SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-02-10, 07:48 AM | #196 | ||
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Additionally the number of supported variations of commands is 3 times as much as v1.4 so you don't have to say the same thing over and over and can throw in a little variation. I just have been a little bit too tied up with work, but the good news is the next weekend and week I actually do have spare time (finally). So I will try to push the update out this weekend. Quote:
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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09-02-10, 08:38 AM | #197 |
Stowaway
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As skwasjer already said, nearly all commands are implemented. That includes, but is not limited to:
- set AoB - set target range - set target speed - all commands for deck- and flakguns known from SH3 - setup salvo mode - set spread angle - torpedo depth - all optional settings for FAT/LUT torpedos - many many more So basically the only thing you need to enter target data or anything related to shooting will be the stock XO dialog. And that is just for confirmation of what you have entered (and in some cases the speech engine will confuse numbers, so it is good to double-check it (adds to immersion as well, in my opinion)). German already should be in an almost complete state when released, while english needs improvement. But since english is not my native language, i am not sure what to add. Any suggestions users want will be implemented (if possible). I should mention that numbers up to 1000 are implemented completely (for german even with difference in 2 = zwo/zwei), and above 1000 up to 12500 (max setting for straight run of FAT/LUT torpedo) in steps of 25. So for example 3825 exists, but 3845 does not. If this should not be enough, additions can (and will) be made. For english users, yard and feet are accounted for, so that the map shows exactly what has been set. Background: labels on the dials (in TDWs UI mod) are not changing accordingly when using imperial measurement units. So the dials do not show what has been commanded, but when you check it via the map, it will be correct. |
09-02-10, 11:49 AM | #198 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
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Just perfect and exactly what I was lookin/dreaming for. Full sim.. yay, thank you guys!
Hope that one of you will find time to hide the HUD and leave only a chat box. In SH5 the UI should be a vindow to the sim, not a part of it! |
09-02-10, 02:24 PM | #199 |
The Old Man
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
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Also folks, in the next version of my interior mod, you won't need a UI or the report screen to find out any of the simple information about the sub. It will have fully functioning dials for battery, fuel, CO2, Compressed air, depth, speed, heading, rudder, dive plane angle, inclinometer, and throttle. Some of these were working in stock, and some more of them are working in my interior mod's current version, but V1.2 will have dials for all this stuff.
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He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
09-02-10, 02:55 PM | #200 | |
Stowaway
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I would so love this stuff working. Holding thumbs for your progress! This will be the most awesome Subsim ever, if only "we" get lucky and can add ships without breaking the recognition manual. |
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09-03-10, 03:49 AM | #201 | |
Sea Lord
Join Date: Mar 2010
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09-05-10, 10:01 AM | #202 |
Watch
Join Date: Sep 2010
Posts: 18
Downloads: 2
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I tried to use this mod with Dragon NaturallySpeaking, but no luck . The test program doesn't recognize Dragon NaturallySpeaking. Is it possible to implement Dragon NaturallySpeaking compatibility?
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09-05-10, 10:28 AM | #203 | |
Admiral
Join Date: Mar 2007
Posts: 2,200
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What we do in life echoes in Eternity |
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09-05-10, 10:29 AM | #204 | |
Stowaway
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Apart from that: Windows XP is far outdated by now. You may consider ordering a copy of Win7 regardless of this mod. I, for one, did, and i am really satisfied with my decision. |
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09-05-10, 10:51 AM | #205 | |
Watch
Join Date: Sep 2010
Posts: 18
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09-05-10, 11:06 AM | #206 |
Stowaway
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If you have Ultimate Edition, you can enable english recognition without having your whole Windows in english. If you don't have Ultimate edition... well, there are ways...
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09-05-10, 11:41 AM | #207 |
Watch
Join Date: Sep 2010
Posts: 18
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I've got Ultimate, but I can't use English recognition. I've got the English language pack, but needs to be enabled to use English recognition
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09-05-10, 11:44 AM | #208 |
Stowaway
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Well, wait for the next release. It should be possible then. Another thing is, if you want the recognition in dutch, this should also be possible. I can provide you with the files needed and some help on the technical part to understand the files and what is needed. This could be added to the mod at a later date, no big deal. I did this part for the german translation already.
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09-05-10, 11:47 AM | #209 | |
Watch
Join Date: Sep 2010
Posts: 18
Downloads: 2
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09-15-10, 03:44 PM | #210 |
Seaman
Join Date: Sep 2010
Location: Bremen, Germany
Posts: 35
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just wanted to say it works with ui mods, well it works for me and i tested nearly every command
you just need to modifie the files a bit so that no content is lost. and i bet you can even get it work in dutch, you may just need to record the commands in dutch and replace the english ones, thats what im going to do for german though Nice mod man thx alot |
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