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Old 08-04-10, 07:13 PM   #3751
Sudo
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Hey TheDarkWraith. Great UI. I've been using it since its inception.

One question about all of your new add-ons in 3.9.3. Just for instance, do we need to use both versions of the add-ons? Say, I want to use No_Contact_Colors, do I also need to enable Waypoint_Contacts_No_Color? Or is it an optional thing where you would choose one and use it like:

NewUIs_TDC_3_9_3_No_Contact_Colors - Use this if you just don't want colors
NewUIs_TDC_3_9_3_Waypoint_Contacts_No_Colors - Use this if you don't want contact colors on original contact and the "ghost" images

Thanks, and sorry if this is confusing because I'm confused too.
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Old 08-04-10, 07:28 PM   #3752
Tectronus
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Quote:
Originally Posted by TheDarkWraith View Post
v4.0.0 work has begun with the main goal of bringing this fabulous idea to life! Here is the preliminary file that will define the commands available and the syntax for automation:

Sweet.. Can't wait. Wish it was my idea but its a great one none the less.
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Old 08-04-10, 07:35 PM   #3753
TheDarkWraith
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Quote:
Originally Posted by Sudo View Post
Hey TheDarkWraith. Great UI. I've been using it since its inception.

One question about all of your new add-ons in 3.9.3. Just for instance, do we need to use both versions of the add-ons? Say, I want to use No_Contact_Colors, do I also need to enable Waypoint_Contacts_No_Color? Or is it an optional thing where you would choose one and use it like:

NewUIs_TDC_3_9_3_No_Contact_Colors - Use this if you just don't want colors
NewUIs_TDC_3_9_3_Waypoint_Contacts_No_Colors - Use this if you don't want contact colors on original contact and the "ghost" images

Thanks, and sorry if this is confusing because I'm confused too.
I gave you all the option to choose if you wanted both of them without colors, same shapes, etc. So if you want both of them to not have colors then you have to enable no colors for both. Same for the shapes. Make sense? There might be some person who wants the contacts to be colorless and the same shape but if they drag a waypoint they want to 'cheat' and see what the color is and what kind of contact it is.
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Old 08-04-10, 08:15 PM   #3754
Krauter
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Hey TDW, I don't know if this would be possible; but I know you mentioned earlier in this thread (dont wanna go through 300 pages to find it..) that all dials in the sub were linked to a certain function.

With this in mind, would it be possible to make the TDC in the conning tower interactive? Or would this beyond the scope of this Mod or the game itself?
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Old 08-04-10, 08:18 PM   #3755
TheDarkWraith
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Quote:
Originally Posted by Krauter View Post
Hey TDW, I don't know if this would be possible; but I know you mentioned earlier in this thread (dont wanna go through 300 pages to find it..) that all dials in the sub were linked to a certain function.

With this in mind, would it be possible to make the TDC in the conning tower interactive? Or would this beyond the scope of this Mod or the game itself?
I can't answer that as I haven't tried to see/make them work yet. In time I will get to that. It's on my list
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Old 08-04-10, 08:21 PM   #3756
Krauter
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Your the man

Also, I remember back in the times of 2.0 to 2.6 or so you had one your ToDo list of making seperate throttle controles (port/starboard). Is this off the drawing board as not workable?
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Old 08-04-10, 08:47 PM   #3757
TheDarkWraith
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Quote:
Originally Posted by Krauter View Post
Your the man

Also, I remember back in the times of 2.0 to 2.6 or so you had one your ToDo list of making seperate throttle controles (port/starboard). Is this off the drawing board as not workable?
it's not workable. They still haven't fixed this from SH3 days
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Old 08-04-10, 08:48 PM   #3758
Krauter
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bah; well thanks for all the work you've done all the same
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Old 08-04-10, 09:16 PM   #3759
Sudo
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Quote:
Originally Posted by TheDarkWraith View Post
I gave you all the option to choose if you wanted both of them without colors, same shapes, etc. So if you want both of them to not have colors then you have to enable no colors for both. Same for the shapes. Make sense? There might be some person who wants the contacts to be colorless and the same shape but if they drag a waypoint they want to 'cheat' and see what the color is and what kind of contact it is.
Got ya! Makes perfect sense. I just wanted to make sure I was getting everything installed that I wanted. Thank you kind sir, and great mod.
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Old 08-04-10, 10:02 PM   #3760
TheDarkWraith
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The parser for the automation files is complete. Now I have to take the commands and break them down into their components: command, parameter 1, parameter 2, and time. Then finish the automation code
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Old 08-05-10, 01:17 AM   #3761
TheDarkWraith
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Automation works This is going to open up a whole slew of possibilities.....I've made it so that you can define multiple scripts. All these scripts reside in a single file and are read in at game start. You will be able to select the script you want to use during the game. You'll have options to start, stop, and pause the script. You can even change scripts on the fly (say you have one running and you want to start another one now - done!).
I see the following possibilities for this:
- custom evasive maneuver scripts
- custom navigation scripts
- scripts to automate 'daily' tasks during long distance travels (run on surface 1 hr, dive, all stop, listen for sound contacts, ahead standard, surface, repeat)

There's really endless possibilities for this

I'm going to add the teleport commands as commands available to the scripts. This will allow you to dive when surfaced (teleport to radio or hydrophone).

The script currently running is stopped when you press any key. Once a script is stopped and you want to start it again it will start from the beginning. Pause can be used to stop a script midstream and then restart where it was.

This is awesome
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Old 08-05-10, 05:14 AM   #3762
simsurfer
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I like the idea of creating a daily schedule as in dive in the morning for a trim dive, surface, crash dive auto on plane sighting ect...
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Old 08-05-10, 07:48 AM   #3763
THE_MASK
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check depth before diving .
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Old 08-05-10, 08:04 AM   #3764
wittmann
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Hi TDW!

I really like the new UI!
However, there is a problem.RAOBF calculate range not accurate!
For example, RAOBF calculated range 850 meters ,nav map measured range 600 meters,
RAOBF calculated range 2600 meters ,nav map measured range 1450 meters.
I used RAOBF in SH3,i know use.
Installed mods: Multiple UI,RAOBF patch,scope rework
What's wrong?
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Old 08-05-10, 08:32 AM   #3765
TheDarkWraith
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Quote:
Originally Posted by wittmann View Post
Hi TDW!

I really like the new UI!
However, there is a problem.RAOBF calculate range not accurate!
For example, RAOBF calculated range 850 meters ,nav map measured range 600 meters,
RAOBF calculated range 2600 meters ,nav map measured range 1450 meters.
I used RAOBF in SH3,i know use.
Installed mods: Multiple UI,RAOBF patch,scope rework
What's wrong?
I can guarantee that the RAOBF will calculate the correct range. The problem for you is either:
- not using the correct add-on mod for RAOBF to account for different scope powers
- using a scope mod that doesn't have a RAOBF graticule calibrated for it yet
- not using the correct numbers off of the RAOBF graticule based on zoom level

Are you using a scope mod? What are the mag powers of the scopes?
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