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#166 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Well, H.B. and Hitman are absolutely right with their explanation about the TDC. But I can live very well with the dials as we have them now, because they all work properly, only the design of the dials are different in the Game TDC. And there were other TDC designs in WW2 boats. I've got a book with a picture of an earlier version of the TDC that looks completely different.
@DarkWraith If you designed a TDC on a special page that looks like the original, that would be very cool and a very nice game design gadget, but in my opinion not essential for gameplay. I like it very much as it is now, with the TDC-dials in the scope and uzo view, it's very handy this way. I think still better than a separate TDC-page would be a fully functional and operable TDC in the Tower, as well as all the other switches and dials in the boat should be operable and show correct data. But for me, it's not first priority, no need to rush. I'd love to see the correct working sh4 UI first, the improved reco-manual and functional tube door switches. Thanks again for your great work! ![]() Edit: I just had a look at this KiUB thingy, unfortunately I haven't seen this before. This TDC is excellent and has the same Dials as the one from u-995. Maybe you could take this one as a template. |
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#167 |
The Old Man
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![]() ![]() I think that the most valuable thing that I actually did was not the interface itself, but figuring out how to position items for any resolution. After describing the procedure and seeing the lack of interest (most played GWX or Fleet Boats), I rolled up my sleeves and took the chance to practice 3D graphics again. Thus KiUB was born. As I've said, all graphic files are available to anyone. However most were made in a very strange way because of SH4 hardcode limitations. Torpedo switches and the AOBF button are a perfect example. No buttons were possible back then so I had to use dials. I also never used separate "plates" for the dials because of clipping and rescaling issues. In other words it is quite limited to THAT format. Plus the AOB dial had wrong text ![]() All the lessons I've learned back then are there on the KiUB thread, I've posted each step, including the actual EXCEL spreadsheets I used that list all the new items. As for the object placement, it still is the same in SH5, so as soon as I bought the game I wrote this tutorial for the Menu Editor: http://www.subsim.com/radioroom/showthread.php?t=163118 It only deals with positioning, cropping images isn't hard NOW with the editor ![]() In all, KiUB perfect for SH4 because UBM had a faulty notepad and buggy stadimeter (sound familiar?). But I'm not sure WHEN it will be possible to port it in SH5 (depends on patches) or IF anyone would actually like it in SH5. I know I wouldn't ![]() |
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#168 | |
Seaman
![]() Join Date: Mar 2010
Posts: 37
Downloads: 12
Uploads: 0
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![]() I would love to see something similar to your interface for SH5. It's great and your tutorials are wonderful, although I'm not done with reading by now. Installation and modding took sooo long. Well, I did now ![]() You just flipped "Bug Links" and "Bug Rechts", right? |
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#169 |
Black Magic
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do the dials look right now (dial face wise)? I added the vernier to the AOB and removed the vernier from the bearing. Tried adding the Track angle dial but it doesn't work. I'll need a new image for the vernier of the AOB. The 'val' for it currently is numbered 0-100 from 0-360 degrees. We need 0-100 for 0-180 degrees and 0-100 for 180-360 degrees.
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#170 | |
Seaman
![]() Join Date: Mar 2010
Posts: 37
Downloads: 12
Uploads: 0
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![]() I'm not sure if understand what the problem with the AOB vernier is. We talk about this one, right? ![]() It is numbered from 0-9 clockwise (red numbers) and counter clockwise (green numbers). Which ones to read depends on whether you see your target from the left or right. Looks correct on your picture: The outer ring of the dial is set to a target's AOB of 30° and something. You are in the dial's green area (Bug Rechts/Hull Right), so it is set to a target you see from the right. So on the vernier you have to read the green numbers which show nearly a 5. 30° plus 5° = 35°. You have set an AOB of 35° Last edited by H.B.; 03-16-10 at 04:49 AM. |
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#171 |
Black Magic
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#172 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
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I have a problem, how can i remove the old ui?
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#173 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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Maybe use the minimal UI instead of full dials? Or buy a larger monitor, that's horribly cluttered and tiny.
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#174 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
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I refuse to buy another monitor, i am very satisfied with my samsung syncmaster 710T its a normal size.
I think that we have retractable dials such as in sh3.
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#175 | |
Stowaway
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#176 |
Stowaway
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I tried your mod first thing today and you have turned a great game into something fantastic.
THANK YOU and I can't wait for your improvements. The zoom on the dials can be unresponsive that I have to pull away and go back over to make them zoom. |
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#177 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Think thats the way there meant to work, stops the issue with 2 dials flickereing between zoomed in and out when moving between dials. Now you have to move the mouse over a dail to zoom in, then drag the mouse back of two move onto a different dial. ![]() |
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#178 |
Stowaway
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Thanks, makes sense now I think about it.
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#179 |
Swabbie
![]() Join Date: Mar 2010
Posts: 12
Downloads: 40
Uploads: 0
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You, my friend, are a freakin' genius! Thank you very much for your work.
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#180 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
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Ditto and welcome PjMaybe
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Follow the progress of Mr. Mulligan : http://www.subsim.com/radioroom/showthread.php?t=147648 |
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