Keys.B, False
#
ShowChalkBoardHotKey = True, MenuKeyManagerWrapper.Keys.B, True
# the hotkey used to increase the chalkboard count
# Format:
#
# IncreaseChalkBoardCountHotKey = False
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted the increase chalkboard count hot key to be shift + K:
# IncreaseChalkBoardCountHotKey = True, MenuKeyManagerWrapper.Keys.K, True
#
# if you didn't want to assign a hotkey for ottos chalkboard:
# IncreaseChalkBoardCountHotKey = False, MenuKeyManagerWrapper.Keys.K, False
#
IncreaseChalkBoardCountHotKey = True, MenuKeyManagerWrapper.Keys.K, False
# the message displayed on the chalkboard
# you have to use all 3 messages or you will get error!
# if you want one line to not have a message then use """"
OttosChalkBoardMessage = [
"Hier ist ein U-Boat Cocktail!!"
,"ChalkBoard Tally"
,"edit your favorite"
]
TheDarkWraith
04-27-10, 08:09 AM
That`s very nice of you TheDarkWrait :salute:
I have installed it as i always do. I have choosen for the sh3ui but i
also keep getting the sh4 ui. Very strange.
I thank you in advance.
Here is my file, i have to shorten is because the text is too long.
# the hotkey used to bring up ottos chalkboard
# Format:
#
# ShowChalkBoardHotKey = [ False, None, False ]
look above in yellow. ALL hotkeys have to follow the format specified under their # Format: tag
Almost all of yours are missing [ ] which will cause a nasty python error and the problems you're experiencing.
panosrxo
04-27-10, 08:25 AM
does your observation scope work? mine is messed up. Scope is too low, part of it is out of the screen.
I use minimal dials.
kylania
04-27-10, 08:31 AM
The problem with that big compass is that it's not scaled properly in SH5. If you noticed in the SH3 screenshot, the inner rings can be used to draw accurate distances quickly. In SH5 the scale of it changes so that depending on the zoom level you're at you'll get wildly different values for the same distance of line. I'll try to take some screenshots that show that at work.
Here's the documentation (http://www.kylania.com/sh3/malloyruller.rtf) for that compass ruler and how it's supposed to work.
Also simply deleting the night_filter.dds seemed to work OK in a quick test. In SH5 the night filter did seem like you were in red light mode with little lamps providing illumination. In SH5 it was more just a uniform washed out look. Probably just needs tweaking.
TheDarkWraith
04-27-10, 08:37 AM
does your observation scope work? mine is messed up. Scope is too low, part of it is out of the screen.
I use minimal dials.
can you show a screenshot of the problem?
reaper7
04-27-10, 08:45 AM
The problem with that big compass is that it's not scaled properly in SH5. If you noticed in the SH3 screenshot, the inner rings can be used to draw accurate distances quickly.
With regards to scalling has anyone figured out the problem with the Bearing tool only being visible on the 2 most zoomed in levels.
Ie the 2 zoom levels where it displays the Sub a top down graphic rather than the Circle and tail of all the oter zoom levels.
If we could figure what is making it switch between the circle/tail icon and the Sub icon we may find a way to get the 3000m Bearing working.
TheDarkWraith
04-27-10, 08:47 AM
With regards to scalling has anyone figured out the problem with the Bearing tool only being visible on the 2 most zoomed in levels.
Ie the 2 zoom levels where it displays the Sub a top down graphic rather than the Circle and tail of all the oter zoom levels.
If we could figure what is making it switch between the circle/tail icon and the Sub icon we may find a way to get the 3000m Bearing working.
the MapControl controller controls this. Haven't found a way to make it change the zoom level at which it switches (set at second to last and appears hard coded)
Sonarman
04-27-10, 08:53 AM
If the compass is not scalling properly maybe it would be possible to scale it manually to the correct size in Photoshop and use a different image for each level of zoom? That might actually produce better results anyway as it maybe better/sharper than the games inbuilt scaling engine?
I switched to the SH3 style UI today with the min TDC dials mod and found that the teleport controls seem to be all messed up some controls doing nothing when clicked others dumping you off the boat. I previously used the SH5 enhanced UI and all was fine there.
TheDarkWraith
04-27-10, 08:58 AM
If the compass is not scalling properly maybe it would be possible to scale it manually to the correct size in Photoshop and use a different image for each level of zoom? That might actually produce better results anyway as it maybe better/sharper than the games inbuilt scaling engine?
I switched to the SH3 style UI today with the min TDC dials mod and found that the teleport controls seem to be all messed up some controls doing nothing when clicked others dumping you off the boat. I previously used the SH5 enhanced UI and all was fine there.
interesting :hmmm: I'll have to try it and see for myself :DL
panosrxo
04-27-10, 09:04 AM
can you show a screenshot of the problem?
http://img685.imageshack.us/img685/7703/captureca.jpg (http://img685.imageshack.us/i/captureca.jpg/)
Screenshot is 1280x720 but the problem is about the same with 1920x1080
TheDarkWraith
04-27-10, 09:05 AM
does your observation scope work? mine is messed up. Scope is too low, part of it is out of the screen.
I use minimal dials.
are the other scopes (attack, uzo) ok?
EDIT:
just looked at obs scope in minimal dials and it's my error. Don't know how some value got changed but it did......
Here is a fix for that problem:
http://www.filefront.com/16277129/MinimalDials-Obs-bug-fix.7z/
TheDarkWraith
04-27-10, 09:34 AM
added another tool to map tools: Toggle draggable compass. This allows you to use either the original draggable compass in v1.9.0 or the compass recommended by kylania. When the toggle draggable compass is not selected (grey color) you get the original draggable compass in v1.9.0. When selected (orange) you get the new one.
unselected:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1924
selected:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1925
reaper7
04-27-10, 09:42 AM
the MapControl controller controls this. Haven't found a way to make it change the zoom level at which it switches (set at second to last and appears hard coded)
If the compass is not scalling properly maybe it would be possible to scale it manually to the correct size in Photoshop and use a different image for each level of zoom? That might actually produce better results anyway as it maybe better/sharper than the games inbuilt scaling engine?
Looks like that may be our only option so. If we create an DDS to correspond to each zoom level, then as we zoom in/out make all the images bar the one we want hidden. Don't see why that wouldn't work.
After all the TAI Map gives us a distance scale, just need to create the bearing to that scale for each level. :up:
Edit: Only snag may be centering it on the sub (Circle/Tails) icon when the map is scrolled around. (Sure its poss)
Athlonic
04-27-10, 09:50 AM
are the other scopes (attack, uzo) ok?
EDIT:
just looked at obs scope in minimal dials and it's my error. Don't know how some value got changed but it did......
Here is a fix for that problem:
http://www.filefront.com/16277129/MinimalDials-Obs-bug-fix.7z/
Thanks had this prob too, if only Ubisoft releases fixes as fast as you ^^
TheDarkWraith : The man who mods faster than we are able to test his work !
(I have downloaded the 1.6.0 version on friday, and now already a 1.9.0 out !)
You are the man ! :salute:
:yeah:
TheDarkWraith
04-27-10, 09:53 AM
Looks like that may be our only option so. If we create an DDS to correspond to each zoom level, then as we zoom in/out make all the images bar the one we want hidden. Don't see why that wouldn't work.
After all the TAI Map gives us a distance scale, just need to create the bearing to that scale for each level. :up:
Edit: Only snag may be centering it on the sub (Circle/Tails) icon when the map is scrolled around. (Sure its poss)
yes that snag is a valid one. It's doable but it won't be pretty. You'd have to hook into the AnimationStopped of Page Default Hud and tell it to draw the overlay where the sub is located every update. This would be happening every 0.06 second......highly inefficient. We need to find a better way.
just looked into the Page Default Hud.py file to see if there was a way to hook into the zooming/unzooming of the map and there is:
def ZoomInButton_Clicked( sender ):
PageDefaultHud_MapGroup_Mapcontrol.ZoomIn()
def ZoomOutButton_Clicked( sender ):
PageDefaultHud_MapGroup_Mapcontrol.ZoomOut()
As you can see the Mapcontrol controller takes care of everything.......
Defiance
04-27-10, 09:57 AM
It just gets better n better
Cheers :yeah:
Sonarman
04-27-10, 10:04 AM
Reaper wrote: "After all the TAI Map gives us a distance scale, just need to create the bearing to that scale for each level"
Another snag is that the distance scale on the TAI is currently incorrect measure it with the ruler tool to check and you'll see what I mean. can the distance scale be corrected or is it hardcoded into the map controller?
TheDarkWraith
04-27-10, 10:09 AM
A few questions, if i may:
Are ENE, ESE, WSW, WNW also included in possible course readouts for contacts ? I see no mention of them in your picture and also, judging by the contact's tail in the picture, isn't it traveling on a ESE course rather than a NE one as reported ?
this is hilarious! I sat here for about 20 mins when I was making this part of v1.9.0 trying to figure out what to call all the intermediate directions. I came up with:
N,NNE,NE,E,etc...
my NE should actually be ENE.....I'll make the necessary changes :D
The course reported for the contact is it's initial course when it was added to the nav map. It does not get updated in real time.
Sonarman
04-27-10, 10:12 AM
If you want to be super smart you could use all 32 points of the compass (http://en.wikipedia.org/wiki/Boxing_the_compass). Although that may be a little excessive & confusing for newbs.
TheDarkWraith
04-27-10, 10:21 AM
I switched to the SH3 style UI today with the min TDC dials mod and found that the teleport controls seem to be all messed up some controls doing nothing when clicked others dumping you off the boat. I previously used the SH5 enhanced UI and all was fine there.
I just tested SH3Style with minimal dials and everything worked beautifully. I can't duplicate your problem. I also tried SH3Style with all the TDC modes and everything worked as it should (no teleport problems either).
Sonarman
04-27-10, 10:32 AM
Thanks for checking, may be a conflict somewhere with something else I'll try deactivating with JSGME and reactivating to see if things clear up.
TheDarkWraith
04-27-10, 10:41 AM
The problem with that big compass is that it's not scaled properly in SH5. If you noticed in the SH3 screenshot, the inner rings can be used to draw accurate distances quickly. In SH5 the scale of it changes so that depending on the zoom level you're at you'll get wildly different values for the same distance of line. I'll try to take some screenshots that show that at work.
Here's the documentation (http://www.kylania.com/sh3/malloyruller.rtf) for that compass ruler and how it's supposed to work.
let's try something....no guarantees it will work but I'm highly optimistic it will.
If someone can provide me with the width and height dimensions that this compass should be at each zoom level I'll try and implement it.
severniae
04-27-10, 10:46 AM
Hi TDW,
I checked out that test version you sent me. All good, bearing indicators are all well visible now and looking good. All working rather well! I only have one problem now - the XO - (I use manual targeting) I use him to identify the target and get to the stadimeter to get the range, and then input everything else using your Alldials TDC stuff. However, now when he's selected his dialogue comes up right in the middle of the screen obscuring the periscope view, and as a result, for some reason once he's up I can't right-click to get control from the periscope to the mouse pointer and have to press F1 twice to get the mouse pointer back - Is there any way that I could move his dialogue indicator? (I didn't think it was draggable - I may be wrong)
Anyway, keep up the awesome work. Definitely one of the best SH5 mods so far!
TheDarkWraith
04-27-10, 10:48 AM
Hi TDW,
I checked out that test version you sent me. All good, bearing indicators are all well visible now and looking good. All working rather well! I only have one problem now - the XO - (I use manual targeting) I use him to identify the target and get to the stadimeter to get the range, and then input everything else using your Alldials TDC stuff. However, now when he's selected his dialogue comes up right in the middle of the screen obscuring the periscope view, and as a result, for some reason once he's up I can't right-click to get control from the periscope to the mouse pointer and have to press F1 twice to get the mouse pointer back - Is there any way that I could move his dialogue indicator? (I didn't think it was draggable - I may be wrong)
Anyway, keep up the awesome work. Definitely one of the best SH5 mods so far!
What screen res you using?
toggle your messagebox visibility (the L key). He'll move to a better place.
Great idea to make the XO TDC dialog box draggable! I will try that now.
reaper7
04-27-10, 11:27 AM
What screen res you using?
toggle your messagebox visibility (the L key). He'll move to a better place.
Great idea to make the XO TDC dialog box draggable! I will try that now.
Have you had any luck with the Menubox dragging. The reason I ask is I've got the code to drag single Bmp Controls around like the compass and that. But if I use the same code to drag a Group around that contains a variety of static Bmp and Bmp Arrays it just won't budge.
def InitializeScript():
if Pageobsperiscope_AttackDisc.Handles.Length == 0:
attackdischandle = Pageobsperiscope_AttackDisc.AddMoveFixedSizeHandle ()
attackdischandle.SetSnapParent( Pageobsperiscope_AttackDisc, MenuItemWrapper.LocationPresets.TopLeft)
attackdiscsize = Pageobsperiscope_AttackDisc_attackdisc.Size
attackdischandle.Resizability = MenuItemWrapper.ResizabilityTypes.NoAspectRatioCon straint
attackdischandle.Resize( attackdiscsize.Width, attackdiscsize.Height, False )
TheDarkWraith
04-27-10, 11:30 AM
new user option added (XOTDCDialogDraggable). If set to True then the XO TDC dialog box is draggable and the feature of the XO TDC dialog box dynamically repositioning based on messagebox visibility is disabled. The very top bar of the XO TDC dialog box is where you grab to drag it.
You first have to click on the XO to 'open him up'. Then you will be able to drag him where you want him.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1926
reaper7
04-27-10, 11:34 AM
new user option added (XOTDCDialogDraggable). If set to True then the XO TDC dialog box is draggable and the feature of the XO TDC dialog box dynamically repositioning based on messagebox visibility is disabled. The very top bar of the XO TDC dialog box is where you grab to drag it.
You first have to click on the XO to 'open him up'. Then you will be able to drag him where you want him.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1926
So drag does work with more complex Controls. Does this also hook the recognition Manual when dragging around?
TheDarkWraith
04-27-10, 11:42 AM
So drag does work with more complex Controls. Does this also hook the recognition Manual when dragging around?
works like a champ!
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1927
reaper7
04-27-10, 11:47 AM
works like a champ!
Nice :up:. Is that the same code as I've in post 1179. :hmmm:
Also notice that the Toggle button in Pic above for fat/Lut is squiched. Is this set to centered in the Editor properties
TheDarkWraith
04-27-10, 11:47 AM
Nice :up:. Is that the same code as I've in post 1179. :hmmm:
sure is.
reaper7
04-27-10, 11:57 AM
sure is.
:wah: Why won't mine drag. Strange as the Attack Disc is basically a glorified AOB Dial in regards to how it implemented in the Editor the same as the Aob dial in the XO Dialog box that you've now got dragging.
Hardly anything to do with it being on the Obs Periscope Page - I'm sure it supports dragging :hmmm:.
TheDarkWraith
04-27-10, 11:59 AM
:wah: Why won't mine drag. Strange as the Attack Disc is basically a glorified AOB Dial in regards to how it implemented in the Editor the same as the Aob dial in the XO Dialog box that you've now got dragging.
Hardly anything to do with it being on the Obs Periscope Page - I'm sure it supports dragging :hmmm:.
any menu item that is a group can be dragged.....
TheDarkWraith
04-27-10, 01:24 PM
added a new icon to the top right bar in the TC group: it controls the toggling of the set TC to 1 on new nav map contact:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1928
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1929
panosrxo
04-27-10, 01:28 PM
added a new icon to the top right bar in the TC group: it controls the toggling of the set TC to 1 on new nav map contact:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1928
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1929
Can you add a button or a key to toggle this bar on and off?
TheDarkWraith
04-27-10, 01:29 PM
Can you add a button or a key to toggle this bar on and off?
interesting question....why would you want to toggle it off? Yes, it can be done.
panosrxo
04-27-10, 01:32 PM
interesting question....why would you want to toggle it off? Yes, it can be done.
Because it contains options (except for the clock and tc) that you need to edit rarely. Aesthetically it will look better I think.
kylania
04-27-10, 01:38 PM
interesting question....why would you want to toggle it off? Yes, it can be done.
I asked this before and got shot down! heheh
Basically the things that extend past the clock are one time toggles. The things around the TC area are frequent use toggles. Hiding the one time ones would clear up the space and even out the bars a bit, like this:
http://img217.imageshack.us/img217/2757/likethis.jpg
TheDarkWraith
04-27-10, 01:38 PM
Because it contains options (except for the clock and tc) that you need to edit rarely. Aesthetically it will look better I think.
I like kylania's idea of adding a toggle button........you all have great ideas!!
So should I add a hotkey that will totally disable that whole bar also?
panosrxo
04-27-10, 01:41 PM
I like kylania's idea of adding a toggle button........you all have great ideas!!
So should I add a hotkey that will totally disable that whole bar also?
Great!!
kylania
04-27-10, 01:49 PM
I like kylania's idea of adding a toggle button........you all have great ideas!!
So should I add a hotkey that will totally disable that whole bar also?
I wouldn't, we're running out of keys! :O: It can be removed with the hide UI key anyway.
reaper7
04-27-10, 01:54 PM
I asked this before and got shot down! heheh
Basically the things that extend past the clock are one time toggles. The things around the TC area are frequent use toggles. Hiding the one time ones would clear up the space and even out the bars a bit, like this:
+1. That would be alot neater alright.
TheDarkWraith
04-27-10, 02:19 PM
toggle added to show/hide the toggleable icons:
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1930
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1931
the additional + and - are going to be used for setting the TC level at which you want the messagebox shown and maximized
TheDarkWraith
04-27-10, 03:26 PM
naights made a new speed graphic for the advanced HUD mode. You can see it below. It'll be available as an add-on mod 'NewUIs_TDC_1_9_0_AltAdvSpeedGraphics_by_naights'
expanded the advanced mode depth gauge to fill the entire area. Before there was a little space that was blank and not used.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1932
and that wraps up v2.0.0...:D
Defiance
04-27-10, 03:29 PM
Well Done TDW and helpers :salute:
Darn, fastest i've ever seen a mod updated lmao
Tanks for all your Hard Work :yeah:
TDW would have made patch 1.2 by himself by now the way he works.
TheDarkWraith
04-27-10, 03:48 PM
TDW would have made patch 1.2 by himself by now the way he works.
let me get my hands on the source code (C++ code) and I'll have a hey day :D
TheBeast
04-27-10, 03:58 PM
I am unable to download the Minimal dials TDC mode's obs scope bug fix.
Filefront can not find the file.:damn:
TheDarkWraith
04-27-10, 04:02 PM
I am unable to download the Minimal dials TDC mode's obs scope bug fix.
Filefront can not find the file.:damn:
I'll send ya what you need :DL I'm about to release v2.0.0 here very soon. Want to wait until then? I'm final testing it now.
Hi TDW,
I'm trying now your v.1.9.0 in campaign all is working fine (thank you for the work) but I observed something strange with TC and the notebook in the right side: the TC don't stay a long time at high values, after 30 seconds TC turned to 1, and at the same time the notebook opened and closed going slowly up in the screen. After 10 minutes gaming, I cannot see the top right bar in the TC group.
Can you help me?
I'm playing with the same mods as before and your v.1.8.0 hadn't this problem.
Thank you for helping.
TheDarkWraith
04-27-10, 04:17 PM
Hi TDW,
I'm trying now your v.1.9.0 in campaign all is working fine (thank you for the work) but I observed something strange with TC and the notebook in the right side: the TC don't stay a long time at high values, after 30 seconds TC turned to 1, and at the same time the notebook opened and closed going slowly up in the screen. After 10 minutes gaming, I cannot see the top right bar in the TC group.
Can you help me?
I'm playing with the same mods as before and your v.1.8.0 hadn't this problem.
Thank you for helping.
how about a screenshot? That will help me see what you see.
And if you have other mods enabled disable everything. Enable only the UIs mod (and TDC add-on mod) and see if the problem still exists.
reaper7
04-27-10, 04:22 PM
Looking great DW, at this rate you'll be releasing V3.0 tomorrow. :sunny:
naights
04-27-10, 04:29 PM
Hi:
Lot of work something like this? I think that is better option than expanding image.
http://img231.imageshack.us/img231/8153/naights1.jpg (http://img231.imageshack.us/i/naights1.jpg/)
:know:
kylania
04-27-10, 04:31 PM
Looking great DW, at this rate you'll be releasing V2.0 tomorrow. :sunny:
It better be in the next few hours or I'll miss it! I'll be offline for the rest of the week and fully expect to come back to TDW NewUI v6.5!
how about a screenshot? That will help me see what you see.
And if you have other mods enabled disable everything. Enable only the UIs mod (and TDC add-on mod) and see if the problem still exists.
I tried to repeat the upward movement of the notebook in order to do a screenshot but cannot reproduce it :oops: Sorry for disturbing
Correct me if I'm wrong, does the TC go to 1 every time a contact is sighted?
Athlonic
04-27-10, 04:36 PM
TheDarkWraith,
using your mod is a real pain !
Every time a restart SH5 I have to :
deactivate the old version of your mod
delete the old version of your mod from the mods folder
download the new version of your mod
copy and paste the new version of your mod in mods folder
activate the new version of your mod
Can you please slow down a bit and release a new version only every ... let's say 2 months ? (like Ubi)
:haha:
Keep up the good work, you rock ! :up:
TheBeast
04-27-10, 04:41 PM
Correct me if I'm wrong, does the TC go to 1 every time a contact is sighted?
The TC dropping to 1 every time a new Radio Report for new Contact is received can be turned off in TheDarkWraithUserOptions.py
reaper7
04-27-10, 04:45 PM
It better be in the next few hours or I'll miss it! I'll be offline for the rest of the week and fully expect to come back to TDW NewUI v6.5!
:haha: I had meant to put V3.0 there not 2.0. The way DW's flying through the revisions it possibly will be V6.5.
TheDarkWraith
04-27-10, 04:46 PM
I tried to repeat the upward movement of the notebook in order to do a screenshot but cannot reproduce it :oops: Sorry for disturbing
Correct me if I'm wrong, does the TC go to 1 every time a contact is sighted?
if you have the option set in the option file for this to happen then yes :DL
if you have the option set in the option file for this to happen then yes :DL
Thank you, I'll have a look into it.
TheDarkWraith
04-27-10, 04:52 PM
Hi:
Lot of work something like this? I think that is better option than expanding image.
you're way better with photoshop than I so maybe you can fix the pixelated problem with new .dds?
TheDarkWraith
04-27-10, 05:03 PM
ok v2.0.0 passed testing. I found some bugs I had to correct.
If you have item notes enabled and you toggle the messagebox visibility they no longer float up in the air. They will move down to where the messagebox was :DL Re-enable the messagebox visibility and the item notes move back to where it was originally.
Packaging up v2.0.0 now.
THE_MASK
04-27-10, 05:04 PM
Hi darkwraith , would it be possible to have a version where i have to go to the deck and flak guns my self . In other words how do i delete the guns keys . thanks .
TheDarkWraith
04-27-10, 05:05 PM
Hi darkwraith , would it be possible to have a version where i have to go to the deck and flak guns my self . In other words how do i delete the guns keys . thanks .
not quite following you. Can you elaborate on this?
TheDarkWraith
04-27-10, 05:43 PM
v2.0.0 released. See post #1 for details.
Ok, I need more ideas.......
THE_MASK
04-27-10, 05:46 PM
Downloaded thanks , ignore my last post :88)
reaper7
04-27-10, 06:02 PM
v2.0.0 released. See post #1 for details.
Ok, I need more ideas.......
Excellent downloading. :up:
Wish I had the same Problem. Have the Ideas but not the skill to code them into my UI Mod :-?. Still stuck on trying to get the Attack Disc dragging - its a stubborn one. (Think its gonna get left in the corner it has room ;))
Heck if your bored and need to do some coding ya can do mine :haha:
panosrxo
04-27-10, 06:08 PM
v2.0.0 released. See post #1 for details.
Ok, I need more ideas.......
Maybe you could create a button for the scopes to change color/filter
McHub532
04-27-10, 06:22 PM
McHub532's daily comment: I love you TheDarkWraith !!
Defiance
04-27-10, 06:38 PM
Absolutely Great
:salute:
Amazing even
Many Thanks
ReallyDedPoet
04-27-10, 08:05 PM
For teleporting I am struggling a bit, before I frack up the user options stuff too much :doh: ....
when I bring up the option to teleport and select one, the only one I can go to is the bridge. What am I doing wrong here?
TheDarkWraith
04-27-10, 08:35 PM
For teleporting I am struggling a bit, before I frack up the user options stuff too much :doh: ....
when I bring up the option to teleport and select one, the only one I can go to is the bridge. What am I doing wrong here?
good question....are you surfaced or submerged? Are you using the freecam? There's nothing in the options file that can inhibit you from teleporting. The only thing that can inhibit you from teleporting is using the freecam. What is your current setup (UIStyle, TDC style, etc.) so I can try and duplicate the problem you're having?
TheBeast
04-27-10, 08:41 PM
For teleporting I am struggling a bit, before I frack up the user options stuff too much :doh: ....
when I bring up the option to teleport and select one, the only one I can go to is the bridge. What am I doing wrong here?
I also noticed if I use key bindings for Teleport that are already in use in the Commands.cfg that Teleport key bindings do not work. So you may want to ensure you are not doubling up on key bindings.
QUESTION:
My Sonar Contacts are no longer displaying on my TAI map. Is there a new setting I missed in TheDarkWraithUserOptions.py?
ReallyDedPoet
04-27-10, 08:45 PM
good question....are you surfaced or submerged? Are you using the freecam? There's nothing in the options file that can inhibit you from teleporting. The only thing that can inhibit you from teleporting is using the freecam. What is your current setup (UIStyle, TDC style, etc.) so I can try and duplicate the problem you're having?
Give me a second, brb.....
TheDarkWraith
04-27-10, 08:47 PM
QUESTION:
My Sonar Contacts are no longer displaying on my TAI map. Is there a new setting I missed in TheDarkWraithUserOptions.py?
No new setting. Did they work in v1.8.0 and v1.9.0? Nothing has changed as far as those go from 1.9.0 to 2.0.0.
Can you show me a screenshot of what was before and what's missing?
7thSeal
04-27-10, 08:54 PM
DW, I have one question with the new update. In the MODS folder with the download you have 2_0_0_emtguf_rework_scopes... I was wondering if this is for his latest 1.7 version that he released awhile back? I like the filter he included with OBS but wasn't sure if you ever added support for that version after you asked about it in his thread. :)
TheDarkWraith
04-27-10, 08:56 PM
DW, I have one question with the new update. In the MODS folder with the download you have 2_0_0_emtguf_rework_scopes... I was wondering if this is for his latest 1.7 version that he released awhile back? I like the filter he included with OBS but wasn't sure if you ever added support for that version after you asked about it in his thread. :)
It's one of his earlier versions.
7thSeal
04-27-10, 08:59 PM
It's one of his earlier versions.
OK, I'll just install the 1.7 version after the UI mod letting it override and see if I screw anything up. :DL
TheDarkWraith
04-27-10, 09:12 PM
I also noticed if I use key bindings for Teleport that are already in use in the Commands.cfg that Teleport key bindings do not work. So you may want to ensure you are not doubling up on key bindings.
that would be a correct statement. The key bindings in Commands.cfg take priority over everything else. They also have the nasty sideeffect of setting the Handled=True which causes the event handler for that key press to return and not call the key press event in the script files.
ReallyDedPoet
04-27-10, 09:17 PM
I also noticed if I use key bindings for Teleport that are already in use in the Commands.cfg that Teleport key bindings do not work. So you may want to ensure you are not doubling up on key bindings.
QUESTION:
My Sonar Contacts are no longer displaying on my TAI map. Is there a new setting I missed in TheDarkWraithUserOptions.py?
I was using CCIP's Command Key's Mod, so seeing your post and now DWs, that was it :yep: Not sure why I still had this one in the mix as much has changed since it came out. Great mod at the time though.
Going forward I'll try to provide more details with questions :DL
ReallyDedPoet
04-27-10, 09:43 PM
By the way I like what I see with 2.0 so far. Nice to see some of the new options recessed, keeps it clean:
added toggle button to toggle the visibility of the togglable icons in the top right bar
TheDarkWraith
04-27-10, 09:45 PM
By the way I like what I see with 2.0 so far. Nice to see some of the new options recessed, keeps it clean:
that was kylania's idea :DL I just made it happen.
ReallyDedPoet
04-27-10, 09:49 PM
that was kylania's idea :DL
Nice :up:
speedbird
04-27-10, 10:23 PM
Thanks DW, impressive work. :yeah:
Small detail... I cant seem to get the show/hide XO icon working... :hmmm:
TheDarkWraith
04-27-10, 10:25 PM
Thanks DW, impressive work. :yeah:
Small detail... I cant seem to get the show/hide XO icon working... :hmmm:
did you set the option in the options file?
THE_MASK
04-27-10, 10:30 PM
The only thing i would like changed is for someone to color the shipping chart to be more ww2 like . Cannot fault this mod , couldnt play SH5 without it .
TheDarkWraith
04-27-10, 10:32 PM
The only thing i would like changed is for someone to color the shipping chart to be more ww2 like . Cannot fault this mod , couldnt play SH5 without it .
reaper7 made the shipping chart. Maybe he can work his photoshop magic and make a new one for us :)
speedbird
04-27-10, 11:13 PM
did you set the option in the options file?
Got it now mate, didn't realize I had to set XOTDCDialogDraggable to False...
Cheers!
TheDarkWraith
04-27-10, 11:40 PM
I've been trying for a long time to get the notepad working in the UZO, Attack, and Obs scopes. Well tonight I finally figured out how to do it :rock:
Now you have a working stadimeter :rock:
I'll detail the process of how to use it now:
in this screenshot I measured the distance from my sub to the target - range was 8100m
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1944
next thing I do is open up the XO TDC dialog box and turn TDC on (if you don't then when you open the notepad you'll get the exact range to the target - spoiler!)
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1943
now I click on the autohide button of the notepad causing it to slideout. Since the messagebox covers it I hide the messagebox by pressing the L key
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1942
I use the XO TDC dialog box to identify the target ship. Notice the information in the notepad
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1941
now I click on the range button on the notepad
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1940
which brings me back to a familiar page from SH3....time to use the stadimeter to get range! Notice the information in the notepad. Mouse cursor is on the crosshairs ready to click it (activate stadimeter)
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1939
got my double prism now I'm lining it up with the highest mast on the ship
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1938
I think it was aligned correctly so I click the mouse button and to my surprise range is reported as 8205m!! :rock: The range TDC dial even indicates correct range.
http://www.subsim.com/radioroom/picture.php?albumid=273&pictureid=1937
angle on bow and speed of the notepad also work just like they did in SH3 :rock:
You'll see this in the next version of the UIs mod :|\\
speedbird
04-28-10, 12:09 AM
Very high class sir, very freakin' high classsss!!!!!!!!!
java`s revenge
04-28-10, 03:39 AM
Yes, this mod is utmost....real class...:yeah:
SeaWolf U-57
04-28-10, 03:42 AM
Its been said before I know but this is some fantastic work Sir.
many thanks for your time :salute:
Cap.Palla
04-28-10, 04:14 AM
You are my hero Dark !!! :salute:
THE_MASK
04-28-10, 04:34 AM
reaper7 made the shipping chart. Maybe he can work his photoshop magic and make a new one for us :)
Found a map in this mods workshop .
Sonarman
04-28-10, 05:56 AM
Great work TDW & all contributors, if there is one mod truly turning the game around it is this one!
Another idea for your consideration
How about making the tooltip which appears when you mouse over contacts in the maps revealing the type of ship (merchant, warship etc) toggleable.
Alternatively it could just say "contact" until the ship is identified by the player at which point the more detailed info could appear.
raymond6751
04-28-10, 06:13 AM
As always, I'm so caught up with all the great mods that I forget there's a war on.
In Sh3, SH4, and now 5 I have to try out new mods as they are announced. Great stuff, you guys, and I'm not complaining.
At least, so far, you don't have to restart a career with the mods currently released. I expect a mod soon that will put an end to my career.
I just can't resist all the eye candy and other great stuff.
Thanks modders!
:up:
jdaniel3257
04-28-10, 07:01 AM
@ darkwraith. first things first i love the mod!!!! the game was barely playable until i got it. however, using the SH5 enhanced ui i lost the ability to auto and or manually ID ships, when using the SH4 style i can auto ID the first ship i come across, but have to do any others manually. Im not sure that this is a problem with the mod or not but i am having trouble figuring it out. i wont be able to get to my comp until friday to get back to trouble shooting, but if any of this has been reported before and or you know of a fix it would be great. again awesome job!!
McHub532
04-28-10, 07:13 AM
@ darkwraith. first things first i love the mod!!!! the game was barely playable until i got it. however, using the SH5 enhanced ui i lost the ability to auto and or manually ID ships, when using the SH4 style i can auto ID the first ship i come across, but have to do any others manually. Im not sure that this is a problem with the mod or not but i am having trouble figuring it out. i wont be able to get to my comp until friday to get back to trouble shooting, but if any of this has been reported before and or you know of a fix it would be great. again awesome job!!
I am also working on trying to figure this out. A Shift + I to identify a ship would be huge helpful.
TheDarkWraith
04-28-10, 07:16 AM
I am also working on trying to figure this out. A Shift + I to identify a ship would be huge helpful.
what about WEPS-->Torpedo Attack--> Identify target?
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