View Full Version : [REL] Reaper7's High resolution UI Alpha
SteelViking
05-28-10, 01:55 PM
Emailed. Hope the script changes are not too bad.....
reaper7
05-28-10, 02:43 PM
No, not to bad. Should have it up soon. :up:
SteelViking
05-28-10, 03:04 PM
reaper7 simple question, would you like a perfectly round view with the binoculars. I just grabbed my pair(in real life) and sure enough, your view is actually one large circle, not the cartoon double sided view like stock. Arclight tried to get his binoculars to do it, but he ended up with an oval......I can get it round.....with a lot of work.
reaper7
05-28-10, 03:52 PM
I'll leave it in your hands. If you use No Constraint ratio you should get no distortion to the original Image. Not sure what this command is in ini file. As only use the Menu Editor. :hmmm:
SteelViking
05-28-10, 03:55 PM
I'll leave it in your hands. If you use No Constraint ratio you should get no distortion to the original Image. Not sure what this command is in ini file. As only use the Menu Editor. :hmmm:
I cannot get either the binocular or the UZO page.ini files to cooperate at all......so I am going straight to editing the relevant .dds files to make a few changes.
reaper7
05-28-10, 04:21 PM
Is it possible to have the Enhanced Ship Recognition Manual V2.1 as a standalone mod?
Done and released:
Check out http://www.subsim.com/radioroom/showthread.php?p=1405762#post1405762
Done and released:
Check out http://www.subsim.com/radioroom/showthread.php?p=1405762#post1405762
Cool
reaper7
05-28-10, 10:04 PM
Beta V1.3
ˇ Fixed Attack Disc (Was broken in V1.1).
ˇ New Tri Ring Compass (Accessed by the Attack Disc Button 2nd click). Thanks to Ottos for permission.
ˇ Added a New Offices Orders Bar (Not 100% Working yet.).
ˇ Torpedo Panel redone by SteelViking to 5 torpedoes not 6 (Also other graphic Improvements and scripting).
ˇ Added Flaggen Chart by Conus00.
ˇ Fixed RAOBF Dials not rotating fully when rotating clockwise (Would stop at 180 degrees).
ˇ Added Digital Clock. This was reworked by Steelviking to work with my UI with permission from Skwasjer.
Thanks to all the Testers. Don't worry still have to get to some of the bugs reported - Fixed: (Not forgotten.)
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Orders.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Flaggen.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/TriRing.jpg
Download from first Post
Or From here: http://www.subsim.com/radioroom/downloads.php?do=file&id=1842
Jonny-Dog
05-28-10, 10:11 PM
Done and released:
Check out http://www.subsim.com/radioroom/showthread.php?p=1405762#post1405762
Thank you! :up:
SteelViking
05-28-10, 10:54 PM
Awesome reaper7, I am glad to hear the attack disk is working, I know that one gave you some serious grief.:rock:
capt-jones
05-29-10, 06:19 AM
:salute: well i just played reapers lastest mod download,and what an eye opener,talk about immersion, it took me back to the good old days of SH3(gone but not forgotten)this game is just begging to be converted to "DAS BOOT" :03:
:woot:so bring it on modders this game is getting better by the day
reaper7
05-29-10, 08:58 AM
Awesome reaper7, I am glad to hear the attack disk is working, I know that one gave you some serious grief.:rock:
Still not working the way I want it to. Will come back to it again and get it working.
There is one dial missing of it - The SH3 versions had it the SH4 versions did not.
This was due to the devs changing the SH4 version so the trick to getting user operated dials on top of each other in SH3 was broken in SH4 and still broken in SH5.
I have an idea to get it working, just need to figure out the technique to do it.
But I'm not beating yet. Also there is another Circular Slide rule to be implemented. Graphics are there in the Mod, just not coded in yet till I get the above working as I require 3 user dials on top of each other. :up:
reaper7
05-29-10, 01:20 PM
Hi I've been working on a new version of the Officer Orders Bar.
Here is what I Have so Far.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/OfficerOrders.jpg
Now what I need from you Guys (And Gals if any) is Order types for each officer.
There are 12 Officers in the Main Page:
1. Captain
2. Xo
3. Watchman
4. Navigator
5. Engineer
6. Soundman
7. Sonar
8. Motorman
9. Torpedoman
10. Gunner
11. Bosun
12. Cook
Now Whats needed is to figure out what each officer should have access to from there individual page on the notebook.
For example the Navigator in stock brings up his main orderbar which contains:
A. Propulsion
B. Manouvers
C. Emergency Orders
D. Periscope Depts
E. Reports.
Clicking on these orderbar icons brings up the relevant Sub-Orderbar icons.
So if we could complie a List Of Order Groups and Sub-Ordergroups for each officer.
Max Orderbar Group Icons should be 6
Man Sub-Order Group Icons should be 12 (Maybe 15)
As well as Orders, I can place icons on the page to open up special items:
Eg. the Captain could have an icon to open up the Captains Log etc.
Torpedoman could have an icon to open the Torpedo Page and his special abilites page etc.
Post your list here or PM them to me.
Thanks Guys :up:
SteelViking
05-29-10, 01:55 PM
I will have a list compiled shortly, just let me know if you would like me to make some order icons that do not come stock(maybe have some icons that stand for some of the stock verbal commands). I got really good practice making them/manipulating them, resizing the others.
reaper7
05-29-10, 02:23 PM
I will have a list compiled shortly, just let me know if you would like me to make some order icons that do not come stock(maybe have some icons that stand for some of the stock verbal commands). I got really good practice making them/manipulating them, resizing the others.
Sound good. :up:
Hi I've been working on a new version of the Officer Orders Bar.
Here is what I Have so Far.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/OfficerOrders.jpg
Now what I need from you Guys (And Gals if any) is Order types for each officer.
There are 12 Officers in the Main Page:
1. Captain
2. Xo
3. Watchman
4. Navigator
5. Engineer
6. Soundman
7. Sonar
8. Motorman
9. Torpedoman
10. Gunner
11. Bosun
12. Cook
Now Whats needed is to figure out what each officer should have access to from there individual page on the notebook.
For example the Navigator in stock brings up his main orderbar which contains:
A. Propulsion
B. Manouvers
C. Emergency Orders
D. Periscope Depts
E. Reports.
Clicking on these orderbar icons brings up the relevant Sub-Orderbar icons.
So if we could complie a List Of Order Groups and Sub-Ordergroups for each officer.
Max Orderbar Group Icons should be 6
Man Sub-Order Group Icons should be 12 (Maybe 15)
As well as Orders, I can place icons on the page to open up special items:
Eg. the Captain could have an icon to open up the Captains Log etc.
Torpedoman could have an icon to open the Torpedo Page and his special abilites page etc.
Post your list here or PM them to me.
Thanks Guys :up:
http://subsim.com/radioroom/showthread.php?t=170208
Edit: Where is the button that opens that pannel?
reaper7
05-30-10, 11:40 AM
http://subsim.com/radioroom/showthread.php?t=170208
:haha: Well at least it wasn't just Gal.
Edit: Where is the button that opens that pannel?
It will possibly be on the bottom where the current Officers icons when released.
Not sure yet I may replace the current icon (row of 3 men icon) under the time of day pic in top right corner. :hmmm:
:haha: Well at least it wasn't just Gal.
It will possibly be on the bottom where the current Officers icons when released.
Not sure yet I may replace the current icon (row of 3 men icon) under the time of day pic in top right corner. :hmmm:
Right now I just have the row and no box
reaper7
05-30-10, 12:43 PM
Right now I just have the row and no box
Hi ERPP8 if your refering to the above clipboard Image - thats not released yet (In concept). At the moment my UI contains the standard Officers bar - some items not working like the Search Patterns (CTD).
The above Officer Bar WIP requires me to figure out what orders are to be place in which officer group.
Any suggestions, please post :up:.
Hi ERPP8 if your refering to the above clipboard Image - thats not released yet (In concept). At the moment my UI contains the standard Officers bar - some items not working like the Search Patterns (CTD).
The above Officer Bar WIP requires me to figure out what orders are to be place in which officer group.
Any suggestions, please post :up:.
Ok, I thought it was in the current release
icecold
05-30-10, 06:23 PM
Good work reaper,
Done alot of work since i was last here. I have been currently finishing my build. I will test out your latest release.
Heres my rig just so you dont think i have been ignoring you ;)
http://s605.photobucket.com/albums/tt132/babalonkie/Rig/
reaper7
05-30-10, 06:55 PM
Good work reaper,
Done alot of work since i was last here. I have been currently finishing my build. I will test out your latest release.
Heres my rig just so you dont think i have been ignoring you ;)
http://s605.photobucket.com/albums/tt132/babalonkie/Rig/
Thats one nice piece of kit your putting together. :up:
icecold
05-31-10, 07:19 PM
Reaps, just gave your new mod a try. Not sure i have missed something but i have quite a few problems.
* The dials to the right have a orange square beneth them where you would click to change their view.
* I get messed up instructions in the middle of the screen. This is the worse because i have problems clicking on stuff.
* The map box is blank.
* The map outline box wont shrink.
* Also the images you have used to "fill in" the blanks above and below the scope on 16:10 1900X1200 res stand out like a sore thumb and look quite bad. The black looked better.
Not sure i have have not set something up right or the theres a graphics conflict in my hardware and software (unlikely, fully tested and checked. Passed).
Anyone else having this problem?
SteelViking
05-31-10, 07:35 PM
Well icecold, I know that there is a patch for 16:9 aspect ration, I can't help but think that 16:10 would be suffering from an aspect ratio incompatibility. Other then that, I cannot think of anything which would cause this behavior.
icecold
05-31-10, 11:04 PM
Well icecold, I know that there is a patch for 16:9 aspect ration, I can't help but think that 16:10 would be suffering from an aspect ratio incompatibility. Other then that, I cannot think of anything which would cause this behavior.
I tried the patches but no change other than a slight change in graphics. The garbage in the middle of the screen has happen before on other mods that are linked to "Officer icons". I think i know roughly where the problem is, so i will dive deeper to reveal what i can.
SteelViking
05-31-10, 11:41 PM
Huh, I am running it with a slew of other mods, and I am not having that problem. I have seen it before though. Good luck with tracking it down.:salute:
reaper7
06-01-10, 01:25 AM
Reaps, just gave your new mod a try. Not sure i have missed something but i have quite a few problems.
* The dials to the right have a orange square beneth them where you would click to change their view.
* I get messed up instructions in the middle of the screen. This is the worse because i have problems clicking on stuff.
* The map box is blank.
* The map outline box wont shrink.
* Also the images you have used to "fill in" the blanks above and below the scope on 16:10 1900X1200 res stand out like a sore thumb and look quite bad. The black looked better.
Not sure i have have not set something up right or the theres a graphics conflict in my hardware and software (unlikely, fully tested and checked. Passed).
Anyone else having this problem?
That red is caused by a bad install (Part of the SH4 original draphics that are on the page layout).
Best to uninstall all mods then reinstall, save, exit and reload.
see if that sorts it out.
SteelViking
06-01-10, 03:32 AM
reaper7, I just emailed you my latest work. I have done a lot of work on the optics, but you still have a good amount of work to finish it(I have done everything I know how). I think you are going to like what you see.:yeah:
commandosolo2009
06-01-10, 01:19 PM
hey reaper7.
I gotta say this is off-the-hook stuff.. Brilliant by all means.
I just happen to have a couple of problems:
First:
I run at native res 1366X768 @ 60Hz. The right most part of TDC (which I reckon is FaT/LuT dials sinks below my screen boundaries.
http://img31.imageshack.us/img31/8545/sh52010060120470183.png
Do I have to tweak something ingame?? I tried lower res and still no luck. Any ideas??
Second:
the optic thing on the attack maybe for stadimeter.
how do I use it??
http://img408.imageshack.us/img408/6060/sh52010060120464817.png
Third:
The dials of speed/kurs/Tiefe dont have numbers.. Is this normal??
http://img42.imageshack.us/img42/474/sh52010060120462354z.png
Last but not least:
the Recog manual font colour needs a change from white.. We'd appreciate this being in the next version of your mod. Again my hat's off to you and your late night staying up perfecting this.
Regards
CS2009
SteelViking
06-01-10, 01:41 PM
Commandosolo2009, I can't speak for reaper7, but you should download the latest version of the UI. Those screens are all from 1.1, it is up to 1.3 now and it is a huge improvement. Just a suggestion.:salute:
Tenebrae
06-01-10, 05:22 PM
Ahoy,
Great work so far, especially in the optics department. These almost had me shoving my head in the screen to look at a target 4 Km away.
I do Have a small issue (or so I think) with it. The stadimeter is kind of kaput...can never get realistic readouts (good thing I have TAI with map updates :arrgh!:).
And I know...I'm too lazy to search the forums looking for an answer...is this vanilla related or is there any fix for it?
Any help much appreciated.
Cheers
snakech
06-01-10, 05:23 PM
Hello all
first off all, thanks for this fine mod :rock:
i have one problem, i can not see the torpedo panel :damn:
if i click the button, i hear the click but no function, all other panels are working fine for me.
i use an fresh installed SH5, patched to Version 1.2, no other mods.
Screenresolution is 1920x1080.
Any ideas?
thanks in advance.
SteelViking
06-01-10, 05:34 PM
Ahoy,
Great work so far, especially in the optics department. These almost had me shoving my head in the screen to look at a target 4 Km away.
I do Have a small issue (or so I think) with it. The stadimeter is kind of kaput...can never get realistic readouts (good thing I have TAI with map updates :arrgh!:).
And I know...I'm too lazy to search the forums looking for an answer...is this vanilla related or is there any fix for it?
Any help much appreciated.
Cheers
Yes, stadimeter is broken in stock, and it is not fixed by this mod yet.
Hello all
first off all, thanks for this fine mod :rock:
i have one problem, i can not see the torpedo panel :damn:
if i click the button, i hear the click but no function, all other panels are working fine for me.
i use an fresh installed SH5, patched to Version 1.2, no other mods.
Screenresolution is 1920x1080.
Any ideas?
thanks in advance.
Are you using the english panels, or the default panels? I don't think the English panel for the TDC TOP worked in the last release, a fix is in the works for that. If you are using the English panels, please try the mod without the English panel add-on, and let us know if the problem persists. If that does not solve the problem, maybe reaper7 has some ideas......Anyway, thanks for the heads-up.
snakech
06-01-10, 05:38 PM
Yes, stadimeter is broken in stock, and it is not fixed by this mod yet.
Are you using the english panels, or the default panels? I don't think the English panel for the TDC TOP worked in the last release, a fix is in the works for that. If you are using the English panels, please try the mod without the English panel add-on, and let us know if the problem persists. If that does not solve the problem, maybe reaper7 has some ideas......Anyway, thanks for the heads-up.
thanks for the fast reply, i use the german panels.
also with the default panels, i can not see the torpedo panel
TheDarkWraith
06-01-10, 05:41 PM
Yes, stadimeter is broken in stock, and it is not fixed by this mod yet.
why don't you all add a dial like I did before so they can select a mast height value? I abandoned that once I wrote the code for reading the files to get the mast height so you're free to use it (the dial for mast height).
reaper7
06-01-10, 06:03 PM
thanks for the fast reply, i use the german panels.
also with the default panels, i can not see the torpedo panel
At the moment all panels are activate by button type switches (Press on, Press on....), I will be replacing these with check box type switches (Press on, press off). There is an issue with regards to the Torpedo Panel being on the Attack scope page compared to the LHS and RHS panels being on the TDC Page.
The buttons get out of whack, sometimed needing to be pressed twice to activate.
why don't you all add a dial like I did before so they can select a mast height value? I abandoned that once I wrote the code for reading the files to get the mast height so you're free to use it (the dial for mast height).
Still haven't got around to looking at that issue. It would be the best solution for know. Untill I can look into alternative methods. :hmmm:
TheDarkWraith
06-01-10, 06:21 PM
Untill I can look into alternative methods. :hmmm:
The only alternative methods are: devs fix their error in a patch, add a dial, add an edit box, or the method that I do (which isn't available)
The only alternative methods are: devs fix their error in a patch, add a dial, add an edit box, or the method that I do (which isn't available)
Why isn't your way available
TheDarkWraith
06-01-10, 06:37 PM
Why isn't your way available
quite simply because I choose to not make it available when there are other ways to do it (edit box, dial). They may not be automatic ways but nonetheless they are viable options. I invested about 4 solid days in that code between test, script error, make change, test, didn't work, make change, worked somewhat, make change....etc., etc. As someone once told me, a good magician never reveals all his secrets :03:
quite simply because I choose to not make it available when there are other ways to do it (edit box, dial). They may not be automatic ways but nonetheless they are viable options. I invested about 4 solid days in that code between test, script error, make change, test, didn't work, make change, worked somewhat, make change....etc., etc. As someone once told me, a good magician never reveals all his secrets :03:
That's a dumb reason
i would say its a dam good reason.
i would say its a dam good reason.
In what way?
Edit: Besides, you could just compare the stock files and his and find the code
TheDarkWraith
06-01-10, 06:46 PM
In what way?
Edit: Besides, you could just compare the stock files and his and find the code
True, but that code lives in a file that wasn't part of the game. I created it. Quickest way to find yourself keelhauled would be to copy any of my code.
No need to get into a pissing match over this or anything else. What I do applies to everyone, I'm not singling out any one person.
True, but that code lives in a file that wasn't part of the game. I created it. Quickest way to find yourself keelhauled would be to copy any of my code.
No need to get into a pissing match over this or anything else. What I do applies to everyone, I'm not singling out any one person.
Oh, then it's not really "private".
This is why I requested your UI without the UI
TheDarkWraith
06-01-10, 08:30 PM
Oh, then it's not really "private".
This is why I requested your UI without the UI
My UI comes as a package, it's not distributed up into pieces.
Since this is reaper7's thread if there is further comment on this please let's take it to my UIs thread.
reaper7
06-02-10, 12:31 AM
Hi DW, Don't worry I totally respect the work you've done and in no way will be copying your work. (Your work is yours and you're entitled to do with it as you please).
I've been tinkering with a few ideas, don't know if there workable or not on getting the mast height to the TDC or not.
Basically a similar method as the dial but without user imput.
Like I said haven't tried anything, just ideas floating around in my head at this satge.
Anyway what I'm thinking is as the game knows the ship were looking at via the recon man ( Ship name and detail are displaed on the ship dds file ingame) it should be possible (Quite easily I'm thinking to have send that height to the TDC when the user click on the verify ship checkbox. :hmmm:
Like I said only ideas, may prove more difficult than I think.
Who knows Ubi :O: may even provide a fix via patch by the time I get round to try ing it.
Thanks for feedback DW. :up:
TheDarkWraith
06-02-10, 12:35 AM
Anyway what I'm thinking is as the game knows the ship were looking at via the recon man ( Ship name and detail are displaed on the ship dds file ingame) it should be possible (Quite easily I'm thinking to have send that height to the TDC when the user click on the verify ship checkbox. :hmmm:
I couldn't locate the variables that they're using for any of the new data they've put in the ship's recon manual. I see they updated the .shss sheet for it but still didn't give me anywhere to look for the variables.
Locating the variables would make setting the mast height a snap.
reaper7
06-02-10, 01:01 PM
I couldn't locate the variables that they're using for any of the new data they've put in the ship's recon manual. I see they updated the .shss sheet for it but still didn't give me anywhere to look for the variables.
Locating the variables would make setting the mast height a snap.
Thanks DW, haven't looked into the variables yet - just presumed they would be obvious eg the variable that displays the ship name at the top of the dds file.
What about the new ones introduced with patch 1.2.
Remember removing them from my mod as soon as the released the patch to get the Recon Manual working again.
Not to pushed with getting the stadimaeter working though, as after all the U-boats didn't use a stadimeter in there scopes (Bar some of the very early u-boats). The mainly used the RAOBF and solution charts I think. :know:
Another method down the road would to be to go back to the SH3/4 type Recognition manual - Basically get rid of the XO-Dialog completly.
Redeit the old Page Recognition Manual.py to have what ever is required, that way it would be our own variables.
Although you would lose the XO identify target command. But then we could have a proper Recognition Manual that would send the Mast height.
That though is one for down the road - and will be the bast option available if the Modders get ship import working.
MattDizzle
06-02-10, 02:43 PM
I know this may be a sore subject and probibly has been asked before, but will you make a standalone mod for your awesome periscopes? I run the game at too low of a resolution for your mod, but would love to use your periscopes with DW's mod, is this possible? What files do i need to copy to do it myself?
This ui starts to look very interesting alternative for dw's ui (which I like very much and appreciate his effort on stadimeter).
But did I get it right that you've (reaper7) been a "modder" just these months sh5 has been out? Astonishing work nevertheless! Not tested your mod yet but going to. Recog manual looks very good. Wonder why they cropped the pics in the first place... Cannot accept "lack of space" for the reason.
SteelViking
06-02-10, 03:47 PM
I know this may be a sore subject and probibly has been asked before, but will you make a standalone mod for your awesome periscopes? I run the game at too low of a resolution for your mod, but would love to use your periscopes with DW's mod, is this possible? What files do i need to copy to do it myself?
:haha: Yes, it has been brought up before....by me actually. It would take a gigantic amount to work to strip the scopes from this mod, sorry.
Edit: By the way reaper7, you should really update the first post.
reaper7
06-02-10, 04:13 PM
This ui starts to look very interesting alternative for dw's ui (which I like very much and appreciate his effort on stadimeter).
But did I get it right that you've (reaper7) been a "modder" just these months sh5 has been out? Astonishing work nevertheless! Not tested your mod yet but going to. Recog manual looks very good. Wonder why they cropped the pics in the first place... Cannot accept "lack of space" for the reason.
Yes basically started to Mod after 1 hour of playing SH5, it was just so bad couldn't take any more.
Haven't played it since, except to check changes that I implement to the Mod.
Never Modded anything before this. Only contributions I made before this were Printable Attack disc graphics. :DL
:haha: Yes, it has been brought up before....by me actually. It would take a gigantic amount to work to strip the scopes from this mod, sorry.
Edit: By the way reaper7, you should really update the first post.
:zzz: I must be asleep, never occured to me to update front page from 1.1 to 1.3 :zzz:
@Steelviking - reworked the Nemograph and placed into the Navigation Map. Here's a Pic.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Map.jpg
Tenebrae
06-03-10, 01:09 PM
Hmmm.....hooray!
Back to the stadimeter...
Had this idea. Before installing your mod I fiddled around with a few more and at one point I had the More Realistic Periscope v1.3 together with TDW's UI. Thing is with those two I was getting realistic readouts with the stadimeter (I used the ruler in the TAI to verify my readings).
I dunno if it's related or if the planets aligned themselves just that once...but you could talk to them guys to see if they have anything coded into their masks that accidentally fixed the stadimeter.
I could do it myself but my coding skills are null.:dead:
Cheers
kylania
06-03-10, 01:15 PM
More Realistic Periscope v1.3 together with TDW's UI. Thing is with those two I was getting realistic readouts with the stadimeter
TDW's UI fixes the stadimeter by reading the proper value from the config files on the fly. It does this by custom Python coding.
SteelViking
06-03-10, 01:17 PM
Hmmm.....hooray!
Back to the stadimeter...
Had this idea. Before installing your mod I fiddled around with a few more and at one point I had the More Realistic Periscope v1.3 together with TDW's UI. Thing is with those two I was getting realistic readouts with the stadimeter (I used the ruler in the TAI to verify my readings).
I dunno if it's related or if the planets aligned themselves just that once...but you could talk to them guys to see if they have anything coded into their masks that accidentally fixed the stadimeter.
I could do it myself but my coding skills are null.:dead:
Cheers
TDW has fixed the stadimeter in his UI mod.
Reaper7, I have been working on a nicer mask for the surface optics for just a couple of minutes now, and I already like how it is coming together.
reaper7
06-03-10, 01:19 PM
Hmmm.....hooray!
Back to the stadimeter...
Had this idea. Before installing your mod I fiddled around with a few more and at one point I had the More Realistic Periscope v1.3 together with TDW's UI. Thing is with those two I was getting realistic readouts with the stadimeter (I used the ruler in the TAI to verify my readings).
I dunno if it's related or if the planets aligned themselves just that once...but you could talk to them guys to see if they have anything coded into their masks that accidentally fixed the stadimeter.
I could do it myself but my coding skills are null.:dead:
Cheers
Yes that would be TDW's Mod he fixed the Stadimeter issue. But only available in his mod - his scripts his fix.
Me I'll have to figure out my own way. But as stated earlier I'm not realy pushed on it after all I have the RAOBF working thats what the Uboats used to get range not the stadimeter. The majority of U-Boats had no stadimeter in there scopes.
They certainly didn't have fleet boat type stadimeters either - which is in SH5 with its dual prism stadimeter.
Try it you don't need to measure from the waterline, like in the real U-boat type.
reaper7
06-03-10, 01:21 PM
Reaper7, I have been working on a nicer mask for the surface optics for just a couple of minutes now, and I already like how it is coming together.
Great, that will save me some work :D.
Yes that would be TDW's Mod he fixed the Stadimeter issue. But only available in his mod - his scripts his fix.
Me I'll have to figure out my own way. But as stated earlier I'm not realy pushed on it after all I have the RAOBF working thats what the Uboats used to get range not the stadimeter. The majority of U-Boats had no stadimeter in there scopes.
They certainly didn't have fleet boat type stadimeters either - which is in SH5 with its dual prism stadimeter.
Try it you don't need to measure from the waterline, like in the real U-boat type.
Cool.. looking good your mod.. now if only you could get a way to disable/lock the annoying TAI map that pops whenever u switch to the atack window. to Keep it always minimized unless you open it or perhaps the option to remove it from the game ..which ever way easier for you. really navigator map is much better ,only use the TAI map when i fire a torpedo to see its traveling path.. playing at 100% realism. :)
things that will be nice to see in your mod..
1)TAI map lock/disable button .
2)Higher quality torpedo/navigation graphics dials.. that are clear to read and will be dam good if u could add a way to have *direct control in some of the torpedo dials. ie.. to manually increments the numbers .. (ie.. raise the angle of bearing with 1 degree increments using letter Q for + and E for - ,or any letters) its quite difficult to input data in *some of the torpedo dials with accuracy using just the mouse pointer. thats why i dont use them .
3)its very minor request .. but the attack scope ,bearing indicator (the red pointer) at the top seems to point 1-2 degrees away of what the XO window says the target is bearing. maybe some calibration will help.
basically thats it :) unless you find a way to add all Subs in SH3 to the game wich will be incredible.. :D
question..
I know you told in the manual ,that you will explain later how the RAOBF works.. but can u provide us a link on internet that have more info about how it works? or more info about what the numbers inside the rings around the optics are? or explain briefly how to control it? so we can play abit .. the only thing i was able to control ,was the second ring when u click with the mouse.. haven't been able to move the inner and outer rings or use the 3 pointers .. with any keyboard key. :hmmm:
anyway mod looking good , good job ! :up:
TheDarkWraith
06-03-10, 02:37 PM
Yes that would be TDW's Mod he fixed the Stadimeter issue. But only available in his mod - his scripts his fix.
Me I'll have to figure out my own way. But as stated earlier I'm not realy pushed on it after all I have the RAOBF working thats what the Uboats used to get range not the stadimeter. The majority of U-Boats had no stadimeter in there scopes.
They certainly didn't have fleet boat type stadimeters either - which is in SH5 with its dual prism stadimeter.
Try it you don't need to measure from the waterline, like in the real U-boat type.
after much thought I've decided to let you use the code that gets the mast height data so it can be used for automatic mast height insertion. Reason is it's a vital part of the game that's broke and needs to be fixed and I don't see Ubi doing it anytime soon.
It will be tricky for you to integrate into your UI as everything of mine, and I mean everything, goes through my options file (that's why the mod would be very hard to break up into pieces - there's so many dependencies and events). This mast height code stores it's mast height data in a generic collection (CLR type dictionary) that's stored in my options file. So to use the data in your UI you'll have to make a global variable somewhere toplevel that stores the mast height data.
I'll send you details of how it does its magic via PM.
reaper7
06-03-10, 02:54 PM
after much thought I've decided to let you use the code that gets the mast height data so it can be used for automatic mast height insertion. Reason is it's a vital part of the game that's broke and needs to be fixed and I don't see Ubi doing it anytime soon.
It will be tricky for you to integrate into your UI as everything of mine, and I mean everything, goes through my options file (that's why the mod would be very hard to break up into pieces - there's so many dependencies and events). This mast height code stores it's mast height data in a generic collection (CLR type dictionary) that's stored in my options file. So to use the data in your UI you'll have to make a global variable somewhere toplevel that stores the mast height data.
I'll send you details of how it does its magic via PM.
:o :rock::yeah:
Cheers TDW, really appreciate you changing your mind.
I hope you don't feel pushed into it, as I said before I respect your right to hoe you distribute or keep your own work.
Still I'm really intregued to know if there is a variable for the ship types that can be accesed to send the mast height automatically as I mentioned previously.
I may still try to hunt it down, thats the way I'm learning - stripping down the current scripts figuring out what the do.
For example I completly deleted the Default Page Hud and reintegrated just the Top left controls (Time compression) had it working too :03:.
Original Idea was to get rid of the TAI and just use the Navigation Map.
Same way I got teleporting working Kindof - I gor the side bar working in the Defalt Hud which as teleport command working well 2 working.
The flakgun camera and the Con camera. Also the UserInteractionStationsManager has the Teleport to Radar station.
I just keep copying pasting editing and eventualy get things to work Frankenstine style :haha:.
kylania
06-03-10, 02:59 PM
I'll send you details of how it does its magic via PM.
This is fantastic news! :DL
TheDarkWraith
06-03-10, 03:01 PM
Same way I got teleporting working Kindof - I gor the side bar working in the Defalt Hud which as teleport command working well 2 working.
The flakgun camera and the Con camera. Also the UserInteractionStationsManager has the Teleport to Radar station.
using that stock shortcut bar (for teleporting) will give you more grief than anything. It wasn't meant to be used in SH5. You'll get more 'out of sub' experiences with it than it's worth. That's what made me devise custom code for teleporting. UserInteractionStationsManager can do and give a WHOLE lot more than just teleport to radar station.
SteelViking
06-03-10, 03:57 PM
First of all, HOLY CRAP TDW, that is awesome. Having a stadimeter in this mod will be wonderful. Thank you for your generosity.
Second of all, Vann, a complete and rather extensive cleanup of all dials (TDC, control dials, buttons, switches, etc.) will be included in the next release.:yeah:
Edit: I don't know about better calibration though.
reaper7
06-03-10, 04:09 PM
using that stock shortcut bar (for teleporting) will give you more grief than anything. It wasn't meant to be used in SH5. You'll get more 'out of sub' experiences with it than it's worth. That's what made me devise custom code for teleporting. UserInteractionStationsManager can do and give a WHOLE lot more than just teleport to radar station.
Ya got a lot of that going on too :haha:.
Still its fun to see the results - Just experimenting I find is the best way to see how things interact together.
As my better half says "I'm not happy unless its broken". ;)
TheDarkWraith
06-03-10, 04:13 PM
Ya got a lot of that going on too :haha:.
Still its fun to see the results - Just experimenting I find is the best way to see how things interact together.
As my better half says "I'm not happy unless its broken". ;)
experimenting is one of the ways one learns :yep:
reaper7
06-03-10, 04:13 PM
First of all, HOLY CRAP TDW, that is awesome. Having a stadimeter in this mod will be wonderful. Thank you for your generosity.
Second of all, Vann, a complete and rather extensive cleanup of all dials (TDC, control dials, buttons, switches, etc.) will be included in the next release.:yeah:
Edit: I don't know about better calibration though.
As StellViking says all graphics have been cleaned up - Well done steelviking :up:.
As for Calibration 360 degrees is as much contol as you can get out of a radial dial. Besides the real guys didn't have keyboard to imput numbers. There was alyway a chance of error on the real dials (Did Iinput 11 degrees or 12 degrees - your visual standpoint can give up to a few degrees of error).
:)
As StellViking says all graphics have been cleaned up - Well done steelviking :up:.
As for Calibration 360 degrees is as much contol as you can get out of a radial dial. Besides the real guys didn't have keyboard to imput numbers. There was alyway a chance of error on the real dials (Did Iinput 11 degrees or 12 degrees - your visual standpoint can give up to a few degrees of error).
:)
actually the real dials where much more accurate that what we have in game.. with a computer mouse u don't have the accuracy of a real human hand. that u can very easily pick the numbers u want in the dials..and very fast too. no need to go back and forth until u "hit the target" like it is with a mouse. the dificulty is only in the torpedo *bearing dial* that u can't control directly the last digit of the bearing.. because 2 dials move at same time ,when u click in one. u can pick directly only in increments of 10 and maybe 5 but anything lower takes mouse skills and patience since the last digit dial that goes from 1-9 can't be controlled directly in this game. try and see by yourself how tricky is to use this dial.
also if u look carefully the attscope bearing indicator on top (red triangle shape) doesnt
match by 1-2 degress what the XO officer says ur boat is bearing.. maybe the XO officer data isnt correct? but this is very minor. Really to input the torpedo data with dials (just like it is with drawing lines to calculate angles and directions in a nav map) was much more simpler and easier in real life than what we have in game now. you just just pick the numbers you want with the real thing and thats it. here u need practice and a bit of patience ,specially with the measuring tools.. but i guess im asking too much of a computer game .. lol
SteelViking
06-04-10, 02:15 AM
I think I know a way that we could adjust the scope compasses if they are off. Since the compass is simply generated from .dds files, couldn't we just shift the image on the background alpha layer over a few pixels, and put anything that is pushed off onto the other side? Just a thought reaper7. I might try it, and see what happens.
Hi Reaper,
I have try your mod and its a nice one only few things what is not working.
* I don't see the Torpedo Panel
* and don't see the other gaugs also.
http://i605.photobucket.com/albums/tt132/babalonkie/SH52010-05-0905-06-42-64.jpg
SteelViking
06-04-10, 03:42 AM
I checked the scope compasses, and sure enough they were off set by about 2 degrees(both the attack and obs were off). Which means that the XO was correct, as I checked the bearing in relation to the bow of the boat. But, no worries. I tried doing what I explained earlier with the .dds files, and now they are dead on as far as I can tell. Good catch there Vann.:up:
reaper7
06-04-10, 07:45 AM
actually the real dials where much more accurate that what we have in game.. with a computer mouse u don't have the accuracy of a real human hand. that u can very easily pick the numbers u want in the dials..and very fast too. no need to go back and forth until u "hit the target" like it is with a mouse. the dificulty is only in the torpedo *bearing dial* that u can't control directly the last digit of the bearing.. because 2 dials move at same time ,when u click in one. u can pick directly only in increments of 10 and maybe 5 but anything lower takes mouse skills and patience since the last digit dial that goes from 1-9 can't be controlled directly in this game. try and see by yourself how tricky is to use this dial.
also if u look carefully the attscope bearing indicator on top (red triangle shape) doesnt
match by 1-2 degress what the XO officer says ur boat is bearing.. maybe the XO officer data isnt correct? but this is very minor. Really to input the torpedo data with dials (just like it is with drawing lines to calculate angles and directions in a nav map) was much more simpler and easier in real life than what we have in game now. you just just pick the numbers you want with the real thing and thats it. here u need practice and a bit of patience ,specially with the measuring tools.. but i guess im asking too much of a computer game .. lol
Ah ok Isee what you are refering too now. Maybe I can relook at the 2nd dial been controllable for more percise 1/10th measurments :up:.
Thanks for the Heads up on the red triange being of by 2 degrees. I used the stock graphics for all the compass stuff and as I don't play SH5 never noticed that . I'll either redo my own compass graphics or shift that layer to compensate.
Thanks Vann,
EDIT: Sorry Steelviking didn't notice you sorted it already.
reaper7
06-04-10, 07:55 AM
Hi Reaper,
I have try your mod and its a nice one only few things what is not working.
* I don't see the Torpedo Panel
* and don't see the other gaugs also.
What happens when you click the Centre panel button at the bottom of the screen are you getting anything?
Can you post a screenshot of what your getting regards the gauges.
SteelViking
06-04-10, 09:14 AM
Ah ok Isee what you are refering too now. Maybe I can relook at the 2nd dial been controllable for more percise 1/10th measurments :up:.
Thanks for the Heads up on the red triange being of by 2 degrees. I used the stock graphics for all the compass stuff and as I don't play SH5 never noticed that . I'll either redo my own compass graphics or shift that layer to compensate.
Thanks Vann,
EDIT: Sorry Steelviking didn't notice you sorted it already.
No worries. I am just glad it was as simple as it was.
reaper7
06-04-10, 09:55 AM
No worries. I am just glad it was as simple as it was.
Ok did a quick build of the binoculars. 5 min job literally so may not be 100% but looks good I think none the less.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Binocs.jpg
SteelViking
06-04-10, 10:02 AM
Nice! Hey, if you send me that image I could put that good looking lens into the UZO. I don't like the idea of having a compass in the standard binoculars though.
reaper7
06-04-10, 10:04 AM
Nice! Hey, if you send me that image I could put that good looking lens into the UZO. I don't like the idea of having a compass in the standard binoculars though.
Will send the Image on to you. Check your Pm in 5min :up:. Will remove the Bearing indicator too :up:.
What happens when you click the Centre panel button at the bottom of the screen are you getting anything?
Can you post a screenshot of what your getting regards the gauges.
Reaper I don't see an Centre panel button at the bottom of the screen.
I will see if I can make an screenshot.
http://img571.imageshack.us/img571/1575/sh5img20100604195410.png
ali213net
06-04-10, 10:33 AM
[:salute:
ali213net
06-04-10, 10:34 AM
:yeah:做的好棒,,,:up:那里下载,,?
sinclair
06-04-10, 10:45 AM
nice!
http://naforum.zapodaj.net/images/a0edd72da340.jpg
My favorite périscope!!
Sorry french
reaper7
06-04-10, 10:59 AM
:yeah:做的好棒,,,:up:那里下载,,?
Download from here (这里下载)
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842 :up:
reaper7
06-04-10, 11:04 AM
nice!
http://naforum.zapodaj.net/images/a0edd72da340.jpg
My favorite périscope!!
Sorry french
Yes that was the base for my Mod. karamazovnew gave permission to use his work when I first started on my Mod.
I've developed it from there - but you can still see where his original stuff is used. Look at the Panels these are modified from his original as are the Obs and attack scope.
His KiUB Interface and SH5 lack of own are what inspired me to create this Mod.
:yeah:
Here is the link to his Original thread. I realy recommend this to any U-boat SH4 players.
http://www.subsim.com/radioroom/showthread.php?t=152590&highlight=KiUB
Ah ok Isee what you are refering too now. Maybe I can relook at the 2nd dial been controllable for more percise 1/10th measurments :up:.
Thanks for the Heads up on the red triange being of by 2 degrees. I used the stock graphics for all the compass stuff and as I don't play SH5 never noticed that . I'll either redo my own compass graphics or shift that layer to compensate.
Thanks Vann,
EDIT: Sorry Steelviking didn't notice you sorted it already.
Cool :yeah:
im sure you will do good job.. looking for it :)
BTW.. still wondering how to use your RAOBF range and AoB finder.
I know your busy with the mod , but can u provide us an internet link
where to get more info of such interesting technique about how it works? or how to control with the keyboard/mouse the 3 circular rings with numbers.. so we can play abit and figure it how it is. the only one seems to work is the ring in the middle that rotates with the mouse .. the others didn't found a way to control them. or maybe is a work in progress?
reaper7
06-04-10, 11:46 AM
Redone the Binoculars, replaced the black Background from previous version.
Although Last Pic was at 1024x768 so not much background in that pic.
Oroginal @ 1024x768:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Binocs.jpg
Here's the new one at 1080P resolution:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Binocs-1.jpg
SteelViking
06-04-10, 12:10 PM
That is awesome. I just think it looks a little bit weird with the binocular body, and then only one view port. I gave the UZO a more plane background to get around that effect.
sinclair
06-04-10, 12:15 PM
Reapers contact me, my job designer graphique!
fr--> je pourrai vous aider (Graphique,sounds);)
msn
reynald620@hotmail.fr
capt-jones
06-04-10, 01:36 PM
Thanks for the Heads up on the red triange being of by 2 degrees. I used the stock graphics for all the compass stuff and as I don't play SH5 never noticed that . I'll either redo my own compass graphics or shift that layer to compensate.
:salute:i always said that the red triangle was no good (even in SH2 AND SH3 cant rember if he was in sh4 but anyway):fff: :/\\chop get rid of it please forever .its only you modders can save us now
SteelViking
06-04-10, 02:11 PM
Actually, we were not talking about the "dreaded triangle". We were talking about the compass bearing indicator triangle added by this mod. However, I agree, that the red lock triangle is a little distracting.
reaper7
06-04-10, 02:48 PM
Cool :yeah:
im sure you will do good job.. looking for it :)
BTW.. still wondering how to use your RAOBF range and AoB finder.
I know your busy with the mod , but can u provide us an internet link
where to get more info of such interesting technique about how it works? or how to control with the keyboard/mouse the 3 circular rings with numbers.. so we can play abit and figure it how it is. the only one seems to work is the ring in the middle that rotates with the mouse .. the others didn't found a way to control them. or maybe is a work in progress?
You'll find a RAOBF Tutorial here: http://www.filefront.com/14992013/KiUB-User-Guide.zip/
It is fully working as is only one ring rotates - its bacically a Circular slide rule that is setup for range and angle on box calculations.
That is awesome. I just think it looks a little bit weird with the binocular body, and then only one view port. I gave the UZO a more plane background to get around that effect.
I have an idea to blend it in better.
:salute:i always said that the red triangle was no good (even in SH2 AND SH3 cant rember if he was in sh4 but anyway):fff: :/\\chop get rid of it please forever .its only you modders can save us now
Any idea where those red/green triangle are located - hope there not hardcoded.
kylania
06-04-10, 02:49 PM
That looks great, really fine work. However, you'd never look through binoculars like that. :O: Also from a gaming standpoint, removing 2/3 of your visual area is a downer. heh Full screen circle or 8 shape is where it's at.
reaper7
06-04-10, 03:00 PM
That looks great, really fine work. However, you'd never look through binoculars like that. :O: Also from a gaming standpoint, removing 2/3 of your visual area is a downer. heh Full screen circle or 8 shape is where it's at.
Ya, I'm gonna redo ita again. It looks like a telecope merged into a binoculars :har:.
What do you think, create 2 versions:
1. A large circular one and
2. A figure 8 version. :yeah:
SteelViking
06-04-10, 03:01 PM
That looks great, really fine work. However, you'd never look through binoculars like that. :O: Also from a gaming standpoint, removing 2/3 of your visual area is a downer. heh Full screen circle or 8 shape is where it's at.
See reaper7, some people happen to like the 8 shape.:O:
Edit: I of course would prefer a large circular one, since that is how you really see when using binoculars.
2nd Edit: Although, more people would be happy if there was an option. I could throw together another UZO that would match the single one I made, but in a figure 8 shape.
Capt Jack Harkness
06-04-10, 03:16 PM
nice!
http://naforum.zapodaj.net/images/a0edd72da340.jpg
My favorite périscope!!
Sorry french
Can we get a Siemens badge on the TDC like that one/the real ones? O.o I don't think any of em actually had the bird emblem on them...
Ok, now at last I'm going to test this mod and have time to play all night long if I want... My summer vacation started! :rock: And monday I will fly to Germany for a week. Just hope that volcano won't mess my plans to get there or back...
And awesome TDW, very nice to give your stadimeter!
Can I have the link for the newest vesrion?
Just downloaded beta 1.3, I think that is the newest available.
Just downloaded beta 1.3, I think that is the newest available.
What's the link?
SteelViking
06-04-10, 03:40 PM
What's the link?
Link is on first post mate.
/Link is on first post mate.
Thanks, when was it released?
I think I may have it.
I haven't been flowing this thread for a while
/
Thanks, when was it released?
I think I may have it.
I haven't been flowing this thread for a while
I think 1.3 was released about a week ago. Just made quick test. Looks fantastic, but how you use that RAOBF?
Edit: Oh, just found that RAOBF tutorial. Sorry, was too lazy to read carefully...
SteelViking
06-04-10, 04:09 PM
/
Thanks, when was it released?
I think I may have it.
I haven't been flowing this thread for a while
That would be May 29th I believe.
Capt Jack Harkness, I will look into putting a Siemen's logo onto the TDC to save reaper7 the time. Should not be that difficult. However, reaper7 would you prefer to have one, or not to have one?
reaper7
06-04-10, 04:26 PM
That looks great, really fine work. However, you'd never look through binoculars like that. :O: Also from a gaming standpoint, removing 2/3 of your visual area is a downer. heh Full screen circle or 8 shape is where it's at.
Hi Kylania this one ie especially for you :O:.
:up:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Binocs2.jpg
kylania
06-04-10, 04:27 PM
heheh, perfect! :haha::har:
SteelViking
06-04-10, 05:45 PM
http://img190.imageshack.us/img190/200/panellhs.jpg
Here is a rough picture of the TDC with the Siemen's logo added. More work is needed to bring it up to par.
I just wanted to say that I really think your work is awesome!
Keep it up guys!
reaper7
06-04-10, 05:57 PM
http://img190.imageshack.us/img190/200/panellhs.jpg
Here is a rough picture of the TDC with the Siemen's logo added. More work is needed to bring it up to par.
Looks Good, Is he position Ok with regards to the TDC Lock mode button.
If not I can move it to the side of the symbol. :up:
SteelViking
06-04-10, 06:46 PM
:haha::rotfl2: I did not even think about that. It is right underneath the manual input selector button. It is no big deal, I have another idea of where to put it. Standby for a screen shot.
reaper7
06-04-10, 06:51 PM
:haha::rotfl2: I did not even think about that. It is right underneath the manual input selector button. It is no big deal, I have another idea of where to put it. Standby for a screen shot.
The Eagle could be moved to the Left and the Siemens placed beside it to the right. :hmmm:
SteelViking
06-04-10, 07:44 PM
I thought about putting the eagle and the logo side by side, but I looked at it, and it just seemed too cluttered. Here is my other idea. What does everyone think?
http://img411.imageshack.us/img411/6016/panelrhs.jpg
Edit: This is the Right hand side panel by the way. It just to me seems that if they are divided like this, the panel looks neater.
2nd Edit: I checked this one in game, and nothing overlaps them.
3rd Edit: Okay, this is the last edit. While looking closely at the panel, I realized a lot of graphical problems, so I went ahead and cleaned it up. I will go ahead and do the same for the Left hand panel as well.
reaper7
06-05-10, 05:26 AM
How it is done to activate the torpetos FaT, in this Mod?:hmmm:
Once your carrying Fat or Lut type Torpedoes, the coresponding dials will work (Well as far as the Limited Working Dials the Devs implemented)
SteelViking
06-05-10, 06:54 AM
Reaper7, do you like the way I did the right hand side panel? The screenshot is on the bottom of page 24.
How about Jack Harkness, you requested it, do you like it. I can always redo it, twas very easy.
reaper7
06-05-10, 07:29 AM
Reaper7, do you like the way I did the right hand side panel? The screenshot is on the bottom of page 24.
How about Jack Harkness, you requested it, do you like it. I can always redo it, twas very easy.
:up: Thumbs up from me. Its the small things that can make the biggest difference's.
Can you do the English Panels as well and send em on :D.
Oh can you also redo the UZO to 1920x1080 instead of 1024x1024. Can't quite match your texture you used (No need to resize, just increase the canvas size to 1920x1080 and fill in the blank portion with the texture.
Thanks SteelViking.
Then I'll create the Graticules and script 'em up for inclusion in next release. :)
SteelViking
06-05-10, 08:16 AM
:up: Thumbs up from me. Its the small things that can make the biggest difference's.
Can you do the English Panels as well and send em on :D.
Oh can you also redo the UZO to 1920x1080 instead of 1024x1024. Can't quite match your texture you used (No need to resize, just increase the canvas size to 1920x1080 and fill in the blank portion with the texture.
Thanks SteelViking.
Then I'll create the Graticules and script 'em up for inclusion in next release. :)
Sure thing, I have some real life stuff I got to take care of. But, I will have everything ready by the end of the day.:salute:
Edit: That texture took a while for me to think up too.:D
ali213net
06-05-10, 08:54 AM
download from here (这里下载)
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842 :up:
谢了,,请问您国人吗?
ali213net
06-05-10, 08:55 AM
download from here (这里下载)
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842 :up:
谢了,,请问您国人吗?:sunny:
I thought about putting the eagle and the logo side by side, but I looked at it, and it just seemed too cluttered. Here is my other idea. What does everyone think?
http://img411.imageshack.us/img411/6016/panelrhs.jpg
Edit: This is the Right hand side panel by the way. It just to me seems that if they are divided like this, the panel looks neater.
2nd Edit: I checked this one in game, and nothing overlaps them.
3rd Edit: Okay, this is the last edit. While looking closely at the panel, I realized a lot of graphical problems, so I went ahead and cleaned it up. I will go ahead and do the same for the Left hand panel as well.
The eagle will look nicer if painted in gold look color or the original one used me thinks. The letters will be nicer if they look sharp and smooth ,most of the game stock dials use a fuzzy ,aged letters look ,its a matter of preference however.. but a mod focused of graphics will look better if the labels looks sharp and smooth as if all the interiors panels were added recently to the uboat as a request of the captain who was obsessed with things in his Uboat to be perfect and brand new. :)
reaper7
06-05-10, 10:00 AM
谢了,,请问您国人吗?:sunny:
No, just the magic of Google Traslate :D
(不,谷歌翻译)
SteelViking
06-05-10, 11:52 AM
The eagle will look nicer if painted in gold look color or the original one used me thinks. The letters will be nicer if they look sharp and smooth ,most of the game stock dials use a fuzzy ,aged letters look ,its a matter of preference however.. but a mod focused of graphics will look better if the labels looks sharp and smooth as if all the interiors panels were added recently to the uboat as a request of the captain who was obsessed with things in his Uboat to be perfect and brand new. :)
If you are talking about the Siemen's logo being smoother, that is not really possible. I put a bump map on it to simulate embossing so it has to be a little rough looking. However, if you are talking about the dial labels, I completely agree. This screenshot was taken before I cleaned up the panel. Also, like I said before, in the next release, all of the dials(and now the panels) will be cleaner, sharper, newer looking, and easier to read.:up:
In my opinion, gold would look out of place with the general color scheme we have with the panels and dials. But, as you say, stuff like this is really subject to preference.
reaper7
06-05-10, 12:37 PM
If you are talking about the Siemen's logo being smoother, that is not really possible. I put a bump map on it to simulate embossing so it has to be a little rough looking. However, if you are talking about the dial labels, I completely agree. This screenshot was taken before I cleaned up the panel. Also, like I said before, in the next release, all of the dials(and now the panels) will be cleaner, sharper, newer looking, and easier to read.:up:
In my opinion, gold would look out of place with the general color scheme we have with the panels and dials. But, as you say, stuff like this is really subject to preference.
Yes, I think I'm coming around to that conclusion also. The Brass (Gold) colour draws the eye away from the dials. Also I think I'm going to brighten up the panels a bit - like I had them previously. They are two dark now during day use, and now that the night masks are in - there's no need for them to be so dark.
SteelViking
06-05-10, 03:15 PM
Yes, I think I'm coming around to that conclusion also. The Brass (Gold) colour draws the eye away from the dials. Also I think I'm going to brighten up the panels a bit - like I had them previously. They are two dark now during day use, and now that the night masks are in - there's no need for them to be so dark.
Sounds good. I just finished the English panels. I will send you all four(since I cleaned up all of them, and added the Siemen's logo to two of them). I was just thinking that the panels were a little dark and worn looking. Especially since I redid the dials themselves and made them a little lighter.
reaper7
06-05-10, 03:34 PM
Redid the Binoculars a tad.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Binoculars.jpg
Then got creative with the UZO, well needed a figure 8 version to match.
These will be available together, and for users that prefer the circular type Optics ther will be SteelVikings Optic's included for use. :D
(Pics of SteelVikings to follow soon)
http://i236.photobucket.com/albums/ff240/reaper7_bucket/UZO.jpg
Look out for them in the next release. :yeah:
SteelViking
06-05-10, 03:47 PM
I know some will complain about the overlapping section of the eyepiece, but I like it. It looks more realistic than just a smooth figure 8 shape with no double vision effects. Between what you have there, and what I put together, I think everyone will be able to find something they like. What did you do with the single eyepiece binocular?
reaper7
06-05-10, 03:56 PM
I know some will complain about the overlapping section of the eyepiece, but I like it. It looks more realistic than just a smooth figure 8 shape with no double vision effects. Between what you have there, and what I put together, I think everyone will be able to find something they like. What did you do with the single eyepiece binocular?
Yes I thought that was the best comprimise between a real image and the usualy depicted figure 8 tyep. I know when I use binoculars I get plenty of double vision :haha:, I usually end up closing one eye and using it like a telescope.
Still have the Single eyepiece version somewhere - I can include with your UZO if you prefer for the circular scope version. :03:
SteelViking
06-05-10, 04:24 PM
I will leave it up to you. My hole in the blackness binocs are a little plane looking, but the telescope rammed into the binocular body also looks a bit weird(and to include the binocular body part cuts out a lot of your field of vision). So, I would be just as happy with either really.
7thSeal
06-05-10, 04:33 PM
If you were looking through them wouldn't it be more of this view?
http://img37.imageshack.us/img37/2299/uzo.jpg (http://img37.imageshack.us/i/uzo.jpg/)
reaper7
06-05-10, 04:52 PM
If you were looking through them wouldn't it be more of this view?
http://img37.imageshack.us/img37/2299/uzo.jpg (http://img37.imageshack.us/i/uzo.jpg/)
True and if you were looking through them you wouldn't see the bearing indicater or the TDC or anything else for that manner. And that just would render it boring :O:. And anyway you could say the same for the Scopes as well :03:.
So untill we have aproper 3D engine that allows use to be placed in a proper 3D world that we can zoom into the scope and out to look at the TDC etc this is more Artistic licence.
But a black screen with a hole just doesn't cut it in my books, After all in real life if I take my head away I can see what I'm looking thru not a black screen with a hole.
It would be a simple process to replace with the stock or other plain optics if required, but I think most would prefer these. :up:
7thSeal
06-05-10, 05:02 PM
. And anyway you could say the same for the Scopes as well :03:.
Yeah, I see what your saying now... good point. :yep:
Thanks for a great mod - I understand why you set about creating this after only playing for an hour as the stock UI is next to useless. However I am having trouble with the RAOBF
I am trying to use the RAOBF to get the range and I can not get it to be anywhere close to the distance when measeaured using the ruler in the nav map.
I am following KiUB User guide - 6x zoom - lining height with top marker. Then reading range using mastheight in Rec Manual finding this on outer ring and looking at next number in.
Am I doing something wrong? Do I need to times anything by 2?
reaper7
06-05-10, 05:26 PM
Thanks for a great mod - I understand why you set about creating this after only playing for an hour as the stock UI is next to useless. However I am having trouble with the RAOBF
I am trying to use the RAOBF to get the range and I can not get it to be anywhere close to the distance when measeaured using the ruler in the nav map.
I am following KiUB User guide - 6x zoom - lining height with top marker. Then reading range using mastheight in Rec Manual finding this on outer ring and looking at next number in.
Am I doing something wrong? Do I need to times anything by 2?
Hi what Screen Aspect are you playing at. I have only created 16:9 and 16:10 aspect ratio camera.cam files yet. If one of these are your Monitors aspect ratio make sure you have the correct one installed.
The range measurement is logramithic so if the Mast height value is beside 11 the range could equal 1100m or 110m etc .
True and if you were looking through them you wouldn't see the bearing indicater or the TDC or anything else for that manner. And that just would render it boring :O:. And anyway you could say the same for the Scopes as well :03:.
So untill we have aproper 3D engine that allows use to be placed in a proper 3D world that we can zoom into the scope and out to look at the TDC etc this is more Artistic licence.
But a black screen with a hole just doesn't cut it in my books, After all in real life if I take my head away I can see what I'm looking thru not a black screen with a hole.
It would be a simple process to replace with the stock or other plain optics if required, but I think most would prefer these. :up:
Very true! I tried your mod and liked it, it is impressive. But actually, when I first saw SH5 periscope, I thought, yes! You can't see anything but what you see through your scope. For me that is more realistic, like much earlier in this thread someonbe said, real u-boat captains put a coat or something over their heads to minimize distracting light. Nothing but what you see through your scope.
reaper7
06-05-10, 05:35 PM
Very true! I tried your mod and liked it, it is impressive. But actually, when I first saw SH5 periscope, I thought, yes! You can't see anything but what you see through your scope. For me that is more realistic, like much earlier in this thread someonbe said, real u-boat captains put a coat or something over their heads to minimize distracting light. Nothing but what you see through your scope.
Ya, but the wife laughed at me playing sh5 with a coat over me and the monitor :har:
SteelViking
06-05-10, 05:41 PM
After what you said, and after thinking about it. I think I would prefer your telescope/binoculars over the plane look. Or, you could take my UZO setup and simply use it as the binoculars too. It is kind of a compromise between totally being able to see the binoculars and simply seeing through them......just an idea though.
Edit: Reaper7 you should put up a screenshot of my UZO setup(or I could) so we could get some input from other people on what they like the best.
Ya, but the wife laughed at me playing sh5 with a coat over me and the monitor :har:
:haha: I know the feeling, when I found Skwas's speech Recognition for SH5, my wife thought I speak more to my computer than to her!
reaper7
06-05-10, 06:00 PM
After what you said, and after thinking about it. I think I would prefer your telescope/binoculars over the plane look. Or, you could take my UZO setup and simply use it as the binoculars too. It is kind of a compromise between totally being able to see the binoculars and simply seeing through them......just an idea though.
Edit: Reaper7 you should put up a screenshot of my UZO setup(or I could) so we could get some input from other people on what they like the best.
Any chance you could post the Pic Steelviking. Still trying to get up and running after my earlier setback - will be a while before I can get to a screenshot level :88).
You can reuse the UZO one I posted earlier Right click it and porperties for pic link.
Hopefully I'm back up and running soon.
SteelViking
06-05-10, 06:20 PM
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Binocs-1.jpg[/QUOTE]
http://img130.imageshack.us/img130/700/tbt1024.jpg
These are the two single eye piece binocular masks I am talking about comparing. I like both of them. I might prefer mine more simply because it has less surrounding the view port to distract you.
Edit: The bottom image is not in game, it is simply the image on a white background.
I prefer the lower image, but the upper one is cool too, though a bit "gamey".
Riss1967
06-05-10, 06:43 PM
Hi guys,
They both look good but I think I would choose the bottom one
because in real life, your eyes would be close to the lens.
Well, thats what I think.
reaper7
06-05-10, 06:59 PM
Ok, I've packaged what I have so far. The UZO and Binocular (Figure8 style are default. And then I've added Steelvikings Image above as an addon for both the UZO and binoculars. It will de a drag and drop replacement :yeah:.
That will cover both sides of the fence. :DL
Getting close to the next release :03:
SteelViking
06-05-10, 07:21 PM
Sounds good. I bet that your average player would like the look of a figure 8 shaped one anyway. However, you should probably put my single eyepiece add-on as its own self contained JSGME compatible mod in the mods folder of your download. You might want to do the same for the English panels as well. This would be more like how TDW does it. It would make installing what people prefer easier and quicker then if people have to look around in different folders and copy/paste stuff.
Oh, and by the way check out my new signature pic. It is a WIP.
reaper7
06-05-10, 08:15 PM
Sounds good. I bet that your average player would like the look of a figure 8 shaped one anyway. However, you should probably put my single eyepiece add-on as its own self contained JSGME compatible mod in the mods folder of your download. You might want to do the same for the English panels as well. This would be more like how TDW does it. It would make installing what people prefer easier and quicker then if people have to look around in different folders and copy/paste stuff.
Oh, and by the way check out my new signature pic. It is a WIP.
Nice - Steel and Viking :03:.
Hmmm maybe its time for my own signature. Used to have my Grim Reaper for Falcon 4.0 maybe its time he went sailing :haha:.
Regards the JSGME approach - that makes sence. :up:
ali213net
06-05-10, 08:29 PM
Sir;Download a chain for to answer..? UZO
:D
reaper7
06-05-10, 08:44 PM
Sir;Download a chain for to answer..? UZO
:D
No Download yet, still work in progress.
Hopfully it will be ready by the end of the weekend :up:
reaper7
06-06-10, 06:43 AM
New Pocket Compass to find its home in the UI: :DL
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Compass.jpg
Hi what Screen Aspect are you playing at. I have only created 16:9 and 16:10 aspect ratio camera.cam files yet. If one of these are your Monitors aspect ratio make sure you have the correct one installed.
The range measurement is logramithic so if the Mast height value is beside 11 the range could equal 1100m or 110m etc .
Yes that will be the problem - my resolution is 5:4. Is it simple to change the camera file for this resolution? How did the SH4 version work on any resolution without the need to change this?
reaper7
06-06-10, 12:34 PM
Yes that will be the problem - my resolution is 5:4. Is it simple to change the camera file for this resolution? How did the SH4 version work on any resolution without the need to change this?
It requires editing the Cameras.cam file. I am close to another release and will include the other 2 aspect ratios with it.
May even get a release out today. :D
Great - I will stop messing around trying to fix it myself.
Do you think that you will get to play the game at some point :)
reaper7
06-06-10, 03:30 PM
Something tells me I'll get better value out of modding it then playing it :haha:.
Ya, I'm sure down the road when most of the isues are resolved - I'll get to play it to my liking. But as is there's just not enough working in it for my taste. I like my sims as in-depth as possible.
For example my favourite Flightsim Falcon4.0 was ok at release but the modding community brought it to levels undreamed off, its so indepth now it possible could be used as a military trainer.
Even to start up the engine takes 40mins (Ramp start from cold) before you even get to fly. The Community manual is over must be close to a 1000 pages.
Even some of the community are building full size replica cockpits, I my self have started assembling the electronics for the core of the cockpit.
One builders pit:
http://www.viperpits.org/smf/gallery/albums/showcase/vp1-56.jpg
If anyone interested here is the link to one of the modding comunity forums.
Also you don't need the game anymore its being integrated into the Mod (Game is now freeware after someone released the code :|\\)
http://www.freefalcon.com/forum/index.php
Maybe someday SH5 could reach these levels :sunny:.
Something tells me I'll get better value out of modding it then playing it :haha:.
Ya, I'm sure down the road when most of the isues are resolved - I'll get to play it to my liking. But as is there's just not enough working in it for my taste. I like my sims as in-depth as possible.
For example my favourite Flightsim Falcon4.0 was ok at release but the modding community brought it to levels undreamed off, its so indepth now it possible could be used as a military trainer.
Even to start up the engine takes 40mins (Ramp start from cold) before you even get to fly. The Community manual is over must be close to a 1000 pages.
Even some of the community are building full size replica cockpits, I my self have started assembling the electronics for the core of the cockpit.
One builders pit:
http://www.viperpits.org/smf/gallery/albums/showcase/vp1-56.jpg
If anyone interested here is the link to one of the modding comunity forums.
Also you don't need the game anymore its being integrated into the Mod (Game is now freeware after someone released the code :|\\)
http://www.freefalcon.com/forum/index.php
Maybe someday SH5 could reach these levels :sunny:.
Holy S#@
Is that from a real F16? :o
I have also that game.. :) but havent played in a long time.. .
like better lock-on.. however.. planning to buy flaming cliff2 after i get a new flight game controller.
btw.. the monitor in the screenshot seems too small for that setup.. something like 27" or more will be awesome with that .
Stormfly
06-06-10, 05:44 PM
WTF ! :o
...Radio Op, what is that for a new antenna on the cunning... VORTAC ?
ohh dont worry Sir its just for something, realy dont know.... :D
reaper7
06-06-10, 06:01 PM
Holy S#@
Is that from a real F16? :o
I have also that game.. :) but havent played in a long time.. .
like better lock-on.. however.. planning to buy flaming cliff2 after i get a new flight game controller.
btw.. the monitor in the screenshot seems too small for that setup.. something like 27" or more will be awesome with that .
Ya amazing stuff some of the homebuilt cockpits. Fulling working MDF's and all.
Hope to have one some day, just started build mine :D. Amazing when every button works ingame.
Have you tried FreeFalcon or OF, stock is like SH5 is now compared to what these mods have achived. Blows every other Military flightsim out of the sky even with the inferior graphics.
Kind of like SH3 and GWX3.0 really :haha:.
kylania
06-06-10, 06:07 PM
Amazing when every button works ingame.
Even a force feedback ejection handle with working rockets!?
reaper7
06-06-10, 06:32 PM
Even a force feedback ejection handle with working rockets!?
Almost :haha:, or maybe :hmmm:
reaper7
06-06-10, 06:53 PM
OK its very late, work tomorrow and I should be asleep 2 hrs ago. :zzz:
But I wanted to get this out as I won't have much time in the coming week to get any work on the Mod done.
So here is the latest build BETA V1.4 main features
Mod is more JSGME friendly. Extract Mod folder to jsgme mod folder and instaal the Main core file and accesories required. :)
Created the Camera aspect ratios for 4:3 and 5:4.
New Officer commands Clipboard (Accessed from the Crew button top right of screen).
New Binocuolar and UZO Graphics (2 Sets - figure8 and Circular bu SteelViking).
Big rework on the graphics by Steelviking to clean them up.
Fixed alot of reported bugs - more still require fixing.
Added a tutorial by Karamazov for his KiUB on the use of the RAOBF untill I can create my own (Hope this is ok Karamazov).
Plus many more - Will update tomorrow. :yeah:
(File getting bigger now at 30MB from 11MB of previous, compressed from 137MB :dead:)
Here is link: http://www.subsim.com/radioroom/downloads.php?do=file&id=1842 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1842)
TheBeast
06-06-10, 07:56 PM
If anyone interested here is the link to one of the modding comunity forums.
Also you don't need the game anymore its being integrated into the Mod (Game is now freeware after someone released the code :|\\)
http://www.freefalcon.com/forum/index.php
Maybe someday SH5 could reach these levels :sunny:.
Falcon was one of my all time favorite flight sims. Now you have me thinking of forgetting about Silent Hunter.
FF5.5 download in progress.....
Didn't Falcon 4.0 support Multi-Monitor
TheDarkWraith
06-06-10, 09:04 PM
Falcon was one of my all time favorite flight sims. Now you have me thinking of forgetting about Silent Hunter.
FF5.5 download in progress.....
Didn't Falcon 4.0 support Multi-Monitor
One of my all times favs also. Yes it did support multi-monitor. I have MicroProse's Falcon 4.0 and LeadPursuit's Falcon 4.0 Allied Force.....awesome sim :D
TheBeast
06-06-10, 09:37 PM
One of my all times favs also. Yes it did support multi-monitor. I have MicroProse's Falcon 4.0 and LeadPursuit's Falcon 4.0 Allied Force.....awesome sim :D
Back in the day. A few of my freinds and I were going to setup a Falcon Arcade using Cockpit Modules with full 360 degree roll/pitch and rap-around LCD Monitor, wireless network. At that time, to have a LCD Monitor in the shape of a Canopy would have costed $120,000.00 each making the total cost of each cockpit module almost $300,000.00 each. We even talked with Spectrum Holobyte(Original Developers) about video support for the new LCD. All they wanted a percentage royalty. This was before Micriprose was involved. We scrapped the idea due to initial startup costs.
I bet the cost to do it now would be less then 50% of the original esitmates.
http://lockon.co.uk/
watch the on site video.. of flaming cliff 2..! you can play many russian jets and even a helicopter if u have the black shark game.
also a few american jets.. but not sure if this feature made it in the final game...was a work in progress. everything is simulated realistically including the missiles behavior and the terrain is from satelite real data.. if u like silent hunters.. you will love to fly Russian Jets.. technology is very simple and at times old for those jets (for maintainance reasons) and feels as if u fly an advanced World war2 jet where u have full control of everything.. in the jet.. instead of automatic way of western jets.. that almost everything is controlled by a computer.
reaper7
06-07-10, 02:29 PM
HiRes UI Beta V1.4
Mod is more JSGME friendly. Extract all the folders from the Archive into the Mods folder in SH5 Directory.
Start up JSGME and select first the R7 UI Core Files, then select the Aspect ratio of your monitor then lastly select the Addon required.
Don't worry about popups notifying about files existing already click ok to overwrite.
Created the Camera aspect ratios for 4:3 and 5:4 along with 8:5 and 10:9.
New Officer commands Clipboard (Accessed from the Crew button top right of screen).
New Binocuolar and UZO Graphics (2 Sets - figure8 and Circular bu SteelViking).
Big rework on the graphics by Steelviking to clean them up.
Fixed alot of reported bugs - more still require fixing.
Added a tutorial by Karamazov for his KiUB on the use of the RAOBF untill I can create my own (Hope this is ok Karamazov).
New White Clock addon by Mithrandir.
Pullout map on Navigation Map screen by Conus00.
Pullout Ship lane chart on Navigation Map screen.
Screenie's
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Crew.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/UZOScope.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Obs.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Attack.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Map-Pullouts.jpg
Download Beta V1.4 From Here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1842)
reaper7
06-08-10, 12:33 PM
Noticed a couple of bugs:
A. Torpedo Panel is offset: Due to getting rid of 6th Torp position as not used
(Fixed will be in a coming patch).
B. My fix for the Bearing showing thru the Torpedo panels and RAOBF is causing an issue with anyone using higher resolution screens 1440x900 and above.
(Works fine for resolutions below - this is due to the torpedo panel covering the bearing at lower resolutions. - Will create a fix - A script for higher resolutions that doesn't move the bearing on the Torp panel - Lower resolutions can use as is. Will be Fixed in a coming patch).
C. Found 2 of the ship dds files incorectly displaying in the recon manual (Fixed will be in a coming patch).
D. 3 Dial compass not working correctly (Not sure how this is meant to work, anybody?)
Please report any bugs found - I've fixed a few and probably created a few :haha:.
Thanks for the extra resolution updatre - I can now play the game and manually target.
Been very lazy as I still have a number of my own attempts at scripting still in the game that seem to crash the DarkWraiths UI mod. Will need to do a re-install at some point and give that a go as well as I like the look of a number of features that it adds.
Given the work that the modders on subsim do has always impressed me I should not be surprised at what is being developed of SH5. However I have to say that things are being fixed / added that I did not think would be possible without the Devs doing it. So it gets me thinking of a couple of over things:
One is very minor - Can the pull outs, such as the flags, be made to change dependant on the game date. I don't think it is right knowing what a countries flag is going to be in 1943 when you are only in 1939. I was thinking of writing a very simple Sh3 Commander style program to do this on start up. However it would be a lot easier if it could be scripted.
The other is that I would still love to have clickable 3d dials.
Once again thanks for all the effort you and the others that have contributed to this have put in.
Forgot to add:
It is funny how you bring up Falcon as I have only last month started playing Falcon AF again and came across Free Falcon when searching for updates for it. Keep on meaning to download at work (much faster connection than home) and give it a go.
I love the cockpits that people create - it amazes me that they have even got the MFDs working.
Makes me think that maybe you should make your own Telegraph that sets and displays the speed setting on SH5. The setting of speed should definately be possible. The displaying could require some cunning scripting.
reaper7
06-08-10, 01:23 PM
Forgot to add:
It is funny how you bring up Falcon as I have only last month started playing Falcon AF again and came across Free Falcon when searching for updates for it. Keep on meaning to download at work (much faster connection than home) and give it a go.
I love the cockpits that people create - it amazes me that they have even got the MFDs working.
Makes me think that maybe you should make your own Telegraph that sets and displays the speed setting on SH5. The setting of speed should definately be possible. The displaying could require some cunning scripting.
Ya, I was just pondering that yersterday - if its possible to send/receive comands externally via scripting. It should be as I belive TDW does that with his stadimeter fix.
I've started to build the electronics for my own falcon cockpit that controls all the lights, switches, dials etc.
If we cound send and receive commands in SH5 it would be possible via external app to control Hardware dials ets. It would be possible to build working TDC panels etc. I don't have the software expertice to do it my self, but love to team up with someone to see if this is possible. :rock:
Ya, I was just pondering that yersterday - if its possible to send/receive comands externally via scripting. It should be as I belive TDW does that with his stadimeter fix.
I've started to build the electronics for my own falcon cockpit that controls all the lights, switches, dials etc.
If we cound send and receive commands in SH5 it would be possible via external app to control Hardware dials ets. It would be possible to build working TDC panels etc. I don't have the software expertice to do it my self, but love to team up with someone to see if this is possible. :rock:
Yes I believe that TDW uses scripting to read data from the files that contain the Mast Height for each ship. I therefore assume it is also possible to write to a file (in fact some of his other additions may well do this). A lot could probably be done with out the need for this by simulating key presses just as flight sim joysiticks can be programmed to do.
I saw a voice rec mod the other day which actually makes me wonder if a much better solution is possible where the script can cominicate directly with other software. I do not know if that is how the voice rec mod worked as I have not downloaded it. but at brief glance through the thread I got the impression that it did as it allowed complex request such as set speed 225 that I am not sure would be possible by keymapping.
Obviously to do a TDC would require the ability for script to set and ideally read these in game. I assume this is possible - however have a slight worry that if it was TDW would have already fixed the minor annoyance of AOB etc being reset each time the Stedimeter is used.
I wish I could say that I am the man to help you with the software side of this. Unfortunately I think my knowledge is far to basic. Saying that I might have a look at the voice rec mod and see if there is any open source software out there for some of these cockpits that are being created and see if I can at least prove it possible.
reaper7
06-08-10, 02:18 PM
Couple more screenshots to show the Addon's available:
First up SteelVikings UZO:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Obs-SV.jpg
Steelvikings Binocular Optics:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Binoc-SV.jpg
Alternative clock by Mithrandir:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Clock-Milt.jpg
Also I'm doing na addon for alternative colour dials for those that don't like the brass/golden look.
Should I release this in the next release or seperate as an addon?
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Colour-Dials.jpg
its very minor.. but will look nicer graphics wise if all the TDC dials looks like the target *Range dial.. that is at the lower left.. the black range dial.. ( ie.. no dirty glass like most of them have). to match the quality of the two watches on the center screen at the top . the speed ,bearing and depth dials lower right ,also could be improved to look like brand new.. too .
also the bearing torpedo dial.. right panel.. is combined with another.. you rotate one dial.. but two moves..quite tricky to input data with precision.. hopefully in a future release those will be controlled individually.
reaper7
06-08-10, 04:31 PM
its very minor.. but will look nicer graphics wise if all the TDC dials looks like the target *Range dial.. that is at the lower left.. the black range dial.. ( ie.. no dirty glass like most of them have). to match the quality of the two watches on the center screen at the top . the speed ,bearing and depth dials lower right ,also could be improved to look like brand new.. too .
also the bearing torpedo dial.. right panel.. is combined with another.. you rotate one dial.. but two moves..quite tricky to input data with precision.. hopefully in a future release those will be controlled individually.
The Range Dial has no Glass on it unlike the others as this is how it is on the real TDC Panel (It is not a dial but a rotatable knob) :DL.
You may notice that the range knob works also like the real deal with the knob rotating in the centre with the markers on the outside. All other mods I've seen from sh3 to sh5 and stock have the outside markers rotating around the knob to set range with the red marker at the top - acting like a dial (not like the real range knob).
Thr Torpedo bearing (and the gyro angle) both consist of 2 dials one is the stanard 360 degrees dial which the user can rotate - the other dial is actuall a 1/10th Vernier dial - all it does is show the degrees in tenths of the normal dial.
Ie it shows degrees from 1 to 10 so if the dial needle is between 110 and 120 degrees in the main dial and at 6 degrees in the vernier dial that means the bearing is 116 degrees.
Unfortunatly you can not control the vernier dail without drastically affecting the main dial (Hardcoding), the stock interfaces only show the main dial for this reason. (So as they are they work perfectly.)
The AOB dial is the same just the vernier dial is inside the main dial with a small window at the bottom.
As is the Speed with the vernier inside showing Torpedo speed - Try it change speed from slow to medium to fast (The vernier changes to show speed of torpedo).
My TDC Panels were done to match the real deal and the dials are done the same way :D. So as you can see I'm going the full realism route rather than the norm.
My TDC Panels were done to match the real deal and the dials are done the same way :D. So as you can see I'm going the full realism route rather than the norm.
you have done an awesome job.. was just giving opinion how i think they might look /work better. Making things to look like new (in their time) , like some of the dials already now are..like the ship manual, like the time watches and the new binoculars..
and work better if u manage to fix the stock game limitations of some dials ,if ever that possible will be nice. in no way making things to look in good conditions make things less realistic . you can have both at the same time.
the advantage is small but its in the small details ,here and there , that things begin to do a noticeable difference in players experience. :)
Stormfly
06-09-10, 12:03 AM
this looks all very nice, would it be possible to have all these swatikas optional, i dont want to turn my sub into goebbels little honeymoon boat:timeout:
reaper7
06-09-10, 12:31 AM
you have done an awesome job.. was just giving opinion how i think they might look /work better. Making things to look like new (in their time) , like some of the dials already now are..like the ship manual, like the time watches and the new binoculars..
and work better if u manage to fix the stock game limitations of some dials ,if ever that possible will be nice. in no way making things to look in good conditions make things less realistic . you can have both at the same time.
the advantage is small but its in the small details ,here and there , that things begin to do a noticeable difference in players experience. :)
Not at all, I appreciate the feedback. Once I get some time from the rest of the stuff I don't see why not make a nice re-fitted boat option (All new gauges :D). If anyone wants to redo my stuff to get 'em looking like new, feel free and semd them on to be included as as addon :up:.
this looks all very nice, would it be possible to have all these swatikas optional, i dont want to turn my sub into goebbels little honeymoon boat:timeout:
Likewise when I get some time, I've removed one from the right English Panel for the Siemens Logo - can do the same with the rest at some stage. Again if anyone wants to do this and send me the files, I'm happy to receive anybodys work for inclusion. :up:
John Channing
06-13-10, 07:54 AM
Forgive what is probably a stupid question.
When using the TDC in manual mode it seems the bearing does not update when you reposition the scope. Do you need to manually update the bearing to get a correct solution before firing?
Loving the Mod so far.
JCC
reaper7
06-13-10, 09:28 AM
Forgive what is probably a stupid question.
When using the TDC in manual mode it seems the bearing does not update when you reposition the scope. Do you need to manually update the bearing to get a correct solution before firing?
Loving the Mod so far.
JCC
Not only does TDC need to be in Manual Tode (Selected from XO Reccognition Manual), but you also need to switch TDC to user control (Green) mode Red/Green button on the lower left of LHS TDC Panel.
This allows user imput of the TDC dials. When you've imputted the solution don't forget to turn the user imput button off again (Red). Then when you rotate the scope gyro will update automatically. :up:
Just got back to doing a few bits with the Mod today after a week, so no real updates this week.
Started work on the SH3 type periscope height controls, looking good so far.
Will post a pic soon.
John Channing
06-13-10, 11:11 AM
Great. I will give it a try.
I have to say that your work really adds to the "you are there" feeling of this Sim. Everytime I read someone saying how this is a dumbed down arcade shooter I think "you haven't tried it with Reaper7's UI Mod, then"!
Keep up the excellent work. Guys like you make this place worthwhile.
JCC
reaper7
06-13-10, 11:25 AM
Thanks JCC, goal is to be able to play it at 100% realism like the good old SH3/4 days :D.
Hope the above works, haven't play SH5 myself just reloading it to test Mod. But it should work the same as it did for sh3/4.
(unless Dev's wrecked something else).
I've been getting back into SH3 and GWX3 since Conus00 released his widescreen Mod, works brilliantly on my 1440x900 laptop :yeah:.
(Recommend it full heartedly - Nice work Conus00)
reaper7
06-13-10, 12:47 PM
This one was a lot harder than I expected it to be. But after a lot of retries and rescripting it works :rock:.
Replaced the stock Periscope Depth levers with SH3/4 type.
Lever works properly too - click and hold the top of lever to raise scope, click and hold below the lever to lower.
(Lever is properly animated [Up-Center-Down] action).
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/pERISCOPlEVER.jpg
Image above was screen captured ingame while playing at a resolution of 1440x900.
John Channing
06-13-10, 03:31 PM
Thanks JCC, goal is to be able to play it at 100% realism like the good old SH3/4 days :D.
Hope the above works, haven't play SH5 myself just reloading it to test Mod. But it should work the same as it did for sh3/4.
(unless Dev's wrecked something else).
I've been getting back into SH3 and GWX3 since Conus00 released his widescreen Mod, works brilliantly on my 1440x900 laptop :yeah:.
(Recommend it full heartedly - Nice work Conus00)
Worked like a charm!
JCC
reaper7
06-13-10, 03:54 PM
Worked like a charm!
JCC
Excellent :yeah: (Just a side note, it may be worth enabling Manual TDC from the option page - should make the need to switch to manual TDC every time you enter the XO Recon Manual reduntant). Although I haven't tried it myself to confirm.
Being cleaning up a few bits:
Obs Periscope and Attack scope no longer are raised when entering the game.
TAI Map no longer opens when entering Obs or Attack scope.
Torpedo Panel no longer onscreen (Out of Sync with Button) when entering Attack Scope (Now in sync with Button).
Next I'm going to create Raise Fully and Lower fully buttons for the Periscope Height Lever Panel. (Both for Obs and Attack).
SteelViking
06-14-10, 09:39 AM
Hey reaper7, I love the additions/improvements in version 1.4. I especially like how the optics turned out(pocket compass on the binoculars is a nice touch).
Anyway, I am back from vacation, and would gladly do anything to help. So, just PM me about anything I can do for you.
By the way, a swastika free version was mentioned, I could do that easy enough.
reaper7
06-14-10, 12:20 PM
Hey reaper7, I love the additions/improvements in version 1.4. I especially like how the optics turned out(pocket compass on the binoculars is a nice touch).
Anyway, I am back from vacation, and would gladly do anything to help. So, just PM me about anything I can do for you.
By the way, a swastika free version was mentioned, I could do that easy enough.
Hope the vacation went well. Didn't do much at all last week myself :O:.
Yes if you want to do panels less the swastika, you could replace them with the siemens & halske logo.
I'm thinking about making up templates for all the control, dials and panels - that way people could make up there own dials and panels etc. That could be hosted on the First page of the thread. That way they could be downloaded as addon's for the Mod (Select the look you want).
I have made a green version of the dials for example, have to upload yet :D.
SteelViking
06-14-10, 05:45 PM
Thanks, the vacation was great.
I will get right on the politically corrected stuff. It should not take me very long.
thorn69
06-15-10, 12:59 PM
I love this UI! But there's no option for radio under the radioman. Is this going to be implemented. I've had to edit my own commands.cfg file to Ctrl+T to get it to work with radio station mods.
Also, I noticed that my game CTD instantly when selecting the second icon under the Navigators search pattern option. Not sure what it's supposed to do but clicking on it is instant CTD.
But other than that I think I like this one UI setup a lot more than Darkwraith's and his is pretty damn amazing as well. Yours just isn't as cluttered up and it feels more authentic for some reason. I love the scopes although I'm not sure why the UZO and bincos on seem to focus in one lens and not two? Seems like there should be some blur distortion in the middle of the lens and not the outside of the lens if you're trying to make a "two lenses blend into one" look about it. They're still nice to look through though. I absolutely love the different vision overlays you've added for the OB scope and Attack scopes! Very nice touch! It really helps to see in darker lighting!
Thanks a bunch for this mod! Can't wait for an update!
reaper7
06-15-10, 03:27 PM
I love this UI! But there's no option for radio under the radioman. Is this going to be implemented. I've had to edit my own commands.cfg file to Ctrl+T to get it to work with radio station mods.
Also, I noticed that my game CTD instantly when selecting the second icon under the Navigators search pattern option. Not sure what it's supposed to do but clicking on it is instant CTD.
But other than that I think I like this one UI setup a lot more than Darkwraith's and his is pretty damn amazing as well. Yours just isn't as cluttered up and it feels more authentic for some reason. I love the scopes although I'm not sure why the UZO and bincos on seem to focus in one lens and not two? Seems like there should be some blur distortion in the middle of the lens and not the outside of the lens if you're trying to make a "two lenses blend into one" look about it. They're still nice to look through though. I absolutely love the different vision overlays you've added for the OB scope and Attack scopes! Very nice touch! It really helps to see in darker lighting!
Thanks a bunch for this mod! Can't wait for an update!
Thanks thorn69, yes I'm aware of the Officer issues.
These are the stock SH3 commands etc hence some of the incompatability.
I will be replacing most if not all with new scripoted commands etc in later releases :yeah:.
SteelViking
06-15-10, 08:23 PM
this looks all very nice, would it be possible to have all these swatikas optional, i dont want to turn my sub into goebbels little honeymoon boat:timeout:
I have taken care of it Stormfly. After the next release Goebbels will have to use someone elses boat to go on that honeymoon.:up:
SteelViking
06-16-10, 12:54 AM
Reaper7, I just realized that the UZO images I sent you earlier were still in 1920x1080 instead of 1920x1200 as is needed, sorry about that. It is a quick fix, but if you like I can send you the resized versions. If you resize them yourself, don't forget to do both the default and politically correct versions.
Also, I am not getting any banding in the optics at all when I use BC3/DXT5 format compression on the .dds files(I am surprised, because I am using GIMP).
I have also noticed, that the standard compass in the binoculars is not working, it only points north.
Edit: I tried BC3/DXT5 compression on the panels, and I am getting a little drop in graphical quality, but not very much. I think BC3/DXT5 is the way to go in regards to space saving, as it achieves about a 19% compression ratio.
2nd Edit: I would still recommend to only use compression on really big .dds files, so as to keep the small stuff like dials at top quality.
reaper7
06-17-10, 05:17 PM
Update on Recon Manual V3.0 (WIP)
Now still work in progress, Very buggy but getting there. :D
I present...... Drum roll Please.
The Humble Merchant:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/1.jpg
Clicked on Send Mast Height to TDC: Dial Jumps to 29.5 Meters :rock:
Now select stadimeter.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/2.jpg
Released at Mast Height:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/3.jpg
Oh and Side Profiles selected like in Sh4 by the little ship button in top right.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/4.jpg
And scroll thru the pages using left and right:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/5.jpg
and next:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/6.jpg
And last the Country select cover when you close the book (Or when Recon Manual Activated using 'N')
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Cover.jpg
Like I said I have a bit more work required to get it stable and showing all the Vessels. :up:
But this will be my next Recognition Manual and Stadimeter fix in my High Resolution UI - (With a bit of luck :D).
Don't need the rest of the rubbish in the XO Dialog Box - so that can go in the bin :haha:.
rsvette12
06-17-10, 11:41 PM
Looks awesome Sir, super job. :salute: :yeah:
Rich
JDM1213
06-18-10, 02:03 PM
lol just founf this section in the forums was trying to find some help in other sections. First wanted to say things look really good Reaper7, very new to this game but with all the MODs made available by the community its becoming one of my favorite games :)
Unfortunatly I cant get your v1.4 to work. Ive narrowed down that Im running 16:9 ratio. When I downloaded your MOD I get these folders:
R7 HiRes 4-3 Aspect Ratio
R7 HiRes 5-4 Aspect Ratio
R7 HiRes 8-5 Aspect Ratio
R7 HiRes 16-9 Aspect Ratio
R7 Alt English Panels
R7 HiRes Mithrandirs Alt Clock
R7 HiRes Mod Core Files
R7 HiRes SteelVikings Optics
Like I said I know to use the 16-9 aspect ratio but my question is should I be installing all the other folders as well? When I get in the game I have no firing panels as shown in the documents or your post above. Im afraid Im just not clicking on something maybe lol. Any help would be big thanks. And again amazing work man, looks great.
reaper7
06-18-10, 02:14 PM
lol just founf this section in the forums was trying to find some help in other sections. First wanted to say things look really good Reaper7, very new to this game but with all the MODs made available by the community its becoming one of my favorite games :)
Unfortunatly I cant get your v1.4 to work. Ive narrowed down that Im running 16:9 ratio. When I downloaded your MOD I get these folders:
R7 HiRes 4-3 Aspect Ratio
R7 HiRes 5-4 Aspect Ratio
R7 HiRes 8-5 Aspect Ratio
R7 HiRes 16-9 Aspect Ratio
R7 Alt English Panels
R7 HiRes Mithrandirs Alt Clock
R7 HiRes Mod Core Files
R7 HiRes SteelVikings Optics
Like I said I know to use the 16-9 aspect ratio but my question is should I be installing all the other folders as well? When I get in the game I have no firing panels as shown in the documents or your post above. Im afraid Im just not clicking on something maybe lol. Any help would be big thanks. And again amazing work man, looks great.
Hi and Welcome JDM1213. Yes you need to install 'R7 HiRes Mod Core Files' first.
The Above is all you need to install it has the 16.9 Aspect ratio included.
The other files are alternative addons that can de selected (but not needed).
1. If you need a different aspect ratio then install one of these
R7 HiRes 4-3 Aspect Ratio
R7 HiRes 5-4 Aspect Ratio
R7 HiRes 8-5 Aspect Ratio
R7 HiRes 16-9 Aspect Ratio (Included as an addon in case you need to chage back)
2. English version of the default German Panels
R7 Alt English Panels
3. Alternative clock colour
R7 HiRes Mithrandirs Alt Clock
4. Alternative Binocular and Uzo Optics
R7 HiRes SteelVikings Optics
Hope that helps :up:. Good luck with it. Don't forget to keep an eye on the thread for further releases. Have some new stuff soon.
As for the Panels: When you start the game everything is in the hidden state. So when you enter the Attack scope for example.
You need to click on the buttons at the bottom to show/hide the Left TDC Panel, Right TDC Panel, Torpedo Panel etc.
JDM1213
06-18-10, 02:30 PM
lol Attack Periscope, knew I wasnt thinking of something. Sry was expecting to see everything from the other periscope :) Thanks again for the help and looking forward to the updates
Excellence mod but: :(
I have a big problem. I DL 1.4 ver and when i hit top (torpedo) panel it doesn't show.
reaper7
06-18-10, 06:36 PM
Excellence mod but: :(
I have a big problem. I DL 1.4 ver and when i hit top (torpedo) panel it doesn't show.
You may need to click that particular button twice. Its a bug.
I have fixed that and the rest of the buttons, this fix will in the next release.
Next release will include the New recognition Manual Mod (XO Dialog Recon Manual shall be removed).
The New Recognition Manual will include a fully working Stadimeter with Mast height sending to TDC :rock:.
Here is the latest shots. (New graphics bprovided by TheBeast).
http://i236.photobucket.com/albums/ff240/reaper7_bucket/CQC/Cover.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/CQC/Cover2.jpg
There was one Major CTD bug that I can't get around due to Hardcode restrictions, but I have got it bypassed sortof - explanation below.
When you cycled thru the countries on the cover to select nation (by clicking the flag) when it got to the end it would cause a CTD instead of going on to the first one again.
I have got around that by creating a blank country, so when it gets to the end the cover it does not instantly CTD but shows a blank flag with Text saying "Do not Click".
If you click it, it will CTD - but there is no reason to click just scroll onto the nxet country :DL.
Also you'll notice the ships are back to being properly scalled:D.
TheDarkWraith
06-18-10, 08:34 PM
As you know in order to use the TDC dials you have to turn TDC on via the XO TDC dialog box. What happens when you do this to your automatic mast height fix :06: I'm pretty sure I know how you did what you did and I think you might have overlooked this :hmmm:
Hi!
Possible install only RAOBF from mod?
You may need to click that particular button twice. Its a bug.
I have fixed that and the rest of the buttons, this fix will in the next release.
This don't help me. still torpedo panel don't show, but a bearing texture move a little higher.
PL_Andrev
06-19-10, 05:06 AM
In each step this mod look better and better!
Congratulations!
:up:
John Channing
06-19-10, 07:33 AM
This don't help me. still torpedo panel don't show, but a bearing texture move a little higher.
I think you are using the wrong aspect ratio.
What is your screen resolution and what aspect ratio are you using in the Mod?
JCC
SteelViking
06-19-10, 09:21 AM
This don't help me. still torpedo panel don't show, but a bearing texture move a little higher.
This sounds like it could actually be related to the repositioning of the Top panel, reaper7.
I think you are using the wrong aspect ratio.
What is your screen resolution and what aspect ratio are you using in the Mod?
JCC
My resolution is 1680x1050 -so i use 5:8 aspect ratio
reaper7
06-19-10, 12:06 PM
As you know in order to use the TDC dials you have to turn TDC on via the XO TDC dialog box. What happens when you do this to your automatic mast height fix :06: I'm pretty sure I know how you did what you did and I think you might have overlooked this :hmmm:
Just going to create a button to turn On/off :up:. But TDC cant be set to Manual in the options Menu or the gameplay.cfg for permanent TDC in Manual mode.
EDIT: Just confirmed this works :). I may now superimpose the TDC Manual button under the Lock button on the scope. This will then switch the TDc to manual when you press the Lock Target button.
No More Automatic TDC (Glad to see the back of the shoot by numbers). :)
Hi!
Possible install only RAOBF from mod?
No, will only work with this UI, due to my scaling methods and camera aspect ratios.
It would be easier to create from scratch than try to retrofit this one I'm afraid.
My resolution is 1680x1050 -so i use 5:8 aspect ratio
Not sure what can cause this, as the Torp Panel is actually positioned on the Top centre of the screen no matter what resolution you use.
The button is just a scripted event to show/hide the panel (Its still in the same spot just hidden).
The bearing moving is part of the script to remove it when the panel is displayed, otherwise the bearing would be displayed on top (Hardcoded to always be on top).
Can you try uninstalling the Mod, and all other mods. Then just reinstall this one and see if problem persists.
looks good.. cant wait for the next version release! ,hopefully will be soon :yeah:
Could you create a normal UZO and binocular textures? This new one are unrealistic for me, and are too light. In night its hard see something :(.
SteelViking
06-19-10, 06:46 PM
Could you create a normal UZO and binocular textures? This new one are unrealistic for me, and are too light. In night its hard see something :(.
Could you please be more specific, and have you tried my alternative optic add-on, an enhanced version of mine should be included in the next release also.
reaper7
06-19-10, 06:58 PM
Could you create a normal UZO and binocular textures? This new one are unrealistic for me, and are too light. In night its hard see something :(.
Unrealistic in that there too bright at night :06:.
If so, yes I have to create night masks for them yet. But actual background textures are of the real binocs and UZO binocs. :up:
reaper7
06-19-10, 07:09 PM
Could you please be more specific, and have you tried my alternative optic add-on, an enhanced version of mine should be included in the next release also.
Actually Must create some night masks for them also.
List of stuff to finish keeps getting longer :haha:.
I'm an awfull man for not finishing things before moving on to something else. The misus is always at me for the same thing, house is full of 90% complete DIY jobs :haha:.
SteelViking
06-19-10, 07:09 PM
Unrealistic in that there too bright at night :06:.
If so, yes I have to create night masks for them yet. But actual background textures are of the real binocs and UZO binocs. :up:
You are making night masks for them!? That is gonna be cool:|\\
reaper7
06-20-10, 03:56 AM
You are making night masks for them!? That is gonna be cool:|\\
Yes, the plan is to make night masks for everything in game that needs one.
Those 2 binocs will need black masks instead of red ;).
Hopefully I'll get a result similar to the scope red masks just in black. :D
reaper7
06-20-10, 06:57 AM
Just done up some Night Masks for the Binocs and UZO.
What do you think - are they ok. :03:
Binocs Day
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/BinocsDay.jpg
Binocs Night
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/BinocsNight.jpg
UZO Day
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/UZODay.jpg
UZO Night
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/UZONight.jpg
Hope there not to Dark. But unlike the Red Masks on everthing else - there would be no light to cast any illumination over the Binoculars or UZO. :yeah:
Next thing that needs doing is the proper Graticlues for both of the above and proper illuminated graticule markings at night. :)
John Channing
06-20-10, 11:15 AM
The masks lok great.
Is the FOV the same with this mod as the stock FOV. It seems more narrow.
JCC
SteelViking
06-20-10, 11:17 AM
They look good as far as darkness, color, etc imho. However, the mask should not extend over the glass, nights(especially in Env2.2) are dark enough.:03:
TheBeast
06-20-10, 11:17 AM
Viewable area may be a little small:hmmm:
reaper7
06-20-10, 11:25 AM
The masks lok great.
Is the FOV the same with this mod as the stock FOV. It seems more narrow.
JCC
Hi JCC, yes the FOV is different from the Stock. It is using correct FOV for each type of optics.
They look good as far as darkness, color, etc imho. However, the mask should not extend over the glass, nights(especially in Env2.2) are dark enough.:03:
Night mask is not extending over the glass. That is the normal alpha channel on the optics themselves. Altough In pic it does look like it bleeds over :D. Oh and SteelViking I have your improved compression graphics in game now - yes I think the extra file size will be worth it. Nice work :).
Viewable area may be a little small:hmmm:
Yes I have the viewing are that size on purpose. In a further release the UZO and the Obs scope will be getting there TDC controls and we don't want them obscuring the Viewing area :haha:.
TheBeast
06-20-10, 11:39 AM
The Binocs aren't getting TDC dials is it?:06: Shouldn't the Binoc view area be a lot bigger?:06:
reaper7
06-20-10, 11:57 AM
The Binocs aren't getting TDC dials is it?:06: Shouldn't the Binoc view area be a lot bigger?:06:
I could make a larger view area version of the binocs if wanted as an addon. :DL
John Channing
06-20-10, 12:40 PM
I could make a larger view area version of the binocs if wanted as an addon. :DL
That would be an excellent compromise. It would be the same as using the Obs scope to get the "big picture", and then switching to the more limited optics of the Attack scope to set up the solution.
Count this as a "Yes, please" vote.
JCC
reaper7
06-20-10, 05:17 PM
Its taking me nearly 2 days just to get this tiny bit working. (SH5 Hardcoding :nope:.)
But here it is the Stadimeter button in all its glory (Graphic needs to be changed and positioned properly), but you can see it displays by its self no having to open the XO-Dialog box or no American targeting dial on screen :D.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/CQC/Stad-4.jpg
Its the button under the Captains Hat - if you didn't spot it already :DL.
thorn69
06-20-10, 06:11 PM
Next release, next release, next release, next release!!! :D
And I'm with John, a little bit bigger with the view area would be really nice! :yep:
John Channing
06-20-10, 06:38 PM
Its taking me nearly 2 days just to get this tiny bit working. (SH5 Hardcoding :nope:.)
But here it is the Stadimeter button in all its glory (Graphic needs to be changed and positioned properly), but you can see it displays by its self no having to open the XO-Dialog box or no American targeting dial on screen :D.
Its the button under the Captains Hat - if you didn't spot it already :DL.
:woot:
When I read your comment in another thread about thinking on giving up on Sh5 all I could think was "Please... not before he fixes the Stadimeter, gets rid of the *(&%^$#% XO book and expands the FOV on the Bino's".
:yeah:
JCC
reaper7
06-21-10, 01:26 AM
:woot:
When I read your comment in another thread about thinking on giving up on Sh5 all I could think was "Please... not before he fixes the Stadimeter, gets rid of the *(&%^$#% XO book and expands the FOV on the Bino's".
:yeah:
JCC
:DL Don't worry I'll get this finished first. But can't see my doing anything after for a while untill the SH5 modding scene forms a proper group.:up:
SteelViking
06-21-10, 06:54 AM
:DL Don't worry I'll get this finished first. But can't see my doing anything after for a while untill the SH5 modding scene forms a proper group.:up:
It is a sad day when you aren't modding my friend.:wah:
reaper7
06-21-10, 12:38 PM
It is a sad day when you aren't modding my friend.:wah:
Maybe, but there's only so far I can go with regards to Sh5. After all My mod started out as just a periscope replacement screen - and spiraled out from there. Most of what I've achieved is thru hacking, replacing, merging and editing whats currently left over from Sh3/4 in the Menu editor.
That and not being afraid to reinstall after my "I wonder if I do this to a file, what hill happen' moments of which there has been a lot.
I has losing interest in this Mod until yourself started to help out - gave me another boost :03:.
Also TDW has inspired me to go further than I would have thought to go myself.
Thanks TDW :up:. Its moments when someone says that won't work I get stubborn and rip the file apart to make it work - I like to challenge myself that way.
Thats prob why some think there is some animosity between my self and TDW, but I can say that is not the case. In my opinion TDW is one of the best Modders in the SH5 scene and possibly the only reason SH5 will survive - the developers gave us half a game and TDW will give us the other half.
I'm just happy to help where I can.
After I've got the stadimeter fix released in my UI, I plan to redo it to work in Stock with the XO-Dialog Box for anybody that doesn't use Mods or for anybody creating Mods to use.
That includes TDW if he wishes to use it :up:.
But for now I'll keep on ploughing on to get this finished. Then I'll start to play SH3 and GWX3.0. Graphics don't bother me game play does - I come from a time of playing on the Commodore Vic-20 (Look that one up :haha:).
In time SH5 may get there. As it does my Interest may pick up and I may find myself back in the scene modding again :D.
But the break doesn't start now - so back to work. Fix fix fix......
SteelViking
06-21-10, 12:58 PM
I am glad I was able to help and that I kept you going, I only wish I could do more. You have done a lot of work though, and you deserve some SHIII down time.:up:
John Channing
06-21-10, 01:47 PM
I am glad I was able to help and that I kept you going, I only wish I could do more. You have done a lot of work though, and you deserve some SHIII down time.:up:
SHHHHHH!!!
Ixnay on the Owntimeday until he finishes the adimeterStay!
JCC
SteelViking
06-21-10, 01:55 PM
SHHHHHH!!!
Ixnay on the Owntimeday until he finishes the adimeterStay!
JCC
:har: I love it.
reaper7
06-21-10, 01:55 PM
SHHHHHH!!!
Ixnay on the Owntimeday until he finishes the adimeterStay!
JCC
:har: Cheers JCC - Guess I'll have to finish now :yep:.
John Channing
06-21-10, 02:00 PM
I've said it before and I'll say it again...
Don't make me come over there!
JCC
reaper7
06-21-10, 02:04 PM
:salute: Back to work :D
Edit: I may release the Main core part of the mod without the addons to get some feedback on the Stadimeter.
Make sure it works on other machines and not just mine.
If it works I can post the addons as seperate downloads, that can be installed over the top.
TheBeast
06-21-10, 06:49 PM
:salute: Back to work :D
Edit: I may release the Main core part of the mod without the addons to get some feedback on the Stadimeter.
Make sure it works on other machines and not just mine.
If it works I can post the addons as seperate downloads, that can be installed over the top.
Very cool. I was hoping to see the Recognition Manual as a stand alone replacement MOD of the Museum Rec Man.:woot:
SteelViking
06-21-10, 06:56 PM
:salute: Back to work :D
Edit: I may release the Main core part of the mod without the addons to get some feedback on the Stadimeter.
Make sure it works on other machines and not just mine.
If it works I can post the addons as seperate downloads, that can be installed over the top.
That might be the best way to handle things anyway, as fewer folders to deal with would make finding and installing the right folder that much easier for people. Also, that would shrink the size of the initial (and most important) download.
thorn69
06-21-10, 09:52 PM
I've said it before and I'll say it again...
http://www.rickmanistareview.com/hans_tal.jpg
Don't make me come over there!
JCC
http://1.bp.blogspot.com/_KVr6Zg3xLpQ/Rs4C70LBrBI/AAAAAAAAAVI/xuJL6SfXoGg/s320/diehard1.JPG
Reaper7 can you get with the program here?! You know I'm putting my account on the line for you here pal!!! Look, just release the next update with the working stadimeter so everyone can walk away happy! Reaper7, they're going to ban me if you don't! Reaper7, did you hear what I said?!? Reaper7?.... Reaper7!?!?!? (GULP :o)
reaper7
06-22-10, 01:32 AM
Will work on getting it out tonight after work. Seperate it out into addons and release for test.
reaper7
06-22-10, 05:07 PM
Just released V1.5 with the stadimeter fix.
This is a test release only so not much changed from V1.4
Possibly that it causes crashes - if so please report what you were doing at time of crash. I haven't done any scripting to work around 1 issue that may cause CTD.
Just want to confirm Stadimeter is working for others before doing any more work on this.
Stadimeter only works when Rec man is displayed - had it working with scripts to work when rec man was hidden.
But that script is not included in this release till I do more tests.
Important: Before installing rename the Roster Directory in the SH5 default folder to Roster Backup.
Failing to do so will cause a CTD evertime you bring up the SH4 Rec Man.
Mu mod installs a new roster folder but does not replace some items in the roster hence the CTD if not renamed
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Released.jpg
Download
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842
Fix for incorect Attack Periscope File: http://www.subsim.com/radioroom/downloads.php?do=file&id=1910
I get a python error when entering the attack scope.
It went along the line of 'page attack periscope stadimeter not found'.
I assume it relates to
'Pageattackperiscope_Stadimeter.Visible = True'
Sorry - not going to get chance to take a screenshot of the error of investigate further tonight.
reaper7
06-22-10, 06:15 PM
I get a python error when entering the attack scope.
It went along the line of 'page attack periscope stadimeter not found'.
I assume it relates to
'Pageattackperiscope_Stadimeter.Visible = True'
Sorry - not going to get chance to take a screenshot of the error of investigate further tonight.
Shouldn't be an entry like that in the Pageattackperiscope, maybe it was the Pagetorpedosolution that has the Stadimer visible = true.
Why it comes up not found :hmmm: its a stock item from that page. Unless the menu_1024_768.ini is incorrect can you confirm if yours looks like this
[Fonts]
Fonts=33
Font0=DATA/Menu/Fonts/FPHunt26.dds
Font1=DATA/Menu/Fonts/FPCond14.dds
Font3=DATA/Menu/Fonts/FPHunt38.dds
Font4=DATA/Menu/Fonts/FPHunt12.dds
Font5=DATA/Menu/Fonts/FPHunt15.dds
Font6=DATA/Menu/Fonts/FPSmall.dds
Font7=DATA/Menu/Fonts/FPPencil12.dds
Font10=DATA/Menu/Fonts/FPArhi24.dds
Font11=DATA/Menu/Fonts/ShellsNr.dds
Font13=DATA/Menu/Fonts/FPCond18.dds
Font14=DATA/Menu/Fonts/FPCond12.dds
Font15=DATA/Menu/Fonts/FPCond9.dds
Font16=DATA/Menu/Fonts/FPBro20.dds
Font17=DATA/Menu/Fonts/FPBro100.dds
Font18=DATA/Menu/Fonts/Univers_9.dds
Font19=DATA/Menu/Fonts/Univers_11.dds
Font20=DATA/Menu/Fonts/Univers_13.dds
Font21=DATA/Menu/Fonts/TrajanPro_15.dds
Font22=DATA/Menu/Fonts/TrajanPro_17.dds
Font23=DATA/Menu/Fonts/Chalk.dds
Font24=DATA/Menu/Fonts/Agency_12.tga
Font25=DATA/Menu/Fonts/Agency_16.tga
Font26=DATA/Menu/Fonts/Agency_20.tga
Font27=DATA/Menu/Fonts/Agency_24.tga
Font28=DATA/Menu/Fonts/Agency_28.tga
Font29=DATA/Menu/Fonts/TrajanPro_9.dds
Font30=DATA/Menu/Fonts/TrajanPro_11.dds
Font31=DATA/Menu/Fonts/Univers_20.dds
Font32=DATA/Menu/Fonts/ChalkMini.dds
[Settings]
SlidingSpeed=200;pixels per second
CmdStatesColors=0xAAAAAAFF,0xFFFFFFFF,0xFFFFFFFF,0 xFFEEAAFF; notselectable, selectable, selected, highlighted
[Main groups and pages]
GroupsNo=88
1=4A;Page BlackBandsUpDown
2=10;Page message
3=2A;Group Net Status
4=11;Tool tip
5=4C;Page Newspapers
6=46;Page InGame SaveLoad
7=1A;Page SaveInGame
8=56;Page ChooseLoadSave
9=05;Page settings menu
10=6D;Page audio settings
11=1D;Page video settings
12=6E;Page gameplay settings
13=55;Page Net Spectator
14=49;Page NotifyUserForDocking
15=2D;Page Net Results
16=20;Page final
17=21;Page Console
18=22;Page help
19=02;Page effects
20=23;Page event camera
21=24;Page gui event camera
22=30;Pause game
23=0D;Page RenderControls
24=5F;Page gui replay
25=68;Page Photos
26=29;Page Clock
27=4B;Page Gramophone
28=2C;Page UserRadio
29=0E;Page CharacterDialog
30=48;Page AdversarialMode Layout
31=19;Page subtitles
32=08;Page Hud Gato
33=17;Page LeaderBoard
34=35;Page captain log
35=25;Page recognition manual
36=14;Page Crewmember
37=41;Page Guns
38=3E;Page Subsystems
39=4E;Page WeaponsAndSensors
40=61;Page Crew
41=0B;Page Sonar
42=06;Page Surface Radar
43=16;Page XO_TDC_Dialog
44=3F;Page layout
45=43;Page TorpedoSolution
46=0A;Page Default Hud
47=31;Page navigation map
48=44;Page TorpedoTubes
49=42;Page PositionKeeper
50=28;Page UZO
51=2B;Page obs periscope
52=3B;Page TDC
53=07;Page Attack Periscope 2
54=26;Page attack periscope
55=27;Page binocular
56=33;Page interior
57=34;Page exterior
58=38;Page deckgun
59=39;Page 37mm gun
60=3A;Page 20mm gun
61=3C;Group Net Com Status
62=52;Page Net Session
63=57;Page Net SessionSettings
64=51;Page Net Lobby
65=50;Page Net Main
66=60;Page foreground
67=62;Page fore
68=63;Page main
69=12;Page_Awards
70=04;Page career menu
71=4D;Page CareerWhereToStart
72=03;Page CareerStartPatrol
73=53;Page PlayerRank
74=4F;Page IntelligenceUnits
75=15;Page_Transfer
76=13;Page_UboatAces
77=09;Page_CareerHist
78=64;Page career main
79=0F;Page CampaignSelection
80=45;Page PlayMovie
81=66;Page single mission
82=18;Page Campaign
83=0C;Page Museum
84=47;Page Career Current Time
85=69;Page career
86=6B;Page game
87=1E;Page Credits
88=F0;Page background
If not just paste the above into it and save.
Hopefully thats the problem. If not I've left some file out of the archive:damn:.
This is an extract from the pageattackscope.py in the 1.5 pack where stadimeter exists.
def StartGame():
#NightMasks
Pageattackperiscope_RAOBF_RAOBFNightMask.Visible = False
Pageattackperiscope_Torpedoes_TorpedoesNightMask = False
#Hidden on Startup
Pageattackperiscope_Filters_PeriscopeFilter.Visibl e = True
Pageattackperiscope_Filters_OrangeFilter.Visible = False
Pageattackperiscope_Filters_NeutralFilter.Visible = False
Pageattackperiscope_Buttons.Visible = True
Pageattackperiscope_FilterToggle.Visible = True
Pageattackperiscope_Stadimeter.Visible = True
Pageattackperiscope_RAOBFGraticuleBkg.Visible = False
Pageattackperiscope_Torpedoes.Visible = False
Pageattackperiscope_Markinglines_RAOBFGraticule.Vi sible = False
#pass
A quick glance at the 1024 ini seems to be the same. I will double check.
reaper7
06-22-10, 06:40 PM
This is an extract from the pageattackscope.py in the 1.5 pack where stadimeter exists.
def StartGame():
#NightMasks
Pageattackperiscope_RAOBF_RAOBFNightMask.Visible = False
Pageattackperiscope_Torpedoes_TorpedoesNightMask = False
#Hidden on Startup
Pageattackperiscope_Filters_PeriscopeFilter.Visibl e = True
Pageattackperiscope_Filters_OrangeFilter.Visible = False
Pageattackperiscope_Filters_NeutralFilter.Visible = False
Pageattackperiscope_Buttons.Visible = True
Pageattackperiscope_FilterToggle.Visible = True
Pageattackperiscope_Stadimeter.Visible = True
Pageattackperiscope_RAOBFGraticuleBkg.Visible = False
Pageattackperiscope_Torpedoes.Visible = False
Pageattackperiscope_Markinglines_RAOBFGraticule.Vi sible = False
#pass
A quick glance at the 1024 ini seems to be the same. I will double check.
How did I leave that in there, thats an old button from development. Button was moved from Pag AttackPeriscope to PageTorpedoSolution.
You can delete that line alltogether so it look like:
Pageattackperiscope_Filters_PeriscopeFilter.Visibl e = True
Pageattackperiscope_Filters_OrangeFilter.Visible = False
Pageattackperiscope_Filters_NeutralFilter.Visible = False
Pageattackperiscope_Buttons.Visible = True
Pageattackperiscope_FilterToggle.Visible = True
Pageattackperiscope_RAOBFGraticuleBkg.Visible = False
Pageattackperiscope_Torpedoes.Visible = False
Pageattackperiscope_Markinglines_RAOBFGraticule.Vi sible = False
Still not sure why it caused an error that line is still in my script also - no problems. Try it with the line deleted any way its not needed :03:.
Only thing I can think of is that the incorect .ini files were packed hence the reason it can't find that reduntant button in the Attack Periscope I will repack the Pages folder and post
Edit: The proble is the Attack Periscope .iin file in the Pages Folder.
Somehow that one didn't copy and replace the rest did.
Uploading to Subsim now
Download Fix: http://www.subsim.com/radioroom/downloads.php?do=file&id=1910
Great - look forward to giving this a go.
Out of interest is there any way of getting the Rec manual to open on the ship that has been identified (either by me or by the WO) or do you always need to scroll through and find it. If not without the XO box it makes the seeing what WO has identified the target as a little difficult.
reaper7
06-23-10, 11:41 AM
Great - look forward to giving this a go.
Out of interest is there any way of getting the Rec manual to open on the ship that has been identified (either by me or by the WO) or do you always need to scroll through and find it. If not without the XO box it makes the seeing what WO has identified the target as a little difficult.
Not sure never tested the WO identify feature. :hmmm:
Been trying to get it to work with the XO Dialog but no luck. They just wont play ball together. Bits work properly from each but crossover.
For example if you click the Confirm Ship ID (Send to TDC) in SH4 Rec man it changes the XO dialog ship selection. But it doesn't do the same the other way round :nope:.
One would need to merge the two together to get all functions. But I don't think thats possible.
EDIT: Forgot to mention that the AOB Dial in the Left Panel in no longer working properly, This Is a fix I haven;t finished with yet - Its a fix for the reset to zero when Mast height is sent to TDC. Will post a patch for this soon.
The General
06-24-10, 10:08 AM
Reaper, your Mod is a thing of exquisite beauty :o
reaper7
06-24-10, 01:44 PM
R7 Addons:
Starting to upload the Addons now:
Download Links are on the second post of this thread: :up:
R7 HiRes SteelVikings Optics
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Obs-SV.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Binoc-SV.jpg
R7 HiRes Mithrandirs Alt Clock
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Clock-1.jpg
R7 HiRes Alt English Panels
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Eng-Torp.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Eng-Pan.jpg
R7 HiRes Alt Dial Colour
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Colour-Dials.jpg
SteelViking
06-24-10, 01:48 PM
Reaper, your Mod is a thing of exquisite beauty :o
Yeah reaper7, I must say, your UI is not only THE reason I have kept with SH5, but it is also what inspired me to start modding in the first place. Just some more reasons why I will be sad when you go back to SHIII.
On a side note, in 1.5 have you sorted out the scripting behind the officers clipboard?
Edit: In the screen of my optics there, it looks like the compression is still banding the outer part of the lens. Are you sure that you used DC3/DXT5. If your image editing software does not support that compression, I would be glad to compress it and send it to you.
R7 HiRes Alt Dial Colour
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Colour-Dials.jpg
Are you British?
reaper7
06-24-10, 03:03 PM
Are you British?
No Irish: Hence the Colour, not color as in American :D
Webster
06-25-10, 06:22 PM
i find the scope direction scale is completely unreadable to me, some of us dont have very good eyesight and personally i cant read it at all so could you do something to make it easier to see like maybe a different colored contrasting background or color the scale bar?
i would also like to ask why you changed it so there are so many keyboard only controls now? im a player that prefers clicking on things instead of using the keyboard.
things like locking your target and tube selection and firing would be nice to have those things redone as well or at least left in their stock form rather then have them just completely removed IMO.
Any tutorial how to use your staff? I don't know how to set a AOB. There is no ship length in recon manual. :( Even when I try to set AOB manually, it all the time reset (back to some other position).
reaper7
06-26-10, 05:30 AM
i find the scope direction scale is completely unreadable to me, some of us dont have very good eyesight and personally i cant read it at all so could you do something to make it easier to see like maybe a different colored contrasting background or color the scale bar?
i would also like to ask why you changed it so there are so many keyboard only controls now? im a player that prefers clicking on things instead of using the keyboard.
things like locking your target and tube selection and firing would be nice to have those things redone as well or at least left in their stock form rather then have them just completely removed IMO.
thanks for the feedback Webster, I'll look at the bearing strip again. The best solution would prob be to remove the shadow mask during the day - then reenable it at night (Similar to the night masks).
Everything should be clickable in the end. Last version V1.5 has a lot of items not working properly (Due to me Implementing the SH4 Recon Manual for stadimeter fix) for example the Ship lock button on the Scopes.
Next update will have it working properly. Can I ask what you mean about the tube selection :06: The torpedo panel has the exact same functions as the stock panel - It is bacically the stock panel just with reworked graphics.
Any tutorial how to use your staff? I don't know how to set a AOB. There is no ship length in recon manual. :( Even when I try to set AOB manually, it all the time reset (back to some other position).
Just relised that the AoB dial is broken in V1.5 that was due to me trying to get around the reset to zero bug when using the send to TDC function.
Will return it back to the V1.4 AOB.
Also thank you for point out the ship lenght problem - had overlooked that.
After reverting back to stock ship dds from previous Recon manual, I never though about me losing the ship details I had on my previous ship.dds items.
I will add the ship lenghts to the SH4 Ship.dds files. :up:
SteelViking
06-26-10, 10:10 AM
thanks for the feedback Webster, I'll look at the bearing strip again. The best solution would prob be to remove the shadow mask during the day - then reenable it at night (Similar to the night masks).
Everything should be clickable in the end. Last version V1.5 has a lot of items not working properly (Due to me Implementing the SH4 Recon Manual for stadimeter fix) for example the Ship lock button on the Scopes.
Next update will have it working properly. Can I ask what you mean about the tube selection :06: The torpedo panel has the exact same functions as the stock panel - It is bacically the stock panel just with reworked graphics.
Just relised that the AoB dial is broken in V1.5 that was due to me trying to get around the reset to zero bug when using the send to TDC function.
Will return it back to the V1.4 AOB.
Also thank you for point out the ship lenght problem - had overlooked that.
After reverting back to stock ship dds from previous Recon manual, I never though about me losing the ship details I had on my previous ship.dds items.
I will add the ship lenghts to the SH4 Ship.dds files. :up:
Watch out reaper7 the compass shadow contains the arrow that points to the current bearing. So if you just removed the compass shadow, you will no longer have something to tell you your bearing. I am sure you could easily add an arrow without the shadow, but I just wanted to give you the heads up.
reaper7
06-26-10, 10:30 AM
Watch out reaper7 the compass shadow contains the arrow that points to the current bearing. So if you just removed the compass shadow, you will no longer have something to tell you your bearing. I am sure you could easily add an arrow without the shadow, but I just wanted to give you the heads up.
Your right. Will create 2 masks one with and one without shadow, that way can enable whcih one is nedded. :up:
reaper7
06-26-10, 03:23 PM
I've been doing a hell of a lot of testing and the Mast Height Problem just wasn't adding up.
As your aware from the First post I announced that I had a fix for the stadimeter bug, and after impute from others that this and that didn't work due to mast height not being sent.
I went on to getting the Sh4 Recon Manual working in SH5 with the working send mast height to TDC.
Excellent everything work perfectly,:hmmm: Hmmm I still wasn't convinced.
So I started doing a lot of tests on different ships at different ranges and the results did not add up. So I did a bit of searching on the SH4 forums (As SH5 is built on SH4 - what applies there applies here).
And came across this which validates my results.
I know a bit about Mast Heights, Manual Targeting, the relationship between the Stadimeter reading and the Position Keeper, and what results one gets with a poor firing solution (SCAF (http://www.subsim.com/radioroom/showthread.php?t=126016)). May I say, with some of RFB 1.52's mast heights, you couldn't hit a bull's behind with a base fiddle!!! OK, so maybe you could if you were 600 yards from target; the torpedo's don't arm themselves before 400 yards!!
I've spent a lot of time testing, calibrating, retesting, finding manual range using the stadimeter, to know the stock mast heights are on average 25-35% incorrect. Enough so that one meter (the internal game files are all in meters) on average, will produce a little less than 50 yards of difference for a manual targeting solution compared to an automatically found one. This is with the range being taken at a standard 1200 to 1300 yard distance, and with an average mast height of 19-23 meters.
If you use the auto targeting feature you can stop reading now. The relationship of correct range finding with auto targeting compared to manual targeting is like day and night. The devs developed auto targeting to keep accurate track of targets for you. In this regard they did it very well. You can still screw up, but most of the hard work is done for you. In auto targeting the game doesn't use the mast heights to find range but rather object coordinates to find the correct relationship's between one another. The game keeps track of hundreds of objects, so finding the distance between just two is a piece of cake.
In manual targeting the player makes the inputs for a firing solution. The one I'm most concerned about is mast heights since this one figure is out of the players control (it is placed in the game through the ships .cfg files), and yet it makes part of the equation for manually finding accurate range when doing it yourself. The game crunches the numbers for you, but the solution is only as good as the input figures you use.
This is exactly what I was noticing in my Results:
If I use my fix for stadimeter as in the first post I was getting good results.
Now if I use the (Send Mast to TDC) which you would imaging to give more accurate results, this was not the case it gave results close to the Non TDC ones but still a bit off.
So the game is actually using accurate results when in Auto Mode and less accurate results whan using the Send mast Height to TDC method. :-?
The reason for this is the game measures the distance between objects (ie Ships) in Auto Mode (Accurate) while the manual mode uses the .cfg file to get the Mast Heights which are not so accurate.
What this means is the Fix for the stadimeter is NOT in "sending Mast height to TDC" but in "sending range and bearing to TDC" as in my first post. :D
So now that I have confirmed my feeling on this on, what does this mean.
Well I think we can say goodbye to the SH4 style recon manual and welome or old Modified XO Dialog one back.
The Stadimeter button on the Topleft corner will now become a 'Send Range to TDC' button.
So we can use the Xo dialog stadimeter to find the range. Then we click the Send range to TDC button to send that to the TDC and update the Actual Range.
For Very Accurate Range results :yeah:.
Expect a proper Stadimeter Mod Fix soon.
TheDarkWraith
06-26-10, 03:55 PM
So we can use the Xo dialog stadimeter to find the range. Then we click the Send range to TDC button to send that to the TDC and update the Actual Range.
For Very Accurate Range results :yeah:.
maybe I'm either totally confused or not seeing the big picture here. How is the mast height getting set for the ship? If the mast height isn't set then using the XO's stadimeter is going to give incorrect range readings due to 20.0m being used for every ship's mast height :06: Or is this working because you have TDC in Off so the game is automatically computing range for you and you're just sending that range to the TDC? :hmmm:
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