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

Targor Avelany 10-18-12 09:09 AM

Quote:

Originally Posted by reallydedpoet (Post 1949578)
Anyone have any ideas on the above?

what kind of an error? screenshot?
what system do you run?

Dogfish40 10-18-12 09:51 AM

Quote:

Originally Posted by Targor Avelany (Post 1949246)
4500 meters maybe? If yes - than yeah, it is somewhat possible.. unlikely, but...

But not from 4500 kms..

Well
At night, at 4500 meters, I make surface attacks with no problem. I have even done this at a bit over 2000 meters. One of the comments on a startup screen has a u-boat captain commenting on being invisible at night at 1000 meters because of the angle and so forth, making the conning tower invisible to the watch on a ship.
A periscope would have to be fully extended with the moon behind it at least.
What do you think?

Quote:

Originally Posted by UnderWaterDude (Post 1949235)
Hello to all UnderWater Bros ! I am new here and i have question about radio messages ! My Perescope sited at night from 4500 km it's normal ?

Ahoy unterwasserduden
I would say no, this is not natural. Daytime perhaps but not night.
Are you using IRAI or any other mods that effect the AI's ability to attack and so forth. If you are, this might be the reason for the extra superman vision of the enemy. I'm assuming you mean meters, if it was Km you wouldn't even know there was an enemy there.
So, you might want to list your mods. This may be adjusted depending on which mods you have loaded up.
D40 :up:

Targor Avelany 10-18-12 10:04 AM

Quote:

Originally Posted by Dogfish40 (Post 1949600)
Well
At night, at 4500 meters, I make surface attacks with no problem. I have even done this at a bit over 2000 meters. One of the comments on a startup screen has a u-boat captain commenting on being invisible at night at 1000 meters because of the angle and so forth, making the conning tower invisible to the watch on a ship.
A periscope would have to be fully extended with the moon behind it at least.
What do you think?



Ahoy unterwasserduden
I would say no, this is not natural. Daytime perhaps but not night.
Are you using IRAI or any other mods that effect the AI's ability to attack and so forth. If you are, this might be the reason for the extra superman vision of the enemy. I'm assuming you mean meters, if it was Km you wouldn't even know there was an enemy there.
So, you might want to list your mods. This may be adjusted depending on which mods you have loaded up.
D40 :up:

that was pretty much what I was trying to say. It is still possible, depending on how loud you are, what speed are you going (possibly creating a massive wake?), moonlight, ambient light..

I'm not saying that it's impossible to get very very close, I'm just saying that it is possible to spot a uboat from 4500 meters :)

Though, perescope is slightly different subject.

gap 10-18-12 11:27 AM

Quote:

Originally Posted by Dogfish40 (Post 1949600)
Well
At night, at 4500 meters, I make surface attacks with no problem. I have even done this at a bit over 2000 meters. One of the comments on a startup screen has a u-boat captain commenting on being invisible at night at 1000 meters because of the angle and so forth, making the conning tower invisible to the watch on a ship.
A periscope would have to be fully extended with the moon behind it at least.
What do you think?



Ahoy unterwasserduden
I would say no, this is not natural. Daytime perhaps but not night.
Are you using IRAI or any other mods that effect the AI's ability to attack and so forth. If you are, this might be the reason for the extra superman vision of the enemy. I'm assuming you mean meters, if it was Km you wouldn't even know there was an enemy there.
So, you might want to list your mods. This may be adjusted depending on which mods you have loaded up.
D40 :up:

Quote:

Originally Posted by Targor Avelany (Post 1949603)
that was pretty much what I was trying to say. It is still possible, depending on how loud you are, what speed are you going (possibly creating a massive wake?), moonlight, ambient light..

I'm not saying that it's impossible to get very very close, I'm just saying that it is possible to spot a uboat from 4500 meters :)

Though, perescope is slightly different subject.

I think what UnderWaterDude is talking about are the "periscope spotted" messages that NewUIs is generating when a ship is around us.

Those messages emulate enemy ships spotting us, and our radio man intercepting their comming our presence. Afaik, they are just random messages, and have nothing to do with our U-boat being actually detected.

IIRC they can be disabled through option editor :up:

Targor Avelany 10-18-12 11:33 AM

Quote:

Originally Posted by gap (Post 1949642)
I think what UnderWaterDude is talking about are the "periscope spotted" messages that NewUIs is generating when a ship is around us.

Those messages emulate enemy ships spotting us, and our radio man intercepting their comming our presence. Afaik, they are just random messages, and have nothing to do with our U-boat being actually detected.

IIRC they can be disabled through option editor :up:

hmm, I don't think that is exactly like that, gap.

If you look closely, it comes in in red colloring when it does apply to you (it even works on friendly ships).

And I noticed generally if you are hunting for enemy ships and they spot you and you get that message - they do act as they spotted you. I think it is an actual spot, which TDW made into a radio message from this ships that you MIGHT have a chance of intercept.

The greyed-background messages of subs spotted are indeed random though.

gap 10-18-12 12:03 PM

Quote:

Originally Posted by Targor Avelany (Post 1949644)
hmm, I don't think that is exactly like that, gap.

If you look closely, it comes in in red colloring when it does apply to you (it even works on friendly ships).

I can be wrong, indeed. :hmm2:
But going by this post by Rongel, I am not the only one thinking so... and indeed, they are not completely random: you have to be within a certain distance from any ship for them to be generated.

Quote:

Originally Posted by Targor Avelany (Post 1949644)
The greyed-background messages of subs spotted are indeed random though.

Not exactly: those are static messages, but they are not random. They get dispatched to you based on current date/time. :know:

ReallyDedPoet 10-18-12 05:27 PM

Quote:

Originally Posted by Targor Avelany (Post 1949583)
what kind of an error? screenshot?
what system do you run?

PD 3.2ghz
3 gigs of RAM
1 GIG VC, Nvidia GeForce GT 430
Windows XP SP3

Game runs fine, just having issues with the this latest version. I have
ran previous versions in the past. Just getting back to the game.
This is when I am accessing the Options File-Editor Viewer.

The pic is not as clear as I wanted it.

http://imageshack.us/a/img832/4355/errordj.jpg

Targor Avelany 10-18-12 05:49 PM

Quote:

Originally Posted by reallydedpoet (Post 1949771)
PD 3.2ghz
3 gigs of RAM
1 GIG VC, Nvidia GeForce GT 430
Windows XP SP3

Game runs fine, just having issues with the this latest version. I have
ran previous versions in the past. Just getting back to the game.
This is when I am accessing the Options File-Editor Viewer.

The pic is not as clear as I wanted it.

try manually downloading and installing .Net ver4 from Microsoft website.

(I think its this link: http://www.microsoft.com/net/download)

ReallyDedPoet 10-18-12 06:13 PM

Quote:

Originally Posted by Targor Avelany (Post 1949781)
try manually downloading and installing .Net ver4 from Microsoft website.

(I think its this link: http://www.microsoft.com/net/download)

Thanks :yep:

Edit: Just updated to the lasted version and it is doing the same thing.

Dogfish40 10-19-12 12:12 PM

Quote:

Originally Posted by gap (Post 1949642)
I think what UnderWaterDude is talking about are the "periscope spotted" messages that NewUIs is generating when a ship is around us.

Those messages emulate enemy ships spotting us, and our radio man intercepting their comming our presence. Afaik, they are just random messages, and have nothing to do with our U-boat being actually detected.

IIRC they can be disabled through option editor :up:


Oh Wow!
Sorry, I forgot about those. Yeah, the periscope sighted messages in gray...
Sorry underwaterdude, my bad.:D Yeah these we don't even worry about. Although the ones from a distance show the positions of merchants and warships.
So, If you get one, take a look on your nav-map and you might see a red ship marker where the periscope or submarine sighted position is. From there, if it is close enough to your course, you can intercept the ship if it hasn't made any course changes by the time you should meet it. I use the periscope sighted messages to locate merchants anyway.
By the way, RDP, about the netframewrk error. This sounds familiar to me like I've read of someone having this or a similar issue with the new UI before.
I'll see if I can locate what this was and if it could help here.
D40 :salute:

Targor Avelany 10-19-12 12:19 PM

Quote:

Originally Posted by reallydedpoet (Post 1949789)
Thanks :yep:

Edit: Just updated to the lasted version and it is doing the same thing.

Not sure we can help you w/o TDW around, but we try...

Can you open the "Details" and copy/paste them here? (you can see the details button in your screenshot above)

Quote:

Originally Posted by Dogfish40 (Post 1950082)
Oh Wow!
Sorry, I forgot about those. Yeah, the periscope sighted messages in gray...
Sorry underwaterdude, my bad.:D Yeah these we don't even worry about. Although the ones from a distance show the positions of merchants and warships.
So, If you get one, take a look on your nav-map and you might see a red ship marker where the periscope or submarine sighted position is. From there, if it is close enough to your course, you can intercept the ship if it hasn't made any course changes by the time you should meet it. I use the periscope sighted messages to locate merchants anyway.
By the way, RDP, about the netframewrk error. This sounds familiar to me like I've read of someone having this or a similar issue with the new UI before.
I'll see if I can locate what this was and if it could help here.
D40 :salute:

Yep. I think it was with .exe patcher though. Also trying to locate the info.

ReallyDedPoet 10-19-12 07:23 PM

Quote:

Originally Posted by Targor Avelany (Post 1950085)
Not sure we can help you w/o TDW around, but we try...

Can you open the "Details" and copy/paste them here? (you can see the details button in your screenshot above)



Yep. I think it was with .exe patcher though. Also trying to locate the info.

I'll post them a bit later, thanks for the help.

@ dogfish40, thanks.

volodya61 10-19-12 07:54 PM

@ reallydedpoet

Hi! :salute:

I have the same system - WinXP SP3 and also I have installed - .Net Framework - v1.1, v2.0,v3.0, v3.5, v4.0
I haven't such issues as you have..
TDW said that he wrote his Apps in .Net Framework v2.0
Maybe you need to install v2.0 also?
Hopefully it can help..

ReallyDedPoet 10-19-12 08:24 PM

Thanks, it's strange really. It's worked for me in the past with no issues. And the game with other mods is running smoothly.

ReallyDedPoet 10-20-12 04:35 PM

Quote:

Originally Posted by Targor Avelany (Post 1950085)
Not sure we can help you w/o TDW around, but we try...

Can you open the "Details" and copy/paste them here? (you can see the details button in your screenshot above)

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
at TheDarkWraith.SilentHunter5.OptionsFileEditorViewe r.ReadCfgFile()
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WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
OptionsFileEditorViewer
Assembly Version: 1.0.28.0
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System.Windows.Forms
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System
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Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
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System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
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System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
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Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


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