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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3736 |
Black Magic
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I call these contacts that appear when you drag a waypoint 'Waypoint contacts'. Here are those waypoint contacts with same shape and no color:
so now I can make them disappear, change shape, basically do whatever I want them to do. I'll be releasing a new version 3.9.3 with this fix. |
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#3737 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Could an early-war U-Boat detect surface contacts with it's hydrophones?
Sailor Steve has told me categorically 'no'. Why is there a rotating radar loop on my '39 U-Boat? My pointer keeps disappearing when the ID manual is brought up, making this U.I. Mod unplayable ![]() ![]()
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***THE GENERAL*** Last edited by The General; 08-04-10 at 12:29 PM. |
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#3738 |
Watch Officer
![]() Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
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I like you mod, installed it today with a bunch of other mods I had running at the time, got a whole bunch of Program stopped responding errors and it took me a bit to get it all worked out. Played one game, now when I attempt to load the game again the Program terminates again on loading. I have uninstalled the game and am loading it back on as I type, will report back later on.
In the meantime is there a load order for this mod, I mean what mod do I load first, second, third? Your UI mod wants to be over ridden by some of the other mods that you have added to the overall mod no matter what order I load them. Any insight, thanks.
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#3739 | |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
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Txema |
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#3740 | |
Black Magic
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- enable XO TDC Dialog box draggable in the options file so you can drag it wherever you want or - press the 'L' key to hide the messagebox and move the XO TDC Dialog box to more favorable position on right side of screen |
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#3741 | |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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***THE GENERAL*** |
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#3742 |
Swabbie
![]() Join Date: Apr 2007
Location: Connecticut, USA
Posts: 7
Downloads: 160
Uploads: 0
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Just installed the SH5 UI. It is truly a game changer!
Thanks for all of your hard work. |
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#3743 | |
Black Magic
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I'm looking to add an add-on mod to disable the hydrophone when surfaced. |
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#3744 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Sorry but what do the following files do?
ERM Reaper7 NightVision
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#3745 | |
Black Magic
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it's Reaper7's enhanced rec manual revised by myself |
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#3746 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Ahh, excellent, at the moment I use his Enhanced Recognition manual 2.0
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#3747 |
Black Magic
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#3748 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Well TDW, I know I said it a hundred times, but I need to tell you once again: You're the man!
![]() I'll just try the new version! Thank you for your great work! ![]() |
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#3749 | |
Black Magic
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![]() ; Automation ; Allows for player to automate common tasks while in patrol ; ; Available commands (from \data\cfg\commands.cfg): ; ; format: ; command,x,y,t ; command is the name of the command to execute ; x = parameter 1 of command ; y = parameter 2 of command ; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 1 second to account for code overhead ; ; a press of any key cancels the automation script! ; ; ; Set_depth,x,y,t - Dive to a depth of x meters. If y=0 then don't do a depth under keel check. If y=1 then check depth under keel before diving. If x > depth under keel then x will be set to: current depth < x < depth under keel - 5 ; Surface,0,0,t - surface the boat ; Periscope_depth,0,0,t - go to periscope depth. ; Snorkel_depth,0,0,t - go to snorkel depth ; Knuckle_port,0,0,t - 90 degree turn to port ; Double_knuckle_port,0,0,t - 90 degree turn to port followed by a short straight run followed by another 90 degree turn to port ; Knuckle_starboard,0,0,t - 90 degree turn to starboard ; Double_knuckle_starboard,0,0,t - 90 degree turn to starboard followed by a short straight run followed by another 90 degree turn to starboard ; Deploy_decoys,0,0,t - deploys decoys (noise makers) ; Activate_radar,0,0,t - activate radar (turn on) if installed ; Radar_toggle_range - toggle radar range between short and far ; Deactivate_radar,0,0,t - deactivate radar (turn off) if installed ; Rise_whole_periscope,0,0,t - fully raise the attack scope ; Lower_whole_periscope,0,0,t - fully lower the attack scope ; Get_depth_under_sub_keel,0,0,t - get the depth under the sub's keel ; Rise_whole_obs_periscope,0,0,t - fully raise the obs scope ; Lower_whole_obs_periscope,0,0,t - fully lower the obs scope ; Rig_for_silent_running,0,0,t - set silent running (minimal noise) ; Secure_from_silent_running,0,0,t - secure from silent running ; Set_speed,x,0,t - set the current sub's speed ; Ahead_slow,0,0,t - ahead slow bell ; Ahead_one_third,0,0,t - ahead 1/3 bell ; Ahead_standard,0,0,t - ahead standard bell ; Ahead_full,0,0,t - ahead full bell ; Ahead_flank,0,0,t - ahead flank bell ; Back_slow,0,0,t - back slow bell ; Back_standard,0,0,t - back standard bell ; Back_full,0,0,t - back full bell ; Back_emergency,0,0,t - back emergency bell ; All_stop,0,0,t - all stop bell ; Set_course,x,0,t - set course relative to current course ; Set_heading,x,0,t - set new heading ; Return_to_course,0,0,t - return to following waypoints ; Report_depth_under_keel,0,0,t - get the depth under sub's keel ; Report_nearest_visual_contact,0,0,t - get the nearest visual contact spotted by crew ; Report_nearest_radio_contact,0,0,t - report the nearest radio contact received/detected ; Radar_one_sweep,0,0,t - perform one sweep of radar (if installed) ; Radar_continuous_sweep,0,0,t - continuous sweep of radar (if installed) ; Report_nearest_sound_contact,0,0,t - report the nearest sound contact detected. ; Report_nearest_warship_sound_contact,0,0,t - report the nearest warship sound contact detected ; Hydrophone_normal_sweep,0,0,t - perform normal sweeps on hydrophone ; ; ; Additional commands: ; ; Set_Time_Compression,x,0,t - set time compression to x value (x must be a power of 2!) ; Sweep_Scope,x,y,t - sweep the scope from a start of x degrees to an end of y degrees. Time to sweep from x to y determined by t. Next command will be issued after t time ; Activate_Scope_Station,x,0,t - activates a scope station where x = the scope station number (0=attack, 1=obs, 2=UZO) ; Leave_Scope_Station,0,0,t - leaves the scope station and returns to bridge ; Activate_NavMap_Station,0,0,t - activates the navigation map station ; Leave_NavMap_Station,0,0,t - leaves the nav map station and returns to bridge ; Loop,0,0,t - loop this automation script t times before stopping ; ; ; You define an Automation Script by starting with the header [AS] followed by the name of the script on the following line. Then immediately following that the header [COMMANDS]. Then your commands line by line followed finally by [COMMANDS_END] ; ; [AS] TDW_Cruise [COMMANDS] Return_to_course,0,0,1 ; ensure we're following waypoints and wait 1 second before next command Activate_NavMap_Station,0,0,5 ; activate the nav map station so we can see the full map and wait 5 seconds before next command Set_Time_Compression,32,0,3600 ; set time compression to 32 and wait 3600 seconds (1 hour) before next command Set_Time_Compression,1,0,1 ; set time compression to 1 and wait 1 second before next command Periscope_depth,0,0,15 ; go to periscope depth and wait 15 seconds before next command All_stop,0,0,1 ; order all stop and wait 1 second before next command Hydrophone_normal_sweep,0,0,60 ; tell hydrophone operator to normal sweep listening for contacts. Let him listen for 1 min (60 seconds) before next command Report_nearest_sound_contact,0,0,10 ; report nearest sound contact heard and wait 10 seconds before next command (this gives time for user to cancel auto) Rise_whole_periscope,0,0,15 ; fully raise the attack scope and wait 15 seconds before next command (take a look around to ensure it's ok to surface) Activate_Scope_Station,0,0,5 ; activate the attack scope station and wait 5 seconds before next command Sweep_Scope,0,360,60 ; sweep the scope from 0 to 360 in 30 seconds. Next command will be issued after sweep is finished Report_nearest_visual_contact,0,0,10 ; report nearest visual contact found. Wait 10 seconds before next command (this gives time for user to cancel auto) Leave_Scope_Station,0,0,1 ; leave the scope station thus returning to nav map station and wait 1 second before next command Lower_whole_periscope,0,0,1 ; fully lower the attack scope and wait 1 second before next command Ahead_standard,0,0,1 ; order ahead standard and wait 1 second before next command Surface,0,0,1 ; surface the boat and wait 1 second before next command Loop,0,0,5 ; loop through all this 5 times before stopping and ending this script [COMMANDS_END] |
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#3750 |
Helmsman
![]() Join Date: Jan 2009
Location: Area 7
Posts: 110
Downloads: 86
Uploads: 0
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Hey TheDarkWraith. Great UI. I've been using it since its inception.
![]() One question about all of your new add-ons in 3.9.3. Just for instance, do we need to use both versions of the add-ons? Say, I want to use No_Contact_Colors, do I also need to enable Waypoint_Contacts_No_Color? Or is it an optional thing where you would choose one and use it like: NewUIs_TDC_3_9_3_No_Contact_Colors - Use this if you just don't want colors NewUIs_TDC_3_9_3_Waypoint_Contacts_No_Colors - Use this if you don't want contact colors on original contact and the "ghost" images Thanks, and sorry if this is confusing because I'm confused too. ![]() |
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Tags |
dbrn, favorite, new ui |
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