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

TheDarkWraith 09-01-10 01:45 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1482727)
You misunderstood my question - I asked for reverse situation - a new script, old UI mod.

not compatible. Script parser will fail on encountering the [DESCRIPTIONS] or [DESCRIPTIONS_END] headers with versions prior to v4.2.0

Abd_von_Mumit 09-01-10 01:52 PM

Quote:

Originally Posted by TheDarkWraith (Post 1482730)
not compatible. Script parser will fail on encountering the [DESCRIPTIONS] or [DESCRIPTIONS_END] headers with versions prior to v4.2.0

Ok, so I'll update my mod (hihi) for version 4.2, but will also keep old version avaiable for thos who still use 4.1.

4.2 updates are awesome. :salute:

Abd_von_Mumit 09-01-10 04:40 PM

A new set of issues:

1. Wrong info in Automation docs: "; a press of any key cancels the automation script!"

2. There's 1 option too few for flak in Set_guns:
; if c=
;Deck guns:
; 0 = Aim command deck
; 1 = Aim weapons
; 2 = Aim waterline
; 3 = Aim hull
;
;Flak guns:
; 0 = Aim fighters
; 1 = Aim bombers
; 2 = Aim any
; 3 = Closing targets
; 4 = any targets
I can't set "Aim any" and "any targets" in the same time.

3. As for now no script descriptions ±re displayed in my game (for no scripts, including yours).

4. The below script is not shown in Automation window at all. I wonder why:
Code:

; To learn more about scripts check ./data/Automation/TDW_Automation.SHA

[AS]
Test        ; Script name
[CATEGORY]
Patrol routine        ; Script category name
[COMMANDS]
Set_new_depth,20,0,0,0,0,0,60        ; Go to 20 metres depth, after 60 seconds execute next line
All_stop,0,0,0,0,0,0,120        ; Stop all engines, after 120 seconds execute next line
Sweep_hydrophone,0,359,180,4099,60
Report_nearest_sound_contact,0,0,0,0,0,0,60        ; Report nearest sound contact, after 60 seconds execute next line
Surface,0,0,0,0,0,0,0        ; Surface, then immediately execute next line
Ahead_slow,0,0,0,0,0,0,120        ; Engines slow ahead bell, after 120 seconds execute next line
Set_new_speed,7.4,0,0,0,0,0,0 ; Set speed as 7.4 knots (most fuel efficient)
Set_guns,2,1,0,1,4,0,0
Print_message,0,0,Will order a crash dive in 20 seconds. Better hide now,0,0,0,20
Crash_dive_now,0,0,0,0,0,0,0
[COMMANDS_END]        ; End of the script
[DESCRIPTION]Test 0
Test 1
Test 2[DESCRIPTION_END]

5. Game refuses to run any script at all (after pressing "play" button scripts are still just red).

My settings file:
http://pastebin.com/6RNWisMp



EDIT: Seems the script I pasted above screwed whole script engine - when I removed it and installed old version 1.0 of my scripts all went back to normal: scripts work, a tool tip is displayed win "No description available". Testing further.

EDIT2: --

EDIT3: Now I confirmed that the very existence of the script pasted above breaks the script engine - no other scripts can be used, and the one pasted above is not even being displayed.
This could be cause by
Code:

; Sweep_hydrophone,x,y,a,b - sweep the hydrophone from a start of x degrees to an end of y degrees. Time to sweep from x to y determined by a. Next command will be issued after time t (time t doesn't start until sweeping complete). b is a decimal number representing the bits set for the following options (use windows calc to input binary number then convert to decimal):
which lacks t argument, though you mention t in description, so I used it as fifth. Will check later.

TheDarkWraith 09-01-10 05:40 PM

[DESCRIPTION_END] has to be on it's own line

Trevally. 09-01-10 05:50 PM

Sweep_hydrophone,0,359,180,4099,60

Im sure this should be Sweep_hydrophone,0,359,180,4099,0,0,60

No others below this will work.

Abd_von_Mumit 09-01-10 05:54 PM

Quote:

Originally Posted by Trevally. (Post 1482952)
Sweep_hydrophone,0,359,180,4099,60

Im sure this should be Sweep_hydrophone,0,359,180,4099,0,0,60

No others below this will work.

Documentation only mentions 4 parameters to this command, as I mentioned in my previous post. Hilfe! :wah:

TheDarkWraith 09-01-10 05:55 PM

Quote:

Originally Posted by Trevally. (Post 1482952)
Sweep_hydrophone,0,359,180,4099,60

Im sure this should be Sweep_hydrophone,0,359,180,4099,0,0,60

No others below this will work.

I agree.

Capt Jack Harkness 09-01-10 09:10 PM

Hey TDW, is it possible to get the navigator to calculate submerged range or endurance?

On another note, is it possible to make the radio antenna extended (or possibly permanently stowed) on the surface and retracted on dive while leaving the DF loop extended until passing periscope depth or so (or radio reception depth)?

"The boat would have to be surfaced to transmit or receive messages on HF but could receive messages on VLF when submerged at shallow depth using the DF-loop antenna."

from: http://www.uboatarchive.net/KTBNotesCommunications.htm

"VL/F. Enables U-boats to receive instructions and situation reports when proceeding at periscope depth through danger areas. For submerged reception the D/F loop and the VL/F band of the D/F receiver are used. For normal reception there may be between 5-10 ft. of water above the actual D/F loop. When "Goliath," a 1,000 kilowatt V/LF transmitter is operating, there may be between 15-20 ft. of water above the loop in both North and South Atlantic. The Germans attach great importance to VL/F." This also means that it should be possible to radio contact and status reports while at periscope depth. Oh, and I'm assuming the report meant "1KW" or "1,000 Watts," not the 1 megawatt that was stated.

I've also found evidence that the rod antenna was dismantled/removed while on patrol: "VH/F. A rod antenna is used, about 4' high, on the port side of the conning tower. It is presumably dismantled, when the set is removed before operational patrol."

All from: http://www.uboatarchive.net/KTBNotes...iveEdition.htm

Thanks for the mods and keep up the good work! :yeah:

DavyJonesFootlocker 09-02-10 06:59 AM

The new version rocks, dude!:yeah:

Abd_von_Mumit 09-02-10 08:44 AM

A new set of issues:

1. A major issue for me is the game not displaying some messages (from scripts and from orders I give manually) when in TC x128. This renders some scripts I wanted to include in my mod useless, as their base role would be to print a message in the message box, this is also a big gameplay killer. A solution for this vanilla bug would be a big step ahead.

This bug is also an immersion killer, as when in high TC the game doesn't play some sound files when it should and saves them for later instead - every time I drop TC to 1 I hear n "Auftauchen!" command... from before a few hours.

Also the bug I reported before that you couldn't replicate (round compass and bottom bar compass clicking doesn't change course) is most probably related to this.

Also some script command won't work when in high TC, like Set_new_course (if this command follows after another command that is "stored").


2. Would love to have Sweep_Scope and Sweep_hydrophone version that doesn't require the station to be manned.


3. Would be nice to have a silent clock option (clicking kills my ears when doing sonar checks).


4. Would make a good use of a command that picks a random value from a list of values or takes a random line from the list of lines (for scripts).


5. Would make a good use of
IfTCHigherLowerEqualThenElse,0,0,...
line for then
line for else
This request could be less needed if issue 1 was solved.

This could be developed even further:
IfValueHigherLowerEqualThenElse,0,0,...
line for then
line for else
where Value would be one of a list of values predefined for scripting, like: depth, speed, TC, course, number of torps, fuel, battery, compressed air, CO2 level and so on.


6. Would be nice to have a key to reset the draggable compass wheels to 0-0 position. :D


7. Would be nice to have a key to start/stop or pause/unpause the last selected script.


8. Would be so much easier to develop scripts if they could be added/exchanged on the fly (by JSGME, not in game interface). :D

To be continued.

Your mods rocks. :rock:

BTW, after 23 days of search in total panic I just found and sank the fifth armored merchant from Blockade of Germany - 7 days before the deadline. Oh yeah! :arrgh!:

[J4F] Thunder666 09-04-10 01:50 PM

want back my Officers :(
 
Hi Guys,

you showing at your SH3 Mode Pictures for the UI and TDC the Officers at the Bottom of the Sreen.
I installed this Mode and all works fine, but i havent my Officers.
Someone can help me please ?
Installed without other Mods and with other Mods, same Result.

Greetings

TheDarkWraith 09-04-10 02:33 PM

Quote:

Originally Posted by [J4F] Thunder666 (Post 1485001)
Hi Guys,

you showing at your SH3 Mode Pictures for the UI and TDC the Officers at the Bottom of the Sreen.
I installed this Mode and all works fine, but i havent my Officers.
Someone can help me please ?
Installed without other Mods and with other Mods, same Result.

Greetings

See post #1 and read the documentation included with the mod.

[J4F] Thunder666 09-04-10 02:53 PM

no documentaion
 
ok found the documentation and read them, my install Procedure is ok.
cant find nothing about a missing officers Bar ?

and the Options for Officers Bar all set correct in the options File ?!

Post #1(last Site) says nothing about my Problem ? !st post is abaout Camera problems right ? i miss complete the Officers bar in the middle(Bottom) of the Screen.

thx in advance

DavyJonesFootlocker 09-04-10 03:00 PM

One question. I installed the Night Filter Mod. Is that the light on the Nav Map only? I was hoping the scopes could have a filter that makes visibility better but I don't know if that was historically done.

TheDarkWraith 09-04-10 03:03 PM

Quote:

Originally Posted by DavyJonesFootlocker (Post 1485039)
One question. I installed the Night Filter Mod. Is that the light on the Nav Map only? I was hoping the scopes could have a filter that makes visibility better but I don't know if that was historically done.

nav map only currently.


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