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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 |
Hi atacms and welcome to subsim:salute:
I have seen this issue with single missions too. Try a save/load to fix:hmmm: |
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". |
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. |
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 |
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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... |
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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] Code:
[Unit] 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:
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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:
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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. |
I just made a grep over the mod directory. It's a mess. Look what I got:
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Islands=1 Not to mention those with entries missing. We should really clean it up. Quote:
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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 |
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Is it possible, in other words, that these files are in any other mods as well?! Just wondering about this. D40:hmm2: |
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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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