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

TheDarkWraith 11-01-10 07:56 AM

Quote:

Originally Posted by stoppro (Post 1526264)
I am reluctant to ask this question because it does sound a bit picky.but i will anyway.I am running tdw great ui mod I want to know where in the options do i go to remove the 'knots and time graph' from the right side of the nav map. I do not need it and am finding it in the way at times. thanks

I didn't include a way to remove it. I will though :up:

stoppro 11-01-10 09:55 AM

OK now I have to admit i am using 3.50 ui mod I really don't need all the bells a whistles at least not yetso i have stay with this one it works great and it has everything i need so don.t add a fix just for me. thanks tdw

ustahl 11-01-10 09:57 AM

Keyboard Command Issues Solved
 
Quote:

Originally Posted by TheDarkWraith (Post 1526092)
You cannot assign keys F1-F12 as hot keys in the user options file. Game will not recognize them as valid keys. That being said I do nothing with those keys. If they are not working then something else is wrong. All the game's default values for those function keys work fine for me (using v4.9.0 of the mod)

You are so right!:know::up: Thank you for opening my eyes! I can see clearly now... :o:ahoy:
In my misunderstanding I thought the F1-F12 limitation would also impact the game's default values (Commands.cfg), and, as some function keys' behaviour indeed had changed for me, that confused me.:oops: I did not realize that the F1-F12 restriction was limited to the Options.py file only.:oops: I feel really stupid now, having sort of barked at the wrong tree, sorry.:oops::88)

I went back to make certain changes in Commands.cfg, and, voilá, I got my lately defunct function keys working again.:woot::sunny:

I feel like hiding away for a long time to make you forget my display of stupidity.:damn::dead::zzz:

TheDarkWraith 11-01-10 10:10 AM

Quote:

Originally Posted by stoppro (Post 1526340)
OK now I have to admit i am using 3.50 ui mod I really don't need all the bells a whistles at least not yetso i have stay with this one it works great and it has everything i need so don.t add a fix just for me. thanks tdw

if you're asking then there's others that would like it also. It's very simple for me to add so it's no big deal. It should've been there anyways as the whole reason for the options file is so that the end user can tailor the game to the way the want to see/play it.

ustahl 11-01-10 10:23 AM

Quote:

Originally Posted by TheDarkWraith (Post 1526352)
if you're asking then there's others that would like it also. It's very simple for me to add so it's no big deal. It should've been there anyways as the whole reason for the options file is so that the end user can tailor the game to the way the want to see/play it.

Yes, I, for one, would like it, but having made a fool of myself above, maybe I won't count.;)

Illyustrator 11-01-10 03:50 PM

TheDarkWraith, I understand your employment over work on creation Mega-Mod but if there will be a free minute, I think, it is necessary to pay attention to the offer quad5.

TheDarkWraith 11-01-10 04:08 PM

Quote:

Originally Posted by Illyustrator (Post 1526545)
TheDarkWraith, I understand your employment over work on creation Mega-Mod but if there will be a free minute, I think, it is necessary to pay attention to the offer quad5.

actually finishing up the new tutorial feature and expanding Automation. There are some major changes to Automation happening. Since I've added tutorials I've seen the need for sub categories in categories for Automation. Thus all Automation scripts will have to be updated to the new format or they will be unusable. I hate making drastic changes like this but had to in order to add the tutorial feature. The new format now also forces use to include a description with your script.

You'll find a new column just to the right of categories in Automation: sub categories.

TheDarkWraith 11-01-10 04:32 PM

Here is a screenshot of the newly updated Automation screen and the tutorial in action:
http://www.subsim.com/radioroom/pict...pictureid=3200

Illyustrator 11-01-10 05:15 PM

I understand, that all desires to satisfy not probably. They fall on you as a snow clod. How many people, are so much and opinions. And, as is known, there is no limit to perfection! He is yours Mega-Mod and you know is better than it should be completed for correct work.
The sin to complain. You have done grandiose work. Thanks!

TheDarkWraith 11-02-10 12:50 AM

As v4.9.0 brings some major changes to Automation with the addition of tutorials, I've put together some docs to help those who have made scripts for Automation migrate them to the v4.9.0 format. Any Automation scripts made prior to v4.9.0 will NOT work with it until they are upgraded to the new format. I hate doing major changes like this but because of the new tutorial feature it has to be done.

You will also find docs on the new tutorial feature and it's available commands and how to make script files for it.

I should have v4.9.0 released here soon :|\\

http://www.filefront.com/17464895/TD...pdate-Docs.7z/

If you have questions regarding migrating your old scripts to the new format please post them here in this thread.

TheDarkWraith 11-02-10 10:21 AM

Only one more thing to add to v4.9.0 and it will be ready for release. Looks like it will be releasing today :DL What I have to add is a new item in the main menu of the game at game start. The new item will be 'Tutorial'. When clicked it will show all the tutorials available and will let you select the one you want to use. When a tutorial is selected it will show which single mission you should choose for use with the tutorial under the 'Tutorial' entry in the main menu (like I did with the Ships Journal). I haven't found a way to 'launch' a single mission from code yet.

Here is the change log for v4.9.0 as of now:

v4.9.0 - added a new user option that controls the visibility of the camera bar. The default value is enabled (True) (CameraBarVisible)
- the warning text about exiting to windows will only be visible if the selected ship's journal at game start isn't None
- the Navigator reports icons Maximum range, Time to course end, and Range to course end now are only available if your sub has waypoints on the map (they will be greyed out and unavailable when you have no waypoints)
- the Navigator reports icon Maximum range is not available when submerged (it will be greyed out and unavailable when you are submerged)
- added a new user option that controls the visibility of the Nomograph on the navigation map at game start. Default value is enabled (True) (NomographVisibleOnNavMap)
- upgraded Automation to include a sub-categories column. This change results in all scripts made for Automation to be revamped to new format! See \data\Automation\TDW_Automation.txt for format info
- added tutorials to Automation. End user can now define tutorials to be used in Automation. Tutorials are to be placed in the \data\Tutorials folder. See \data\Tutorials\TDW_Tutorial.txt for available commands and format info
- added a new button to the top left of the Navigation map that controls the visibility of the Nomograph on the navigation map

ustahl 11-02-10 12:12 PM

Subflag visible/unvisible like Nomograph?
 
Hi TDW,

The Nomograph now becoming a selectable item in the UI, can the same be made for the flag (your Subflag mod)?
I'd like to show the flag in or near port but strip it on high seas.

PL_Andrev 11-02-10 12:38 PM

Quote:

Originally Posted by TheDarkWraith (Post 1527218)
Only one more thing to add to v4.9.0...

Hello TDW,

At months ago in PMs I told you idea and math calculations for finding position by target with no visual conditions (only with the hydro operator).

Is possibile to add this order to automation process in 4.9.0?

pascal4541 11-02-10 01:32 PM

:salute: TheDarkWraith :up:

jcalonso 11-02-10 05:56 PM

:)
Hi TDW!

Sorry if this subject seems too "newbeeish" or if it has been discussed somewhere here, but this topic is huge and i have not had the time to go through all of it!

I am using SH3 dials interface and manual targeting. My question is: how do I bring the stadimeter on with your MOD? I've just finished the first all germany patrol (docking pending) and i have not been able to find out how to use it. I adjust range manually based on estimated distances measured on the map but the stadimeter never shows.

Thanks in advance and best regards,

JC


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