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

TheDarkWraith 08-27-10 08:24 PM

Quote:

Originally Posted by sober (Post 1479171)
Could you give us another button ,
TCx1OnMessageBoxAllText On/Off .

I'm guessing in the top right bar is where you'd like it?

THE_MASK 08-27-10 08:27 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479173)
I'm guessing in the top right bar is where you'd like it?

Yes please .

Fearless 08-27-10 09:22 PM

Quote:

- updated Automation's Sweep_Scope command. It now has greater functionality and use
- added new commands to Automation: Advanced_knuckle, Activate_hydrophone_station, Leave_hydrophone_station, Sweep_hydrophone
Hi TDW,

When I activate the Automation command, It will only do a sweep scope. I don't have any new commands that I can select.

Any ideas?

TheDarkWraith 08-27-10 09:27 PM

Quote:

Originally Posted by Fearless (Post 1479224)
Hi TDW,

When I activate the Automation command, It will only do a sweep scope. I don't have any new commands that I can select.

Any ideas?

You should make your own custom script. What script were you running?

Fearless 08-27-10 09:50 PM

The sweep script that was already available when I Installed v404.

TheDarkWraith 08-27-10 10:24 PM

Quote:

Originally Posted by Fearless (Post 1479250)
The sweep script that was already available when I Installed v404.

navigate to \data\Automation and open up the file TDW_Automation.SHA (you can open it up with notepad). In that file contains everything you'll want to know about Automation :yep:

TheDarkWraith 08-28-10 09:27 AM

from a post in another thread:

Quote:

Originally Posted by Capt Jack Harkness (Post 1479416)
Not sure if this comment would best be posted here or in TDW's UI thread because it involves a bit of both, but could we first implement a delay between ordering a speed change and the engine room answering (SH4 had this) and then get the little red light on the telegraph repeater in the hydrophone room (the one in the bottom of that pic) to flash between the two?

Actually, it'd be even cooler if TDW could make the delay before the engines answer slightly random, perhaps dependent on battlestations and/or morale...

I have the code in place to do the delay and it works. When you order up a new bell or speed the speed graph or the new bell flashes to let you know you ordered a new bell/throttle and then it computes the delay before actually giving the command.
Now what I need to define is the delay:
here's what I have so far:

newbelldelay = PDH_RndNumGen.Next( GetNewSpeedThrottleDelayMin(), GetNewSpeedThrottleDelayMax() )
if GetBattlestationsActivated():
newbelldelay /= 2.0

newbelldelay gets a random value between the min and max delay times allowed. If battlestations are activated then this time is cut in half. Now the crew morale part I was going to let have a 50% influence on the delay:

((newbelldelay * 0.5) * (1 - officercurrentmorale)) + newbelldelay = the final delay time

if the random number picked was 5 and officer's morale was 0.75:

(5 * 0.5) * (1 - 0.75) + 5 = new bell delay
2.5 * 0.25 + 5 = new bell delay
new bell delay = 5.625 seconds

NOTE: this delay will only work in SH5 Enhanced mode as I can 'trap' the command before it's given

charognard 08-28-10 03:54 PM

DW i m using your mod, it work fine, but a little thing will be cool, hi have hide the information popup, and activated same color for contact and same shame for all boat, but on map, when the mouse is over a contact, there is allways a popup with boat type ( marchant, warship ). Can u disable it too in your next release ?

TheDarkWraith 08-28-10 04:21 PM

Quote:

Originally Posted by charognard (Post 1479766)
DW i m using your mod, it work fine, but a little thing will be cool, hi have hide the information popup, and activated same color for contact and same shame for all boat, but on map, when the mouse is over a contact, there is allways a popup with boat type ( marchant, warship ). Can u disable it too in your next release ?

see here: http://www.subsim.com/radioroom/show...postcount=3718

Abd_von_Mumit 08-28-10 05:15 PM

Just installed 4.0.4. Noticed a tiny bug: my thingy (lever?) for floodoing/closing tube 1 doesn't work and says "disabled" in attack periscope view. Tubes 2-5 work just fine. Tube 1 used to work in 4.0.3 as well.

Another bug that drives me mad is: my UZO randomly switches from normal state to unzoomed state. Now I know UZO doesn't zoom, but this one does it on itself. Graticules are then tiny and in the very middle of the UZO, and it comes back to its normal state after I scroll my mouse wheel. Happens often, about every 15-60 seconds of using UZO. I think that may be caused by objects appearing in the view that are very close (Watch Officer hand, parts protruding from the conning tower: scopes, antennas). Very frustrating. I had this in 4.0.3 as well. In case of need I'll post screens of how it looks normally and when bugged.

This is my set of mods that could be related to it (the only other mod that could cause that bug is MRP i think):

NewUIs_TDC_4_0_4_ByTheDarkWraith
NewUIs_TDC_4_0_4_6x_6x_7x_RAOBF_patch
MRP 1.3 light
MRP 16x9 patch
NewUIs_TDC_4_0_4_ERM_Reaper7_NightVision
NewUIs_TDC_4_0_4_No_Contact_Colors
NewUIs_TDC_4_0_4_No_Contact_Tails
Advanced Shift Keys 2.1

EDIT: After I CTD and restarted tube 1 lever is operational again. Seems it was non-MUI bug.

TheDarkWraith 08-28-10 05:39 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1479807)
Just installed 4.0.4. Noticed a tiny bug: my thingy (lever?) for floodoing/closing tube 1 doesn't work and says "disabled" in attack periscope view. Tubes 2-5 work just fine. Tube 1 used to work in 4.0.3 as well.

Another bug that drives me mad is: my UZO randomly switches from normal state to unzoomed state.

for the UZO, disable all MODS except UIs mod and see if problem still exists.

As for tube 1 not sure. Were you loading a tube at the time? Had you just fired a torpedo? Irregardless of whether it says disabled or not if there's a torp in it you can fire it.

charognard 08-28-10 06:29 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479781)

Great !! Thx !

TheDarkWraith 08-28-10 07:53 PM

v4.1.0 released. See post #1 for details :|\\

Venatore 08-28-10 08:00 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479931)
v4.1.0 released. See post #1 for details :|\\

TheDarkWraith,

I thank you for your hard work and dedication for delivering a high quality mod with excellent enhancements for us in the Silent Hunter V realm.

Kind Regards

Ven

Capt Jack Harkness 08-28-10 08:15 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479475)
from a post in another thread:



I have the code in place to do the delay and it works. When you order up a new bell or speed the speed graph or the new bell flashes to let you know you ordered a new bell/throttle and then it computes the delay before actually giving the command.
Now what I need to define is the delay:
here's what I have so far:

newbelldelay = PDH_RndNumGen.Next( GetNewSpeedThrottleDelayMin(), GetNewSpeedThrottleDelayMax() )
if GetBattlestationsActivated():
newbelldelay /= 2.0

newbelldelay gets a random value between the min and max delay times allowed. If battlestations are activated then this time is cut in half. Now the crew morale part I was going to let have a 50% influence on the delay:

((newbelldelay * 0.5) * (1 - officercurrentmorale)) + newbelldelay = the final delay time

if the random number picked was 5 and officer's morale was 0.75:

(5 * 0.5) * (1 - 0.75) + 5 = new bell delay
2.5 * 0.25 + 5 = new bell delay
new bell delay = 5.625 seconds

NOTE: this delay will only work in SH5 Enhanced mode as I can 'trap' the command before it's given

Definitely moving in the right direction, but I think 5 seconds is a bit too much... Maybe something more like 2 seconds on average? 5 seems more like the throttle men are playing cards in the motor room and have to run out to the engines when a new bell is rung... :har:


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