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

ReallyDedPoet 06-04-10 12:49 PM

Quote:

Originally Posted by kylania (Post 1411546)
Still need to publish my Tutorial Tutorial, another 60 some images...

:D:D

Very nice work by the way :up:

TheDarkWraith 06-04-10 06:44 PM

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.

I'll restore things back to the way they were as far as TDC dials. I just wanted to try it and see what everyone thought of it.

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

Yep, sure is! It's going to stay that way now from v3.0.0 on.

Quote:

Originally Posted by Stormfly (Post 1411211)
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:

The other delay times are going to go higher. I finally got my timer class up and running and now I can do things I've been wanting to do.

Quote:

Originally Posted by kylania (Post 1411316)
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:

I'll restore the XO TDC dialog box not being draggable as default. It was annoying to me also

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.

Well the good news is I got my timer class working :rock: This means that TC level is now taken into account. I can now do what I've been wanting to do as far as switching times for certain items. Just tested setting the switching to recharge to 1 hour and while it was 'waiting' I adjusted the TC level up and down to all different settings. After 1 hour (+- a couple of minutes as it's not perfect) it switched to recharge mode. This is a great day :D This timer class I made has saved my torp doors and my realistic torp firing from dooms day plus given me the opportunity to do things I've been wanting to do.

kylania 06-04-10 07:28 PM

That's great!! :D Can't wait for 3.0, I'm all tingly!

TheDarkWraith 06-04-10 07:36 PM

Quote:

Originally Posted by kylania (Post 1411965)
That's great!! :D Can't wait for 3.0, I'm all tingly!

what I need to find out is:

- what was the average time it took for the uboat crew to switch to recharge propulsion mode? And to switch to standard propulsion mode?
- what was the average time it took the uboat crew to switch to/from silent running?
- what other items should have time delays (so none of this instant on/off crap)?

jwilliams 06-04-10 08:24 PM

A request....

Any chance you can stop the attack scope going up when I enter the scope?

i like to enter the scope and position it towards a sound contact before i raise it.

It's fine that the obs scope does this but i feel it would be more realistic if i manualy raised the attack scope.

I could live with how the scope auto raises but would prefer it to stay down until i manualy raise it.

jwilliams 06-04-10 08:32 PM

Quote:

Originally Posted by TheDarkWraith (Post 1411331)
can you send me those files so I can examine them? From what you posted they look fine.

sent PM :salute:

kylania 06-04-10 08:39 PM

Quote:

Originally Posted by TheDarkWraith (Post 1411969)
what I need to find out is:

- what was the average time it took for the uboat crew to switch to recharge propulsion mode? And to switch to standard propulsion mode?

http://www.uboat.net/forums/read.php...8834#msg-58834

Quote:

U-boat diesel engine was connected to an electric motor through a clutch. That motor was a generator, too, if coil was excited, Between the electric motor and the screw there was another clutch, in order to disengage the motor.Thus, it was possible to charge the batteries quickly. There were several combinations with clutches and exciting coils. You could use one pair engine-electric motor as generator (screw disengaged) and the other engine propelling the boat, etc
To me that sounds like simply flipping a clutch really? Matter of moments.

Silent Running too would be how ever long it took to slow/stop the engines and tell people to shut up. :DL

External loading of torpedoes could use an increase in time, but that's already taken care of by mods like UHS (1 hour vs 6 seconds).

Battlestations I guess? A cruiser, 1000+ crew, could get to action stations in just about 2-3 minutes so 50 guys on a sub should be quite a bit faster. Maybe some of the other special abilities?

TheBeast 06-04-10 09:47 PM

New UI's & TDC 3.0 :har:Come on!!! Come on!!!:rotfl2:

I am having update withdrawl's

Stormfly 06-04-10 09:53 PM

Deck and flackgun operations could need a delay also, manning the guns is allready a bit delayed but could need additional 5 - 10 secs more.

Sometimes, if i command open fire using Binocs and space bar, or via UI, they fire instandly, faster than kaleu finished giving the command (using DBSM 1.2)

giving rudder or diveplane commands should also have a little delay (maybe 2 secs), the problem is, you have to delay it after the command is given, that means after you hear the audio command.

the commands.cfg have an option "HasDelayedExecution" but this seams not to work at all in SH5.

...dont forget to delay the "CriticalIncommingRadioMessagePopUp" :)

jwilliams 06-04-10 10:25 PM

Quote:

Originally Posted by Stormfly (Post 1412066)
giving rudder or diveplane commands should also have a little delay

Agree. my u-boat is at 15 meters before the diveplane opperators have sat down (using mighty fine crew mod).:yep:

For me it would be better if the crew where at the planes before the u-boat started to dive.

TheDarkWraith 06-04-10 10:56 PM

I can add all these delays but in order for almost of them to work you'll have to use the officer icons. Using hotkeys bypasses me from adding the delay (I can't trap an order that's already been given).

TheBeast 06-04-10 11:04 PM

Quote:

Originally Posted by TheDarkWraith (Post 1412096)
I can add all these delays but in order for almost of them to work you'll have to use the officer icons. Using hotkeys bypasses me from adding the delay (I can't trap an order that's already been given).

Can you list the Commands and their respective Delay in a text file? That way we can manually edit the Commands.CFG to add the delays there as well to keep everything in sync?

Stormfly 06-04-10 11:11 PM

Quote:

Originally Posted by jwilliams (Post 1412084)
Agree. my u-boat is at 15 meters before the diveplane opperators have sat down (using mighty fine crew mod).:yep:

For me it would be better if the crew where at the planes before the u-boat started to dive.

yap, same problem here, but sometimes it work better and the crew climb down earlyer... it seams that also the other scripts for diving (not only crash dive script which have a fix) arent executed or parts executed delayed, regarding sounds from SDBSMC 1.2 it sounds good in both cases. :D

Stormfly 06-04-10 11:13 PM

Quote:

Originally Posted by TheBeast (Post 1412099)
Can you list the Commands and their respective Delay in a text file? That way we can manually edit the Commands.CFG to add the delays there as well to keep everything in sync?

ohh is that working ???

...that would be to nice to be true :timeout:

TheDarkWraith 06-04-10 11:46 PM

added the ability to switch TDC modes on the fly for each scope:

http://www.subsim.com/radioroom/pict...pictureid=2188


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