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-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

Stormfly 02-27-11 10:07 AM

Quote:

Originally Posted by jean74 (Post 1607162)
Another annoying thing in Silent Hunter games, is the low level of engine sound from destroyers and other boats heard inside the submarine when they are cruising near this one.

I have read in some books about uboot war that when the DD passed above submarine, the sound heard on board is like a train sound.

Perhaps, with your new TDWsound.dll, you can increase it. It would be a must for ambiance during depthcharging !!!

hi,

not only louder, also DD's sound range and screws sample have to be edited to create this effect, your`e also able to notice from what direction the escort is engaging.

...if you like to have original german language on your boat, try Stormys DBSM sound collection. :sunny:

but there is 1 downfall, sometimes escorts make strange unrealistic engine manovers like stop for a second, go for a second, stop for 2 seconds...:wah:
if they are above ya you will notice it sometimes, would be nice if TDW could have an eye on this, maybe finaly as a new feature in his IRAI mod ?

stoianm 02-27-11 10:10 AM

Quote:

Originally Posted by Stormfly (Post 1607858)
...if you like to have original german language on your boat, try Stormys DBSM sound collection. :sunny:

even i do not understand german this is a MUST HAVE MOD:salute:

Magic1111 02-27-11 11:32 AM

Quote:

Originally Posted by 7Infanterie19 (Post 1607114)


Here's more concrete for you that I picked up from the construction site: I concur with what stormfly said. I load it up at sea, mid- mission, no problems! :D

Yes, now for me without problems too ! Thanks for Reply ! :up:

7Infanterie19 02-27-11 12:08 PM

Quote:

Originally Posted by panosrxo (Post 1607321)
Do you use Shift+Z ??
If you do, you need to press it twice to makes those items reappear.

For me, Shift+Z is set to Follow_nearest_sound_contact, which I don't think is the right command that you are referring to. What is it set at for you, then I'll find that in my commands file.

TheDarkWraith 02-27-11 01:10 PM

Got the Destroyed marks working :yeah: From idea last night at dinner with woman to proof of concept:
http://www.subsim.com/radioroom/pict...pictureid=3718

You'll notice that the DM1 (first destroyed mark) is a little off from where the game says the vessel was destroyed. This is due to floating point and rounding errors which I can't control (in the above screenshot the distance between the two is ~2000m)
These destroyed marks will only be visible when you reload a save game. It's only enabled now for testing purposes.
These destroyed marks are just like Supermarks except that you can't reposition them. You can edit the text for them and you can delete them. They are saved with your career file (yet to be coded). You can also specify their color via the options file.
I'll add a new option in the navmap features that will let you control the visibility of these destroyed marks :up:
Once I have these new destroyed marks coded completely I'll release test version 5 of v6.4.0 for you all to test.

stoianm 02-27-11 01:17 PM

i can not keep my testing time in the same line with your modding time:DL - i never belived that i will have this problem:haha:
looks cool - impatient to give a try
thanks

Silent Steel 02-27-11 01:34 PM

Quote:

Originally Posted by TheDarkWraith (Post 1607993)
Got the Destroyed marks working :yeah: From idea last night at dinner with woman to proof of concept:


You'll notice that the DM1 (first destroyed mark) is a little off from where the game says the vessel was destroyed. This is due to floating point and rounding errors which I can't control (in the above screenshot the distance between the two is ~2000m)
These destroyed marks will only be visible when you reload a save game. It's only enabled now for testing purposes.
These destroyed marks are just like Supermarks except that you can't reposition them. You can edit the text for them and you can delete them. They are saved with your career file (yet to be coded). You can also specify their color via the options file.
I'll add a new option in the navmap features that will let you control the visibility of these destroyed marks :up:
Once I have these new destroyed marks coded completely I'll release test version 5 of v6.4.0 for you all to test.



Just keep 'em coming!
If that's what I can do to contribute and as a token of my esteem - I will! :yep:

//

Silent Steel 02-27-11 01:52 PM

Quote:

Originally Posted by Stormfly (Post 1607858)
hi,

...if you like to have original german language on your boat, try Stormys DBSM sound collection. :sunny:

This one I'd like to have.
Could you please tell where to find it or maybe give me a link?

:salute:

Jaeger 02-27-11 01:54 PM

Hi TDW,

nice feature your are implementing atm. Can we set them manually when on real navigation? this would be cool...

TheDarkWraith 02-27-11 01:59 PM

Quote:

Originally Posted by Jaeger (Post 1608014)
Hi TDW,

nice feature your are implementing atm. Can we set them manually when on real navigation? this would be cool...

Set them manually :06: Don't understand.

Here's how I have them working currently: when you destroy a unit the game adds a destroyedmark to the navigation map. The text of the destroyedmark contains the date and time it happened along with the ship type and tonnage. You can edit this text after it is placed on the navigation map to include whatever else you want to include with it. The destroyedmark won't be visible until you reload your game (this is because as you're playing your current game it displays all the ship's you've sunk already on the navigation map). Now I can change this behavior and have the destroyed marks appear on the navigation map instantly and hide the game's ship sunk icons. What do you think?

7Infanterie19 02-27-11 03:00 PM

Quote:

Originally Posted by TheDarkWraith (Post 1608019)
Now I can change this behavior and have the destroyed marks appear on the navigation map instantly and hide the game's ship sunk icons. What do you think?

I think that would be a great idea.

While I'm here, I'd like to ask you if it's possible to rearrange the right side icons from least used to most used (or vice versa), such as:

Crew Management
Toggle Charts Visibility
Ship's Journal
Automation
Map
Captain's Log (send contact report)
Radio Messages

Everyone may have their own preferences, so can this be done through the options file somehow?

Stormfly 02-27-11 03:39 PM

Quote:

Originally Posted by Silent Steel (Post 1608012)
This one I'd like to have.
Could you please tell where to find it or maybe give me a link?

:salute:

http://www.subsim.com/radioroom/showthread.php?t=164552

...plz be so kind and read the instructions :D

Jaeger 02-27-11 03:39 PM

Quote:

Originally Posted by TheDarkWraith (Post 1608019)
Set them manually :06: Don't understand.

Here's how I have them working currently: when you destroy a unit the game adds a destroyedmark to the navigation map. The text of the destroyedmark contains the date and time it happened along with the ship type and tonnage.

when you are on real navigation, the navigator should do a fix first. i dont want to see the real position of my sinkings, but the estimated position.

TheDarkWraith 02-27-11 03:53 PM

Quote:

Originally Posted by Jaeger (Post 1608112)
when you are on real navigation, the navigator should do a fix first. i dont want to see the real position of my sinkings, but the estimated position.

yes, I see what you're saying. Have to think on that one on how to implement :hmmm:

TheDarkWraith 02-27-11 04:08 PM

Just noticed something else. Should I try and remove the torpedo icons from the maps when real navigation enabled? They kinda give away your position when you fire them :shifty:

EDIT:

removed :yeah: Much better :up:

EDIT2:

wow, that really ups the realism when you can't see where your torpedoes are heading!


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