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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Watch
![]() Join Date: Aug 2007
Posts: 25
Downloads: 627
Uploads: 0
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Thats sort of where I was hopping to head to. Your two mods together are awesome and I am trying to implement FreetrackIR as well. You guys just make this game so much more enjoyable Thanks.
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#152 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I am limited in time to improve the mod right now, but will continue to work on it when I can. Regards, skwas
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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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#153 |
Watch
![]() Join Date: Aug 2007
Posts: 25
Downloads: 627
Uploads: 0
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Thanks skwasjer found it
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#154 |
Helmsman
![]() Join Date: Mar 2010
Location: Finland
Posts: 108
Downloads: 106
Uploads: 0
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This mod works with patch 1.2, except the rudder controls. When you say ie. set "Rudder 5 degrees to port", you get actually 25 degrees to port. Apparently the patch changed something with the rudder.
I'm absolutelly not a modder, but tried to find a way to fix this and against all odds I did find a solution. I decided to share this to other users while waiting a next update to this great mod. (This mod and Darkwraiths UI are the main reasons why I like this game so much) Go to Speech Recognition 1.4/Data/Scripts/Menu Open Speech Recognition.py Find this line: param1 /= Menu.GuiDials.mps_kt / 10 Change number 10 to 2 And you're done! With simple math I figured that somehow degrees are multiplied with 5. So dividing that 10 with 5 would propably give me the proper value for rudder and it did. |
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#155 |
Gunner
![]() Join Date: Jul 2007
Location: Periscope depth 200 yards from your stern!
Posts: 93
Downloads: 84
Uploads: 0
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I would like to see this mod completly compatable with reapers UI realism mod. The two combined would create untold realism.
They work together fine as it is, only with one draw back, you lose a tdc panel due to a conflict. |
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#156 | |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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***THE GENERAL*** |
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#157 |
Helmsman
![]() Join Date: Mar 2010
Location: Finland
Posts: 108
Downloads: 106
Uploads: 0
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No problem, glad I could help! I've actually never tried F5 with patch 1.2, I use voice command for manning the deck gun. As far as I can tell, it works properly. I've read that F5 actually man's the deck gun AND calls "Surface the boat" order, though if you order to man the deck gun I think you are already surfaced...
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#158 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Thanks for the info! A bit surprising though...
The only reason you may lose some UI functionality is due to the menu_xx.ini file. You could make it easily compatible with other mods (or patch 1.2) by using that ini-file and add the speech-page to it. The rest of this mod should not conflict. I will try to release a patch 1.2 compatible version asap. I still have some work left on this mod too regarding German speech. Sorry for the delay!
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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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#159 |
Swabbie
![]() Join Date: Mar 2010
Posts: 10
Downloads: 130
Uploads: 0
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[QUOTE=7Infanterie19]
I've added all my time compression keywords between 64 and 2048 using your <commandText param1= and it works great. I've added the Crew, Systems and Weapons Management on my own ----- Hi 7Infanterie19 & Skwasjer, Is there somewhere an How-To to extend the recognized commands? I would love to add things like the time compression etc. Thanks. |
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#160 |
Watch
![]() Join Date: Apr 2007
Location: London, UK
Posts: 26
Downloads: 18
Uploads: 0
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I always have trouble getting this to work with the new TDC UI iterations from Darkwraith.
I got the last few versions working, but no joy with 2.2.2. I can't work out what to change in Winmerge. Anyone got it working? If so, how? Cheers. |
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#161 | |
Helmsman
![]() Join Date: Mar 2010
Location: Finland
Posts: 108
Downloads: 106
Uploads: 0
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copied the line 89=6F;Speech Recognition from the Speech recognition 1.4/Data/Menu/Pages/menu_1024_768.ini Pasted it to Darkwraith mods menu_1024_768.ini file, to the end of the list. Changed the pasted line's group number 89 to the next free one, which is 92 And changed line GroupNo=91 to GroupNo=92, saved the file Deleted menu_1024_768.ini from speech recognition 1.4 and added speech recognition mod with JSGME after the darkwraiths UI mods. Works! |
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#162 |
Watch
![]() Join Date: Apr 2007
Location: London, UK
Posts: 26
Downloads: 18
Uploads: 0
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#163 |
Helmsman
![]() Join Date: Mar 2010
Location: Finland
Posts: 108
Downloads: 106
Uploads: 0
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No prob. This mod truly is awesome!
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#164 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Is any chance to be ported on win xp os's too?
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#165 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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There's no how-to from me. But it is not hard either. Open up the grammar and commands file both in a text editor (notepad), and check how the current time compression related commands are defined. Otherwise perhaps 7Infanterie19 could post the changes he made.
__________________
![]() 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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