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Old 08-06-10, 02:29 PM   #3781
PL_Andrev
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Small bug spotted on wittmann's screenshot:

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Old 08-07-10, 11:58 AM   #3782
Drakhun
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I have a question: how to use ShipJournal Editor? It is possible to view journals not in the game? Everytime I try to launch SJEditor it says that he can't locate journal folder

Sorry for my ignorance.
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Old 08-07-10, 12:05 PM   #3783
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Quote:
Originally Posted by Drakhun View Post
I have a question: how to use ShipJournal Editor? It is possible to view journals not in the game? Everytime I try to launch SJEditor it says that he can't locate journal folder

Sorry for my ignorance.
you have to first save a journal in game so that the folder needed is created. After you've saved your first journal you won't have that problem anymore
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Old 08-07-10, 03:03 PM   #3784
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Quote:
Originally Posted by TheDarkWraith View Post
you have to first save a journal in game so that the folder needed is created. After you've saved your first journal you won't have that problem anymore
The problem is that I've saved journals in game, now in C:\Ubisoft\Silent Hunter 5Logs I have 2 of my journals with .DAT extension. But still SJEditor refuses to work.
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Old 08-08-10, 11:12 AM   #3785
KarlKoch
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e:This post is no longer of any interest, didn't look properly.


Just found a bug in your Mod when entering target data manually. AOB and bearing dials have their positions (and functions) mixed up. See following screenshots for explanation:

Step 1: UZO lined up with 0°, so bearing dial should indicate 0°, whatever i may enter as AOB. Note the green "manual input" button.


Step 2: Grab AOB needle and pull to 90° starboard (or whatever). Note that the bearing needle also shows 90° starboard now. UZO still pointing to 0° ahead.


Step 3: Turn "manual input" off (note red button) and see what happens:
Bearing-labeled Dial (it actually is the AOB dial) jumping back to 0° (what should not happen), but AOB-labeled dial stays at 90° starboard (what shouldn't happen either).


Conclusion: AOB and bearing dials function AND appearance are swapped, labels are NOT.
Plus, both needles are moving, when only AOB needle should be moving.

e: Bearing should be placed on the left side, in my opinion. AOB on the right. So only labels to change and function.

Last edited by KarlKoch; 08-08-10 at 12:47 PM.
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Old 08-08-10, 12:35 PM   #3786
reaper7
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Quote:
Originally Posted by KarlKoch View Post
Just found a bug in your Mod when entering target data manually. AOB and bearing dials have their positions (and functions) mixed up. See following screenshots for explanation:

Step 1: UZO lined up with 0°, so bearing dial should indicate 0°, whatever i may enter as AOB. Note the green "manual input" button.


Step 2: Grab AOB needle and pull to 90° starboard (or whatever). Note that the bearing needle also shows 90° starboard now. UZO still pointing to 0° ahead.


Step 3: Turn "manual input" off (note red button) and see what happens:
Bearing-labeled Dial (it actually is the AOB dial) jumping back to 0° (what should not happen), but AOB-labeled dial stays at 90° starboard (what shouldn't happen either).


Conclusion: AOB and bearing dials function AND appearance are swapped, labels are NOT.
Plus, both needles are moving, when only AOB needle should be moving.

Sorry deleted my Original post in error as I was editing it .

Anyway Karl this is actually the correct mode of operation for those dials.

Just as a side note If your playing in Automated Mode (Shoot by numbers) the auto TDC functions differentaly to that to auto TDC is Full Manual TDC mode.
Also if your used to the AOB and Bearing dial in stock SH3/4/5 these were always incorrect the Bearing dial used to have the Vernier dial in it and not the AOB which is the one that should have had it (This may lead to the confussion).

Ok back to you question.

Step 1: UZO lined up with 0°, so bearing dial should indicate 0°, whatever i may enter as AOB. Note the green "manual input" button.

This is correct (While in Auto TDC bearing will always matct the scope bearing).

Step 2: Grab AOB needle and pull to 90° starboard (or whatever). Note that the bearing needle also shows 90° starboard now. UZO still pointing to 0° ahead.

Correct also (Due to you being in Maual TDC mode the Bearing is no longer tied to the Scope Bearing but is being affected by the AOB as you Rotate it). You can manually rotate the Bearing Dial at this point without effecting the AOB Dial.

The Bearing is rotating when you adjust the AOB as the targetting solution is updating the Topr trajectory for the new AOB.

Step 3: Turn "manual input" off (note red button) and see what happens:
Bearing-labeled Dial (it actually is the AOB dial) jumping back to 0° (what should not happen), but AOB-labeled dial stays at 90° starboard (what shouldn't happen either).

Correct also (Due to you switching back to Auto TDC the Bearing Dial has now being tied to the Scope bearing again).
The AOB has not changed as that is the manual AOB you set for the TDC.
Manual TDC allows you to manualy enter the Torpedo solution for Target speed, range, AOB, Torp depth, salvo spread etc.
These values are locked into the solution when you switch back to Auto TDC.
Now here's the bit about the Bearing - after switching back to manual the AOB is still the same as the ship is travelling along the same path (We wouldn't want that to change) but the Bearing dial as you nothed has jumped back to the direction of the scope. OK look at your solution on the TAI map and move the scope see how the solution rotates to match where you looking (Well the bearing dial rotate to match also).
What this allows for is changing our hit point on the target witout having to reate a new solution.
So for the first Torp get your solution, say dead centre of the target. Fire 1
Now move the scope to the rear of the target (Bearing Dial and solution on TAI move). Fire 2
Now move the scope to the front of the target (Bearing Dial and solution on TAI move). Fire 3

We now got three different torpedo paths from the one solution.

On another side note. You can using Manual only set up the solution without ever using the scope.
This way you would rotate the bearind dial to the correct bearing for the solution.
This is usefull if doing attacks using Hydrophone or radr only.

Hope this explains it ok. Good hunting.
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Old 08-08-10, 12:46 PM   #3787
KarlKoch
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Quote:
Originally Posted by reaper7 View Post
Also if your used to the AOB and Bearing dial in stock SH3/4/5 these were always incorrect the Bearing dial used to have the Vernier dial in it and not the AOB which is the one that should have had it (This may lead to the confussion).
This is what lead me to assuming there was a bug. So it actually isn't. Sorry for that. But i always thought i installed GWX3.0. Isn't that fixed there?

However, thanks for pointing me in the right direction.

But one thing still is on my mind. Could Bearing and AOB dials be swapped? Usually, one enters AOB, not bearing. Therefore, it would suit better on the right side.
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Old 08-08-10, 03:46 PM   #3788
TheDarkWraith
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Automation nearly complete. Just a few bug to work out and I have to make the interface for it. Here are the commands currently available:

; Automation
; Allows for player to automate common tasks while in patrol
;
; format:
; command,x,y,a,b,c,d,t
; command is the name of the command to execute
; x = parameter 1 of command (has to be an UInt32 value!)
; y = parameter 2 of command (has to be an UInt32 value!)
; a = parameter 3 of command
; b = parameter 4 of command
; c = parameter 5 of command
; d = times to execute command (0=no limit)
; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 0.1 second to account for code overhead
;
; a press of any key cancels the automation script!
;
;
; Do not use the below as they cause problems!
; Activate_radar,0,0,0,0,0,0,t - activate radar (turn on) if installed
; Deactivate_radar,0,0,0,0,0,0,t - deactivate radar (turn off) if installed
; Radar_continuous_sweep,0,0,0,0,0,0,t
; Radar_one_sweep,0,0,0,0,0,0,t
;
; If you want to switch between radar constant bearing and radar sweep modes you have to know the current mode and use the toggle command:
; NOTE: game starts in radar continuous sweep mode
; Radar_toggle_sweep_focus,0,0,0,0,0,0,t
;
; Available commands (from \data\cfg\commands.cfg):
;
; Surface,0,0,0,0,0,0,t - surface the boat
; Periscope_depth,0,0,0,0,0,0,t - go to periscope depth.
; Snorkel_depth,0,0,0,0,0,0,t - go to snorkel depth
; Get_depth_under_sub_keel,0,0,0,0,0,0,t - get the depth under the sub's keel
; Knuckle_port,0,0,0,0,0,0,t - 90 degree turn to port
; Double_knuckle_port,0,0,0,0,0,0,t - 90 degree turn to port followed by a short straight run followed by another 90 degree turn to port
; Knuckle_starboard,0,0,0,0,0,0,t - 90 degree turn to starboard
; Double_knuckle_starboard,0,0,0,0,0,0,t - 90 degree turn to starboard followed by a short straight run followed by another 90 degree turn to starboard
; Deploy_decoys,0,0,0,0,0,0,t - deploys decoys (noise makers)
; NOTE: radar turn on is located below in additional commands
; Radar_turn_off,0,0,0,0,0,0,t - turns the radar off
; Radar_toggle_on_off,0,0,0,0,0,0,t - toggles the radar on/off
; Radar_toggle_range,0,0,0,0,0,0,t - toggle radar range between short and far
; Radar_toggle_sweep_focus,0,0,0,0,0,0,t - toggles the radar between constant bearing and sweep mode
; NOTE: radar one sweep is located below in additional commands
; Rise_whole_periscope,0,0,0,0,0,0,t - fully raise the attack scope
; Lower_whole_periscope,0,0,0,0,0,0,t - fully lower the attack scope
; Rise_whole_obs_periscope,0,0,0,0,0,0,t - fully raise the obs scope
; Lower_whole_obs_periscope,0,0,0,0,0,0,t - fully lower the obs scope
; Rig_for_silent_running,0,0,0,0,0,0,t - set silent running (minimal noise)
; Secure_from_silent_running,0,0,0,0,0,0,t - secure from silent running
; Ahead_slow,0,0,0,0,0,0,t - ahead slow bell
; Ahead_one_third,0,0,0,0,0,0,t - ahead 1/3 bell
; Ahead_standard,0,0,0,0,0,0,t - ahead standard bell
; Ahead_full,0,0,0,0,0,0,t - ahead full bell
; Ahead_flank,0,0,0,0,0,0,t - ahead flank bell
; Back_slow,0,0,0,0,0,0,t - back slow bell
; Back_standard,0,0,0,0,0,0,t - back standard bell
; Back_full,0,0,0,0,0,0,t - back full bell
; Back_emergency,0,0,0,0,0,0,t - back emergency bell
; All_stop,0,0,0,0,0,0,t - all stop bell
; Return_to_course,0,0,0,0,0,0,t - return to following waypoints
; Report_nearest_visual_contact,0,0,0,0,0,0,t - get the nearest visual contact spotted by crew
; Report_nearest_radio_contact,0,0,0,0,0,0,t - report the nearest radio contact received/detected
; Report_nearest_sound_contact,0,0,0,0,0,0,t - report the nearest sound contact detected.
; Report_nearest_warship_sound_contact,0,0,0,0,0,0,t - report the nearest warship sound contact detected
; Hydrophone_normal_sweep,0,0,0,0,0,0,t - perform normal sweeps on hydrophone
;
;
; Additional commands:
;
; format:
; command,x,y,a,b,c,t
; command is the name of the command to execute
; x = parameter 1 of command (has to be something that can convert to float value!)
; y = parameter 2 of command (has to be something that can convert to float value!)
; a = parameter 3 of command
; b = parameter 4 of command
; c = parameter 5 of command
; d = times to execute command (0=no limit)
; t = time to wait before issuing next command (in seconds) NOTE: minimum time delay is 0.1 second to account for code overhead
;
;
; Set_Time_Compression,x,0,0,0,0,0,t - set time compression to x value (x must be a power of 2!)
; Sweep_Scope,x,y,z,zz,0,0,t - sweep the scope from a start of y degrees to an end of z degrees. Time to sweep from y to z determined by zz. Next command will be
issued after time t (time t doesn't start until sweeping complete). x = the scope station number (0=attack, 1=obs, 2=UZO)
; Activate_Scope_Station,x,0,0,0,0,0,t - activates a scope station where x = the scope station number (0=attack, 1=obs, 2=UZO)
; Leave_Scope_Station,0,0,0,0,0,0,t - leaves the scope station and returns to bridge
; Activate_NavMap_Station,0,0,0,0,0,0,t - activates the navigation map station
; Leave_NavMap_Station,0,0,0,0,0,0,t - leaves the nav map station and returns to bridge
; Set_new_depth,x,0,0,0,0,0,t - Dive to a depth of x meters. NOTE: whole positive numbers only!
; Set_new_course,x,0,0,0,0,0,t - set course relative to current course. NOTE: whole positive numbers only
; Set_new_heading,x,0,0,0,0,0,t - set new heading. NOTE:
; Set_new_speed,x,0,0,0,0,0,t - set the new speed (+ or - value and can be a float)
; Radar_turn_on,0,0,0,0,0,0,t - turns the radar on
; Radar_make_one_sweep,0,0,0,0,0,0,t - perform one sweep of radar (if installed)
; Radar_set_continuous_sweep_mode,0,0,0,0,0,0,t - sets the radar to continuous sweep mode
; Radar_set_constant_bearing_mode,0,0,0,0,0,0,t - sets the radar to constant bearing mode
; Loop,x,0,0,0,0,0,0 - loop this automation script x times before stopping
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Old 08-09-10, 05:26 AM   #3789
THE_MASK
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If you have TCxOnMessageBoxText = True in the TheDarkWraithUserOptions then you might want to add
7636 to 7645 as well . If you have no idea what i am talking about then dont worry about it .
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Old 08-09-10, 08:02 AM   #3790
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Hi first of all great mod
Now for one quick question how do i activate the night filters
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Old 08-09-10, 10:59 AM   #3791
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Quote:
Originally Posted by sober View Post
If you have TCxOnMessageBoxText = True in the TheDarkWraithUserOptions then you might want to add
7636 to 7645 as well . If you have no idea what i am talking about then dont worry about it .
thx.
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Old 08-09-10, 11:33 AM   #3792
Krauter
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OK.. wth.. just had a ruined firing solution because the torpedo tube doors wont open.. when I mouse over the switch it says disabled.. wtf.. no damage on the tubes either?
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Old 08-09-10, 11:43 AM   #3793
Tectronus
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Quote:
Originally Posted by SeaTurtle View Post
Thank you Tectronus.

I see when you lock with X then ask for solution it will be correct.

Do you know why the lock with taskbar (green arrow) doesnt make a good solution ? I can now see the difference. Speed stay at 0 with taskbar + solution, where it will be correct with X key + solution...
I hope i understand you correctly. Im alittle unsure about the (green arrow) part.

Locking with task bar icon is probably tied to the newer sh5 point and shoot style.

X key lock is the old shIII lock method
space bar lock is now the new SH5 point and shoot method.

TDW put both methods in so the user could play the way they would like to.
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Old 08-09-10, 11:58 AM   #3794
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
###################################
Videos:

- submerged torp attack using v3.1.1. Shows how to use the SH3 style speed estimator and how to use the new red buttons attached to the speed and AOB TDC dials for 'setting' the speed and AOB into the TDC so they persist across stadimeter calls
http://www.filefront.com/16878549/To...-TDW-3-1-1.7z/
Hmmm...
It looks like this file is available at FF but direct link is broken (unable to download).
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Old 08-09-10, 12:22 PM   #3795
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Quote:
Originally Posted by Tectronus View Post
TDW put both methods in so the user could play the way they would like to.
Thank you.

I now have a new problem with the TDW auto-TDC solution. I've upgraded my torpedo man to get more efficiency and damage, but now the torpedoes miss the target all the time. I think upgrading the torpedo man is not a good idea.

I've taken some screenshots :

1/ with TDC OFF, lock with X, eveyrthing is set correctly and data are updated automatically in real time. I used to have a good shot like this.




But now you can see that torpedoes will hit only the front of the target. In salvo shooting I have somme miss and some hit. With single shooting, the torpedoe will just miss and run in front of the target.



2/ Manual TDC is not working with "solution" by XO the speed will not be entered. Not working.

3/ The trick i'm using now it to tun TDC ON, then push the button for manual entry, then turn TDC OFF. Then when I ask for a solution all the data including speed will be set like automatic TDC from TDW but NOT UPDATED.

If I fire the torpedo it will miss the target or hit the front. So because it is not updated, I count 5 or 6 seconds before launch, and the torpedo will do a quite correct hit :

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