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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Mar 2007
Posts: 46
Downloads: 6
Uploads: 0
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I got slaped in the face for mentioning this in a previous thread but please check this out - http://www.subsim.com/radioroom/showthread.php?t=164798 I think it is a sticky aswell!
Incase you didnt know - Silent Hunter 5 come with all the stuff you need to edit the whole Game and a script debugger to check where you are going wrong. I know alot of you are just using Notepad etc but there really isnt any point - Just use the programs provided. I have tried no end of mods and most of them are causing errors which you dont know about until you run the game using the information from the above thread. Please check it out for yourself before you all flame at me ![]() You can actually edit files while the game is running, turn things off and on etc - Check what and why the devs have left some stuff out. You can edit the Terrain, add buildings etc, even edit the whole map - WHILE playing the Game lol Dont forget you also get the Goblin Editor - this is a powerful piece of kit that allows you to look at the gr2 files, link files to nodes etc, edit the routes and waypoints of the animations etc etc etc - i have only scatched the surface of it but you can even load stuff in from sh4 (not tried sh3 as its not installed but i dont see why it wont work) I think the possibilities are endless - imagine all previous versions of sh in sh5 - i think atleast the subs can be added but its way over my head lol Dont get me wrong - i'm no modder, well not much anyway but i do like to fiddle and for me SH5 has been worth every penny, i know the drm thing is a nightmare and hopefully they will drop it but to have this much access to a game is worth the price. All i want now is ducimus to work his magic and get some of the dials and buttons within the sub to actually work and i'm sure if he uses the supplied editors he will find it so easy ![]() ![]() Anyway - i wish you all good luck |
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#2 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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all good ideas. I also prefer the clean SH5 UI to the SH3/4 one, but anything than can be added to make it more functional is a good idea.
a couple of points: 1. most of the icons on the top center can be removed now by clicking on them; 2. I use the TC buttons in the top right corner all the time and find them very handy; 3. I prefer to have the periscope offset to one side, since you can drag and shape the TAI map on the left side and look at the map and scope at the same time; 4. I like the way the TDC works, very clean, intuitive and functional. My only suggestion would be to see if it could be lowered a bit so that it does not cover so much of the screen. On the other hand, having it there, makes it easier to keep an eye on the target and work on your solution at the same time; ![]()
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#3 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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This is precisely what I'd like to see Ducimus. Thank you for taking the time to do this illustration.
![]() I have a feeling that the Devs would never admit that the new U.I. needs improvement and that we won't see any improvement in a forthcoming Patch (if there is one) ![]()
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***THE GENERAL*** |
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#4 |
Mate
![]() Join Date: Aug 2009
Location: Scotland
Posts: 54
Downloads: 309
Uploads: 0
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I have to admit I DID put the "backwards" mods in to try them for day and decided that was NOT the way to go. If we're constantly going to look backwards we might as well just stick with the tried and tested SH3 with OLC's or Manos' GUI ffs!
At present I'm using a keyboard overlay to get various control options and I've "activated" the existing SH5 heading bar which is a very handy although it simply reads out and doesn't allow setting a hdg other than by dragging a waypoint. The existing TDC control such as it is works perfectly well but a proper "dedicated" TDC screen would be wonderful and, of course, a Stadimeter that you could actually use! At present I set myself up for a measured distance and let the target cross the line with a simple 15 degree offset which means I don't need to use the Stadimeter at all. Unfortunately, without a good Stadimeter, it's so frustrating trying to work with map contacts off that it saves a lot or heartache just to have then switched on. Having said all that, the new SH5 UI has amazing POTENTIAL if only people could look forwards instead of backwards all the time. I've no doubt, given enough time and the efforts of the VERY talented modders around the place, that SH5 will become as immensely popular and satisfying as SH3/GWX. (SH4 never rocked my boat to be honest). Yes, it's currently far from perfect; Yes, there are a zillion small and annoying bugs; yes, it lends itself to the video gaming fraternity with those embarrassing "Pac-Man" areas around warships BUT it has the potential to be a real gem. |
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#5 |
Black Magic
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coming right along.......AOTD_Rhoenen did the officers for me for the officer shortcut bar.
more to do ![]() The officer shortcut bar is SH3 style in the way it works. When you click on an officer a row of commands pops up above them. Then you select the command you want. They are basically like the commands from SH3. This gives the missing functionality (weather reports, gramophone, depth under keel, etc.) that's been missing from SH5. Last edited by TheDarkWraith; 03-18-10 at 03:21 AM. |
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#6 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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Lookin' good DW.
That version of the interface in your pic.. along with your minimalist TDC dials mod is definately the route im going. I dont really care for the SHIV style dials. |
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#7 |
Sailor man
![]() Join Date: May 2005
Location: Gleisdorf, Styria, Austria, Europe, Earth
Posts: 48
Downloads: 136
Uploads: 1
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/signed. This looks definitely like the kind of interface I want to use in SH5.
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#8 |
Lieutenant
![]() Join Date: Apr 2009
Location: LA
Posts: 256
Downloads: 121
Uploads: 0
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Hey now, that's looking real promising DarkWraith. Keep up the good digging!
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#9 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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I was merely pointing out that your suggestion to use the scriptmanager to make the change was overkill for changing two specific values that i had pointed out. What you suggested would require: They would have to launch their game. change their graphics settings to a windowed mode. Exit the game. Enable the modding stuff in the config file. Relaunch the game. Turn on the script manager. Make the two changes and apply them. Change their graphics back to their Fullscreen mode. Exit the game. Disable the modding tools. Then relaunch the game to play normally. Understand now? Yes we know about the script manager. And no i wasn't using notepad when i found the values. |
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#10 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Duci, most of the commands you mentioned are already supported by my speech recognition mod. Not saying the should not be added, but I've played the game for 4-5 days with it, and I am not missing the buttons in the UI at all. I just say 'standard propulsion' or 'rudder 5 degrees to starboard' and voila! Now, for those unable to play with speech recognition, the extra buttons would be a godsent, but I'm just saying, I like the bare UI as it is except for maybe the missing compas.
[edit] Oh, and I definately don't like to see a SH3/SH4 clone UI.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#11 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
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I have a list of some conciderations:
• Movable UI elements, preferably with a lock, when appropriate. • Resizable UI elements, when appropriate. • Responsive mouse-over-balloons, when appropriate. • Responsive mouse-over-graphics, when appropriate. • Snap to screen edge, snap to UI menu elements, when appropriate. • Hotkey support for UI elements • Hotkey support for overlay UI elements, e.g spawning menu when holding down a button • Unused UI elements, for adding new UI elements if new UI elements couldn't otherwise be modded to be used in the game. |
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#12 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Darkwraith,
Gotta say your UI is looking faboulous! Persoanlly i'd be pleased with a few UIs to chose from so i dont see why different modders dont come up with different UIs which can be switched around. I/m just appreciative all you great modders like Ducimus, Darkwraith and all others who are creating mods. I really feel bad my tech skills are so poor because i feel im just leeching off eveyones work. |
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#13 | |
Black Magic
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The real neat part is that you'll be able to change up your UI in real time via a page like preferences or options. Don't like the way your UI looks while playing? Hit the escape key, go to preferences or options, make some changes, resume game to see changes. That's where I'm heading with this. so now I need to sort out the orders bar. My vision for the orders bar is that it's orders that only the captain can give - orders like battlestations, rig for silent running, etc. So I'd like to compile a list of these commands so I can implement them. Let's make a list so I can complete the orders bar (it wasn't visible in my screenshot as I haven't implemented it yet). I'll compile a list of what each officer can do from the officer shortcut bar and post here. |
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#14 | |
Rear Admiral
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![]() ![]() His vision doesn't sound as myopic as mine. ![]() |
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#15 | |
Rear Admiral
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But.... do you know how silly i would look in front of my Gal, and friends if i sat here calling out orders into a microphone? Id be getting stranger looks, and colorful new names, and be on the recieiving end of pointed jokes. Hell, even the neighbors would probably hear me and think ive flipped my lid. I won't give them that opportunity! ![]() If i wasn't for that, id be using voice commands. ![]() |
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