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

THE_MASK 08-22-12 06:11 AM

You have to be surfaced to use the deck gun . Press the surfaced icon on the left of the GUI . Can anyone get the single propellor to work with the UI 7.2 . I cannot get it to work .

Topo65 08-22-12 09:32 AM

Yes, Sober. Working as TDW wrote in 9229 post, here.

http://img24.imageshack.us/img24/799...2104155.th.jpg

Trevally. 08-22-12 11:49 AM

Quote:

Originally Posted by gap (Post 1924542)
Troopz,
having looked at your screenshot I can only say that for manning that deckgun you would need for an entire squad of frogmen, wich I am afraid is not implemented in this mod. :D :salute:

:har::up:

Raven Morpheus 08-22-12 01:20 PM

Quote:

Originally Posted by TheDarkWraith (Post 1924435)
Scope should first be placed on the waterline of the unit then press the stadimeter button. Set the next line at the highest point on the unit. Click mouse to accept :up:


Doh! I was doing it the wrong way round then. :haha::/\\!!

Haven't had a chance to go through the tutorial Trevally mentioned but I just had a go at ranging a war ship off the coast of Britain as I was already in place to do so and tried placing the stadimeter line on the highest point, which was in this case the mast (on a A Class destroyer from what I could tell in the darkness of night) and that didn't quite work so I went for the funnels and that worked like a charm.

Many thanks for the tip. :up:


The new engine controls are looking nice btw. Not sure I'd use them but I'll give the new build of the UI a go at some point anyway. :up:

Troopz 08-22-12 04:59 PM

Quote:

Originally Posted by gap (Post 1924542)
Troopz,
having looked at your screenshot I can only say that for manning that deckgun you would need for an entire squad of frogmen, wich I am afraid is not implemented in this mod. :D :salute:

Doh! My mistake, I believe in vanilla you could fire the deck gun even if the deck was 'awash'. Anyway, got back to playing finally and nabbed me 3 carriers in one patrol, early 1940's a bit easy.

Raven Morpheus 08-22-12 08:49 PM

Hello again

I've been trying to gauge the speed of ships but I'm having a bit of problem doing so using this UI mod.

The XO TDC function ends up giving me silly speeds for freighters, speeds like 44kts when the recognition manual states they only do 13kts max!

I also cannot find out the speed by hovering over them like you can in vanilla SH5 and when I click on a target the info displayed doesn't give the speed, it's shown as ---

Probably doing something wrong myself, but I'm wondering if there is there any way of getting the speed and range info when hovering over a target back (also the speed info when hovering over the speed control on each speed), I found that really helpful in vanilla SH5 and it would be better as this UI mod's alternative doesn't seem to work for me. I've had a look in the options file but can't immediately spot anything relating to this, I did see the string "ShowContactsActualSpeed = False" and changed it to "True" but it didn't seem to have any effect.

Thanks.

TheDarkWraith 08-22-12 09:05 PM

You will get erroneous speed readings if you TDC AOB dial is set incorrectly.

If you want to get the contact's speed back by hovering over it then enable item notes in the upper right top extended bar.

THE_MASK 08-23-12 03:43 AM

Test with NewUIs_TDC_7_2_0_ByTheDarkWraith
Using depth icons
If i go from submerged to decks awash i dont get the crew on deck . Is there a way to have the game flash the icon red or disable the icon until the correct icon sequence is pressed . I should have gone from submerged , then surfaced then decks awash .

I get a big script error page when crash diving when the sub gets to around 100mts depth .

TheDarkWraith 08-23-12 07:17 AM

Quote:

Originally Posted by sober (Post 1924935)
Test with NewUIs_TDC_7_2_0_ByTheDarkWraith
Using depth icons
If i go from submerged to decks awash i dont get the crew on deck . Is there a way to have the game flash the icon red or disable the icon until the correct icon sequence is pressed . I should have gone from submerged , then surfaced then decks awash .

I get a big script error page when crash diving when the sub gets to around 100mts depth .

There shouldn't be any sequence needed to get crew on the deck. Going from submerged to decks awash should have crew on deck when you get to decks awash depth.

What does this script error say when the sub gets to around 100m depth?

Segwin 08-23-12 08:06 AM

A repeat command in otipons file
 
I'm just setting up the UIs for the first time.

I'm in the RADIO tab and 3rd line down is Set time compression to one on radio message received = true (default)

12 line down is Set time compression to one when a new radio message is received = false (default)

Wouldn't all radio messages be considered new? Wouldn't line 3 override line 12?

Thanks.

Raven Morpheus 08-23-12 08:22 AM

Quote:

Originally Posted by TheDarkWraith (Post 1924897)
You will get erroneous speed readings if you TDC AOB dial is set incorrectly.

Oh I see. That's probably it then. Haven't quite got the hang of setting AOB yet.

Quote:

If you want to get the contact's speed back by hovering over it then enable item notes in the upper right top extended bar.

Cool. Thought it might have been there somewhere, you seem to think of everything. :up::yeah:

Raven Morpheus 08-23-12 04:12 PM

Been looking through the recognition manual that comes with the TDW UI and noticed that some ships, not all just some, have a 2nd set of information just above the image, it also doesn't always correspond to the information given on the right hand page.

You can see what I mean in this screengrab, I've highlighted the bits in question in red boxes -

http://img405.imageshack.us/img405/5...2321284865.jpg



It appears that some of the .dds files still have this information on them.

An easy fix, on the _sil.dds files for the ships in question just black out the data on the main layer and alpha layer and save the file again.

Trevally. 08-23-12 04:27 PM

:hmmm: not sure about that sorry.

Did you know that you can click on the "ADDITIONAL INFO" line:D

http://img571.imageshack.us/img571/3...0310163521.png


http://www.subsim.com/radioroom/show...5&postcount=75

Raven Morpheus 08-23-12 04:47 PM

Quote:

Originally Posted by Trevally. (Post 1925154)
:hmmm: not sure about that sorry.

Did you know that you can click on the "ADDITIONAL INFO" line:D

http://img571.imageshack.us/img571/3...0310163521.png


http://www.subsim.com/radioroom/show...5&postcount=75


Probably just my install, I had the ERM v2.10 mod installed prior to installing the TDW UI mod so it could just be files haven't been overwritten. I'm going to look for a clean set of the art files and copy them over, I believe TDW's FX_Update has a nice clean set, if not I'll just re-install SH5 but keep my current install as a copy and take the files from the fresh install (assuming of course they all exist), if not I'll just edit the files myself.

Thanks for the tip on the Additional Info line, wondered what that's for, haven't bothered seeing if it's clickable yet though. :up:


EDIT - I found out where the problem lied. It's actually in TDW's FX Update v0.0.19. That's the mod which contains the .dds files which have that extra data on them. So I looked in the backup JSGME makes, renamed the backups of the relevant files back to .dds and copied them to the relevant folders and the images are back to normal.

The ships affected for me were as follows -

Duilio
Duke Of York
Suffolk
Eagle
Furious
Hermes
Archer
Attacker
Audacity
Charger
Sangamon
Town
Stork
Hog Island War Supplies
Thetis (in-game I had one called something or other Cutter, this is referred to in the files as Thetis)
Troop Transport (called Mauretania in the files)
SC497
Rawalpindi (the AMC's)


Hope that helps anyone else that comes across this issue.

Targor Avelany 08-23-12 06:35 PM

Quote:

Originally Posted by Raven Morpheus (Post 1925161)
Probably just my install, I had the ERM v2.10 mod installed prior to installing the TDW UI mod so it could just be files haven't been overwritten. I'm going to look for a clean set of the art files and copy them over, I believe TDW's FX_Update has a nice clean set, if not I'll just re-install SH5 but keep my current install as a copy and take the files from the fresh install (assuming of course they all exist), if not I'll just edit the files myself.

Thanks for the tip on the Additional Info line, wondered what that's for, haven't bothered seeing if it's clickable yet though. :up:


EDIT - I found out where the problem lied. It's actually in TDW's FX Update v0.0.19. That's the mod which contains the .dds files which have that extra data on them. So I looked in the backup JSGME makes, renamed the backups of the relevant files back to .dds and copied them to the relevant folders and the images are back to normal.

The ships affected for me were as follows -

Duilio
Duke Of York
Suffolk
Eagle
Furious
Hermes
Archer
Attacker
Audacity
Charger
Sangamon
Town
Stork
Hog Island War Supplies
Thetis (in-game I had one called something or other Cutter, this is referred to in the files as Thetis)
Troop Transport (called Mauretania in the files)
SC497
Rawalpindi (the AMC's)


Hope that helps anyone else that comes across this issue.

in this case placing the FX Update before TDW NewUI should fix the problem. If I understood correctly.


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