View Full Version : [REL] Ui-Boat V5.xx
reaper7
08-03-10, 03:41 PM
Ui-Boat V5.02
Here's a few screenshots of the Included Features in Ui-Boat:
Slideout Charts
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Ui-Boat_V502_1.jpg
Replica TDC
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Ui-Boat_V502_2.jpg
Periscopes come with 2 filters these can also be used together to give 3 filter selections:
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Filters.jpg
Scopes now feature Historic FOV's for both Attack and Obs scope. Also proper and Accurate Graticules are now included for both scopes and RAOBF.
New Graphics for the Attack Scope, Observation Scope and RAOBF.
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Scopes.jpg
Recon Manual
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Recon-Manual.jpg
This in conjunction with the Included fixes to the Recognition Manual Stats (Thank you toniloCoyote) now allow 100% Accurate Manual Targeting :woot:.
Navigation Map
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Navigation-Map.jpg
TriRing Compass
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Compass.jpg
Stopwatch and Clock
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Clocks.jpg
Attack Disc
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Attack-Disc.jpg
Draggable Order Screens
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Draggable-Orders.jpg
I hope you enjoy this replacement UI for Stoch SH5, Included many fixes for a more enjoyable experience.
I recommend the use of SteelVikings Interior Mod V1.2 with this UI Mod.
For the perfect VII-A/B/C experience. :woot:
http://www.subsim.com/radioroom/showthread.php?t=171415&highlight=steelvikings
To download this UI Mod, just follow this link:
Beta version of my latest UI V5.02
Download: http://www.subsim.com/radioroom/downloads.php?do=file&id=3488
Changes From 5.01
TDC is 100% complete (Proper Glass on Gauges)
RedLight Masks for TDC and Fat/Lut Panels complete
Lightened colour in MessageBox so Text is more readable
Added Rotatable handels in Fat/Lut to move Dial Needles
Fixed Crew Orders Clipboard so its selectable
Removed 2nd Knob (non functioning) from the Torpedo Speed Dial in TDC
Older Versions
V3.1 (Ui-Boat)
http://www.subsim.com/radioroom/downloads.php?do=file&id=2868 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2868)
V4.14 (Ui-Boat) (V3.1 Not required to Install V4.0)
http://www.subsim.com/radioroom/downloads.php?do=file&id=3171 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3171)
Credits to all who helped me along the way Including:
karamazovnew - For his insperation with his KIUB Mod for SH4
SteelViking - Numerous Graphics Rework
Bigreg - Hydrophone fix
Capt. Teach's - Color Icons
Connus00 - Flag Chart
Skasjer - Digital Clock
KarlKoch - Soundfiles Mod for the Commands.cfg
Capt. Teach - Colour Order Icons
Makman94 - Info and Technical Advice on setting up the Scopes
toniloCoyote - Corrected Ship Stats
RibaR - 1 Degree Bearing dial
If I've left anybody out, and I most likely have (Bad housekeeping :D) please let me know to give the credit deserved.
Thanks everybody. :yeah:
reaper7
08-03-10, 03:41 PM
RAOBF for Ui-Boat by Luken
Hello, I want to present you an alternative RAOBF for fans of that great tool .
RAOBF for Ui-Boat by Luken
JSGME ready.
Just install after Ui-Boat.
http://i44.tinypic.com/rhq491.png
Licence:
You can do everything you want with these graphics, but it would be NICE (not necessary) to give me a credit, and inform me how are you going to use it (eg. by PM - not necessary however - I'm just interested) .
Download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3500 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3500)
Replacement Clock by Mithrandirs
Alternative Clock by Mithrandirs.
Simply extract using JGSME and select ok to overwrite the existing files.
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Clock.jpg
Download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1916 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1916)
Das Boot Crew Icons
Alternative Das Boot Crew Icons by Illyustrator.
Simply extract using JGSME and select ok to overwrite the existing files.
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Ui-Boat%20V3/Dasboot.jpg
Download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2772 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2772)
reaper7
08-03-10, 03:42 PM
Reserved for Video's and Tutorials
SteelViking
08-03-10, 04:21 PM
I must say reaper7, your UI is absolutely stunning, and it brings back a lot if not all of the functionality and immersion that we had with the UIs of SHIII. I can't wait for the redone scopes:D
Oh, and thanks for the compliment/reference to my interior mod, our two mods do go really well together IMHO.:yeah:
PL_Andrev
08-03-10, 04:32 PM
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Messages.jpg
What does it mean:
Time to end & Range to end?
:doh:
Nisgeis
08-03-10, 04:34 PM
Distance and Time to next waypoint?
SteelViking
08-03-10, 04:37 PM
Distance and Time to next waypoint?
No, that means to the end of the currently plotted course.
Sepp von Ch.
08-03-10, 06:31 PM
Looks really great!:o Lovely mod! Is this mod compatible with TDC by The Dark Wraith (currently version 3.9.2) please?
http://s4.postimage.org/hOoYA.jpg (http://www.postimage.org/image.php?v=aVhOoYA)
clayman
08-03-10, 07:06 PM
Holy Cow ... stunning work! :up::up::up:
You just keep throwing the immersion factor through the roof!
Thank you
b3rnard0c
08-03-10, 08:52 PM
A tip: delete all files "thumbs.db"... 118 files occupying 6.5MB.
Your mod: 20.5 mb --> 14.0 mb
The images are very impressive. Good work.
Wow!:o
Very impressive sir!
Thanks for sharing ur work...
This is what I was lookin for.
All the best, Trebb.
Edit: Running in 2560x1600. The scopes get very small/distorted...
Any chance for an Hi Res version?
DavyJonesFootlocker
08-03-10, 11:09 PM
Wow! Gonna try this one out.:up:
Stormfly
08-04-10, 01:30 AM
Thanks a lot, look and feel is very admospheric, i like it :yeah:
also have some minor problems with it, why is the white crosshair visible in 3d free roaming, i thought the majority would hate this nub shooter cross :D
entering the attack scope will auto rise the OBS scope.
would be nice if windows opened via new officers panel would have the old "X" for closing them.
any chance for adding a german menue.txt ?
Very, very nice work Reaper7.
:up:
Holy crap, this looks stunning now. Definatly trying this one out :D
rascal101
08-04-10, 05:16 AM
Very nice Mod - clashes with a few others - but nothing serious as yet - a couple of issues - for some reason since installing this mod my observation scope keeps rising by itself - I lower it then go do something - then I go to outside camera and its up halfway - seems if I do anything any where on the sub using the mousewheel this scope just raises
Also Cant find the dept under keel whihc is a bit of a boar when your crash diving - a very important tool but seems to be missing
Best Regards
R
Hans Hansen
08-04-10, 06:46 AM
It taken along time to get this from an Alpha WIP to a Releasable version, but here it is at last.
Hi
looks great! :yeah:
I'll check it out immediately.
Could you post your modlist, please?
Might help us to decide which mods go well together and which not.
reaper7
08-04-10, 10:01 AM
What does it mean:
Time to end & Range to end?
:doh:
You'll find those orders under Navigator, there one of 3 for getting time and range to end of plotted course.
Time to end is the time to complete the current plot at current speed.
Range to end is the total distance to the last waypoint. :up:
Looks really great!:o Lovely mod! Is this mod compatible with TDC by The Dark Wraith (currently version 3.9.2) please?
Sorry this Mod is not compatiable with TDW UI, nearlly all files and scripts are conflicting :wah:.
Wow!:o
Very impressive sir!
Edit: Running in 2560x1600. The scopes get very small/distorted...
Any chance for an Hi Res version?
This is a HiRes version. Its being built from scratch to achiev max results at 1080P (1920x1080) or (1920x1200).
Any resolutions over this and thing's start to get out of position and shrink below recommended levels.
While thats a higher resolution your playing at, the way stock SH5 is built at 1024x768 and uses scalling to enlarge items for larger resolutions you only end up with blurry graphics at very high resolutions.
I could of went the stock method at the begining of this Mod but took the decission to go the non scalling and sharper graphics method with this Mod.
Thrust me its worth setting SH5 to 1080P levels with this Mod to get the sharpest and best positioning.
Thanks a lot, look and feel is very admospheric, i like it :yeah:
also have some minor problems with it, why is the white crosshair visible in 3d free roaming, i thought the majority would hate this nub shooter cross :D
entering the attack scope will auto rise the OBS scope.
would be nice if windows opened via new officers panel would have the old "X" for closing them.
any chance for adding a german menue.txt ?
Will look into the Obs scope rising issue. Thanks for heads up. :up:
If anyone wants to do a german menu.txt send it in for inclusion.
Very nice Mod - clashes with a few others - but nothing serious as yet - a couple of issues - for some reason since installing this mod my observation scope keeps rising by itself - I lower it then go do something - then I go to outside camera and its up halfway - seems if I do anything any where on the sub using the mousewheel this scope just raises
Also Cant find the dept under keel whihc is a bit of a boar when your crash diving - a very important tool but seems to be missing
Best Regards
R
Will sort out the scope issue ;). As for Dept under keel, you'll find that under the Navigator orders. :up:
reaper7
08-04-10, 10:36 AM
Ok I've been testing the Obs scope and can't recreate it rising by itself.
Is everyone having this Issue or just some :06:. Maybe the wrong Obs script made it into the packaged mod.
I'll pack up the current Obs script to see if that sorts out the issue just in case thats the problem. Will post here when done. :up:
EDIT: Try this - http://rapidshare.com/files/411009153/Obs_Periscope_Fix.7z.html
Sepp von Ch.
08-04-10, 12:04 PM
You'll find those orders under Navigator, there one of 3 for getting time and range to end of plotted course.
Time to end is the time to complete the current plot at current speed.
Range to end is the total distance to the last waypoint. :up:
Sorry this Mod is not compatiable with TDW UI, nearlly all files and scripts are conflicting :wah:.
:wah: :wah::wah:
But thanks for your answer.
reaper7
08-04-10, 12:09 PM
HiDef 3D Replacement Scopes Released:
These are replacment Periscope Graphics for the UI Mod.
Simply extract using JGSME and select ok to overwrite the existing files.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Attack3D.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Obs3D-1.jpg
Download from Link in second post: :yeah:
SteelViking
08-04-10, 12:15 PM
Awesome! I can't wait to take a look out of em.:woot:
Reaper7, I also cannot reproduce the obs scope rising by itself, everything seems fine to me.
reaper7
08-04-10, 12:27 PM
Awesome! I can't wait to take a look out of em.:woot:
Reaper7, I also cannot reproduce the obs scope rising by itself, everything seems fine to me.
I have a feeling that maybe they are making them rise using the commands under the XO Orders. :hmmm:
That or the Mod has been installed over another that may be causing the problem.
Any luck getting permission to update your Interior Mod V1.1
I keep finding new things all the time I look around :D.
SteelViking
08-04-10, 12:43 PM
I have a feeling that maybe they are making them rise using the commands under the XO Orders. :hmmm:
That or the Mod has been installed over another that may be causing the problem.
Any luck getting permission to update your Interior Mod V1.1
I keep finding new things all the time I look around :D.
Still no word back, but I am uploading it to mediafire right now for a short term solution.
:DYeah, I expect it will literally take a month or more of playing for folks to notice all the changes, that is how detailed I made it.
Krauter
08-04-10, 01:29 PM
Is this compatible with TDWs UIs Mod?
Why I'm asking is that I've been using his for a while now, and while your UI Mod is amazing it just seems foreign to me. However, what has intrigued me with this mod, and if I understand correctly, is the clickable TDA.
If I understand correctly do we need to, in this mod, gather data from the scopes and then exit scope and input the data in the TDA in the conning tower?
reaper7
08-04-10, 01:39 PM
No the TDC Panels are Hidden/Shown by use of buttons at the bottom of the screen. You can hide/show them in any order you wish to display.
This Mod re-introduces the SH3/4 style of playing to SH5. :03:
These are the orders available from the officers clipboard.
Captain
Crew_control
Crew_control_ForSpecialAbilities
XO
Propulsion_standard
Propulsion_recharge
Rig_for_silent_running
Secure_from_silent_running
Rise_snorkel
Lower_snorkel
Periscope_depth
Snorkledepth_depth
Rise_whole_periscope
Lower_whole_periscope
Rise_whole_obs_periscope
Lower_whole_obs_periscope
Watchman
WP_Target_nearest_ship
WP_Target_nearest_warship
WP_Target_nearest_merchant
WP_Target_recommended
Report_nearest_visual_contact
WP_Identify_target
Watch_crew
WP_Take_photo
Navigator
Navigation_map
Report_time_to_turn
Report_time_to_course_end
Report_range_to_course_end
Get_depth_under_sub_keel
Report_weather
Engineer
Page Subsystems
Radioman
Radio_messages
Radar_one_sweep
Radar_continuous_sweep
Sonar_ping
Sonar_pong
Report_nearest_radio_contact
Send_contact_report
Send_weather_report
Send_patrol_report
Soundman
Hydrophone_normal_sweep
Report_nearest_sound_contact
Report_nearest_warship_sound_contact
Follow_nearest_sound_contact
Follow_nearest_warship_sound_contact
Estimate_range_to_contact
Precise_range_to_contact
Motorman
Knuckle_port
Double_knuckle_port
Knuckle_starboard
Double_knuckle_starboard
Deploy_decoys
Crash_dive
Emergency_surface
Order_maintain_depth
Heading_to_view
View_to_heading
Torpedoman
WP_Identify_target
WP_Solution_to_target
WP_Solution_on_map
WP_Compute_solution
WP_Fire_torpedo
Page Guns
Gunner
WP_Identify_target
Page Guns (Torpedo Page)
WA_Engage_target
Man_the_deck_gun
Man_the_flak_gun
Man_the_deck_and_flak_guns
DGuns_Fire_at_will
DGuns_Hold_fire
DGuns_Short_range
DGuns_Medium_range
DGuns_Long_range
DGuns_Aim_hull
DGuns_Aim_cmd_deck
DGuns_Aim_weapons
DGuns_Aim_waterline
AAGuns_Fire_at_will
AAGuns_Hold_fire
AAGuns_Short_range
AAGuns_Medium_range
AAGuns_Long_range
AAGuns_Aim_fighters
AAGuns_Aim_bombers
AAGuns_Aim_any
AAGuns_Closing_targets
AAGuns_Any_targets
Bosun
(Page Gramophone)
(Page Radio)
Cook
N/A
Krauter
08-04-10, 01:44 PM
Ahh ok.
What I assumed was that you had to manually input the data on the TDC panel in the Conning Tower
rascal101
08-04-10, 04:38 PM
Try lowering it by hand - then go to the conning tower and use the UZO for a minute or two - if you have the problem when you drop the UZO and look at the Observation scope it should have risen up abot half way
Also I still cant find the dept under keel order via navigator am I missing something
Regards
Rascal
Ok I've been testing the Obs scope and can't recreate it rising by itself.
Is everyone having this Issue or just some :06:. Maybe the wrong Obs script made it into the packaged mod.
I'll pack up the current Obs script to see if that sorts out the issue just in case thats the problem. Will post here when done. :up:
EDIT: Try this - http://rapidshare.com/files/411009153/Obs_Periscope_Fix.7z.html
rascal101
08-04-10, 04:46 PM
Just been checking things - I cant find the officers clipboard - I can see the new perment station icons but no clipboard - have I missed it or could it be its been corrupted when installed
Rascal
SteelViking
08-04-10, 07:39 PM
Just been checking things - I cant find the officers clipboard - I can see the new perment station icons but no clipboard - have I missed it or could it be its been corrupted when installed
Rascal
It is on the top right where the old reports button was. You can now get to the old reports screens through the logical corresponding officer.
robbythesub
08-05-10, 01:26 AM
Fantastic mod thanks, and all fine for me except a problem with the persicope.
I find that if you lower the obs scope with the page down key when in the command room, then go to another screen, ie map or outside, then come back again, it has risen again every time!
I think there may be a conflict with another mod I am running, but if you could post your mod list, it would be quick to sort out?
Thanks again for a great job :salute:
My max resolution is 1280 by 1024. I tried this mode and can not get right UI. I can not see torpedo panel. Is there any way to solve this problem?
Thank you
Hans Hansen
08-05-10, 05:34 AM
Hi
so I have been playing with this mod for a while and like it, but there are a few things I noticed:
1. the idiosyncratic periscope
2. sometimes the coordinates on the map are not there, just the grid shows up, which makes finding a certain position quite difficult
3. transfering from Bremerhaven to Lorient, Lorient was gone
4. the boat can dive with me on the bridge - Aqualung-style
5. approaching a convoi I could not open the hatch and thus not dive (except as Aqualung) - was sunk by a destroyer
6. sometimes the map tools appear on the upper right as a toolbar (SH3-style), sometimes on the lower left as graphics
7. part of the gui (e.g. message box) appears on the briefing screen as well
8. find it hard to remember who is doing what on the officers panel - always searching for the right guy - but maybe that is just me and my old head
reaper7
08-05-10, 10:19 AM
My max resolution is 1280 by 1024. I tried this mode and can not get right UI. I can not see torpedo panel. Is there any way to solve this problem?
Thank you
This will run at that resolution, just everything is much bigger. I designed the Interface that everyting is hidden when you enter a scope. To reveal/hide apanel etc you click its relevant button at the bottom of the screen :).
This way you can have the torpedo panel visible and the TDC panels hidden etc.
This makes it easier to play at the lower resolutions, otherwise the Torpedo panel would be blocked out behind the TDC panels.
Hi
so I have been playing with this mod for a while and like it, but there are a few things I noticed:
1. the idiosyncratic periscope
2. sometimes the coordinates on the map are not there, just the grid shows up, which makes finding a certain position quite difficult
3. transfering from Bremerhaven to Lorient, Lorient was gone
4. the boat can dive with me on the bridge - Aqualung-style
5. approaching a convoi I could not open the hatch and thus not dive (except as Aqualung) - was sunk by a destroyer
6. sometimes the map tools appear on the upper right as a toolbar (SH3-style), sometimes on the lower left as graphics
7. part of the gui (e.g. message box) appears on the briefing screen as well
8. find it hard to remember who is doing what on the officers panel - always searching for the right guy - but maybe that is just me and my old head
Thanks Hans,
1. Will look into things a bit further regarding the Obs Periscope
and see whats issuing the rise obs command.
2. :hmmm: I haven't done anything regarding coordinates, does this happen alot.
3. Again don't see how this Mod is effecting that, but will look into it.
4. Yes, I has going to do a tranport to Sonar station (The only transport I can get working) - but it is totally unrealistic.
I decided to leave as is, after all if you give the dive command and stay on deck your looking for trouble :haha:.
5. If weather is bad this is due to waves and is a stock bug.
6. The tool button allows you to select between both types of tool sets. Just keep pressing to cycle between the two types.
7. Thanks will shift it further down so as not to appear onscreen. :up:
8. Orders are more or less broken down to who does what - there is alist of commands in a post above to show what is available to each officer.
Also if you hover the mouse above an order the name of the order appears.
Also I still cant find the dept under keel order via navigator am I missing something
Regards
Rascal
Hi Rascall you'll fing it in the Navigators page of the Officers Clipboard.
Accesed from the Top right Panel - The officers icon.
Its the fifth iorder icon (The sub with an arrow to the seabed)
Hover the mouse above it and it shows: Get depth under sub keel
Edit: For those wanting my Mod list order:
This is my JGSME install
[MODS]
MightyFine Crew Mod 1.2 Stock w beards=1
Environment 3.1=2 (This is V3.0 and 3.1 Merged together)
SteelViking's Interior Mod V1.1=3
SteelViking&Community's Underwater Mod =4
HiDef Realistic Interface V1.0 =5
Afraid thats all I'm running. Haven't played SH5 Yet.
Only being Modding and testing so far - hence the lack of running mods.
SteelViking
08-05-10, 12:23 PM
Hey reaper7, I was just wondering if you were able to get the interior camera to zoom. You know, so people can get an even bigger eyeful of the interior:D
reaper7
08-05-10, 12:38 PM
Hey reaper7, I was just wondering if you were able to get the interior camera to zoom. You know, so people can get an even bigger eyeful of the interior:D
Sorry, forgot all about that - will have a go ;).
Hans Hansen
08-05-10, 12:46 PM
2. :hmmm: I haven't done anything regarding coordinates, does this happen alot.
3. Again don't see how this Mod is effecting that, but will look into it.
I cleaned up my modlist a bit and changed their order and I have no issues with the map anymore, so I think it had nothing to do with your mod.
Oh, one more thing. Can I get rid of these silly 1 2 3 -thingies? And personally I'd find a bearing indicator in the binoculars quite helpful.
BTW: I use the menu.txt from TDW's mod, translated to german by Paco, stripped off the TDW-code and added a couple of things missing - works great as far as I can see...
reaper7
08-05-10, 04:03 PM
I cleaned up my modlist a bit and changed their order and I have no issues with the map anymore, so I think it had nothing to do with your mod.
Oh, one more thing. Can I get rid of these silly 1 2 3 -thingies? And personally I'd find a bearing indicator in the binoculars quite helpful.
BTW: I use the menu.txt from TDW's mod, translated to german by Paco, stripped off the TDW-code and added a couple of things missing - works great as far as I can see...
Thats great Hans, glad the map is working ok :up:.
As for the Noob targeting. You can disable that permanetly by heading back to port, when docked go to options and turn Manual TDC ON.
Or you can turn it on/off from the Xo recognition manual.
When you open it you have the option to turn Maunal Targeting on/off.
My Mod requires it to be in Manual Mode to work properly.
A lot of functions will not work eg the RAOBF dials etc if in Auto TDC.
I looking at putting a small bearing indicator in the compass on the binocular page. I was trying to get the Compass inner to rotate to show bearing - but bearing dial will not work in the binocular page only compass :nope:.
reaper7
08-05-10, 04:16 PM
Camera Aspect patches for my Hidef Realism Interface Mod.
Includes Aspect ratios for:
4:3
5:4
8:5
16:9
These aspect ration patches alow the proper use of the RAOBF Dials for the corresponding monitor resolutions that you use. :03:
Just extract the required Ratio into the Mods folder via JGSME
Download here (Link in first post also):
http://www.subsim.com/radioroom/downloads.php?do=file&id=2753 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2753)
robbythesub
08-05-10, 04:36 PM
Thanks Reaper- just the Periscope issue for me that is causing problems now. :)
Drewcifer
08-05-10, 08:02 PM
So far everything works fine. One question though how come the OBS Scope comes up everytime I bring up my Binocs?
ncorpuz34
08-06-10, 12:00 AM
The link for the english TDC seems to be invalid...
reaper7
08-06-10, 08:41 AM
Thanks Reaper- just the Periscope issue for me that is causing problems now. :)
So far everything works fine. One question though how come the OBS Scope comes up everytime I bring up my Binocs?
Looking into this one, baffling the hell out of me as I can't replicate the problem - works perfectly for me :hmmm:.
The link for the english TDC seems to be invalid...
Thanks, will correct the link. :up:
robbythesub
08-06-10, 10:50 AM
@reaper- just to be more clear about what happens, the attack scope is fine, so the problem is only with the obs scope.
After starting a saved game, there is no problem with the scope being in the down position until such time as you use it, and then the problem of it rising continues to happen until you stop the game and then restart again.
Also, when using the obs scope, at periscope depth, it remains just below the waterline when using the up / down buttons new in your interface.
The only way to then see above the waterline is to use the page up key to raise it further and raise the sub to around 10 metres depth.
I remember this issue happening in SH3 once with a new mod but cant remember which one it was.
Otherwise this is great work and I am really enjoying it thanks. :)
reaper7
08-06-10, 12:47 PM
@reaper- just to be more clear about what happens, the attack scope is fine, so the problem is only with the obs scope.
After starting a saved game, there is no problem with the scope being in the down position until such time as you use it, and then the problem of it rising continues to happen until you stop the game and then restart again.
Also, when using the obs scope, at periscope depth, it remains just below the waterline when using the up / down buttons new in your interface.
The only way to then see above the waterline is to use the page up key to raise it further and raise the sub to around 10 metres depth.
I remember this issue happening in SH3 once with a new mod but cant remember which one it was.
Otherwise this is great work and I am really enjoying it thanks. :)
Hmmm, maybe this is related to the relastic obs periscope heights that I added to the Mod.
As the Obs scope is now lower in the sub when it rises the avatar looks thru it at floor level :haha: rather whereas in stock it was at waist level.
This means the obs scope never raises fully while looking thru it and why when you click the Fully raise Scope button it raise a few more feet.
Maybe I should put the Obs scope back to stock levels till something else is figured out :hmmm:.
Also in case your not aware of it if you look at the control box under the periscope height level there are 2 buttons and a lever.
The buttons have the following commands - Fully raise scope and Fully lower scope. While the lever allows gradual raising and lower of the scope to the height you want. (No need to use PgUp/PgDn). :)
robbythesub
08-06-10, 04:35 PM
Yes thanks have seen that and it works fine for the attack scope, but not fully as mentioned the the obs scope.
Hope you can sort it!
:yep:
SteelViking
08-06-10, 05:05 PM
Wait a minute. Would someone who is having the obs scope problem post their installed mods list please?
reaper7
08-06-10, 05:49 PM
Thanks SteelViking, thats a good suggestion.
It may shed some light on the issue.
EDIT: 1000th Post :woot:
Started work on a Personal Skin for my boat. Terror on the high sea's. :haha:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/SharkMouth.jpg
SteelViking
08-06-10, 06:05 PM
Congrats on 1000 posts. You better watch out though, cause I might just catch up to ya:arrgh!:
Nice nose...I mean....bow art.
Anyway, I have a nagging feeling that some are trying to use some part of TDW's work right along with your UI. And, of course that would cause all sorts of strange behavior. Even some of TDW's add-ons I am sure would cause conflicts, probably even some that JSGME would not throw warnings for. And, there are other mods that would conflict also, so full lists would be interesting to see.
reaper7
08-06-10, 07:13 PM
Congrats on 1000 posts. You better watch out though, cause I might just catch up to ya:arrgh!:
Nice nose...I mean....bow art.
Anyway, I have a nagging feeling that some are trying to use some part of TDW's work right along with your UI. And, of course that would cause all sorts of strange behavior. Even some of TDW's add-ons I am sure would cause conflicts, probably even some that JSGME would not throw warnings for. And, there are other mods that would conflict also, so full lists would be interesting to see.
LOL, won't be long before you get to celebrate too :yep:.
Just need to figure out what parts of the texture are mapped to the sub, that way I could do a full body paint job.
Just guessed the position for the nose art, it was a lucky guess. :)
I have a feeling your right about the cause, I've gone thru my scripts and I dont see how the Attack scope, binocs or the UZO an call the Obs scope command.
The only script they import is the TDC and that has no raise Obs scope command in there :hmmm:. It has to be something outside the Mod causing the issue.
Can everyone who's having the issue please post your Mod list, also can you say what UI mod if any you had installed previous to installing this one. Thanks hopefully that should help track down the problem, and from there throw some light on a solution. :up:
Messing a bit more with textures. This will put the fear of God into the Brits befor I sink 'em. :)
http://i236.photobucket.com/albums/ff240/reaper7_bucket/SeaDragon.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/SeaDragon2.jpg
rascal101
08-06-10, 10:36 PM
Well as for the observation scope issue - I discovered that once I returned to port and started a new patrol - I no longer have the issue
I did install the new mod while on patrol so maybe there was something clashing - but for me at least its all solved
Over all the new look game with the mods I have installed is making for an almost brand new game!
Though I hope the author of Hi Def Interface will release instructions for using the new torpedo tools, manual attack - it seems we now have the option for WO to do all the hard target calculations as was the case in SH3 - kind of miss the immediacy of the SH5 manual targetting - but cant wait to learn how to use the new manual targetting tools in this mod -
Do all the dials and things actually work yet - seems an awful lot of dials to play with
Regards
J
Drewcifer
08-07-10, 04:19 AM
Generic Mod Enabler - v2.5.0.150
[D:\Games\Silent Hunter 5\MODS]
Lite Campaign LC 1.2
Grossdeutscher Rundfunk
sobers no footstep sound mod
Conus' Graphic Mod 1.1
MightyFine Crew Mod 1.2.1 Alt w beards
Environment 3.1
Accurate German Flags
U-boat Historical Specifications 1.4
HiDef Realistic Interface V1.0
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
HiDef Alt 3D Periscopes
SV&Com Underwater Mod
SteelViking's Interior Mod V1.1
For some reason looking thru my binocs brings up the OBS scope. EVERYTIME I don't get it.
reaper7
08-07-10, 04:34 AM
Generic Mod Enabler - v2.5.0.150
[D:\Games\Silent Hunter 5\MODS]
Lite Campaign LC 1.2
Grossdeutscher Rundfunk
sobers no footstep sound mod
Conus' Graphic Mod 1.1
MightyFine Crew Mod 1.2.1 Alt w beards
Environment 3.1
Accurate German Flags
U-boat Historical Specifications 1.4
HiDef Realistic Interface V1.0
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
HiDef Alt 3D Periscopes
SV&Com Underwater Mod
SteelViking's Interior Mod V1.1
For some reason looking thru my binocs brings up the OBS scope. EVERYTIME I don't get it.
Thanks Drewcifer, it appears Rascal101 has solved the issue, solution below :).
Nice list of Mods, I may go the same. Although I downloaded Grossdeutscher Rundfunk to my desktop, took an hour but I cant see it there.
Its like it never materalised from temp when completed downloading.
Tried again to download and it failed halfway down. I'm not destined to get it, pity now that the Bosun now have radio and gramophone contol.
Well as for the observation scope issue - I discovered that once I returned to port and started a new patrol - I no longer have the issue
I did install the new mod while on patrol so maybe there was something clashing - but for me at least its all solved
Over all the new look game with the mods I have installed is making for an almost brand new game!
Though I hope the author of Hi Def Interface will release instructions for using the new torpedo tools, manual attack - it seems we now have the option for WO to do all the hard target calculations as was the case in SH3 - kind of miss the immediacy of the SH5 manual targetting - but cant wait to learn how to use the new manual targetting tools in this mod -
Do all the dials and things actually work yet - seems an awful lot of dials to play with
Regards
J
Thats great Rascal101 so its a case of installing this Mod on patrol thats causing the issue :DL.
As rascal stated please install in port to fix the Obs Periscope issue. :up:
Oh and yes all the dials work :), just make sure you ture the TDC Button (Manual/Auto) on the left hand side TDC panel on to get manual control of the dials.
As for tutorials and manuals, they are something I'll have to work on.
Not great doing that side of things, but I'll try to knock something up. :D
Drewcifer
08-07-10, 05:23 AM
I'm afraid this fix is not so for me. As it also happens on Single Missions too. Ontop of that I played around with it for about an hour this morning and found that it was randomly rising underwater as well although I'm not sure what triggered it I'm trying to recreate it with no success but rest assured the binocs still bring the scope up 100% of the time.
sanaousuke
08-07-10, 07:58 AM
great job!!!..but i think link for alt periscope is broken??:hmmm:
I Seem to have lost my "return to Course". Could someone advise me:cry:
Thanks
reaper7
08-07-10, 08:04 AM
I'm afraid this fix is not so for me. As it also happens on Single Missions too. Ontop of that I played around with it for about an hour this morning and found that it was randomly rising underwater as well although I'm not sure what triggered it I'm trying to recreate it with no success but rest assured the binocs still bring the scope up 100% of the time.
Ok. I've managed to re-create this issue by starting a new campaign and get the obs rising issue in the Training tutorial.
I shall attemp to figure out whats causing it and offer a solution :hmmm:
great job!!!..but i think link for alt periscope is broken??:hmmm:
Is this the link your trying http://www.subsim.com/radioroom/downloads.php?do=file&id=2751
It works ok for me. :up:
I Seem to have lost my "return to Course". Could someone advise me:cry:
Thanks
Ah, thanks Dave never thought about that command. I'll add it to the Navigators orders :)
streetbob
08-07-10, 11:47 AM
IVE GOT TO SAY THIS MOD IS FANTASTIC YOU SIR MUST HAVE A SUPER BRAIN :know:
hippieshadow
08-07-10, 12:07 PM
Hi reaper7
first of all thanks for this fanststic mod.
I am from germany and I would like to have a german menue file for this mod.
So I have looked for changes between your menu file and the german file and edited my german file and translate this into german. But some icons are not have the explaining text when you are over them.
1. Has someone a functionally german menue file ?
2. What changes do you make in this file ? I have seen that the english and german file matches exactly. ( except the language of course :) ) You only have added some lines as far i can see.
hippieshadow
reaper7
08-07-10, 12:42 PM
IVE GOT TO SAY THIS MOD IS FANTASTIC YOU SIR MUST HAVE A SUPER BRAIN :know:
Thanks streetbob for the compliment much appreciate it. Glad your enjoying it :up:
Hi reaper7
first of all thanks for this fanststic mod.
I am from germany and I would like to have a german menue file for this mod.
So I have looked for changes between your menu file and the german file and edited my german file and translate this into german. But some icons are not have the explaining text when you are over them.
1. Has someone a functionally german menue file ?
2. What changes do you make in this file ? I have seen that the english and german file matches exactly. ( except the language of course :) ) You only have added some lines as far i can see.
hippieshadow
If anyone has a german Menu file, I can include it in my next update.
Yes hippieshadow there are only a few lines that I've added so far these are for the tooltips on mouseover when using the Officer Orders.
You can change these from English to German as long as the numbers aren't changed it will work ok.
I'm not sure what lines I added as I just added them in no particular order as I needed them :oops:, I'm not a very organised modder :03:.
If you get it working, could you send me the translated file for inclussion.
Thanks :up:
EDIT: Started work on the Documentation for the Mod. I hate paperwork :har:. But its a start.
hippieshadow
08-07-10, 04:34 PM
If you get it working, could you send me the translated file for inclussion.
Thanks :up:
I am already finished with the translation but some tooltips still doesn´t work. So i have to check it again.
If you want the german file for your next update I can send it.
Hans Hansen
08-07-10, 04:34 PM
Wait a minute. Would someone who is having the obs scope problem post their installed mods list please?
here you are...
Generic Mod Enabler - v2.5.0.150
[H:\SH_5\MODS]
Accurate German Flags
Advanced Shift Keys 2.1
BRF 1.3 full
Critical hits 1.1 Torpedos
Critical hits v 1.2
Dooms Decks for VIIABC41 1.4
Enhanced FunelSmoke_by HanSolo78
Grossdeutscher Rundfunk
Hans Hansen - Captain Photo
Hans Hansen's Background Video V1.0
Hans_Hansens_Loading_Screen_V1.0-GER
Lite_Campaign_LC_1.21_-_GER
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
MoraleMod
Terrain_harbour_flags_Mod_v1_2_1
Shadow Improvement ModLR
SD_MapFix
SD-New_MapColors
SD_MapCourseLine_tiny_arrows_ocred
sobers base wave mechanics for SH5 v3
Environment 3.1
Old Style Explosions V1.1
SV&Com Underwater Mod
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-upg Alberich
HiDef Realistic Interface V1.0
HiDef Alt 3D Periscopes
SteelViking's Interior Mod V1.1
U-boat Historical Specifications 1.4
IRAI_0_0_12_ByTheDarkWraith
Touch up for Capthelm's Audio
Drewcifer
08-07-10, 10:20 PM
Its in the Hidef mod and not a conflict I have uninstalled all mods and run just this one single mod and the obs scope issue is still quite present... irratating little bugger.
sanaousuke
08-07-10, 10:29 PM
first, good job reaper7:yeah: and second i want to ask,this mod compatible with conus00 graphic 1.1 mod? also i have disappeared icon (become white box) sometime. this is because conflict between mod?
thx sorry for language
hippieshadow
08-08-10, 03:27 AM
@reaper7
i have finished my work and after testing the menue file in German now it works.
Where can i send it ?
reaper7
08-08-10, 06:31 AM
Its in the Hidef mod and not a conflict I have uninstalled all mods and run just this one single mod and the obs scope issue is still quite present... irratating little bugger.
Yes quite an irratating on this. I restarted a new campaign and got the obs auto rising in the tutorial. But when I go back to my loaded games or select a mission the problem is gone, really confusing.
I'm sure I'll figure it out, but it might be worth saving in dock then uninstalling my mod. Then play a few min using stock save again then reload the Mod, see if that stops the issue.
first, good job reaper7:yeah: and second i want to ask,this mod compatible with conus00 graphic 1.1 mod? also i have disappeared icon (become white box) sometime. this is because conflict between mod?
thx sorry for language
Any chance you can post a screen shot of the problem. You can take a screenshot in SH5 using CTRL+F11. The bmp's are lotacted in the default SH5 directory.
Thanks.
@reaper7
i have finished my work and after testing the menue file in German now it works.
Where can i send it ?
PM sent.
nice work :up: lost for words..thank you for your mods..:rock:
TopcatWA
08-08-10, 07:44 AM
Looks good with Steel Viking's interoir mod!!
Great work.
Thanks.:up::yeah:
steel vikings mods are very nice..underwater fx is a gem..you guys make sh5 what it should be...:up::up:
Frantic8882
08-08-10, 10:04 AM
Hi guys. Can anyone please tell me how this piece of art looks on a 22 running at 1680x1050? Will it still look better than the original dials and scopes even at those (not optimal) resolutions? Thank you and great work by the way.
reaper7
08-08-10, 10:11 AM
Hi guys. Can anyone please tell me how this piece of art looks on a 22 running at 1680x1050? Will it still look better than the original dials and scopes even at those (not optimal) resolutions? Thank you and great work by the way.
You should have no problem running at that resolution Frantic8882.
It's designed to run optimally at 1920*1200. It will still be perfect but dials and panels will appear a little bigger than designed for, but it should still look great and work perfectly :up:.
I actually run it on my PC at 1440*900 as thats what my monitor supports.
I only Test it on My 47"HD TV at 1080P :03:.
Frantic8882
08-08-10, 10:37 AM
Ok, great, will get myself a new UI.:salute:
Hans Hansen
08-08-10, 03:12 PM
Hi Reaper,
I'd like to make a proposal. Would you be willing to think about tidying up the GUI a bit? If you look at the two following scrots you'll see what I mean.
This one is TDW with quite a lot of stuff:
http://www.micha-detmold.de/sh5/gui_tdw.jpg
This is HRI with quite a lot of stuff (but not even the TAI-map open...):
http://www.micha-detmold.de/sh5/gui_hires.jpg
Both have been taken on my 24" in 1920x1200. Should be space enough. ;)
The first thing, and probably most important, is that the scope is noticeably larger in TDW. It does not look better (black cardboard), but it is larger, which is good. Basically the same is true for the OBS and the binoculars.
I think one must also admit that the TDW-GUI looks somewhat cleaner - I know this is achieved by introducing elements that do not exist in a real sub, but anyway. Personally I find it hard sometimes to place all the stuff I need on the HRI-screen without covering other elements.
So I wonder if it would be possible to gain some more space (for a larger scope e.g.) without sacrificing the authentical look.
What do you think?
reaper7
08-08-10, 05:20 PM
Hi Reaper,
I'd like to make a proposal. Would you be willing to think about tidying up the GUI a bit? If you look at the two following scrots you'll see what I mean.
Both have been taken on my 24" in 1920x1200. Should be space enough. ;)
The first thing, and probably most important, is that the scope is noticeably larger in TDW. It does not look better (black cardboard), but it is larger, which is good. Basically the same is true for the OBS and the binoculars.
I think one must also admit that the TDW-GUI looks somewhat cleaner - I know this is achieved by introducing elements that do not exist in a real sub, but anyway. Personally I find it hard sometimes to place all the stuff I need on the HRI-screen without covering other elements.
So I wonder if it would be possible to gain some more space (for a larger scope e.g.) without sacrificing the authentical look.
What do you think?
Yes, but now hide all the stuff on TDW UI :03:
See where I'm going I designed mine that you only have what you need on screen at the time you need it. :|\\
As for a larger scope, well the Obs scope takes care of that :)
Hans Hansen
08-09-10, 05:57 AM
Yes, but now hide all the stuff on TDW UI :03:
See where I'm going I designed mine that you only have what you need on screen at the time you need it. :|\\
As for a larger scope, well the Obs scope takes care of that :)
well, the OBS is somewhat supplemental to me whereas the attack scope ist the real thing. Also it is easier to spot for the enemy... :88)
Actually I need everything you see on my scrot from HRI (+ the TAI-map) when it comes to battle.
- I cannot switch off the left part of the TDC as it holds the torpedo-speed switch (and there is no shortcut for using that as far as I know).
- I need the panel with the tube-switches obviously, although some functions have shortcuts.
- I need the right part of the TDC of course for depth, spreadangle etc..
- I can't switch off ERM/XO-dialogue for obvious reasons.
- I need dials for speed, course and depth.
- I cannot set aside the officers/command-panel either.
- I still have no space for the clock, let alone the wiz-wheel.
- I still can't see the periscope-indicator as it is covered already.
When the going gets rough I am busy with organizing the attack, plotting, metering, steering the boat. I don't want to be busy with pushing the UI around.
See, I do not propose a complete redesign, just tweaking the UI-elements a bit size-wise - and a larger scope :arrgh!:
mauriga
08-09-10, 07:26 AM
I've played this MOD just a couple of hours, but I have two (noob) problems:
1) I'm able to ask the periscop depth to my Xo, but how can I surface the boot????
2) where can I find the fuel, the oxigen and the CO2 level?
Tnx in advance for your answers
mauriga
Hans Hansen
08-09-10, 11:43 AM
I've played this MOD just a couple of hours, but I have two (noob) problems:
1) I'm able to ask the periscop depth to my Xo, but how can I surface the boot????
2) where can I find the fuel, the oxigen and the CO2 level?
here you see what the guys do...
http://www.subsim.com/radioroom/showthread.php?t=173147&page=6
"r" will surface the boat.
reaper7
08-09-10, 12:19 PM
well, the OBS is somewhat supplemental to me whereas the attack scope ist the real thing. Also it is easier to spot for the enemy... :88)
Actually I need everything you see on my scrot from HRI (+ the TAI-map) when it comes to battle.
- I cannot switch off the left part of the TDC as it holds the torpedo-speed switch (and there is no shortcut for using that as far as I know).
- I need the panel with the tube-switches obviously, although some functions have shortcuts.
- I need the right part of the TDC of course for depth, spreadangle etc..
- I can't switch off ERM/XO-dialogue for obvious reasons.
- I need dials for speed, course and depth.
- I cannot set aside the officers/command-panel either.
- I still have no space for the clock, let alone the wiz-wheel.
- I still can't see the periscope-indicator as it is covered already.
When the going gets rough I am busy with organizing the attack, plotting, metering, steering the boat. I don't want to be busy with pushing the UI around.
See, I do not propose a complete redesign, just tweaking the UI-elements a bit size-wise - and a larger scope :arrgh!:
Hi Hanns, unfortunatly I took the decission from the start to make this UI Hidef 1080P as that is what I intend to kit my PC's out in and what my LCD TV uses.
This meant I went about modding the Interface in a different method than any other UI's use. All my Graphics are set at non-scalling so I get a 1:1 scale ratio, by doing so I lose no definition in the graphics.
Whereas SH4/5 use different methods af scaling to size up to different resolutions. Therefore at the larger resolutions you start to get fuzzy graphics etc.
Unfortunatly to do what your asking, would take a complete rework of the entier Interface, which at this stage I'm not prepared to do.
But I have no problem with you redoing the Interface if you so wish to do so.
I created this originaly for my self but made it a community mod, and have no problem with you reworking it to suit yourself ;).
I've played this MOD just a couple of hours, but I have two (noob) problems:
1) I'm able to ask the periscop depth to my Xo, but how can I surface the boot????
2) where can I find the fuel, the oxigen and the CO2 level?
Tnx in advance for your answers
mauriga
Hi mauriga, the easy method to surface is to use the dapth gauge to click on 0-5m to surface the boat.
The Depth dial is brought up on screen by pressing the Icon at the bottom centre of the screen (Its the one with pic of 3 dials and a navigation wheel).
This will bring up the Navigation controls - also iy you click under the dial on the brass support it switches the dial to its percision mode.
As for the fuel, the oxygen and the CO2 levels - I've totally forgotten to put them back in since redoing the officer orders :oops:.
I will look at getting them back in for next release :up:.
SteelViking
08-09-10, 12:50 PM
As for the fuel, the oxygen and the CO2 levels - I've totally forgotten to put them back in since redoing the officer orders :oops:.
I will look at getting them back in for next release :up:.
I believe that there is an order already included that will take you to the crew management page in the reports, and it shows the fuel, CO2, battery, etc.
At the very least, if anyone is running this along with my interior mod, there are fully functional battery meters in the rear torpedo room, and if you grab the patch, me and BIGREG have added a working CO2 meter in the CR.
Oh, and by the way reaper7, 1000th post:woot:
reaper7
08-09-10, 01:05 PM
I believe that there is an order already included that will take you to the crew management page in the reports, and it shows the fuel, CO2, battery, etc.
At the very least, if anyone is running this along with my interior mod, there are fully functional battery meters in the rear torpedo room, and if you grab the patch, me and BIGREG have added a working CO2 meter in the CR.
Oh, and by the way reaper7, 1000th post:woot:
:woot: Ya got there :haha:.
Forgot about the Crew managemnt page showing them.
Should I do a popup version similar to the SH4 that was available from the orders bar that I had in the provious orders bar.
Of course with reworked dials ang graphics. The SH4 ones looked terrible and way to big. :03:
SteelViking
08-09-10, 01:11 PM
:woot: Ya got there :haha:.
Forgot about the Crew managemnt page showing them.
Should I do a popup version similar to the SH4 that was available from the orders bar that I had in the provious orders bar.
Of course with reworked dials ang graphics. The SH4 ones looked terrible and way to big. :03:
I would not mind having something like that. If you think that you could adapt the textures that I use in my interior mod for the gauges to work with that display, you are more than welcome to use them.
Hans Hansen
08-09-10, 01:11 PM
Unfortunatly to do what your asking, would take a complete rework of the entier Interface, which at this stage I'm not prepared to do.
But I have no problem with you redoing the Interface if you so wish to do so.
I created this originaly for my self but made it a community mod, and have no problem with you reworking it to suit yourself ;).
Hi
I even might give a try, but I am afraid this is beyond my skills. Sure, I know my photoshop, but if some days ago someone would have asked me what DDS is I would have asked back "A party-drug..??" :yep:
Even if I managed to scale the files accordingly, I guess there is a bit more to it - stadimeter-issues e.g.
Maybe some day... ;)
BTW: Want to include one of these (http://www.subsim.com/radioroom/showpost.php?p=1463359&postcount=15)?
reaper7
08-09-10, 01:59 PM
I would not mind having something like that. If you think that you could adapt the textures that I use in my interior mod for the gauges to work with that display, you are more than welcome to use them.
Not a bad Idea, that way it would keep consistency between the two Mods. I'll use them your textures then :up:.
Hi
I even might give a try, but I am afraid this is beyond my skills. Sure, I know my photoshop, but if some days ago someone would have asked me what DDS is I would have asked back "A party-drug..??" :yep:
Even if I managed to scale the files accordingly, I guess there is a bit more to it - stadimeter-issues e.g.
Maybe some day... ;)
BTW: Want to include one of these (http://www.subsim.com/radioroom/showpost.php?p=1463359&postcount=15)?
The menu editior aint to bad, after all I had no clue how to mod when I started this UI Mod.
But like I said you would have to change the Scalling type for every texture I have ingame and thats aroud 150 of them.
Then you would have to resize the textures to fit the 1024X768 display as required. (This is done via menu editor)
1024X768 because that is the default SH5 size (SH5 scales everything from this resolution).
I noticed that Pic in the Relastic photo thread the last day - lovely job with recreating the WWII photo.
Thanks for the offer of Inclusion, I may take you up on it (I was going to do one myself down the road, but this would save some work :03:).
:up:
EDIT: I have being doing some bug fixing for the last few days. Most of which prob won't even be seen.
For example I've fixed the display of items in the Bunker so now the buttons, icons and message panel will not be visible in the bunker.
Likewise the shipping and flag charts, nemograph and buttons will not be visible in the Mission selection Map in the bunker.
Removed icons and stuff from being visible during the Training Mission that should not be there also.
I belive I have the Periscope Issue sorted. Removed instance of "Fully Raise Obs scope" command when opening Obs periscope.
This while not the cause of the Issue, still is not required at the avatar stops the obs scope rising fully anyway. Which is why you heep hearing the Obs whirring away as if stuck untill you click one of the obs scope raise/lower buttons or lever.
I'm afraid this is due to the obs no longer being at stock height due to using realistic obs periscope heights.
Its either keep the real obs height (And noise) or go back to unreal stock height. I think the real height is the better option. :)
I belive the obs auto raising is due to the Mod being installed while out at sea. If you are having this issue can you reinstall in port.
reaper7
08-09-10, 04:48 PM
Ok I've been doing some experimenting and I'm glad to say its paid off :D.
I started by redoing the frontend for the UI in the Top Right corner, getting rid of the icons I didn't need. And redoing the Send Range to TDC button for the stadimeter fix.
The Icon for the stadimeter is no longer visible on the Frontend of the UI.
Now it only appears when entering a scope screen, It still is yellow to show it can be activated.
Also when activated it turns to green to indicate its ready to send to TDC.
Now though when you click it at this stage it blinks to indicate that it has updated the TDC.
Not much different to before, but here's where the experimenting comes in.
I have a new button above the Range button :-
Say Hello to the new STADIMETER button. It took some messing to get it working on-screen but it works perfectly :D.
This now means that Range finding has become a lot easier.
Heck even the XO Dialog and Recognition Manual are no longer required :yeah:
Here's all thats required now for operation.
New Frontend (Just Naigation Map and Officer Orders)
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Stad1-1.jpg
Opon entering the Periscope the New buttons become Visible.
OK lets get started.
1. Click the Range Button (Turns from Yellow to Green)
2 Lock the Target
3. Open the officer orders. Select the Identify Target command
Entering Periscope (Note New Stadimeter button)
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Stad2-1.jpg
4. Click the Stadimeter Button - Now move Ghost image down to top of mast
Stadimeter Button Clicked
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Stad3-1.jpg
5. Now finally Click the Range 'Send to TDC Button' (Green Icon starts Blinking)
Range Dial Moves to correct range. (In this example Dial jumped to over 1000M, Correct Target was actually at 1070M)
Range sent to TDC
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Stad4.jpg
Look forward to this in the next release. :yeah:
@Hans Hansen. This may sovle your cluttered Interface problem, as the Recognition Manual is no longer required for Targeting use.
You can leave the Rec Man offscreen and have the TAI open in its place. :)
Hans Hansen
08-09-10, 05:15 PM
@Hans Hansen. This may sovle your cluttered Interface problem, as the Recognition Manual is no longer required for Targeting use.
You can leave the Rec Man offscreen and have the TAI open in its place. :)
Can't wait to test it :yeah:
ps. I do not want to sound like nitpicking. I try to be constructive. Hope you get that right ...
reaper7
08-09-10, 06:03 PM
Can't wait to test it :yeah:
ps. I do not want to sound like nitpicking. I try to be constructive. Hope you get that right ...
Not at all, I find feedback positive and negative helps towards getting the UI to a better state. :03:
(Not that I thought you were being negative mind :))
It helps to get me thinking in other directions that I would not have otherwise.
The Stadimeter Fix has just become 10 times better with the introduction of the new stadimeter button :D.
streetbob
08-09-10, 07:46 PM
Reaper need help, game can play with mod for a good while after saving game then reloading game the next day there is no uzo and no binocculars both are all white screen, once you get them back they are okay for a while but go white again on reload any ideas. Thanks streetbob.
red_scope
08-10-10, 12:43 AM
I find loading doesn`t restore all the anomalies, a restart of SH5 works always.
reaper7, is it possible to darken the graphics of your original UZO just a little bit? At night and on the surface it gets a little tricky setting up an attack.
Nevermind about the UZO, I think my UZO night and day cycle just got a bit screwy... Its all good!! :)
First, incredible mod. Love it. Good looking mod, has features I've missed alot, especially the beatiful AOB finder.
Here are my activated mods:
Generic Mod Enabler - v2.5.0.150
[C:\Ubisoft\Silent Hunter 5\MODS]
MoraleMod
RealSizeMoon
RemoveLogoIntroTheDarkWraith
Realistic ammo amount for AA and deck guns
ImprovedWaves_Improved Pitch&Roll
Electric torp wake removal - wamphyri
Detailed Caustics 1.0
Critical hits 1.1 Torpedos
Capthelms Lighting Effects mod for sh5
AilSmoke 1.7
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilRain 1.0
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
Rel_SH4_BBC_1939_to_1945
Capthelms Remove Mouse Crosshair Mod For SH5
SteelViking's Interior Mod V1.1
Accurate German Flags
HiDef Realistic Interface V1.0
McHub532s SH4 German Stopwatch v 1.0.0
Problems.
Obs. Periscope. I've reinstalled in port--deleted all of my saved games, started fresh, the damn thing wont stay down. It raises when I 1) zoom binoculars, 2) use the TAC Map, 3) use the Nav Map...4)--20) all the other times I can't remember. Drives me nuts because you have all that neat stuff at the Obs. Periscope station, like the attack disk, but I don't dare access the station because if I do the bug kicks in and drives me bats. The only way, for me, to circumvent the Obs. Periscope issue is never to use the Obs. Periscope. If I ever use it, the bug persists even when starting a new mission, even a Single Player mission. I have to restart the game to get rid of it. I tried only using the XO command to raise and lower the scope, but no go. I can live without the obs. periscope for a little while, but I hope a real fix for the issue is in the works. Exiting the Obs. Periscope causes it to fully rise, not to lower itself as it should--that's the first sign I have that the bug is in effect.
That's the main thing. Other things--sometimes weird glitches occur. I'll lose buttons on the attack scope--like the the button to open the TDC panels. Clicking into the Nav map and back restores them. Still, hurts immersion. The Stadimeter button will stop working--stays yellow, won't turn green. Switching to Captain's Log and back will get it working again--sometimes. The Stop Watch doesn't function. I can drag it around, but it won't start and stop, just keeps ticking. The only way to use it to get speed calculations of ships is to place it right beside the center line of the scope and count the ticks until the ship completely crosses the line. Can't seem to replace it with another Stop Watch mod either. The Jagd stop watch does function as a stop watch, but I can't seem to access that one unless I fire a torpedo. After that I can use it as long as I leave it on the screen. I've searched through the crew commands for an order to bring it up, but no go.
Been trying to use the AOB finder, but I must have lost a few brain cells since SH3 and SH4 U-Boat Missions cause I can't work the damn things any more--neither yours nor TDW's. My stadimeter readings seem to have gone screwy. Ships that I know are 1500 m away read as ~ 1000 m. The AOB reports closer, but still off. I've tried it with the standard scope and with the MRP mod. The MRP seems to work a little better but still not right. Someone needs to do a new tutorial for these things and put it on YouTube. OLC's video is for his interface and that was way back in SH3 GWX. Ah. Those were the days. My freakin' AOB finder worked. Life was far less frustrating.
Anyway. I do really like the mod and I appreciate that you made it just for yourself. But it is released to the community and it is really nice so we would like to be able to use it. Ergo, somebody needs to fix it. If not you, then another mod-skilled individual.
:D
reaper7
08-10-10, 11:48 AM
Reaper need help, game can play with mod for a good while after saving game then reloading game the next day there is no uzo and no binocculars both are all white screen, once you get them back they are okay for a while but go white again on reload any ideas. Thanks streetbob.
First, incredible mod. Love it. Good looking mod, has features I've missed alot, especially the beatiful AOB finder.
Problems.
Obs. Periscope. I've reinstalled in port--deleted all of my saved games, started fresh, the damn thing wont stay down. It raises when I 1) zoom binoculars, 2) use the TAC Map, 3) use the Nav Map...4)--20) all the other times I can't remember. Drives me nuts because you have all that neat stuff at the Obs. Periscope station, like the attack disk, but I don't dare access the station because if I do the bug kicks in and drives me bats. The only way, for me, to circumvent the Obs. Periscope issue is never to use the Obs. Periscope. If I ever use it, the bug persists even when starting a new mission, even a Single Player mission. I have to restart the game to get rid of it. I tried only using the XO command to raise and lower the scope, but no go. I can live without the obs. periscope for a little while, but I hope a real fix for the issue is in the works. Exiting the Obs. Periscope causes it to fully rise, not to lower itself as it should--that's the first sign I have that the bug is in effect.
That's the main thing. Other things--sometimes weird glitches occur. I'll lose buttons on the attack scope--like the the button to open the TDC panels. Clicking into the Nav map and back restores them. Still, hurts immersion. The Stadimeter button will stop working--stays yellow, won't turn green. Switching to Captain's Log and back will get it working again--sometimes. The Stop Watch doesn't function. I can drag it around, but it won't start and stop, just keeps ticking. The only way to use it to get speed calculations of ships is to place it right beside the center line of the scope and count the ticks until the ship completely crosses the line. Can't seem to replace it with another Stop Watch mod either. The Jagd stop watch does function as a stop watch, but I can't seem to access that one unless I fire a torpedo. After that I can use it as long as I leave it on the screen. I've searched through the crew commands for an order to bring it up, but no go.
Been trying to use the AOB finder, but I must have lost a few brain cells since SH3 and SH4 U-Boat Missions cause I can't work the damn things any more--neither yours nor TDW's. My stadimeter readings seem to have gone screwy. Ships that I know are 1500 m away read as ~ 1000 m. The AOB reports closer, but still off. I've tried it with the standard scope and with the MRP mod. The MRP seems to work a little better but still not right. Someone needs to do a new tutorial for these things and put it on YouTube. OLC's video is for his interface and that was way back in SH3 GWX. Ah. Those were the days. My freakin' AOB finder worked. Life was far less frustrating.
Anyway. I do really like the mod and I appreciate that you made it just for yourself. But it is released to the community and it is really nice so we would like to be able to use it. Ergo, somebody needs to fix it. If not you, then another mod-skilled individual.
:D
Thanks gugys for the bug reports, working as best I can to figure out the problems. But scripting is a weak point for me and all the bugs pretty much relate to scripts at the moment.
If any scripters want to have a look and see if the can solve any issues, be my guest :D.
But I will endeaver to track the problems down. :up:
reaper7
08-10-10, 04:38 PM
Bugs Posted by nodlew
The Stadimeter button will stop working--stays yellow, won't turn green. Switching to Captain's Log and back will get it working again--sometimes.
Ok Figured this one out - due to the way the script imports the Pages eg CrewManagement Page when clicking the Icon, it was bacicallt deactivating the commads that are running before that page is called.
I've figured a way to get it to keep the command active using Timers.
And I have this Issue sorted :yeah:
I can use this technique on other pages where I'm Importing Pages into the active page. This hopefully will stop other issues with buttons disappering. :hmmm:
The Stop Watch doesn't function. I can drag it around, but it won't start and stop, just keeps ticking. The only way to use it to get speed calculations of ships is to place it right beside the center line of the scope and count the ticks until the ship completely crosses the line. Can't seem to replace it with another Stop Watch mod either. The Jagd stop watch does function as a stop watch, but I can't seem to access that one unless I fire a torpedo. After that I can use it as long as I leave it on the screen. I've searched through the crew commands for an order to bring it up, but no go.
Ok this is something I caused early on in creating the Mod - In trying to get a working U-Jagd that you can turn on/off I modded the clock into the U-Jadg (This is why it appears at high TC).
Other mods left the closk as is and created the U-Jadg seperate - but the only way to start the U-jadg is click the stopwatch. :damn:
Then I created a clock (Thats the button at the bottom of the page) its not a stop watch thats prob where the confusion is.
The U-Jadg can be opened/Closed using the 'O' key. ;)
I can reintegrate the time hands into the U-Jadg to create a cloc/U-jadg hybrid if wanted. Or even put a button for the U-Jadg beside the clock button to open / close U-jadg. :hmmm:
Been trying to use the AOB finder, but I must have lost a few brain cells since SH3 and SH4 U-Boat Missions cause I can't work the damn things any more--neither yours nor TDW's. My stadimeter readings seem to have gone screwy. Ships that I know are 1500 m away read as ~ 1000 m. The AOB reports closer, but still off. I've tried it with the standard scope and with the MRP mod. The MRP seems to work a little better but still not right. Someone needs to do a new tutorial for these things and put it on YouTube. OLC's video is for his interface and that was way back in SH3 GWX. Ah. Those were the days. My freakin' AOB finder worked. Life was far less frustrating.
I seen your post in TDW thread and I see your leaving out a few steps in the operation on the RAOBF.
Taking from your Post
Now. This first screenshot shows a C2-S-B1 Large Merchant which I have placed as close to 1500 m distant from me as the mission editor will allow. I was trying to recreate the exact conditions that TDW used in his tutorial on how to use the RA0BF--somewhere in this thread. In the picture you can see that the RAOBF finder is working, the graticules are correct. RAOBF gives me correct range (1500m) and AOB (90deg) for this target.
First what your doing is wrong so are not working out 90deg in your screenshot. No mater how many ticks across the target is, if you just drag that value to the Top tab (6x Tab) your going to read 90deg always.
I take it your getting range correct - Measure the Ticks high and drag that value around to match the Mast height of the target giving you the range, OK.
Now what you do to get AOB is drag the value of the Range (2500M) in the middle dial to the value on the outer dial for the Ship Lenght in the Rec Manual (Your example = 140M), OK. Now read of your ticks lenght (11 at 1.5 zoom in your case or 44 at 6X Zoom ).
The value across from the measured ticks will give you your AOB.
http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2851
I just tried this in my MOd and my Aspect ratios that I modded seem to be messed up since I had them working in Beta :nope: I will sheck them and redo if necessary. I may have rescalled the Graticlues and forgot to recalibrate the cameras.cam file
robbythesub
08-11-10, 02:13 AM
This is a superb mod, thanks again, and will try re installing when in port as the persicope issue wont go away sadly.
I am just using the attack scope for now which works perfectly, and I think you a right about the height issue being the root of the trouble as it doesnt rise above the surface at periscope depth when using either the up down buttons or lever.
Will report back.
Thank you for replying Reaper. I had begun to wonder if people bothered to do that around here any more unless the post is specifically related to the color of the degree mark they are currently obsessing about.
The U-Jadg can be opened/Closed using the 'O' key.
Aha! Problem solved. Thank you. That's all the Stop Watch I need then. It's the best Stop Watch available, after all.
I just tried this in my MOd and my Aspect ratios that I modded seem to be messed up since I had them working in Beta :nope: I will sheck them and redo if necessary. I may have rescalled the Graticlues and forgot to recalibrate the cameras.cam file
Yeah, I'm pretty sure they are a little off. What attack scope is that you are using by default by the way? It's not the stock 1.5 4x scope is it? In any event, I hope when all is said and done there is at least a patch that makes the MRP accurate with this mod. I like that scope, especially the Uzo and the binocs.
Measure the Ticks high and drag that value around to match the Mast height of the target giving you the range, OK.
Now what you do to get AOB is drag the value of the Range (2500M) in the middle dial to the value on the outer dial for the Ship Lenght in the Rec Manual (Your example = 140M), OK. Now read of your ticks lenght (11 at 1.5 zoom in your case or 44 at 6X Zoom ).
The value across from the measured ticks will give you your AOB.
Yeah, that's where I was going wrong. I figured it out myself after obsessively fiddling with the dial and checking what reference material I could find. The Karamazov KiUB tutorial finally clued me in. By the way, excellent manual tutorial targeting training and tips in that stuff, available on Filefront: http://www.filefront.com/14992013/KiUB-User-Guide.zip/
http://www.filefront.com/15351513/Manual-Targeting.zip/
...drag the value of the Range (2500M)--actually 1500m. Anyway, there was nothing in TDW's "HOW TO" that said to multiply the number of horizontal mils for ship length by 4 at 6X zoom. I was led to believe that everything at 6X zoom was to be read AS IS, while at 1.5 zoom I was to multiply by 4.
Here's a new series of pics using your interface with no scope mods--nothing to modify your UI.
First pic shows our now familiar and unprepossessing C2 B1 etc blah blah Merchant at the now standard 1500m.
http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2857
The stadimeter reading is wrong. This stadimeter bug is I'm pretty sure caused by your mod. TDW's UI gives accurate stad readings. Anyway, moving on. Mast height reads about 6.4 mils.
http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2858
As illustrated in the pic, this gives an incorrect range as well. Actually about 1750 m--250 m off. You can give or take a mil here for guesstimates, but I've found the mil readings to be consistently inaccurate.
Next pic, AOB. Dial is rotated--1750 to 140, the ship's length.
http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2859
I don't know what to make of this. Considering that the range is wrong, I guess this is a bad example. Next pic shows correct range rotated to the ship's lenth of 140.
http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2860
The ship is at 90 deg and is at 1500 m, this we know. The scope reads very close to 22 mils horizontally to either side of the center line. I can't get a 90 deg reading out of 22 mils. It looks to me like 90 deg is right at 38 on the dial.
This is turning into a long post, but I have a lot of questions here. Please bear with me.
I am zoomed--in your mod, is it 6X? I think it probably is. So does this mean I have to multiply 22 by something? Or divide? If I divide by 2 I then the 11 on the outer ring of the middle dial is closer to 90, actually about 75 or 80.
Next shot shows 1.5 zoom.
http://www.subsim.com/radioroom/picture.php?albumid=319&pictureid=2861
OK, about 5.5. Multiply by 4 I of course get the same old 22.
So, I am completely confused now. With TDW's RAOBF I was getting good AOB's by using the MRP with the NewUIs_TDC_3_9_3_6x_6x_7x_RAOBF_patch and the MRP 8x5 patch. In 6X zoom I had to multiply the mils by 4.
So, maybe screen resolution has something to do with it? My native res is 1440 x 900. I thought that was a 16 to 9 ratio, so I don't know why the 8x5 patch is improving things, but it seems to be. I turned of Scaling on my monitor, thinking that might be distorting things a little. Probably was.
So, anyway, other than illustrating that I still don't know how to use an RAOBF, I hope this might be of some help in your work on the mod. The stadimeter seems pretty clearly out of whack anyway.
reaper7
08-11-10, 11:40 AM
@nodlew. Hi just in regards to the stadimeter issue in the XO dialog/Rec Man.
I have included the Stadimeter fix in the UI. What you need to do after clicking the yellow stadimeter icon to turn it green.
Is take a stadimeter range reading (Ghost Image), You will get the incorrect rang reading in the XO Rec MAn (As you are reporting).
But here is where the Stad Fix works, you have to click the green stadimeter again. Noe the value in the XO Rec Man will update to the correct value.
Basically every time you use the stadimeter you have to click the green icon ;) hope that helps you there.
As for the RAOBF Aspect Ratio's I notice you're using 1440x900.
That is the same as on my PC that I'm creating the mod with and the one I noticed that my camera.cam file is incorrect.
Now when making the Mod I was using my 1080P (1920X1800) TV to adjust the RAOBF graticule.
I shall check that PC to see if RAOBF is correct at 1080P. If so that means that all my Camera.cam files will not work for the RAOBF below 1080P :damn:.
If thats the case I may have to do what I was hoping to avoid and re-work all the images to be scalling and not fixed :wah:.
I will head off no and do some testing. Thanks for the feedback on the issue.
Yes mod is using realistic zoom levels of 1.5x and 6x.
reaper7
08-11-10, 05:26 PM
Ok did alot of testing regards the RAOBF Issue and it looks like worse case senario. :wah:
The RAOBF I did works but only at 1080P for the 16:10
and all the other aspect ratios only work at 1440x900.
The reason is I originally did the Mod for the RAOBF using my 1080P HTPC to get the correct cameras.cam setup.
The I did the patches on my normal PC for the rest of the aspect ratios, that PC was at 1440x900.
This means I have 2 choices if I want working RAOBF's at all resolutions and aspect ratios.
1. Create a camera.cam file for each resolution and aspect ratio
or
2. Redo the entire Mod using the stock method of scalling and lose some resolution in the graphics end.
Maybe another solution that would help with choise 1 is show what values need changing in the cameras.cam file and let the user's create cameras.cam files for the resolution and aspect ration they are using.
Then they could email me the cam files for inclusion in the Mod.
This is down to to the fact I created this for 1080P only originally.
But its fixable, but will require a lot of work :hmmm:.
Any suggestions :06:
I was led to believe that everything at 6X zoom was to be read AS IS, while at 1.5 zoom I was to multiply by 4.
Sorry your right, for AOB 6X is read as is while 1.5X is multipied by 4.
Ah...the green button. I should pay more attention. Sorry.
I tried the green button. Works.
The RAOBF I did works but only at 1080P for the 16:10
and all the other aspect ratios only work at 1440x900.Hmmm. I'm using 1440 x 900 and I have tried all of the aspect ratio patches you uploaded. 8x5--5x4--4x3--16x9. I wasn't able to just enable them through JSGME either, I had to replace the .cam file in your mod to get them to go into effect. But of course (though in desperation anything is worth a try) anything but 8x5 (16x10) was just screwy as hell, since (now I know) 1440x900 is a 16x10 aspect ratio. 1440/900=1.6. Duh. So--at 1440x900 (at least on my computer) none of the aspect ratios are working, meaning, not giving accurate range or AOB calculations.
1. Create a camera.cam file for each resolution and aspect ratio
or
2. Redo the entire Mod using the stock method of scalling and lose some resolution in the graphics end.Surely the former would be less work than the latter? Don't know, I've never made a .cam file, but no time like the present to learn I guess, which brings me to your final suggestion:
Maybe another solution that would help with choise 1 is show what values need changing in the cameras.cam file and let the user's create cameras.cam files for the resolution and aspect ration they are using.Sounds good. I really like your mod. In fact, much as I love TDW's UI, there are features of yours that I prefer. I like the clean look of it. I like the Target Lock button (don't like using the space bar) and the Scope Filters. The RAOBF looks very nice, and other than the calibration problem, it functions very smoothly (although it would be nice to be able to fully rotate it clockwise as well as counter clockwise). I'm getting used to using your officer command system--although occasionally I'll miss a feature, like Return to Course. I've been so busy fiddling with the RAOBF that your mod has a lot of features I haven't explored yet. So, until I thoroughly field test them, better that I not offer any comment. Anyway, your mod is comparatively very clean, until you open the Attack Scope where all the gadgets are. One thing, I wish it were possible to scoot the TDC panels a little farther to the side--shrink 'em a little as they crowd the scope on my screen. Anyway, I digress.
Point is, if you can provide the information I need, I'll fix the .cam file myself. If I can get one to work perfectly for me, I'll make it available to everyone. I'm pretty obsessive and I have a lot of time on my hands. Is any special software necessary?
edit--OK, the Goblin Editor. Already looking for a tutorial on how to use the dang thing...
edit--OK, Silent 3ditor, got it, trying to figure out which values govern the size of the scope gradicules...looking at 85 CameraParams...yes, it is 5:22 AM on a Thursday morning.
I've managed to make some headway. Some of the threads here are amazingly informative.
So I got the Sh3ditor and I looked at various .cam files to try to see what people were changing and what they were not. I didn't look very closely, so hopefully there are some more changes I can make to improve things. But as it is, it seemed to me that to fix the Attack Scope I needed to change the Angular Angle value under 85: CameraParams.
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2873
First I changed it until the RAOBF was giving good range calculations. But when I did that the AOB was still all wrong. Since I have the Stadimeter to get range anyway, I started tweaking to make the file give accurate AOB calculations. I noted that a ship 120m long at a range of 1200m should read 40 mils at 90 degs AOB. So at 1.5X zoom I tweaked the Angular Angle value to yield that result. The above value of 58 is pretty close--I can tweak it a bit closer I think, but the tools at hand can only yield so much accuracy.
After getting things close I set up a mission with three Type A Hog Islanders at various ranges and Bow Angles. The first picture shows one at 1,5xZoom, 1200m at 45deg AOB. RAOFB is giving very close AOB.
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2869
The second picture shows that although the AOB is right, the vertical scale gives and incorrect range by mast height.
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2870
The next two pictures show two more ships, the first at 500m at 45AOB, the second at 5200m at 90AOB. Using the correct stadimeter ranges, the horizontal scale yields very good AOB results, the first in 1.5X Zoom, the second in 6X Zoom.
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2871
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2872
So, there you have it. Is there anyway to correct the vertical scale to give good range calculations without messing up the horizontal scale for AOB?
edit--Just tried a mission and it seems to work very well. Three ships all plopped on the map at different angles moving at different speeds, AOB must be right because my torpedoes were right on target. Only problem now is since I can't use the RAOBF to get range, I have to update with the Stadimeter, but ever time I do that all of my other settings for AOB and speed are reset to zero. It's a pain. Any way around it?
reaper7
08-12-10, 12:00 PM
I've managed to make some headway. Some of the threads here are amazingly informative.
So I got the Sh3ditor and I looked at various .cam files to try to see what people were changing and what they were not. I didn't look very closely, so hopefully there are some more changes I can make to improve things. But as it is, it seemed to me that to fix the Attack Scope I needed to change the Angular Angle value under 85: CameraParams.
First I changed it until the RAOBF was giving good range calculations. But when I did that the AOB was still all wrong. Since I have the Stadimeter to get range anyway, I started tweaking to make the file give accurate AOB calculations. I noted that a ship 120m long at a range of 1200m should read 40 mils at 90 degs AOB. So at 1.5X zoom I tweaked the Angular Angle value to yield that result. The above value of 58 is pretty close--I can tweak it a bit closer I think, but the tools at hand can only yield so much accuracy.
After getting things close I set up a mission with three Type A Hog Islanders at various ranges and Bow Angles. The first picture shows one at 1,5xZoom, 1200m at 45deg AOB. RAOFB is giving very close AOB.
The second picture shows that although the AOB is right, the vertical scale gives and incorrect range by mast height.
The next two pictures show two more ships, the first at 500m at 45AOB, the second at 5200m at 90AOB. Using the correct stadimeter ranges, the horizontal scale yields very good AOB results, the first in 1.5X Zoom, the second in 6X Zoom.
So, there you have it. Is there anyway to correct the vertical scale to give good range calculations without messing up the horizontal scale for AOB?
edit--Just tried a mission and it seems to work very well. Three ships all plopped on the map at different angles moving at different speeds, AOB must be right because my torpedoes were right on target. Only problem now is since I can't use the RAOBF to get range, I have to update with the Stadimeter, but ever time I do that all of my other settings for AOB and speed are reset to zero. It's a pain. Any way around it?
Hi nodlew, I've been thinking about it all day at work. And I've come to the conclusion that the best bet is to give in and redo the scalling.
You and other's have requested this as playing mu UI at resolutions lower than 1080P just creates to much crowding on screen.
It will have the knock on effect that I will only need to create one cam file for each aspect ratio.
I will start work on it straigh away, hopefully it won't take to much time -certain items can be left at 1:1 scale like the Rec man, AttackDisc, clock etc. So that will spped things up a bit.
Good work on the Camera.cam file, thats pretty much how I got it working on the 1080P resolution (The only one that works properly). ;)
Hi nodlew, I've been thinking about it all day at work. And I've come to the conclusion that the best bet is to give in and redo the scalling.
You and other's have requested this as playing mu UI at resolutions lower than 1080P just creates to much crowding on screen.
It will have the knock on effect that I will only need to create one cam file for each aspect ratio.
I will start work on it straigh away, hopefully it won't take to much time -certain items can be left at 1:1 scale like the Rec man, AttackDisc, clock etc. So that will spped things up a bit.
Well, I'll be anxiously awaiting that release. In the meantime--since we believe that certain changes to the Obs Periscope enacted to effect more historical realism are in fact responsible for the Obs Periscope bug--could you tell me what file to fix to bypass the issue until such time as it is resolved?
Sepp von Ch.
08-13-10, 06:05 AM
@reaper7
i have finished my work and after testing the menue file in German now it works.
Where can i send it ?
Can someone send me )or upload) the menue file in German for this mod please? Where and what i change?
hippieshadow
08-13-10, 12:30 PM
Hello,
here is my edited German menu file for this mod.
http://rapidshare.com/files/412752870/menu.txt
Installation:
Overwrite the existing menu.txt file, which is located in the mods folder:
MODS/HiDef Realistic Interface V1.0/data/Menu/menu.txt
If you have enabled this mod, please disable it before you overwrite the file.
Kind regards
hippieshadow
hippieshadow
08-13-10, 01:08 PM
-----------------------------------------------------------------------
Hello,
here is my edited German menu file for this mod.
http://rapidshare.com/files/412752870/menu.txt
Installation:
Overwrite the existing menu.txt file, which is located in the mods folder:
MODS/HiDef Realistic Interface V1.0/data/Menu/menu.txt
If you have enabled this mod, please disable it before you overwrite the file.
-----------------------------------------------------------------------
If the link is expired, please use this one:
http://rapidshare.com/files/412759195/menu.txt
kind regards
hippieshadow
I'm not sure I understand the question, Dida, sorry. Do you mean, how do you move the periscope while you are using the RAOBF? There are places near the scope mask where you can use the mouse to make the scope move or zoom in and out while using the RAOBF. Click around to the left of the scope just beyond the RAOBF dial and the scope should move with the mouse. Place your cursor beneath the scope off to the left a bit and you should be able to zoom in and out using the mouse wheel.
Sepp von Ch.
08-15-10, 03:29 PM
2 hippieshadow: Thank you!:up:
reaper7
08-16-10, 04:38 PM
Sorry haven't posted in a bit.
I've been totally relearning the Menu Editor and the bit I avoided from the begining [Scalling :O:], It's been harder than I expected due to the way different items need to be scalled differently.
But I'm getting there have all the Optics done and the Torpedo Panels.
The main bit left to do is the TDC Panels and a few smaller bits.
Also of Interest to nodlew (And everyone using this UI).
I'm posting my latest 1400x900 (16:10) Attack Periscope screen showing the RAOBF complete with redone camera.cam file.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/HiDefV20pic1.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/HiDefV20pic6.jpg
I have just gotten to this stage so have only tried it on this 1 target so far - But if it works for 1 it should work for all :yeah:.
Note that the Attack Scope Graticles are calibrated just like the Actual Attack-scope graticules, and not only that but the RAOBF marking match the attack scope graticule. :)
reaper7
08-16-10, 06:17 PM
A couple of more In Progress shots, showing the Obs Scope.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/HiDefV20pic3.jpg
Also have got the Left TDC PAnel done.
Here the obs and attack scope showing them Left TDC Panel and Torpedo Panel. In game resolution is 1440X900 to show scaling compared to original Ui at 1080P.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/HiDefV20pic4.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/HiDefV20pic5.jpg
Looks great, R7. Now I can open the Torpedo selection panel and still read the scope bearing. The work on the RAOBF Markings.dds looks perfect. I like your mod so much I found some freeware on the net (Paint.NET) and learned some enough about editing .dds files to make my own RAOBF markings file so I could play using your mod in the interim while awaiting your reworking of it. Here's my homemade scope RAOBF graticules...
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2913
Turns out, making those things, even something as basic as that, is a lot of work, although it gets easier the more you know how to do it, how to use the programs, etc.
I kept your mast height markings--just painted over them, so the scope markings to the left would line up, and tweaked the cameras.cam file to make everything as close as I could get. Works pretty good. Yours looks much better.
Looking foreward to trying the new and improved version. I fervently hope that the Obs. periscope bug (raising when not in use) has been fixed. You didn't mention anything about that. As things stand, I still just ignore the Obs. Periscope to circumvent the problem.
I see new buttons related to the Stadimeter--look foreward to trying them out.
Another thing I did, which you might consider--I like the look of your ERM for TDW's UI better than the one you included in your own mod. So I transferred and renamed the dds files to get the same look...
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2914
Purely aesthetic choice, but this one looks very elegant and I prefer it. It would be simple to include this look as an optional mod for those who don't know how do it manually.
One question--why did you choose increments of 1.6666 kts (5/3) on the Target Speed Dial in the TDC as opposed to say...1kt? It makes inputting the targets speed a matter of guesswork. I suppose I could put the precise value in using the XO's Dialog Box, but I like using the tdc dials, but I have to refer to the XO's box to make sure it displays the correct speed, and even then, I know I'm some fraction of a kt off. Is the dial more historically correct as it is? Then why did the Germans make things hard for themselves? That last question was rhetorical. What is logical for German engineers might differ in myriad ways from what is logical to me.
Do we now have a Return to Course button?. If not, I can just use advanced shift keys.
I made a 360deg bearing plotter for your mod. You might include one--as is, the map tools make it labor intensive to know the relative and true bearing of the target--my bearing plotter solves the issue. I made mine 512 x 512 and only 1000m in diameter. It's not much good for plotting intercept ranges, but it doesn't overflow my screen at the two highest zoom levels either. All I want it for is true bearing to the target. I can use the ruler for range.
Here's a question--isn't the radar antenna extensible? So shouldn't there be a crew command button to extend/retract it? XO's station? He extends and retracts everything else.
Anyway, that's enough questions, etc. for now. Again, looking foreward to the new version.
Love the mod.
PS. How do I make a Scope Graticule dds file that will light-up (become luminescent) when the lights come on at night? By making the color white, my dds lit up for the obs periscope, but the attack scope markings stayed black.
PPS: I have just gotten to this stage so have only tried it on this 1 target so far - But if it works for 1 it should work for all :yeah:
Well, maybe, maybe not. I was seeing some discrepancies. It could be something I was doing wrong. I had a Hog's Island reading perfectly by the RAOBF at 1200m at 90deg, but my Large Steamer at 2000m at 90deg was showing a little off--and with the RAOBF, a little off in terms of graticules turns into big differences in terms of AOB readings. The difference between 70 AOB and 90 AOB is a smidge. It's hard to know where the error comes from. Are the models perfectly proportioned and do they exactly correspond to the maual data? How accurately did I place the ship in the editor (not a precise tool by any stretch)? A fudge of one pixel using the Stadimeter can give errors in the tens of meters, like 50m difference--more depending on range. The scales on the RAOBF itself are anything but precise. Where exactly is 147 on the dial? This is less science than Art.
I told you I was obsessive.
wetwarev7
08-17-10, 04:59 PM
I would just like to say one thing.
Wow :o
reaper7
08-17-10, 05:29 PM
Looks great, R7. Now I can open the Torpedo selection panel and still read the scope bearing. The work on the RAOBF Markings.dds looks perfect. I like your mod so much I found some freeware on the net (Paint.NET) and learned some enough about editing .dds files to make my own RAOBF markings file so I could play using your mod in the interim while awaiting your reworking of it. Here's my homemade scope RAOBF graticules...
Nicely made, better be carefull or you'll catch the Modding Bug :D.
Looking foreward to trying the new and improved version. I fervently hope that the Obs. periscope bug (raising when not in use) has been fixed. You didn't mention anything about that. As things stand, I still just ignore the Obs. Periscope to circumvent the problem.
Hopefully its fixed, I haven't been able to reproduce it since I made my current fixes. :03:
I see new buttons related to the Stadimeter--look foreward to trying them out.
Latest button is a 'Stadimeter' button to go with the 'send range to TDC', now you don't even need to open the XO Rec Man .;)
Another thing I did, which you might consider--I like the look of your ERM for TDW's UI better than the one you included in your own mod. So I transferred and renamed the dds files to get the same look...
I have been making some small change to my Rec Man, the XO pic is now gone (Its been converted into the Open button).
So when you open the Rec Man there is a large Turn TDC on selection that has to be activated to use the Manual.
Gets around the Noob shoot by numbers. :D
One question--why did you choose increments of 1.6666 kts (5/3) on the Target Speed Dial in the TDC as opposed to say...1kt? It makes inputting the targets speed a matter of guesswork. I suppose I could put the precise value in using the XO's Dialog Box, but I like using the tdc dials, but I have to refer to the XO's box to make sure it displays the correct speed, and even then, I know I'm some fraction of a kt off. Is the dial more historically correct as it is? Then why did the Germans make things hard for themselves? That last question was rhetorical. What is logical for German engineers might differ in myriad ways from what is logical to me.
I'm afraid that has to do with the game engine. All dials are 360 degrees and the Target speed goes from 0 to 55 in 350 degrees.
This is the way its been since SH3. :nope: Hence the drag issue when using the mouse.
Do we now have a Return to Course button?. If not, I can just use advanced shift keys.
Will be including it in next release, hopefully soon.
I made a 360deg bearing plotter for your mod. You might include one--as is, the map tools make it labor intensive to know the relative and true bearing of the target--my bearing plotter solves the issue. I made mine 512 x 512 and only 1000m in diameter. It's not much good for plotting intercept ranges, but it doesn't overflow my screen at the two highest zoom levels either. All I want it for is true bearing to the target. I can use the ruler for range.
Sure, PM me for send details. Thanks :up:
Here's a question--isn't the radar antenna extensible? So shouldn't there be a crew command button to extend/retract it? XO's station? He extends and retracts everything else.
Not sure is there a Command for this, will have a look.
If there is I can add an order for this to the XO orders. :03:
Anyway, that's enough questions, etc. for now. Again, looking foreward to the new version.
Love the mod.
PS. How do I make a Scope Graticule dds file that will light-up (become luminescent) when the lights come on at night? By making the color white, my dds lit up for the obs periscope, but the attack scope markings stayed black.
I'm afraid the Devs messed up on this. You can only use the SH4 trick to get night graticules with the Attack scope.
I have the attack scope working this way, while the Obs I had to script.
PPS:
Well, maybe, maybe not. I was seeing some discrepancies. It could be something I was doing wrong. I had a Hog's Island reading perfectly by the RAOBF at 1200m at 90deg, but my Large Steamer at 2000m at 90deg was showing a little off--and with the RAOBF, a little off in terms of graticules turns into big differences in terms of AOB readings. The difference between 70 AOB and 90 AOB is a smidge. It's hard to know where the error comes from. Are the models perfectly proportioned and do they exactly correspond to the maual data? How accurately did I place the ship in the editor (not a precise tool by any stretch)? A fudge of one pixel using the Stadimeter can give errors in the tens of meters, like 50m difference--more depending on range. The scales on the RAOBF itself are anything but precise. Where exactly is 147 on the dial? This is less science than Art.
That I can't answer, its possible the data in the config does not match the actual model. Which like you point out can have errors for the RAOBF. :wah:
But then again the real thing had this sort of errors too regarding accuracy (Due to the RAOBF being a linear scale rule and exact figures for ships not at hand), so it makes this more accurate for use :)
I told you I was obsessive.
I would just like to say one thing.
Wow :o
Cheers wetwarev7, next release will be even better :up:
I made a 360deg bearing plotter for your mod. You might include one--as is, the map tools make it labor intensive to know the relative and true bearing of the target--my bearing plotter solves the issue. I made mine 512 x 512 and only 1000m in diameter. It's not much good for plotting intercept ranges, but it doesn't overflow my screen at the two highest zoom levels either. All I want it for is true bearing to the target. I can use the ruler for range.
Sure, PM me for send details. Thanks :up:Actually the one I am using is just a scaled down version of the one made by Gisement available in the Downloads section, which I couldn't offer to you without his permission, and I would need to fix the inaccurate range numbers that are still displayed on it, maybe tweak its size to make it just right. I meant that you should maybe include one, didn't mean that the one I am using was the one you should include.
However, I am willing to take a stab at making one. If I make one that I think won't be an embarrassment to us both, I'd be glad to donate it.
I'll get back to you on that.
Happy to hear about the OBS Scope.
edit: Made one out of internet scraps. Needs a little tweaking (I'd like the #s to be clearer, and to have the star points perfectly aligned), but it's yours when it's ready. Two pics at the two highest nav map zooms follow.
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2918
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2919
PL_Andrev
08-18-10, 11:43 AM
For me this "compass" has to small quality.
reaper7
08-18-10, 11:52 AM
Nice looking compass Nodlew, It could be used with an outer bearing dial.
I may knock one up in AutoCad for my next release if I get some time. :hmmm:
Got the Right TDC Panel done, now for the control dials.
Once again screenshot is at 1440x900, must say I'm pleasantly surprised by the scaling - not as bad a hit on the graphics definition as I expected.
Must take a look at them in 1080P see if I'm getting the 1:1 scaling.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/HiDefV20pic7.jpg
EDIT:
Just had a thought, I think I'll leave these as the default Periscopes as there modeled of the stock periscopes.
And redo a set of addon periscopes to match SteelViking Periscope textures in his excellent Interior V1.1 Mod.
That way it will pull these 2 mods together even nicer :).
EDIT2:
Finished the Control Dials,
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/HiDefV20pic8.jpg
SteelViking
08-18-10, 02:32 PM
EDIT:
Just had a thought, I think I'll leave these as the default Periscopes as there modeled of the stock periscopes.
And redo a set of addon periscopes to match SteelViking Periscope textures in his excellent Interior V1.1 Mod.
That way it will pull these 2 mods together even nicer :).
Hey, thanks reaper7, that would be really cool.:yeah:
A tip about that bearing overlay, an easy way to clean it up would be to scale the image up to twice the original size using cubic interpolation, and then maybe apply an unsharp mask. You could also apply a de-interlacing filter on the star to make it look nicer.
Reaper I love your mod but is there anyway to take the binos and UZO background back to the original?
Also is it possible to get rid of the red pointer that appears when using the speed dial?
Lastly is there anyway to produce higher definition dials for the 3 bottom left ones?
Also is there a reason why the obs scope rises after i use the binos?
Sorry if you're offended bay these requests as I understand the work you put into them.
reaper7
08-18-10, 05:04 PM
Reaper I love your mod but is there anyway to take the binos and UZO background back to the original?
Also is it possible to get rid of the red pointer that appears when using the speed dial?
Lastly is there anyway to produce higher definition dials for the 3 bottom left ones?
Also is there a reason why the obs scope rises after i use the binos?
Sorry if you're offended bay these requests as I understand the work you put into them.
Yes you could overwrite the images in the mod folder with the original ones if wanted. As long as there the same name.
There is also SteelViking vesion available to download from Post 2 of this thread (Addon's).
The next release will have the UZO and binocs cropped more, so you get more viewfinder real-estate. :)
Really you dont like the Speed handle. I must say it was one of my proudest moments getting it to work :D.
If you want it gone easiest way would be to make the alpha fully transparent that way the image will be invisible.
That is about as high a resolution that you'll get for dials that size. Only way to get better is to make the dials way bigger too.:O:
Latest version will scale the dials to desktop resolutions - so you could play at 3840x2160 to get better dials size.
Current dials are using 250x250 pixels so even at 1080P you only get 4 dial-faces high at 1:1 ratio.
And the biggest culprit is SH5 with its use of crappy compression dds format. Lots of lose's in the image quality. SH4 used better TGA Format.
Hopefully obs Issue is sorted in next release. :up:
Hope that helps.
Thanks, understandable.
Also when I enter binos view on the bridge the compass doesn't move as I look sideways.
SteelViking
08-18-10, 06:27 PM
And the biggest culprit is SH5 with its use of crappy compression dds format. Lots of lose's in the image quality. SH4 used better TGA Format.
GIMP has an option to save without using compression. That is what I always do to avoid compressional damage(and it is one of the reasons that my downloads are as big as they are:O:). You could switch to it. Just a suggestion, if you are getting a lot of distortion.
Edit: Saving without compression is actually a trick I learned from Conus00 by the way.
For me this "compass" has to small quality. Antar--do you mean it's too small? Or its volume of quality is too small (an eccentric way of saying it's a piece of crap)? If you mean the former, well I want mine to be small. You can make yours whatever size you like. If you mean the latter, I agree. So I made another one...
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2929
A tip about that bearing overlay, an easy way to clean it up would be to scale the image up to twice the original size using cubic interpolation, and then maybe apply an unsharp mask. You could also apply a de-interlacing filter on the star to make it look nicer.
Thanks for the tip, Viking. I'm still learning what gadgets do what, and finding out what will shrink and expand and what will not. I've been modding .dds files for two days now. I don't know it all by any means. I did discover the Magic Wand button in Paint.net--now that thing comes in handy.
M1Thompson
08-19-10, 07:02 AM
very cool mod. when you release the next version will you make it so the ob scope dosent go up every time you go to a new screen?
thanks:arrgh!:
I fervently hope that the Obs. periscope bug (raising when not in use) has been fixed. You didn't mention anything about that. As things stand, I still just ignore the Obs. Periscope to circumvent the problem.
Hopefully its fixed, I haven't been able to reproduce it since I made my current fixes. :03:
The man believes the problem to be fixed. If you read through R7's posts above (or below, depending on how the page loads) you will see info on fixes/changes.
reaper7
08-19-10, 03:25 PM
Thanks nodlew, Yes I belive it to be fixed - as I haven't had it occur to me since removing un-needed Fully_Raise_Obs_scope_commands.
But then I didn't have the problem with the obs rising. Except when I created a new campaign and the Training mission at the start, then it started to raise itself.
But once I reloaded my save it was gone again. I think it may have been a modsoup issue due to installing while on patrol. :hmmm:
I'd like to know where that command is so I can delete it and see if it fixes the Obs. Periscope for my V1.0 while I wait for version 1.X.
:D
Aside: Since I got promoted, I'm good-looking again. While I was a Sound Dude I had completely lost my mojo. Fat and bald. Now I'm my old self again.
edit--found the relevant line in the obs. periscope.py and removing the command to "Rise_whole_obs_periscope" has indeed corrected the problem. Hooray! Your problem is fixed sir. And now I can try out the Attack Disk and the fancy Obs. Peri. Compass.
SteelViking
08-19-10, 08:15 PM
I'd like to know where that command is so I can delete it and see if it fixes the Obs. Periscope for my V1.0 while I wait for version 1.X.
:D
Aside: Since I got promoted, I'm good-looking again. While I was a Sound Dude I had completely lost my mojo. Fat and bald. Now I'm my old self again.
edit--found the relevant line in the obs. periscope.py and removing the command to "Rise_whole_obs_periscope" has indeed corrected the problem. Hooray! Your problem is fixed sir. And now I can try out the Attack Disk and the fancy Obs. Peri. Compass.
In doing so, did it disable the "fully raise obs scope" button that reaper7 included in his latest version?
Yeah, it sure did. Though I think all the other buttons work, the thumb levers, etc. The obs. scope doesn't lower itself automatically when you exit from it, but that's a small thing. Shift Pg Down does the trick. I'm sure R7 will find a solution. The buttons themselves are nice, but unnecessary. The lever for adjustments and the the shift insert...delete/shift pg up...pg down keys for raising and lowering are sufficient if there is no work around for the bug.
Although TDW's UI has buttons that fully raise and lower the scopes without any resultant problems--so with some tinkering the issue should be correctable without abandoning the buttons.
reaper7
08-20-10, 10:16 AM
Try saving then re-enabling the fully raise scope to see if it works correctly.
In looking for the problem I placed a error message just before that line which never activated when the scope would auto raise, but would activate when the button was pressed.
So still not convienced that is the cause of the problem.
Brumete
08-20-10, 10:27 AM
This mod is compatible with UI TDC_4_0_3_ThedarkWraith?
reaper7
08-20-10, 10:30 AM
Sorry Brumete, Not compatible.
Brumete
08-20-10, 10:34 AM
Sorry Brumete, Not compatible.
OK, I Will try your mod Thank you.
reaper7
08-20-10, 11:21 AM
If you play in lower that 1920*1080 resolutions, it may be worth waiting for my next release.
I have totally redone it to auto scale (The same way Stock UI does) rather than be 1:1 scalling at 1920*1080.
Current one if played at resolutions below 1920*1080 can get very crampped at panels and guages appear much bigger.
fly2002
08-20-10, 06:03 PM
I have a quick question. With the new interface
I plan on using the standimeter fix method instead of the raobf. Ok here's the question. Is it possible to imput the aob manually? The gauge on the left tdc panel won't move and the one that pops up can only be scrolled on one side of the ship. Did this make sense? I just want to use the standimeter fix for range and I want to be able to imput the sob manually. I manually put the speed in and that gauge seems to work. Thanks for the help and for your mod work.
Sincerely, Eric
fly2002
08-20-10, 06:10 PM
Trying to explain it a little better here, and typing on the iPhone is no fun
The aob gauge on the left tdc is basically inactive when I try and use it. Pressing the tdc red/green button allows me to change torpedo speed and bearing, torpedo depth but not the red/green aob gauge. I usually just eyeball the speed and aob. (I've gotten quite good) ...took a while though. Thanks again, Eric
Not to presume, but anyone could make get confused given all the dials. Are you sure you are using the right dial? It's the one labeled LAGEWINKEL. It is green on the right side, reddish on the left, and it has within it a small dial at the bottom with numbers that spin as you move the needle on the dial.
By the way--related to the fix for the Obs. Periscope by deleting the command in the .py: Actually, the buttons to raise and lower the scope still work. Don't know why I convinced myself they didn't.
fly2002
08-20-10, 08:52 PM
I think the one your talking about if the
Bearing indicator. You can set it manually or
Allow it to slew with your heading on the periscope.
It's red and green and the lower part of the dial is a semi circle that has numbers right? The one I'm talking about has a larger arrow pointer on the dial and I located on the top right of the left tdc panel if I remember correctly. Maybe I'm wrong here but have you been using that dial for aob? Is so where are you imputing bearing?
fly2002
08-20-10, 09:04 PM
Nodiew, forget my last post. I was confused
And you were right. That's the aob dial. Your right.
You set the bearing on the right tdc panel above the
Gyro gauges? And I'm assuming leave the gyro gauges alone? What about the impact angle gauge at the top of the right tdc panel? I guess an earlier mod I played used that gauge for aob. I think that is leading to my confusion. That and playing with everything in German doesn't help. Haha Eric
reaper7
08-21-10, 05:16 AM
Just to confirm that the 2 gauges at the top of both the left and right panels can only be used if carrying Fat/Lut type torpedoes.
Also dials can only be manualy used is TDC control is switced to manual, that is the red/green button in the bottom right of the left panel :up:.
Hi Reaper7.
Here (http://www.sukhoi.ru/forum/showpost.php?p=1453807&postcount=1096) is mod Das Boot Crew Mod for Reaper7 by Illyustrator.
Can you include this mod in your mod? (As an additional mod)
The author of the mod gives its consent.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=2955
robbythesub
08-23-10, 03:25 AM
Hi Reaper
When using the UZO on surface attacks, I cannot find any lock button, so could you please advise where it is?
Sounds daft I know, but it works fine on the attack periscope, just not there on the UZO.
Thanks again for this great mod.
ps Still waiting to get back to port to re install the mod to see if the obs periscope up / down issue is resolved.
Thanks
reaper7
08-23-10, 01:29 PM
Hi Reaper7.
Here (http://www.sukhoi.ru/forum/showpost.php?p=1453807&postcount=1096) is mod Das Boot Crew Mod for Reaper7 by Illyustrator.
Can you include this mod in your mod? (As an additional mod)
The author of the mod gives its consent.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=2955
Hi Obelix I can include the Alternative Officer Icons by Illyustrator as an add on. Thank you. :yeah:
EDIT: Uploaded to addon post.
http://www.subsim.com/radioroom/showpost.php?p=1459156&postcount=2 (http://www.subsim.com/radioroom/showpost.php?p=1459156&postcount=2)
Hi Reaper
When using the UZO on surface attacks, I cannot find any lock button, so could you please advise where it is?
Sounds daft I know, but it works fine on the attack periscope, just not there on the UZO.
Thanks again for this great mod.
ps Still waiting to get back to port to re install the mod to see if the obs periscope up / down issue is resolved.
Thanks
No lock button on the UZO, I never thought to put one in it.
You can use spacebar to lock for now.
I will include one for next release. ;)
robbythesub
08-23-10, 04:14 PM
Ok thanks- thought I was going mad!
I tried the re install of the mod in port and sadly still have the obs periscope problem.
Have you any further info on this at all?
Cheers :cry:
reaper7
08-23-10, 04:18 PM
Ok thanks- thought I was going mad!
I tried the re install of the mod in port and sadly still have the obs periscope problem.
Have you any further info on this at all?
Cheers :cry:
I think I have it sorted. Will have next release soon.
If you check previous posts someone posted there fix for obs scope problem that worked for them.
reaper7
08-23-10, 06:07 PM
OK, I think I've got eveything done that needs doing. I should have this packaged up and released tomorrow all going well.
Got my stadimeter working perfect now. Green flashing icon had to go, caused a script error on startup only due to fuction being inactive till button pressed on startup (Hardcoded), solution I got working is even nicer (Let ye see the workaround tomorrow :)).
SteelViking I got all the items positioned offscreen now, so no longer visible for that second on entering a station.
Had to recode the scripts for all the items to snap to anchor from offscreen on button press instead of visible/hidden commands, but it was worth it.
:03:
Hi Obelix I can include the Alternative Officer Icons by Illyustrator as an add on. Thank you. :yeah:
Thank you. :up:
Illyustrator proposes an increase in the form of Officer icons, it seems that they are too small. Not difficult if you make the form more?
Thank's
SteelViking
08-23-10, 06:51 PM
OK, I think I've got eveything done that needs doing. I should have this packaged up and released tomorrow all going well.
Got my stadimeter working perfect now. Green flashing icon had to go, caused a script error on startup only due to fuction being inactive till button pressed on startup (Hardcoded), solution I got working is even nicer (Let ye see the workaround tomorrow :)).
SteelViking I got all the items positioned offscreen now, so no longer visible for that second on entering a station.
Had to recode the scripts for all the items to snap to anchor from offscreen on button press instead of visible/hidden commands, but it was worth it.
:03:
Awesome!:yeah: Your UI just keeps getting better and better.
Can't wait to try it out, R7. Thanks for your efforts to make this mod accessible to everyone, and especially for your attention to the issues that people have raised. :salute:
robbythesub
08-24-10, 02:02 AM
Yes thanks Reaper7, very much appreciate your efforts with this great mod. :salute:
reaper7
08-24-10, 05:32 PM
Nooooooooooo......... :wah:
What the hell, was just putting the last finish to the Mod to packeage it up and post.
And now it doesn't load anymore - can't figure out why.
Loading screen does not dissapear - game crashing with no errors :wah:
reaper7
08-25-10, 02:21 PM
Right, after a lot of testing - I have managed to trace down the culprit.
It ends up that the Page layout.py script is causing the hangup on loading.
Now I just need to find out whats wrong with the script and fix.
Hopefully I shall have the Mod ready tonight for upload. :up:
SteelViking
08-25-10, 02:46 PM
Right, after a lot of testing - I have managed to trace down the culprit.
It ends up that the Page layout.py script is causing the hangup on loading.
Now I just need to find out whats wrong with the script and fix.
Hopefully I shall have the Mod ready tonight for upload. :up:
Glad to hear that you have narrowed down the problem.:up: I can't wait to try out the new version.:yep:
Question: you said you are going to add the new Speech Fixes Mod to your UI mod. There is a German and an English version, which one are you going to include? Perhaps you could release compatible versions as official add-ons to your UI?
reaper7
08-25-10, 03:16 PM
Not sure, maybe add the English one to the Mod.
And add the german one in the addon section. :06:
Found the problem.
Had to do with a new feature I added last minute last night.
I didn't notice as I added it via the script manager ingame.
So the problem didn't show up in use. It reared its ugly head only on loading from scratch. :nope:
Trying to make a workaround.
Oh yes the new feature. A clean hud button, that clears the Hud (Similar to shift-Z) but clears all my newly added items as well.
Good for taking screenshots and video. :03:
KarlKoch
08-25-10, 03:23 PM
Not sure, maybe add the English one to the Mod.
And add the german one in the addon section. :06:
Since the only difference (until now) needs to be the audio files, this should not pose a real problem.
reaper7
08-25-10, 03:55 PM
Since the only difference (until now) needs to be the audio files, this should not pose a real problem.
Thanks Karl for reply. I shall add a link to the German file from my addon section. :up:
reaper7
08-25-10, 06:05 PM
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/HiDef-Realistic-Interface-Cover.jpg
V2.0 of the Interface is now released.
Totally redone Interface - Now autoscales to Game Resolution.
New stadimeter button, in conjunction with stadimeter range fix. (Yellow - Ready, Green - Enabled, Green Flash - Send to TDC)
Scopes and Optics are moddeled of the In-Game Models as default.
Tri-Ring Compass is now available in all screens (Bearing dial only works at scopes and optics - Game limitation).
Now included rear side of Attack Disc.
New Clear HUD Button - Located above the Enlarge Message box button. Click at bottom centre of screen to restore HUD.
Includes KarlKochs Sound Mod addon for the command.cfg (English).
Added new command to the Captains page - BattleStations
Added new command to the Navigators page - Return to course
KarlKoch's German Sound Mod available here:
http://www.mediafire.com/?z3soc22dsedocdb
Download Link:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2773 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2773)
Patch V2.01 for the latest reported bugs.
Fix for Tri-Ring compass not displaying
All Bearing dials in Scopes display correctly.
Install with JGSME and allow overwrite conflicts.
http://www.subsim.com/radioroom/downloads.php?do=file&id=2775
SteelViking
08-25-10, 06:39 PM
Downloading now. I can't wait to fire it up.:up:
Trying out the mod R7. I don't know the new features well enough to comment yet, though the new stuff added to the obs per looks amazing. I am having to redo the RAOBF dds as the one stock with the mod is out of whack on my computer. Cam file maybe? Anyway, I'll make one and that will be a feature of the mod that is my own along with my little bearing plotter. The obs scope works great now. The only other problem I have, so far, is that the fancy compass does not pop up from the gui at the bottom of the screen. I get an orange-ish circle on screen. The dds files are in there, I checked. Don't think my download was bad, though I may try downloading again.
If making something like a mod requires this much troubleshooting how on earth did they ever get Neil Armstrong to the moon? Answer, armies of guys with eye-glasses, crew-cuts, and slide-rules.
Brumete
08-26-10, 08:53 AM
Hi I would like to know if the file in Spanish menu.txt TDW UI mod 4.0.3 is compatible with this new UI reaper7 2.0. Thanks
reaper7
08-26-10, 11:43 AM
Trying out the mod R7. I don't know the new features well enough to comment yet, though the new stuff added to the obs per looks amazing. I am having to redo the RAOBF dds as the one stock with the mod is out of whack on my computer. Cam file maybe? Anyway, I'll make one and that will be a feature of the mod that is my own along with my little bearing plotter. The obs scope works great now. The only other problem I have, so far, is that the fancy compass does not pop up from the gui at the bottom of the screen. I get an orange-ish circle on screen. The dds files are in there, I checked. Don't think my download was bad, though I may try downloading again.
If making something like a mod requires this much troubleshooting how on earth did they ever get Neil Armstrong to the moon? Answer, armies of guys with eye-glasses, crew-cuts, and slide-rules.
Hi Nodlew, Didn't spend to much time on the RAOBF calibration. Got it working @ 1440x900, then when doing some tests I came to the conclusion that as SH5 is now the RAOBF is gonna be a problem. (The cam in the mod is for 16:10 or 8:5)
Now I'm not 100% sure do I need to make aspect ratio cam as I use Vertical scalling in the Mod rather than Horizontal, need to do some testing on that.
You may have seen some of my testing posts on Magnums Recognition manual thread, but there are problems with the in game ship models are there corresponding ship image files.
Heights seem to be ok, but lengths and speeds are not - which as you know for the RAOBF to function correctly for AOB and speed these need fixing.
I will have a look into it see what can be done, I have managed to get the correct ship images appearing in the manual for the clone ships, so thats a start. :03:
As for the compass, can you post a screen shot of the problem - it may be a problem with my object snap for that object.
Did a complete rework of the scripts to how objects appear on screen so one or two items may have slipped past me on testing :D.
The orange circle sounds like the night mask is displaying ok.
Whick compass is it, the Binocus one or the Tri-Ring Compass or the Navigation Controls compass?
Hi I would like to know if the file in Spanish menu.txt TDW UI mod 4.0.3 is compatible with this new UI reaper7 2.0. Thanks
There may be soom differences between the files. I added items to that file for my UI.
You could merge them to gether and translate the extra lines I did.
If you do get it working, send it on to me and I'll include it in next release. :)
By the way, what to do you think of the scalling for the panels. Are they sized ok, how about torpedo panel is it to small or Ok.?
Capt Jack Harkness
08-26-10, 08:28 PM
Just tested 2.0 and I noticed the bearing indicator on the scopes is mirrored vertically. I see one whole bearing strip and then the top half of another one under the first.
Running at 1920x1200.
reaper7
08-27-10, 12:58 AM
Just tested 2.0 and I noticed the bearing indicator on the scopes is mirrored vertically. I see one whole bearing strip and then the top half of another one under the first.
Running at 1920x1200.
Tks Capt. Will fix that one :up:
robbythesub
08-27-10, 02:03 AM
Hi R7
Thanks for the updated mod which is great, but I notice that on mine the old attack map from the bottom left of the screen no longer works- is this intended?
I have been going back to the main map which is a bit more difficult in an attack situation.
Thanks :up:
Hey Reaper. I'll post a screenshot of the Compass, don't have the time right now, just want to reply quickly. Yeah, there is something up with the RAOBF in general. No matter what I do I just can't get the markings file just right for every ship. I can get it perfect for one, but then some of the others are a little off. A happy medium is all I think I'll be able to achieve. One question though. I see your markings file has only forty marks total horizontally. The dial is made so that at 2000 m or so a Large steamer in 6X zoom should be about 29 marks along one half of the ship (@90 deg). So the dds isn't made to even get an 90 deg AOB on a ship 147 m long at 2000 m in 6x? That's why I'm making mine with like 60 marks total. Just wondering.
As far as the scale of the panels--they are great. No, I don't think the torpedo panel is too small. I like the way the stadimeter buttons work--seems less buggy too. I haven't noticed the stadimeter quitting working anymore forcing me to open the map to get them back. In fact, other than the dds and the compass, haven't seen any glitches at all.
Great work.
reaper7
08-27-10, 07:30 AM
Thanks Nodlew for feedback on RAOBF. Wasn't aware of there not being enough marking on the RAOBF - obviously I didn't test it with the taller vessels :oops:.
I f you want to work on yours so its callibrated regards the height and send me a copy I'll redo mine to match.
Utill I can fix the model issues AOB won't work in SH5 with the RAOBF (Devs and there shortcuts - no realism :nope:). But I'm working on a workaroud. ;)
That issue with the stadimeter won't happen again, rescripted how it works. By th way how do you like the blinking eyepiece in the stadimeter icon for Send Range To TDC. Took me a while to get that working, was very proud of it :D.
As for the compass I think I know what the problem is. I had 2 copies on the TriRing graphics. One in a folder called TriRing and one in the Attack Periscope folder. I deleted the attack periscope one before release to make the file smaller.
I bet I have the Menu Editor pointing at the AttackPeriscope folder instead of the TriRing folder. That would explain why only the nightmask is showing (The night mask for the TriRing is actually the AttackDisc rescalled).
If you go to C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\R7 TDC\TriRingCompass and copy the (TriRingCompass.dds) image to C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\R7 TDC\Attack Pericope, that should fix the issue.
EDIT: Confirmed via Menu Editor TrRing Images are pointed at the Attack Periscope Folder.
So fix above will sort that out untill I release a bugfix.
I'll release an update once all bugs have been reported to fix the issues. :)
@robbythesub. Seems to work Ok my end, Try unistalling the Mod and Reinstalling - may be a modsoup issue. :up:
reaper7
08-27-10, 12:15 PM
Patch for the latest reported bugs.
Fix for Tri-Ring compass not displaying
All Bearing dials in Scopes display correctly.
Install with JGSME and allow overwrite conflicts.
http://www.subsim.com/radioroom/downloads.php?do=file&id=2775
Hey reaper7,
Is there such function as to follow target when I am usung RAOBF?
Thank you.
reaper7
08-27-10, 06:28 PM
Hey reaper7,
Is there such function as to follow target when I am usung RAOBF?
Thank you.
No, but I will look into adding that feature. Would make sence when using the RAOBF. ;)
No, but I will look into adding that feature. Would make sence when using the RAOBF. ;)
Sounds great !
Hey reaper7,
Is there any settings to tune UI color? After mod installation, my scopes interface with all dials has a very dark red shade. One more thing is that the compas is just a transparent red disk with no marks or anything else.
I`ve installed this mode on a newly reinstalled stock game patched to v.1.2.
Tank you.
SteelViking
08-27-10, 11:16 PM
Hey reaper7,
Is there any settings to tune UI color? After mod installation, my scopes interface with all dials has a very dark red shade. One more thing is that the compas is just a transparent red disk with no marks or anything else.
I`ve installed this mode on a newly reinstalled stock game patched to v.1.2.
Tank you.
In Reaper7's UI he has made a night version. If everything has taken on a dark red shade, that is because it is at night, and the whole sub will have switched over to red light. Also, about the compass, on the preceding page, i think reaper has released a fix for that as it is a known bug. Hope this helps:salute:
Thanks SteelViking for nighttime hint.
Here is what I have. When it is night , UI interface is bright, when it is day - dark. I thought it is suppose to be opposite way.
I can not see the compass even after Hidef UI Patch V2.01.
I have some screenshots but no idea how to upload them here.
robbythesub
08-28-10, 09:14 AM
@robbythesub. "Seems to work Ok my end, Try unistalling the Mod and Reinstalling - may be a modsoup issue". :up:
@R7
I did a re install, and have the same problem, as well as the periscope issue, how strange!
With the jsgme, should you mod be at the very end, as I think this may be a mod conflict issue?
I could post my loadout for mods here if I knew how to do it!
Thanks
PL_Cmd_Jacek
08-28-10, 01:06 PM
Hello reaper7 (http://www.subsim.com/radioroom/member.php?u=232693)
first of all thanks for the great mod. I have 2 question:
1) Your last patch - the file is empty there is only desktop.lnk file
2) In Multi game there is no chat box, can you do something with that ?
Thanks a lot.
reaper7
08-29-10, 07:47 AM
Thanks SteelViking for nighttime hint.
Here is what I have. When it is night , UI interface is bright, when it is day - dark. I thought it is suppose to be opposite way.
I can not see the compass even after Hidef UI Patch V2.01.
I have some screenshots but no idea how to upload them here.
That is an ingame issue. The models Time zones correctly but Doen not update the clock to reflect this :nope:.
So while its bright out it could be 11Pm at night - look at the daytime icon at topright it shows nighttime.
I could redo the Nightmaske not to be activated by timeclock but by a user button instead.
@robbythesub. "Seems to work Ok my end, Try unistalling the Mod and Reinstalling - may be a modsoup issue". :up:
@R7
I did a re install, and have the same problem, as well as the periscope issue, how strange!
With the jsgme, should you mod be at the very end, as I think this may be a mod conflict issue?
I could post my loadout for mods here if I knew how to do it!
Thanks
If you could do a modlist, it would help.
You could take a screeshot of JGSME maybe.
Hello reaper7 (http://www.subsim.com/radioroom/member.php?u=232693)
first of all thanks for the great mod. I have 2 question:
1) Your last patch - the file is empty there is only desktop.lnk file
2) In Multi game there is no chat box, can you do something with that ?
Thanks a lot.
Thanks PL_Cmd_Jacek. Your right patch was empty :oops:.
Have reuploaded the correct one.
Sorry guys.
Redownload and install. :up:
PL_Cmd_Jacek
08-29-10, 10:18 AM
thx Reaper , what about second question, about chat box for Multiplayer ? Is there any chance to bring it somewhere on a screen ?
does the English language text work with version 2?
PJ
PL_Cmd_Jacek
08-29-10, 10:33 AM
thx Reaper , what about second question, about chat box for Multiplayer ? Is there any chance to bring it somewhere on a screen ?
and one other issue, on a nav map there is no tools , do you know why ?
http://a.imageshack.us/img844/4213/sh5img20100829173055.jpg
my res 1900x1000
reaper7
08-29-10, 11:33 AM
thx Reaper , what about second question, about chat box for Multiplayer ? Is there any chance to bring it somewhere on a screen ?
Will look into that one, I prob moved it offscreen during development.
Will update :up:
does the English language text work with version 2?
PJ
Which English Language text ???
and one other issue, on a nav map there is no tools , do you know why ?
http://a.imageshack.us/img844/4213/sh5img20100829173055.jpg
my res 1900x1000
Ah my fault. My new Tri-ring button is covering the old NavTools Button. will move to the left of Tri-Ring and release a new patch. Tks PL_Cmd_Jacek. :up:
reaper7
08-29-10, 11:52 AM
Patch V2.02 for the latest reported bugs.
Fix for Tri-Ring compass not displaying
All Bearing dials in Scopes display correctly.
Moved Multiplayer Message back on screen (I hope these are the Multiplayer message boxes :hmmm:)
Moved NavMapTool Button from under TriRing button.
Install with JGSME and allow overwrite conflicts.
Download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2778
PL_Cmd_Jacek
08-29-10, 12:01 PM
thx, waiting for the chat box. It will be my primary mod for MP games.
Another issues I noticed:
1) Problem with HiDef SteelVikings Optics, loook at the pictures below:
http://a.imageshack.us/img217/7101/sh5img20100829184818.th.jpg (http://img217.imageshack.us/i/sh5img20100829184818.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
and
http://a.imageshack.us/img163/9156/sh5img20100829184806.th.jpg (http://img163.imageshack.us/i/sh5img20100829184806.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
2) When I set values for an attack with TDC dials, and after that I use a stadimeter , after transfering values to TDC, all other settings are reset. Can you do something with that ?
If you want I can send you a Polish version of menu.txt file for your mod.
reaper7
08-29-10, 12:13 PM
thx, waiting for the chat box. It will be my primary mod for MP games.
Another issues I noticed:
1) Problem with HiDef SteelVikings Optics, loook at the pictures below:
http://a.imageshack.us/img217/7101/sh5img20100829184818.th.jpg (http://img217.imageshack.us/i/sh5img20100829184818.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
and
http://a.imageshack.us/img163/9156/sh5img20100829184806.th.jpg (http://img163.imageshack.us/i/sh5img20100829184806.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
2) When I set values for an attack with TDC dials, and after that I use a stadimeter , after transfering values to TDC, all other settings are reset. Can you do something with that ?
If you want I can send you a Polish version of menu.txt file for your mod.
Hi PL_Cmd_Jacek, re-upped the last patch as there was another problem. You can redownload using the same link.
Will make up some nightmasks foe Steelvikings Optics and add to his file. There currently using my nighmasks, hence the look. :DL
sorry, this:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1915 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1915)
[QUOTE=reaper7;1480171]I could redo the Nightmaske not to be activated by timeclock but by a user button instead.
Could you make new patch for your mode with this button and following target function added?
Thank you.
PL_Cmd_Jacek
08-29-10, 01:28 PM
I reloaded the patch. But see the problem with the box I marked on the screen below.
http://a.imageshack.us/img715/8793/sh5img20100829201608.th.jpg (http://img715.imageshack.us/i/sh5img20100829201608.jpg/)
I can resize it, but nothing else. During multimission, it does not work. Moreover it is visible also during single.
reaper7
08-29-10, 03:54 PM
:up:sorry, this:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1915 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1915)
Yes they work ok.
[QUOTE=reaper7;1480171]I could redo the Nightmaske not to be activated by timeclock but by a user button instead.
Could you make new patch for your mode with this button and following target function added?
Thank you.
Will look into doing this will take a bit of work. So will try to have ready for next release.
I reloaded the patch. But see the problem with the box I marked on the screen below.
http://a.imageshack.us/img715/8793/sh5img20100829201608.th.jpg (http://img715.imageshack.us/i/sh5img20100829201608.jpg/)
I can resize it, but nothing else. During multimission, it does not work. Moreover it is visible also during single.
Yes spotted that also, and reuploded the correct patch with that removed. Download from link in previos post.
Ghostmooner
08-31-10, 01:26 PM
have you made tuturials on how to use the new stuff? I can't figure out how to find the speed of my target ships, and there is no ships in the ID book to ID the target with.
reaper7
08-31-10, 01:40 PM
have you made tuturials on how to use the new stuff? I can't figure out how to find the speed of my target ships, and there is no ships in the ID book to ID the target with.
Have started to make a manual for the UI, and hope to do video tutorials in the future.
As for Ship IDs in the manual you need to be locked on to a target before they appear. :up:
@PL_Cmd_Jacek Did the previous patch fix the multiplayer message box. Don't play to test if it works.
PL_Cmd_Jacek
08-31-10, 01:50 PM
@PL_Cmd_Jacek Did the previous patch fix the multiplayer message box. Don't play to test if it works.
:cry: no, the multiplayer box does not work. I checked with both version of patch. BTW in download section of subsim there are two version of patch and only one is correct :D.
Short question, what for is the lamp on the screen ?
http://a.imageshack.us/img294/2575/sh5img20100831203333.th.jpg (http://img294.imageshack.us/i/sh5img20100831203333.jpg/)
reaper7
08-31-10, 02:00 PM
:cry: no, the multiplayer box does not work. I checked with both version of patch. BTW in download section of subsim there are two version of patch and only one is correct :D.
Short question, what for is the lamp on the screen ?
http://a.imageshack.us/img294/2575/sh5img20100831203333.th.jpg (http://img294.imageshack.us/i/sh5img20100831203333.jpg/)
Pity, Any chance of returning to stock and taking ascreenshot of the messagebox in multiplayer.
That way I'll have an idea what I'm looking for. :03:
That button is a Lock Toggle (Same as spacebar) :up:
fantastic work reaper7.
I see you've been a busy boy. But IMO, i prefer scopes or binocs that don't show the eyepiece or background. I mean.. you're supposed to be looking through it not at it. :D
reaper7
08-31-10, 02:17 PM
fantastic work reaper7.
I see you've been a busy boy. But IMO, i prefer scopes or binocs that don't show the eyepiece or background. I mean.. you're supposed to be looking through it not at it. :D
Hi Gutted good to have you back :up:.
Thanks for positive feedback. Ya had some critism for my use of eyecandy, but I'm a pushover for looks :haha:.
I have a section for addons in the second post of this thread, that I could include the blackscreen with the optics viewhole if people want it. :DL
Looking at starting a skin makeover for the SH5 Ships, just started recently - posted in TDW SH3/3 Import thread for screenshot of first skin. http://www.subsim.com/radioroom/showthread.php?t=174200
Hopefully I'll start a co-operative thread to get lots of skins made up, if I can figure out how to get SH5 to apply random skins. Doesn't appear to be working like it did for sh4 :nope:.
PL_Cmd_Jacek
08-31-10, 02:30 PM
Pity, Any chance of returning to stock and taking ascreenshot of the messagebox in multiplayer.
That way I'll have an idea what I'm looking for. :03:
That button is a Lock Toggle (Same as spacebar) :up:
Aaaaa that is a Lock Toggle :salute:
Here is a screen from the stock game. That is what I am looking for.
http://a.imageshack.us/img843/4138/multiy.th.jpg (http://img843.imageshack.us/i/multiy.jpg/)
rob zombie
09-02-10, 04:25 PM
Reaper7 and SteelViking and also the people who have helped you both to create all these fantastic mods you have made for us, thanks and thank u again.
Maybe when i have got the time again i will do you all a favour back and make a good Das Boot Sound mod.
Question
-Could you please add these two charts (GWX Mod for SH3) in your awsome mod
Conversion Tables: nautical miles/hour (knots) to kilometers/hour and
Conversion table: nautical miles/hour (knots) to meters/minute
Found a minor error
-Don't think I am the first one who says it but just incase, at one of the officers in the Officers clipboard it says time to turn but i asume it should be maximum range at current speed
Tip
-For the people who cant wait till the manual is ready, follow this link and download the U-Jagd mod for silent hunter 3 and look at manuals that came with the mod here is the link http://www.subsim.com/radioroom/showthread.php?t=123373&highlight=Conversion+Tables&page=19
reaper7
09-02-10, 05:33 PM
Aaaaa that is a Lock Toggle :salute:
Here is a screen from the stock game. That is what I am looking for.
http://a.imageshack.us/img843/4138/multiy.th.jpg (http://img843.imageshack.us/i/multiy.jpg/)
Hi PL_Cmd_Jacek, Have a slution sorted.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/CQC/Multi.jpg
Hopefully I'll get a patch uploaded tomorrow. :up:
OK Patch uploaded for Multiplayer Message Box only.
http://www.subsim.com/radioroom/downloads.php?do=file&id=2788 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2788)
Reaper7 and SteelViking and also the people who have helped you both to create all these fantastic mods you have made for us, thanks and thank u again.
Maybe when i have got the time again i will do you all a favour back and make a good Das Boot Sound mod.
Question
-Could you please add these two charts (GWX Mod for SH3) in your awsome mod
Conversion Tables: nautical miles/hour (knots) to kilometers/hour and
Conversion table: nautical miles/hour (knots) to meters/minute
Found a minor error
-Don't think I am the first one who says it but just incase, at one of the officers in the Officers clipboard it says time to turn but i asume it should be maximum range at current speed
Tip
-For the people who cant wait till the manual is ready, follow this link and download the U-Jagd mod for silent hunter 3 and look at manuals that came with the mod here is the link http://www.subsim.com/radioroom/showthread.php?t=123373&highlight=Conversion+Tables&page=19
Thanks rob zombie, I'll have a look at them and see about having them included.
Will take a look at the order to see if its an issue. :03:
supposedtobeworking
09-02-10, 11:49 PM
do you need to have patch 1.2 installed for this to work properly? would it work with patch 1.1?
reaper7
09-03-10, 01:32 AM
do you need to have patch 1.2 installed for this to work properly? would it work with patch 1.1?
Yes, it should work with Patch 1.1
/offtopic
Reaper, can build up a new UI mod where is nothing else that the chat box? Something like this:
http://farm5.static.flickr.com/4110/4950540779_95b4bd0a94_z.jpg
Leave the stock ui only on map view, and hide anything else in scope and standard view except chatbox and maybe a fuel bar as there is no fuel/battery dial in command/attack scope room.
/end offtopic
reaper7
09-03-10, 08:03 AM
/offtopic
Reaper, can build up a new UI mod where is nothing else that the chat box? Something like this:
http://farm5.static.flickr.com/4110/4950540779_95b4bd0a94_z.jpg
Leave the stock ui only on map view, and hide anything else in scope and standard view except chatbox and maybe a fuel bar as there is no fuel/battery dial in command/attack scope room.
/end offtopic
Hi Magnum, Hopefully I can get around to doing something soon. Trying to finish up this version of my UI.
But have started a new Ship Reskin Mod (Not much done in this as hitting ro******* every direction I go), but this I wish to expand into a new recognition manual in conjunction with the skins.
If I get time I'll try to knock up what your looking for.
Can you do, if possible a screenshot of each station and interior/exterior of the look you want if possible.
I think I know what your looking for, and it should not be very hard to accomplish as its basically just removing everything from onscreen.
If I do maybe I could make that integrated Rec Man you were looking for before for the map view also.
Reaper, in theory is not a big deal. There is nothing else to do than disable or hide all the stock UI elements except the chatbox and maybe, add a little fuelbar. That's it, nothing more. No funky features, no automation, no nothing. Only on map screen leave the UI as it is. So, all station look the same except the map view where we need to have the day/night icon, tools and so on. In rest, only the chat icon.
This is intended to be used with skwasjer awesome voice recon mod, where we dont need a UI at all. I'm very upset that I can't make it myself, but I just cannot figure out how to mod the UI. This mod is for few of use who love the sim part in SH5 and there the UI need to be only a window to the sim, not a part of it.
Thank you for your kind attention and sorry for this offtopic.
PL_Cmd_Jacek
09-03-10, 10:55 AM
Hi PL_Cmd_Jacek, Have a slution sorted.Hopefully I'll get a patch uploaded tomorrow. :up:
Great !!! :rock: Waiting for a patch :salute:
reaper7
09-03-10, 02:42 PM
Reaper, in theory is not a big deal. There is nothing else to do than disable or hide all the stock UI elements except the chatbox and maybe, add a little fuelbar. That's it, nothing more. No funky features, no automation, no nothing. Only on map screen leave the UI as it is. So, all station look the same except the map view where we need to have the day/night icon, tools and so on. In rest, only the chat icon.
This is intended to be used with skwasjer awesome voice recon mod, where we dont need a UI at all. I'm very upset that I can't make it myself, but I just cannot figure out how to mod the UI. This mod is for few of use who love the sim part in SH5 and there the UI need to be only a window to the sim, not a part of it.
Thank you for your kind attention and sorry for this offtopic.
That would be no problem then. Will try to get this done next week some time. ;)
Do you want the stock TDC Dials (Like what TDW uses in his mod) available on the map as well.
Great !!! :rock: Waiting for a patch :salute:
Ok patch uploaded. (Hope this works ok) :up:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2788
PL_Cmd_Jacek
09-03-10, 03:19 PM
Ok patch uploaded. (Hope this works ok) :up:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2788
:up: It works perfect. Thank you very much. Now I can play with the mod on multi.
reaper7
09-03-10, 04:03 PM
:up: It works perfect. Thank you very much. Now I can play with the mod on multi.
Thats great. Hope the button isn't to small. Made it discrete due to being visible in single player mode also. :D
PL_Cmd_Jacek
09-03-10, 04:21 PM
The button is ok. :yeah:.
I have other question. I see that your mod change something in "Uboot_sensors.sim" file. The same file is change by IRAI_0_0_22_ByTheDarkWraith too.
What did you changed ? Should your mod be activated first or second ?
reaper7
09-03-10, 06:28 PM
The button is ok. :yeah:.
I have other question. I see that your mod change something in "Uboot_sensors.sim" file. The same file is change by IRAI_0_0_22_ByTheDarkWraith too.
What did you changed ? Should your mod be activated first or second ?
They both changed the obs periscope height to relastic height levels.
I'd install mine first as TDW probably has chanded something else in that file, so best to keep his one active. :up:
rob zombie
09-04-10, 10:31 AM
Reaper7 nvm the charts theres a tool at observation scope for that but anyway thx for repying my post
supposedtobeworking
09-04-10, 11:29 AM
can someone post a basic guide/list/how to on using the aob tool in the middle of the periscope? I've used it before in GWX for SH3 but I remember there being some slight variations on how to calculate solutions between different versions of the same tool. The one I used was in GWX OLC Gold GUI, but I'm not sure if the one in this mod works the same.
reaper7
09-04-10, 11:44 AM
can someone post a basic guide/list/how to on using the aob tool in the middle of the periscope? I've used it before in GWX for SH3 but I remember there being some slight variations on how to calculate solutions between different versions of the same tool. The one I used was in GWX OLC Gold GUI, but I'm not sure if the one in this mod works the same.
As it stands the RAOBF tool will not work in SH5, this is due to the Devs not supplying the correct info for the ship Models. So if the info that is supplied in rec man or from cfg's is used then the results from the RAOBF will be incorrect.
I shall be starting a new Mod this week to reskin the stock Models and to correct the info for Models ingame so that the Rec Man info will be correct.
that in turn will then fiox the RAOBF issue. :up:
I can then release info on the use of the RAOBF in my Mod. :DL
Hey Reaper. Sorry I've been incommunicado. I just got really fed up with Silent Hunter and all things Silent Hunter and needed a break. So I've been playing Men of War. Now I'm sick of that and ready to sink ships again. Turns out it was a smart move on my part. I find your patch already uploaded. I've installed it and it fixes the last major problem I had which was the Tri-Ring Compass. Now that I can use the thing, I love it. A very handy little gadget. Makes giving course orders very organic and simple without having to add/subtract and multiply in order to know where to turn. I still like my bearing plotter for the drawing on the nav map though. And you are still welcome to it if you want it, although I'm sure alot of people wouldn't like it. The one I have now at least looks (to me) very nice.
I have made an RAOBFMarkings.dds for my personal use which is as close as the limitations of Paint.Net and the mysteries of SH5 will allow me to come to getting accurate readings with the RAOBF. Pictures follow. I would like to have made the lines slimmer, but it was impossible to make the marks work out that way. So I had to thicken them to three pixels. The important thing is, it works. I very rarely use the stadimeter anymore for range because it resets the AOB and speed in the TDC and the RAOBF is giving (apparently) very accurate AOB calculations. Using my markings dds exclusively I now can use the RAOBF confidently at ranges up to (over?) 3 km which is a long shot in this game at targets moving at whatever speed or aspect should arise. I am now enjoying SH5 again. :D
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2992
Here's the Hog Island again at 1200 m. 10 marks to a side x 4 = 40 is 90.
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2993
Mast height works out.
Next, Large Steamer at around 2km.
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2994
Mast height gives good range.
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=2995
Horizontal marks too close to bicker with. Close enough to kill the ship, that's all I care about.
This works with your Cameras file at 1440 X 900. I need to put the rest of the numbers on the left side.
It should work for anyone using the same cameras.dat and at the same aspect ratio, but at this point I hesitate to say so. What works for others has failed to work for me so far.
Anyway. If you'd like it even just to try it and see if it works, you are welcome to it. PM me if so.
The mod works for me now without any game-breaking problems but I have a little bug report prepared for you in case you mean to perfect it more. If I repeat anything anyone has already mentioned, I apologize.
There is still an occasional problem with the icons for the left and right TDC panels disappearing at the Attack Periscope position (don't know about the OBS periscope, hardly use it). Opening the Nav map and closing it restores them.
The Tac map has a tendency to stop working. A button I don't know about? edit: clicking the "Hide" button to hide the bottom interface panel and then clicking to bring it back makes the Tac map functional.
The Navigator has a tendency to stop providing me with Depth Under Keel, and always when I desperately need to know the depth under my keel. He will still give me any other information I ask for--range to course end, etc.
This next is not a bug, but a suggestion. Weren't there coordinates for Long and Lat on the Nav map originally? Did you remove them? If so, why not put them back? They can come in handy for locating ship and convoy sightings when playing at full realism.
That's about it. Love the mod. Wish I knew how to use that cool, mysterious new wheel at the Obs Periscope. Tutorial to follow?
Ah, yes. The blinking light on the Stadimeter Send Button is a very nice touch.
supposedtobeworking
09-04-10, 10:21 PM
Hey, personallly I would like to have that tweak so I can use that tool in the periscope - at least somewhat. I have a 16:9 aspect ratio, which I think is close enough probably for now. Possible to upload your files?
Sure thing, Supposed...forgot I had a free Mediafire account.
Link is here: http://www.mediafire.com/?a45l8r5z325iv4e
Above deleted. Latest version: http://www.mediafire.com/download.php?77fyghcppcccqe6
There's a little install txt along with a slightly improved version. Don't know how much your slightly different aspect ratio will throw it off. If it's unusable, download Paint.Net for free, use my dds for a template/example and make one that works just right. I used editor and placed different ships at specific ranges and tweaked the the file by trial and error.
supposedtobeworking
09-05-10, 01:59 AM
thanks-will give it a try.
reaper7
09-05-10, 12:08 PM
Been working on redoing the Redlight mode.
Redlight mode is no longer activated by game time which does not correspond to light levels from diff time zones.
I've implemented a new button, that will switch the Night mode on/off.
Redlight Off
http://i236.photobucket.com/albums/ff240/reaper7_bucket/CQC/Day.jpg
Redlight On
http://i236.photobucket.com/albums/ff240/reaper7_bucket/CQC/Night.jpg
rob zombie
09-05-10, 01:06 PM
Dude this mod of yours is getting better and better can't wait till I can download that light switch.
Hihaaaaaaaaaaaa
Abd_von_Mumit
09-05-10, 01:35 PM
Oh yes, that night light switch... tempting, tempting. :)
DonaldFaQ
09-06-10, 11:15 AM
I found this mod and i must say....... excellent.
But i have a small Problem there i needs help. I'll play the solo campaign and cannot play correctly , because the Player Guidance Icons are removed.
I know that can turn on in the Page Default Hud.ini but i don't find the right Line for the correctur. Can anyone help me , please ?
Abd_von_Mumit
09-06-10, 11:27 AM
I found this mod and i must say....... excellent.
But i have a small Problem there i needs help. I'll play the solo campaign and cannot play correctly , because the Player Guidance Icons are removed.
I know that can turn on in the Page Default Hud.ini but i don't find the right Line for the correctur. Can anyone help me , please ?
I ythink you can also just check your captain's log regularly to see the new tasks you are assigned. You'll only need to do it in your first mission (training).
Great mod R7 but what hurts it a little for me is the upscaling of everything.
I run the game at 1920x1200 and it would be great if everything was sharper.
I know that no one expects you to do this especially myself but I would attempt it if possible.
How hard would it be to do?
DonaldFaQ
09-06-10, 01:42 PM
I ythink you can also just check your captain's log regularly to see the new tasks you are assigned. You'll only need to do it in your first mission (training).
I have no captain's Log on my first missions. :down: The Torpedo firing list is to high, too. But only by the campaign ??? in single missions it works perfectly.
Abd_von_Mumit
09-06-10, 02:06 PM
I have no captain's Log on my first missions. :down: The Torpedo firing list is to high, too. But only by the campaign ??? in single missions it works perfectly.
The UI is only messed up like that in the very first mission (sinking 3 Polish vessels). Later it should be "normal". I'd suggest doing the first mission as fast as possible with vanilla game to get through it, and then installing the mod and finally fully enjoying it. :) The first mission won't give you any immersion after all, with many UI/game features disabled (and no watch crew when surfaced, as example).
DonaldFaQ
09-06-10, 02:29 PM
THX, I have completet the first Mission with Vanilla UI and now this UI works great. Thank u for help :yeah:
reaper7
09-06-10, 02:43 PM
Great mod R7 but what hurts it a little for me is the upscaling of everything.
I run the game at 1920x1200 and it would be great if everything was sharper.
I know that no one expects you to do this especially myself but I would attempt it if possible.
How hard would it be to do?
I originally had the UI done that way, but then it was only useable for people playing in 1080P mode. V1.0 is done that way - you could use that but there are bugs not fixed in that version that are fixed in version 2.0
I will be sticking with this format from here on out, as it is useable by everyone. :03:
THX, I have completet the first Mission with Vanilla UI and now this UI works great. Thank u for help :yeah:
Yes its best to play with stock UI if you have to play the Training mission.
But you can pass it using this UI, but it is made difficult due to the game removing neded features.
I generally face straight at the target and just fire a torpedo using The TorpedoMan Fire torp command. Or use deckguns to sink them (Works also :D).
For anyone who tried my markings file and found it to work, there is an improved version--easier to read.
Link: http://www.mediafire.com/download.php?1vae19b2mjkjbxn
Above deleted--latest version: http://www.mediafire.com/download.php?77fyghcppcccqe6
reaper7
09-06-10, 03:17 PM
For anyone who tried my markings file and found it to work, there is an improved version--easier to read.
Link: http://www.mediafire.com/download.php?1vae19b2mjkjbxn
Thanks, Nodlew. :up:
I can add to the Addons Post (http://www.subsim.com/radioroom/showpost.php?p=1459156&postcount=2) of this UI if you wish for all to find.
No bother R7,
No harm in asking but looking at your other mods, perfectly understandable.
Thanks.:salute:
Hey Reaper. Sure thing. I need to incorporate a disclaimer text in it to explain why it may not work for some people. I know when I first tried to use the RAOBF I was completely in the dark about all the i's that need to be dotted for the damn thing to work. And I'm thinking of including a brief run through on how to use it since a lot of people are obviously still in the dark. But that will take a little time. In the mean-time you are free to include this as an add-on. It works for me, although I think I was getting bad range on a Cimmaron tanker a few missions back. Could have been an error on my part. Just recently I wasted four torpedoes on a merchant because I got port and starboard mixed up. Another great way to waste torpedoes is to forget to turn the TDC back on after you've input all the data from the RAOBF. Done that a couple times. :wah: This emoticon aptly portrays my frustration upon realizing I've done something along those lines.
Question: I would like to make a small change in the mod so I can get Latitude and Longitude coordinates back on the Nav map, but try as I might, I can't figure how to do it. Any suggestions?
Can't wait for the night light button. My night light doesn't come on until it's been dark as crap for six hours. The filters help.
edit--Speaking of which, can you tell me what to do to make my markings file light up when the RedLight is active? As it is, mine seems to do it about 50% of the time.
supposedtobeworking
09-06-10, 10:22 PM
Having a little trouble with manual TDC using this interface. Namely is the recognition manual used at all in the process? I noticed in the commands.cfg file the hotkey is disabled and I can't find a button for it anywhere in the game so far. How do I identify the target or select the tick from the rec manual? Don't I need to do this to get range using the stadimeter? I tried reenabling the hotkey N by removing the ';' in front of it, but then I can only scroll through American warships, and it seemed to mess up some of the other commands like "nearest visual contact' from the watch officer. Did I miss something here?
How do I identify the target or select the tick from the rec manualSince I'm probably the only one on the East Coast still awake to answer this question, I'll field it.
Supposed, the Recognition Manual is hidden off of the left side of the screen. There is a little triangular tab sticking out, or should be. If not, then re-download and install the mod. You can click on the tab and drag the Recog Manual into view. You open the manual by clicking on the cover.To identify a ship, either use the glowing green button to the bottom right of the scope, or hit the space bar while the target ship is in the scope cross-hairs. You should hear the XO shout "Tracking New Target!" or something to that effect. I find that with this mod I have to use the button, or space bar several times before it "takes". If the ship information refuses to come up in the manual, then the ship is probably out of recognition range because of fog, rain, or darkness (you do have to scroll through the various ships and select the correct one, unless you want to have the Torpedo Man, or the Watch Officer ID the target for you). The RAOBF is especially helpful in such situations because if you know the details of the ship off-hand (length, mast height) you can get a target solution without reference to the manual at all. Everything else should be pretty intuitive.
orangewhale
09-07-10, 02:01 AM
Hi I'm familiar with the way the Range and aob finder works from sh3 olc's gui
But I am unsure which "Scratch mark" thingy to line up the mobile middle circle at what zoom, I had a look at the KIUB user guide but thats for sh4 as i understand so i figured that the zoom levels are different so once again which scratch mark for which zoom level?
cheers
SashaKA001
09-07-10, 05:47 AM
:damn::damn::damn: What are the buttons in this fashion HiDef Realistic Interface V2.0 or where to click so pereskop automatically track the selected target I aim entice a spacebar, and no longer exert much mind to poke or push Shaw, Komrady HELP! Thanks in advance:yeah::yeah::yeah:
P.S. if possible, under any number [CmdX] is the name here Commands.cfg
or is there no need
Sorry for my english
orangewhale
09-07-10, 05:53 AM
well it sounds to me like you know which button to push to track a target if you mean "lock" the target so the scope follows it, that isn't a feature in sh5, the track feature just allows you to bring up the recognition manual to enter data however it won't follow your target with the crosshair glued to it
SashaKA001
09-07-10, 06:09 AM
well it sounds to me like you know which button to push to track a target if you mean "lock" the target so the scope follows it, that isn't a feature in sh5, the track feature just allows you to bring up the recognition manual to enter data however it won't follow your target with the crosshair glued to it
sorry:wah::wah::wah:, but in a different fashion that can be done, or it is not. For example in the "Multiple UIs for SH5 with TDC" can do.
streetbob
09-07-10, 06:49 AM
SAID IT ONCE I SHALL SAY IT AGAIN REAPER7 YOU AND YOUR MOD PALS ARE SOMETHING ELSE WHEN IT COMES TO MOD MAKEING THE TIME AND EFFORT YOU GUYS PUT INTO SH5 YOU MAKE A POOR GAME BRILLIANT I THINK I CAN SPEAK FOR THE WHOLE SUB COMMUNITY WHEN I SAY THANKYOU :sunny:
Hi I'm familiar with the way the Range and aob finder works from sh3 olc's gui
But I am unsure which "Scratch mark" thingy to line up the mobile middle circle at what zoom, I had a look at the KIUB user guide but thats for sh4 as i understand so i figured that the zoom levels are different so once again which scratch mark for which zoom level?
I just finished writing up a tutorial for the Reaper's RAOBF and as soon as I've converted it to PDF format, I'll post a link to it along with my improved-improved RAOBF markings DDs. I use my own scope markings file in the tutorial, but the principles will be the same if you are using stock.
EDIT: For those with questions about how to use the RAOBF, they can download a Tutorial I have made in PDF format. It has illustrations for just about everything. If you don't have Adobe Reader (unlikely, but I got rid of it myself) then you can download a Freeware called Foxit Reader--7 mb, reads PDF files. Any other questions will be answered by some helpful soul hereabouts.
Tutorial link: http://www.mediafire.com/download.php?o9hc35aea21op6z
For anyone interested, I have made another improvement to my RAOBF markings file, namely--it now lights up when the nite lite comes on. Actually, a pretty significant improvement considering how dark and foggy this game is almost all of the time. The download includes the Tutorial txt mentioned above which doubles as an install txt.
IMPRAOBFmk2&Tutorial link: http://www.mediafire.com/download.php?77fyghcppcccqe6
Note, last I checked, these links were down. There are Filefront links further up/down the page.
Reaper, if you consider either, or both of these files as worthwhile addons, please use them as such.
Sasha...
To identify a ship, either use the glowing green button to the bottom right of the scope, or hit the space bar while the target ship is in the scope cross-hairs. You should hear the XO shout "Tracking New Target!" or something to that effect. I find that with this mod I have to use the button, or space bar several times before it "takes". If the ship information refuses to come up in the manual, then the ship is probably out of recognition range because of fog, rain, or darknessIf you look two posts down from your own request for help, I wrote a pretty detailed description of how to track and ID targets. However, if you are looking for an auto-targeting function then this is not the mod for you. This mod is intended to make the game experience more "realistic" and more challenging, hence-harder. There is no auto-target solution enabled in this mod, although apparently you can get the Torpedo man to compute a solution for you. I've never done it, so I don't know how that works.
orangewhale
09-07-10, 09:07 AM
Thanks Nodlew, thats what i was looking for. Does anyone by chance know whether there's a ship centered accuracy fix for sh5?
SashaKA001
09-07-10, 09:09 AM
Sasha...
If you look two posts down from your own request for help, I wrote a pretty detailed description of how to track and ID targets. However, if you are looking for an auto-targeting function then this is not the mod for you. This mod is intended to make the game experience more "realistic" and more challenging, hence-harder. There is no auto-target solution enabled in this mod, although apparently you can get the Torpedo man to compute a solution for you. I've never done it, so I don't know how that works.
thanks:salute::salute::salute: I'll work on realism, thanks:arrgh!::arrgh!::arrgh!:
supposedtobeworking
09-07-10, 10:45 AM
Since I'm probably the only one on the East Coast still awake to answer this question, I'll field it.
Supposed, the Recognition Manual is hidden off of the left side of the screen. There is a little triangular tab sticking out, or should be. If not, then re-download and install the mod. You can click on the tab and drag the Recog Manual into view. You open the manual by clicking on the cover.To identify a ship, either use the glowing green button to the bottom right of the scope, or hit the space bar while the target ship is in the scope cross-hairs. You should hear the XO shout "Tracking New Target!" or something to that effect. I find that with this mod I have to use the button, or space bar several times before it "takes". If the ship information refuses to come up in the manual, then the ship is probably out of recognition range because of fog, rain, or darkness (you do have to scroll through the various ships and select the correct one, unless you want to have the Torpedo Man, or the Watch Officer ID the target for you). The RAOBF is especially helpful in such situations because if you know the details of the ship off-hand (length, mast height) you can get a target solution without reference to the manual at all. Everything else should be pretty intuitive.
Thanks for the heads up, though I saw that book and it seemed to be some kind of captains log and not a recognition manual. At least thats what it looked like-maybe I didn't have the target locked or selected for the ship information to come up on the page? ATM, that book has no ship info to scroll through when pulled up manually. I'll give it aother go and see if I can figure out how to use the thing.
reaper7
09-07-10, 01:20 PM
I just finished writing up a tutorial for the Reaper's RAOBF and as soon as I've converted it to PDF format, I'll post a link to it along with my improved-improved RAOBF markings DDs. I use my own scope markings file in the tutorial, but the principles will be the same if you are using stock.
EDIT: For those with questions about how to use the RAOBF, they can download a Tutorial I have made in PDF format. It has illustrations for just about everything. If you don't have Adobe Reader (unlikely, but I got rid of it myself) then you can download a Freeware called Foxit Reader--7 mb, reads PDF files. Any other questions will be answered by some helpful soul hereabouts.
Tutorial link: http://www.mediafire.com/download.php?o9hc35aea21op6z
For anyone interested, I have made another improvement to my RAOBF markings file, namely--it now lights up when the nite lite comes on. Actually, a pretty significant improvement considering how dark and foggy this game is almost all of the time. The download includes the Tutorial txt mentioned above which doubles as an install txt.
IMPRAOBFmk2&Tutorial link: http://www.mediafire.com/download.php?77fyghcppcccqe6
Reaper, if you consider either, or both of these files as worthwhile addons, please use them as such.
Great stuff Nodlew. :yeah: (Need to get my own manual done :haha:)
Thanks for the heads up, though I saw that book and it seemed to be some kind of captains log and not a recognition manual. At least thats what it looked like-maybe I didn't have the target locked or selected for the ship information to come up on the page? ATM, that book has no ship info to scroll through when pulled up manually. I'll give it aother go and see if I can figure out how to use the thing.
Yes, you need to have a ship locked before you can use the Recon Manual properly. Just the way the Devs have the rec man done :nope:.
:yeah:
Wow I must say nice this is the best mod for SH5.
It really changed SH gameplay, and now i have started it again.
Thx a lot reaper and whoever else helped :DL Really nice work.
Though I dont wont to complain much, but after I enable TDC on from the manual, is there anyway to disable it again (without loading the game)?
Esc keys didnt work, like they did before
reaper7
09-07-10, 04:19 PM
:yeah:
Wow I must say nice this is the best mod for SH5.
It really changed SH gameplay, and now i have started it again.
Thx a lot reaper and whoever else helped :DL Really nice work.
Though I dont wont to complain much, but after I enable TDC on from the manual, is there anyway to disable it again (without loading the game)?
Esc keys didnt work, like they did before
Sorry I removed the ability to use Auto TDC - As this is a Mod to be played as real as possible. I got rid of the shoot by numbers mode.
Stick with the Manual mode, once you get the hang of playing in manual, you'll wonder why you ever played in Auto. :yeah:
SashaKA001
09-07-10, 06:04 PM
reaper7. Where missing tools on the map? When a long time sitting on the map, the mini-map does not open and it is missing tools, immersion and emersion does not open the hatch, I'm sorry if this was, but too annoying. How do I fix?
Sorry for English.
Thank you.
http://i1.imageban.ru/thumbs/2010.09.08/140492792609bcd9767d0490017e92ec.jpg (http://imageban.ru/show/2010/09/08/140492792609bcd9767d0490017e92ec/jpg)
http://i1.imageban.ru/thumbs/2010.09.08/345919b86248586272854fad4af8fe4c.jpg (http://imageban.ru/show/2010/09/08/345919b86248586272854fad4af8fe4c/jpg)
Are such fashion. Maybe that is not worth it.
http://i2.imageban.ru/thumbs/2010.09.08/99d70419f59096c848bdb560ced8b035.jpg (http://imageban.ru/show/2010/09/08/99d70419f59096c848bdb560ced8b035/jpg)
Great stuff Nodlew. :yeah: (Need to get my own manual done :haha:)Thanks. This one can serve as a stop-gap until yours is complete. I'm sure compared to your finished version mine will look like the doodle of a neanderthal (and not one of the gifted, cave-wall artists either, but a neanderthal of no particular ability or grasp of the aesthetic).
Reading through it, I have seen some things I wish I could fix. I should have said "add to Zero" rather than subtract from it for AOB on an approaching ship (though in context, with the pictures there should be little confusion. You can't actually subtract from Zero given the configuration of the dial anyway)
In the disclaimer, I should have said Cameras.cam file--don't know where I got .dat from.
I misspelled Cimarron. On impulse I looked up the Cimarron on Wikipedia and it turns out the actual length of a Cimarron class tanker should be 169m. So at the very end, discussing the inaccuracies of the recognition manual I should have said "closer to 200m" rather than "almost 200m" if I were to trust that the devs got the model size historically right, which I'm not sure I do. The mission editor will not allow me to conveniently place two ships directly side by side. When I feel like it, I'll use my markings file as a yard-stick, since it absolutely is correct with ships of proven length, like the Hog Island, Liberty, and Victory freighters and find out exactly how long the Cimarron is in-game. I'll provide the information.
Anyway, the thing was done a bit slap-dash. As such, it's relatively error free. I could certainly stand to learn more about polishing my screen-shots and making them pretty.
Note--at present, for me, anyway, my Mediafire links are down. If the problem isn't corrected in a very few hours I'll post the files to Filefront or somewhere.
My mediafire account is still down. The files can be downloaded from Filefront at the following links:
http://www.filefront.com/17273019/RAOBFTUTORIAL.rar
http://www.filefront.com/17273027/IMPRAOBFMARKINGSmk2&TUTORIAL.rar
Just uploaded, should be available shortly--10:12pm.
Sasha....
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3012
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3013
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3014
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3015
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3016
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=3017
If the hatch is closed when you surface the boat, click on it and it will open. If your Captain is below when you submerge, the hatch should definitely close. If your Captain is on deck, you cannot submerge, you must go below. If you are below and the hatch does not close, then you have an issue. Mod conflict? Corrupted install? Are you patched to the latest version (believe it's 2.0)?
:rock:
SashaKA001
09-07-10, 08:37 PM
Sasha....
If the hatch is closed when you surface the boat, click on it and it will open. If your Captain is below when you submerge, the hatch should definitely close. If your Captain is on deck, you cannot submerge, you must go below. If you are below and the hatch does not close, then you have an issue. Mod conflict? Corrupted install? Are you patched to the latest version (believe it's 2.0)?
:rock:
Thanks to instruments figured out (I have a button to climb over the compass and it was not visible) Thank you, and what to do with the hatch:damn:, the 1.2.0 version of the game so or not.
http://i2.imageban.ru/thumbs/2010.09.08/287f4bad64b4627e77d17f0e10ccc29f.jpg (http://imageban.ru/show/2010/09/08/287f4bad64b4627e77d17f0e10ccc29f/jpg)
and yet they started to do exercises :har::har::har: , before put this mod everything was fine, re installed the game, can start anew game :damn::damn::damn:.
http://i2.imageban.ru/thumbs/2010.09.08/50e009c8c714638b170ab6b6348c6278.jpg (http://imageban.ru/show/2010/09/08/50e009c8c714638b170ab6b6348c6278/jpg)
Sorry you are having so much trouble, but a quick look at these forums should assure you that this game has been "troubled" from the very beginning. The Silent Hunter community (and that includes you) has a right to be pissed off at the quantity of literally game-breaking bugs, errors, and inaccuracies that this game was released with. Most of these have been either corrected or mitigated by mods or the patches. There remain some deficiencies. For instance, although patched to 1.2 with mods (like the U-boat Historical Specifications 1.4 mod which I use) it is possible now to make a Decks Awash attack (crew remains on deck, hatch remains open so you can get below, diesel engines now remain operational) it's not perfect. At decks awash, I cannot use my binoculars, and if I go below, the hatch closes behind me and without teleport (no teleport in Reaper's mod) I cannot get back to the TBT station.
The sloppiness of some things is damn near unforgivable. To give a submarine gamer a stadimeter that does not work out of the box is tantamount to ripping him off, taking money for a product that cannot deliver as advertised. Ship recog manual innacuracies--removing neutral countries from having any relevance to gameplay...I could go on.
But, for all it's warts, the game has something going for it, or else I wouldn't be playing it.
Without the work of people like Darkwraith and Reaper I would long ago have forgotten this game exists.
Correction: The actual latest patch version is 1.2, not 2.0. Sorry.
SashaKA001
09-07-10, 09:02 PM
Without the work of people like Darkwraith and Reaper I would long ago have forgotten this game exists.
I understand thank you for your understanding, and good luck in hunting.:ping::ping::ping:
Reaper...
I noticed last night that I can't turn the middle dial of the RAOBF at the obs. periscope. I have made some changes of my own to the mod, but they should be unrelated.
Scripting bug?
I want to reiterate my question about the missing geographic coordinates on the Nav Map. I've asked twice, but apparently the request for info has got lost in the shuffle. The question is: Is there any way that I can restore the geographic coordinates (long/lat) to the Nav Map? I play at full realism and there are no updated map contacts for ship/convoy sightings. And now there is no information when I mouse over the contacts on the map regarding time of ship sighting, ship's heading, or speed. Convoys do not appear at all. The only hope I have of intercepting a convoy by radio contact report is to use the geographic coordinates in the report to locate the sighted ship, convoy, and work out an intercept course. I have tried on my own to resolve the issue without success.
Reaper7, come in Reaper7, please respond...
reaper7
09-09-10, 12:13 PM
Reaper...
I noticed last night that I can't turn the middle dial of the RAOBF at the obs. periscope. I have made some changes of my own to the mod, but they should be unrelated.
Scripting bug?
I want to reiterate my question about the missing geographic coordinates on the Nav Map. I've asked twice, but apparently the request for info has got lost in the shuffle. The question is: Is there any way that I can restore the geographic coordinates (long/lat) to the Nav Map? I play at full realism and there are no updated map contacts for ship/convoy sightings. And now there is no information when I mouse over the contacts on the map regarding time of ship sighting, ship's heading, or speed. Convoys do not appear at all. The only hope I have of intercepting a convoy by radio contact report is to use the geographic coordinates in the report to locate the sighted ship, convoy, and work out an intercept course. I have tried on my own to resolve the issue without success.
Reaper7, come in Reaper7, please respond...
Hi Nodlew, in relation to the RAOBF wheel do you Have TDC switched to Manual, it won't work in Auto. :up:
As for the cordinates, not sure whats happening there. I get the same bug sometimes there on other times there not.
Haven't worked out whats going on there.
I may have to revert the Navigation Map.py back to stock and start adding my stuff to it again.
See if that sorts it. :hmmm:
Thanks for the prompt reply, Reaper.
Hmmm. You mean I have to have Manual Input enabled at the Obs Periscope in order to use the RAOBF, but not at the Attack Periscope? I'll try it, but if so, that's a curve ball, as we say in the US. Don't know what the baseball idiom would be in Cricket.
I knew the problem was in the py file. Ok then about the Nav Map. I wish my problem was intermittent like yours, but for me--no map coords ever. How's that nite lite coming?
Nope. The RAOBF dial will not turn at the OBS. PERISCOPE whether I have manual input enabled or not. It works at the Attack Periscope.
reaper7
09-09-10, 01:03 PM
Thanks for the prompt reply, Reaper.
Hmmm. You mean I have to have Manual Input enabled at the Obs Periscope in order to use the RAOBF, but not at the Attack Periscope? I'll try it, but if so, that's a curve ball, as we say in the US. Don't know what the baseball idiom would be in Cricket.
I knew the problem was in the py file. Ok then about the Nav Map. I wish my problem was intermittent like yours, but for me--no map coords ever. How's that nite lite coming?
No both need to be in manual mode. If one is working but not the other something strange has gone on :hmmm:.
You could copy the dials.cfg and the page periscope files from the mod into the game folder, see if that re-enables it.
Night lite is working well now, just need to create a few more masks for items and show/hide by object snap rather than hide/show commands. :up:
I'll give that a shot, thanks. I have a lot of mods enabled, but JSGME doesn't report any conflicts--shouldn't be the problem.
I tried that...no effect. The RAOBF wheel turns at the Attack Periscope station whether I have manual input enabled or not. At the Obs. Periscope station it will not turn whether I have manual input enabled or not. Maybe I'll uninstall the mod, delete the files from the mod and just have them in the game folder and see if that works. Doubt it though.
Nothing works. I tried: 1)Placing the files in the Game Install directory; 2)Removing the files from the mod and having them only in the Game Install directory; 3) Removing the attack py, obs py, and the dials cfg from the Game Install directory and only having them in the mod. So, I don't know. If it works for you, the problem must be on my end somewhere. It's not a huge deal. I don't really use the obs. periscope for attack anyway. With your mod my sub has to be so close to the surface to use it that I worry that swells will reveal my conning tower.
Note--since my latest promotion to "Navy Dude" from "Medic" I now have a much cooler hat. But the total effect of my new look causes me concern that I may have suddenly become a homosexual (not that there's anything wrong with that for those who are, but until recently--I was not). And why do I have this urge to sing Bohemian Rhapsody?
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