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

TheDarkWraith 05-27-10 03:22 PM

Quote:

Originally Posted by kylania (Post 1404951)
This should only happen with the Obs Scope. Attack scope is able to be fully retracted while manned. The obs scope needs to lower down into the floor which is why it can't be brought down while you're looking into it.

I wouldn't force eject from the Attack Scope when you tell it to fully retract since that's something I do often during attacks, constantly lowering and raising the scope to check things. For Obs scope it makes sense though, since if you fully retract you're "done" observing.

good point. Actually I won't have it eject you from any scope. Even having the obs scope lower to the 3m still does an automatic lowering and it would be annoying if your attack scope was damaged and this was the only scope you had to use and it was continually ejecting you from it because you hit the one click full lower.

TheDarkWraith 05-27-10 04:43 PM

v2.9.0 released. See post #1 for details.

I didn't get a chance to add the replaced torp speed switch or pistol switch for the scopes torpedo boxes. I will try and get to that in v3.0.0 along with the torp door switches :up:

kylania 05-27-10 04:44 PM

I'm quite sure I've never started and ended a patrol with the same version of this mod, ever. :DL Outstanding work!

Echolot 05-27-10 05:28 PM

Quote:

fixed bug of extend/retract buttons non-operational on obs and attack scopes (these are the 1 press to totally raise/lower the scope)
- fixed bug of dials showing that weren't supposed to on TDC mode spread angle only
- added new user option that controls the visibility of the new SH5 style periscope level indicators (PeriscopeLevelSH5Visible). When this option is disabled the attack and obs scopes torpedo boxes will slide over to the left side of the screen exposing more screen space for the scope. The UZO torpedo box automatically moves over to the left side of the screen as default.
- user now has the ability to assign different TDC modes to the different scopes (UZO, attack, and obs). I.E. UZO=NOTDCDials, Attack=TDCAllDials, Obs=TDCMinimalDials
- added a new user option that controls the visibility of the depth group and map tools bars at game start. A new toggleable icon has been added to the top right bar's 'hidden' section that controls this new user option during the game (DepthAndMapToolsBarsVisible)
:yeah::sunny::salute:

Thank you.

Krauter 05-27-10 06:18 PM

Awesome stuff.. I like the option to set different TDC Dials to different observations tools.. for example I have ALLTDCDials on the Attack scope, but NOTDCDials on the observation scope. This, to me, realistically reflects the use of these scopes.

One thing however, when I use JGSME to enable the alternate Speed Graphics.. I didnt get anything.. or do they only work when the advanced speed is used (Control+Pick ur speed)?

Edit: Doh! Got the alternate graphics working -.-'

Echolot 05-27-10 07:17 PM

Ähm
 
:timeout: I can't find the ?ToggleVisibility...Maptools button in the hidden section (top right corner).

Please help.

I have any ideas. Lot of fun here checking out your beautiful stuff.
Fast learning and understanding of the menues and editor this time.

You make me crazy :).

Thanks a (Echo)lot.

kylania 05-27-10 07:21 PM

Starting on line 140:

Quote:

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

TheDarkWraith 05-27-10 08:03 PM

Quote:

Originally Posted by Echolot (Post 1405104)
:timeout: I can't find the ?ToggleVisibility...Maptools button in the hidden section (top right corner).

Please help.

http://www.subsim.com/radioroom/pict...pictureid=2151

If you all didn't know or figure it out I changed how the ship's journal behaves when you import in an existing ship's journal (in-game). Before it would discard the old journal and use the new one. Now it appends the imported journal into the existing one (and does the appending by date and time). You can import more than one ship's journal and they all will be appended to your existing one. The only catch is the newly imported ship's journal title becomes the title of your existing one. Now this is true for in-game but not for the ship's journal editor app. I'm going to change it to reflect what the game does but was wondering if there were any requests for features/changes/additions to the ship's editor app? I know kylania wants to be able to export a text version of the ship's journal which I will add. Anything else? I'd like to release this updated app with v3.0.0 of the mod.

Echolot 05-27-10 08:28 PM

Quote:

Starting on line 140:

Quote:
# are the depth and map tools bars visible at game start?
# change below to either True or False
DepthAndMapToolsBarsVisible = True
Still no button. Will continue tomorrow. It is 3:25 in the morning.
I go bed.

Thank you guys.

kylania 05-27-10 09:15 PM

Idea's that would be great in 3.0 in no particular order, just all here in one place:

  • 1. Export to text (or even HTML ala SH3 Commander style?) with JournalEditor
  • 2. Display current journal name on Save Dialog:
http://img130.imageshack.us/img130/3607/journaltest.jpg
  • 3. I think I'm right about this, but it seems like if you load a game with your battery lower than 100% you don't automatically recharge it. So a check to see if battery is low and if so, run engines on recharge perhaps?
  • 4. Torpedo door switches. :D
  • 5. Dials option for Depth/Switch per Antar's request.
http://img44.imageshack.us/img44/8999/settingss.jpg
  • 6. Restoring of the use of TDC folders so I don't have to redo my install video. :O: hehe
  • 7. Possibly include your 'No Intro Videos' too?

I think that's all of the most recent requests I've seen.


:shifty::D

What would be really cool, but a lot more work (but a nice challenge!) would be integration of reaper7's Attack Disk and RAOBF as optional mods:

http://img85.imageshack.us/img85/2015/day1m.jpg

Krauter 05-27-10 09:29 PM

I personally like where I don't have to juggle extra folders in my jgsme as it's getting very crowded with all the great mod :)

Maybe you could package arclights (compatible) periscope mod on this as well

perhaps for the journal you could add the option to encode the entries into Enigma cyphers :yeah: but then again I think me and commandsolo are the only ones who actually se this :nope:

anyways I can't really critique or contribute to something so well put together but if I get any ideas you'll be hearing from me :D

Keep at t mate you're doing great

Krauter

kylania 05-27-10 09:34 PM

Quote:

Originally Posted by Krauter (Post 1405168)
Maybe you could package arclights (compatible) periscope mod on this as well

That's the one I use too, and the only things I can think of being a problem is the resolution patch since it deals with cameras. Then again, that would have to be done for the ROABF thing too...

Quote:

perhaps for the journal you could add the option to encode the entries into Enigma cyphers :yeah: but then again I think me and commandsolo are the only ones who actually se this :nope:
Good point! I remember TDW talking about that. For people who don't have an Engima machine yet, check out this thread: http://www.subsim.com/radioroom/showthread.php?t=162654

Krauter 05-27-10 10:00 PM

Yes the resolution patches will probably be a problem.. However the mod does work just as well without them.

Personally I like both mrp and emtgufs peris but fond that mrp's scopes are clearer and from what I gather more realistic.

About the enigma machine, I personally like the idea but doubt it would go far with the general public. Perhaps if he included the link in his mod as well as the capability to encode the journal automatically for beginners (realism buffs can type it themselves with the download?)

TheDarkWraith 05-27-10 10:57 PM

I'm all for enigma coded messages! I setup the ship's journal so that it could be flexible to do anything that I wanted it to do. Adding coded messages would just be a simple matter of adding some code to take care of encoding the message. I could even specify a new user option that the user could set if they wanted to play with encoded messages or not. I've truly put a lot of thought into my coding for this mod :D

kylania 05-27-10 11:30 PM

So wait, could you set it up so that plain text messages from the game's radio message system (both automatic ones such as the "new patrol area" and hopefully custom messages from a campaign mod) could be encoded via options set in the options.py (or hopefully an external "EngimaSetting.txt" type file) so that in game they'd appear coded and the player could then use the JournalEditor to export the coded message as text into their EngimaSimulator and read the real message?

Coz if so..
http://img96.imageshack.us/img96/7959/soprettyc.png


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