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Old 03-13-10, 06:13 AM   #136
karamazovnew
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Well, the ENTIRE KiuB screen can be loaded up in the Menu Editor. However there are some issues with the ID's. One needs to go through each item and create new "placeholders" then paste each item manually. There are only 200 or so items so it wouldn't have taken me more than a day or so. However there are a few problems:

1. the periscope lines no longer work as they did in SH4
2. there are no more "temporary solutions" so the AOBF and the stadimeter wouldn't work as they did
3. there are new torpedo buttons
4. no readable data in the recognition manual (no ship lengths)
5. no more retractable panels (mouse move just doesn't cut it as well since you can't move the periscope with the keys anymore)

so the interface itself would take a while to link to actual functions.

I would rather wait a bit to see what future patches will bring us. I don't oppose having NO dials whatsoever on the interface, as long as the inputs are easy to do. That's why I actually like the new TDC, but it's just not flexible enough (need to lock on something + AOB bug).

But otherwise anyone is free to take anything from my interface. I've even posted a tool kit of which the PSD file should be useful for anyone that wants to do high rez dials. They were made for 1600x1200 resolutions and scale down very well to 1024x768. The original dials are made for 1024x768 and look bad if scaled up.

KiUB was made to be at the limits of what the SH4 hardcode allowed. I'm still waiting to see what SH5 can allow (after patches). Until then, TDW's interface is perfect and no fuss . I'm using it myself . But if anyone wants to try and port KiUB to SH5, they're free to do so. One thing I know for sure, is that I won't. I want a new interface, preferably 3d


EDIT: oh and the AOB finder wheel needs some free dial to be attached to. It's dead easy to do it but it's completely useless without ship lengths and proper mast values. Plus, that particular AOBF only worked with my miliradian periscope marks AND camera settings.
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Old 03-13-10, 06:57 AM   #137
java`s revenge
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I have downloaded this great mod but i am hesitating to install it.
My opion about the sh5 gui is crap.

Luckely i can do my calculations with the map. But when this
mod works great and the with the makman / olc gui included
i am a very satisfied man.


Thanks a lot for this great mod
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Old 03-13-10, 07:22 AM   #138
PL_Cmd_Jacek
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What a great job, u ve done. Thanx.

The question, do you know how remove the "lock" text from the periscope view ?

Just the proposition to combine (maybe optional) the mod with "No lock mod"

http://www.subsim.com/radioroom/showthread.php?t=163562
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Old 03-13-10, 08:24 AM   #139
sergei
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Good stuff again DarkWraith.
I can't keep up with your mod releases!
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Old 03-13-10, 08:50 AM   #140
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Reassuring to see that this is happening so early, and that it's possible to do. Keep up the good work!
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Old 03-13-10, 10:47 AM   #141
TheDarkWraith
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Quote:
Originally Posted by karamazovnew View Post
However there are a few problems:

2. there are no more "temporary solutions" so the AOBF and the stadimeter wouldn't work as they did
4. no readable data in the recognition manual (no ship lengths)
5. no more retractable panels (mouse move just doesn't cut it as well since you can't move the periscope with the keys anymore)
2. Working on briging back the temporary solutions
4. AOTD is working on the recognition manual
5. Sliding panels are easy to implement
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Old 03-13-10, 02:25 PM   #142
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Just readed the last 10 pages, man this guy got the attitude, would be hard for me to stay so galant!

Helluva job TDW.
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Old 03-13-10, 02:27 PM   #143
TheDarkWraith
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Quote:
Originally Posted by PL_Cmd_Jacek View Post
What a great job, u ve done. Thanx.

The question, do you know how remove the "lock" text from the periscope view ?

Just the proposition to combine (maybe optional) the mod with "No lock mod"

http://www.subsim.com/radioroom/showthread.php?t=163562
I could make that option. If the author of the no lock mod says it's ok I'll include it as an option in the UI mods.
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Old 03-14-10, 08:24 AM   #144
Shigawire
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Great work matey!

I have some questions, that maybe an avid experienced modder such as yourself (or anyone else in this thread for that matter) could answer..

1)In previous games we could lock the periscope onto the target properly. Now the periscope floats freely even when it's "locked" the target. Is this still possible to get back?

2)Could a velocity/distance/time Nomograph be implemented as part of this excellent UI of your's?

3)Could it be possible to add little tooltips for when you hover your mouse over a button (the buttons on the bottom) - because I'm not sure I remember them all and don't want to push the wrong button.

4)What will happen to the buttons which don't work currently (the ones that cause CTD) - will they be removed or made fully functional?

5)The recognition manual that AOTD is working on, will it be integrated in the UI - and even better than the stock recognition manual in the game? (doesn't show angles of the ships)

Thousand thanks for your contribution man!

Last edited by Shigawire; 03-14-10 at 09:07 AM.
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Old 03-14-10, 09:17 AM   #145
H.B.
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And are you going to correct the dials after Hitman's explanation about the original TDC now or is that no longer planned?
Now everybody gets used to the dial appearences as they are (-> wrong looking AoB & bearing) which can be confusing again.

Last edited by H.B.; 03-14-10 at 09:33 AM.
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Old 03-14-10, 12:14 PM   #146
TheDarkWraith
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Quote:
Originally Posted by Shigawire View Post
Great work matey!

I have some questions, that maybe an avid experienced modder such as yourself (or anyone else in this thread for that matter) could answer..

1)In previous games we could lock the periscope onto the target properly. Now the periscope floats freely even when it's "locked" the target. Is this still possible to get back?

2)Could a velocity/distance/time Nomograph be implemented as part of this excellent UI of your's?

3)Could it be possible to add little tooltips for when you hover your mouse over a button (the buttons on the bottom) - because I'm not sure I remember them all and don't want to push the wrong button.

4)What will happen to the buttons which don't work currently (the ones that cause CTD) - will they be removed or made fully functional?

5)The recognition manual that AOTD is working on, will it be integrated in the UI - and even better than the stock recognition manual in the game? (doesn't show angles of the ships)

Thousand thanks for your contribution man!
1) yes. Tell XO to turn TDC on after you've locked onto a target.

2) yes. Just need a graphic. It would be a static object placed on the screen.

3) which buttons? Are you talking about the SH4 style buttons located on the bottom left that were added in another UI mod of mine?

4) see #3.

5) yes. His recognition manual rocks. It is much better than the one in game currently.
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Old 03-14-10, 12:20 PM   #147
Shigawire
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Quote:
Originally Posted by TheDarkWraith View Post
1) yes. Tell XO to turn TDC on after you've locked onto a target.

2) yes. Just need a graphic. It would be a static object placed on the screen.

3) which buttons? Are you talking about the SH4 style buttons located on the bottom left that were added in another UI mod of mine?

4) see #3.

5) yes. His recognition manual rocks. It is much better than the one in game currently.
Thanks for the answers. As for #3 and 4, I meant the buttons that cause CTD in your other UI mod yes. Is it your plan to have them be removed or made functional?

Where is this recognition manual?
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Old 03-14-10, 12:26 PM   #148
TheDarkWraith
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Quote:
Originally Posted by Shigawire View Post
Thanks for the answers. As for #3 and 4, I meant the buttons that cause CTD in your other UI mod yes. Is it your plan to have them be removed or made functional?

Where is this recognition manual?
yes they will either be removed or made functional. There is a lot of work to do on that one and it's taking some time.
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Old 03-14-10, 12:37 PM   #149
Shigawire
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No rush mate. You've been extremely expedient already. And I say this about all you modders on SH5, amazing productivity and quality. One should think you guys are so efficient you ought to get paid.

Volunteer modifications show that profit isn't necessarily the only (nor the best) motivator for positive change. And it seems the best and most thought out quality comes from free mods.
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Old 03-14-10, 01:44 PM   #150
TheDarkWraith
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here are all the dials available to us:

DIAL_DEPTH=0
DIAL_SPEED
DIAL_PORT_ENGINE_RPM
DIAL_STARB_ENGINE_RPM
DIAL_THROTTLE
DIAL_RUDDER
DIAL_FORE_DIVEPL
DIAL_AFT_DIVEPL
DIAL_CLOCK_HOUR
DIAL_CLOCK_MINUTE
DIAL_WATER_LEVEL
DIALF _TRIM
DIAL_GYROCOMPASS
DIAL_CHRONO_SEC
DIAL_CHRONO_MIN
DIAL_SALVO_MODE
DIAL_TORP_DEPTH
DIAL_TORP_SPEED
DIAL_TORP_SPEED_IDX
DIAL_TORP_PISTOL
DIAL_TORP_STR_RUN
DIAL_TORP_2ND_GYROANGLE
DIAL_TORP_LEG
DIAL_TORP_PATTERN_ANGLE
DIAL_SOL_BEARING
DIAL_SOL_BEARING_10THS
DIAL_SOL_RANGE
DIAL_SOL_ANGONBOW
DIAL_SOL_SPEED
DIAL_SOL_GYROANGLE
DIAL_SOL_GYROANGLE_10THS
DIAL_TUBES_SINGLE_SEL
DIAL_TUBES_SALVO_SEL
DIAL_SPREAD_ANGLE
DIAL_FUEL
DIAL_COMPR_AIR
DIAL_BATTERIES
DIAL_FORE_BATTERIES
DIAL_AFT_BATTERIES
DIAL_CO2
DIAL_TORP_ESTIM_SEC
DIAL_TORP_ESTIM_MIN
DIAL_TGT_ANG_ON_BOW
DIAL_THROTTLE_PORT
DIAL_THROTTLE_STARB
DIAL_DEPTH_UNDER_SUB_KEEL
DIAL_DEPTH_UNDER_SUB_KEEL_10THS
DIAL_HYDROPHONE
DIAL_OPEN_TUBE1
DIAL_OPEN_TUBE2
DIAL_OPEN_TUBE3
DIAL_OPEN_TUBE4
DIAL_OPEN_TUBE5
DIAL_OPEN_TUBE6
DIAL_RADAR_ANGLE
DIAL_RADAR_ONOFF
DIAL_RADAR_SWEEP
DIAL_RADAR_RANGE
DIAL_RADAR_RNG_DIGIT1
DIAL_RADAR_RNG_DIGIT2
DIAL_RADAR_RNG_DIGIT3
DIAL_RADAR_RNG_DIGIT4
DIAL_DUMMY
DIAL_HYDROPHONE_VOL
DIAL_THROTTLE_ESCORT
DIAL_REALSPREAD_ANGLE
DIAL_SOL_TRACKANG
DIAL_GYROCOMPASS_ESCORT
DIAL_TGT_RANGE
DIAL_TGT_SPEED
DIAL_TGT_MAST_HEIGHT_INTERNATIONAL
DIAL_SONAR_RANGE
DIAL_CHRONOMETER_FIRST_HAND
DIAL_CHRONOMETER_SECOND_HAND
DIAL_RADIO_RANDOM_INDICATOR
DIAL_DEPTH_INTERNATIONAL
DIAL_SOL_RANGE_INTERNATIONAL
DIAL_TORP_DEPTH_INTERNATIONAL
DIAL_PERISCOPE_DEPTH_INTERNATIONAL
DIAL_TEST_DEPTH_INTERNATIONAL
DIAL_CLOCK_SECOND
DIAL_GYROCOMPASS_10THS

Some of these are quite interesting. But we don't have a 10ths for AOB (the venier). Just noticed that I can add switches to open/close torp doos also. I can also add fore/aft battery levels vice just one generic battery level like it is currently.

so what would:

DIAL_SOL_TRACKANG be used for?
DIAL_REALSPREAD_ANGLE be used for?
DIAL_TGT_ANG_ON_BOW be used for?

and how could:

DIAL_TORP_ESTIM_SEC
DIAL_TORP_ESTIM_MIN

be used?


Currently I'm using:

DIAL_SOL_GYROANGLE_10THS
DIAL_SOL_GYROANGLE
DIAL_SOL_SPEED
DIAL_TORP_SPEED
DIAL_SOL_ANGONBOW
DIAL_SOL_RANGE
DIAL_SOL_BEARING
DIAL_SOL_BEARING_10THS
DIAL_TORP_PATTERN_ANGLE
DIAL_TORP_LEG
DIAL_TORP_2ND_GYROANGLE
DIAL_TORP_STR_RUN
DIAL_SALVO_MODE
DIAL_SPREAD_ANGLE
DIAL_TUBES_SALVO_SEL
DIAL_TUBES_SINGLE_SEL
DIAL_TORP_PISTOL
DIAL_TORP_SPEED_IDX
DIAL_TORP_DEPTH

Last edited by TheDarkWraith; 03-14-10 at 01:55 PM.
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