SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

Barso 05-29-10 03:31 PM

I don't know how you do it DW but you most certainly do it.
Thank god for DW and his UI.

kylania 05-29-10 03:34 PM

Could you check on ship detection things too please? On my latest patrol I was dropping to 64x TC when I detected a radio convoy report and not dropping at all when I detected single ships inside my detect range with the option to drop to 1x TC turned on.

I also stumbled across a ship in visual range, and while I dropped to 1x TC there was no 'ship sighted' voice and no message box message. At the time I was at 512x TC I think? Maybe 256x.

Also, I haven't been getting "enemy vessel destroyed" messages in my message box.

TheDarkWraith 05-29-10 03:46 PM

Quote:

Originally Posted by kylania (Post 1406332)
Could you check on ship detection things too please? On my latest patrol I was dropping to 64x TC when I detected a radio convoy report and not dropping at all when I detected single ships inside my detect range with the option to drop to 1x TC turned on.

I also stumbled across a ship in visual range, and while I dropped to 1x TC there was no 'ship sighted' voice and no message box message. At the time I was at 512x TC I think? Maybe 256x.

Also, I haven't been getting "enemy vessel destroyed" messages in my message box.

Haven't done anything with the enemy vessel destroyed messages.

Ship sighted I squelched if you are underwater and no scopes are above water (that's cheating!)

I'll give the TC1 on radio contact a look over but nothing has really changed.

TheDarkWraith 05-29-10 06:56 PM

got the torp doors almost 100% finished :rock: There are some minor hard coded annoyances that I've had to script around. Those annoyances are:

- say you have tube 1 selected. You also have tube 1 and tube 2 torp doors open. Now you select tube 2. The hardcoding will now close torp door 1. So I've scripted it to re-open torp door 1. Basically whatever torp door switches you have 'turned on' (aka open) they will still open when selecting different tubes. Problem is you will hear a lot of "closing tube x" and "flooding tube x" because of this.

- You have tube 2 selected and you have tube 2's torp door open. You fire tube 2's torpedo. The hardcoding will close tube 2 (which is good so they can reload it). So I've scripted a torp launch to set the associated torp door switch to off (aka torp door closed).

The only things left to code is checking that a torp door is open before torpedo launch. If not then open torp door then fire torpedo.

In the screenie below I've got tubes 1,2,3, and 4 torp door switches set to open. I've shown what the result of it is:
http://www.subsim.com/radioroom/pict...pictureid=2163

furby 05-29-10 07:20 PM

great stuff!

kylania 05-29-10 08:07 PM

Great news! Just think, after all that custom coding and workarounds, we're finally where we were 5 years ago! :har::O:

Krauter 05-29-10 11:04 PM

Suggestion for V3.00

Just a little thing really, in the captains bunk, above the desk is a Diary. If you could make that clickable to access your Journal that'd be pretty cool..

After a day on the bridge or in the Con, retire to the bunk and journal your thoughts, etc.

jwilliams 05-29-10 11:07 PM

Quote:

Originally Posted by Krauter (Post 1406519)
Suggestion for V3.00

Just a little thing really, in the captains bunk, above the desk is a Diary. If you could make that clickable to access your Journal that'd be pretty cool..

After a day on the bridge or in the Con, retire to the bunk and journal your thoughts, etc.


It would be cool to have things clickable in the sub.....

But i dont think thats part of the UI. It's more to do with the 3D models.

Ross59 05-30-10 01:28 AM

Great mod DarkWraith. I just have a few problems. When I moved from 2.8.0 to 2.9.1 the "Speech Recognition 1.4" mod stop functioning. I have swaped back to 2.8.0 and it still works there. I have modified the "menu_1024_768.ini" file to include the speech recognition mod.
Also when I try to use your "ShipsJournalEditor" to edit the journal file I get a "Unable to read Ships Journal file" error, I have this problem with ver 2.8.0 also.
I am running Win7 x64 and I have tried with your app running in as Administrator.
any suggestions ?

dem 05-30-10 05:37 AM

hi TheDarkWraith

ship's journal it runs ok reporting my Position, Speed, etc It reloading the journal

I hope you can understand this

I save the journal and exit the game that part of it is fine :up:

i reload the game back to my campaign and go to open out my journal
i click on open journal and nothing happens, the page is blank
I then save the journal i.e. the blank page, with the same file name, all the boxes come up saying the journal have been save successfully. Then, go reopen the journal and what do you know my journal loads up ok, with all the entres from the campaign.

Is this the way that it is meant to done:hmmm:

if you try to save the journal before you open it, it course an error and corrupts the file. Error message is


---------------------------

---------------------------
Error invoking Raise_Clicked function in class ButtonWrapper:
Exception has been thrown by the target of an invocation.
index out of range: 0
at IronPython.Runtime.Operations.Ops.FixIndex(Int32 v, Int32 len)

at IronPython.Runtime.List.get_Item(Int32 index)

at IronPython.Runtime.Operations.Ops.GetIndex(Object o, Object index)

at ImportAccept_Clicked$f867##1462(ModuleScope , Object )

at IronPython.Runtime.Calls.Function1.Call(ICallerCon text context, Object arg0)

at IronPython.Runtime.Operations.Ops.Call(Object func, Object arg0)

at System.Void(INativeClassWrapper)##95(Object , INativeClassWrapper )

at ScriptManagerWrappers.ButtonWrapper.Raise_Clicked( ButtonWrapper sender)
---------------------------

---------------------------

I hope i have made myself clear, if not then please let me know.

I see a lot of people that have been asking for this and that, its nice that you can input little peices to suit people needs and requirements in this game. You must be one of those people that like a challenge or like giving yourself a head ache.

Small request, is there a chance that you could get the cook, the bring the captain a cup of tea on the bridge:har: because that would be great,

i cant get her indoors to bring me one at the computer:haha:

thank you very much and have a nice day

TheDarkWraith 05-30-10 09:05 AM

Quote:

Originally Posted by Ross59 (Post 1406556)
Great mod DarkWraith. I just have a few problems. When I moved from 2.8.0 to 2.9.1 the "Speech Recognition 1.4" mod stop functioning. I have swaped back to 2.8.0 and it still works there. I have modified the "menu_1024_768.ini" file to include the speech recognition mod.
Also when I try to use your "ShipsJournalEditor" to edit the journal file I get a "Unable to read Ships Journal file" error, I have this problem with ver 2.8.0 also.
I am running Win7 x64 and I have tried with your app running in as Administrator.
any suggestions ?

you probably have to add a menu item to the menu_1024_768.ini file to make it work. I thought I had made that change for you. It might have been stripped out at some point when I edited some menu items. I'll look into it and if it's been removed I'll ensure it's back in for v3.0.0.

As far as editing the journal file(s), can you send me the journal files you were unable to open? I'd like to see what's wrong with them so I can understand the problem and maybe find a solution/fix for it.

TheDarkWraith 05-30-10 09:20 AM

Quote:

Originally Posted by dem (Post 1406613)
I save the journal and exit the game that part of it is fine :up: I reload the game back to my campaign and go to open out my journal. I click on open journal and nothing happens, the page is blank
I then save the journal i.e. the blank page, with the same file name, all the boxes come up saying the journal have been save successfully. Then, go reopen the journal and what do you know my journal loads up ok, with all the entres from the campaign. Is this the way that it is meant to done:hmmm:

The error message you received was because there were no journal entries in the journal you imported (loaded). You exposed something I didn't account for and thus have revised my code for this.
The journal that you saved then exited the game then reloaded the game and re-opened said journal, can you send me so that I can see what's wrong with it?
I have noticed and am looking for reason why that the ship's journal sometimes shows a blank page the first time you open it. If you close it and then re-open it everything is ok (all the journal entries are there).

TheDarkWraith 05-30-10 12:03 PM

Another update on the getting the torp tube doors operational. The salvo mode caused me some considerable grief with the torp tube doors. There was practically no way to get the status of what tubes were selected when in salvo mode. I found a way to do it but it requires the following:

- you have to have a scope screen open (or nav map open with dials enabled!) when switching from salvo/single tube mode
- if you don't have a scope screen open (or nav map open with dials enabled) when switching from salvo/single tube mode then the logic will be broken, everything will be screwed up, and you'll get a nice little dialog box telling you that the game doesn't know which tubes are selected
- if you have a scope screen open (or nav map open with dials enabled) then you can use hotkeys to select tubes
- if you don't have a scope screen open (or nav map open with dials enabled) then using hotkeys to select tubes will 'break' the logic and everything will be screwed up

If you manage to screw everything up and break the logic, activating a scope (or opening nav map with dials enabled) will fix it.

Now since I have the information of which tubes are selected depeding on salvo/single tube mode the next thing to code is the firing of the torpedoes. I have to take control of the firing of these (can't be automated by game anymore) and thus have to figure out what way we are going to do the firing. Are we going to:

- ensure all torp doors are open first and those that aren't open them and then fire all torpedoes in rapid succession (I can set a time delay between firings) or

- fire the tubes in numerical order (with time delay between tube firings) checking to see if torp door is open first and if not open it then fire

kylania 05-30-10 12:11 PM

Would it be easier to just forgo opening tubes while in salvo mode?

Since there's no delay in firing with a closed door in SH5 like there was in SH3 this is all just cosmetic. If people want to see all 4 doors open, they can just open them individually, no need for a salvo. Seems to me that just ignoring doors for salvo shots would be the most efficient method. Then again, I almost never use salvos.

TheDarkWraith 05-30-10 12:23 PM

Quote:

Originally Posted by kylania (Post 1406827)
Would it be easier to just forgo opening tubes while in salvo mode?

Since there's no delay in firing with a closed door in SH5 like there was in SH3 this is all just cosmetic. If people want to see all 4 doors open, they can just open them individually, no need for a salvo. Seems to me that just ignoring doors for salvo shots would be the most efficient method. Then again, I almost never use salvos.

I'm going for the realistic part of it. If you didn't command the door open then you can't fire the torpedo until the door is open. This would add delay between shots in salvo mode if you forgot to open the torp doors for the 'salvoed' torps (effectively screwing up your shot).

Currently before it fires the tube the game opens the tube if it's not open then fires the torp. If you already have the tube open then there's no delay in firing (allbeit this delay is minimal currently due to the speed at which the game opens the torp doors).

Plus the speed at which the game opens and closes tube doors is WAY too fast! By taking control of the firing I can also add delay to account for this bug of opening/closing torp doors WAY too fast.


All times are GMT -5. The time now is 12:36 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.