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

gap 10-06-13 05:21 PM

Quote:

Originally Posted by DannikJerriko (Post 2124509)
Guess i understand it now. After reading TDWs initial post for the 99th time i recognized that the dials simply cannot be there when it's set to SH5Enhanced-style. After setting it to SH3 the dials came up. Hours of hours of trying and two complete reinstalls of the entire SH5 were unnecessary... :/\\!!

But now it works. :D

Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI :03:

volodya61 10-06-13 05:38 PM

Quote:

Originally Posted by gap (Post 2124520)
Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI :03:

I guess these dials :) -

http://s19.postimg.org/4of7rpt4v/SH5...4_05_48_21.jpg

DannikJerriko 10-06-13 05:44 PM

Quote:

Originally Posted by gap (Post 2124520)
Out of curiosity: what kind of dials are you talking about? It is likely that the SH5 enhanced style got them to, but they are concealed within the UI :03:


Exactly what volodya61 said. The three dials in the lower right corner.

gap 10-06-13 05:54 PM

Quote:

Originally Posted by DannikJerriko (Post 2124531)
Exactly what volodya61 said. The three dials in the lower right corner.

In SH5 style, those dials are accessible by clicking on the depth/speed/heading bars, on the lower edge of the screen :salute:

volodya61 10-06-13 05:58 PM

Quote:

Originally Posted by gap (Post 2124536)
In SH5 style, those dials are accessible by clicking on the depth/speed/heading bars, on the lower edge of the screen :salute:

IIRC there is only the compass (SH5 Enhanced)..

DannikJerriko 10-06-13 06:02 PM

Dunno if they pop up or something, being a confused nub i need them permanently :o

gap 10-06-13 06:14 PM

Quote:

Originally Posted by volodya61 (Post 2124539)
IIRC there is only the compass (SH5 Enhanced)..

Maybe you are right, but I am sure that there is a key combinaion to convert it into rudder :hmmm:

Quote:

Originally Posted by DannikJerriko (Post 2124541)
Dunno if they pop up or something, being a confused nub i need them permanently :o

The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar :yep:

DannikJerriko 10-06-13 06:25 PM

Quote:

Originally Posted by gap (Post 2124547)
The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar :yep:

Guess i should try out the Enhanced Mode if i got the time. For now i'm happy that the game runs as expected. The Brits had a few days to recover since i wasn't on patrol. Time to even that out...:03:

plj 10-07-13 04:40 AM

Quote:

Originally Posted by gap (Post 2124547)
Maybe you are right, but I am sure that there is a key combinaion to convert it into rudder :hmmm:



The compass won't pop-up. IIRC once you open it it will stay on screen until you click again on the heading bar :yep:

Shift + C will show the compass and hide it again. Right clicking it changes the looks to a secondary mode. Shift + C will hide again.

Trevally. 10-07-13 07:27 AM

Post a picture and all will become clear:03:

gap 10-07-13 09:24 AM

Quote:

Originally Posted by DannikJerriko (Post 2124550)
The Brits had a few days to recover since i wasn't on patrol. Time to even that out...:03:

:rotfl2:

I hope the OP won't mind your zeal... ;)

tscharlii 10-07-13 04:11 PM

I was trying to tell the sonarman to follow a contact. I went to the hydrophone station, moved the needle towards a reasonable close contact, but that deaf guy kept telling me, there is no near contact to follow.

I think, due to a small bug in TDC_NewUI (I use 7.1.0, but it's still present in 7.5.0 test version), the sonarman looks for the contact at bearing "sub heading plus hydrophone needle bearing" instead of just "hydrophone needle bearing". So it only works, if my sub's heading happens to be zero degrees.

After I changed the function HydrophoneFollowNearestContact in /data/Scripts/Stations/Hydrophone.py as follows, my follow contact orders are no longer ignored.

Code:

def getHydroBearing ( contact, sub ):
    contactbearing = sub.HeadingDEGToContact(contact) - sub.HeadingDEG
    while contactbearing > 360.0:
        contactbearing -= 360.0
    while contactbearing < 0.0:
        contactbearing += 360.0
    return contactbearing


# Modified by TheDarkWraith
def HydrophoneFollowNearestContact():
    if GetHydroFollowContact() != None:
        return
    hydroangle = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.HYDROPHONE )
    sweeprange = GetHydroFollowNearestContactSweepRange()
    maxrange = GetHydroFollowNearestContactMaxRange()
    try:
        from PageDefaultHud import PageDefaultHud_MapGroup_Mapcontrol
        sub = PageDefaultHud_MapGroup_Mapcontrol.SubmarineContact
        contacts = PageDefaultHud_MapGroup_Mapcontrol.AllContacts
        hydrocontact = None
        for contact in contacts:
            if getHydroBearing( contact, sub ) >= ( hydroangle - sweeprange ) and getHydroBearing( contact, sub ) <= ( hydroangle + sweeprange ) and sub.RangeToContact( contact ) <= maxrange:
                if hydrocontact == None:
                    hydrocontact = contact
                else:
                    if getHydroBearing( contact, sub ) <= getHydroBearing( hydrocontact, sub ) and sub.RangeToContact( contact ) < sub.RangeToContact( hydrocontact ):
                        hydrocontact = contact
        if hydrocontact == None:
            from PageDefaultHud import Game_NewPlayerLogMessageOutside
            Game_NewPlayerLogMessageOutside( [ Menu.GetLocalizedText( IDSTR_HydroFollowTargetNoNearContact ), False ] )
            return
        SetHydroFollowContact( hydrocontact )
        from Pageinterior import Pageinterior_Blocnotes_FollowTarget
        Pageinterior_Blocnotes_FollowTarget.SetCheck( True, False )
        from PageDefaultHud import Game_NewPlayerLogMessageOutside
        Game_NewPlayerLogMessageOutside( [ Menu.GetLocalizedText( IDSTR_HydroFollowTargetNearest ), False ] )
    except:
        pass


Trevally. 10-07-13 04:33 PM

Quote:

Originally Posted by tscharlii (Post 2124934)
So it only works, if my sub's heading happens to be zero degrees.

After I changed the function HydrophoneFollowNearestContact in /data/Scripts/Stations/Hydrophone.py as follows, my follow contact orders are no longer ignored.

Good find:yeah:

gap 10-07-13 04:41 PM

Quote:

Originally Posted by tscharlii (Post 2124934)
I think, due to a small bug in TDC_NewUI (I use 7.1.0, but it's still present in 7.5.0 test version), the sonarman looks for the contact at bearing "sub heading plus hydrophone needle bearing" instead of just "hydrophone needle bearing". So it only works, if my sub's heading happens to be zero degrees.

It could be, but it is strange that you are the first person noticing this bug. Have you enabled TDW's hydrophone patch? No one complained about the effectiveness of the hydrophone after its release. :hmm2:

No saying that your discovery is only junk: I am just try to understand :)

plj 10-07-13 04:47 PM

Benno has no issues on my sub with following contacts, as long as they are within reasonable range and he reported them himself. I can spot contacts by hand much better then if I let him take care of it. I cant let him follow contacts that I pick out by hand.

I thought this was by design and due to him being a rookie, like me :p


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