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What are you mousing into that is causing the error? I would try deleting all the Pagex_Draggables.TDW files in your \Silent Hunter 5 folder first. |
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About magnetic pistols, they were so useless that almost no Kaleun use them before they were replaced by a new model in late december 42.
http://www.uboataces.com/articles-wo...orpedoes.shtml I don't know if it's actually correctly rendered in game, as I've not been further than the entrance of Kiel canal presently :yep: But for sure they should not be the choice by default.... |
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I didn't knew how I can change the values.. that's why I told you that it doesn't worked for me.. |
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yup and i got same error :( i will use 7_4_1 till a new releas :) maybe will work :) |
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Ty for your help and sorry for inconveniences have a nice day Sjizzle |
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Don't see how you can make it better than best :haha: |
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Ah, ok!
Thinking about it, only minor thing would be to get those filters only for observation scope, and not for attack one (not sure about what was reality, but to me only observation scope could be night filters equiped - correct me if wrong) Anyway, i just avoid to enable filters for attack scope in NewUIs to force me to use the obs one! :D Little question: what exactly do the "night filter" feature in the fileviewer? |
As you are probably aware the old destroyed marks was flawed because I was unable to retrieve the exact position where the unit was destroyed. This resulted in destroyed marks showing in odd places on the map. Starting in v7.4.1 I disabled the destroyed marks (new destroyed marks in game only) until I could code in something to make it work correctly.
Today I finally coded in the hardest part of the new destroyed marks code. Now I get all the data related to the destroyed unit: [18692] TDWDestroyedMarks: Unit_Destroyed command received! [18692] TDWDestroyedMarks: Destroyed unit data: [18692] [18692] TDWDestroyedMarks: Ship destroyed event [18692] [18692] TDWDestroyedMarks: Destroyed mark #0: [18692] TDWDestroyedMarks: ClassName=LL [18692] TDWDestroyedMarks: Name=LL [18692] TDWDestroyedMarks: UnitType=102 [18692] TDWDestroyedMarks: eSide=1 [18692] TDWDestroyedMarks: Year=1 [18692] TDWDestroyedMarks: Month=1 [18692] TDWDestroyedMarks: Day=1 [18692] TDWDestroyedMarks: Longitude=-7814609.000000 [18692] TDWDestroyedMarks: Depth=-5.330906 [18692] TDWDestroyedMarks: Lattitude=2184462.000000 [18692] TDWDestroyedMarks: Tonnage=7173 [18692] TDWDestroyedMarks: FromNode= [18692] TDWDestroyedMarks: PatrolGroupName= [18692] TDWDestroyedMarks: Type=_BR Large Merchant (ProxY)#1 [18692] TDWDestroyedMarks: GMTTime=1/1/0001 [18692] TDWDestroyedMarks: Text=_BR Large Merchant (ProxY)#1 [18692] Depth: -5.3m [18692] Enemy [18692] 7173 tons [18692] TDWDestroyedMarks: LatLong=Lat: 18° 12' N Long: 65° 7' W The Text= will change. I have to take the data I have and send some of it to a function in SimData to get the unit's name. That return value will be the Text= then. As you can see I get a lot of data now about the destroyed unit. This will let me fix the radio messages and sounds for the destroyed units also. The Year, Month, Day, and GMTTime are incorrect also because I was just testing and this is not the final version (I have the gamedate and gamehour and just have to convert them into a readable format). when the game first started a placed an X where the unit was originally. As you can see the coordinates (LatLong) given are exactly where the unit was destroyed: http://www.subsim.com/radioroom/pict...pictureid=6668 Now I just have to code in placing the appropriate destroyed mark (land, air, sea, or sub) on the map :rock: |
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