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

Stormfly 06-08-10 04:06 AM

...it seams that the UI scripts arent working while the UI is invisible (NUM del key, no automatic recharge or std propullsion switching).

Could someone confirm or is it just me ? :hmmm:

jwilliams 06-08-10 04:57 AM

Log file for the ship's journal and editor.

Problem solved. :woot:

It's to do with the regional settings. The way the date is displayed (i'm guessing). :hmmm:

NZ = 8/06/2010 and Tuesday, 8 June 2010
notice its (day/month/year)
US = 6/8/2010 and Tuesday, June 08, 2010
notice its (month/day/year)

I had the setting set to English (New Zealand). Changed it to English (United States) and now my files load into the editor.

I'll have to test ingame. dont have time right now. but would think it would load fine. I'll confirm tomorrow.

:woot:

************************************************** ************************************************** ****

Now i just gotta get used to seeing the date displayed wrong. :O::D

ustahl 06-08-10 08:43 AM

Conflicts with customized commands.cfg
 
I don't if this has been adressed before in this huge thread... Anyway:

I have customized and remapped some keyboard commands in commands.cfg, heck, I even reworked the graphic help files to display my customized keyboard commands accordingly when pressing F1. It worked like a charme! This was before I started using TDW's UIs mod.
As I'm now running TDW's UIs mod v2.91, some of my customized key commands work strange or not at all. Conflict examples:

I had mapped F5 to toggle man deck gun and F6 to toggle man AA gun. They still toggle manning the guns, But each time I press F5 or F6 the voice alert of surfacing the boat is heard, followed by the relevant surfacing sounds. My F8 for silent running seems defunct. Then again F7 for Battle Station seems intact.:hmmm:

It seems that some settings in some .py files overwrite settings in commands.cfg.
How can such conflicts be fixed?

TheDarkWraith 06-08-10 08:48 AM

Quote:

Originally Posted by ustahl (Post 1414512)
I don't if this has been adressed before in this huge thread... Anyway:

I have customized and remapped some keyboard commands in commands.cfg, heck, I even reworked the graphic help files to display my customized keyboard commands accordingly when pressing F1. It worked like a charme! This was before I started using TDW's UIs mod.
As I'm now running TDW's UIs mod v2.91, some of my customized key commands work strange or not at all. Conflict examples:

I had mapped F5 to toggle man deck gun and F6 to toggle man AA gun. They still toggle manning the guns, But each time I press F5 or F6 the voice alert of surfacing the boat is heard, followed by the relevant surfacing sounds. My F8 for silent running seems defunct. Then again F7 for Battle Station seems intact.:hmmm:

It seems that some settings in some .py files overwrite settings in commands.cfg.
How can such conflicts be fixed?

any hotkeys that are used by the mod can be disabled and/or changed to a different key by editing the options file. I am unable to use the F1-F12 keys though so I can't see how the mod would be causing problems with any of the F keys pressed (none of the F keys are used by the mod).

blkdimnd 06-08-10 08:49 AM

Beta??
 
Any chance you can point me to the beta of your mod? (Ver. 3 I believe)

I'd like to play with it since you have the mast height working.

(Using the mill markings, isn't working for me. I've found 5 different formulas on this thread, and don't know which one is correct.)

TheDarkWraith 06-08-10 09:19 AM

Quote:

Originally Posted by blkdimnd (Post 1414515)
Any chance you can point me to the beta of your mod? (Ver. 3 I believe)

I'd like to play with it since you have the mast height working.

(Using the mill markings, isn't working for me. I've found 5 different formulas on this thread, and don't know which one is correct.)

the current release, v2.9.1, can be found at post #1 of this thread. The mast height is working in that version.

blkdimnd 06-08-10 11:06 AM

Quote:

Originally Posted by TheDarkWraith (Post 1414537)
the current release, v2.9.1, can be found at post #1 of this thread. The mast height is working in that version.


Then it's operator error on my side, I can't seem to get the distances right using the stadimeter. :hmmm:

(Wish there was an actual manual for the game, not just a pdf with guidelines, and a tutorial mission that teaches nothing!! :down:)

TheDarkWraith 06-08-10 11:12 AM

Quote:

Originally Posted by blkdimnd (Post 1414642)
Then it's operator error on my side, I can't seem to get the distances right using the stadimeter. :hmmm:

(Wish there was an actual manual for the game, not just a pdf with guidelines, and a tutorial mission that teaches nothing!! :down:)

Ensure you have TDC turned on (this is enabled via the XO TDC dialog box). You have to lock onto the target either by pressing the spacebar or clicking the 'lock' button on the scope display. After locking onto the target, you have to identify it. You can either use the XO TDC dialog box or click on WEPS-->Torpedo attack-->Identify target. Once the target is identified the correct mast height will be entered for it. Then you can use the stadimeter to get the range reading. Note: using the stadimeter resets the AOB and speed dials in the TDC. I've not been able to work around this hard code bug yet so you'll have to reset the information you had in them before using the stadimeter.

furby 06-08-10 11:29 AM

been testing all day...

Sub center on TAI map working fine.

Did a convoy attack and used the new speed finder, targets from 1000m to 4000m all speeds almost spot on(checked with map contacts)...ran the checker for 20 secs 3 times...each time the finder was getting closer....3rd time almost spot on. :yeah:

only thing not working 100% was the open/close tubes...but couldnt pin down what was causing it.

the error seemed a bit random...90% working then 5th tube would not open(i think it was after loading the torp from outside reserve... will check that again).

heres a pic...
http://img411.imageshack.us/img411/3784/torp.png
By furbs9999 at 2010-06-08

apart from that looking great!

TheDarkWraith 06-08-10 11:44 AM

Quote:

Originally Posted by furby (Post 1414655)
been testing all day...

Did a convoy attack and used the new speed finder, targets from 1000m to 4000m all speeds almost spot on(checked with map contacts)...ran the checker for 20 secs 3 times...each time the finder was getting closer....3rd time almost spot on. :yeah:

only thing not working 100% was the open/close tubes...but couldnt pin down what was causing it.

the error seemed a bit random...90% working then 5th tube would not open(i think it was after loading the torp from outside reserve... will check that again).

glad to hear the new speed finder is working good :up: Do I need to assign a hotkey for the new speed finder or is clicking the icon sufficient?

What was the message in the messagebox you receive when the tube is ready from loading from outside reserve? If you can send me your ship's journal of that convoy attack that will help me figure out what's wrong with the torp tube doors (tube #5 in your case) :yep:

You know you can press the 'L' key to hide the messagebox and move the XO TDC box over to a more favorable spot right?

furby 06-08-10 12:19 PM

ok...can you tell me where to find the file cos i cant seem to locate it...and i will send it over.

TheDarkWraith 06-08-10 12:23 PM

Quote:

Originally Posted by furby (Post 1414690)
ok...can you tell me where to find the file cos i cant seem to locate it...and i will send it over.

you have to save the ship's journal first. Open up the ship's journal then click on the save icon. Give it a name (without extension) and click Accept. The name you typed plus the extension '.dat' will be found in your \Silent Hunter 5\Logs folder.

furby 06-08-10 12:50 PM

ahhh....i think i have saved over that attack...bugger...sorry. :wah:

TheDarkWraith 06-08-10 03:29 PM

Bearing plotter on other than last two zoom levels anyone?? :rock: Yes, with some clever thinking and even more clever scripting I've made a bearing plotter available at ALL zoom levels (but it's not needed at the last two currently - but editing the of the ship file can take away the stock bearing plotter so that this one can be used at all times). Currently it doesn't rotate to keep in sync with sub's heading but that's an easy fix. I just wanted to see if it could even be done.
http://www.subsim.com/radioroom/pict...pictureid=2214

kylania 06-08-10 03:47 PM

That's awesome, but I'd suggest this one instead:

http://www.ordre-des-neos-templier.f...S/gisement.rar

Far more useful and detailed. :DL


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