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

7up 10-20-13 07:58 PM

Thankssss
 
Thanksss for this work, you have a haven in mind.

plj 10-21-13 02:53 AM

Quote:

Originally Posted by V13dweller (Post 2130552)
I did some checking and found many files did not download when I reinstalled due to a problem with Uplay.
I have had problems like this for a while, even when using the updater, the updater did not update properly...

Connections were on and off for a long time.:dead:


EDIT: Still no luck on getting a download that works, damn you WA internet services!

Check forum mail. If needed I have the 1.2 patch as well.
Quote:

Originally Posted by 7up (Post 2131011)
Thanksss for this work, you have a haven in mind.

A haven in mind ? Is that like a place where all your thoughts drift off to and anchor ?

gap 10-21-13 03:22 AM

Quote:

Originally Posted by V13dweller (Post 2130552)
EDIT: Still no luck on getting a download that works, damn you WA internet services!

:-?

plj 10-21-13 03:31 AM

Quote:

Originally Posted by tscharlii (Post 2125001)
Alright. Here are the steps to reproduce.

Mods:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_Real_Navigation
Manos Scopes-patch for 16x9

Also have the TDW hydrophone exe fixes activated.

1. Load up the historical mission TDW Torp Tutorial.
2. Make sure, your sub is NOT heading North. Turn to heading 320 degrees by making a 40 degrees turn to port/left.
3. The contact should be at around 106 degrees. Go to the sonarman, activate the hydrophone station and point the needle to 106 degrees.
4. Ask the sonar man to follow the selected target (see picture). He responds: "Sonarman: no near contact to follow"
5. You can, however, make him pick up the contact by pointing the needle to 66 degrees

The aforementioned changes to /data/Scripts/Stations/Hydrophone.py fix this issue.

I can confirm the bugreport as a valid one. TDW used true bearing where he should have used relative bearing.

tscharlii 10-21-13 08:39 AM

Quote:

Originally Posted by plj (Post 2131174)
I can confirm the bugreport as a valid one. TDW used true bearing where he should have used relative bearing.

Good thing you asked in the other thread, how confident I am with the fix proposal. I looked at it again, and I think the code that selects the hydrophone contact to follow deserves even more reviewing.

TDWs original Code in HydrophoneFollowNearestContact(): (/data/Scripts/Stations/Hydrophone.py)
Code:

        for contact in contacts:
            if sub.HeadingDEGToContact( contact ) >= ( hydroangle - sweeprange ) and sub.HeadingDEGToContact( contact ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange:
                if hydrocontact == None:
                    hydrocontact = contact
                else:
                    if sub.HeadingDEGToContact( contact ) <= sub.HeadingDEGToContact( hydrocontact ) and sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ):
                        hydrocontact = contact

In my opinion it should read (Be careful, if you copy paste from here, the indentation has to be done using tabs, not spaces. Python is quite picky about this. Better download the mod below):
Code:

        for contact in contacts:
            if TDWUtils.GetContactHeading( sub.HeadingDEGToContact( contact ) - sub.HeadingDEG ) >= ( hydroangle - sweeprange ) and TDWUtils.GetContactHeading( sub.HeadingDEGToContact( contact ) - sub.HeadingDEG ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange:
                if hydrocontact == None:
                    hydrocontact = contact
                else:
                    if sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ):
                        hydrocontact = contact

The semantics of this is: Follow the nearest contact within maxrange on hydrophone needle bearing plus-minus sweeprange

The change in the second line ensures the code deals with bearings relative to the sub's course instead of true, north-aligned bearings.
The change in the sixth line ommits a bogus if-condition. Why only select the nearest contact, if it also happens to be at a lesser bearing than other contacts in that area, and otherwise follow a contact further away. The command is called "Hydrophone follow nearest contact", after all.

This fix is available as a mod, activate it via JSGME after TDWs NewUIs:
http://www.deguero.de/jel/Hydrophone..._0_To_7_5_0.7z

plj 10-21-13 09:05 AM

Much appreciated, will test and report back!

V13dweller 10-21-13 10:04 AM

Quote:

Originally Posted by gap (Post 2131170)
:-?

My data lines have been on the fritz due to what I think are site-works going on near by, but Western Australia is renowned for poor internet.

I was able to get a working version tonight though, thankfully.

I blame poor maintenance, I have heard reports of rotted wiring being changed in my area recently, so that could be the cause.

gap 10-21-13 10:11 AM

Quote:

Originally Posted by V13dweller (Post 2131353)
My data lines have been on the fritz due to what I think are site-works going on near by, but Western Australia is renowned for poor internet.

I was able to get a working version tonight though, thankfully.

I blame poor maintenance, I have heard reports of rotted wiring being changed in my area recently, so that could be the cause.

Okay, what matters is that you have got back a working installation of the game :up:

porabotitel 10-22-13 11:43 PM

Is there a Russification of this mod?

volodya61 10-23-13 12:01 AM

Quote:

Originally Posted by porabotitel (Post 2132286)
Is there a Russification of this mod?

Welcome aboard :salute:

You can find it inside the mod.. folder Text..

xSmithyx 10-24-13 05:03 AM

Hi there,

Having an issue with the game/mod at the moment. Every time I go to load a save game or load a new game I get the following error:

Error PythonImportErrorException:
Cannot import name Game_NewPlayerLogMessageCSharp in Data/Scripts/Menu/TheDarkWraithUserOptions.py

Traceback:
File ScriptManagerWrapper , line unknown, in CheckForStartGame
File , line 0 , in <string> ##2181
File , line 0, in StartGame

Script disabled!

I have tried everything from reinstalling the game to the mods. I have ran the SHValidator tool too many times to count. Any advice would be MUCHO appreciated.

THE_MASK 10-24-13 05:19 AM

Quote:

Originally Posted by xSmithyx (Post 2132810)
Hi there,

Having an issue with the game/mod at the moment. Every time I go to load a save game or load a new game I get the following error:

Error PythonImportErrorException:
Cannot import name Game_NewPlayerLogMessageCSharp in Data/Scripts/Menu/TheDarkWraithUserOptions.py

Traceback:
File ScriptManagerWrapper , line unknown, in CheckForStartGame
File , line 0 , in <string> ##2181
File , line 0, in StartGame

Script disabled!

I have tried everything from reinstalling the game to the mods. I have ran the SHValidator tool too many times to count. Any advice would be MUCHO appreciated.

I had that as well . Reinstalling the game was the only thing that fixed it .

plj 10-24-13 05:51 AM

Quote:

Originally Posted by xSmithyx (Post 2132810)
Hi there,

Having an issue with the game/mod at the moment. Every time I go to load a save game or load a new game I get the following error:

Error PythonImportErrorException:
Cannot import name Game_NewPlayerLogMessageCSharp in Data/Scripts/Menu/TheDarkWraithUserOptions.py

Traceback:
File ScriptManagerWrapper , line unknown, in CheckForStartGame
File , line 0 , in <string> ##2181
File , line 0, in StartGame

Script disabled!

I have tried everything from reinstalling the game to the mods. I have ran the SHValidator tool too many times to count. Any advice would be MUCHO appreciated.

Try re-downloading NewUI's and using a fresh copy ... maybe it's corrupted.

Oleander 10-28-13 04:51 PM

I'm getting that same error now, a new reinstall of SH5 didn't fix it.

Oleander 10-28-13 07:44 PM

I went back and deleted everything, including stuff in My Documents, and then reinstalled and that seems to have worked. Any ideas on what causes the python error?

Mikemike47 10-28-13 10:56 PM

Quote:

Originally Posted by Oleander (Post 2134752)
I went back and deleted everything, including stuff in My Documents, and then reinstalled and that seems to have worked. Any ideas on what causes the python error?

Yes, JSGME leftovers. Click on my signature link Post #6, 8 talk about python errors. Post #3 has common JSGME problems and solutions.

Rongel 10-30-13 11:11 AM

Quick question!

Do people still get the "unit destroyed" radio messages from sunk ships and destroyed planes? For some reason I haven't seen them in my megamod testing... I have activated this feature from options editor, but still nothing. I'm using TDW's NewUI version 7.4.2. :hmmm:

Really need them back!

vdr1981 11-02-13 12:32 PM

Quote:

Originally Posted by Rongel (Post 2135336)
Quick question!

Do people still get the "unit destroyed" radio messages from sunk ships and destroyed planes? For some reason I haven't seen them in my megamod testing... I have activated this feature from options editor, but still nothing. I'm using TDW's NewUI version 7.4.2. :hmmm:

Really need them back!

Did you try to set radioman intercept chance to 100% via options file editor? If your radioman can't intercept message even than, than something is wrong...

Just to confirm, electric engines on surface option is only available with v7.5.0, right ?

Rongel 11-02-13 01:49 PM

Quote:

Originally Posted by vdr1981 (Post 2136749)
Did you try to set radioman intercept chance to 100% via options file editor? If your radioman can't intercept message even than, than something is wrong...

Just to confirm, electric engines on surface option is only available with v7.5.0, right ?

Yes, I have the radioman intercepting messages at 100% but still nothing... Electric engines on surface is probably only in v.7.5. but still have it in the patcher, haven't activated it though. So is everything working for you?

vdr1981 11-02-13 03:00 PM

Quote:

Originally Posted by Rongel (Post 2136797)
Yes, I have the radioman intercepting messages at 100% but still nothing... Electric engines on surface is probably only in v.7.5. but still have it in the patcher, haven't activated it though. So is everything working for you?

Yes, nice cache Rongel...:hmmm:
There are no destroyed ship messages with v7.4.2, even with 100% intercept probability... :yep:

I'm pretty sure that this is not the case with v7.5.0...


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