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

ologuy 04-19-10 02:20 PM

It's like you press a key and then you are teleported to a station. Like in SH3 when you press F3 you're at the attack periscope.

TheDarkWraith 04-19-10 02:35 PM

Quote:

Originally Posted by ologuy (Post 1365545)
It's like you press a key and then you are teleported to a station. Like in SH3 when you press F3 you're at the attack periscope.

oh ok. You want hotkeys for them. It's very doable. What keys are you recommending for each teleport command?

panosrxo 04-19-10 02:35 PM

Can you make the spread angle dial highlight when you press Salvo, just like the tdc dials when you press manual input of data??:arrgh!:

Defiance 04-19-10 02:36 PM

I see what you mean, had me puzzled too lol

Myself, if possible i would like that as an extra add-on (eg: not there by default but a mod install option aka jsgme ;) )

Cheers

TheDarkWraith 04-19-10 02:36 PM

Quote:

Originally Posted by panosrxo (Post 1365557)
Can you make the spread angle dial highlight when you press Salvo, just like the tdc dials when you press manual input of data??:arrgh!:

I'll have to ask for screenshot of what you're talking about please.

panosrxo 04-19-10 03:07 PM

Quote:

Originally Posted by TheDarkWraith (Post 1365560)
I'll have to ask for screenshot of what you're talking about please.

Stock tdc dials look like this...
http://img90.imageshack.us/img90/9876/capture1ve.jpg

If you press that button, those 3 dials glow as they become editable
http://img707.imageshack.us/img707/1226/capture2zw.jpg

If you press the salvo button, the spread angle dials becomes editable but it doesnt glow
http://img341.imageshack.us/img341/8211/capture3w.jpg

In your first minimal tdc mod that I used to use, this happened when i pressed Salvo
http://img682.imageshack.us/img682/5856/capture4um.jpg

Hope you can fix it

Also the dials should be in degrees as they are 360. It would be grad if they were 400, but that is a texture issue and I can fix it

TheDarkWraith 04-19-10 04:36 PM

Quote:

Originally Posted by kylania (Post 1365504)
Instead of a hotkey, could we make this something like an objective toggle button? That way we won't have another key to map manually in the options file due to possible key mapping conflicts. (So far I've had to remap all but one of the default key mappings. :O:)

thanks to this great idea, here's what I've come up with: :yeah:

player objectives (going to enable it):
http://www.subsim.com/radioroom/pict...pictureid=1824

going to disable it:
http://www.subsim.com/radioroom/pict...pictureid=1825

player guidance (going to enable it - there were no player guidance events in this example):
http://www.subsim.com/radioroom/pict...pictureid=1822

and going to disable it (there were no player guidance events for this example, only player objectives):
http://www.subsim.com/radioroom/pict...pictureid=1823

I kept the whole theme of the the top bar as far as selected color, not selected color, mouse over color, etc so everything matches.

Since these icons now take over the commands, the hotkeys have been removed for these items. Player guidance recording has also been removed because as I thought about it more it was not a really good idea of mine :-?

I like the look of the clock seperating the new icons from the original ones. What do you all think?

Also thinking about adding one more icon to that row - Show/Hide XO TDC dialog. Many of you don't use the XO TDC dialog so this would disable him from ever showing up again.

Defiance 04-19-10 04:47 PM

Me likes :yeah:

kylania 04-19-10 04:53 PM

Quote:

Originally Posted by TheDarkWraith (Post 1365674)
I like the look of the clock seperating the new icons from the original ones. What do you all think?

Also thinking about adding one more icon to that row - Show/Hide XO TDC dialog. Many of you don't use the XO TDC dialog so this would disable him from ever showing up again.

Looks great! To be honest I'd just completely remove the whole player guidance thing, not the objectives, just the help popups. Since honestly, you'll look at that once during the tutorial then never need it again. If you DO need to be shown how to scroll a map or move a camera by a help popup on command, you probably shouldn't be using mods in the first place. :DL

There's also the chance that Ubisoft will fix the guidance popups so they only show the first time till cleared anyway.

Also, remember to scoot over the underwater and other info icons in case they overlap the new buttons.

TheDarkWraith 04-19-10 04:59 PM

Quote:

Originally Posted by kylania (Post 1365688)
Also, remember to scoot over the underwater and other info icons in case they overlap the new buttons.

already taken care of but thanks for reminding me :up:

just finishing up with the XO TDC one now.

Just thought that theres's one more to add to that row....show/hide item notes. Right now I have it hard coded via options file as to whether it's visible or not. I don't like to hard code unless I have to.....

TheBeast 04-19-10 05:22 PM

Player Guidance & Mission Objective
 
Does anyone know of a MOD that make the Player Guidance and Mission Objective actually display useful information other then "Sink Ships", "Patrol Here"?:06:
Things like Patrol Radius, Amount of time to remain in Patrol Area and things to Find/Report would make for some useful information.:sunny:
I always go to my assigned Patrol "Spot" and end up intercepting reported convoys. So my assigned Patrol "Spot" takes extra long to complete because I am outside my unknown patrol raduis.

TheDarkWraith 04-19-10 05:24 PM

Quote:

Originally Posted by TheBeast (Post 1365719)
Does anyone know of a MOD that make the Player Guidance and Mission Objective actually display useful information other then "Sink Ships", "Patrol Here"?:06:
Things like Patrol Radius, Amount of time to remain in Patrol Area and things to Find/Report would make for some useful information.:sunny:
I always go to my assigned Patrol "Spot" and end up intercepting reported convoys. So my assigned Patrol "Spot" takes extra long to complete because I am outside my unknown patrol raduis.

I think some further investigating into this could yield some nice results. I've seen in the code how they make these objectives and all.

TheDarkWraith 04-19-10 06:09 PM

XO TDC dialog icon added. Here's how it's behavior is scripted:

I have the option set to disabled of showing the XO TDC dialog box at game start. Here I'm getting ready to select it (enable it):
http://www.subsim.com/radioroom/pict...pictureid=1826

now that it's enabled, the XO picture is shown and the dialog box will always be shown minimized (not shown) if you just enabled the XO TDC:
http://www.subsim.com/radioroom/pict...pictureid=1827

now I've clicked on the XO TDC picture to open the dialog box. Now I have no need for the XO TDC dialog box anymore so I'm going to disable it:
http://www.subsim.com/radioroom/pict...pictureid=1828

and he is no longer visible!
http://www.subsim.com/radioroom/pict...pictureid=1826

just have to add the item notes icon to this bar and then I believe it's time to release v1.3.0 (still haven't fixed the radar problems yet - waiting to after patch). Also have to look into dial problem posted by panosrxo

sirbum69 04-19-10 06:26 PM

That is awsome with the xo box...I was kinda likeing the auto minimize down where the chat box was, but i like this idea even better..

Now i can make it go away unless i want to see it for some reason while plotting the ships

TheBeast 04-19-10 06:34 PM

Sonarman Menu Issue
 
I just found a Sonarman Menu issue. I just upgraded to "The Balkon Great (Balcony Apparatus)" Sonar. This Sonar attaches to the Keel of the UBoat between Bow and Deck Gun and actually works while surfaced but all Sonarman Sonar Menu options are grayed out while surfaced.:hmmm:

Kapitan Minedrik Gozentiet U-69 Commanding.


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