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7Infanterie19
02-20-11, 01:55 PM
It overwrites my smaller Maptools in the Navigation Map with the Default larger ones. Other than that yes its compatiable.

I was looking through the files. I think it's in the data\menu\pages\Page navigation map file, no? Because the files are laid out differently between yours and New UI, using WinMerge looks to be out of the question. Would it be possible to teach us (or point out) what needs to be changed in order to get the tools resized ourselves? I would appreciate it.

Cheers!

reaper7
02-20-11, 02:04 PM
I was looking through the files. I think it's in the data\menu\pages\Page navigation map file, no? Because the files are laid out differently between yours and New UI, using WinMerge looks to be out of the question. Would it be possible to teach us (or point out) what needs to be changed in order to get the tools resized ourselves? I would appreciate it.

Cheers!

Yes it would be that file. Only change is mine has smaller tools, best wait till Obelix or myself release an update for the Map. ;)

Holin
02-20-11, 03:05 PM
What about this? :damn: 1920x1080 16:9

http://i3.imageban.ru/out/2011/02/19/d6f42e758abe200d462dd2dd98175e01.jpg

reaper7
02-24-11, 04:26 PM
I was looking through the files. I think it's in the data\menu\pages\Page navigation map file, no? Because the files are laid out differently between yours and New UI, using WinMerge looks to be out of the question. Would it be possible to teach us (or point out) what needs to be changed in order to get the tools resized ourselves? I would appreciate it.

Cheers!

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Tools.jpg


Here you go 7Infanterie

If anyone wants to use my smaller Maptools for Ui-Boat v3.0 along with the IO StrategicMap, you will need to edit the PageNavigationmap.ini in the data/Menu/Pages folder of the IO Strategic map before enabling with JGSME.

edit the file to these changes: Locate From [G31 I56] to [G31 I64] and paste the following to ammend the tools to the smaller versions. :up:



[G31 I56]
Name=Geometric tools
Type=1026;Menu group
ItemID=0x31010000
ParentID=0x31000000
Pos=0,-468,300,300
Zone= 0 300 300 300 0 1 0x31000000 0 -1 0x31010000 0 1 0 0

[G31 I57]
Name=Tool Helper
Type=1033;Check box
ItemID=0x3101000A
ParentID=0x31010000
Pos=149,0,110,75
Zone= 149 300 110 75 0 1 0x31010000 0.68 -0.125 0x3101000A -0.5 0.5 0 0
Materials=8
Display=2;Linear
Mat 0=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 0=0.673828,0.849609,0.15625,0.0878906
Mat 1=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 1=0.673828,0.764648,0.15625,0.0878906
Mat 2=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 2=0.673828,0.849609,0.15625,0.0878906
Mat 3=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 3=0.673828,0.764648,0.15625,0.0878906
Mat 4=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 4=0.835938,0.849609,0.15625,0.0878906
Mat 5=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 5=0.835938,0.764648,0.15625,0.0878906
Mat 6=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 6=0.673828,0.849609,0.15625,0.0878906
Mat 7=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 7=0.673828,0.764648,0.15625,0.0878906
MatFlags=0x9
TexFmt=0x0
Font=19
TextFlags=0x0
CheckBoxWidth=0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2256

[G31 I58]
Name=KGSelect
Type=1032;Button
ItemID=0x31010007
ParentID=0x31010000
Pos=154,-75,46,75
Zone= 154 225 46 75 0 1 0x31010005 0 -0.5 0x31010007 -1 0.5 -0 0
Materials=4
Display=2;Linear
Mat 0=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 0=0.302734,0.859375,0.0820313,0.118164
Mat 1=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 1=0.302734,0.859375,0.0820313,0.118164
Mat 2=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 2=0.442383,0.859375,0.0820313,0.118164
Mat 3=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 3=0.302734,0.859375,0.0820313,0.118164
MatFlags=0x9
TexFmt=0x0
Font=19
Text=0
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2258

[G31 I59]
Name=Pen-Marker
Type=1032;Button
ItemID=0x31010005
ParentID=0x31010000
Pos=200,-75,50,75
Zone= 200 225 50 75 0 1 0x31010002 0.5 0 0x31010005 -0.5 1 0 0
Materials=4
Display=2;Linear
Mat 0=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 0=0.820313,0,0.107422,0.234375
Mat 1=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 1=0.820313,0,0.107422,0.234375
Mat 2=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 2=0.820313,0.432617,0.107422,0.234375
Mat 3=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 3=0.820313,0,0.107422,0.234375
MatFlags=0x9
TexFmt=0x0
Font=19
Text=0
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2251

[G31 I60]
Name=Compass
Type=1032;Button
ItemID=0x31010004
ParentID=0x31010000
Pos=85,-10,60,130
Zone= 85 290 60 130 0 1 0x31010001 1 -0.5 0x31010004 0 0.5 0 0
Materials=4
Display=2;Linear
Mat 0=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 0=0.726563,0,0.0878906,0.205078
Mat 1=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 1=0.726563,0,0.0878906,0.205078
Mat 2=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 2=0.726563,0.432617,0.0878906,0.205078
Mat 3=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 3=0.726563,0,0.0878906,0.205078
MatFlags=0x9
TexFmt=0x0
Font=19
Text=0
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2250

[G31 I61]
Name=Eraser
Type=1032;Button
ItemID=0x31010006
ParentID=0x31010000
Pos=128,-225,45,75
Zone= 128 75 45 75 0 1 0x31010000 0.5 -1 0x31010006 -0.5 1 0 0
Materials=4
Display=2;Linear
Mat 0=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 0=0.9375,0,0.0546875,0.107422
Mat 1=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 1=0.9375,0,0.0546875,0.107422
Mat 2=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 2=0.9375,0.432617,0.0546875,0.107422
Mat 3=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 3=0.9375,0,0.0546875,0.107422
MatFlags=0x9
TexFmt=0x0
Font=19
Text=0
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2257

[G31 I62]
Name=Ruler
Type=1032;Button
ItemID=0x31010001
ParentID=0x31010000
Pos=0,0,85,150
Zone= 0 300 85 150 0 1 0x31010000 0 0 0x31010001 0 0 0 -0
Materials=4
Display=2;Linear
Mat 0=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 0=0,0,0.195313,0.396484
Mat 1=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 1=0,0,0.195313,0.396484
Mat 2=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 2=0,0.432617,0.195313,0.396484
Mat 3=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 3=0,0,0.195313,0.396484
MatFlags=0x9
TexFmt=0x0
Font=19
Text=0
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2249

[G31 I63]
Name=Protractor
Type=1032;Button
ItemID=0x31010002
ParentID=0x31010000
Pos=150,-150,150,150
Zone= 150 150 150 150 0 1 0x31010000 1 -1 0x31010002 -1 1 -0 0
Materials=4
Display=2;Linear
Mat 0=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 0=0.238281,0.0449219,0.214844,0.214844
Mat 1=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 1=0.238281,0.0449219,0.214844,0.214844
Mat 2=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 2=0.238281,0.477539,0.214844,0.214844
Mat 3=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 3=0.238281,0.0449219,0.214844,0.214844
MatFlags=0x9
TexFmt=0x0
Font=19
Text=0
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2255

[G31 I64]
Name=Zoom
Type=1032;Button
ItemID=0x31010003
ParentID=0x31010000
Pos=0,-150,130,150
Zone= 0 150 130 150 0 1 0x31010000 0 -1 0x31010003 0 1 0 0
Materials=4
Display=2;Linear
Mat 0=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 0=0.475586,0,0.228516,0.224609
Mat 1=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 1=0.475586,0,0.228516,0.224609
Mat 2=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 2=0.475586,0.432617,0.228516,0.224609
Mat 3=data/menu/skins/american/gui/layout/navigationtools.dds
Crop 3=0.475586,0,0.228516,0.224609
MatFlags=0x9
TexFmt=0x0
Font=19
Text=0
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2242

reaper7
02-24-11, 04:28 PM
Version 3.1 is now uploaded

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Ui-Boat-V31.jpg


Fixes Include:
RAOBF no longer scales out of screen
Tri-Ring Compass in now operational
Attack Disc Front and Back are now operational
Crosshair is now removed


http://www.subsim.com/radioroom/downloads.php?do=file&id=2868

Sepp von Ch.
02-24-11, 04:51 PM
I have 2 problems with your new version reaper7:

1) After a while disappear some buttons:

http://s2.postimage.org/144zoiuzo/SH5_Img_2011_02_24_22_38_50_resized.jpg (http://postimage.org/image/144zoiuzo/)

2) With your previous version 2.2 I've never had this problem, but it seems that I now have a problem with these mods (your new mod compatible with them?):

Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)

I activate these Cerberus62´mods after your UI mode vers. 2.3. I want to see the ship in museum and when I click on UK tanker in museum, the game crashes. In the game I do not see any tanker (even in single historical missions)...

Does anyone have a similar problem? With version 2.2 I've never had a problem!

reaper7
02-24-11, 05:04 PM
I have 2 problems with your new version reaper7:

1) After a while disappear some buttons:

http://s2.postimage.org/144zoiuzo/SH5_Img_2011_02_24_22_38_50_resized.jpg (http://postimage.org/image/144zoiuzo/)

2) With your previous version 2.2 I had this problem, but it seems that I now have a problem with these mods (your new mod compatible with them?):

Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)

I activate these Cerberus62´mods after your UI mode vers. 2.3. I want to see the ship in museum and when I click on UK tanker in museum, the game crashes. In the game I do not see any tanker (even in single historical missions)...

Does anyone have a similar problem? With version 2.2 I've never had a problem!

1. Will look into that Issue mate :yep:.

2. Not sure as I don't have them Mods, what conflicts are coming up in JGSME when you enable them ???

Sepp von Ch.
02-24-11, 05:05 PM
I'm going to try the new version 3.1! There is no conflict with Cerberus62´mods. I'll see if anything changes by me...

7Infanterie19
02-24-11, 05:56 PM
Here you go 7Infanterie

If anyone wants to use my smaller Maptools for Ui-Boat v3.0 along with the IO StrategicMap, you will need to edit the PageNavigationmap.ini in the data/Menu/Pages folder of the IO Strategic map before enabling with JGSME.

edit the file to these changes: Locate From [G31 I56] to [G31 I64] and paste the following to ammend the tools to the smaller versions. :up:



That's perfect! (Very) Much appreciated reaper7! :up:

That is a much more manageable size that leaves room to do things on the map. Thanks for the info!

Have a good one!

Sepp von Ch.
02-24-11, 05:57 PM
Hmmm, even with the new versions have the same problem described ad 2). It concerns only a tanker class. Cimmaron (in museum - Cimmaron - CTD; in historical single mission this tanker not displayed). Activating another UI mod (TDW´s UI mod) and this problem disappears, the tanker Cimmaron normally shows in single hist. missions and museum)... This problem wit your new version have just me submariners?

reaper7
02-24-11, 07:07 PM
Hmmm, even with the new versions have the same problem described ad 2). It concerns only a tanker class. Cimmaron (in museum - Cimmaron - CTD; in historical single mission this tanker not displayed). Activating another UI mod (TDW´s UI mod) and this problem disappears, the tanker Cimmaron normally shows in single hist. missions and museum)... This problem wit your new version have just me submariners?

Hi you can try deleting the Rooster folder from my Mod before enabling with JGSME.
That is most likely the Problem - and is not needed for the Mod ;).
It relates to a WIP I have for the SH3 Rtype Recon Manual.

Sepp von Ch.
02-25-11, 11:43 AM
Hi you can try deleting the Rooster folder from my Mod before enabling with JGSME.
That is most likely the Problem - and is not needed for the Mod ;).
It relates to a WIP I have for the SH3 Rtype Recon Manual.

Try it! Thanks!

heidelbergensis
02-25-11, 01:44 PM
So, ¿which is the relationship between the graticule ticks and the RAOFB scales? ¿Which is the reference mark where you put the number of tichs in order to find the distance? ¿Has to be used on 1.5 X or 6X?

Sokolov
02-25-11, 03:28 PM
Can i use some optional mods from TDW UIs like "no contact lines" "no color" itc with this mod?

Sepp von Ch.
02-25-11, 05:29 PM
Hi you can try deleting the Rooster folder from my Mod before enabling with JGSME.
That is most likely the Problem - and is not needed for the Mod ;).
It relates to a WIP I have for the SH3 Rtype Recon Manual.


No reaper7, it does not work. Even if you delete this "Roster" folder, the problem with your UI v. 3.1 is still the same ...:wah:

reaper7
02-25-11, 07:53 PM
So, ¿which is the relationship between the graticule ticks and the RAOFB scales? ¿Which is the reference mark where you put the number of tichs in order to find the distance? ¿Has to be used on 1.5 X or 6X?

The Graticules Ticks and RAOBF are both using degrees.
The very top of the RAOBF (90deg mark) is used at the 6x zoom and at 1.5x (15deg mark). I will make up some graphics to show the 6x and 1.5X positions of the RAOBF to make things easier.
Also the Verticals ticks in the obs scope are in mills where 100 = 6 degrees as in the real scope. You can use this to calculate range without the RAOBF using the formula (M.Height/Ticks)x100.


Can i use some optional mods from TDW UIs like "no contact lines" "no color" itc with this mod?

Sorry I don't know, give them a try with JGSME you never know. ;)

No reaper7, it does not work. Even if you delete this "Roster" folder, the problem with your UI v. 3.1 is still the same ...:wah:

Hmmm can't think what else could be causing it - everything else in mu Mod is just Interface related.
Can't see how it can effect ships??? Maybe Obelix might know hes using this Mod and those ship mods your having an issue with in his Mega Mod. :06:

Obelix
02-25-11, 11:10 PM
Hmmm can't think what else could be causing it - everything else in mu Mod is just Interface related.
Can't see how it can effect ships??? Maybe Obelix might know hes using this Mod and those ship mods your having an issue with in his Mega Mod. :06:
I think this is a problem in the \Data\Roster\Names.cfg. When I was about a mega-mod I noticed a big difference in this file from different mods. In the mega-mod this file works fine, because I copied the contents of this file in accordance with the requirements for the mega-mod.

heidelbergensis
02-26-11, 04:01 AM
The Graticules Ticks and RAOBF are both using degrees.
The very top of the RAOBF (90deg mark) is used at the 6x zoom and at 1.5x (15deg mark). I will make up some graphics to show the 6x and 1.5X positions of the RAOBF to make things easier.
Also the Verticals ticks in the obs scope are in mills where 100 = 6 degrees as in the real scope. You can use this to calculate range without the RAOBF using the formula (M.Height/Ticks)x100.


O.K. , I see now. Thanks a lot for your work, it´s the best set of scopes and RAOFB available now.:)

Sepp von Ch.
02-26-11, 05:06 AM
I think this is a problem in the \Data\Roster\Names.cfg. When I was about a mega-mod I noticed a big difference in this file from different mods. In the mega-mod this file works fine, because I copied the contents of this file in accordance with the requirements for the mega-mod.


What should I do if I want to use your mod reaper7? Or do I have to go back to version 2.2?:06:

reaper7
02-26-11, 06:54 AM
I think this is a problem in the \Data\Roster\Names.cfg. When I was about a mega-mod I noticed a big difference in this file from different mods. In the mega-mod this file works fine, because I copied the contents of this file in accordance with the requirements for the mega-mod.
What should I do if I want to use your mod reaper7? Or do I have to go back to version 2.2?:06:

Yes the names.cfg is different from others - it was a method of getting the SH3 style recon manual working by reintroducing merchants into the manual.
But by deleting the roster folder that should not be un-installing the original name.cfg file.
Now I have noticed while modding that JGSME does not always remove all the files when you disable a mod - this may be happening with the names.cfg.

What you can do in enable my MOD via JGSME and then manually copy a names.cfg from TDW's mod that you have overwriting the Data\Roster\Names.cfg file with a good version.
Give that a Try :up:.

O.K. , I see now. Thanks a lot for your work, it´s the best set of scopes and RAOFB available now.:)

Cheers Mate. Thanks to Makman94's advice I have gotten the scopes fully set up to The ingame Degrees system and also to be fully Authentic to the actual scopes used. These are fully tested at 16:10 aspect ratios. I have yet to test other aspect rations in case the cameras.cam file needs updating for them.

But these scopes and RAOBF will work 100% accuratly at 16:10 Ratios :yeah:

Sepp von Ch.
02-26-11, 07:16 AM
What you can do in enable my MOD via JGSME and then manually copy a names.cfg from TDW's mod that you have overwriting the Data\Roster\Names.cfg file with a good version.
Give that a Try :up:.

1) In what folder of TDW´s UI mod can I find "Names.cfg"? In TDW´s UI mod is not "Roster" folder as in your mod. I can not find Names.cfg in TDW´s UI mod. Please help..

http://s4.postimage.org/2kyuh3jdw/AAAA.jpg (http://postimage.org/image/2kyuh3jdw/)



2) Would be possible to change the blue color to black or brown (same color as the font)? The blue does not realistically ...
http://s4.postimage.org/2ln3ous4k/SH5_Img_2011_02_24_23_31_48.jpg (http://postimage.org/image/2ln3ous4k/)

reaper7
02-26-11, 09:14 AM
1) In what folder of TDW´s UI mod can I find "Names.cfg"? In TDW´s UI mod is not "Roster" folder as in your mod. I can not find Names.cfg in TDW´s UI mod. Please help..

http://s4.postimage.org/2kyuh3jdw/AAAA.jpg (http://postimage.org/image/2kyuh3jdw/)



2) Would be possible to change the blue color to black or brown (same color as the font)? The blue does not realistically ...
http://s4.postimage.org/2ln3ous4k/SH5_Img_2011_02_24_23_31_48.jpg (http://postimage.org/image/2ln3ous4k/)


Heres one : http://rapidshare.com/files/449935436/Names.rar

Will change colour to black :up:

Sepp von Ch.
02-26-11, 11:26 AM
Heres one : http://rapidshare.com/files/449935436/Names.rar



Thanks reaper7 for the file, but unfortunately it did not help. I did it according to your instructions, but I still have the same problem ...:hmmm:


With your new UI mod vers. 3.1:
http://s2.postimage.org/1l3r6hwf8/1_resized.jpg (http://postimage.org/image/1l3r6hwf8/)

With your previous version 2.2:
http://s2.postimage.org/1l413pzdw/2_resized.jpg (http://postimage.org/image/1l413pzdw/)

In musem when I go to the tanker Cimmaron:

- with your new version 3.1-> CTD
- with your previous version 2.2->no problem


Will change colour to black :up:

Thank you.

reaper7
02-26-11, 03:03 PM
Thanks reaper7 for the file, but unfortunately it did not help. I did it according to your instructions, but I still have the same problem ...:hmmm:


With your new UI mod vers. 3.1:
http://s2.postimage.org/1l3r6hwf8/1_resized.jpg (http://postimage.org/image/1l3r6hwf8/)

With your previous version 2.2:
http://s2.postimage.org/1l413pzdw/2_resized.jpg (http://postimage.org/image/1l413pzdw/)

In musem when I go to the tanker Cimmaron:

- with your new version 3.1-> CTD
- with your previous version 2.2->no problem




Thank you.

No worries, we'll figure it out :hmmm:
Can you list the actual file conficts that JGSME reports when adding those ship mods. Would be good to know which files to look at in my UI to track the problem down :up:

Sepp von Ch.
02-27-11, 05:47 AM
OK reaper7. Here.
1) I activate your mod v. 3.1:
http://s3.postimage.org/34e9q27ic/image.jpg (http://postimage.org/image/34e9q27ic/)

http://s3.postimage.org/34ed14whw/image.jpg (http://postimage.org/image/34ed14whw/)

http://s3.postimage.org/34egc7lhg/000.jpg (http://postimage.org/image/34egc7lhg/)

http://s3.postimage.org/34fdeyjd0/0000.jpg (http://postimage.org/image/34fdeyjd0/)





2) Then Cerberus62 historical ship equipement 1.3:
http://s3.postimage.org/34ejnaah0/image.jpg (http://postimage.org/image/34ejnaah0/)


3) And then Cerberus62 Additional merchant ships 1.1 (Part 1):
http://s3.postimage.org/34elatmys/image.jpg (http://postimage.org/image/34elatmys/)

Sepp von Ch.
03-01-11, 03:57 PM
Some progress in correcting errors please, reaper7?

nembo
03-02-11, 09:22 AM
First of all thanks for the great job you do upon SH5(I have started with Silent Service in the early '80s). I'd suggest to insert notes, like one other mod, on the mark it might be useful, but my problem is that cannot move circle or line or change direction or length on the map ... have to delete and to line it again ... is that have I d/l and installed in a wrogn way or is it a bug?
Many thanks.
Nembo
Italy

ologuy
03-02-11, 10:21 AM
First of all: a really great Mod.

I have a problem tough. The RAOBF and the Dials seem to be on a low resolution, is this normal?
I play at 1680x1050.

reaper7
03-02-11, 12:31 PM
Some progress in correcting errors please, reaper7?


Not yet, can't figure out the file causing the problem :hmmm:
What mission did you post the screenshots above from, maybe you could send the mission or the save file on to me (May help to figure out the culprit).


First of all: a really great Mod.

I have a problem tough. The RAOBF and the Dials seem to be on a low resolution, is this normal?
I play at 1680x1050.

Yes, I've totally redone the UI now it scales like the stock game. The reason for redoing them this way was in order to get proper scaling so that the RAOBF and periscope Graticules maintain the same scale as the stock FOV.
My last version was made not to scale and way built for 1080P due when played at lower resolution the panels almost took up the whole screen.

MRV
03-12-11, 03:33 PM
Hi there, thanks for really improving the UIs on this game.

I need some help with this, namely with the torpedo calculation.
I use this mod implemented in Obelix' mega mod and wanted to know what is the function of the periscope icon an the right when aiming at a target and if the compute solution button in the torpedoman-menu really works.

I also noticed I cannot turn the TDC off again and use auto TDC anymore. The "turn off"-dialog option is not clickable....

reaper7
03-12-11, 05:08 PM
Hi there, thanks for really improving the UIs on this game.

I need some help with this, namely with the torpedo calculation.
I use this mod implemented in Obelix' mega mod and wanted to know what is the function of the periscope icon an the right when aiming at a target and if the compute solution button in the torpedoman-menu really works.

I also noticed I cannot turn the TDC off again and use auto TDC anymore. The "turn off"-dialog option is not clickable....

Hi MRV the Periscope Icon is a stadimeter fix solution.
In the stock SH5 the stadimeter is bugged - it always sets the mast height to 20M no matter what ship you lock (Thereby giving inaccurate range readings using stadimeter).

Now I included a-workarond to this problem using a hidden Send Mast height to TDC Button left over from redundant SH4 files within SH5.

It works like so:

On entering the Scope the icon is Yellow
Click the icon - It turns green
Now use the stadimeter on a locked (And ID'ed SHip) to get range (Its incorrect due to 20M bug)
Now click the Icon again (Flashes red) and look at your range....
Thats right its updated to the correct value :)


As for the compute torpedo solution, it should work once you have entered a correct ship speed into the TDC. :up:

As for not being able to select Auto Mode after switching Manual Mode :hmmm: That was fixed in V3.0 of the UI - I'll have to check the Megamod files to make sure the correct changes are in place :up:

MRV
03-12-11, 06:32 PM
Now that sounds really good, thx....:up:

one more thing, not sure if it was mentioned before but when using UZO the Tube Selection is not visible. Maybe the same issue as with the mode switcher... :03:

Obelix
03-13-11, 11:42 PM
Hi reaper7
There is a slight problem, be a nuisance: when you turn the periscope disappears RAOBF scale bearing, although boxing, where it should be left in place. Can this be corrected?
Regards :salute:

Temujin
03-20-11, 01:13 PM
Hi reaper7,

I just came back to the game after a long absence and installed your new version 3.10
Among some minor bugs, I found out that it won't switch back to TDC OFF after I turned it ON.

To be sure, I removed all other Mods and installed Ui-Boat v3.10 alone.

Yap, that major bug does persist.
(I am with Vista 64bit that worked OK until now)

Is there any solution or should I move back to the old version?

Thanks,

Temujin

Sepp von Ch.
03-21-11, 05:29 AM
I think this is a problem in the \Data\Roster\Names.cfg. When I was about a mega-mod I noticed a big difference in this file from different mods. In the mega-mod this file works fine, because I copied the contents of this file in accordance with the requirements for the mega-mod.


Hi Obelix,

unfortunately, I can not use new version 3.1 of this UI mod. I use still version 2.2.

http://www.subsim.com/radioroom/showpost.php?p=1607005&postcount=524

Another update it will not be, so I want to ask if you can send me a solution of this problem, if you know him.
Thank you.

reaper7
03-21-11, 02:57 PM
Sorry Guys, haven't done anything lately with this UI. Been working on other ventures.
Hopefully I'll get back soon to fixing those reported bugs.

Sepp von Ch.
03-21-11, 04:02 PM
I regret (though I respect that you do not have time), because I use your UI mod from the outset and I think it's great.:cry:

Obelix
03-21-11, 06:44 PM
Hi Obelix,

Another update it will not be, so I want to ask if you can send me a solution of this problem, if you know him.
Thank you.
Hi Josef
Here (http://www.subsim.com/radioroom/downloads.php?do=file&id=3101) you can take Names.cfg of AVC. I can not be sure that this will help you, but it's worth a try.

Sepp von Ch.
03-22-11, 03:24 AM
Thank you so much, Obelix, for your willingness! I'll try to get back from patrol to the bunker.

SashaKA001
03-22-11, 07:45 PM
Ui-Boat V3.1
http://i3.imageban.ru/out/2011/03/23/4db2df237bb44be11c527388e5f52a47.jpg
http://i3.imageban.ru/out/2011/03/23/3a0022f1651c2d5402d8172d5284697b.jpg

or is she does not need

http://i1.imageban.ru/out/2011/03/23/ff83fa07d888f54b730cf64c774637f6.jpg

if you can add these sheets :rock::rock::rock:

Sepp von Ch.
03-31-11, 02:41 PM
Hi Josef
Here (http://www.subsim.com/radioroom/downloads.php?do=file&id=3101) you can take Names.cfg of AVC. I can not be sure that this will help you, but it's worth a try.

Thanks Obelix, but unfortunately it does not work. Still the same problem...

Nothing can be done. I'll have to use a different UI.

reaper7
04-07-11, 03:30 PM
Ui-Boat V3.1

or is she does not need

http://i1.imageban.ru/out/2011/03/23/ff83fa07d888f54b730cf64c774637f6.jpg

if you can add these sheets :rock::rock::rock:

Yes thats a stoch bug when playing at resolutions higher than 1024*768. Sometimes switching between optics the ingame graticules display at th 1024x768 resolution instead of the current game resolution.

But as Sasha said just zoom in then out to restore. :up:

No problem will add them now.

Working on getting some of the reported bugs fixed at the moment.
Got the RAOBF finished and will post an update soon.

Being bust these days working on another project so no time for this one at the moment. Hopefully I'll get the finishing touches fixed. ;)

SashaKA001
04-07-11, 05:14 PM
Yes thats a stoch bug when playing at resolutions higher than 1024*768. Sometimes switching between optics the ingame graticules display at th 1024x768 resolution instead of the current game resolution.

But as Sasha said just zoom in then out to restore. :up:

No problem will add them now.

Working on getting some of the reported bugs fixed at the moment.
Got the RAOBF finished and will post an update soon.

Being bust these days working on another project so no time for this one at the moment. Hopefully I'll get the finishing touches fixed. ;)

ja ja, es ist fantastisch:arrgh!::arrgh!::arrgh!:
yes yes it's fantastic:rock::rock::rock:

reaper7
04-07-11, 05:33 PM
ja ja, es ist fantastisch:arrgh!::arrgh!::arrgh!:
yes yes it's fantastic:rock::rock::rock:


RAOBF - Now calibrated properly for 6X use (Thanks to Makman94 for assist) :up:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/RAOBF1.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/RAOBF2.jpg


Also made those charts (Just waiting on permission first As Based mine of originals)

http://i236.photobucket.com/albums/ff240/reaper7_bucket/ShipSpeed.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/TorpSpeed.jpg


Also some bugs worked out and currently tracking down one or two more bugs. :up:

Obelix
04-07-11, 05:51 PM
Hi reaper7
This will be an excellent addition to the AVC v2 which I am now preparing :rock::salute:

reaper7
04-07-11, 06:07 PM
Thanks Obelix, but unfortunately it does not work. Still the same problem...

Nothing can be done. I'll have to use a different UI.

:woot::woot::woot::woot::woot::woot::woot::woot::w oot:

Finally after weeks of trying to find the culprit and lots of hair pulling, I've tracked down the problem.
Fix will be in next release, but if you wish to fix manually:


Go to Ui-Boat V3.11\data\Sea\NOL_T3Cimmaron folder

And in this file NOL_T3Cimmaron.cfg

Edit the following:

[Unit]

3DModelFileName=data/Sea/NOL_T3Cimmaron/NOL_T3Cimmaron



to

[Unit]


3DModelFileName=data/Sea/NOL_T3Cimmaron/NOL_T03




That will sort out the Issue :up:



Hi reaper7
This will be an excellent addition to the AVC v2 which I am now preparing :rock::salute:

Should have it soon mate :)

Sepp von Ch.
04-08-11, 02:47 AM
Thank you VERY much, that found some time for fixing this problem!:up: I really love this your minimalistic UI interface.
I will try it soon!

And "Umrechnungstabelle" for Torpedos? Wow! I can´t wait!

Josef

ddrgn
04-09-11, 12:39 AM
Having trouble installing 3.10, not sure if I am missing something.

This screen shows only the Ui_boat v3.11 installed, no other mods.

http://i802.photobucket.com/albums/yy309/pwc100/SH5Img2011-04-09_013505.jpg

Any ideas?

ddrgn
04-09-11, 01:13 AM
nm the above post, i figured it out, just installed fresh copy for this mod and fprgot to patch LOL

reaper7
04-09-11, 07:33 PM
nm the above post, i figured it out, just installed fresh copy for this mod and fprgot to patch LOL

:haha: That V1.2 can cause plenty of problems - I'm always forgetting it my self when ever I do a fresh Install.


Update: Gone back to the drawing board on the graphics end for scalling issues.
Now I'm doing a mixture of both.

So Scopes and Graticules will now scale correctly as in stock maintaing the same FOV and Degree spacing.
While all the Panels and dial will no longer scale - always retaing there overall size no matter the resolution played at.
That is the higher the game resolution the small the panels appear, but they will no longer look crap and jagged as in the V3.0 and up.
They are now back to pre V3.0 defaults.

So here is the scope at 1680x1050

http://www.u-boot-hahd.com/ubootwebsite/wp-content/gallery/2011/04/SH5_1.jpg

You can see that the Graticule degree's are perfect - they are actually sitting right on top of the stock graticules (Hence there are no 2 sets of conflicting graticules) and the FOV is 38 degrees.
And here are the panels at that resolution

http://www.u-boot-hahd.com/ubootwebsite/wp-content/gallery/2011/04/SH5_2.jpg


I think this gives the best of both worlds.

Proper Calibrated scopes with correct FOV and nicely detailed dials and panels. :salute:

nembo
04-10-11, 09:04 AM
is it possible to change the mod.In fact am using one other but I'd rather ti use your again ... or better the Mega Mod with yours. Have I to dock after a mission patrol and then can disable all the mod and install yours again? Thus the Mega Mod with yours GUI??
Thanks but have some problem with this sim ... will be my age :cry:
Thanks Nembo

reaper7
04-10-11, 03:08 PM
Hi Nembo this UI Mod is included as part of Obelix's MegaMod here:
http://www.subsim.com/radioroom/showthread.php?t=180415

I will be releasing a new updated version soon, and I'm sure obelix will update his Megamod with that release also. :up:

Budds
04-10-11, 03:53 PM
Cant wait to try this.....

But I promised myself I would finish this campaign before I make anymore changes !
Along with Mr. O's Mod, I Thinks its gonna be Great Fun !!!!!

Thanks for your Efforts !
Be Well.........

:salute:

AVGWarhawk
04-10-11, 03:54 PM
Reaper

I downloaded Oblexi's mod that contains your UI mod. The UI for the torpedo does not show up. I can get all the dials to show but the center UI to open torpedo doors etc is not present. Is there something I need to do for this to show?

reaper7
04-10-11, 04:41 PM
Reaper

I downloaded Oblexi's mod that contains your UI mod. The UI for the torpedo does not show up. I can get all the dials to show but the center UI to open torpedo doors etc is not present. Is there something I need to do for this to show?

Sounds like a bad install, try reinstall again - best in base.
The torpedo panel is integrated in the attack scope, obs scope and UZO pages.
While The dial panels are in the TDC Page.
Is the Torpedo panel working at any of those 3 stations?

AVGWarhawk
04-10-11, 05:59 PM
No sir. I do not see the torp panel in any screen. I will try another install. :salute:

nembo
04-12-11, 01:50 AM
Hi Nembo this UI Mod is included as part of Obelix's MegaMod here:
http://www.subsim.com/radioroom/showthread.php?t=180415

I will be releasing a new updated version soon, and I'm sure obelix will update his Megamod with that release also. :up:

That's a very great job, but my question was if, and how, could I install a new mod. Thus must I "restart" from the beginning (in the bunker after the "tutorial") or in any point of the campaign ... I suppose always in the bunker?
Thanks for any help.
Ciao
Nembo:)

PS: would it be possible to insert the attack disk on the Map area and not only on the observation scope?
Thanks.

Sepp von Ch.
04-13-11, 07:58 AM
Reaper7, could be put in the next version of your UI mod on the sides near the submarine periscope eyepiece (as peripheral vision)?

http://s4.postimage.org/115lk0qw4/German_Scope_SH4.jpg (http://postimage.org/image/115lk0qw4/)


Periscope in version 2.2. was nice too!

reaper7
04-13-11, 12:02 PM
That's a very great job, but my question was if, and how, could I install a new mod. Thus must I "restart" from the beginning (in the bunker after the "tutorial") or in any point of the campaign ... I suppose always in the bunker?
Thanks for any help.
Ciao
Nembo:)

PS: would it be possible to insert the attack disk on the Map area and not only on the observation scope?
Thanks.

Yes best to Install in Bunker - a lot of issues are caused when installing out to sea.
As for the Attack Disc - Currently the periscope is used to rotate one of the disc layers - If I moved it to the Map It would no longer rotate.
I will look into scripting a rotate routine for that layer, if successful then I can move it to the Map. :)


Reaper7, could be put in the next version of your UI mod on the sides near the submarine periscope eyepiece (as peripheral vision)?

http://s4.postimage.org/115lk0qw4/German_Scope_SH4.jpg (http://postimage.org/image/115lk0qw4/)


Periscope in version 2.2. was nice too!

Hi Mate, going to release what I currently have done so fay today.
I've been toying with something else for the periscope - It might work and it might not, if it doesn't sure I'll release a set of scopes along the lines of what you posted - just with correct fov like the ones that are in the release today. :up:

reaper7
04-13-11, 12:19 PM
http://www.subsim.com/radioroom/picture.php?albumid=236&pictureid=4033

Hi Guys V4.0 is released.

Main changes from V3.0

Fixed bug with CTD on certain ships in the Meusem
Same bug caused ships not to be shown ingame- fixed
Panels no longer scale (Shown Full size) When scalled looked terrible ingame
Scope and RAOBF do scale to maintain correct FOV and Graticules.


Other small bug fixes etc also included.

Download from:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3171

ddrgn
04-13-11, 03:56 PM
http://www.subsim.com/radioroom/picture.php?albumid=236&pictureid=4033

Hi Guys V4.0 is released.

Main changes from V3.0

Fixed bug with CTD on certain ships in the Meusem
Same bug caused ships not to be shown ingame- fixed
Panels no longer scale (Shown Full size) When scalled looked terrible ingame
Scope and RAOBF do scale to maintain correct FOV and Graticules.


Other small bug fixes etc also included.

Download from:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3171

Saweeeeet! Thanks Reaper!

Sepp von Ch.
04-14-11, 03:21 AM
http://www.subsim.com/radioroom/picture.php?albumid=236&pictureid=4033

Hi Guys V4.0 is released.


Main changes from V3.0

Fixed bug with CTD on certain ships in the Meusem
Same bug caused ships not to be shown ingame- fixed
Panels no longer scale (Shown Full size) When scalled looked terrible ingame
Scope and RAOBF do scale to maintain correct FOV and Graticules.

Other small bug fixes etc also included.


Greaaat! So far I used v.2.2 I can´t wait for this new version!

nembo
04-14-11, 12:28 PM
Sunday I know what to do .. :DL

Kremmen
04-14-11, 03:55 PM
Thank you,loving this UI :salute:

Kremmen

Sepp von Ch.
04-16-11, 06:27 AM
Hello reaper7,

I tested your new version 4.0 and I have several little problems.

I use a standard manual (black silhouettes). Again, I have a problem with the tanker Cimmaron:

http://s3.postimage.org/eklvaog4/SH5_Img_2011_04_16_13_08_00.jpg (http://postimage.org/image/eklvaog4/)

And a few small but important things for combat (torpedo tube Nr. 5):

http://s3.postimage.org/elpk70as/SH5_Img_2011_04_16_13_08_54.jpg (http://postimage.org/image/elpk70as/)

reaper7
04-16-11, 08:27 AM
Hello reaper7,

I tested your new version 4.0 and I have several little problems.

I use a standard manual (black silhouettes). Again, I have a problem with the tanker Cimmaron:

http://s3.postimage.org/eklvaog4/SH5_Img_2011_04_16_13_08_00.jpg (http://postimage.org/image/eklvaog4/)

Darn, though I fixed that one - Must of forgotten to save that file with correct name. Will re-update it.
Correct image is in the folder - just has the wrong name.

Rename in folder data\Sea\NOL_T3Cimmaron

NOL_T3Cimmaron_sil.dds to NOL_T03_sil.dds for now till I get patch out :up:


And a few small but important things for combat (torpedo tube Nr. 5):

http://s3.postimage.org/elpk70as/SH5_Img_2011_04_16_13_08_54.jpg (http://postimage.org/image/elpk70as/)

Thanks mate, looks like I never turned of scaling on that background image.
Will sort that out for patch :up:


The overlap on the Panels, was a decision I made for this release to keep. Between V2.2 and V4.0 I made the panels scale with regard to screen resolution so no overlap would occur at lower resolutions, but the whole thing just looked terrible. Dials were unreadable, everything was jagged and it just looked so low resolution.
I've reverted back to non-scaling panels in V4.0 to get back the higher resolution and better looks. After all panels can be visually turned on/off to get at the panel you want if covered by another. (The smaller of the two evils) :).

Thanks for those bug report.


PS: With regadr to your earlier request for the Periscope Background, this is what I'm working on for that - but no success yet. (Check out post 15)
http://www.subsim.com/radioroom/showthread.php?t=182622

Sepp von Ch.
04-16-11, 08:52 AM
PS: With regadr to your earlier request for the Periscope Background, this is what I'm working on for that - but no success yet. (Check out post 15)
http://www.subsim.com/radioroom/showthread.php?t=182622

Thank you reaper7 for your feedback.

Ehh, I like your periscope background in v. 2.2 and this one in your discussion thread is wonderful!

Will you make it also for SH5 (included in your UI mod) PLEASE?!?:ping: And what if you use a real photo of interior of the U-Boat?

http://www.deutscher-marinebund.de/04_U-Boot-Zentrale_max.swf

I would be more realistic:-)

reaper7
04-16-11, 12:44 PM
Thank you reaper7 for your feedback.

Ehh, I like your periscope background in v. 2.2 and this one in your discussion thread is wonderful!

Will you make it also for SH5 (included in your UI mod) PLEASE?!?:ping: And what if you use a real photo of interior of the U-Boat?

http://www.deutscher-marinebund.de/04_U-Boot-Zentrale_max.swf

I would be more realistic:-)

Thanks for the link mate, I had found one before for the VIIC conning tower but can no longer find it.
But I've ordered a Bluray with full panaromic videos of all the VIIC for this reason.
I plan on doing the background with proper images if I can get the Linear dial to work the way I need it to. :up:
And yes its for my UI I'm making it, just posted in the SH3 thread for help as best advice can be found there regarding the UI :03:.

Sepp von Ch.
04-16-11, 12:54 PM
This your info is a great gift for my Monday´s thirtieth birthday reaper7. I look forward to your UI mod with this periscope background:arrgh!:

reaper7
04-16-11, 01:07 PM
This your info is a great gift for my Monday´s thirtieth birthday reaper7. I look forward to your UI mod with this periscope background:arrgh!:

As long as I can get it to work, if not may be possible to script :hmmm:

DrJones
04-16-11, 02:08 PM
Very Nice Work Reaper...Hope i get mine fished sometime...time is still running so fast and there is less i can invest for design and scripting....

Regards
DrJones

TheDarkWraith
04-16-11, 02:14 PM
Very Nice Work Reaper...Hope i get mine fished sometime...time is still running so fast and there is less i can invest for design and scripting....

Regards
DrJones

Coding something like a new UI takes a massive amount of time. I think I have right around 6-7 months, maybe more, of time in my UIs mod :-?

DrJones
04-16-11, 02:17 PM
Coding something like a new UI takes a massive amount of time. I think I have right around 6-7 months, maybe more, of time in my UIs mod :-?

That is right...the most time is going by testing and debugging to find out how the things can work.....i wont even talk about the time designs cost...

reaper7
04-16-11, 04:07 PM
Sure does take time, heck even when I'm not at the PC doing something I'm thinking could I do this or how could I do that.

My current Panoramic Scopes WIP was something I've been mulling over in my head for months but only recently decided to give it a shot.
I've a load more ideas like that, which someday I'll sit down and give them a shot to see if its possible - most likely aren't :D but thats the fun of it, trying to get the game engine to do what it wasn't designed to do. :O:

ddrgn
04-16-11, 04:31 PM
The three interfacecateers! All posting in a row,,, lol .... just had to post that ;) Thanks for all your fine work!

Sepp von Ch.
04-20-11, 06:31 PM
Some experience from the campaign using your last version 4.0:

http://s3.postimage.org/22xct0shw/SH5_Img_2011_04_20_23_27_38.jpg (http://postimage.org/image/22xct0shw/)

Except the tanker Cimmaron in rec. manual :


http://s3.postimage.org/22xq1bkg4/SH5_Img_2011_04_20_23_25_34.jpg (http://postimage.org/image/22xq1bkg4/)

reaper7
04-21-11, 01:09 AM
Some experience from the campaign using your last version 4.0:

[url=http://postimage.org/image/22xct0shw/]

Except the tanker Cimmaron in rec. manual :

[url=http://postimage.org/image/22xq1bkg4/]

Cheers mate will get a patch out with fixes for those :up:

Sepp von Ch.
04-21-11, 02:44 AM
Thank you Reaper7!:yeah:

Sepp von Ch.
04-21-11, 12:19 PM
Cheers mate will get a patch out with fixes for those :up:


Two more things


http://s2.postimage.org/2yvch8p7o/SH5_Img_2011_04_21_18_21_18.jpg (http://postimage.org/image/2yvch8p7o/)
http://s2.postimage.org/2yvj3e36s/SH5_Img_2011_04_21_17_36_55.jpg (http://postimage.org/image/2yvj3e36s/)

nembo
04-22-11, 07:39 AM
Hallo, have installed Obelix Mega Mod and over all the 4.0 ... everything is going smoothly but ... am at 50mt depth under DC attack and,among all damaged items, I hears the the Flak and the cannon are repaired... but how could it be repaird if am 50 mt under the sea :nope:
2nd would it be more important to repair the sonar batteries and so on ...
:06:
Maybe have installed wrong but it sounds strange ...
Ciao
Nembo

reaper7
04-22-11, 10:42 AM
Two more things


[url=http://postimage.org/image/2yvch8p7o/]
[url=http://postimage.org/image/2yvj3e36s/]

Cheers mate fixing now, will post update soon.

Hallo, have installed Obelix Mega Mod and over all the 4.0 ... everything is going smoothly but ... am at 50mt depth under DC attack and,among all damaged items, I hears the the Flak and the cannon are repaired... but how could it be repaird if am 50 mt under the sea :nope:
2nd would it be more important to repair the sonar batteries and so on ...
:06:
Maybe have installed wrong but it sounds strange ...
Ciao
Nembo

Nothing surprises me in SH5, worst case of development ever.
This is a stock error I'm guessing. :nope:

Sepp von Ch.
04-22-11, 10:58 AM
[QUOTE=reaper7;1648680]Cheers mate fixing now, will post update soon.[QUOTE]

I am very happy you´re working on this fantastic UI-Mod! Thank you reaper7!

And what about periscope background in your Ui-Mod please?;)

reaper7
04-22-11, 12:51 PM
[QUOTE=reaper7;1648680]Cheers mate fixing now, will post update soon.[QUOTE]

I am very happy you´re working on this fantastic UI-Mod! Thank you reaper7!

And what about periscope background in your Ui-Mod please?;)

Had no luck yet with my Animated background yet :wah: (darn linear dials only going up/down)
But it will allow me to do something else (Think proper Periscope housing - not just fading black ;))

Will keep trying for a while if no go then I'll make a static version :up:

reaper7
04-22-11, 12:53 PM
Version V.11 Release

http://www.subsim.com/radioroom/picture.php?albumid=236&pictureid=4033


Version 4.11 is mostly a bug fix.

Fixed Incorrect images appearing in the Recon Manual.
Fixed Minute hand of stopwatch.
Fixed placement of draggable maps in Navigation Map.
Removed Alternative Ship Recon Images (Not really happy with them - black ones are nicer)


Download from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3171

reaper7
04-23-11, 07:03 AM
A new version is released. Just to fix some files that should have bben removed before previous release.

4.12 Fixes

Removed images from left/right of attack periscope (Leftovers of a test I was doing).

Also
Added a Periscope Tube to the Attack scope to simulate periscope behind metal tube when fully retracted.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Cover.jpg


Download link is the same as in previous post. :up:

Sepp von Ch.
04-23-11, 07:11 AM
Also
Added a Periscope Tube to the Attack scope to simulate periscope behind metal tube when fully retracted.






Wonderful idea!

This is absolutely my much-favoured UI mod! Thank you reaper7! You´ve come an incredibly long way since version 1.0!:yep:

reaper7
04-23-11, 11:24 AM
Wonderful idea!

This is absolutely my much-favoured UI mod! Thank you reaper7! You´ve come an incredibly long way since version 1.0!:yep:


Cheers Mate :up: Glad you like the changes ;)

But I still got more :DL Didn't like the way the game was running my RAOBF due to the method I had to use to keep proper scale with regard to screen resolution.

So went and totally reworked my RAOBF Dials and redid the methods employed to scale them in-game.
The Graticules of the RAOBF scale with the scope to maintain proper degree spacing, while the RAOBF scales in relation to the screen resolution.
Now there is less distortion while scaling plus I've much better graphics and easier to read numbering on the dials :up:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF2-2.jpg

To be released soon. :rock:

reaper7
04-23-11, 12:05 PM
Finished article. Did some tweaking on lighting etc and did the Redlight mode.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF3-1.jpg

Sepp von Ch.
04-23-11, 12:19 PM
Reworked RAOBF dials are great! :yep:

reaper7
04-23-11, 12:37 PM
Ok Version 4.13 of the Ui-Boat mod is released:

http://www.subsim.com/radioroom/picture.php?albumid=236&pictureid=4033

Fixes as in previous 2 posts.
RAOBF has been reworked, Higher resolution in-game now.
RAOBF Graticules aligned to Scope Graticules (were 1 pixel out).

Download Link:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3171

Sepp von Ch.
04-23-11, 12:58 PM
Thank you, high-class work!:up:

reaper7
04-24-11, 08:04 AM
Ok Version 4.14 of the Ui-Boat mod is released:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat-V414.jpg

Fixes:
Found an error in one of the ship.cfg that could cause a CTD
(Have gone thru all .cfg files and confirm that all remaining .cfg files are ok)

Also have re-enabled all clone ships to be visible in the recognition Manual

Download Link:
http://www.subsim.com/radioroom/down...o=file&id=3171

ologuy
04-24-11, 10:11 AM
Hi reaper7,
I really like your mod! It's all the SH5 Community was waiting for.
But I have one question though:
Is there any tutorial on how to use the RAOBF on the different zoom levels in the attack periscope?

Greetings from Germany

reaper7
04-24-11, 10:46 AM
Hi reaper7,
I really like your mod! It's all the SH5 Community was waiting for.
But I have one question though:
Is there any tutorial on how to use the RAOBF on the different zoom levels in the attack periscope?

Greetings from Germany

Maybe its time I made one :D, There are others from Makman etc that apply to this one though :up:

Trevally.
04-24-11, 11:22 AM
Your RAOBF looks very good Reaper:yeah:


Hi reaper7,
I really like your mod! It's all the SH5 Community was waiting for.
But I have one question though:
Is there any tutorial on how to use the RAOBF on the different zoom levels in the attack periscope?

Greetings from Germany

See this thread link (http://www.subsim.com/radioroom/showthread.php?t=178545)

The rings used look different but it will all work the same way:salute:

SteelViking
04-24-11, 10:46 PM
Hey Reaper, just took your latest version out for a test run. Nice job mate. Everything is looking and running great.:yeah: I love the addition of having metal in view when you first start raising the Attack scope. I didn't realize that was a texture we were seeing there.:hmmm: Or did you add that as an overlay?

reaper7
04-25-11, 03:29 AM
Hey Reaper, just took your latest version out for a test run. Nice job mate. Everything is looking and running great.:yeah: I love the addition of having metal in view when you first start raising the Attack scope. I didn't realize that was a texture we were seeing there.:hmmm: Or did you add that as an overlay?


Hiya Mate, good to hear from you. :up: Now yah had a nice break I can't wait to see your new additions :haha:
Only joking, but seriously its great to have you back :arrgh!:

Glad you like that little touch, yup its an overlay that is attached to the alpha (Cover) of the periscope lens.
Works well once you don't rotate the scope while the texture is in view :).
Discovered that little trick when I was attempting to get animated background for the 2D Interface working, but due to linear dials working only in the up/down plane and not left/right plane had to give up on it :wah:.

Have some more ideas for my next release. Gonna be good ones :D

nembo
04-25-11, 04:23 AM
RAOBF - Now calibrated properly for 6X use (Thanks to Makman94 for assist) :up:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/RAOBF1.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/RAOBF2.jpg


Also made those charts (Just waiting on permission first As Based mine of originals)

http://i236.photobucket.com/albums/ff240/reaper7_bucket/ShipSpeed.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/TorpSpeed.jpg


Also some bugs worked out and currently tracking down one or two more bugs. :up:
Tried to understand how to read the charts for the torpedoes ... but without success, one advice? I am sure that it is a straight 90° attack, but the lb and u cannot work out.
Thanks for your help
Nembo

Wolfstriked
04-25-11, 12:05 PM
Reaper the link for 4.14 goes to Subsim main.I used the previous 4.13 link further down the page(leads to 4.14) but others may not be so lucky.


LOL I did not know this was for SH5.:nope:

Sepp von Ch.
04-25-11, 12:12 PM
Download link (v. 4.14) in first post:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3171

reaper7
04-25-11, 01:24 PM
Started work on A full size TDC that will be accessed from every station.
Will have a button under the statdimeter icon that will open this up ;)

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot.jpg

SteelViking
04-25-11, 01:38 PM
Oh good lord, that is a cool idea.:rock:

Sepp von Ch.
04-25-11, 01:57 PM
Started work on A full size TDC that will be accessed from every station.
Will have a button under the statdimeter icon that will open this up ;)





This is my dream repaer7!!!

Many submariners drew different symbols on this station or radio equipement:

U-48
http://s1.postimage.org/r8qlltqc/P1010018.jpg (http://postimage.org/image/r8qlltqc/)


Were very cool to have this on this station e. g. as follows

http://s3.postimage.org/ddp7xytg/image.jpg (http://postimage.org/image/ddp7xytg/)

ologuy
04-25-11, 03:17 PM
Is there anyway to lock on a target in the attack periscope and let the camera follow it?

DrJones
04-26-11, 03:05 PM
Started work on A full size TDC that will be accessed from every station.
Will have a button under the statdimeter icon that will open this up ;)

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot.jpg

Oh thats looking interesting. you know i work on something similar....looking forward to your idea

DrJones
04-26-11, 03:07 PM
Is there anyway to lock on a target in the attack periscope and let the camera follow it?

That is also something what i try to figure out....:hmmm:

reaper7
04-26-11, 03:15 PM
Oh thats looking interesting. you know i work on something similar....looking forward to your idea

Thanks Mate, here's the latest so far (Not much more done ;))

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot2.jpg

That is also something what i try to figure out....:hmmm:

I had worked on this before and figured a bit out. Must go back to my old scripts and go through them and see if I can get it to work ok.

Sepp von Ch.
04-26-11, 03:32 PM
That is also something what i try to figure out....:hmmm:

It is useless. The "kaleu" had to turn the periscope itself;) I find this in Sh5 more realistic as in SH4, where it was possible to lock the target.

DrJones
04-26-11, 03:35 PM
It is useless. The "kaleu" had to turn the periscope itself;) I find this more realistic as in SH4, where it was possible to lock the target.

Useless or not...it is also interessting to find out how things can be done in SH5...you always have the choice not to implement it

Regards

DrJones

SteelViking
04-26-11, 03:52 PM
Speaking of periscope lock, I really wish we could find a way to stop the periscopes from snapping back to you every time you enter the station. Because if I leave the scope for a second and come back, if I don't go back exactly to the lens you have to relocate your target.

Now, I can see how the scope turning towards you before entering it is more realistic than just instantly going back into the scope. So, maybe we could get the best of both worlds by having the 1st person camera fly towards the lens by itself.

........Just me kind of thinking out loud here.:haha:

reaper7
04-26-11, 04:40 PM
Coming along nicely now :DL

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot3.jpg

Obelix
04-26-11, 06:12 PM
Coming along nicely now :DL

As real!:yeah:

SteelViking
04-26-11, 08:47 PM
Hey Reaper, in regard to what I posted earlier, I just realized that what I am talking about doing for the scopes is exactly what happens when you enter the deck gun. Might be as easy as copy and pasting some python code? Or camera controllers?:hmmm:

Still, just a thought mate.

TheDarkWraith
04-26-11, 09:17 PM
Speaking of periscope lock, I really wish we could find a way to stop the periscopes from snapping back to you every time you enter the station.

What do you mean by snapping back? If you mean how it 'zooms in and out' when you enter/leave it that's how it is. You are entering a station and leaving a station when this happens. If you don't enter the station then you never see the periscope view. Same goes for if you don't leave the station you never leave the periscope view.

reaper7
04-27-11, 01:22 AM
Hey Reaper, in regard to what I posted earlier, I just realized that what I am talking about doing for the scopes is exactly what happens when you enter the deck gun. Might be as easy as copy and pasting some python code? Or camera controllers?:hmmm:

Still, just a thought mate.

Cheers, will take a look at that script. Hopefully it can be implemented for the scope ;)

von faust
04-27-11, 01:27 AM
Coming along nicely now :DL
..


Perfect !!! :yeah:

SteelViking
04-27-11, 05:19 AM
What do you mean by snapping back? If you mean how it 'zooms in and out' when you enter/leave it that's how it is. You are entering a station and leaving a station when this happens. If you don't enter the station then you never see the periscope view. Same goes for if you don't leave the station you never leave the periscope view.

No, the zooming is perfectly fine. What I am saying is annoying is how if you are standing off angle from the lens of either scope, the scope will turn towards you very quickly before you actually zoom into the lens. That makes you lose your target momentarily every time you leave and enter the scope.

reaper7
04-27-11, 12:23 PM
Just wondering should I put the Fat/Lut dials on the TDC or leave authentic.
There is real-estate on the top and bottom right of the TDC.

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot4.jpg

What do you think???


I could do something like this: (When dials are not in use - No fat/lut torps carried) and then dials would be visible when Fat/Lut are carried on board)

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot5.jpg

Sepp von Ch.
04-27-11, 01:58 PM
I could do something like this: (When dials are not in use - No fat/lut torps carried) and then dials would be visible when Fat/Lut are carried on board)

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot5.jpg

I vote fdefinitely for this great idea:up:

SteelViking
04-27-11, 02:01 PM
Yeah Reaper, I think that could be a good solution for that. How is this TDC going to be used in relation to the torpedo selector switches? As in will you have to look away from the TDC, will the selector switch panel overlay the TDC?

reaper7
04-27-11, 02:28 PM
Ok this is pretty much it with Fat/Lut section incorporated ready for Import into SH5.

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot6.jpg


Yeah Reaper, I think that could be a good solution for that. How is this TDC going to be used in relation to the torpedo selector switches? As in will you have to look away from the TDC, will the selector switch panel overlay the TDC?

It can be used as normal at the scope stations (giving a choice between full TDC or current Split Panel TDC).
But this one I will also make available anywhere if possible so it can be used at the Nav map etc. (Haven't tested that this is possible yet - but I'm sure it is). Will look into the Torpedo selection options also.

Obelix
04-27-11, 05:20 PM
Hi reaper!
Yesterday I checked all the *.cfg files in the folder sea. In addition to the errors in NKSCS_N3SA1, found in NBC_Scharnhorst and NPL_ConteVerde. The rest is all right.

reaper7
04-27-11, 05:33 PM
Hi reaper!
Yesterday I checked all the *.cfg files in the folder sea. In addition to the errors in NKSCS_N3SA1, found in NBC_Scharnhorst and NPL_ConteVerde. The rest is all right.

Thank you Mate, really appreciate that, Will get them fixed up for next release :up:

reaper7
04-28-11, 04:59 PM
Latest : May create new dial face for the TDC Dials rather than scaling the current ones :hmmm:

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot7.jpg

DrJones
04-28-11, 05:08 PM
Latest : May create new dial face for the TDC Dials rather than scaling the current ones :hmmm:

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot7.jpg

Wow that's looking good....

Keep on:salute:

Sepp von Ch.
04-28-11, 05:08 PM
Splendid job reaper7!

These new dials would be great!:yep:

The english name "Fire" below the red buttom will be not in the update?

Obelix
04-28-11, 05:12 PM
Latest : May create new dial face for the TDC Dials rather than scaling the current ones :hmmm:

Hi reaper
Better to make new, otherwise the scaling deteriorates the quality. IMHO

reaper7
04-28-11, 05:36 PM
Splendid job reaper7!

These new dials would be great!:yep:

The english name "Fire" below the red buttom will be not in the update?

No thats the stock SH4 panel. Will be removed soon ;)

Hi reaper
Better to make new, otherwise the scaling deteriorates the quality. IMHO

My thinking also. Once I have it working correctly will redo those dials :yep:

Here it is in-game as of now (WIP) No fat/lut Torps on board hence those dials not visible.

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot8.jpg

Sepp von Ch.
04-29-11, 02:58 AM
Simply perfect reaper7:yeah:!

reaper7
04-29-11, 04:25 PM
Redone Dials to correct size - much better now that there not scaling.

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot9.jpg

reaper7
04-29-11, 07:21 PM
SPOT THE DIFFERENCE:

Previous Pic
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot9.jpg
Current Pic
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot10.jpg

:woot: I got Manual/Auto TDC switch working :woot:

This one has taken me nearly 8 Hours to get working.
The reason: The Autoupdate Button for TDC is hardcoded (And in use on my Left TDC Panel),Cloning of the button didn't work as the game is using a hardcoded ID and coping the ID to the new switch had no effect.
But thru some scripting, a game-command to Toggle TDC and some clever use of graphics to simulate a toggle switch (light).

It works :yeah: Plus if i toggle the original switch on the Left TDC Panel, this one switches state to match :D.

A small update visual wise but a big update gameplay wise that switch. :arrgh!:

Budds
04-29-11, 09:44 PM
Lookin' Sharp !

:salute:

reaper7
04-30-11, 09:32 AM
Removed some items and merged some of the switches from the Game switches into my TDC switches which were previously just background graphics.

So now it has all the on-screen while still retaining the overall look of the original TDC :D

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot11.jpg

Sepp von Ch.
04-30-11, 10:18 AM
I know, that you spent a long time preparing it and it can be seen at the first sight! Wonderful work raeper7!:yeah:

I can´t wait! When will be the latest version?

reaper7
04-30-11, 10:29 AM
I know, that you spent a long time preparing it and it can be seen at the first sight! Wonderful work raeper7!:yeah:

I can´t wait! When will be the latest version?

Soon hopefully, just need some to do small bits with the TDC.
Like animated shadows for the dials :) Yes that's right Animated shadows - Dont thinks that's been done before - Its in the small details :yep:.
Then I got to script it into all pages that can access it. Oh and create the Redlight mode for the TDC also.

Also have a things to work on to have my Ui ready for integration with MiTon's
up and coming Speech Rec UI-Boat v0.4.1 alpha :yeah:

reaper7
04-30-11, 12:34 PM
Example of Shadow Animation:

Need to look close its hard to make out from screenshot (Ingame is perfect).

This is the best dial for it to work on as other ones snap to same angles - so hard to make out that shadow has rotated.

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Shadows.jpg

Sepp von Ch.
04-30-11, 01:13 PM
One more small problem with "Erkennungshandbuch":

http://s4.postimage.org/epw6brms/SH5_Img_2011_04_25_13_06_24_resized.jpg (http://postimage.org/image/epw6brms/)

MiTon
04-30-11, 02:48 PM
Example of Shadow Animation:

Need to look close its hard to make out from screenshot (Ingame is perfect).

This is the best dial for it to work on as other ones snap to same angles - so hard to make out that shadow has rotated.

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Shadows.jpg

Woow!

seems to become the bestolooking TDC ever!:salute:

My men will be happy tu use this one :DL


regards

MiTon

ologuy
04-30-11, 07:09 PM
I really like your work, reaper7, but in my opinion the UI looks a bit crowded. There're a lot of dials blocking a lot of space. Maybe you could get some inspiration from the UI by onelifecrisis here: http://www.subsim.com/radioroom/showthread.php?t=147667

Greetings

reaper7
04-30-11, 07:18 PM
I really like your work, reaper7, but in my opinion the UI looks a bit crowded. There're a lot of dials blocking a lot of space. Maybe you could get some inspiration from the UI by onelifecrisis here: http://www.subsim.com/radioroom/showthread.php?t=147667

Greetings

:D It already has the uncluttered look, also everything can be hidden :yep:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/TDC.jpg

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF3-1.jpg

The TDC that I'm currently working on is not a replacement for the current TDC which is on 2 panels.
But as an alternative method to enter solution when at other station other than the scopes or even at the scopes ;)

ologuy
04-30-11, 07:23 PM
I'm aware of this, but the dials seem a bit big, and some of the dials arent really needed.

reaper7
04-30-11, 07:39 PM
I'm aware of this, but the dials seem a bit big, and some of the dials arent really needed.


Ah ok, this will depend on the resolution you play at. My panels and dials do not scale with game resolution so as to kkep the best resolution for the graphics - the game engine is not great at scaling things like dials ;).

So if you play at lower resolution that the panels and dials will appear large blocking out some of the scope etc.
But play it at higher resolution and there will be no problem with dials being to large. That is the way I designed it to work best, look at previous version 2 to see the difference when dials scale with game resolution - looks terrible.

I play at minimum resolution of 1440x900 to avoid my Ui starting to creep in on real estate ;) playing at 1080P gives the best result - this is the resolution I designed the UI to be optimized at :salute:

Ps also all dials are used in game - well at least with the extended campaign mod. As they are used for the fat/lut torpedoes ;)

reaper7
05-01-11, 12:38 PM
Ok got the TDC working at all stations.
All my scripts will need recoding to get them working correctly. No big deal need to clean them up a bit anyway - You'll notice a mic icon in the top right as weel.
This is will be for the Voice Recognition that MiTon is implementing :up:

http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot12.jpg

reaper7
05-01-11, 02:39 PM
Another side project I've been working on and Finally got working.
Will not effect gameplay in any way but its a little achievment :rock:

I plan on creating Video Tutorials for all aspects of my Mod.
I plan on making 15 different tutorials ranging from Basic control of the U-Boat to RAOBF Use all the way thru to Attack methods etc.

In line with these I plan to create Mission's for each video so whats in the videos can be practised. ;)

Now while its easy enough to upload missions to the single mission folder - These then appear under Historical Missions on the Main page.

I've wanted to make it like SH3 with a Training School selection - well I've figured it out after alot of CTD's and script fails :|\\

So now we got 2 new additions to the Main Menu.

Main Menu
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Main.jpg

Sub School
http://i236.photobucket.com/albums/ff240/reaper7_bucket/School.jpg

Quick Mission
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Ssingle.jpg

This will allow a lot better control of addon missions and tutorials. :DL

stoianm
05-01-11, 02:45 PM
very nice:)... i like a lot your ideea

Sepp von Ch.
05-01-11, 02:46 PM
Ok got the TDC working at all stations.
All my scripts will need recoding to get them working correctly.
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Screenshot12.jpg

Yes, yes, it looks great!!!:o:rock:

Sepp von Ch.
05-02-11, 03:20 PM
Little bug report (v4.14):
http://s3.postimage.org/34cnz0j2c/SH5_Img_2011_05_02_13_04_37.jpg (http://postimage.org/image/34cnz0j2c/) (Cimmaron tanker)

FIREWALL
05-02-11, 06:15 PM
Ok Version 4.14 of the Ui-Boat mod is released:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat-V414.jpg

Fixes:
Found an error in one of the ship.cfg that could cause a CTD
(Have gone thru all .cfg files and confirm that all remaining .cfg files are ok)

Also have re-enabled all clone ships to be visible in the recognition Manual

Download Link:
http://www.subsim.com/radioroom/down...o=file&id=3171

Your link just goes to SubSim.com

Is there a new link for mod ?

reaper7
05-03-11, 11:38 AM
Your link just goes to SubSim.com

Is there a new link for mod ?

Here ya go:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3171
;)

vanjast
05-03-11, 04:02 PM
Reaper.. I was thinking when you have the TDC on the conn, would it be possible to make it slightly transparent at this station, or so it's just visible during night operations..

Just a thought.
:)

nembo
05-11-11, 02:39 AM
Hallo mates,
as far as I am no sure if the installation is correct, what I write might be for me and, maybe,few other only. Normally use to track positions where ships are spotted and find usefull where I sunked the ships, but all of this disappear when, after saved, I load again loosing all these data. Normally don't use continous carrier but I saw that it is the same thing.
Is there a possibility to mantain all these info for the whole campaign?
Thanks.
Nembo.

Sepp von Ch.
05-11-11, 02:42 AM
Every day I look forward to new version (4.15 or 5.0?:DL) of your UI reaper7 with new TDC station a Erkennungshandbuch-fix;)
Your TDC station looks really great!

reaper7
05-13-11, 08:06 PM
Disaster has struck :damn:

Stupid JGSME has just removed all my Mods and restored the original files meaning everything I have worked on for the Last month has been wiped out :damn:
I don't even know what I changed at this stage or where to restart, and am so frustrated with all the work I'd done to bring this to a stage where I has finally happy with it.

That and I have to much on with the other project for SH3 U-Boot-HAHD I just don't have the time to restart all that I had done with the Mod.

So I'm sorry to say, I'm just gonna have to leave this Mod the way it is and move on for now. :wah:
Maybe I'll come back to it one day - but I can't say for sure.

Sorry Guys, I'm just to dis-heartened to continue, all I can say is if someone wants to continue this Mod and improve it they are welcome to develop it further - I can supply The graphics for the TDC Attackdisc that I've redone (At least they were in PSD format elsewhere).

Well I hope to still see you guys around - but for now SH5 will sit on the shelf untill I can bring myself past this disaster :nope:

Trevally.
05-14-11, 05:38 AM
Sorry to hear this Reaper, you will be missed:cry:

I only hope that when you finish the great work you are doing for the U-Boat HAHD project, you will once again stumble upon your SH5 disc:DL

gap
05-14-11, 06:49 AM
too bad Reaper, :cry:

I am very sorry for your setback.
In the past months I appreciated the quality of your UI and followed closely its updates. I sincerely hope you can resume your valuable work on it, as soon as you recover from the disappointment! :DL

reaper7
05-14-11, 07:11 AM
Well Friday the 13th claimed another victim.

I've regone through all my files just to see was anything salvaged.
Looks like I lost about 80% of the work for the last 4-6 weeks :wah:.

I've had a few PM's asking me to reconsider and one also to request taking over the UI from a friend ;).

I've decided not to completely give up on the work I'd done, but to try to set an hour or two here and there to try and get it back to where I had it.
It will be slow, but at least it will get released ;).

There's a lot of good guys using my UI and I'd hate to let them down by walking out now, heck SH5 has finally got to the stage where its becoming a real subsim :arrgh!:
Finally we have good AI, lovely Environments and my biggest dissapointment in SH5 is finally Over New Units and ship skins :)

So just have to pick myself up and wipe the dust off :sunny: Happy thoughts, Happy thoughts.....

DrJones
05-14-11, 12:00 PM
Well Friday the 13th claimed another victim.

I've regone through all my files just to see was anything salvaged.
Looks like I lost about 80% of the work for the last 4-6 weeks :wah:.

I've had a few PM's asking me to reconsider and one also to request taking over the UI from a friend ;).

I've decided not to completely give up on the work I'd done, but to try to set an hour or two here and there to try and get it back to where I had it.
It will be slow, but at least it will get released ;).

There's a lot of good guys using my UI and I'd hate to let them down by walking out now, heck SH5 has finally got to the stage where its becoming a real subsim :arrgh!:
Finally we have good AI, lovely Environments and my biggest dissapointment in SH5 is finally Over New Units and ship skins :)

So just have to pick myself up and wipe the dust off :sunny: Happy thoughts, Happy thoughts.....

Hard to hear that something like this happend...i should tell you, that i made the same mistake....i had to redo everything....but my experience is, that a step back is sometimes good to improve things...

now i make everytime i made some changes a backup of my mod :yeah:

Best Regards

DrJones:salute:

TheDarkWraith
05-14-11, 12:41 PM
Hard to hear that something like this happend...i should tell you, that i made the same mistake....i had to redo everything....but my experience is, that a step back is sometimes good to improve things...

now i make everytime i made some changes a backup of my mod :yeah:

Best Regards

DrJones:salute:

I have a server in my basement (Windows Home Server or WHS) that everything is saved to (besides the HD on my home system). Every night (@2:00am) WHS performs incremental backups of all my computers automatically. Since there are 3 HDs in the WHS computer those images are duplicated (they call it shadowing). Monthly I backup the complete system image of the WHS to an external HD. With this backup plan I've never lost any data. I HIGHLY recommend WHS to anyone that isn't familiar with it or looking for a cheap server for their home (and I don't recommend Microsoft products often).

reaper7
05-14-11, 01:07 PM
I have a server in my basement (Windows Home Server or WHS) that everything is saved to (besides the HD on my home system). Every night (@2:00am) WHS performs incremental backups of all my computers automatically. Since there are 3 HDs in the WHS computer those images are duplicated (they call it shadowing). Monthly I backup the complete system image of the WHS to an external HD. With this backup plan I've never lost any data. I HIGHLY recommend WHS to anyone that isn't familiar with it or looking for a cheap server for their home (and I don't recommend Microsoft products often).


The worst part is, I have a server running WHS and 4 other PC's but have not gotten around to setting them up to backup yet :haha:
Just to lazy to get it done :doh: But don't like the software Raid that WHS pushes over a proper Raid system.
I had was using it over 3x1TB drives when one faield, lost everything over the 3 Hard-drives :nope:.
Need to build a proper Hardware Raid with full mirroring.

TheDarkWraith
05-14-11, 01:31 PM
The worst part is, I have a server running WHS and 4 other PC's but have not gotten around to setting them up to backup yet :haha:
Just to lazy to get it done :doh: But don't like the software Raid that WHS pushes over a proper Raid system.
I had was using it over 3x1TB drives when one faield, lost everything over the 3 Hard-drives :nope:.
Need to build a proper Hardware Raid with full mirroring.

I use Software Raid 1 (3 X WD Raptor 150s on nVidia controller on motherboard) as one HD in WHS. The other 2 HDs are WD 500GBs. WHS has no problems with this setup.

7thSeal
05-14-11, 02:23 PM
(3 X WD Raptor 150s on nVidia controller on motherboard) as one HD in WHS. The other 2 HDs are WD 500GBs. WHS has no problems with this setup.

Raptors are kicking still. I've had them in raid and still have a 150gb and 300gb still alive. Awesome drives. :salute:

Sepp von Ch.
05-16-11, 09:01 AM
Well Friday the 13th claimed another victim.....





I had it.
It will be slow, but at least it will get released ;).



I keep my fingers crossed for you reaper7!:yep: YOur work on UI mod, which I like, is famous.

I hope to see soon released version 4.15 of your UI mod with TDC station:up:

nembo
05-20-11, 02:39 AM
You probably know that is a song sung by Kate Bush in the early 80's whose clip was in Ireland (there was Donald Sutherland as well) ... so don't give up. Or, as you prefer the Boss, don't surrender.
I did once ... now I pay it very hard.
Nembo

Taskeen
05-25-11, 05:55 PM
Are there any definitive tutorials on how to use manual TDC with this mod?

reaper7
05-26-11, 01:28 AM
Are there any definitive tutorials on how to use manual TDC with this mod?

At the moment no, I do plan to make them soon though. But at the moment I'm playing catchup due to losing almost a months worth of my work recently :-?

urfisch
05-26-11, 06:38 AM
reaper, very nice work you tdc!!! very nice. do you got the texture from the real one in laboe?

reaper7
05-26-11, 12:18 PM
reaper, very nice work you tdc!!! very nice. do you got the texture from the real one in laboe?


Thanks Mate, No its all hand made from a reference pic of the TDC I have (Pic is bad quality due to glass reflection etc but allowed me to get proper scale and dial positions).
Although the Labels are coped and skewered from a HiDef Youtube video of the Cover and TDC case http://www.youtube.com/watch?v=4H-ZJtJWvdw.

ronni3162
05-26-11, 12:51 PM
Hey...some know what to do so I can see the torpedopanel. I have seached for some answers here but I can´t find it.

Thanks, Ronni

TheBeast
05-26-11, 03:39 PM
Hey...some know what to do so I can see the torpedopanel. I have seached for some answers here but I can´t find it.

Thanks, Ronni
Does the Torpedo Panel slide in from right side.
Move mouse cursor to right side and see if panel opens for use.
Or look for small tab along the side and click it.

reaper7
05-26-11, 04:53 PM
Hey...some know what to do so I can see the torpedopanel. I have seached for some answers here but I can´t find it.

Thanks, Ronni


There should be an icon at the bottom of the screen to open it (When in attack, obs and uzo screen) if not then it sounds like a bad install. - Reinstall when back at port. :up:

saipan
05-26-11, 09:44 PM
i am still learning so i use auto targetting, but i miss seeing the distance to target. how can i do that with this mod, not using the stadi. thanks for all your hard work.:ping:

reaper7
05-27-11, 08:38 AM
i am still learning so i use auto targetting, but i miss seeing the distance to target. how can i do that with this mod, not using the stadi. thanks for all your hard work.:ping:

You can use the officer panel - under Sonar Guy select "Estimate range to contact" :up:

ronni3162
05-27-11, 10:52 AM
Hi again...

I found out about the torpedopanel:yeah: Now I just have another question...what sound mod works best with the UI-boat mod.

Thanks Ronni

Sepp von Ch.
06-02-11, 06:13 AM
Will we see sometimes a new version of your great UI mod with TDC presented station reaper7?:hmm2:

SashaKA001
06-10-11, 04:26 PM
can not see the markup, it's like you can fix?
http://i4.imageban.ru/out/2011/06/11/d2da484d5ea07f02636db04dd23d9c86.jpg (http://imageban.ru)

Obelix
06-27-11, 11:52 PM
I understand that you are now busy with HAHD, but perhaps the future - why do not you come back here to this (http://www.subsim.com/radioroom/showpost.php?p=1592722&postcount=423) project? This may be another, separate project, parallel to the Ui-Boat.
I support your opinion that there should be nothing superfluous and you should be comfortable.

I think Im the only one who really consider all old UI obsolete, even annoying.
No! You are not alone! In this (http://www.subsim.com/radioroom/showpost.php?p=1593642&postcount=431) post I wrote exactly about this.
Only the AOB should be visible.
Yep :yep:

The main thing - the speed, convenience, and not to be an eyesore and not interfere. Realistic types of devices comes at the expense of these qualities, so it belongs to the background.

Sepp von Ch.
06-28-11, 03:09 AM
I understand that you are now busy with HAHD, but perhaps the future - why do not you come back here to this (http://www.subsim.com/radioroom/showpost.php?p=1592722&postcount=423) project? This may be another, separate project, parallel to the Ui-Boat.
I support your opinion that there should be nothing superfluous and you should be comfortable.





Yes, I regret also too that I not see this great UI with TDC station, although it was nearly finished:cry:

Really like to use your mod.

reaper7
06-28-11, 12:02 PM
Its coming along slowly - have to rewrite all my scripts as I'm moving all the items from there original pages eg Attackpericope, TDC to the Main and layout pages - in order to get the New TDC to function fully.
Its been a slow crawl to restart after losing all my work and with my other projects also taking my time.
But I'll get there ;) (Just haven't posted anything as its all rework and new new items to show yet). :up:

Bedo
07-01-11, 03:29 AM
i am a noob so dont get mad :D
guys help please whenever i use the stadimeter or what ever its called so i get the range and it gives me 20k i know its an old bug but doesnt this mod fix it? and the speed always gives me crapy readings like 20 or 40 so any one can give me few tips on how to shoot please? thx in advance:salute:

reaper7
10-30-11, 08:04 AM
Sorry guys for being away for so long. But I've working on other project related to SH3.
I've gone back to Sh3 as I prefer it to Sh5 as it currently stands - maybe down the road the Issues will be fixed and make this a Sim worth playing for me.

But I've returned to finish this Mod up and not to leave it in its current state.

So to that end I've started recoding all my scripts to get them working from the PageLayout and PageDefaultHud pages intead of the current ones having Interface items across every page.
While not doing anything for the Game visual wise it will be alot better Interface wise.

Aslo plan on getting the Full TDC redone and fully working. And possibly a Fat/Lut panel to :up:

And now have Finally working Target Lock code done (that was a tough one)
So now Lock button works 2 fold - First click locks the target and second click tracks the target (Scope sticks to contact bearing) :up:.

So stay tuned hope to have a release soon. :yeah:

DrJones
10-30-11, 02:14 PM
Sorry guys for being away for so long. But I've working on other project related to SH3.
I've gone back to Sh3 as I prefer it to Sh5 as it currently stands - maybe down the road the Issues will be fixed and make this a Sim worth playing for me.

But I've returned to finish this Mod up and not to leave it in its current state.

So to that end I've started recoding all my scripts to get them working from the PageLayout and PageDefaultHud pages intead of the current ones having Interface items across every page.
While not doing anything for the Game visual wise it will be alot better Interface wise.

Aslo plan on getting the Full TDC redone and fully working. And possibly a Fat/Lut panel to :up:

And now have Finally working Target Lock code done (that was a tough one)
So now Lock button works 2 fold - First click locks the target and second click tracks the target (Scope sticks to contact bearing) :up:.

So stay tuned hope to have a release soon. :yeah:

That sounds very interesting. I'am very interessted in how you got it. Hope i will find some time to get my work further on...myuh to to do in normal life...work and family. Best Regards DrJones:salute:

reaper7
10-30-11, 03:19 PM
That sounds very interesting. I'am very interessted in how you got it. Hope i will find some time to get my work further on...myuh to to do in normal life...work and family. Best Regards DrJones:salute:

Sure no problem DrJones.

Here is my code in the Attack Periscope
You can see similar code in the stock PageDefaultHud for the contacts in the TAI Map when clicked on causes the camera to point at the contact.
sub = PageDefaultHud_TAI_Mapcontrol.SubmarineContact
angle = sub.HeadingDEGToContact(PageDefaultHud_TAI_Mapcont rol.LockedOnContact ) - sub.HeadingDEG
import game
game.Game.SubmarineCommands.RotateActiveCameraToAn gleDEG( angle,0.001 )

# Globals

TrackTarget = False

def InitializeScript():

Pageattackperiscope_LockToggle.Clicked += LockToggle

LockToggle( None )


def Pageattackperiscope_AnimationStopped( animation ):

if TrackTarget == True:
from Pagenavigationmap import Pagenavigationmap_Mapcontrol
sub = Pagenavigationmap_Mapcontrol.SubmarineContact
angle = sub.HeadingDEGToContact(Pagenavigationmap_Mapcontr ol.LockedOnContact ) - sub.HeadingDEG
import game
game.Game.SubmarineCommands.RotateActiveCameraToAn gleDEG( angle,0.001 )



def LockToggle( sender ):
from Pagenavigationmap import Pagenavigationmap_Mapcontrol
global TrackTarget
if Pageattackperiscope_LockToggle.IsChecked:
TargetLock = Pagenavigationmap_Mapcontrol.LockedOnContact
if TargetLock == None:
Game.SubmarineCommands.ExecuteCommand( "Lock_target" )
if contact == TargetLock:
Pageattackperiscope_LockToggle.SetCheck( False, False )
else:
TrackTarget = True
else:
Game.SubmarineCommands.ExecuteCommand( "Unlock_target" )
TrackTarget = False

def Menu_PageDeactivated( page ):

Pageattackperiscope_LockToggle.Clicked -= LockToggle



The same can be done at the Obs scope and UZO etc.

Hope that Helps Mate :up:

DrJones
10-31-11, 06:42 AM
[QUOTE=reaper7;1777086]Sure no problem DrJones.

Here is my code in the Attack Periscope
You can see similar code in the stock PageDefaultHud for the contacts in the TAI Map when clicked on causes the camera to point at the contact.
sub = PageDefaultHud_TAI_Mapcontrol.SubmarineContact
angle = sub.HeadingDEGToContact(PageDefaultHud_TAI_Mapcont rol.LockedOnContact ) - sub.HeadingDEG
import game
game.Game.SubmarineCommands.RotateActiveCameraToAn gleDEG( angle,0.001 )

Thank you very much for your help. it is on my to do list....

reaper7
11-05-11, 07:30 PM
Got some Pics of the latest updates at last.

Finally pretty much back to where I originally was before losing all my work.
Also remade the TDC again, now its closer to the original as I've removed the Fat/lut dials and giving them a new home. :D

Main Interface
http://i236.photobucket.com/albums/ff240/reaper7_bucket/SH5_1.jpg

Replica TDC
http://i236.photobucket.com/albums/ff240/reaper7_bucket/SH5_2.jpg

Replica Fat/Lut Panel (Just need to make 2 Needles for the Top dials.)
http://i236.photobucket.com/albums/ff240/reaper7_bucket/SH5_3.jpg

TheBeast
11-06-11, 04:31 AM
Very nice work as always!:salute:

voheret
11-06-11, 12:51 PM
Incredibly cool! Can't wait to try it...

Dermeister
11-07-11, 03:59 PM
IM sorry if this has ben asked b4 i ran a search and read this thread for a bit and there is so many posts. SO im just going to ask!

IS THIS MOD COMPATIBLE WITH Magnum Opus mod? because when i install Magnum opus then this mod it screws up my whole interface but if i install MO then this it looks like MO ovverites all the changes from UI boat.

i might be doing somthing wrong here pardon my noobness.

TheDarkWraith
11-07-11, 05:23 PM
IM sorry if this has ben asked b4 i ran a search and read this thread for a bit and there is so many posts. SO im just going to ask!

IS THIS MOD COMPATIBLE WITH Magnum Opus mod? because when i install Magnum opus then this mod it screws up my whole interface but if i install MO then this it looks like MO ovverites all the changes from UI boat.

i might be doing somthing wrong here pardon my noobness.

short answer is not compatible :yep:

Lenam
11-07-11, 05:33 PM
And is compatible with Open Horizons II?

TheDarkWraith
11-07-11, 05:37 PM
And is compatible with Open Horizons II?

Yes. PM Trevally for more info on it or visit his OHII/OHII support threads :up:

Dermeister
11-07-11, 05:56 PM
allright thanks ill get OH II

voheret
11-29-11, 06:58 AM
I'm very sorry for annoying question, but... when at last?

reaper7
11-29-11, 02:09 PM
I'm very sorry for annoying question, but... when at last?

Hi Vonheret and welcome to the forums.

I'm in a bit of a predicament at the moment. I've got most of the new version done (Possibly a few bugs left).
But my problem is I can't test it to check what else need doing as my Gaming PC is no more :wah:. I'm now using my HTPC Machine (Can't run SH5 - Only Sh3 which I'm using to work on the U-Boot_HAHD Mod for Sh3).

So I don't know what to do:

I could upload as is - but Like I say There could be a load of bugs - which I can't fix (Script wise - as I can't run the Game).

What do you all think - Would ye be ok to Test as is Like a Ui_Boat V5.0 Beta :03:

Gerald
11-29-11, 02:12 PM
@ Voheret! Welcome to SubSim,:salute:

reaper7
11-29-11, 03:20 PM
Ui-Boat V5.0 Beta

Uploaded UI as is for testing, as I can't test it on my own system for now. :damn:

Anyway see how it goes and post what bugs you do find. Hopefully I can work some of them out from this end. :up:

Download Link:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3439

Lewis Wingerter
11-29-11, 03:59 PM
Hi Reaper7 I have downloaded the file . I cant wait to test it. When I install
it, do I put it after or before OHII.

voheret
11-29-11, 04:21 PM
Hi reaper7! Thank you for quick reply. To be honest, I fell in love with Ui-boat from the very start, and now, for me, it would be interesting even in Beta (with inescapable bugs).:yeah:
Anyway, please don’t stop.

voheret
11-29-11, 04:23 PM
@Vendor! Thank you, sir
:salute:

Trevally.
11-29-11, 04:58 PM
Hi Reaper7 I have downloaded the file . I cant wait to test it. When I install
it, do I put it after or before OHII.

Install Ui-Boat v5 and then OHII

The only overwrite is some CFG files for the units (unittype=). Installing OHII last will keep the campaign correct and not effect Ui-boat:up:

Lewis Wingerter
11-29-11, 09:41 PM
Install Ui-Boat v5 and then OHII

The only overwrite is some CFG files for the units (unittype=). Installing OHII last will keep the campaign correct and not effect Ui-boat:up:

Thanks Trevally for your help:rock:

tonschk
11-30-11, 04:42 AM
:salute: Thank you :DL reaper7 :yeah:

Magic1111
11-30-11, 08:03 AM
Hi reaper7! Thank you for quick reply. To be honest, I fell in love with Ui-boat from the very start, and now, for me, it would be interesting even in Beta (with inescapable bugs).:yeah:
Anyway, please don’t stop.

:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

reaper7
11-30-11, 12:59 PM
No problem Guys, just wish I could run it to fix what needs fixing. Can someone test to see if Fat/Lut panel is functional (Need to have fat/Lut torpedoes loaded - will be a green icon on R.H.S of screen to show panel) :up:

Also I've removed the Left and Right TDC Panels, now that the Full TDC is Implemented - will save on resources and less textures for engine to load.

kidtx
11-30-11, 08:40 PM
it's looks great~ thanks :):salute:

Magic1111
12-01-11, 07:58 AM
Ui-Boat V5.0 Beta

Uploaded UI as is for testing, as I can't test it on my own system for now. :damn:

Anyway see how it goes and post what bugs you do find. Hopefully I can work some of them out from this end. :up:

Download Link:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3439

Hi Folks!

Is it possible that someone post a few screenshots from the new version please? Many thx in advance!

Best regards,
Magic:salute:

TheBeast
12-01-11, 07:03 PM
No problem Guys, just wish I could run it to fix what needs fixing. Can someone test to see if Fat/Lut panel is functional (Need to have fat/Lut torpedoes loaded - will be a green icon on R.H.S of screen to show panel) :up:
Because Reaper7 is unable to run SH5 right now. We need to be very specific when reporting any problems that are discovered during game play so Reaper7 is able to quickly resolve any issue's without having to ask to many additional questions, if any at all.

Also I've removed the Left and Right TDC Panels, now that the Full TDC is Implemented - will save on resources and less textures for engine to load.
Obviously, working with the U-Boot HAHD team has been a good learning experience.
Optimization is cleary a priority for you now.:up:

Lewis Wingerter
12-02-11, 08:03 AM
I installed 5.0 beta and OHII 1.5 with patch 2. I started a new campaign. In the bunker the the two officers are injured with the only instruction go to game(doesn't work) and the map insert is up and show white with a box with a X in it. The only thing I can do is walk around.:damn: I hope I explained this well enough for reaper7
I have been using 4.14 and OHII with very little problem.

reaper7
12-02-11, 09:16 AM
I installed 5.0 beta and OHII 1.5 with patch 2. I started a new campaign. In the bunker the the two officers are injured with the only instruction go to game(doesn't work) and the map insert is up and show white with a box with a X in it. The only thing I can do is walk around.:damn: I hope I explained this well enough for reaper7
I have been using 4.14 and OHII with very little problem.


Hi Lewis that sound like a case of Mod soup - quite common is SH5 and any changes to the default scripts.

Can you Un-install all your mods start a campaign. Return to Port then re-install the mods.
That should sort it out. :up:

reaper7
12-02-11, 09:17 AM
Because Reaper7 is unable to run SH5 right now. We need to be very specific when reporting any problems that are discovered during game play so Reaper7 is able to quickly resolve any issue's without having to ask to many additional questions, if any at all.

Obviously, working with the U-Boot HAHD team has been a good learning experience.
Optimization is cleary a priority for you now.:up:


Thanks Mate, Guess soumething good rubbed of alright :haha:

Lewis Wingerter
12-02-11, 10:40 AM
Thanks reaper7 for the quick response. I will try that. I wont be able to do that until latter today. thanks again

Lewis Wingerter
12-02-11, 03:48 PM
Hi reaper7 I did what you advised and got the same result(beta doesnt like me). I will wait until there more data out there. If you have any more ideal that you would like me to try let me know thanks

I will keep playing Ui 4.14.(great mod)

reaper7
12-02-11, 03:57 PM
Hi reaper7 I did what you advised and got the same result(beta doesnt like me). I will wait until there more data out there. If you have any more ideal that you would like me to try let me know thanks

I will keep playing Ui 4.14.(great mod)


Hi Mate do you have any Script Error Messages open, you may have to Alt_Tab out of Sh5 to see them. ;)

Is this Beta working for anyone, if so then its not a script error but a Mod Install error.

Lewis Wingerter
12-02-11, 05:57 PM
I didn't see any script error. I first thought that I may have gotten a bad download. so I downloaded it again. One other thing I tried was just using the 5.0 mod and I got a CDT. The 4.14 ver works great.

TheBeast
12-03-11, 06:31 PM
I have looked everywhere in the UI-Boot v4.14 trying to find out my Battery and Fuel levels.
There is no integrated guage to display this information with the exception of viewing the Systems Management Page (SH5's Damage PAGES).:timeout:
IMO. these guages should be in your face at all times or at least some where that does not cover my entire screen to get this information.:wah:
Bringing the Systems Management Page up while trying to avoid DD's to check Battery Levels is major emmersion killer for me.:wah:
I was even running to Aft Torpedo Room to check these level just so I dont bring up Systems Management but thats just me.:wah:(Enough Crying):haha:

The Type-VIIA/B do not have any working guage to display Battery Level as the Aft Torpedo Room for these two models have no provisions to add Dial Controls to display this information.

All boats use the same Engine Room but the Stock Engine Room is also not complete and the Fuel Gauge is missing Dial control to display fuel level but this dial control can be added (Even SteelViking and BIGREG missed this in their Interior MODS).

All boats use the same Control Room. The Control Room has guages for Fuel, Battery, Compressed Air and Co2 Levels but again, these gauges are not complete and you are unable to add Dial Controls to make these guages work.
(I am investigating possablity of MOD to fix CR Battery Level Guages next to Ballast Control Station behind stairs to CT).:hmmm:

Can you add Integrated Levels display to your UI?:06:
Maybe on the Captain or Motorman Crew page(s)?:06:

Regards!:salute:
TheBeast

reaper7
12-04-11, 05:18 AM
I have looked everywhere in the UI-Boot v4.14 trying to find out my Battery and Fuel levels.
There is no integrated guage to display this information with the exception of viewing the Systems Management Page (SH5's Damage PAGES).:timeout:
IMO. these guages should be in your face at all times or at least some where that does not cover my entire screen to get this information.:wah:
Bringing the Systems Management Page up while trying to avoid DD's to check Battery Levels is major emmersion killer for me.:wah:
I was even running to Aft Torpedo Room to check these level just so I dont bring up Systems Management but thats just me.:wah:(Enough Crying):haha:

The Type-VIIA/B do not have any working guage to display Battery Level as the Aft Torpedo Room for these two models have no provisions to add Dial Controls to display this information.

All boats use the same Engine Room but the Stock Engine Room is also not complete and the Fuel Gauge is missing Dial control to display fuel level but this dial control can be added (Even SteelViking and BIGREG missed this in their Interior MODS).

All boats use the same Control Room. The Control Room has guages for Fuel, Battery, Compressed Air and Co2 Levels but again, these gauges are not complete and you are unable to add Dial Controls to make these guages work.
(I am investigating possablity of MOD to fix CR Battery Level Guages next to Ballast Control Station behind stairs to CT).:hmmm:

Can you add Integrated Levels display to your UI?:06:
Maybe on the Captain or Motorman Crew page(s)?:06:

Regards!:salute:
TheBeast


Hi Mate, sure that is something I can add ok. Thanks for the suggestion.
Is the Mod running ok for you?

Lewis Wingerter
12-04-11, 11:00 AM
Hi reaper7 I did some more testing and I tried just the UiB 5.5 beta and no other mod and I got the same result. I dont know how much different 5.0 is from 4.14 is. I thinking with the white tai map box with a x(video card problem)could be a something in my card. As for every crewman I talk to are injured and no dialog in the box I dont have a clue. As of now it apears that I only have this problem with your mod. Thanks for the great mod

My video card is a Nivida Geforce GTS 450 with the newest drivers. My OS Win 7 64 bit 4gig of ram.

reaper7
12-05-11, 11:13 AM
Hi reaper7 I did some more testing and I tried just the UiB 5.5 beta and no other mod and I got the same result. I dont know how much different 5.0 is from 4.14 is. I thinking with the white tai map box with a x(video card problem)could be a something in my card. As for every crewman I talk to are injured and no dialog in the box I dont have a clue. As of now it apears that I only have this problem with your mod. Thanks for the great mod

My video card is a Nivida Geforce GTS 450 with the newest drivers. My OS Win 7 64 bit 4gig of ram.


Hi Lewis, the symptoms you describe are related to a bad Install of the Mod.
What you are seeing is the result of the scripts being deactivated while the game is running.
(if you open the Menu Editor for the relevant pages you'll see what I mean).
So what you are seeing is all the Graphics that are used by that page as backgrounds etc so the White box is the map bacground - but as the script is nor running the game can't overlay the relevant textures etc on top.
The crew members are displaying all the graphics on-screen as the script can't move them off-screen until required.

As your not getting a script error while running and no-one has reported a problem - I can only say there is something wrong with your Sh5 Mods Installation.

Only thing I can recommend is a full un-install of Sh5 and its directories, then re-install from scratch. :-?

Lewis Wingerter
12-05-11, 11:22 PM
Hi Reaper I uninstall and reinstall the game. Still no luck I am still having the same problems. I will stick with Ui 4.14. That is a great mod. Thanks for all your help:up: keep putting out them great mods:salute:

reaper7
12-06-11, 06:53 AM
Hi Reaper I uninstall and reinstall the game. Still no luck I am still having the same problems. I will stick with Ui 4.14. That is a great mod. Thanks for all your help:up: keep putting out them great mods:salute:

Hi Lewis, by an chance do you know how to run the Game in Editor (Not sure of the name) Mode.
If so you can run the game in windowed mode - once game is running you can rightclick the menu bar and bring up the script window.
This will show what scripts are running (Tickbox ticked) and what scripts have failed (Tickbox empty) SO for example if the Tickbox for Page_DefaultHud is not ticked the problem lies here.
This would help to track down the culprit. :up:

Lewis Wingerter
12-06-11, 08:24 AM
Hi Reaper no I did not know how to do the editor I will try again and per your instruction I will see what happen. I will get back thanks



Any help on how to run the editor

Lewis Wingerter
12-06-11, 03:28 PM
Hi reaper I have no ideal how to run the in game editor. I played the game for a few min. and found that none of the command that around the sides would work when you click on them. keyboard command worked fine. The game work fine except for the officer has blank dialogue boxes and are injured and none of your mouse icon work. Is there a file that I can check and compare with ver 4.14 file. Sorry for all the trouble mate


I downloaded v 5.0 3 times and i know II had to have gotten a good download. Since it appears that no one is having problems with the mod and I had no problem with 4.14 it doesn't make any sense why I am having the problem with 5.5 interface

reaper7
12-06-11, 06:17 PM
Hi reaper I have no ideal how to run the in game editor. I played the game for a few min. and found that none of the command that around the sides would work when you click on them. keyboard command worked fine. The game work fine except for the officer has blank dialogue boxes and are injured and none of your mouse icon work. Is there a file that I can check and compare with ver 4.14 file. Sorry for all the trouble mate


I downloaded v 5.0 3 times and i know II had to have gotten a good download. Since it appears that no one is having problems with the mod and I had no problem with 4.14 it doesn't make any sense why I am having the problem with 5.5 interface


TO run in Mod Mode you need to chnage the cfg file as follows:
Open the following
C:\.......\Documents\SH5\data\cfg\Main.cfg

And change the following from:
[DEVELOPING]
Modding=No
MenuEditor=No
DebugScripts=No

TO:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes

Also you need to play in windowed Mode. YOu can change this in the Game Menu or in the above file in these settings:

[VIDEO]
AntialiasingLevel=4; 0=none, 1=non-maskable, 2=2x, 4=4x, ...

Resolution=1440,900,75,22;16:10
FullScreen=No
Synchronized=Yes

(just make sure you pick a resolution lower than desktop resolution.)

Now when yoy start SH5 you can right click the Menu-bar and run the Script Editor.

Lewis Wingerter
12-06-11, 07:05 PM
Hi Reaper I set it up and I an using 1600 900 got the window mode. When I right clicked on the menu bar I don't see a script editor I am using win 7 64 bit

reaper7
12-15-11, 01:04 PM
Is this working for everyone (Except Lewis Wingerter :06:)

TheBeast
12-15-11, 02:48 PM
I was having some problems with v4.14 so I never tried v5.0 Beta.
I think some of the problems were caused by my data\Menu\Pages\Page WeaponsAndSensors.ini file.
You removed some entries and added drag ability. My INI does not reflect those changes.

Then I upgraded from NewUIs_TDC_3_2_0_TheDarkWraith to NewUIs_TDC_6_9_0_TheDarkWraith.

Didn't realize I have been out of the loop for so long.

Regards!
TheBeast

fromhell
12-15-11, 06:16 PM
hi reaper7, love your mods, just downloaded v5, just wondered b4 i play, are there any patches i should install.
many thanks.:salute:

Lewis Wingerter
12-16-11, 09:49 AM
Hi fromhell I could not get v5 to work. Reaper 7 been helping me but it still doesn't. I have not seen any post ref v5 to know if anybody been using it or if it works .:06: I went back to ver 4.14 and OHII which work great. :up: Good luck with v5. As for patches for v5 I have not seen any. I agree with you that Reaper mods are great:salute:

voheret
12-16-11, 11:43 AM
Yes, unfortunately 5.0 is completely unplayable now.:wah:Still waiting for good news from reaper7.

Lewis Wingerter
12-16-11, 01:34 PM
Thanks Voheret :up: I thought I was doing something wrong with 5.0. I will keep playing with 4.14 until 5.0 is playable.

fromhell
12-16-11, 01:50 PM
v5 messed up my game, had to reinstall.:damn:
sorry reaper7, seems my mod soup and your new mod didnt like each other.
never mind,i love the screen shots and look forward to playing v5 later.:D
many thanks.
by the way, where can i find TDWs 4 gig program, any help.:D

Hartmann
01-02-12, 01:17 PM
Is 4.14 mod compatible with TDW ui mod ?? could be installed on the top ??


v5 messed up my game, had to reinstall.:damn:
sorry reaper7, seems my mod soup and your new mod didnt like each other.
never mind,i love the screen shots and look forward to playing v5 later.:D
many thanks.
by the way, where can i find TDWs 4 gig program, any help.:D

I don´t know if is the 4 gig program but there are some fixes about memory, look at this thread

http://www.subsim.com/radioroom/showthread.php?t=190656

TheDarkWraith
01-02-12, 01:57 PM
Is 4.14 mod compatible with TDW ui mod ?? could be installed on the top ??

I can give you a short answer for this:

Any mod that overwrites anyone's .py files (or .ini files for that matter) will more than likely break the mod. So the answer is no.

jrescalante
01-03-12, 02:34 AM
Is 4.14 mod compatible with TDW ui mod ?? could be installed on the top ??


I can validate what TDW said from experience, it did not work with the TDW UIs in my soup . :nope:

fromhell
01-13-12, 04:11 PM
hi reaper7, just wondered how version 5 was comming along, i am really looking forward to it.:salute:

reaper7
01-13-12, 06:21 PM
Afraid I my PC that was running SH5 is no more, my current machine who's main function is a HTPC is not up to the job of running sh5 at more than 1 frame every 10seconds :nope:
So alas at the moment I can't do any more with Sh5 till I get a better Graphics card. I released a beta version of V5 but don't know if anyone got it working :06:

fromhell
01-14-12, 03:30 PM
tried it but it is very buggy and wouldnt run. sorry.
did look good though.:salute:

reaper7
01-14-12, 05:42 PM
tried it but it is very buggy and wouldnt run. sorry.
did look good though.:salute:

I expected it to be alright as I couldn't test it myself - due to insufficient PC power. I had made so much changes to the scripts (unfinished).
Also removed the TDC panels from the scopes and created a Full replica TDC in their place and a replica Fat/Lut panel too.

I will get back to it down the road once I get a new Graphics card.

Will be a while before I've the funds to get one as I've just purchased a Thrustmaster Cougar HOTAS and the Thrustmaster MFD pack for falcon BMS 4.32 :rock:

http://media.gdgt.com/img/product/23/hyz/hotas-cougar-1v9o-640.jpg

http://www.hardwarelook.com/images/uploads/REVIEWS/PERIPHERALS/Thrustmaster_Hotus_Warthog_Review/Thrustmaster_MFD_Cougar.png

fromhell
01-14-12, 06:04 PM
they really look the buisness, might give that falcon alook, is it good and realistic:D

reaper7
01-15-12, 03:40 PM
they really look the buisness, might give that falcon alook, is it good and realistic:D

The most realistic Sim out there, gives any comerical product a run for their money.
Need a lot of time to learn - Even myself am completely lost as so much has changed from the original Falcon 4.

Have spent a few hours today with an old stick (Saitek X-45) just learning to start up the Jet from coldstart :o.

Even real Viper Jocks are amazed by how well everything is now modeled in BMS 4.32.
My aim is to build a replica Cockpit with all switches, dials and panels fully working. I've also got some Force Feedback Resistors on the way to Mod the stick so that it doesn't move but responds to force applied to the stick - same as how the real one works. :yeah:

check out http://www.benchmarksims.org/forum/content.php if your Interested.
You still need the original Falcon4.exe to install the Mod.
But it can be got cheap on the net - I got the Binder edition (Full printed 900 page Binder manual) for €10.00 with maps, Falcon 4 etc. :yep:

ronni3162
01-16-12, 05:59 AM
Hey guys...

I have a small problem... Every time I dive by pressing the depthgauge...lets say i want to go to 40 meter. the sub starting to crash dive...what is the problem here, or is it because i use some other mod, who dosn`t work with the 4.14 part?

I how someone here can help me?

Regards Ronni

TheBeast
01-16-12, 01:03 PM
Tester needed to verify this Compat MOD

E.U.F. v1.41 Compatablity Patch for UI-Boat v4.14 @09:48 1/16/2012
------------------------------------------------------------------
This MOD is JSGME Ready!

PURPOSE:
This MOD adds files required to make "Equipment Upgrades Fix" MOD
compatable with "Ui-Boat V4.14" MOD.

EFFECTED FILES:
Changes file "data\Menu\Pages\Page WeaponsAndSensors.ini" for use
with the "Ui-Boat V4.14" MOD.

INSTALL ORDER:
Ui-Boat V4.14
Equipment Upgrades Fix v1.4
Equipment Upgrades Fix v1.4 Patch 1
Equipment Upgrades Fix v1.4 Patch 1 HotFix
Equipment Upgrades Fix v1.4 Compatablity UI-Boat V4.14

DOWNLOAD LINK:
http://www.mediafire.com/?h31upnjksarp3to (http://www.mediafire.com/?h31upnjksarp3to)

Regards!
TheBeast

reaper7
01-16-12, 01:25 PM
Hey guys...

I have a small problem... Every time I dive by pressing the depthgauge...lets say i want to go to 40 meter. the sub starting to crash dive...what is the problem here, or is it because i use some other mod, who dosn`t work with the 4.14 part?

I how someone here can help me?

Regards Ronni

Sounds like a bad Mod Install :hmmm:
Best to uninstall all, then return to port before reactivating them again.

Tester needed to verify this Compat MOD

E.U.F. v1.41 Compatablity Patch for UI-Boat v4.14 @09:48 1/16/2012
------------------------------------------------------------------
This MOD is JSGME Ready!

PURPOSE:
This MOD adds files required to make "Equipment Upgrades Fix" MOD
compatable with "Ui-Boat V4.14" MOD.

EFFECTED FILES:
Changes file "data\Menu\Pages\Page WeaponsAndSensors.ini" for use
with the "Ui-Boat V4.14" MOD.

INSTALL ORDER:
Ui-Boat V4.14
Equipment Upgrades Fix v1.4
Equipment Upgrades Fix v1.4 Patch 1
Equipment Upgrades Fix v1.4 Patch 1 HotFix
Equipment Upgrades Fix v1.4 Compatablity UI-Boat V4.14

DOWNLOAD LINK:
http://www.mediafire.com/?h31upnjksarp3to (http://www.mediafire.com/?h31upnjksarp3to)

Regards!
TheBeast


Thanks for the update, Will be appreciated by many.
Hopefully I get back up and running soon to get V5.0 Shipshape :salute:

fromhell
01-17-12, 06:04 AM
Really really looking forward to v5.:up:

one thing though, i tried your stadimeter fix and seems only compatible with stock game. any chance of a version for UI 4.14 please.:D
many thanks.:salute:

( we will all have to chip in and get you a new graphics card):eek:

reaper7
01-17-12, 01:18 PM
Really really looking forward to v5.:up:

one thing though, i tried your stadimeter fix and seems only compatible with stock game. any chance of a version for UI 4.14 please.:D
many thanks.:salute:

( we will all have to chip in and get you a new graphics card):eek:

Hi Mate the standalone stadimeter fix version is only for stock.

Ui boat already has it included in V4.14 :up: its activated from the periscope icon in the top right when in the Scope stations.

Grey - Not available (Not at a Optics station)
Yellow - Ready for Activation (At an Optics Station)
Green - Activated (click to update TDC with correct Mast height)

when clicked the Green Scope icons flashes red for 3 seconds to show TDC updated. :up:


;)

fromhell
01-17-12, 06:07 PM
thanks reaper7, what an old fool i am.:salute:

reaper7
01-18-12, 01:11 PM
thanks reaper7, what an old fool i am.:salute:

Not at all mate, never did get around to finishing the Manual for it. Probably needs re-writing at this stage too as the Mod has changed in looks so much :D.

Will add that to my to-do list, also may have a solution to my graphics card Issue Re: Running SH5 :03: fingers crossed :up:

Michal788
01-31-12, 01:52 PM
Must i use HiDef UI Patch v2.02 and HiDef Realistic Interfac V2.1 ?
Or only the HiDef Realistic Interface v2.1 ?
On the UI-Boat v4.14 mod.

reaper7
01-31-12, 06:47 PM
Just UI-Boat v4.14, others are older versions only for 1080P resolution.
UI-Boat v4.14 is for any resolution. ;)

Michal788
01-31-12, 06:56 PM
Ok thanks i remove them.
How is it going with version 5? :DL

reaper7
02-01-12, 01:29 PM
Ok thanks i remove them.
How is it going with version 5? :DL

Still need to get a new graphics card, to be able to run Sh5. Untill then I can't do anything as my current PC I'm running on only displays Sh5 as a slideshow :wah:.