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

TheDarkWraith 10-24-10 02:02 PM

v4.8.0 patch 1 released: http://www.filefront.com/17428868/Ne...-0-patch-1.7z/

patch 1 add/fixes the following items:

- made necessary changes to files to add support for Obelix's Strategic map mod
- the toggle draggable compass's icon will not appear in the map tools bar until the navigation map is shown now
- added a new user option that controls whether the map tools are displayed as objects on the navigation map or as icons in the map tools bar. Default value is disabled (False) (MapToolsAsObjects)

Note: Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

ReallyDedPoet 10-24-10 05:32 PM

Nice work on the new version :yep:

u47 10-25-10 05:22 AM

zoom chrono jagd
 
hello kaleuns many thanks for uis sh5 maker,excuse for my bad english ,is possible zoom for chrono jagd? a folder users options?thanks

Obelix 10-25-10 06:46 AM

Quote:

Originally Posted by TheDarkWraith (Post 1520915)
v4.8.0 patch 1 released:

patch 1 add/fixes the following items:

- made necessary changes to files to add support for Obelix's Strategic map mod
...

TheDarkWraith, can you help in one more question? Please. Should be dipped below the navigation tools so they do not crept to the panel assignments. I hesitate to edit the file, I'm afraid to spoil anything.
After solving this problem, I will release mod.

http://www.subsim.com/radioroom/pict...pictureid=3172

Another little problem in the second screenshot.
http://www.subsim.com/radioroom/pict...pictureid=3173
Thank you.

DavyJonesFootlocker 10-25-10 06:48 AM

I just tried this out and it actually works. Not getting the problem like above.

TheDarkWraith 10-25-10 06:59 AM

Quote:

Originally Posted by Obelix (Post 1521239)
TheDarkWraith, can you help in one more question? Please. Should be dipped below the navigation tools so they do not crept to the panel assignments. I hesitate to edit the file, I'm afraid to spoil anything.
After solving this problem, I will release mod.
Thank you.

crap :damn: I always forget about that campaign stuff that shows in the top left corner of the nav map. I'll make the necessary changes and release patch 2 when it's ready. Thanks for the bug report :up:

TheDarkWraith 10-25-10 08:08 AM

patch 2 released for v4.8.0: http://www.filefront.com/17431875/Ne...8-0-patch2.7z/

this patch includes the previous patch and fixes the problems posted by Obelix

Note: Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

Obelix 10-25-10 08:28 AM

Quote:

Originally Posted by TheDarkWraith (Post 1521283)

OK TheDarkWraith! :up: It works fine :yeah:

flymar 10-25-10 11:41 AM

Well I'm back from about version 2.0. I'm using default TDC UI (guess it's SH5Enh) and I have some problem with calculating attack.
1) Can't find steadimeter. Is it there somewhere?
2) My guys are very lousy at calculating speed - mostly it's 0 or 30+
3) The AOB angle dial when turning the auto TDC on is far from propper. Yesterdays game it seems reverted. Today it shows 40 instead of 80.

I think I quite need some documentation of how to use the great UI. Maybe someone wrote it before. I'll be gratefull if someone would point me to some kind of help.

TheDarkWraith 10-25-10 12:17 PM

Quote:

Originally Posted by flymar (Post 1521457)
Well I'm back from about version 2.0. I'm using default TDC UI (guess it's SH5Enh) and I have some problem with calculating attack.
1) Can't find steadimeter. Is it there somewhere?
2) My guys are very lousy at calculating speed - mostly it's 0 or 30+
3) The AOB angle dial when turning the auto TDC on is far from propper. Yesterdays game it seems reverted. Today it shows 40 instead of 80.

I think I quite need some documentation of how to use the great UI. Maybe someone wrote it before. I'll be gratefull if someone would point me to some kind of help.

Are you saying you're using v2.0? If so, please update to v4.8.0 and patch 2. Many, many problems and additions have been added since v2.0.

As far as stadimeter, it's fully automatic. Once you select the ship in the rec manual (or have WEPS identify it for you) the correct mast height is automatically used. All you have to do is use the stadimeter to measure to the highest point on the vessel to get distance to target.

As far as calculating speed you need to do 2 things to ensure a valid speed reading:
- distance to target set
- AOB of target set
Once those two TDC dials are set then your speed readings will be correct (barring user input error of the 2 TDC dials)

DavyJonesFootlocker 10-25-10 12:51 PM

Since I don't have the problems I won't use this patch.:DL

pascal4541 10-25-10 01:14 PM

Very good with the patch2+IO StrategicMap...
thank you TheDarkWraith :salute:
thank you Obélix :salute:

flymar 10-25-10 01:33 PM

No. Last tim I played I used a 2.7... long time ago. Now I'm with current stuff.
I guess the answer to my question was 'The red book'. There is whole WEPs conversation along with stadimeter, ID, AOB and stuff.

So, quick review of my attack tactic:
1) SPACE
2) Follow Target on Officers panel
3) ID ship from officers panel
4) Stadimeter
5) AOB from quick drawing on the map
5) Speed - 2 options - from observation and from icon on Officers panel - I dunno how it really works, should I turn on the chrono or don't need to? How much time should I wait for engaging calculations (since starting it), is AOB important while crew estimate the speed?
7) Stadimeter for fine tuning
8) Feuer!

If you have any tips on the above I will appreciate it.

Q1) I've noticed theh AOB is dynamically changing so my question is - is the estimated speed has the influence on the change, other words - If the est speed is bad will the AOB change too fast/ too slow?

Q2) I installed the nightvision part too - what does it do? I was expecting light green periscope markings at night but don't know how to turn it on:|

Q3) Are there color lenses included in the mod? How can I turn them on?

Q4) Do the crew abilities/skills affects torpedo solution?

Q5) IS there a easy way to remove upper part of the open Red Book? It takes up some place and isn't realy helpfull?

Brumete 10-26-10 04:02 PM

Problems with patch 2, the torpedo tubes are useless once fired and reloaded.
Ex: open pipe = disabled
I think you should make one mod that is compatible with all mods + key and not have so many problems after upgrade and update errors that you make in your mod.

McHub532 10-26-10 04:09 PM

Quote:

Originally Posted by Brumete (Post 1522246)
Problems with patch 2, the torpedo tubes are useless once fired and reloaded.
Ex: open pipe = disabled
I think you should make one mod that is compatible with all mods + key and not have so many problems after upgrade and update errors that you make in your mod.

Yeah, mine has been doing this also.


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