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

TheBeast 07-13-10 04:39 PM

Quote:

Originally Posted by karamazovnew (Post 1443393)
Quite a while ago, there had been discussions on weather the AOB dial on the TDC was linked to the sub's course. The consensus was the germans did have such technology so they'd be crazy not to use it. Here's why...

Say you have a target at bearing 040 with an AOB of 90. You set them into the TDC and you change course to starboard by 40 degrees. The target is now at your 000 and its AOB hasn't changed much.. it's still 90. But on the TDC the AOB shows 130. In other words, every time you need to change course, you also need to correct the AOB by the amount of degrees you have turned. I've dealt with this in my tutorial on manual targeting. But I've been wondering... TDW, can you make a scripted aob dial that's linked to both the Bearing and the Compass so that changes in either one would affect the AOB too?

Didn't the US Subs in SH4 do this for you? If so, maybe looking at SH4 US boats for example could be useful...

TheDarkWraith 07-13-10 05:53 PM

Reaper7 gave permission for me to use his Enhanced Recognition Manual in my UIs mod. I had to modify it to make it work and I enhanced it some. Those enhancements are:

- clicking anywhere on the top cover opens up the rec manual
- the close button for the rec manual has been moved to the top of the bottom page. Clicking it closes the rec manual at any time and shows the front cover (even is ship pictures are shown in top page. Reopening the rec manual will show it just as it was before closing it)
- the arrows to scroll through the ships has been moved to the bottom of the bottom page
- fixed locations of state items
- made it night vision friendly
- rewrote the PageXO_TDC_Dialog.py file
- the tab attached to the right of the rec manual is used to 'drag' the rec manual now. You can only 'drag' the rec manual using this
- removed unused menu items from the PageXO_TDC_Dialog.ini file

You use the togglable XO icon in the top right expanded bar to control it's visibility just like the XO TDC Dialog box. It behaves just like the XO TDC dialog box does (if it's not visible and the user option for it to become visible on contact lock is enabled and you lock onto a contact then it pops up on screen).

It'll be included in versions > 3.4.1 and I'll release a stand-alone add-on mod for those users using v3.4.1 currently.

http://www.subsim.com/radioroom/pict...pictureid=2500

See post #1 for details and downloading add-on mod for v3.4.1

zack 07-13-10 06:53 PM

first,many thanks for youre effort :up:

second,i have still the bug with the torpedodoors.
After starting a new champaign and firering the first fish and reloding,the door is labeled at "out of order".
any reasons to fix it?

i use v 3.4.1.

TheDarkWraith 07-13-10 06:57 PM

Quote:

Originally Posted by zack (Post 1443552)
first,many thanks for youre effort :up:

second,i have still the bug with the torpedodoors.
After starting a new champaign and firering the first fish and reloding,the door is labeled at "out of order".
any reasons to fix it?

i use v 3.4.1.

check the \data\Menu\menu.txt file for correct entries of this:

; the next two below come from entry 659 and should match!
9025=Tube
9026=ready!

so if you look at entry 659 the first part of it is 9025 and the second part of it is 9026. Do they agree?
What depth were you at when you fired them? What depth were you at when it was reloaded? When it reloaded were you in any of the scope views (attack, obs, or UZO) or did you have the nav map shown?

zack 07-13-10 07:05 PM

Quote:

Originally Posted by TheDarkWraith (Post 1443555)
check the \data\Menu\menu.txt file for correct entries of this:

; the next two below come from entry 659 and should match!
9025=Tube
9026=ready!

so if you look at entry 659 the first part of it is 9025 and the second part of it is 9026. Do they agree?
What depth were you at when you fired them? What depth were you at when it was reloaded? When it reloaded were you in any of the scope views (attack, obs, or UZO) or did you have the nav map shown?

yes,the menu.txt works correct.

now i found out,during reload the torpedos and save the game comes this bug.
when the torps ready reload and then save/load the game works all correct.
i can ile with this,thanks. :DL

edit:
no,I was mistaken :/

karamazovnew 07-14-10 03:41 AM

Quote:

Originally Posted by TheBeast (Post 1443468)
Didn't the US Subs in SH4 do this for you? If so, maybe looking at SH4 US boats for example could be useful...

Nope, US subs had a PK. One could an inverted sub course dial around the AOB dial, but you'd still have to correct the AOB by hand after each course change.

TheDarkWraith 07-14-10 01:27 PM

added the previous unit and next unit commands to the mod. You can safely view the prev and next units now using the arrows when in external camera. These arrows only appear when in external camera mode:
http://www.subsim.com/radioroom/pict...pictureid=2505

will be in v3.5.0. I'm doing final testing on it now :D

EDIT:

works good! You can get some great still shots from this.

TheDarkWraith 07-14-10 02:18 PM

v3.5.0 released. See post #1 for details :|\\

reaper7 07-14-10 02:50 PM

Getting up an error in the option script. RE the directory address is not reading correct, missing the \ between Silent Hunter 5 and Data.

http://i236.photobucket.com/albums/f...%205/Error.jpg
:up:


EDIT: Ok got it working by changing the following in the options script
(at the install path in front of data add 2 back slashes \\)



# save the install path
SetSH5InstallPath( installpath )
rostersea = List[ Array[ String ] ]()
mastheights = Dictionary[ String, float ]()
# get all the names defined in roster's Sea
namespath = installpath + "\\data\\Roster\\"
rosterfilename = "Names.cfg"



rosterfile.Close()
#msg = ""
#for entry in rostersea:
# msg += "Name=" + entry[ 0 ] + "\tClass=" + entry[ 1 ] + "\n"
#ScriptManagerManaged.ShowPythonError( msg )
# get all the folders in \data\Sea
#msg = "Mast Heights:\n\n"
seapath = installpath + "\\data\\Sea"

TheDarkWraith 07-14-10 04:15 PM

You're the first person to ever have this error.....things never cease to amaze me with this game :nope: I haven't touched that code in like 12 versions of the mod :hmmm:

On mine and everyone else's that I know of it works correctly as is coded. Sounds like a Python localization issue on your computer. I'll see about making the strings raw strings and see if that helps.

EDIT:

I broke the WEPS-->Identify target automatic mast height in v3.5.0. I'm fixing it now and will be releasing bugfix v3.5.1

reaper7 07-14-10 05:09 PM

Quote:

Originally Posted by TheDarkWraith (Post 1444398)
You're the first person to ever have this error.....things never cease to amaze me with this game :nope: I haven't touched that code in like 12 versions of the mod :hmmm:

On mine and everyone else's that I know of it works correctly as is coded. Sounds like a Python localization issue on your computer. I'll see about making the strings raw strings and see if that helps.

EDIT:

I broke the WEPS-->Identify target automatic mast height in v3.5.0. I'm fixing it now and will be releasing bugfix v3.5.1


:haha: Thats what they call a Ghost in the Machine.

Its the first time I've loaded up your Mod in along time to play. :D
Amazed I'm the only one with that error though :hmmm:.

TheDarkWraith 07-14-10 05:11 PM

Quote:

Originally Posted by reaper7 (Post 1444463)
:haha: Thats what they call a Ghost in the Machine.

Its the first time I've loaded up your Mod in along time to play. :D
Amazed I'm the only one with that error though :hmmm:.

I changed the way the function makes the file paths now. It shouldn't give you anymore errors about it in v3.5.1. When it releases let me know if it still gives you errors or not.
I'm ensuring the WEPS-->Identify target automatic mast height is working again currently.
I was playing the game and told WEPS to identify target and the mast height showed 99.9.....I was like crap....I tried a new way of getting the ship's name and it worked but forgot to test it with WEPS-->Identify target....

Sepp von Ch. 07-14-10 05:13 PM

Quote:

Originally Posted by TheDarkWraith (Post 1443507)
Reaper7 gave permission for me to use his Enhanced Recognition Manual in my UIs mod. I had to modify it to make it work and I enhanced it some.


:yeah: Thank you TDW and Reaper7!

reaper7 07-14-10 05:29 PM

Quote:

Originally Posted by TheDarkWraith (Post 1444467)
I changed the way the function makes the file paths now. It shouldn't give you anymore errors about it in v3.5.1. When it releases let me know if it still gives you errors or not.
I'm ensuring the WEPS-->Identify target automatic mast height is working again currently.
I was playing the game and told WEPS to identify target and the mast height showed 99.9.....I was like crap....I tried a new way of getting the ship's name and it worked but forgot to test it with WEPS-->Identify target....

Will let you know how it goes on release :up:.

Quote:

Originally Posted by Josef von Posorschitz (Post 1444470)
:yeah: Thank you TDW and Reaper7!

No problem, glad you like it and Don't forget Magnum he redid the Graphics for a much Improved look.
He also has a version that includes stadimeter lines if you use it with stock. :)

Sepp von Ch. 07-14-10 05:34 PM

Quote:

Originally Posted by reaper7 (Post 1444492)
Don't forget Magnum he redid the Graphics for a much Improved look.

Yes, you´re right. I highly appreciate your work gentlemen (TDW, Reaper and Magnum).


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