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Anyone else have this bug?
I'm finding that when using the stadimeter my navigator no longer estimates the AOB and speed etc. I noticed this since moving from 7.5.0 Test version 7 to the latest Test version 12 ( with the stadimeter button fix ), along with TDW_GenericPatcher_v_1_0_148_0 with 'stadimeter as sextant' options disabled. I checked the TheDarkWraithUserOptions.py and NavigatorAssistAOBSpeedCalcs = True. |
Those buttons again
Well, I'm back to square one on this subject of the engine on/off buttons on the HUD.
I loaded up the 7.5 UI last night and I thought they would be there and they are not (not that I could see). I enabled the options settings for both decks awash and separate engine control . So I have gone back to the 7.2 UI for now until I can get some more data on this. I'll go back to my original question; Are there plans to place these two buttons back on the HUD? (The Decks awash button is also missing). If not, I just need to be directed to some complete instructions how to turn each engine on and off and adjust the speed of each on the 7.5 UI. I am loving all the improvements and hope to be able to use them. I think having those switches on the HUD makes all the difference. Anyway, TDW... excellent work on this! Absolutely Brilliant. D40 |
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Make sure you've enabled these functions in the Generic Patcher and via OptionsEditor.. |
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I made sure that all the relevent patches were enabled, and I tried the 7.5 UI. If you say that the buttons are there then something is making a left turn when I install the UI. It has been awhile though since I updated. Thanks Volodya D40 |
Great mod
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As Volodya said, these buttons (as i showed you) are visible from long time! What is your complete mod list? Maybe something overwrite it... Note you have to activate separated engines patches + enable option in fileviewer. |
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Yes, I did all of that, and my 7.2 UI has the buttons so I figure that as I'm setting the path for the UI, it's "turning left" and using another setup file for a differant UI. I've had that happen in the past. I thought I was watching out for it though. I'm sure I'll find the problem. I appreciate all the help. D40 |
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So I guess the the bug is that the NavigatorAssistAOBSpeedCalcs is not working when 'stadimeter as sextant' options are disabled. |
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Good bug report/troubleshooting also :yeah: |
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@ TDW
A suggestion---> I noticed with Magui interface we have a nice periscope wake and splash animation (visible also through periscope view looking backward and increasing with speed!): http://img15.hostingpics.net/thumbs/...iscopewake.jpg Would it be possible to get it also with your NewUIs mod? :) (assuming it's coming from UI mod, not sure about) If you can't do it, is there any possibility to bring it from Magui to NewUIs? (knowing what files to pick up :-?) |
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Ah...it's from FX...but i have FX Update too with NewUIs, and can't see any wake :hmmm:
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Running your mod validator for my both installs, to see what is overwriting FX Update:
My install running NewUIs (don't see any scope wake) FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Library\torpedoes_g7a-e.sim -D -A -W -S \data\Library\Torpedos_AI.sim -D -A -W -S Stormys DBSM SH5 v1.3 Basemod conflicts with FX_Update_0_0_22_ByTheDarkWraith \Data\Sound\Sh.sdl -D -A -W -S Stormys DBSM SH5 v1.3 HOTFIX 3 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Sound\Sh.sdl -D -A -W -S NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Objects\Sensors\UBoot_Sensors.fx -D -A -W -S \data\Objects\Sensors\UBoot_Sensors.GR2 -D -A -W +S \data\Objects\Sensors\UBoot_Sensors.sim -D -A -W +S IRAI_0_0_39_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S R.E.M_by_Xrundel_TheBeast_1.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S R.E.M. - hydrophone mute for player fix (TDW compatible) conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S OPEN HORIZONS II_full v2.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Zones.cfg -D -A -W -S \data\Library\flag.dat -D -A -W -S \data\Sea\NF_Boat_1\NF_Boat_1.GR2 -D -A +W +S \data\Sea\NF_Boat_1\NF_Boat_1_AO01.dds -D -A +W +S \data\Sea\NF_Boat_1\NF_Boat_1_LOD.GR2 -D -A +W +S \data\Sea\NF_Boat_1\NF_Boat_1_sil.dds -D -A +W +S \data\Sound\Sh.sdl -D -A -W -S SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Sound\Sh.sdl -D -A -W -S My install running Magui (i can see scope wake): Same as above, but the one below takes place in place of NewUIs conflicting (normal) Parts Magui Patch 3.03 conflicts with FX_Update_0_0_22_ByTheDarkWraith \data\Sound\Sh.sdl -D -A -W -S So i don't really see what can hide the FX Update scope wake, in my NewUIs mods list...:06: Furthermore, in both installs, i have almost same mods, but Magui instead of NewUIs! (both lists are visible with my sig) |
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