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

kylania 06-04-10 12:40 AM

Any way to move the gyroangle back down below the rest of the dials in Minimal Dials? It was a lot easier having it on the same eyeline as the crosshairs, so a single flick to the right could check firing position. in the upper right I'm feeling quite a lot of eye strain having to look over and up to focus on it now at 1920x1200.

Also totally confused by the reversal of the AOB and Bearing dials, but it guess it's more realistic. :O:

The gyroangle on the bottom though is pretty key for me, and realistic too!

Wow, I'm having tons of problems. On the UZO the XO window is in a different area now I guess? It also isn't repositioning when I close the message box. It's over and down so far that I can't click the "back" button from the standimeter since the officer orders cover it.

http://img175.imageshack.us/img175/7172/allwrong.jpg

During this eventually completely botched attack, I switched to the Attack Scope and it was the same thing. Seems the "XOTDCDialogDraggable" was set to True as default, when previously it was set to False. Perhaps due to testing McHub's super low rez issues? :) That's what was causing the bad positioning and the message box from not hiding. Perhaps set that back to False as default?

McHub532 06-04-10 12:42 AM

Quote:

Originally Posted by kylania (Post 1411073)
Any way to move the gyroangle back down below the rest of the dials in Minimal Dials? It was a lot easier having it on the same eyeline as the crosshairs, so a single flick to the right could check firing position. in the upper right I'm feeling quite a lot of eye strain having to look over and up to focus on it now at 1920x1200.

Also totally confused by the reversal of the AOB and Bearing dials, but it guess it's more realistic. :O:

The gyroangle on the bottom though is pretty key for me, and realistic too!

Is it just me hallucinating.. or does the TDC in the conning tower seem to have updated dials now? Does TDW fixes with the dials link in with the same graphics as the conning tower TDC so that's why they seem spiffed up now?

gutted 06-04-10 12:54 AM

Haven't peeked in here in quite some time. You've been quite the busy bee :D

Sooner or later i'll get the itch to play this mess of a game again, and this will be the 1st mod i download. I sorta put the game on the shelf when the 1.2 patch was delayed.

kylania 06-04-10 01:15 AM

Quote:

Originally Posted by McHub532 (Post 1411074)
Is it just me hallucinating.. or does the TDC in the conning tower seem to have updated dials now? Does TDW fixes with the dials link in with the same graphics as the conning tower TDC so that's why they seem spiffed up now?

Yeah, he switched the AOB and Bearing dials so they are historically accurate. Bearing is just half red and half green while AOB is the C> shaped one with the little 'inside' dial.

Stormfly 06-04-10 01:24 AM

Quote:

Originally Posted by kylania (Post 1411073)
Wow, I'm having tons of problems. On the UZO the XO window is in a different area now I guess? It also isn't repositioning when I close the message box. It's over and down so far that I can't click the "back" button from the standimeter since the officer orders cover it.

someone requested to make the XO icon dragable as a standard option, your problem is the result of it... simply set it back to non dragable in the options file. :88)

Stormfly 06-04-10 06:28 AM

regarding the recharge timer and automatic switching propulltion, would it be possible to have this optional ? ...iam a bit afraid that this isnt running solid enough on my system, tested again in 15m/s wind conditions and it switch back and fore, back and fore. I altered this wait until switch while below water up to 5 seconds but i wont go higher than 5 sec`s because this mean i have to set the other delay timers higher...:timeout:

kylania 06-04-10 08:29 AM

Quote:

Originally Posted by Stormfly (Post 1411088)
someone requested to make the XO icon dragable as a standard option, your problem is the result of it... simply set it back to non dragable in the options file. :88)

Yeah, at the bottom of that post I added that I'd finally figured that out. But it really should be switched back to 'False', since the small screen workaround shouldn't be the default. :O:

TheDarkWraith 06-04-10 08:50 AM

Quote:

Originally Posted by jwilliams (Post 1411064)
Still having the same problem with the ship's journal. revised 3.0.0. test.dat
The file seems to save fine. But fails to load in game and the editor says that it's unable to read.

can you send me those files so I can examine them? From what you posted they look fine.

TheDarkWraith 06-04-10 09:00 AM

Quote:

Originally Posted by kylania (Post 1411048)
One comment about the new delay in switching from recharging to standard but it's entirely detached from TC since it's a "player" delay as opposed to a "game" delay, which can cause excessive delays in game.

So for me, I'll generally cruise around at 128-256x TC, slow down, submerge, cruise for an hour or so listening, then surface and speed up. I'd set the delay time down to 5 seconds.

What happened is I surfaced at 02:07 but my batteries didn't start charging till 02:38, a full half an hour after surfacing. That's a lot of lost recharge time. heh I'm guessing the solution would be to tie the delay into the in-game clock, based on minutes I guess? If that's possible. I know in game radio messages can appear at X time in game, but sometimes are delayed too.

We'll wanna see what kind of effect the new realistic torpedo doors have under TC as well.

This is not good. This means that Ubi didn't code the timers the game uses to take into account TC level :nope: I'll have to verify this but if so it totally kills many of the ideas I was going to do (including this switching delay and realistic torp firings). It also then totally screws up torp doors since they rely on timers for a lot of the heavy lifting.
Trying to use the in-game clock could be done but it would be excessive polling and way more code than necessary and ultimately would probably kill some FPS.
A possible solution would be to use a high precision timer (the user's system high resolution timer) and make my own timer class :hmmm:

Nausicaa 06-04-10 11:49 AM

>>> JOURNAL NAME <<<<

Hello, how can I change the name of the Journal? Currently its called "The Darkwraith" I think I have seen that once here, but I can't find it anymore in the hundreds of pages of this thread.:-?
Is there a way to change the name in the .py file ?

Many thanks in advance !

kylania 06-04-10 12:08 PM

Quote:

Originally Posted by Nausicaa (Post 1411505)
>>> JOURNAL NAME <<<<

Hello, how can I change the name of the Journal? Currently its called "The Darkwraith" I think I have seen that once here, but I can't find it anymore in the hundreds of pages of this thread.:-?
Is there a way to change the name in the .py file ?

Many thanks in advance !

Yup, it's in the middle kind of. I've answered it twice in this thread so far, but can't find my posts. :P

Line 263 of TheDarkWaithUserOptions.py:

Quote:

########## Ships Journal ##########
# the title of the ship's journal
ShipsJournalTitle = "U021 TheDarkWraith"

Nausicaa 06-04-10 12:18 PM

LOL....Ok....thanks for the answer. For you guys everything is maybe clear, but when you come from outside and you confront 180 pages of thread, your head explodes....Darkwraith's work is great, but it needs a much easier and clearer install guide, imo. I am preparing a custom mod package for a elderly person, and he would not understand a single word here. :cry::dead: And lots of info is cluttered all over the thread.

ReallyDedPoet 06-04-10 12:19 PM

Quote:

Originally Posted by Nausicaa (Post 1411532)
LOL....Ok....thanks for the answer. For you guys everything is maybe clear, but when you come from outside and you confront 180 pages of thread, your head explodes....Darkwraith's work is great, but it needs a much easier and clearer install guide, imo. I am preparing a custom mod package for a elderly person, and he would not understand a single word here. :cry::dead: And lots of info is cluttered all over the thread.

Check the first page, I think post # 5 for an installation guide for this :yep:

kylania 06-04-10 12:35 PM

Yeah, when 3.0 comes out I'm gonna redo that video and work up an Options.Py guide. I took like 150 screenshots of the various options and what they did and MY head exploded, so decided to hold off till 3.0 comes out to finish that project. :) Still need to publish my Tutorial Tutorial, another 60 some images...

Nausicaa 06-04-10 12:45 PM

Yes you are doing great work on the forums, Kylania, I noticed that. Many, many thanks. :)


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