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Old 09-04-12, 11:44 PM   #1261
TheDarkWraith
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Hmm..what do we see below



Why it's a message from another unit to us! I didn't have the menu entries added for units to select a random message so I gave it a pointer to the Bdu messages, that's why it's message doesn't make any sense. Now you may ask why it's unit name is VIIC60. Good question! The reason is because when I asked the game for next available unit name it returned VIIC#1. I sent the pointer to that string to my function that changes everything starting at the # sign to random numbers, thus getting VIIC60. Now VIIC60 isn't a U-Boat hull number so I will send that pointer to the string to a new function that will write a random uboat hull number into it. Now this new U-boat hull number will be forever assigned to this unit while it's spawned (thus it may send out more messages over time )

I can send any kind of message now: unit to player, Bdu to player, Bdu to unit, unit to Bdu, unit to unit, etc. This opens up WHOLE new opportunities/possibilities - for one I can add random radio messages from unit to unit and oh by chance the radio operator intercepted it

Today was a very productive day. In addition to the above I can now retrieve the current game time anytime I need it (local and what the game calls base time - if you're using my UIs mod this would be akin to local = nautical and base time = GMT). The game returns the current game time (or base time if I'm asking for that) in two parts - the time part (in 24hr format) and the date part (in year,mo,day format - i.e. 19400101). I can also apply formatting to strings so I will change the Bdu messages to say how many subs are being dispatched to you

Oh and I can't forget the big one - I found the pointer to the player's u-boat hull number. Now I should be able to point that to another string so that you will always have the hull number you want. Trying to find the pointer to the captain's name so I can do the same thing for that!

Something that I find really interesting is the KGrid number displayed - GR21. The game is actually calling a function to retrieve this value - this tells me that the game has a working KGrid map in memory and it knows what grid you are in at all times. Now I just have to figure out why it can't display the overlay on the maps...
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Old 09-05-12, 12:11 AM   #1262
Cybermat47
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Originally Posted by TheDarkWraith View Post
Hmm..what do we see below

.
Have destroyed HMS Hood X Badly damaged HMS Prince of Wales X continuing with operation Rheinubung X

KM Bismarck

That could be added into campaign!
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Old 09-05-12, 01:14 AM   #1263
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How do i increase the chance of getting a wolfpack?
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Old 09-05-12, 02:40 AM   #1264
Kalleblom
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Originally Posted by Paco View Post
Hi,

You will find a german translation for the menu.txt in this thread:
http://www.subsim.com/radioroom/showthread.php?t=196806

This version provides menu entries for Sh5.exe Patch and New UI 7.2.0 test.

Sorry, german language only.

Cheers,
Paco.
Great thanks! Paco

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Many thanks! I now have German and Russian translations

... If you want no radio messages when they spawn/head back to where they came from set this to 0. If you always want these messages set it to 1.0. If you want a random chance set it to anything between 0 and 1.0
That´s sound good. Many thanks!
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Old 09-05-12, 03:03 AM   #1265
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Quote:
Originally Posted by TheDarkWraith View Post
I can send any kind of message now: unit to player, Bdu to player, Bdu to unit, unit to Bdu, unit to unit, etc. This opens up WHOLE new opportunities/possibilities - for one I can add random radio messages from unit to unit and oh by chance the radio operator intercepted it
Hi TDW,

that is amazing.

The communication between the different units would intensify the gameplay just as the campaign- and graphic-mods will do.
I know, You are the one man show in front of ubis sh5.exe and You have Your own goals what to patch or not.
But at this point, I can't be quiet and want to share or discuss an idea:

You said, it could be possible to implement that units will send messages to others. So I think the game (or Your patch) has different triggers to jump into the message routines.

Ok, my idea (wishlist ):
- Add some new triggers to patch (to discuss / You will give):
  • leaving harbour
  • reaching harbour
  • reaching patrol grid
  • leaving patrol grid /assign from BDU to went home
  • contact-message if getting in contact to vessel/or convoy
  • success message after sinking ship
  • get lost due to escorts / missing messages from BDU
  • things I have forgotten ...
- Adding the real uboat-patrols from war into oh2-campaign (modders work, not Yours)

- removing messages from existing radio mods, which are not related to the actual game status and have been implemented only for our fun. (Modders will do)

- A template / instruction how to format the messages in the right way. So the modders could add the needed entries in textfiles.

- Perhaps it would be possible to create different phrases for one action to get some variations in the given messages.


Example:

U0815 left Wilhelmshaven at 1939-12-01 -> Send message to BDU.
- Perhaps repeat dayly status/weather-report to BDU, who knows
- travels to assgigned patrol area -> message, weather-report.
- Sends message to BDU if ship/convoy is sighted
- sunk ship -> send info to BDU
- shadows convoy -> send info to BDU -> get instructions how to act from BDU (I know, ai-boat will do their own thing )
- Boat gets damage from destoyer and will go home -> Info
- Reaches port - patrol summary and welcome message.

I know, that are many wishes and suggestions in one post, its not so easy to describe them in english. But I hope, I have done it half a way clearly .


Thanks,
Paco.
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Old 09-05-12, 03:33 AM   #1266
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Hello TDW, and who walks exploring the depths of sh5.exe and act. and found independent control of the engines, it would be possible to control the sub's diving planes? elevators, etc. with this we would have total control of the submarine, giving a greater depth to the game simulation.
thanks
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Old 09-05-12, 03:48 AM   #1267
volodya61
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Originally Posted by Paco View Post
..I know, that are many wishes and suggestions in one post, its not so easy to describe them in english. But I hope, I have done it half a way clearly ..
I think then we'll have to ask to use computers at NASA..
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Old 09-05-12, 03:50 AM   #1268
pioleen
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Originally Posted by chun View Post
Hello TDW, and who walks exploring the depths of sh5.exe and act. and found independent control of the engines, it would be possible to control the sub's diving planes? elevators, etc. with this we would have total control of the submarine, giving a greater depth to the game simulation.
thanks
it would be amazing. I endorse the motion

Thanks!
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Old 09-05-12, 04:12 AM   #1269
volodya61
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Originally Posted by chun View Post
Hello TDW, and who walks exploring the depths of sh5.exe and act. and found independent control of the engines, it would be possible to control the sub's diving planes? elevators, etc. with this we would have total control of the submarine, giving a greater depth to the game simulation.
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it would be amazing. I endorse the motion
Hey guys, I am the Captain. Captains generally don't govern the dive planes themselves.. I think so..
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Old 09-05-12, 04:33 AM   #1270
Paco
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Originally Posted by volodya61 View Post
I think then we'll have to ask to use computers at NASA..
Hm, I don't think so, because there are not to much boats on travel at one time. But I do not know, how the game is calculating the traffic. And for this advantage we could reduce a bit the other units to make it harder to find the ships.
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Old 09-05-12, 06:58 AM   #1271
gap
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Originally Posted by TheDarkWraith View Post

Today was a very productive day.
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Old 09-05-12, 07:36 AM   #1272
SilentOtto
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Originally Posted by TheDarkWraith View Post
Something that I find really interesting is the KGrid number displayed - GR21. The game is actually calling a function to retrieve this value - this tells me that the game has a working KGrid map in memory and it knows what grid you are in at all times. Now I just have to figure out why it can't display the overlay on the maps...
Ooooooh this one!

I still have my aces of the deep grid kg map!

May the force be with you, again!
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Old 09-05-12, 10:41 AM   #1273
Sartoris
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Originally Posted by volodya61 View Post
Hey guys, I am the Captain. Captains generally don't govern the dive planes themselves.. I think so..
I think it would be good to have the option, so you could not use it if you didn't want to.

I hope one day we'll be able to communicate with friendly subs, order them to follow us, attack our target etc.
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Old 09-05-12, 11:05 AM   #1274
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I think it would be good to have the option, so you could not use it if you didn't want to.

I hope one day we'll be able to communicate with friendly subs, order them to follow us, attack our target etc.

Well, I think this is what the patch is trying to do now in it's way. I believe historically that it was up to the BDU or command to make those decisions for good reason. I am wondering if 10% is a big enough number as contact reports don't happen all that often (for me anyway). It would be nice if the player could adjust this number to fit his game. It may not be possible to adjust it because of it's nature being a patch.
D40
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Old 09-05-12, 12:16 PM   #1275
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Interesting...
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