![]() |
I call these contacts that appear when you drag a waypoint 'Waypoint contacts'. Here are those waypoint contacts with same shape and no color:
http://www.subsim.com/radioroom/pict...pictureid=2769 so now I can make them disappear, change shape, basically do whatever I want them to do. I'll be releasing a new version 3.9.3 with this fix. |
Could an early-war U-Boat detect surface contacts with it's hydrophones?
Sailor Steve has told me categorically 'no'. Why is there a rotating radar loop on my '39 U-Boat? My pointer keeps disappearing when the ID manual is brought up, making this U.I. Mod unplayable :cry: I don't wanna have to press Shift+Z several times to bring it back. This is obviously a problem with a lesser than optimum resolution. In the screenshot below you'll see that almost the entire viewport is obscured by this gubbins, can we move it somewhere else? I know there's a toggle to switch it off, but it shouldn't be there in the first place and if you switch off this part of the interface then how the hell do you use the stadimeter?! It's symptomatic of a poorly desgined U.I. I'm talking about the initial design, not the great work you've done DW. Please test your U.I. in the 16:9 Res to see what I mean. http://img69.imageshack.us/img69/6568/36755876.jpg |
I like you mod, installed it today with a bunch of other mods I had running at the time, got a whole bunch of Program stopped responding errors and it took me a bit to get it all worked out. Played one game, now when I attempt to load the game again the Program terminates again on loading. I have uninstalled the game and am loading it back on as I type, will report back later on.
In the meantime is there a load order for this mod, I mean what mod do I load first, second, third? Your UI mod wants to be over ridden by some of the other mods that you have added to the overall mod no matter what order I load them. Any insight, thanks. |
Quote:
Txema |
Quote:
- enable XO TDC Dialog box draggable in the options file so you can drag it wherever you want or - press the 'L' key to hide the messagebox and move the XO TDC Dialog box to more favorable position on right side of screen |
Quote:
|
Awesome!
Just installed the SH5 UI. It is truly a game changer!
Thanks for all of your hard work. |
Quote:
I'm looking to add an add-on mod to disable the hydrophone when surfaced. |
Sorry but what do the following files do?
ERM Reaper7 NightVision |
Quote:
it's Reaper7's enhanced rec manual revised by myself |
Ahh, excellent, at the moment I use his Enhanced Recognition manual 2.0
|
Quote:
See post #1 for details :|\\ The options file is unchanged in this version. |
Well TDW, I know I said it a hundred times, but I need to tell you once again: You're the man! :salute:
I'll just try the new version! Thank you for your great work! :up: |
Quote:
; Automation ; Allows for player to automate common tasks while in patrol ; ; Available commands (from \data\cfg\commands.cfg): ; ; format: ; command,x,y,t ; command is the name of the command to execute ; x = parameter 1 of command ; y = parameter 2 of command ; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 1 second to account for code overhead ; ; a press of any key cancels the automation script! ; ; ; Set_depth,x,y,t - Dive to a depth of x meters. If y=0 then don't do a depth under keel check. If y=1 then check depth under keel before diving. If x > depth under keel then x will be set to: current depth < x < depth under keel - 5 ; Surface,0,0,t - surface the boat ; Periscope_depth,0,0,t - go to periscope depth. ; Snorkel_depth,0,0,t - go to snorkel depth ; Knuckle_port,0,0,t - 90 degree turn to port ; Double_knuckle_port,0,0,t - 90 degree turn to port followed by a short straight run followed by another 90 degree turn to port ; Knuckle_starboard,0,0,t - 90 degree turn to starboard ; Double_knuckle_starboard,0,0,t - 90 degree turn to starboard followed by a short straight run followed by another 90 degree turn to starboard ; Deploy_decoys,0,0,t - deploys decoys (noise makers) ; Activate_radar,0,0,t - activate radar (turn on) if installed ; Radar_toggle_range - toggle radar range between short and far ; Deactivate_radar,0,0,t - deactivate radar (turn off) if installed ; Rise_whole_periscope,0,0,t - fully raise the attack scope ; Lower_whole_periscope,0,0,t - fully lower the attack scope ; Get_depth_under_sub_keel,0,0,t - get the depth under the sub's keel ; Rise_whole_obs_periscope,0,0,t - fully raise the obs scope ; Lower_whole_obs_periscope,0,0,t - fully lower the obs scope ; Rig_for_silent_running,0,0,t - set silent running (minimal noise) ; Secure_from_silent_running,0,0,t - secure from silent running ; Set_speed,x,0,t - set the current sub's speed ; Ahead_slow,0,0,t - ahead slow bell ; Ahead_one_third,0,0,t - ahead 1/3 bell ; Ahead_standard,0,0,t - ahead standard bell ; Ahead_full,0,0,t - ahead full bell ; Ahead_flank,0,0,t - ahead flank bell ; Back_slow,0,0,t - back slow bell ; Back_standard,0,0,t - back standard bell ; Back_full,0,0,t - back full bell ; Back_emergency,0,0,t - back emergency bell ; All_stop,0,0,t - all stop bell ; Set_course,x,0,t - set course relative to current course ; Set_heading,x,0,t - set new heading ; Return_to_course,0,0,t - return to following waypoints ; Report_depth_under_keel,0,0,t - get the depth under sub's keel ; Report_nearest_visual_contact,0,0,t - get the nearest visual contact spotted by crew ; Report_nearest_radio_contact,0,0,t - report the nearest radio contact received/detected ; Radar_one_sweep,0,0,t - perform one sweep of radar (if installed) ; Radar_continuous_sweep,0,0,t - continuous sweep of radar (if installed) ; Report_nearest_sound_contact,0,0,t - report the nearest sound contact detected. ; Report_nearest_warship_sound_contact,0,0,t - report the nearest warship sound contact detected ; Hydrophone_normal_sweep,0,0,t - perform normal sweeps on hydrophone ; ; ; Additional commands: ; ; Set_Time_Compression,x,0,t - set time compression to x value (x must be a power of 2!) ; Sweep_Scope,x,y,t - sweep the scope from a start of x degrees to an end of y degrees. Time to sweep from x to y determined by t. Next command will be issued after t time ; Activate_Scope_Station,x,0,t - activates a scope station where x = the scope station number (0=attack, 1=obs, 2=UZO) ; Leave_Scope_Station,0,0,t - leaves the scope station and returns to bridge ; Activate_NavMap_Station,0,0,t - activates the navigation map station ; Leave_NavMap_Station,0,0,t - leaves the nav map station and returns to bridge ; Loop,0,0,t - loop this automation script t times before stopping ; ; ; You define an Automation Script by starting with the header [AS] followed by the name of the script on the following line. Then immediately following that the header [COMMANDS]. Then your commands line by line followed finally by [COMMANDS_END] ; ; [AS] TDW_Cruise [COMMANDS] Return_to_course,0,0,1 ; ensure we're following waypoints and wait 1 second before next command Activate_NavMap_Station,0,0,5 ; activate the nav map station so we can see the full map and wait 5 seconds before next command Set_Time_Compression,32,0,3600 ; set time compression to 32 and wait 3600 seconds (1 hour) before next command Set_Time_Compression,1,0,1 ; set time compression to 1 and wait 1 second before next command Periscope_depth,0,0,15 ; go to periscope depth and wait 15 seconds before next command All_stop,0,0,1 ; order all stop and wait 1 second before next command Hydrophone_normal_sweep,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,0,0,10 ; report nearest sound contact heard and wait 10 seconds before next command (this gives time for user to cancel auto) Rise_whole_periscope,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,0,0,5 ; activate the attack scope station and wait 5 seconds before next command Sweep_Scope,0,360,60 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished Report_nearest_visual_contact,0,0,10 ; report nearest visual contact found. Wait 10 seconds before next command (this gives time for user to cancel auto) Leave_Scope_Station,0,0,1 ; leave the scope station thus returning to nav map station and wait 1 second before next command Lower_whole_periscope,0,0,1 ; fully lower the attack scope and wait 1 second before next command Ahead_standard,0,0,1 ; order ahead standard and wait 1 second before next command Surface,0,0,1 ; surface the boat and wait 1 second before next command Loop,0,0,5 ; loop through all this 5 times before stopping and ending this script [COMMANDS_END] |
Hey TheDarkWraith. Great UI. I've been using it since its inception. :yeah:
One question about all of your new add-ons in 3.9.3. Just for instance, do we need to use both versions of the add-ons? Say, I want to use No_Contact_Colors, do I also need to enable Waypoint_Contacts_No_Color? Or is it an optional thing where you would choose one and use it like: NewUIs_TDC_3_9_3_No_Contact_Colors - Use this if you just don't want colors NewUIs_TDC_3_9_3_Waypoint_Contacts_No_Colors - Use this if you don't want contact colors on original contact and the "ghost" images Thanks, and sorry if this is confusing because I'm confused too. :03: |
All times are GMT -5. The time now is 02:57 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.