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

Katze 08-14-13 09:59 AM

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.

Dogfish40 08-14-13 10:53 AM

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

volodya61 08-14-13 11:00 AM

Quote:

Originally Posted by Dogfish40 (Post 2100031)
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.

These buttons (engine controls + deck awash) always there since version 7.2.0.. I can't understand why you don't see them..
Make sure you've enabled these functions in the Generic Patcher and via OptionsEditor..

Dogfish40 08-14-13 01:11 PM

Quote:

Originally Posted by volodya61 (Post 2100036)
These buttons (engine controls + deck awash) always there since version 7.2.0.. I can't understand why you don't see them..
Make sure you've enabled these functions in the Generic Patcher and via OptionsEditor..

WOW! This IS a mystery. I will try it again, I usually have no troubles anymore with installing any of this.
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

SnipersHunter 08-14-13 02:25 PM

Great mod

Fifi 08-14-13 03:40 PM

Quote:

Originally Posted by Dogfish40 (Post 2100097)
WOW! This IS a mystery. I will try it again, I usually have no troubles anymore with installing any of this.
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

:o Yes a mystery!
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.

Dogfish40 08-14-13 04:54 PM

Quote:

Originally Posted by Fifi (Post 2100140)
:o Yes a mystery!
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.

Hi Fifi,
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

Katze 08-14-13 06:09 PM

Quote:

Originally Posted by Katze (Post 2100002)
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.

I did some more testing and by enabling the 'stadimeter as sextant' options the navigator is working again.:)
So I guess the the bug is that the NavigatorAssistAOBSpeedCalcs is not working when 'stadimeter as sextant' options are disabled.

TheDarkWraith 08-14-13 07:39 PM

Quote:

Originally Posted by Katze (Post 2100190)
I did some more testing and by enabling the 'stadimeter as sextant' options the navigator is working again.:)
So I guess the the bug is that the NavigatorAssistAOBSpeedCalcs is not working when 'stadimeter as sextant' options are disabled.

Actually this is because two of the changes in the Stadimeter as sextant patch should've been updates :-?. If you didn't have the stadimeter as sextant patch enabled (and all it's changes) then the event for the stadimeter enabled/disabled was never being fired to the scripts. If it's never being fired to the scripts then my UIs mod can't intercept it and thus navigator doesn't do any calculations. This has been fixed in Generic Patcher v1.0.149.0 :up:

Good bug report/troubleshooting also :yeah:

Katze 08-14-13 08:59 PM

Quote:

Originally Posted by TheDarkWraith (Post 2100224)
Actually this is because two of the changes in the Stadimeter as sextant patch should've been updates :-?. If you didn't have the stadimeter as sextant patch enabled (and all it's changes) then the event for the stadimeter enabled/disabled was never being fired to the scripts. If it's never being fired to the scripts then my UIs mod can't intercept it and thus navigator doesn't do any calculations. This has been fixed in Generic Patcher v1.0.149.0 :up:

Good bug report/troubleshooting also :yeah:

Thanks for the update; glad I could help.

Fifi 08-14-13 09:09 PM

@ 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 :-?)

TheDarkWraith 08-14-13 09:36 PM

Quote:

Originally Posted by Fifi (Post 2100255)
@ 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 :-?)

That is from FX_Update :up:

Fifi 08-14-13 10:21 PM

Ah...it's from FX...but i have FX Update too with NewUIs, and can't see any wake :hmmm:

TheDarkWraith 08-14-13 10:49 PM

Quote:

Originally Posted by Fifi (Post 2100274)
Ah...it's from FX...but i have FX Update too with NewUIs, and can't see any wake :hmmm:

Probably because I need to update FX_Update to add periscope splashes/wakes to the twisty periscopes :hmmm: My UIs mod defaults to the twisty periscopes. Try changing them to the standard periscopes (will be located in sub's .sns file for the periscopes.

Fifi 08-14-13 10:54 PM

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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