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Old 09-15-10, 10:56 AM   #4246
ACSoft
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Quote:
Originally Posted by Abd_von_Mumit View Post
Good points ACSoft.

As to your earlier request of a tutorial, I won't write it, at least not now for sure, for 2 reasons:
- I don't consider myself an Attack Disc specialist, I'm still waiting for Compass Rose to work properly before I refresh my knowledge about the tool (I've forgotten it all since SH3 playing times),
- I'm bit busy now with my other mod which gives me hard time (for a newbie modder like me a slightest change can turn into a chaLLEnge).
But as I see you already got how to do it, so you're no more in need of additional instructions. Keep up the good work!
OK Abd_von_Mumit ! No problems !!!

Personnaly, I have a bit available time these days, this is why I came back to SH5 and now, I would be happy if I can help TDW to debug and improve this nice newUIs mod.

ACS
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Old 09-15-10, 11:00 AM   #4247
TheDarkWraith
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Originally Posted by ACSoft View Post
Thanks to your infos, I start to understand a bit more this Attack disc and therefore, was able to make the following observations:

1) "B" yellow disc (Compass Rose) is always coupled to UBoat heading, in whatever mode (man or auto). Maybe this is wanted, but as far as I understand, this make, for example, exercise "Example 1" of the manual impossible to do as it is documented, unless you sail the boat full North ?!?

2) With AD activated, in either UZO/Peri/Obs, if you left click (or even right click) AD "D" disc will effectively turn according to the direction (only in "auto" mode), but in any cases, you will loose the mouse (you can't recuperate the mouse pointer) and if you left click, it will toggle the AD man/auto center button. Only the ESC key will "save" you.

3) With the AD active (visible), If you quit any stations (Nav,UZO,AttackP,ObsP), with ESC Key or by clicking the cross icon, you don't get AD back ,when you return there, even if the AD button state still reflect an active AD. To re-synchronize and get the AD back, you have to click twice the AD button.

Hope these observations might help to improve this feature.

I continue to test and will report if necessary.

ACS
Are you using patch 1? It sounds like you have not installed patch 1 yet to fix these issues. See post #1 for download link

Quote:
Originally Posted by ACSoft View Post
OK Abd_von_Mumit ! No problems !!!

Personnaly, I have a bit available time these days, this is why I came back to SH5 and now, I would be happy if I can help TDW to debug and improve this nice newUIs mod.

ACS
I can always use testers to test things/help sort out bugs.
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Old 09-15-10, 11:26 AM   #4248
Torpedo
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@Meldric
Sorry for my english:
the old clock is still in game.
The file that modifies the clock in U-Jagd clock is: Page Clock.ini in v. 4.3.1 also in 4.3.0.
In version 4.2.0 of TDW mod there is the file without the U-Jagd chrono, so find the file Page Clock.ini in:
Data\Menu\Pages\Page Clock.ini of that version.
Now in TDW 4.3.0 or 4.3.1 rename the Page Clock.ini in i.e. Page Clock_ORIG.in or in what you want and copy the file Page Clock.ini from TDW 4.2.0. and paste.
Now with JSGME you can install the latest version of TDW 4.3.0 or 4.3.1
But for the original clock you can make your little mod with the path: OriginalClock or whateveryouwant\Data\Menu\Pages\Page Clock.ini (from v. 4.2.0) and install that mod with JSGME after TDW 4.3.1 not modified.
Don't install the patch 1 for TDW 4.3.1 that change the little dial of the minutes in the original clock.
I think that DarkWraith can put a switch for the two types of chrono in his oustanding work.
Torpedo

Last edited by Torpedo; 09-15-10 at 11:45 AM.
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Old 09-15-10, 11:45 AM   #4249
ACSoft
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Originally Posted by TheDarkWraith View Post
Are you using patch 1? It sounds like you have not installed patch 1 yet to fix these issues. See post #1 for download link
Yup, I tested without the patch.

Look now my original message for update (in red) after the 4.3.1 patch #1.


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I can always use testers to test things/help sort out bugs.
Fine !

ACS
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Old 09-15-10, 12:10 PM   #4250
TheDarkWraith
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Quote:
Originally Posted by ACSoft View Post
Thanks to your infos, I start to understand a bit more this Attack disc and therefore, was able to make the following observations:
EDIT: Update after 4.3.1 patch #1

1) "B" yellow disc (Compass Rose) is always coupled to UBoat heading, in whatever mode (man or auto). Maybe this is wanted, but as far as I understand, this make, for example, exercise "Example 1" of the manual impossible to do as it is documented, unless you sail the boat full North ?!?
Still the same. Is this really wanted ?!?

2) With AD activated, in either UZO/Peri/Obs, if you left click (or even right click) AD "D" disc will effectively turn according to the direction (only in "auto" mode), but in any cases, you will loose the mouse (you can't recuperate the mouse pointer) and if you left click, it will toggle the AD man/auto center button. Only the ESC key will "save" you.
This one disappeared now with the patch

3) With the AD active (visible), If you quit any stations (Nav,UZO,AttackP,ObsP), with ESC Key or by clicking the cross icon, you don't get AD back ,when you return there, even if the AD button state still reflect an active AD. To re-synchronize and get the AD back, you have to click twice the AD button.
Still the same and I must add that you got the same refresh missing problem, when you use the TDC mode buttons ("ALL", "Minimum", etc...).

Hope these observations might help to improve this feature.

I continue to test and will report if necessary.

ACS
1) the compass rose is tied to your current uboat heading. This way it's automatically updated whenever you change course

2) fixed with patch #1

3) just tested this and it works as designed. If you enable the AD at a station and leave that station then return the AD is made visible again. Changing the TDC modes does not affect the visibility of the AD. If it was visible and you change TDC mode it will stay visible. Realize that each scope station (attack, obs, UZO) and nav map has it's own AD. If you enable the AD at the attack scope and then switch to nav map it will not be displayed if you haven't enabled the AD for the nav map. If you had previously enabled the AD for the nav map then it would remain visible.
If you cannot duplicate the above then please list the steps you did so that I can repeat them to see if I can duplicate the problem.
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Old 09-15-10, 12:24 PM   #4251
TheDarkWraith
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Quote:
Originally Posted by ACSoft View Post
I think I found a bug:

In both navigation map and combat map, when I select a waypoint inside a path made of multiple waypoints and then, I press the keyboard key "delete" to remove it, the waypoint is removed as expected, but I loose almost all the UI interface.

By the way, I am still wondering why (my message: http://www.subsim.com/radioroom/show...postcount=4183 point #1), with all option set to avoid the horrible XO officer Dialog box, I have to select-deselect several times a target, to finally not see anymore this dialog box poping around.
the waypoint thing I'm unable to duplicate. When I press the del key the waypoint is deleted as expected and nothing abnormal happens. Maybe you have a keymapping to the del key that's causing problems?

The XO TDC Dialog box problem I have fixed now.
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Old 09-15-10, 01:59 PM   #4252
ACSoft
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Quote:
Originally Posted by TheDarkWraith View Post
1) the compass rose is tied to your current uboat heading. This way it's automatically updated whenever you change course.
I am much too much newcomer now with Attack disc, to judge if this is a better solution. Maybe later, but hopefully, you should know, don't you ?


Quote:
Originally Posted by TheDarkWraith View Post
2) fixed with patch #1
Correct !


Quote:
Originally Posted by TheDarkWraith View Post
3) just tested this and it works as designed. If you enable the AD at a station and leave that station then return the AD is made visible again. Changing the TDC modes does not affect the visibility of the AD. If it was visible and you change TDC mode it will stay visible. Realize that each scope station (attack, obs, UZO) and nav map has it's own AD. If you enable the AD at the attack scope and then switch to nav map it will not be displayed if you haven't enabled the AD for the nav map. If you had previously enabled the AD for the nav map then it would remain visible.
If you cannot duplicate the above then please list the steps you did so that I can repeat them to see if I can duplicate the problem.
Sorry, it was my fault ! I tested with my modified scripts, which allow AD without the need to set "TDC on". All is working well, with original scripts. It mean my modifications to allow AD with "TDC off" are still incomplete.

ACS
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Old 09-15-10, 02:05 PM   #4253
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Originally Posted by TheDarkWraith View Post
thanks for pointing that out. I will update the credits accordingly
cheers

great work btw, simply great
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Old 09-15-10, 02:05 PM   #4254
TheDarkWraith
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Originally Posted by ACSoft View Post
I am much too much newcomer now with Attack disc, to judge if this is a better solution. Maybe later, but hopefully, you should know, don't you ?
actually not really. I was sent a pdf document detailing the attack disk and how it works/functions and given a link to the necessary graphics for it and was asked if I could make it. So I did. Haven't used it much in game yet.
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Old 09-15-10, 02:06 PM   #4255
ACSoft
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Quote:
Originally Posted by TheDarkWraith View Post
the waypoint thing I'm unable to duplicate. When I press the del key the waypoint is deleted as expected and nothing abnormal happens. Maybe you have a keymapping to the del key that's causing problems?
Yes, this is a problem of key mapping. I deactivated my mod which alter "Commands.cfg" and it work.

I will see what happen here.

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The XO TDC Dialog box problem I have fixed now.
Great !!!

ACS
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Old 09-16-10, 12:42 AM   #4256
TheDarkWraith
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version 4.3.1 patch 2 available here and post #1: http://www.filefront.com/17293867/Ne...-1-Patch-2.7z/

patch 2 fixes the following bugs:
- fixed bug of attack disc compass rose not showing heading from 0-180 degrees
- fixed bug of all clock minute hands incorrectly scaled for time (was 0-30 minutes, now it's 0-12 minutes)
- made line darker on attack disc Bearing and Lead angle
- changed code for calculating determining contact speed when user option ShowContactsActualSpeed is set to False
- fixed bug of when user option XOTDCDialogEnabled is set to False and the first time you lock onto a target the XO TDC Dialog box is shown
- removed restriction of attack disc only available when TDC was on
- removed restriction of TDC Autoupdate button only available when TDC was on
- fixed bug of the no hydrophone on surface add-on mods not having the correct value for RPM detection of 0.075
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Old 09-16-10, 03:25 AM   #4257
ACSoft
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Quote:
Originally Posted by TheDarkWraith View Post
actually not really. I was sent a pdf document detailing the attack disk and how it works/functions and given a link to the necessary graphics for it and was asked if I could make it. So I did. Haven't used it much in game yet.
Could-you (we) ask to the peoples who ask you to implement this Attack disk, to give their opinions about the two following questions:

1) Could it be a problem, in some circumstances, that the AD disc "B" (Compass Rose) is coupled with the UBoat actual heading ?

2) Could it be a problem that the disc "D" (Bearing & Lead Angle) can be only moved independently from the other discs, by turing one of the periscope ?

This is probably the two main questions actually.

ACS
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Old 09-16-10, 05:17 AM   #4258
ACSoft
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Quote:
Originally Posted by TheDarkWraith View Post
patch 2 fixes the following bugs:
- fixed bug of attack disc compass rose not showing heading from 0-180 degrees
- fixed bug of all clock minute hands incorrectly scaled for time (was 0-30 minutes, now it's 0-12 minutes)
- made line darker on attack disc Bearing and Lead angle
- changed code for calculating determining contact speed when user option ShowContactsActualSpeed is set to False
- fixed bug of when user option XOTDCDialogEnabled is set to False and the first time you lock onto a target the XO TDC Dialog box is shown
- removed restriction of attack disc only available when TDC was on
- removed restriction of TDC Autoupdate button only available when TDC was on
- fixed bug of the no hydrophone on surface add-on mods not having the correct value for RPM detection of 0.075
Thanks for this patch !!!

I really appreciate that you decided to remove the 2 restrictions.

As we say in French (and maybe in English too ?): Who can the most, can the less !!!

ACS
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Old 09-16-10, 07:24 AM   #4259
Abd_von_Mumit
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Originally Posted by ACSoft View Post
Could-you (we) ask to the peoples who ask you to implement this Attack disk, to give their opinions about the two following questions:
I suppose you mean me and... me as well.

Quote:
Originally Posted by ACSoft View Post
1) Could it be a problem, in some circumstances, that the AD disc "B" (Compass Rose) is coupled with the UBoat actual heading ?

2) Could it be a problem that the disc "D" (Bearing & Lead Angle) can be only moved independently from the other discs, by turning one of the periscope ?

This is probably the two main questions actually.
In hardly any circumstances a less flexible solution would be better than more flexible one - as a general rule.

In case of the Compass Rose, it obviously has some pros (one doesn't have to move it around manually) and cons (one has to chnge course in order to take his measurements). Although I think the cons of this solution are heavier, I don't consider it a major issue. Usually when in heavy need of taking measurements you are already heading in the proper bearing you think is the best, and when there's no rush and you just want to play around with Attack Disc, changing bearing is not so heavy burden.

Being able to rotate the Compass Rose freely when AD is unlocked would be nice, but would also have a drawback - when switching to Locked it would instantly move back to true heading position, thus possibly confusing newbie users or just plain frustrating you, and making you reposition it anew after switching back to Unlocked.

The D-Ring movable only by periscope and changing its position in Unlocked state "randomly" is a more important issue. Makes you constantly switch between Locked/Unlocked to fix its position and is simply irritating. Just a very user-unfriendly solution. But well, if TDW left it as it is, and he's the one that knows best what can be done here and how, then I suppose it couldn't be done better, at least not for now and here.
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Old 09-16-10, 08:09 AM   #4260
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TDW, Like probably other "Kaleun" here around, I am not very happy to have to "sacrify" the standard Chronometer for this strange "U-Jagd chrono".

OK, I can understand you put it in, because it is a part of the famous SHIII mod from "Joegrundman", that you decided to include now in your own mod. But should we loose the standard SH5 Clock for that ? Therefore, I would like to propose to you, some other possible solutions and personnaly, I vote for any of them:

1) The luxury version would be you make the clock "switchable". By just clicking on it, we toggle between Standard and U-Jagd type.

2) You implement this U-Jagd chronograph as a separate tool and not over the SH5 Clock (like it is implemented in SHIII).

3) You do like in 2), but make it also an optional additional mod.


And you, estimated other "Kaleun" around what are-you voting for ?

ACS
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