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kylania
05-13-10, 11:36 AM
TheDarkWraith, I have question about Church's Keyboard Command mod or any similar mods - can I use safely these mods with your Multiple_UI or not?

I use Church's keyboard mod and here's the changes I make to TDW NewUI to resolve conflicts. All these changes are made to the NewUI, I don't change Church's at all. Bold keys are the ones I change.

HeadingRudderKey = F (default C)
FollowSelectedTargetHotKey = V (default X)
NomographVisibleOnMiniMapHotKey = N (default N)
DisplayTheMessageBoxHotKey = U (default L)
DisplayTeleportingOrderBarKey = Y (default T)
ShowChalkBoardHotKey = B (default B) (shift)
IncreaseChalkBoardCountHotKey = K (default K)

I don't map any of the TeleportToStation keys though.

jaxa
05-13-10, 01:27 PM
I want only use arrows for walking on boat - is it possible to change these buttons?

kylania
05-13-10, 02:16 PM
I want only use arrows for walking on boat - is it possible to change these buttons?

Didn't you say you use Church's Keys for SH5 mod? Arrow keys = avatar movement is part of that mod.

longam
05-13-10, 05:04 PM
I have enabled this mod but see no change in the UI. The offline game files update and I wonder if they are taking over the mod. I have tried to stop the files from being stored offline, but it never works. I have even blown away the game but the freaking files online keep coming back.

Sonarman
05-13-10, 05:06 PM
I have enabled this mod but see no change in the UI.

Double check your directory structure in regard to the mod it's probably installed at the wrong level.

You should have the folder "NewUIs_TDC_2_2_2_ByTheDarkWraith" in the mods directory and whichever other one you choose eg "NewUIs_TDC_2_2_2_MinimalDials_TDC" etc

longam
05-13-10, 05:32 PM
Drilling down into the directory I can see why it didn't work.

TheDarkWraith
05-13-10, 08:59 PM
Made the officers draggable but only in the horizontal direction. The narrow band between the bottom of the order categories and the top of the officers is where you 'grab' to drag them. If you try to reposition them vertically they will snap back to the bottom as soon as you stop moving the mouse. You'll notice the 4 arrow cursor (drag cursor) right above WEPS (the currently selected officer) in the screenie below:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2060

McHub532
05-13-10, 09:00 PM
Made the officers draggable but only in the horizontal direction. The narrow band between the bottom of the order categories and the top of the officers is where you 'grab' to drag them. If you try to reposition them vertically they will snap back to the bottom as soon as you stop moving the mouse. You'll notice the 4 arrow cursor (drag cursor) right above WEPS in the screenie below:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2060

Wow.. you are really getting down to the fine tuning and perfecting this now. :)

TheDarkWraith
05-13-10, 09:02 PM
Wow.. you are really getting down to the fine tuning and perfecting this now. :)

I'm trying to accomodate those who use lower screen resolutions in the game :yep:

McHub532
05-13-10, 09:02 PM
I'm trying to accomodate those who use lower screen resolutions in the game :yep:

We appreciate it.

BerntBalchen
05-13-10, 09:10 PM
Million thanks oh dark one, since i run 1280x1024. :) :up:

McHub532
05-13-10, 09:15 PM
Million thanks oh dark one, since i run 1280x1024. :) :up:

Same here BerntBalchen. We're in the "Wee Little Ones" Club. :)

kylania
05-13-10, 09:15 PM
Here's a comparison picture of AllDials vs MinimalDials if anyone was wondering:

http://img16.imageshack.us/img16/8065/dialsall.jpg

McHub532
05-13-10, 09:17 PM
Here's a comparison picture of AllDials vs MinimalDials if anyone was wondering:


Man.. you really give me 'monitor envy'.

Alldials and Minimum Dials for me looks much different.

See that periscope in the middle... well I can't (small resolution). heh.

kylania
05-13-10, 09:21 PM
Dell 2408WFP 24" Widescreen @1920x1200:

http://kunalm.files.wordpress.com/2009/04/dell-ultrasharp-2408wfp-03.jpg

:rock:

TheDarkWraith
05-13-10, 09:21 PM
Man.. you really give me 'monitor envy'.

Alldials and Minimum Dials for me looks much different.

See that periscope in the middle... well I can't (small resolution). heh.

what if you could reposition the dials in the TDC modes? I'm running into difficulties adding a user assignable offset the scopes to allow you to offset the viewing hole. So what if I allowed you to reposition the dials (they are in groups)?

McHub532
05-13-10, 09:22 PM
what if you could reposition the dials in the TDC modes? I'm running into difficulties adding a user assignable offset the scopes to allow you to offset the viewing hole. So what if I allowed you to reposition the dials (they are in groups)?

I've been forced to play NoDials just because there -is- no where to put the dials. Unless the dials were 1/2 size or something.

Edit: Here.. I'll load up all dials and show you and grab a screen shot.. BRB

TheDarkWraith
05-13-10, 09:23 PM
Dell 2408WFP 24" Widescreen @1920x1200

Dual monitor setup:
Samsung Syncmaster 305T 30.5" LCD Widescreen @ 2560 X 1600
Samsung Syncmaster 244T 24.4" LCD Widescreen @ 1920 X 1200

:O: :D

McHub532
05-13-10, 09:24 PM
Dual monitor setup:
Samsung 30.5" LCD Widescreen @ 2560 X 1600
Samsung 24.4" LCD Widescreen @ 1920 X 1200

:O: :D

Okay.. it is past "Monitor Envy" now and right into Coveting. :)

Thou Shalt Not Covet Thy Neighbor's Monitor. :) hee-hee

TheDarkWraith
05-13-10, 09:32 PM
just wrapped up v2.3.0. Here is the change log for it:

v2.3.0 - conus00 redid the draggable compasses on the navigation map. They are now the default draggable compasses for this mod
- added missing icons to add-on mods made by others that were revised to comply with patch 1.2
- changed operation of heading bar. Added a new toggle at the far right end of the heading bar. It toggles between heading
bar advanced mode and regular mode. Toggling between the two modes is done via either clicking the new toggle or pressing the
control key (just like advanced HUD mode). If the control key is pressed then advanced mode is enabled for the new heading bar and
once control is released (and if the new toggle isn't active) then advanced mode is disabled for the new heading bar. If the toggle
is clicked then this will either lock in advanced mode or regular mode for the new heading bar.
When in advanced mode you click on the headings shown to order that new heading. When in regular mode you use the hotkeys to assign
the new heading (just like you did in previous versions of the UI mod with the old heading bar). If in regular mode and you are
ordering a new heading, pressing just the hotkeys will change the desired heading by 5s. Pressing just the the hotkeys + holding
down shift will change the desired heading by 1s.
- made the officers draggable but only in the horizontal direction. If you try to reposition them vertically they will snap
back to the bottom when you stop dragging them.
- Navigator's return to course order category is now controlled by the number of waypoints you have for the sub on the map
(s). If you have no waypoints then the icon is disabled. If you have at least one then the icon is enabled.

I need to ensure that I didn't screw up the new heading bar with the changes I've made. That is why this release is small as far as changes go.

Packaging up now and uploading shortly.

TheDarkWraith
05-13-10, 09:37 PM
I've been forced to play NoDials just because there -is- no where to put the dials. Unless the dials were 1/2 size or something.

Edit: Here.. I'll load up all dials and show you and grab a screen shot.. BRB

why don't you use a TDC Dials mode and just toggle them on/off with the toggle I provided in each scope view (attack, obs, and UZO). That way you can enable them when you need them and disable them when you need to look through the scope.

McHub532
05-13-10, 09:45 PM
Here is what AllDials look like on my woosie sized monitor.

Notice the size my TAI has to be in order to see all the dials, the compass problem (you fixed that already so way cool), the notepad covering things.. also when the officer pops up when you lock onto a target.. you cover even more dials.

http://www.subsim.com/radioroom/picture.php?albumid=250&pictureid=2061

TheDarkWraith
05-13-10, 09:57 PM
Here is what AllDials look like on my woosie sized monitor.

Notice the size my TAI has to be in order to see all the dials, the compass problem (you fixed that already so way cool), the notepad covering things.. also when the officer pops up when you lock onto a target.. you cover even more dials.

the gyro angle that's being covered up by the messagebox is draggable so you can reposition it. Pressing the toggle dials button in the torpedo box will hide/unhide the dials :03:

McHub532
05-13-10, 09:59 PM
Pressing the toggle dials button in the torpedo box will hide/unhide the dials :03:

Oh, that's way cool. Awesome.

TheDarkWraith
05-13-10, 10:13 PM
Oh, that's way cool. Awesome.

I need to reposition the left side dials though so that they clear the map tools bar and everything on the left side :yep:

McHub532
05-13-10, 10:16 PM
I need to reposition the left side dials though so that they clear the map tools bar and everything on the left side :yep:

TheDarkWraith works his magic again! :)

McHub532
05-13-10, 10:21 PM
I need to reposition the left side dials though so that they clear the map tools bar and everything on the left side :yep:

The hope I had of shifting the scope to the right was so that I could open up the TAI large enough for better use. It keeps having to cover up a good portion of the scope.

I sort of realize the size/resolution has limitations.. as is, is amazing.. just a little OCD and always seeking improvement. :)

THE_MASK
05-13-10, 10:24 PM
I made my copy of the hud a bit darker . Also could we have that um contact kilometers in increments of 50 instead of 1 please .
http://img532.imageshack.us/img532/9283/29423271.jpg (http://img532.imageshack.us/i/29423271.jpg/)

McHub532
05-13-10, 10:27 PM
Also could we have that um contact kilometers in increments of 50 instead of 1 please .

Capital idea mate!

TheDarkWraith
05-13-10, 10:28 PM
Capital idea mate!

I'm not sure what you guys are referring to here....:06:

McHub532
05-13-10, 10:30 PM
I'm not sure what you guys are referring to here....:06:

What his cursor is pointing at in the picture he posted. The distance trigger for contacts dropping you out of TC...

Right Sober?

McHub532
05-13-10, 10:31 PM
BTW.. thank all of you for putting up with me.

I'm living down in Arizona by myself (new job) for a few months now.. and a few more months before my wife and daughter move to join me.

You guys are the only real 'interaction' with humans I have. :)

TheDarkWraith
05-13-10, 10:33 PM
What his cursor is pointing at in the picture he posted. The distance trigger for contacts dropping you out of TC...

Right Sober?

You have 1, 10, and 100 available....depends on whether you're pressing shift or shft and alt when clicking those.

McHub532
05-13-10, 10:42 PM
You have 1, 10, and 100 available....depends on whether you're pressing shift or shft and alt when clicking those.

Awesome.. Yeah, I've been using Shift (10) myself. Not sure if that was too small for Sober at 10 and too large at 100.. I'm just trying to be supportive of ideas. :)

TheDarkWraith
05-13-10, 10:47 PM
Awesome.. Yeah, I've been using Shift (10) myself. Not sure if that was too small for Sober at 10 and too large at 100.. I'm just trying to be supportive of ideas. :)

well there's also the control key to use.

So I could do:

no keys pressed and just clicking them yields change of 1
shift pressed and clicking yields change of 10
shift + control pressed and clicking yields change of 50
shift + control + alt and clicking yields change of 100

McHub532
05-13-10, 10:49 PM
well there's also the control key to use.

So I could do:

no keys pressed and just clicking them yields change of 1
shift pressed and clicking yields change of 10
shift + control pressed and clicking yields change of 50
shift + control + alt and clicking yields change of 100

I think 50 is what Sober wants.. I could see using it too but I've been using 10.

kylania
05-13-10, 10:56 PM
well there's also the control key to use.

So I could do:

no keys pressed and just clicking them yields change of 1
shift pressed and clicking yields change of 10
shift + control pressed and clicking yields change of 50
shift + control + alt and clicking yields change of 100

I'd so reverse of this personally. I'm not sure where a 1km change would be helpful, but 100 or 50 I can certainly see, so making the larger changes easier would make sense to me. :)

TheDarkWraith
05-13-10, 11:08 PM
I'd so reverse of this personally. I'm not sure where a 1km change would be helpful, but 100 or 50 I can certainly see, so making the larger changes easier would make sense to me. :)

ok so reverse the order that I posted above as the default?

no keys pressed and just clicking them yields change of 100
shift pressed and clicking yields change of 50
shift + control pressed and clicking yields change of 10
shift + control + alt and clicking yields change of 1

kylania
05-13-10, 11:12 PM
Yup! :sunny:

TheDarkWraith
05-13-10, 11:28 PM
Yup! :sunny:

changed :salute:

Also added a new user option OfficersPinnedToBottomOfScreen. If set to True then you can only drag the officers horizontally. If set to False then you can reposition them anywhere on the screen:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2062

TheDarkWraith
05-14-10, 12:13 AM
and if you're using the SH5Enhanced UI mode I made the heading/rudder togglable dial draggable:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2063

ok now I'm finally done with v2.3.0. Packaging up.....

TheDarkWraith
05-14-10, 12:41 AM
v2.3.0 released. See post #1 for details.

v2.3.0 final change log:

v2.3.0 - conus00 redid the draggable compasses on the navigation map. They are now the default draggable compasses for this mod
- added missing icons to add-on mods made by others that were revised to comply with patch 1.2
- changed operation of heading bar. Added a new toggle at the far right end of the heading bar. It toggles between heading bar advanced mode and regular mode. Toggling between the two modes is done via either clicking the new toggle or pressing the control key (just like advanced HUD mode). If the control key is pressed then advanced mode is enabled for the new heading bar and once control is released (and if the new toggle isn't active) then advanced mode is disabled for the new heading bar. If the toggle is clicked then this will either lock in advanced mode or regular mode for the new heading bar.
When in advanced mode you click on the headings shown to order that new heading. When in regular mode you use the hotkeys to assign the new heading (just like you did in previous versions of the UI mod with the old heading bar). If in regular mode and you are ordering a new heading, pressing just the hotkeys will change the desired heading by 5s. Pressing just the the hotkeys + holding down shift will change the desired heading by 1s.
- made the officers draggable
- added new user option that pins the officers to the bottom of the screen when trying to drag them if set to True. If set to False then the officers can be dragged anywhere on the screen (OfficersPinnedToBottomOfScreen)
- Navigator's return to course order category is now controlled by the number of waypoints you have for the sub on the map(s). If you have no waypoints then the icon is disabled. If you have at least one then the icon is enabled.
- changed the operation of the +- icons for max radio contact range. They now operate as follows: no keys pressed and just clicking them yields change of +-100. Shift pressed and clicking yields change of +-50. Shift + control pressed and clicking yields change of +-10. Shift + control + alt and clicking yields change of +-1
- in SH5Enhanced mode made the heading/rudder togglable dial draggable
- Adjusted TDC dials to be more low screen resolution friendly
- fixed bug of clock/chrono when in high TC settings (the bug was user was not able to toggle the visibility of the clock/chrono at high TC settings)

kylania
05-14-10, 12:51 AM
Great stuff!

Next request: Integration of otto's new features for the chalkboard (http://www.subsim.com/radioroom/showpost.php?p=1389937&postcount=29). :O:

jwilliams
05-14-10, 02:21 AM
changed :salute:

Also added a new user option OfficersPinnedToBottomOfScreen. If set to True then you can only drag the officers horizontally. If set to False then you can reposition them anywhere on the screen:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2062
Wow awesome. Your fast. I didnt even get to post about the officers icons hiding my compass (thats what i was about to do).

Downloading now....:rock:

Keep up the good work.

Thankyou. :yeah:

Ragtag
05-14-10, 03:39 AM
Great work as usual :)

btw, Would you consider supporting this addon?
http://www.subsim.com/radioroom/showthread.php?t=169119

It's an awesome mod.

Meldric
05-14-10, 04:10 AM
I would support that idea! The stock recognition manual is definitly poor!
Thank you for the great work!

stellaferox
05-14-10, 04:59 AM
Where would this optionfile TheDarkWraith.py be situated? Can't find it anywhere.
thnx
Marc

McHub532
05-14-10, 05:00 AM
Where would this optionfile TheDarkWraith.py be situated? Can't find it anywhere.
thnx
Marc

Data
--Scripts
----Menu

Ragtag
05-14-10, 05:02 AM
Where would this optionfile TheDarkWraith.py be situated? Can't find it anywhere.
thnx
Marc

\MODS\NewUIs_TDC_2_3_0_ByTheDarkWraith\data\Script s\Menu\TheDarkWraithUserOptions.py

stellaferox
05-14-10, 05:05 AM
thnx!

TheDarkWraith
05-14-10, 06:41 AM
I'm assuming from the lack of posts about it that I didn't screw up the new heading bar when I gave it advanced/normal modes? :hmmm: I didn't find any errors in my testing with it but you all seem to find the errors that I don't ;) :DL

McHub532
05-14-10, 06:49 AM
I'm assuming from the lack of posts about it that I didn't screw up the new heading bar when I gave it advanced/normal modes? :hmmm: I didn't find any errors in my testing with it but you all seem to find the errors that I don't ;) :DL

I loaded up your new mod but haven't started the game with it yet.. catching up on Flashforward and Survivor episodes. :)

7thSeal
05-14-10, 07:22 AM
I'm assuming from the lack of posts about it that I didn't screw up the new heading bar when I gave it advanced/normal modes? :hmmm: I didn't find any errors in my testing with it but you all seem to find the errors that I don't ;) :DL

I've been using it and love the ability to shift on the fly to bring up the compass if needed. No troubles with the heading bar for me. :up:

One thing I noticed and I haven't tried restarting the game to see if it fixed it but when clicking the Chief Engineer symbol and then the propulsion symbol, the recharging batteries symbol (think that's what its called) found there is always 'shaking' back and forth like its trying to position itself.

I'll get a screenshot if needed to show which one I'm talking about.

Jens-Uffe-Andersen
05-14-10, 07:28 AM
First off: Thanks for a great mod.
Now, I seem to have some problems with the 2.2.2 and 2.3.0 patches. My fuel gauge is a bit messed up and it is placed in middle of the speed gauge, and I can’t seem to move the indicators around. Is this a bug or is the problem at my end? I run the game via steam and I don't think it has updated the game to the newest patch yet. Could this be the cause of the problem?
Thanks in advance!

Aniuk
05-14-10, 07:45 AM
I've been using it and love the ability to shift on the fly to bring up the compass if needed. No troubles with the heading bar for me. :up:

One thing I noticed and I haven't tried restarting the game to see if it fixed it but when clicking the Chief Engineer symbol and then the propulsion symbol, the recharging batteries symbol (think that's what its called) found there is always 'shaking' back and forth like its trying to position itself.

I'll get a screenshot if needed to show which one I'm talking about.

Have the same problem. But it does reload the battery as long as I don't use this feature.

7thSeal
05-14-10, 07:50 AM
I just saved and restarted the game and it seems to have stopped shaking. I thought having dragged the bar around trying out this new feature might of triggered it but dragged it around again and its working fine. :)

SeaWolf U-57
05-14-10, 08:00 AM
Yes it seems that SH5 is a bit temperamental to say the least
if you change anything even add or remove a mod you will
need to run the game and save it then reload it to make the
changes work properly :hmmm:

TheDarkWraith
05-14-10, 09:10 AM
these shaking issues.....can someone show me screenshots? Is it caused by enabling the mod mid mission or mid patrol?

Anyone using this mod in multi-player? If so, any noticeable problems/bugs? I've tried to ensure that it works well in mutli-player mode also but I don't get to test it out much with multi-player since I don't play in that mode.

conus00
05-14-10, 09:53 AM
big apology to conus00 for not getting to this sooner :oops: conus00 has redone the .dds files for the draggable compasses and they are now the default compasses in v2.3.0.
I also got around redoing the .dds files for the add-on mods for this mod. Below is naights alternate advanced speed control and jimimadrid's map tools:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2053

Not a big deal, mate. I figured that you had a 'bigger fish to fry' while working on your mod :D
I'm glad that you ended up using the files after all.

Athlonic
05-14-10, 10:26 AM
I'm assuming from the lack of posts about it that I didn't screw up the new heading bar when I gave it advanced/normal modes? :hmmm: I didn't find any errors in my testing with it but you all seem to find the errors that I don't ;) :DL

Just a little request here :

Could it be possible to make the desired heading set with hotkeys to take effect while actually have the mouse over the heading bar only.

I ask this because everytime I overed the heading bar with the mouse (even without clicking) it ordered a new heading course. I found out it was because when moving around in the sub with WASD Keys (ZQSD here, azerty keyboard) it memorised a new course order which will take effect as soon as I will be overing the mouse over the heading bar.

I have tried to bind the A key instead of Q in the option file but for some reason the A key will close the map, making impossible to use the rotating dragable compass. So I wish to keep the Q and E hotkeys for this.

Thanks.

sentenc3
05-14-10, 12:09 PM
Hello, you tell me how to activate the red when an officer is hurt ... is that I had wounded officers, and nothing came ... what also surprises me is that when I select either an officer does not leave the edge of color gray surrounding the square where the officer.
Only in the game see the top bar.
I have to activate something?
Thanks
http://i289.photobucket.com/albums/ll214/sentenc3/OfficerA.jpg

7thSeal
05-14-10, 12:35 PM
these shaking issues....Is it caused by enabling the mod mid mission or mid patrol?


Mine happened after enabling during mid patrol, just a quick save and restart of game has fixed it though. Haven't seen it anymore after playing for several hours. :up:

Monte
05-14-10, 12:35 PM
Hello, you tell me how to activate the red when an officer is hurt ... is that I had wounded officers, and nothing came ...

That´s still the same prob on my computer (I posted it a couple of days ago; and yes, I have always the latest version of this great mod :salute:).
Thank you very much.

TheDarkWraith
05-14-10, 01:31 PM
Hello, you tell me how to activate the red when an officer is hurt ... is that I had wounded officers, and nothing came ... what also surprises me is that when I select either an officer does not leave the edge of color gray surrounding the square where the officer.
Only in the game see the top bar.
I have to activate something?

this appears to be a side effect of the fix I made to make the officers clickable for those of you who were unable to select them. I'll have to dig a little deeper into this.....the problem is I don't experience the problem on my computer and many others don't either so it's hard for me to develop a fix/solution.

TheDarkWraith
05-14-10, 01:34 PM
Just a little request here :

Could it be possible to make the desired heading set with hotkeys to take effect while actually have the mouse over the heading bar only

that's actually how it's supposed to be working. This means that I have a bug that I need to track down. I knew there would be at least one bug with the changes I made :yep:

sentenc3
05-14-10, 02:04 PM
this appears to be a side effect of the fix I made to make the officers clickable for those of you who were unable to select them. I'll have to dig a little deeper into this.....the problem is I don't experience the problem on my computer and many others don't either so it's hard for me to develop a fix/solution.

ok :salute:, now you know why that happens, thank you very much for the explanation.

TheDarkWraith
05-14-10, 03:20 PM
Hello, you tell me how to activate the red when an officer is hurt ... is that I had wounded officers, and nothing came ... what also surprises me is that when I select either an officer does not leave the edge of color gray surrounding the square where the officer.

for those of you who are experiencing this problem can you try this bug fix and see if it fixes the problem?

EDIT:

file was corrupt. Here is a new bug fix:
http://rapidshare.com/files/387374994/NewUIs_TDC_2_3_0_bugfix1.7z.html
MD5: 6EBA2317764FE382BF3A4B39BD48B682

TheDarkWraith
05-14-10, 03:22 PM
Could it be possible to make the desired heading set with hotkeys to take effect while actually have the mouse over the heading bar only.

I ask this because everytime I overed the heading bar with the mouse (even without clicking) it ordered a new heading course. I found out it was because when moving around in the sub with WASD Keys (ZQSD here, azerty keyboard) it memorised a new course order which will take effect as soon as I will be overing the mouse over the heading bar.

for those of you who are experiencing this problem can you try this bug fix and see if it fixes the problem?

http://rapidshare.com/files/387364377/NewUIs_TDC_2_3_0_bugfix2.7z.html
MD5: 15DB1157B3B4F5AACDECE2A3B9DC5D30

EDIT:

got confirmation from Athlonic that this fixes this bug.

Krauter
05-14-10, 04:20 PM
Is this mod compatible with More Crew Commands?

Ackwell
05-14-10, 04:37 PM
I hqave to say that this mod is anbelievably good! I'm loving it.

One thing I would like to point out is that there is wrong pictures on the officers. The guy called "Weapons officer" is now featuring the gunner who just hangs at the back of the boat. Should feature the face of the guy who has only one eye since hw is the XO of the boat handling firing solutions etc with the captain.

Athlonic
05-14-10, 04:40 PM
Is this mod compatible with More Crew Commands?

Yes

Some commands like depth under keel and weather report will trigger twice if you use the officer bar order instead of dialogs.
Nothing dramatic.

:DL

Krauter
05-14-10, 04:42 PM
Excellent; is your Mod compatible with Mighty Fine Crew?

SubV
05-14-10, 04:45 PM
Please re-upload bugfixes to filefront.

Thank you in advance.

kylania
05-14-10, 04:45 PM
Excellent; is your Mod compatible with Mighty Fine Crew?

It is.

Krauter
05-14-10, 04:46 PM
New UIs? Or More Crew commands?

Athlonic
05-14-10, 04:55 PM
New UIs? Or More Crew commands?


Boths.

:smug:

Krauter
05-14-10, 05:47 PM
Is the journal accessable in this version?

TheDarkWraith
05-14-10, 05:50 PM
Hello, you tell me how to activate the red when an officer is hurt ... is that I had wounded officers, and nothing came ... what also surprises me is that when I select either an officer does not leave the edge of color gray surrounding the square where the officer.

new test bug fix for users experiencing the problem above in v2.3.0 of the UIs mod. Let me know what you find and I need to know if any pop up dialog boxes appear at any time while testing this.
http://www.filefront.com/16444999/NewUIs-TDC-2-3-0-bugfix1.7z/


this bug fix fixes the problem of being able to select a new desired course outside of the new heading bar (it can also be found at post #1 of this thread):
http://www.filefront.com/16445031/NewUIs-TDC-2-3-0-bugfix2.7z/


Updated French menu.txt by Athlonic:
http://www.filefront.com/16445105/FRENCH-NewUIs-TDC-2-3-0-byAthlonic.7z/

Updated Polish menu.txt by jaxa:
http://www.filefront.com/16445133/POLISH-NewUIs-TDC-2-3-0-byJaxa.7z/

Gunship
05-14-10, 07:17 PM
new test bug fix for users experiencing the problem above in v2.3.0 of the UIs mod. Let me know what you find and I need to know if any pop up dialog boxes appear at any time while testing this.
http://www.filefront.com/16444999/NewUIs-TDC-2-3-0-bugfix1.7z/


this bug fix fixes the problem of being able to select a new desired course outside of the new heading bar (it can also be found at post #1 of this thread):
http://www.filefront.com/16445031/NewUIs-TDC-2-3-0-bugfix2.7z/


Updated French menu.txt by Athlonic:
http://www.filefront.com/16445105/FRENCH-NewUIs-TDC-2-3-0-byAthlonic.7z/

Updated Polish menu.txt by jaxa:
http://www.filefront.com/16445133/POLISH-NewUIs-TDC-2-3-0-byJaxa.7z/
:salute:

Very nice mod !

thanks :up:

TheDarkWraith
05-14-10, 07:18 PM
figured out how to set mast height independant of dial.....time to get rid of the dial and add something more user friendly (or even automated) :rock:

speedbird
05-14-10, 07:23 PM
figured out how to set mast height independant of dial.....time to get rid of the dial and add something more user friendly (or even automated) :rock:

Way to celebrate your 3.000th post! :woot:

milky
05-14-10, 07:26 PM
Im new to this mod thing , but i read your installiation instructions i think and it isnt working for me. Some of the mods you included are working and some arnt , and i cant get yours to work. I extracted to my MODS folder , opened the folder clicked on the mods folder in your folder i downloaded and copied all of those MODS in your MODS folder in my SH5 MODS folder and it wont work. :(

TheDarkWraith
05-14-10, 07:30 PM
Im new to this mod thing , but i read your installiation instructions i think and it isnt working for me. Some of the mods you included are working and some arnt , and i cant get yours to work. I extracted to my MODS folder , opened the folder clicked on the mods folder in your folder i downloaded and copied all of those MODS in your MODS folder in my SH5 MODS folder and it wont work. :(

read post #1 of this thread. At the very top of the post it tells you how to correctly install this mod. The documentation provided with the mod tells you how to also.

reaper7
05-14-10, 07:39 PM
figured out how to set mast height independant of dial.....time to get rid of the dial and add something more user friendly (or even automated) :rock:

Holy cow thats amazing, any chance of sharing when done :salute:.

kylania
05-14-10, 07:39 PM
copied all of those MODS in your MODS folder in my SH5 MODS folder and it wont work. :(

You don't want them all, usually just two of them. The main mod folder NewUIs_TDC_2_3_0_ByTheDarkWraith and a TDC option like NewUIs_TDC_2_3_0_MinimalDials_TDC

Just copy those two folders to your MODS folder, and enable them via JSGME. Once that's working you can investigate the other folder options or change the settings for the mod.

milky
05-14-10, 08:05 PM
Worked thank you , the main file was embedded in the big file. I was activating the BIG file instead of the Min Dials , and the the regular file. (If that makes sense lol)

Krauter
05-14-10, 08:15 PM
Sorry to bump a question but; is the journal integrated into 2.3? I see the button next to the map button but how do I access it..

TheDarkWraith
05-14-10, 08:22 PM
Sorry to bump a question but; is the journal integrated into 2.3? I see the button next to the map button but how do I access it..

it's disabled until I finish studying up on how to implement my idea fully :DL

Krauter
05-14-10, 08:35 PM
sounds good :yeah:

TheDarkWraith
05-14-10, 08:47 PM
one step closer to automated mast height input :rock: When you click on the 'use stadimeter' in the XO TDC dialog box it finds the ship's name.......that's all currently but that was a major step. Now that I have the name I can get the rest of the info......Then it will set the mast height, then let you use the stadimeter to get the range.
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2067

7thSeal
05-14-10, 08:52 PM
that's all currently but that was a major step. Now that I have the name I can get the rest of the info......Then it will set the mast height, then let you use the stadimeter to get the range.


Wow major step indeed I would say, if you get automated without the use of the dial that's not just a major step but one small step for mankind. :salute:

TheDarkWraith
05-14-10, 09:23 PM
well here's how this is going to have to work for now: I need a file that I can open and read that will allow me to cross-reference the name of the ship found to the actual ship in the \Silent Hunter 5\data\Sea folder. Then I can open up the .cfg file for that ship and read the Mast value to set the mast height. Right now I'm trying to figure out how the game came up with the ship name 'Liberty Cargo'. I look through the entries and none have an exact name of that :hmmm:

kylania
05-14-10, 09:30 PM
Right now I'm trying to figure out how the game came up with the ship name 'Liberty Cargo'. I look through the entries and none have an exact name of that :hmmm:

\data\Roster\Names.cfg

LL=Liberty Cargo

TheDarkWraith
05-14-10, 09:44 PM
\data\Roster\Names.cfg

excellent :yeah:

McHub532
05-14-10, 11:48 PM
http://www.youtube.com/watch?v=f86hM4kuuD0

TheDarkWraith;

Check this out! Someone has made a tutorial mod with Patch 1.2 and your latest mod that was released last night. He even talks about your mod. It's so awesome.

Sorry.. BRB.. going to go watch more of it now. How awesome.

qweasd
05-15-10, 12:00 AM
hey hey! not too fast. The link don't work and I want to watch too :D

Edit: bah it's my Iternet conection probly :(

McHub532
05-15-10, 12:11 AM
hey hey! not too fast. The link don't work and I want to watch too :D

Edit: bah it's my Iternet conection probly :(

Yeah, I just checked the link and it's working here.

TheDarkWraith
05-15-10, 12:12 AM
http://www.youtube.com/watch?v=f86hM4kuuD0

TheDarkWraith;

Check this out! Someone has made a tutorial mod with Patch 1.2 and your latest mod that was released last night. He even talks about your mod. It's so awesome.

Sorry.. BRB.. going to go watch more of it now. How awesome.

that was pretty cool. Interesting to see what part #2 of his tutorial will be like.

McHub532
05-15-10, 12:13 AM
that was pretty cool. Interesting to see what part #2 of his tutorial will be like.

I watched 3 parts.. want me to post the other 2 links?

McHub532
05-15-10, 12:15 AM
Video 1:
http://www.youtube.com/watch?v=f86hM4kuuD0

Video 2:
http://www.youtube.com/watch?v=GAMpaiXudYA

Video 3:
http://www.youtube.com/watch?v=khezwY0yTbY

kylania
05-15-10, 12:16 AM
I prefer to use the gyroangle rather than math myself. :)

McHub532
05-15-10, 12:17 AM
I have been using the dotted lines shooting... this manual targeting looks really sweet. I really need to start doing it. The immersion factor is 100x higher than -line up the numbers, press fire- technique.

I've been so limited because if it's past my '3' it's a wild guess and I just don't shoot. Manual targeting lets me really get out there and touch someone from a longer distance.

Rolf Eschke
05-15-10, 03:11 AM
Thanks ,that looks Cool !
Regards
Mike

TheDarkWraith
05-15-10, 03:44 AM
added the necessary code for reading of the \data\Roster\Names.cfg file and processing it and then from those results reading in the mast height values from the associated \data\Sea folders. Results: SUCCESS :rock: Here is a debug box showing me the results:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2069

TheDarkWraith
05-15-10, 04:03 AM
added the necessary code to take the mast height data pulled from the files and use it in game when you identify the target. Here is before I identified my target (mast height at default 20):
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2070

I identified the target as a Liberty Cargo and as soon as I did the mast height was automatically set to the correct value (27.1) :rock::D
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2071

I'll be removing the mast height dials now as they are not needed anymore. I'll add a textbox that will show you the mast height in that same XO TDC box just for reference. :|\\

Athlonic
05-15-10, 04:14 AM
added the necessary code to take the mast height data pulled from the files and use it in game when you identify the target. Here is before I identified my target (mast height at default 20)


I identified the target as a Liberty Cargo and as soon as I did the mast height was automatically set to the correct value (27.1) :rock::D


:o

I ... I .. I can't find words ...

You ... You ... ROCKS ! :rock:

I think it's time to uninstall SH3 for good :D
(please don't beat me)

Stadimeter fix : you make my day !
:yeah:

reaper7
05-15-10, 04:52 AM
added the necessary code to take the mast height data pulled from the files and use it in game when you identify the target. Here is before I identified my target (mast height at default 20):


I identified the target as a Liberty Cargo and as soon as I did the mast height was automatically set to the correct value (27.1) :rock::D


I'll be removing the mast height dials now as they are not needed anymore. I'll add a textbox that will show you the mast height in that same XO TDC box just for reference. :|\\


Well done DW, just shows what can be done now Mod wise when you can bypass the Hardcoded failures via scripting. Excellent :yeah:

Cap.Palla
05-15-10, 05:17 AM
I have a question: i noticed that my u boot cant keep depth i set if i'm running slow. And i'f i set a depth manually the sub stop the immersion at 10-20 meters below the depth i set...
Is this a known issue? Maybe there is already a mod for that?

Sorry for noob question,but i reinstalled SH5 and i'm going crazy with all these mods...

Aniuk
05-15-10, 06:57 AM
added the necessary code for reading of the \data\Roster\Names.cfg file and processing it and then from those results reading in the mast height values from the associated \data\Sea folders. Results: SUCCESS :rock:

Amazing. I'm really impressed by your modding qualities. :rock: If you can find the time for a minor change in the heading indicator read-out. When I mouse over it the heading is shown like for instance: 320.0000 in stead of 320.

No big deal, but a minor thing for you're skills.

Still playing SH5 thanks to you:)

java`s revenge
05-15-10, 08:08 AM
Outstanding what one good modder can do....:woot:

brixia91
05-15-10, 08:28 AM
hi all guys,,,this seems a very good mod...but i don't understand how to install it =// i'm not english so it's difficult for me to read well,,,but i tryed to follow the instructions on the first page... i did this

" Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_2_3_0_ByTheDarkWraith' via JSGME FIRST. Then enable your preferred TDC style then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default) "

but i don't understand if i must do also this

" PLEASE READ THE NOTES FOLLOWING THESE - YOU HAVE TO SETUP THE OPTIONS FILE BASED ON TDC MODE SELECTED
Add-on mods for this mod are located in the folder '\MODS'. Currently the following add-on mods are available:
- 'NewUIs_TDC_2_3_0_AllDials_TDC' - enables all dials for TDC NOTE: ensure TDCMode = TDCMinimalDials in options file

there's no option file,,, where's it..?? what have i to do..heeeelp me plssss =(((((

rededge
05-15-10, 08:40 AM
http://www.subsim.com/radioroom/showthread.php?t=169517

Should be what you need...

Krauter
05-15-10, 08:56 AM
I have a question: i noticed that my u boot cant keep depth i set if i'm running slow. And i'f i set a depth manually the sub stop the immersion at 10-20 meters below the depth i set...
Is this a known issue? Maybe there is already a mod for that?

Sorry for noob question,but i reinstalled SH5 and i'm going crazy with all these mods...

You will find that at first (1939-early 1940's) that your crew is very green. Assigning a depth, they will often under or overshoot it by a good 10 meters. Later on in the war they will stop to withing 1-2 meters of the depth you set.

Also, when submerged deeper then 40 meters (I found) and at 1/3 (again early war) you will slowly sink to the bottom. However as the war goes on this becomes less of an issue. It might also be from the crew upgrades (as I had navigator and Mechanic maxed out on passive ones) but I'll know when I get to 1941 in my new career :) 100% Realism (with cams) and no abilities is the way to go :yeah:

Krauter
05-15-10, 08:58 AM
I have been using the dotted lines shooting... this manual targeting looks really sweet. I really need to start doing it. The immersion factor is 100x higher than -line up the numbers, press fire- technique.

I've been so limited because if it's past my '3' it's a wild guess and I just don't shoot. Manual targeting lets me really get out there and touch someone from a longer distance.

There is a mod in the Download section to remove the 1-2-3 shooting if you find it cumbersome or not realistic..

bert8for3
05-15-10, 09:03 AM
Put on 2.3.0 last night (from 1.1.1 LOL). Fabulous, thanks. :up:

speedbird
05-15-10, 09:06 AM
There is a mod in the Download section to remove the 1-2-3 shooting if you find it cumbersome or not realistic..

Do you have a link or name of the mod?

Krauter
05-15-10, 09:10 AM
Do you have a link or name of the mod?

Here is the link

http://www.subsim.com/radioroom/downloads.php?do=file&id=1691

If it doesn't work go to the graphics area in the Downloads section :up:

speedbird
05-15-10, 09:26 AM
Here is the link

http://www.subsim.com/radioroom/downloads.php?do=file&id=1691

If it doesn't work go to the graphics area in the Downloads section :up:


Cheers! :salute:

brixia91
05-15-10, 09:28 AM
http://www.subsim.com/radioroom/showthread.php?t=169517

Should be what you need...
it doesn't work =( 2 questions pls,,,i have the italian version,,so is this the problem?? :damn: have i to reinstall in english? when i put the all dial tdc file in jsgme after the "bythedarkwraith " file... jsgme says

Folder "data" has already been added by the "NewUIs_TDC_2_3_0_ByTheDarkWraith" mod.
Folder "data\Menu" has already been added by the "NewUIs_TDC_2_3_0_ByTheDarkWraith" mod.
Folder "data\Menu\Pages" has already been added by the "NewUIs_TDC_2_3_0_ByTheDarkWraith" mod.

enabling this mod may have adverse effects on your game.
are u sure you wish to enable this mod?

is this normal? :damn:

last thing pls ,,, have i to start a new game?? Oo i loaded my savegames...but nothing appears Oo

kylania
05-15-10, 09:45 AM
enabling this mod may have adverse effects on your game.
are u sure you wish to enable this mod?

is this normal? :damn:

last thing pls ,,, have i to start a new game?? Oo i loaded my savegames...but nothing appears Oo

Yes, overwriting the main mod by the TDC mod is perfectly normal.

brixia91
05-15-10, 09:48 AM
Yes, overwriting the main mod by the TDC mod is perfectly normal.
thxk =) so this is not the problem... -1 :salute:
at the moment i'm trying to reinstall in english so i try to see if that's the problem or not.
anyway..did u restart a new game after installing this mod?

kylania
05-15-10, 09:48 AM
There is a mod in the Download section to remove the 1-2-3 shooting if you find it cumbersome or not realistic..

Why not just turn on manual targeting in the options, or at the very least turn on the TDC while in game? Both methods will "turn off" the 1-2-3 circles (and auto targeting) allowing uncluttered manual targeting.

If you're using auto targeting I'm not sure why you'd turn off the 1-2-3, and if you're not using auto targeting you shouldn't see the numbers. :DL


anyway..did u restart a new game after installing this mod?

Nope, this mod should work with saved games as well. If you're NOT seeing it make sure you copied the right folders from within the 7Zip file to the MODS folder in game as shown in this link: http://www.subsim.com/radioroom/showpost.php?p=1392263&postcount=2

Krauter
05-15-10, 09:51 AM
As I started with Auto-Target, they were there most of the time. Afterwards I just got annoyed with them and found out the way to target past the '3' reticule (which is covered in one of the TDC stickies).

I left the Mod in my activated Mods list and when I did the transition from auto to manual I didn't know if they would stay so I left it :)

*Sorry for the hijack*

sentenc3
05-15-10, 09:53 AM
new test bug fix for users experiencing the problem above in v2.3.0 of the UIs mod. Let me know what you find and I need to know if any pop up dialog boxes appear at any time while testing this.
http://www.filefront.com/16444999/NewUIs-TDC-2-3-0-bugfix1.7z/




already send you my comment on this.

TheDarkWraith
05-15-10, 10:34 AM
I've 'future proofed' the code that reads all the files to get the mast heights for the ships. As new ships are added/removed it will accomodate those changes. It reads all this information at game start also.

TheDarkWraith
05-15-10, 11:20 AM
can someone with a default install of SH5 using a 32bit OS tell me their registry key path for SH5? For Win 64bit it is:

\HKEY_LOCAL_MACHINE\Software\Wow6432Node\Ubisoft\S ilent Hunter 5\

I need where it's found in a 32bit OS version. I need to read a registry key in order to find the files needed for reading the mast height. Every person installs SH5 to different folders thus I have to read registry to get the installdir.

speedbird
05-15-10, 11:43 AM
can someone with a default install of SH5 using a 32bit OS tell me their registry key path for SH5? For Win 64bit it is:

\HKEY_LOCAL_MACHINE\Software\Wow6432Node\Ubisoft\S ilent Hunter 5\

I need where it's found in a 32bit OS version. I need to read a registry key in order to find the files needed for reading the mast height. Every person installs SH5 to different folders thus I have to read registry to get the installdir.

\HKEY_LOCAL_MACHINE\Software\Ubisoft\Silent Hunter 5

on mine...

TheDarkWraith
05-15-10, 11:47 AM
\HKEY_LOCAL_MACHINE\Software\Ubisoft\Silent Hunter 5

on mine...

that's what I needed :yeah: Thanks :up:

brixia91
05-15-10, 12:40 PM
yes,,,the problem was my italian version:nope: :damn::timeout::wah::cry::shifty: i must play in english :damn: can't u support the italian version pls? :yeah: there are a lot of italians that play sh5 :DL

LeBabouin
05-15-10, 12:41 PM
I need where it's found in a 32bit OS version. I need to read a registry key in order to find the files needed for reading the mast height. Every person installs SH5 to different folders thus I have to read registry to get the installdir.

O_o no way to read parent/child dirs from the one your script will exec ?

jdaniel3257
05-15-10, 01:21 PM
can someone tell me how i can set a hot key to identify a target? also i seem to have lost the ability to get information about a ship when i mouse over the map contact any ideas? im using v. 2.3

kylania
05-15-10, 01:24 PM
Confused on how to install this mod? Have no fear! Here's a video walkthrough of the install of the mod itself, a TDC choice, including one of the optional folders, as well as how to change a key binding in the options file!

Enjoy! :DL

http://www.youtube.com/watch?v=FVv1qgyivPI

jdaniel3257
05-15-10, 01:32 PM
i know how to do it now.....but i cant find it in the options to set a key to it....

TheDarkWraith
05-15-10, 01:37 PM
yes,,,the problem was my italian version:nope: :damn::timeout::wah::cry::shifty: i must play in english :damn: can't u support the italian version pls? :yeah: there are a lot of italians that play sh5 :DL

no one has given me an italian version of the menu.txt file. If someone translates it to Italian I'd be more than happy to include it.

Monte
05-15-10, 01:53 PM
new test bug fix for users experiencing the problem above in v2.3.0 of the UIs mod. Let me know what you find and I need to know if any pop up dialog boxes appear at any time while testing this.
http://www.filefront.com/16444999/NewUIs-TDC-2-3-0-bugfix1.7z/


this bug fix fixes the problem of being able to select a new desired course outside of the new heading bar (it can also be found at post #1 of this thread):
http://www.filefront.com/16445031/NewUIs-TDC-2-3-0-bugfix2.7z/



Aloha DW!
Thx for your efforts. Both bugfixes didn´t change anything on my computer and no pop up dialog boxes appear. That isn´t a big problem for me; so plz concentrate on more important things.

brixia91
05-15-10, 02:15 PM
no one has given me an italian version of the menu.txt file. If someone translates it to Italian I'd be more than happy to include it.
:DL do u mean the one that there's in ubi>SH5>MODS>newuistdc thedarkwraith>data>menu ??? do u only need that and then also the ita version works? it would be great :DL

ReallyDedPoet
05-15-10, 02:24 PM
Confused on how to install this mod? Have no fear! Here's a video walkthrough of the install of the mod itself, a TDC choice, including one of the optional folders, as well as how to change a key binding in the options file!

Enjoy! :DL

http://www.youtube.com/watch?v=FVv1qgyivPI

Nice work :yep::up:

TheDarkWraith
05-15-10, 02:40 PM
:DL do u mean the one that there's in ubi>SH5>MODS>newuistdc thedarkwraith>data>menu ??? do u only need that and then also the ita version works? it would be great :DL

navigate to \MODS\NewUIs_TDC_2_3_0_ByTheDarkWraith\data\Menu\m enu.txt. If you translate that file to Italian and send it to me I'll make it available for those using v2.3.0 and I'll include it in v2.4.0.

TheDarkWraith
05-15-10, 02:41 PM
O_o no way to read parent/child dirs from the one your script will exec ?

game doesn't expose a method or anything for getting the path to a loaded script file so had to turn to the registry :yep:

TheDarkWraith
05-15-10, 02:42 PM
Amazing. I'm really impressed by your modding qualities. :rock: If you can find the time for a minor change in the heading indicator read-out. When I mouse over it the heading is shown like for instance: 320.0000 in stead of 320.

No big deal, but a minor thing for you're skills.

Still playing SH5 thanks to you:)

ah yes, forgot about that one. Thanks for the reminder. I'll take care of it in v2.4.0 :up:

TheDarkWraith
05-15-10, 02:48 PM
Confused on how to install this mod? Have no fear! Here's a video walkthrough of the install of the mod itself, a TDC choice, including one of the optional folders, as well as how to change a key binding in the options file!

Enjoy! :DL

http://www.youtube.com/watch?v=FVv1qgyivPI


very nice kylania :yeah:

TheDarkWraith
05-15-10, 04:39 PM
mast heights are completely automated now. No user input required :rock: I've added a mast height value to the XO TDC box so you can see the mast height of the currently identified target.

Fixed bug of decimal values being present in the heading bar's ordered heading, desired heading, and heading tooltips.

Removed all mast height dials from mod. There's no need for them anymore.

http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2073

TheDarkWraith
05-15-10, 07:00 PM
v2.4.0 released. You can find details at post #1 of this thread :|\\

McHub532
05-15-10, 07:02 PM
v2.4.0 released. You can find details at post #1 of this thread :|\\

Oh OH Oh....

Happy Dance !!

TheDarkWraith
05-15-10, 07:17 PM
This version (v2.4.0) accesses your computer's registry to fiind the path to the files it needs to read for the mast height data. Hopefully there are no problems with it but if there is I'll have to tend to them tomorrow :yep:

7thSeal
05-15-10, 07:38 PM
Thanks DW, giving this one a try now... surprised me seeing the mast heights automated version released so soon. :up:

gouldjg
05-15-10, 07:53 PM
Just want to say thanks for the great work.

I have only just managed to find the time to load this up and it is a absolute essential mod from now on.

:salute:

Krauter
05-15-10, 08:04 PM
Still no journal feature ? :( Any ETA on when this will be implemented?

Your work is a godsend btw

ALL HAIL THEDARKWRAITH

TheDarkWraith
05-15-10, 08:46 PM
Still no journal feature ? :( Any ETA on when this will be implemented?

Your work is a godsend btw

ALL HAIL THEDARKWRAITH

I have two 400+ page books that I have to make it through first....about 150+ pages into the first one :D

TheDarkWraith
05-15-10, 08:49 PM
Thanks DW, giving this one a try now... surprised me seeing the mast heights automated version released so soon. :up:

I had a good break-through happen with it yesterday and after that it was just a matter of writing the code to access the files on the user's computer to read the data the mod needs to determine mast heights.
If any ships don't have entries or their files were corrupt then you'll see mast height as 0.0 for them. We need to make a log of which ships those are so we can fix them. I've found one already.

furby
05-15-10, 09:03 PM
just tried the new version and was getting 0.0m for mast height(liberty class)

WIN 7 64bit

HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Ubisoft\Si lent Hunter 5

C:\Ubisoft\Silent Hunter 5

kylania
05-15-10, 09:03 PM
This version (v2.4.0) accesses your computer's registry to fiind the path to the files it needs to read for the mast height data. Hopefully there are no problems with it but if there is I'll have to tend to them tomorrow :yep:

I'm getting "20" for mast height for all ships. Windows 7 64bit.

installdir is found in:

HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Ubisoft\Si lent Hunter 5\GameUpdate

for me. There's essentialy nothing under just \Silent Hunter 5

THE_MASK
05-15-10, 09:10 PM
Windows 7 64 bit
http://img210.imageshack.us/img210/4227/rootu.jpg (http://img210.imageshack.us/i/rootu.jpg/)

Krauter
05-15-10, 10:02 PM
I have two 400+ page books that I have to make it through first....about 150+ pages into the first one :D

Excellent, thanks a lot :up:

I'd like to be able to post my Enigma Patrol log in game to add some realism :yeah:

jwilliams
05-15-10, 10:46 PM
For windows XP Pro. 32 bit, the installdir registry is located in :-

HKEY_LOCAL_MACHINE\SOFTWARE\Ubisoft\Silent Hunter 5\GameUpdate

I've installed my game to D:\Simulations\SilentHunter5

Jander
05-16-10, 04:15 AM
WinXp 32, getting mast height 0
registry as in jwilliam's posting, install path is e:\games\silent hunter 5


correction: get correct mast height for merchants and tankers, it seems, but mast height 0 for escorts and warships
might it be that there is a problem with the special characters in the german language? maybe your script has a problem parsing the names for "Zerstörer" or "Flottenträger"?

THE_MASK
05-16-10, 04:45 AM
If i hit crash dive icon on the left of the screen (vanilla icon) i end up in the radio room .

jwilliams
05-16-10, 05:12 AM
If i hit crash dive icon on the left of the screen (vanilla icon) i end up in the radio room .

Yes happened to me a few times too. :yep:

McHub532
05-16-10, 05:13 AM
Yes happened to me a few times too. :yep:

I think TDW has it coded that way on purpose.

sentenc3
05-16-10, 05:19 AM
no, that is the one-click crash dive feature :D You'll notice that it teleports you to the radio room and then x seconds (default x is 5) later the crash dive command is ordered. You can disable this feature in the options file.

TDW did so

7thSeal
05-16-10, 06:03 AM
If i hit crash dive icon on the left of the screen (vanilla icon) i end up in the radio room .

Yeah, its in the options file of whether to teleport on crash dive and given a 5 sec. delay that you can also change aswell before the sub begins to dive after entering radio room.

You must of gotten caught off guard by the AI and finally needed to hurry, :har: the crash dive icon has been this way for several versions now. :salute:

Lopo
05-16-10, 06:58 AM
Getting 0.0 for all mast height.

WinXP pro SP3
Installdir in HKLM\software\ubisoft\silent hunter 5\gameupdate
Game path: C:\Ubisoft\Silent Hunter 5

Can someone explain me, please, how get the correct mast height?
Thank you in advance

caine007
05-16-10, 07:01 AM
Windows 7 64Bit

Getting mast height 1 for liberty cargo... 0 for just about everything else.

Reg entry:

HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Ubisoft\Si lent Hunter 5\

I've installed to G:\Ubisoft\Silent Hunter 5\

TheDarkWraith
05-16-10, 07:01 AM
Getting 0.0 for all mast height.

WinXP pro SP3
Installdir in HKLM\software\ubisoft\silent hunter 5\gameupdate
Game path: C:\Ubisoft\Silent Hunter 5

Can someone explain me, please, how get the correct mast height?
Thank you in advance

I have the correct entries for 32bit and 64bit users already coded in.

When you identify the ship are you opening the XO's recognition manual and checking the check box for the correct ship? If you don't check the checkbox then the correct mast height will not be used. I guess I could add some code that automatically updates the mast height if you issue the command identify target and never open up the XO's recognition manual.

Lopo
05-16-10, 07:08 AM
I'll fix the code to read the correct location for 32bit OS users. I run 64bit OS so I didn't know where to find the correct value I was looking for in 32bit OS registry. I'll issue a bugfix for this soon.

Thank you very much.

PL_Cmd_Jacek
05-16-10, 07:26 AM
When you identify the ship are you opening the XO's recognition manual and checking the check box for the correct ship? If you don't check the checkbox then the correct mast height will not be used. I guess I could add some code that automatically updates the mast height if you issue the command identify target and never open up the XO's recognition manual.

TheDarkWraith, first thanks a lot for the mod.

But problem with zero mast height is also at me. I do, as you told. I click on recognition manual and check a box, but no value is transfered to TDC. I clicked several times without any effect. Sometime value is transfered but most time no.

What I also noticed, that icon for following the target is not active. Why ???

Look at the screen

http://img522.imageshack.us/img522/7488/mast.jpg

TheDarkWraith
05-16-10, 07:34 AM
In order for mast height to be automatically entered you must:

- have a contact locked
- XO TDC must be turned on
- open up the XO TDC dialog box and select the correct ship


Does it appear to be a language issue with the automatic mast height? Are any english users having any problems with mast height data being automatically entered?

PL_Cmd_Jacek
05-16-10, 07:58 AM
TheDarkWraith, until the problem is solved, could you reactivate or tell how to reactivate height mast value manual setting ?

http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2015

furby
05-16-10, 08:00 AM
thats what happens to me too...same set up

Jander
05-16-10, 08:03 AM
TDW, I am quite sure it is a language thing.
I did not do extensive testing, but up to now, all ships which have german umlauts in their names result in mast height 0 - ships without umlauts work.

And see the example of PL_Cmd_Jacek, the polish language is full of special characters - maybe nearly all ship names in polish contain some ´ and ` and whatsoever.

Athlonic
05-16-10, 08:03 AM
Does it appear to be a language issue with the automatic mast height? Are any english users having any problems with mast height data being automatically entered?


That's it !

Roster name are langage localized, I've got 0m masts prob here too.

I think if use the name before the = it should be fine.


BBQueenElizabeth=Cuirassé Queen Elizabeth

TheDarkWraith
05-16-10, 08:13 AM
TheDarkWraith, until the problem is solved, could you reactivate or tell how to reactivate height mast value manual setting ?

I'm making something now to work in the interim until I can figure out a solution. Should be available here soon.

kylania
05-16-10, 09:05 AM
In order for mast height to be automatically entered you must:

- have a contact locked
- XO TDC must be turned on
- open up the XO TDC dialog box and select the correct ship



That's the step there that's causing me problems. I'll lock a ship, shift-I to identify it, then click on Range and it'll be locked at 20m or whatever the last ship I ranged was. It isn't till you open the rec manual, flip all the way over to the ship in question (what I wanted to avoid by using Shift-I :O:) then it'll update the proper mast height.

So it was working, I was just Doing It Wrong™.

I would suggest some way of updating it without having to open the specific req manual page. If only that thing opened to ID'd ship page rather than whatever arbitrary start page it has.

caine007
05-16-10, 09:56 AM
Ok I'm running Windows 7, 64 bit. English (Australian?) version.

I started up the warspite mission... got one of the German DD's in my scope, locked the target and then clicked Identify Ship in the weapon officers menu.

He says it's a Z34.

I then click range and it says the mast height is 20m which is wrong.

Then if I go back and click on Z34 to see the ID book, scroll through to the Z34 entry and click it off then back on - now when I go to use the stadimeter the mast height is zero. From that point on no matter what I do the mast height for any ship is zero.

TheDarkWraith
05-16-10, 09:57 AM
That's the step there that's causing me problems. I'll lock a ship, shift-I to identify it, then click on Range and it'll be locked at 20m or whatever the last ship I ranged was. It isn't till you open the rec manual, flip all the way over to the ship in question (what I wanted to avoid by using Shift-I :O:) then it'll update the proper mast height.

So it was working, I was just Doing It Wrong™.

I would suggest some way of updating it without having to open the specific req manual page. If only that thing opened to ID'd ship page rather than whatever arbitrary start page it has.

I'm trying to make that happen (not having to open the specific rec manual page) but due to the way I made this work it's not easy to implement that. I don't give up though......there's always a solution it's just not obvious yet.

TheBeast
05-16-10, 10:11 AM
Ok I'm running Windows 7, 64 bit. English (Australian?) version.

I started up the warspite mission... got one of the German DD's in my scope, locked the target and then clicked Identify Ship in the weapon officers menu.

He says it's a Z34.

I then click range and it says the mast height is 20m which is wrong.

Then if I go back and click on Z34 to see the ID book, scroll through to the Z34 entry and click it off then back on - now when I go to use the stadimeter the mast height is zero. From that point on no matter what I do the mast height for any ship is zero.

I am having the same problem as described by caine007 above.
Not only that but Ubi did something in the patch 1.2 that also effects targeting causing some torpedo types to miss by more then a boat length. I tried the MOD that disables the torpedo speed ability but I am still having problems with the Type III and Type IX Torpedo's missing and the Type IX is a homing torpedo. Go figure.
P.S. I am running Vista 32. I should drop Vista 64 in to take advantage of the other 5 GIG of RAM not being used or do the REG hack to access it with the 32 bit OS.

speedbird
05-16-10, 10:12 AM
Hi TDW,

Have you noticed that "Large Steamer" seems to be missing from the rec manual?

LeBabouin
05-16-10, 10:17 AM
No 20m issue for me under 32b XP, but the 0 issue on accentuated chars named ships. Here is my [SEA] french section, if that might help for your testing. Also I'm still a beginner at TDC and need to have the mouse pointed target ship range and speed poping above the righthand bottom corner notepad, please :oops:

[Sea]
Iceberg=Iceberg imposant
IcebergM1=Iceberg moyen
IcebergM2=Iceberg moyen
IcebergM3=Iceberg moyen
IcebergS1=Petit iceberg
IcebergS2=Petit iceberg
IcebergS3=Petit iceberg

BBQueenElizabeth=Cuirassé Queen Elizabeth
BBRoyalSovereign=Cuirassé Royal Sovereign
BBKingGeorgeV=Cuirassé King George V
BBHMSDukeOfYork=HMS Duke Of York
BBNelson=Cuirassé Nelson
BCHood=Croiseur Hood
BCRenown=Croiseur Renown
BBNewMexico=Cuirassé New Mexico
BBNewYork=Cuirassé New York
BBTennessee=Cuirassé Tennessee
BBTennesseeEarly=Cuirassé Tennessee
BBNevada=Cuirassé Nevada
BBColorado=Cuirassé Colorado
BBPennsylvania=Cuirassé Pennsylvania
BBWestVirginia=Cuirassé West Virginia
BBNorthCarolina=Cuirassé North Carolina
BBIowa=Cuirassé Iowa
BBKongo=Cuirassé Kongo
BBFuso=Cuirassé Fuso
BBIse=Cuirassé Ise
BBIseConv=Cuirassé Ise (fin de la guerre)
BBYamato=Cuirassé Yamato
BBLittorio=Cuirassé Littorio
BBDuilio=Cuirassé Duilio
BBBismark=Cuirassé Bismarck
BBSchleswigHolstein=Cuirassé pré-Dreadnought Schleswig-Holstein
BCScharnhorst=Cuirassé Scharnhorst

BCDeutschland=Cuirassé de poche Deutschland
CATakao=Croiseur lourd Takao
CAFurutaka=Croiseur lourd Furutaka
CAMaya=Croiseur lourd Maya
CAMogami=Croiseur lourd Mogami
CANorthampton=Croiseur lourd Northampton
CABaltimore=Croiseur lourd Baltimore
CAKent=Croiseur lourd Kent
CAHMSSuffolk=HMS Suffolk
CATrento=Croiseur lourd Trento
CAHipper=Croiseur lourd Admiral Hipper


CLDido=Croiseur léger Dido
CLFiji=Croiseur léger Fiji
CLBrooklyn=Croiseur léger Brooklyn
CLCleveland=Croiseur léger Cleveland
CLOmaha=Croiseur léger Omaha
CLKuma=Croiseur léger Kuma
CLAgano=Croiseur léger Agano
CLNaka=Croiseur léger Naka
CLMontecuccoli=Croiseur léger Montecuccoli
CLBartolomeo=Croiseur léger Di Giussano
CLEmden=Croiseur léger Emden
CLKonigsberg=Croiseur léger de classe K

AMCKomet=Croiseur auxiliaire Komet
AMCPenguin=Croiseur auxiliaire Penguin
AMCKormoran=Croiseur auxiliaire Kormoran
AMCAtlantis=Croiseur auxiliaire Atlantis
AMCPatroclus=Croiseur marchand armé Patroclus
AMCRawalpindi=Croiseur marchand armé Rawalpindi
AODithmarschen=Ravitailleur Dithmarschen
AGPCarlPeters=Fleet Tender Carl Peters

CVArkRoyal=Porte-avions Ark Royal
CVIllustrious=Porte-avions Illustrious
CVGlorious=Porte-avions Glorious
CVFurious=Porte-avions Furious
CVHermes=Porte-avions Hermes
CVEagle=Porte-avions Eagle
CVUSEarlyWar=Porte-avions
CVShokaku=Porte-avions Shokaku
CVHiryu=Porte-avions Hiryu
CVTaiho=Porte-avions Taiho
CVCourageous=Porte-avions Courageous

CVEAkitsu=Porte-avions d'escorte Akitsu
CVETaiyo=Porte-avions d'escorte Taiyo
CVECasablanca=Porte-avions d'escorte Casablanca
CVEBogue=Porte-avions d'escorte Bogue
CVESangamon=Porte-avions d'escorte Sangamon
CVEAttacker=Porte-avions d'escorte Attacker
CVELongIsland=Porte-avions d'escorte Long Island
CVEArcher=Porte-avions d'escorte Archer
CVECharger=Porte-avions d'escorte Charger
CVEAvenger=Porte-avions d'escorte Avenger
CVEAudacity=Porte-avions d'escorte Audacity
CVSChitose=Porte-hydravions Chitose

DDSoldati=Destroyer Soldati
DDAkizuki=Destroyer Akizuki
DDShiratsuyu=Destroyer Shiratsuyu
DDFubuki=Destroyer Fubuki
DDMutsuki=Destroyer Mutsuki
DDMinekaze=Destroyer Minekaze
DDAsashio=Destroyer Asashio
MLOkinoshima=Grand mouilleur de mines
MSNO13=Dragueur de mines
SCSubchaser=Chasseur de sous-marins
COFlower=Corvette Flower
DDType34=Destroyer Type 34


ASSubTender=Porte-sous-marins
DDFletcher=Destroyer Fletcher
DDAB=Destroyer de classe A
DDKeith=Destroyer de classe B
DDV&W=Destroyer de classe V&W
DDHMSWalker=HMS Walker
DDTribal=Destroyer Tribal
DDJClass=Destroyer de classe J
DDRocket=Destroyer de classe R
DDClemson=Destroyer Clemson
DDTown=Destroyer Lend-lease classe Town
DDSomers=Destroyer Somers
DEEvarts=Destroyer d'escorte Evarts
DEBuckley=Destroyer d'escorte Buckley
DEJCButler=Destroyer d'escorte JC Butler
DERiver=Frégate de classe River
FFBlackSwan=Aviso Black Swan
FFHMSStork=HMS Stork
FFBlackSwanElite=Aviso d'élite Black Swan
PTElco=Torpilleur Elco
PCTrawler=Chalutier armé
LST=Embarcation de débarquement
FishingBoat=Bateau de pêche
FishingBoat2=Chalutier
TugBoat=Remorqueur
JPGunBoat01=Petite canonnière
JPGunBoat02=Canonnière moyenne
PCThetis=Cutter "B" 165 pieds
SC497=Chasseur de sous-marins SC-497

KSQ=Cargo côtier composite
KSS=Petit vraquier
KMSSBiyo=Vraquier moyen (ancien)
KMSSKinposan=Vraquier moyen (moderne)
KMCSHeito=Cargo moyen composite (moderne)
KMCSAkita=Cargo moyen composite (ancien)
KLSSHakusika=Grand vraquier (ancien)
KLSSDoxford=Navire à moteur Doxford Standard
KLCSNagara=Cargo composite (moderne)
KMCSZinbu=Cargo européen moyen composite
KSCSTaihosan=Petit cargo moderne composite
KSSSKasagisan=Petit vraquier (ancien)
PLC3Middleton=Transport d'attaque Middleton

PHMauretania=Grand navire de ligne
PLConteVerde=Grand navire de ligne moderne
PLKiturin=Navire de ligne moderne
PLHorai=Navire à passagers (ancien)
PSTyohei=Petit navire à passagers
GeAuxCruiser=Croiseur marchand armé
PPQueenMary=Très grand navire de ligne européen
PLSarpedon=Grand transporteur
NSampan01=Sampan
NSampan02=Jonque
NSampan03=Grand sampan
JPFish01=Bateau de pêche
JPFish02=Bateau de pêche
LL=Cargo Liberty
LLWarSupplies=Cargo Liberty (ravitaillements)
VV=Cargo Victory
KSCSN3SA1=Petit navire marchand N3SA1
KMCSC1B=Navire marchand moyen C1-B
KLCSC2SB1=Cargo C2-S-B1

KL=Grand vapeur
KLWarSupplies=Grand vapeur (ravitaillements)

KMSSHogIsland=Transporteur Hog Island de type A
KMKHogIslandWarSupplies=Transporteur moyen Hog Island (ravitaillements)
KMSSWarMelody=Vraquier ancien à étrave inclinée
KPMCSExpress=Navire de ligne/transporteur moyen (moderne)
OTMS=Pétrolier T3
T3Cimmaron=Pétrolier de classe Cimmaron
OSHaruna=Petit moteur AR (ancien)
OMBuzyun=Pétrolier moyen ancien
OMPaula=Pétrolier moyen britannique (ancien)
OMRanger=Pétrolier moyen Ranger
OLNippon=Grand pétrolier moderne
OLSchliemann=Grand pétrolier allemand
OLBritishAviator=Pétrolier anglais ancien
TR=Transport de troupes
AGCC2Appalachian=Navire amiral de groupe amphibie

LifeboatLarge=Canot de sauvetage
LifeboatSmall=Radeau de sauvetage
Frigate=C'est quoi, ça ?

[Submarine]
SSS18=Sous-marin de classe S-18
SSS42=Sous-marin de classe S-42
SSPorpoise=Sous-marin de classe Porpoise
SSSalmon=Sous-marin de classe Salmon
SSSargo=Sous-marin de classe Sargo
SSTambor=Sous-marin de classe Tambor
SSGar=Sous-marin de classe Gar
SSGato=Sous-marin de classe Gato
SSBalao=Sous-marin de classe Balao
SSUndine=Sous-marin de classe U
SKoMidget=Sous-marin de poche
SSSenToku=Sous-marin de classe Sen-Toku
SSTypeIIA=Type IIA
SSTypeIIB=Type IIB
SSTypeIIC=Type IIC
SSTypeIID=Type IID
SSTypeVIIA=Type VIIA
SSTypeVIIA_AI=Type VIIA (IA)
SSTypeVIIA_U30=U-30
SSTypeVIIB=Type VIIB
SSTypeVIIB_AI=Type VIIB (IA)
SSTypeVIIB_U99=U-99
SSTypeVIIC=Type VIIC
SSTypeVIIC_U552=U-552
SSTypeVIIC_AI=Type VIIC (IA)
SSTypeVIIC41=Type VIIC/41
SSTypeVIID=Type VII-D
SSTypeIXD2=Type IX-D2
SSTypeXVIII=Walther Type XVIII
SSTypeXXI=Type XXI
SSTypeXXIII=Type XXIII


[Ordnance]

TheDarkWraith
05-16-10, 10:19 AM
Hi TDW,

Have you noticed that "Large Steamer" seems to be missing from the rec manual?

that and some others also because Ubi disabled them from the rec manual in patch 1.2 :nope:. This needs to be fixed but just haven't got around to it.

speedbird
05-16-10, 10:21 AM
that and some others also because Ubi disabled them from the rec manual in patch 1.2 :nope:. This needs to be fixed but just haven't got around to it.

That's ok mate, I though it was me going mad...:03:

TheDarkWraith
05-16-10, 11:07 AM
I was going to add this in the next version of the mod but since we have what appears to be a language dependency problem with the mast heights I've had to make this now. I've added the ability to edit the mast height using an edit box. You click on the mast height and then you can type in the mast height for the target. You have to click Accept for the new mast height to take affect. Clicking Exit makes no changes. Clicking edit lets you re-edit the mast height if you made an error.

NOTE: when editing the mast height value you effectively put some parts of the game on pause. If you have follow target enabled it will NOT be updated and following the target while editing the mast height. As soon as you stop editing the mast height the follow target will re-acquire and re-follow the target it was following.

I've also found a way to set the mast height when using WEPS-->Identify target (or similar key command used). When the identify target command is issued there will be a slight delay before the mast height is updated. You do not have to have a target selected in the rec manual to use the identify target and have the mast height set.

You also now do not have to have a target selected in the rec manual to change/edit the mast height for the currently selected target in your scope.

I'll be issuing a new complete bug fix revision for this (v2.4.1) due to the amount of changes and files effected. I'll have that ready here very shortly. Just have to package up and upload.

I still have to resolve the language dependency problem with the mast heights. I hope to have that resolved here soon also.

http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2084

kylania
05-16-10, 11:27 AM
I want to have your babies. :D:|\\:woot:

TheDarkWraith
05-16-10, 11:48 AM
v2.4.1 released. This is an important bug fix/temp solution to the language dependency problem with the mast heights. See post #1 for details.

furby
05-16-10, 12:08 PM
cheers...will download and test.

PL_Cmd_Jacek
05-16-10, 12:10 PM
v2.4.1 released. This is an important bug fix/temp solution to the language dependency problem with the mast heights. See post #1 for details.

Thank you so much. I ve just tested it and works perfect. I can manually adjust the mast height.

Another question. When I command Crash Dive during being submerged, my boat is going to surface :o. When I am on surface, crash dive works good. Is this an issue, I only have ? It happened also on previous version.

Stepe47
05-16-10, 12:11 PM
hmmmm... when I connect to Ubi server my version is still 1.1.5
should I go and search for the 1.2 patch, then apply it myself or it's applied only over a fresh unmodded SH5 installation??

kylania
05-16-10, 12:34 PM
hmmmm... when I connect to Ubi server my version is still 1.1.5
should I go and search for the 1.2 patch, then apply it myself or it's applied only over a fresh unmodded SH5 installation??

Information about patch download can be found here: http://forums.ubi.com/eve/forums/a/tpc/f/1121062387/m/8371057958?r=7191057958#7191057958

Stepe47
05-16-10, 12:47 PM
Thanks Kylania - had to start gu.exe and now it's updating the game :salute:

TheDarkWraith
05-16-10, 01:05 PM
I'm going to ask for a lot here but I need different languages files:

\data\Roster\Names.cfg
all of \data\Sea

so that I can figure out the problem with the mast heights and different languages. If you would please zip them up and provide me a link I'd appreciate it :yep:

TheDarkWraith
05-16-10, 01:06 PM
Thank you so much. I ve just tested it and works perfect. I can manually adjust the mast height.

Another question. When I command Crash Dive during being submerged, my boat is going to surface :o. When I am on surface, crash dive works good. Is this an issue, I only have ? It happened also on previous version.

Do you have any other mods enabled? If so, have you disabled them all except the UIs mod and tried it again to see if the problem still exists?

kylania
05-16-10, 01:44 PM
Minor bug, but when you bring up the stopwatch you can't close it with the little 'x' button on it, it just pops right back up. This appears to be due to the officer bar thinking the watch is active (it's highlighted yellow). Clicking any of the officer's watch buttons will close it, as well hitting a key mapped to 'toggle watch'. Just not the lil 'x' on the watch itself. Minor in the grand scheme of things, but might cause some confusion. :DL

TheDarkWraith
05-16-10, 01:47 PM
Minor bug, but when you bring up the stopwatch you can't close it with the little 'x' button on it, it just pops right back up. This appears to be due to the officer bar thinking the watch is active (it's highlighted yellow). Clicking any of the officer's watch buttons will close it, as well hitting a key mapped to 'toggle watch'. Just not the lil 'x' on the watch itself. Minor in the grand scheme of things, but might cause some confusion. :DL

good catch :up: Yes, that would be my error. I'll fix it in the next version.

How's the WEPS-->Identify target working for mast height?


Found a bug introduced by patch 1.2 for multi-player users. You'll get a nasty python error when trying to enter into a LAN game. I'll fix it and include in next version of mod.

PL_Cmd_Jacek
05-16-10, 02:15 PM
Do you have any other mods enabled? If so, have you disabled them all except the UIs mod and tried it again to see if the problem still exists?

I've checked without any other mod, and everything is perfect. Crash Dive works properly. So the root cause is another mods. :hmmm:.

I'm going to ask for a lot here but I need different languages files:

\data\Roster\Names.cfg
all of \data\Sea

so that I can figure out the problem with the mast heights and different languages. If you would please zip them up and provide me a link I'd appreciate it

I sent you a PM with the link.

TheDarkWraith
05-16-10, 02:19 PM
I sent you a PM with the link.

Thank you sir :yeah: Your help is greatly appreciated. This will help me figure out the mast height problem with different languages.

Paco
05-16-10, 02:21 PM
I'm going to ask for a lot here but I need different languages files:

\data\Roster\Names.cfg
all of \data\Sea

so that I can figure out the problem with the mast heights and different languages. If you would please zip them up and provide me a link I'd appreciate it :yep:

hm, the Sea-Folder is about 382 Megs?! Do You need all files?

Paco.

TheDarkWraith
05-16-10, 02:33 PM
hm, the Sea-Folder is about 382 Megs?! Do You need all files?

Paco.

out of the \Sea folders I need all the ship's folders and in the ship's folders I need the .cfg file specifically.

THE_MASK
05-16-10, 02:40 PM
Minor bug, but when you bring up the stopwatch you can't close it with the little 'x' button on it, it just pops right back up. This appears to be due to the officer bar thinking the watch is active (it's highlighted yellow). Clicking any of the officer's watch buttons will close it, as well hitting a key mapped to 'toggle watch'. Just not the lil 'x' on the watch itself. Minor in the grand scheme of things, but might cause some confusion. :DLJust click on the icon again and it will close .

kylania
05-16-10, 03:04 PM
How's the WEPS-->Identify target working for mast height?

Working perfectly on the two ships I've since sunk. The only problem I'm having is having myself NOT compensate for the bug anymore. heh

Athlonic
05-16-10, 03:34 PM
I'm going to ask for a lot here but I need different languages files:

\data\Roster\Names.cfg
all of \data\Sea

so that I can figure out the problem with the mast heights and different languages. If you would please zip them up and provide me a link I'd appreciate it :yep:


French cfg package link sent, good luck on this one.

Thanks.

M4XDmG
05-16-10, 04:35 PM
So the stadimeter actually works?! Well that's fantastic! :rock:

panosrxo
05-16-10, 05:35 PM
Great work:rock:, stadimeter wokrs for me, even with identify ship. The only problem I have is that I cant identify those ships alone, as they dont show up in the recognition manual after patch.

TheDarkWraith
05-16-10, 05:47 PM
The only problem I have is that I cant identify those ships alone, as they dont show up in the recognition manual after patch.

what do you mean by this?

panosrxo
05-16-10, 05:52 PM
what do you mean by this?

There are ships ingame that look alike in the recognition manual. That makes it difficult to identify. After patch 1.2 we dont have multiple entries of those ships in the rec. manual. Large steamer is an example. Another example would be large european liner, patroclos ship and queen mary (They are using the same photos for different ships)

TheDarkWraith
05-16-10, 06:10 PM
There are ships ingame that look alike in the recognition manual. That makes it difficult to identify. After patch 1.2 we dont have multiple entries of those ships in the rec. manual. Large steamer is an example. Another example would be large european liner, patroclos ship and queen mary (They are using the same photos for different ships)

and here's the problem with that - some of those ships that they combined have different mast heights...:nope:

speedbird
05-16-10, 06:48 PM
and here's the problem with that - some of those ships that they combined have different mast heights...:nope:

So Ubi not only didn't fix it, made it more difficult to fix... :har:

kylania
05-16-10, 07:24 PM
Taking a reading from the standimeter is resetting other TDC settings previously set. Is that supposed to happen?

I'll preset the AoB and Speed from my observations, then go to check range with the now working standimeter and speed and AoB will have been reset.

LeBabouin
05-16-10, 07:28 PM
It seem there's no problems to write the mastheights keymap or whatever it's called in python, with a key containing a special char :

http://anubis.clan.free.fr/images/mastheights.JPG

so I would bet that's the reading that's causing problems. Maybe you could have one more param, numeric, in rostersea : params = [ classname[ 1 ], classname[ 0 ], n ], then, at display time, get the correspondancy between unit[0] and unit[2] and read mastheights[unit[2]] instead of mastheights[unit[0]] ?

TheDarkWraith
05-16-10, 07:35 PM
It seem there's no problems to write the mastheights keymap or whatever it's called in python, with a key containing a special char :

It's an encoding problem which I knew all along. I'm using python to read the files and python's default encoding is ASCII (just read about). I have to use .NET to read the files which is what I'm trying now since it's default encoding is UTF-8 (StreamReader).

kylania
05-16-10, 09:55 PM
The sonar guy seems to be stupid now, and I think it might be the 1.2 patch? I'll get contact lines, and TC will drop, but I get no message box or voice confirmation of sound contact. Using the "report nearest" does give message box, but not the voice response? Anyone else seeing this?

McHub532
05-16-10, 09:59 PM
The sonar guy seems to be stupid now, and I think it might be the 1.2 patch? I'll get contact lines, and TC will drop, but I get no message box or voice confirmation of sound contact. Using the "report nearest" does give message box, but not the voice response? Anyone else seeing this?

Phew.. I thought you were talking about the person on this forum named Sonar Guy... I feel better now that I realize you are not. :) I thought, "Wow.. what got into Kylania's sub and stunk it up?" :)

kylania
05-16-10, 11:06 PM
He's all crazy, and I'm not sure exactly how. He finally started calling out contacts, but randomly it almost seemed and not all of them.

Of course, having a 30 ship convoy spawn within hydrophone range probably blew out his eardrums, but still! :O:

PurpleCity
05-17-10, 12:08 AM
Is it possible to hide the exclamation mark and/or the binocular crosshairs?

kylania
05-17-10, 12:14 AM
Is it possible to hide the exclamation mark and/or the binocular crosshairs?

The patrol objectives exclamation mark is hidden by default (except for during the tutorial), it's also toggleable from the expanded button bar at the top. Make sure you're using version 2.4.1 and not an earlier version that didn't include that feature.

Not sure where the binocular cross hair is called from, so not sure about that.

THE_MASK
05-17-10, 12:20 AM
Is it possible to hide the exclamation mark and/or the binocular crosshairs?
Theres 2 mods for those .

PurpleCity
05-17-10, 01:35 AM
Theres 2 mods for those .

I tried the no mod, not compatible with TDW UI. I then tried to merge them, no success.

Athlonic
05-17-10, 02:08 AM
He's all crazy, and I'm not sure exactly how. He finally started calling out contacts, but randomly it almost seemed and not all of them.

Of course, having a 30 ship convoy spawn within hydrophone range probably blew out his eardrums, but still! :O:

I have this impression too, but later I remembered that I actually started a new campaign and I didn't yet spend any promotion point on my sonar passive detection abilities. Thereas on my old campaign he was full promoted.
Maybe it has something to do with his bad competence right now, time will tell.

SeaWolf U-57
05-17-10, 02:47 AM
I have this impression too, but later I remembered that I actually started a new campaign and I didn't yet spend any promotion point on my sonar passive detection abilities. Thereas on my old campaign he was full promoted.
Maybe it has something to do with his bad competence right now, time will tell.


Yes them seemed to have fix the moral function
and this is the result :hmmm:

Paco
05-17-10, 04:50 AM
I'm going to ask for a lot here but I need different languages files:

\data\Roster\Names.cfg
all of \data\Sea

so that I can figure out the problem with the mast heights and different languages. If you would please zip them up and provide me a link I'd appreciate it :yep:

You have a PM with downloadlink.

TheDarkWraith
05-17-10, 10:54 AM
Got the encoding correct when reading the files now (this is polish):
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2085

TheDarkWraith
05-17-10, 11:58 AM
and the language dependency problem is now fixed :rock: You will get the mast height now when you ID a target no matter what language you use:

In this screenie I was using the Polish language and it's reporting the mast height as 36.0m which is just what the rec manual says for this ship:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2086

PL_Cmd_Jacek
05-17-10, 12:04 PM
:salute: great job, waiting for the fix :D

by the way do you know why "following the target" icon is not active ?

http://img405.imageshack.us/img405/3470/followingt.jpg

TheDarkWraith
05-17-10, 12:18 PM
:salute: great job, waiting for the fix :D

by the way do you know why "following the target" icon is not active ?

It should from the looks of things. Try lowering your scope all the way down and then back up and see if that works.

EDIT:

I see why. You don't have a currently selected officer......how's that? You have an order category bar visible.....?? Click on WEPS to select him again and see what happens.

Did you experience the strange bug some versions back where you weren't able to select an officer?

PL_Cmd_Jacek
05-17-10, 12:55 PM
It should from the looks of things. Try lowering your scope all the way down and then back up and see if that works.

EDIT:

I see why. You don't have a currently selected officer......how's that? You have an order category bar visible.....?? Click on WEPS to select him again and see what happens.

Did you experience the strange bug some versions back where you weren't able to select an officer?

I selected WEPS several times without any effects on the icon. In the past it worked good. I am not able to tell you if it was before the bug or after (probably before). I've checked some previous version of your mod. 2.2.1 (the same behaviour).

Unfortunatelly older one were for 1.1.5, and now with patch 1.2 I received CTD after installing them

I test your mod without any other one.

TheDarkWraith
05-17-10, 01:02 PM
I selected WEPS several times without any effects on the icon. In the past it worked good. I am not able to tell you if it was before the bug or after (probably before). I've checked some previous version of your mod. 2.2.1 (the same behaviour).

Unfortunatelly older one were for 1.1.5, and now with patch 1.2 I received CTD after installing them

I test your mod without any other one.

I'm looking into something that might be causing the problem.

UF582151
05-17-10, 02:29 PM
I'm not sure but I seem to have lost some tool tips on some of the buttons in the officer menus. I think in previous versions they all had one. Is it only me?

I might have a conflict with some other mod. If you can point out what file these tool tips are in I could check if I've somehow overwritten them although I sort of doubt it 'cause then I shouldn't have no tool tips at all.

anyhow, thanks for the great mod and keep up the good work!

TheDarkWraith
05-17-10, 02:32 PM
I'm not sure but I seem to have lost some tool tips on some of the buttons in the officer menus. I think in previous versions they all had one. Is it only me?

I might have a conflict with some other mod. If you can point out what file these tool tips are in I could check if I've somehow overwritten them although I sort of doubt it 'cause then I shouldn't have no tool tips at all.

anyhow, thanks for the great mod and keep up the good work!

which ones are missing? The strings are referenced from \data\Menu\menu.txt

UF582151
05-17-10, 02:46 PM
which ones are missing? The strings are referenced from \data\Menu\menu.txt

Ok wierd...the game had been running for more than 24h or so...restarted it and tooltips are back.

Sorry about that.

Curious bug though...maybe something goes haywire when you minimize the game once too much or just leave it running too much...not that it would be an easy bug to reproduce.

TheDarkWraith
05-17-10, 03:21 PM
I know it when I click on my moving officer to open the dialog window. In the top right corner theres a red text 'wounded' and the orders are greyed out (I´m not able to chose an order). I thought that the officer icon would change when this happens.

Think I finally tracked down the bug for this. I'm sending it out to some people for testing and am awaiting their feedback on it.

I would still like some more people to test this bug. If your officer icons never show wounded when the associated officer is wounded and you would like to test this please PM me.

TheDarkWraith
05-17-10, 06:41 PM
added a new user option that lets you control the visibility of the TAI map at game start. Also added a toggle that controls the visibility of the TAI map to the map tools bar:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2088

http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2089

kylania
05-17-10, 06:46 PM
I would still like some more people to test this bug. If your officer icons never show wounded when the associated officer is wounded and you would like to test this please PM me.

You mean the total opposite of this: :DL:O:

http://img62.imageshack.us/img62/2972/sh5img20100515215946.jpg

caine007
05-17-10, 06:49 PM
Not sure if this is a bug with your mod or just the game but I had SH5 CTD when I clicked Identify from the torpedo officers menu when I was locked on to what looked like a troop ship.

Since then I've clicked identify on troop ships again with no crash (it's just called them a Troop Ship) but those have been ordinary 'Huge European Liners' on visual confirmation.

Unfortunately I wasn't able to visually identify the ship that made me CTD but the convoy make up looked like it might have been one of the armed merchant cruisers like the Rawalpindi. (was just the troop ship and another transport, no escorts. From memory the last time I saw a convoy like that the troop ship was definitely a Rawalpindi)

Win 7, 64 bit. Version 2.41, Minimal Dials SH5 UI.

Seefer
05-17-10, 09:13 PM
POSSIBLE BUG

When I click on the Impact or Magnetic detonation switch I get two verbal confirmations for each mode as well as two combat log entries Same goes for Salvo or Single Tube switch. The switches seem to function fine other than this.

Seefer
05-17-10, 09:14 PM
You mean the total opposite of this: :DL:O:

http://img62.imageshack.us/img62/2972/sh5img20100515215946.jpg

LMAO :har:

Now that's one sorry-looking bunch of amigos. I foresee a mutiny in the making :)

TheDarkWraith
05-17-10, 09:33 PM
POSSIBLE BUG

When I click on the Impact or Magnetic detonation switch I get two verbal confirmations for each mode as well as two combat log entries Same goes for Salvo or Single Tube switch. The switches seem to function fine other than this.

normal. It happens in this mod :yep:

TheDarkWraith
05-17-10, 11:02 PM
added ottos new version of the chalkboard to the UIs mod. Will be available in v2.5.0 which I'm wrapping up here soon:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2090

kylania
05-17-10, 11:05 PM
added ottos new version of the chalkboard to the UIs mod. Will be available in v2.5.0 which I'm wrapping up here soon:


Fantastic!

TheDarkWraith
05-18-10, 12:25 AM
v2.5.0 released. See post #1 for details :|\\

Linavitch
05-18-10, 01:48 AM
v2.5.0 released. See post #1 for details :|\\

Cheers again. Great work!

furby
05-18-10, 04:29 AM
great work DW...this is turning into a supermod!

Manny
05-18-10, 04:53 AM
DW - Many thanks for your work on this UI Supermod, it's very much appreciated. I only installed it a few days ago because i wanted to wait and see what the new patch did first.

Can i ask for a feature change request for the next release?

What do you reckon to adding the existing "Show TDC Dials" icon to the user notifications menu & toggle on/off from there. Keeps everything nice and tidy then.

Once again many thanks!!

TheDarkWraith
05-18-10, 08:17 AM
DW - Many thanks for your work on this UI Supermod, it's very much appreciated. I only installed it a few days ago because i wanted to wait and see what the new patch did first.

Can i ask for a feature change request for the next release?

What do you reckon to adding the existing "Show TDC Dials" icon to the user notifications menu & toggle on/off from there. Keeps everything nice and tidy then.

Once again many thanks!!

I don't understand what you're asking. A screenshot showing the changes/additions would help.

Scurvy Dog
05-18-10, 08:24 AM
DW -This is such a masterful response to the original interface of SH5,
that I have no unique superlatives to express my appreciation and gratefulness for your creativity and dedication to this project except to add my voice to the chorus of Awe and Respect... :salute:

ReallyDedPoet
05-18-10, 08:28 AM
Damn the new additions look good :up:

TheDarkWraith
05-18-10, 08:34 AM
I have a vision of what I want the UI of SH5 to look like/function. In time I will accomplish my goal.

Now can someone explain to me how to use this new sunrise/moon thing with the new version of ottos chalkboard? I can make/add anything but it does me no good if I don't understand why/how it works and what it's supposed to do :doh: Is there anything that could be enhanced/changed/added in it?

panosrxo
05-18-10, 08:43 AM
I have a vision of what I want the UI of SH5 to look like/function. In time I will accomplish my goal.

Now can someone explain to me how to use this new sunrise/moon thing with the new version of ottos chalkboard? I can make/add anything but it does me no good if I don't understand why/how it works and what it's supposed to do :doh: Is there anything that could be enhanced/changed/added in it?

With this addon you know how many hours you have to wait till it gets dark for example. So you can follow a convoy at day and attack at night.

darkfin
05-18-10, 08:44 AM
Thanks Man. This is just my opinion...

http://img709.imageshack.us/img709/4239/sh5z.jpg

panosrxo
05-18-10, 08:45 AM
I dont know if this happened after patch, or after downloading queen mary mission, but the dds image of this ship has changed.

TheDarkWraith
05-18-10, 08:45 AM
With this addon you know how many hours you have to wait till it gets dark for example. So you can follow a convoy at day and attack at night.

that part I understood but why does he have a piece of chalk that when clicked takes you to a screen where you input the latitude and longitude and time offset? Shouldn't that be updated automatically or am I missing something here :hmmm: I added an update button to that screen that when pressed will input your current lat and long into the boxes.

kylania
05-18-10, 08:47 AM
I dont know if this happened after patch, or after downloading queen mary mission, but the dds image of this ship has changed.

There was a two mast "Huge European Liner" that shipped with the game that was a placeholder until you downloaded the Queen Mary mission from UPlay. For some reason however the 1.2 patch downloaded the upgraded QM skin for everyone.

panosrxo
05-18-10, 08:50 AM
that part I understood but why does he have a piece of chalk that when clicked takes you to a screen where you input the latitude and longitude and time offset? Shouldn't that be updated automatically or am I missing something here :hmmm:

I believe it is updated. Maybe it is there for searching other regions. Example: I am in Kiel and want to know the day-night time of mid atlantic.