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Silent Steel
03-29-14, 11:39 AM
Can someone suggest a MOD to change the binocular & UZO view for this fine MOD? I'm looking for a view that is bigger instead of looking thru a pipe.:hmmm:

Hi Bandit,

In post #1 (this thread) there are links for two optional binos.

If you're looking for something more 'open' I'd suggest the #2, here; http://www.mediafire.com/download/s9h0np1tyz3dqv7/Optional+Binocular+2.rar

IMO it gives a more realistic view :up:

:up:

bandit484
03-29-14, 04:41 PM
Hi Bandit,

In post #1 (this thread) there are links for two optional binos.

If you're looking for something more 'open' I'd suggest the #2, here; http://www.mediafire.com/download/s9h0np1tyz3dqv7/Optional+Binocular+2.rar

IMO it gives a more realistic view :up:

:up:

Thank you brother, I didn't even see that till you pointed it out.you rock!!!:yeah::woot:

bandit484
03-29-14, 04:53 PM
Oh Yes Steel! Much much better now my sub is complete brother!:agree:

Fenix
03-30-14, 04:52 AM
u have the default key kommands ?

Yes, I didn't change anything.

Silent Steel
03-30-14, 10:55 AM
Oh Yes Steel! Much much better now my sub is complete brother!:agree:

:up: :D

Silent Steel
03-30-14, 11:10 AM
Is there a way to hide the interface for a screenshot, other than manually hiding each panel?

Hi Fenix,

Try this;

Shift+Z (for QWERTY kbd layout) or
Shift+X (for AZERTY kbd layout)

You can check your Commands.cfg here;

C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg and got to

[Cmd585]
Name=ShowHideHud

Fenix
03-30-14, 11:00 PM
Hi Fenix,

Try this;

Shift+Z (for QWERTY kbd layout) or
Shift+X (for AZERTY kbd layout)

You can check your Commands.cfg here;

C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg and got to

[Cmd585]
Name=ShowHideHud

That worked, thanks! Good to know where this is defined, also. :up:

texx
04-15-14, 02:51 PM
Hi Guys,

when i activate Magui V3.01 without the Patch everything is working fine.

But when i want to activate the Patch V3.02 MaGui stops working, and doesnt load in game. When i start a new career and arrive at the uboat bunker there is no gui at all. I dont have other mods installed except the mod from tdw generic patcher regarding the torpedoes as well as the bug fixes.

Does anyone know whats the problem ?

Thanks in advance,
texx

Sjizzle
04-15-14, 04:11 PM
Hi Guys,

when i activate Magui V3.01 without the Patch everything is working fine.

But when i want to activate the Patch V3.02 MaGui stops working, and doesnt load in game. When i start a new career and arrive at the uboat bunker there is no gui at all. I dont have other mods installed except the mod from tdw generic patcher regarding the torpedoes as well as the bug fixes.

Does anyone know whats the problem ?

Thanks in advance,
texx

u have an old tdw patcher .....
take a look here how to use tdw generic patch
http://www.subsim.com/radioroom/showthread.php?t=205620

and in my signature u have a mod list with magui interface with all download links
and here is the mega mod with magui interface
http://www.subsim.com/radioroom/showthread.php?t=211311

texx
04-16-14, 09:53 AM
Thanks for the reply Sjizzle,

i made everything like you suggested but there still is no GUI at the uboat bunker. However when i start a new career and choose to play the tutorial the GUI is there in the tutorial mission !

But when i start a new career and skip the tutorial mission to get directly to the bunker the GUI doesnt show up. I set the parameter HasCompletedTutorial=true in the directory

C:\Users\***\Documents\SH5\data\cfg

Do you have an idea why the GUI works in the tutorial mission but stops working when i get to the uboat bunker ?

Thanks in advance

Edit : I found out that it has something to do with the "Parts Magui Patch 3.02" Modfile. When i load the Magui without the Patch the Gui shows up in the Bunker. But when i load the Parts Magui Patch 3.02 the Gui stops working, do i have to change something with the patch ?

Sjizzle
04-16-14, 10:36 AM
Thanks for the reply Sjizzle,

i made everything like you suggested but there still is no GUI at the uboat bunker. However when i start a new career and choose to play the tutorial the GUI is there in the tutorial mission !

But when i start a new career and skip the tutorial mission to get directly to the bunker the GUI doesnt show up. I set the parameter HasCompletedTutorial=true in the directory

C:\Users\***\Documents\SH5\data\cfg

Do you have an idea why the GUI works in the tutorial mission but stops working when i get to the uboat bunker ?

Thanks in advance

Edit : I found out that it has something to do with the "Parts Magui Patch 3.02" Modfile. When i load the Magui without the Patch the Gui shows up in the Bunker. But when i load the Parts Magui Patch 3.02 the Gui stops working, do i have to change something with the patch ?


when u are in bunker on the uboat or in bunker not in the uboat ? ( when u are in bunker and not on the uboat there is no UI )
i am not sure what u say ....
can u post a print screen not of your mod list ....
and all UI interfaces are hide in MagUI....

read here a MagUI tutorial

http://www.subsim.com/radioroom/showthread.php?t=204483

texx
04-16-14, 11:15 AM
ok here you go, first picture is without patch 3.02 and gui is shown and works. Second picture is with patch 3.02 and gui doesnt show up and doesnt work at all.

Sjizzle
04-16-14, 03:35 PM
ok here you go, first picture is without patch 3.02 and gui is shown and works. Second picture is with patch 3.02 and gui doesnt show up and doesnt work at all.


the gui are hide ...
fallow my tutorials from the link wich one i give it to u above ....

texx
04-17-14, 05:40 AM
Ok Sjizzle obviously you think i am an idiot :doh:.

The gui is not hidden! When i hover the mouse to the edge of the monitor there is no Gui showing up. The Gui is simply not there! This happens when i load the patch v3.02, and without the patch the Gui is working.

Is someone else here who is able to help me with this ? thanks



the gui are hide ...
fallow my tutorials from the link wich one i give it to u above ....

Sjizzle
04-17-14, 06:30 AM
Ok Sjizzle obviously you think i am an idiot :doh:.

The gui is not hidden! When i hover the mouse to the edge of the monitor there is no Gui showing up. The Gui is simply not there! This happens when i load the patch v3.02, and without the patch the Gui is working.

Is someone else here who is able to help me with this ? thanks

take a look here with the patch .....

http://www.mediafire.com/convkey/9fd3/dokplpfa1tw2h7dfg.jpg

http://www.mediafire.com/convkey/bd56/8940ka76jaewo6ffg.jpg

texx
04-17-14, 07:48 AM
I found the problem.

When i start a new career and get to the bunker i can not buy upgrades for my uboat and the MAGui is not active. Then i need to save and reload the game. When i do this i can buy upgrades and when enter the submarine the GUI is working ! Finally..!

:yeah:

Silent Steel
04-17-14, 10:17 AM
Well done :up:

Sjizzle
04-18-14, 05:37 PM
@ DrJones
any news about the new version of thi UI ?

thx

Sjizzle
04-19-14, 01:44 PM
after some work i managed to add aa sextant to MagUI

here we go calculating my position....

http://www.mediafire.com/convkey/aca4/dpd9yhr7dkf4v4pfg.jpg

Silent Steel
04-20-14, 07:05 AM
after some work i managed to add aa sextant to MagUI

Wow, this is excellent, Sjizzle. :woot:

But... how do I get this sextant?

Sjizzle
04-20-14, 09:11 AM
Wow, this is excellent, Sjizzle. :woot:

But... how do I get this sextant?

this sextant is in magui hardcore real navigation mod this mod is in [WIP]
i am waiting to see when DrJones will releas the new verson of the magUI mod...

Silent Steel
04-21-14, 11:37 PM
this sextant is in magui hardcore real navigation mod this mod is in [WIP]

Thanks Sjizzle

i am waiting to see when DrJones will releas the new verson of the magUI mod...


So am I, and surely lots of our mates around here :yep:

Sjizzle
04-23-14, 03:56 AM
after calculating my position with magui [WIP] real navigation
i am damn happy cos i managed to arrive at Kiel

http://www.mediafire.com/convkey/99c4/djl6jjs17817vd4fg.jpg

whoop light house at horizont damn happy
http://www.mediafire.com/convkey/adde/uu98tadeblrej18fg.jpg

gap
04-23-14, 05:39 AM
after some work i managed to add aa sextant to MagUI

Very well done Sjizzle :yeah:

after calculating my position with magui [WIP] real navigation
i am damn happy cos i managed to arrive at Kiel

I am still looking forward to your celestial navigation tutorial.
Are you still working on it, or did a miss something? :)

Sjizzle
04-23-14, 06:28 AM
Very well done Sjizzle :yeah:



I am still looking forward to your celestial navigation tutorial.
Are you still working on it, or did a miss something? :)

yup working but it's damn complicated without almanah...
u can finde your longitude without almanah

http://www.markmason.net/nav/slmws.jpg
Convert it to degrees by using the fact that 24h = 360°, 12h = 180°, 6h = 90°, 1h = 15°, 4m = 1° and 1m = 15’. In this example: 10h = 150°, 12m = 3°, 30s = 7.5’ (8’), making your longitude W153° 8’. The longitude is West if you are behind UT — in other words if the UT you time the sun setting at is later than the time in the table for 0°W.
http://www.markmason.net/nav/excerpts.htm
but the bigest problem is the latitude without almanah and ofc not enough time kid need a lot of time.

DrJones
04-24-14, 08:18 AM
I get crazy here...just found the time to work on all the stuff but now it seems that ubisoft.com ist down...and i am not able to start the game:wah:...

Kanga
04-28-14, 08:57 AM
:D Doc, have been playingWolves from the deep ever since it was released. I thank you very much for the enjoyment you and the team have given me.There are some very good Mega Mods and the such out there, but your UI sets the atmosphere perfectly. Sorry to say the others are to American, enen though I beleive the Germans did change towards the end. Once more Thank you and am looking forward to your :yeah:next piece work.

DrJones
04-29-14, 10:00 AM
:D Doc, have been playingWolves from the deep ever since it was released. I thank you very much for the enjoyment you and the team have given me.There are some very good Mega Mods and the such out there, but your UI sets the atmosphere perfectly. Sorry to say the others are to American, enen though I beleive the Germans did change towards the end. Once more Thank you and am looking forward to your :yeah:next piece work.

Hey Mate...

...Thank you very much.... :salute:



yes Magui 3.04 is still in construction. Hope i can release it with real Navigation....still some work to do here...

Best Regards

DrJones:salute:

DrJones
05-03-14, 12:46 PM
Greetings all,

here just another shot under contstuction...

..as i am still trying to build in the Astronomie mod into sh5 here is a shot of one of the Panels as silent marshal has posted in his thread.

https://www.mediafire.com/convkey/4529/6omhnaplb50omtj6g.jpg

Wish u a nice Weekend

Best Regards

DrJones

Sjizzle
05-03-14, 01:21 PM
Greetings all,

here just another shot under contstuction...

..as i am still trying to build in the Astronomie mod into sh5 here is a shot of one of the Panels as silent marshal has posted in his thread.

https://www.mediafire.com/convkey/4529/6omhnaplb50omtj6g.jpg

Wish u a nice Weekend

Best Regards

DrJones


whoop damn nice .... if will be in the next version of MagUI i will be damn happy :D

Silent Steel
05-04-14, 02:53 AM
Greetings all,

here just another shot under contstuction...

Toll :up:

gap
05-05-14, 11:41 AM
@DrJones

On my smartphone I cannot see the last screenie you have posted, but I definitely look forward to the next release mate :up:

farmer80
05-10-14, 05:38 PM
Hi guys! Somebody help me, why I cant see that button...
http://s019.radikal.ru/i632/1405/db/d43a7beb2571.png (http://www.radikal.ru)
and I can't to use stadimeter

Aktungbby
05-10-14, 08:27 PM
Farmer80!:Kaleun_Salute:

Sjizzle
05-11-14, 01:07 AM
Hi guys! Somebody help me, why I cant see that button...
http://s019.radikal.ru/i632/1405/db/d43a7beb2571.png (http://www.radikal.ru)
and I can't to use stadimeter

can u post your mod list pls ?

Jimbuna
05-11-14, 05:35 AM
Hi guys! Somebody help me, why I cant see that button...
http://s019.radikal.ru/i632/1405/db/d43a7beb2571.png (http://www.radikal.ru)
and I can't to use stadimeter

Your mods list (as already requested) and system specs would be helpful.

Welcome :sunny:

pratolano
05-27-14, 03:37 PM
Greetings!

Does anyone know how to turn on the automatic targeting? I love this interface, but I'm not ready for manual yet. :03:

THEBERBSTER
05-27-14, 07:05 PM
A warm welcome “farmer80“ to the Subsim family.:subsim:

You will always find someone here to help you.:)

Link to my SH5 post::salute:

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

THEBERBSTER
05-27-14, 07:07 PM
Does anyone know how to turn on the automatic targeting? I love this interface, but I'm not ready for manual yet

Make the change in 'Game Play Options':salute:

pratolano
05-27-14, 07:13 PM
Haha, thanks Berbster, I know about that one. But when I turned it on, I still can't fire torpedos even after pressing "identify" followed by "compute solution." Pressing the fire button just doesn't do anything.

I am using an exact replica of the setup given by sjizzle's mod list found here:
http://www.subsim.com/radioroom/showthread.php?t=204308 I am using the Steam version of the game.

Well, in hindsight perhaps I should've posted on that thread but I'm hoping someone can still help. :D

Von Tonner
06-09-14, 06:06 AM
Firstly DrJones I seriously have to take my hat off to you for this interface. It is absolutely stunning and just what is needed. Many thanks!!!

I downloaded your V3.01 plus the patch V3.02 last night and installed. But when I go to get my mission the briefing map wont go away once I have accepted my assignment. I tried going out to sea without asking for an assignment but if I bring up the briefing map the same thing happens.

I am at work now and have gone back onto your subsim mod link and I see there is a IO strategic map 4.3 patch. Will this do the trick and fix it?

DrJones
06-09-14, 08:13 AM
Firstly DrJones I seriously have to take my hat off to you for this interface. It is absolutely stunning and just what is needed. Many thanks!!!

I downloaded your V3.01 plus the patch V3.02 last night and installed. But when I go to get my mission the briefing map wont go away once I have accepted my assignment. I tried going out to sea without asking for an assignment but if I bring up the briefing map the same thing happens.

I am at work now and have gone back onto your subsim mod link and I see there is a IO strategic map 4.3 patch. Will this do the trick and fix it?

Hey Mate,

just wonder why this happens. Did you try to use the "ESC" Key to leave the the briefing view. Maybe try to use "Shift" + "U".

Please report back..

Best Regards

DrJones

DrJones
06-09-14, 08:15 AM
Does anyone know how to turn on the automatic targeting? I love this interface, but I'm not ready for manual yet

Make the change in 'Game Play Options':salute:


Hey Mate,

the only eay to get an automated targeting is to activate the WO in the uzo, attack or opservation scope. I Think you have to switch tdc off to get the automatic Settings in the tdc while targeting the target.

Please Report if it is working...

Best Regards

DrJones

Von Tonner
06-09-14, 12:40 PM
Hey Mate,

just wonder why this happens. Did you try to use the "ESC" Key to leave the the briefing view. Maybe try to use "Shift" + "U".

Please report back..

Best Regards

DrJones

Hi DrJones...loaded the map patch and then fired up the game and everything sorted. No problems at all. Able to pick my mission and start.

Thank you very much.

Silent Steel
06-10-14, 03:30 AM
To get it running even with the patch maybe this could be the answer to the problem:


http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6846

You find this in 'My documents/SH5

:hmmm:

McMart
06-24-14, 01:28 PM
I recently got sh5 and as a former SH3 player used OLC's gui with the range and aob finder dials surrounnding the periscope. Thus I decided to use Sjizzle's "Wolves from the deep" modpack which uses Dr Jones' MaGui conversion. What I am missing now is the fifth blue button which could acivate the range and angle of bow finder as shown in Sjizzle's pdf tutorials. Is this button intentionally left out in "Wolves from the deep", is there a possibility to get the MaGui with the the range and angle of bow finder? Is it possible to have this in "Wolves from the deep" or are there any other modpacks featuring this functionality? I am using a resolution of 1920 x 1080. Is there a version for this resolution and if no, which resolutions will work?

TAS977
06-25-14, 04:55 PM
DrJones, I want to thank you for a great job… :rock:

I've only used it for a short time when I decided to start over due OHII v2.5
I skip the tutorial and the game starting in Memel harbor (Klaipeda) ...</SPAN>
But I can’t navigate through my monitor (speed, turns, dive) It reminds me of when you are playing the tutorial. When you have destroyed the first ship more and more functions appears on the screen.
Will the same happen when you play OHII and skip the Tutorial?

I did enter this file SH5Schiffe.exe before playing


Below you can see my mods list</SPAN>
NDB,NDH,OM
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
gap – Real Diveplanes Gauges
EUF_UBoat_FX_v0_0_3_ byTheBeast
SubFlags_0_0_8 byTheDarkWraith
U-Boat Watch Crew Routine SFX
MFCM 1,2,1 Optional crashdive workaround
Mightyfine Crew mod 1,2,1 stock faces
MCCD_1,04 MFCM_1,2,1_compatible
More crew commands dialog v.1,04
German U-boat Crew Language Pack
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
Parts Magui V 3.01 by DrJones
Parts Magui Patch 3.02
Parts Magui v3.01 by DrJones – English Menu (tried this one to see if that could help to fix the problem)
IRAI_0_0_41_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
OHII v2.5 Flag wind patch
Harbour_Mod_by_Hansolo78-reworked for OHII v2.4
Trevally Harbour & Kiel Canal Pilot v3.1
IO_StrategicMaps 3_0_2 for Magui V 3.02 br DrJones
A set of mods for IO map
Radio Paris French Music full Version 1.2
Grossdeutcher Rundfunk

TAS977
06-28-14, 04:04 AM
When I started a new campaign with OHII 2.5 with CSP Magui Interface for SH5 v3.01 (UI Mods), I found out that in the first game, where you are based in Memel (Klaipeda), you will not be able to control the submarine through the screen, but only through the map and keybord.
When you attack and use your periscope and/or binoculars you can still use the screen to select target, torpedo and adjustments.

When you finish your first mission and return to Kiel, everything will be back to normal.

It reminds me of playing SH5 with the tutorial, you can't do much before you sink the first ship, here you just had to wait until you return to the base.

:salute:

DrJones
07-04-14, 05:23 AM
Hey Mates,

just a Little update.

The dial for the compressed air is now fully working. There was just a Little Change in the dials.cfg to do.

Best Regards

DrJones

Sjizzle
07-04-14, 05:58 AM
Hey Mates,

just a Little update.

The dial for the compressed air is now fully working. There was just a Little Change in the dials.cfg to do.

Best Regards

DrJones
nice one :D
and some news about the new version ?

DrJones
07-04-14, 07:45 AM
nice one :D
and some news about the new version ?


Hey Mate...

just found my way back to sh5 after a longer time....in one week i am on sommer holiday for three weeks and so i will have some time to get some things up...

if i will have the power to realize all the real Navigation stuff i dont know so far...we will see..

More important now to update the captains Panel, Manual dive planes, integrate you Charttool for the Navigation map etc..

Best regards

DrJones

Dragon81
07-22-14, 12:59 AM
Hello DrJones,

First - many, many thanks to you for your hard work!
I need your help please.

SH5 crashes when it tries to loading Kiel.



First I installed the mods:

Schleichfahrt_1_0a_part1
CSPMagui by DrJones Beta v 3.1
Magui Interface Patch V3.02
IO StrategicMap 4.3 Patch for Magui Interface 3.02
Schleichfahrt_1_0h_part2
Schleichfahrt_1_0h_deutschpatch

... and I started a new Campagne.
Directly after the loading screen SH5 crashed.
So I removed the Magui mods and used only the Schleichfahrt mods.
I started a new Campagne again and it worked fine.

After I sunk some merchants I tried it again to install your awesome mod but this time in an other order:

Schleichfahrt_1_0a_part1
Schleichfahrt_1_0h_part2
CSPMagui by DrJones Beta v 3.1
Magui Interface Patch V3.02
IO StrategicMap 4.3 Patch for Magui Interface 3.02
Schleichfahrt_1_0h_deutschpatch

It seems working but at the way home to Kiel SH5 crashed again.
It seems like SH5 have problems with loading Kiel.


Please can you help me? (Kannst auch auf Deutsch posten, wenn es weniger Aufwand bereitet)




Edit:
I just read that I have to run the SH5Schiffe.exe. I have not done that.
Can this be the reason for the crash?
Or do I have to run this TDW Generic patch thing too?

DrJones
07-22-14, 02:08 AM
Hello DrJones,

First - many, many thanks to you for your hard work!
I need your help please.

SH5 crashes when it tries to loading Kiel.



First I installed the mods:

Schleichfahrt_1_0a_part1
CSPMagui by DrJones Beta v 3.1
Magui Interface Patch V3.02
IO StrategicMap 4.3 Patch for Magui Interface 3.02
Schleichfahrt_1_0h_part2
Schleichfahrt_1_0h_deutschpatch

... and I started a new Campagne.
Directly after the loading screen SH5 crashed.
So I removed the Magui mods and used only the Schleichfahrt mods.
I started a new Campagne again and it worked fine.

After I sunk some merchants I tried it again to install your awesome mod but this time in an other order:

Schleichfahrt_1_0a_part1
Schleichfahrt_1_0h_part2
CSPMagui by DrJones Beta v 3.1
Magui Interface Patch V3.02
IO StrategicMap 4.3 Patch for Magui Interface 3.02
Schleichfahrt_1_0h_deutschpatch

It seems working but at the way home to Kiel SH5 crashed again.
It seems like SH5 have problems with loading Kiel.


Please can you help me? (Kannst auch auf Deutsch posten, wenn es weniger Aufwand bereitet)




Edit:
I just read that I have to run the SH5Schiffe.exe. I have not done that.
Can this be the reason for the crash?
Or do I have to run this TDW Generic patch thing too?

Hey Mate,

the first mentioned Mod Order ist correct so far.

It can make some Trouble not to start the sh5schiffe.exe before.
I would like you to make a new clean install of SH5. Don't Forget to update the game to Version 1.2.

Install the Mods again and try it once more.

It can be helpfull to use tdw Patcher because some bugs that my cause crashes are fixed there.

Please give us all feedback

Best Regards

DrJones:salute:

Dragon81
07-22-14, 03:01 AM
Hi DrJones,

thank you for the fast answer.
Before I installed all the Mods I did a fresh installation of SH5.
So I will reinstall only the mods today and use the first Mod-order.
After I installed all mods I will run the SH5Schiffe.exe, right?




It can be helpfull to use tdw Patcher because some bugs that my cause crashes are fixed there.


I only used it once for the "Wolfs of Steel" Mod (don't like it, did a reinstallation of SH5) and I strictly followed the description there. So I have no idea how this TDW Patcher works and what it is doing.
Is it only about fixing bugs or is it adding functionalities and features too?
What setting do I need for my Mod list?

I found a "tutorial" but I don't understand it:
http://www.subsim.com/radioroom/showpost.php?p=2058830&postcount=1

Please can you explain what I have to do? :-?

Silent Steel
07-22-14, 03:09 AM
Thank you very much!!!!

If you want to include the console in your mod, you are allowed to do this!!!

I think those who are able in scripting should work together not against each other.

And I hope you believe me in the future, that what i am doing i figured out on my own.

in reaper7 mod i still also have some examples how things can be done.

reaper7 gave his mode for free using....

Kind Regards

DrJones

This is the spirit. :up:

Sjizzle
07-22-14, 05:36 AM
Hi DrJones,

thank you for the fast answer.
Before I installed all the Mods I did a fresh installation of SH5.
So I will reinstall only the mods today and use the first Mod-order.
After I installed all mods I will run the SH5Schiffe.exe, right?





I only used it once for the "Wolfs of Steel" Mod (don't like it, did a reinstallation of SH5) and I strictly followed the description there. So I have no idea how this TDW Patcher works and what it is doing.
Is it only about fixing bugs or is it adding functionalities and features too?
What setting do I need for my Mod list?

I found a "tutorial" but I don't understand it:
http://www.subsim.com/radioroom/showpost.php?p=2058830&postcount=1

Please can you explain what I have to do? :-?

what u don't understand in that tutorial ????
and about the Patcher
take a look here (http://www.subsim.com/radioroom/showthread.php?t=205620) how to use the tdw's patcher

Dragon81
07-22-14, 05:51 AM
what u don't understand in that tutorial ????
Sorry, I don't want to say that your tutorial is bad. I'm sure it isn't!
The problem I have is, that I don't know what the TDW Patcher is doing.
I simply don't understand what your screenshots are showing.
That's why I don't understand it.
You have to know what TDW Patcher is and what it is doing to understand your tutorial. :)


...and about the Patcher
take a look here (http://www.subsim.com/radioroom/showthread.php?t=205620) how to use the tdw's patcher
Thx, I will check it out. :up:



Edit: OK, I checked it. So the TDW Patcher is a collection of fixes.
But not all fixes are working with the mods... so I have to deactivate some fixes in TDW Patcher (your tutorial) that Magui is working, right?


I hope that this will fix my crash too. :)


Edit 2: Sjizzle, do you have deleted the link to your PDF (TDW Generic patch with.pdf) I linked in my posting above?

DrJones
07-22-14, 06:36 AM
Hey Mates,

as you see here the manual diveplanes are included and fully working now.

https://www.mediafire.com/convkey/c557/lw9vl2x7bw8c5uj6g.jpg

The dials can be called by one of the Buttons in the lower left console.

The orderbar is callable by the the surface button in the lower left console.

Will be included in the the next release...

Best Regards

DrJones:salute:

Dragon81
07-22-14, 12:37 PM
Please give us all feedback



It worked! :woot:

I uninstalled all mods, reinstalled them in the order...

Schleichfahrt_1_0a_part1
CSPMagui by DrJones Beta v 3.1
Magui Interface Patch V3.02
IO StrategicMap 4.3 Patch for Magui Interface 3.02
Schleichfahrt_1_0h_part2
Schleichfahrt_1_0h_deutschpatch

... and ran the SH5Schiffe.exe.

After that I installed TDW Patcher and activated the points listed in the PDF File from Sjizzle.
Sadly the PDF is not latest. In the latest version of TDW Patcher there are many more entries and I don't know if I can activate them.
Can somebody tell me what I can activate and what not?

Dragon81
07-22-14, 02:42 PM
@ Dr Jones,

I want to report some little bugs. Maybe you can help me to fix it.

1st:
Sometimes the panel in the right down corner won't hide anymore.
I did not click the "lock panel - screw". Even when I click it nothing changed.
The panel is always displayed.

2nd:
I can not see the camera field of view on my map although I checked the hook in the captains menu. This is a bug I really want to get fixed.
Also there are differences between the TIA Map and the NAV Map although I checked the same hooks in both menus.
For example the contact lines (sight, sonar, hydrophon etc.) are missing in the TIA Map.

Please can you help?

Sjizzle
07-22-14, 03:44 PM
Hey Mates,

as you see here the manual diveplanes are included and fully working now.



The dials can be called by one of the Buttons in the lower left console.

The orderbar is callable by the the surface button in the lower left console.

Will be included in the the next release...

Best Regards

DrJones:salute:

whoop nice job m8 i really w8 to see the new version :D cos i have ready a new verson of mega mod with magui :D

Dragon81
07-23-14, 12:03 AM
@ Dr Jones,

I want to report some little bugs. Maybe you can help me to fix it.

1st:
Sometimes the panel in the right down corner won't hide anymore.
I did not click the "lock panel - screw". And when I click it nothing changed.
The panel is always displayed.

2nd:
I can not see the camera field of view on my map although I checked the hook in the captains menu. This is a bug I really want to get fixed.
Also there are differences between the TIA Map and the NAV Map although I checked the same hooks in both menus.
For example the contact lines (sight, sonar, hydrophon etc.) are missing in the TIA Map.

Please can you help?

... sadly I have to go on with the list...

3rd:
In the Captains menu the option to get the dialog with the 1WO in the TDC and the option to disable the TDC are always unchecked when I load the savegame.

4nd:
My backbord propeller is not spinning. :doh:


Dr Jones, please do you have a idea how to fix this?

Silent Steel
07-23-14, 02:16 AM
...as you see here the manual diveplanes are included and fully working now...

:Kaleun_Thumbs_Up::Kaleun_Cheers:

Sjizzle
07-23-14, 02:44 AM
@ Dr Jones,

I want to report some little bugs. Maybe you can help me to fix it.

1st:
Sometimes the panel in the right down corner won't hide anymore.
I did not click the "lock panel - screw". Even when I click it nothing changed.
The panel is always displayed.

2nd:
I can not see the camera field of view on my map although I checked the hook in the captains menu. This is a bug I really want to get fixed.
Also there are differences between the TIA Map and the NAV Map although I checked the same hooks in both menus.
For example the contact lines (sight, sonar, hydrophon etc.) are missing in the TIA Map.

Please can you help?

... sadly I have to go on with the list...

3rd:
In the Captains menu the option to get the dialog with the 1WO in the TDC and the option to disable the TDC are always unchecked when I load the savegame.

4nd:
My backbord propeller is not spinning. :doh:


Dr Jones, please do you have a idea how to fix this?

for the first problem ...u need to click again on the last command witch one u have gave it from the bottom left panel and will be hide again ...
( ex. if u click on the sonar guy and then report nearest contact the click again to hide the sonar guy comman and then the pannel will be hide again )
http://www.mediafire.com/convkey/b119/od7isu7g1sdgp3sfg.jpg

check the camera position orientation from SH5Schiffe.exe
and for the 3'th one i never use it ... i play with manual TDC

Dragon81
07-23-14, 03:27 AM
Sjizzle thank you for the answer.

Maybe I reinstall SH5 again today and try your "Wolfs from the deep" Modpack.
Sounds great and it is using the Magui too. Maybe this will fix all the problems. :salute:

Sjizzle
07-23-14, 03:48 AM
Sjizzle thank you for the answer.

Maybe I reinstall SH5 again today and try your "Wolfs from the deep" Modpack.
Sounds great and it is using the Magui too. Maybe this will fix all the problems. :salute:

i play with Magui Since is out without any problems...

DrJones
07-23-14, 10:07 AM
Hey Mates,

here another Shot of the grid for the nav map.

Sjizzle mentioned that they may be usable for the OH2 to find the target to plan a patrol....

https://www.mediafire.com/convkey/1de4/5m7stmd16utra6b6g.jpg

They are both callable by the Captains Panel. You have to activate the Nav Map before....they are bose dragable and sizeable.

In the top left there is a drag handle outside the Image. In the top right a Close button. The Corner size Handle is to find in the bottom left to size the grid.

As you see the Captainspanel has now scrollable items. Also for the Map Options. You don't have to toggle between two pages to get all the Options.

Best Regards

DrJones:salute:

DrJones
07-24-14, 08:16 AM
Hey Mates,

just packing the files together for the release for the Version 3.5.

In the Moment i just have to take care of the optional add on mods, so that they work all together....

Best Regards

DrJones:salute:

Ablemaster
07-24-14, 03:09 PM
Look forward to your release, have used this for a long time, thank you, good work mate.

Sjizzle
07-24-14, 03:21 PM
Hey Mates,

just packing the files together for the release for the Version 3.5.

In the Moment i just have to take care of the optional add on mods, so that they work all together....

Best Regards

DrJones:salute:
great job m8 soon i will send u a pm :D

DrJones
07-24-14, 03:41 PM
Look forward to your release, have used this for a long time, thank you, good work mate.

Hey Mate,

thank you very much...hope every ist running well so far...

Best Regards

DrJones:salute:

TheBeast
07-24-14, 09:25 PM
Hey Mates,

just packing the files together for the release for the Version 3.5.

In the Moment i just have to take care of the optional add on mods, so that they work all together....

Best Regards

DrJones:salute:
I just reinstalled SH5 and started playing again. I stop because I was building a house and I also forgot my UPlay password but obviously I remembered my password again.
I also have power now but no internet yet. Currently parked outside store that has Wi-Fi.

Regards!
TheBeast

Silent Steel
07-25-14, 05:01 AM
I just reinstalled SH5 and started playing again. I stop because I was building a house and I also forgot my UPlay password but obviously I remembered my password again.
I also have power now but no internet yet. Currently parked outside store that has Wi-Fi.

Regards!
TheBeast


Good to see you're back with us. :salute:

Hope you'll enjoy your new house. Could we get some pics of it? :03:

DrJones
07-25-14, 05:53 AM
I just reinstalled SH5 and started playing again. I stop because I was building a house and I also forgot my UPlay password but obviously I remembered my password again.
I also have power now but no internet yet. Currently parked outside store that has Wi-Fi.

Regards!
TheBeast

Hey Mate,

nice to see you are back...hope with you new house is all fine :up:

Best Regards

DrJones:salute:

DrJones
07-25-14, 05:56 AM
Hey Mates,

while the next release is in texting Progress i think about the design of a new Captains Log...

...i got a great Background for it from silent steel.

But the following idea is....wich Games Messages has to be in the captains log...

First of all the sunken ships, a Weather Report or the spotting of tarets...

But what else....

Hope the Communityx will give here some hints

Best Regards

DrJones:salute:

Dragon81
07-25-14, 07:07 AM
Maybe damages / repairs?

DrJones
07-25-14, 08:11 AM
Maybe damages / repairs?


That is a good idea...

We have to find the entries in the menu.txt and the starting words for each entry so i can script a filter for those wich has to be displayed....

Sjizzle
07-27-14, 02:22 AM
heya DrJones

report of New version of MagUI
dive planes work great
independent engine work great
the CO2, Battery, Fuel, Compressed Air gauges work great
radio messages work great here if u can make the text to be black cos in white is not that nice :D
Stadimeter as sextant work great
the auto patrol search from captain panel can be removed
the grids charts for OH II work great
the knob from stadimeter name need to be changed to use as sextant on / off ( u know what i mean there )

have nice day
Sjizzle

Silent Steel
07-27-14, 07:11 AM
I can confirm all what Sjizzle says.
Runs flawlessly :yeah:

ZAGOR64BZ
07-27-14, 10:44 AM
Hey Mates,

while the next release is in texting Progress i think about the design of a new Captains Log...

...i got a great Background for it from silent steel.

But the following idea is....wich Games Messages has to be in the captains log...

First of all the sunken ships, a Weather Report or the spotting of tarets...

But what else....

Hope the Communityx will give here some hints

Best Regards

DrJones:salute:

Food/ fuel /supply situation and crew morale? Wounded/dead?

DrJones
07-29-14, 08:07 AM
heya DrJones

report of New version of MagUI
dive planes work great
independent engine work great
the CO2, Battery, Fuel, Compressed Air gauges work great
radio messages work great here if u can make the text to be black cos in white is not that nice :D
Stadimeter as sextant work great
the auto patrol search from captain panel can be removed
the grids charts for OH II work great
the knob from stadimeter name need to be changed to use as sextant on / off ( u know what i mean there )

have nice day
Sjizzle

Hey Mate,

thank you very much...

@Silent: Also you thank you very much...

...will make the important changes and i will make an offical release....

Best Regards

DrJones

DrJones
08-01-14, 04:25 AM
Hey Mates,

actually that i still got a little part for Real Navigation is finished i will publish it in the next Release

https://www.mediafire.com/convkey/99d1/3y1qagdl85bz56d6g.jpg

In the Order Bar vor Navigation Officer is a new Button to get the ANM Panels designed by Silent Marshal...

What actual works is to push the Button Aktualisieren in the left Panel you get the Values of the Nautic Year Book with the GHA of the sun and the deklination of the sun.

Here you get it for each Minute of the actual hour of the day.

The Tooltip for the Stadimeter Button is fixed
The Option for search and trvel mode is deactivated

Just some Little things to do and i think i can release this Weekend.

Best Regards

DrJones:salute:

gap
08-01-14, 08:39 AM
@ DrJones

Awesome news! Thank you for keeping on your great work on MaGui :yeah:

@ TheBeast

Welcome back on Subsim man, this community had bee missing you! :salute:

Sjizzle
08-01-14, 08:46 AM
Hey Mates,

actually that i still got a little part for Real Navigation is finished i will publish it in the next Release



In the Order Bar vor Navigation Officer is a new Button to get the ANM Panels designed by Silent Marshal...

What actual works is to push the Button Aktualisieren in the left Panel you get the Values of the Nautic Year Book with the GHA of the sun and the deklination of the sun.

Here you get it for each Minute of the actual hour of the day.

The Tooltip for the Stadimeter Button is fixed
The Option for search and trvel mode is deactivated

Just some Little things to do and i think i can release this Weekend.

Best Regards

DrJones:salute:

nice work m8 :D

DrJones
08-02-14, 08:47 AM
Hey Mates,

V 3.06 released...

Look at the first post...

Best Regards

DrJones:salute:

Sjizzle
08-02-14, 08:55 AM
Hey Mates,

V 3.06 released...

Look at the first post...

Best Regards

DrJones:salute:

whoop thx m8 soon as i am home i will make the english translation :D

Silent Steel
08-03-14, 12:06 AM
:woot:

A very BIG than you for all your hard work doc. :salute:

Installling right now.
Any useful feedback will follow.

:Kaleun_Applaud:

Sjizzle
08-03-14, 02:07 AM
english version of the menu file here (https://www.mediafire.com/?c5vsl6ppw6tr3c9)

DrJones
08-03-14, 07:25 AM
english version of the menu file here (https://www.mediafire.com/?c5vsl6ppw6tr3c9)


Placed the Download link in the first post

Regards

DrJones:salute:

Ablemaster
08-03-14, 07:39 AM
Good stuff, thank you :rock:

niwo
08-23-14, 03:32 PM
I have a problem with the Erkennungshandbuch. Its all blank. no text, no images.
Vers. 1.02 no other mods activated.

DrJones
08-23-14, 05:24 PM
I have a problem with the Erkennungshandbuch. Its all blank. no text, no images.
Vers. 1.02 no other mods activated.

Hey Mate,

please read the post 1...start the sh5Shiffe.exe follow the steps wich are shown there.

Best Regards

DrJones:salute:

niwo
08-24-14, 12:25 PM
Hey Mate,

please read the post 1...start the sh5Shiffe.exe follow the steps wich are shown there.

Best Regards

DrJones:salute:

Hey, its solved. A custom Menu.txt produced the error.

Btw I want to ask, if there is a way to have the old Help (F1) menu back. I use a custom Keymap-mod by thedarkwraith with a handy edited Helpmenu. The list of Magui version V3.06 is a bit confusing.
The script from that mod is:
# Edited by TheDarkWraith for NewUIs_TDC_5_1_0; angepasst von ustahl f�r Tastatur-Mod 15.11.2010
# Edited on 11/13/2010 @ 1530
#
# Copyright notice:
# The code in this file is the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole,
# or in part, without the express written permission of TheDarkWraith. The code in this file may not be used in any commercial
# application of any form without the express written permission of TheDarkWraith.


# User Options for TheDarkWraith's mods
# Created by TheDarkWraith


# NOTE!!!!
# These are the keys the game recognizes:
# A-Z of the alphabet (Capitalized!)
# Tab, Enter, Shift, Ctrl, Alt, Escape, PageUp, PageDown, End, Home, Left, Up, Right, Down, Insert, Delete, numbers 0-9 (which are Keyx - i.e. 4 would be Key4)
# F1-F11 functions keys are unavailable even though MenuKeyManagerWrapper says they are available. Do not try to use F1-F11.



##################################### UI Stuff (SH3/4/5 modes) ##################################

#+++++++++++++ UI Style ++++++++++++++
# Possible UI Styles:
SH5Enhanced = 0
SH3Style = 1
SH4Style = 2

# the current UI Style
# set below to either SH3Style, SH4Style, or SH5Enhanced
UIStyle = SH3Style


#+++++++++++++ SH5 specific UI Items +++++++++++++++
# integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
# change below to either True or False
IntegrateLevels = True


#+++++++++++++ SH3/4/5 specific UI items ++++++++++++++++
#
# does the tool helper default to on state at game start (map tools)?
# change below to either True or False
ToolHelperOnAtGameStart = True

# Are all night filters enabled?
# change below to either True or False
NightFiltersEnabled = False

# Above this specified TC level the clock will be visible (levels are in powers of 2)
AboveThisTCLevelShowClock = 512

# Below this depth do not receive radio contacts/reports (in meters)
BelowThisDepthDontReceiveRadio = 30

# are the tables and maps on the navigation map in english or german?
# change below to either True or False
NavigationMapTablesMapsEnglish = False

# is the binocular crosshair visible?
# change below to either True or False
BinocularCrosshairEnabled = False

# are the periscope water level indicators displayed on the attack and obs scopes?
# change below to either True or False
PeriscopeLevelSH5Visible = True

# are the depth and map tools bars visible at game start?
# change below to either True or False
DepthAndMapToolsBarsVisible = True

# are the launching of torpedoes realistic? This means that if you try to launch a torpedo that doesn't have it's torpedo door open then the door will have to be opened first before the torpedo can be fired. For salvo shots this can mean that your shot can be screwed up if you don't have all the doors opened first
# change below to either True or False
RealisticTorpedoFirings = True

# is a delay incurred between when new speed/throttle is requested and when activated (simulate crew response of answering ordered bells)?
# change below to either True or False
DelayNewSpeedThrottleCommand = False

# does the game start with Advanced HUD enabled?
# change below to either True or False
AdvancedHudIsEnabled = False

# what is the most fuel efficient speed?
MostFuelEfficientSpeed = 7.5

# the hotkey used to order most fuel efficient speed
# Format:
#
# MostFuelEfficientSpeedHotKey = [ False, None, False ]
# False = disabled
# None = key used
# False = disabled
#
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ False, None, False ]
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ False, None, False ]
#
# Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced
#
MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ] # change the M to whatever you want. You can't use M!

# Do the top right bars hide when you mouse out and show when you mouse in?
# change below to either True or False
TopRightBarsScroll = True

# if TopRightBarsScroll is enabled, this is the time delay before hiding the top right bars when moused out:
# below is in seconds
TopRightBarsHideTD = 4.0

# do the essential controls (depth, heading, etc.) hide when moused out and show when moused in?
# change below to either True or False
EssentialControlsScroll = True

# if EssentialControlsScroll is enabled, this is the time delay before hiding the essential controls when moused out:
# below is in seconds
EssentialControlsHideTD = 4.0

# Is the camera bar visible?
# change below to either True or False
CameraBarVisible = True

# does the camera bar scroll out of view when the mouse is not inside it?
# change below to either True or False
CameraBarScrolls = True

# do the warnings (icons to the left of top right bar) hide when moused out and show when moused in?
# NOTE: DOES NOT WORK CURRENTLY!
# change below to either True or False
WarningsScroll = False

# Is the depth group bar visible?
# change below to either True or False
DepthGroupBarVisible = True

# this will add support for the IO Strategic Map mod by Obelix
# change below to either True or False
MapToolsAsObjects = False


#################################### TDC style (SH3/4/5 modes) #################################

#+++++++++++++++++++ TDC modes +++++++++++++++++++++
# Possible TDC modes:
#
# NOTDCDials - no dials
# TDCSpreadAngle - just the spread angle dial for salvo attacks
# TDCMinimalDials - minimal TDC dials
# TDCAllDials - all TDC dials
#
NOTDCDials = 0
TDCMinimalDials = 1
TDCAllDials = 2
TDCSpreadAngle = 3

# the current TDC mode
# change below to either NOTDCDials, TDCSpreadAngle, TDCMinimalDials, or TDCAllDials
AttackTDCMode = TDCAllDials
ObsTDCMode = TDCAllDials
UZOTDCMode = TDCAllDials

# RAOBF enabled for each scope?
# change below to either True or False
AttackRAOBFEnabled = False
ObsRAOBFEnabled = False
UZORAOBFEnabled = False

# Attack Disk enabled for each scope?
# change below to either True or False
AttackAttackDiskEnabled = False
ObsAttackDiskEnabled = False
UZOAttackDiskEnabled = False
NavMapAttackDiskEnabled = False

# the following enables the fix for the resetting of the AOB and Speed dials of the TDC when the stadimeter is used
# change below to either True or False
AOBSpeedTDCFixEnabled = True

# are the TDC dials hidden when the RAOBF is visible?
HideTDCDialsWhenUsingRAOBF = False

# does the depth indicator of the scopes in the top left scroll out of view when moused out and scroll back into view when moused in?
ScopesDepthIndicatorScrolls = False

# if ScopesDepthIndicatorScrolls is enabled, this is the time delay before hiding the depth indicator when moused out:
ScopesDepthIndicatorScrollsTD = 4.0

# does the torpedo box of the scopes in the top left scroll out of view when moused out and scroll back into view when moused in?
ScopesTorpedoBoxScrolls = False

# if ScopesTorpedoBoxScrolls is enabled, this is the time delay before hiding the torpedo box when moused out:
ScopesTorpedoBoxScrollsTD = 4.0


#################################### For Dials - SH3 and SH4 UI Modes only ##################################

#++++++++++++++ Dial zoom/unzoom animation speed +++++++++++++++
# rate at which dials grow and shrink (in seconds)
# default is 0.10 seconds
DialsAnimationSpeed = 0.10

#++++++++++++++ Base Zoom +++++++++++++++
# Base Zoom levels
# when MouseIn the dial will grow by this number
# default is 200
BaseZoomThrottle = 300
# default is 200
BaseZoomSpeed = 300
# default is 200
BaseZoomHeading = 300
# default is 200
BaseZoomRudder = 300
# default is 200
BaseZoomDepth260 = 300
# default is 200
BaseZoomDepth25 = 300

#++++++++++++++ Can Zoom +++++++++++++++
# which dials can zoom
# change True to False to disable zoom on that dial
#
# set below to either True or False for each
ThrottleCanZoom = True
SpeedCanZoom = True
HeadingCanZoom = True
RudderCanZoom = True
Depth260CanZoom = True
Depth25CanZoom = True

#++++++++++++++ Offsets +++++++++++++++
# y offset adjustment when mouse in/out and image goes offscreen (BaseZoom - for dynamically repositioning dials)
DialsBaseZoomOffsetYAdjustment = 10

# x offset adjustment when mouse in/out and image goes offscreen (BaseZoom - for dynamically repositioning dials)
DialsBaseZoomOffsetXAdjustment = 10


##################################### Automatics ################################################## ###
# does the clock automatically show when a torpedo is fired?
# change below to either True or False
AutoShowClockOnTorpFire = True

# Does the clock automatically show when follow target enabled (it will auto hide itself if follow target cancelled and clock isn't called for)?
# change below to either True or False
AutoShowClockOnFollowTarget = False

# when surfacing does the game automatically order recharge mode?
# change below to either True or False
AutomaticallyOrderRechargeModeUponSurfacing = True

# when entering the attack scope station does the scope fully raise automatically?
# change below to either True or False
AutomaticallyRaiseAttackScope = False

# when leaving the attack periscope station does the scope automatically fully lower?
# change below to either True or False
AutomaticallyFullyLowerAttackScope = False

# when leaving the obs scope station does the scope automatically fully lower?
# change below to either True or False
AutomaticallyFullyLowerObsScope = False

# does the Navigator assist you in determing the AOB and Speed of a target based on range readings taken by you?
# change below to either True or False
NavigatorAssistAOBSpeedCalcs = True


################################### Automation ################################################## #####
# the hotkey used to toggle the visibility of the Automation screen (can also be toggled using the 'gears' icon in top right lower bar)
# Format:
#
# AutomationHotKey = [ True, None, False ]
# True = enabled
# None = key used
# False = disabled
#
# if you wanted to enable this without shift required:
# AutomationHotKey = [ True, None, False ]
#
# if you wanted to disable this:
# AutomationHotKey = [ True, None, False ]
#
AutomationHotKey = [ False, MenuKeyManagerWrapper.Keys.U, False ] # change the Q to whatever you want

# Is Automation debugging enabled?
AutomationDebuggingEnabled = False

# Are Automation start, stop, paused, loop, etc. messages displayed in the message box?
AutomationActionMessagesDisplayed = False

# the hotkey used to activate the script associated with Automation hotkey x (1-4)
# Format:
#
# AutomationScriptHotKeyx = [ True, None, False ]
# True = enabled
# None = key used
# False = disabled
#
# if you wanted to enable this without shift required:
# AutomationScriptHotKeyx = [ True, MenuKeyManagerWrapper.Keys.J, False ]
#
# if you wanted to disable this:
# AutomationScriptHotKeyx = [ False, MenuKeyManagerWrapper.Keys.J, False ]
#
# NOTE: set the ones using SHIFT first!
#
AutomationScriptHotKey1 = [ True, MenuKeyManagerWrapper.Keys.X, False ] # change the None to whatever you want
AutomationScriptHotKey2 = [ False, None, False ] # change the None to whatever you want
AutomationScriptHotKey3 = [ False, None, False ] # change the None to whatever you want
AutomationScriptHotKey4 = [ False, None, False ] # change the None to whatever you want


################################### Time Delays ################################################## ####

# opening tube time delay for realistic torpedo launches (in seconds)
RealisticOpenTubeTDBase = 7.5

# the time delay to account for heavy seas to prevent unnecessary switching of items (items that depend on whether submerged/surfaced to control state) (in seconds)
WaterLevelTD = 5.0

# when surfacing, the time delay before checking to see if batteries need to be recharged and then automatic sending of the recharge order (in seconds)
# this value must be greater than WaterLevelTD or you will get an error!
SwitchToRechargePropulsionTDBase = 90.0

# when submerging, the time delay before automatic switching to standard propulsion (in seconds):
# this value must be greater than WaterLevelTD or you will get an error!
SwitchToStdPropulsionTDBase = 90.0

# the base time (in seconds) it takes the Navigator to compute the AOB and Speed of a target from 2 range measurements. There is a random amount added to this
# that is in the range (0, 1.0) * value (i.e. realtimedelay = NavCalcTimeAOBSpeedFromRangeMeasurementsBase + (Random * NavCalcTimeAOBSpeedFromRangeMeasurementsBase)
NavCalcTimeAOBSpeedFromRangeMeasurementsBase = 10.0

# the base time (in seconds) it takes the Navigator to compute the Speed of a target from time measurements. There is a random amount added to this that is in the range
# (0, 1.0) * value (i.e. realtimedelay = NavCalcTimeSpeedFromTimeMeasurementsBase + (Random * NavCalcTimeSpeedFromTimeMeasurementsBase)
NavCalcTimeSpeedFromTimeMeasurementsBase = 5.0

# the min and max base time to wait before ordering of new bell or speed if DelayNewSpeedThrottleCommand is enabled:
# have to be int values!
# values are in seconds of time
NewSpeedThrottleDelayMin = 3
NewSpeedThrottleDelayMax = 6


##################################### Nomograph (SH3/4/5 Modes) ######################################
# the hotkey used to toggle the nomograph visibility on the mini-map. Nomograph is always visible on nav-map
# Format:
#
# NomographVisibleOnMiniMapHotKey = [ False, None ]
# False = disabled
# None = key used
#
# if you wanted to enable this:
# NomographVisibleOnMiniMapHotKey = [ False, None ]
#
# if you wanted to disable this:
# NomographVisibleOnMiniMapHotKey = [ False, None ]
#
NomographVisibleOnMiniMapHotKey = [ True, MenuKeyManagerWrapper.Keys.N ] # change the N to whatever you want

# is the Nomograph visible on the mini-map (TAI) at game start?
# change below to either True or False
NomographVisibleOnMiniMap = False

# is the Nomograph visible on the Navigation map at game start?
# change below to either True or False
NomographVisibleOnNavMap = False


##################################### Heading Bar/Heading/Rudder Dial (SH5 Mode) #####################
# the hotkey used to display the heading/rudder dial
# Format:
#
# HeadingRudderKey = [ False, None ]
# False = disabled
# None = key used
#
# if you wanted to enable this:
# HeadingRudderKey = [ False, None ]
#
# if you wanted to disable this:
# HeadingRudderKey = [ False, None ]
#
HeadingRudderKey = [ True, MenuKeyManagerWrapper.Keys.C ] # change the C to whatever key you want

# the hotkey used to change the heading/rudder dial mode (heading mode or rudder mode) will be the same key
# used to toggle the display of the dial plus the shift key. So you have to press the shift key first then
# the key used to toggle the display of the dial on/off.

# the key used to increase the desired heading when you mouse into the heading bar
HeadingBarIncreaseHeadingKey = MenuKeyManagerWrapper.Keys.E # change the E to whatever key you want
HeadingBarDecreaseHeadingKey = MenuKeyManagerWrapper.Keys.Q # change the Q to whatever key you want

# some users may want the desired heading to increase slower. Modify this value to add delay (increment in 1's!)
HeadingBarUserDelay = 0

# Does the heading bar start expanded at game start?
HeadingBarIsExpanded = True


##################################### Crash Dive (SH3/4/5 Modes) #####################################
# the hotkey used for crash dive
# Format:
#
# CrashDiveKey = [ False, None, False ]
# False = disabled
# None = key used
# False = disabled
#
# so if you wanted the teleport to obs scope hot key to be shift + C:
# CrashDiveKey = [ False, None, False ]
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# CrashDiveKey = [ False, None, False ]
CrashDiveKey = [ False, MenuKeyManagerWrapper.Keys.P, True ]

# teleport on crash dive? If enabled and you are currently submerged then no teleporting will take place
# change below to either True or False
TeleportOnCrashDive = True

# time interval to wait before giving the crash dive command (simulates crew clearing the topside deck) (this value is in seconds - i.e. 5.5 would be 5 and a half seconds). If submerged then there is no delay
TeleportOnCrashDiveWaitTime = 5


##################################### Follow Target (SH3/5 Modes) ####################################
# the hotkey used to toggle follow target (when you have a target selected you can enable this to have the camera
# automatically follow the target as it moves.)
# Format:
#
# FollowSelectedTargetHotKey = [ False, None ]
# False = disabled
# None = key used
#
# if you wanted to enable this:
# FollowSelectedTargetHotKey = [ False, None ]
#
# if you wanted to disable this:
# FollowSelectedTargetHotKey = [ False, None ]
#
FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.X ] # change the X to whatever you want


##################################### Message Box (SH3/4/5 modes) ####################################
# these control the maximum height and width of the message box. They are multiplied by a set value so increment in small values!
# when messagebox is maximized, only the height will go to the max value. Width will stay at user dragged (or game start if hasn't been dragged) value
# they define the maximum size of the message box by: 315.0 * MessageBoxWidthFactor (width in pixels), PageDefaultHud_Feedback_BottomBar.Height * MessageBoxHeightFactor (height in pixels)
# minimum value for below is 1
MessageBoxWidthFactor = 2.25 # stock is 2
# minimum value for below is 1
MessageBoxHeightFactor = 3.0 # stock is 3

# this will cause the message box to start in the expanded mode (vertically) when the game starts
# change below to either True or False
MessageBoxStartsExpanded = True

# this will cause the message box to start in widened mode (horizontally) when the game starts
# change below to either True or False
MessageBoxStartsWidened = False

# is the message box displayed at game start?
# change below to either True or False
DisplayTheMessageBox = True

# the hotkey used to toggle the messagebox visibility
# Format:
#
# DisplayTheMessageBoxHotKey = [ False, None ]
# False = disabled
# None = key used
#
# if you wanted to enable this:
# DisplayTheMessageBoxHotKey = [ False, None ]
#
# if you wanted to disable this:
# DisplayTheMessageBoxHotKey = [ False, None ]
#
DisplayTheMessageBoxHotKey = [ True, MenuKeyManagerWrapper.Keys.L ] # change the L to whatever key you want

# to toggle the messagebox between minimized and maximized states use the hotkey used to toggle visibility with the shift key

# at what TDC mode do we ensure the messagebox is shown and maximized (it will show when the TC level is greater than or equal to this value)?
ShowMessageBoxAndExpandAtTCLevel = 32

# when we drop below the ShowMessageBoxAndExpandAtTCLevel do we restore the messagebox?
# change below to either True or False
RestoreMessageBoxAfterTCLevel = True

# number of messages to keep in the messageboxlist. After this number is exceeded, the oldest message is removed from the list. Stock value is 20
# minimum value is 1
NumberMessagesToKeepInMessageBox = 20

# is the messagebox draggable?
# change below to either True or False
MessageBoxIsDraggable = False

# do we go to TCx (where x is defined by TCxOnMessageBoxTextDesiredTCLevel) when one of the following messages is posted in the messagebox?
# change below to either True or False
TCxOnMessageBoxText = False

# if TCxOnMessageBoxText is enabled then it will trigger on the following numbers from menu.txt:
# NOTE: all must be placed on single line with no breaks for options exporter to work correctly!
TCxOnMessageBoxTextNumbers = [ 9200,9201,9202,9203,9204,9205,817,4800,4801,9206,9 207,9208,9209,9210,9211,9212,7666,7667 ]

# if TCxOnMessageBoxText is enabled and one of the texts from TCxOnMessageBoxTextNumbers is found, what TC level do we go to?
TCxOnMessageBoxTextDesiredTCLevel = 1

# do we go to TC1 on any messagebox text?
# change below to either True or False
TC1OnAnyMessageBoxText = False

# does the messagebox show when moused in and hide when moused out?
MessageBoxScrolls = True

# if MessageBoxScrolls is enabled, this is the time delay before hiding the messagebox when moused out:
# below is in seconds
MessageBoxHideTD = 4.0


##################################### Ships Journal ##################################################
# the title of the ship's journal
ShipsJournalTitle = "Schlacht im Atlantik"

# the regular time interval when entries will be made into the ship's journal denoting: Position (Lat and Long), Course, Weather, and whether following waypoints or not. Value is in hours.
# enter a value below for the time period in hours
JournalEntryIntervalTime = 6


##################################### Mini-Map (aka TAI map) (SH3/4/5 modes) ######################################
# change below to either True or False for each
#
# Activates the waypoint tool for setting waypoints when the sub is clicked. Setting to False will totally disable the user from setting any waypoints
TAISetCourseWhenSubIsClicked = True
# When a waypoint is clicked the waypoint tool will be activated allowing user to select new waypoints
TAIActivateWaypointToolWhenWaypointClicked = True
# appears it doesn't work for when enabled it does nothing!
TAIKeepPlayerLookingUp = False
# shows the highlighted hydrophone sensor region extending from the contact (medium-orange shading)
TAIHydrophoneEnabled = True # stock True
# shows the highlighted sonar sensor region extending from the contact (red shading)
TAISonarEnabled = True # stock True
# shows the highlighted visual sensor region extending from the contact (dark-grey/black shading)
TAIVisualEnabled = True # stock True
# ??
TAIRadarEnabled = True # stock True
# ??
TAIMaximumSensorRangesEnabled = True # stock False
# shows the torpedo solution line
TAITorpedoSolutionEnabled = True # stock False
# ??
TAIMapScaleEnabled = False # stock False
# latitude and longitude coordinates
TAIMapCoordinatesEnabled = False # stock False
# highlighted view cone extending out from sub denoting current view bearing
TAICameraPositionAndOrientationEnabled = True # stock True
# draws an animated circle where the shell hit
TAIShellHitEnabled = True # stock False
# causes CTD - DO NOT ENABLE!
TAIKGridEnabled = False # stock False - DO NOT ENABLE AS CAUSES CTD!!
# ??
TAIRadarContactsEnabled = True # stock True
# shows visual contacts in the map
TAIVisualContactsEnabled = True # stock True
# shows the hydrophone contact lines to the contacts
TAIHydrophoneContactsEnabled = True # stock True
# ??
TAISonarContactsEnabled = True # stock True
# ??
TAIViewConesEnabled = True # stock False
# ??
TAIMacroObjectivesEnabled = True # stock False
# ??
TAIStrategicObjectivesEnabled = False # stock False
# Is enabled by page navigation map when it's needed
TAIStrategicUnitsEnabled = False # stock False
# ??
TAIContactInfoTextEnabled = False # stock False
# the round numbers on the torpedo solution line (1, 2, 3, etc. )
TAITorpedoImpactPointsEnabled = True # stock True
# ??
TAILocationsInTAIEnabled = False # stock False
# map mode for TAI is enabled
TAIIsTacticalMapEnabled = True # stock True
# ??
TAIHighlightSonarTargetsEnabled = False # stock False
# ??
TAIHighlightRadarTargetsEnabled = False # stock False
# ??
TAIHighlightVisualTargetsEnabled = False # stock False
# ??
TAIMinefieldsEnabled = True # stock False
# ??
TAIShallowWatersEnabled = True # stock False
# ??
TAIResupplyShipEnabled = True # stock False
#
# others
# leave TAISelectedContactGUIEnabled as False
TAISelectedContactGUIEnabled = False # stock False
TAIParallelCourseButtonEnabled = True # stock False
TAIInterceptCourseButtonEnabled = True # stock False
#
DepthGroupHighlightBitmapEnabled = False # stock False
ThrottleHighlightBitmapEnabled = False # stock False


# should the mini-map switch to TAI mode when the obs, attack, or UZO station is selected?
# set to False to have the mini-map switch to minimized mode on obs, attack, or UZO station selected. When set to True
# the mini-map will set to TAI mode on those stations selected.
# change below to either True or False
TAIModeOnScopeUZOStationSelected = True

# enums for TAIMode on game start (DO NOT CHANGE)
TAIModeMinimized = 0
TAIModeTAI = 1
TAIModeMaximized = 2

# When game starts, what the status of the mini-map? Does user want it minimized, TAI mode, or maximized?
# change below to either Minimized, TAI, or Maximized
TAIModeOnGameStart = TAIModeMinimized

# is the mini-map enabled (visible)? If set to False then the mini-map will not be visible at game start
# change below to either True or False
TAIEnabledInGame = True

# the mini-map has 3 states - minimized, TAI, and maximized. What is the TAI initial width and height?
# below are in screen pixels (Note: in order for map contacts info to show width must be >= 490 and height must be >= 200)
TAIInitialWidth = 490
TAIInitialHeight = 450


##################################### Nav-Map (aka Navigation Map) (SH3/4/5 modes) ######################################
# change below to either True or False for each
#
# Activates the waypoint tool for setting waypoints when the sub is clicked. Setting to False will totally disable the user from setting any waypoints
NavSetCourseWhenSubIsClicked = True
# When a waypoint is clicked the waypoint tool will be activated allowing user to select new waypoints
NavActivateWaypointToolWhenWaypointClicked = True
# appears it doesn't work for when enabled it does nothing!
NavKeepPlayerLookingUp = False
# shows the highlighted hydrophone sensor region extending from the contact (medium-orange shading)
NavHydrophoneEnabled = True # stock True
# shows the highlighted sonar sensor region extending from the contact (red shading)
NavSonarEnabled = True # stock True
# shows the highlighted visual sensor region extending from the contact (dark-grey/black shading)
NavVisualEnabled = True # stock True
# ??
NavRadarEnabled = True # stock True
# ??
NavMaximumSensorRangesEnabled = False # stock False
# shows the torpedo solution line
NavTorpedoSolutionEnabled = False # stock False
# ??
NavMapScaleEnabled = False # stock False
# latitude and longitude coordinates
NavMapCoordinatesEnabled = True # stock True
# highlighted view cone extending out from sub denoting current view bearing
NavCameraPositionAndOrientationEnabled = False # stock False
# draws an animated circle where the shell hit
NavShellHitEnabled = False # stock False
# causes CTD - DO NOT ENABLE!
NavKGridEnabled = False # stock False - DO NOT ENABLE AS CAUSES CTD!!
# ??
NavRadarContactsEnabled = True # stock True
# shows visual contacts in the map
NavVisualContactsEnabled = True # stock True
# shows the hydrophone contact lines to the contacts
NavHydrophoneContactsEnabled = True # stock True
# ??
NavSonarContactsEnabled = True # stock True
# ??
NavViewConesEnabled = False # stock False
# ??
NavMacroObjectivesEnabled = False # stock False
# ??
NavStrategicObjectivesEnabled = False # stock False
# Is enabled by page navigation map when it's needed
NavStrategicUnitsEnabled = False # stock False
# ??
NavContactInfoTextEnabled = False # stock False
# the round numbers on the torpedo solution line (1, 2, 3, etc. )
NavTorpedoImpactPointsEnabled = False # stock True
# ??
NavLocationsInTAIEnabled = True # stock True
# tactical map mode enabled
NavIsTacticalMapEnabled = False # stock False
# ??
NavHighlightSonarTargetsEnabled = False # stock False
# ??
NavHighlightRadarTargetsEnabled = False # stock False
# ??
NavHighlightVisualTargetsEnabled = False # stock False
# ??
NavMinefieldsEnabled = True # stock False
# ??
NavShallowWatersEnabled = True # stock False
# ??
NavResupplyShipEnabled = True # stock False
#
# others
# leave NavSelectedContactGUIEnabled as False
NavSelectedContactGUIEnabled = False # stock False
NavParallelCourseButtonEnabled = False # stock False
NavInterceptCourseButtonEnabled = False # stock False

# is the shipping chart the colored version at game start?
# change below to either True or False
ShippingChartIsColored = True

##################################### Player Guidance (SH3/4/5 modes) ####################################
# are player guidance events enabled? (are they shown)
# change below to either True or False
PlayerGuidanceEnabled = False


##################################### Player Objectives (SH3/4/5 modes) ###################################
# are player objective events enabled? (are they shown)
# change below to either True or False
PlayerObjectivesEnabled = False

# if the mission is a tutorial, are Player Objectives enabled at game start? (overrides PlayerObjectivesEnabled at game start)
# change below to either True or False
IfTutPlayerObjsEnabledAtGameStart = True


##################################### XO TDC Dialog box (SH3/4/5 modes) ###################################
# is the XO and his dialog box visible on the UZO, attack, and obs scopes views?
# change below to either True or False
XOTDCDialogEnabled = False

# if the XO and his dialog box are disabled, are they allowed to pop up when you lock onto a target?
# change below to either True or False
XOTDCDialogAllowedToPop = True

# Is the XO TDC dialog box draggable?
# If the XO TDC dialog box is draggable then the feature of the XO TDC dialog box dynamically repositioning
# based on messagebox visibility is disabled.
# change below to either True or False
XOTDCDialogDraggable = False

# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = False


##################################### Item Notes ################################################## ########
# this enables or disables the item notes from showing. The item notes is the text that displays above
# the message box when you mouse over certain items
#
# change below to either True or False
ShowItemNotes = False


################################### Officers and Orders Bars and Order Categories (SH3/5 modes) ##################################
# are the officers enabled (are the officer icons allowed to be rendered)?
# change below to either True or False
RenderOfficerIcons = True

# which officers are shown?
# this is a bit pattern to show them (has to be in hex). You can use the Windows Calculator to configure the bit pattern and transform to Hex
# bit 0 = chief engineer
# bit 1 = navigation
# bit 2 = weapons
# bit 3 = sonar
# bit 4 = radio
# bit 5 = watch officer
#
# value of 0x3F will display all officers
OfficersToRender = 0x3F

# is the officer bar pinned to the bottom of the screen (if you only want to be able to drag it horizontally then set to True)
# change below to either True or False
OfficersPinnedToBottomOfScreen = True

# when user clicks on order from order bar, does the order bar hide itself or stay visible?
# set to True to have order bar hide itself when order selected
# change below to either True or False
HideOrderBarOnOrderClicked = False

# when user presses a key, does the order bar hide itself or stay visible?
# set to True to have order bar hide itself when key is pressed
# change below to either True or False
HideOrderBarOnKeyPress = False

# do the order categories scroll down when moused out and scroll up when moused in?
# set to True to have the order categories scroll
# change below to either True or False
OrderCategoriesScroll = True

# do the officers scroll down when moused out and scroll up when moused in?
# change below to either True or False
OfficersScroll = True

# if OfficersScroll is enabled, this is the time delay before hiding the officers when moused out:
# below is in seconds
OfficersHideTD = 4.0

# allow debug popups for debugging wounded officers not changing their icons to wounded
# If you enable the debugging of this you need to ensure that your \My Documents\SH5\data\cfg\main.cfg file is setup correctly:
# find this section and ensure that it's setup this way:
#
# [DEVELOPING]
# Modding=Yes
# MenuEditor=Yes
# DebugScripts=Yes
#
# change below to either True or False
WoundedOfficersDebugging = True


##################################### Scopes/Lock/Break Lock (SH3/4/5 modes) ###############################################
# The lock/break lock displays in the attack, obs, and UZO views. Set to True to enable them.
# change below to either True or False
ShowLockBreakLock = True

# show the ship's name in the scope views?
# change below to either True or False
DisplayShipNames = False


###################################### Teleporting ##############################################
# the hotkeys assigned to the teleport commands
#
# Format:
#
# TeleportToObsScope = [ False, None, False ]
# False = disabled
# None = key used
# False = disabled
#
# so if you wanted the teleport to obs scope hot key to be shift + T:
# TeleportToObsScope = [ False, None, False ]
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# TeleportToObsScope = [ False, None, False ]
#
TeleportToObsScope = [ False, None, False ]
TeleportToAttackScope = [ False, None, False ]
TeleportToUZO = [ False, None, False ]
TeleportToRadar = [ False, None, False ]
TeleportToHydrophone = [ False, None, False ]
TeleportToDeckGun = [ False, None, False ]
TeleportToFlakGun = [ False, None, False ]

# the hotkey used to bring up the Teleporting order bar
# Format:
#
# DisplayTeleportingOrderBarKey = [ False, None, False ]
# False = disabled
# None = key used
# False = disabled
#
# so if you wanted the teleport to obs scope hot key to be shift + T:
# DisplayTeleportingOrderBarKey = [ False, None, False ]
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# DisplayTeleportingOrderBarKey = [ False, None, False ]
#
DisplayTeleportingOrderBarKey = [ True, MenuKeyManagerWrapper.Keys.T, False ]

# if teleported to obs or attack scope and you leave the station, do you teleport back to bridge?
# change below to either True or False
ObsAndAttackReturnToBridge = True

# attack scope's fully lower button causes you to leave station and return to bridge?
# change below to either True or False
AttackFullyLowerButtonLeavesStationForBridge = False


######################################## Contact Spotted ########################################
# enum of the available date time formats
#
MMDDYYTimeFormat = 0
DDMMYYTimeFormat = 1
MMDDYYMilitaryTimeFormat = 2
DDMMYYMilitaryTimeFormat = 3
ContactDateTimeStampFormat = DDMMYYMilitaryTimeFormat


################################### Radio Reports and Messages ##################################
# when a new radio contact report comes in does the TC drop back to 1?
# change below to either True or False
TC1OnNewRadioNavMapContact = False

# does TC drop back to 1 on radio message received?
# change below to either True or False
TC1OnRadioMessageReceived = True

# When a new radio contact report is received and it's range from the sub is greater than this value and TC1OnNewRadioNavMapContact is enabled then do not go to TC 1
# value is in kms (kilometers)
MaxRadioContactRange = 250

# are radio contact reports always clipped to the distance specified above? If not, then they will be subject to the distance specified above if TC1OnNewRadioNavMapContact is enabled.
# change below to either True or False
RadioContactReportsAlwaysClipped = True

# Are the contact's actual speed shown or is a relative speed shown (slow=2-6 knots, medium=7-12 knots, fast=13+ knots)?
# change below to either True or False
ShowContactsActualSpeed = False

# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = False

# for radio contact reports, at what range from the sub can the watchstanders see the contact well enough to update it's course (in kms)?
RangeStartUpdatingContacts = 8


##################################### others MODs ###############################################

# emtguf's periscope rework enabled (adds support for his mod)
# change below to either True or False
emtgufPeriscopeReworkEnabled = True


#+-------------------------------------- ottos chalkboard --------------------------------------
# the hotkey used to bring up ottos chalkboard
# Format:
#
# ShowChalkBoardHotKey = [ False, None, False ]
# False = disabled
# None = key used
# False = disabled
#
# so if you wanted to show the chalkboard and hot key to be shift + B:
# ShowChalkBoardHotKey = [ False, None, False ]
#
# if you didn't want to assign a hotkey for ottos chalkboard:
# ShowChalkBoardHotKey = [ False, None, False ]
#
ShowChalkBoardHotKey = [ True, MenuKeyManagerWrapper.Keys.B, True ]

# the hotkey used to increase the chalkboard count
# Format:
#
# IncreaseChalkBoardCountHotKey = [ False, None, False ]
# False = disabled
# None = key used
# False = disabled
#
# so if you wanted the increase chalkboard count hot key to be shift + I:
# IncreaseChalkBoardCountHotKey = [ False, None, False ]
#
# if you didn't want to assign a hotkey for ottos chalkboard:
# IncreaseChalkBoardCountHotKey = [ False, None, False ]
#
IncreaseChalkBoardCountHotKey = [ True, MenuKeyManagerWrapper.Keys.I, False ]

# the message displayed on the chalkboard
# you have to use all 3 messages or you will get error!
# if you want one line to not have a message then use ""
# NOTE: all must be placed on single line with no breaks for options exporter to work correctly!
OttosChalkBoardMessage = [ "Hier ist ein U-Boat Cocktail!", "Die Schlacht im Atlantik", "hat begonnen!" ]


######################################## Debugging ####################################
# for Debugging use only! Do not use!
#
DisplaySapiensKey = MenuKeyManagerWrapper.Keys.Key3
DisplayKeyPressedKey = MenuKeyManagerWrapper.Keys.Key4
DisplayKeyReleasedKey = MenuKeyManagerWrapper.Keys.Key5
DisplayCurrentStationsKey = MenuKeyManagerWrapper.Keys.Key6
DisplayActiveStationKey = MenuKeyManagerWrapper.Keys.Key7
DisplayActiveCameraKey = MenuKeyManagerWrapper.Keys.Key8
ToggleDisplaySubmarineCommandsKey = MenuKeyManagerWrapper.Keys.Key9
ToggleDisplaySubmarineDelayedCommandsKey = MenuKeyManagerWrapper.Keys.Key0


################################################## #####################################

#END USER OPTIONS

# DO NOT CHANGE ANYTHING BELOW!!

######################################## Accessors ############################################
# required to disable the snorkel orders for the officers. DO NOT CHANGE!
DamageControlTeamActive = False
SnorkelEnabled = False
SinglePlayerMode = False
BitmapIndex_NotAvailable = 0
BitmapIndex_NotSelected = 1
BitmapIndex_Selected = 2
BitmapIndex_MouseOver = 3
FollowSelectedTargetWithCamera = False
AttackPeriscopeLevelSH5Handle = None
ObsPeriscopeLevelSH5Handle = None
AllowedToSelectTarget = False
AllowedToPhotographTarget = False
SilentRunning = False
SnorkelRaised = False
BattlestationsActivated = False
SubIsUnderwater = False
ShowNavMapTDC = False
ShipsJournal = []
mastheights = None
IgnoreNewLogMessages = True
GameStartDate = None
SH5InstallPath = None
UserOptionsFilePathname = "data\\Scripts\\Menu\\TheDarkWraithUserOptions.py"
ShipsJournalPath = "Logs\\"
ShipsJournalFile = None
ShipsJournalChanged = False
TutorialsPath = "data\\Tutorials"
TutorialToStart = None
AutomationPath = "data\\Automation"
MagicString = "TheDarkWraithSH5_new"
SelectedTorpTubes = [ 0 ]
TorpDoorsStatus = [ False, False, False, False, False, False ]
TorpDoorsEnabled = [ True, True, True, True, True, True ]
SH5EHeadingRudderDialVisible = False
CurrentlySelectedTube = 0
InSalvoMode = False
RealisticTorpFiringInProgress = False
TDCIsOn = False
CrewDialogLines = None
Automation = None
AutomationIDForTutorial = None
TimerID_UpdateTutorial = 975316316
RadarOneSweep = 0
RadarContinuousSweep = 1
RadarConstantBearing = 2
RadarSweepMode = RadarConstantBearing
#
RadarIsOn = 0
RadarIsOff = 1
RadarMode = RadarIsOff
#
RadarShortRange = 0
RadarMediumRange = 1
RadarRangeMode = RadarShortRange
#
WatchCrewMode = 0
ManDeckGunMode = 1
ManFlakGunMode = 2
ManDeckAndFlakGunMode = 3
CrewOnDeckMode = WatchCrewMode
#
DGunFireModeHold = 0
DGunFireModeFireAtWill = 1
DGunFireMode = DGunFireModeHold
#
DGunRangeModeShort = 0
DGunRangeModeMedium = 1
DGunRangeModeLong = 2
DGunRangeMode = DGunRangeModeShort
#
DGunAimModeCmdDeck = 0
DGunAimModeWeapons = 1
DGunAimModeWaterline = 2
DGunAimModeHull = 3
DGunAimMode = DGunAimModeWaterline
#
AAGunFireModeHold = 0
AAGunFireModeFireAtWill = 1
AAGunFireMode = AAGunFireModeHold
#
AAGunRangeModeShort = 0
AAGunRangeModeMedium = 1
AAGunRangeModeLong = 2
AAGunRangeMode = AAGunRangeModeShort
#
AAGunPriorityModeFighters = 0
AAGunPriorityModeBombers = 1
AAGunPriorityModeAnyAircraft = 2
AAGunPriorityMode = AAGunPriorityModeAnyAircraft
#
AAGunAimModeClosingTargets = 0
AAGunAimModeAnyTarget = 1
AAGunAimMode = AAGunAimModeAnyTarget



def GetDamageControlTeamActive():
global DamageControlTeamActive
return DamageControlTeamActive


def SetDamageControlTeamActive( value ):
global DamageControlTeamActive
DamageControlTeamActive = value


def GetSnorkelEnabled():
global SnorkelEnabled
return SnorkelEnabled


def SetSnorkelEnabled( value ):
global SnorkelEnabled
SnorkelEnabled = value


def GetUIStyle():
global UIStyle
return UIStyle


def GetHeadingBarIncreaseHeadingKey():
global HeadingBarIncreaseHeadingKey
return HeadingBarIncreaseHeadingKey


def GetHeadingBarDecreaseHeadingKey():
global HeadingBarDecreaseHeadingKey
return HeadingBarDecreaseHeadingKey


def GetHeadingBarUserDelay():
global HeadingBarUserDelay
return HeadingBarUserDelay


def GetHeadingRudderKey():
global HeadingRudderKey
return HeadingRudderKey


def GetIntegrateLevels():
global IntegrateLevels
return IntegrateLevels


def GetFollowSelectedTargetHotKey():
global FollowSelectedTargetHotKey
return FollowSelectedTargetHotKey


def GetNomographVisibleOnMiniMapHotKey():
global NomographVisibleOnMiniMapHotKey
return NomographVisibleOnMiniMapHotKey


def GetToolHelperOnAtGameStart():
global ToolHelperOnAtGameStart
return ToolHelperOnAtGameStart


def GetTeleportOnCrashDive():
global TeleportOnCrashDive
return TeleportOnCrashDive


def GetTeleportOnCrashDiveWaitTime():
global TeleportOnCrashDiveWaitTime
return TeleportOnCrashDiveWaitTime


def GetTC1OnNewRadioNavMapContact():
global TC1OnNewRadioNavMapContact
return TC1OnNewRadioNavMapContact


def SetTC1OnNewRadioNavMapContact( value ):
global TC1OnNewRadioNavMapContact
TC1OnNewRadioNavMapContact = value


def GetNightFiltersEnabled():
global NightFiltersEnabled
return NightFiltersEnabled


def GetRenderOfficerIcons():
global RenderOfficerIcons
return RenderOfficerIcons


def GetOfficersToRender():
global OfficersToRender
return OfficersToRender


def GetAttackTDCMode():
global AttackTDCMode
return AttackTDCMode


def SetAttackTDCMode( value ):
global AttackTDCMode
AttackTDCMode = value


def GetObsTDCMode():
global ObsTDCMode
return ObsTDCMode


def SetObsTDCMode( value ):
global ObsTDCMode
ObsTDCMode = value


def GetUZOTDCMode():
global UZOTDCMode
return UZOTDCMode


def SetUZOTDCMode( value ):
global UZOTDCMode
UZOTDCMode = value


def GetDialsAnimationSpeed():
global DialsAnimationSpeed
return DialsAnimationSpeed


def GetBaseZoomThrottle():
global BaseZoomThrottle
return BaseZoomThrottle


def GetBaseZoomSpeed():
global BaseZoomSpeed
return BaseZoomSpeed


def GetBaseZoomHeading():
global BaseZoomHeading
return BaseZoomHeading


def GetBaseZoomRudder():
global BaseZoomRudder
return BaseZoomRudder


def GetBaseZoomDepth260():
global BaseZoomDepth260
return BaseZoomDepth260


def GetBaseZoomDepth25():
global BaseZoomDepth25
return BaseZoomDepth25


def GetThrottleCanZoom():
global ThrottleCanZoom
return ThrottleCanZoom


def GetSpeedCanZoom():
global SpeedCanZoom
return SpeedCanZoom


def GetHeadingCanZoom():
global HeadingCanZoom
return HeadingCanZoom


def GetRudderCanZoom():
global RudderCanZoom
return RudderCanZoom


def GetDepth260CanZoom():
global Depth260CanZoom
return Depth260CanZoom


def GetDepth25CanZoom():
global Depth25CanZoom
return Depth25CanZoom


def GetDialsBaseZoomOffsetYAdjustment():
global DialsBaseZoomOffsetYAdjustment
return DialsBaseZoomOffsetYAdjustment


def GetDialsBaseZoomOffsetXAdjustment():
global DialsBaseZoomOffsetXAdjustment
return DialsBaseZoomOffsetXAdjustment


def GetMessageBoxWidthFactor():
global MessageBoxWidthFactor
return MessageBoxWidthFactor


def SetMessageBoxWidthFactor( value ):
global MessageBoxWidthFactor
MessageBoxWidthFactor = value


def GetMessageBoxHeightFactor():
global MessageBoxHeightFactor
return MessageBoxHeightFactor


def SetMessageBoxHeightFactor( value ):
global MessageBoxHeightFactor
MessageBoxHeightFactor = value


def GetMessageBoxStartsExpanded():
global MessageBoxStartsExpanded
return MessageBoxStartsExpanded


def GetMessageBoxStartsWidened():
global MessageBoxStartsWidened
return MessageBoxStartsWidened


def GetDisplayTheMessageBox():
global DisplayTheMessageBox
return DisplayTheMessageBox


def SetDisplayTheMessageBox( value ):
global DisplayTheMessageBox
DisplayTheMessageBox = value


def GetDisplayTheMessageBoxHotKey():
global DisplayTheMessageBoxHotKey
return DisplayTheMessageBoxHotKey


def GetShowMessageBoxAndExpandAtTCLevel():
global ShowMessageBoxAndExpandAtTCLevel
return ShowMessageBoxAndExpandAtTCLevel


def SetShowMessageBoxAndExpandAtTCLevel( value ):
global ShowMessageBoxAndExpandAtTCLevel
ShowMessageBoxAndExpandAtTCLevel = value


def GetRestoreMessageBoxAfterTCLevel():
global RestoreMessageBoxAfterTCLevel
return RestoreMessageBoxAfterTCLevel


def GetTAISetCourseWhenSubIsClicked():
global TAISetCourseWhenSubIsClicked
return TAISetCourseWhenSubIsClicked


def SetTAISetCourseWhenSubIsClicked( value ):
global TAISetCourseWhenSubIsClicked
TAISetCourseWhenSubIsClicked = value


def GetTAIActivateWaypointToolWhenWaypointClicked():
global TAIActivateWaypointToolWhenWaypointClicked
return TAIActivateWaypointToolWhenWaypointClicked


def SetTAIActivateWaypointToolWhenWaypointClicked( value ):
global TAIActivateWaypointToolWhenWaypointClicked
TAIActivateWaypointToolWhenWaypointClicked = value


def GetTAIKeepPlayerLookingUp():
global TAIKeepPlayerLookingUp
return TAIKeepPlayerLookingUp


def SetTAIKeepPlayerLookingUp( value ):
global TAIKeepPlayerLookingUp
TAIKeepPlayerLookingUp = value


def GetTAIHydrophoneEnabled():
global TAIHydrophoneEnabled
return TAIHydrophoneEnabled


def SetTAIHydrophoneEnabled( value ):
global TAIHydrophoneEnabled
TAIHydrophoneEnabled = value


def GetTAISonarEnabled():
global TAISonarEnabled
return TAISonarEnabled


def SetTAISonarEnabled( value ):
global TAISonarEnabled
TAISonarEnabled = value


def GetTAIVisualEnabled():
global TAIVisualEnabled
return TAIVisualEnabled


def SetTAIVisualEnabled( value ):
global TAIVisualEnabled
TAIVisualEnabled = value


def GetTAIRadarEnabled():
global TAIRadarEnabled
return TAIRadarEnabled


def SetTAIRadarEnabled( value ):
global TAIRadarEnabled
TAIRadarEnabled = value


def GetTAIMaximumSensorRangesEnabled():
global TAIMaximumSensorRangesEnabled
return TAIMaximumSensorRangesEnabled


def SetTAIMaximumSensorRangesEnabled( value ):
global TAIMaximumSensorRangesEnabled
TAIMaximumSensorRangesEnabled = value


def GetTAITorpedoSolutionEnabled():
global TAITorpedoSolutionEnabled
return TAITorpedoSolutionEnabled


def SetTAITorpedoSolutionEnabled( value ):
global TAITorpedoSolutionEnabled
TAITorpedoSolutionEnabled = value


def GetTAIMapScaleEnabled():
global TAIMapScaleEnabled
return TAIMapScaleEnabled


def SetTAIMapScaleEnabled( value ):
global TAIMapScaleEnabled
TAIMapScaleEnabled = value


def GetTAIMapCoordinatesEnabled():
global TAIMapCoordinatesEnabled
return TAIMapCoordinatesEnabled


def SetTAIMapCoordinatesEnabled( value ):
global TAIMapCoordinatesEnabled
TAIMapCoordinatesEnabled = value


def GetTAICameraPositionAndOrientationEnabled():
global TAICameraPositionAndOrientationEnabled
return TAICameraPositionAndOrientationEnabled


def SetTAICameraPositionAndOrientationEnabled( value ):
global TAICameraPositionAndOrientationEnabled
TAICameraPositionAndOrientationEnabled = value


def GetTAIShellHitEnabled():
global TAIShellHitEnabled
return TAIShellHitEnabled


def SetTAIShellHitEnabled( value ):
global TAIShellHitEnabled
TAIShellHitEnabled = value


def GetTAIKGridEnabled():
global TAIKGridEnabled
return TAIKGridEnabled


def SetTAIKGridEnabled( value ):
global TAIKGridEnabled
TAIKGridEnabled = value


def GetTAIRadarContactsEnabled():
global TAIRadarContactsEnabled
return TAIRadarContactsEnabled


def SetTAIRadarContactsEnabled( value ):
global TAIRadarContactsEnabled
TAIRadarContactsEnabled = value


def GetTAIVisualContactsEnabled():
global TAIVisualContactsEnabled
return TAIVisualContactsEnabled


def SetTAIVisualContactsEnabled( value ):
global TAIVisualContactsEnabled
TAIVisualContactsEnabled = value


def GetTAIHydrophoneContactsEnabled():
global TAIHydrophoneContactsEnabled
return TAIHydrophoneContactsEnabled


def SetTAIHydrophoneContactsEnabled( value ):
global TAIHydrophoneContactsEnabled
TAIHydrophoneContactsEnabled = value


def GetTAISonarContactsEnabled():
global TAISonarContactsEnabled
return TAISonarContactsEnabled


def SetTAISonarContactsEnabled( value ):
global TAISonarContactsEnabled
TAISonarContactsEnabled = value


def GetTAIViewConesEnabled():
global TAIViewConesEnabled
return TAIViewConesEnabled


def SetTAIViewConesEnabled( value ):
global TAIViewConesEnabled
TAIViewConesEnabled = value


def GetTAIMacroObjectivesEnabled():
global TAIMacroObjectivesEnabled
return TAIMacroObjectivesEnabled


def SetTAIMacroObjectivesEnabled( value ):
global TAIMacroObjectivesEnabled
TAIMacroObjectivesEnabled = value


def GetTAIStrategicObjectivesEnabled():
global TAIStrategicObjectivesEnabled
return TAIStrategicObjectivesEnabled


def SetTAIStrategicObjectivesEnabled( value ):
global TAIStrategicObjectivesEnabled
TAIStrategicObjectivesEnabled = value


def GetTAIStrategicUnitsEnabled():
global TAIStrategicUnitsEnabled
return TAIStrategicUnitsEnabled


def SetTAIStrategicUnitsEnabled( value ):
global TAIStrategicUnitsEnabled
TAIStrategicUnitsEnabled = value


def GetTAIContactInfoTextEnabled():
global TAIContactInfoTextEnabled
return TAIContactInfoTextEnabled


def SetTAIContactInfoTextEnabled( value ):
global TAIContactInfoTextEnabled
TAIContactInfoTextEnabled = value


def GetTAITorpedoImpactPointsEnabled():
global TAITorpedoImpactPointsEnabled
return TAITorpedoImpactPointsEnabled


def SetTAITorpedoImpactPointsEnabled( value ):
global TAITorpedoImpactPointsEnabled
TAITorpedoImpactPointsEnabled = value


def GetTAILocationsInTAIEnabled():
global TAILocationsInTAIEnabled
return TAILocationsInTAIEnabled


def SetTAILocationsInTAIEnabled( value ):
global TAILocationsInTAIEnabled
TAILocationsInTAIEnabled = value


def GetTAIIsTacticalMapEnabled():
global TAIIsTacticalMapEnabled
return TAIIsTacticalMapEnabled


def SetTAIIsTacticalMapEnabled( value ):
global TAIIsTacticalMapEnabled
TAIIsTacticalMapEnabled = value


def GetTAIHighlightSonarTargetsEnabled():
global TAIHighlightSonarTargetsEnabled
return TAIHighlightSonarTargetsEnabled


def SetTAIHighlightSonarTargetsEnabled( value ):
global TAIHighlightSonarTargetsEnabled
TAIHighlightSonarTargetsEnabled = value


def GetTAIHighlightRadarTargetsEnabled():
global TAIHighlightRadarTargetsEnabled
return TAIHighlightRadarTargetsEnabled


def SetTAIHighlightRadarTargetsEnabled( value ):
global TAIHighlightRadarTargetsEnabled
TAIHighlightRadarTargetsEnabled = value


def GetTAIHighlightVisualTargetsEnabled():
global TAIHighlightVisualTargetsEnabled
return TAIHighlightVisualTargetsEnabled


def SetTAIHighlightVisualTargetsEnabled( value ):
global TAIHighlightVisualTargetsEnabled
TAIHighlightVisualTargetsEnabled = value


def GetTAIMinefieldsEnabled():
global TAIMinefieldsEnabled
return TAIMinefieldsEnabled


def SetTAIMinefieldsEnabled( value ):
global TAIMinefieldsEnabled
TAIMinefieldsEnabled = value


def GetTAIShallowWatersEnabled():
global TAIShallowWatersEnabled
return TAIShallowWatersEnabled


def SetTAIShallowWatersEnabled( value ):
global TAIShallowWatersEnabled
TAIShallowWatersEnabled = value


def GetTAIResupplyShipEnabled():
global TAIResupplyShipEnabled
return TAIResupplyShipEnabled


def SetTAIResupplyShipEnabled( value ):
global TAIResupplyShipEnabled
TAIResupplyShipEnabled = value


def GetTAISelectedContactGUIEnabled():
global TAISelectedContactGUIEnabled
return TAISelectedContactGUIEnabled


def SetTAISelectedContactGUIEnabled( value ):
global TAISelectedContactGUIEnabled
TAISelectedContactGUIEnabled = value


def GetTAIParallelCourseButtonEnabled():
global TAIParallelCourseButtonEnabled
return TAIParallelCourseButtonEnabled


def SetTAIParallelCourseButtonEnabled( value ):
global TAIParallelCourseButtonEnabled
TAIParallelCourseButtonEnabled = value


def GetTAIInterceptCourseButtonEnabled():
global TAIInterceptCourseButtonEnabled
return TAIInterceptCourseButtonEnabled


def SetTAIInterceptCourseButtonEnabled( value ):
global TAIInterceptCourseButtonEnabled
TAIInterceptCourseButtonEnabled = value


def GetDepthGroupHighlightBitmapEnabled():
global DepthGroupHighlightBitmapEnabled
return DepthGroupHighlightBitmapEnabled


def GetThrottleHighlightBitmapEnabled():
global ThrottleHighlightBitmapEnabled
return ThrottleHighlightBitmapEnabled


def GetTAIModeOnScopeUZOStationSelected():
global TAIModeOnScopeUZOStationSelected
return TAIModeOnScopeUZOStationSelected


def GetTAIModeOnGameStart():
global TAIModeOnGameStart
return TAIModeOnGameStart


def GetNavSetCourseWhenSubIsClicked():
global NavSetCourseWhenSubIsClicked
return NavSetCourseWhenSubIsClicked


def SetNavSetCourseWhenSubIsClicked( value ):
global NavSetCourseWhenSubIsClicked
NavSetCourseWhenSubIsClicked = value


def GetNavActivateWaypointToolWhenWaypointClicked():
global NavActivateWaypointToolWhenWaypointClicked
return NavActivateWaypointToolWhenWaypointClicked


def SetNavActivateWaypointToolWhenWaypointClicked( value ):
global NavActivateWaypointToolWhenWaypointClicked
NavActivateWaypointToolWhenWaypointClicked = value


def GetNavKeepPlayerLookingUp():
global NavKeepPlayerLookingUp
return NavKeepPlayerLookingUp


def SetNavKeepPlayerLookingUp( value ):
global NavKeepPlayerLookingUp
NavKeepPlayerLookingUp = value


def GetNavHydrophoneEnabled():
global NavHydrophoneEnabled
return NavHydrophoneEnabled


def SetNavHydrophoneEnabled( value ):
global NavHydrophoneEnabled
NavHydrophoneEnabled = value


def GetNavSonarEnabled():
global NavSonarEnabled
return NavSonarEnabled


def SetNavSonarEnabled( value ):
global NavSonarEnabled
NavSonarEnabled = value


def GetNavVisualEnabled():
global NavVisualEnabled
return NavVisualEnabled


def SetNavVisualEnabled( value ):
global NavVisualEnabled
NavVisualEnabled = value


def GetNavRadarEnabled():
global NavRadarEnabled
return NavRadarEnabled


def SetNavRadarEnabled( value ):
global NavRadarEnabled
NavRadarEnabled = value


def GetNavMaximumSensorRangesEnabled():
global NavMaximumSensorRangesEnabled
return NavMaximumSensorRangesEnabled


def SetNavMaximumSensorRangesEnabled( value ):
global NavMaximumSensorRangesEnabled
NavMaximumSensorRangesEnabled = value


def GetNavTorpedoSolutionEnabled():
global NavTorpedoSolutionEnabled
return NavTorpedoSolutionEnabled


def SetNavTorpedoSolutionEnabled( value ):
global NavTorpedoSolutionEnabled
NavTorpedoSolutionEnabled = value


def GetNavMapScaleEnabled():
global NavMapScaleEnabled
return NavMapScaleEnabled


def SetNavMapScaleEnabled( value ):
global NavMapScaleEnabled
NavMapScaleEnabled = value


def GetNavMapCoordinatesEnabled():
global NavMapCoordinatesEnabled
return NavMapCoordinatesEnabled


def SetNavMapCoordinatesEnabled( value ):
global NavMapCoordinatesEnabled
NavMapCoordinatesEnabled = value


def GetNavCameraPositionAndOrientationEnabled():
global NavCameraPositionAndOrientationEnabled
return NavCameraPositionAndOrientationEnabled


def SetNavCameraPositionAndOrientationEnabled( value ):
global NavCameraPositionAndOrientationEnabled
NavCameraPositionAndOrientationEnabled = value


def GetNavShellHitEnabled():
global NavShellHitEnabled
return NavShellHitEnabled


def SetNavShellHitEnabled( value ):
global NavShellHitEnabled
NavShellHitEnabled = value


def GetNavKGridEnabled():
global NavKGridEnabled
return NavKGridEnabled


def SetNavKGridEnabled( value ):
global NavKGridEnabled
NavKGridEnabled = value


def GetNavRadarContactsEnabled():
global NavRadarContactsEnabled
return NavRadarContactsEnabled


def SetNavRadarContactsEnabled( value ):
global NavRadarContactsEnabled
NavRadarContactsEnabled = value


def GetNavVisualContactsEnabled():
global NavVisualContactsEnabled
return NavVisualContactsEnabled


def SetNavVisualContactsEnabled( value ):
global NavVisualContactsEnabled
NavVisualContactsEnabled = value


def GetNavHydrophoneContactsEnabled():
global NavHydrophoneContactsEnabled
return NavHydrophoneContactsEnabled


def SetNavHydrophoneContactsEnabled( value ):
global NavHydrophoneContactsEnabled
NavHydrophoneContactsEnabled = value


def GetNavSonarContactsEnabled():
global NavSonarContactsEnabled
return NavSonarContactsEnabled


def SetNavSonarContactsEnabled( value ):
global NavSonarContactsEnabled
NavSonarContactsEnabled = value


def GetNavViewConesEnabled():
global NavViewConesEnabled
return NavViewConesEnabled


def SetNavViewConesEnabled( value ):
global NavViewConesEnabled
NavViewConesEnabled = value


def GetNavMacroObjectivesEnabled():
global NavMacroObjectivesEnabled
return NavMacroObjectivesEnabled


def SetNavMacroObjectivesEnabled( value ):
global NavMacroObjectivesEnabled
NavMacroObjectivesEnabled = value


def GetNavStrategicObjectivesEnabled():
global NavStrategicObjectivesEnabled
return NavStrategicObjectivesEnabled


def SetNavStrategicObjectivesEnabled( value ):
global NavStrategicObjectivesEnabled
NavStrategicObjectivesEnabled = value


def GetNavStrategicUnitsEnabled():
global NavStrategicUnitsEnabled
return NavStrategicUnitsEnabled


def SetNavStrategicUnitsEnabled( value ):
global NavStrategicUnitsEnabled
NavStrategicUnitsEnabled = value


def GetNavContactInfoTextEnabled():
global NavContactInfoTextEnabled
return NavContactInfoTextEnabled


def SetNavContactInfoTextEnabled( value ):
global NavContactInfoTextEnabled
NavContactInfoTextEnabled = value


def GetNavTorpedoImpactPointsEnabled():
global NavTorpedoImpactPointsEnabled
return NavTorpedoImpactPointsEnabled


def SetNavTorpedoImpactPointsEnabled( value ):
global NavTorpedoImpactPointsEnabled
NavTorpedoImpactPointsEnabled = value


def GetNavLocationsInTAIEnabled():
global NavLocationsInTAIEnabled
return NavLocationsInTAIEnabled


def SetNavLocationsInTAIEnabled( value ):
global NavLocationsInTAIEnabled
NavLocationsInTAIEnabled = value


def GetNavIsTacticalMapEnabled():
global NavIsTacticalMapEnabled
return NavIsTacticalMapEnabled


def SetNavIsTacticalMapEnabled( value ):
global NavIsTacticalMapEnabled
NavIsTacticalMapEnabled = value


def GetNavHighlightSonarTargetsEnabled():
global NavHighlightSonarTargetsEnabled
return NavHighlightSonarTargetsEnabled


def SetNavHighlightSonarTargetsEnabled( value ):
global NavHighlightSonarTargetsEnabled
NavHighlightSonarTargetsEnabled = value


def GetNavHighlightRadarTargetsEnabled():
global NavHighlightRadarTargetsEnabled
return NavHighlightRadarTargetsEnabled


def SetNavHighlightRadarTargetsEnabled( value ):
global NavHighlightRadarTargetsEnabled
NavHighlightRadarTargetsEnabled = value


def GetNavHighlightVisualTargetsEnabled():
global NavHighlightVisualTargetsEnabled
return NavHighlightVisualTargetsEnabled


def SetNavHighlightVisualTargetsEnabled( value ):
global NavHighlightVisualTargetsEnabled
NavHighlightVisualTargetsEnabled = value


def GetNavMinefieldsEnabled():
global NavMinefieldsEnabled
return NavMinefieldsEnabled


def SetNavMinefieldsEnabled( value ):
global NavMinefieldsEnabled
NavMinefieldsEnabled = value


def GetNavShallowWatersEnabled():
global NavShallowWatersEnabled
return NavShallowWatersEnabled


def SetNavShallowWatersEnabled( value ):
global NavShallowWatersEnabled
NavShallowWatersEnabled = value


def GetNavResupplyShipEnabled():
global NavResupplyShipEnabled
return NavResupplyShipEnabled


def SetNavResupplyShipEnabled( value ):
global NavResupplyShipEnabled
NavResupplyShipEnabled = value


def GetNavSelectedContactGUIEnabled():
global NavSelectedContactGUIEnabled
return NavSelectedContactGUIEnabled


def SetNavSelectedContactGUIEnabled( value ):
global NavSelectedContactGUIEnabled
NavSelectedContactGUIEnabled = value


def GetNavParallelCourseButtonEnabled():
global NavParallelCourseButtonEnabled
return NavParallelCourseButtonEnabled


def SetNavParallelCourseButtonEnabled( value ):
global NavParallelCourseButtonEnabled
NavParallelCourseButtonEnabled = value


def GetNavInterceptCourseButtonEnabled():
global NavInterceptCourseButtonEnabled
return NavInterceptCourseButtonEnabled


def SetNavInterceptCourseButtonEnabled( value ):
global NavInterceptCourseButtonEnabled
NavInterceptCourseButtonEnabled = value


def GetShippingChartIsColored():
global ShippingChartIsColored
return ShippingChartIsColored


def SetShippingChartIsColored( value ):
global ShippingChartIsColored
ShippingChartIsColored = value


def GetPlayerGuidanceEnabled():
global PlayerGuidanceEnabled
return PlayerGuidanceEnabled


def SetPlayerGuidanceEnabled( value ):
global PlayerGuidanceEnabled
PlayerGuidanceEnabled = value


def GetPlayerObjectivesEnabled():
global PlayerObjectivesEnabled
return PlayerObjectivesEnabled


def SetPlayerObjectivesEnabled( value ):
global PlayerObjectivesEnabled
PlayerObjectivesEnabled = value


def GetIfTutPlayerObjsEnabledAtGameStart():
global IfTutPlayerObjsEnabledAtGameStart
return IfTutPlayerObjsEnabledAtGameStart


def GetXOTDCDialogEnabled():
global XOTDCDialogEnabled
return XOTDCDialogEnabled


def SetXOTDCDialogEnabled( value ):
global XOTDCDialogEnabled
XOTDCDialogEnabled = value


def GetXOTDCDialogDraggable():
global XOTDCDialogDraggable
return XOTDCDialogDraggable


def GetShowItemNotes():
global ShowItemNotes
return ShowItemNotes


def SetShowItemNotes( value ):
global ShowItemNotes
ShowItemNotes = value


def GetHideOrderBarOnOrderClicked():
global HideOrderBarOnOrderClicked
return HideOrderBarOnOrderClicked


def GetHideOrderBarOnKeyPress():
global HideOrderBarOnKeyPress
return HideOrderBarOnKeyPress


def GetOrderCategoriesScroll():
global OrderCategoriesScroll
return OrderCategoriesScroll


def SetOrderCategoriesScroll( value ):
global OrderCategoriesScroll
OrderCategoriesScroll = value
# do something else to update it


def GetOfficersScroll():
global OfficersScroll
return OfficersScroll


def GetOfficersHideTD():
global OfficersHideTD
return OfficersHideTD


def GetShowLockBreakLock():
global ShowLockBreakLock
return ShowLockBreakLock


def SetShowLockBreakLock( value ):
global ShowLockBreakLock
ShowLockBreakLock = value


def GetDisplayShipNames():
global DisplayShipNames
return DisplayShipNames


def SetDisplayShipNames( value ):
global DisplayShipNames
DisplayShipNames = value


def GetTeleportToObsScope():
global TeleportToObsScope
return TeleportToObsScope


def GetTeleportToAttackScope():
global TeleportToAttackScope
return TeleportToAttackScope


def GetTeleportToUZO():
global TeleportToUZO
return TeleportToUZO


def GetTeleportToRadar():
global TeleportToRadar
return TeleportToRadar


def GetTeleportToHydrophone():
global TeleportToHydrophone
return TeleportToHydrophone


def GetTeleportToDeckGun():
global TeleportToDeckGun
return TeleportToDeckGun


def GetTeleportToFlakGun():
global TeleportToFlakGun
return TeleportToFlakGun


def GetDisplayTeleportingOrderBarKey():
global DisplayTeleportingOrderBarKey
return DisplayTeleportingOrderBarKey


def GetObsAndAttackReturnToBridge():
global ObsAndAttackReturnToBridge
return ObsAndAttackReturnToBridge


def GetContactDateTimeStampFormat():
global ContactDateTimeStampFormat
return ContactDateTimeStampFormat


def GetemtgufPeriscopeReworkEnabled():
global emtgufPeriscopeReworkEnabled
return emtgufPeriscopeReworkEnabled


def GetShowChalkBoardHotKey():
global ShowChalkBoardHotKey
return ShowChalkBoardHotKey


def GetIncreaseChalkBoardCountHotKey():
global IncreaseChalkBoardCountHotKey
return IncreaseChalkBoardCountHotKey


def GetOttosChalkBoardMessage():
global OttosChalkBoardMessage
return OttosChalkBoardMessage


def GetSinglePlayerMode():
global SinglePlayerMode
return SinglePlayerMode


def SetSinglePlayerMode( value ):
global SinglePlayerMode
SinglePlayerMode = value


def GetBitmapIndex_NotAvailable():
global BitmapIndex_NotAvailable
return BitmapIndex_NotAvailable


def GetBitmapIndex_NotSelected():
global BitmapIndex_NotSelected
return BitmapIndex_NotSelected


def GetBitmapIndex_Selected():
global BitmapIndex_Selected
return BitmapIndex_Selected


def GetBitmapIndex_MouseOver():
global BitmapIndex_MouseOver
return BitmapIndex_MouseOver


def GetNomographVisibleOnMiniMap():
global NomographVisibleOnMiniMap
return NomographVisibleOnMiniMap


def SetNomographVisibleOnMiniMap( value ):
global NomographVisibleOnMiniMap
NomographVisibleOnMiniMap = value


def GetNomographVisibleOnNavMap():
global NomographVisibleOnNavMap
return NomographVisibleOnNavMap


def SetNomographVisibleOnNavMap( value ):
global NomographVisibleOnNavMap
NomographVisibleOnNavMap = value


def GetFollowSelectedTargetWithCamera():
global FollowSelectedTargetWithCamera
return FollowSelectedTargetWithCamera


def SetFollowSelectedTargetWithCamera( value ):
global FollowSelectedTargetWithCamera
FollowSelectedTargetWithCamera = value


def GetAttackPeriscopeLevelSH5Handle():
global AttackPeriscopeLevelSH5Handle
return AttackPeriscopeLevelSH5Handle


def SetAttackPeriscopeLevelSH5Handle( value ):
global AttackPeriscopeLevelSH5Handle
AttackPeriscopeLevelSH5Handle = value


def GetObsPeriscopeLevelSH5Handle():
global ObsPeriscopeLevelSH5Handle
return ObsPeriscopeLevelSH5Handle


def SetObsPeriscopeLevelSH5Handle( value ):
global ObsPeriscopeLevelSH5Handle
ObsPeriscopeLevelSH5Handle = value


def GetAllowedToSelectTarget():
global AllowedToSelectTarget
return AllowedToSelectTarget


def SetAllowedToSelectTarget( value ):
global AllowedToSelectTarget
AllowedToSelectTarget = value


def GetAllowedToPhotographTarget():
global AllowedToPhotographTarget
return AllowedToPhotographTarget


def SetAllowedToPhotographTarget( value ):
global AllowedToPhotographTarget
AllowedToPhotographTarget = value


def GetSilentRunning():
global SilentRunning
return SilentRunning


def SetSilentRunning( value ):
global SilentRunning
SilentRunning = value


def GetSnorkelRaised():
global SnorkelRaised
return SnorkelRaised


def SetSnorkelRaised( value ):
global SnorkelRaised
SnorkelRaised = value


def GetBattlestationsActivated():
global BattlestationsActivated
return BattlestationsActivated


def SetBattlestationsActivated( value ):
global BattlestationsActivated
BattlestationsActivated = value


def GetSubIsUnderwater():
global SubIsUnderwater
return SubIsUnderwater


def SetSubIsUnderwater( value ):
global SubIsUnderwater
SubIsUnderwater = value


def GetNumberMessagesToKeepInMessageBox():
global NumberMessagesToKeepInMessageBox
return NumberMessagesToKeepInMessageBox


def SetNumberMessagesToKeepInMessageBox( value ):
global NumberMessagesToKeepInMessageBox
NumberMessagesToKeepInMessageBox = value


def GetTC1OnRadioMessageReceived():
global TC1OnRadioMessageReceived
return TC1OnRadioMessageReceived


def SetTC1OnRadioMessageReceived( value ):
global TC1OnRadioMessageReceived
TC1OnRadioMessageReceived = value


def GetShowNavMapTDC():
global ShowNavMapTDC
return ShowNavMapTDC


def SetShowNavMapTDC( value ):
global ShowNavMapTDC
ShowNavMapTDC = value


def GetAboveThisTCLevelShowClock():
global AboveThisTCLevelShowClock
return AboveThisTCLevelShowClock


def SetAboveThisTCLevelShowClock( value ):
global AboveThisTCLevelShowClock
AboveThisTCLevelShowClock = value


def GetBelowThisDepthDontReceiveRadio():
global BelowThisDepthDontReceiveRadio
return BelowThisDepthDontReceiveRadio


def SetBelowThisDepthDontReceiveRadio( value ):
global BelowThisDepthDontReceiveRadio
BelowThisDepthDontReceiveRadio = value


def GetMaxRadioContactRange():
global MaxRadioContactRange
return MaxRadioContactRange


def SetMaxRadioContactRange( value ):
global MaxRadioContactRange
MaxRadioContactRange = value


def GetRadioContactReportsAlwaysClipped():
global RadioContactReportsAlwaysClipped
return RadioContactReportsAlwaysClipped


def SetRadioContactReportsAlwaysClipped( value ):
global RadioContactReportsAlwaysClipped
RadioContactReportsAlwaysClipped = value


def GetShipsJournal():
global ShipsJournal
return ShipsJournal


def SetShipsJournal( value ):
global ShipsJournal
ShipsJournal = value


def GetShipsJournalTitle():
global ShipsJournalTitle
return ShipsJournalTitle


def SetShipsJournalTitle( value ):
global ShipsJournalTitle
ShipsJournalTitle = value


def GetOfficersPinnedToBottomOfScreen():
global OfficersPinnedToBottomOfScreen
return OfficersPinnedToBottomOfScreen


def SetOfficersPinnedToBottomOfScreen( value ):
global OfficersPinnedToBottomOfScreen
OfficersPinnedToBottomOfScreen = value


def Getmastheights():
global mastheights
return mastheights


def GetNavigationMapTablesMapsEnglish():
global NavigationMapTablesMapsEnglish
return NavigationMapTablesMapsEnglish


def SetNavigationMapTablesMapsEnglish( value ):
global NavigationMapTablesMapsEnglish
NavigationMapTablesMapsEnglish = value


def GetTAIEnabledInGame():
global TAIEnabledInGame
return TAIEnabledInGame


def SetTAIEnabledInGame( value ):
global TAIEnabledInGame
TAIEnabledInGame = value


def GetBinocularCrosshairEnabled():
global BinocularCrosshairEnabled
return BinocularCrosshairEnabled


def SetBinocularCrosshairEnabled( value ):
global BinocularCrosshairEnabled
BinocularCrosshairEnabled = value


def GetIgnoreNewLogMessages():
global IgnoreNewLogMessages
return IgnoreNewLogMessages


def SetIgnoreNewLogMessages( value ):
global IgnoreNewLogMessages
IgnoreNewLogMessages = value


def GetShowContactsActualSpeed():
global ShowContactsActualSpeed
return ShowContactsActualSpeed


def SetShowContactsActualSpeed( value ):
global ShowContactsActualSpeed
ShowContactsActualSpeed = value


def GetRangeStartUpdatingContacts():
global RangeStartUpdatingContacts
return RangeStartUpdatingContacts


def SetRangeStartUpdatingContacts( value ):
global RangeStartUpdatingContacts
RangeStartUpdatingContacts = value


def GetShowContactsActualCourse():
global ShowContactsActualCourse
return ShowContactsActualCourse


def SetShowContactsActualCourse( value ):
global ShowContactsActualCourse
ShowContactsActualCourse = value


def GetGameStartDate():
global GameStartDate
return GameStartDate


def SetGameStartDate( value ):
global GameStartDate
GameStartDate = value


def GetSH5InstallPath():
global SH5InstallPath
return SH5InstallPath


def SetSH5InstallPath( value ):
global SH5InstallPath
SH5InstallPath = value


def GetUserOptionsFilePathname():
global UserOptionsFilePathname
global SH5InstallPath
path = SH5InstallPath + "\\" + UserOptionsFilePathname
return path


def GetShipsJournalPath():
global ShipsJournalPath
global SH5InstallPath
path = SH5InstallPath + "\\" + ShipsJournalPath
return path


def GetShipsJournalFile():
global ShipsJournalFile
return ShipsJournalFile


def SetShipsJournalFile( value ):
global ShipsJournalFile
if value != None:
if value[ len( value ) - 1 ] == "\\":
value = value[ 0 : len( value ) - 1 ]
ShipsJournalFile = value


def GetShipsJournalChanged():
global ShipsJournalChanged
return ShipsJournalChanged


def SetShipsJournalChanged( value ):
global ShipsJournalChanged
ShipsJournalChanged = value


def GetTutorialsPath():
global TutorialsPath
global SH5InstallPath
path = SH5InstallPath + "\\" + TutorialsPath
return path


def GetTutorialToStart():
global TutorialToStart
return TutorialToStart


def SetTutorialToStart( value ):
global TutorialToStart
TutorialToStart = value


def GetTutorialImagePath():
global SH5InstallPath
path = SH5InstallPath + "\\data\\Menu\\Gui\\Tutorial Images"
return path


def GetTutorialImageName():
return "TutorialImage.dds"


def GetAutomationPath():
global AutomationPath
global SH5InstallPath
path = SH5InstallPath + "\\" + AutomationPath
return path



def GetMagicString():
global MagicString
return MagicString


def GetPeriscopeLevelSH5Visible():
global PeriscopeLevelSH5Visible
return PeriscopeLevelSH5Visible


def SetPeriscopeLevelSH5Visible( value ):
global PeriscopeLevelSH5Visible
PeriscopeLevelSH5Visible = value


def GetDepthAndMapToolsBarsVisible():
global DepthAndMapToolsBarsVisible
return DepthAndMapToolsBarsVisible


def SetDepthAndMapToolsBarsVisible( value ):
global DepthAndMapToolsBarsVisible
DepthAndMapToolsBarsVisible = value


def GetJournalEntryIntervalTime():
global JournalEntryIntervalTime
return JournalEntryIntervalTime


def SetJournalEntryIntervalTime( value ):
global JournalEntryIntervalTime
JournalEntryIntervalTime = value


def GetSelectedTorpTubes():
global SelectedTorpTubes
return SelectedTorpTubes


def SetSelectedTorpTubes( value ):
global SelectedTorpTubes
SelectedTorpTubes = value


def GetTorpDoorsStatus():
global TorpDoorsStatus
return TorpDoorsStatus


def SetTorpDoorsStatus( value ):
global TorpDoorsStatus
TorpDoorsStatus = value


def GetTorpDoorsEnabled():
global TorpDoorsEnabled
return TorpDoorsEnabled


def SetTorpDoorsEnabled( value ):
global TorpDoorsEnabled
TorpDoorsEnabled = value


def GetRealisticTorpedoFirings():
global RealisticTorpedoFirings
return RealisticTorpedoFirings


def SetRealisticTorpedoFirings( value ):
global RealisticTorpedoFirings
RealisticTorpedoFirings = value


def GetRealisticOpenTubeTDBase():
global RealisticOpenTubeTDBase
return RealisticOpenTubeTDBase


def SetRealisticOpenTubeTDBase( value ):
global RealisticOpenTubeTDBase
RealisticOpenTubeTDBase = value


def GetWaterLevelTD():
global WaterLevelTD
return WaterLevelTD


def SetWaterLevelTD( value ):
global WaterLevelTD
WaterLevelTD = value


def GetSwitchToRechargePropulsionTDBase():
global SwitchToRechargePropulsionTDBase
return SwitchToRechargePropulsionTDBase


def SetSwitchToRechargePropulsionTDBase( value ):
global SwitchToRechargePropulsionTDBase
SwitchToRechargePropulsionTDBase = value


def GetSwitchToStdPropulsionTDBase():
global SwitchToStdPropulsionTDBase
return SwitchToStdPropulsionTDBase


def SetSwitchToStdPropulsionTDBase( value ):
global SwitchToStdPropulsionTDBase
SwitchToStdPropulsionTDBase = value


def GetSH5EHeadingRudderDialVisible():
global SH5EHeadingRudderDialVisible
return SH5EHeadingRudderDialVisible


def SetSH5EHeadingRudderDialVisible( value ):
global SH5EHeadingRudderDialVisible
SH5EHeadingRudderDialVisible = value


def GetCurrentlySelectedTube():
global CurrentlySelectedTube
return CurrentlySelectedTube


def SetCurrentlySelectedTube( value ):
global CurrentlySelectedTube
CurrentlySelectedTube = value


def GetInSalvoMode():
global InSalvoMode
return InSalvoMode


def SetInSalvoMode( value ):
global InSalvoMode
InSalvoMode = value


def GetAutomaticallyRaiseAttackScope():
global AutomaticallyRaiseAttackScope
return AutomaticallyRaiseAttackScope


def GetRealisticTorpFiringInProgress():
global RealisticTorpFiringInProgress
return RealisticTorpFiringInProgress


def SetRealisticTorpFiringInProgress( value ):
global RealisticTorpFiringInProgress
RealisticTorpFiringInProgress = value


def GetAutomaticallyFullyLowerAttackScope():
global AutomaticallyFullyLowerAttackScope
return AutomaticallyFullyLowerAttackScope


def GetAutomaticallyFullyLowerObsScope():
global AutomaticallyFullyLowerObsScope
return AutomaticallyFullyLowerObsScope


def GetXOTDCDialogAllowedToPop():
global XOTDCDialogAllowedToPop
return XOTDCDialogAllowedToPop


def GetCrashDiveKey():
global CrashDiveKey
return CrashDiveKey


def GetXOTDCManualTargetingEnforced():
global XOTDCManualTargetingEnforced
return XOTDCManualTargetingEnforced


def GetAOBSpeedTDCFixEnabled():
global AOBSpeedTDCFixEnabled
return AOBSpeedTDCFixEnabled


def GetTDCIsOn():
global TDCIsOn
return TDCIsOn


def SetTDCIsOn( value ):
global TDCIsOn
TDCIsOn = value


def GetAutomaticallyOrderRechargeModeUponSurfacing():
global AutomaticallyOrderRechargeModeUponSurfacing
return AutomaticallyOrderRechargeModeUponSurfacing


def GetAutoShowClockOnFollowTarget():
global AutoShowClockOnFollowTarget
return AutoShowClockOnFollowTarget


def GetAutoShowClockOnTorpFire():
global AutoShowClockOnTorpFire
return AutoShowClockOnTorpFire


def GetNavigatorAssistAOBSpeedCalcs():
global NavigatorAssistAOBSpeedCalcs
return NavigatorAssistAOBSpeedCalcs

def GetTAIInitialWidth():
global TAIInitialWidth
return TAIInitialWidth


def GetTAIInitialHeight():
global TAIInitialHeight
return TAIInitialHeight


def GetNavCalcTimeAOBSpeedFromRangeMeasurementsBase():
global NavCalcTimeAOBSpeedFromRangeMeasurementsBase
return NavCalcTimeAOBSpeedFromRangeMeasurementsBase


def GetNavCalcTimeSpeedFromTimeMeasurementsBase():
global NavCalcTimeSpeedFromTimeMeasurementsBase
return NavCalcTimeSpeedFromTimeMeasurementsBase


def GetAttackFullyLowerButtonLeavesStationForBridge():
global AttackFullyLowerButtonLeavesStationForBridge
return AttackFullyLowerButtonLeavesStationForBridge


def GetAttackRAOBFEnabled():
global AttackRAOBFEnabled
return AttackRAOBFEnabled


def SetAttackRAOBFEnabled( value ):
global AttackRAOBFEnabled
AttackRAOBFEnabled = value


def GetObsRAOBFEnabled():
global ObsRAOBFEnabled
return ObsRAOBFEnabled


def SetObsRAOBFEnabled( value ):
global ObsRAOBFEnabled
ObsRAOBFEnabled = value


def GetUZORAOBFEnabled():
global UZORAOBFEnabled
return UZORAOBFEnabled


def SetUZORAOBFEnabled( value ):
global UZORAOBFEnabled
UZORAOBFEnabled = value


def GetAttackAttackDiskEnabled():
global AttackAttackDiskEnabled
return AttackAttackDiskEnabled


def SetAttackAttackDiskEnabled( value ):
global AttackAttackDiskEnabled
AttackAttackDiskEnabled = value


def GetObsAttackDiskEnabled():
global ObsAttackDiskEnabled
return ObsAttackDiskEnabled


def SetObsAttackDiskEnabled( value ):
global ObsAttackDiskEnabled
ObsAttackDiskEnabled = value


def GetUZOAttackDiskEnabled():
global UZOAttackDiskEnabled
return UZOAttackDiskEnabled


def SetUZOAttackDiskEnabled( value ):
global UZOAttackDiskEnabled
UZOAttackDiskEnabled = value


def GetNavMapAttackDiskEnabled():
global NavMapAttackDiskEnabled
return NavMapAttackDiskEnabled


def SetNavMapAttackDiskEnabled( value ):
global NavMapAttackDiskEnabled
NavMapAttackDiskEnabled = value


def GetMessageBoxIsDraggable():
global MessageBoxIsDraggable
return MessageBoxIsDraggable


def GetHideTDCDialsWhenUsingRAOBF():
global HideTDCDialsWhenUsingRAOBF
return HideTDCDialsWhenUsingRAOBF


def GetScopesDepthIndicatorScrolls():
global ScopesDepthIndicatorScrolls
return ScopesDepthIndicatorScrolls


def GetScopesDepthIndicatorScrollsTD():
global ScopesDepthIndicatorScrollsTD
return ScopesDepthIndicatorScrollsTD


def GetScopesTorpedoBoxScrolls():
global ScopesTorpedoBoxScrolls
return ScopesTorpedoBoxScrolls


def GetScopesTorpedoBoxScrollsTD():
global ScopesTorpedoBoxScrollsTD
return ScopesTorpedoBoxScrollsTD


def GetTCxOnMessageBoxText():
global TCxOnMessageBoxText
return TCxOnMessageBoxText


def SetTCxOnMessageBoxText( value ):
global TCxOnMessageBoxText
TCxOnMessageBoxText = value


def GetTCxOnMessageBoxTextNumbers():
global TCxOnMessageBoxTextNumbers
return TCxOnMessageBoxTextNumbers


def GetTCxOnMessageBoxTextDesiredTCLevel():
global TCxOnMessageBoxTextDesiredTCLevel
return TCxOnMessageBoxTextDesiredTCLevel


def GetAutomation():
global Automation
return Automation


def GetAutomationIDForTutorial():
global AutomationIDForTutorial
return AutomationIDForTutorial


def SetAutomationIDForTutorial( value ):
global AutomationIDForTutorial
AutomationIDForTutorial = value


def GetAutomationHotKey():
global AutomationHotKey
return AutomationHotKey


def GetRadarSweepMode():
global RadarSweepMode
return RadarSweepMode


def SetRadarSweepMode( value ):
global RadarSweepMode
RadarSweepMode = value


def GetRadarMode():
global RadarMode
return RadarMode


def SetRadarMode( value ):
global RadarMode
RadarMode = value


def GetRadarRangeMode():
global RadarRangeMode
return RadarRangeMode


def SetRadarRangeMode( value ):
global RadarRangeMode
RadarRangeMode = value


def GetAutomationDebuggingEnabled():
global AutomationDebuggingEnabled
return AutomationDebuggingEnabled


def GetDelayNewSpeedThrottleCommand():
global DelayNewSpeedThrottleCommand
return DelayNewSpeedThrottleCommand


def GetNewSpeedThrottleDelayMin():
global NewSpeedThrottleDelayMin
return int( NewSpeedThrottleDelayMin )


def GetNewSpeedThrottleDelayMax():
global NewSpeedThrottleDelayMax
return int( NewSpeedThrottleDelayMax )


def GetTC1OnAnyMessageBoxText():
global TC1OnAnyMessageBoxText
return TC1OnAnyMessageBoxText


def SetTC1OnAnyMessageBoxText( value ):
global TC1OnAnyMessageBoxText
TC1OnAnyMessageBoxText = value


def GetMessageBoxScrolls():
global MessageBoxScrolls
return MessageBoxScrolls


def GetMessageBoxHideTD():
global MessageBoxHideTD
return MessageBoxHideTD


def GetCrewOnDeckMode():
global CrewOnDeckMode
return CrewOnDeckMode


def SetCrewOnDeckMode( value ):
global CrewOnDeckMode
CrewOnDeckMode = value


def GetDGunFireMode():
global DGunFireMode
return DGunFireMode


def SetDGunFireMode( value ):
global DGunFireMode
DGunFireMode = value


def GetDGunRangeMode():
global DGunRangeMode
return DGunRangeMode


def SetDGunRangeMode( value ):
global DGunRangeMode
DGunRangeMode = value


def GetDGunAimMode():
global DGunAimMode
return DGunAimMode


def SetDGunAimMode( value ):
global DGunAimMode
DGunAimMode = value


def GetAAGunFireMode():
global AAGunFireMode
return AAGunFireMode


def SetAAGunFireMode( value ):
global AAGunFireMode
AAGunFireMode = value


def GetAAGunRangeMode():
global AAGunRangeMode
return AAGunRangeMode


def SetAAGunRangeMode( value ):
global AAGunRangeMode
AAGunRangeMode = value


def GetAAGunPriorityMode():
global AAGunPriorityMode
return AAGunPriorityMode


def SetAAGunPriorityMode( value ):
global AAGunPriorityMode
AAGunPriorityMode = value


def GetAAGunAimMode():
global AAGunAimMode
return AAGunAimMode


def SetAAGunAimMode( value ):
global AAGunAimMode
AAGunAimMode = value


def GetHeadingBarIsExpanded():
global HeadingBarIsExpanded
return HeadingBarIsExpanded


def GetAdvancedHudIsEnabled():
global AdvancedHudIsEnabled
return AdvancedHudIsEnabled


def GetMostFuelEfficientSpeed():
global MostFuelEfficientSpeed
return MostFuelEfficientSpeed


def GetTopRightBarsScroll():
global TopRightBarsScroll
return TopRightBarsScroll


def GetTopRightBarsHideTD():
global TopRightBarsHideTD
return TopRightBarsHideTD


def GetEssentialControlsScroll():
global EssentialControlsScroll
return EssentialControlsScroll


def GetEssentialControlsHideTD():
global EssentialControlsHideTD
return EssentialControlsHideTD


def GetCameraBarVisible():
global CameraBarVisible
return CameraBarVisible


def SetCameraBarVisible( value ):
global CameraBarVisible
CameraBarVisible = value


def GetCameraBarScrolls():
global CameraBarScrolls
return CameraBarScrolls


def GetWarningsScroll():
global WarningsScroll
return WarningsScroll


def SetWarningsScroll( value ):
global WarningsScroll
WarningsScroll = value


def GetDepthGroupBarVisible():
global DepthGroupBarVisible
return DepthGroupBarVisible


def SetDepthGroupBarVisible( value ):
global DepthGroupBarVisible
DepthGroupBarVisible = value


def GetMapToolsAsObjects():
global MapToolsAsObjects
return MapToolsAsObjects


def GetMostFuelEfficientSpeedHotKey():
global MostFuelEfficientSpeedHotKey
return MostFuelEfficientSpeedHotKey


def GetAutomationActionMessagesDisplayed():
global AutomationActionMessagesDisplayed
return AutomationActionMessagesDisplayed


def GetAutomationScriptHotKey1():
global AutomationScriptHotKey1
return AutomationScriptHotKey1


def GetAutomationScriptHotKey2():
global AutomationScriptHotKey2
return AutomationScriptHotKey2


def GetAutomationScriptHotKey3():
global AutomationScriptHotKey3
return AutomationScriptHotKey3


def GetAutomationScriptHotKey4():
global AutomationScriptHotKey4
return AutomationScriptHotKey4


#def GetCrewDialogLines():
# global CrewDialogLines
# return CrewDialogLines


################################################## ######## Debugging ################################################## ###############
MasterDebugEnabled = False


def GetMasterDebugEnabled():
global MasterDebugEnabled
return MasterDebugEnabled


def SetMasterDebugEnabled( value ):
global MasterDebugEnabled
MasterDebugEnabled = value


def GetDisplaySapiensKey():
global DisplaySapiensKey
return DisplaySapiensKey


def SetDisplaySapiensKey( value ):
global DisplaySapiensKey
DisplaySapiensKey = value


def GetDisplayKeyPressedKey():
global DisplayKeyPressedKey
return DisplayKeyPressedKey


def SetDisplayKeyPressedKey( value ):
global DisplayKeyPressedKey
DisplayKeyPressedKey = value


def GetDisplayKeyReleasedKey():
global DisplayKeyReleasedKey
return DisplayKeyReleasedKey


def SetDisplayKeyReleasedKey( value ):
global DisplayKeyReleasedKey
DisplayKeyReleasedKey = value


def GetDisplayCurrentStationsKey():
global DisplayCurrentStationsKey
return DisplayCurrentStationsKey


def SetDisplayCurrentStationsKey( value ):
global DisplayCurrentStationsKey
DisplayCurrentStationsKey = value


def GetDisplayActiveStationKey():
global DisplayActiveStationKey
return DisplayActiveStationKey


def SetDisplayActiveStationKey( value ):
global DisplayActiveStationKey
DisplayActiveStationKey = value


def GetDisplayActiveCameraKey():
global DisplayActiveCameraKey
return DisplayActiveCameraKey


def SetDisplayActiveCameraKey( value ):
global DisplayActiveCameraKey
DisplayActiveCameraKey = value


def GetToggleDisplaySubmarineCommandsKey():
global ToggleDisplaySubmarineCommandsKey
return ToggleDisplaySubmarineCommandsKey


def SetToggleDisplaySubmarineCommandsKey( value ):
global ToggleDisplaySubmarineCommandsKey
ToggleDisplaySubmarineCommandsKey = value


def GetToggleDisplaySubmarineDelayedCommandsKey():
global ToggleDisplaySubmarineDelayedCommandsKey
return ToggleDisplaySubmarineDelayedCommandsKey


def SetToggleDisplaySubmarineDelayedCommandsKey( value ):
global ToggleDisplaySubmarineDelayedCommandsKey
ToggleDisplaySubmarineDelayedCommandsKey = value


################################################## ################################################## ################################
import clr
clr.AddReference( "System" )
from System import String, Text, Array
from System.IO import Directory, File, FileMode, FileStream, StreamReader, BinaryReader, BinaryWriter, FileAccess, SeekOrigin
from System.Text import Encoding
from System.Collections.Generic import Dictionary, List
#clr.AddReference( "System.Windows.Forms" )
#from System.Windows.Forms import DialogResult, FolderBrowserDialog
from game import Game
from menu import Menu

from TheDarkWraithAutomation import TheDarkWraithAutomation
TheDarkWraithAutomation.MakeSureIsLoaded( MenuPageWrapper.InitializeScript.Now )
from TheDarkWraithAutomation import TDWAutomation


################################################## ################################################## ####
def InitializeScript():
#ScriptManagerManaged.ShowPythonError( "InitializeScript" )
SetShipMastHeights()
global Automation
Automation = TDWAutomation()

#GetCrewDialogLinesFromFiles()
TDWUO_InitializeVariables()


################################################## ################################################## ####
def StartGame():
#ScriptManagerManaged.ShowPythonError( "StartGame" )
global TDCIsOn
TDCIsOn = Game.GetGameplaySettings( GameWrapper.GameplaySettingsEntries.ManualTargetin gSystem )


################################################## ################################################## ####
def TDWUO_InitializeVariables():
#ScriptManagerManaged.ShowPythonError( "TDWUO_InitializeVariables" )
global DamageControlTeamActive
DamageControlTeamActive = False
global SnorkelEnabled
SnorkelEnabled = False
global FollowSelectedTargetWithCamera
FollowSelectedTargetWithCamera = False
global SilentRunning
SilentRunning = False
global SnorkelRaised
SnorkelRaised = False
global BattlestationsActivated
BattlestationsActivated = False
global ShowNavMapTDC
ShowNavMapTDC = False
global IgnoreNewLogMessages
IgnoreNewLogMessages = True
global RealisticTorpFiringInProgress
RealisticTorpFiringInProgress = False
#global ShipsJournal
#ShipsJournal = []
#global ShipsJournalTitle
#ShipsJournalTitle = ""
global SelectedTorpTubes
SelectedTorpTubes = [ 0 ]
global SH5EHeadingRudderDialVisible
SH5EHeadingRudderDialVisible = False
global TorpDoorsStatus
TorpDoorsStatus = [ False, False, False, False, False, False ]
global TorpDoorsEnabled
TorpDoorsEnabled = [ True, True, True, True, True, True ]
global CurrentlySelectedTube
CurrentlySelectedTube = 0
global InSalvoMode
InSalvoMode = False

global CrewOnDeckMode
global WatchCrewMode
CrewOnDeckMode = WatchCrewMode
global DGunFireMode
global DGunFireModeHold
DGunFireMode = DGunFireModeHold
global DGunRangeMode
global DGunRangeModeShort
DGunRangeMode = DGunRangeModeShort
global DGunAimMode
global DGunAimModeWaterline
DGunAimMode = DGunAimModeWaterline
global AAGunFireMode
global AAGunFireModeHold
AAGunFireMode = AAGunFireModeHold
global AAGunRangeMode
global AAGunRangeModeShort
AAGunRangeMode = AAGunRangeModeShort
global AAGunPriorityMode
global AAGunPriorityModeAnyAircraft
AAGunPriorityMode = AAGunPriorityModeAnyAircraft
global AAGunAimMode
global AAGunAimModeAnyTarget
AAGunAimMode = AAGunAimModeAnyTarget

global AutomationIDForTutorial
AutomationIDForTutorial = None

global TutorialToStart
TutorialToStart = None


################################################## ################################################## ####
# handles the automation event for when a script completes
def AutomationEvent( scriptname ):
try:
from PageAutomation import SetActivatedScriptStartStopPause
SetActivatedScriptStartStopPause( scriptname )
except:
pass


################################################## ################################################## ####
def SetShipMastHeights():
global mastheights

# read the registry key for SH5 to get the path to it
from Microsoft.Win32 import Registry
# try 32 bit first
registryRootNode = "HKEY_LOCAL_MACHINE\\Software\\Ubisoft\\Silent Hunter 5\\GameUpdate"
testkey = "installdir"
installpath = Registry.GetValue(registryRootNode, testkey, None)
if installpath == None:
#ScriptManagerManaged.ShowPythonError( "users system is 64bit" )
registryRootNode = "HKEY_LOCAL_MACHINE\\Software\\Wow6432Node\\Ubisoft \\Silent Hunter 5\\GameUpdate"
installpath = Registry.GetValue(registryRootNode, testkey, None)
if installpath == None:
ScriptManagerManaged.ShowPythonError( "Can't find Silent Hunter 5 installation folder in registry.\nUnable to set mast heights for units" )
return
else:
#ScriptManagerManaged.ShowPythonError( "64bit Key found. Value='" + str( installpath ) + "'" )
pass
else:
#ScriptManagerManaged.ShowPythonError( "32bit Key found. Value='" + str( installpath ) + "'" )
pass

# save the install path
if installpath[ len( installpath ) - 1 ] == "\\":
#ScriptManagerManaged.ShowPythonError( "\ found!" )
installpath = installpath[ 0 : len( installpath ) - 1 ]
#ScriptManagerManaged.ShowPythonError( "InstallPath=" + installpath )
SetSH5InstallPath( installpath )

rostersea = List[ Array[ String ] ]()
mastheights = Dictionary[ String, float ]()
# get all the names defined in roster's Sea
namespath = installpath + "\\data\\Roster"
rosterfilename = "\\Names.cfg"

rosterfilepath = namespath + rosterfilename
#ScriptManagerManaged.ShowPythonError( "rosterfilepath=" + rosterfilepath )
fs = None
rosterfile = ""
if File.Exists( rosterfilepath ):
fs = FileStream( rosterfilepath, FileMode.Open )
rosterfile = StreamReader( fs, Encoding.Default )
else:
ScriptManagerManaged.ShowPythonError( rosterfilepath + " doesn't exist!" )
mastheights.Clear()
return
lineread = None
seafound = False
while rosterfile.Peek() >= 0:
lineread = rosterfile.ReadLine()
#ScriptManagerManaged.ShowPythonError( "lineread=" + lineread )
if lineread.StartsWith( "[Sea]" ):
#ScriptManagerManaged.ShowPythonError( "[Sea] found!" )
seafound = True
break

if not seafound:
ScriptManagerManaged.ShowPythonError( installpath + "data\\Sea\\Names.cfg file corrupt. EOF reached" )
rosterfile.Close()
mastheights.Clear()
return

submarinefound = False
while rosterfile.Peek() >= 0:
lineread = rosterfile.ReadLine()
#ScriptManagerManaged.ShowPythonError( "lineread=" + lineread )
if lineread.StartsWith( "[Submarine]" ):
#ScriptManagerManaged.ShowPythonError( "[Submarine] found!" )
submarinefound = True
break
index = lineread.IndexOf( "=" )
if index == -1:
continue
classname = lineread.Substring( 0, index )
name = lineread.Substring( index + 1 )
#ScriptManagerManaged.ShowPythonError( "Name=" + name + "\t\tClass=" + classname )
params = Array[ String ]( ( name, classname ) )
#ScriptManagerManaged.ShowPythonError( "Name=" + params[ 0 ] + "\t\tClass=" + params[ 1 ] )
rostersea.Add( params )

if not submarinefound:
ScriptManagerManaged.ShowPythonError( installpath + "data\\Sea\\Names.cfg file corrupt. EOF reached" )
rosterfile.Close()
mastheights.Clear()
return

rosterfile.Close()
#msg = ""
#for entry in rostersea:
# msg += "Name=" + entry[ 0 ] + "\tClass=" + entry[ 1 ] + "\n"
#ScriptManagerManaged.ShowPythonError( msg )

# get all the folders in \data\Sea
#msg = "Mast Heights:\n\n"
seapath = installpath + "\\data\\Sea"
#ScriptManagerManaged.ShowPythonError( "seapath=" + seapath )
#ScriptManagerManaged.ShowPythonError( str( Directory.GetDirectories( seapath ) ) )
for unit in rostersea:
classesfoundequal = False
for seafolder in Directory.GetDirectories( seapath ):
if seafolder[ len( seafolder ) - 1 ] == "\\":
#ScriptManagerManaged.ShowPythonError( "\ found as last character in seafolder!" )
seafolder = seafolder[ 0 : len( seafolder ) - 1 ]
seafoldername = seafolder[ seafolder.LastIndexOf( "\\" ) + 1 : len( seafolder ) ]
#ScriptManagerManaged.ShowPythonError( "seafoldername=" + seafoldername )
cfgfilepath = seafolder + "\\" + seafoldername + ".cfg"
#ScriptManagerManaged.ShowPythonError( "cfgfilepath=" + cfgfilepath )
if File.Exists( cfgfilepath ):
#ScriptManagerManaged.ShowPythonError( cfgfilepath + " exists! Opening..." )
fs = FileStream( cfgfilepath, FileMode.Open )
cfgfile = StreamReader( fs, Encoding.Default )
while cfgfile.Peek() >= 0:
lineread = cfgfile.ReadLine()
#ScriptManagerManaged.ShowPythonError( "lineread='" + lineread + "'" )
if lineread == None:
#ScriptManagerManaged.ShowPythonError( "Mast height not found! (LR == None)" )
mastheights[ unit[ 0 ] ] = float( 0.0 )
return
elif lineread.StartsWith( "ClassName=" ):
#ScriptManagerManaged.ShowPythonError( "ClassName found!" )
index = lineread.IndexOf( "=" )
name = lineread.Substring( index + 1 )
#ScriptManagerManaged.ShowPythonError( "'" + unit[ 1 ] + "'\t'" + name + "'" )
if unit[ 1 ] == name:
classesfoundequal = True
#ScriptManagerManaged.ShowPythonError( "classnames equal" )
mastheightrecorded = False
while cfgfile.Peek() >= 0:
lineread = cfgfile.ReadLine()
if lineread == None:
return
try:
if lineread.StartsWith( "Mast=" ):
#ScriptManagerManaged.ShowPythonError( "Mast height found!" )
index = lineread.IndexOf( "=" )
value = lineread.Substring( index + 1 )
mastheights[ unit[ 0 ] ] = float( value )
#msg += unit[ 0 ] + " : " + value.ToString() + "\n"
mastheightrecorded = True
break
elif lineread.StartsWith( "ShowInRecognitionManual" ):
#ScriptManagerManaged.ShowPythonError( "Mast height not found!" )
mastheights[ unit[ 0 ] ] = float( 0.0 )
#msg += unit[ 0 ] + " : " + "0.0\n"
mastheightrecorded = True
break
except:
#ScriptManagerManaged.ShowPythonError( "Mast height not found! (Exception)" )
break

if not mastheightrecorded:
#ScriptManagerManaged.ShowPythonError( "Mast height not found! (EOF)" )
mastheights[ unit[ 0 ] ] = float( 90.0 )
#msg += unit[ 0 ] + " : " + "90.0\n"
break
else:
break
elif lineread.startswith( "ShowInRecognitionManual" ):
#ScriptManagerManaged.ShowPythonError( "Mast height not found! (SIRM)" )
mastheights[ unit[ 0 ] ] = float( 0.0 )
#msg += unit[ 0 ] + " : " + "0.0\n"
break
cfgfile.Close()
#ScriptManagerManaged.ShowPythonError( cfgfilepath + " closed" )
if classesfoundequal:
break

#ScriptManagerManaged.ShowPythonError( msg )


################################################## ###################################

# high precision game timer
class GameTimer( object ):
def __init__( self, tclevel, eventtoraise ):
self.timerrunning = False

import clr
clr.AddReference("System")
from System.Diagnostics import Stopwatch

self.timer = Stopwatch()
self.tclevel = float( tclevel )
self.items = []
self.eventtoraise = eventtoraise
#ScriptManagerManaged.ShowPythonError( "New GameTimer created!" )

def Start( self ):
self.timerrunning = True
self.timer.Start()

def Stop( self ):
self.Update()
self.timerrunning = False
self.timer.Stop()

def AddItem( self, ID, SubID, duration, loop, running ):
for item in self.items:
if item.ID == ID and item.SubID == SubID:
ScriptManagerManaged.ShowPythonError( "GameTimer: attempted to add an item (ID " + str( ID ) + ") that already exists!" )
return
newitem = self.TimerObject( ID, SubID, duration, loop, running )
self.Update()
self.items.append( newitem )
#ScriptManagerManaged.ShowPythonError( "Added ID " + str( ID ) + " to high precision timer" )

def RemoveItem( self, ID, SubID ):
itemtoremove = None
for item in self.items:
if item.ID == ID and item.SubID == SubID:
itemtoremove = item
break
if itemtoremove != None:
try:
self.items.remove( itemtoremove )
except:
ScriptManagerManaged.ShowPythonError( "Unable to remove item ID " + str( itemtoremove.ID ) + " from items" )
#pass

def RemoveThenAddItem( self, ID, SubID, duration, loop, running ):
self.RemoveItem( ID, SubID )
self.AddItem( ID, SubID, duration, loop, running )

def RemoveItems( self, items ):
for item in items:
self.RemoveItem( item[ 0 ], item[ 1 ] )

def RemoveAllItems( self ):
self.items = []

def StartItem( self, ID, SubID ):
self.Update()
for item in self.items:
if item.ID == ID and item.SubID == SubID:
item.UpdateRunning( True )
break

def StopItem( self, ID, SubID ):
self.Update()
for item in self.items:
if item.ID == ID and item.SubID == SubID:
item.UpdateRunning( False )
break

def StartAllItems( self ):
self.Update()
for item in self.items:
item.UpdateRunning( True )

def StopAllItems( self ):
self.Update()
for item in self.items:
item.UpdateRunning( False )

def Update( self ):
if self.timerrunning:
self.timer.Stop()
elapsedtime = ( self.timer.ElapsedMilliseconds * self.tclevel ) / 1000.0
self.timer.Reset()
self.timer.Start()
itemIDstodelete = []
eventstoraise = []
for item in self.items:
item.Update( elapsedtime )
if item.finished:
#ScriptManagerManaged.ShowPythonError( "Item ID " + str( item.ID ) + " finished!" )
if item.loop:
item.finished = False
else:
itemIDstodelete.append( [ item.ID, item.SubID ] )
eventstoraise.append( [ item.ID, item.SubID, item.elapsedtime ] )
for ID in itemIDstodelete:
#ScriptManagerManaged.ShowPythonError( "Removing item ID " + str( ID ) )
self.RemoveItem( ID[ 0 ], ID[ 1 ] )
for ID in eventstoraise:
self.eventtoraise( ID[ 0 ], ID[ 1 ], ID[ 2 ] )

def Reset( self ):
self.timerrunning = False
self.timer.Stop()
self.timer.Reset()

def GetTCLevel( self ):
return self.tclevel

def UpdateTCLevel( self, tclevel ):
#ScriptManagerManaged.ShowPythonError( "class GameTimer.UpdateTCLevel: new TC level is " + str( tclevel ) )
self.Update()
self.tclevel = float( tclevel )

def Destroy( self ):
self.timerrunning = False
self.items = []
self.eventtoraise = None
self.timer.Stop()
self.timer = None



class TimerObject( object ):
def __init__( self, ID, SubID, duration, loop, running ):
self.elapsedtime = 0.0
self.finished = False
self.ID = ID
self.SubID = SubID
self.duration = duration
self.loop = loop
self.running = running
#ScriptManagerManaged.ShowPythonError( "New TimerObject (ID " + str( ID ) + ") created!" )

def Update( self, elapsedtime ):
if self.running:
self.elapsedtime += elapsedtime
#ScriptManagerManaged.ShowPythonError( "ElapsedTime=" + str( self.elapsedtime ) + "\tDuration=" + str( self.duration ) )
if self.elapsedtime >= self.duration:
self.finished = True
#if self.loop:
# #ScriptManagerManaged.ShowPythonError( "ID " + str( self.ID ) + " looping!" )
# pass
#else:
# #ScriptManagerManaged.ShowPythonError( "ID " + str( self.ID ) + " finished! Total elapsed time=" + str( self.elapsedtime ) )
# pass

def UpdateRunning( self, running ):
self.running = running


################################################## ################################################## ####

# holds all the user's draggable items for a Page
class PageDraggableItems( object ):
draggablesfilebase = "_Draggables.TDW"

def __init__( self, page ):
self.items = []
self.page = page
self.draggablespath = GetSH5InstallPath() + "\\" + self.page + PageDraggableItems.draggablesfilebase
#ScriptManagerManaged.ShowPythonError( self.page + "'s draggables path=" + self.draggablespath )

if not File.Exists( self.draggablespath ):
try:
fs = FileStream( self.draggablespath, FileMode.CreateNew )
fs.Close()
#ScriptManagerManaged.ShowPythonError( self.draggablespath + " created!" )
except:
ScriptManagerManaged.ShowPythonError( "Unable to create file " + self.draggablespath )

def AddDraggable( self, mi, name, isdraggable ):
self.VerifyMI( mi )

for di in self.items:
if di.MenuItem == mi:
ScriptManagerManaged.ShowPythonError( name + " has already been added!" )
return
c = self.UserDraggableItem( [ mi, name, isdraggable ] )
self.items.append( c )

def AddDraggableItem( self, newdi ):
try:
if type(newdi).__name__ != "UserDraggableItem":
raise TypeError, "Attempted to add non UserDraggableItem!"
except:
raise TypeError, "Attempted to add non UserDraggableItem!"

for di in self.items:
if di.MenuItem == newdi.MenuItem:
ScriptManagerManaged.ShowPythonError( "UserDraggableItem: " + str( newdi.MenuItem ) + " has already been added!" )
return
self.items.append( newdi )

def DisplayDraggable( self, mi ):
self.VerifyMI( mi )

if len( self.items ) > 0:
for item in self.items:
if item.MenuItem == mi:
ScriptManagerManaged.ShowPythonError( item.Display() )
break
else:
ScriptManagerManaged.ShowPythonError( self.page + " has no draggable items thus it cannot display " + mi.Name )

def DisplayAllDraggables( self ):
msg = "Current draggable items:\n"
if len( self.items ) > 0:
for item in self.items:
msg += item.Display() + "\n"
else:
msg += "None"
ScriptManagerManaged.ShowPythonError( msg )

def SetDraggablePosition( self, mi, arx, ary, drx, dry, offsetx, offsety ):
self.VerifyMI( mi )
for item in self.items:
if item.MenuItem == mi:
item.SetPosition( arx, ary, drx, dry, offsetx, offsety )
break

def StoreAllDraggables( self ):
if len( self.items ) > 0:
for di in self.items:
di.StorePosition()
else:
ScriptManagerManaged.ShowPythonError( self.page + " has no draggable items to store!" )

def RestoreAllDraggables( self ):
if len( self.items ) > 0:
for di in self.items:
di.RestorePosition()
#ScriptManagerManaged.ShowPythonError( self.page + "'s draggables restored!" )
return 1
else:
ScriptManagerManaged.ShowPythonError( self.page + " has no draggable items to restore!" )
return 0

def GetAndSetDraggableItems( self, dis ):
fs = None
if File.Exists( self.draggablespath ):
try:
fs = FileStream( self.draggablespath, FileMode.Open )
except:
self.items = []
ScriptManagerManaged.ShowPythonError( "Unable to open and read " + self.draggablespath )
return
else:
ScriptManagerManaged.ShowPythonError( "GetDraggableItems: " + self.draggablespath + " doesn't exist!" )
self.items = []
return

draggablesset = []

br = BinaryReader( fs )

try:
while True:
name = br.ReadString()
arx = br.ReadSingle()
ary = br.ReadSingle()
drx = br.ReadSingle()
dry = br.ReadSingle()
offsetx = br.ReadSingle()
offsety = br.ReadSingle()

for di in dis:
if di[ 1 ] == name:
draggablesset.append( di[ 1 ] )
newdi = self.UserDraggableItem( di )
newdi.SetPosition( arx, ary, drx, dry, offsetx, offsety )
self.AddDraggableItem( newdi )
break
except EOFError:
pass

except:
br.Close()
ScriptManagerManaged.ShowPythonError( "Error reading draggable items from " + self.draggablespath + ". Reinitializing" )
self.InitializeDraggableItems( dis )
return

br.Close()

if len( self.items ) < 1:
self.InitializeDraggableItems( dis )
return

if len( draggablesset ) != len( dis ):
for di in dis:
onefound = False
for ds in draggablesset:
if di[ 1 ] == ds:
onefound = True
break
if not onefound:
newdi = self.UserDraggableItem( di )
self.AddDraggableItem( newdi )


def SaveDraggableItems( self ):
if len( self.items ) == 0:
ScriptManagerManaged.ShowPythonError( self.page + " has no draggable items!" )
return

fs = None
if File.Exists( self.draggablespath ):
try:
sf = File.Open( self.draggablespath, FileMode.Create, FileAccess.Write )
except:
ScriptManagerManaged.ShowPythonError( "Unable to save " + self.page + "'s draggable items to " + self.draggablespath )
return
else:
ScriptManagerManaged.ShowPythonError( "SaveDraggableItems: " + self.draggablespath + " doesn't exist!" )
return

bw = BinaryWriter( sf )

try:
for di in self.items:
if di.isdraggable:
di.StorePosition()

bw.Write( di.name )
bw.Write( di.arx )
bw.Write( di.ary )
bw.Write( di.drx )
bw.Write( di.dry )
bw.Write( di.offsetx )
bw.Write( di.offsety )
except:
bw.Close()
ScriptManagerManaged.ShowPythonError( "Unable to save draggable items for page " + self.page )
return

bw.Flush()
bw.Close()

#ScriptManagerManaged.ShowPythonError( self.page + "'s draggables saved successfully to " + self.draggablespath )


def InitializeDraggableItems( self, dis ):
for di in dis:
self.AddDraggableItem( self.UserDraggableItem( di ) )
self.SaveDraggableItems()
#ScriptManagerManaged.ShowPythonError( self.page + "'s draggable items initialized!" )

def VerifyMI( self, mi ):
try:
if not mi.IsKindOf( ControlGroupWrapper ):
raise TypeError, "VerifyMI: " + str( mi ) + " is not a ControlGroupWrapper"
except:
raise TypeError, "VerifyMI exception: " + str( mi ) + " is not a ControlGroupWrapper"

def Destroy( self ):
self.items = None



# for storing the locations of the user's draggable items so that they can be restored
class UserDraggableItem( object ):
def __init__( self, di ):
self.arx = 0
self.ary = 0
self.drx = 0
self.dry = 0
self.offsetx = 0
self.offsety = 0
self.MenuItem = None
self.name = None
self.isdraggable = True

try:
#ScriptManagerManaged.ShowPythonError( str( di ) )
if not di[ 0 ].IsKindOf( ControlGroupWrapper ):
raise TypeError, "UserDraggableItem.__init__: " + di[ 1 ] + " is not a ControlGroupWrapper"
except:
raise TypeError, "UserDraggableItem.__init__ exception: " + di[ 1 ] + " is not a ControlGroupWrapper"

self.MenuItem = di[ 0 ]
self.name = di[ 1 ]
self.StorePosition()
self.isdraggable = di[ 2 ]

def SetPosition( self, arx, ary, drx, dry, offsetx, offsety ):
self.arx = arx
self.ary = ary
self.drx = drx
self.dry = dry
self.offsetx = offsetx
self.offsety = offsety

if self.isdraggable:
self.MenuItem.SnapFromAnchor.AnchorRelativeX = arx
self.MenuItem.SnapFromAnchor.AnchorRelativeY = ary
self.MenuItem.SnapFromAnchor.DependentRelativeX = drx
self.MenuItem.SnapFromAnchor.DependentRelativeY = dry
self.MenuItem.SnapFromAnchor.OffsetX = offsetx
self.MenuItem.SnapFromAnchor.OffsetY = offsety
self.MenuItem.SnapFromAnchor.SetDependentPosition( )
self.MenuItem.SnapChildZones()

def StorePosition( self ):
if self.isdraggable:
self.arx = self.MenuItem.SnapFromAnchor.AnchorRelativeX
self.ary = self.MenuItem.SnapFromAnchor.AnchorRelativeY
self.drx = self.MenuItem.SnapFromAnchor.DependentRelativeX
self.dry = self.MenuItem.SnapFromAnchor.DependentRelativeY
self.offsetx = self.MenuItem.SnapFromAnchor.OffsetX
self.offsety = self.MenuItem.SnapFromAnchor.OffsetY

def RestorePosition( self ):
if self.isdraggable:
self.SetPosition( self.arx, self.ary, self.drx, self.dry, self.offsetx, self.offsety )

def SetDraggableState( self, value ):
self.isdraggable = value
self.StorePosition()

def Display( self ):
msg = self.name + ":\n"
msg += "ARX=" + str( self.MenuItem.SnapFromAnchor.AnchorRelativeX ) + "\tARY=" + str( self.MenuItem.SnapFromAnchor.AnchorRelativeY ) + "\n"
msg += "DRX=" + str( self.MenuItem.SnapFromAnchor.DependentRelativeX ) + "\tDRY=" + str( self.MenuItem.SnapFromAnchor.DependentRelativeY ) + "\n"
msg += "OffX=" + str( self.MenuItem.SnapFromAnchor.OffsetX ) + "\toffY=" + str( self.MenuItem.SnapFromAnchor.OffsetY )
return msg


################################################## ################################################## ####
def EndGame():
Automation.StopAllScripts()
#pass


################################################## ################################################## ####
def UnloadScript():
#ScriptManagerManaged.ShowPythonError( "TheDarkWraithUserOptions.UnloadScript" )
global Automation
Automation.Destroy()
Automation = None
#pass


################################################## ################################################## ####
#def GetCrewDialogLinesFromFiles():
# global CrewDialogLines
# dialoglines = []
# #ScriptManagerManaged.ShowPythonError( str( dialoglines.GetType() ) )
# CrewDialogLines = Dictionary[ String, dialoglines.GetType() ]()
#
# root = "strategy RootDialog_"
# adialogfile = "DT_"
# dialoglinestrategies = None
# lineread = ""
# crewname = ""
#
# crewAIFilesPath = GetSH5InstallPath() + "\\data\\Scripts\\AI\\Dialogs_Default"
# #ScriptManagerManaged.ShowPythonError( "crewAIFilesPath=" + crewAIFilesPath )
#
# # get all the files in the crewAIFilesPath folder
# for dialogfilepath in Directory.GetFiles( crewAIFilesPath ):
# #ScriptManagerManaged.ShowPythonError( "dailogfilepath=" + dialogfilepath )
# dialogfilename = dialogfilepath[ dialogfilepath.LastIndexOf( "\\" ) + 1 : len( dialogfilepath ) ]
# if not dialogfilename.StartsWith( adialogfile ):
# continue
# #ScriptManagerManaged.ShowPythonError( "dialogfilename=" + dialogfilename )
# crewname = dialogfilename[ dialogfilename.IndexOf( "_" ) + 1 : dialogfilename.LastIndexOf( "_" ) ]
# #ScriptManagerManaged.ShowPythonError( "crewname=" + crewname )
# fs = FileStream( dialogfilepath, FileMode.Open )
# dialogfile = StreamReader( fs, Encoding.Default )
# found = False
# while dialogfile.Peek() >= 0:
# lineread = dialogfile.ReadLine().Trim()
# if lineread.StartsWith( root ):
# # find the dialog lines
# found = True
# break
# elif lineread.StartsWith( "}" ):
# break
#
# if found:
# value = GetCrewDialogLineStrategies( fs, dialogfile )
# if value != None:
# if len( value ) > 0:
# CrewDialogLines[ crewname ] = value
#
# dialogfile.Close()
#
# TranslateTextNumbers()
#
# # show everything
# keys = CrewDialogLines.Keys
# msg = "Dialog Lines:\n\n"
# for key in keys:
# msg += "\t" + key + ":\n"
# msg += "\t\t" + str( CrewDialogLines[ key ] ) + "\n\n"
# ScriptManagerManaged.ShowPythonError( msg )
#
#
#def GetCrewDialogLineStrategies( fs, dialogfile ):
# dialogline = "DialogLine_"
# found = False
#
# dialoglinestrategies = []
# value = None
#
# while dialogfile.Peek() >= 0:
# lineread = dialogfile.ReadLine().Trim()
# if lineread.StartsWith( dialogline ):
# indexofcomma = lineread.LastIndexOf( "," )
# if indexofcomma > 0:
# lineread = lineread.Remove( indexofcomma )
# dialoglinestrategies.append( lineread )
# found = True
# elif lineread.StartsWith( "}" ):
# break
#
# if found:
# #ScriptManagerManaged.ShowPythonError( "strategies=" + str( dialoglinestrategies ) )
# value = GetCrewDialogLineTextAbility( fs, dialogfile, dialoglinestrategies )
#
# return value
#
#
#def GetCrewDialogLineTextAbility( fs, dialogfile, dialoglinestrategies ):
# #ScriptManagerManaged.ShowPythonError( str( dialoglinestrategies ) )
# dialoglines = []
# for strat in dialoglinestrategies:
# fs.Seek(0, SeekOrigin.Begin)
# dialogtext = ""
# dialogability = ""
# dialogstate = None
# stratinit = "strategy " + strat + "_Init"
# actionfound = False
# while dialogfile.Peek() >= 0:
# lineread = dialogfile.ReadLine().Trim()
# if lineread.StartsWith( stratinit ):
# while dialogfile.Peek() >= 0:
# lineread = dialogfile.ReadLine().Trim()
# if lineread == "action":
# actionfound = True
# while dialogfile.Peek() >= 0:
# lineread = dialogfile.ReadLine().Trim()
# if lineread.StartsWith( "Dialog:AddDialogLine" ):
# dialogtext = lineread[ lineread.IndexOf( '"' ) + 1 : lineread.LastIndexOf( '"' ) ]
# while dialogfile.Peek() >= 0:
# lineread = dialogfile.ReadLine().Trim()
# if lineread.StartsWith( "Dialog:SetAbilityToRun" ):
# dialogability = lineread[ lineread.IndexOf( '"' ) + 1 : lineread.LastIndexOf( '"' ) ]
# elif lineread.StartsWith( "}" ):
# break
# elif lineread.StartsWith( "}" ):
# break
#
# elif lineread == "precond":
# while dialogfile.Peek() >= 0:
# lineread = dialogfile.ReadLine().Trim()
# if lineread.StartsWith( "Dialog:" ):
# io = lineread.IndexOf( "Dialog:IsAbilityActive" )
# if io > 0:
# ioe = lineread.IndexOf( "==", io ) + 2
# dialogstate = int( lineread[ ioe : ioe + 2 ].Trim() )
# break
# elif lineread.StartsWith( "}" ):
# break
#
# elif lineread.StartsWith( "}" ) and actionfound:
# break
#
# if dialogtext != "" and dialogability != "":
# dialoglines.append( [ dialogtext, dialogability, dialogstate ] )
# break
#
# if len( dialoglines ) > 0:
# return dialoglines
# else:
# return None
#
#
#def TranslateTextNumbers():
# global CrewDialogLines
#
# textnumberfilepath = GetSH5InstallPath() + "\\data\\UPCDataGE\\UPCLocalization\\dialogs.tsr"
# fs = FileStream( textnumberfilepath, FileMode.Open )
# textfile = StreamReader( fs, Encoding.Default )
#
# for key in CrewDialogLines.Keys:
# numbers = CrewDialogLines[ key ]
# #ScriptManagerManaged.ShowPythonError( "numbers=" + str( numbers ) )
# for index in range( 0, len( numbers ) ):
# fs.Seek(0, SeekOrigin.Begin)
# while textfile.Peek() >= 0:
# lineread = textfile.ReadLine().Trim()
# if lineread.StartsWith( numbers[ index ][ 0 ] ):
# ioe = lineread.IndexOf( "=" ) + 1
# txt = lineread.Remove( 0, ioe )
# numbers[ index ][ 0 ] = txt
# break
#
# textfile.Close()
#
#
################################################## ################################################## ####
#class UserSelectFolder( object ):
# desc = "Unable to determine the install directory for Silent Hunter 5 from registry. Please select the main Silent Hunter 5 folder"
# selectedpath = ""
#
# def __init__( self ):
# self.folderBrowserDialog = FolderBrowserDialog()
# self.folderBrowserDialog.ShowNewFolderButton = False
# self.folderBrowserDialog.Description = self.desc
#
# def execute( self ):
# fbd = self.folderBrowserDialog
# if fbd.ShowDialog() == DialogResult.OK:
# self.selectedpath = self.folderBrowserDialog.SelectedPath
#
#
#def GetInstallPathFromUser():
# installpath = UserSelectFolder()
# installpath.execute()
# selpath = installpath.selectedpath
# ScriptManagerManaged.ShowPythonError( "Selected folder=" + selpath )
# installpath.Destroy()
# return selpath

wastelandwonder
09-01-14, 01:04 PM
Does anyone know of a TDC mod that places a 360 degree around your sun for plotting course on sound contact ?i found one for sh4 that is amazing best TDC so far. This one looks amazing, thank the gods for the mod community :D

Aktungbby
09-01-14, 01:24 PM
wasteandwonder!:Kaleun_Salute:

Jimbuna
09-01-14, 03:40 PM
Does anyone know of a TDC mod that places a 360 degree around your sun for plotting course on sound contact ?i found one for sh4 that is amazing best TDC so far. This one looks amazing, thank the gods for the mod community :D

I'm unaware of one but welcome to SubSim :sunny:

niwo
09-02-14, 08:19 AM
Is there a way to save the Layout? (I have the Menu pinned so that it is not autohiding) I have to click a lot everytime i load a game.

DrJones
09-02-14, 10:18 AM
Is there a way to save the Layout? (I have the Menu pinned so that it is not autohiding) I have to click a lot everytime i load a game.

Hey mate,

that is still a very good idea....i still thougt about a feature to save the choosen ingame Options and Buttons...

That will be resolved in the next fix....

still Need some more time...

Best Regards

DrJones

Silent Steel
09-03-14, 04:57 AM
Take your time, mate. No need to rush. :up:

Choum
09-12-14, 05:30 PM
Great ui !

There's a small sound/text bug when you click on one of the torpedo tube selection (with the popup windows located on the top left), If you click on tube 1 for example, you will have a random text and sound like "closing Tube X" where X is never the good tube number you click on.

I'm not sure if I am clear enough.

DrJones
09-14-14, 04:09 AM
Great ui !

There's a small sound/text bug when you click on one of the torpedo tube selection (with the popup windows located on the top left), If you click on tube 1 for example, you will have a random text and sound like "closing Tube X" where X is never the good tube number you click on.

I'm not sure if I am clear enough.

Hey Mate...

Hmmm will have a look at it...:hmmm:

Best Regards

DrJones:salute:

moha14881
09-16-14, 07:16 AM
Hi,
I found after using the stadimeter that my AOB is reset!!!:down:
Anyway to circumvent this problem!!!:nope:

Silent Steel
09-16-14, 03:31 PM
Hi,
I found after using the stadimeter that my AOB is reset!!!:down:
Anyway to circumvent this problem!!!:nope:


Let me think a bit... :hmmm:

niwo
09-16-14, 11:59 PM
I know the problem, there was a fix for that. I think it was fixed with the generic file patcher, but correct me if i am wrong

moha14881
09-17-14, 02:31 AM
I know the problem, there was a fix for that. I think it was fixed with the generic file patcher, but correct me if i am wrong

Fascinating, where can I find it??? It's not the dark wraith's I hope!!:Kaleun_Binocular::k_confused:

niwo
09-17-14, 05:01 AM
Hey Mate,

sorry for late response....this is a bug of the game...it has been fixed by tdw using his patcher...

http://www.subsim.com/radioroom/showthread.php?t=181433

Best Regards

DrJones:salute:

Yes it is. You have to patch the sh5.exe. It's the 15th patch called "TDC AOB and Speed dials resetting when TDC is on and using stadimeter"

I recommend to use the patcher, but if you can't or don't want to patch the files, you can alternertively guess the distance or measure if you have the contacts updated on map or just leave it to 100 km. In most cases past 2000 meters it works. ;) :Kaleun_Wink:

P.S. You can use the degree marks from your UZO or Perisope and calculate the distance with
Target Range = Mast Height / tan (angle)
I don't know if the Values are the same in SH5 but here are the values from the Angriffsscheibe Handbuch for SHIII:
Optic - Small Marks - Large Marks
Periscope(1x or 1.5) - 1° - 5°
Periscope (4x or 6x) - 0.25° - 1.25°
UZO (7x) 0.2° - 1.0°
Use a sliderule with ST-Scale or the Sinus charts in the UI ;)

Choum
09-21-14, 03:14 AM
Everytime I start a new campaign, the UI will not be loaded after the bunker.
I have to save and reload every time, Is there a way to fix that ?

Sjizzle
09-21-14, 05:06 AM
Everytime I start a new campaign, the UI will not be loaded after the bunker.
I have to save and reload every time, Is there a way to fix that ?

the UI is Hide :D
can u post your mod list pls ?

Choum
09-21-14, 05:53 AM
here my mod list :

EXE_Patcher
Shadow Improvement ModLR
Conus' Graphic Mod 1.1
SteelViking's Bunker Fixes V1.0
SteelViking's Interior Mod V1.2.2 Full
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
gap - Real Diveplane Gauges v. 1
gap - HD 1 deg Scope Bearing v 1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No U-Mark
sobers best ever fog V31 SH5
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
Equipment_Upgrades_Fix_v1_4_byTheBeast P1+Hotfix full
EUF_UBoat_FX_v0_0_5_ byTheBeast
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
Parts Magui V 3.06 by DrJones
IO_StrategicMap_4_3_for_Magui V 3.06 by DrJones
TDC Graphics by Naights v1.0
Radio_Messages_1_2_0_German_Voices
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Sensors Difficulty Settings (init.aix)
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
OH II v2.5 Flag_Wind_Patch
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
sobers Lights Cfg V10 SH5
SH5 External Cargo 1.0
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
MadMaxs_SH5_Subdiesel (mono) v2
Clavier_sh5_fr_ZQSD_1.7.1
sobers CrewAI mod SH5
sobers no footstep sound mod SH5 V2
Reco-vocale_Mitons_Choum_NewUI_Editon_v0.4.1_french
Manos Scopes-patch for 16x9I don't have this problem with historical mission, only in a new campaign (all ui element are not visible (If I move my mouse on the bottom left, nothing appears).

franz_the_cat
09-21-14, 02:16 PM
Hi

Which mod is the Astro mod with sextant

Sjizzle
09-22-14, 12:38 PM
Hi

Which mod is the Astro mod with sextant

the lates version of the magui have sextan... the uzo can be used as sextant u need to enable this option from the generic patcher

Choum
09-25-14, 10:31 AM
I have fix my problem it seems to be a stock game bug.
I just have to save and reload inside the bunker (when I play a new campaign) and it's ok.

James Tiberius Kirk
09-26-14, 02:40 AM
Ahoy Kaleuns!

I have just bought the sh5, so now I am searching for some good mods. I think this mod is really awesome. Thank you guys!

Sjizzle
09-26-14, 09:26 AM
Ahoy Kaleuns!

I have just bought the sh5, so now I am searching for some good mods. I think this mod is really awesome. Thank you guys!

heya and welcome u can try my mod list witch one is based on Magui Interface link in my signature or the mega mod witch one is also with magui
link here (http://www.subsim.com/radioroom/showthread.php?t=211311)

Trost
09-27-14, 02:34 AM
Is it normal to not have any contact lines on the map? im in the middle of a convoy and the nav map and TAI is absolutely empty

Sjizzle
09-27-14, 03:50 AM
Is it normal to not have any contact lines on the map? im in the middle of a convoy and the nav map and TAI is absolutely empty


u have check it in sh5schiffe.exe ?

http://www.subsim.com/radioroom/attachment.php?attachmentid=278&d=1368285381

Trost
10-03-14, 07:24 PM
thanks:D that worked... another question, well.. in the periscope the "Fire" button is not working, so i have to fire with the keyboard, any fix?

niwo
10-03-14, 08:51 PM
Tubes open?

Sjizzle
10-04-14, 12:58 AM
Tubes open?


http://www.mediafire.com/convkey/0c06/nj89ajto42mio14fg.jpg

niwo
10-05-14, 02:41 PM
Thanks mate. I just replied with tapatalk

Hiding
10-12-14, 12:52 PM
Why do we need a real navigation, if the submarine is visible on the map?
How to make it invisible?:hmmm:

Sjizzle
10-12-14, 03:17 PM
Why do we need a real navigation, if the submarine is visible on the map?
How to make it invisible?:hmmm:

when the real navigation for this mod is aviable then the u-boat will be not visible on map.
there is hardcore real navigation for this UI made by me but is not realest cos u need to calculate your own position via celestial and dead recognition there is no navigator in game witch one to calculate your position :D

Hiding
10-12-14, 03:43 PM
when the real navigation for this mod is aviable then the u-boat will be not visible on map.
there is hardcore real navigation for this UI made by me but is not realest cos u need to calculate your own position via celestial and dead recognition there is no navigator in game witch one to calculate your position :D

Since same-turn navigation without displaying real submarine?

Sjizzle
10-13-14, 01:32 AM
Since same-turn navigation without displaying real submarine?

i don't understand what u mean here can u pls be more explicit ?

Admiral Faier
10-17-14, 05:10 AM
It would be nice to equip the engine-room telegraph with the sound of the bell, such as SH3, in emergence:yep:

I noticed that in the maneuvers of Water Immersion fast and attack from periscope do not sound the alarms.:hmmm:

http://www.marineinsight.com/wp-content/uploads/2012/08/83_ship-telegraph.jpg

moha14881
10-21-14, 06:21 AM
Yes it is. You have to patch the sh5.exe. It's the 15th patch called "TDC AOB and Speed dials resetting when TDC is on and using stadimeter"

I recommend to use the patcher, but if you can't or don't want to patch the files, you can alternertively guess the distance or measure if you have the contacts updated on map or just leave it to 100 km. In most cases past 2000 meters it works. ;) :Kaleun_Wink:

P.S. You can use the degree marks from your UZO or Perisope and calculate the distance with
Target Range = Mast Height / tan (angle)
I don't know if the Values are the same in SH5 but here are the values from the Angriffsscheibe Handbuch for SHIII:
Optic - Small Marks - Large Marks
Periscope(1x or 1.5) - 1° - 5°
Periscope (4x or 6x) - 0.25° - 1.25°
UZO (7x) 0.2° - 1.0°
Use a sliderule with ST-Scale or the Sinus charts in the UI ;)

I'm currently using TDW's generic patcher 1.0.168.0. The only pitfall is that it's not compatible with csp magui. So How to set the patcher up???:Kaleun_Binocular:
Dr Jones, please, respond. :Kaleun_Periskop:

moha14881
10-21-14, 12:05 PM
Hey Mate,

sorry for late response....this is a bug of the game...it has been fixed by tdw using his patcher...

http://www.subsim.com/radioroom/showthread.php?t=181433

Best Regards

DrJones:salute:

Which patcher would work??? Which wouldn't??? I know already which entry. I have patch 1.0.168.0.

Sjizzle
10-22-14, 01:19 AM
Which patcher would work??? Which wouldn't??? I know already which entry. I have patch 1.0.168.0.

read here (http://www.subsim.com/radioroom/showthread.php?t=205620) and download the .gps file from there and then import it in your tdw's patcher

Kanga
10-24-14, 08:41 PM
Hi Doc, :up: I just wanted to say thank you for the time and effort you have put into this game. I have always admired your work and enjoy using Wolves from the Deep:yeah:.
Well thanks once again and have beer on me. :Kaleun_Cheers: :Kaleun_Applaud:

Kanga
10-24-14, 08:51 PM
Hi Sjizzle:Kaleun_Salute: I want to thank you also for your time and effort that you put into this game to make it more enjoyable for those who play SH5. I always read your comments and take your advise on issues that pop up.:up:
So thank you once more for a great job.:Kaleun_Applaud:

Remon
11-12-14, 05:14 AM
Hello everybpdy!
Need Help!
Need mods : Magui Interface V 3.06
IO Strategic Map for Magui interface V 3.06
MQK LocatioMaps_IO (for Magui interface V 3.06)
I downloaded the zip archive from the first page, but can not open.
...the Next Version v 3.06 and
Additional for V 3.06 IO Strategic Map Mod 4_3
A window opens: "No archives found"

Echolot
11-12-14, 07:21 AM
zip archive from the first page, but can not openTry 7-zip (http://www.7-zip.org/).

Remon
11-13-14, 01:24 AM
This is not an archive, and document. To register on MediaFire

Aktungbby
11-13-14, 04:40 AM
Remon!:Kaleun_Salute:

Remon
11-13-14, 09:54 AM
Continued!
Now there is of an account MediaFire
Uploaded MediaFire desktop
Translated and read "Getting Stared with MediaFire.pdf
Killed at all time consuming, but did not understand how to download a file from MediaFire.
What else do you need?
Thanks in advance!

Jimbuna
11-13-14, 10:12 AM
Not sure what you mean but have you registered an account?

https://www.mediafire.com/

Remon
11-13-14, 12:10 PM
Yes! I am of an account.

Remon
11-13-14, 12:14 PM
Yes! I have account on MediaFire.

Remon
11-13-14, 01:23 PM
I understand reason!
Internet Explorer does not load.
Through Google all ok

Jimbuna
11-13-14, 01:35 PM
Yeah, I switched over to Google Chrome for reasons such as that.

Remon
11-14-14, 02:54 AM
Good day!
Which version of the MQK need use
with IO Strategic Map for MagUI v 3.06
If do not difficult, request give link.
Thank you in advance!

Illyustrator
11-14-14, 02:50 PM
Good day!
Which version of the MQK need use
with IO Strategic Map for MagUI v 3.06
If do not difficult, request give link.
Thank you in advance!
MQK - has no version. This mod runs under any version of the game and all the mods.
http://www.subsim.com/radioroom/showpost.php?p=1726889&postcount=1

Remon
11-15-14, 02:13 AM
Thank you very much!
Extract from the first page:
Who uses mod IO_StrategicMap, installation of Additional mods – Not required. I recommend installing mod ShapeTextures_NO
I so understand, that I must install only mod MarineQuadratKatre, without additional mods, and mod ShapeTextures_NO on your recommendation.
I understand so:
mod – Parts Magui V 3.06
mod – IO_StrategicMap_4_3_for_Magui V 3.06 by DrJones
mod – MarineQuadratKarte
mod – ShapeTextures_NO – at will


Mayde mod IO_StrategecMap_4_3_for_Magui already have MQK and then all the easier.
Mod – Parts Magui V 3.06
mod – IO_StrategicMap_4_3_for Magui V 3.06 by DrJones
mod – ShapeTestures_NO – at will


I'm sorry for molestation, but one more question?
Release of the CSP Magui Interface Beta v 3.06
It is Time to Release the Nest Version v 3.06
http://www.mediafire.com/download/nb...by_DrJones.rar (http://www.mediafire.com/download/nb...by_DrJones.rar)
Additional for 3.06 IO Strategic Map Mod 4_3 http://www.mediafire.com/download/on...by_DrJones.rar (http://www.mediafire.com/download/on...by_DrJones.rar)


This supplement and I must put on top on a different version, or is it a separate, complete mods.



Link on Loading_Screens_SH5 does not work?

Illyustrator
11-15-14, 09:16 AM
I understand so:
mod – Parts Magui V 3.06
mod – IO_StrategicMap_4_3_for_Magui V 3.06 by DrJones
mod – MarineQuadratKarte
mod – ShapeTextures_NO – at will
Yes.
For compatibility "IO_StrategecMap" with mods interfaces gives advice Obelix. Here: [REL]IO_StrategicMap - mod for navigation map (http://subsim.com/radioroom/showthread.php?t=174841&page=34/)



Link on Loading_Screens_SH5 does not work?
Loading_Screens_SH5 (https://yadi.sk/d/QZZ7qM2Vcj5No)

Remon
11-15-14, 10:35 AM
Thanks you again!
Link works.
Illyustrator_Intro_logo_Variant (parts - 1,2,3) - load all or any of the three?
Download first?
Illyustrator_Intro_logo_Variant
Illyustrator_Loading_Mission_mod
The other modes

Illyustrator
11-15-14, 11:03 AM
Thanks you again!
Link works.
Illyustrator_Intro_logo_Variant (parts - 1,2,3) - load all or any of the three?
Download first?
Illyustrator_Intro_logo_Variant
Illyustrator_Loading_Mission_mod
The other modes
1. Illyustrator_Intro_logo_mod (_Variant_1 or _Variant_2, or _Variant_3).
2. Illyustrator_Loading_Mission_mod

This link,Yes. Download first. I recently upload it at your request.:)

Remon
11-17-14, 06:43 AM
Thank you very much for your help and time spent on me.
With great respect to you, Remon!

moha14881
11-18-14, 02:57 PM
Dr jones mistyped here:

"Ass You can see in the top picture you are able to preselect the map options for the TAI MAp and the Nav Map.

The Revognition Manual and the Charts can be called out from the new Captains panel.

Click on the Captains picture on the left from the main console.

Here You are also able to set the map options for the tai map and the navigation map.

Please report any error."

Ooooops!!

Trost
12-03-14, 10:30 PM
I'm loving the mod... but i find that there's an annoying thing that bothers on patrols... the TC comes to 1 when i recive ANY message... even irrelevant ones, anyone has an idea of how to change this?

kevo2020
12-21-14, 12:50 AM
Cant fire torps and the deck crew wont fire the gun. Here is my mod list, anyone else have this issue? I seem to have a problem with IO strategic Maps...

Accurate German Flags
NDB,NDH OM#1 - No Dialog Indicator
Naights Submaine Textures v1.2G (PUV)
silentmichal's interior mod 1.2.4b
WoGaDi Mod BetaSix
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 12. Sounds
sobers best ever fog V31 SH5
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
sobers storm Clouds v2 SH5
sobers base sky mechanics V1
Sobers 3D_EUF_UBoat_FX_v0_0_5
sobers better terrain v4 SH5
sobers Blackout lights V2 SH5
sobers game loading tips V8 SH5
sobers green crew training V4 SH5
sobers NO water drops V1
Moon_light_mod V6 SH5
sobers waves mod V30 SH5
sobers multi color mod V5
SH5_7A_Conning_Fix
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
EMCCD v0.3.2 by archer9
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
Parts Magui V 3.06 by DrJones
IO_StrategicMap_4_3_for_Magui V 3.06 by DrJones
MQK
MQK LocationMaps_IO
MQK ShapeTextures_NO
Parts Magui V 3.01 by DrJones - English Menu (for V3.06)
RPM Hydrophon for Magui V 3.06
Fifi mods for CSP Magui V2
EQuaTool 01.01 by AvM - Large Style
Manos Scopes-patch for 16x9
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
gap - Manos Scopes Reduced Light Transmission Optics (ZEISS)
gap - HD 1 deg Scope Bearing v 1.0
Radio_Messages_1_2_0_German_Voices
Speech fixes and additions (german version)
IRAI_0_0_41_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. v5.7 - Indestructible UZO patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Warfox deck crew always whispering SH5 German Version MOD
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
Equip_Upgrade_Dates_Chart
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Grossdeutscher Rundfunk
Unterseeboot II SFX
U-Boat Ballast Tanks SFX
U-Boat Propulsion SFX
U-Boat Radio Room Telemetry SFX
Wordeees' Thunder
Shadow Improvement ModLR
AMMO_v1.0_SH5_by_Raven_2012
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
610 Rockin Robbins' Dick O'Kane FB Targeting Mission
Messervy_s_gramophone_pack1
WHF-FUC_We Have Flooding-Flooding Under Control_Fix

Sjizzle
12-22-14, 11:56 AM
Cant fire torps and the deck crew wont fire the gun. Here is my mod list, anyone else have this issue? I seem to have a problem with IO strategic Maps...


u have opened the torpedo tubes ?
and at deck gun u must be at deck gun and hit space to fire ....

kevo2020
12-24-14, 09:05 AM
Thanks for the reply Sjizzle,

OK didnt know I had to manually shoot the deck gun, no worries there.

As for firing Torps:
When I open the Torpedo Panel, I open the tube but when I try flooding the Tube it stays red and wont let me fire.

Ive removed all mods except the UI and still have the problem, I'll re-install the game today and try again.

I'll let you know how it goes.

Thanks
Kevin

Sjizzle
12-24-14, 01:36 PM
Thanks for the reply Sjizzle,

OK didnt know I had to manually shoot the deck gun, no worries there.

As for firing Torps:
When I open the Torpedo Panel, I open the tube but when I try flooding the Tube it stays red and wont let me fire.

Ive removed all mods except the UI and still have the problem, I'll re-install the game today and try again.

I'll let you know how it goes.

Thanks
Kevin

http://www.mediafire.com/convkey/4ec4/fvvr3omhtuhiolczg.jpg

kevo2020
12-24-14, 11:51 PM
I reinstalled the game patched it and added Mods, had the same problem. started adding mods one at a time and finally found the problem mod. I really like Fifi mods for CSP Magui V2 but this one is the problem, it wont allow the tubes to flood and wont let you fire. Is Fifi still active here on the forums? Id like to let him know about the problems encountered.

Thanks again for the help.
Kevin

bowfin
12-28-14, 03:57 AM
I just reinstalled SH5 after years away and for a couple of days I resisted installing mods... I was afraid of getting lost down the mod rabbit hole again like I did with SH4 and SH3.

Just installed this MAGUI (i loved the MAGUI mods for SH4) and my jaw just dropped. WOW! Great work! I salute you. I rubbing my hands together now and barricading the doors and windows... I've got enough supplies for weeks and have no intention of doing anything but sailing Uboats. This is very fine work you have done with this mod.


Bravo and thank you so much!

Silent Steel
12-28-14, 05:15 AM
WOW! Great work! I salute you. I rubbing my hands together now and barricading the doors and windows... I've got enough supplies for weeks and have no intention of doing anything but sailing Uboats. This is very fine work you have done with this mod.


Bravo and thank you so much!

Hi bowfin,

I can just agree with what you say. We should all send our praise and appreciation to dr Jones. He deserves it.

If you should get chocked by finding yourself in that rabbit hole - just send us a distress signal.

We'll be there in no time to rescue.

:yep:

bowfin
12-28-14, 09:49 AM
Ahoy Silent Steel,
Thank you. Since you are so good to offer, I may as well ask a question or two...

I like very much the ability to change the NAV map and TAI map options as I wish on the fly... I have been a bit rusty and have to relearn the art of silently plotting my enemies path to destruction. I started with map icons on and then disabled them as I remembered how to plot without them. The map options seem a bit twitchy and I find I have to turn them on and off again regularly. Is this just because it is a new feature? I'm not complaining about any bugs just asking what is normal at this point?

Is it possible to resupply at sea with mods ? I see that Refit, End Patrol, Postpone has been enabled at any time. I assume this is because radioing for a resupply ship is not working?

Thanks for warm welcome

PS unfortunately I'm using Steam version so maybe this will cause me some problems...

bowfin
12-29-14, 05:16 AM
Well it has been a trying few days of trying to get this all to work..

two days ago I had the steam, version working with
crew mod,
equipment fixs
fx update,
Magui
OHII

and I couldn't use the single engines or the dive planes but I could use the TDC and stadimeter fine. The stadimeter had a button for sending the range to TDC and now this is gone.

I saw that I needed TDW patcher so bought another copy, stumbled through various problems getting that going and now when I use the patcher and put the same mods I had the other day the TDC and stadimeter won't work. I can see the patcher has "fix broken stadimeter" functions and "fix TDC" functions but none of these I can get to fix it. I have tried removing everything except MAGUI and even alone now the stadimeter won't work .

I wish I had not messed with the patcher, It has many great features but I have not the skill to use it :/\\!!

I want MAG UI more than any other mod. Terribly sorry to bother you with my ineptitude can someone suggest a solution to the broken stad and TDC.. I'm wading through the 100plus pages here but It will take me a while...


*Sigh* the TDC and stadimeter weren't working because the difficulty had been reset with all boxes unticked. Simply turn manual targeting back on fixed this problem.

wisemen
01-07-15, 07:53 AM
Hi! Dr Jones, thnx for your mod! You have done a great job! I would like to ask for help. I talk about "Atack Disk". As you see om picture one scale covers other one. How can I correct this?
Sorry for my english.

Jimbuna
01-07-15, 09:52 AM
Welcome to SubSim wiseman :sunny:

wisemen
01-07-15, 12:43 PM
Welcome to SubSim wiseman :sunny:

Thnx!

wisemen
01-09-15, 04:15 AM
Problem was solved by editing file with texture.

zerdzio
01-23-15, 07:04 AM
Hi
I have very stupid problem, I cant turn off "Go To Game" book. I have installed patch and "English Menu" and nothing changed, still cant turn off that :wah:

spanisharmy
01-23-15, 12:51 PM
Thank you so much friend, I loved it. You did a great job.

spanisharmy
01-23-15, 01:14 PM
Drjones else. I'm using versión 3.02 of this great mod, but as I can make elements of the interface is to remain fixed forever, for example running the game again ?. Thanks.

Jimbuna
01-24-15, 05:58 AM
Welcome Aboard zerdzio :sunny:

ReallyDedPoet
01-24-15, 07:12 AM
Welcome to SUBSIM zerdzio !

Micius
01-31-15, 04:55 PM
I try new interface 3.06, but for me, not work engine control, not work planes. Menu visible, clickable. I try only this single mod, but still not work.

Other problem - In port, if remove torpedo from reserves, can't add back new torpedo :(

ReallyDedPoet
01-31-15, 05:27 PM
Welcome to SUBSIM :sunny:

Someone will be along to help.

Jimbuna
02-01-15, 07:47 AM
Yes, hopefully help will soon be forthcoming....welcome to SubSim Micius :sunny:

bobbyr
02-14-15, 08:37 PM
Hi DrJones,

are you still planning to release a Real Navigation option for your UI?
I think the Ui itself is fabolous and I really like it, I'm so used to the Real Navigation feature though (thanks to Sober :)) That I can't play without it anymore.

DrJones
02-18-15, 02:38 AM
Hey Mate,

thank you very much.

Yes a Real Navigation is planed. But sorry. At least no time to develope it into my mod. I keep in touch with Silent Marshal to implement his idea of ANM

Happy to that most things from my last release are still working

Best Regards so far

DrJones :salute:

Hi DrJones,

are you still planning to release a Real Navigation option for your UI?
I think the Ui itself is fabolous and I really like it, I'm so used to the Real Navigation feature though (thanks to Sober :)) That I can't play without it anymore.

DrJones
02-18-15, 02:46 AM
Hey Mate,

sorry for my late Response to your question.

I don't have so much time to have a look here....

I believe the problems that result are depending on other mods you might have installed. Maybe a corrupt SH5 Installation.

It is better to post you used mod order at the end of the error description so other mates here can have a look at it and can give some adive and help.

Best Regards

DrJones

I try new interface 3.06, but for me, not work engine control, not work planes. Menu visible, clickable. I try only this single mod, but still not work.

Other problem - In port, if remove torpedo from reserves, can't add back new torpedo :(

Silent Steel
02-21-15, 09:26 AM
Good to see you around doc :up:

Micius
02-26-15, 02:59 PM
Hello, very glad to see you !

I use Only this single mod. Maybe SH 5 installation corupted. I'll try install clean SH5, will inform results :)

Big Thanks from Lithuania !




Hey Mate,

sorry for my late Response to your question.

I don't have so much time to have a look here....

I believe the problems that result are depending on other mods you might have installed. Maybe a corrupt SH5 Installation.

It is better to post you used mod order at the end of the error description so other mates here can have a look at it and can give some adive and help.

Best Regards

DrJones

Silent Steel
03-08-15, 05:38 AM
I use Only this single mod. Maybe SH 5 installation corupted. I'll try install clean SH5, will inform results

Hi Micius,

Please explain what is your problem :hmmm:

thryckz
03-10-15, 04:11 PM
Hi Micius,

Please explain what is your problem :hmmm:

I am also having a problem with Magui, if I run it with just magui the game crashes after loading into a new campaign.
Game is patched to v1.2

Jimbuna
03-11-15, 07:08 AM
Welcome Aboard thryckz :salute:

Aktungbby
03-11-15, 09:14 AM
thryckz!:Kaleun_Salute:

thryckz
03-11-15, 02:13 PM
Thanks all :)

Silent Steel
03-17-15, 01:15 PM
Thanks all :)

See you at sea :salute:

ReallyDedPoet
03-17-15, 01:26 PM
Welcome to SUBSIM thryckz :sunny:

Micius
03-22-15, 06:01 AM
Hi Micius,

Please explain what is your problem :hmmm:


I install clean SH5. Update to 1.2 ver. Install JSGME. Install only 1 mod - Part Magui 3.06 beta. + English menu. Run Campaign. Independent engine control, planes control not working. Menu visible, clickable, but not work. I try select 1 diesel, + electric, set angle of planes, but absolutely not work. Radio new book work OK.

Sjizzle
03-22-15, 03:02 PM
I install clean SH5. Update to 1.2 ver. Install JSGME. Install only 1 mod - Part Magui 3.06 beta. + English menu. Run Campaign. Independent engine control, planes control not working. Menu visible, clickable, but not work. I try select 1 diesel, + electric, set angle of planes, but absolutely not work. Radio new book work OK.

can u give more details pls ?
if u use the independent engine control after u switch the knob to the selected engine the u need to stop the engine from the engine control gouge.

Micius
03-23-15, 12:58 PM
can u give more details pls ?
if u use the independent engine control after u switch the knob to the selected engine the u need to stop the engine from the engine control gouge.


https://www.youtube.com/watch?v=c_P32dN8U3Q&feature=youtu.be

Sjizzle
03-24-15, 01:28 AM
https://www.youtube.com/watch?v=c_P32dN8U3Q&feature=youtu.be

on what i see there do u didn't enable it the independent engine control patch from tdw's generic patcher and also the electric engine patches too.

Micius
03-24-15, 01:40 PM
on what i see there do u didn't enable it the independent engine control patch from tdw's generic patcher and also the electric engine patches too.

Big Thank'you, works. I first time see this TDW patcher. Works planes, engine control, and lots other modification :sunny:

Aktungbby
03-24-15, 02:06 PM
Micius!:Kaleun_Salute: belatedly; please forgive my oversight.

Micius
03-24-15, 03:23 PM
Micius!:Kaleun_Salute: belatedly; please forgive my oversight.

:yeah:

Micius
03-29-15, 02:34 PM
Works :) My test video - https://www.youtube.com/watch?v=yTnPAnfL9XA&feature=em-upload_owner

Silent Steel
04-01-15, 03:56 AM
Works :) My test video - https://www.youtube.com/watch?v=yTnPAnfL9XA&feature=em-upload_owner

:up:

Sjizzle
05-16-15, 04:18 AM
a short video about manual TDC with MagUI 3.06

https://www.youtube.com/watch?v=vQKjJ27a7rU (https://www.youtube.com/watch?v=dQYMbTNyW1c&feature=youtu.be)

InTheNavy
05-17-15, 11:59 AM
Just chiming in to say I love this UI. I tried the others, but they didn't have the same affect on me. This one, however, feels more like classic Silent Hunter. Great work! :yeah:

There are some features I will miss from TDW's UI, but it's a small sacrifice to make.

bobbyr
06-02-15, 12:36 PM
Hey DrJones,

are you still working on the integration of Real Navigation to this wonderful UI?

Cheers:)

Micius
06-21-15, 03:41 AM
Hi, found very strange problem. With latest Magui 3.06 beta interface, problem with acoustic torpedo. Maybe you encountered? Problem is, torpedo not managed with TDC. Set angle, but torpedo fired anywhere... Use standart torpedo, works OK.

moha14881
06-24-15, 07:38 AM
I have invested great deal of skills in my radio guy to get some skimpy position report of an unknown radio contact without type, course or speed! As for the BDU guys ,well, They're still busy about contacts in the Mediterranean when I'm on the north sea.:06::88)

Claudia
07-03-15, 04:27 PM
Hi

Do you know any way to activate the snorkel using this mod?

I tried a lot of things but snorkel remains unavailable.

Thanks in advance.

Cheers!

Sjizzle
07-04-15, 02:18 AM
Hi

Do you know any way to activate the snorkel using this mod?

I tried a lot of things but snorkel remains unavailable.

Thanks in advance.

Cheers!


u can activate the snorkel from tdw's option file viewer or the game will enable it after 1940

Claudia
07-04-15, 03:46 AM
u can activate the snorkel from tdw's option file viewer or the game will enable it after 1940

Hi Sjizzle!

I think tdw's option file viewer and TheDarkWraithUserOptions.py are a part of TDW NewUI. I am not using TDW User Interface because i am now trying Magui UI. Am I missing something?

You also said: "the game will enable it after 1940", hmmm, i did some tests:

-Happy Times (15 June 1940): Snorkel still not available
-Mare Nostrum (15 march 1941): Snorkel still not available
-Battle of the Mediterranean (15 december 1941): Snorkel still not available
-Distant waters (15 september 1942): Snorkel still not available

-Monsun Gruppe (1 march 1943): Snorkel appears as an upgrade, but in deck gun slot, so if i choose the snorkel i lose the deck gun.

What am i doing wrong?

I appreciate any aditional help :salute:

Claudia
07-06-15, 07:15 AM
Problem solved. I did a trick copying some files from TDWNewUI. The state of the snorkel, when u use tdw's option file viewer, is saved in NSS_Uboat7a.sns -for type 7a- and the respective files for other submarine types. I copyed .prt, .sim and .cfg files too.

Playing now with magUI, snorkel and deck gun. Shortly test but seems ok.

Panzer2212
08-26-15, 12:05 PM
Bitte kann mir jemend helfen, kann nicht weg punkte setzen ????

Aktungbby
08-26-15, 12:15 PM
Panzer2212!:Kaleun_Salute: Bitte kann mir jemend helfen, kann nicht weg punkte setzen ???? Please can someone help me, can't leave points set???

Indexrts1
08-28-15, 06:44 AM
Hi, I have a problem - is the interface Parts Magui V 3.06 by DrJones and OH2.5. After the last mission of the East British missions does not appear, see here I am on the map. Another problem with choosing a mission, when you choose an additional task, it is in a bunker, and when I went to sea it is not, it is not displayed on the map. help what I do with it?:damn:


http://i60.tinypic.com/2dnwk4.jpg
http://i62.tinypic.com/2d7a2hl.jpg
http://i60.tinypic.com/10f4y74.jpg

Aktungbby
08-28-15, 08:31 AM
Indexrts1!:Kaleun_Salute:

THEBERBSTER
08-28-15, 01:04 PM
A Warm Welcome To The Subsim Community > Panzer2212:subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link.:salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

THEBERBSTER
08-28-15, 01:05 PM
A Warm Welcome To The Subsim Community > Indexrts1:subsim:

DrJones
08-30-15, 04:12 AM
Hi, found very strange problem. With latest Magui 3.06 beta interface, problem with acoustic torpedo. Maybe you encountered? Problem is, torpedo not managed with TDC. Set angle, but torpedo fired anywhere... Use standart torpedo, works OK.

Hey Mate,

thanks to your reply... sorry for my late answer.

Things i have to do in real life are still heavy in the Moment.

You might be right. I have to test it....

To the audience, May there be a test/ single Mission for testing Accustic torpedoes also as FAT and LUT.

I am still happy, that SH5 is still alive....

Best Regards

DrJones:salute:

Silent Steel
08-30-15, 08:56 PM
To the audience, May there be a test/ single Mission for testing Accustic torpedoes also as FAT and LUT.
I am still happy, that SH5 is still alive....

Good to see you Doc :salute:

Test will start tomorrow as requested.

Take care

Harmsway!
09-02-15, 08:42 AM
Can this interface be installed on top of the Wolves of Steel mega mod?

Silent Steel
09-06-15, 07:41 AM
Hi again doc,

After a week of testing acoustic as well as FAT/LUT torpedoes no peculiraties to report.

This UI remains the No 1 :yep:

:up:

Magic1111
09-15-15, 04:00 AM
Can this interface be installed on top of the Wolves of Steel mega mod?

Good question! I want to know this too! :hmmm:

Magic1111
09-15-15, 06:33 AM
Can this interface be installed on top of the Wolves of Steel mega mod?

The Answer: http://www.subsim.com/radioroom/showpost.php?p=2344787&postcount=2599

Not possible!

Magic1111
09-16-15, 02:08 AM
@ DrJones

Hi my friend!

First let me say you made a wonderful job with this UI! :yeah:

But read please my experiences with your UI included in a MegaMod:

http://www.subsim.com/radioroom/showpost.php?p=2345011&postcount=319

Maybe it is in the future possible to have a version from your UI without all these sliding things....:yep:

I mean a version from the CSP Magui Interface for SH5 in the same look as for SH3 without all sliding elements! Thatīs my wish when itīs possible!

Best regards,
Magic

DrJones
09-16-15, 11:02 AM
@ DrJones

Hi my friend!

First let me say you made a wonderful job with this UI! :yeah:

But read please my experiences with your UI included in a MegaMod:

http://www.subsim.com/radioroom/showpost.php?p=2345011&postcount=319

Maybe it is in the future possible to have a version from your UI without all these sliding things....:yep:

I mean a version from the CSP Magui Interface for SH5 in the same look as for SH3 without all sliding elements! Thatīs my wish when itīs possible!

Best regards,
Magic

Hey mate,

thank you very much.

I know what you mean.

In those days i have started my first ui in magui style i ran in the problem, that a lot of mates here had Problems with the ui in smaller resolutions.

As we know we can scale from 1024 / 786 up 1920 / 1080.

The Elements are disturbing the game Play.

In the wider Screens there has been no problems.

Yes iam also a friend of the fixed elements...and in the first moment i also saw that Problem.

Thats why i have included, that you can fix nearly any slideIn Element in this ui by clicking on defined areas.

And on this way you can get nearly what you Need and want. I had to make a decision for everybody here....

I am sorry, that i cant spent any time to get this one further on with real Navigation an so on....the real life needs too much time

In the future i hope a will find more time to work on it....

Best Regards

DrJones:salute:

Magic1111
09-16-15, 12:48 PM
...
Thats why i have included, that you can fix nearly any slideIn Element in this ui by clicking on defined areas.

And on this way you can get nearly what you Need and want. I had to make a decision for everybody here....


Hmm, sorry I donīt know how can I make this? :hmmm:

Can you post a screenshot please that I can see where I must click?

And when Iīve fix the elements by clicking an area, what is after loading a save game? Still firmly?

Best regards my friend,
Magic :salute:

DrJones
09-17-15, 10:23 AM
Hmm, sorry I donīt know how can I make this? :hmmm:

Can you post a screenshot please that I can see where I must click?

And when Iīve fix the elements by clicking an area, what is after loading a save game? Still firmly?

Best regards my friend,
Magic :salute:

Hey my friend,

i think sjizzle made a handbook for that Interface where you can find everything

but i dont know the download path for now....

I must have a look later

Best Regrads

DrJones:salute:

Magic1111
09-17-15, 12:36 PM
Hey my friend,

i think sjizzle made a handbook for that Interface where you can find everything

but i dont know the download path for now....

I must have a look later

Best Regrads

DrJones:salute:

I donīt know this handbook, sorry!

Yes, please take a look, but let your time! :up:

Best regards,
Magic :salute:

DrJones
09-17-15, 12:38 PM
I donīt know this handbook, sorry!

Yes, please take a look, but let your time! :up:

Best regards,
Magic :salute:

Have a look at this threat

http://www.subsim.com/radioroom/showpost.php?p=2058830&postcount=1

I dont no if the lock of the elements is saved after loading a savegame....

Best Regards

DrJones :salute:

Magic1111
09-17-15, 12:42 PM
Have a look at this threat

http://www.subsim.com/radioroom/showpost.php?p=2058830&postcount=1

I dont no if the lock of the elements is saved after loading a savegame....

Best Regards

DrJones :salute:

Wonderful, many thx for help and all the best to you! :yeah:

Best regards,
Magic :salute:

gambla
10-11-15, 09:06 AM
Help please !
I'm using this great UI along with the Schleichfahrt mega-mod. It seems working perfectly but i don't know how to end my patrol. I started a new campaign in Kiel and now returned from my first mission from Poland. The "my sub icon" indicating my home port is still in Kiel. But when i approach the Kiel harbor / sub pen, i don't get the anchor icon or anything else to let me end the patrol or refit etc..

I've searched the forums /google and i think should get the anchor icon as i'd do with stock sh5.

thanks for help guys



EDIT: SOLVED - found it in the UI

Deepbelow
10-18-15, 05:15 PM
The best UI ever awsome work :yeah:

NAVY_PoinT
11-08-15, 07:42 AM
Guys i have problem.
In game am open Magui Interface settings and all options about TAI or MAV map not stored. I choose my desired settings and close them. However, by opening again all items unselected.
Help me!

Kalamies
11-08-15, 08:05 AM
Hello all.
How can i send AOB or range to my XO, who then calculates the speed of my target?
In otherwords, how can i enable the "face" of my XO, when im on the attack periscope?

Sjizzle
11-08-15, 08:47 AM
Hello all.
How can i send AOB or range to my XO, who then calculates the speed of my target?
In otherwords, how can i enable the "face" of my XO, when im on the attack periscope?

u can activate the XO from the captains panel last page near the stadimeter u have send data to tdc botton

Kalamies
11-08-15, 08:47 AM
Thanks, appreciate it!

Kalamies
11-08-15, 09:11 AM
u can activate the XO from the captains panel last page near the stadimeter u have send data to tdc botton
@Sjizzle Im sorry, i didn't quite get you. Where exactly is this captain's panel last page?

Sjizzle
11-08-15, 10:03 AM
@Sjizzle Im sorry, i didn't quite get you. Where exactly is this captain's panel last page?

on the bottom menu bar is a captain picture there first from the left side click on it and a small panel will show up and there u have some arrow to left or to the right click on the arrow to the left and will open the last page from the captains panel and there u have enabel XO


i will come back with screen also in 10 - 15 mins

Edit

here we go the screens

http://www.mediafire.com/convkey/84c6/2xv9vy7lgvld4eozg.jpg

http://www.mediafire.com/convkey/bce9/co4rus4d8dd9tb9zg.jpg

Kalamies
11-08-15, 10:32 AM
on the bottom menu bar is a captain picture there first from the left side click on it and a small panel will show up and there u have some arrow to left or to the right click on the arrow to the left and will open the last page from the captains panel and there u have enabel XO


i will come back with screen also in 10 - 15 mins

Edit

here we go the screens

http://www.mediafire.com/convkey/84c6/2xv9vy7lgvld4eozg.jpg

http://www.mediafire.com/convkey/bce9/co4rus4d8dd9tb9zg.jpg


Thanks for clarifying this! Appreciate it!

Sjizzle
11-08-15, 01:35 PM
Thanks for clarifying this! Appreciate it!

My pleasure if u still have any question feel free to ask

Kalamies
11-29-15, 06:52 AM
Hey all, i found a bug in this mod. Some of the ship lengths are wrong in the recognition manual. For example the recognition manual shows that the Cimmaron Class tanker is only 139,6 meters long, when in fact it is almost 200 meters long (190,6m)

Sjizzle
11-29-15, 08:00 AM
Hey all, i found a bug in this mod. Some of the ship lengths are wrong in the recognition manual. For example the recognition manual shows that the Cimmaron Class tanker is only 139,6 meters long, when in fact it is almost 200 meters long (190,6m)


can u post your mod list pls ?
have executed the SH5schiffe.exe from the sh5 main folder after u have installed the MagUI ?

Kalamies
11-29-15, 08:20 AM
can u post your mod list pls ?
have executed the SH5schiffe.exe from the sh5 main folder after u have installed the MagUI ?
Yes, i have. Here's my mod list :
Accurate German Flags
FX Update 0_0_21 by Dark Wraith
Mighty Fine Crew Mod
Parts Magui V 3.0.6
Popular German music from the 1930's
Reworked submarine damage
Real Enviroment Revision
Steelviking Interior mod

I can see the ships in the recognition manual, but the LENGTHS of the ships are not correct.

Sjizzle
11-29-15, 08:30 AM
Yes, i have. Here's my mod list :
Accurate German Flags
FX Update 0_0_21 by Dark Wraith
Mighty Fine Crew Mod
Parts Magui V 3.0.6
Popular German music from the 1930's
Reworked submarine damage
Real Enviroment Revision
Steelviking Interior mod

I can see the ships in the recognition manual, but the LENGTHS of the ships are not correct.

oky give some time to take a look if there is a bug i will fix it

Edit:

seems that u have right now ill make a fix for it and i will uploaded somewhere and post here the download link

Sjizzle
11-29-15, 09:49 AM
here we go ship lengs regognition fix for MagUI enable it after
Parts Magui V 3.0.6
Sjizzle's Recognition fix For MagUI
this one will fix all ship lengs
run the SH5Schiffe after u enable this mod

http://www.mediafire.com/convkey/7f58/d4u3wf4r37tkv9fzg.jpg

DOWNLOAD (https://www.mediafire.com/?c9s3kv4acareog6)

Kalamies
11-29-15, 09:51 AM
here we go ship lengs regognition fix for MagUI enable it after
Parts Magui V 3.0.6
Sjizzle's Recognition fix For MagUI

run the SH5Schiffe after u enable this mod

http://www.mediafire.com/convkey/7f58/d4u3wf4r37tkv9fzg.jpg

DOWNLOAD (https://www.mediafire.com/?c9s3kv4acareog6)
Thanks you very much! You're the man!

Sjizzle
11-29-15, 09:54 AM
Thanks you very much! You're the man!

my pleasure and thx for reporting this bug if u find any other bug pls let me know thx

Have a nice day
Sjizzle

gap
11-29-15, 10:38 AM
Hey all, i found a bug in this mod. Some of the ship lengths are wrong in the recognition manual.

This is actually a flaw of stock SH5. Back in the days toniloCoyote had released a mod (http://www.subsim.com/radioroom/showthread.php?p=1586558#post1586558) addressing the problem, which was then included in New UIs. I was surprised that no MaGui user had spotted it yet

amigo
11-29-15, 01:31 PM
Hi i found a few bugs while playing with CSP Magui Interface Beta v 3.06.

1. Despite completing mission (all objectives) i can't pass it. I can't finish "Happy times" campaing and continue with saved renown.
2. Fuel meter doesn't work.
3. Game settings (fuel limit etc.) are not saved and i have to adjust them everytime i start a new game.

Can someone help me with this issues.

Sjizzle
11-29-15, 03:59 PM
Hi i found a few bugs while playing with CSP Magui Interface Beta v 3.06.

1. Despite completing mission (all objectives) i can't pass it. I can't finish "Happy times" campaing and continue with saved renown.
2. Fuel meter doesn't work.
3. Game settings (fuel limit etc.) are not saved and i have to adjust them everytime i start a new game.

Can someone help me with this issues.

can u post your mod list pls ?
fuel gauges work very well for me with my mods list
and how your game settings is not saved ???? cos i played for a very long period of time with magui and didn't had that problem ??
do u use the latest versiopn of Magui ????

amigo
11-30-15, 02:50 PM
Hi,
This is my active mod list:
Parts Magui V 3.01 by DrJones
Parts Magui Patch 3.02
Parts Magui V 3.06 by DrJones
bandera na ubocie
Caommand Keys 1.03
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta - for TDW UIs
data
Funelsmoke_Planes_Sounds_by_AOTDMadMax
Reduced Mission Tonnage v02
silentmichal's interior mod 1.2.3
silentmichal's interior mod 1.2.4
SubFlages_0_0_6_byTheDarkWraith
Wooden_Lifeboats_Mod_1.1
Jd Realistic Depth Charge Damage and Shaking 1.04
!Control_Room
3d_Deck_Splash_FX_v1_0_0_Compat_byTheBeast
3d_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
AI_Crew_Damage_control_Testing
AI_Crew_Damage_control_Testing_Increased_Flooding_ Via_Zones_cfg_file
GWX Compass Rose Grid for SH5
PArts MAgui V 3.01 by DrJones - English Menu (for V3.06)

I'm using this Beta v 3.06 version. I don't know if there is any newer version. Some advanced settings don't work for me in game despite activating them in options, and after relaunching the game they are unticked as i have never activeted them. Coud you please post me your mod list? Also is there any newer, more stable release v.3.06?
Best regards

https://www.dropbox.com/s/s5n452qjdi7w5ej/bez%C2%A0tytu%C5%82u.jpg?dl=0

Sjizzle
11-30-15, 03:36 PM
Hi,
This is my active mod list:
Parts Magui V 3.01 by DrJones
Parts Magui Patch 3.02
Parts Magui V 3.06 by DrJones
bandera na ubocie
Caommand Keys 1.03
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta - for TDW UIs
data
Funelsmoke_Planes_Sounds_by_AOTDMadMax
Reduced Mission Tonnage v02
silentmichal's interior mod 1.2.3
silentmichal's interior mod 1.2.4
SubFlages_0_0_6_byTheDarkWraith
Wooden_Lifeboats_Mod_1.1
Jd Realistic Depth Charge Damage and Shaking 1.04
!Control_Room
3d_Deck_Splash_FX_v1_0_0_Compat_byTheBeast
3d_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
AI_Crew_Damage_control_Testing
AI_Crew_Damage_control_Testing_Increased_Flooding_ Via_Zones_cfg_file
GWX Compass Rose Grid for SH5
PArts MAgui V 3.01 by DrJones - English Menu (for V3.06)

I'm using this Beta v 3.06 version. I don't know if there is any newer version. Some advanced settings don't work for me in game despite activating them in options, and after relaunching the game they are unticked as i have never activeted them. Coud you please post me your mod list? Also is there any newer, more stable release v.3.06?
Best regards

https://www.dropbox.com/s/s5n452qjdi7w5ej/bez%C2%A0tytu%C5%82u.jpg?dl=0

your modlist is messed really bad...
u have 2 times enabled magui ...1 older version 1 new version .....u have TDW's UI only mods and u play with magui ...

u have this one Parts Magui V 3.01 by DrJones and a new version of magui enabled ..... than is something normal that u have strange conflicts in game .....use only the new version of magui ......
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta - for TDW UIs
data in his name it's writed for TDW;s UI data why u use it with magui ???there are also some mods about never hear it ...and i have no clue what they do
if u wanna play with Magui the take a look
here (http://www.subsim.com/radioroom/showthread.php?t=204308) is my mod list with Magui there are also download link for each mod
and here is a mega mod tho here (http://www.subsim.com/radioroom/showthread.php?t=211311)

amigo
12-01-15, 01:25 PM
Thanks for your help and your modlist. If i understand correctly you don't use them all in the same time for Magui 3.06?
I've changed my modlist like this:
Parts Magui V 3.06 by DrJones
Wooden_Lifeboats_Mod_1.1
SubFlages_0_0_6_byTheDarkWraith
silentmichal's interior mod 1.2.3
silentmichal's interior mod 1.2.4
Reduced Mission Tonnage v02
Jd Realistic Depth Charge Damage and Shaking 1.04
GWX Compass Rose Grid for SH5
Funelsmoke_Planes_Sounds_by_AOTDMadMax
data
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta
bandera na ubocie
Control_Room
3d_Deck_Splash_FX_v1_0_0_Compat_byTheBeast
3d_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
AI_Crew_Damage_control_Testing
AI_Crew_Damage_control_Testing_Increased_Flooding_ Via_Zones_cfg_file
PArts MAgui V 3.01 by DrJones - English Menu (for V3.06)

Sadly the problem still occures. I've noticed that game never saves setting like realistic or custom and always returns to "medium". What else can i do with it?

Sjizzle
12-01-15, 02:31 PM
Thanks for your help and your modlist. If i understand correctly you don't use them all in the same time for Magui 3.06?
I've changed my modlist like this:
Parts Magui V 3.06 by DrJones
Wooden_Lifeboats_Mod_1.1
SubFlages_0_0_6_byTheDarkWraith
silentmichal's interior mod 1.2.3
silentmichal's interior mod 1.2.4
Reduced Mission Tonnage v02
Jd Realistic Depth Charge Damage and Shaking 1.04
GWX Compass Rose Grid for SH5
Funelsmoke_Planes_Sounds_by_AOTDMadMax
data
Crew MEGA-mod (contains MightyFine crew) - 0.3 beta
bandera na ubocie
Control_Room
3d_Deck_Splash_FX_v1_0_0_Compat_byTheBeast
3d_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
AI_Crew_Damage_control_Testing
AI_Crew_Damage_control_Testing_Increased_Flooding_ Via_Zones_cfg_file
PArts MAgui V 3.01 by DrJones - English Menu (for V3.06)

Sadly the problem still occures. I've noticed that game never saves setting like realistic or custom and always returns to "medium". What else can i do with it?

i use all of them in the same time in same order and i don't have any problem .... with the game save settings and othere

DrJones
02-16-16, 05:05 PM
Hey Mates,

back for some fixes and updates. As i was just cruising arround with SH3 and SH5 after a long time i...how should i say...licked some blood to start some smaller things to fix.

Please do not expect to much...time is in short supply...

But that has never been a problem in this community. :up:


@Sjizzle: Once i read that you or someone else loaded up a fix for the ship meassurements because of the errors in the stock game...

Best Regards so far

DrJones:salute: <- Back in Duty!

DrJones
02-17-16, 05:52 AM
Hey Mates

Following Fixes done so far:

- The Night layer for the TAI Map was placed right of it. Fixed that, so the nightlayer is over the TAI Map now

- The Size of the AttackLeadAngle of the Angriffsscheibe Front was to big. Sized it down so that it is usable again

The next thing is, that a tube that is fired is closing on its own, so that you have to open and Flood it again to shot again with that tube. Actual you can fire everytime a torpedo if once the tubes have been opened and flooded again.

I have in Mind do make a Maptool how TDW has used it for the navmap. A tool with moving parts. Maybe somthing with circle an a smal ruler on it...must have a look what i find for images for it.

Because of the ANW Mod for Realnavigation a have to bulid up the fuktions to implement them in the UI parts i have still created for it. That will be the hardest nut at all.

Best Regards

DrJones

Sjizzle
02-17-16, 02:27 PM
Hey Mates,




@Sjizzle: Once i read that you or someone else loaded up a fix for the ship meassurements because of the errors in the stock game...

Best Regards so far

DrJones:salute: <- Back in Duty!

yup i have made a fix for that and uploaded the link is here (https://www.mediafire.com/?c9s3kv4acareog6)
thx for the fixes and for your great job

Alles gute mein freund :D

DrJones
02-27-16, 04:30 AM
Hey Mates,

as in my post before i fixed the and updated the following.

- Nightlayer over the TAI Map is fixed
- The Leadangle of the Attackdisk is smaller now and is working perfect now.
- After a torpedo is fired the tubes are vented and closed by them alone. If you want to fire the next torpedo you have to flood and open the tubes again.
- The Tube Control Panel is now an sliding tool. It is not dragable anymore.
- If an enemy unit is destroyed there will be a message in the messagebox that prints: "Enemy unit destroeyed".

Just startet to think about some automations:
I think be such a big one tdw made but i think about a few wich seem to me important.

One i tried before and got fruther on is getting the hydrophone contacts after a spin of time while travelling arround and searching for contacts.

If you have some more ideas of automations wich are really important and maybe often used...please tell me.

The fixes and updates will be released soon

Coming in the future:

As makman94 releases his new MaGui Mod U-BOOT HAHD for SH3 there might be some nice updates in the UI of the MaGui for SH5...

Best Regrads

DrJones:salute:

Sjizzle
02-27-16, 04:33 PM
Hey Mates,

as in my post before i fixed the and updated the following.

- Nightlayer over the TAI Map is fixed
- The Leadangle of the Attackdisk is smaller now and is working perfect now.
- After a torpedo is fired the tubes are vented and closed by them alone. If you want to fire the next torpedo you have to flood and open the tubes again.
- The Tube Control Panel is now an sliding tool. It is not dragable anymore.
- If an enemy unit is destroyed there will be a message in the messagebox that prints: "Enemy unit destroeyed".

Just startet to think about some automations:
I think be such a big one tdw made but i think about a few wich seem to me important.

One i tried before and got fruther on is getting the hydrophone contacts after a spin of time while travelling arround and searching for contacts.

If you have some more ideas of automations wich are really important and maybe often used...please tell me.

The fixes and updates will be released soon

Coming in the future:

As makman94 releases his new MaGui Mod U-BOOT HAHD for SH3 there might be some nice updates in the UI of the MaGui for SH5...

Best Regrads

DrJones:salute:

that's a great news m8 i am really waiting for this :)

gap
02-27-16, 08:06 PM
Hey Mates,

as in my post before i fixed the and updated the following.

- Nightlayer over the TAI Map is fixed
- The Leadangle of the Attackdisk is smaller now and is working perfect now.
- After a torpedo is fired the tubes are vented and closed by them alone. If you want to fire the next torpedo you have to flood and open the tubes again.
- The Tube Control Panel is now an sliding tool. It is not dragable anymore.
- If an enemy unit is destroyed there will be a message in the messagebox that prints: "Enemy unit destroeyed".

Just startet to think about some automations:
I think be such a big one tdw made but i think about a few wich seem to me important.

One i tried before and got fruther on is getting the hydrophone contacts after a spin of time while travelling arround and searching for contacts.

If you have some more ideas of automations wich are really important and maybe often used...please tell me.

The fixes and updates will be released soon

Coming in the future:

As makman94 releases his new MaGui Mod U-BOOT HAHD for SH3 there might be some nice updates in the UI of the MaGui for SH5...

Best Regrads

DrJones:salute:

Hi DrJones and welcome back. I am glad to know that your keeping on your work on your great mod! :yeah:

P.S: any hope that you can get real navigation and automation scripts made for TDW's UI working on your UI mod too? Those are the two features I miss the most in MaGUI :)

DrJones
02-28-16, 05:25 AM
Hi DrJones and welcome back. I am glad to know that your keeping on your work on your great mod! :yeah:

P.S: any hope that you can get real navigation and automation scripts made for TDW's UI working on your UI mod too? Those are the two features I miss the most in MaGUI :)

Hey Mate,

thank you.

Yes i am working on ideas to implement something for automation. But it would not be as huge as in TDWs mod.

Therefore i ask you all wich automations are important and i try to import them.

For Real Navigation i will continue the work i started with the ANM. The first Parts and the UI Elements are still included.
It will still take a while....

Best Regards

DrJones:salute: