SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-04-10, 07:13 PM | #3751 |
Helmsman
Join Date: Jan 2009
Location: Area 7
Posts: 110
Downloads: 86
Uploads: 0
|
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. |
08-04-10, 07:28 PM | #3752 |
Watch
Join Date: Mar 2006
Posts: 24
Downloads: 37
Uploads: 0
|
|
08-04-10, 07:35 PM | #3753 | |
Black Magic
|
Quote:
|
|
08-04-10, 08:15 PM | #3754 | |
Ocean Warrior
Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
|
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?
__________________
Quote:
|
|
08-04-10, 08:18 PM | #3755 | |
Black Magic
|
Quote:
|
|
08-04-10, 08:21 PM | #3756 | |
Ocean Warrior
Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
|
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?
__________________
Quote:
|
|
08-04-10, 08:47 PM | #3757 |
Black Magic
|
|
08-04-10, 08:48 PM | #3758 | |
Ocean Warrior
Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
|
bah; well thanks for all the work you've done all the same
__________________
Quote:
|
|
08-04-10, 09:16 PM | #3759 | |
Helmsman
Join Date: Jan 2009
Location: Area 7
Posts: 110
Downloads: 86
Uploads: 0
|
Quote:
|
|
08-04-10, 10:02 PM | #3760 |
Black Magic
|
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
|
08-05-10, 01:17 AM | #3761 |
Black Magic
|
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 |
08-05-10, 05:14 AM | #3762 |
Watch Officer
Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
|
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...
__________________
|
08-05-10, 07:48 AM | #3763 |
Ace of the deep .
|
check depth before diving .
|
08-05-10, 08:04 AM | #3764 |
Swabbie
Join Date: Jun 2009
Posts: 8
Downloads: 246
Uploads: 0
|
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? |
08-05-10, 08:32 AM | #3765 | |
Black Magic
|
Quote:
- 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? |
|
Tags |
dbrn, favorite, new ui |
|
|