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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#5116 | |
XO
![]() Join Date: Jan 2010
Location: Penzance
Posts: 428
Downloads: 272
Uploads: 0
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Hallo TheDarkWraith I shall start by saying that your mods (FX,UI+AI) are truly incredible thankyou kindly for making SH5 into a working simulator.
I have a small problem regarding mouse camera control I am not sure if this is related to your UI mod although I noted a couple of posts earlier in this thread that sound very similar. > Quote:
(in interior fore cam) When I right click, the cursor dissapears (as it should) and I am then in control of the rotation of the camera (as I should be). The problem is, after a random amount of time, the cursor reappears as if I had right clicked again. Not a major problem though just a little annoying. It becomes more frustrating in external follow cam views where right click no longer works at all, leaving me with limited keyboard control over the camera, and denying me the ability to take screenshots from the angle/elevation I desire. I realise this is probably a conflict of mods as my modlist is (like many others) 25+ mods long I was just wondering if you had any info on which particular files deal with this mouse control? Thanx in advance, sorry if this is a dumb/repeated/solved query. Regards, Sam. |
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#5117 |
XO
![]() Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
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Hello TheDarkWraits...
I got this too... ![]() http://www.subsim.com/radioroom/show...1&postcount=67 And next stupid question. On this original screeny of ERM you can see the visible green horizontal lines. In the game should be visible too...? http://www.subsim.com/radioroom/show...39&postcount=1 Yes... there is this thin green line. I switched off the mods from your NewTDWUi... and activate ERM mod.
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![]() DRM it`s a horror, horror... col. Kurtz Apocalypse Now WinXP Pro SP3 2x1GB Geil 800Mhz DDR2, ATI 4850 Asus Top, E2160 1.80 Ghz overlocked to 2.79Ghz MoBo Asus P5b Last edited by col_Kurtz; 11-30-10 at 04:02 PM. Reason: Loaded the ERM mod... |
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#5118 |
Seasoned Skipper
![]() Join Date: Jan 2002
Posts: 746
Downloads: 62
Uploads: 0
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Great mod, Darkwraith!
I have a bit of a problem, though. I chose to never display the XO, the TAI or the lower left bar, in SH3style. So now I can open the TDC and use the stadimeter, but I don't know how I can access the ship recognition manual, or how I can plot my observations. Have I opted myself out of manual targeting? Thanks |
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#5119 | |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
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Cameras.cam
Quote:
It probably is the cameras.cam from this UI mod that causes it, because I testwhise replaced it with cameras.cam from "Free Cam Tweak 1.1 - Narrow", and the right click issue was gone, but so was the ability to zoom with the mouse wheel, obviously. ![]() Speaking of mouse wheel zooming: Sometimes the 1st zoom level is abt 1 m smack on the hull (=too darn close) and not reversable with the mouse wheel. Also, when there is texture flickering from ships in external view, I read somewhere TDW's suggestion to zoom in & out with the mous wheel to get rid of the flickering. Well, this does not work for me. Flicker stays. ![]() Maybe cameras.cam needs some further attention to work consistently. ![]()
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Cheers Uffe |
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#5120 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Hiya's,
I have the same thing happen Can get annoying when pan-viewing from the bridge etc Phew, thought it was just me lol
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Have Fun Bye Def |
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#5121 | |
Watch
![]() Join Date: Sep 2009
Posts: 19
Downloads: 58
Uploads: 0
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Oh yas, this did the trick. Thank you gentlemen. SH 5 is starting to look like it might be possible to play it afterall. When moving the main mod file back and forth via Generic Mod Enabler, the "SH3style" changed back to default option. This had me fooled. |
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#5122 | ||
Black Magic
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#5123 | |
Black Magic
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##################################### XO TDC Dialog box (SH3/4/5 modes) ################################### # is the XO and his dialog box visible on the UZO, attack, and obs scopes views? # change below to either True or False XOTDCDialogEnabled = False # if the XO and his dialog box are disabled, are they allowed to pop up when you lock onto a target? # change below to either True or False XOTDCDialogAllowedToPop = True # Is the XO TDC dialog box draggable? # If the XO TDC dialog box is draggable then the feature of the XO TDC dialog box dynamically repositioning # based on messagebox visibility is disabled. # change below to either True or False XOTDCDialogDraggable = True # is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible # change below to either True or False XOTDCManualTargetingEnforced = True with your setup the plotting will have to be done on the navigation map. |
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#5124 | |
Navy Seal
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![]() I came across this when describing the stations. I just kept the text to within what would be shown. The rest appears when clicking next. I think this is better as it is not too much text to read in one go and a bigger box would need more moving about the screen. |
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#5125 | |
Black Magic
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![]() Were you able to understand my speed finder tutorial (script wise)? It makes use of pointers (and pointer arithmetic) and variables which would be hard for someone to understrand that isn't used to programming in C++ I forgot to include the single mission for that speed finder tutorial. I can send it to you if you'd like it. |
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#5126 | ||
Navy Seal
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Between reading the "tutorial notes" and your "how_to_use_speed_finder" I am getting most of it. Wiki is helping too ![]() What I cant find is this:- Operation|mov|<<range_min>>|600.0f|0|0|0 Operation|mov|<<range_max>>|2600.0f|0|0|0 CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<ra nge_max>|None|0|0 I want to use <<heading_min>> and <<heading_max>> but not sure how to do it. Im guessing it needs to be in "GUIDialValue" and im not sure if it is. Quote:
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#5127 | |
Black Magic
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Operation|mov|<<range_min>>|600.0f|0|0|0 Operation|mov|<<range_max>>|2600.0f|0|0|0 create two global variables named range_min and range_max. The << >> mean to use the variable name itself and not to dereference it (get it's value) - required for mov operations. range_min has the value 600.0 (f meaning a float value) stored (mov) into it. range_max has the value 2600.0 (f meaning a float value) stored (mov) into it. The next command: CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<ra nge_max>|None|0|0 the < > mean dereference (or get the variable's/pointer's vaue). So what the command is doing is getting the value of range_min and range_max and passing them to the CheckGUIDialValueInRange. That command is going to look up the SOL_RANGE dial's value and ensure it's within value of range_min and value of range_max. The None means I want the result of that range check stored in g_TR1 (it will store True or False in it). The None could be a variable name if you want to store the result in one of your variables/pointers. So to do what you're wanting would be: Operation|mov|<<heading_min>>|some_valuef|0|0|0 Operation|mov|<<heading_max>>|some_valuef|0|0|0 I just noticed that you cannot get heading from the GUI dials. I'll have to include that. I'll code it in and send you revised files ![]() CheckGUIDialValueInRange|Current_Heading|<heading_ min>|<heading_max>|None or your variable|0|0 I'll send you the single mission for the speed finder tutorial also. |
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#5128 |
Black Magic
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in v5.3.0 if you select a tutorial from the list of available tutorials in the main menu page and the historic mission required for that tutorial isn't 'Any' then when you click on Historic Missions from the main menu page the historic mission needed for the tutorial will be highlighted and brought into view. This makes selecting the correct historic mission for the tutorial much easier to find. You still have to click on the historic mission highlighted to activate it as I cannot do this in code. If the required historic mission is 'Any' then no historic mission will be highlighted (as any of them can be used):
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#5129 | |
Navy Seal
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![]() Could I trouble you with one more, "gyroangle". This one should be in the GUI dials. Would this work if I wanted someone to have "zero" gyroangle:- Operation|mov|<<gyroangle_min>>|-350|0|0|0 (not sure if i need the "-") Operation|mov|<<gyroangle_max>>|10|0|0|0 CheckGUIDialValueInRange|GyroAngle|<gyroangle_min> |<gyroangle_max>|None|0|0 |
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#5130 | |
Black Magic
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Operation|mov|<<gyroangle_min>>|358.0f|0|0|0 Operation|mov|<<gyroangle_max>>|2.0f|0|0|0 this will look for a 0 gyro angle with +- 2 degrees spread. If you want to tighten the spread use 359.0f and 1.0f for a +- 1 degree spread or to go even tighter use 359.5f and 0.5f for a +- 0.5 degree spread. the f is required on the end of the numbers to signify they are a float value (a value with a decimal part) CheckGUIDialValueInRange|SOL_GYROANGLE|<gyroangle_ min>|<gyroangle_max>|None|0|0 The result of this check will be stored in g_TR1 since you have None as the 4th parameter. ![]() ![]() |
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Tags |
dbrn, favorite, new ui |
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