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

atacms 09-25-12 02:12 PM

I'm having a weird GMT reading
 
I loaded the stock historical mission rivermayhem. The mission starts at 0530 nautical local time Sep.1 1942. Here is the screenshot taken 1 hour later.

it indicates local nautical time 0147H with GMT 0647H

But actually it should be 0647H local nautical time and GMT 1147H.
Just look at the rising sun. It's early morning.

Any ideas? I'm using "NewUIs_TDC_7_1_0_ByTheDarkWraith"


http://i50.tinypic.com/348m6hf.jpg

Trevally. 09-25-12 03:19 PM

Hi atacms and welcome to subsim:salute:

I have seen this issue with single missions too.
Try a save/load to fix:hmmm:

atacms 09-25-12 09:06 PM

Hi Trevally thanks for the welcome~ It took me quite some time to read through your discussion over RAOBF

As for the current question, unfortunately s/l doesn't help. It still feels like the mod is taking the local nautical time as GMT time then perform the calculation for another "local nautical time".

atacms 09-25-12 10:02 PM

And indeed it does take the original game time as GMT~
I found traces in

page captain log.py
Page Default Hud.py
Page layout.py
Page navigation map.py

where it says
"gmttime = Game.CurrentGameDateTime"

I'm not sure if Game.CurrentGameDateTime is local nautical time for "current position" or local nautical time for "the initial position of current game session(start position of this scenario or savefile just loaded) because I had difficulty crossing time zone. The game seems to have a habit to CTD on high TC(>1024). Even on vanila vision.

Segwin 09-26-12 05:26 AM

Having problems with the Supermark feature not working.

When using the IO Strategic map can I change "dripped effect' and "plastic" to false and still have the Supermark still show up?

I was going to post this in the Strategic map mod thread but thought I'd start here first.

tia

gap 09-26-12 05:43 AM

Quote:

Originally Posted by atacms (Post 1939471)
And indeed it does take the original game time as GMT~
I found traces in

page captain log.py
Page Default Hud.py
Page layout.py
Page navigation map.py

where it says
"gmttime = Game.CurrentGameDateTime"

Is this just related to New UI's, or stock game as well is affected by this possible mistake? :hmmm:

atacms 09-26-12 06:04 AM

Quote:

Originally Posted by gap (Post 1939537)
Is this just related to New UI's, or stock game as well is affected by this possible mistake? :hmmm:

only the new UI. The stock game has only one clock and one time setting, "CurrentGameDateTime". There's no GMT to be displayed. The files I mentioned are inside the new UI, importing stock gametime for further manipulation.

vdr1981 09-26-12 06:33 AM

Anyone experiencing similar problem with SOAN enabled? SOAN became unusable when i try to use funel filter (see picture,no ships are shown anymore)...
http://imageshack.us/a/img99/9251/sh...0926131334.jpg
On the other hand, it looks like island filter doesn't work propertly also...
Tnx...
P.S. I use 7.2 of TDW IU but this stuff was noticeable with 7.1 also...

Segwin 09-26-12 07:14 AM

Quote:

Originally Posted by Segwin (Post 1939534)
Having problems with the Supermark feature not working.

When using the IO Strategic map can I change "dripped effect' and "plastic" to false and still have the Supermark still show up?

I was going to post this in the Strategic map mod thread but thought I'd start here first.

tia

I've found that the supermark won't work unless the minimap is open (at least part way). With the mini-map open you can go into the IO strategic map and place supermarks. :up:

atacms 09-26-12 07:17 AM

same here. The filter rarely work properly so I don't use them any more. They often filter out correct entries leaving empty result.

Actually that's because these filtering entries like funnels are not always present inside their SOAN cfg file. Especially for Freighters.

if you open BB RoyalSovereign,NBB_RoyalSovereign.cfg, you have
Code:

[Unit]
ClassName=BBRoyalSovereign
3DModelFileName=data/Sea/NBB_RoyalSovereign/NBB_Royal_Oak
UnitType=11
MaxSpeed=21.5
Length=188.28
Width=30.51
Mast=44.76
Draft=8.70
Displacement=31000
RenownAwarded=1100
RecManualCategory=LargeWarship
BowShape=Plumb
Funnels=1

but if you open liberty freighter, NLL.cfg,
Code:

[Unit]
ClassName=LL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=13
Length=140.91
Width=21.35
Mast=26.18
Draft=8.20
Displacement=7170
DisplacementVariation=5
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=Yes

there's no "funnels" inside nll.cfg
you can also see how different the entries are. They're not standardized.
and "Islands=None". The Island filter is not gonna like this...

Maybe we shoudl just DIY these cfg files.

Quote:

Originally Posted by vdr1981 (Post 1939566)
Anyone experiencing similar problem with SOAN enabled? SOAN became unusable when i try to use funel filter (see picture,no ships are shown anymore)...
http://imageshack.us/a/img99/9251/sh...0926131334.jpg
On the other hand, it looks like island filter doesn't work propertly also...
Tnx...
P.S. I use 7.2 of TDW IU but this stuff was noticeable with 7.1 also...


gap 09-26-12 07:57 AM

Quote:

Originally Posted by atacms (Post 1939548)
only the new UI. The stock game has only one clock and one time setting, "CurrentGameDateTime". There's no GMT to be displayed. The files I mentioned are inside the new UI, importing stock gametime for further manipulation.

yes, silly me for asking :doh:

I remember that another forum member had reported issues with local/GMT time conversion some time ago. Possibly TDW has made some confusion with it in his code... :hmmm:

Quote:

Originally Posted by vdr1981 (Post 1939566)
Anyone experiencing similar problem with SOAN enabled? SOAN became unusable when i try to use funel filter (see picture,no ships are shown anymore)...
On the other hand, it looks like island filter doesn't work propertly also...
Tnx...
P.S. I use 7.2 of TDW IU but this stuff was noticeable with 7.1 also...

Quote:

Originally Posted by atacms (Post 1939601)
same here. The filter rarely work properly so I don't use them any more. They often filter out correct entries leaving empty result.

For filtering ships, stock recognition manual (and possibly SOAN) makes reference to RecManualCategory, BowShape, Funnels and Superstructure settings in the cfg file of each unit (found in data/Sea/ subfolders). New UIs modifies those files.

My suggestion is to compare ship's cfg files, one by one, with their respective stock counterparts, and to restore the modified entries within the limits of the above mentioned settings.

If it doesn't fix the problem, then there is a chance that SOAN is misreading those settings.

atacms 09-26-12 08:23 AM

I just made a grep over the mod directory. It's a mess. Look what I got:
Code:

Islands=1       
Islands=2
Islands=123
Islands=none

Superstructure=Composite
Superstructure=None
Superstructure=Small                //NCVE_Attacker.cfg
Superstructure=Large                //NCV_Ark_Royal.cfg
Superstructure=Split

MidSuperstructure=ForeBridge        //NAO_Dithmarschen.cfg
MidSuperstructure=Stern                //NOM_Ranger.cfg

BowShape=Raked
BowShape=Plumb

Funnels=0
Funnels=1
Funnels=1Large        //NAGP_CarlPeters.cfg
Funnels=1Straight
Funnels=1Raked
Funnels=2
Funnels=2WideSpace
Funnels=2ForeWider
Funnels=2Identical
Funnels=2ForeTaller
Funnels=2ForeTaller
Funnels=3+

There're far more classifications than that the filters could recognize right now. Someone even invented a new filter "MidSuperstructure".
Not to mention those with entries missing.

We should really clean it up.

Quote:

Originally Posted by gap (Post 1939641)

My suggestion is to compare ship's cfg files, one by one, with their respective stock counterparts, and to restore the modified entries within the limits of the above mentioned settings.

If it doesn't fix the problem, then there is a chance that SOAN is misreading those settings.


gap 09-26-12 09:01 AM

Quote:

Originally Posted by atacms (Post 1939658)
I just made a grep over the mod directory. It's a mess. Look what I got:
Code:

Islands=1       
Islands=2
Islands=123
Islands=none

Superstructure=Composite
Superstructure=None
Superstructure=Small                //NCVE_Attacker.cfg
Superstructure=Large                //NCV_Ark_Royal.cfg
Superstructure=Split

MidSuperstructure=ForeBridge        //NAO_Dithmarschen.cfg
MidSuperstructure=Stern                //NOM_Ranger.cfg

BowShape=Raked
BowShape=Plumb

Funnels=0
Funnels=1
Funnels=1Large        //NAGP_CarlPeters.cfg
Funnels=1Straight
Funnels=1Raked
Funnels=2
Funnels=2WideSpace
Funnels=2ForeWider
Funnels=2Identical
Funnels=2ForeTaller
Funnels=2ForeTaller
Funnels=3+

There're far more classifications than that the filters could recognize right now. Someone even invented a new filter "MidSuperstructure".
Not to mention those with entries missing.

We should really clean it up.

Good finding atacms :up:

keep just the settings found in stock cfg files: I think they are more that enough for filtering the few ships available in SH5. Once you finish, post here your modifications, and I am sure TDW will be glad to include them in his mod.

Finally, if you have time, you could also check for mistakes cfg files of inported units featured in OHII and MTNS. In this case you wont be able to compare their settings with stock settings, because they are not featured in vanilla game.

Should you need to look at their 3d models without running the game, you can do it by opening their dat file with goblin editor (found in main SH5 directory) or with silent 3ditor

Dogfish40 09-26-12 09:17 AM

Quote:

Originally Posted by gap (Post 1939673)
Good finding atacms :up:

keep just the settings found in stock cfg files: I think they are more that enough for filtering the few ships available in SH5. Once you finish, post here your modifications, and I am sure TDW will be glad to include them in his mod.

Finally, if you have time, you could also check for mistakes cfg files of inported units featured in OHII and MTNS. In this case you wont be able to compare their settings with stock settings, because they are not featured in vanilla game.

Should you need to look at their 3d models without running the game, you can do it by opening their dat file with goblin editor (found in main SH5 directory) or with silent 3ditor

Should we also look for any other mods that might have these same flawed CFG files and might possibly "share" them right back into the soup?!
Is it possible, in other words, that these files are in any other mods as well?!
Just wondering about this.
D40:hmm2:

gap 09-26-12 09:56 AM

Quote:

Originally Posted by Dogfish40 (Post 1939678)
Should we also look for any other mods that might have these same flawed CFG files and might possibly "share" them right back into the soup?!
Is it possible, in other words, that these files are in any other mods as well?!
Just wondering about this.
D40:hmm2:

The main reason for modding those cfg files, I guess, was that ship's dimensions were messed up in stock game. The first modder who addressed the problem was toniloCoyote, who released a Real Dimensions pack and a set of tools for measuring ship's dimensions directly in game.

I ignore wether the changes to cfg files featured in New UI are derived from toniloCoyote's work or not, and I don't understand why, together with the needed changes to ships dimensions, other entries like the ones we are discussing, were modified. It is well possible that there is a precise reason for them, that TDW will be able to explain when he will be back from his trip.

Anyway, replying to your question, possibly also DrJone's and Reaper7's UIs got their own cfg files and, supposing that they inherited them from the same source as New UI's, they could be affected by the same problem.

But then again, this is just my guessing, that will be easily confirmed or most probably dismissed by looking directly at those mods, or by getting in touch with their respected authors. :)


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