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

TheDarkWraith 12-10-10 08:42 AM

Quote:

Originally Posted by Antar (Post 1551010)

I see that at the huge resolutions my filter's button are too small, but it is no problem.

what are each of those buttons (name)? What is each filtering? Yes it could be added. I just have to understand purpose and meaning of those buttons so I can adjust code. Where did you find those button images (as I'll need to add them to SOAN)?

@ Magnum - it is probably possible to 'pull' information from internet and add to game. Unfortunately that is beyond my abilities at the current moment :cry: Maybe in the future but not at the current moment. To release as stand-alone mod would be a challenge - everything is so tightly interconnected with my UIs mod (support classes and functions)

I do want to expand SOAN. There are so many possibilites that can be done with this. I would love for someone to make a critical hits sil (like we had in SH3) denoting where the engine room is, the fuel, ammo, etc. I think I'm going to add that text box to it so user can add 'notes' to each ship.

Jaeger 12-10-10 09:15 AM

hello tdw,

there are some problems while using manual navigation: first, we need a possibility to paint in a time stamp on map. for dead reckoning, you have to put in a timestamp, when sub speed changes due to weather for example.

second: you can get your position by pressing ctrl and clicking on the map.

can you adjust this?

thanks in advance, Jaeger

brandtryan 12-10-10 09:59 AM

Is there any manual for how to use the sextant? Or how to navigate for real? I've been wondering about this for years!

TheDarkWraith 12-10-10 10:06 AM

Quote:

Originally Posted by brandtryan (Post 1551140)
Is there any manual for how to use the sextant? Or how to navigate for real? I've been wondering about this for years!

you'll find information in the \data\Documentation folder. I'm not sure I have documentation on how to use the Sextant as a tool though......Maybe some can post a link to some and I can include with the mod :yep:

col_Kurtz 12-10-10 10:22 AM

Quote:

Originally Posted by TheDarkWraith (Post 1550963)
v5.5.0 released. See post #1 for details :|\\

@ Magnum - I can now do the idea you were wanting to do with the ERM you made. I can add more pictures, more text, I can do anything I want with it now :D Our imagination is the only thing holding us back.

Maybe you all don't see the potential in SOAN. We can add critical hit sils (pictures) to denote critical areas of the ships. I can add a text input so you can record notes with each ship. Basically I can do anything with it - just start throwing the ideas and suggestions :yep:

TDW what you do is faster than my playing... :haha:
This rec book is great (screenie). That`s what I needed :yeah:
Thanks a lot:salute:

brandtryan 12-10-10 10:29 AM

from wikipedia:
Taking a sight
To sight (or measure) the angle between the sun, a star, or a planet, and the horizon the 'star telescope' should be fitted to the sextant. The horizon should also be visible. On a vessel at sea, this is usually no problem; on misty days, sighting from a low height above the water may give a more definite, better horizon. The sextant is removed from its box and held by the handle in the right hand, without ever touching the arc with the fingers.[2]
For a sun sight, the shades of the sextant overcome glare. One method of starting is to use both index mirror and horizon mirror shades, of sufficient darkness that the sun appears through either as a solid disk and does not hurt the eyes. By setting the index bar to zero, the sun can be viewed through the telescope. Releasing the index bar (either by releasing a clamping screw, or on modern instruments, using the quick-release button), the image of the sun can be brought down to about the level of the horizon. It is necessary to flip back the horizon mirror shade to be able to see the horizon, and then the fine adjustment screw on the end of the index bar is turned until the bottom curve (the lower limb) of the sun just touches the horizon. 'Swinging' the sextant about the axis of the telescope ensures that the reading is being taken with the instrument held vertically. The angle of the sight is then read from the scale on the arc, making use of the micrometer or vernier scale provided. The exact time of the sight must also be noted simultaneously, and the height of the eye above sea-level recorded.[2]
An alternative method is to estimate the current altitude (angle) of the sun from navigation tables, then set the index bar to that angle on the arc, apply suitable shades only to the index mirror, and point the instrument directly at the horizon, sweeping it from side to side until a flash of the sun's rays are seen in the telescope. Fine adjustments are then made as above. This method is less likely to be successful for sighting stars and planets.[2]
Star and planet sights are normally taken during twilight at dawn or dusk, while both the heavenly bodies and the sea horizon are both visible. There is no need to use shades or to distinguish the lower limb as the body appears as a mere point in the telescope. The moon can be sighted, but it appears to move very fast, appears to have different sizes at different times, and sometimes only the lower or upper limb can be distinguished due to its phase.[2]
Sextants can be used very accurately to measure other visible angles, for example between one heavenly body and another and between landmarks ashore. Used horizontally, a sextant can measure the apparent angle between two landmarks such as a lighthouse and a church spire, which can then be used to find the distance off or out to sea. Used vertically, a measurement of the angle between the lantern of a lighthouse and the sea level at its base can also be used for distance off.[2]

TheDarkWraith 12-10-10 10:43 AM

Quote:

Originally Posted by col_Kurtz (Post 1551158)
TDW what you do is faster than my playing... :haha:
This rec book is great (screenie). That`s what I needed :yeah:
Thanks a lot:salute:

People need to understand that this is not a recognition manual. It is a ship reference manual. It's to be used in addition to the game's recognition manual.

So as a reference manual I would like to know what other information do you want added to it? :06:

PL_Andrev 12-10-10 11:06 AM

Quote:

Originally Posted by TheDarkWraith (Post 1551097)
what are each of those buttons (name)? What is each filtering? Yes it could be added. I just have to understand purpose and meaning of those buttons so I can adjust code. Where did you find those button images (as I'll need to add them to SOAN)?.

:o Did you forget how the stock game looks like? :DL

http://img121.imageshack.us/img121/2772/filterso.png

The libraries are available at: data\Menu\Gui\RecManual\RecManualXO.dds

Txema 12-10-10 11:08 AM

Quote:

Originally Posted by brandtryan (Post 1551142)
Is there any manual for how to use the sextant? Or how to navigate for real? I've been wondering about this for years!

Quote:

Originally Posted by TheDarkWraith (Post 1551142)
you'll find information in the \data\Documentation folder. I'm not sure I have documentation on how to use the Sextant as a tool though......Maybe some can post a link to some and I can include with the mod :yep:


In this post you can find some very good documents about real navigation and about how to use the sextant:

http://www.subsim.com/radioroom/showthread.php?t=113975

I think it could be very interesting to include some of them as documentation in the "Multiple UI mod". Anyway, check them, they are very good !!


Txema

brandtryan 12-10-10 11:14 AM

FYI found some good links for celestial navigation (including a game on nova.org to find your longitude!

http://www.subsim.com/radioroom/show...92#post1551192

TheDarkWraith 12-10-10 11:22 AM

Quote:

Originally Posted by Antar (Post 1551183)
:o Did you forget how the stock game looks like? :DL

yep, had a brain fart there for awhile :D Not used to stock game :cool:

Here's what I've come up with so far:
http://www.subsim.com/radioroom/pict...pictureid=3374

brandtryan 12-10-10 11:23 AM

Ok--I'm trustng my 1st grade teacher here in that "any question is a good question"

What freaking time zone is the ingame clock set to?

TheDarkWraith 12-10-10 11:34 AM

Quote:

Originally Posted by brandtryan (Post 1551197)
Ok--I'm trustng my 1st grade teacher here in that "any question is a good question"

What freaking time zone is the ingame clock set to?

You know I've been wondering that since the game came out :hmmm:

brandtryan 12-10-10 11:37 AM

Quote:

Originally Posted by TheDarkWraith (Post 1551203)
You know I've been wondering that since the game came out :hmmm:

maybe someone who actually knows how to use the sextant can troubleshoot it by going to a known location on a known date.

col_Kurtz 12-10-10 03:40 PM

Give up?
 
Hi TDW...

Still to many problems... And I have no idea what is wrong.

Cant spot the target... "Merchant" at bearing 63 (it`s look like the ship is exactly at 63.25738920 degrees and the scale is 62, 63, 64?!?) is flashing only... It should be visible at spread 15-20 degrees (yellow triangle on my screen), am I right? This is your tutorial mission with SH3Style.
No working...
http://naforum.zapodaj.net/thumbs/4abf0dad8db1.jpg

Next thing. When can I use this button... I mean solution to target. I got AOB, range... bearing and speed...
http://naforum.zapodaj.net/thumbs/477771e13367.jpg
And... my uboat at Wilhelmshaven dock is... underwater... than surfaced. What`s going on? Mods activated on the fresh reinstalled game. I just copy folders from My documents - saved game and main cfg.
http://naforum.zapodaj.net/thumbs/583f4a86cd46.jpg

Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\SH5 MODS]

000 RemoveLogoIntroTheDarkWraith
001 Accurate German Flags
002 Environment 4.8 MOD
004 Enhanced FunelSmoke_by HanSolo78
005 Shadow Improvement ModLR
006 U-boat Historical Specifications 1.4
007 FX_Update_0_0_9_ByTheDarkWraith
008 FX_Update_0_0_9_UHS_Fix
009 FX_Update_0_0_9_BARF_1_3_Full_Fix
010 NewUIs_TDC_5_5_0_ByTheDarkWraith
010a NewUIs_TDC_5_5_0_6x_6x_7x_RAOBF_patch
010b NewUIs_TDC_5_5_0_ERM_Reaper7_NightVision
010c NewUIs_TDC_5_5_0_alt_officer_wounded_by_naights
010d NewUIs_TDC_5_5_0_emtguf_rework_scopes
011 Krauters Automated Scripts (v5_0_0 compatible)
012 Trevally Harbour & Kiel Canal Pilot v2.4
013 Patrol Routine Scripts v. 01.02 by AvM
014 IRAI_0_0_29_ByTheDarkWraith
015 IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
016 AirTorpedoes
017 SUB_hyd_fix_SH5
019 MightyFine Crew Mod 1.2.1 Alt faces
019a MCCD_1.04
019b MCCD_1.04_MFCM_1.2.1_compatible
020 Dooms Decks for VIIABC41 1.4
021 IO_StrategicMap_2_1_for_TDW_5.4.0
021a IO_ShapeTextures_NO_mod
022 Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
023 No magic skills v1.5 MCCD compatible
024 Cerberus62 Historical Ship Equipment 1.3
025 Critical hits 1.1 Torpedos
028 Speech fixes and additions (german version)
029 German U-Boat Hydrophone SFX
030 U-Boat Propulsion SFX
031 Unterseeboot II SFX
032 sobers talking conning crew mod
033 SubFlags_0_0_6_byTheDarkWraith
040 Lite Campaign LC 1.2
041 U-Boat R & R
Critical hits v 1.2
sobers realistic hydrophone operator SH5


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