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-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

TheDarkWraith 05-05-10 11:30 AM

Quote:

Originally Posted by Defiance (Post 1382976)
Only started using it a revision or so so ago, but has the ship id from the WE/Torpedo Attack been disabled in a py ??

no it hasn't.

PL_Andrev 05-05-10 11:30 AM

Quote:

Originally Posted by TheDarkWraith (Post 1332669)
NewUIs with TDC for SH5 by TheDarkWraith
version 2.1.0

- when officer is dead his order category bar and order bars are disabled

Are you sure that this is good solution?
The player should have possibility to promotion for "empty place" any member of the crew for the new job - obviously with longer reaction time and no advanced skills...

I see it like:
- officer is dead
- the player chooses new crew member for empty station
- if it is other officer, his original abilities are 50%, new abilities: 40%
- if it is pretty officer, his original abilities are 0%, new abilities: 25%

Ability: precision, speed, reaction time etc...
Of course, this is only a proposal - I don't know that it is possible...
I know that other crew member can to trim the ship or make weather report.

SeaWolf U-57 05-05-10 11:34 AM

A quick look at 2.2.0

I like the look of the new wheel :up:

And now the clock wont show above 32 so no more popping up its working great :D

I just had a quick play as its Tea Time :salute:

TheDarkWraith 05-05-10 11:35 AM

Quote:

Originally Posted by Antar (Post 1382986)
Are you sure that this is good solution?
The player should have possibility to promotion for "empty place" any member of the crew for the new job - obviously with longer reaction time and no advanced skills...

I see it like:
- officer is dead
- the player chooses new crew member for empty station
- if it is other officer, his original abilities are 50%, new abilities: 40%
- if it is pretty officer, his original abilities are 0%, new abilities: 25%

Ability: precision, speed, reaction time etc...
Of course, this is only a proposal - I don't know that it is possible...
I know that other crew member can to trim the ship or make weather report.

not sure this is possible. In fact I haven't been able to 'kill' an officer yet (and I've been taking some heavy fire and damage at times). So all this is unknown until we can verify that crew can be killed (especially the officers). Just because the script manager exposes a property of 'IsDead' for the sapiens (crew) doesn't mean the game actually uses it.

panosrxo 05-05-10 11:36 AM

Quote:

Originally Posted by TheDarkWraith (Post 1382980)
you're the only one so far that's having a problem with the stadimeter then with the UZO, attack, and obs scope's notepads. Works fine for everyone else :DL

Are you identifying the ship correctly?

Yes, I am trying it on a map with 4 ships at a range of 1500m with no speed. It measures 1000m...Will try again

TheDarkWraith 05-05-10 11:37 AM

Quote:

Originally Posted by panosrxo (Post 1382991)
Yes, I am trying it on a map with 4 ships at a range of 1500m with no speed. It measures 1000m...Will try again

try each scope. I've heard some rumors that the UZO can be off at times.

SeaWolf U-57 05-05-10 11:40 AM

Quote:

Originally Posted by TheDarkWraith (Post 1382990)
not sure this is possible. In fact I haven't been able to 'kill' an officer yet (and I've been taking some heavy fire and damage at times). So all this is unknown until we can verify that crew can be killed (especially the officers). Just because the script manager exposes a property of 'IsDead' for the sapiens (crew) doesn't mean the game actually uses it.


I dont think it works because when I had the problem I came under
fire and although my crew all got Wounded no one died the sub sank first

TheDarkWraith 05-05-10 11:42 AM

Quote:

Originally Posted by SeaWolf U-57 (Post 1382995)
I dont think it works because when I had the problem I came under
fire and although my crew all got Wounded no one died the sub sank first

I get the feeling also that they (Devs) aren't allowing the crew to be killed either. Maybe they'll fix this in a patch sometime.

panosrxo 05-05-10 12:11 PM

Quote:

Originally Posted by TheDarkWraith (Post 1382998)
I get the feeling also that they (Devs) aren't allowing the crew to be killed either. Maybe they'll fix this in a patch sometime.

They cant be killed, because they fit into the story. If you get your XO killed then what?

panosrxo 05-05-10 12:12 PM

Quote:

Originally Posted by TheDarkWraith (Post 1382992)
try each scope. I've heard some rumors that the UZO can be off at times.

Well I get correct readings only if measure height without the flag pole...I get the same readings for each of the three scopes.

Defiance 05-05-10 12:36 PM

Hiya,

Do you mean readings from the waterline to top of a funnel is ok ??

If that is the case and all readings are the same, wouldn't that point to just using the stad from waterline to top of a funnel until some clever person corrects the missing flag measurments ??

Anyways, i just redid a fresh sh5 install, gonna try this puppy after tea :)

Cheers

reaper7 05-05-10 01:12 PM

Quote:

Originally Posted by panosrxo (Post 1383015)
Well I get correct readings only if measure height without the flag pole...I get the same readings for each of the three scopes.

Quote:

Originally Posted by Defiance (Post 1383033)
Hiya,

Do you mean readings from the waterline to top of a funnel is ok ??

If that is the case and all readings are the same, wouldn't that point to just using the stad from waterline to top of a funnel until some clever person corrects the missing flag measurments ??

Anyways, i just redid a fresh sh5 install, gonna try this puppy after tea :)

Cheers

Haven't had the chance to check the stadimeters in the Mod yet. Had a bit of a setback in my own UI. Would be yery interested in the findings of the stadimeter and what heights its actually measuring to ie Flagtop, Masttop or Funnels. Once we have a difinitive answer I'll redo the Recognition Manual to represent the Measuring points or see if the cfg height when altered has an effect on the games readings.

panosrxo 05-05-10 01:16 PM

Quote:

Originally Posted by reaper7 (Post 1383055)
Haven't had the chance to check the stadimeters in the Mod yet. Had a bit of a setback in my own UI. Would be yery interested in the findings of the stadimeter and what heights its actually measuring to ie Flagtop, Masttop or Funnels. Once we have a difinitive answer I'll redo the Recognition Manual to represent the Measuring points or see if the cfg height when altered has an effect on the games readings.

Well its not the same for every ship. It is really messed up. Maybe it gets fixed in patch 1.2 (it refers to changes to recognition manual)

reaper7 05-05-10 01:18 PM

Quote:

Originally Posted by panosrxo (Post 1383064)
Well its not the same for every ship. It is really messed up. Maybe it gets fixed in patch 1.2 (it refers to changes to recognition manual)

That is the case for the stock stadimeter, I think DW's notepad stadimeter is working ok though - haven't had a chace to test it yet.

Stepe47 05-05-10 01:42 PM

Quote:

Originally Posted by Cap.Palla (Post 1382884)
could be usefull a scheme with all the new key commands like Q ,E ,K etc...

@ TDW
Actually me too I'm a bit confused with the new keys and keep often pressing the wrong ones - I guess a quick list would prove useful :up:


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