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

lavr 08-09-10 01:37 PM

Hey mates.
Could somebody help me out here? How do I rotate RAOBF scales? Manual TDC is on, I tried every button on my keyboard but it didn`t move.
I have reinstalled sh v , patched to v.1.2 and installed NewUIs_TDC_3_9_3_TheDarkWraith only. Do I need to install something else to get RAOBF scales to rotate?
Thank you.

Krauter 08-09-10 01:39 PM

use E and Q to rotate it, Shift Q/E to rotate it slightly

reaper7 08-09-10 02:20 PM

Quote:

Originally Posted by Sudo (Post 1463416)
Also, are there any good video's showing this UI with manual targeting? Kind of like a tutorial vid? Youtube has some vids but it doesn't appear anyone is using TDW's UI's in those. Thanks. :yeah:

I did one a while back using an early verion of TDW's UI.
you can see it at http://www.youtube.com/watch?v=ZejK46JamFE
It's a bit outdated now, but you may find it usefull.

I plan on doing some proper Manual Targeting with No Contats soon for my own UI. So keep an eye out for them. They'll be just as useable with TDW Ui as he has similar commands and functions that I'll be using.

Sudo 08-09-10 02:56 PM

Quote:

Originally Posted by reaper7 (Post 1463454)
I did one a while back using an early verion of TDW's UI.
you can see it at http://www.youtube.com/watch?v=ZejK46JamFE
It's a bit outdated now, but you may find it usefull.

I plan on doing some proper Manual Targeting with No Contats soon for my own UI. So keep an eye out for them. They'll be just as useable with TDW Ui as he has similar commands and functions that I'll be using.

Thanks reaper7. I will certainly keep my eye out for your vids when you get them ready. :yeah: And thanks for the link. :salute:

SeaTurtle 08-09-10 04:57 PM

Quote:

Originally Posted by reaper7 (Post 1463397)
Look for a Mod called "No more abilities" :03:

Thank you, could find some threads and fix it directly in the SpecialAbilities file located in \silent hunter 5\data\UPCDataGE\UPCCrewData

Code:

;TORPEDOMAN - Passive abilities
[SpecialAbility 15]
ID=Ability-Increase-Torpedo-SpeedDamage
NameDisplayable=Ability-Increase-Torpedo-SpeedDamage-Name
Description=Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description
Levels= 5
AbilityType=TorpedoSpeed, TorpedoDamage    ;increase in torpedo speed and damage (in percents)
AbilityValue= 0, 4, 0, 8, 0, 12, 0, 16, 0, 20

Going to test now, but it should be working I hope !

I like the abilities in this game, nice feature to make patrols more interesting... I see the values in the files, there are good improvements for the submarine. So you come back from a patrol and says "hmmm I really need a better gunner for the deck gun ! last time this merchant nearly started to shoot at us and this damn clumsy gunner was just messing everything up !" then ask you chief for some promotions, train your personnel and grow up the hunter team. :arrgh!::arrgh!:

reaper7 08-09-10 05:03 PM

Quote:

Originally Posted by SeaTurtle (Post 1463542)
Thank you, could find some threads and fix it directly in the SpecialAbilities file located in \silent hunter 5\data\UPCDataGE\UPCCrewData

Code:

;TORPEDOMAN - Passive abilities
[SpecialAbility 15]
ID=Ability-Increase-Torpedo-SpeedDamage
NameDisplayable=Ability-Increase-Torpedo-SpeedDamage-Name
Description=Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description, Ability-Increase-Torpedo-SpeedDamage-Description
Levels= 5
AbilityType=TorpedoSpeed, TorpedoDamage    ;increase in torpedo speed and damage (in percents)
AbilityValue= 0, 4, 0, 8, 0, 12, 0, 16, 0, 20

Going to test now, but it should be working I hope !

I like the abilities in this game, nice feature to make patrols more interesting... I see the values in the files, there are good improvements for the submarine. So you come back from a patrol and says "hmmm I really need a better gunner for the deck gun ! last time this merchant nearly started to shoot at us and this damn clumsy gunner was just messing everything up !" then ask you chief for some promotions, train your personnel and grow up the hunter team. :arrgh!::arrgh!:

Yes that should do the trick. You'll gain the damage percentage but not the speed.
Which will keep the TDC happy pumping out correct solutions :03:.

Capt Jack Harkness 08-09-10 07:47 PM

Whatever happened to the crew competency ratings from SH4? If you were lucky you could snag good men before you shipped out, but if not, they gained experience at sea automatically... Perhaps we could put in a similar system in SH5, instead of the RPG-style xp that get allocated to whatever skills the captain wishes.

nodlew 08-09-10 08:19 PM

Help me.
 
Hey guys. I've just recently got the new TDW UI and I think it's really matured, gone from a great mod to a nearly perfect one. I am having a problem though, and I hope someone can set me straight.

I was thrilled to find that TDW added the RAOBF to the mod--it was the thing I missed the most having come to rely on it so in SH3. However, I am having trouble getting it to work. The problem might be a lack of understanding on my part, but I doubt it. I have a series of three screenshots to illustrate my difficulties.

First, here are my enabled mods:

Generic Mod Enabler - v2.5.0.150
[C:\Ubisoft\Silent Hunter 5\MODS]

MoraleMod
RealSizeMoon
RemoveLogoIntroTheDarkWraith
Realistic ammo amount for AA and deck guns
ImprovedWaves_Improved Pitch&Roll
Electric torp wake removal - wamphyri
Detailed Caustics 1.0
Critical hits 1.1 Torpedos
Capthelms Lighting Effects mod for sh5
AilSmoke 1.7
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilRain 1.0
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
Rel_SH4_BBC_1939_to_1945
Capthelms Remove Mouse Crosshair Mod For SH5
SteelViking's Interior Mod V1.1
Accurate German Flags
R7 HiRes Mithrandirs Alt Clock
NewUIs_TDC_3_9_3_ByTheDarkWraith
NewUIs_TDC_3_9_3_ERM_Reaper7_NightVision
NewUIs_TDC_3_9_3_ColoredShippingChart_by_reaper7
NewUIs_TDC_3_9_3_No_Hydrophone_On_Surface
MRP 1.3+OPCF light
MRP 8x5 patch

Now. This first screenshot shows a C2-S-B1 Large Merchant which I have placed as close to 1500 m distant from me as the mission editor will allow. I was trying to recreate the exact conditions that TDW used in his tutorial on how to use the RA0BF--somewhere in this thread. In the picture you can see that the RAOBF finder is working, the graticules are correct. RAOBF gives me correct range (1500m) and AOB (90deg) for this target.

http://www.subsim.com/radioroom/pict...pictureid=2851


So far so good. In the next picture, I have placed another identical Merchant again at 1500 m, but this time I have canted it to 45 degs, and suddenly I can't read the RAOBF:


http://www.subsim.com/radioroom/pict...pictureid=2849


The 8 is on the wrong side. It looks like if it were on the reverse side, the angle might be close, but as it is, I have no degrees to determine AOB.

The final picture is another more extreme example of the above. This time I placed another identical Merchant at very close to 1500 meters but placed it facing me turned at a 20 deg angle. AOB should be 20 deg. The following is what I get:

http://www.subsim.com/radioroom/pict...pictureid=2850


Again, it looks like if the dial were reversed--if the 4 were on the other side in the same relative position, then the reading would be 20. But as it is, I don't have a tool with which to verify that, and attempting to do such geometric gymnastics in game would be tedious and frustrating in the extreme and shouldn't be necessary in a sane universe. The RAOBF is supposed to make things more immersive and to simplify AOB calculations.

So. What is wrong with this picture? Is it something I am doing wrong? I honestly don't think so. I have been over the prescribed procedure numerous times for hours on end. I know how to use it, which scales to take readings from, etc.

Help?

Obelix 08-09-10 08:50 PM

nodlew
+1 The same problem.
What about full manual RAOBF?

Krauter 08-09-10 10:15 PM

TDW; following a revelation in W_clears Environment thread that the clocks do not adjust to your positioning in-game (ex: Operation drumbeat.. so confusing with time change and what the weather is like outside)

I thought that perhaps we could make a function allowing the player (or the game to automatically) adjust the clocks in your u-boat and in-game to you're relative position in relation to time zones?

TheDarkWraith 08-09-10 10:29 PM

Quote:

Originally Posted by Krauter (Post 1463802)
TDW; following a revelation in W_clears Environment thread that the clocks do not adjust to your positioning in-game (ex: Operation drumbeat.. so confusing with time change and what the weather is like outside)

I thought that perhaps we could make a function allowing the player (or the game to automatically) adjust the clocks in your u-boat and in-game to you're relative position in relation to time zones?

something like this could be done. I believe there is a way to set the clock in game to a user defined time. What info I would need is what lines of longitude are time zones and what +x they give. After getting that I could see if I could make it.

Capt Jack Harkness 08-10-10 12:36 AM

Quote:

Originally Posted by TheDarkWraith (Post 1463812)
something like this could be done. I believe there is a way to set the clock in game to a user defined time. What info I would need is what lines of longitude are time zones and what +x they give. After getting that I could see if I could make it.

Done: http://www.geographicguide.com/planet/time-zones.htm

Of course, the time zones rarely follow straight lines of longitude... :rotfl2:

TheDarkWraith 08-10-10 01:20 AM

The UI for Automation is almost complete. What's left to do is add code for when you mouse over an activated script it highlights in black (and stays highlighted). Then if it's highlighted to add controls to allow you to start, stop, and pause that activated script. Clicking an activated script deactives it and removes it from the activated scripts list.
http://www.subsim.com/radioroom/pict...pictureid=2852

tuore 08-10-10 04:12 AM

Hmm.. I got this mod, installed the SH5Enhanced. It looks wonderful, and I especially like the shipping chart and the ship log.

However, when I'm trying to aim a torpedo and I hover the mouse over the ship's map symbol to see its speed, no pop up comes up. Why? Is it disabled in the mod? Because I suck at calculating it manually.
That's the only downside for me, and I'm not even sure if it's a downside (maybe the speed is shown elsewhere?)

Hooch 08-10-10 04:54 AM

possible glitch
 
TDW don't know if Ubisoft have changed anything but since yesterday when i open the captains hat and click on a signal it freezes that screen in place even though the rest of the sub reacts accordingly, ie change speed with
hotkeys etc.

Turtle01 08-10-10 09:54 AM

Quote:

Originally Posted by TheDarkWraith (Post 1463851)
The UI for Automation is almost complete. What's left to do is add code for when you mouse over an activated script it highlights in black (and stays highlighted). Then if it's highlighted to add controls to allow you to start, stop, and pause that activated script. Clicking an activated script deactives it and removes it from the activated scripts list.
http://www.subsim.com/radioroom/pict...pictureid=2852



mmmmh :o amazing !
Thank you for your work i am speechless.

Greets Turtle

PL_Andrev 08-10-10 11:59 AM

Quote:

Originally Posted by TheDarkWraith (Post 1463851)
What's left to do is add code for when you mouse over an activated script it highlights in black (and stays highlighted). Then if it's highlighted to add controls to allow you to start, stop, and pause that activated script. Clicking an activated script deactives it and removes it from the activated scripts list.

Mhmmm, good way.
But I suggest other solution for these scripts:
Click on officer icon -> teleport to this officer -> (or click on officer at his station) -> choose the correct script and check status from officer's dialog menu.

Adventages of this proposal:
- next step for "uboat's real life"
- no additional "unrealistic" dialog box for scripts menagement
- usying uboat officers dialog boxes
- no stupid dialogs (scripts instead "Herr kaleun, let's talk about my dog.")

Of course, this is only proposal...
:03:

Krauter 08-10-10 02:16 PM

I'm curious to see what you are trying to do with this automation.. I don't quite understand what you are trying to achieve

TheDarkWraith 08-10-10 02:23 PM

Quote:

Originally Posted by Krauter (Post 1464242)
I'm curious to see what you are trying to do with this automation.. I don't quite understand what you are trying to achieve

Let's say you're crossing the pond. Now while crossing the pond you usually do what? You stop every so often, dive, listen for sound contacts, surface, sweep the periscope looking for contacts, etc. Well what if all that was automated for you? Then you just sit back and let your 'XO' do all the work. It can be used for just about anything :D

For example here is one of the included scripts:

[AS]
TDW_Search
[CATEGORY]
Long Distance Travel
[COMMANDS]
Set_Time_Compression,1,0,0,0,0,0,0 ; set time compression to 1 and wait 1 second before next command
Return_to_course,0,0,0,0,0,0,0 ; ensure we're following waypoints and wait 1 second before next command
Activate_NavMap_Station,0,0,0,0,0,0,0 ; activate the nav map station so we can see the full map and wait 5 seconds before next command
Set_Time_Compression,32,0,0,0,0,0,3600 ; set time compression to 32 and wait 3600 seconds (1 hour) before next command
Set_Time_Compression,1,0,0,0,0,0,0 ; set time compression to 1 and wait 1 second before next command
Periscope_depth,0,0,0,0,0,0,60 ; go to periscope depth and wait 15 seconds before next command
All_stop,0,0,0,0,0,0,0 ; order all stop and wait 1 second before next command
Hydrophone_normal_sweep,0,0,0,0,0,0,60 ; tell hydrophone operator to normal sweep listening for contacts. Let him listen for 1 min (60 seconds) before next command
Report_nearest_sound_contact,0,0,0,0,0,0,10 ; report nearest sound contact heard and wait 10 seconds before next command (this gives time for user to cancel auto)
Rise_whole_obs_periscope,1,0,0,0,0,0,15 ; fully raise the attack scope and wait 15 seconds before next command (take a look around to ensure it's ok to surface)
Activate_Scope_Station,1,0,0,0,0,0,10 ; activate the attack scope station and wait 5 seconds before next command
Sweep_Scope,1,0,360,90.0,0,0,60 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished
Report_nearest_visual_contact,0,0,0,0,0,0,10 ; report nearest visual contact found. Wait 10 seconds before next command (this gives time for user to cancel auto)
Lower_whole_obs_periscope,0,0,0,0,0,0,5 ; fully lower the attack scope and wait 1 second before next command
Leave_Scope_Station,0,0,0,0,0,0,15 ; leave the scope station thus returning to nav map station and wait 1 second before next command
Ahead_standard,0,0,0,0,0,0,0 ; order ahead standard and wait 1 second before next command
Surface,0,0,0,0,0,1,90 ; surface the boat and wait 1 second before next command
Activate_Scope_Station,2,0,0,0,0,0,120 ; activate the UZO scope
Sweep_Scope,2,0,360,90.0,0,0,5 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished
Leave_Scope_Station,2,0,0,0,0,0,0
Loop,2,0,0,0,0,0,0 ; loop through all this 2 times before stopping and ending this script
[COMMANDS_END]

so when you select the category Long Distance Travel and then you enable (start) the TDW_Search script in Automation the following happens:

- time compression is set to 1
- return to course order is given
- nav map is called up
- time compression is set to 32
- 1 hr of game time passes
- time compression set back to 1
- periscope depth is then ordered up
- all stop is ordered up
- hyrdophone operator is told to perform normal sweep of hydrophone looking for contacts
- hydrophone operator is asked for nearest sound contact
- obs pericope is risen and obs scope station activated
- obs scope is swept from bearing 0 to bearing 360 in 90 seconds
- nearest visual contact is requested
- obs scope then lowered and obs scope station if left
- ahead standard ordered up
- surface order given
- UZO scope station activated
- UZO swept from bearing 0 to bearing 360 in 90 seconds
- UZO station left
- loop everything done again

Automation.....beautiful....sit back and be Captain!

tuore 08-10-10 03:11 PM

Quote:

Originally Posted by tuore (Post 1463890)
Hmm.. I got this mod, installed the SH5Enhanced. It looks wonderful, and I especially like the shipping chart and the ship log.

However, when I'm trying to aim a torpedo and I hover the mouse over the ship's map symbol to see its speed, no pop up comes up. Why? Is it disabled in the mod? Because I suck at calculating it manually.
That's the only downside for me, and I'm not even sure if it's a downside (maybe the speed is shown elsewhere?)

Anyone?


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