SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

Targor Avelany 04-17-13 11:49 PM

Well, so far I have found 2 problems with 7.3.0:

1) I have a missing "advanced" depth scale (for both, up to 100 and the extended version). The bar after switching to "advanced" mode is just grey. Will take a screenie when I launch the game next time (re-downloading the file at the moment - maybe it got corrupted somehow).
2) I don't notice that the shafts are working differently with the separate engine control. I'm also having hard time slowing down to 1kn - when I manually change the speed, it acknowledges it, but than the mark jumps back to about 2-3kn. Again, will take screenshots when back in game.

volodya61 04-18-13 07:15 AM

Hi Targor :salute:

1. Here are two screens with the scales of my game.. everything works as expected -

http://s19.postimg.org/gta8bhfr3/SH5...8_14_06_59.jpg . http://s19.postimg.org/qrv6xyp6n/SH5...8_14_07_08.jpg

Here is my Hud3 texture (some colors were changed), you can try it if you want - http://rghost.ru/45374538

2. Here are few screens with independent engines control -

Right shaft -

http://s19.postimg.org/jv10lfsvz/SH5...8_13_42_29.jpg . http://s19.postimg.org/cgbot270f/SH5...8_13_44_16.jpg

Left shaft -

http://s19.postimg.org/gdyyigttr/SH5...8_13_46_51.jpg . http://s19.postimg.org/iwknj5fjz/SH5...8_13_47_01.jpg

As you can see the speed is about 0.5 knot and works only one engine at a time..

Try to do it in the next way - all stop → disable one engine → set the speed for the enabled engine..

gap 04-18-13 08:21 AM

Quote:

Originally Posted by TheDarkWraith (Post 2043203)
...

I need a destroyed land unit icon and a destroyed sub icon.

...

Can someone make these new icons :06:

Are these okay? :03:

http://img189.imageshack.us/img189/4...stroyedsub.png http://img824.imageshack.us/img824/6...troyedland.png

http://www.mediafire.com/?pwa89v7qvb6bb78

TheDarkWraith 04-18-13 08:36 AM

I think they're great! Anything is better than the child's looking art work I would've come up with :yep:

gap 04-18-13 08:52 AM

Quote:

Originally Posted by TheDarkWraith (Post 2043334)
I think they're great! Anything is better than the child's looking art work I would've come up with :yep:

Glad you like them. Let me know if you need for help on any other artwork :salute:

Targor Avelany 04-18-13 10:36 AM

Thanks, volodya. I'll check today, I think I might know why I have the problem.

Bathrone 04-20-13 01:23 AM

Ok I'm trying to get this configured right on my PC and I apologise if these have been addressed already theres soooo many pages in this thread. Just goes to show how awesomely popular it is :salute:

Q: Is there pictures of what the various dials look like?

Q: With the menu.txt file, how does this work with the mod enabler tool? Does the mod enabler actually overwrite the menu.txt file or does it parse it and put whatevers different only?

The reason I ask is that Im also using:

1. Generic patcher
2. EUF

And I added the following lines to the OEM menu.txt in the SH5 dir tree:

Code:

; Start TDW Generic Patcher Entries

; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft

; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive

; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu

; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy

; End TDW Generic Patcher Entries

; Start EUF Tooltip 10.5cm gun
6936=10.5 cm Deck Gun
6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>

; End EUF Tooltip 10.5cm gun

Whats the best way to handle this configuration?

Is this mod compatible with the generic patcher and the EUF mod?

I will document the answers to help others in the sober mod list thread as these mods are all common to his profile :hmmm:

volodya61 04-20-13 05:29 AM

Hi TDW :salute:

Always wanted to ask but forgot every time, now after a short break returned to the game and remembered :)
Is it possible to set impact detonators as default in the next version? Maybe via OptionsEditorFileViewer? Because now magnetic detonators are by default and so many torpedoes been lost by premature detonation in the rough seas..
Another question - are there any changes in the OptionsEditorFileViewer in the version 7.3.0? I have made Russian manual for this app and would like to keep it updated..

Thank you

Cybermat47 04-20-13 05:33 AM

Just a question, why is the journal for U021? Shouldn't it be U-27 through to U-36?

Cthulhus 04-20-13 05:59 AM

Hello,

I would like to know how can I control individual engines / shafts ?

NewUIs version 7.3.0 installed and SH5.exe patched with individual engine controls (on both files).

UI changed with the new addition that controls the two shafts. (I can see the new control on the bottom left hand side).

I can chose one individual shaft (left and/or right) but on the external view, the two engines are running!

Please help me :)

Thanks

volodya61 04-20-13 06:43 AM

One more thing :)

I already gave you the Russian menu.txt files for version 7.2.0, probably you didn't find them now, it was more than half year ago :D
I just noticed in the new version (v7.3.0) is very outdated Russian menu.txt..
Here are two files (regular and for RealNav) - http://rghost.ru/45422454
These files already edited for compatibility with the wolfpack patch..

:salute:

Mikemike47 04-20-13 02:39 PM

Quote:

Originally Posted by Bathrone (Post 2044161)
Q: With the menu.txt file, how does this work with the mod enabler tool? Does the mod enabler actually overwrite the menu.txt file or does it parse it and put whatevers different only?

And I added the following lines to the OEM menu.txt in the SH5 dir tree:

Code:

; Start TDW Generic Patcher Entries

; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft

; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive

; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu

; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy

; End TDW Generic Patcher Entries

; Start EUF Tooltip 10.5cm gun
6936=10.5 cm Deck Gun
6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>

; End EUF Tooltip 10.5cm gun

Whats the best way to handle this configuration?

Is this mod compatible with the generic patcher and the EUF mod?

:hmmm:

Did you mean to write these items in numerical order to the menu.txt of NewUIs with TDC, version 7.3.0, not the OEM menu.txt? I was thinking along the same issues to write to TDW. Otherwise, the JSGME with NewUIs with TDC, version 7.3.0 would overwrite what you are trying to accomplish.

@TDW
Ref from code box section above:
Is menu.txt item #s from 11000 to 11024 supposed to be in your present version Multiple UIs Version 7.3.0? These items (11000 to 11024) were added to the bottom of post #1 notes for [TEC] SH5.exe patches to fix bugs and add functionality for version 1.0.74 was released. If menu.txt needs to be added as mentioned, then Maxstrings= has to be increased in the menu.txt file, too.

Code:

Required menu.txt entries for versions >= v1.0.74.0:
 Edit this line in your menu.txt file:
MaxStrings=11100

Menu.txt reference for (EUF tooltp), [REL]Equipment Upgrades Fix by TheBeast

Mikemike47 04-20-13 02:58 PM

Quote:

Originally Posted by Bathrone (Post 2044161)
Q: With the menu.txt file, how does this work with the mod enabler tool? Does the mod enabler actually overwrite the menu.txt file or does it parse it and put whatevers different only?:hmmm:

The mod enabler overwrites the complete file. I use winmerge to parse files like menu.txt.

The following works for ini files, I do not know if .txt files of this size are too big for the textenabler to work:

[REL] JTxE - Textenabler to merge lines in ini-Files

For other great tools by Jimimadrid, go to post #23 of this link. I have used his tools for SH3 to SH5 files.

Targor Avelany 04-20-13 04:57 PM

so, one problem that popped up today, after using just the newui's .dlls (in the past they got overridden by the exe patcher .dlls): whenever I try to go to nav map - even if it is to get a missions - I get CTD.

Here is log from dbgviewer:

http://www.mediafire.com/?8cgeao4j6daie6w

Mikemike47 04-20-13 05:00 PM

Advanced depth gauge numbers not showing up??
 
Depth gauge numbers showed up fine using 7.2 or 7.1 versions. The numbers displays are not there at version 7.3. I can move my mouse to depth gauge and the pointer will display what depth I will be at; I can dive to the depth requested by clicking the mouse within the depth gauge display.

I just started using version 7.3 starting today but downloaded it on 04/15/2013. Using JSGME I unenabled all mods including Multiple UIs so I can migrate settings from version 7.1. Made migration changes. Reenabled mods. Saved useroptions.py. I am using the new patcher, TDW_GenericPatcher_v_1_0_83_0, too. Enabled and seen patch changes, too.

The biggest changes are sober's modlist changes from 2 months ago to present. I was using DynEnv v2.1 not 2.9 back then, too.

current mod list:
Code:

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V5 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
DynEnv v2.9 - No Underwater Impurity Patch
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Capthelms Audio+SV Touch Ups
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Speech fixes and additions (english version)
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date)V8 by sober - One file is newer than hotfix file, diff from sober's modlist
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_jimimadrids_map_tools
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
IRAI_0_0_39_Inertia_Damage
silentmichal's interior mod 1.2.1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
sobers DC barrels mod V1 SH5
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2
OHII v2 Western Approaches Mission Fix
OHIIv2.1 sovietunionflag+fixes
SOAN_Filter_Fix(For TDW NewUIs_TDC_7_1_0)
SH5Lifeboat_Wooden ver. 0.2
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
OH II Minefield map for TDWs Ui
OPEN HORIZONS II v2 - TDW_Mines_Subnets_Detectable_in_hydro
TDW FX Fix for Sobers chimney smoke
Trevally TDC Help v2
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers Depth of Field V6 SH5
sobers bad weather deck gun V5 SH5
Wasserbomben_SoundFix_1.2_E50
Voice, Sounds & Help

Anything obvious that I missed other than unloading one mod at a time and retesting one mod less at a time?


All times are GMT -5. The time now is 04:30 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.